OpenLLM-France/wikimedia huggingface dataset:
# Solitaire card games/Monte Carlo

This game is also called Double and Quits it should not be confused with Double or Quits or any other casino game.

## Rules

Game starts when 25 cards are laid out in such a way that they form a 5x5 grid (one version states that 20 cards are dealt to form a 5x4 grid). The rest of the deck are set aside for later as the reserve.
Cards that make up a pair (such as two Kings or two Sixes) are removed when they are immediately next to each other horizontally, vertically, or diagonally. Once all pairs have been removed, the cards are consolidated, i.e. moving cards to the left as if towards the upper left corner to fill any gaps left behind by the discarded pairs. New cards are then laid out from the reserve to form a fresh layout of 25 cards.
This removal of pairs, consolidation of cards, and addition of new cards continue until the reserve cards have run out. After this, removal of pairs and consolidation continues.
The game finishes when all cards have been discarded. The game also ends when it is no longer possible to remove pairs, especially on the finishing stages of the game such as "4-6-4-6."
Although luck is a large part of the game, strategy can also sometimes play a part. For example, one could leave a pair alone to be used to aid freeing a separated pair (e. g. two Queens that are left alone to unlock a Q-7-Q).

## Variants

* In a version called Monte Carlo Thirteens, instead of pairs of cards with the same rank, kings and pairs of cards with values totalling 13 are removed during game play.
# Solitaire card games/Perpetual Motion
## Rules

The tableau is made up of four piles/columns. Four cards are dealt (the rest are left aside as the stock), one in each pile. If there are cards of equal rank (such as three kings), the duplicates are moved to the leftmost pile with an equal card.
Example: The three kings mentioned are found at piles 2, 3, and 4. The kings in piles 3 and 4 are moved to pile 2.
After that, four cards are again dealt from the stock (even if one pile is empty) and plays already mentioned are made. Only the top card of each pile is in play. In case the four cards dealt from the stock are all of the same rank, they are immediately discarded.
This continues until the stock runs out. After this first round, the piles are picked up, starting from the rightmost pile, and put over one another either faced down or face up without disturbing the order of the cards in each pile. Four cards are again dealt and the steps mentioned earlier are again done.
The game is won when all cards are discarded (in fours). This is not always possible, however, since in about 45% of cases a cycle occurs: that is, the cards return to exactly the same sequence as one that has been seen previously. When the game can be won, it still takes an average of 128 rounds before completion, hence the name.

## Variants
### Idiot's Delight (Alternate Rules)

An alternate way to play, as suggested by Peter Drake in his book "Data Structures and Algorithms in Java", is as follows:
The object is still to remove all the cards from the table, but the methods are slightly different.
Play begins by dealing four cards into four separate stacks, one card in each stack. The rest of the cards are kept aside as stock. A player may do one of three things:
* If there are two cards of the same rank showing, discard both of them
* If there are two cards of the same suit showing, discard the one with the lower rank
* If neither of those conditions exist, deal four new cards, one on top of each stack.
Similar to perpetual motion, this continues until the stock runs out and no more removals can be made.
Games will obviously end much sooner than with Perpetual Motion, but considering that the game can only end if the last two cards are of the same rank, the odds of winning are not in the player's favour.

## Notes

* ↑ Clarke, M. C. On the Chances of Completing the Game of "Perpetual Motion" accessed 13 July 2009
* ↑ Data Structures and Algorithms in Java, by Peter Drake. ISBN 0-13-146914-2
# Solitaire card games/Maze

Although the words maze and labyrinth are synonymous with each other, this game and the solitaire game of Labyrinth should not be confused with each other because they are different in the manner of game play and dealing. In fact, this game is more akin to another solitaire game, Gaps, though less mechanical.

