OpenLLM-France/wikimedia huggingface dataset:
# SPARC Assembly/Synthetic Instructions
## Synthetic Instructions

The SPARC Instruction set leaves out a number of conveniences that programmers have grown accustomed to. To fill in these gaps, SPARC assemblers implement a set of Synthetic Instructions. These Synthetic Instructions use the existing SPARC instructions to perform additional tasks. Some of these Synthetic Instructions have already been listed in the sections about the instructions, but for completeness, we are going to list the operations that are Synthetic Instructions here.
* cmp %r1, %r2 = subcc %r1, %r2, %g0
* jmp
* tst
* call
* ret
* retl
* set
* not %r1 = xnor %r1, %g0, %r1
* neg
* inc
* inccc
* dec
* deccc
* btst
* bset
* bclr
* btog
* clr
* clrb
* clrh
* mov
These operations, strictly speaking, are not part of SPARC Assembly, but are instead provided as macros to ease the task of programming. This chapter will (hopefully) address specifically how each of these instructions are implemented.
# SPARC Assembly/SPARC Processors

This page is going to list, and discuss some of the computer systems in the SPARC processor family.
# Structural Biochemistry/Molecular Evolution
## Overview

Molecular evolution is in part a process of evolution at the scale of DNA, RNA, and proteins. Molecular evolution emerged as a scientific field in the 1960s as researchers from molecular biology, evolutionary biology and population genetics sought to understand recent discoveries on the structure and function of nucleic acids and protein. Some of the key topics that spurred development of the field have been the evolution of enzyme function, the use of nucleic acid divergence as a "molecular clock" to study species divergence, and the origin of noncoding DNA. Recent advances in genomics, including whole-genome sequencing, high-throughput protein characterization, and bioinformatics have led to a dramatic increase in studies on the topic. In the 2000s, some of the active topics have been the role of gene duplication in the emergence of novel gene function, the extent of adaptive molecular evolution versus neutral processes of mutation and drift, and the identification of molecular changes responsible for various human characteristics especially those pertaining to infection, disease, and cognition.
In order for evolution to occur, three different processes are required and must be met:
    1. Generation of a diverse population
    2. Selection of members based on criterion of fitness
    3. Reproduction to enrich the population in more-fit members
Nucleic acids are such molecules that are capable of undergoing all three processes. Combinatorial chemistry is the concept of rapidly producing an abundant amount of a specific molecule of interest. Because of this process, diverse populations of nucleic acid molecules can be synthesized. A common example of this process involves attempting to create an RNA molecule that specifically binds ATP and other nucleotides. First, a randomized pool of RNA sequences, called apimers, are placed into an ATP affinity column. Some RNA molecules are then found bounded to ATP. These molecules are released from the affinity column by adding excess ATP. This collection of molecules are allowed to replicate into DNA by using the enzyme reverse transcriptase. Once transcribed into DNA, the molecules undergo PCR, and ultimately transcribe back into RNA.

## References

* ↑ http://www.ncbi.nlm.nih.gov/books/NBK22506/#A963
# Structural Biochemistry/Lipids/Techniques to Study Membranes

There are many different techniques to study membranes. Four important techniques are:
* Electron Microscopy
* Preparation of Bilayers and Vesicles
* Scanning Calorimetry
* Fluorescence Photo Bleaching
# Structural Biochemistry/Lipids/Mass Spectrometry-Based Structure Determination of Novel Lipids

Targeted versus Untargeted Lipidomics (Assays) "Targeted" assay is where the lipid species to be analyzed is already labeled and known before the analysis process. An example is multiple reaction monitoring method, which has "excellent sensitivity and is ideal for accurate quantitation" (1). Through this method, the researcher only finds what he is looking for.
"Untargeted" assay is more of a discover as you research type of assay of lipids. An example of this assay is using the mass spectrometer in full-scan mode, which searches for new mass-to-charge ratio peaks. This method has assumptions such as that the species will ionize efficiently and that the mass spectrometer is sensitive. Furthermore, after a new, novel lipid is discovered, further investigation and research can be conducted on the newly observed lipid. There is a concern/question that arises while conducting untargeted assays, such as are biologically significant lipid species being overlooked?
There are many examples of novel, unexpected lipids, such as the discovery of the concept of fatty acids by Michael Eugene Chevreul. He was the first lipid specialist to discover the concept of fatty acids and also discovered cholesterol and glycerol. Other examples of novel lipids include the "novel family of N-acylphosphoserine derivatives in the brain of a mouse and also glycoerophosphocholine in retina of the eye" (1).

