OpenLLM-France/wikimedia huggingface dataset:
# Manga Study Guide: Barefoot Gen/Plot summary

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## The Setting (Year 1945, Hiroshima)

* Barefoot Gen starts with an air strike by American bombers.
* The father refuses to be trained because he knows it is meaningless; he thinks Japanese cannot win with bamboo sticks while Americans are using machine guns and other firearms.
* The father is arrested due to his refusal of training and is beaten.
* Gen’s family gets in trouble because people are hostile to anti-war ideas.
* Gen bites off fingers of the chairman and his son.
* Gen’s sister is stripped because she is accused of stealing money.
* Mr.Pak shares his valuable bowl of rice.
* Gen’s father scolds his children several times (Respect for Koreans and so on)
* Gen’s elder brother goes to war in order to take honor back to his family.
* Gen’s elder brother goes to training camp - one of his teammates commit suicide after continuous excessive trainings. He realizes the war is really wrong.
* Gen and Shinji disguises as beggars to help their family financially
* Gen breaks glasses in order to support the owner of glass-house, and receives a toy battleship as a gift. Gen gives the battleship to his younger brother.
* Enola Gay drops an atomic bomb called Little Boy in 8:15, 6th August, 1945.
* Gen witnesses the horror and devastation caused by the atomic bomb.
* Despite all the difficulties that occurred, Gen saves the chairman and his son
* Gen and his mother survive, but the rest of the family burns alive because they could not escape from a collapsed building.
* After witnessing the excruciating death of the family members, the mother loses her sanity.
* With the help of Mr. Pak, Gen is able to safely evacuate him and his mother from the burning buildings
* Instantly after the bombing, Gen’s mother gives birth
* Gen helps bring up his sister
* The volume ends with an intense scene: the newborn witnesses the grievous scene of the bombing, vowed not to tolerate any further tragic affairs.
# Manga Study Guide: Barefoot Gen/Line

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## Lines used in Manga

Lines are a common use in comics. They are often used to emphasize situations or add
extra information to the scene. Most commonly they are used to express action, motion,
mood, power or depression.
Action lines:
Action lines are usually parallel straight, diagonal or curved lines. Action lines have two
main categories, one being focus lines and the other speed lines.
Focus lines are used to create focus towards a certain object/person by using thus focus
lines via outward projections. (image)
Speed lines are a combination of a lot of lines going in the same direction, usually parallel
straight lines. It is used to indicate velocity, or speed, in the scene whilst directing where
the character(s) is moving towards. (image)
Mood/atmospheric lines:
These lines are often curved, spiky or even shown like smoke to indicate the atmosphere
or the current mood of a character or an object. They are often around –or emitted from - a
character or object making it seem like steam is coming off them. (image)
Depressing lines:
Lines to show depression are mainly vertical straight lines. These indicate the character's feeling towards the situation.
# Manga Study Guide: Barefoot Gen/Symbolism (eg wheat field, sun)

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## Symbolism

Symbolism is used very often in stories, especially in visual sources such as manga. They can provide a dramatic shortcut to explaining a lot more than just writing what you are trying to tell, it gives the reader a visual understanding rather than someone writing the words down. Texts wouldn’t give the reader as much understanding nor the visual impact as a Manga can give to the reader. An action, person, place, word, or object can all have a symbolic meaning; this is usually when the author wants to show emotion rather than expressing it. Visualizing gives more emotion and understanding to the reader compared to written texts. The example below shows the sun rising between the clouds; which is a symbolism of hope.
The baby at the end of the story symbolizes strength
# Manga Study Guide: Barefoot Gen/Thought bubbles

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# Manga Study Guide: Barefoot Gen/Onomatopoeia

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## Onomatopoeia

Manga Convention:Onomatopoeia Onomatopoeias are the words containing sounds similar to the noises they describe. In Japanese manga, onomatopoeias are drawn as a part of the picture to show the sound of the action or the feeling of the character, it is often called Kakimoji or Onyu (symbolic words) in Japan. To show the different types of actions and feelings, the onomatopoeias are also drawn differently. For example, in the battle scene, the thick and black Kakimoji is used.
Same kind of onomatopoeias are used by different authors. However there are also many other onomatopoeias that different authors has originally made. The famous author Araki and are famous for making their original onomatopoeias.
In Barefoot Gen, there are some onomatopoeias that describes the sounds that we're often lay heard during the war. For example "whooooooeeeeee" is a sound of the emergency alarm when the enemy plane is coming.
# Manga Study Guide: Barefoot Gen/Plot structure (The Weekly Jump)

