OpenLLM-France/wikimedia huggingface dataset:
# Adventist Youth Honors Answer Book/Nature/Cats/whiskers

Cat's whiskers are connected to sensitive nerves, and act like extra fingers for feeling things. The whiskers on the cat are specialized sensory hairs grouped in three specific locations on the cats head. The supercilary whiskers are positioned above the eyes, the genal whiskers to the rear of the cats cheek area and the mystacial whiskers, which are the longest and most prominent are located on either side of the cat's muzzle. The mystacial whiskers are primarily used as an alternative sensing mechanism when the eyes are no longer effective (i.e. in the dark). It is now believed that there is a link between sensory and visual input in the cat and that a degree of parallel processing takes place within the brain. This can be demonstrated by simply touching the end of the whiskers – the automatic response is for the cat to blink.
The extreme sensitivity of the hairs can register very small changes in air pressure thus enabling the cat to avoid objects while moving around in the dark. It is thought that the whiskers may also be used to establish the position of prey and to help locate the exact position for the killing bite.
Interestingly, cheetahs, who mainly hunt by day, have less developed whiskers than many other 'night hunting' cats.
Cats are able to change the position of their whiskers depending on what they are doing - at rest the whiskers are elongated, at 90% to the head, whilst when walking they are tilted forward to aid their sensing ability.
# Adventist Youth Honors Answer Book/Nature/Cats/ears

Cats have hair on the inside of their ears to catch debris. Also, their ears can be folded down flat.
# Adventist Youth Honors Answer Book/Nature/Cats/eyes

Cat's pupils are wide open in the dark, and contract to slits when exposed to the light. The back of the eye is coated with a reflecting surface. In low light levels the cats pupil must be able to open as wide as possible, but also be able to contract to very small size to protect the sensitive retina in bright sunlight. In human eyes, this size variation of the pupil is controlled by a circular ciliary muscle, but this limits the amount of size variation. In cats however, the same process is controlled by two, shutter-like ciliary muscles, which gives the cat it’s characteristic slit-like pupil in bright light conditions. All cats pupils are therefore elliptical. However, the pupils of some (notably the ‘Big Cats’) appear more circular when dilated.
# Adventist Youth Honors Answer Book/Nature/Cats/paws

Cats have five toes on each of the front paws, and four toes on each of the back paws. Their claws are retractable, and they have soft pads on the bottom of each paw.
# Adventist Youth Honors Answer Book/Nature/Cats/King of beasts

The lion is known as the king of the beasts. This goes back as far as recorded history, for the Greek word for lion is translated as king in Latin. The lion gets this distinction because it fears no other animal. It is also said that the lion is named king of the beasts because of its courage and loyalty. Its courage cannot be doubted, but a lion is not particularly loyal. Male lions are known to take over another male's pride of females by chasing away (or killing) the resident male(s). They often form coalitions of two to five males and work together to oust other males. When they succeed in doing this, they then kill any cubs in the pride so that the females will be receptive to breeding sooner. The females sometimes attempt to defend their cubs, but this is rarely met with success. These coalitions of males do not limit their activities to a single pride either. A coalition may dominate several prides within their range. Not exactly a model of loyalty! (But then again, neither are human kings).
# Aros/MissingFunctionaility

This Page lists all known missing/incomplete features of AROS compared to AmigaOS3.1.
See here http://aros.sourceforge.net/introduction/status/amigaos.php and http://aros.sourceforge.net/documentation/developers/roadmap.php
Presently, the following are known to be missing...
While the following areas are incomplete ..
If you know that something has been corrected please update this page!
# Aros/Developer/ZuneMCC

* Navbar for the Aros wikibook
* Aros User
* Aros User Docs
* Aros User FAQs
* Aros User Applications
* Aros User DOS Shell
* Aros/User/AmigaLegacy
* Aros Dev Docs
* Aros Developer Docs
* Porting Software from AmigaOS/SDL
* For Zune Beginners
* Zune .MUI Classes
* For SDL Beginners
* Aros Developer BuildSystem
* Specific platforms
* Aros x86 Complete System HCL
* Aros x86 Audio/Video Support
* Aros x86 Network Support
* Aros Intel AMD x86 Installing
* Aros Storage Support IDE SATA etc
* Aros Poseidon USB Support
* x86-64 Support
* Motorola 68k Amiga Support
* Linux and FreeBSD Support
* Windows Mingw and MacOSX Support
* Android Support
* Arm Raspberry Pi Support
* PPC Power Architecture
* misc
* Aros Public License

