OpenLLM-France/wikimedia huggingface dataset:
# BIM for Construction Management
## Abstract

In this book, we introduce methods that support this BIM-based and multi-tiered approach to construction management. Some of the methods build on traditional methods found in many construction management books, and some are new and more specific to BIM. Some of the methods rely on the support of other organizations, such as the owner and suppliers, and some are methods that the general contractor has full control over. Nevertheless all the methods are developed to ultimately help a general contractor achieve laminar flow by opening the work front of crews in a timely manner and by preventing a reverse workflow
Many construction project management books or sources speak either in the language of construction engineering or computer engineering. Construction engineers are often left without sufficient understanding of the logic and approaches of computer engineers, and vice versa. This gap is greater for a certain phase of a project’s lifecycle. While there are references that bridge this gap for designing, few references exist for bridging the gap for construction. The references helpful for construction are often either software-specific or briefly touch on the overarching and basic concepts of construction. Although this book will be useful for anyone in the industry at any phase, it is our intention to help the builders first—both Construction engineers and computer engineers involved in building. It is also an entry level book for people starting their career in this field. Its aim is to help civil engineers understand the fundamentals of construction and their relation to information modeling and management, and to help computer engineers understand the business rules of construction. The book prioritizes the needs of general contractors on medium to large projects, who can see the long-term value of developing a system that is holistic yet adaptable to differing project conditions. The book mainly presents concepts, terms, methods, and examples in the context of building construction (residential building, office tower, retail space, etc.), but similar or comparable concepts, terms, etc. exist in other construction sectors. Whenever comparing, benchmarking, or contrasting with the practices of other sectors is helpful, the book does so. If by the time you have finished reading this book, you cannot implement and adopt the methods we developed, then this book would’ve failed to achieve its goals. For ‘the great aim of education’ said Herbert Smith, ‘is not knowledge but action’.

## Table of Contents

* About
* Introduction
* Project Development
* Engineering
* Scope Definition and Management
* Estimation and Control Budget
* Project Planning
* Progress Control
* Procurement
* Material Control
* Quality Control
# BASIC Programming/External Libraries

// Code your testbench here // or browse Examples
# Blender 3D: Noob to Pro/OSA

| previous module: "Output Format Options" | • Table of Contents • Glossary | next module: "Looking All Around - Panorama Settings" |
OSA stands for oversampling, also known as anti-aliasing. If you look at the rendering below, you'll find that the one has a rugged edge. It looks like small steps! To stop this, Blender uses OSA to prevent "jagged edges" or "aliasing" as it's called.
This occurs when you have a diagonal change of colour, which results in rough edges. Remember drawing a diagonal line in Paint? To overcome this hindrance of square pixels, a technique called anti-aliasing or "oversampling" is used. It blends the colours around the rough edge to create a smooth, but defined edge. One way of doing this is to by creating the image twice as large, then scaling it down - oversampling. Blender can do this for you if you select an OSA rate. Remember this will take much longer, but results in better renders, so use this for the final product, not while testing. In some cases the scene can seem blurred due to oversampled textures; try changing the OSA setting, or oversampling yourself.
Here's a quick illustration of how OSA changes a render (look at the edges):
OSA settings can be manipulated in from the Render Settings panel.
| previous module: "Output Format Options" | • Table of Contents • Glossary | next module: "Looking All Around - Panorama Settings" |
# Blender 3D: Noob to Pro/Orthographic Views

| previous module: "Coordinate Transformations" | • Table of Contents • Glossary | next module: "Perspective Views" |

## Orthographic Views

An orthographic view (or projection) of a 3D scene is a 2D picture of it in which parallel lines appear parallel, and all edges perpendicular to the view direction appear in proportion, at exactly the same scale.
Orthographic views are usually aligned with the scene's primary axes. Edges parallel to the view axis disappear. Those parallel to the other primary axes appear horizontal or vertical. The commonly used orthographic views are front, side, and top views, though back and bottom views are possible.
Uniform scale makes an orthographic view very useful when constructing 3D objects, not only in computer graphics, but also in manufacturing and architecture.
Here's one way to think about the orthographic view:
Imagine photographing a small 3D object through a telescope from a very great distance. There would be no foreshortening. All features would be at the same scale, regardless of whether they were on the near side of the object or its far side. Given two (or preferably three) such views, along different axes, you could get an accurate idea of the shape of the object, useful for "getting the feel" of objects in a virtual 3D world where you're unable to touch or handle anything!