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## The Weekly Jump

The Weekly Jump is one of the most famous comic magazine in Japan, releasing many well-known comics to the world. The Weekly Jump is famous for its “questionnaire supremacy policy”, the policy of deciding if a series continues by the number of reader votes it receives, and will stop a series if it does not receive enough votes for a certain period of time. Barefoot Gen did not do receive as much support from the readers. After it was cut off the Weekly Jump in 1974, over 10 books of the series were published from a few publishers over a 14 year period. The comic appeared on magazines supported by the Japanese Communist Party which supported the anti-nuclear message of the comic. It was also published on the magazine of the Japan Teacher’s Union, and received support from teachers all around Japan. By this support, Barefoot Gen was the only comic allowed in school, gaining young readers who wanted to read comics in school. Nakazawa continued to create the series, until he announced his retirement in 2009 due to his illness
Barefoot Gen started off as a one-shot comic called “おれは見た(ore-wa-mita “I Saw It”)” as part of project of the Monthly Jump (not the same as the Weekly Jump) asking comic writers to write autobiographical comics in 1972. This one-shot comic later later developed into the series “Barefoot Gen” in 1973 which was put on the Weekly Jump as it received support from the editor of the magazine. Nakazawa used no assistants as he believed that was the best way to best express his thoughts. Barefoot Gen is structured in a short story form as it was first published in the Weekly Jump. As it is a weekly magazine, comics often appear with a short story every week so the readers do not get bored of the series, but have an overall main plot that develops over a period of time, resulting in the structure Barefoot Gen has. This is a common format many comic that appear on weekly magazines follow, as it keeps the readers interested while developing the overall plot of the comic.
# Programming Fundamentals/Review: Foundation Topics Group

Review materials that support a group of chapters in the "Programming Fundamentals - A Modular Structured Approach using C++" collection/textbook.

## Strategy Discussion

Exams vary depending on your instructor. Many will use the following:
* Definitions
* Self-grading questions including true/false, multiple choice, short answer, etc.
* Problems
The materials in this textbook/collection have covered these items at the end of every chapter within the Practice module for that chapter. We suggest the following test preparation strategies:
* If your professor is testing the definitions and expecting you to have them memorized, you should review the “Using the Flash Card Activity” within the “Study Habits that Build the Brain” module within the Appendix materials. Practice writing your definitions using the Flash Card Activity in the Memory Building Activities (MBAs) available within the Practice modules or in the Memory Building Activities within this Review module.
* Do a quick review of any exercises within the Connexions modules or the Practice modules. Also review quizzes or exams that you have taken and pay special attention to making sure you understand why you missed a question.
* If your professor has indicated that they might include a few of the problems presented within the Practice modules, make sure you have formulated a good answer for each problem. If authorized, collaborate with other students to improve your answers to the problems. Spend a moderate amount of time reviewing each problem with its answer before the exam.

## Miscellaneous Items

Link to: Manipulation of Data Part 1
# Programming Fundamentals/Return Statement
## Overview

A return statement causes execution to leave the current function and resume at the point in the code immediately after where the function was called. Return statements in many languages allow a function to specify a return value to be passed back to the code that called the function.

## Discussion

The return statement exits a function and returns to the statement where the function was called. Most programming languages support optionally returning a single value to the calling function. Consider the following pseudocode:
In English, the Main function calls the GetFahrenheit function, passing in no parameters. The GetFahrenheit function retrieves input from the user and returns that input back to the main function, where it is assigned to the variable fahrenheit. In this example, the Main function has no return value.
Note that functions are independent, and each function must declare its own variables. While both functions have a variable named fahrenheit, they are not the same variable. Each variable refers to a different location in memory. Just as parameters by default are passed by position rather than by name, return values are also passed by position rather than by name. The following code would generate the same results.
Most programming languages support either zero or one return value from a function. There are some older programming languages where return values are not supported. In those languages, the modules are often referred to as subroutines rather than functions. There are also programming languages that support multiple return values in a single return statement, however, only single return values or no return value will be used in this book.

## Key Terms
### return

    A branching control structure that causes a function to jump back to the function that called it.

## References

* cnx.org: Programming Fundamentals – A Modular Structured Approach using C++
* Wikiversity: Computer Programming
* ↑ Wikipedia: Return statement
# Programming Fundamentals/Pseudocode Examples for Functions

Suggested pseudocode conventions for functions along with some examples.