## Rules

First, all 52 cards are laid out into 6 rows, similar to a 6 x 9 grid. The first two rows should have 8 cards each, while the rest have 9 cards each. Then, the Kings are moved and discarded from play. This leaves six gaps, four left behind by the Kings and the two spaces formed on the first two rows.
The rule of the game are as follows:
* A gap is filled by a card that is the same suit and a rank higher than the card on the gap's left or one that is the same suit and a rank lower than the card on the gap's right, whichever is more advantageous.
* A gap to the right of a Queen can be filled with any ace or a card that is the same suit and a rank lower than the card on the gap's right, again, whichever is more advantageous. However, a gap to the left of an Ace is not filled.
* The rows run from left to right, top to bottom.
* The rows are continuous. The last card of one row is connected to the first card of the next. So goes with the last card of the sixth row to the first card of the first row. Thus, a gap on the extreme left of a row can be filled with a card with the same suit and a rank lower than the card on the gap's right or a card with the same suit and a rank higher than the last card of the row above, and vice versa.
The game is won when all 48 cards are arranged in four suit sequences from Ace to Queen with an Ace as the first card on the first row and a Queen as the last card of the sixth row; it does not matter where the gaps end up when this is achieved.
# Solitaire card games/Nestor
## Rules

* Cards are dealt into eight columns of six cards. They are dealt in such a way that no two cards in the same column have the same rank. To avoid that, the identically ranking card is placed at the bottom of the deck and a new one is dealt.
* Once the eight columns are dealt, the four remaining cards are placed either face-up or face-down in a row above or below the columns. These four cards will be the reserve.
* Play is composed of removing pairs of cards with the same rank (such as two kings or two 7s). All cards in the reserve and the top card of each column are available for play. Once a pair has been removed, new cards become exposed and available for play.
* The game is won once all cards are discarded.
* An alternate rule in this game is after the eight columns are dealt, the reserve cards are placed as one overlapping row and the top card is the only one available for play.
# Solitaire card games/Little Spider

This game bears no resemblance to the one-pack Spiderette or the two-pack Spider, and thus, those games should not be confused with this one. The aim is to build the aces up in suit to kings and the kings down is suit to aces, both by suit.

## Set up

There are three rows of four cards in this game and the foundations are placed in the middle row.

## Play

* First, remove the two red aces and two black kings from the pack and place them in the foundations.
* The kings are built down to ace while the aces are built up to kings, in both cases by suit. Game play in this part is composed strictly of moving cards from the two rows to the foundations. Cards from the upper row can be placed on any of the foundations, while cards from the lower row can only be placed on the foundations directly on top of it. Once possible plays are made, eight new cards are dealt from the stock, one on each pile, empty or otherwise. Once the entire stock is dealt, the second part of game play begins.
* At the second part of game play, cards from both rows can be placed on the foundations as well as around the piles at both rows, building either up or down regardless of suit at the piles. Building is also continuous as a king can be placed over an ace and vice versa.
* The game is won when all cards made their way to the foundations.
# Solitaire card games/Penguin
## Rules

After shuffling the cards, the cards are dealt from left to right into seven columns, each with seven rows. The first card dealt is called the "beak" (in the example below, the five of spades). When the three other cards with the same rank appear, they are immediately placed on the foundations, and the next card dealt takes its place in the tableau so that no empty spaces appear.
The object of the game is to build the foundations up in suit up to the card that is a rank lower than the beak. For example, if the beak is a five, the last card of each foundation should be a four; if it is an ace, the last card of each foundation should be a king.
The cards on the tableau are built down by suit. Cards are moved one at a time, unless a suit sequence of cards is formed, which can be moved as a unit. Like Freecell, such a sequence is treated as one card and movement requires enough free cells for all the cards in the sequence. When an empty column occurs in the tableau, only a card of the rank directly beneath the beak or a suit sequence starting with that rank maybe placed on it. (For example, if the beak is an ace, only a king or a suit sequence starting with a king may be used.)
There are seven cells, one above each of the seven columns, which can be used to store a single card to be played later. These seven cells are collectively called the "flipper".
The game is won when all cards are built onto the foundations. The game has a high probability of being won. One good strategy is to first work towards freeing the beak.

