OpenLLM-France/wikimedia huggingface dataset:
# WebObjects/EOF/Modeling/Entities

An entity in an object graph usually represents a table in a relational database. For example, suppose one is working with a school. One may have a database with one table of students and a list of classrooms. In standard SQL-ish notation, the table of students might be called STUDENT and the table of classrooms may be called ROOM. One would have a "Student" entity and a "Room" entity.
It was a deliberate choice to call our ROOM table by that name. It could have been called CLASSROOM. One may see, though, that a classroom is really any room in which one puts students and in which one hopes they can be taught. Thus, the rooms are just rooms. There may be other more abstractions one can use. One may decide that students are just instances from a list of PERSON, and this would not be wrong. How abstract one chooses one's entities to be is a matter of choice and experience.
EOF uses the class com.webobjects.eoaccess.EOEntity to manage an entity.
An entity may be something other than a table. An entity can represent any group of things, when it is useful to look just at that group, as a group.
For example, one may decide to use a PERSON table. One may have a column in the table for 'isStudent'. There are other ways to do this, but this is one method. In this case, an entity "Student" can be defined as the objects in the PERSON table which satisfy the qualifier defined as "(isStudent == YES)". Indeed, this is how one sets up an entity using single-table entity inheritance.
One may also have some external data source through which one gets information. For example, an external tool could be retrieve price information from the New York Stock Exchange. The list of "prices received from NYSE today" could be modelled as an entity, though an entity with volatile contents. One could have a telescope reporting to a data service with "objects in field of view that are moving". This would be an extremely volatile entity. It might be likely that no object will appear twice in this entity, which is not at all how a relational database would be expected to behave, but it can be viewed as an entity nonetheless.
# WebObjects/EOF/Modeling/GlobalIDs

A GlobalID (often called a GID) is an object which can be used to uniquely identify an instance of an entity. For example, if you have an entity called "Trucks" then GIDs can be used to identify which truck is being considered. The superclass EOGlobalID can be used through the EOF API, but its concrete subclasses are used in specific situations. These are described below, but often you do not need to consider what sort of GID you actually have.

## Key Global IDs

An EOKeyGlobalID is used to uniquely identify an instance of an entity that is already stored in a database. Here is an example of how the truck table might look.
| id (primary key) | license plate | purchase timestamp |
| 42352 | RU1993 | 2002-09-28 12:00:00 |
| 42355 | AA3335 | 2006-05-01 11:00:00 |
| 42376 | QW7733 | 2007-01-01 14:00:00 |
The primary key is carried inside the EOKeyGlobalID to identify the instance of the entity which is effectively the row in the database. In this example, the EOKeyGlobalID that contains the key 42355 would be a unique identifier for the Truck with the data containing the number plate AA3335.

## Temporary Global IDs

EOTemporaryGlobalID-s are used when instances of an entity are still only in memory. This happens when you are creating new data because the instances do not yet have rows stored in the database. The EOTemporaryGlobalID uses a long string that composites various pieces of information to make an identifier which is unique not only in the system you are running, but between systems as well.
# WebObjects/EOF/Modeling/Examples

An example database comes with WebObjects. It is implemented in OpenBase and a single-host license is included.
# Short introduction to the use of sewing machines/Sewing labs/Shoe covers

In this laboratory we will learn to create your own shoe cover for rainy seasons or snow seasons.
Materials: Nylon fabric (a nylon laundry bag can also be used).
1.- Cut an area twice bigger than the surface area of you shoes. 2.- Wrap the nylon over you shoes 3.- The nylon will be cut as a boot, we will avoid to sew the bottom areas of the shoes, trace lines with chalk for the cuts. Leave 2 lines to wrap and tie the boot. 4.- Sew the shoe cover in more with more than 3 lines to prevent leaking inside the shoe cover.
Precautions: Avoid to use this covers in slippery areas or icy areas, a crampon can be used to prevent falls.
Recommendation: Had a plastic bag to carry the shoe cover after it's use since it may be wet, and you may want to reuse them.
# Sidux
## Introduction

    The book will show you how to install Debian unstable "sid" in a quick
    and painless way using Sidux LiveCD, its basic configuration and
    the most important - useful applications - even the best operation system
    is useless on a home computer without a theme.
    I used Sidux 2009-04 Moros "Μόρος" for my work of the book.
    You can use most of the commands I show here with all operating systems based on Debian.

