OpenLLM-France/wikimedia huggingface dataset:
# Mario franchise strategy guide/Bosses/Wizpig

Wizpig is the main antagonist and final boss of Diddy Kong Racing. Wizpig's name is a portmanteau word combining 'wizard' and 'pig'. Resembling nothing so much as a giant anthropomorphic pig, Wizpig is a spiteful space alien who hails from the planet "Future Fun Land". Unlike many fictional villains, Wizpig's goals are not power or riches. Instead, he is a bully who travels from planet to planet, causing destruction wherever he goes, and only leaves when there is nothing left on a planet to entertain him. On his own planet he is the champion racer and the purpose of his havoc from world to world is to challenge the planet's champion(s) so that he may beat them himself. At the time when he lands on Timber's Island, Wizpig has never yet been defeated. He seals off the island's famous race courses, takes control of their inhabitants, and evicts Taj the genie from his mountain, transforming it into his own likeness and setting up home there (he also evicts Pipsy from her home). The island's most experienced racer, Drumstick, challenges Wizpig to a race, but Wizpig turns him into a frog.
Desperately trying to get rid of Wizpig, Timber sends a letter to Diddy Kong. With the help of various friends, they confront Wizpig and defeat him in a race. Wizpig's lair is actually a track. However, The track's only entrance is blocked off by the Wizpig head. If a player gets the complete Wizpig amulet, the mouth opens up and then the player can fly down the tunnel to face Wizpig. This is the only race track in the game with no balloons, but it is also the only boss fight in the game that has zippers.
After he is defeated, Wizpig turns the lighthouse into a rocket and pilots it to "Future Fun Land". Here, the player must defeat him when he is riding a rocket. After he is defeated once again, Wizpig's rocket malfunctions and he crash lands on an unknown planet, believed to be the moon. It is not revealed what happens to him next; the implication is that he is still alive and plotting his revenge.
Additionally, some ghosts shaped like Wizpig's head appear in the "Haunted Woods" stage. They are in themselves harmless, and are apparently only there for decoration, or perhaps to distract the players. It is unlikely that these are intended to be Wizpig's actual ghosts as he is certainly not dead at the time they first appear.
Wizpig is now an unlockable character in Diddy Kong Racing DS.
# Mario franchise strategy guide/Bosses/Raphael Raven

Raphael Raven (Big Kyuuchan in Japan) is a member of the Raven (Kyuuchan in Japan) species that first appeared in the video game Super Mario World 2: Yoshi's Island as a villain.
The Raven species appeared several times in Super Mario World 2: Yoshi's Island as generic enemies, walking around small spheres, implying their ability to stick to surfaces. Raphael the Raven, however, is apparently a special Raven, made more powerful by Kamek's magic.
In Super Mario World 2: Yoshi's Island, Raphael the Raven was the final boss of World 5. When the player finally arrives in the boss room, he appears as a regular Raven, but with Kamek's magic, he was transformed into Raphael the Raven. He, Baby Mario and Yoshi went to the moon to fight, which is very small. Like the regular ravens, Raphael Raven ran around this sphere, and Yoshi had to both avoid him and confront him in order to defeat him. All Raphael the Raven had to do to harm Yoshi is to bump into him, while Yoshi must ground-pound a stake down into the moon as Raphael Raven is directly under it. Doing this causes him to go into a rage, and rush after Yoshi. He could also create sparks that orbited the moon several times by stomping the ground. Three hits takes him down, and he was knocked into the stars. He appears in the GBA port of this game, titled Yoshi's Island: Super Mario Advance 3.
Later, in the game Tetris Attack, he appeared as the final ally to be saved from Bowser's control. This is his first appearance as a good guy. He replaced Seren (Panel de Pon, the original version of Tetris Attack), a fairy girl, as the final ally. He appears in his angry form at all time, fighting alongside one Red Shy Guy and two Green Shy Guys. It is shown that Raphael the Raven isn't fluent in English, often saying small, one-line statements, and Caw-Caw as well. In Paper Mario, he's far more well-spoken, and now lives in the Jade Jungle on Lavalava Island as the leader of other Ravens, apparently giving up working for Bowser. He has also given up the name Raphael the Raven, in return for the simpler name, Raphael Raven. He assists Mario and company in getting to the next Star Spirit in the volcano. Raphael Raven seems to have gotten much larger since his days in Super Mario World 2: Yoshi's Island.
He later appears as a Trophy in Super Smash Bros. Melee unlocked through the lottery. This Trophy can be unlocked in Adventure, All-Star or Classic modes as well. Raphael Raven is one of the few of the bosses in Super Mario World 2: Yoshi's Island to appear again. The others are Hookbill the Koopa and Naval Piranha , who had appeared as bosses in Tetris Attack.
# JavaScript/Loops/Exercises