## Introduction

Here is an example how a private class is defined:
Mui Custom Classes (MCC) some of which are closed sources.
Examples of open sources
* Betterstring 11.15
* Date.mcc
* HTMLview 13.4
* Mailtext 19.9
* NList 20.121
* NListtree 18.28.
* NListview 19.76.
* NBitmap 15.6.
* NBalance 15.2.
* Speedbar 19.4.
* SpeedCFG 11.0.
* SpeedbarVirt 19.4.
* Speedbutton 19.4.
* TextEditor 15.27.
* TheBar 26.2.
* TheBarVirt 26.2.
* TheButton 26.2.
* TWFmultiLED.mcc 12.8
* URLText 19.7.
# Art Tutorials/Photography

Photography is the art of using a camera to capture images of the real world. In 1825, Joseph Nicéphore Niépce took the first permanent photograph in Paris, France using a camera made by Charles and Vincent Chevalier. Today, thousands of people take photos of the world around them, from professional photographers to hobbyists to even those with no interest in photography at all (How many times have you seen someone take a picture of their meal?). While in the early days one would need a big expensive camera to take pictures, a beginner can start by just using their phone.
# Art Tutorials/General Concepts/Color

Colors are used extensively in art and visual design. Colors can help to convey messages and draw attention to certain details. Artists can use color most effectively when they understand the basics of colors and what they are.

## Hue

Hue is what makes "color", "color". It is determined by wavelength. From red to violet, hue is In painting, a hue is pure, without tint (white) or shade (black) in it.

### Cool Colors

Cool colors include blue, green, and violet. They are oftentimes used for a calming or somber effect.

### Warm Colors

Warm colors include red, orange, and yellow. They are oftentimes used for an energetic effect.

### Neutral Colors

Neutral colors don't show up on color wheels most of the time. They include black (the absconce of color), white (all colors together), and grey. They are called neutral because they can go well with many other colors, and can be present in large quantities without being stressful on the eyes.

## Saturation

Saturation is, basically, how much color is in a color. The more saturated a color is, the more muted it is. Muted colors are more dull and "grey" than unsaturated colors. In painting, the addition of white, black, grey, or even a colors compliment (also known as its opposite) can saturate a color. The eyes are drawn to unsaturated colors, but are less drawn to saturated/muted colors. This can be used to place emphasis on certain parts of a piece, like a bright red tree in a dreary city, or a bold green tree frog on a branch.

## Value

The value of a color refers its lightness or darkness. Lighter colors have a higher value, and darker colors have a lower value.

### Tint, Shade, and Tone

Tint, shade, and tone refer to the amount of white, black, and grey in a color respectively. They decrease the intensity of a color. For example, light blue and dark blue are both considered easier on the eyes than a pure blue.

## How Colors Go Together

Unless one is making a monochromatic piece (where only one color is used), colors are used in conjunction with one another. In color theory, the color wheel is oftentimes used to demonstrate how colors can be used together.

### Complementary Colors

Two colors on opposite ends of the color wheel are complementary. Things like red and green, yellow and violet, and blue and orange are examples of complementary colors. Complementary colors contrast with one another, giving a visually interesting effect.

### Analogous Colors

Three colors that sit next to each other on the color wheel are analogous. This can provide a harmonious effect because the colors are so similar to one another.
# Art Tutorials/General Concepts/Light and Shadows
## Light and shadows are different and the light does not have a shadow. To make a shadow, you will need any object and a source of light. At night-time, you can also make shadows, but you cannot make a shadow without any light.
### Umbra and Penumbra

The umbra is the darkest region of a shadow. The penumbra is the lightest region of a shadow. The more intense the light source, the harder the shadow and the less variation between umbra and penumbra. The less intense the light source, the softer the shadow and the more variation between umbra and penumbra.

## Edges of Shadows

Visually, shadows have greatest local value near the edge. This is apparent with more intense light sources. The shadows appear to get darker near the edge of the shadow meeting with the light. This is mostly an illusion. However, when combined with the use of the rendering of umbra and penumbra, shadows in works often have a more interesting purpose.
# Art Tutorials/General Ideas

This chapter covers a variety of topics that refer less to specific media or concepts, but rather offers questions and suggestions to think about while working.

## The value of studies

Not every work an artist creates has to be a finished work.

