OpenLLM-France/wikimedia huggingface dataset:
# Georgia Water/Laws/Groundwater Use Act

Groundwater Use Act, O.C.G.A. §§ 12-5-90 et. seq.

## General Description

"Groundwater withdrawals of greater than 100,000 gallons per day require a permit from the Environmental Protection Division. Permit applications that request an increase in water usage must also submit a water conservation plan approved by the Director of Environmental Protection Division (O.C.G.A. 12-5-96). The Environmental Protection Division has prepared a comprehensive groundwater management plan for coastal Georgia that addresses water conservation measures, protection from saltwater encroachment, reasonable uses, preservation for future development and economic development issues. The Memorandum of Agreement with the Environmental Protection Division ensures that permits issued under the Groundwater Use Act must be consistent with the Coastal Management Program." Department of Natural Resources, Comprehensive Wildlife Conservation Strategy, Appendix G

## Specific provisions of the Act
### Reasonable Use

    Before issuing a permit, EPD will evaluate the reasonableness of the use by applying the criteria listed in the statute, including the number of persons using the water source; the nature, severity, or duration of any impairment adversely affecting availability for other users; any injury to public health, safety or welfare; the kinds of activities proposed; the importance and necessity of the uses and the extent of any injury caused to other water uses; diversion from or reduction in flows in other watercourses or aquifers; prior investment in land; and other relevant factors. § 12-5-31(e).

### Duration

    Municipal and industrial permits are issued for a term of 10 to 50 years, after which they must be renewed. Farm permits are issued for an unlimited term.

### Quantity

    Municipal and industrial permits are issued for a specific quantity determined by reasonable use. Farm permits issued after 1991 also have defined quantities. Farm permits issued before 1991 are based on pump capacity as of July 1, 1988.

### Revocation and Modification

    Municipal and industrial permits can be revoked by EPD for extended periods of nonuse. Farm permits cannot be revoked after an initial use, though farm permits can be revoked if water was never withdrawn.

### Transfers

    Water permits are not transferable, except that farm permits may be transferred along with the accompanying land.

## References

* O.C.G.A. §§ 12-5-90 et. seq.
* Department of Natural Resources, Comprehensive Wildlife Conservation Strategy, Appendix G
# Georgia Water/Laws/Federal Aid in Wildlife Restoration Act

U.S. Federal Aid in Wildlife Restoration Act (1937)

## Purpose

The purpose of this Act was to provide funding for the selection, restoration, rehabilitation and improvement of wildlife habitat, wildlife management research, and the distribution of information produced by the projects.

## Source of funding

Funds are derived from an 11 percent Federal excise tax on sporting arms, ammunition, and archery equipment, and a 10 percent tax on handguns. These funds are collected from the manufacturers by the Department of the Treasury and are apportioned each year to the States and Territorial areas (except Puerto Rico) by the Department of the Interior on the basis of formulas set forth in the Act. Funds for hunter education and target ranges are derived from one-half of the tax on handguns and archery equipment.

## Apportionment

Each state's apportionment is determined by a formula which considers the total area of the state and the number of licensed hunters in the state. The program is a cost-reimbursement program, where the state covers the full amount of an approved project then applies for reimbursement through Federal Aid for up to 75 percent of the project expenses. The state must provide at least 25 percent of the project costs from a non-federal source.
# Georgia Water/Laws/Flint River Drought Protection Act

Flint River Drought Protection Act, O.C.G.A. § 12-5-540

## Summary of the Act

The purpose of this Act is to maintain in-stream flow in times of drought by providing incentives for farmers to take acres out of irrigation. It allows EPD to pay farmers to stop irrigating. After a drought is declared, EPD can hold a voluntary seller’s auction, allowing farmers to offer prices per acre at which they are willing to stop irrigating. If the target is not achieved, EPD has authority to make further reductions on a “non-voluntary” basis.

