OpenLLM-France/wikimedia huggingface dataset:
# Others I've found

| Author | Quote |
| Carl R. Rogers | "The curious paradox is that when I accept myself just as I am, then I can change." |
| Mary Lou Casey | "What people really need is a good listening to" |

# (iffy) suggestions by chatGPT

| Author | Quote |
| Maya Angelou | "If you don't like something, change it. If you can't change it, change your attitude." |
| Nelson Mandela | "Education is the most powerful weapon which you can use to change the world." |
| Socrates | "The secret of change is to focus all of your energy not on fighting the old, but on building the new." |
| Nikos Kazantzakis | "Since we cannot change reality, let us change the eyes which see reality." |
| John F. Kennedy | "Change is the law of life, and those who look only to the past and present are certain to miss the future." |
| Steve Jobs | "Innovation distinguishes between a leader and a follower." |
| Antoine de Saint-Exupéry | "A pile of rocks ceases to be a rock pile when somebody contemplates it with the idea of a cathedral in mind." |
| Theodore Levitt | "Creativity is thinking up new things. Innovation is doing new things." |
| Albert Einstein | "The true sign of intelligence is not knowledge but imagination." |
| J.K. Rowling | "Imagination is the power that enables us to empathize with humans whose experiences we have never shared." |
| William Blake | "What is now proved was once only imagined." |
| Sarah Ban Breathnach | "The world needs dreamers and the world needs doers. But above all, what the world needs most are dreamers that do." |
| Maya Angelou | "You can’t use up creativity. The more you use, the more you have." |
| Edith Widder | "Exploration is the engine that drives innovation. Innovation drives economic growth." |
| Bob Iger | "You can’t allow tradition to get in the way of innovation. There’s a need to respect the past, but it’s a mistake to revere your past." |
# Advanced Interactive Media/3-D Products

Below are links to a few unbiased reviews (is such a concept possible?) regarding a some of the leading 3D and Animation software products. 3D requires such a commitment to master, that most users become religiously committed to their product. It's rare to find someone who is qualified to make a fair comparison of competing products.
These gallery links might interest students considering a commitment to 3D learning http://forums.cgsociety.org/forumdisplay.php?f=132
3D models can be viewed and downloaded from dozens of excellent sites: http://www.3d02-ae.com/html_Gallery/gallery_index_page1.asp
The Society of Digital Artists provides an excellent technical comparison of 3D tools for those already using a product. http://wiki.cgsociety.org/index.php/Comparison_of_3d_tools
# Advanced Interactive Media/3-D Products Maya, Lightwave, SoftImage, and 3D Studio Max

Here are some links to a few unbiased reviews (is such a concept possible?) regarding a few of the leading 3D and Animation software products.
3D requires such a commitment to master, that most users become religiously committed to their product. It's rare to find someone who is qualified to make a fair comparison of competing products.
# Alekhine's Defence: Lasker Attack

In this variation, White will usually go on with 4. c5. He loses the control of the d5 square, but gains space and tries to close Black game.
For now, Black must play 3...Nb6 or 3...Nf4.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
'1.e4 Nf6 2.e5 Nd5 3.c4'
| 3 |
| ... Nb6 | = |
| 3 |
| ... Nf4 | = |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Alekhine's Defence: Lasker Attack
## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation.
'1.e4 Nf6 2.e5 Nd5 3.c4 Nb6'
| 4 |
| c5 - | = |
| d4 - | = |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Alekhine's Defence: Lasker Attack
## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
'1.e4 Nf6 2.e5 Nd5 3.c4 Nb6 4.c5'
| 4 |
| ... Nd5 | = |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
* This Chess related article is a stub. Please assist Wikibooks by expanding it.
# Alekhine's Defence: Lasker Attack
## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
'1.e4 Nf6 2.e5 Nd5 3.c4 Nb6 4.c5 Nd5'
| 5 |
| Bc4 - | = |
| d4 - | = |
| 5 |
| Nc3 - | = |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* This Chess related article is a stub. Please assist Wikibooks by expanding it.
# Alekhine's Defence

