OpenLLM-France/wikimedia huggingface dataset:
# Rueda de Casino/Pelota
### Pelota

* Pronunciation: pay-lOH-tah
* English: Ball
* Related commands: Enchufa, Drácula, Frankenstein, Peluqería, Policía, Príncipe Bueno, Príncipe Malo, Spaghetti
Summary: video (Media Noche). Stamp twice then clap twice
Description:
Enchufa then before changing to the next partner, the leader stamps his right foot twice (beats 1 and 3), then claps twice (beats 5 and 7). The follower stamps her left twice and claps twice at the same time as the leader. Followed by a Dile Que No.
This can be called as Pelota Con Cuatro, which is the same but with 4 stamps and 4 claps. Alternatively, Pelota con Dos signals the four stamps "with two (claps)" (i.e., clap on each of the last two stamps).
The name might refer to the noisy skittering of the ball around the roulette wheel.
# Rueda de Casino/Fly

un fly (fly alto) translation: a fly ball (high fly) Fly = During guapea, on 1 count turn to person behind you and reach up to "clap" the "fly" ball. Fly alto = Same as un fly, but jump and clap.
This has nothing to do with swatting flies! Think Cuba, think baseball.
# Rueda de Casino/Guapea
### Guapea

* Pronunciation: gwa-pAYah
* English:
* Related commands: Dame, Dile Que No, Enchufa
Summary: video (Media Noche). Basic step
Description:
All the leaders face clockwise, and all the followers face anti-clockwise, one between each leader.
The leader takes the follower's right hand in his left, and does a mambo step, but reversed. The left foot goes back and the right goes forward, but not very far, as the follower will be in the way. The leader's right hand meets the follower's left at the same time as the right foot goes forward. They push against each other, and let go with the leader's right, follower's left. The leader's left keeps hold of the follower's right.
Meanwhile, the follower does normal mambo steps, except that the step forward is smaller, as the leader would be in the way of a bigger step.
# Rueda de Casino/Para el Medio
### Para el Medio

* Pronunciation: para el mAY-dio
* English: To the middle
* Related commands: Enchufa, Treinta y Tres, Flor, Levántala
Summary: Step to the middle of the circle
Description:
There are two moves with this name, both danced at different times in the rueda. The first version listed here is at the start of the rueda, when the leaders are facing counter-clockwise. The second version is for the main part of the rueda, when the leaders are facing clockwise.
The call can be shortened slightly to pa' el medio.

## From the starting position

Leaders face counter-clockwise, and followers face clockwise, one between each leader. Normal partner hold.
Everybody steps into the middle of the circle with the inside foot, and then closes the other foot to it. Then they step to the edge of the circle with the outside foot, and close the inside foot to it. This happens on beats 1, 3, 5 and 7, so it is slower than most moves.
The idea is to lean into the centre, and out of it, repeatedly. This usually continues until the group is formed and the caller has been decided upon. Also, it is usually not called out, as it is always the start of a rueda.

## From the main rueda

Usually called as Enchufa y para el medio.
Enchufa y Dile que no, and then the leaders do mambo basics into and out of the circle, while the followers do the same, but the leaders go into the circle on 1, and the followers on 5. Usually everybody claps twice when they are stepping in.
Other moves from this position:
* Treinta y tres (33)
* Flor (flower)
* Levántala (lift her)
# Rueda de Casino/Exhíbala
### Exhíbala

* Pronunciation: eck-zEE-bah-lah
* English: Exhibit her
* Related commands: Abajo, Arriba, Para el Medio
Summary: video (Media Noche). The follower turns in the centre, then back out
Description:
This is half a dile que no (or cross body), followed by a sharp right turn for the followers under the leader's left arm, to return to where it started.
This is a fast right turn, and feels strange to followers who are used to either Cuban or New York style salsa, so the leaders need to be clear, and patient. The follower's footwork is similar to a right turn in New York style, or a right-handed hammerlock in Cuban.
# Rueda de Casino/Jardín
### Jardín