## History of the Act

A 2001 auction eliminated irrigation from surface water on 33,101 acres at an average price of $135 per acre and a total cost of $4.5 million. The funding came from Georgia’s share of the tobacco settlement money.

## References

* O.C.G.A. § 12-5-540
# Georgia Water/Laws/HelpList

The Georgia Water guide to laws was organized during the spring semester of 2006 as an academic project by two students at the University of Georgia's School of Law. See: Contributors.
Law school classes are welcome to continue this project.

## Ways you can contribute Georgia Water laws

* Outline a short (semester) project for a law school student.
* Add list of related court cases to one or more of the laws.

## Users' requests for additional information

* If you didn't find what you needed, please add your request here.
* Please add suggestions for additional information and projects to expand this Wikibook.
# Fundamentals of Transportation/Queueing and Traffic Flow/Additional Problems
## Additional Questions

* Why were ideal models of flow vs. density assumed for so long if data did not support it?
* How do we estimate density of road (in planning or as an after-evaluation?)
* Explain why the graph of density vs. speed at a bottleneck is not linear using queueing theory.
* Define time headway and space headway.
* Why do we need two different speed measures, define each, which is more appropriate? How are these measures related?
* What are the 3 fundamental principles of traffic flow? What are their relationships?
* What does the slope on the space time diagram tell you?
* What is the difference between looking at traffic as a particle rather than a flow?
* Define density.
* As density increases, what happens to flow?
* Where are time-space diagrams used?
* What is space headway on a space-time diagram? What is time headway?
* What does high density mean?
* Draw a realistic speed vs. density graph? Compare it with the traditional model.
* Describe headway speed?
* How does a bottleneck affect traffic flow upstream of the point?
* What might cause a falloff of flow as density rises?
* Why does density reach a maximum when flow is zero?
* How do these analysis of mathematical relationships between q,k,v help in planning, design, and operations of road?
# Fundamentals of Transportation/Route Choice/Solution

