OpenLLM-France/wikimedia huggingface dataset:
# SimCity and Urban Planning/Introduction

Given the potential use of SimCity games in urban planning courses, this book will explain how various real-life planning concepts have been incorporated into the game. For game-players, this will add depth to the explanations of elements of the game. For educators and students, this will allow this book to function as a 'study-guide' for courses which use SimCity to introduce basic concepts of urban planning, design, as well as government, and fiscal management. So, for example, the section on Building Transportation will include a description of the importance of transport planning in real-life urban planning, as well as its incorporation into SimCity.
* Note for SimCity4 users
* Many tactics used in older SimCity games (SC2K, SC3K) do not apply to Sim City 4 (SC4) and later games.
* Although most of the basic concepts are still there, many parts of the game are completely different. See "SimCity 4 Concepts" for more info.
# SimCity and Urban Planning/Municipal Infrastructure

Municipal infrastructure typically includes transportation, sewer, reservoir, potable water supply systems, police stations and local jails, and other infrastructural capital - the built environment - under the jurisdiction of a municipal government or other local government.
The terms urban infrastructure and rural development are often used interchangeably but imply either large cities or developing nations' concerns respectively. The terms public infrastructure or critical infrastructure are also used interchangeably but suggest the inclusion of some facilities like hospitals, banks and concerns like national security and terrorism which are not under the mandate of municipal officials alone.
Typically, infrastructure in the urban context denotes two general groups of support systems: transportation modalities (roads, rail, etc.) and utilities. These typically compose both public and private systems, and some ambiguously held in common.
Infrastructure may also refer to necessary municipal or public services, whether provided by the government or by private companies. If provided by nature, e.g. the flow of a river, they are called nature's services and are distincted (at least in economics) as the product of natural capital. This may be augmented or directed by infrastructural capital, e.g. a dam or canal or irrigation ditch. In general what is called infrastructure tends to be very embedded in the natural landscape and cannot be moved from place to place. Even municipal services rely necessarily on fixed locations, e.g. fire stations in central positions in a city, radio towers on tall buildings, etc.
Beyond transport (which is discussed in another chapter), Urban infrastructure includes:
* Public utilities
** Electricity
** Natural gas
** Coal delivery
** Water supply
** Sewers
** Telephone service
** Radio and television bandwidth allocation
** Cable television service
* Public services
** Fire service or fire department
** Flood protection
** Police protection
** Waste management
* National Services
** Defense
** Monetary systems or currency, including the minting of coins, and printing and backing of banknotes.
** Postal system
* "Soft Infrastructure" is a term that denotes institutions that maintain the health and cultural standards of the population. Principally, this refers to:
** Public education
** Public health systems including public hospitals
** Public libraries
** Social welfare

### In SimCity

A key aspect of SimCity is building tiles representing different utilities, public services, and soft infrastructure.
# Scriptol
## Table of Contents

* The Scriptol Programming Language
* If Control Structure
* For In
* While Let
* Scan By
* Xml or class
# Scriptol/If Control Structure
## If Control Structure
### Common syntax

For a conditional process, the statement is a "if" keyword, followed by a boolean expression, a list of statements to execute or no, depending of the condition, and the "/if" keyword.
Introducing an alternative by the "else" keyword: when the condition is false, another list of statements may be processed.

### One-line structure

When the body of the structure is just one statement, and not another structure, the syntax may be shortened to only a single line.
If the statement is not a command as "print", "break", "continue" etc..., the "let" keyword is required.

### Composite if

The structure may be extended into a more powerful construct that is both an "if" and a "switch case" structure, even more advanced than the C counterpart since you can test any type of variable.
# Scriptol/The Scriptol Programming Language
## The Scriptol Programming Language
### A clean syntax

C++ syntax:
Scriptol syntax:
Scriptol doesn't need for semi-colon et end of statements. The end of line is also the end of statement unless several statements fits on a same line, in this case they are separated by semi-colons. If an instruction fits on two lines, the compiler recognizes the instruction.