* Pronunciation: har-dEEn
* English: Garden
* Related commands: Dile Que No, Enchufa
Summary: Enchufa, right-to-right, leaders go underneath the next leader's arm
Description:
From Guapea, the leader does an Enchufa, then changes hand so that he is right-to-right with the follower. He walks towards the previous leader (to his left), and raises his and the follower's right hand, then ducks underneath the right arms of the previous leader and follower, and walks around, clockwise, until the caller shouts "aurora" or "se fue" (say fway).
After "aurora" or "se fue", the leader takes hold of the right hand of the follower in front of him with his left hand, takes her hand out to the left and makes her do an Enchufa and Dile Que No.
# Rueda de Casino/Patín
### Patín

* Pronunciation: Pah-tEEn
* English: Skate
* Related commands: Enchufa
Summary: Enchufa, leaders meet in the middle, skate to the right then left, and meet the next follower
Description:
From Guapea, the leaders meet in the middle, and link arms around each others' shoulders, then step back on the left while moving to the right, then back to where they started, then let go and turn to their left, moving to the next follower for a Dile Que No.
# Pokémon/Pokédex/Salamence
## Basic Statistics

* National Index: 373
* Johto Index: 373
* Hoenn Index: 189
* Stage: Stage 2
* Height: 1.5m/4'11"
* Weight: 102.6kg/226.0lb
* Gender Distribution: 50% Male
* Ability: Intimidate
* Type: Dragon/Flying
* Species: Dragon
* Egg Group: Dragon
* Hatch Steps: 10240
* Catch Rate: 45
* Base Experience: 218
* Max Experience: 1250000
* Hold Item in Advance: Dragon Scale: 5%
| | HP | Attack | Defense | Speed | Special Attack | Special Defense |
| Base Stats (RB/Y) | - | - | - | - | - | - |
| Base Stats (GS/C) | - | - | - | - | - | - |
| Base Stats (RS/FL/E) | 95 | 135 | 80 | 100 | 110 | 80 |
| Base Stats (DP/PT/HGSS) | – | – | – | – | – | – |
| Base Stats (BW/B2W2) | – | – | – | – | – | – |
| Base Stats (XY/ORAS) | – | – | – | – | – | – |
| Base Stats (SM/USUM) | – | – | – | – | – | – |
| Base Stats (Sword/Shield/BDSP) | – | – | – | – | – | – |
| Max Stats (RB/Y) | - | - | - | - | - | - |
| Max Stats (GS/C) | - | - | - | - | - | - |
| Max Stats (RS/FL/E) | 394 | 405 | 284 | 328 | 350 | 284 |
| Max Stats (DP/PT/HGSS) | – | – | – | – | – | – |
| Max Stats (B/W/B2W2) | – | – | – | – | – | – |
| Max Stats (X/Y/ORAS) | – | – | – | – | – | – |
| Max Stats (SM/USUM) | – | – | – | – | – | – |
| Max Stats (Sword/Shield/BDSP) | – | – | – | – | – | – |
| Effort Points (Sword/Shield/BDSP) | – | – | – | – | – | – |

## Type Matching

Move types which are very good on Salamence: Ice Move types which are good on Salamence: Dragon, Rock Move types which are bad on Salamence: Fire, Water Move types which are very bad on Salamence: Grass Move types which don't effect Salamence: Ground
All other move types are normal effectiveness on Salamence.

## Moveset

| Level | Ruby / Sapphire Emerald XD / Colosseum | Fire Red / Leaf Green |
| Start | Rage Bite Leer Headbutt | Rage Bite Leer Headbutt |
| 5 | Bite | Bite |
| 9 | Leer | Leer |
| 17 | Headbutt | Headbutt |
| 21 | Focus Energy | Focus Energy |
| 25 | Ember | Ember |
| 30 | Protect | Protect |
| 38 | Dragonbreath | Dragonbreath |
| 47 | Scary Face | Scary Face |
| 50 | Fly | Fly |
| 61 | Crunch | Crunch |
| 79 | Dragon Claw | Dragon Claw |
| 93 | Double-Edge | Double-Edge |