## Concept

No standard for pseudocode syntax exists. However, there are some commonly followed conventions to help make pseudocode written by one programmer easily understood by another programmer. The following describes a method for using pseudocode for functions that would be understood by programmers. Five concepts are:
* Use a beginning phrase word to start the function
* Use a communication phrase word to identify the items being passed into the function
* Use indentation to show the action part of the function
* Use a communication phrase word to identify the items being passed out of the function
* Use an ending phrase word to end the function
* Use a calling phrase word to direct your program to use a function
The following is a suggested outline of function phrase words:
TABLE 1 :
| Item/Purpose | Starting Phrase Word | Ending Phrase Word |
| Beginning | Function | N/A |
| Communication In | Pass In: | none |
| Action | N/A | N/A |
| Communication Out | Pass Out: | none |
| Ending | N/A | Endfunction |
| Calling a Function | Call: | none |

## Examples

Here are some examples showing functions defined in pseudocode using our conventions as described above.

### Example 3: pseudocode: Function main calling the clear monitor function
## Definitions
### phrase word

    Words used to make pseudocode logic clear to any reader.
# Programming Fundamentals/Review: Advanced Topics Group

Review materials that support a group of chapters in the "Programming Fundamentals - A Modular Structured Approach using C++" collection/textbook.

## Strategy Discussion

Exams vary depending on your instructor. Many will use the following:
* Definitions
* Self-grading questions including true/false, multiple choice, short answer, etc.
* Problems
The materials in this textbook/collection have covered these items at the end of every chapter within the Practice module for that chapter. We suggest the following test preparation strategies:
* If your professor is testing the definitions and expecting you to have them memorized, you should review the "Using the Flash Card Activity" within the "Study Habits that Build the Brain" module within the Appendix materials. Practice writing your definitions using the Flash Card Activity in conjunction with the Memory Building Activities (MBAs) available within the Practice modules or in the Memory Building Activities within this Review module.
* Do a quick review of any exerecises within the Connexions modules or the Practice modules. Also review quizzes or exams that you have taken and pay special attention to making sure you understand why you missed a question.
* If your professor has indicated that they might include a few of the problems presented within the Practice modules, make sure you have formulated a good answer for each problem. If authorized, collaborate with other students to improve your answers to the problems. Spend a moderate amount of time reviewing each problem with its answer before the exam.

## Miscellaneous Items

None at this time.
# Programming Fundamentals/Review: Intermediate Topics Group

Review materials that support a group of chapters in the "Programming Fundamentals - A Modular Structured Approach using C++" collection/textbook.

## Strategy Discussion

Exams vary depending on your instructor. Many will use the following:
* Definitions
* Self-grading questions including true/false, multiple choice, short answer, etc.
* Problems
The materials in this textbook/collection have covered these items at the end of every chapter within the Practice module for that chapter. We suggest the following test preparation strategies:
* If your professor is testing the definitions and expecting you to have them memorized, you should review the "Using the Flash Card Activity" within the "Study Habits that Build the Brain" module within the Appendix materials. Practice writing your definitions using the Flash Card Activity in conjunction with the Memory Building Activities (MBAs) available within the Practice modules or in the Memory Building Activities within this Review module.
* Do a quick review of any exercises within the Connexions modules or Practice modules. Also review quizzes or exams that you have taken and pay special attention to making sure you understand why you missed a question.
* If your professor has indicated that they might include a few of the problems presented within the Practice modules, make sure you have formulated a good answer for each problem. If authorized, collaborate with other students to improve your answers to the problems. Spend a moderate amount of time reviewing each problem with its answer before the exam.

## Miscellaneous Items

None at this time.
# Programming Fundamentals/Pseudocode
## Overview

Pseudocode is an informal high-level description of the operating principle of a computer program or other algorithm.

## Discussion

Pseudocode is one method of designing or planning a program. Pseudo means false. Thus, pseudocode means false code. Pseudocode is a simplified programming language that describes a program in lay terms. It uses English statements to describe what a program is to accomplish. Pseudocode is used for documenting the program or module design (also known as the algorithm).
The following outline of a simple program illustrates pseudocode. We want to be able to enter the ages of two people and have the computer calculate their average age and display the answer.
Outline using Pseudocode
After developing the program design, we use the pseudocode to write code in a language (like C++, Java, Python, etc.) where you must follow the rules of the language (syntax) to code the logic or algorithm presented in the pseudocode. Pseudocode usually does not include other items produced during programming design, such as identifier lists for variables or test data.
There are other methods for planning and documenting the logic of a program. One method is HIPO. It stands for Hierarchy plus Input Process Output and was developed by IBM in the 1960s. It involved using a hierarchy (or structure) chart to show the relationship of the sub-routines (or functions) in a program. Each sub-routine had an IPO piece. Since the above problem/task was simple, we did not need to use multiple sub-routines. Thus, we did not produce a hierarchy chart. We did incorporate the IPO part of the concept for the pseudocode outline.

## Key Terms
### pseudo

    Means false and includes the concepts of fake or imitation.