### Objective design

Unlike C that was designed with limited hardware in mind, Perl that has added features day after day, and other languages that depends upon the fantasy of the author, Scriptol apply objectives rules, and it near the more used syntax in computer world, the xml one... Xml is tagged and has as C one-line syntax. Scriptol has one-line syntax, (see above) and is tagged:

### Universal operators

Some programming languages use the same operator for unrelated things. For example, The C programming language uses the "*" operator for both "deferencing" and "multiply". The C programming language uses the "&" for both "address-of" and "binary and".
Scriptol tries to avoid such confusion by making each operator mean something very similar in all the different ways it is used.
For example, the range operator " .. " is used:
* as the range in the "for" loop (see above).
* as an interval of an array or a dictionary (see array).
* as a range in an expression:

### Types from the real word

In the 1970s, C and Pascal invented types that were related to hardware: char, long, short, char *, float, etc...
Scriptol uses types related to the real word: text, number, integer, natural, real, array, dict, dir, etc...

### Readability

A complicated and unreadable part of C++ code...
may be replaced by a single and clear Scriptol statement.
# Scriptol/Xml or class
## Xml or class
### Common class

Scriptol is object-oriented and has classes and inheritance. Defining a class is easy. Example of a very simple class.

### Xml

But Scriptol has also xml. Defining a xml document is simple also.

### Using Xml

Classes are used directly or by creating an instance, and making reference to attributes or calls to methods.
Using Xml is not different. You can define how many instances of xml documents you want, and modify the content of each of them. The content of elements or attributes may be assigned, and elements and attributes may be added of removed.

### Importing xml document

Xml is mainly useful for performing processes on documents produced by various tools, word processors, spreadsheets, etc....
To load such documents, Scriptol integrates a sax parser. You have just to declare a xml document, load le xml file, and you can use the document as a class declared in the source.

### Iterator

Iterator on xml document is as iterator on array, plus the down and up methods. Iterator allows to parse an entire xml document or just sub-elements of of an element.
# Scriptol/While Let
## While Let
### Common syntax

To increment a variable, Scriptol uses x + 1. This could not work in C and other languages.

### Infinite loop in C

The C and C-like languages (C++, Java, C#) leads easily into infinite loop. Here hare two simple examples.
Perhaps you have instantaneously noticed it (and perhaps no), but the construct is bad, due to the semi-colon after the condition!
Another example without the misplaced semi-colon:
# Scriptol/For In
## For In
### Common syntax

The standard syntax assigns a variable with the elements of a range, and Scriptol writes a range as it is commonly written, with a double dot between two values (or variables).

### One-line syntax

If the body of the structure is only one statement, a simplified syntax is used.

### For in list

The for control structure may scan an interal as above, but also a text or an array.
# Scriptol/Scan By
## Scan By
### Common syntax

The scan control structure allows to parse one or several arrays, and to apply a process onto each element of the array(s).
scan a
/scan
The current element is denoted by an empty indice.
Example with two arrays:

### Scan with a function

You can apply instead a predefined function. The argument of the function is an element of the array.
If you use several arrays, the number of argument of the function must be the number of array.
# Seam

Seam is a Java application stack, developed by JBoss, geared primarily towards the development of web applications. Its primary purpose is to pull together JavaServer Faces and Enterprise JavaBeans 3.0 by removing all of the "plumbing" code.

## Table of contents

* Setting up your environment
* Creating a project
* Your first application
# Seam/Creating

* In Eclipse, use the wizard to create a new Seam project called "myProject", make sure to choose "EAR" as the project type, as WAR files do not support EJB3
* Eclipse will create four separate projects
** myProject
** myProject-ear
** myProject-ejb
** myProject-test
* Of these, only two areas are, for now, of interest to us
** The "WebContent" folder in the "myProject" project
*** This will contain all your JSF pages, images, CSS files etc. Basically, everything to do with the UI.
** The "ejbModule" folder in the "myProject-ejb" project
*** This will contain all your Java classes.
*** Although there is a SRC directory under the "myProject" folder, you can't use classes there as fully working Seam components
*** Since most of the classes should be regarding business logic or persistance, they should be EJBs anyway
* To help clear some of the clutter set the filter to hide "Libraries from external"
* Turn off the Hibernate logging by opening "persistence.xml" (located in myProject-ejb --> ejbModule --> META-INF) and setting the property "hibernate.show_sql" to "false". You don't have to do this, but I find Hibernate to be pretty chatty and the messages usually don't help me much. You can always turn it back on later if needed.
# Super Mario Sunshine/Controls
## Basic Controls

