OpenLLM-France/wikimedia huggingface dataset:
# Castles of England/Later History of Castles

← Tudor Castles | Castle Life →
By the 14th century castles were beginning to fall out of favour. England was becoming increasingly peaceful and castles were expensive to maintain. They were also cold and unpleasant places to live. Over time, castles began to fall into disuse, to be replaced by manor houses. Some castles, however, continued to be maintained, particularly those in strategically important locations like the Scottish borders and ports.

## The Civil War

The last conflict in which castles played a major role was the English Civil War. This war, fought through the 1640s, saw castles brought back into use. Once the fighting had ended, nearly 60 castles were partly destroyed so they couldn't be used again.

## The Castle as a Modern Home

Some castles that survived the Civil War were retained as family homes, perhaps the most impressive of which (outside of the Royal castles), is Arundel in West Sussex.
# Castles of England/Leicestershire

| Name | Type | Date | Condition | Ownership / Access | Notes (Key) |
| Ashby de la Zouch Castle | Keep | 110112–15th century | Fragmentary ruins | EH | Fortified manor converted to castle by William, Lord Hastings in 1474. Largely destroyed during the Civil War. The Hastings tower (90 ft high) and a tunnel survive. |
| Belvoir Castle | Neo-romantic castle | 160117–19th century | Intact | HH Duke of Rutland | Originally medieval castle, rebuilt 1655–68 incorporating some medieval masonry, remodelled 1801–30. |
| Hallaton Castle | Motte and bailey | 1101Medieval | Earthworks | Private | Well-preserved earthworks. |
| Kirby Muxloe Castle | Quadrangular castle | 14801480–3 | Fragmentary ruins | EH | Moated, begun by William, Lord Hastings in 1480, remained unfinished at his death in 1483.> |
| Leicester Castle | Castle | 110112–13th century | Fragments | HC Local authority | Great hall survives, much altered. |
# Castles of England/Lincolnshire

| Name | Type | Date | Condition | Ownership / Access | Notes (Key) |
| Bolingbroke Castle | Enclosure castle | 120113–14th century | Fragmentary ruins | EH | Slighted after brief siege in 1643. |
| Bytham Castle | Motte and bailey | 110112th century | Earthworks | Private | |
| Goltho Castle | Motte and bailey | 1080c.1080 | Destroyed | | Site of Saxon fortified dwelling of c.850, established by excavation. |
| Grimsthorpe Castle | Castle | 120113th century | Fragment | HH | Remodelled in 18th and 19th centuries, retains 13th century south-east tower. |
| Hussey Tower | Tower house | 130114–15th century | Ruins | HC | |
| Kyme Tower | Castle | 130114th century | Fragment | Private | |
| Lincoln Castle | Keep and bailey | 100111–13th century | Substantially intact | HC Local Authority | Double motte and bailey. |
| Rochford Tower | Fortified house | 140115–16th century | Fragment | Private | 22 miles east of Boston. |
| Somerton Castle | Quadrangular castle | 12811281–1305 | Fragment | Private | Single tower survives, adjoining 17th century building. |
| Tattershall Castle | Tower | 14301430s | Intact | ENT | Brick tower built in earlier moated enclosure for Ralph Cromwell, restored in 1911-25 by Lord Curzon. |
| Torksey Castle | Semi-fortified house | 150116th century | Fragmentary ruins | Private | Slighted during Civil War. |
# Castles of England/Key

This table is the key to the Castle catalogue.
# Castles of England/Lancashire

There are eight castles of note in Lancashire.
| Name | Type | Date | Condition | Ownership / Access | Notes (Key) |
| Ashton Hall | Tower house | 130114–19th century | Intact | Lancaster Golf Club | Near Stodday, 14th century tower incorporated in later building. |
| Borwick Hall | Pele tower | 130114th century | Intact | Outdoor education centre | Incorporated in mainly 16th century building. |
| Clitheroe Castle | Keep and bailey | 100111–12th century | Ruins | HC | |
| Greenhalgh Castle | Quadrangular castle | 14901490 | Fragmentary ruins | Private | Demolished 1645. |
| Hornby Castle | Keep | 120113th century | Fragment | Private | Keep rebuilt early 16th century, incorporated in 18–19th century house. |
| Lancaster Castle | Keep and bailey | 100111–12th century | Intact | HC Local authority | Used as a prison from 1745, much altered 20th century through replacement of medieval buildings by Shire Hall, now Crown Court. |
| Thurland Castle | Castle | 130114–15th century | Rebuilt | Private apartments | Near Tunstall, ruins rebuilt in 19th century. |
| Turton Tower | Pele tower | 140115th century | Intact | HH | Incorporated in later building. |
# Castles of England/Merseyside

