OpenLLM-France/wikimedia huggingface dataset:
# A-level Computing/AQA/Paper 1/Systematic approach to problem solving/Design

Once we have settled on what we are going to make and the objectives for the system, we need to set about designing the components. Design is important as it allows you to start thinking about how you will make things, and hopefully avoid making mistakes later.
The Process involved in the design of a product is looking at:
* User interface
* Processes
* Data storage requirements
* Example: Electronic Craft Design
* For Electronic Crafts they now know we are making a football game for the Super MES.
* This system only has a joypad interface, they'll have to note which buttons should do what, and where everything will appear on the screen
* types of input are important to consider when designing interfaces
* The process design is probably the most complicated part. How will the game work out when someone has scored, what will the code for playing a game on the internet look like etc. This may be designed using tools such as UML, Data flow diagrams and pseudo code. You don't need to know the specifics for this Unit but they will come in useful for the A2 project.
* The design stage is very important to avoid mistakes later on
* Finally, Electronic Crafts would need to think about how the game would be delivered to the customer (download vs disc), how games will be saved (On the machine, online or on a memory unit), and how online data would be stored (database details).
* more and more products no longer require physical media
* Exercise: Design
* Why is it important for companies to design products?
* Answer:
* So that they can avoid mistakes later on by spotting them in the design stage
* Name 3 things that a company should design
* Answer:
* User Interface
* Processes
* Data storage
* How would you recommend a company distributes the latest computer game and why?
* Answer:
* They should do it online, so that it is faster to get to the customer and companies don't have to pay so much in distribution costs. It also allows for updates to be released without having to recall all the discs
* Alternatively
* They should distribute it using Blu-ray discs as they offer lots of space and some people have very slow internet connections. They can also be sold in shops, meaning customers will see them and be tempted to buy them
# A-level Computing/AQA/Paper 1/Theory of computation/Abstraction
## Introduction
### Abstraction

* representational abstraction is a representation arrived at by removing unnecessary details
* abstraction by generalisation or categorisation is a grouping by common characteristics to arrive at a hierarchical relationship of the 'is a kind of' type.

### Information Hiding

* The process of hiding all details of an object that do not contribute to its essential characteristics.

### Procedural Abstraction

* The result of abstracting away the actual values used in any particular computation is a computational pattern or computational method – a procedure.
* Exercise: Example of a Procedural Abstraction
* Algorithm to calculate square of a number
* Input number
* Print sqr(5)
* Procedure sqr(int: number)
* Calculate number ** 2
* End Procedure
* Text in bold is the result of a procedural abstraction which is the procedure itself without the actual value of number in this case.

### Functional Abstraction

* The result of a procedural abstraction is a procedure, not a function. To get a function requires yet another abstraction, which disregards the particular computation method and this is a functional abstraction.

### Data Abstraction

* Data abstraction is a methodology that enables us to isolate how a compound data object is used from the details of how it is constructed. For example, a stack could be implemented as an array and a pointer for top of stack.

### Problem Abstraction/Reduction

* Details are removed until the problem is represented in a way that is possible to solve because the problem reduces to one that has already been solved.
* Exercise: Abstraction
* What is abstraction?
* Answer:
* This is the process of creating a generic model or template by grouping common characteristics and removing unnecessary details.
* Exercise: Information Hiding
* What is Information Hiding?
* Answer:
* This is the process of hiding all details of an object that do not contribute to its essential characteristics.
# A-level Computing/AQA/Paper 1/Skeleton program/AS2024

AQA computer science Queue Simulator
This is for the AQA AS Computer Science Specification.
This is where suggestions can be made about what some of the questions might be and how we can solve them.

## Section A Predictions

The 2024 paper 1 section A will contain 4 questions worth 21 marks. (Q1 - 5 marks, Q2 - 4 marks, Q3 - 3 marks, Q4 - 9 marks). The EAD provides a table for the Q1 answers which is likely a trace table.

## Section B Predictions

The 2024 paper 1 section B will contain 11 questions worth 24 marks. (Q5 - 2 marks, Q6 - 2 marks, Q7 - 1 mark, Q8 - 1 mark, Q9 - 2 marks, Q10 - 2 marks, Q11 - 4 marks, Q12 - 2 marks, Q13 - 3 marks, Q14 - 3 marks, Q15 - 2 marks.)