| Control | Action |
| Control Stick | Move Mario / move Yoshi |
| A | Jump / swim |
| B | Body Slam / swim down / pick up / throw / talk The action of B differs depending on the situation - it can also be used to pull items, open doors and more. |
| C-Stick (left and right) | Rotate camera |
| C-Stick (up and down) | Zoom in / zoom out |
| X | Switch nozzle (FLUDD) |
| Y | Fix camera over Mario's shoulder (Mario-Cam) |
| L | Center camera behind Mario |
| R | Use FLUDD - Press lightly to squirt while running, press down fully to stand and aim the spray. |
| Z | Guidebook |
| Start | Pause / menu |

## Special moves

| Control | Action |
| L + Control Stick (left or right) | Sidestep |
| Control Stick + A + A + A | Triple Jump While running do a normal jump, then just as you land do another jump, then as you land do a third jump; the last jump will be a somersault. |
| Control Stick (rotate) + A | Spin Jump Rotate stick at least once then jump to perform this move. |
| A + L | Ground Pound In mid-air after jumping, press L to perform this move (also works in mid-air while falling). |
| A (while against a wall) | Wall Kick Jump toward as wall and press A when against it to jump backwards off the wall. Can be done many times in a row. |
| Control Stick (left or right) + A | Side Somersault (sometimes called back-flip) Simply move Mario the opposite direction to where he is facing and immediately press A. |
| Control Stick + B | Slide |
| Control Stick + B (wet ground) | Slip Slide, slide a long way fast. |
| Control Stick + B + A | Front somersault Repeat this to have Mario move a bit faster. |

## Using FLUDD

| Control | Action |
| R while in water | fill up FLUDD's tank |
| X | Switch between primary and secondary nozzle |
| R + Control Stick | Aim squirt |
| Y then R | Mario-Cam squirting |
| R + A | Back somersault |
| R + A while jumping | spam spray |
| spin then R | Sprinkler Squirt in a circle |
| spin then R then press A | Sprinkler Spin Jump |
| L + R + Control Stick (left or right) | Sidestep squirt |
| R while hanging from a rope, then A | Super Whirl Jump |

## Riding Yoshi

| Control | Action |
| Control Stick | Move |
| A | Jump |
| B | Eat fruit / enemy |
| X | Dismount |
| R | Spit juice (after eating fruit) |
| A then L | Ground pound |
# Super Mario Sunshine/Bosses

These are the bosses whom Mario fights in Super Mario Sunshine. Their sections are listed in the same order as the levels in which they appears.

## Polluted Piranha

Polluted Piranhas are gate keepers or creatures that live inside goop blotches. They are only awakened by certain parts in goop. Find a part on an island with sludge. Erase as much goop as possible before you hit something that sparks. Keep shooting it until the slimy plant has arisen for revenge. There are three types: One made of magic goop that is standard, one made of muddy goop that will occasionally spit out mud balls, and an inky one, which will go down into the inky goop after three hits, but then will release an army of Swooping Stus and will need three more hits.

## Petey Piranha

He sometimes is an easy boss. He is the biggest Piranha Plant baby ever born. He likes to vomit up goop and throw tornadoes at enemies, especially Mario.

## Gooper Blooper

A larger form of a Blooper with a cork in its mouth. It appears as a boss in both Ricco Harbor and Noki Bay.

## Wiggler

A giant green caterpillar who wrecks havoc on Gelato Beach.

## Mecha Bowser

A boss fought in Pinna Park. The machine is under Bowser Jr.'s control, and it attacks by breathing fire from its mouth and launching Bullet Bills.

## Eely-Mouth

Eely Mouth is a giant boss located deep within the waters of Noki Bay. Its poisonous breath is polluting the waters of Noki Bay, so in one mission, Mario has to battle Eely Mouth and clean its teeth with FLUDD. In the battle, Eely Mouth oozes toxic bubbles from its eyes that can damage Mario. However, using FLUDD on the bubbles can detoxify them and restore Mario's health. Once all of Eely Mouth's teeth have been cleaned, he retreats, and Mario is given a Shine Sprite.

