OpenLLM-France/wikimedia huggingface dataset:
# Celestia/Development/MacOS platform
## Install XCode Tools

If you've not already done so, install Xcode 10 from Apple.

## GitHub

Before compiling Celestia, you must obtain the source code. The very latest source code is kept in Celestia's GitHub repository. You can get the source code by following these instructions:
* Open Terminal
* See if Git is installed on your system. Type "git" in the terminal (without the quotes.) If you get a "command not found" error message, you need to install Git. See this guide for information on installing Git on Mac OS X.
* Type, or paste in: git clone https://github.com/CelestiaProject/Celestia.git
* Wait for a while, until the download is complete.
* cd Celestia and follow instructions from https://github.com/CelestiaProject/Celestia/blob/master/INSTALL.md
# Celestia/DSC File
## Introduction

This is a brief description of the parameters recognized by Celestia in DSC files (Deep Space Catalogs). DSC Galaxy functionality underwent a substantial improvement in Celestia v1.4.1 when compared to the previous versions of Celestia.
A DSC catalog file can be used to describe four classes of objects: OpenCluster, Globular (i.e. Globular Cluster), Nebula or Galaxy.
A DSC object definition consists of its class, a quoted name, and its parameters enclosed in braces:
Unlike STC and SSC files, DSC files don't support Modify and Replace directives, so to modify an object defined in a DSC file you have to edit the original file.

## List of Parameters

Class:
* OpenCluster "name"
* GlobularCluster "name"
* Nebula "name"
* Galaxy "name"
Location:
* RA f, Dec f, Distance f
or
* Position [f f f]
Orientation:
* Axis [f f f]
* Angle f
Size:
* Radius f
Information:
* InfoUrl "URL"
Appearance:
* Mesh "filename"
* Type "string"
* CustomTemplate "filename"
* AbsMag f or Appmag f
# Celestia/Development/Win32 platform/Tortoise CVS

This page is obsolete. Celestia code development now uses Subversion (SVN). CVS no longer works. For details of building Celestia under Windows, please read the page Windows XP 32bit & Windows 7, 64bit
Acquiring Celestia CVS with TortoiseCVS (by Wcomer)
Celestia no longer uses CVS. Use ToroiseSVN instead.
* Download the latest version here: (1-2 min, 3.7 MB) http://www.tortoisecvs.org/download.shtml
* Follow the TortoiseCVS installation instructions. Note – you may be asked to reboot your machine but in my experience this wasn’t necessary.
* Create a new folder on your hard drive. Mine is called “C:\TortoiseCVS”. This will be your CVS repository
* Right-click your CVS repository folder and select “CVS Checkout”. If you do not see this option, then you must reboot your machine and try again.
* Enter “:pserver:anonymous@celestia.cvs.sourceforge.net:/cvsroot/celestia” as your CVSROOT. This should cause several other fields to fill in:
** Protocol - “Password server (:pserver:)”;
** Server – “celestia.cvs.sourceforge.net”;
** Repository folder – “/cvsroot/celestia”;
** User name – “anonymous”.
* Enter “celestia” as your Module.
* Press OK. Now the CVS client will attempt to download the Celestia source code. Expect the download time to be about 20 minutes mostly because the CVS server is a bit slow. If it is successful then there will be a subfolder called “celestia” within your CVS repository which will contain the current Celestia CVS archive.
** The checkout process may timeout, especially if you started it during a time of heavy traffic (that's late in the evening if accessing from Europe). You can continue the checkout at any time. Tortoise will restart with the incompletely checked out directory.
** If you normally use a dialup modem, you may safely do the initial checkout at an external broadband access and then copy the complete CVS directory to your local computer. Tortoise marks all CVS directories and will recognize the copied one instantly. Subsequent checkouts are usually only some dozen kB in size, and can be easily accessed from a dialup line.
Also, download the Windows-specific shared libraries that aren't included with Celestia on SourcForge. The libraries for use with Visual Studio 2003 are at http://shatters.net/celestia/files/winlibs-new.zip Unzip these files and put them in a directory with the other library files.
# Donkey Kong 64/Items

* Golden bananas
* Coloured bananas: Yellow, red, purple, blue, green.
* Coins: Yellow, red, purple, blue, green.
* Ammo/bags of ammo: Coconuts, peanuts, feathers, grapes and pineapples.
* Headphones: Gives power to musical instruments.
* Magic Gems: Gives power to Cranky's barrel moves.
* Melons: Health.
* Blueprints: Acquired by defeating a Kasplat.
# Donkey Kong 64/Worlds/Jungle Japes/Donkey Kong
## Golden Bananas

