OpenLLM-France/wikimedia huggingface dataset:
# C Sharp Programming/Structure
## Classes
### Namespaces

    Giving your code its own space to live in.

### Classes

    The blueprints of objects that describe how they should work.

### Objects

    Cornerstones of any object-oriented programming language, objects are the tools you use to perform work.

### Encapsulation and accessor levels

    Explains protection of object states by encapsulation.
# Canadian Criminal Law/Offences/Making Sexually Explicit Materials Available to Child
## Legislation

   Making sexually explicit material available to child 171.1 (1) Every person commits an offence who transmits, makes available, distributes or sells sexually explicit material to
       (a) a person who is, or who the accused believes is, under the age of 18 years, for the purpose of facilitating the commission of an offence under subsection 153(1), section 155, 163.1, 170 or 171 or subsection 212(1), (2), (2.1) or (4) with respect to that person;
       (b) a person who is, or who the accused believes is, under the age of 16 years, for the purpose of facilitating the commission of an offence under section 151 or 152, subsection 160(3) or 173(2) or section 271, 272, 273 or 280 with respect to that person; or
       (c) a person who is, or who the accused believes is, under the age of 14 years, for the purpose of facilitating the commission of an offence under section 281 with respect to that person.
   Punishment (2) Every person who commits an offence under subsection (1)
       (a) is guilty of an indictable offence and is liable to imprisonment for a term of not more than two years and to a minimum punishment of imprisonment for a term of 90 days; or
       (b) is guilty of an offence punishable on summary conviction and is liable to imprisonment for a term of not more than six months and to a minimum punishment of imprisonment for a term of 30 days.
   Presumption (3) Evidence that the person referred to in paragraph (1)(a), (b) or (c) was represented to the accused as being under the age of 18, 16 or 14 years, as the case may be, is, in the absence of evidence to the contrary, proof that the accused believed that the person was under that age.
   No defence (4) It is not a defence to a charge under paragraph (1)(a), (b) or (c) that the accused believed that the person referred to in that paragraph was at least 18, 16 or 14 years of age, as the case may be, unless the accused took reasonable steps to ascertain the age of the person.
   Definition of “sexually explicit material” (5) In subsection (1), “sexually explicit material” means material that is not child pornography, as defined in subsection 163.1(1), and that is
       (a) a photographic, film, video or other visual representation, whether or not it was made by electronic or mechanical means,
          (i) that shows a person who is engaged in or is depicted as engaged in explicit sexual activity, or
          (ii) the dominant characteristic of which is the depiction, for a sexual purpose, of a person’s genital organs or anal region or, if the person is female, her breasts;
       (b) written material whose dominant characteristic is the description, for a sexual purpose, of explicit sexual activity with a person; or
       (c) an audio recording whose dominant characteristic is the description, presentation or representation, for a sexual purpose, of explicit sexual activity with a person.
   2012, c. 1, s. 21.
   – CCC
# Canadian Criminal Law/Offences/Obstruction of a Peace Officer
## Legislation

The Criminal Codes states:
   129. Every one who
       (a) resists or wilfully obstructs a public officer or peace officer in the execution of his duty or any person lawfully acting in aid of such an officer,
       (b) omits, without reasonable excuse, to assist a public officer or peace officer in the execution of his duty in arresting a person or in preserving the peace, after having reasonable notice that he is required to do so, or
       (c) resists or wilfully obstructs any person in the lawful execution of a process against lands or goods or in making a lawful distress or seizure,
   is guilty of
       (d) an indictable offence and is liable to imprisonment for a term not exceeding two years, or
       (e) an offence punishable on summary conviction.
   R.S., c. C-34, s. 118; 1972, c. 13, s. 7.
   – CCC

## Proof of Offence

In addition to the essential elements of identity, time and jurisdiction, the prosecution shall prove that:
* the complainant was a peace officer within the meaning of s. 2
* the peace officer was engaged in lawful duty at all relevant times
** If the officer was undertaking an arrest, there were reasonable grounds to do so
* the accused knew that the complainant was a peace officer (e.g. could see the officer's uniform, utterance of officer)
* the accused obstructed the officer and
* the obstruction was wilful
* ↑ R. v. Quinones, 2012 BCCA 94 at 9
* ↑ R. v. Bowen-Courville 2007 CanLII 736 (ONSC)

## Interpretation

Obstruction In R v Soltys (1980) 56 CCC (2d) 43 at p 45, the BC Court of Appeal, cited Black's Law Dictionary, stated "obstruct" means "to impede; to interpose impediments to the hindrance or frustration of some act or service; such as to obstruct an officer in the execution of his duty".

