OpenLLM-France/wikimedia huggingface dataset:
# Character Encodings/Code Tables/EBCDIC/EBCDIC 252

Code page 252 aka EBCDIC 252 is a Polish EBCDIC code page used in IBM mainframes. GCSGID is 00093, and CPGID is 00252. The number of characters in the code page is 96.

## Codepage layout

Characters are shown with their equivalent Unicode codes.
Code page 252 :
| | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F |
| 0x | NUL | SOH | STX | ETX | SEL | HT | RNL | DEL | GE | SPS | RPT | VT | FF | CR | SO | SI |
| 1x | DLE | DC1 | DC2 | DC3 | RES/ ENP | NL | BS | POC | CAN | EM | UBS | CU1 | IFS | IGS | IRS | ITB |
| 2x | DS | SOS | FS | WUS | BYP/ INP | LF | ETB | ESC | SA | SFE | SM/ SW | CSP | MFA | ENQ | ACK | BEL |
| 3x | | | SYN | IR | PP | TRN | NBS | EOT | SBS | IT | RFF | CU3 | DC4 | NAK | | SUB |
| 4x | SP | | | | | | | | | | ź 017A | . 002E | < 003C | ( 0028 | + 002B | ! 0021 |
| 5x | & 0026 | | | | | | | | | | ń 0144 | ¤ 00A4 | * 002A | ) 0029 | ; 003B | ś 015B |
| 6x | - 002D | / 002F | | | | | | | | | ł 0142 | , 002C | % 0025 | _ 005F | > 003E | ? 003F |
| 7x | | | | | | | | | | ą 0105 | : 003A | # 0023 | ę 0119 | ´ 00B4 | = 003D | " 0022 |
| 8x | | a 0061 | b 0062 | c 0063 | d 0064 | e 0065 | f 0066 | g 0067 | h 0068 | i 0069 | | | | | | |
| 9x | | j 006A | k 006B | l 006C | m 006D | n 006E | o 006F | p 0070 | q 0071 | r 0072 | | | | | | |
| Ax | | ć 0107 | s 0073 | t 0074 | u 0075 | v 0076 | w 0077 | x 0078 | y 0079 | z 007A | | | | | | |
| Bx | | | | | | | | | | | | | | | | |
| Cx | ó 00F3 | A 0041 | B 0042 | C 0043 | D 0044 | E 0045 | F 0046 | G 0047 | H 0048 | I 0049 | | | | | | |
| Dx | ż 017C | J 004A | K 004B | L 004C | M 004D | N 004E | O 004F | P 0050 | Q 0051 | R 0052 | ˚ 02DA | | | | | |
| Ex | Ł 0141 | | S 0053 | T 0054 | U 0055 | V 0056 | W 0057 | X 0058 | Y 0059 | Z 005A | ˙ 02D9 | | | | | |
| Fx | 0 0030 | 1 0031 | 2 0032 | 3 0033 | 4 0034 | 5 0035 | 6 0036 | 7 0037 | 8 0038 | 9 0039 | | | | | | EO |
| Differences from EBCDIC 500 |||||||||||||||||

## References

* ↑ Salste, Tuomas (2012). "Codepages – Comprehensive list". Aivosto Oy. Template:URN. Archived from the original on 2017-07-18. Retrieved 2017-07-18.
* ↑ "EBCDIC code page 252" (PDF). IBM. 2013. Archived (PDF) from the original on 2017-07-17. Retrieved 2017-07-17.
# Chess Opening Theory/1. e4/1...e5/2. Nf3/2...Nc6/3. c3/3...f5
## 3...F5

This is the dangerous but exciting Ponziani Countergambit. It sacrifices the F pawn, but attacks E4 and prepares the develop the G1 knight. While 4.Exf5 is a good move, 4.D3 and 4.D4 are better options. If white has studied against this, black will have a bad time, but if not, both black and white will be able to attack in an exciting game.
# Scotch Gambit
## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1. e4 e5 2. Nf3 Nc6 3. d4 exd4 4. Bc4 Bc5
| | 5 | 6 |
| Scotch Gambit | c3 Nf6 | = |
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.
# Scotch Game