### TM/HM

* RS/FL: Aerial Ace, Attract, Brick Break, Cut, Double Team, Dragon Claw, Earthquake, Facade, Fire Blast, Flamethrower, Fly, Frustration, Hidden Power, Hyper Beam, Iron Tail, Protect, Rain Dance, Rest, Return, Roar, Rock Smash, Rock Tomb, Secret Power, Steel Wing, Strength, Sunny Day, Toxic

### Evolution

* RS/FL: Dragon Dance, Dragon Rage, Hydro Pump, Thrash, Twister

## Trading Cards

* EX Dragon #10 - Salamence
* EX Dragon #19 - Salamence
* EX Deoxys #103 - Salamence EX
| Basic: Bagon | Stage 1: Shelgon | Stage 2: Salamence |
# Pokémon/Pokédex/Sableye
## Basic Statistics

* National Index: 302
* Johto Index: 302
* Hoenn Index: 68
* Stage: Basic
* Height: 0.5m/1'8"
* Weight: 11kg/24.0lb
* Gender Distribution: 50% Male
* Ability: Keen Eye
* Type: Dark/Ghost
* Species: Darkness
* Egg Group: Humanshape
* Hatch Steps: 6400
* Catch Rate: 45
* Base Experience: 98
* Max Experience: 1059860
| | HP | Attack | Defense | Speed | Special Attack | Special Defense |
| Base Stats (RB/Y) | - | - | - | - | - | - |
| Base Stats (GS/C) | - | - | - | - | - | - |
| Base Stats (RS/FL/E) | 50 | 75 | 75 | 50 | 65 | 65 |
| Base Stats (DP/PT/HGSS) | – | – | – | – | – | – |
| Base Stats (BW/B2W2) | – | – | – | – | – | – |
| Base Stats (XY/ORAS) | – | – | – | – | – | – |
| Base Stats (SM/USUM) | – | – | – | – | – | – |
| Base Stats (Sword/Shield/BDSP) | – | – | – | – | – | – |
| Max Stats (RB/Y) | - | - | - | - | - | - |
| Max Stats (GS/C) | - | - | - | - | - | - |
| Max Stats (RS/FL/E) | 304 | 273 | 273 | 218 | 251 | 251 |
| Max Stats (DP/PT/HGSS) | – | – | – | – | – | – |
| Max Stats (B/W/B2W2) | – | – | – | – | – | – |
| Max Stats (X/Y/ORAS) | – | – | – | – | – | – |
| Max Stats (SM/USUM) | – | – | – | – | – | – |
| Max Stats (Sword/Shield/BDSP) | – | – | – | – | – | – |
| Effort Points (Sword/Shield/BDSP) | – | – | – | – | – | – |

## Type Matching

Move types which are good on Sableye: Fighting² Move types which are bad on Sableye: Poison Move types which don't effect Sableye: Fighting, Normal, Psychic
All other move types are normal effectiveness on Sableye.
¹ - The immunity to Fighting and Normal can be eliminated if the attacking Pokemon uses Foresight or Odor Sleuth on Sableye; switching either Pokemon ends this effect.
² - If the immunity was removed by Foresight/Odor Sleuth.

## Movelist

| Level | Ruby / Sapphire | Fire Red / Leaf Green |
| Start | Leer Scratch | Leer Scratch |
| 5 | Foresight | Foresight |
| 9 | Night Shade | Night Shade |
| 13 | Astonish | Astonish |
| 17 | Fury Swipes | Fury Swipes |
| 21 | Fake Out | Fake Out |
| 25 | Detect | Detect |
| 29 | Faint Attack | Faint Attack |
| 33 | Knock Off | Knock Off |
| 37 | Confuse Ray | Confuse Ray |
| 41 | Shadow Ball | Shadow Ball |
| 45 | Mean Look | Mean Look |