Topic: Loops

## for (Part 2)

1. Write a script that uses two nested loops and shows the following strings:
2. Write a script that uses two nested loops and shows the following strings, including the apostrophes:
(Bonus challenge: Remove the last comma)
3. Write a script that creates a 'quadrat' with edge length 4. It consists of 'x's at one diagonal and dots at the other places. Hint: Create an empty string and - within the loop - append characters to the string. The line break is "\n". Lastly, show the string.
* Use for loops.
* In a second step, change only one single statement to create an according 6 x 6 quadrat.
4. Write a script that creates an 'arrow' with two heads: "<======>". The length of the arrow is determined by a variable. Changing this variable will result in an arrow of a different size.

## for..in, for..of, entries

1. Write a script that
* creates an Object with some of your personal characteristics
* shows all properties (key and value) within a for..in loop
* shows all properties (key and value) by using the Object.entries method.
2. Write a script that
* creates an Array with all odd numbers smaller than 10
* creates a string with all those numbers plus a delimiter using a for..of loop
* shows the string after the loop

## forEach

1. Write a script that
* defines an array const arrIntegers = [3, 8, -3, 0];
* use a .forEach construction to fill a second array with the quadratic values (9, 64, ...) of the first array
* show the second array
# JavaScript/OOP-classes

The popularity of class-based programming languages inspires the JavaScript community to cover its prototype-based implementation of OOP with a syntax that mimics a class-based approach. EcmaScript 2015 (ES6) gets expanded by corresponding key words like 'class' or 'extend'.
Classes are templates or 'blueprints' to create objects. They encapsulate their data and contain functions to work on it.

## Creation

The keyword class introduces the class definition. In the example, Person is the class name. It is followed by the class body that is enclosed in curly brackets { }, lines 1 - 11. Within the body, there is a special method constructor. This function is invoked during class creation. In the example, it takes one argument, the name of a person. Within constructor this argument is stored internally by using the keyword 'this'. The class offers only one functionality: the showName method.

### Static properties and methods

The above syntax shows how to handle properties and methods of individual objects (instances - like 'ada' in the above example). It's also possible to define properties and methods that are not available at the level of individual objects but at the class level - 'Person' in the above example. They are introduced by the keyword static.
Lines 7 and 8 use the 'static' keyword. Therefore the property and method are NOT available for instances, only for the class altogether.

### get

Class methods can be offered as properties. This frees the programmer to distinguish between access to methods - via parenthesis - and properties. The keyword get introduces the feature.

## Inheritance

Next, we define a hierarchy of classes. This is done with the keyword extends. In the example, Employee is a sub-class of Person and has access to all its properties and methods.
Line 12 invokes the constructor of the parent class. This is necessary because the parent's constructor creates 'this'.

## Access control

By default, class properties and methods are accessible. You can hide them by using a hash # as the first character of their name.

## Polymorphism

If a method name is used in a 'parent' class as well as in a 'child' class, the JavaScript engine invokes that one of the correlating class.
The example defines and uses two different methods showName.

## this

this is not a variable or an object; it's a keyword. Depending on the context, it refers to different things. In the context of class definitions, it refers to the class itself, e.g., this.city = "Nairobi" refers to the property 'city' of the current class.
When this is used at the top level of a file (in other words: outside of any function or object), it refers to the global object. In a function, in strict mode, this is undefined. In a DOM event, it refers to the element that received the event.

## Exercises

    ... are available on another page (click here).

## See also

* MDN: Classes
* W3Schools: OOP in JavaScript
# JavaScript/OOP-classes/Exercises

Topic: OOP - 2
1. Create a class 'Car' with (minimum) two properties.
2. Create a class 'Truck' that is a sub-class of the above 'Car' class. It has an additional property 'maxLoad'.
# JavaScript/Objects

In JavaScript, an Object is a collection of properties; properties are key-value pairs. The keys are Strings or Symbols. Values can be of any data type - including functions (in this case, they are called methods).
Objects look like associative arrays implemented as hashtables. But in practice, JavaScript engines might have implemented them in other ways to achieve optimal performance.
Please consider that JavaScript objects are not identical to JSON. JSON is a format for a textual representation ('serialization' / 'de-serialization') of objects, which can also be done in other languages or in a pure text editor.