## References

* ↑ Parlett, David. "Penguin: an original patience game by David Parlett". http://www.davpar.eu/patience/penguin.html. {{cite web}}: |access-date= requires |url= (help); External link in |website= (help); Missing or empty |url= (help)
# Solitaire card games/Martha
## Rules

First, the aces are removed from the deck and set up as the bases for the foundations.
Then, the rest of the deck is dealt into 12 columns of four overlapping cards each, with the top card and the third card from the top faced up and the bottom card and second card from the top faced down. To make this easier, here is a simple illustration of a column:
The top cards of the columns are available for play, to be built on either the foundations or on other columns in the tableau. The foundations are built up by suit to Kings, while the cards on the tableau are built down in alternating colors.
One card can be moved at a time, but sequences that are already built can be moved, in part or in whole, as unit. But when a gap occurs, it can be filled only with a single card.
The game is won when all cards end up in the foundations.
# Solitaire card games/Ninety-One

The object of this game is to move cards so the top cards of the piles total to 91, hence the name.
Thirteen piles of four cards each are dealt. Only one card can be moved at a time and the top cards of the piles are ones that are counted. Cards are even transferred without any regard to suit or value. Spot cards (cards from ace to ten) are taken at their face value, while jacks are valued at 11, queens at 12, and kings at 13.
The game is won when the top cards of the thirteen piles have a total value of 91. The easiest combination to obtain is a sequence of thirteen cards from ace to king ($91=1+2+3+4+5+6+7+8+9+10+11+12+13$). But there are many other combinations that add up to 91, such as four kings, four aces, three fives, and two tens for instance ($91=13*4+1*4+3*5+10*2=52+4+15+20$). It is up to the player how to figure out those combinations.
# Solitaire card games/Osmosis

the object, like many solitaire games, is to put the cards into foundations, although not in numerical order.
Game play consists of four, vertically arranged reserve piles of four cards each (one face-up card on top of three face-down cards). A seventeenth card is put in the first (top) of four foundations, which are also arranged vertically to the right of the reserve piles. Cards with the same suit as this card must be moved to this foundation. The other three foundations are also built by suit, but must begin with cards of the same rank as the first card of the top foundation (the 17th card previously mentioned). Foundation piles are fanned from left to right. All undealt cards make up the stock.
To begin, the top cards in each reserve pile are the only cards in play and must be moved to the foundations if possible. A card can be moved to a foundation if a card of the same value has already been placed in the foundation above it. Once all possible cards have been placed in the foundations, the next face-down cards remaining in the reserve piles are turned face-up. When placing cards from the reserve piles is no longer possible, one can use the stock, deal three cards at a time, and use its top card to make possible moves. One can redeal the stock as long as there are possible moves from the stock or from the reserve piles to the foundations.
Here's an example (foundations only):
| ♥ | 7 8 10 2 4 9 K A |
| ♠ | 7 A 8 K 9 |
| ♦ | 7 8 K |
Suppose that from the example above, any heart card can be moved to the top foundation. One can also place 10♠ into its foundation, but one cannot put 2♦ yet into its foundation because 2♠ hasn't turned up yet in its foundation. No club can be placed at this time as the 7♣ hasn't appeared.
The game is won when all cards have been moved to the foundations. But winning any game relies on where cards are positioned in the reserve piles and in the stock pile. Because of this, finishing a game of Osmosis can be difficult.

## Peek

Peek is another solitaire card game using a deck of 52 playing cards. It is played exactly as Osmosis except all the cards in this game's reserve piles are face-up.
# Software Engineering with an Agile Development Framework/Iteration One
## Iteration overview.

Having gone through nearly two years of doing assignments with specific instructions, the students arrive second year classes in software engineering expecting to be given a detailed brief. When they don't get one from us, they turn to the client, hoping to find one there. Usually they don't get one there either.
In 2008 our software engineering class is working to develop the "Living Campus Information Infrastructure" . What does that mean? Good question, and one the students have been asking both us and their client, Paula.
In this project we are not being deliberately vague, we genuinely don't know where this project is heading. This makes teaching the course interesting, in adopting the agile concept of embracing change we are also experiencing the values of courage, simplicity, feedback and respect. This applies to the students and the academics equally, which makes for a shared learning experience.
We're also following the manifesto, valuing those things on the left more than those on the right:
* individuals and iterations over processes and tasks
* working software over comprehensive documentation
* customer collaboration over contract negotiation
* responding to change over following a plan.
We mix this agile approach with a framework - three iterations. Each has milestone deliverables, the first is understanding and communication, the second a functional delivery, and the third: a robust delivery.
So the goals of the first iteration are all about building understandings - not what the project is going to result in, nor even what it has to do. Rather, the focus is on why - why is this a project that needs their help. In other words - what is the business opportunity.
The first iteration is also about building confidence and communication (within the group and with stakeholders).
In the first iteration the goals are to build up understanding of the business opportunity, and how the teams might use their skills in information technology to work towards meeting that opportunity.
One of the first things they do is to meet with the client. The purpose of this meeting is to establish connections with the client. It is not the time to be expecting detailed functional requirements.
By the end of the first iteration we will have:
* established a development team
* established firm communication links with the client
* established that we are on common ground with the client about the high level need for the project
* established a methodology and work practices.
The first iteration is quick. For a full year capstone project, this should take a maximum of two weeks. Two weeks, that's hardly long enough! Yes it is. On each of the tasks described in each chapter, an information box indicates how long each task should take. If it's taking longer than this, then you're doing something wrong.
# Software Engineering with an Agile Development Framework