Given a flow of six (6) units from origin “o” to destination “r”. Flow on each route ab is designated with Qab in the Time Function. Apply Wardrop's Network Equilibrium Principle (Users Equalize Travel Times on all used routes)
A. What is the flow and travel time on each link? (complete the table below) for Network A
Link Attributes :
| Link | Link Performance Function |
| o-p | $C_{op}=5*Q_{op}$ |
| p-r | $C_{pr}=25+Q_{pr}$ |
| o-q | $C_{oq}=20+2*Q_{oq}$ |
| q-r | $C_{qr}=5*Q_{qr}$ |
B. What is the system optimal assignment?
C. What is the Price of Anarchy?
Part A
What is the flow and travel time on each link? Complete the table below for Network A:
Link Attributes :
| Link | Link Performance Function |
| o-p | $C_{op}=5*Q_{op}$ |
| p-r | $C_{pr}=25+Q_{pr}$ |
| o-q | $C_{oq}=20+2*Q_{oq}$ |
| q-r | $C_{qr}=5*Q_{qr}$ |
These four links are really 2 links O-P-R and O-Q-R, because by conservation of flow Qop = Qpr and Qoq = Qqr.
Link Attributes :
| Link | Link Performance Function | Flow | Time |
| o-p-r | $C_{opr}=25+6*Q_{opr}$ | | |
| o-q-r | $C_{oqr}=20+7*Q_{oqr}$ | | |
By Wardrop's Equilibrium Principle, the travel time (cost) on each used route must be equal. Therefore $C_{opr}=C_{oqr}$.
OR
$25+6*Q_{opr}=20+7*Q_{oqr}$
$5+6*Q_{opr}=7*Q_{oqr}$
$Q_{oqr}=5/7+6*Q_{opr}/7$
By the conservation of flow principle
$Q_{oqr}+Q_{opr}=6$
$Q_{opr}=6-Q_{oqr}$
By substitution
$Q_{oqr}=5/7+6/7(6-Q_{oqr})=41/7-6*Q_{oqr}/7$
$13*Qoqr=41$
$Q_{oqr}=41/13=3.15$
$Q_{opr}=2.84$
Check
$42.01=25+6(2.84)$
$42.05=20+7(3.15)$
Check (within rounding error)
Link Attributes :
| Link | Link Performance Function | Flow | Time |
| o-p-r | $C_{opr}=25+6*Q_{opr}$ | 2.84 | 42.01 |
| o-q-r | $C_{oqr}=20+7*Q_{oq}$ | 3.15 | 42.01 |
or expanding back to the original table:
Link Attributes :
| Link | Link Performance Function | Flow | Time |
| o-p | $C_{op}=5*Q_{op}$ | 2.84 | 14.2 |
| p-r | $C_{pr}=25+Q_{pr}$ | 2.84 | 27.84 |
| o-q | $C_{oq}=20+2*Q_{oq}$ | 3.15 | 26.3 |
| q-r | $C_{qr}=5*Q_{qr}$ | 3.15 | 15.75 |
User Equilibrium: Total Delay = 42.01 * 6 = 252.06
Part B
What is the system optimal assignment?
Conservation of Flow:
$Q_{opr}+Q_{oqr}=6\,\!$
$TotalDelay=Q_{opr}(25+6*Q_{opr})+Q_{oqr}(20+7*Q_{oqr})\,\!$
$25Q_{opr}+6Q_{opr}^{2}+(6-Q_{opr})(20+7(6-Q_{opr}))\,\!$
$25Q_{opr}+6Q_{opr}^{2}+(6-Q_{opr})(62-7Q_{opr}))\,\!$
$25Q_{opr}+6Q_{opr}^{2}+372-62Q_{opr}-42Q_{opr}+7Q_{opr}^{2}\,\!$
$13Q_{opr}^{2}-79Q_{opr}+372\,\!$
Analytic Solution requires minimizing total delay
$\delta C/\delta Q=26Q_{opr}-79=0\,\!$
$Q_{opr}=79/26=3.04\,\!$
$Q_{oqr}=6-Q_{opr}=2.96\,\!$
And we can compute the SO travel times on each path
$C_{opr,SO}=25+6*3.04=43.24\,\!$
$C_{oqr,SO}=20+7*2.96=40.72\,\!$
Note that unlike the UE solution, $C_{opr,SO}>C_{oqr,SO}\,\!$
Total Delay = 3.04(25+ 6*3.04) + 2.96(20+7*2.96) = 131.45+120.53= 251.98
Note: one could also use software such as a "Solver" algorithm to find this solution.
Part C
What is the Price of Anarchy?
User Equilibrium: Total Delay =252.06 System Optimal: Total Delay = 251.98
Price of Anarchy = 252.06/251.98 = 1.0003 < 4/3
# Fundamentals of Transportation/Route Choice/Additional Problems
## Additional Questions

* How does average cost differ from marginal cost?
* How do System Optimal and User Equilibrium travel time differ?
* Why do we want people to behave in an SO way?
* How can you get people to behave in an SO way?
* Who was John Glen Wardrop?
* What are Wardrop’s Two Principles?
* What does conservation of flow require in route assignment?
* Can Variable Message Signs be used to encourage System Optimal behavior?
* What is freeflow travel time?
* If a problem has more than two routes, where does the extra equation come from?
* How can you determine if a route is unused?
* What is the difference between capacity and flow
* Draw a typical volume-delay function for a deterministic, static user equilibrium assignment.
* Can Q be negative?
* What is route assignment?
* Is it important that the output travel times from route choice be consistent with the input travel times for destination choice and mode choice? Why?
# Fundamentals of Transportation/Route Choice/Problem

