OpenLLM-France/wikimedia huggingface dataset:
# Solitaire card games/Agnes

Agnesis a variant of Klondike. It is similar to the latter except on how the stock is dealt.

## Rules

Dealing the first 28 cards onto the tableau is a lot like in Klondike. Then a card is placed in the first of the four foundations. This card will be the first card of that foundation and all other cards with the same rank should be placed at the other three foundations.
Seven cards are then dealt in a row either above or below the tableau. This will act as the reserve. The cards in the reserve are available for play.
Playing the game is a lot like Klondike except that any gaps are filled in by a card a rank lower than the first card of the foundation. For instance, if the first card of each foundation is a 10, gaps are only filled by 9s. Foundations are built up by suit, while the columns on the tableau are built down in alternating colors, wrapping from Ace to King if necessary. When play is no longer possible on the tableau, any card on the reserve can be used to continue the game. Gaps in the reserve are not filled until a new set is dealt.
If the game cannot continue even from the reserve, a new set of seven cards is dealt from the stock to the reserve. The stock is good for two deals on the reserve with two cards left over. So after the third new deal and no more moves possible, the two left over cards are dealt as if they each have a reserve pile on their own.
The game is won when all cards have made their way to the foundations.

## Variations

There are two versions of the game of Agnes. The one described above is called Agnes Bernauer. In another version called Agnes Sorel , the game is played the same way except the cards in the tableau are built down by color, i.e. Red suits on red, black suits on black. Furthermore, in Agnes Sorel, spaces are not filled. David Parlett gave these two versions their separate names.

## Footnotes

* ↑ http://www.goodsol.com/pgshelp/agnes_bernauer.htm
# Solitaire card games/All in a Row

This game is akin to Golf and Tri Peaks. The game's objective is to put the entire deck into the foundation.
The cards are dealt to the tableau in columns of four. The foundation (the "row") can be started from any column, and afterwards it is built with cards incremented or decremented from the previous card by one (where kings and aces wrap).
Only the top cards of each pile in the tableau are available for play.
The game ends if there are no more top cards that can be moved to the Black Hole. The game is won if all of the cards end up in the Black Hole.
# Solar System/Uranus

Uranus (pronounced YOUR-uh-nus or yuh-RAIN-us) is the seventh of the eight planets from the Sun and is the third largest — with a diameter of 51118 kilometers, it is just 3% larger than Neptune but 4.0 times as large as Earth. Uranus is one of the four gas giants. If Uranus had a solid surface and you stood on it, you would weigh 89% as much as you do on Earth.

## Orbit

Uranus orbits the Sun once every 84.01 Earth-years, at an average distance of 19.19 AU (Earth-Sun distances) and with an orbital eccentricity of .046.

## Rotation

The rotational period of Uranus is 17 hours 14 minutes. The tilt of its axis based on prograde motion (motion in the direction of the orbit) is 97.86° from the perpendicular of its orbital plane. In other words, it is tilted by 82.14° and rotates retrograde. Because it is essentially tipped over on its side, almost all points on Uranus experience both a directly overhead noon Sun at times during the orbit and days when the Sun never rises at other times during the orbit. On Earth the former occurs in locations that are closer to the equator than 23.45° latitude because Earth's rotational axis is tilted 23.45° from the perpendicular of its orbital plane, and the latter occurs in locations that are closer than 23.45° degrees to the north or south pole. On Uranus the overhead Sun occurs at any location within 82.14° of the equator — that is, almost everywhere on the planet; and days without sunrise occur at any location within 82.14° of the north or south pole — again almost everywhere on the planet. Uranus is the only planet in the solar system having any locations that experience both types of event.

### Titania

Titania is Uranus's largest satellite, with a diameter of 1578 kilometers.

## Rings

Distance Width Ring (km) (km)
1986U2R 38000 2,500 6 41840 1-3 5 42230 2-3 4 42580 2-3 Alpha 44720 7-12 Beta 45670 7-12 Eta 47190 0-2 Gamma 47630 1-4 Delta 48290 3-9 1986U1R 50020 1-2 Epsilon 51140 20-100
(distance is from Uranus' center to the ring's inner edge)
# Solitaire card games
## Introduction