At that point, it's unwise for White to take the d6 pawn, which means giving up the space advantage and allowing Black to build his own pawn center.
While 4. c4 is tempting, the modern variation 4. Nf3 gets better results, making harder for Black to equalize.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1.e4 Nf6 2.e5 Nd5 3.d4 d6
| | 4 |
| Modern Variation | Nf3 - | = |
| | c4 - | = |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Alekhine's Defence : Modern Variation

Black still lacks space. He must at all cost avoid a passive play which would allow White to crush him quickly.
Three options are playable :
    4...Bg4 reduces White's control over the center. Black often accepts to break his bishop pair and takes the knight.
    4...g6 prepares king's bishop fianchetto.
    4...dxe5 is sometimes seen. It frees space for Black but leaves him with no weapons to counter White's advance in development. Moreover, this move seems to be out of the "spirit" of the opening.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
'1.e4 Nf6 2.e5 Nd5 3.d4 d6 4.Nf3'
| 4 |
| ... Bg4 | = |
| ... g6 | = |
| ... dxe5 | +/= |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Alekhine's Defence

White has occupied the center with pawns. From here, white can choose how to reinforce his pawn structure.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation.
1.e4 Nf6 2.e5 Nd5 3.c4 Nb6 4.d4
| 4 | 5 | 6 |
| ... d6 | exd6 exd6 | Nc3 Be7 | = |
| ... Nc6?? | d5! Nxe5 | c5! Nbc4 | f4 | +- Black loses a knight. |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* This Chess related article is a stub. Please assist Wikibooks by expanding it.
# Alekhine's Defence

With his knight finally safe, Black can start to put pressure on White's pawn center. The most aggressive move in this position is 3...d6 or e6.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
'1.e4 Nf6 2.e5 Nd5 3.d4'
| 3 |
| ... d6 | = |
'1.e4 Nf6 2.e5 Nd5 3.d4'
| 3 |
| ... e6 | = |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Chess Opening Theory/1. e4/1...Nf6/2. e5/2...Nd5
## Alekhine's Defence - Normal Variation

White's pawn is now weak. It should be reinforced with other pawns. The most intuitive move is 3. d4. But White can also keep on attacking the knight and play 3. c4 delaying d4. An option may allow White to avoid the sharpest lines of the Alekhine : 3. Nc3. In compensation for doubled pawns, White can accelerate his development after 3...Nxc3 4.dxc3, or strengthen his center and grab extra space with 4.bxc3.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
'1.e4 Nf6 2.e5 Nd5'
| | 3 |
| Main Line | d4 - | = |
| Lasker Attack | c4 - | = |
| Two Knights Variation | Nc3 - | = |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Alekhine's Defence: The Squirrel

Black saves their Knight, which was attacked by the pawn on c4. Even though the knight moves forward, this move is not seen as best because the Knight is unstable on f4 and will likely have to move again to a worse square to save itself.
# Canadian Criminal Sentencing/Available Sentences/Fines
## General Principles

Fines are a form of financial punishment available as a sentencing option for a judge. A fine is available where the court believes that the accused is "able to pay" the fine and where a pecuniary punishment is considered proportionate to the offence and offender. This focus on ability to pay, found in s. 734(2), prevents "offenders from being fined amounts that they are truly unable to pay, and to correspondingly reduce the number of offenders who are incarcerated in default of payment."
The burden is upon the party seeking the fine to prove that the offender has the ability to pay on a balance of probabilities. The party does not need to identify or locate the specific assets available, rather "may rely on indirect evidence" to prove an ability to pay.
Absent evidence to the contrary, the court may infer an ability to pay where the offender has been in "receipt of illegally-obtained funds". This must take into account the "amount of funds acquired" and "the length of time that has passed between the acquisition of the funds and the imposition of sentence."
To issue a fine a judge must order:
* an amount to be paid
* the mode of payment
* the time(s) that the fine should be paid
The judge may add further requirements as seen fit.
If the offender fails to pay, it is on the offender to show proof that they are unable to pay in the circumstances.
* ↑ s. 734; 716
* ↑ 734(2)
* ↑ R. v. Topp, 2011 SCC 43
* ↑ R v Topp
* ↑ R v Topp
* ↑ R v Topp
* ↑ R. v. Desjardins, 1996 NBCA; see also R. v. Wu, [2003] 3 SCR 530
# America's Army: Special Forces/SF Dockside Tactics