## About Sidux

    Sidux is a distribution of Linux, bootable from CD/DVD drive with a hard drive installation option.
    Sidux is developing by aptosid-team (former: non-profit organization sidux e.V. located in Berlin).
    The project has been finish in summer 2010 and has been started again as aptosid

## Why Sidux?

    1. Always the newest version packages of Debian "sid".
    2. An unstable version of Debian is very stable for sure.
    3. Debian "sid" never freezes down - it means if you install it, you don't need to re-install it
       again and again to next version because it doesn't exist.
    4. It works quickly and effectively on old machines very well too.
    5. The biggest number of available packages/applications.
    6. Sidux developers created a few interesting additions.

## Chapters

* System installation
* System installation on external drive
* Post-installation work
* System and packages management, applications installation
* Usable applications
* Solving problems
* From author

## Links

* Aptosid home page: http://aptosid.com/
* Aptosid manual page: http://manual.aptosid.com/
* Debian home page: http://www.debian.org/
* Debian multimedia page: http://debian-multimedia.org/
* Aptosid on DistroWatch: http://distrowatch.com/table.php?distribution=aptosid
# Sidux/From author

    I am providing this book in I hope than everyone can find something for themselves.
    I have written it as an practical user guide with a simply role: "to get what you want follow the instruction"
    If anybody want to find out more about Linux system processes, it is easy to do that within the rich Debian's
    and Sidux's community.

## What is missing in the book?

* Applications system descriptions for home users.
* Source code applications compilations - may not be necessary, since most applications can be installed from repositories or binary packages.

## What is inside?

    Practical use (100%):
* System installation guide
* System basic configuration
* Installation guide for applications and peripheral devices
    Concluding everything I really recommend GNU/Linux Debiana OS (unstable "sid") for daily using
    on home machines because it's the most stable and perfect operating system I ever worked.
    Pawel "pavroo" 29th June 2010
# Short introduction to the use of sewing machines/Sewing labs/Backpack and laptop case covers

In this laboratory we will learn to create your own Backpack and laptop case covers for rainy seasons or snow seasons.
Materials: Nylon fabric (a nylon laundry bag can also be used).

## Backpack cover

1.- Cut an area twice bigger than the surface area of you backpack.
2.- Make a cube with the shape of your backpack and sew it as desired, leaven the bottom part open to insert the backpack.
3.- Make 2 lines in the area of your backpack to be able to hold it through the straps.
2.- Wrap the nylon over you shoes
3.- The nylon will be cut as a boot, we will avoid to sew the bottom areas of the shoes, trace lines with chalk for the cuts. Leave 2 lines to wrap and tie the boot.
Note: Use the top of the backpack cover unsewed.
Recommendation: Had a plastic bag to put the cover in after it's use since it may be wet, and you may want to reuse them, and carry it again inside the back pack.

## Laptop case cover

1.- Cut an area twice bigger than the surface area of your case.
2.- Make a cube with the shape of your laptop case and sew it as desired, Leaving the bottom part open to insert the backpack.
3.- Make 2 lines in the side of the of your laptop case, and pass the case straps through it to be able to hold it through the straps.
Note: Avoid to sew the top of the laptop case, instead use the material as it came, unsewed.
Recommendation: Had a plastic bag to put the cover in after it's use since it may be wet, and you may want to reuse them, and carry it again inside the laptop cover.
# The Legend of Zelda: A Link to the Past/Dark World