The main line is the natural move 4. Nxd4. White physically occupies the center and Black will probably attack it with 4...Bc5 or 4...Nf6.
White has also two other options.
    4. Bc4, the Scotch Gambit. White leaves the pawn in peace and tries to establish attacking pressure with a lead in development.
    4. c3, the Göring Gambit. A gambit that is quite similar to the Danish Gambit.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. . 1. e4 e5 2. Nf3 Nc6 3. d4 exd4
| | 4 |
| Main line | Nxd4 - | = |
| Scotch Gambit | Bc4 - | = |
| Göring Gambit | c3 d5 | = |
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.
# Scotch Game, main line

Black has now an opportunity to take the initiative that should not be wasted.
Three main weapons are available.
    With 4...Bc5 (Classical variation), Black attacks white's central knight on d4 and forces White to either move it or protect it. Black should expect replies like Be3, Nxc6, or Nb3.
    4...Nf6 (Schmidt variation). Black puts immediate attacking pressure on white's e4 pawn, asking them what they intend to do with it.
    4...Qh4 (Steinitz variation) is more aggressive. Black immediately attempts to win white's e- pawn outright and indeed can practically win it by force. However, doing so costs him development time and white is thought to get more than enough compensation after 5.Nc3 Bb4 6.Be2 Qxe4 7.Nb5 Bxc3+ 8.bxc3 Kd8 9.0-0.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. . 1. e4 e5 2. Nf3 Nc6 3. d4 exd4 4. Nxd4
| | 4 |
| Classical variation | ... Bc5 | = |
| Schmidt variation | ... Nf6 | = |
| Steinitz Variation | ... Qh4 | = |
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.
# Scotch Game, Classical Variation

White continues with 5. Nxc6. Black has a few options here: 5...dxc6, 5...bxc6, and 5...Qf6.
The first option, 5...dxc6?! loses castling rights to 6. Qxd8+ Kxd8, though.
The second option, 5...bxc6, is more common and continues in natural Classical development with the Bishop going to d3 and c4, the Knight usually to c3 and kingside castling.
The final option, 5...Qf6, is most common. Black attacks f2, threatening checkmate, and the knight on c6. White has no way to defend both at once, and must give back the knight. 6. Qd2 and 6. Qf3 are the most popular defenses to the Intermezzo.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation.
| | 5 | 6 | 7 | |
| Intermezzo Variation | ... Qf6 | Qd2 dxc6 | Nc3 Be6 | = |
| Intermezzo Variation | … … | Qf3 bxc6 | Nd2 d6 | = |
| 5...bxc6 | … bxc6 | Bd3 Qh4 | Qe2 Nf6 | = |
| 5...dxc6 | ... dxc6 | Qxd8+ Kxd8 | | +/= |
When contributing to this Wikibook, please follow the Conventions for organization.
# Chess Opening Theory/1. e4/1...e5/2. Nf3/2...Nc6/3. c3/3...d5
## 3.d5

This move takes advantage of White playing c3. After the natural exd5?! Qxd5, White cannot play the usual Nc3 attacking the queen as the c3-square is occupied by the pawn.
Because of this, White's best option is 4. Qa4, pinning the c6-knight and threatening Nxe5 next move. This is the theoretically best response to the Ponziani Opening, scoring the best in databases and being most chess engines' preferred move. It is also the second most common response to the Ponziani by masters, behind the Jaenisch Counterattack with 3. Nf6.

## Theory Table

1. e4 e5 2. Nf3 Nc6 3. c3 d5
| 4 | 5 | 6 | 7 | |
| Qa4 f6 | d3 Be6 | Be2 Bd6 | exd5 Bxd5 | |
| Qa4 f6 | d3 Be6 | Be2 Bd6 | exd5 Bxd5 | = |
| Bb5 dxe4 | Nxe5 Qg5 | Qa4 Qxg2 | Rf1 Qxg2 | |
| Bb5 dxe4 | Nxe5 Qg5 | Qa4 Qxg2 | Rf1 Qxg2 | -+ |
| d3 Nf6 | Nbd2 a5 | Be2 Bd6 | O-O O-O | |
| d3 Nf6 | Nbd2 a5 | Be2 Bd6 | O-O O-O | = |
For explanation of theory tables, see theory table and for notation, see algebraic notation.
When contributing to this Wikibook, please follow the Conventions for organization.
# Business Intelligence/Prototype data mart