## Section C Predictions

The 2024 paper 1 section C will contain 3 questions worth 30 marks. (Q16 - 8 marks, Q17 - 9 marks, Q18 - 13 marks.)
Q16 - Prediction
As there are no major outstanding errors in the program, the only noticeable change in functionality that could be made is to do with the settings menu. Initially, entering any value apart from "Y" would let the user skip editing the settings, however this should be changed so that the program only accepts Y and N as user inputs. An example has been given below in C#:
# A-level Computing/AQA/Paper 1/Theory of computation

==Abstraction and automation
* Problem-solving
* Following and writing algorithms
* Abstraction
* Information hiding
* Procedural abstraction
* Functional abstraction
* Data abstraction
* Problem abstraction reduction
* Decomposition
* Composition
* Automation
==Regular languages
* Regular languages
* Finite state machines
* Maths for regular expressions
* Compact set notation
* Regular expressions
==Context-free languages
==Classification of algorithms
* Classification of algorithms
* Comparing algorithms
* Maths for big-O notation
* Order of complexity
* Limits of computation
* Classification of algorithmic problems
* Computable and non-computable problems
* Halting problem
==A model of computation
# C++ Programming/Code/Standard C Library/Functions/exp
#### exp

| Syntax | #attrid <cmath> double exp( double arg ); |
The exp function returns e (2.7182818) raised to the argth power.

##### Related topics

    log - pow - sqrt
# C++ Programming/Code/Standard C Library/Functions/feof
## feof

| Syntax | #include <cstdio> int feof( FILE *stream ); |
The function feof returns TRUE if the end-of-file was reached, or FALSE otherwise.

### Related topics

    clearerr - ferror - getc - perror - putc
# C++ Programming/Code/Standard C Library/Functions/fgetc
#### fgetc

| Syntax | #include <cstdio> int fgetc( FILE *stream ); |
The fgetc function returns the next character from stream, or EOF if the end of file is reached or if there is an error.

##### Related topics

    fopen - fputc - fread - fwrite - getc - getchar - gets - putc
# C++ Programming/Code/Standard C Library/Functions/exit
#### exit

| Syntax | #include <cstdlib> void exit( int exit_code ); |
The exit function stops the program. exit_code is passed on to be the return value of the program, where usually zero indicates success and non-zero indicates an error.

##### Related topics

    abort - atexit - system
# C++ Programming/Code/Standard C Library/Functions/ferror
#### ferror

| Syntax | #include <cstdio> int ferror( FILE *stream ); |
The ferror function looks for errors with stream, returning zero if no errors have occurred, and non-zero if there is an error. In case of an error, use perror to determine which error has occurred.

##### Related topics

    clearerr - feof - perror
# C++ Programming/Code/Standard C Library/Functions/fgetpos
#### fgetpos

| Syntax | #include <cstdio> int fgetpos( FILE *stream, fpos_t *position ); |
The fgetpos function stores the file position indicator of the given file stream in the given position variable. The position variable is of type fpos_t (which is defined in cstdio) and is an object that can hold every possible position in a FILE. fgetpos returns zero upon success, and a non-zero value upon failure.

##### Related topics

    fseek - fsetpos - ftell
# C++ Programming/Code/Standard C Library/Functions/fabs
#### fabs

| Syntax | #include <cmath> double fabs( double arg ); |
The function fabs returns the absolute value of arg.

##### Related topics

    abs - fmod - labs
# C++ Programming/Code/Standard C Library/Functions/fclose
## fclose

| Syntax | #include <cstdio> int fclose( FILE *stream ); |
The function fclose closes the given file stream, deallocating any buffers associated with that stream. fclose returns 0 upon success, and EOF otherwise.

### Related topics

    fflush - fopen - freopen - setbuf
# C++ Programming/Code/Standard C Library/Functions/fflush
## fflush

| Syntax | #include <cstdio> int fflush( FILE *stream ); |
If the given file stream is an output stream, then fflush causes the output buffer to be written to the file. If the given stream is of the input type, the behavior of fflush depends on the library being used (for example, some libraries ignore the operation, others report an error, and others clear pending input).
fflush is useful when either debugging (for example, if a program segfaults before the buffer is sent to the screen), or it can be used to ensure a partial display of output before a long processing period.
By default, most implementations have stdout transmit the buffer at the end of each line, while stderr is flushed whenever there is output. This behavior changes if there is a redirection or pipe, where calling fflush(stdout) can help maintain the flow of output.