## Cases

* R v Tidball 2012 SKPC 28 -- not guilty -- arresting for intoxication, arrest not valid
# Canadian Criminal Law/Offences/Keeping Common Bawdy-house

   Keeping common bawdy-house 210. (1) Every one who keeps a common bawdy-house is guilty of an indictable offence and liable to imprisonment for a term not exceeding two years.
   Landlord, inmate, etc. (2) Every one who
       (a) is an inmate of a common bawdy-house,
       (b) is found, without lawful excuse, in a common bawdy-house, or
       (c) as owner, landlord, lessor, tenant, occupier, agent or otherwise having charge or control of any place, knowingly permits the place or any part thereof to be let or used for the purposes of a common bawdy-house,
   is guilty of an offence punishable on summary conviction.
   Notice of conviction to be served on owner (3) Where a person is convicted of an offence under subsection (1), the court shall cause a notice of the conviction to be served on the owner, landlord or lessor of the place in respect of which the person is convicted or his agent, and the notice shall contain a statement to the effect that it is being served pursuant to this section.
   Duty of landlord on notice (4) Where a person on whom a notice is served under subsection (3) fails forthwith to exercise any right he may have to determine the tenancy or right of occupation of the person so convicted, and thereafter any person is convicted of an offence under subsection (1) in respect of the same premises, the person on whom the notice was served shall be deemed to have committed an offence under subsection (1) unless he proves that he has taken all reasonable steps to prevent the recurrence of the offence.
   R.S., c. C-34, s. 193.
   Transporting person to bawdy-house 211. Every one who knowingly takes, transports, directs, or offers to take, transport or direct, any other person to a common bawdy-house is guilty of an offence punishable on summary conviction.
   R.S., c. C-34, s. 194.
   – CCC

## Proof of the Offence

The Crown must prove that:
* the accused's conduct, by its nature, caused harm or presented a significant risk of harm to individuals or society
* the risk was in a way that undermined or threatened to undermine a value reflected in and formally endorsed by the Constitution or other fundamental laws by
** confronting members of the public with conduct that significantly interferes with their autonomy and liberty; or
** predisposing others to anti-social behaviour; or
** physically or psychologically harming persons involved in the conduct, and
* the harm or risk of harm is of a degree that is incompatible with the proper functioning of society.
* ↑ R. v. Labaye 2005 SCC 80 (CanLII), [2005] 3 SCR 728 at para. 62

## Interpretation

The categories of harm is not a closed list.
* ↑ Labaye
# Canadian Criminal Law/Offences/Motor Vehicle Theft
## Legislation

   Motor vehicle theft 333.1 (1) Everyone who commits theft is, if the property stolen is a motor vehicle, guilty of an offence and liable
       (a) on proceedings by way of indictment, to imprisonment for a term of not more than 10 years, and to a minimum punishment of imprisonment for a term of six months in the case of a third or subsequent offence under this subsection; or
       (b) on summary conviction, to imprisonment for a term of not more than 18 months.
   Subsequent offences (2) For the purpose of determining whether a convicted person has committed a third or subsequent offence, an offence for which the person was previously convicted is considered to be an earlier offence whether it was prosecuted by indictment or by way of summary conviction proceedings.
   2010, c. 14, s. 3.
   – CCC

## Interpretation

A passenger may be convicted for possession of stolen motor vehicle if there are enough factors to determine control and knowledge.
* ↑ see R. v. T.A.K., 2005 BCCA 293 (CanLII) see also Canadian Criminal Law/Possession#Other
# Eac3to/Planned Future Features

These features are planned to implemented in the upcoming versions:
# Earthquakes/Basics of Earthquakes