Banana 1: The first banana is right in front of Diddy's cell. Just swing on a couple of vines and you got your first banana.
Banana 2: Now its time to get Diddy out of his cell. First you will need DK's coconut shooter, which is purchased for three yellow coins (see below if necessary). There will be 3 coconut switches: 1 on each door. Shoot them and Diddy is free, he will leave a banana and join your party.
Banana 3: This one involves rambi the rhino, get him and charge down the 4 huts. 1 contains a dk button, pound that and a banana will pop up near the start of the level. Get the banana and only 2 more to go.
Banana 4: Banana 4 involves the dk pad move that Crankey teaches you. Swing on some vines and the pad will take you to a barrel blast course. Complete that to get the banana.
Banana 5/blueprint: The kasplat is in a cave you unlock when you get banana 2. Destroy that and the blueprints yours.

## Yellow banana locations

* 5 bananas: At the start, where you swing across the vines.
* 5: At first bananaport #3.
* 13: Near snide's HQ.
* 5: Climb the tree near the armory.
* 10: In a balloon Circling around stone near first bananaport #3.
* 5: At second bananaport #3.
* 5: From the armory, jump across the vines, and climb the tree.
* 3: On approach to Diddy kong.
* 9: Leading to cranky's lab.
* 10: Baloon outside cranky's lab
* 5: Before Army Dillo's portal, accessed from the central area by climbing trees.
* 5: In Barrel Blast Minigame

## Yellow coin locations

* 3 coins: After opening the gate at the start
* 3: Near the yellow blueprint
* 3: Between the vines when taking the right path from the opened gates after rescuing Diddy.
* 3: Behind Rambi's box.
* 3: Near barrel blast minigame
* 2: In Barrel blast minigame
# Donkey Kong 64/Worlds/Jungle Japes/Diddy Kong

Banana 1/blueprint: The other cave has Diddy's Kasplat. Defeat him and you are done.
Banana 2: The second one needs you to pound Diddy's switch. It sounds simple, but the banana is next to Funky's armory and you only have 50 seconds to grab it. Use the banana warps to your advantage and grab it.
Banana 3: This involves Diddy's Weapon the peanut popguns, and Cranky's move. Shoot the peanut switch and make your way up the appearing walkway. Go through the gap in the mountain to reveal a mineshaft. In the mineshaft, there's a tunnel. Going through this will lead to a gate. Chimpy charge at the piece of loose fencing and defeat the clomp. There will be a lowered button which when charged into will have a shaft appear. Pound the switch, defeat the clomps, and walk into the shaft. After this, there will be a minecart mini-game, complete that and the banana is yours.
Banana 4: In the shaft there will be a bunch of crates. Jump on those and there will be a peanut switch. Shoot that and a walkway will appear for 30 seconds. Go across and pound the switch to make the banana appear. After getting banana 3, go to the top of the mountain to grab it.
Banana 5: In the entrance cave there are 2 peanut switches. Shoot them to reveal a new area. Grab the banana and Diddy's done.
# Donkey Kong 64/Worlds/DK Isles/Diddy Kong
## Golden Bananas

* Banana 1/blueprint: The other cave has Diddy's kasplat. Defeat him and you will be done.
* Banana 2: the second one needs you to pound Diddy's switch. Sounds simple, but the banana is next to Funky's armory and you only have 50 seconds to grab it. Use the banana warps to your advantage and grab it.
* Banana 3: This involves Diddy's weapon the peanut popguns and Cranky's move. Shoot the peanut switch and make your way up the appearing walkway. Go through the gap in the mountain to reveal a mineshaft. In the mineshaft there's a tunnel, go through that and there's a gate in the way. Use Chimpy to charge at the peace of loose fencing and defeat the clomp. There will be a low button, charge into that and a shaft will come available. Pound the switch, defeat the clomps, climb the machinery and walk into the shaft. After there will be a mine cart minigame, complete that and the banana is yours.
* Banana 4: In the shaft there will be a bunch of crates. Jump on those and there will be a peanut switch. Shoot that and a walkway will appear for 30 seconds. Go across and pound the switch to make the banana appear. After getting banana 3 go to the top of the mountain to grab it.
* Banana 5: In the entrance cave there are 2 peanut switches. Shoot them to reveal a new Area. Grab the banana and Diddy's done.