### Related topics

    fclose - fopen - fread - fwrite - getc - putc
# C++ Programming/Code/Standard C Library/Functions/fgets
#### fgets

| Syntax | #include <cstdio> char *fgets( char *str, int num, FILE *stream ); |
The function fgets reads up to num - 1 characters from the given file stream and dumps them into str. The string that fgets produces is always null-terminated. fgets will stop when it reaches the end of a line, in which case str will contain that newline character. Otherwise, fgets will stop when it reaches num - 1 characters or encounters the EOF character. fgets returns str on success, and NULL on an error.

##### Related topics

    fputs - fscanf - gets - scanf
# Algebraic Geometry
## Mission

To explain the major areas of Algebraic geometry, along with problem sets and solutions. Do be warned that fairly advanced mathematics lies ahead, and studying the prerequisites thoroughly is advised.

## Prerequisites

* Abstract Algebra
* Geometry
* Linear Algebra
* Topology

## Contents

* Introduction
* Affine Varieties
* Projective Varieties
* Algebraic Varieties
* Morphisms of Varieties/
* The Riemann-Roch Theorem
* Affine Schemes
* Projective Schemes
* Functions

## Authors

Matthew Whitworth User:Donutmug
# Algebraic Geometry/Printable version

The current, editable version of this book is available in Wikibooks, the open-content textbooks collection, at
https://en.wikibooks.org/wiki/Algebraic_Geometry

# Introduction
## What is Algebraic Geometry?

Algebraic Geometry is a branch of mathematics that combines abstract algebra with geometry - more precisely; it is the study of algebraic objects using geometrical tools. It can be seen as a combination of linear algebra ("systems of linear equations in several variables"), and algebra ("study of polynomial equations in one variable" (though not exclusively)). Perhaps another description is that algebraic geometry is the study of polynomial functions and the spaces on which those polynomial functions are defined (known as algebraic varieties).
Therefore, the starting point for algebraic geometry is the study of the solutions of systems of polynomial equations:
$f_{i}(X_{1},X_{2},...,X_{n})=0,i=1,2,...,m,f_{i}\in k[X_{1},X_{2},...,X_{n}]$
The theorems for polynomial equations depend on whether or not the field $k$ is algebraically closed and whether $k$ has characteristic 0.
For example, let $k=\mathbb {Q}$ and $f(X_{1},X_{2},X_{3})=X_{1}^{n}+X_{2}^{n}-X_{3}^{n}$. This is Fermat's Last Theorem - and if $n\geq 3$ then only trivial solutions to the problem exist.
What questions can be asked of this system of polynomial equations? It is not possible in many circumstances to note all the solutions explicitly (remember that a single polynomial equation cannot be solved in general exactly if it's degree is greater than 4 - see Abel–Ruffini theorem) - so most study is dedicated towards the geometrical structure of the set of solutions to these equations.

### Notation

Throughout the book, a ring will generally be taken as a commutative ring with identity, and $k$ will represent an algebraically closed field.

## Preliminaries

In order to progress in the subject, we must review some results from commutative algebra (i.e. the study of commutative rings).

## History

The field of algebraic geometry was first developed by Islamic mathematicians, such as the Persian mathematician Omar Khayyám.

# Functions

A function is a relation mapping one set (the domain) to another (the codomain) such that every element in domain has a unique image in its co-domain.
Examples of functions would include $2x+3y=9$, $4x+7z=8$
function is denoted by symbol $f(x)$ or $g(x)$ where $x$ is the independent variable and function are written as $f(x)=7x+9$
# Algebraic Geometry/Functions

A function is a relation mapping one set (the domain) to another (the codomain) such that every element in domain has a unique image in its co-domain.
Examples of functions would include $2x+3y=9$, $4x+7z=8$
function is denoted by symbol $f(x)$ or $g(x)$ where $x$ is the independent variable and function are written as $f(x)=7x+9$
# Algebraic Geometry/Introduction
## What is Algebraic Geometry?

Algebraic Geometry is a branch of mathematics that combines abstract algebra with geometry - more precisely; it is the study of algebraic objects using geometrical tools. It can be seen as a combination of linear algebra ("systems of linear equations in several variables"), and algebra ("study of polynomial equations in one variable" (though not exclusively)). Perhaps another description is that algebraic geometry is the study of polynomial functions and the spaces on which those polynomial functions are defined (known as algebraic varieties).
Therefore, the starting point for algebraic geometry is the study of the solutions of systems of polynomial equations:
$f_{i}(X_{1},X_{2},...,X_{n})=0,i=1,2,...,m,f_{i}\in k[X_{1},X_{2},...,X_{n}]$
The theorems for polynomial equations depend on whether or not the field $k$ is algebraically closed and whether $k$ has characteristic 0.
For example, let $k=\mathbb {Q}$ and $f(X_{1},X_{2},X_{3})=X_{1}^{n}+X_{2}^{n}-X_{3}^{n}$. This is Fermat's Last Theorem - and if $n\geq 3$ then only trivial solutions to the problem exist.
What questions can be asked of this system of polynomial equations? It is not possible in many circumstances to note all the solutions explicitly (remember that a single polynomial equation cannot be solved in general exactly if it's degree is greater than 4 - see Abel–Ruffini theorem) - so most study is dedicated towards the geometrical structure of the set of solutions to these equations.

### Notation

Throughout the book, a ring will generally be taken as a commutative ring with identity, and $k$ will represent an algebraically closed field.

## Preliminaries

In order to progress in the subject, we must review some results from commutative algebra (i.e. the study of commutative rings).

## History

The field of algebraic geometry was first developed by Islamic mathematicians, such as the Persian mathematician Omar Khayyám.
# BTEC IT Unit 20 - Website Design/HTML/Embedded Videos

Embedding a video (from existing file)
Embedding a video (from YouTube)
a) Go to Youtube.com
b) Find the video you want to embed in your website
c)Click Share > Embed
d)Copy link and add in your website
The link will look like this:
# BTEC IT Unit 20 - Website Design/HTML/Navigation

Simple Navigation Bar (using a table)
Navigation Bar (using a list)
In the
In the
# BTEC IT Unit 20 - Website Design/JavaScript

* Alert Box
* Prompt Box
* Rollover
* Slideshow
* Contact Form
* Radio Buttons
* Automatic Clock
* Automatic Date/Time
* Button - Display Date/Time
* Button - Play/Stop Music
* Quiz
# BTEC IT Unit 20 - Website Design/JavaScript/Alert Box

Alert Box (unstructured code)
Alert Box (structured code)
# BTEC IT Unit 20 - Website Design/JavaScript/Automatic Date/Time

Display Day/Date (e.g. Wednesday, ‎February‎ 1, ‎2017 )
# BTEC IT Unit 20 - Website Design/HTML/Logo & Title

Logo & Title (different lines)
Logo & Title (same line)
# BTEC IT Unit 20 - Website Design/HTML/Tables

Now we'll know how to create table in html.
<html>
| Company | Contact | Country |
| Alfreds Futterkiste | Maria Anders | Germany |
| Centro comercial Moctezuma | Francisco Chang | Mexico |
</html>
# Blender 3D: Noob to Pro/Advanced Tutorials/Advanced Animation/Guided tour/Const/fp

| previous module: "Locked Track" | • Table of Contents • Glossary | next module: "Stretch-To" |

## Follow path

Follow path is a constraint which creates an animation in which the Object follows a Curve. You of course have to constraint it to a curve of some kind.

## The Constraint Panel

When you added a curve you've to click the "Animate Path" button, otherwise nothing will happen.
The "Follow Curve" checkbox is there to make the objects Forward Axis, here "Y", point in the direction of movement. Of course here you'll find the Forward axis choices and Up choice, weird they still got different layouts, but don't bother. Finally, the "Influence" slider.

## Where To Use It

It can be very handy when you animate a roller-coaster or something that has to follow something else perfectly.
Here's an animation of a follow path
| previous module: "Locked Track" | • Table of Contents • Glossary | next module: "Stretch-To" |
# Blender 3D: Noob to Pro/Advanced Tutorials/Advanced Animation/Guided tour/Const/lt

| previous module: "Floor" | • Table of Contents • Glossary | next module: "Follow path" |

## Locked Track

This page is just like Track To, only you can lock an axis to point upwards.
| previous module: "Floor" | • Table of Contents • Glossary | next module: "Follow path" |
# Blender 3D: Noob to Pro/Advanced Tutorials/Advanced Animation/Guided tour/Const/cl

| previous module: "Constraints" | • Table of Contents • Glossary | next module: "Copy Rotation" |

## Copy Location

The Copy Location constraint does as the name states: it will copy the location of the target to the source (constrained object). Less Influence will drag the constrained object less and less to the target.
If it's an armature, a new field will appear to let you tell which bone will be the target. Don't forget TABKEY completion while writing the name of your object/bone!
You can tell Blender to work only on the selected axis. Many uses are possible :)

## The Constraint Panel

* The Target field will let you select which Object the constraint holder will follow.

## Where To Use It

Most of the time this little constraint is useful to stick objects to one another. By playing with the Influence you can tell when it will work, when it will remain motionless.
A good use of it is to ask a character to pick up something. By having a bone or empty for each side of the relationship (hand <-> glass), as the hand approaches the glass, you can align the two empties and fire the constraint up (1.00) to stick them together. You add another child-bone in the middle of the hand to tell where the glass will be. Thus moving the hand will move the glass. On the side of the glass just add an empty and make it parent of the glass. Add a copy location to the empty pointing to the bone in the hand we just did. There you go. Of course when the hand rotates the glass will not. For that you will need to add a Copy Rotation Constraint.
Before Blender 2.40, the above method was a good way of faking parent relationship without rotation. But now we have the hinge option which does the same.
Create this kind of tracking device using the X Y Z toggle button
| previous module: "Constraints" | • Table of Contents • Glossary | next module: "Copy Rotation" |
# Blender 3D: Noob to Pro/Advanced Tutorials/Advanced Animation/Guided tour/Const/st

| previous module: "Follow Path" | • Table of Contents • Glossary | next module: "IK Solver" |

## Stretch-To

Stretch To causes the affected object to scale the Y axis towards a target object. It also has volumetric features, so the affected object can squash down as the target moves closer, or thin out as the target moves farther away. Or you can choose not to make use of this volumetric squash-'n'-stretch feature, by pressing the NONE button. This constraint assumes that the Y axis will be the axis that does the stretching, and doesn't give you the option of using a different one because it would require too many buttons to do so.
This constraint affects object orientation in the same way that Track To does, except this constraint bases the orientation of its poles on the original orientation of the bone! See the page on Tracking for more info. Locked Track also works with this constraint. Options
R
Rest Length
Volume Variation
Vol
Plane
| previous module: "Follow Path" | • Table of Contents • Glossary | next module: "IK Solver" |
# Blender 3D: Noob to Pro/Advanced Tutorials/Advanced Animation/Guided tour/Const/cr

| previous module: "Copy Location" | • Table of Contents • Glossary | next module: "Track-To" |

## Copy Rotation

This constraint copies the rotation of the target. As simple as that. It can be an object or a bone. As you can see in the example, only the rotation gets copied.

## The Constraint Panel

* You have 3 buttons to select which axis get copied over.

## Where To Use It

Can be used with Copy Location to fake parent relationship. As you can key the influence you can make a character pick something up and hold it in his hands.
You can also use this to align a plane with a 2D effect on it to the camera at all times. This works better than pointing it at the camera in some cases, such as a ring of atmospheric halo around a planet, where you don't want it disappear behind the planet.
| previous module: "Copy Location" | • Table of Contents • Glossary | next module: "Track-To" |
# Blender 3D: Noob to Pro/Advanced Tutorials/Advanced Animation/Guided tour/Const/fl

| previous module: "Track-To" | • Table of Contents • Glossary | next module: "Locked Track" |
Using the floor constraint will keep a bone from passing through an object from a given direction. It is useful when making floors of course but also when making walls and other items which are obstacles for the armature.
There is also an offset value which is very useful when say for example you have a foot where the mesh stretches down below the actual tip of the armature you can then use the offset to make the bone stop before it actually reaches the obstacle object.
| previous module: "Track-To" | • Table of Contents • Glossary | next module: "Locked Track" |
# Blender 3D: Noob to Pro/Advanced Tutorials/Advanced Animation/Guided tour/Const/tt

| previous module: "Copy Rotation" | • Table of Contents • Glossary | next module: "Floor" |

## Track-To

The Track-To constraint lets you influence the Rotation of the constrained object by making it track a target with one of the constrained object's axis.

## The Constraint Panel

* You can enter the name of the target you want to track.
* You can select which axis is going to track the target.
* You can select which axis is going to stay up.

## Where To Use It

A good example of use is the make a camera track an object. The setting to use on a camera is track: -Z and up: Y. You can turn Axis drawing in objectbutton window to help you choose the good axis.
Another example with armature would be the eyes of a character:
| previous module: "Copy Rotation" | • Table of Contents • Glossary | next module: "Floor" |