## Phanta Manta

A giant paper thin manta ray that spreads electric goop in Sirena Beach.

## Shadow Mario

A mysterious doppleganger of Mario who has polluted Isle Delfino. In every level (except Corona Mountain), there is a mission in which Mario has to chase after Shadow Mario and spray him with water. If done enough, Mario earns a Shine Sprite. Shadow Mario is also encountered a few times on Isle Delfino, where he carries a Yoshi Egg or one of FLUDD's attachments instead of a Shine Sprite.

## King Boo

A giant boo that haunts the basement of the Sirena Beach casino.

## Bowser

The Final Boss in the game he is also partnered up with Bowser Jr. who caused the crime and made Shadow Mario and the graffiti. They are at Corona Mountain. To defeat them run to each of the five corners and keep spraying Water.
# Super Mario Sunshine/Corona Mountain blue coins
## After the 1-Up

After the 1-Up mushroom placed on the broken sidewalk, there should be another broken sidewalk with the blue coin in plain sight.

## After using the boat

Before getting off the boat, there are 9 blue coins placed around the sidewalk with the Rocket Nozzle box on it. You can use your boat to get all of these, however, it is fairly hard, and will probably take you more than one attempt. Another method to getting these coins is using the Hover Nozzle to get to the desired blue coin, die, and repeat the process. To do this method, make sure you always grab the 1-Up placed on the broken sidewalk.

## List

* If you keep going along the path, there is a blue coin on a platform.
* Using the boat, get to the end of the mountain, but don't crash it. Get all the outer coins first. Now, get all the coins in the inner area. If you crash at this point, that's OK. Just go to the platform. Hover-but don't jump-to the blue coins and then hover back.
* Same as above.
* Same as above.
* Same as above.
* Same as above.
* Same as above.
* Same as above.
* Same as above.
* Same as above.
# Super Mario Sunshine/Blue Coins

Blue Coins are not simply coins that are blue; for every ten that you collect, a Shine Sprite is waiting as your reward. There are many blue coins spread out around the game; you'll find them inside zones and out in the streets of Delfino. There are 240 blue coins to be found throughout the game (20 in Delfino Plaza, 10 in Corona Mountain, and 30 in each of the 7 areas of the game).
Take your hard earned collection to the bear in the boathouse (the portal to Ricco Harbor) to buy Shines with them. You'll need 10 Blue Coins for a single Shine.
Head to one of the following pages for more information on how many blue coins there are in that area and how to acquire them.
* Delfino Plaza
* Bianco Hills
* Ricco Harbor
* Gelato Beach
* Noki Bay
* Pinna Park
* Sirena Beach
* Pianta Village
* Corona Mountain
# Sport Innovation/TI Network/BMC 3

Week 3 - Customer Discovery Business Model Canvas
Attached on the right hand side of this page is the Week 3 - Customer Discovery Business Canvas Model. (Enlarge the attached Business Model Canvas by left-clicking on the enlarge symbol in the lower right hand corner of the photo. Then click on Full Resolution.)
This is the revised Business Canvas Model due to the responses received from the Week 2 Questionnaires and Interviews.
The main change made to the Business Model Canvas was increasing the 15 day free trial period to 30 days based on the responses received. Responses continued to indicated that while the customers are willing to pay $20 to sign up, they would be more incline to sign up if the athletes were able to experiment and become more familar with the recruitment website.
In addition, based on the responses received, it was evident that increased marketing funding should be allocated to less developed countries due to the country's accessibility to the Internet.
Evolution of the Business Model Canvas for Talent Identification Network(TTIN.COM) during Customer Discovery
BMC Week 4
# Sport Innovation/TI Network/BMC 2