Introduction

## One-pack games

* Accordion
* Aces Up
* Aces Square
* Agnes
* All in a Row
* Amazons
* Auld Lang Syne
* Australian Patience
* Baker's Dozen
* Baker's Game
* Baroness
* Betsy Ross
* Bisley
* Bowling
* Bristol
* Calculation
* Canfield
* Carpet
* Captive Queens
* Clock, The
* Clock Solitaire
* Colors
* Cribbage Square
* Cruel
* Curds and Whey
* Decade
* Double or Quits
* Duchess
* Eagle Wing
* Eight Off
* Elevens
* Elevens Up
* Flower Garden
* Following
* Fortress
* Fortune's Favor
* Four Seasons
* Fourteen
* Free Cell
* Frustration
* Gaps
* Gate
* Gay Gordons
* Golf
* Grandfather's Clock
* Hit or Miss
* Idiot's Delight
* King Albert
* King's Audience
* Klondike
* La Belle Lucie
* La Croix d'Honneur
* Labyrinth
* Ladybug
* Little Spider
* Martha
* Maze
* Monte Carlo
* Nestor
* Ninety-One
* One-Handed
* Osmosis
* Penguin
* Perpetual Motion
* Perseverance
* Poker Squares
* Puss in the Corner
* Pyramid
* Royal Flush
* Royal Marriage
* Scorpion
* Seven Up
* Simple Simon
* Sir Tommy
* Six By Six
* Spiderette
* Strategy
* Tabby Cat
* Thirteen
* Tri Peaks
* Yukon

## Two-pack games

* Aces and Kings
* Algerian

## Appendices

* Glossary of Patience terms on Wikipedia.
* Computer and online solitaire games
# Solitaire card games/Aces Square

This game does not require a lot of time and effort to set up, and is very quick and to complete, as well as having a good chance of winning. It is similar to Aces Up.

## Rules

* 16 cards are dealt in a 4 by 4 square. The rest remain in the deck.
* Remove and discard two cards in the same column or row that share the same suit.
* And then replace them with two new cards from the deck.
* The goal is to remove all 48 cards, leaving only the four aces.
# Solitaire card games/Aces Up

Aces Up is also another name for Easthaven, a variant of Klondike.
This game goes by many names including Idiot's Delight, Once in a Lifetime, Ace of the Pile, Rocket to the Top, Firing Squad, Loser Solitaire, Aces High, and Drivel)
We have used the name "Aces Up" here because it appears to be the most common name, as well as because the name usually refers to this particular game
One advantage of this game is its minimal use of space: you can even play it on an area as small as an encyclopedia volume cover.

## Rules

Note: Aces are high.
1. Deal four cards in a row face up.
2. If there are two or more cards of the same suit, discard all but the highest-ranked card of that suit.
3. Repeat step 2 until there are no more pairs of cards with the same suit.
4. Whenever there are any empty spaces, you may choose the top card of another pile to be put into the empty space. After you do this, go to Step 2.
5. When there are no more cards to move or remove, deal out the next four cards from the deck face-up onto each pile.
6. Repeat Step 2, using only the visible, or top, cards on each of the four piles.
7. When the last four cards have been dealt out and any moves made, the game is over. The fewer cards left in the tableau, the better. To win is to have only the four aces left.

## Variations

* A much more challenging variation on Aces Up allows only the aces to be moved onto an empty pile. This makes game play much more restrictive and consequently the game can only be completed roughly once in every 270 games.

## Tournament rules (play-tested)

1. Prizes are determined by the organizer. Some suggestions are a prize for Aces Up, a prize for winning the tournament, a 2nd place prize, etc.
2. Score is determined by how many cards remain after playing a hand of Aces Up. For example, 0 for Aces Up, 1 for 1 remaining card other than the aces, 2 for 2 remaining cards other than the aces, etc.
3. Low score advances to the next round. The number of people advancing is cut off by the tournament director based on the number of entries into the tournament.
4. The normal rules for Aces Up apply for playing a hand.
5. A round consists of playing five hands. The lowest score of the five hands is retained for the score for that round. All five hands do not have to be played out. For example, if someone gets Aces Up on their first hand of the round then the score for the round is zero, the player advances to the next round, and the remaining four hands for that round do not need to be played.
6. No one can advance with a score greater than 5. This number can be adjusted at the tournament director's discretion before the tournament begins.