SF Dockside was a map introduced in Version 2.5 More info to follow
~Generalg
generally it's good to get on the roof and shoot. the edges are really good, and it's a good idea to stand on the edge behind a wall, and throw a grenade over to kill enemies also trying to come on the roof.
# America's Army: Special Forces/SF Extraction Tactics

SF Extraction was a map introduced in Version 2.5
The forces are actually spawned at random location, and so is the extraction point. However, the first objective is always the same: the burnt out bus in the center, where the briefcase are located.
This is perhaps the most difficult urban map, largely due to the relatively wide open spaces with a few CQB locations spread out all over. The fact that the first objective is right at the center of this open space does not help either.
As such, there are two approaches:
* Eliminate all enemies
* Accomplish objective
The most common option is the eliminate all enemies, since in order to accomplish the second objective, one need to be able to eliminate most enemies anyway.
More info to follow
~Generalg
# America's Army: Special Forces/SF Arctic Tactics

The objective for assault is secure the convoy truck at the far end of the map (be sure to go to the driver's side of the truck). This is harder than it sounds because the obj is heavily defended with several BTR-60/Strykers, which can be destroyed with two rockets each. Assault 18Cs get 1 AT4 each, and are supported by IF RPGs. Stealth is important on this level, especially for assault (for the first time, the stuff from E&E is useful). Enemy snipers will make short work of you if you just charge, so use the canyons to the sides of the road.
{FoM}Gurkbuster
A good path to take on Assault is to go south immediately from spawn. Keep going straight and you will end up behind one of the Strykers. Take this out with a pair of AT4's then smoke the other 2 or take them out (set sights to 200yrds for these.) You are right on the convoy now. ~ETG
After firing an RPG/AT4 at Stryker, immediately abandon your position. Unless your rocket killed the Stryker, you will feel the wrath of the .50 calibre --[[User:{FoM}Gurkbuster|{FoM}Gurkbuster]] 02:00, 17 Jun 2004 (UTC)
# America's Army: Special Forces/Pipeline SF Tactics

This map is a remake of the original Pipeline. Changes consist of different time environment and the use of Special Forces. The objectives remain the same, where assault must either access the computer, or turn off all three valves.
When starting out on Assault Team, run West out of spawn and prone behind the far right corner, looking at the vents. You should have your Acog x4 with you and keep an eye on the left vent for about 10 seconds. If nobody shows up, move on...
Edit from Phantom: Alternatively, lay down inside the fenced area with the SAW where you can see both vents, then begin firing at the left vent. The suppressive fire will keep your enemies from radioing to their teammates which way your team is going.
Edit from DarkSeedious: camping with a SAW is dangerous. an enemy can easily lob a nade over the fence, and the sound of your SAW will expose you and drown out any sound of the any approaching until its too late.
If an OpFor does in fact show up in the vent, at to shoot him down. If he starts to get out of sight, keep shooting the vent, because chances are, that a ricochet will hit him.
sf.raven
Thank you from: =UNA=D3FCON[+OGAA] Honor: 61
In addition I would recommend using the night vision goggles when covering the vent. It helps make opfor in the vents stand out. - Canscorch
# America's Army: Special Forces/RPG-7 Rocket Launcher

With the RPG, stay away from walls. The rockets will have a higher probability of flying straight if your back is near an open space (not proven.) Also, make sure your rear is clear before firing the rocket. The back blast is deadly.
Currently, 20% of all rockets will be misfires.
The blast of the RPG is huge and will kill everybody near it. Use it only when you can be sure to only hit enemies. It will cause injury within about 10 feet of it, with the occasional 100 foot blast(bug).
The RPG is the IF's way to destroy the Blackhawk in CSAR. This is your primary objective with this weapon.
Do not blind fire with the RPG. It will almost surely team kill.
If you know someone is in a room but cannot see the person, shoot a wall that the blast will be angled into the room.
~ETG
Edit: The misfire rate has been adjusted to 10% as of version 2.1
{FoM}Gurkbuster
# America's Army: Special Forces/Pipeline Tactics

Pipeline Tactics: Defense
Pipeline Tactics: Assault
Strategy #1: Rush. Run... Now: Get inside fast. The spawn can be a deadly place. The enemy can easily move out and start throwing or launching explosives. Move fast, and have your Grenadier cover.
Strategy #2: Control the courtyard. On a full server, breaching an entrance takes time, and rushing often fails leading to mass death. It's critical to control the courtyard to thin the defense and to give your team time to make a breach. Cover North/South approaches, Oil entrance, Vents, Main & North Entrance. Pick off the rushing defenders until a breach is made. Then get inside fast.
Misc Tips:
Close the doors! I can never stress this enough when playing on D. Main pump room is the spot to defend, you can cover both Primary Valve and CP (Computer) and there are only 5 ways to get into the room. By closing the doors you have warning that E is coming.
Defense:
* Leave the vent open so you can see when E is trying to get to lower CP.
* Crack the doors by pressing the use key twice very fast, will throw people off when they are trying to throw in a cooked nade, and will give you an extra fraction of a second to react to the door opening.
* At start of round go to W Ent and crack the door just so you can see to the North, then you can snipe at people who are making a run for Ext. If you hear someone coming from the South then get out a nade and toss it around corner.
Assault:
by Zoroaster
ASSAULT TIPS
DEFENCE TIPS
Use the vent to your best advantage. Stay to the back of the vent where it is safest. From this position is possible to observe Opfor movements, particularly those that enter the north door leading to the north pump room, and those running north to the exterior valve. Also announce when no Opfor are seen going north. It may indicate that the Opfor have gone into the oil entrance, the main entrance, headed south to the exterior valve, or have camped in the courtyard. Take the opportunity to shoot any visible Opfor through the vent, but the intelligence about the Opfor movements is more important since it may save the lives of your squadmates. Note that even from the relative safety of the valve room it is possible to be hurt by Opfor grenades that hit the vent, or by normal gunfire from Opfor in the north door or the north corner.
GENERAL TIPS
When you come to West Ladder , always throw a flash or a nade up the ladders , never climb up if you haven't done this, because Opfors can hear you climbing up and easily kill you.
When you approach a door if you suspect a opfor is in the next room (or if you don't) open it and sneak back and hide in the shadows. An opfor may come out to look who is there, then you let him have it.
Use you movement speed carefully crouch and move slow (there is a key you can press to control you movements) moving slow makes you less noticeable.
If you come across a dead opfor I'm sure he won't mind if you borrow his gun. Opfor guns will come in handy in full auto when it comes to a CQB battle.
Rush the tunnels.
EXILE___
# America's Army: Special Forces/RPK Automatic Rifle

The RPK Automatic Rifle is the Opfor equivalent to the M249 SAW, except with 75x4 bullets initially.
The RPK in America's Army is probably either the original RPK with a drum magazine (http://world.guns.ru/machine/mg15-e.htm) or the RPK-74 (http://world.guns.ru/machine/mg16-e.htm).
The RPK can also be fired in semi-auto mode, something the M249 SAW does not have.
# America's Army: Special Forces/Radio Tower Tactics

File:Radiotower.jpg
FAL/FLAKC writes: (Some edits by Canscorch)
Okay, now this takes real teamwork. For this to work, you'll need one advanced marksman, one grenadier, one automatic rifleman, and five riflemen.
The two fire teams each have several responsibilities.
The advanced marksmanship team, comprised of a Rifleman (R) and a Sniper (S) has the following tasks during the initial assault:
* Keep the central peak clear by sniping from the ruined building in the north area.
* Prevent the defense from flanking the main force via the north valley.
* Alert the main force in the case of a counter-attack.
* After one minute, they need to throw smoke at and around the ruined building to conceal the activities of the other fire team.
The other fire team has three other responsibilities:
* The Automatic Rifleman (AR) and Grenadier (G), set up north-east of the ruined building work in tandem to complete two tasks:
** The AR has to make sure that the area around the building remains clear while the G clears the east peak ruins from the same spot.
** The AR switches over to suppress and harass any opfor in that vicinity while the G continues to launch grenades at the surrounding area.
* The riflemen advance under cover of the AR fire. The G pulls up the rear. Once they have reached the east peak ruins, the AR packs up and joins them.
* While the riflemen attack the defense peak (DP) from a distance, the AR fires at the central peak.
The advanced marksmanship team then advances to the central peak, and confirms if the defense peak is clear, and clears the rooftops of the radio tower. The sniper remains on the central peak while his spotter goes down to complete objective C. Once objective C is complete, he returns to the central peak to protect the sniper once more.
The rest of the squad takes objectives A and B.
The one R and the G go to the top of the defense peak to clear the radio tower south area and second floor roof. The AR and two other riflemen go south of the defense peak to clear the flanks. The R and G go to objective A and hold.
The AR and R continue down to objective B – the remaining R goes through the central valley (under the cover of the S and the G) and goes into the tunnels via the southwest valley ruined building. Once that area is clear, they take objective B. Upon completion of B, G takes A while R covers.
# America's Army: Special Forces/River Basin Tactics

File:Riverbasin.jpg
A successful tactic on river basin is for the entire team to walk in an extended line possibly flanking the enemy. Once you have convinced assault to employ this tactic there is a very high success rate as proven.
This tactic is successful because the enemy on this map usually spreads out instead of teaming up. Once your team encounters the light resistance in various spots your firepower is simply overwhelming. Try It!
Defense Plan:
Rush and force your way to the Assault spawn. By the time you get there, they will have gone somewhere else. Rush up their backs and hit them hard. If you are engaged before you get to spawn, engage the enemy there and try to get around as best you can. Stick together at all time and spread out in a lined formation.
1st Lt. }EoS{-Robin
Element of Surprise
# Algorithm Implementation/Mathematics/Polynomial evaluation

Horner's method allows the efficient computation of the value of p(x$_0$) for any polynomial p(x) = a$_0$ + a$_1$x + ... + a$_n$x$^n$ and value x$_0$.

## Algorithm

Rather than the naive method of computing each term individually, in Horner's method you rewrite the polynomial as p(x) = a$_0$ + a$_1$x + ... + a$_n$x$^n$ = a$_0$ + x(a$_1$ + x(a$_2$ + ... x(a$_n$))...)), and then use a recursive method to compute its value for a specific x$_0$. The result is an algorithm requiring n multiplies, rather than the 2n multiplies needed by the best variant of the naive approach (and much more if each x$^i$ is computed separately).
In both the pseudocode and each implementation below, the polynomial p(x) is represented as an array of it's coefficients.

### Pseudocode

input: (a$_0$, ..., a$_n$) input: x$_0$ output: p(x$_0$)

## Variants

The Compensated Horner Scheme is a variant of Horner's Algorithm that compensates for floating-point inaccuracies. It takes 1.5x the time of normal Horner to calculate for 2x the accuracy.
Loop unrolling can be used with Horner's Scheme to evalulate multiple multiplications at once. This is called a kth-order Horner.
There are also non-Horner schemes for evalulating polynomials: the naive method, the Estrin method, and factorization.

## References

* ↑ S. Graillat and Nicolas Louvet (2005). Compensated Horner Scheme
* 1 2 Timothée Ewart, Francesco Cremonesi, Felix Schürmann, and Fabien Delalondre. 2020. Polynomial Evaluation on Superscalar Architecture, Applied to the Elementary Function ex. ACM Trans. Math. Softw. 46, 3, Article 28 (September 2020), 22 pages. https://doi.org/10.1145/3408893
# Algorithm Implementation/Miscellaneous

* Base64
* N-Queens
* Computer Programming/Hello world
* Transwiki:Create bit mask algorithm