## Reference

1. Annu Rev Biochem. 2011 Jun 7;80:301-25. Applications of mass spectrometry to lipids and membranes.
# Sardinian/Verbs

Sardinian has the following moods and tenses:
| Indicative | Subjunctive | Conditional | Imperative | Infinitive | Participle | Gerund |
| • Present • Imperfect • Preterite♦ • Present Perfect • Past Perfect • Future • Future Perfect | •Present •Imperfect •Past •Pluperfect | •Present •Past | •Present •Future | •Present •Past | •Present♦♦ •Past | •Present •Past |
# Sardinian/Pronounce

One of the major complications is the difference between the written form and the spoken one, given one must follow specific rules: it is important to mention at least some in the generality of cases.
It is highly recommended to learn as reported below, since the actual pronunciation of what is written shall be taken for granted.
# Saxophone
## Contents
### Preliminary Basics

* Getting Started
* The Saxophone Family
* How to form an embouchure
* First notes
* Extending the range

### A Progressive Method for Beginners
#### Module One

* Lesson 1.1
* Lesson 1.2
* Lesson 1.3
* Lesson 1.4

#### Module Two

* Lesson 2.1
* Lesson 2.2
* Lesson 2.3
* Lesson 2.4

### Relevant Music and Harmonic Theory

* Flat notes and sharp notes
* The keys with sharps
* The keys with flats
* The minor keys
* Improvisation, pentatonic and blues scales
* Let's make some music together

### Fundamentals

* Tone
* Breathing
* Articulation
* Intonation

### Advanced Techniques

* Circular Breathing
* Altissimo
* Slap Tonguing
* Double Tonguing
* Quatertones
* Multiphonics

### Further Study

* Repertoire
* Resources
# Saxophone/Altissimo
## Introduction

(undone)

## Exercises
### Overtones on Bb

This exercise is designed to teach a saxophonist how to isolate the overtones above a fundamental.
Play a low Bb as normal. Then play an F natural with the octave key as normal. Then, holding the fingering for a Bb, think and play an F natural. Practice alternating between Bb and F without changing fingering. Next isolate the Bb an octave above the low Bb. Eventually it is possible to play three octaves of the overtone series above a low Bb: Bb2, Bb3, F4, Bb4, D5, F5, Ab5(out of tune), and Bb5.

### Bugle Calls

To practice facility in voicing the overtone series you can practice bugle calls. Maintain a low Bb fingering throughout and change notes only by altering your voicing.

### Palm Key Overtones

As overtones can be played above Bb so they can be played above other notes. Importantly, the palm keys overblown by a major 6th make useful fingerings for altissimo notes B to D#. For the B (palm key D overblown) add the G key for extra stability. Practice alternating between the palm key note and its altissimo alternative. Once you are secure with these notes try the next overtone a perfect forth above eg. Eb – C – F – C – Eb.

## Repertoire that uses Altissimo

* Concertino by Ibert
* Concerto by Larsson
* Pequena Czardas by Pedro Iturralde
* Aeolian Song by Warren Benson
* Concerto by David Maslanka
* Concerto by Glazunov

## Further Reading on Altissimo

* Rascher, Sigurd, M. (1941) Top-Tones for the Saxophone, (Carl Fischer, New York)
* Rousseau, Eugene High Tones
# Sardinian/Verbs/Conjugation of ''ÈSSER''
## Indicative
### Present

* Deo so
* Tue ses
* Issu/Issa est
* Nois semus
* Bois sezis
* Issos/Issas sun

### Imperfect

* Deo fippo
* Tue fis
* Issu/Issa fit
* Nois fimus
* Bois fizis
* Issos/Issas fin

### Present Perfect

* Deo so istau/-da
* Tue ses istau/-da
* Issu/Issa est istau/-da
* Nois semus istaos/-das
* Bois sezis istaos/-das
* Issos/Issas sun istaos/-das

### Past Perfect

* Deo fippo istau/-da
* Tue fis istau/-da
* Issu/Issa fit istau/-da
* Nois fimus istaos/-das
* Bois fizis istaos/-das
* Issos/Issas fin istaos/-das

### Future

* Deo app'a esser
* Tue as a esser
* Issu/Issa at a esser
* Nois amus a esser
* Bois azes a esser
* Issos/Issas an a esser

### Future Perfect

* Deo app'a esser istau/-da
* Tue as a esser istau/-da
* Issu/Issa at a esser istau/-da
* Nois amus a esser istaos/-das
* Bois azes a esser istaos/-das
* Issos/Issas an a esser istaos/-das