## Notes

* ↑ An Aces Up variant playing program http://atchoo.org/src/aces_up.tar.gz
# Solitaire card games/Algerian
## Rules

Algerian has eight tableau stacks. Four of the tableau stacks contain only one card. The other four contain two cards each. Towards the bottom are six reserve stacks of four cards each. Eight foundations are present towards the top. Four start with an Ace and build up in suit (e.g. A♥, 2♥, 3♥, 4♥...), while the other four start with a King and build down in suit (e.g. K♣, Q♣, J♣, 10♣...)
* Algerian Layout
Cards in the tableau or the reserve can be moved to a foundation or onto another tableau stack. Only the topmost card of any stack can be moved. The tableau builds up or down in suit (e.g 4♦, 5♦, 6♦... OR 6♠, 5♠, 4♠...)
Tableau stacks can wrap from King to Ace, and an emptied stack can be filled with any card. Cards from the reserve can play onto the tableau or foundations, but not onto other reserve piles. When game play comes to a standstill, deal two cards from the stock onto each reserve pile. The final time you go through the deck, deal one card to each tableau pile.
When the foundations of the same suit will meet (e.g. one builds up A♣, 2♣, 3♣, 4♣, 5♣, 6♣ and the other builds down K♣, Q♣, J♣, 10♣, 9♣, 8♣, 7♣), cards can be transferred between these two foundations.
The game is won after all cards have been moved to the foundations.
# Software Engineering with an Agile Development Framework/Iteration Two/Peer review

On at least four occasions throughout the project we we perform peer testing (see positive Tasmanian experience). In given sessions every group will present their work to date to a "review group" who will test and comment on that work. The review groups will be allocated by Sam and contain one member from the producing group an "author" who will present the work for 5 minutes and then the rest of the group will review the work using a worksheet provided. This review does not count towards assessment for IT301 but participation is compulsory.
The "author" from each group will present information to their review group who will critique it for you (template review form)
This material might be:
Resources: Chapters from Wiegers's book, (and examples)
Follow-up survey about peer review process
# Software Engineering with an Agile Development Framework/Iteration Two/Process modelling

* Process modelling
* Describe processes in the wider context of the project
* 5 hours
* Material from requirements gathering
* Data flow diagram
* Discussion with client
# Software Engineering with an Agile Development Framework/Iteration Two/Test based development

Needs an intro to test based development
* Case study Use your noodle
* Group: Gena Salmon, Michael Brown and John Stefani for Iain Bonney
* During implementation the group kept detailed test logs.
# Software Engineering with an Agile Development Framework/Preface

Preface by Samuel Mann and Lesley Smith
This WikiBook "Software Engineering with an Agile Development Framework" is designed to meet the needs of students studying Software Engineering and capstone projects within a New Zealand vocational Information Technology Degree.
The book meets two needs:
1. A general introduction to software engineering.
2. Providing approaches, resources and templates for students undertaking a capstone project in computing.
The basis for the book is ten years of teaching software engineering and capstone projects at Otago Polytechnic (detailed development history).
# Software Engineering with an Agile Development Framework/Iteration Two/Stable development

The framework for your system should be developed and tested. For example, for a database with a web front end we would expect you to demonstrate connectivity and basic database functions via the web (insert, delete, query, update) plus any standard infrastructure (login etc).
# Software Engineering with an Agile Development Framework/Iteration Two/System design

* Case study Fire room training
* Group: Grant Helm, Stuart Mathews, Ming Shen for Fire Service
* We have developed a training aid system that displays captured thermal imaging video and body statistics of trainee fire-fighters that are wearing breathing apparatus in the hot fire training room at Dunedin central fire station. The fire room is in blackout conditions and operates at temperatures up to 300 degrees Celsius - significant challenges for IT systems!
* The system developed by the group is a combination of procured hardware and software with developed middleware. An application was developed for a debrief session that visually displays thermal conditions during the exercise.
* Case study Use your noodle
* Group: Gena Salmon, Michael Brown and John Stefani for Iain Bonney
* Case study Occupational Therapy Simulation
* Group: Phil Brophy and Pam Murphy
* Despite a client insisting “a serious thing, no fun”, a game engine hides behind this project. A interactive system enables occupational therapy students to be in simulated practice decision making situations where they have to take the consequences of the decisions made. The system is flexible enough for the client to develop new scenarios and monitor student performance.
* File:AdfOT.jpg
* Case study TV station capture and control systemI
* Group: Ryan Bennetts
* The introduction of digital technology throughout the editing, scheduling and broadcasting processes, allowed the station to provide better programming at convenient times to Dunedin viewers.
* Case study Talking with Leonardo
* Group: Chrissie Jackson and Jonathon Ung for Otago Museum
* The Leonardo Talking Head robot is an interactive robot with a personality. The robot will accept speech and respond back. It is designed primarily for children and has the ability to educate users on the works and life of Leonardo.
* In this sector, the group took the conversational interaction style developed in the previous sector and developed a system to generation such conversation. Initial designs were hierarchical but became iterative as progressed closer to code.
# Practical Electronics/Band Pass Filter
## Band Pass Filter