Week 2 - Customer Discovery Business Model Canvas
Attached on the right hand side of this page is the Week 2 - Customer Discovery Business Canvas Model. (Enlarge the attached Business Model Canvas by left-clicking on the enlarge symbol in the lower right hand corner of the photo. Then click on Full Resolution.)
This is the revised Business Canvas Model due to the responses received from the Week 1 Questionnaires and Interviews.
The main change made to the Business Model Canvas was implementing a $20 one time sign up fee based on the responses received. Responses indicated that $30 was too expensive for High School, College Athletes and Amateur Athletes.
Evolution of the Business Model Canvas for Talent Identification Network(TTIN.COM) during Customer Discovery
BMC Week 3
# Sport Innovation/TI Network/Summary

Customer Discovery Process Summary
Through the Customer Discovery Process, information and responses were analyzed on a weekly basis that provided TTIN.com meaningful insight to making the recruitment website more efficient and effective to not only the Athletes, but the Sponsors and Sports Organisations as well.
The main feedback received was regarding:
- The cost and free trial period of the service.
- Further development and understanding of the customer segments; Professional Athletes in particular.
- The determination that additional funds need to be allocated to less developed sporting countries.
From the aforementioned feedback, week by week, TTIN.com continued to revised and update the Business Model Canvas to reflect the customers' comments.
TTIN.com understands that while the 30 interviews conducted over the 4 week period was very beneficial to the development of the recruitment website service, more research still need to be conducted.
The next steps TTIN.com will be taking regarding the Customer Discovery Process are as follows:
- Continue to gain feedback from amateur and professional athletes.
- Begin the Customer Discovery Process towards Sponsors. Get a better understanding of the types of personal customizations and specifics they would appreciated from TTIN.com
- Begin the Customer Discovery Process towards Sports Organisations. Get a better understanding of the types of personal customizations and specifics they would appreciated from TTIN.com
Once the above 3 step are completed and the data and responses are analyzed, TTIN.com feels a strong foundation and understanding of all customer segments and value propositions will exist; thus making it a possible time to test out the website.
All in all, this 4 week Customer Discovery Process was exciting and advantageous to the progress of TTIN.com. Only time and additional Customer Discovery will tell what the final product / service TTIN.com will become.
TTIN.com is optimistic about the future and the possibility of assisting High School, College, Amateur and Professional Athletes reach and exceed their goals throughout their sporting careers.
External Links
TTIN Official Site
# Sport Innovation/TI Network/BMC 5

Post - Customer Discovery Business Model Canvas
Attached on the right hand side of this page is the Post-Customer Discovery Business Canvas Model. (Enlarge the attached Business Model Canvas by left-clicking on the enlarge symbol in the lower right hand corner of the photo. Then click on Full Resolution.)
This is the Final Business Canvas Model after all Customer Discovery was completed.
No changes were made from the Week 4 responses. The Week 4 responses only reinfroced the changes previously made throughout the earlier weeks of the Customer Discovery Process.
Recap of the changes made due to the Customer Discovery Process (Week by Week):
Pre - Customer Discovery
- No Change.
Week 2
- Established a one time sign up fee of $20 for all athletes.
Week 3
- Increased the free trial period from 15 day to 30 days.
- Determined that added funds from the marketing cost structure should be allocated to less developed countries.
Week 4
- Revised and updated the Professional Athletes Customer Segment to only those looking for sponsorship.
- Increased the one time sign up fee from $20 to $30 for professional athletes due to the responses that professional athletes would be willing to pay / invest more into their careers.
Post Customer Discovery
- No change.
Conclusions and Future Steps
Customer Discovery Process Summary
# Sport Innovation/TI Network/BMC 1

Pre - Customer Discovery Business Model Canvas
Attached on the right hand side of this page is the Pre-Customer Discovery Business Canvas Model. (Enlarge the attached Business Model Canvas by left-clicking on the enlarge symbol in the lower right hand corner of the photo. Then click on Full Resolution.)
This is the original Business Canvas Model before the Customer Discovery Process was conducted.
As each week of Customer Discovery and Research is conducted, the Business Model Canvas will be updated and revised accordingly.
Those revised Business Model Canvas can be located on the Main Page under the links:
- BMC Week 2
- BMC Week 3
- BMC Week 4
- Post CDP BMC
Evolution of the Business Model Canvas for Talent Identification Network(TTIN.COM) during Customer Discovery
BMC Week 2