### TM/HM

* RS/FL: Aerial Ace, Attract, Brick Break, Calm Mind, Cut, Dig, Double Team, Facade, Flash, Focus Punch, Frustration, Hidden Power, Protect, Psychic, Rain Dance, Rest, Return, Rock Smash, Rock Tomb, Secret Power, Shadow Ball, Shock Wave, Snatch, Sunny Day, Taunt, Thief, Torment, Toxic, Water Pulse

### Breeding

* RS/FL: Moonlight, Psych Up, Recover

## Trading Cards

* EX Sandstorm #10 - Sableye
* EX Deoxys #23 - Sableye
# Pokémon/Pokédex/Salazzle
## Description

An lizard-like Pokémon.

## Base Statistics

A Poison and Fire type Pokémon.

## Type Matching

Moves that deal 400% of their damage to Salazzle: ground Moves that deal 200% of their damage to Salazzle: psychic, water, rock Moves that deal 50% of their damage to Salazzle: fighting, poison, fire, ice, steel Moves that deal 25% of their damage to Salazzle: grass, bug, fairy
# Pokémon/Pokédex/Sandaconda
## Description

A snake-like Pokémon.

## Base Statistics

A Ground type Pokémon.

## Type Matching

Moves that deal 200% of their damage to Sandaconda: water, grass, ice Moves that deal 50% of their damage to Sandaconda: poison, rock Moves that deal 0% of their damage to Sandaconda: electric
# Pokémon/Pokédex/Salandit
## Description

A lizard-like Pokémon.

## Base Statistics

A Poison and Fire type Pokémon.

## Type Matching

Moves that deal 400% of their damage to Salandit: ground Moves that deal 200% of their damage to Salandit: psychic, water, rock Moves that deal 50% of their damage to Salandit: fighting, poison, fire, ice, steel Moves that deal 25% of their damage to Salandit: grass, bug, fairy
# Pokémon/Pokédex/Sandile
## Description

A crocodile-like Pokémon.

## Base Statistics

A Ground and Dark type Pokémon.

## Type Matching

Moves that deal 200% of their damage to Sandile: water, grass, ice, fighting, bug, fairy Moves that deal 50% of their damage to Sandile: poison, rock, ghost, dark Moves that deal 0% of their damage to Sandile: electric, psychic
# Pokémon/Pokédex/Sandygast
## Description

A sand mound Pokémon with a shovel.

## Base Statistics

A Ghost and Ground type Pokémon.

## Type Matching

Moves that deal 200% of their damage to Sandygast: ghost, dark, water, grass, ice Moves that deal 50% of their damage to Sandygast: bug, rock Moves that deal 25% of their damage to Sandygast: poison Moves that deal 0% of their damage to Sandygast: normal, fighting, electric
# Pokémon/Pokédex/Rufflet
## Description

A birdlike Pokémon.

## Base Statistics

A normal and flying type Pokémon.

## Type Matching

Moves that deal 200% of their damage to Rufflet: electric, ice, rock Moves that deal 50% of their damage to Rufflet: grass, bug Moves that deal 0% of their damage to Rufflet: ghost, ground
# SL Psychology/Cognition and modeling
## Social Learning Theory

Social Learning Theory is learning through the medium of a social context. Its overall premise is that people learn from one and other through such tools as observational learning, imitation, and modeling. There are four overall principles to social learning:
1. People learn by observation of others, being that a subject observes another's behavior and witnesses that behavior's outcome.
2. Learning may or may not result in a behavioral change. Social theorists say people may learn through observation alone, but of their execution of the task may not demonstrate learned behavior.
3. Cognition plays an important role, overall humans have shown that awareness and expectation of certain outcome severely influences behavior.
4. The social learning theory can be seen as a link between behaviorist learning theories and cognitive learning theories.