## Create an object

The JavaScript syntax supports different ways to create objects.
'Literal notation' using curly braces { }
Constructor The new Object constructor creates a new object.
Object.create The Object.create method creates a new object from an existing object.

## Read a property

Each property consists of a key-value pair. To read a property's values, you can use its key in one of two syntactical ways, dot notation or bracket notation.
What if you don't know the keys? To get a list of all existing keys, use the method Object.keys. It returns an array whose elements are strings. Those strings may be used in a loop to access the values. Because you need such loops in many cases, JavaScript offers a special language element for that situation. The for .. in loop selects the keys and loops over all properties.
Analog to the Object.keys method there are the two methods Object.values and Object.entries to get the values respectively the properties (key and value). In the latter case, you get an array of arrays (with two elements each).

## Add or modify a property

You can use the dot notation as well as the bracket notation to add or modify properties. There is no difference in the syntax between the above read operations and the write operations.
In the above example, the variable 'person' is created with the keyword const. So it's not possible to assign a new value to it, but it's possible to manipulate its properties. When manipulating properties, the original object keeps unchanged.

## Delete a property

The delete operator removes the complete property from an object - the key as well as the value. This is different from the case where someone stores null or undefined in the value.
Again, you can use the dot notation as well as the bracket notation.

## Merge objects

JavaScript offers a 'spread syntax' (3 dots). It expands an Object to its properties (key-value pairs) or an array to its elements. This can be helpful when you want to merge multiple objects into a single one.

## Functions/methods as part of an object

The value part of a property may contain the body of a function; see here. In this case, the function is called a method.

## Exercises

    ... are available on another page (click here).
# JavaScript/Not Java

Despite the similar names, Java and JavaScript, there is almost no relation aside from syntax between the two languages. Since both are frequently used on the Internet, the two can be confused by the uninitiated. In fact they were developed by two totally different companies, with differing goals and purposes in mind: Netscape developed JavaScript and Sun Microsystems developed Java. JavaScript can be interpreted by most browsers directly and quickly, while Java requires a separate "Java Virtual Machine" to be started before running. JavaScript and Java use a similar syntax (based on the C language) but many of the commands are quite different. There are also technical differences. Java is a statically typed language which requires the declaration of all variables and their types (e.g. integer, string or boolean). In contrast, Javascript is an "loosely" typed language, allowing variables to be used without prior declaration.
For example, compare the two methods of writing to the display (page). In Java, to write "Hello world!", the code would read: System.out.println("Hello world!"); while in JavaScript (in a browser), it would say: document.write("Hello world!");.
# JavaScript/OOP-classical/Exercises

Topic: OOP - 1
1. Create an object with (minimum) two different techniques. The object shall contain information about a person: first name, family name, hobbies, address, weight, ...
2. Create an object 'Car' in a way that you can create an instance with const myCar = new Car("Tesla", "Model S");
3. Create an object 'myBike' and an object 'myEBike' as its sub-object in a hierarchy.
# JavaScript/Objects/Exercises

Topic: Objects
1. Be creative.
* Create an object which describes some of your physical or mental attributes.
* Show the object with the alert command.
* Show only the most important attribute of this object with the alert command.
* Add another property to the object. Show the complete object again.
* Delete the least important attribute. Show the complete object again.
2. Articles of a warehouse.
* Create two objects shoe_1 and shoe_2 which characterize shoes. Use the literal notation.
* Create two other objects shirt_1 and shirt_2 which characterize shirts. First, create empty objects. Then, add attributes to the objects.
* Create an object warehouse and add all 4 objects to it.
* Show the price of the 4.-th product out of the warehouse object.
This example is not very elegant but shows different techniques. In a production environment, you probably would use loops and arrays.
# Icelandic/Basic Vocabulary
## Personal pronouns

Personal pronouns in Icelandic decline, just as they do in English:
| Icelandic | English |
| (að) vera (ég) er (þú) ert (hann/hún/það) er (við) erum (þið) eruð (þeir/þær/þau) eru | (to) be (I) am (you) are (he/she/it) is (we) are (you) are (they) are |

### Examples

| Icelandic | English |
| Ég er maður. | I am a man. |
| Þú ert strákur. | You are a boy. |