This book is still in an early stage of development. Many topics do not yet have pages, many pages consist of text dumped from our teaching resources, and many of the current pages are stubs. Any help would be greatly appreciated.
This book provides an introduction to Software Engineering from a perspective of an integration of agile perspectives and structured methodologies. Every section will have a case study.

## Introduction

Introduction
Whole process

## Iteration One: Understanding

Iteration One
| Sector | Deliverables |
| Evaluation | Management document(group established, environmental context), Scrum processes |
| Functional requirements | Interview with client established, System metaphor Planning game |
| Interaction design | Ethical Design |
| Design specification | Knowledge base |
| Implementation | Implementation (Release One). |
| Evaluation | Proposal to client, Value Proposition |

## Iteration Two: Functional Delivery

Iteration Two
| Evaluation | Project estimation |
| | detail for evaluation |
| Functional requirements | Good requirements Fishing, Decomposition, Data modelling, Process modelling |
| Interaction Design | Context analysis Tasks, Dialogue Diagrams, Data model, Wireframes, Paper based prototypes , Interactivity |
| Design Specification | Design specification (style guide etc), Data modelStable development platform, System design (including procurement) |
| Implementation | Functional deliverable, Field testing Test based development Deliver to the client a system that meets most of their needs. This system should be usable and stable. Peer review |
| Evaluation | Analysis of functional deliverable |

## Iteration Three: Robust Delivery

Iteration Three
| Evaluation | Direction for Iteration 3. Complete Ethical processes. |
| Functional requirements | Functional requirementsRevisit functional requirements |
| Interaction design | Interaction designDesign concepts update, Content production |
| Design specification | Style guide, System specification, Implementation and deployment plan |
| Implementation | Robust delivery(Release Three), Paired programming, Testing, Deployment and packaging |
| Evaluation | Project evaluation and completion . Client satisfaction. |

## Resources

Resources
# Software Engineering with an Agile Development Framework/Iteration One/Implementation

* Quick implementation
* A very rapid implementation to provide functioning model for discussion and exploration of options
* 2 days
* Key questions from Knowledge base
* System (evidenced by annotated screen shots)
* Use as basis for discussion.
Examples
Dunedin Heritage
SMS Switch “we threw together an application… …After getting this test application working we came up with a few problems with our design… …we now had our functional requirements nailed down, and signed off, and could continue in-depth planning…”
# Radiation Oncology/NHL/Guidelines

Non-Hodgkin's Lymphoma: Official Guidelines
General Management:
Radiotherapy Management:
* ILROG - International Lymphoma Radiation Oncology Group
** 2014 No PMID yet Link -- "Modern Radiation Therapy for Nodal Non-Hodgkin Lymphoma—Target Definition and Dose Guidelines From the International Lymphoma Radiation Oncology Group." (Illidge T, Int J Radiat Oncol Biol Phys 2014 May 1;89(1):49-58.)
* UK National Cancer Research Institute
** 2013: PMID 22889569 Full text -- "Recommendations for the use of radiotherapy in nodal lymphoma." (Hoskin PJ, Clin Oncol (R Coll Radiol). 2013 Jan;25(1):49-58.)
*** Note: For both Hodgkin's and Non-Hodgkin's lymphoma

## Primary CNS Lymphoma

* British Neuro-Oncology Society:
** Link -- "Guidelines on the diagnosis and management of primary CNS and intra-ocular Lymphoma (PCNSL)"
# Radiation Oncology/NHL/Cutaneous