Given a flow of six (6) units from origin “o” to destination “r”. Flow on each route ab is designated with Qab in the Time Function. Apply Wardrop's Network Equilibrium Principle (Users Equalize Travel Times on all used routes)
A. What is the flow and travel time on each link? (complete the table below) for Network A
Link Attributes :
| Link | Link Performance Function |
| o-p | $C_{op}=5*Q_{op}$ |
| p-r | $C_{pr}=25+Q_{pr}$ |
| o-q | $C_{oq}=20+2*Q_{oq}$ |
| q-r | $C_{qr}=5*Q_{qr}$ |
B. What is the system optimal assignment?
C. What is the Price of Anarchy?
# Fundamentals of Transportation/Route Choice/Homework
## Homework

1. If trip distribution depends on travel times, and travel times depend on the trip table (resulting from trip distribution) that is assigned to the road network, how do we solve this problem (conceptually)?
2. Do drivers behave in a system optimal or a user optimal way? How can you get them to move from one to the other.
3. Identify a mechanism that can ensure the system optimal outcome is achieved in route assignment, rather than the user equilibrium. Why would we want such an outcome? What are the drawbacks to the mechanism you identified?
4. Assume the flow from Dakotopolis to New Fargo, is 5300 vehicles per hour. The flow is divided between two parallel facilities, a freeway and an arterial. Flow on the freeway is denoted $Q_{f}$, and flow on the two-lane arterial is denoted $Q_{r}$. The travel time on the freeway ($C_{f}$) is given by:
$C_{f}=5+Q_{f}/1000$
The travel time on the arterial (Cr) is given by
$C_{r}=7+Q_{r}/500.$
(a) Apply Wardrop's User Equilibrium Principle, and determine the flow and travel time on both routes from Dakotopolis to New Fargo.
(b) Solve for the System Optimal Solution and determine the flow and travel time on both routes.
5. Given a flow of 10,000 vehicles from origin to destination traveling on three parallel routes. Flow on each route A, B, or C is designated with $Q_{A},Q_{B},Q_{C}$ in the Time Function Respectively. Apply Wardrop's Network Equilibrium Principle (Users Equalize Travel Times on all used routes), and determine the flow on each route.
$T_{A}=500+20Q_{A}$
$T_{B}=1000+10Q_{B}$
$T_{C}=2000+30Q_{C}$
# Fundamentals of Transportation/Route Choice/Problem2

The Marcytown - Rivertown corridor was served by 3 bridges, according to the attached map. The bridge over the River on the route directly connecting Marcytown and Citytown collapsed, leaving two alternatives, via Donkeytown and a direct. Assume the travel time functions Cij in minutes, Qij in vehicles/hour, on the five links routes are as given.
Marcytown - Rivertown Cmr = 5 + Qmr/1000
Marcytown - Citytown (prior to collapse) Cmc = 5 + Qmc/1000
Marcytown - Citytown (after collapse) Cmr = ∞
Citytown - Rivertown Ccr = 1 + Qcr/500
Marcytown - Donkeytown Cmd = 7 + Qmd/500
Donkeytown - Rivertown Cdr = 9 + Qdr/1000
Also assume there are 10000 vehicles per hour that want to make the trip. If travelers behave according to Wardrops user equilibrium principle.
# Guide to the Godot game engine/Platform specific

Guide to the Godot game engine
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When gaming was young, games were rarely designed for multiple systems at once. When that started, people had to check every screen resolution worked. When phones started coming in many different shapes and sizes, this soon became impractical, and even impossible for most of us. Godot has a way to combat this, of course. But screen size is not your only problem.