According to Wiktionary, an earthquake (synonym "quake") is "a shaking of the Earth, caused by volcanic activity or movement around geologic faults" or "a natural disaster." This, indeed, comprehensively covers all written about earthquakes. However, you should learn something about this phenomenon's geography. Most earthquakes occur along tectonic plate boundaries, although one of the worst earthquakes of all time was in Missouri, in 1811. It was felt even in Washington, D.C.
# Earthquakes/Plate Tectonics

Plate tectonics is the theory (nothing in science can be absolutely proven) that Earth is constantly moving, usually only a few inches per century. If it moves more than this, there is an earthquake. Plate tectonics mainly deals with the crust of the earth, not the mantle or core. The theory of Pangaea is relative to this. The theory of Pangaea theory says that the continents as they are now have moved apart over millions of years to form the world the way it is today, although to be fair to them, some creation scientists/geologists say that Pangaea was pulled apart rather suddenly in geological terms (only 40–150 days!). Plate tectonics is the reason earthquakes in, say, Wisconsin are not as felt or as damaging as an earthquake in, say, California-because Wisconsin is at the center of a plate, and California is at the convulsion of two plates. Plate tectonics is the reason earthquakes happen-when the plates move too fast, an earthquake happens.
# Earthquakes/Printable version

The current, editable version of this book is available in Wikibooks, the open-content textbooks collection, at
https://en.wikibooks.org/wiki/Earthquakes

# Plate Tectonics

Plate tectonics is the theory (nothing in science can be absolutely proven) that Earth is constantly moving, usually only a few inches per century. If it moves more than this, there is an earthquake. Plate tectonics mainly deals with the crust of the earth, not the mantle or core. The theory of Pangaea is relative to this. The theory of Pangaea theory says that the continents as they are now have moved apart over millions of years to form the world the way it is today, although to be fair to them, some creation scientists/geologists say that Pangaea was pulled apart rather suddenly in geological terms (only 40–150 days!). Plate tectonics is the reason earthquakes in, say, Wisconsin are not as felt or as damaging as an earthquake in, say, California-because Wisconsin is at the center of a plate, and California is at the convulsion of two plates. Plate tectonics is the reason earthquakes happen-when the plates move too fast, an earthquake happens.

# Basics of Earthquakes

According to Wiktionary, an earthquake (synonym "quake") is "a shaking of the Earth, caused by volcanic activity or movement around geologic faults" or "a natural disaster." This, indeed, comprehensively covers all written about earthquakes. However, you should learn something about this phenomenon's geography. Most earthquakes occur along tectonic plate boundaries, although one of the worst earthquakes of all time was in Missouri, in 1811. It was felt even in Washington, D.C.
# Dungeons & Dragons/Learning the game/Equipment

Using Gold and Silver coins the players decide what their characters need (or can afford) to buy, in order to outfit them for the coming adventures. Weapons, Armour, Lanterns, Rope, Provisions and many other things are available to the Adventurer with ready money chinking in their purse! The DM should decide what is available, how much it costs and who is selling it. A short adventure can revolve around a shopping expedition for unusual kit or having special items fabricated by a master craftsmen. Some Equipment will be found on the players adventures, some is very common and some extremely rare and difficult to obtain, making it very desirable!
# Dungeons & Dragons/Learning the game/Ability Scores

The six attributes in Dungeons and Dragons (hereafter referred to as "DnD") define certain physical or mental abilities of a character, monster, or non-player character (NPC). These are:
* Strength (Str)
* Dexterity (Dex)
* Constitution (Con)
* Intelligence (Int)
* Wisdom (Wis)
* Charisma (Cha)
The most common methods to determine these scores are as follows:
* The player rolls 3d6 six times and places the scores where they are wanted. On average, this will produce a typical individual selected at random from the population. It is suitable for a low-powered campaign.
* An ability score is determined by rolling 4d6 and discard the lowest score. This is repeated six times and each score is placed next to the ability where they are wanted by the player. This method tends to produce higher than average scores, which is more appropriate for a heroic character.
* The point buy method is used to purchase ability scores out of a pool of points. The number of points available is determined by the DM from table 2 below. This method has the benefit of allowing the player to create just the type of character he or she wants to run. A drawback may be the relative ease of min-maxing the character. That is, the player can exaggerate the beneficial abilities for their character while minimizing the less useful abilities.
Table 1 :
| Ability Score | Point Cost |
| 8 | 0 |
| 9 | 1 |
| 10 | 2 |
| 11 | 3 |
| 12 | 4 |
| 13 | 5 |
| 14 | 6 |
| 15 | 8 |
| 16 | 10 |
| 17 | 13 |
| 18 | 18 |
Table 2 :
| Type of Campaign | Points Allowed |
| Low-powered | 15 |
| Challenging | 22 |
| Regular | 25 |
| Tougher | 28 |
| High-powered | 32 |
# Dungeons & Dragons/Learning the game/Player races