There are two castles of note in Merseyside.
| Name | Type | Date | Condition | Ownership / Access | Notes (Key) |
| Brimstage Hall | Tower house | 1398c.1398 | Substantially intact | Crafts centre | Tower remains from formerly moated fortified hall, incorporated in later building of 16th and 19th centuries. |
| Leasowe Castle | Sham castle | 150116–19th century | Intact | Hotel | Built 1593, extended 1600–42 and 19th century. |

### Brimstage Hall

Brimstage Hall is believed to have been built between the 12th century and 14th century. Originally the site was enclosed by a moat and high embankment. The building's first known occupants were Sir Hugh Hulse and his wife, who were granted the right to construct a chapel in 1398.

### Leasowe Castle

Leasowe Castle was built by Ferdinando Stanley, 5th Earl of Derby in 1593. Originally the castle consisted only of an octagonal tower. This had become disused by 1700, and it became known as "Mockbeggar Hall", a term often used for an ornate but derelict building. In 1821 ownership passed to the Cust family, who refurbished and extended the building, using panelling from the demolished Star Chamber at the Palace of Westminster as well as oak from the submerged forest along the coast.
# C Sharp Programming/Index

C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |
# C Sharp Programming/Interfaces

An INTERFACE in C# is a type definition similar to a class, except that it purely represents a contract between an object and its user. It can neither be directly instantiated as an object, nor can data members be defined. So, an interface is nothing but a collection of method and property declarations. The following defines a simple interface:
A CONVENTION used in the .NET Framework (and likewise by many C# programmers) is to place an "I" at the beginning of an interface name to distinguish it from a class name. Another common interface naming convention is used when an interface declares only one key method, such as Draw in the above example. The interface name is then formed as an adjective by adding the "...able" suffix. So, the interface name above could also be IDrawable. This convention is used throughout the .NET Framework.
Implementing an interface is simply done by inheriting off it and defining all the methods and properties declared by the interface after that. For instance,
Although a class can inherit from one class only, it can inherit from any number of interfaces. This is a simplified form of multiple inheritance supported by C#. When inheriting from a class and one or more interfaces, the base class should be provided first in the inheritance list, followed by any interfaces to be implemented. For example:
Object references can be declared using an interface type. For instance, using the previous examples,
Interfaces can inherit off of any number of other interfaces, but cannot inherit from classes. For example:

## Additional details

Access specifiers (i.e. private, internal, etc.) cannot be provided for interface members, as all members are public by default. A class implementing an interface must define all the members declared by the interface. The implementing class has the option of making an implemented method virtual, if it is expected to be overridden in a child class.
There are no static methods within an interface, but any static methods can be implemented in a class that manages objects using it.
In addition to methods and properties, interfaces can declare events and indexers as well.
For those familiar with Java, C#'s interfaces are extremely similar to Java's.
# C Sharp Programming/Intro
## Introduction
### Foreword

    A description of the C# language and an introduction to this Wikibook.

### Getting started with C#

    A simple C# program and where to get tools to compile it.
# Blender 3D: Noob to Pro/Game Engine Basics

| previous module: "Simple_Cloth_Animation" | • Table of Contents • Glossary | next module: "Platformer: Creation and Controls" |
Purpose: To demonstrate the object collision feature of Blender's Game Engine.