* Front Page: Radiation Oncology | RTOG Trials | Randomized Trials
* Non-Hodgkin lymphoma: Main Page | Randomized
* Overview: Overview |
* Follicular |
* Diffuse large B-cell |
* MALT |
* Nodal marginal zone |
* Mantle cell |
* CLL/SLL |
* Lymphoblastic |
* Burkitt |
* NK/T cell |
* Anaplastic large cell |
* Primary CNS Lymphoma
* Treatment:
* Aggressive |
* Specific sites |
* Radioimmunotherapy
Cutaneous Lymphoma
* Mycosis fungoides
* Sezary syndrome
* Cutaneous anaplastic large cell lymphoma
* Cutaneous B-cell lymphoma
* Liao et al. 2010 (PMID: 20586627) Clinicopathologic analysis of cutaneous lymphoma in taiwan: a high frequency of extranodal natural killer/t-cell lymphoma, nasal type, with an extremely poor prognosis (Arch Pathol Lab Med. 2010 Jul.): (1) A total of 56 patients with cutaneous lymphomas were retrospectively collected and were reclassified according to the 2005 World Health Organization and the European Organization for Research and Treatment of Cancer and the 2008 World Health Organization classifications (2) Thirty-one (55%) tumors were primary cutaneous lymphomas, and twenty-five (45%) tumors were secondary or concurrent cutaneous lymphomas (3) Among primary cutaneous lymphomas, 23 cases (74%) were T-cell or natural killer-cell lymphomas, and 8 cases (26%) were B-cell lymphomas (extranodal natural killer/T-cell lymphoma, nasal type, and primary cutaneous peripheral T-cell lymphoma, unspecified) Conclusion: Compared with the Western countries, there was a higher frequency of extranodal natural killer/T-cell lymphoma, nasal type, and a lower frequency of mycosis fungoides in Taiwan.
* WHO; 2008 PMID 15692063 -- "WHO-EORTC classification for cutaneous lymphomas." (Willemze R, Blood. 2005 May 15;105(10):3768-85.)
** Classification system for primary cutaneous lymphomas
| Histology | Frequency | 5-year DSS | Clinical Course |
| T-cell cutaneous lymphomas ||||
| Mycosis fungoides | 44% | 88% | Indolent |
| Variants of MF | <5% | 80-100% | Indolent |
| Sezary syndrome | 3% | 24% | Aggressive |
| Primary cutaneous anaplastic large cell lymphoma (CD30+) | 8% | 95% | Indolent |
| Lymphomatoid papulosis (CD30+) | 12% | 100% | Indolent |
| Subcutaneous panniculitis-like T-cell lymphoma | 1% | 82% | Indolent |
| Extranodal NK/T-cell lymphoma, nasal type | <1% | -- | Aggressive |
| Primary cutaneous T-cell lymphoma, unspecified | 2% | 16% | Aggressive |
| B-cell cutaneous lymphomas ||||
| Primary cutaneous marginal zone B-cell lymphoma | 7% | 99% | Indolent |
| Primary cutaneous follicle center lymphoma | 11% | 95% | Indolent |
| Primary cutaneous diffuse large B-cell lymphoma, leg type | 4% | 55% | Intermediate |
| Primary cutaneous diffuse large B-cell lymphoma, other | <1% | 50% | Intermediate |
# Radiation Oncology/NHL/Nodal marginal zone

* Front Page: Radiation Oncology | RTOG Trials | Randomized Trials
* Non-Hodgkin lymphoma: Main Page | Randomized
* Overview: Overview |
* Follicular |
* Diffuse large B-cell |
* MALT |
* Nodal marginal zone |
* Mantle cell |
* CLL/SLL |
* Lymphoblastic |
* Burkitt |
* NK/T cell |
* Anaplastic large cell |
* Primary CNS Lymphoma
* Treatment:
* Aggressive |
* Specific sites |
* Radioimmunotherapy

## RT dose

See discussion at Follicular lymphoma

## Reviews

* JCO, 2005 - PMID 16155028 — "State-of-the-Art Therapeutics: Marginal-Zone Lymphoma." Bertoni F et al. Journal of Clinical Oncology, Vol 23, No 26 (September 10), 2005: pp. 6415-6420.