Band Pass Filter can be constructed from joining Low Pass Filter network with High Pass Filter network . Therefore, Band Pass Filters can be constructed from joining
    LR and CR
    RC and RL

## Band Pass Filter LR + CR

Band Pass Filter LR + CR has a stable voltage over a band of frequencies from ${\frac {R}{L}}$ to ${\frac {1}{RC}}$ as long as
    ${\frac {1}{RC}}>{\frac {R}{L}}$
    $R<{\frac {L}{C}}$

## Band Pass Filter RC + RL

Band Pass Filter RC + RL has a stable voltage over a band of frequencies from ${\frac {1}{RC}}$ to ${\frac {R}{L}}$ as long as
    ${\frac {R}{L}}>{\frac {1}{RC}}$
    $R>{\frac {L}{C}}$

## Summary

In general Band Pass Filter can be constructed by joining
* RC and RL that has a band pass from ${\frac {1}{RC}}$ to ${\frac {R}{L}}$
* LR and CR that has a band pass from ${\frac {R}{L}}$ to ${\frac {1}{RC}}$
    FiltersBand PassR,L,C 's Value LR - CR${\frac {R}{L}}-{\frac {1}{CR}}$${\frac {1}{CR}}>{\frac {R}{L}}$ RC - RL${\frac {1}{CR}}-{\frac {R}{L}}$${\frac {R}{L}}>{\frac {1}{CR}}$
# Practical Electronics/Basic Components
## Power Sources

| Voltage Source | Current Source | Controlled Voltage Source | Controlled Current Source | Single cell | Battery of cells |

## Grounds

| Signal Ground | Chassis Ground | Earth Ground |

## Resistors

| Resistor | Variable Resistor | Potentiometer |

## Capacitors

| Capacitor | Polarized Capacitor | Variable Capacitor |

## Transformers

| Air-core Transformer | Iron-core Transformer | Center-tapped Transformer | Autotransformer | Coil with tickler | Step up | Step down |

## Diodes

| Diode | Light-Emitting Diode | Zener Diode | Schottky Diode |

## Transistors

| | | | P-channel |
| | | | N-channel |
| JFET | IGFET enh | IGFET dep |
* PNP
* NPN

## Switches

| Open Switch | Closed Switch |

## References

* Electronic Symbols
# Practical Electronics/Basic Theory/General Formulae
## Charge

Charge refers to quantities of Electric Charge of an object
    1 C = Number of Electrons e

## Voltage

Voltage is defined as Work done on a Charge
    $Q=\int Wdt$

## Current

Current is defined as ratio of Charge over Time
    $I={\frac {Q}{t}}$
       I , Current
       Q , Charge
       t , Time
    $1A={\frac {1C}{1s}}$

## Resistance

    $R={\frac {V}{I}}$
       R , Resistance
       V , Voltage
       I , Current

## Conductance

    $G={\frac {1}{R}}$
    $G={\frac {I}{V}}$
       G , Conductance
       R , Resistance
       I , Current
       V , Volatge

## Reactance

    X = ± j ω T
       X , Reactance
       ω , Angular of Frequency
       T , Time Constant

## Impedance

    Z = R + X
       Z , Impedance
       R , Resistance
       X , Reactance

## Power
### Power Loss

    P $_R$ = I V = $I^{2}R$ = ${\frac {V^{2}}{R}}$

### Power Delivered

    $P=P_{V}-P_{R}=VI-I^{2}R=VI-{\frac {V^{2}}{R}}$

### Power Stored

    $P_{C}={\frac {1}{2}}CV^{2}$
    $P_{L}={\frac {1}{2}}LI^{2}$
# Practical Electronics/Astable/Diminishing Frequency

This circuit is useful for applications where a signal has to pulse fast, and slow down to a stop, such as electronic dice, games timers, etc. It gives an output like the one below:
The way the diminishing frequency is achieved is by using another capacitor to run the timing components. First, the switch SW1 is closed, so that capacitor C1 is charged through R1. When the switch is released, C1 begins to discharge through the timing circuit. As the exponentially decreasing voltage from this capacitor falls, it slows the rate of charging of the timing capacitor, which decreases the output frequency. Eventually, the voltage from the control capacitor falls below 2/3 supply voltage, and the astable stops. The circuit diagram is given below.
| Component | Value |
| IC1 | 555 Timer |
| R1 | 100R |
| R2 | 470K |
| R3 | 470K |
| C1 | 47 μF |
| C2 | 10 nF |
| C3 | 100 nF |
These values give a frequency of about 100 Hz, which runs down in about 30 seconds. Experiment with values to get the effect you want, bearing in mind the following guidelines:
The size of the control capacitor, C1, governs the time it takes to run down. Bear in mind that for a very large value of C1, R1 must be small enough to allow the control capacitor to charge in the time that SW1 is pressed down.
R2 and R3 must have high values, as if they are too small, the control capacitor, C1, will be discharged too quickly, and the astable will "run down" in a very short time. This also means that the addition of the 100R resistor for charging the capacitor safely does not significantly alter the timing of the circuit while the switch is pressed down.
# Question Writer Manual/Quiz Options/Introduction
## Introduction