## Introduction to Object Collision

In this tutorial, you will learn the basics of object collision within the Blender Game Engine (BGE). These physics simulations can be used for many things, from Blender games to use in animations, the bullet physics engine offers a massive number of possibilities, limited only by your imagination (and the amount of RAM your computer possesses). The tutorials found within this wikibook on the subject of the BGE are generally focused on game creation, but the concepts taught within them can be applied to a multitude of situations.
With the mouse cursor over a 3D viewport, press NUMPAD-7 to switch to TOP view.
Press the spacebar and select Add >Mesh >Plane. Press TAB to leave edit mode and enter object mode.
Enlarge the plane by pressing S and dragging the mouse cursor away from the center of the plane. Click to stop re-sizing. The plane will serve as the 'floor'.
Add A UVSphere using the same sequence for adding the plane object. Press TAB to enter object mode.
With the mouse cursor over a 3D viewport, press NUMPAD 1 for Front view, then press G and move the sphere above the plane. Click to exit Grab Mode. You may need to scale the sphere down. It will be the ball which collides with the floor.
Go to logic panel (move cursor over Button Viewport and press F4).
Click on actor button (in the upper left corner of the logic panel), then Dynamic, then Rigid Body. This activates physics properties for the sphere so it can bounce.
Change the value of "Radius" to 2.0. Notice the dotted line that appears around the sphere. This dotted line marks how big the physics engine thinks this sphere is. For now, set it back to 1.0.
Next, you want to add some colour to the sphere and the plane (see Blender_3D:_Noob_to_Pro/Quickie_Material for details), so you can tell the two apart during simulation.
Move the cursor over a 3D viewport and press P. The sphere will drop down and collide with the plane. Press ESC to end simulation
For fun, try rotating the plane in front or side (NUMPAD 3) view and press P again. The ball will first hit the plane, then roll down. Add several more planes rotated to differing angles and position them in the falling path of the ball to keep it going.
This YouTube tutorial might also help: Link.
| previous module: "Simple_Cloth_Animation" | • Table of Contents • Glossary | next module: "Your First Test" |
# Blender 3D: Noob to Pro/Further Rendering Options

| previous module: "Using the sequencer to compile frames into an animation" | • Table of Contents • Glossary | next module: "Particle Systems" |
In previous units on renderer settings, you learned about
* Basic settings, and
* Animation rendering.
Here we will describe some more renderer settings that can be useful in certain circumstances.

## Stamping

The “Stamp” panel in the Render context provides options for placing descriptive text on top of each rendered frame. The topmost checkbox enables/disables stamping (off by default), while the other checkboxes control the precise information to include, and you can even specify the text and background colour and font size. The information is inserted at the corners of the image, so it can be included in production renders that get appropriately cropped as part of the post-production process. Note: In blender 2.76, you'll find it under Metadata. You'll have to check Stamp Output.

## Toon Renders

Blender has long had an option for doing simplified “toon” (cartoon-style outlined) renders. In the Render context, look for the “Post Processing” panel and check the “Edge” box. You will also have to set up the lighting and materials for your objects to give a more flat-shaded look.
A more powerful set of options for doing this sort of thing is available with Freestyle, which you will learn about later.

## Clay Renders

There is sometimes a need to render a scene without detailed materials and textures, just to see what the object shapes look like. In the Render Layers context, there is an option to override all lighting and materials for objects in the layer with a particular light group and a particular material. It is common to use a plain diffuse, colourless grey material for this purpose, making all the objects look like they are made out of clay, hence the name.

## Transparent Backgrounds

Blender by default provides a “sky” or background for your rendered scene; settings for this can be controlled in the World context.
Sometimes you don’t want such a background at all; you simply want the objects in your scene set against a transparent background. So, for example, if you insert the image in a Web page, the scene is displayed against the page background, rather than its own image background.
The way to do this is quite simple:
* Choose to render the Sky as Transparent. In the Render context, look for the Shading panel, where there is a popup menu labelled “Alpha:”, with items “Sky” and “Transparent”. Change this from its default “Sky” to “Transparent”. You have to do this before rendering the image.
* When saving the rendered image, choose a file format (in the Output panel in the Render context) that includes an alpha channel; for example, PNG allows for this, but JPEG does not. With such a format chosen, you further have to remember to select the “RGBA” button, not “RGB”, otherwise the transparent areas will simply be filled with black.
| previous module: "Using the sequencer to compile frames into an animation" | • Table of Contents • Glossary | next module: "Particle Systems" |
# Blender 3D: Noob to Pro/Hotkeys