## Example

Here is a drawing of a staircase:
and here are three orthographic views of the same staircase, each outlined in red:
The views are from the front, top, and left. Dashed lines represent edges that, in real life, would be hidden behind something, such as the left wall of the staircase. (Think of each view as an X-ray image.)
The leading edges of the steps are visible in both the front and top views. Note that they appear parallel and of equal length in 2D, just as they are in 3D reality.

## Additional Resources

* Orthographic projection at Wikipedia.
| previous module: "Coordinate Transformations" | • Table of Contents • Glossary | next module: "Perspective Views" |
# Blender 3D: Noob to Pro/Other Important Render Options

| previous module: "Looking All Around - Panorama Settings" | • Table of Contents • Glossary | next module: "Basic Animation" |
Render Layers
The output of the rendering process is generally a single image frame (which might be part of a sequence of images). However, instead of directly rendering all the elements of the scene into the output image, you may want to apply different effects to different parts.
To this end, it is possible to split out the elements of the rendering process (separate scene layers, also solid versus halo materials, Z-depth, sky background etc) into separate render layers which can then be fed into the compositor and tweaked in various ways to make up the final image.
Rendering by Parts (Bucket Rendering)
Images can be rendered in pieces or layers rather than all at one time. Your computer will only need to compute smaller bits of information thus using less memory. By changing the Xpart and Ypart values (up to 8 each since Blender can't support more than 64 [8x8] parts) in the Render panel of the Scene context(F10,) you can divide your image into an invisible grid. The pieces will layer one at a time until they are whole.
Edge Renderings - Tutorial Here
Blender has an option of adding a border – a defined edge to objects (like in cartoons). To do that you need to go to the render buttons (F10) and then, under "output" change the edge setting: set the "Eint" to a value of about 100 and check the "edge" icon to enable edge rendering. This would give you edge line at the edge of each polygon. To prevent it from applying on all polygons the same way change to "unified render" under the format tab. Then, in the edge settings change the "antishift" value, it will decrease itself from the fint value when the line is between identical materials. By also checking the "all" icon you tell the render to apply the edge rendering on transparent materials as well. In Blender 2.59 this seems to be integrated into the Render-properties in the subwindow 'Post Processing' as options 'Edge' and 'Threshold'.
Note: User Terrywallwork - The edge bordering feature in Blender 2.43 only seems to work when Blender Internal renderer is used, when Yafray is used, no edge is show even if the options is clicked. I'm not sure if there is a way round this or not.
HDRI Rendering - Tutorial Here
Multi Thread Rendering
Blender has the option to render with 'Multiple threads' meaning it can render more than 1 part at once. This is done by sending more than 1 Render parts to the CPU to process at the same time, if your CPU can handle it. The Option is found in render buttons (F10). Change the number of threads used by changing its number.
Note in Blender 2.46+: Blender 2.46 automatically selects the number of threads.
| previous module: "Looking All Around - Panorama Settings" | • Table of Contents • Glossary | next module: "Basic Animation" |
# Blender 3D: Noob to Pro/Other Windows

* • Table of Contents • Glossary
Just when you thought that you were getting the hang of the Buttons window and the 3D Viewport window, there are several more windows to learn about. Have no fear; we will gently guide you through this book and teach you about these windows as the need arises. For now, you only need to know one of them to be aware of your many options.
In the 3D viewport window, you'll see a button on the header all the way to the left that has a grid on it (if not, click on a window separator with the RMB or MMB and choose "Add Header"). That button allows you to switch window types. Click on it with the LMB and you will see a number of different window types to which you can change. Try some of the different window types; you will learn about their relevance in time.
Change the window back to the 3-Dimensional Viewport before moving on to the next tutorial.
* • Table of Contents • Glossary
# ERP Internals/Glossary/Audit Trail

The ability to trace back from a number on a financial statement to the original transactions that were involved in creating the number.
# ERP Internals/Glossary/Back Order