* Purpose:
* Input: Metadata, data architecture and list of facts and dimensions
* Activities: Create ERD and data mart from ERD
* Outputs: ERD, Physical Data Mart
* Documentation: ERD Diagram and physical data mart
Data Mart Definition
"A data warehouse is an analytical database that is used as the foundation of a decision support system (Poe et al. 1998)." Poe et al. note that it is a commitment by the organization to ensure the appropriate data is available to the end user as needed. It integrates appropriate data from different data database so that it is available to decision makers.
A Business Intelligence frame draws data from a subset of the data warehouse called a data mart. A data mart is a subject-oriented or a subject-specific data warehouse (Poe et al. 1998).
This book does not go into the details of data warehouse administration. The goal is to make the analyst an informed consumer of data mart and data warehouse structures. It is assumed that the databases to create a data mart but a data warehouses does not exist. This book takes the reader through the process of making their first data mart. Creating the data mart will also serve to create the data warehouse. The reader will then go on to create a data warehouse in future chapters.
# Business Intelligence/report prototypes and documentation

* Purpose:
* Input: Dashboard prototype and decision maker input
* Activities: Create report prototypes
* Outputs: Report prototypes
* Documentation: Report prototype documentation
# Business Intelligence/Prototype Acceptance

* Purpose: Determine if frame meets user needs
* Input: Prototype
* Activities: Allow decision makers to test prototype
* Outputs: Completed Frame Prototype
* Documentation: Acceptance of prototype
# Business Strategy
## Contents
### Front Matter

* Introduction

### General Business Management

* The Three Processes of Strategy
* Approaches to Strategic Management
* History of Business Management until the 1970s
* The Japanese Challenge
* Gaining Competitive Advantage
* Strategic Change in the 1990s
* Information- and Technology-Driven Strategy
* The Psychology of Business Management
* Failure of Strategy
* Limitations of Business Management

### Business Planning

* Business Plans
* Marketing Plans and Strategies
$_{ThecontentofthisWikibookwasoriginallyfoundonWikipedia,butmovedduetovariousrequestsandbecauseWikibooksisabetterlocationfortheinformation.Theunixgeek(talk)20:45,25February2009(UTC)}$
# Chronicles of Narnia/Books/The Horse and His Boy/Chapter 10

← Chapter 9 | Chapter 11 →

## Overview

Title: The Hermit of the Southern March
# Chronicles of Narnia/Books/The Horse and His Boy/Chapter 2

← Chapter 1 | Chapter 3 →

## Overview

Title: A Wayside Adventure
# Chronicles of Narnia/Books/The Horse and His Boy

← The Lion, the Witch, and the Wardrobe | Prince Caspian →
For general information on this book, please see the Wikipedia article The Horse and His Boy.

## Chapters

    Chapter 1: How Shasta Set Out on his Travels
    Chapter 2: A Wayside Adventure
    Chapter 3: At the Gates of Tashbaan
    Chapter 4: Shasta Falls In with the Narnians
    Chapter 5: Prince Corin
    Chapter 6: Shasta Among the Tombs
    Chapter 7: Aravis in Tashbaan
    Chapter 8: In the House of the Tisroc
    Chapter 9: Across the Desert
    Chapter 10: The Hermit of the Southern March
    Chapter 11: The Unwelcome Fellow Traveller
    Chapter 12: Shasta in Narnia
    Chapter 13: The Fight at Anvard
    Chapter 14: How Bree Became a Wiser Horse
    Chapter 15: Rabadash the Ridiculous

## Overview

The fifth book published in the Narnia series, this book is written largely from the point of view of Shasta, a young boy in Calormen. As it takes place during the reign of High King Peter, it probably fits best in the reading order immediately following The Lion, the Witch and the Wardrobe. While its prime audience is children aged 8 to about 11, the story has enough depth to make it a satisfying, if short, read for even adult readers, and the characters show realistic development over the course of the book.
This book is unique in the series, in that the viewpoint characters do not originate in our world, but instead are native to the world of Narnia.