## Subjunctive
### Present

* (Chi) Deo sìa
* (Chi) Tue sìas
* (Chi) Issu/Issa sìat
* (Chi) Nois siàmus
* (Chi) Bois siàzes
* (Chi) Issos/Issas sìan

### Imperfect

* (Chi) Deo (es)sèrepo
* (Chi) Tue (es)sères
* (Chi) Issu/Issa (es)sèret
* (Chi) Nois (es)sèremus
* (Chi) Bois (es)sèrezes
* (Chi) Issos (es)sèren

### Past

* (Chi) Deo sìa istau/-da
* (Chi) Tue sìas istau/-da
* (Chi) Issu/Issa sìat istau/-da
* (Chi) Nois siàmus istaos/-das
* (Chi) Bois siàzes istaos/-das
* (Chi) Issos/Issas sìan istaos/-das

### Pluperfect

* (Chi) Deo (es)sèrepo istau/-da
* (Chi) Tue (es)sères istau/-da
* (Chi) Issu/Issa (es)sèret istau/-da
* (Chi) Nois (es)sèremus istaos/-das
* (Chi) Bois (es)sèrezes istaos/-das
* (Chi) Issos (es)sèren istaos/-das

## Conditional
### Present

* Deo dìo esser
* Tue dìas esser
* Issu/Issa dìat esser
* Nois diàmus esser
* Bois diàzes esser
* Issos/Issas dìan esser

### Past

* Deo dìo esser istau/-da
* Tue dìas esser istau/-da
* Issu/Issa dìat esser istau/-da
* Nois diàmus esser istaos/-das
* Bois diàzes esser istaos/-das
* Issos/Issas dìan esser istaos/-das

## Imperative
### Present

* Sìas (tue!)
* Sìat (issu / issa!)
* Siàmus (nois!)
* Siàzes (bois!)
* Sìan (issos / issas!)

### Future

* As a esser (tue!)
* At a esser (issu / issa!)
* Amus a esser (nois!)
* Azes a esser (bois!)
* An a esser (issos / issas!)

## Infinitive
### Present

* Èsser

### Past

* Èsser istau/-da

## Participle

Istau/-da ; Istaos/-das

## Gerund
### Present

* (Es)sende

### Past

* (Es)sende istau/-da ; (Es)sende istaos/-das
# SimCity/Lincity
## Lincity

Lincity was originally for Linux, but now also runs on Microsoft Windows, BeOS, and OS/2, as well as a huge variety of Unix-styled systems. It features complex, 2D, top-down gameplay. It was last updated in August 2004, although any changes since circa 1999 have been relatively minor. It uses SVGALib or X11 as its graphics interface API on Unix systems, with a variety of native versions on non-Unix platforms.
Lincity puts you in control of managing every aspect of a city's economy. A variety of structures can be placed. All structures cost money to place, but all but a few can be placed on credit with no ill consequences save the large interest payments. Housing can provide jobs to a nearby market, which in turn will provide jobs to connecting transport (either dirt path, road, railroad). The jobs can in turn be used by other structures to put materials on to the transport. For example, ore mines use jobs to mine ore. Other more complex structures need a variety of things in order to function, or can produce more than one thing. Some structures even need electricity, which, unlike all other commodities in the game is supplied by power lines. For example, light industry uses jobs, ore, and optionally steel and electricity to produce goods.
Some structures will increase the technological level of the city. As the tech level increases, more advanced subjects can be built. When the city is advanced enough, a space program can be initiated which can eventually be used to evacuate from the city and win the game.

## LinCity-NG

A fork of the game, Lincity-NG, uses SDL and OpenGL, and has isometric 3D graphics, similar to that in SimCity 3000. However, the gameplay is identical and it can read lincity save files. It again runs on Linux as its primary platform, with Windows, Mac OS X, BeOS, and Unix systems also supported. A Windows binary + gamefiles download of Lincity-NG is around 40 MB, compared to 800 KB for original the Lincity, with the around 40 times increased file size mainly due to the more advanced graphics and sound.
# SimCity/Neighbor Connections

It is important to connect with your neighbors. You can connect Roads, Subways, Rails, Highways, Water Pipes, and Electric Lines with neighboring towns. Usually connecting with your neighbor will cost extra simoleans.
* Note for SC2K users
* You cannot connect Water Pipes or Electric Lines in SC2K.

### Neighbor Deals

In SC3K and SC4, you can make deals with your neighbors. These are to Buy or Sell either Power, Garbage, or Water.
* Buy: This is when you buy Power or Water. This will cost you based on how much your grid takes from the neighboring cities. This can also mean taking Garbage from another City and storing it in your landfill system. You get money based on a set amount of Garbage that you import - unlike Buying Power or Water, you have to agree to take more or cancel the contract.
* Sell: This is when you sell Power or Water. Unlike Buying Power or Water, you have to agree to sell more or cancel the contract. This can also mean exporting Garbage, in which you will have to pay a set amount based on how much Garbage you have been exporting.
Neighbor Deals require Power Line connections (for Power Deals), Water Pipe connections (for Water Deals), or Road connections (for Garbage Deals) and are proposed by neighbors in SC3K - you cannot start them - but in SC4, as you control both cities, you may begin a deal at any time. There is a penalty fee that you are charged if you cancel the deal. When buying, you only have to worry about destroying all your connections. When selling, you will sometimes run out of the commodity and the deal will automatically close, thus causing you to pay the penalty. An interesting tactic is to buy a commodity and sell the same commodity, thus creating a "safety net" in which you will never run out (when Buying, your neighbor wont ever run out of whatever your buying from them) of what your selling.
* Note for SC2K users
* Neighbor Deals do not exist in SC2K.
# SimCity/SimCity 3000 Concepts

Notable changes from 2000 to 3000 were the introduction of waste management, better management of the power and water grids, the addition of farms, much larger maps, and a news ticker for status updates to replace the old popup-style newspaper (which many people were unable to close when SC2K was on the fastest speed setting). However, SC3K removed the ability to construct arcologies, but some feel that the huge buildings were only included because of SC2K's small map size, which prevented too many people from inhabiting a city at once.
Real-world landmarks were also introduced for the first time in SC3K, but were strictly for aesthetic purposes only. Landmarks in the game include the CN Tower, Notre Dame, the Bank of China Tower, and the Empire State Building.
Like Simcity 2000's Sim City Urban Renewal Kit (SCURK) tool, Simcity 3000 had its own building modifier called BAT (Building Architect Tool). However, BAT was based on the idea of building blocks (not unlike LEGO bricks). Because of the negative reactions on the limited possibilities with SCURK, BAT2 (Building Architect Plus) was introduced with the ability to add custom-made props.
Despite the huge amount of buildings and artists involved with BAT, it hasn't gained the cult-status SCURK has. Another possible reason is that BAT didn't allow people to create and edit cities by placing buildings free-of-charge, unlike SCURK's city editor, thus lessening BAT's appeal.
# SimCity/History

SimCity was originally developed by game designer Will Wright. The inspiration for SimCity came from a feature of Wright's own game, Raid on Bungeling Bay, that allowed players to create their own maps. Wright soon found he enjoyed creating maps more than playing the actual game, and so began creating SimCity.
The game sparked a new paradigm in computer gaming by creating a game that could neither be won nor lost. This was not immediately recognized by the game publishers, who did not forsee the possibility of successfully marketing and selling such a game. Brøderbund declined to publish the title when Wright proposed it, and he pitched it to a range of major game publishers without success. Finally, founder Jeff Braun of then-tiny Maxis agreed to publish SimCity as one of two initial games for the company.
Wright and Braun returned to Broderbund to formally clear the rights to the game in 1988, when SimCity was near completion. Broderbund executives Gary Carlston and Don Daglow saw that the title was infectious and fun, and signed Maxis to a distribution deal for both of its initial games.
The subsequent success of SimCity speaks for itself: "Sim" games of all types were spawned—with Will Wright and Maxis developing a myriad of titles including SimEarth, SimFarm, SimTown, Streets of SimCity, SimCopter, SimAnt, SimLife, SimIsle, SimPark, The Sims and SimMars, which was never released. They also obtained licenses for some titles developed in Japan, such as SimTower and Let's Take The A-Train (just called A-Train outside of Japan). The most recent development is The Sims, and its sequel, The Sims 2.
SimCity is predominantly a single-player game (the exception being a "Network Edition" of SimCity 2000, and an obscure Unix port of the original SimCity). SimCity 4 also makes an attempt at multiplayer gaming with the ability to share regional maps and cities with other players, allowing players to collaborate, but not play in real time.
In 1990, SimCity won the Origins Award for "Best Military or Strategy Computer Game" of 1989.
# SimCity/Legacy

SimCity inspired a new genre of video games. "Software toys" that were open-ended with no set objective were developed trying to duplicate SimCity's success. The most successful, however, was most definitely Wright's own The Sims, which went on to be the best selling computer game of all time.
The ideas pioneered in SimCity have been incorporated into real-world applications as well. For example, VisitorVille simulates a city based on website statistics.
# SimCity/Parodies

Sim Brick was an extremely simple parody of SimCity. Developed by Sensible Software, it was only ever distributed on a cover disk with an issue of Amiga Power. The game play consists of an ant wandering around the screen, until players press the mouse button, at which point a brick falls down and squashes the ant.
The writers of The Simpsons also lampooned Maxis around the time when they were releasing a plethora of "Sim" titles. Virtual Doctor, a program used in an episode, was cited as "from the creators of SimSandwich…"
In the computer game Space Quest 4, the main character, Roger, has the opportunity to look through the bargain bin of a software store. Among the titles is SimSim, a simulator where players get to design simulators.
# SimCity/SimCity 2000 Concepts

Two notable tricks (or glitches) involve the sea level tool in the terrain editor. By manipulating this tool, players can cause things that are not normally supposed to happen in the game, such as a rise in elevation without a hillside (like a cave) where a waterfall tile once sat and trees that sit on ground water (like a swamp). Although trees sitting on ground water are a fairly plausible terrain feature, it is not possible to achieve this effect by another means, and probably constitutes a glitch.
Another set of tricks involves using the terrain tools in the city mode which allows players utilize roads in ways that are not normally allowed in SimCity 2000. The first trick allows players build an underwater road tunnel; to do this, players are required to create a hill and dig a tunnel though it (the tunnel needs to be long enough so that its entrances will not be demolished during the next step), and then lower the hill using the terrain tool to a below-water level, thus allowing the tunnel to dip below grade under the water. The second is extremely difficult, involving adjustment of the terrain to allow a highway to connect at grade with a regular roadway instead of using an offramp.
With the release of SC2K came the introduction of a tool called the Sim City Urban Renewal Kit (SCURK). It enabled players to modify the images used in-game to represent various buildings, in much the same manner as general image manipulation software. The player was able to create basic bitmap files of a standard size with a standard 256 color palette. A number of pre-altered graphics packages were distributed, including some which replaced the "reward" buildings with images of various well known international buildings, such as the Eiffel Tower, but most buildings were made by fan-artists and shared on the Internet. Several SCURK designs influenced the designs of SimCity 3000's original buildings.
The SCURK is divided into three areas.
* Paint the Town — A graphics program fashioned to produce custom buildings for SC2K.
* Pick and Copy — A tileset (building set) modifier, which allows users to produce new tilesets that display specific custom buildings.
* Place and Print — A sandbox-style city builder with less restrictions as it would in SC2K, which also enables users to print cities on paper. The SCURK was also bundled along with Streets of SimCity and SimCopter, as the Place and Print aspect of the program was especially useful for non-SC2K users who intended to build custom cities for either games.
# SimCity
## Chapters

   * History of SimCity
   * Starting a City
   * SimCity 2000
   ** SimCity 2000 Concepts
   ** SimHealth
   ** SimCopter
   ** Streets of SimCity
   * SimCity 3000
   ** SimCity 3000 Concepts
   * SimCity 4
   ** SimCity 4 Concepts
   * SimCity (2013)
   * LinCity
   * SimCity Parodies
   * SimCity's Legacy
   ** Neighbor Connections and Deals

## Read more

* SimCity and Urban Planning
* SimEarth
# SimCity/SimCity 3000

SimCity 3000 is essentially SimCity 2000 (SC2K) with several small features added and graphics updated to a standard appropriate for when it was published (1999). Some people consider SC2K to be a better game than SimCity 3000 since the two are essentially the same and because of SC3K's greater system requirements, and game-play issues. For example, SimCity 3000 Unlimited occasionally gives the player the option of hosting a parade, which gives a boost to the player's city. The animation for the parade lasts a long time, the game pauses during the animation with no option of skipping over the animation. Critics note other similar flaws.
A re-release, SimCity 3000 Unlimited, was released in 2000. Unlimited added, among other things, Asian and European building sets, a snapshot feature, an improved version of the Building Architect Tool (a very basic psuedo-3D design tool based on cubes), and scenarios (along with a creator based on MS Access).
The SimCity 3000 Unlimited edition was distributed with different titles in some places outside of the USA:
* SimCity 3000 UK Edition in United Kingdom
* SimCity 3000 Deutschland in Germany
* SimCity 3000 World Edition elsewhere in Europe and Latin America
* SimCity 3000 China in China
* SimCity 3000 Japan in Japan
* SimCity 3000 Korea in Korea