A customer orders a certain quantity of an item. If the business does not have enough to fill the order, some of the items are placed on back order and shipped to the customer at a later date when they are received from the manufacturer or created by Manufacturing.
# ERP Internals/Glossary/Balance Sheet

A financial report that shows the enterprise's assets, liability and equity at a point in time.
# ERP Internals/Glossary/Bank Account

An agreement with a bank to hold funds and, in some cases, on which checks can be written.
# ERP Internals/Glossary/Backflush

Removing all components and sub-components from Inventory when a product is produced.
# ERP Internals/Glossary/Available to Promise

The amount of an inventory item that has not yet be committed to customers.
# ERP Internals/Glossary/Bad Debt

If a customer fails to pay all or part of an invoice, the amount is called a "bad debt" and written off. Bad debts are the price enterprises pay for making sales on credit. See Write Off.
# ERP Internals/Glossary/Bank Statement

A report supplied by the bank (usually monthly) that lists all the transactions that have occurred for a given bank account. Bank statements can be mailed or delivered electronically.
# ERP Internals/Glossary/Audit

A process in which outside experts come in and examine the enterprise's books to verify that they accurately represent the state of the enterprise. Audits are commonly done as part of year-end. Publicly traded companies are required to have annual audits.
# ERP Internals/Glossary/Average

A method of costing inventory. Contrast with FIFO and LIFO.
# Dungeons & Dragons/Monsters/Alhoon

In the Dungeons & Dragons fantasy roleplaying game, the alhoon (illithilich) is a type of fictional monster for player characters to encounter.

## Publication history

The alhoon (illithilich) first appeared in the second edition for the Forgotten Realms setting in the Menzoberranzan boxed set, in the booklet "Book One: The City" (1992), and reprinted in Monstrous Compendium Annual Volume Three (1996). The creature was further detailed in the Illithiad (1998).
The alhoon (illithilich) appeared in third edition in Monsters of Faerûn (2001) and Lords of Madness (2005).

## Description

An alhoon is essentially an illithid that chooses to focus on developing arcane abilities in addition to its psionic ones, eventually becoming both undead and a mage. In illithid society, illithids who choose to develop arcane abilities become outcasts and they may eventually transform themselves into powerful undead creatures with formidable psionic and arcane abilities.

## References

* ↑ Cordell, Bruce R. The Illithiad (TSR, 1998)
* ↑ Baker, Rich, James Jacobs, and Steve Winter. Lords of Madness (Wizards of the Coast, 2005)
# Dungeons & Dragons/Monsters/Allip

In the Dungeons & Dragons role-playing game an allip is an undead creature, the spectral remains of someone driven to suicide by madness in life. They are found on any land, and underground, they are solitary, and carry nothing with them, despite having the intellect of a human.

## Publication history

The allip first appeared in the third edition Monster Manual. It also appeared in the 3.5 version of the Monster Manual.

### Use in Adventures

Allips have been used as adversaries in various adventures, such as Paizo Publishing's GameMastery Module D1: Crown of the Kobold King.

## Appearance

In the third edition Monster Manual, an allip is described as having the same features that it did in life, but greatly distorted. The mouth is twisted, and the eyes glow. From the waist down, it becomes much more gas-like, looking like a typical ghost- it has no legs, and trails off into 'vaporous nothingness'. It leaves a faint trail of fog behind it as it moves. The more recent Monster Manuals use the same image that was used in the earlier ones, despite it not matching the newer description.

## Madness

Allips are incorporeal, and cannot deal any physical damage. When it hits a creature it deals Wisdom damage, and anyone trying to read an allip's mind, or do something similar, will take Wisdom damage as well. This is because, in Dungeons and Dragons, the Wisdom ability score is tied to sanity, and, as a creature loses Wisdom, it becomes more and more insane. Another aspect of the madness of the allip is the way that it constantly babbles incoherently. This can cause a hypnotic effect upon those who hear it.

## Defenses

Being incorporeal, allips are difficult to injure using normal weapons. They are also resistant to the turn and rebuke attempts of clerics..