## Book Highlights

* New places visited: Calormen, Tashbaan, Archenland
* Title refers to: Bree and Shasta
# Chronicles of Narnia/Books/The Horse and His Boy/Chapter 1

| Chapter 2 →

## Overview

Title: How Shasta Set Out on his Travels
# Chronicles of Narnia/Books/The Horse and His Boy/Chapter 11

← Chapter 10 | Chapter 12 →

## Overview

Title: The Unwelcome Fellow Traveller

## Questions

* Is the lion in The Chronicles of Narnia: The Horse and His Boy Aslan?
# Chronicles of Narnia/Books/The Horse and His Boy/Chapter 12

← Chapter 11 | Chapter 13 →

## Overview

Title: Shasta In Narnia
# Chronicles of Narnia/Books/The Horse and His Boy/Chapter 14

← Chapter 13 | Chapter 15 →

## Overview

Title: How Bree Became a Wiser Horse
# Chronicles of Narnia/Books/The Horse and His Boy/Chapter 3

← Chapter 2 | Chapter 4 →

## Overview

Title: At the Gates of Tashbaan
# Chronicles of Narnia/Books/The Horse and His Boy/Chapter 13

← Chapter 12 | Chapter 14 →

## Overview

Title: The Fight at Anvard
# Chronicles of Narnia/Books/The Horse and His Boy/Chapter 15

← Chapter 14 |

## Overview

Title: Rabadash the Ridiculous
# Arimaa/Elephant and Camel Attacks/Ideal Placement of Pieces

Note: For simplicity, many examples below will assume that the Gold player is attacking the c6 trap. Naturally, the same theories apply equally to attacks against all 4 traps.
| | a | b | c | d | e | f | g | h |
| 8 | | | | | | | | | 8 |
| 7 | | | | | | | | | 7 |
| 6 | | | | | | | | | 6 |
| 5 | | | | | | | | | 5 |
| 4 | | | | | | | | | 4 |
| 3 | | | | | | | | | 3 |
| 2 | | | | | | | | | 2 |
| 1 | | | | | | | | | 1 |
| | a | b | c | d | e | f | g | h |
Gold controls the c6 trap by placing a Camel on b6 and an Elephant on d6. :
When attacking an enemy trap, a very effective plan is to place the Camel on b6 and the Elephant on d6. The advantages of these squares are:
* if the enemy Elephant cannot reach c5 it is usually difficult for the defender to move a weaker piece to c5, making it problematic to defend the trap – even if a piece can reach c5 it may still be in danger of being pushed towards the c3 trap
* if the Camel is taken hostage it will be safe from the f6 trap and the enemy Elephant will become decentralized
* the Camel is located as far as possible from the enemy Elephant while still maintaining a convenient escape route along the ‘a’ or ‘b’ file
* a devastating Camel fork on d6 cannot occur while the Elephant occupies the square
* if the Silver Elephant is hostage-holding on the b6 square when the Gold Elephant occupies d6, the Silver Elephant cannot easily defended the f6 trap, if required
* the defensive position becomes highly cramped
After the attacker has completely controlled the trap, the attacker may shift the Camel to the c7 square. Some players even prefer to place the Camel on c7 at the very beginning of the attack, rather than on b6; both are effective strategies with the gold Elephant on d6. From the c7 square, the Camel can repeatedly capture any piece that occupy the c8 square for goal defense. If Silver abandons the c8 square, then Gold should advance a Rabbit toward the gap, if practicable to do so. The drawback to placing a Gold Camel on c7 is that it becomes more difficult to flee if the Silver Elephant approaches c5.
Sometimes a third attacker is advanced in order to secure the trap. It is best to avoid calling up a Horse into the attack unless absolutely necessary as the Gold army will become unbalanced and the home traps may be seriously weakened and vulnerable. Often a Rabbit is advanced along the outside either to assist in a potential escape, by unfreezing the Camel, or to create a goal threat in order to prevent a scattering by the defender.
# Arimaa/Double-Trap Attacks
## Objectives and Risks

The Double-Trap Attack is a highly aggressive attacking system in which the attacking player attempts to control both enemy traps in rapid succession.
Note: For simplicity, many examples below will assume that the Gold player is attacking the c6-f6 traps. Naturally, the same theories can apply equally to Silver attacks.
Reasons to use a Double-Trap Attack:
* to control or contest all four traps simultaneously
* to establish a large space and mobility advantage
* to immobilize large numbers of enemy pieces on both sides of the board
* to facilitate Rabbit advances on both wings simultaneously
Risks associated with a Double-Trap Attack:
* The attack requires a commitment of all the strongest pieces - once the attack has begun there is often no turning back!
* A failed attack will result in large material losses for the attacker.
* The home traps will be severely weakened.
* The goal defense will be compromised for the attacking player.