Once known as the Golden Land, this mysterious region was transformed into a world of darkness by Ganon when he captured the Triforce and turned its power to evil. In the Imprisoning War, Ganon's attempt to conquer the Light World was foiled. Ganon was sealed inside the Dark World, but his shadow was never completely lifted from Hyrule. The time has come for one hero to enter the dark domain and confront the menace once and for all.
* Pyramid of Power: This structure was built to honor the King of the Golden Land. Legends say that Ganon stole the Triforce from a chamber near the top.
* Dark Palace: The design of this building suggests that it housed the Golden Land royalty. It became home to the Helmasaur King.
* Swamp Palace: The unusual indoor canals in this building were constructed to wash away unfriendly visitors.
* Skull Woods: The huge Skulls in this dark forest serve as entrances to an underground labyrinth.
* Village of Outcasts: Ganon's power turned this once thriving village into a rundown town full of animal-like thieves.
* Ice Lake: Ganon's power changed the warm area around the Golden Land into a lake of ice and snow.
* Misery Mire: Hylian lore says that only those who could control the wind and the rain could enter the dungeon underneath this marsh.
* Death Mountain: It is said that Ganon first made his way to the Golden Land through a passage on this mysterious peak.
# The Science of Programming/SwayPresentations/Objects/PrototypesVsClasses

Prototypes vs Classes
One fewer keyword!
Ungar and Smith state closure and object are two sides of the same coin.
Next Previous Top
# The Science of Programming/SwayPresentations/Objects/VariationInheritance

Variation Inheritance
Variation inheritance: whereby the subclass changes a behavior of the super class.
The output is:
Looking at the s object gives:
Next Previous Top
# The Science of Programming/SwayPresentations/Objects/PublicAndPrivateComponents2

Public and Private Components
We overload assignment so that only variables can appear on the left hand side of the assignment operator.
So, anything like:
throws an exception.
Since setters can access the variables directly, they are not affected by this change.
Next Previous Top
# The Science of Programming/SwayPresentations/Objects/InheritanceImplementationStrategies

Inheritance Implementation Strategies
So how to implement the big three via concatenation inheritance?
For simplicity, let's assume a sequential search of the environment table when trying to resolve a variable.
Will use Sway syntax from here on out.
The quintessential class/constructor:
Making nodes:
Or shorthand:
Using nodes:
The function right can be written in Sway using reflection.
Next Previous Top
# The Science of Programming/SwayPresentations/Objects/PublicAndPrivateComponents

Public and Private Components
Every component in a Sway Object is public:
However, it is possible, with a little bit of work, to make a component private. One method in Sway uses simple scoping rules (see the Class and Object Components page.
The other uses operator overloading.
Next Previous Top
# The Science of Programming/SwayPresentations/Objects/ReificationInheritance

Reification Inheritance
Reification inheritance: whereby the subclass completes (or partially completes) an incomplete superclass.
Now we make a sub object:
The output is:
Sway allows you to look at the concatenated environment:
yields:
Next Previous Top
# The Science of Programming/SwayPresentations/Objects/SupportedModesOfInheritance

Supported Modes of Inheritance
* Extension
* Reification
* Variation
Three of the twelve modes of inheritance from:
The many faces of inheritance: A taxonomy of taxonomy by Bertrand Meyer
The others are obscure or considered not a very good idea.
Next Previous Top
# The Science of Programming/Terrifying Concepts

Probably the two most terrifying concepts in the freshman world are Calculus and Programming. They certainly were for me. I was a C student when it came to Calculus and a B student when it came to programming. Let me assure you that both concepts are quite simple, notwithstanding my grades as a freshman. In fact, both calculus and programming are so simple, my freshman grades are most embarrassing.
Let's start with calculus. I don't know how or why I got it into my head that calculus was a difficult subject. As pointed out by Sylvanus P. Thompson (herein SPT) in the analogous chapter of Calculus Made Easy (herein CME), you simply have to understand the two symbols you will encounter over and over again when discussing Calculus. They are $\int$ and $d$. The first symbol, $\int$ (the integral symbol), simply means 'to sum up'. The second symbol, $d$ (the differentiation symbol), means simply 'a tiny piece of'. Placed together, as in
they simply means to sum up all the tiny pieces of the curve $x^{2}$
Let me add that the purpose of differentiation is just to find the slope of a curve and that the purpose of integration is to find the area under a curve. That's all.
With regards to programming, it also is rather simple. To write a program, one simply calls functions to do the work you need to do. Sometimes the function you need to call already exists. Sometimes it doesn't and you have to build it. But guess what? You are going to build the function from other functions, some of which already exist and some that do not. Simple, right?
I've used the word simple and its variants an awful lot, but I do so because it really is all so simple.
← Introduction · How Low Can You Go? →
# Signetics 2650 & 2636 programming/Indexed branching
### BSXA and BXA