This page allows you give initial instructions to the Quiz Takers and collect basic identifier information from them. The “next” button will not appear until all the input fields have something entered in them – so forcing the quiz takers to supply you with their id information.

### Display Instructions

If you tick the Display Instructions box a short message will be shown to the quiz taker at the start of the quiz. You can amend the text of this message if you wish.
* You can also include an image (or audio or video as .swf) in this screen. You do this by browsing for the required image, uploading and then adding it. For more detailed instructions see Adding Questions.

### User Identification

A Tick box gives you the option collect personal identifiers for your quiz takers, eg Name or ID number.
* User Identification
* With the Professional version, tick boxes allow you to set and collect up to 5 different identifiers for your quiz takers, eg Name, ID number, Email address, Company, Location. You can change the information that you collect by changing the name of each identifier in Other Labels. These identifiers will appear in the results reports.
* Field Length for User Data
* The Professional version also allows you to input the field length for the user identification fields. You can enter anything you feel appropriate - but remember that space on a web page is limited.
# Super Monkey Ball/Stages
## Beginner

10 floors plus 3 extra.

### Floor 2

* Time: 60 sec.
A green exit is available on this floor which will take you to floor 5. When you start the stage turn around and go up the ramp behind you. You need to fall and hit the platform below.

### Floor 5

    Bonus Floor
* Time: 60 sec.
You need to collect all the bananas in the time given.

## Advanced

30 floors plus 5 extra.

### Floor 18

* Time: 60 sec.
* Red goal: Floor 25
This floor has 3 goals. The goals race away from you and you must try to catch-up with them. At the start if you turn right and fall off the track you should land further down. Now the goals will be traveling toward you making it easier to get the red goal.
# Super NES Programming

This book is an open work designed for people interested in learning to program for the Super Nintendo Entertainment System and assumes some basic knowledge on how to program in assembly language, use a command prompt and emulator.
This book will cover how to write programs for the Super Nintendo Entertainment System. As the CPU of the SNES has a 65c816 core, programming for the SNES is done with 65c816 assembly language.
If you find any problems with terms or concepts, you can contribute an explanation to it. Feel free to participate and fix errors; you are welcome to do so.

## Part One: Tutorials

* Introduction to 65816 assembly
* Initializing the SNES and changing the background color
* DMA transfer
* Using tiles and palettes
* Creating graphics for your SNES programs
* Loading SPC700 programs for the SNES sound co-processor
* Using Pointer Tables
* Joypad Input
* Using the Super FX chip

## Programming Techniques

* multiplication
* Animated Sprites
* Platform Physics
* Multijointed Sprite Bosses
* How NOT to cause slowdown

## Appendices

* Technical specifications
* Memory map
* 65c816 reference
* SPC700 reference
* Homebrew Super NES games
* SNES Emulators
* SNES hardware registers
* Snes_Init.asm Code

## Tools

* The WLA-65816 Micro Assembler is an open-source, cross-platform 65816 assembler used for these tutorials.
* Geiger's debugging version of Snes9x lets you step through a SNES ROM's execution, set breakpoints, examine audio and video memory, and more. Only available for Windows.
* higan (formerly bsnes) is an SNES emulator written by byuu that strives for more exact hardware emulation. It strays away from using ROM-specific hacks and the like, but requires higher machine specs than other emulators.

## Resources

* SNES Development Wiki Technical Documents, Tutorials and References
* Vintage Dev (broken) is a great set of in-depth SNES programming tutorials & tools. Vintage Dev at Wayback Machine (archived January 20, 2010)
* #snesdev, a Super NES development channel on the EFnet server. (on IRC)
* Some SNES technical documents
* ROMhacking.net has a variety of documents on assembly programming, SNES hardware info, and sample source code!

## Contributors

Put your name here if you have contributed to this Wikibook.
* Snarius --Started this book, wrote most of it.