## Albert Bandura and Modeling

Bandura's experiments dealing with the concept of modeling revolves around his work with Bobo dolls. He displayed a video to Pre-age children where an adult beat up on a doll, called it mean names, and displayed hostile behavior. For the next step, Bandura split the children into groups, and each group watched a video with a different outcome for the aggressive behavior. One video showed the adult being rewarded for his behavior, the second the subject being punished, and the third video showed no consequences. He then studied the differences between how male children and female children reacted to this video in regard to whether they imitated the observed behavior or not. In conclusion, males in all cases imitated the observed adults behavior more so than females. The results support that the children who watched the video in which the person was rewarded for his actions repeated the behaviors more so than when the person was punished or did not receive either a punishment or reward. Overall this experiment supports Bandura's theory that people learn by observing others.

## Essay Topic

Describe the bidirectional approach between nature and environment on learning.

## Bibliography

Bandura, A., Ross, D., & Ross, S.A. (1961). Transmission of aggression through imitation of aggressive models. Journal of Abnormal and Social Psychology, 63, 575-582.
# SL Psychology

This textbook supports the IB Psychology Standard Level curriculum.

## Table of Contents

Introduction to Research Methods

### The Learning Perspective

* Learning Influenced by the environment
* Learning influenced by cognitive functions
* Learning influenced by biology
* Learning influenced by cognition and modeling (Social Learning Theory and Bandura)

### The Biological Perspective

* How biological processes impacting psychological factors are researched
* The interplay of inherited biological factors (genetics) and acquired biological factors (how experience changes the brain) with culture and life style issues in producing behavior
* How the brain works, including brain anatomy, neuronal communication, neurotransmitters, the endocrine system, bodily rhythms, brain specialization and integration.

### The Cognitive Perspective

* Attention
* Language
* Memory

### Abnormal Psychology

* Concepts of normal and Abnormal
* Models of Mental Disorders
* Issues regarding diagnostic systems
* Anxiety Disorders
* Mood Disorders
* Personality Disorders
* The Schizophrenias
* Western and Non-western treatments
# RC Airplane/Balancing the plane

When a plane has been constructed or assembled, it needs to be balanced before you fly it. It should not be nose or tail heavy. With the plane fully assembled but with no fuel in the tank, pick the plane up by the wing tips and ensure it does not tip forward or backwards.
Many planes identify their center of gravity position. This is the position on the wings where the balance point should be measured from. If the balance point is not identified in the build manual or on the plan sheet, a general rule-of-thumb is to balance the plane 25% of the "mean aerodynamic chord" (the average distance from the leading edge to the trailing edge - usually the thickest part of the wing).
If the plane is not balanced properly, there are a number of options. Firstly, if the location of the wing can be moved forward or backwards, that is usually a good idea. If the plane tips forward, move the wing forward. If the plane tips towards the tail, move the wing towards the tail. Basically move the wing in the heavy direction.
For planes which use wooden dowels placed through the fuselage and elastic bands to hold the wing on, a suggested way to find the location where the dowels should be placed is to place them temporarily under the fuselage and used an elastic band from one side of the dowel to the other over the top of the fuselage. With the two dowels strapped on in this fashion, the wing can then be attached in the manner that it will eventually be attached in flight. The dowels (and the wing) can then be slid forwards or backwards until a good balancing location is reached.
# RC Airplane/Before you fly

Before attempting to fly, it is highly advisable to:
* Have the model checked (and test flown) by an experienced pilot. It's hard enough to learn to fly a well set-up plane, but there are many simple mistakes that can make it much harder. RTF (ready to fly) planes attempt to address this but building and set-up skills greatly improve the satisfaction and enjoyment available from the hobby. If you join a club, this help is much easier to find.
* Ensure that your field is large enough. This depends on your model but a football field is a good size for a park flyer.
* Pick a calm day. Wind will make it much harder to control (especially for a small park flyer) and greatly increase the chance of an accident happening.
* If you are flying outside a club, ensure you are not within a couple of mile or so of an existing club as your radio could well interfere with them and cause accidents. Likewise, their radios could cause interference with your model.
* Ensure your field is empty. Dogs will chase your plane and other people may consider your plane more dangerous than you do.
# RC Airplane/Building

(Introduction)