## Article

Since Icelandic doesn't have an indefinite article, a man will simply be maður in Icelandic. However it does have an attached definite article, so the man will become maðurinn in Icelandic.
| | English w.o. article | Icelandic w.o. article | English w. article | Icelandic w. article |
| feminine | a woman | kona | the woman. | kona-n |
| masculine | a man | maður | the man | maður-inn |
| neuter | a child | barn | the child | barn-ið |
the child is small = barnið er lítið
this is a small child = þetta er lítið barn
the man is young = maðurinn er ungur
the woman is young = konan er ung

## Adjectives

| English | Masculine | Feminine | Neuter |
| beautiful | falleg-ur | falleg- | falleg-t |
| good | góð-ur | góð | gott |
| young | ung-ur | ung- | ung-t |
| old | gamal-l | gömul | gamal-t |
| pretty | sæt-ur | sæt- | sæt-t |
# Icelandic/Common phrases

| Icelandic | Forsíða | Inngangur | Stafróf og framburður | 01 | 02 | 03 | 04 |
| Icelandic | Viðaukar: Stórir Bókstafir | Nafnorð | Sagnorð | Óregluleg sagnorð | Lýsingarorð | Atviksorð | Töluorð | Orðtök | Klukkan | Annað: Verkfæri |

## Icelandic (Germanic)

| Translation | Phrase | IPA | Pronunciation |
| Icelandic | íslenska | [ˈislenska] | (EES-len-skah) |
| hello | halló | [haˈlou] | (ha-LOH) |
| good morning | góðan dag(inn) | [ˈkou̯ːð̠an taːɣ (dai̯ɪn)] | (GOH-than dahg) |
| good-bye | bless | [plɛsː] |
| please | gjörðu svo vel | [ˈcœrð̠ʏ sɔ vɛːl] | (GYUHR-thuh so vel) |
| thank you | takk (fyrir)/þakka þér fyrir | [taʰk ˈfɪːrɪr]/[ˈθ̠aʰka ð̠jɛr ˈfɪːrɪr] | (tahk FEER-eer) |
| you're welcome | verði þér að góðu | [ˈvɛrð̠ɪ ð̠jɛr að̠ ˈkou̯ːð̠ʏ] |
| that one | þetta | [ˈθ̠ɛʰta] | (THET-ta) |
| how much? | hversu mikið | [ˈkʰvɛrsʏ ˈmɪːcɪð̠] | (KVAIR-suh MI-kith) |
| English | enska | [ˈenska] | (EN-skah) |
| yes | já | [jau̯ː] | (yow) |
| no | nei | [neɪ̯] | (nay) |
| generic toast | skál! | [skau̯ːl] | (scowl) |
| I love you | ég elska þig | [jɛɣ ˈɛlska θ̠ɪɣ] |
| where is this? | hvar er þetta? | [ˈkʰvar ɛr θ̠ɛʰta] |
| I don't speak Icelandic | ég tala ekki íslensku | [jɛɣ ˈtʰala ˈɛʰcɪ ˈislɛnskʏ] |
| car | bíll | [pitl̥] |
| I need a lift/ride | mig vantar far | [mɪɣ ˈvan̥tar far] |
| I'm lost | ég er villtur(male)/villt(female) | [jɛɣ ɛr ˈvɪl̥tʏr/ˈvɪl̥t]] |
| I need help | ég þarf hjálp | [jɛɣ θ̠arf ˈçau̯l̥p] |
| airport | flugvöllur | [ˈflʏɣvœtl̥ʏr] |
| happy birthday | til hamingju með afmælið | [tɪl ˈhamiŋcʏ mɛð̠ ˈamaɪ̯lɪð̠] |
| where's the bathroom? | hvar er salernið? | [kʰvar ɛr ˈsalɛrtnɪð̠] |
| My name is___ | ég heiti___ | [jɛɣ ˈheɪ̯tɪ ___] |
# Icelandic/Grammar/Irregular Verbs

| Icelandic | Forsíða | Inngangur | Stafróf og framburður | 01 | 02 | 03 | 04 |
| Icelandic | Viðaukar: Stórir Bókstafir | Nafnorð | Sagnorð | Óregluleg sagnorð | Lýsingarorð | Atviksorð | Töluorð | Orðtök | Klukkan | Annað: Verkfæri |
Óregluleg sagnorð
    Irregular verbs
| Infinitive (English) | present 1st person singular | present 1st person plural | Simple past 1st person singular | Simple past 2nd person singular | Simple past 1st person plural | Supine |
| aka (drive) | ek | ökum | ók | ók | óku | ekið |
| auka (increase, eke) | eyk | aukum | jók | juku | jukum | aukið |
| binda (bind) | bind | bindum | batt | bast | bundum | bundið |
| bíta (bite) | bít | bítum | beit | beist | bitum | bitið |
| bjarga (save) | bjarga | björgum | bart | barst | burdum | borgið |
| fá (obtain) | fæ | fáum | fékk | fékkst | fengum | fengið |
| vera (be) | er | erum | var | varst | vorum | verið |
# Icelandic/Grammar/Adverbs