## Defensive Systems and Counter-Attacks

A successful defense against a Double-Trap attack will often require hostages and frames on both wings and it is essential that the defending Elephant remain mobile. The defending Elephant should only become decentralized if necessary to trap an enemy piece or take the attacking Camel hostage.
Attacking Rabbits will be brought forward in swarms to unfreeze allied pieces and generate long-term goal threats across the board. They should be contained and frozen whenever possible, or pushed to the center where they can be used to blockade their stronger allies.
Counter-attacking with the Elephant, along with one or two supporting units, can distract the enemy attackers. In addition, an aggressive Double-Trap Attack will create a patchy goal defense that can be exploited with a counter-attack that includes at least one Rabbit. Unfortunately, it is difficult to create counter-threats when both home traps are under attack! If a counter-attack is not possible, the defender will have to methodically isolate and immobilize attackers while neutralizing the attacks on both wings. A successful defense will allow the defending player to realize large material gains before a counter-attack is even feasible.

## Ideas for Setup

← Camel and Horse Attacks · Initial Piece Placement →
# Arimaa/Elephant and Camel Attacks

* Objectives and Risks
* Ideal Placement of Pieces
* Defensive Systems and Counter-Attacks
* Ideas for Setup
* If Enemy Camel Has Been Trapped
* Illustrative Games
← Lone Elephant Attacks · Elephant and Horse Attacks →
# Chemical Sciences: A Manual for CSIR-UGC National Eligibility Test for Lectureship and JRF/Ion optics

Ion optics involves the focusing of plasmas and ion streams, usually in mass spectrometry.
# Chemical Sciences: A Manual for CSIR-UGC National Eligibility Test for Lectureship and JRF/International Mass Spectrometry Foundation

The International Mass Spectrometry Foundation (IMSF) is a non-profit scientific organization in the field of mass spectrometry. The Foundation operates the International Mass Spectrometry Society, which consists of 36 member societies and sponsors the International Mass Spectrometry Conference that is held once every three years.From 2012 this is changed to every two years.

## Aims

The IMSF has four aims:
* organizing international conferences and workshops in mass spectrometry
* improving mass spectrometry education
* standardizing terminology in the field
* aiding in the dissemination of mass spectrometry through publications

## Conferences

The first International Mass Spectrometry Conference was held in London in 1958 and 41 papers were presented. Since then, conferences have been held every three years as indicated below.
* 1958 London (41 papers)
* 1961 Oxford (44)
* 1964 Paris (72)
* 1967 Berlin (83)
* 1970 Brussels (141)
* 1973 Edinburgh (124)
* 1976 Florence (277)
* 1979 Oslo (ca. 250)
* 1982 Vienna (ca. 420)
* 1985 Swansea (ca. 590)
* 1988 Bordeaux (ca. 588)
* 1991 Amsterdam (ca. 830)
* 1994 Budapest (ca. 740)
* 1997 Tampere (ca. 700)
* 2000 Barcelona (729)
* 2003 Edinburgh
* 2006 Prague
* 2009 Bremen (ca. 1200)
* 2012 Kyoto planned
* 2014 Geneva planned
Conference proceedings are published in Advances in Mass Spectrometry.

## Awards

The IMSS sponsors several awards including the Curt Brunneé Award for achievements in instrumentation by a scientist under 45 years of age, the Thomson medal for achievements in mass spectrometry, as well as travel awards and student paper awards.