## Returning to a work

Often while creating a work, the artist sees the potential of the work rather than the actuality of the work. This is most true when starting the work since the canvas is blank. However, even as the artist believes the work to be nearing completion, he or she may still be seeing a significant amount of potential.
Similarly, regardless of how much of the work is completed, should the artist leave the work to continue it later, the potential of the work might be forgotten. When returning to the work, the artist might not be able to see the original idea he or she had. This is often the case with artists who work emphatically on a work until completion and then return to the work later only to find the work lacking in some area.
This is a problem with many artists who do not address this issue.

## Information Density

Information density is the idea that a visual area has varying amounts of "interesting" information for your brain to process. For example, faces have more visual information for your brain to analyze than a leg. Even on a face, the lower portion containing the nose and mouth has more information than the upper portion containing just the forehead and hair. Since there is less information in some areas, your brain needs less time to process the information to "get a good look" at the subject. Because of this, artists often will also spend less time when drawing less information dense areas and typically make them too small. This is why a lot of lesser skilled artists make foreheads to short, hands too large, etc.
Exercises to deal with this problem are typically some form of contour drawing.
# Art Tutorials/General Concepts/Composition

Composition in Art is a personal achievement of balance and design, leading the eye into the picture and back out again to the viewer. The line that leads the eye to the subject matter at hand, tells the story along it's path, side issues are displayed in lines that circle the subject, or lines that emanate from it. Patterns appear useful, to depict spaces into which additional subject matter is delineated. These patterns are formed by the three geometric symbols available to all in their simplest shapes, such as triangles, squares (rectangles) and circles. They take form as cones, cubes and balls, made visible by a light source and shadow, formed from an arrangement of the underlying shapes inherent in their disposition. This is where an understanding of perspective comes into play. Before getting technical, feel your subject out, for gesture, character, action and willingness of place of importance. Take yourself as being one of the characters, perhaps the main subject, whatever and whoever that may be, and imagine your place, your stance, your reason for being, and ask yourself, where would the next character be in relation to the one you are now representing, and so on and so on, until you have thought out your groupings. Now do the same with various objects and elements, that as props in a play, have meaning and significance and take their part in your picture. That will be all for starters, but what comes next is just as important and critical. Where is the light to come from, is it a bright day or a somber situation, is it evening or fog, is it a happy occasion, or is it raining and howling like the wind, is it a sad affair or one of humorous jest. The mood you wish to impart to your viewer, will set the tone and temper the colors you use, it is sometimes identified as local color, but it is whatever color you make it. You are the artist, it is your composition, you are the God of the canvas, or at least the extension of whatever God you believe in, when you set sail to paint up a storm. The rules are like guiding stars, leading the way, to assist you on your journey. Study the Masters, their enlightened moments, show their passion and discipline, at achieving their true aim, which is to capture your interest in their story, even though it is the story sometimes of others. May you meet your own maker, in those moments where, when you are working, you are here, but not here. That is the moment when as a craftsman, the love of art, reaches it's highest exaltation. Be exalted, be dedicated and be sincere and you are sure to find your own reward. Peace be with you my friends. Randy Ranson
# Art Tutorials/General Concepts/Line

Lines are a fundamental principal in art. In drawing especially, lines make up every figure and shape in the image. There are many types of lines, such as straight lines, squiggly lines, and zig-zags.

## Line Weight

Line weight is the thickness of a line. Thicker lines can be made by using tools with higher thicknesses, and applying more pressure. Lighter lines use less pressure and/or lighter tools. Line weight can be used to add some depth to an image.
# Art Tutorials/How to Contribute

This section contains general guidelines to follow when contributing. If followed, these guidelines will allow for a much more consistent and informative wikibook.

## Portability

* Each major section should be written such that it can be printed off and used as a standalone resource.
* External links and interlinking between major sections should be minimal.
* Sub-sections should be minimally nested in order to create as linear of a section as possible.
* External links should display the link URL in addition to the link text to be visible in printed formats.

## Content

* Please do not simply write encyclopedia style articles. Leave content like this for wikipedia and reference it. Please keep this wikibook a how-to guide. You can, however, give summaries of wikipedia content where appropriate and important to the content.

## Images

* Please try to only use images that are in the public domain or have the GPL license. This will allow this wikibook to be more distributable for other media (cd, print, etc.)

## Naming Conventions and Language

* Please use the term "artwork" or "work" when describing art rather than "piece" or other terms.
* Please use the term "media" as the plural form of "medium" rather than "mediums"
It would probably be a good idea to specify whether to use American English or British English here.

## International Conventions

* If you use SAE measurements, please also specify metric measurements.

## Supplies

* When using the name of a supply in a sentence, link to the page for the supply. If the page for the supply does not exist, make one.
* Pages for supplies should include a picture if possible, description of use in the context of this book, and typical retail price and links to buy online if possible.
# Art Tutorials/Introduction

Making art, especially beginning it, can be both an exciting and daunting task. All artists must start from square one, whether it be their first time picking up a drawing pencil, their first time opening up Photoshop, or their first time holding a camera. This book is here to help teach basic concepts in art, along with how to begin in some of the various forms of art. Keep in mind that while there are principles and concepts and art, ultimately, art is subjective. What is considered terrible in ones eyes can be wonderful in anothers.
This book starts with the basic concepts of art, and then goes into means of making art and required supplies. While it is not necessary to try everything in this book, it is encouraged.
# Art Tutorials/General Concepts

Art is subjective, but there are many common principles and concepts used in art.
# Art Tutorials/General Concepts/Shape

Shape is fundamental principal of art. One can simplify any figure (humans, buildings, etc.) into simple shapes to assist in their drawings. For example, an artist might start drawing a human with an oval for the head, a cylinder for the neck, two rectangles for the body, etc.
# A-level Computing/AQA/Paper 1/Systematic approach to problem solving/Implementation

You might think that all implementation involves is creating the game. You'd be wrong, it involves the following:
* Programming the software / creation of hardware
* Installation of hardware and software
* Preparation of data files
* Training of users
* Writing the system documentation
And at the same time make sure that the system that you build fits in with what you designed
* Example: Electronic Crafts Implementation
* Electronic Crafts will use the designs and code from previous products to code the game, probably in C++.
* They will set up the servers to handle the online play, they will write code to install the game automatically on users machines after paying for it and downloading/putting the disc in the drive.
* They will set up data files on the users Super MES and on the online server to handle user and game data
* They will create a user manual and website to guide users in playing the game
* Exercise: Implementation
* On top of programming a solution, what else does the Implementation involve?
* Answer:
* Installation of hardware and software
* Preparation of data files
* Training of users
* Writing the system documentation
* For a firm creating supermarket checkout machines, explain what they would do for each stage:
* Answer:
* Programming the software / creation of hardware
* Put hardware together and program software
* Installation of hardware and software
* put new machines in store, and install software on them. Make sure that tills talk to central pricing database
* Preparation of data files
* make sure pricing information is up to date
* Training of users
* train shop staff in using the new system
* Writing the system documentation
* create user manual and online resources to aid use
* What forms might system documentation take:
* Answer:
* The most common is a user manual. There might also be a website and videos
# A-level Computing/AQA/Paper 1/Systematic approach to problem solving/The cycle

When creating software, hardware, or any kind of product you will go through several stages, we define these stages in the System Development Life Cycle. There are many other models out there that you might be interested in learning more about, but for this course we are going to learn the model shown below.
Any System Development Life Cycle should result in a high quality system that meets or exceeds customer expectations, is finished within time and cost limits, works effectively and efficiently and is inexpensive to maintain and cost-effective to improve upon. For this chapter we are going to look at how a computer games firm, 'Electronic Crafts', would look at making a new computer game.

## Cycle

As this is called the Systems Development Life Cycle, it's quite usual that a company will then go back to the analysis once it has evaluated a product. Think about some of the software products that you use, they probably have a version number or a year, and reuse code and designs from previous years
* Windows 95 -> Windows 98 -> Windows ME -> Windows XP -> Windows Vista -> Windows 7 -> Windows 8 -> Windows 8.1 -> Windows 10
* FIFA International Soccer -> FIFA Soccer 95 -> FIFA Soccer 96 -> FIFA 97 -> FIFA Road to the World Cup 98 -> FIFA 99 -> FIFA 2000 -> etc.
With the Systems Development Life Cycle, you never just quit, you are always looking at ways to improve or surpass what you have created.
# A-level Computing/AQA/Paper 1/Systematic approach to problem solving/Evaluation

The final thing you should do is evaluate how it all went. Remember we are talking about a systems development life cycle here, so if you made any mistakes or things didn't go to plan it's best to make a note of them. Then next time round you won't make the same mistake. However, the main part of the evaluation is to reflect on how successful the operational system is:
* Review to confirm the new system meets the original objectives
* Identify any necessary modifications
An example of a Project Evaluation :
| Objective | Complete | Notes |
| Create 3D models of stadia | Yes | These are all complete and imported |
| Implement a multiplayer internet game | No | internet multiplayer is laggy and unplayable. We need to spend more time testing. |
| Implement Computer player AI | Yes | AI is implemented, but doesn't offer enough challenge, next time we need to recruit an AI specialist |