## Techniques
### Sanding

If a plane is properly put together, improper sanding of exterior surfaces will not affect flight much. However, it will greatly affect how sleek and refined the craft looks at completion. It is crucial to sand joining surfaces that will be adhered for a better bond, but superficial sanding can be done to any degree of desired perfection.
It helps to have adequate sanding tools and materials. For large surfaces, a large block sander is helpful to ensure that surfaces are flat and consistent. Often a hand planer help start off with a smooth surface. Small curves surfaces can be sanded with various hand or automatic tools, but a skilled hobbyist can often achieve the same or better results with just a piece of sandpaper. Glue joints should be smoothed out to prevent roughness showing through the plane's skin. Larger spurs or glue deposits can also be removed carefully with a hobby knife. Inspecting the plane from many angles and striving for symmetry, smoothness and consistency yields the best results.

## Alignment and measurements

Each structural component of an RC plane is usually built separately, then assemble toward the end of construction. The final assembly of these structural parts is an extremely crucial step in making a flyable craft. A slant in the vertical stabilizer and rudder will make the craft turn more sharply to one side than the other. If the trailing edge of the wings are lower than expected, the plane will have more drag in normal flight and will stall more easily. If right and left wings are not mounted symmetrically, various things could occur, including: unwanted roll, drag to one side, turns too sharply on one side due to steep dihedral, etc... The side affects of improperly mounted components are numerous.
A hobbyist must use proper tools and patience when mounting components. Clamps, pins, tape, and even a very small drop of glue can aid in positioning parts before final adhesives are applied. Incidence meters, rulers, tape measures, levels, contractors triangles, protractors and just plain visual detection are important tools in finding structural nuances and imperfections. Components should be inspected and measured from all possible angles before final adhering.
# RCA Open Source Application: ROSA Manual/Unit 5 - Populating Your Own RCA Database/Step 3/Importing of Product Master Data from a source file

* Introduction
* Limitations of ROSA
* RCA Modeling
** Cost Objects in an RCA Model
** Planning Outputs and Primary Costs
** Relationships in an RCA Model
** Storyboard of the Get Well Manufacturing Model
* Demonstration of the Base Model
** Step 1: Discover RCA
*** Analyze Rates
*** Analyze Resource Pools
*** Analyze Product Cost
** Step 2: Play with the RCA Model
*** Maintain Resource Pools
*** Maintain Products
*** Maintain Primary Cost
*** Maintain Consumptions
*** Maintain Capacity
*** Update Rates
* Unit 5 - Populating Your Own RCA Database
** Step 3: Build an RCA Model
*** Import Master Data and Values
*** Importing of Resource Pool & Business Process Master Data from a source file
*** Importing of Product Master Data from a source file
*** Importing of Primary Costs & Consumption Quantities from a source file
*** Importing of Capacity Quantities from a source file
*** Final Step
* Appendix A. Palo Installation Guide

### POPULATING YOUR OWN RCA DATABASE
#### Step 3: Build an RCA Model - Importing of Product Master Data from a source file

The source file for importing Product master data should be similar to the one shown in Figure 35 above.
Import your product information using the Importing Product Master Data option on the Importing Master Data & Values screen.
Processing is similar to the import of resource pool and business process master data already described in the preceding section.
# RC Airplane/Basic controls

Ailerons control the Roll axis, keeping the wings level, or rolling one wing up, and one down. Ailerons are usually on the back side of the main wing, closer to the tip.
Elevators move the nose up or down, changing the Pitch axis, also known as Attitude. Elevators are usually part of the tail.
Rudder moves the nose right and left, changing the Yaw axis. The rudder is usually part of the tail.
Flaps change the shape of the wing to add lift and reduce speed. Flaps are often used during landing, and sometimes during take-off. Flaps are usually on the back edge of the main wing, closer to the center of the plane.
Spoilers reduce lift by spoiling the shape of the wing, like air brakes. Spoilers can be used while landing to give better traction for the tires on the runway. Spoilers can also be used during flight to descend quickly, if necessary. Spoilers are usually on the top of the wing.