The publish materials describe various races starting with the Player's Handbook describing the basic fantasy races; Human, Elf, Orc, Dwarf, Goblin, and Dragonborn, with additional publish materials expanding the selection. In addition Dungeon Master (DM) can create their own character races based on the game scenario, known as Homebrew. Example of an Homebrew races in an aquatic scenario could include races inspire from Mermaid, Shark, Crab, Eels, Lobster, etc.

## Selecting a character race for a game

When creating a character it is best to consult with the Dungeon Master. They may suggest options based on the plan game scenario for the game. They may indicate to select from Player's Handbook races if plan for a publish adventure; or present with their own homebrew races if the player is interested.
# Dungeons & Dragons/Commercial settings/Forgotten Realms/Sword Coast

The Sword Coast is a fictional region in Dungeons & Dragons-based Forgotten Realms campaign setting. It is a portion of the northwestern coast of Faerûn, and stretches from the city-state of Baldur's Gate, in the south, along the coast of the Sea of Swords, to city-state Waterdeep, and from Waterdeep further north to Neverwinter, Luskan, and Icewind Dale, the Arctic and northernmost region of the Sword Coast.
The metropolises of Waterdeep and Baldur's Gate are not counted as part of the Sword Coast, instead Baldur's Gate lies in the Western Heartlands, while Waterdeep is an independent city-state. Mirabar and Ten Towns are found here.
Because of its quasi-lawless, "frontier" setting, being a place where all races can meet and interact, it has been the setting for many modules (especially those subtitled with the Savage Frontier name), as well as the MMORPG Neverwinter Nights (AOL, 1991-1997) and the computer games Neverwinter Nights (Bioware, 2002), Baldur's Gate, Gateway to the Savage Frontier and Treasures of the Savage Frontier.
Baldur's Gate: Tales of the Sword Coast is the title of an expansion disc for the game Baldur's Gate.

## Related places
### Icewind Dale

    For the Icewind Dale computer role-playing games, see Icewind Dale series
Icewind Dale is a sub-Arctic region, along the northernmost part of the Sword Coast. It is famous because many events involving the drow hero, Drizzt Do'Urden, occurred here, chronicled in The Icewind Dale Trilogy, a series of fantasy novels by R. A. Salvatore.
Icewind Dale is an icy tundra and the northernmost explored area of Faerûn. Its only permanent settlements are known as the Ten Towns, a confederation of a number of minor settlements cooperating with each other. The region is mainly populated by fishermen, craftsmen, rangers, dwarves mining the deeps for minerals and precious stones, barbarians, and merchants who tolerate the hostile climate in the hope of trading in ivory and gems. The "capital" of the region is the town of Bryn Shander.
Another notable feature of Icewind Dale is Kelvin's Cairn, a mountain north of Ten Towns. It was in a cavern on the northern face of this mountain that Drizzt Do'Urden resided for some time as a sort of 'scout' for Ten Towns.

### Neverwinter

Neverwinter, also known as the City of Skilled Hands, or the Jewel of the North, is regarded by many, including the erudite travel writer Volo, as the most cosmopolitan and the most civilized city in all of Faerûn, quite a reputation, considering the breadth and variety of the continent.