## Red Bananas

* 5: At the level start, on the ground.
* 7: Near upper bananaport #2
* 10: At the top of the spire.
* 10: Underwater, near bananaport 4
* 20: Trees in the Diddy cage section, on the ground level. 5 for each tree other than the left-most one.
* 3: Near Red blueprint
* 5: Enter the spire, and check the water flow.
* 5: Within the spire, next to the peanut switch.
* 5: In spire conveyor belt area, at bottom of conveyor.
* 10: In spire conveyor belt area, in a balloon.
* 10: In side room in the tunnel after start area, in balloon

## Red coins

* 3: Underwater, to the left.
* 2: Collected when using the cannon to approach Diddy's cage
* 3: Near Red blueprint
* 1: Within spire, after crossing the 30-second bridge.
* 1: Within spire, on coal pile.
* 1: In mine area, below conveyor belt.
* 3: In side room in the tunnel after start area
# Donkey Kong 64/Characters

* Donkey Kong: Collects yellow coins and bananas.
* Diddy Kong: Collects red coins and bananas.
* Tiny Kong: Collects purple coins and bananas.
* Lanky Kong: Collects blue coins and bananas.
* Chunky Kong: Collects green coins and bananas.
* K. Rool: The main bad guy in the game.
* K. Lumsy: Opens up all the new worlds.
* Cranky Kong: Teaches you new moves.
* Funky Kong: Gives you weapons, ammo and ammo upgrades.
* Candy Kong: Gives you musical instruments and health upgrades.
* Snide: Trades you golden bananas for blueprints, one Golden Banana per Kong in each level.
# C Sharp Programming/Keywords/get

The special identifier get is used to declare the read accessor for a property.
C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |
# C Sharp Programming/Keywords/group

The group and by contextual keywords are used to combine a set of records in a query, e.g., 'group item by category'.
C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |
# C Sharp Programming/Keywords/from

The from contextual keyword is used to begin a query, e.g., 'from item in dataset'. Immediately following the contextual keyword from is a range variable representing one item in the dataset. The dataset to be queried is defined immediately following the contextual keyword in. See also ascending, descending, in, orderby, select, and where.
C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |
# C Sharp Programming/Keywords/implicit
### General

When values are cast implicitally, the runtime does not need any casting in code by the developer in order for the value to be converted to its new type.
Here is an example, where the developer is casting explicitly:
The developer has told the runtime, "I know what I'm doing, force this conversion."
Implicit casting means that runtime doesn't need any prompting in order to do the conversion. Here is an example of this.
Notice that no casting was necessary by the developer. What is special about implicit is that the context that the type is converted to is totally lossless, i.e. converting to this type loses no information. So, it can be converted back without worry.

### Keyword

The keyword implicit is used for a type to define how to can be converted implicitly. It is used to define what types can be converted to without the need for explicit casting.
As an example, let us take a Fraction class, that will hold a nominator (the number at the top of the division), and a denominator (the number at the bottom of the division). We will add a property so that the value can be converted to a float.
To re-iterate, the value it implicitally casts to must hold data in the form that the original class can be converted back to. If this is not possible, and the range is narrowed (like converting double to int), use the explicit operator.
C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |
# C Sharp Programming/Keywords/in

The in keyword identifies the collection to enumerate in a foreach loop.
The in keyword may also be used in a query, e.g., 'from item in dataset'. Immediately following the contextual keyword from is a range variable representing one item in the dataset. The dataset to be queried is defined immediately following the contextual keyword in. See also ascending, descending, in, orderby, select, and where.
C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |
# C Sharp Programming/Keywords/foreach

The foreach keyword identifies a foreach loop.
C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |
# C Sharp Programming/Keywords/global

The global keyword is useful in some contexts to resolve ambiguity between identifiers. If you have a conflict between a class name and a namespace, for example, you can use the global keyword to access the namespace:
global does not work in the following situation, however, as our System class does not have a namespace:
C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |
# C Sharp Programming/Keywords/goto

The goto keyword returns the flow of operation to the label which follows it. Labels can be created by putting a colon after any word. e.g.
The use of goto is very controversial, because, when used frivolously, it creates code that jumps from place to place and is disorganized and hard to read. It is rarely even necessary because the same thing can often be accomplished with a more organized for loop or while loop.
C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |
# C Sharp Programming/Keywords/if

The if keyword identifies an if statement with the following syntax:
    if-statement ::= "if" "(" condition ")" if-body ["else" else-body]
    condition ::= boolean-expression
    if-body ::= statement-or-statement-block
    else-body ::= statement-or-statement-block
If the condition evaluates to true, the if-body executes. Curly braces ("{" and "}") allow the if-body to contain more than one statement. Optionally, an else clause can immediately follow the if-body, providing code to execute when the condition is false. Making the else-body another if statement creates the common cascade of if, else if, else if, else if, else statements:
The boolean expression used in an if statement typically contains one or more of the following operators:
| Operator | Meaning | Operator | Meaning |
| < | less than | > | greater than |
| == | equal to | != | not equal to |
| <= | less than or equal to | >= | greater than or equal to |
| && | and | || | or |
| ! | not |
See also else.
C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |