OpenLLM-France/wikimedia huggingface dataset:
# 8th Grade Science/Chapter 3: The Table of Elements/Periodic Table of Elements
## The Periodic Table and what It Means

The Periodic Table is a table listing all the elements, in order from the lighest, or smallest, to the heaviest or biggest. The elements are placed in the table in order of the number of protons in the element's atoms - the number in the table represents this number of protons. Atoms are described further in the first chapter of this book. The letters in each box are the short form of the element's name, either in English or in Latin. For example, H is for hydrogen, He is for helium, and Au for aurum, which is gold in Latin.
# 8th Grade Science/Newton's Laws of Motion

Isaac Newton formulate the 3 law of Newton’s laws of motion which describes the relations between the forces acting on a body and the motion of the body found in his book Philosophiae Naturalis Principia Mathematica in year 1687.There are three set of laws of motion namely:
* 8th Grade Science/Section 1: Newton's First Law
* 8th Grade Science/Section 2: Newton's Second Law
* 8th Grade Science/Section 3: Newton's Third Law
# 8th Grade Science/Section 2: Newton's Second Law

Newton’s second law is a quantitative description of the changes that a force can produce on the motion of a body. It is one of the most important in all of physics.
It states that the time rate of change of the momentum of a body is equal in both magnitude and direction to the force imposed on it.
The formula is as shown:
$F=m{\frac {dV}{dt}}$
The momentum of a body is equal to the product of its mass and its velocity. Momentum, like velocity, is a vector quantity, having both magnitude and direction. A force applied to a body can change the magnitude of the momentum, or its direction, or both.
The formula is as shown:
$p=mv$
For a body whose mass m is constant, it can be written in the form $F=ma$, where F (force) and a (acceleration) are both vector quantities. If a body has a net force acting on it, it is accelerated in accordance with the equation. Conversely, if a body is not accelerated, there is no net force acting on it.
# 8th Grade Science/Section 1: Newton's First Law

Newton’s first law states that, if a body is at rest or moving at a constant speed in a straight line, it will remain at rest or keep moving in a straight line at constant speed unless it is acted upon by a force. This postulate is known as the law of inertia.
# C Sharp Reference/System namespace/ActivationContext class/Identity property

Gets the identity of the current application.

## Return value

Returns an ApplicationIdentity object that identifies the current application.
# C Sharp Reference/System namespace/ActivationContext class/CreatePartialActivationContext method

Initializes a new instance of the ActivationContext class with the specified application identity and an array of paths.

## Overloads

This method has 2 overloads.
# C Sharp Reference/System namespace/Activator class

Contains methods allowing the creation of objects types locally or remotely, or gets references of existing objects remotely. This class can not be inherited.

## Methods

* CreateComInstanceFrom
* CreateInstance
* CreateInstance<T>
* CreateInstanceFrom
* GetObject
# C Sharp Reference/System namespace/ActivationContext class/DeploymentManifestBytes property

Gets the manifest of the ClickOnce deployment of current application.

## Return value

An array of bytes that contains the manifest of the ClickOnce deployment of the application that is associated with this ActivationContext.
# C Sharp Reference/System namespace/ActivationContext class/Form property

Gets the form, or the magasin context, for current application.

## Return value

Returns an enumeration value of ActivationContext.ContextForm enumeration.
# C Sharp Reference/System namespace/ActivationContext class/Dispose method

Free any ressources used by ActivationContext.
# C Sharp Reference/System namespace/ActivationContext class

Identifies the context of activation for the current application. This class can not be inherited.

## Methods

* CreatePartialActivationContext
* Dispose

## Properties

* ApplicationManifestBytes
* DeploymentManifestBytes
* Form
* Identity

## Destructors

* ~ActivationContext
# C Sharp Reference/System namespace/ActivationContext class/ActivationContext destructor

A member of the ActivationContext class.
# C Sharp Reference/System namespace/ActivationContext class/ApplicationManifestBytes property

Gets the ClickOnce application's manifest of the current application.

## Return value

Returns an array of bytes that contains the ClickOnce application's manifest for the application that is associated with this ApplicationContext.
# C Sharp Reference/System namespace/AccessViolationException class/AccessViolationException constructor

Initializes a new instance of the AccessViolationException class with serialized data.

## Overloads

This constructor has 4 overloads.
# C Programming/complex.h/catanh
## Description

These functions shall return the complex arc hyperbolic tangent value, in the range of a strip mathematically unbounded along the real axis and in the interval [-iπ/2, +iπ/2] along the imaginary axis.
# C Programming/complex.h/ccos
## Description

The C library provides with the ccos function which gives the cosine of a complex number.It is included in the header file complex.h. This function returns a double-precision floating point number. The ccos function can be expressed as:
ccosz = (exp (i * z) + exp (-i * z))/2

## References

* ↑ "ccos(3) - Linux man page". die.net. Retrieved 20 September 2011.
# C Programming/complex.h/ccosh
## Description

These functions compute and return the complex hyperbolic cosine value.
# C Programming/complex.h/clog
## Description

These functions shall return the complex natural logarithm value, in the range of a strip mathematically unbounded along the real axis and in the interval [-iπ, +iπ] along the imaginary axis.
# C Programming/complex.h/conj
## Description

These functions compute and return the complex conjugate value.
# C Programming/complex.h/cproj

cproj is a standard C programming language function.

## Purpose

Used to compute complex projection functions.

## Parameters

The values which have to be projected are specified by z.

## Description

This is complex projection functions. these are available for integrity servers. The projection of complex floating point-number z onto the Riemann sphere is done by cproj. But all complex infinities are projected to positive infinity on the real axis.

## Return value

The cproj return the value of projection on Riemann sphere.
# C Programming/complex.h/cimag
## Description

cimag is a complex function in c programming. As complex numbers contain two parts, one real part and one imaginary part, this function is used to declare the imaginary part of a complex number. For example, let 'M' be any complex number which can be represented using c functions as follows:
    M = creal(M) + cimag(M) * i
    where creal(M) = real part of M.
    The function returns the imaginary part of the complex no.
# C Programming/complex.h/cpow
## Description

Cpow is a library function in the C programming language, used to calculate powers in the field of complex numbers It was added to the C programming language, together with complex number support, in the C99 standard.

### Introduction

In mathematics, complex numbers are often denoted by 'z' .
In this number 'x' is the real part and 'y' is imaginary part. 'i' is imaginary unit, such that "i$^2$ = -1 ". Complex power is defined by the mathematical operation of exponentiation given by "z$_1$$^{z2}$" . In C programming language , library function for this is given by Cpow.

#### Header File

Standard Library Header file : <complex.h>(complex arithmetic)

#### Syntax for function

This function calculates the power of real number 'x' raised to y-th power ,where y is a complex number . In mathematics ,by Euler's formula, e$^{ia}$ = (cos a +i sin a).Here,cos and sin are trigonometric functions. For x$^{ia}$, x$^{i.a}$ = e$^{i.aln(x)}$ = ( cos(a ln(x)) + i sin(a ln(x)) ) ; ln : logarithmic function to the base e.

#### Return Value

Returns the complex power of base x raised to the y-th power using the principal branch, whose cuts are along the negative real axis.
# C Programming/complex.h/cexp
## Description

These functions compute and return the complex exponential value of z.
# C Programming/complex.h/creal
## Description

These functions compute and return the real part value.
# Celestia/Celx Scripting/CELX Lua Methods/CEL command capture
### capture

capture { type <jpg|png> filename <name> }
Take a screenshot and save it to disk (if allowed by your system).
Notes:
* To avoid overwriting other files (i.e. non-screenshots), the filename is always something like "screenshot-000001.png" or "screenshot-<name>-000001.png", where the number is counting from 1 on for each time you start a script, and name can be chosen by the script - see above.
* Taking screenshots takes some time, but any flash, print, goto or center command in progress won't wait. This may change in future, but OTOH nobody has complained yet.
* The limitations which were put in place for security reasons in Celestia version 1.3.2 have been somewhat lifted in Celestia version 1.4.0, because CEL-scripting also offers less secure screenshot taking. This means that security can be circumvented by using a CEL script anyway :-(
* However screenshots still are written to the directory set by the config option "ScriptScreenshotDirectory" in the celestia.cfg file, defaulting to the main celestia directory (typically something like C:\Program Files\Celestia\), depending on your system, Celestia might not be allowed to write files there.
Arguments:

#### type <jpg|png>

    Define the filetype (extension) of the screenshot, default is "png"
    Must be one of:
   * "png"
   * "jpg"

#### filename <name>

    A required string which will be used in the entire filename of this screenshot, including the extension.
    This name is restricted to A-z, 0-9 and _ (underscore) with a maximum length of many chars.
CELX equivalent:
Based on the celestia:takescreenshot method.
* Take a screenshot and save it to disk (if allowed by your system). Return boolean true if successful.
-- OR --
Example: Take a screenshot of the actual scene and store it in filename: "screenshot-test-000001.jpg". If this filename already exist, the number-part will be incremented until the first free number.
CEL:
CELX:
Back to CEL command index
# Celestia/Celx Scripting/CELX Lua Methods/CEL command chase
### chase

chase { }
Tells Celestia to set the active Coordinate System to chase, which chases the currently selected object through space.
The command has no arguments.
CELX equivalent-1:
Based on the observer:setframe method.
* Find the target object with name <string> to be chased and store in "objectname".
* Create new frame of reference to chase with "objectname" as reference object and store in "frame".
* Get observer instance of the active view and set the coordinate system of the frame of reference to "frame".
Summarized:
CELX equivalent-2:
Based on the observer:chase method.
* Find the target object with name <string> to be chased and store in "objectname".
* Get observer instance of the active view and activate chase-mode on "objectname". Chase-mode is the same as setting the frame of reference to chase with objectname as reference object.
Summarized:
Example:
The following example selects the Moon, sets the Coordinate System to chase, and then goes to the Moon:
CEL:
CELX-1 with observer:setframe method:
CELX-2 with observer:chase method:
Back to CEL command index
# Celestia/Catalog Cross References
## Celestia's Cross Reference Catalogs

Celestia comes with several binary cross reference catalogs which provide the corresponding IDs of stars in several popular star catalogs. The locations of these files are specified in Celestia's configuration file, celestia.cfg.
* "data/hdindex.dat" provides HD (Henry Draper) catalog numbers
* "data/saoxindex.dat" provides SAO (Smithsonian Astronomical Observatory) catalog numbers
* "data/gliesexindex.dat" provides Gliese (Gliese Catalog of Nearby Stars) catalog numbers
With an understanding of their formats, you can replace or extend these catalogs.

## Format

All numbers are stored in little-endian format. The format is as follows:
Followed by records of length 8 bytes of the form:
# Celestia/Celx Scripting
## CELX Scripting

CELX scripts can be used to interact with the user, change Celestia's viewpoint and what it shows, and do sophisticated calculations.
CELX first appeared in Celestia v1.3.1. CELX consists of the Lua-programming language combined with a Celestia-specific API. That is, CELX uses Lua syntax and most of the basic Lua-libraries, and adds Celestia-specific functionality.
CELX's biggest advantage over CEL scripting is that it is a real programming language, including control structures like functions and loops, and offers a lot more possibilities, such as interactivity. However this power also makes CELX harder to learn and use, and provides the main disadvantage over CEL scripting.
* Introduction to CELX Scripting
* CELX Lua Methods: a list of CELX Methods (functions).
* CELX Questions and Answers
* CELX Development Suggestions

## External Links

A few example Lua scripts for Celestia are available on SourceForge.
A comprehensive list of Celestia's Lua functions is available on Harald Schmidt's Web site.
Some helpful .CEL and .CELX scripts for Celestia are available on Don G's Celestia Scripting Resources
# Celestia/Celx Scripting/CELX Lua Methods/CEL command cancel
### cancel

cancel { }
Cancels goto and track commands, and resets the Coordinate System to universal, which means it also cancels follow, synchronous and other Coordinate System related commands. This command is much like pressing the [Esc] key when running Celestia in its interactive mode.
The command has no arguments.
CELX equivalent:
The CELX equivalent consists of a sequence of 3 steps:
* Get observer instance of the active view and stop any goto or center command currently in progress.
* Stop tracking an object.
* Create new frame and reset the coordinate system to universal.
Summarized:
Example: The first part of this script selects the Earth, goes to it, and then performs other commands, maybe to change its view, speed up time, etc. The second section executes a cancel command, selects Mars, and then performs other commands on Mars:
CEL:
CELX:
Back to CEL command index
# Celestia/Celx Scripting/CELX Lua Methods/CEL command center
### center

center { time <duration> }
Centers the currently selected object in the display in <duration> seconds. you must first use the select command to select an object to be centered.
Arguments:

#### time <duration>

    Number of seconds to take centering the object. Default is 1.0 second.
CELX equivalent:
Based on the observer:center method.
* Find and select target object with name <string> to be centered and store in "objectname"
* Get observer instance of the active view and center objectname. If no <duration> is given, the default time = 5.0 seconds !!!
* Wait <duration> seconds.
Summarized:
Example: The following example selects the Earth and takes 5.5 seconds to center it on the screen. If you do not see the Earth, press the [G] key on your keyboard and you should see the Earth zoom into view from the center of the display.
CEL:
CELX:
Back to CEL command index
# Celestia/Celx Scripting/CELX Lua Methods/CEL command changedistance
### changedistance

changedistance { duration <duration> rate <rate> }
Changes the camera's distance from the currently selected object in <duration> seconds, with the specified <rate>, to achieve a certain <distance>.
You must first use the select command to select an object.
Note: <distance> is NOT specified in the CEL changedistance command.
Arguments:

#### duration <duration>

    Number of seconds to take when changing the distance. Default is 1.0 second.

#### rate <rate>

    Speed at which to change the distance. default is 0.0. Small values work best, from decimal values, to 5 or 6. A negative value moves the camera closer to the object, while a positive value moves the camera further away ("+" sign is not necessary).
CELX equivalent:
Based on the observer:gotodistance method.
The observer:gotodistance method uses <distance> to determine to goto and has NO ability to define the <rate>. So you first have to find out the resulting distance using the CEL: changedistance command at the specified <rate> and then convert that distance into the <distance> parameter of the observer:gotodistance method.
* Find the target object with name <string> to go to and store in "objectname".
* Select "objectname" to be equivalent with CEL scripting. Actually, this step is not necessary in CELX scripting!
* Get observer instance of the active view and goto given <distance> of "objectname" in <duration> seconds.
** <distance> is the distance from the center of target where to stop in km.
*** If no <distance> is given, the default distance = 20000 km.
*** If <distance> is smaller than the radius of the object, the goto ends within the object !!!
*** To obtain the radius of an object in km, you can use the object:radius method.
** <duration> is the number of seconds the goto should take.
*** If no <duration> is given, the default time = 5.0 seconds !!!
* Wait <duration> seconds.
Summarized:
Example: The following example selects the Sun, travels to it, then selects Earth, travels to it, and then spends 2.5 seconds changing the display distance to be further away from the Earth.
CEL:
CELX:
Back to CEL command index
# Ada Programming/Libraries/Ada.Containers.Bounded Ordered Sets

This language feature has been introduced in Ada 2012.
Ada.Containers.Bounded_Ordered_Sets is a unit of the Predefined Language Environment since Ada 2012.

## See also
### Wikibook

* Ada Programming/Libraries/Ada
* Ada Programming/Libraries/Ada.Containers

### External examples

* Search for examples of Ada.Containers.Bounded_Ordered_Sets in: Rosetta Code, GitHub (gists), any Alire crate or this Wikibook.
* Search for posts related to Ada.Containers.Bounded_Ordered_Sets in: Stack Overflow, comp.lang.ada or any Ada related page.

### Ada Reference Manual
#### Ada 2012

* A.18.24: The Generic Package Containers.Bounded_Ordered_Sets

### Open-Source Implementations

FSF GNAT
* Specification: a-cborse.ads
* Body: a-cborse.adb
# Ada Programming/Libraries/Ada.Containers.Bounded Multiway Trees

This language feature has been introduced in Ada 2012.
Ada.Containers.Bounded_Multiway_Trees is a unit of the Predefined Language Environment since Ada 2012.

## See also
### Wikibook

* Ada Programming/Libraries/Ada
* Ada Programming/Libraries/Ada.Containers

### External examples

* Search for examples of Ada.Containers.Bounded_Multiway_Trees in: Rosetta Code, GitHub (gists), any Alire crate or this Wikibook.
* Search for posts related to Ada.Containers.Bounded_Multiway_Trees in: Stack Overflow, comp.lang.ada or any Ada related page.

### Ada Reference Manual
#### Ada 2012

* A.18.25: The Generic Package Containers.Bounded_Multiway_Trees

### Open-Source Implementations

FSF GNAT
* Specification: a-cbmutr.ads
* Body: a-cbmutr.adb
# Ada Programming/Libraries/Ada.Containers.Bounded Vectors

This language feature has been introduced in Ada 2012.
Ada.Containers.Bounded_Vectors is a unit of the Predefined Language Environment since Ada 2012.

## See also
### Wikibook

* Ada Programming/Libraries/Ada
* Ada Programming/Libraries/Ada.Containers

### External examples

* Search for examples of Ada.Containers.Bounded_Vectors in: Rosetta Code, GitHub (gists), any Alire crate or this Wikibook.
* Search for posts related to Ada.Containers.Bounded_Vectors in: Stack Overflow, comp.lang.ada or any Ada related page.

### Ada Reference Manual
#### Ada 2012

* A.18.19: The Generic Package Containers.Bounded_Vectors

### Open-Source Implementations

FSF GNAT
* Specification: a-cobove.ads
* Body: a-cobove.adb
# Ada Programming/Libraries/Ada.Containers.Doubly Linked Lists

This language feature is only available from Ada 2005 on.
Ada.Containers.Doubly_Linked_Lists is a unit of the Predefined Language Environment since Ada 2005.

## Introduction

One of the major additions to Ada 2005 is the container library. This library enables the Ada developer to manipulate data structures such as doubly linked lists, maps, sets and vectors. This page will show how the Ada.Containers.Doubly_Linked_Lists library works.
A doubly linked list is merely a linked list where each element is not only linked to the next, but also the previous. For more information, see doubly linked list.

## Example

This is example usage is from an existing project.
worm.ads
This file represents the specification of a worm.
As you can see, Ada.Containers.Doubly_Linked_Lists is instantiated with a type called “Position”. This type represents a tile type in a 2-dimensional array. The worm body is now represented by a doubly linked list, meaning we can loop through each element in either direction, by using the Next and Previous functions.
For those interested, the game can be found at GitHub.

## See also
### Wikibook

* Ada Programming/Libraries/Ada

### External examples

* Search for examples of Ada.Containers.Doubly_Linked_Lists in: Rosetta Code, GitHub (gists), any Alire crate or this Wikibook.
* Search for posts related to Ada.Containers.Doubly_Linked_Lists in: Stack Overflow, comp.lang.ada or any Ada related page.

### Ada Reference Manual
#### Ada 2005

* A.18.3: The Package Containers.Doubly_Linked_Lists

#### Ada 2012

* A.18.3: The Generic Package Containers.Doubly_Linked_Lists

### Open-Source Implementations

FSF GNAT
* Specification: a-cdlili.ads
* Body: a-cdlili.adb
drake
* Specification: containers/a-cdlili.ads
* Body: containers/a-cdlili.adb
# Ada Programming/Libraries/Ada.Containers.Generic Array Sort

This language feature is only available from Ada 2005 on.
Ada.Containers.Generic_Array_Sort is a unit of the Predefined Language Environment since Ada 2005.

## See also
### Wikibook

* Ada Programming/Libraries/Ada

### External examples

* Search for examples of Ada.Containers.Generic_Array_Sort in: Rosetta Code, GitHub (gists), any Alire crate or this Wikibook.
* Search for posts related to Ada.Containers.Generic_Array_Sort in: Stack Overflow, comp.lang.ada or any Ada related page.

### Ada Reference Manual
#### Ada 2005

* A.18.16: Array Sorting

#### Ada 2012

* A.18.26: Array Sorting

### Open-Source Implementations

FSF GNAT
* Specification: a-cgarso.ads
drake
* Specification: containers/a-cgarso.ads
# Ada Programming/Libraries/Ada.Containers.Bounded Indefinite Holders

This language feature has been introduced in Ada 2022.
Ada.Containers.Bounded Indefinite Holders is a unit of the Predefined Language Environment since Ada 2022.
# Ada Programming/Libraries/Ada.Containers.Bounded Ordered Maps

This language feature has been introduced in Ada 2012.
Ada.Containers.Bounded_Ordered_Maps is a unit of the Predefined Language Environment since Ada 2012.

## See also
### Wikibook

* Ada Programming/Libraries/Ada
* Ada Programming/Libraries/Ada.Containers

### External examples

* Search for examples of Ada.Containers.Bounded_Ordered_Maps in: Rosetta Code, GitHub (gists), any Alire crate or this Wikibook.
* Search for posts related to Ada.Containers.Bounded_Ordered_Maps in: Stack Overflow, comp.lang.ada or any Ada related page.

### Ada Reference Manual
#### Ada 2012

* A.18.22: The Generic Package Containers.Bounded_Ordered_Maps

### Open-Source Implementations

FSF GNAT
* Specification: a-cborma.ads
* Body: a-cborma.adb