| Icelandic | Forsíða | Inngangur | Stafróf og framburður | 01 | 02 | 03 | 04 |
| Icelandic | Viðaukar: Stórir Bókstafir | Nafnorð | Sagnorð | Óregluleg sagnorð | Lýsingarorð | Atviksorð | Töluorð | Orðtök | Klukkan | Annað: Verkfæri |
Atviksorð
    Adverbs
Adverbs are words that add description to a verb or adjective.

## Forming adverbs

-lega is the most common suffix added to nouns, verbs, or adjectives to form the adverb. If the adjective ends in -legur (the most common suffix used to form adjectives from nouns), then that is simply changed to -lega. Examples:
* lýðræðislega ("democratically")
** from lýðræði ("democracy")
* fallega ("beautifully")
** from fallegur ("beautiful")

## Inflection

Adverbs are not inflected in any way other than degree (positive, comparative, and superlative). The comparative of -lega adverbs is -legar, while the superlative is -legast.
# Information Competencies for Chemistry Undergraduates/Scientific Communication And Ethical Conduct
## Section 4. Scientific Communication and Ethical Conduct

Chemistry undergraduates should understand that being able to clearly and concisely present research conducted in an ethical manner is imperative to a scientist.
4.1 COMMUNICATION:
Students should be aware of the different methods for presenting research (articles, posters, oral presentations at scientific conferences, etc); understand the reasons for citing the literature in one's own writing; demonstrate the ability to cite using appropriate formatting and standard abbreviations; and be familiar with software that allows for storing, managing, and formatting bibliographic references or citations.
* Writing:
    Recommended resources:
    The ACS Style Guide, Chapter 1: Writing a Scientific Paper. 2nd ed. 1997
    The ACS Style Guide, Chapter 14: References. 3rd ed. 2006 Print edition $$; info
    The ACS Style Guide: Effective Communication of Scientific Information. 3rd ed. 2006 Print edition $$; info online access may require ACS ChemWorx registration
    The Craft of Scientific Writing, by Michael Alley. 3rd ed. 1996 $$
    How to Write and Publish a Scientific Paper, by Robert A. Day (various editions) $$
    Information for Authors. American Chemical Society. Author and Resource Reviewer Center
    On Writing Well: An Informal Guide to Writing Nonfiction, by William Zinsser $$
    Style: Lessons in Clarity and Grace, by Joseph M. Williams and Gregory G. Colomb. 10th ed. 2010 $$
    Writing Guidelines for Engineering and Science Students
    Writing Scientific Manuscripts: A Guide for Undergraduates
* Citation and reference manager software:
    Recommended resources:
    EndNote $$
    EndNote Web $$; EndNote Web, included in Web of Science $$
    Mendeley
    RefWorks $$
    Zotero (use with FireFox browser)
    Citation and Document Managers, by Bioscience & Natural Resources Library, UC Berkeley
* Poster presentations:
    Recommended resources:
    Poster Presentations: designing effective posters, Fred Stoss, University of Buffalo Libraries
    Creating Effective Poster Presentations, by George Hess, Kathryn Tosney, and Leon Liegel
    Designing Conference Posters, by C.B. Purrington
    PosterPresentations.com (research poster PowerPoint templates)
4.2 ETHICAL CONDUCT:
Chemistry undergraduates should learn the professional standards of chemists as articulated in the ACS "Chemist's Code" and in relevant works on scientific ethics; understand that science is filled with ethical judgments; recognize the ethical component of complex situations; and analyze complex ethical problems and design appropriate solutions.
    Recommended resources:
    The Chemical Professional’s Code of Conduct. American Chemical Society. 2012
    Ethical Guidelines to Publication of Chemical Research. American Chemical Society. 2015
    On Being a Scientist: A Guide to Responsible Conduct in Research. Committee on Science, Engineering, and Public Policy. 3rd ed. 2009
    Scientific Integrity: Text and Cases in Responsible Conduct of Research. by Francis L. Macrina, 3rd ed. 2005. $$