## References

* cnx.org: Programming Fundamentals – A Modular Structured Approach using C++
* ↑ Wikipedia: Pseudocode
# Programming Fundamentals/Relational Operators
## Overview

A relational operator is a programming language construct or operator that tests or defines some kind of relation between two entities. These include numerical equality (e.g., 5 = 5) and inequalities (e.g., 4 ≥ 3).

## Discussion

Relational operators give a Boolean value (data type that has one of two possible values to represent the two truths of logic) by evaluating the relationship between two operands.
Operator symbols and/or names can vary with different programming languages. Most programming languages use relational operators similar to the following:
| Operator | Meaning |
| < | less than |
| > | greater than |
| <= | less than or equal to |
| >= | greater than or equal to |
| == | equality (equal to) |
| != or <> | inequality (not equal to) |
Examples:
* 9 < 25
* 9 < 3
* 9 > 14
* 9 <= 17
* 9 >= 25
* 9 == 13
* 9 != 13
* 9 !< 25
* 9 <> 25
Note: Be careful. In math you are familiar with using the symbol = to mean equal and ≠ to mean not equal, but in many programming languages the ≠ is not used and the = symbol means assignment.

## Key Terms
### relational operator

    An operator that gives a Boolean value by evaluating the relationship between two operands.

## References

* cnx.org: Programming Fundamentals – A Modular Structured Approach using C++
* ↑ Wikipedia: Relational operator
# Question Writer Manual/Frequently Asked Questions/Excel

* Is it possible to download the quiz results in Excel format?
Yes! This is a feature of the online interface. You can access it here http://www.questionwritertracker.com You'll need to register and log-on to view the results. You'll see a small Excel icon beside the quizzes - click on this to download the results as an Excel file.
See the chapter on Results for more information.
# Question Writer Manual/Frequently Asked Questions/Enter

* Why can't I use Enter to move to the next question?
There is a keyboard navigation facility in Question Writer - it uses the standard keyboard navigation commands - use TAB to choose the right control and enter to hit it.
As the enter key (or return key) is used in essay questions, it can't be used solely for advancing through questions, but the TAB/Enter is a well known and supported keyboard navigation method.
# Question Writer Manual/Frequently Asked Questions/HTML

* How Can I Enter Chemical or Maths Symbols?
You can enter most symbols and equations using the HTML formatting feature. The formatting allows subscripts and superscripts which are particularly useful for mathematical and chemistry formulae. See Text Settings to learn how to include HTML formatted text.
If you need to enter symbols which are not included in the current HTML set, you can write your equation using some other software eg in MSWord and then take a snapshot. You can then load this image to the question. For more information on adding images see Adding Questions.
# Question Writer Manual/Frequently Asked Questions/Images

* How can I add good quality images to my quiz?
You add an image to a question as part of the question properties, see Adding Questions for more detail or as part of the answer options, see Question Options. The images can be in either .gif or .jpg format
If you want quiz takers to be able zoom the image with their mouse, tick the 'Use Image Zooming' checkbox in the Appearance Settings Jpeg Image Quality.
Flash saved as version 8 will also display a better resolution image, so change the Flash Version to '8'. Most people have Flash version 9 or better by now so this should not be a problem.
* If the images in your quiz are blurry or of a low quality, there's a couple of extra things that can help a lot with image quality if you have the Professional version of the software.
* Most importantly, change the Appearance Settings - Jpeg Image Quality to a high value - 100 is the top value. Be careful with this though - the higher this is set, the larger the file size will become.
* You can also force the image to be displayed at its native resolution by switching off the Use Image Zooming in General Question Properties, and then in web settings, switch off 'Maximize Quiz in Browser'.
You will need to republish your quiz after changing any of the options to see the new results.
# Question Writer Manual/Frequently Asked Questions/MySQL

* Can I Import questions from or Save results to a MySQL database?
You can't import data directly into Question Writer from a database. However you can export from the database to the Text Import Format and import these files into Question Writer.
If you're using the 'results by e-mail' service, in addition to sending you the results by e-mail, we also store all of your results for you in a database. Once you're logged into this service, you can also download the results and responses as a excel file. See the Chapter on Save and Publish for more details on this.
If this functionality doesn't suit your needs, you can have the quiz send the results and responses to your own server using the Custom Results Server - however you may need a programmer to help process the results into your own database.
To help with this, we have made available a small PHP application that allows you to have results from your Question Writer quizzes written to your own MySQL database.
You can download it here
It comes with installation instructions, but you'll need to be able to set up a database and upload some files to your webserver. It stores the data it receives in two tables - one table for the quiz results, and one table that stores the responses to the individual questions. Once the data is in your database, you'll need to decide what to do with it. We have kept it fairly basic - you won't need anything more than MySQL 4+ and PHP 5+ and you might well get away with less.