These two instructions enable indexed branching. BXA is an unconditional indexed branch, while BSXA is an unconditional indexed branch to a subroutine. Register 3 must be specified as the index register.
The example below uses the BSXA instruction to execute one of four subroutines selected by the value in R3. Stepping through this with the WinArcadia debugger is a good way to understand how it works.
Some points to note:
* The index register must be R3
* The index value goes in steps of three because the bcta instructions are three bytes long.
* If the subroutines were all close enough together, bctr instructions could be used and the index would go in steps of two.
* In some scenarios the table of branch instructions, mysubs, could be omitted altogether but the index values would be rather haphazard and might be difficult to maintain.

### Creating a state machine

Indexed branching might typically be used where a 'case statement' would be used in a high-level language. One application of BSXA is to create a state machine to control parts of a program. It might be something global such as controlling which part of the program is running: splash screen, attract mode, select level screen, game play, or game over screen. It might also be used to control the state of certain elements within a program.
The code for this tutorial can be found at 'State machine'. In this program, the code draws two objects, one of them moving along a rectangular path, the other a triangular path. This could be done with code that tests the objects position and determines which way to move it on every frame, but this can quickly get messy. In a state machine model, the object moving in a rectangular pattern is in one four states: moving right, moving down, moving left or moving up. Each state does a check after every move to see if it has reached its endpoint, at which time it changes the state of the machine to the next operation. A variable is used to keep track of the state, and this acts as the index to the appropriate subroutine. In this code, a second state machine asynchronously controls the object moving on the triangular path.

#### Further reading

* Nystrom, Robert (2014). "State". Game Programming Patterns. Genever Benning. ISBN 0990582906. Retrieved 6 January 2022. {{cite book}}: Unknown parameter |month= ignored (help) State machines in game programming with examples in high-level language.
* Finite-State Machines: Theory and Implementation
* Artificial Intelligence 1: Finite State Machines
* Why developers never use state machines Some pitfalls of state-machines (note: they are more formally called finite state machines) and when not to use them.

### Exercise

Add a third state machine that controls a blue rectangle moving back-and-forth along a path like a greater-than symbol, >
# Signetics 2650 & 2636 programming/Development systems

This chapter takes a brief look at the options available for developing new software for these consoles.

### WinArcadia

    For more details on using WinArcadia, see Signetics 2650 & 2636 programming/Getting started.
WinArcadia (for Windows) and AmiArcadia (for Amiga) are the most developed systems for programming these consoles. They are emulators for a range of 2650-based consoles, computers and arcade machines, with capability for disassembly, assembly and debugging. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish, Russian and Spanish. They are built and maintained by James Jacobs in Australia, and can be downloaded from Emerson Arcadia 2001 Central at amigan.yatho.com

### Pi2650

This is currently under development by Derek Andrews in Canada. It is an IDE that runs on a Raspberry Pi 400 connected to a console via an interface board. The IDE includes an editor and assembler. It dumps its binary output to a dual-port RAM on the interface board. It enables developers to test their code on a real console.
# Signetics 2650 & 2636 programming/Introduction