## References

* ↑ Cooks, R. G. (2001). "International Mass Spectrometry Society (IMSS)" (PDF). J. Mass Spectrom. 36 (2): 119–123. doi:10.1002/jms.131. PMID doi:[http://dx.doi.org/10.1002%2Fjms.131 10.1002/jms.131 11288193 [[w:Digital object identifier|doi]]:[http://dx.doi.org/10.1002%2Fjms.131 '"`UNIQ--nowiki-00000000-QINU`"']]. Retrieved 2007-09-15. {{cite journal}}: Check |pmid= value (help); External link in |pmid= (help); Unknown parameter |coauthors= ignored (|author= suggested) (help)
# C++ Language/Type/BitwiseRepresentation

A numeric type like int is stored in computer memory as a well-defined sequence of "bits" (each having a value of 0 or 1).
* Ordering of Bytes
* Negative Value
* Bit Shifting
* Non-char Byte
* Bit Flags
# C++ Language/Type/BitwiseRepresentation/BitShifting

A value's bits could be shifted leftwards or rightwards with << or >> operators.
Additional information about bit shifting (includes interactive examples)
# C++ Language/Templates/Traits/UnaryTransformTraits

A "transform trait" specifies a type that is similar to some other type, but with some added (or removed) characteristics. In this example, variable m_iMember will be a int data member for both specializations T=int and T=int&: template<typename T> class CRClass { std::remove_reference<T>::type m_iMember; };.
Additional information about unary transform traits
# C++ Language/Type

In C++, every variable is required to have a well-defined "type", which describes how its values are represented in memory (and what operations are appropriate for those values).
* Hungarian Prefixes
* Boolean
* Literals
* Bitwise Representation
* Max Value
* Conversion
* Enumeration
* Shortcuts
* Variant
* RTTI: RunTime Type Information
# C++ Language/Type/BitwiseRepresentation/BitFlags

A variable whose type is std::bitset<5> stores five bits (five flags), which are individually accessed using array-indexing notation.
Additional information about bit flags (includes interactive examples)
# C++ Language/Type/BitwiseRepresentation/NegativeValue

The negative value of an integer could be stored as either "2's complement" (-1 viewed as unsigned char is 0B11111111) or "1's complement" (it is 0B11111110).
Additional information about representing a negative value (includes interactive examples)
# C++ Language/Templates/Traits/UnaryPredicateTraits

A "predicate trait" is a boolean value based on some characteristic of a type. C++ provides many built-in "dummy templates" for a variety of these characteristics (e.g., std::is_floating_point<int>::value resolves to false at compile-time).
Additional information about unary predicate traits (includes interactive examples)
# C++ Language/Type/Boolean

C++'s primitive boolean type is bool. It has values true and false.
Additional information about booleans
# C++ Language/Type/BitwiseRepresentation/NonCharByte

A std::byte variable is like a unsigned char variable, except that it can only be used for bitwise operations (not for character nor numeric operations).
Additional information about the non-char byte type (includes interactive examples)
# C++ Language/Type/BitwiseRepresentation/OrderingOfBytes

All CPUs are either "little-endian" (the least-significant bytes occur first in the internal representation of an integer) or "big-endian" (the opposite order).
Additional information about the ordering of bytes
# Classical Nahuatl/Conjunctions

These are Nahuatl conjunctions.
Conjunctions :
| English | Nahuatl | IPA | position |
| since/because | ca ye | ka je | ? |
| and/but | auh | aʍ | between |
# Classical Nahuatl/Common phrases
## Nahuatl (Uto-Aztecan)

* Nahuatl: Nawatlahtolli/Nahuatlahtolli
* hello: niltse/niltzé
* good-bye: nimitzittaz (lit. "I will see you")
* thank you: tlasohkamati/tlazohcāmati
* that one: inon
* yes: kema/quemâh (ordinary), kemakatsin (reverential)
* no: ahmo (ordinary), ahmotsin (reverential)
* English: Inglestlahtolli
* Do you speak [English]?: Nitlatlahtoa [Inglestlahtolli]?
* What is your name?: Tlen motokatsin?
# Classical Nahuatl/Common Words

These are common Nahuatl words.
Common Nahuatl Words :
| English | Nahuatl | IPA | Location |
| a/the (single item) | cē | seː | before the noun |
| also | nō | noː | before the noun |
| which/that | tlen | t͡ɬen | before the noun |
| the/this (topic marker) | in | in | before the noun |
| on/in | īpan | 'iːpan | before the noun |
| also | nōzo | 'noːso | before the noun |
| and/but | auh | aʍ | between |
| and/with | īhuān | 'iːwaːn | between |