## Official Material

* Luskan
** The Luskan Portal, portal of The Moonstars
** The Crest of Luskan

## External links

* Luskan
** Halruaa at Toril.info
** Tel'Edain - Halruaans
# Dungeons & Dragons/Learning the game

Dungeons & Dragons is a role-playing game in which a group of players take on the role of characters in a fictional world setting. During play, the scenery and environment is described verbally to the players, leaving it to their imagination to visualize the details. The player's characters, or PCs, can behave according to the whims of their controlling players, with the consequences of their actions being determined using a set of rules. These are contained in a set of rulesbooks that are available from the publisher. The players will need to use and reference the Player's Handbook.
Players begin a game by creating their preferred characters. They select their protagonist based on a choice of sex, race, and a class (or profession). Each character is further customized using a generated set of six ability scores, such as Strength, Intelligence, and Charisma. Additional details are then applied, including choosing a set of skills, selecting one or more feats (or special abilities), and picking an ethical alignment to guide their playing style. This information is recorded on a character sheet, which is then used as a convenient reference, as well as a place to track changes to the character.
One person, called the Dungeon Master, or DM, manages the game, creating the imaginary world within which all of the play takes place, and controlling all non-player characters, or NPCs. The setting information, including the scenic descriptions, area maps, statistics of the inhabitants, and any other necessary details, are prepared in advance by the DM. During play, the players, and NPCs, resolve their actions through the use of dice rolls, most often with a 20-sided die, or d20, and comparing the results to values determined by their attributes, skills, and various other factors.
Within the game rules, die rolls are typically abbreviated in the form of XdY, where X is the number of that type of die, and Y is (normally) the number of sides on the polygonal dice. The seven polygonal dice used are 4, 6, 8, 10, 12 and 20. Hence, a 2d6 roll is made by rolling two six-sided dice and adding up the total results. Other numbers typically used for Y are: 2, 3, and %. d2 is rolling the d6 and dividing by 3, d3 is the same except divided by 2; both times you round up. The percentile dice, or d%, is found by rolling two d10 dice. In this case, a special 1d10 is sometimes used that has faces numbered 00, 10, 20, 30, 40, 50, 60, 70, 80, and 90.

## Content

* Player races
* Ability Scores
* Character Classes
* Equipment
* Non-player characters
* Monsters and treasures
* Combat
* Special Abilities & Conditions
# Dungeons & Dragons/Learning the game/Character Classes

Every character must belong to one (or more) character classes. These are Archetypes that describe what role the character performs in the fantasy world. For instance, a Wizard would be heavily focused on magic, A Fighter on weapons, a Monk on open hand combat etc.
* Artificer
* Barbarian
* Bard
* Cleric
* Druid
* Fighter
* Monk
* Paladin
* Ranger
* Rogue
* Sorcerer
* Warlock
* Wizard
# Dungeons & Dragons/Learning the game/Special Abilities & Conditions
## Special Abilities

A special ability is either extraordinary, spell-like, or supernatural in nature.
Extraordinary Abilities (Ex): Extraordinary abilities are nonmagical. They are, however, not something that just anyone can do or even learn to do without extensive training. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities.
Spell-Like Abilities (Sp): Spell-like abilities, as the name implies, are spells and magical abilities that are very much like spells. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated (such as antimagic field).
Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See below for a summary of the types of special abilities.
Table: Special Ability Types
| | Extraordinary | Spell-like | Supernatural |
| Dispel | No | Yes | No |
| Spell resistance | No | Yes | No |
| Antimagic Field | No | Yes | Yes |
| Attack of opportunity | No | Yes | No |
* Dispel: Can dispel magic and similar spells dispel the effects of abilities of that type?
* Spell Resistance: Does spell resistance protect a creature from these abilities?
* Antimagic Field: Does an antimagic field or similar magic suppress the ability?
* Attack of Opportunity: Does using the ability provoke attacks of opportunity the way that casting a spell does?

### Ability Score Loss

Various attacks cause ability score loss, either ability damage or ability drain. Points lost to ability damage return at the rate of 1 point per day (or double that if the character gets complete bed rest) to each damaged ability, and the spells lesser restoration and restoration offset ability damage as well. Ability drain, however, is permanent, though restoration can restore even those lost ability score points.
While any loss is debilitating, losing all points in an ability score can be devastating.
* Strength 0 means that the character cannot move at all. He lies helpless on the ground.
* Dexterity 0 means that the character cannot move at all. He stands motionless, rigid, and helpless.
* Constitution 0 means that the character is dead.
# English-Hanzi/Arrangement

An arrangement is an agreement with somebody.
约定 是 与 某人 达成 的 协议。
# English-Hanzi/Aspect

An aspect is a particular part of something.
一个 方面 是 某事物 的 特定 部分。