## References

* ↑ Allip – d20 System Reference Document entry
* 1 2 Williams, Skip, Jonathan Tweet, and Monte Cook. Monster Manual (Wizards of the Coast, 2000)
* ↑ Monster Manual v3.5, page 10.
# Dungeons & Dragons/Monsters/Adherer

In the Dungeons & Dragons fantasy role-playing game, the adherer is a humanoid-shaped aberration.

## Description

While the adherer is described as having a mummy-like appearance, it is not technically undead. Instead it is a humanoid covered with loose folds of white skin that is said to secrete an adhesive substance which causes weapons employed against it to be reduced in effectiveness and to stick to its body.

## Publication history

The creature appeared in the following publications:
* First appeared as the gluey in White Dwarf #7 (June/July 1978).
* The original first edition Fiend Folio (1981).
* The second edition Fiend Folio Monstrous Compendium supplement (1992).
* The Tome of Horrors (2002) from Necromancer Games.
* Fully detailed in Paizo Publishing's book Misfit Monsters Redeemed (2010), on pages 4–9.

## References

* ↑ Turnbull, Don, ed. Fiend Folio (TSR, 1981)
* ↑ Williams, Skip, et al. Monstrous Compendium Fiend Folio Appendix (TSR, 1992)
* ↑ Green, Scott; Peterson, Clark (2002). Tome of Horrors. Necromancer Games. p. 4. ISBN 1-58846-112-2.
* ↑ McComb, Colin, Rob McCreary, and James L. Sutter. Misfit Monsters Redeemed (Paizo, 2010)
# Dungeons & Dragons/Monsters/Al-mi'raj

The Al-mi'raj is a fictional creature in the Dungeons & Dragons fantasy role-playing game.

## Description

The Al-mi'raj has been adapted into Dungeons & Dragons, where it retains its fierce, predatory temperament and ability to bring down creatures far more powerful than its rabbit-like appearance would indicate. It is a level 1 creature in this setting and carries no standard treasure.

## Publication history

The al-mi'raj appeared in the following publications:
* It first appeared in the first edition Fiend Folio (1981).
* In the second edition Advanced Dungeons and Dragons Fiend Folio Monstrous Compendium (1992).
* The Tome of Horrors (2002) from Necromancer Games.

## References

* ↑ http://everything2.com/index.pl?node_id=1327706
* ↑ Turnbull, Don, ed. Fiend Folio (TSR, 1981)
* ↑ Green, Scott; Peterson, Clark (2002). Tome of Horrors. Necromancer Games. pp. 6–7. ISBN 1-58846-112-2.
# Dungeons & Dragons/Monsters/Aballin

In the Dungeons & Dragons fantasy role-playing game, most commonly the Forgotten Realms campaign setting, the Aballin is an Ooze. They resemble large puddles of stagnant, jelly-like water. (They are actually oozes though, not elemental creatures of water, because their substance, though it resembles water, is actually an acid.) They were supposedly created in ancient times when a druid fell victim to an archwizard's curse and turned into the first Aballin. All other Aballins are thought to be descended from her.

## Characteristics and habits

Like most Oozes, Aballins live underground. Unlike some Oozes, however, most of which merely drag themselves around and engulf whatever they find, Aballins have a more sophisticated way of feeding. They lie dormant until prey comes along, and the said prey notices coins and other treasures, the remnants of the Aballin's previous victims, floating at the bottom of the creature. Thinking it to be merely water, they reach in to retrieve the treasures, and then the Aballin lashes out with liquid pseudopods, grapples with the victim, and pulls them in and drowns them.
Aballins cannot speak, and they are regarded as neutral in alignment.

## Publication history

The aballin has appeared in the following publications:
* Introduced in second edition Fiend Folio Monstrous Compendium supplement book (1992).
* Reprinted in the Forgotten Realms Campaign Setting (1993)
* Reprinted in the Monstrous Compendium Annual Volume One {1994).
* Introduced for third edition in the Monsters of Faerûn supplement book (2001).

## References

* ↑ Williams, Skip, et al. Monstrous Compendium Fiend Folio Appendix (TSR, 1992)
# Dungeons & Dragons/Monsters/Abeil

In the Dungeons & Dragons fantasy role-playing game, the Abeil are a fictional monstrous humanoid race. They resemble humanoid bees. They are also known as Bee People.