## Stretching the screen

Go to ProjectSettings, and find Display -> Window. Go to the bottom of the area on the right, and under "Stretch", there are 3 settings: Mode, Aspect and Shrink.
Modes :
| Mode | About |
| disabled | Deafult. Does not stretch the screen. |
| 2d | Only works on 2D, ignores 3D. Streches the 2D world. |
| viewport | Always works. Stretches the picture. |
Aspect :
| Value | About |
| ignore | Simply stretches or shrinks the screen. |
| keep | The image scales, but the aspect ratio never changes. May create black bars around the edge of the screen. |
| keep_width | Height changes freely, width stays same size as the image scales. Aspect ratio never changes. |
| keep_height | Width changes freely, height stays same size as the image scales. Aspect ratio never changes. |
| expand | Scales image to show at minimum of the camera size. May reveal more of the game world vertically if the window is shrank horizontally and vice versa. |
As the Shrink value gets bigger, the screen resolution goes down.

### Guide to the Godot game engine

    Getting started
       Installation
       What is a node?
       Programming
       Resources and importing
       Signals and methods
       Your first game
    Making it work
       Debugging
       Input
       Physics
       Saving and loading
       Multiplayer
    Making it look good
       UI skinning
       Animation
    Advanced help
       Servers (singletons)
       Platform specific
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# Guide to the Godot game engine/Helpful links

Guide to the Godot game engine
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## Other Wikibooks

* Video Game Design

## Official websites

* Godot's official website: https://godotengine.org
* Godot's official unstable (latest) documentation: https://docs.godotengine.org/en/latest
* Godot's official stable documentation: https://docs.godotengine.org/en/stable
* Godot's official forum: https://forum.godotengine.org/

## Third Party websites

* Kids Can Code - Godot recipes: https://kidscancode.org/godot_recipes

### Guide to the Godot game engine

    Getting started
       Installation
       What is a node?
       Programming
       Resources and importing
       Signals and methods
       Your first game
    Making it work
       Debugging
       Input
       Physics
       Saving and loading
       Multiplayer
    Making it look good
       UI skinning
       Animation
    Advanced help
       Servers (singletons)
       Platform specific
       Optimisation
       Encryption
       Exporting
       Plugins
    Miscellaneous
       Helpful links
       Authors and contributors
       Print version
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# Guide to the Godot game engine/Installation

Guide to the Godot game engine
Installation What is a node-->
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The Godot game engine is free to use, and can be obtained at their official website. Choose the Godot 4 download if you have modern hardware, or Godot 3 if you have, or want to target, older hardware.
Then you need to download the file you need. For example, for windows, you need to download the windows file. You can ignore the export templates for now.
After downloading the .zip folder, unzip it and move the contents to anywhere you want. You may want to add a few shortcuts as well.
Alternatively, you can install Godot via Steam, Itch.io, or the Epic Store for free. This is a great way to do it if you don't like manually moving files into your programs folder. However, downloading Godot this way will not include mono support, meaning you won't be able to use c# in your game.
If you get both the official website desktop version and a Steam installation, your project files will be kept separate between both installations.
You can also use the web editor, linked on the main page of Godot's website. However, it is slow, unstable, and has very limited functionality (for example, no debugging). So this is not recommended for developing big games/apps, just for experimenting with the engine for the first time.
The android editor for mobile is also unstable. Always prefer to get the desktop version of the editor if you can.
After you have done that, simply run the engine and and go to the next page to continue.

## Guide to the Godot game engine

    Getting started
       Installation
       What is a node?
       Programming
       Resources and importing
       Signals and methods
       Your first game
    Making it work
       Debugging
       Input
       Physics
       Saving and loading
       Multiplayer
    Making it look good
       UI skinning
       Animation
    Advanced help
       Servers (singletons)
       Platform specific
       Optimisation
       Encryption
       Exporting
       Plugins
    Miscellaneous
       Helpful links
       Authors and contributors
       Print version
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# Guide to the Godot game engine/Plugins

Guide to the Godot game engine
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Plugins are powerful things, allowing you to change Godot's functionality without recompiling the engine.
* The basics
* Making your first plugin
* Creating resources
* Importers
* Text editors
You can also download plugins (among other things) from the Asset Library ("AssetLib").

## Guide to the Godot game engine

    Getting started
       Installation
       What is a node?
       Programming
       Resources and importing
       Signals and methods
       Your first game
    Making it work
       Debugging
       Input
       Physics
       Saving and loading
       Multiplayer
    Making it look good
       UI skinning
       Animation
    Advanced help
       Servers (singletons)
       Platform specific
       Optimisation
       Encryption
       Exporting
       Plugins
    Miscellaneous
       Helpful links
       Authors and contributors
       Print version
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# Guide to the Godot game engine/Installing

Guide to the Godot game engine
<-- What is a node Installing
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To install Godot, first you need to go here to download the engine. You can also get the export templates. The engine is self-contained, and comes as a .zip file with the engine's executable. You can place this wherever you put your other apps. It makes sense to also create a shortcut.
Now you can just run Godot. The tutorial continues at What is a node.

## Guide to the Godot game engine

    Getting started
       Installation
       What is a node?
       Programming
       Resources and importing
       Signals and methods
       Your first game
    Making it work
       Debugging
       Input
       Physics
       Saving and loading
       Multiplayer
    Making it look good
       UI skinning
       Animation
    Advanced help
       Servers (singletons)
       Platform specific
       Optimisation
       Encryption
       Exporting
       Plugins
    Miscellaneous
       Helpful links
       Authors and contributors
       Print version
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# General Chemistry/Thermodynamics/Enthalpy

← Thermodynamics/Introduction ·Thermodynamics/Entropy →
The enthalpy of a chemical system is the "heat content" of the system—the energy it contains. Enthalpy is represented by the symbol $H$.

## Enthalpy of Reaction

All reactions have some amount of enthalpy. It is simply the amount of heat absorbed or released by the reaction. Combustion reactions obviously release large amounts of heat. They have negative enthalpy. A negative enthalpy represents an exothermic reaction, releasing heat. A reaction that absorbs heat is endothermic. Its enthalpy will be positive, and it will cool down its surroundings.
Consider these two reactions:
| $3{\hbox{C}}+4{\hbox{H}}_{2}\to {\hbox{C}}_{3}{\hbox{H}}_{8}\quad (\Delta H=-104.67\ kJ/mol)$ | This reaction is exothermic (negative enthalpy, release of heat). When the reaction occurs, the surroundings will increase in temperature due to the gain of heat the system releases. For every mole of propane (C$_3$H$_8$) formed, 104.67 kilojoules of energy are released. |
| ${\hbox{N}}_{2}+{\hbox{O}}_{2}\to 2{\hbox{NO}}\quad (\Delta H=+756.05\ kJ/mol)$ | This reaction is endothermic (positive enthalpy, absorption of heat). When the reaction occurs, the surroundings will decrease in temperature due to the loss of heat the system absorbed. For every mole of NO formed, 756.05 kilojoules of heat are absorbed. (Note that the reaction shows two moles being formed, so the enthalpy is double that of one mole being formed.) |
Although every reaction has a change in enthalpy, the amount depends on the temperature. The same reaction could be endothermic at one temperature and exothermic at another. Enthalpies must be given at a specific temperature. The reactions above show the enthalpies at 25 °C.

## Temperature and Heat

There is a relationship between temperature and heat. If an object gains or loses heat without any phase changes, this reaction relates temperature to heat:
$Q=mc\Delta T$
$Q$ is the amount of heat (in joules or kilojoules) and $\Delta T$ is the change in temperature (Celsius degrees). $m$ is the mass of the object (in grams, usually) and $c$ is the object's specific heat.
Specific heat is a constant that depends on the particular material of the object. It is measured in joules per gram-degree. It is determined experimentally. You can look it up in a chart, or you can calculate it if you measure the amount of heat added and the change in temperature. The specific heat of water is 4.186 J/g-degree. For one gram of water, the temperature rises/falls by one degree Celsius for every 4.186 joules of heat added/removed.