* Acetronic MPU 1000/2000
* Audiosonic PP-1292/1392 Advanced Programmable Video System
* Aureac Tele Computer
* Fountain Force 2
* Fountain 1292/1392 Advanced Programmable Video System
* Grandstand Advanced Programmable Video System
* Grundig Super Play Computer 4000
* Hanimex HMG 1292/1392 Advanced Programmable Video System
* Interton VC 4000
* ITMC Vidéo Ordinateur MPT-05
* Karvan Jeu Video TV
* Lansay 1392
* Palson CX-3000 Data Bass Sistem
* Prinztronic VC-6000
* Radofin 1292/1392 Advanced Programmable Video System
* Rowtron Television Computer System
* Societe Occitane Electronique OC-2000
* Teleng Television Computer System
* TRQ Video Computer H-21
* Videomaster Database
* Voltmace Database
Note: Flags indicate primary country of the company. Many consoles were available in multiple countries.
This book is a guide to programming a family of video game consoles based on the Signetics 2650 microprocessor and 2636 Programmable Video Interface. These consoles were manufactured and marketed in the late 1970s and early 1980s by numerous companies in Europe, Australia and New Zealand. They are largely software-compatible, though there are physical differences in the games cartridges. Some of the joysticks are self-centering while others are not. The audio effects and colour circuitry also vary slightly between clones.
This book will initially concentrate on the Videomaster / Voltmace Database, as that is the console I have to work with. When differences are documented from reliable sources, they will be discussed here where appropriate. I stress reliable as there seems to be a lot of badly sourced misinformation about these consoles on the web.
* Videomaster Database
* Interton VC 4000
* Acetronic MPU 1000
Readers should have some basic knowledge of assembler level programming, perhaps with processors of a similar vintage such as the 6502 or Z80. A little background in digital and analogue electronics would be helpful too. The glossary and bibliography will include basic information and links to further reading to fill in gaps in knowledge concerning these fundamentals.
This book starts with a description of the hardware of the console, and information about the microprocessor and programmable video interface. The intent is to keep these sections concise yet detailed so that they serve as a handy reference for programmers. This is followed by a series of tutorials showing how to program the various elements of the console so that eventually the reader will have enough knowledge to build their own games. Code for these tutorials will be found in the appendices. It is intended that this code will not only make it easy for the reader to gain hands-on experience, but will also provide useful chunks of code that can be built upon to create more useful programs. A second set of tutorials will delve further into code that combines these basic elements into something more interactive.
My objective in starting this book is to encourage the creation of new games for these consoles.
* ITMC MPT-05
* Société Occitane d'électronique OC 2000
* Grundig Super Play Computer 4000
# World of Warcraft/Leveling
## Effective leveling
### Rest Credit

When your character is rested you will get a 200% experience bonus for killing monsters.
While in a city or inn you will get rest credit at 4 times the rate as elsewhere. The maximum rest credit you can accumulate is one and a half levels worth.
Note that this 200% bonus is NOT applied to experience received from quests. When a quest is completed while in a rested state, the normal experience is acquired and the rest state is pushed back to allow an equal amount of rested state.

### Quests

You will level faster if you do the quests. In you quest log (hotkey L), you will see a list of the quests you have.
The quests in the list will be shown in one of four colors depending on your level and the quest level:
Some quests are Elite. Elite quests are meant to be done by groups. They are often very hard to solo.
Note that most quests must be done solo, or in a small group (5 players only) and are not doable while in a raid group. Other quests require a raid into an instance. Some quests, such as the hunter and priest epic quests, require the player to be solo. No outside interference can be involved.

### Time Management

Try to do several quests at a time, for example while collecting Plainstrider Beaks and then Zhevra Hooves in the Barens you can also be collecting Raptor heads. Many times while doing low-level quests, it is possible to pick up several quests all in the same general location to speed up questing.
# World of Warcraft/Gnomes

The Gnomes are a small, hardy race. They have some relation to the Dwarves, with whom they share the Dun Morogh area. They may also be distantly related to the Troggs, a species of fallen elementals who recently destroyed Gnomeregan. Gnomes start out in Ironforge, alongside Dwarves. They are hardy and cerebral, and as such are best suited to either casting or stealth.

## Classes

* Warrior
* Rogue
* Mage
* Warlock

## Traits

* Escape Artist. This is valuable, as it means that Gnome warriors and rogues are the only melee players who can escape from traps or trap spells without resorting to consumables or nearby friendlies.
* They have a higher base INT than other races. This makes them good Mages or Warlocks(Gnomes apparently not having the faith of the other three Alliance races, there are no gnome Priests). Because of their small size, they also make excellent Rogues. A Gnome Rogue can progress faster than a Gnome Warrior.

## Professions

Gnomes are supposed to be adept at Engineering(they have a higher base in that as well).