## Physical Description

Abeils, as said before, resemble humanoid bees. They have a humanoid body but with insect's legs, wings, antennae, and black and yellow stripes.

## Society

Abeil are industrious and expansionistic creatures with a complex social structure. Three castes of them exist: Vassals, Soldiers and Queens. They work and live together in hives.
Several Different Types of Abeil Exist:
* Vassals serve as the workers and labourers for the hive.
* Soldiers serve as the warriors. They account for fully a third of the population.
* Queens are the leaders. They rule hives with absolute power; all Abeil live and die by their queen's hand.

## Environment

Abeil live in temperate to warm deserts, hills, and plains.

## Misc

Abeil are usually of any lawful alignment.
Abeil appeared in the 3.5 Edition Monster Manual II.
# Dungeons & Dragons/Monsters/Alkilith

In the Dungeons & Dragons fantasy role-playing game, the alkilith is an outsider, a demon of the tanar'ri breed. They are sentient blobs of abyssmal pollution and corruption that are used by Demon Lords for missions in the most dangerous and inhospitable regions of the Abyss.

## Typical physical characteristics

An alkilith appears as a shivering blob of phosphorescent green corruption surrounded by a cracked, leathery coating that constantly oozes, secretes, hardens, and splits open. Dark, swollen eye-globules dot the surface of its body. Though alkiliths are at least as large as a human, they can shape their amorphous bodies to fit through cracks as small as 1 inch wide. There seems to be no upper limit to an Alkilith's size however; planar travelers tell stories of alkiliths the size of lakes in the deepest reaches of the Abyss. Despite their gelatinous shape, alkiliths can move at a respectable speed.

## Society

Even among demons there are those that disgust and terrify; the alkilith is one of these. A shapeless horror used by demon lords for missions in regions most other demons would hesitate to venture into, the alkilith is despised and feared by most other demons. Alkiliths thrive in the foulest and most inhospitable places in the Abyss. They are pollution and corruption made sentient and hatefully alive.
Many alkiliths serve the demon lord Juiblex.

## Combat

Alkiliths can attack up to four times a round with pseudopods of acidic slime. These hideous creatures take great pleasure in corrupting and polluting their environs, and they have been known to ignore attackers for a chance to corrupt a pool of fresh water.
In addition to the acidic pseudopods, an alkilith can assume the form of a cloud of noxious green vapor that damages those within it.
Alkiliths also have numerous spell-like abilities, the ability to command oozes, and once per day, they can summon a hezrou.

## References

* Cagle, Eric, et al. Fiend Folio (Wizards of the Coast, 2003).
* Leati, Tito. "The Champion's Belt." Dungeon #128 (Paizo Publishing, 2005).
* Thomasson, James Wyatt; et al. (2010), "Alkilith", Excerpt: Fiend Folio, Wizards of the Coast, retrieved 2012-07-29
# Dungeons & Dragons/Monsters/Ahuizotl

The Ahuizotl is a fictional creature in the role playing game Dungeons & Dragons.

## Description

The Ahuizotl resembles a fiendish monkey, with a dog-like head and legs (though it has also been described as a nightmarish creature that it is more panther-like). It is sleek and glossy, with brown fur on the topside and white fur on the underbelly. The most distinguishing feature of the Ahuizotl, however, is that it has a fifth clawed, muscular hand on the end of its long, prehensile tail. It was inspired by a mythological Aztec creature of the same name.
The Ahuizotl dwells in swamps and marshes. It is solitary and intelligent, and enjoys causing pain and suffering and feeding on victims. Its favorite body parts to eat are the eyes, teeth and fingernails. Its hunts by hiding underwater or in the undergrowth and attacks with the claw on the end of its tail.

## Publication history

The ahuizotl has appeared in the following publications:
* It first appeared for D&D in the second edition module Fires of Zatal (1991) for the Maztica sub-setting of the Forgotten Realms.
* A new version of the ahuizotl was created by James Jacobs and appeared in the third edition in the April, 2003 edition of the Fiend Folio.

## References

* Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matthew Sernett, Chris Thomasson, and James Wyatt Fiend Folio (Wizards of the Coast, 2003).

## Footnotes

* 1 2 "Personality Spotlight: Fiend Folio designers". wizards.com. Retrieved 2007-03-06.