| previous module: "Tutorial Links List" | • Table of Contents • Glossary | next module: "Output Formats" |
Blender's user interface is very flexible and often provides more than one way to do something. Many operations that can be done by clicking on buttons and menus can also be done with keyboard shortcuts called "hotkeys". The hotkey is usually much faster than the corresponding mouse action, so it's a good idea to learn them as soon as possible.
An entire WikiBook (titled Blender 3D: HotKeys) is devoted to Blender hotkeys. We encourage you to refer to it as often as necessary.
| previous module: "Tutorial Links List" | • Table of Contents • Glossary | next module: "Output Formats" |
# A-level Mathematics/Edexcel/Core 3

The Core Mathematics 3 (C3) module builds further on the mathematics which you have learnt in both your Core Mathematics 1 and 2. The examination consists of a 1½ hour paper in which calculators are allowed.

# Core Content

* Algebraic Fractions
    1. Simplifying algebraic fractions by cancelling down common factors
    2. Multiplying and dividing algebraic fractions
    3. Dividing algebraic fractions and the remainder theorem
* Functions
    1. Mapping diagrams and graphs of operations
    2. Functions and function notation
    3. Range, mapping diagrams, graphs and definitions of functions
    4. Using composite functions
    5. Finding and using inverse functions
* The exponential and log functions
    1. Introducing exponential functions of the form y=a$^x$
    2. Graphs of exponential functions and modelling using y=e$^x$
    3. Using e$^x$ and the inverse of the exponential function log$_e$x
* Numerical methods
    1. Finding approximate root of f(x)=0 graphically
    2. Using iterative and algebraic methods to find approximate roots of f(x)=0
* Transforming graphs of functions
    1. Sketching graphs of the modulus function y=|f(x)|
    2. Sketching graphs of the function y=f(|x|)
    3. Solving equations using a modulus
    4. Applying a combination of transformations to sketch curves
    5. Sketching transformations and labelling the coordinates of a given point
* Trigonometry
    1. The functions secantθ, cosecantθ and cotangentθ
    2. The graphs of secantθ, cosecantθ and cotangentθ
    3. Simplifying expressions, proving identities and solving equations using secθ, cosecθ and cotθ
    4. Using the identities 1+tan$^2$θ = sec$^2$θ and 1+cot$^2$θ = cosec$^2$θ
    5. Using inverse trigonometrical functions and their graphs
* Further trigonometric identities and their applications
    1. Using addition trigonometrical formulae
    2. Using double angle trigonometrical formulae
    3. Solving equations and proving identities using double angle formulae
    4. Using the form a cosθ+b sinθ in solving trigonometrical problems
    5. The factor formulae
* Differentiation
    1. Differentiating using the chain rule
    2. Differentiating using the product rule
    3. Differentiating using the quotient rule
    4. Differentiating the exponential function
    5. Finding the differential of logarithmic functions
    6. Differentiating sinθ
    7. Differentiating cosθ
    8. Differentiating tanθ
    9. Differentiating further trigonometrical functions
    10. Differentiating functions formed by combining trigonometrical, exponential, logarithmic and polynomial functions
# A-level Mathematics/Edexcel/Mechanics 1

Mechanics 1 (M1) is the first mechanics module in the A-Level course, knowledge of the C1 module is expected for this module. The examination consists of one 90 minute paper, containing approximately 7 questions. There are no formulae given for M1 as you are expected to know them all, they are listed below. Calculators are allowed in this exam, unlike in C1, however calculators with a facility for symbolic algebra, differentiation and/or integration are not permitted.

## Formulae

You will be expected to know and be able to use and recall the following formulae:
Momentum $=mv$
Impulse $=mv-mu$
For constant acceleration:
$v=u+at$
$s=ut+{\frac {1}{2}}{at^{2}}$
$s=vt-{\frac {1}{2}}{at^{2}}$
$v^{2}=u^{2}+2as$
$s={\frac {1}{2}}{(u+v)}{t}$
| Measurement | Unit of measurement |
| Displacement ($s$) | Meters ($m$) |
| Initial velocity ($u$) | Meters per second ($ms^{-1}$) |
| Final velocity ($v$) | Meters per second ($ms^{-1}$) |
| Acceleration ($a$) | Meters per second per second ($ms^{-2}$) |
| Time ($t$) | Seconds ($s$) |

## Specification

* Mathematical Models in Mechanics
* Kinematics of a particle moving in a straight line
* Dynamics of a particle moving in a straight line
* Statics of a particle
* Moments
* Vectors in Mechanics
# A-level Mathematics/Edexcel/Core 4
## Core 4 (C4)

This A2 module is the fourth and final core mathematics module in the series. C4 requires knowledge from previous core modules (such as differentials from C3), and is assessed in a single 90 minute paper consisting of approximately 7 questions. The module consists of 6 main topic areas:
•Partial Fractions
* Addition and subtraction of algebraic fractions
* Splitting of a fraction into partial fractions
* Use/revision of algebraic division for improper fractions
•Binomial Expansion
* Binomial Expansion when n is a fraction or a negative number
* Binomial Expansion for (k+...) instead of (1+...) by taking out a factor of k
* Use of partial fractions to produce the Binomial Expansion of more difficult expressions
In this topic, earlier C2 work on the Binomial Expansion is developed to include expansions involving fractions and negative numbers. Questions often require expressing problems in partial fraction form first.
•Co-ordinate Geometry
* Use of parametric equations (using the parameter t) to define co-ordinates of points on a curve and solve related problems
* Conversion of parametric equations to cartesian equations
* Use of parametric equations to find the area under a curve
Parametric equations are introduced here, and finding relationships between x and y via a parameter t is studied.
•Vectors
•Differentiation
•Integration
$\int \sin {kx}\ dx=-{\frac {1}{k}}\cos {kx}+c$
$\int \cos {kx}\ dx={\frac {1}{k}}\sin {kx}+c$
    $\int {\frac {1}{x}}\ dx=\ln {x}+c$
$\int {\frac {f'(x)}{f(x)}}\ dx=\ln {f(x)}+c,\ {\mbox{provided}}\ f(x)>0$ (this is usually resolved by taking the modulus of the f(x) result before we take the natural log of this)
Note: This book is so you can gain an alternative explanation for the concepts described and it should NOT replace your C4 textbook!
# A-level Mathematics/Edexcel/Further 1

Further Pure 1 (FP1) is a Further Mathematics module for the Edexcel Exam board. It expands upon the foundations of pure mathematics laid out in C1 and C2 and then introduces several new techniques. FP1 cannot contribute to the Mathematics A-level, but it does contribute towards the Further Mathematics A-level.
Note: This book is so you can gain an alternative explanation for the concepts described and it should NOT replace your FP1 textbook!

## Topics Covered

* Complex Numbers
* Introduction to Complex Numbers
* Complex Conjugate
* Arithmetic with Complex Numbers
* Graphical Representations of Complex Numbers
* The Modulus and Argument of Complex Numbers
* The Modulus-Argument form of Complex Numbers
* Using Complex Numbers as Roots of Polynomial Equations
* Numerical Solutions of Equations
* Co-ordinate Systems
* Matrix Algebra
* Arithmetic Series
* Proof by mathematical induction
* Example of proofs by induction involving summing series
* Example of a proof by induction involving Divisibility
# A-level Mathematics/Edexcel/Further 2

Further Pure 2 (FP2) is a Further Mathematics module for the Edexcel Exam board. It expands upon the foundations of pure mathematics laid out in C1 through C4 and FP1 and then introduces several new techniques. FP2 cannot contribute to the Mathematics A-level, but it does contribute towards the Further Mathematics A-level.
Topics include:
-Chapter 1: Inequalities
-Chapter 2: Series
-Chapter 3: Complex Numbers
-Chapter 4: First Order Differential Equations
-Chapter 5: Second Order Differential Equations
-Chapter 6: Taylor and Maclaurin Series
-Chapter 7: Polar Coordinates