OpenLLM-France/wikimedia huggingface dataset:
# HydroGeoSphere/Simulation Control Guidelines

Once the grid generation step is completed, the preprocessor generates a set of data for a default problem by assuming saturated, steady-state flow in a non-fractured, homogeneous porous medium. The porous medium properties for the default problem, which are hardwired in the code, are listed in Table 5.5. By default, the finite-element approach is used and a transport simulation is not done. If the default problem setup and material properties are acceptable, it is likely that the only additional data required to complete the definition of the problem are some flow boundary conditions, which can be assigned as described in Section 5.7.

## Transient flow

Causes HydroGeoSphere to perform a time-stepping, transient flow solution.

## Unsaturated

Causes HydroGeoSphere to perform a variably-saturated flow solution.

## Do transport

Causes HydroGeoSphere to perform a transport solution.
If surface loading with hydromechanical coupling is required, you must issue the following instruction:

## Surface loading

Causes HydroGeoSphere to consider surface loading with hydromechanical coupling.
The following instructions are used to define the behaviour of the Travel Time Probability Package described in Section 2.9.

## Travel time PDF

Defines if a travel time PDF computation is to be performed.

## Travel time CDF

Defines if a travel time CDF computation is to be performed.

## Travel time PDF from CDF

Defines if the travel time PDF must be deduced from the CDF at observation points.

## Mean age

Defines if a mean age/mean life expectancy computation is to be performed.

## Backward-in-time

Defines if flow is to be reversed (backward transport solution).

## Evaluate capture zone

Defines if an outlet capture zone is to be evaluated.

## Species attribution

Defines the species number (absolutely necessary in the case of multi-species transport).
These instructions are of general interest:

## Y vertical

Causes HydroGeoSphere to assume that the y-coordinate points in the vertical direction (i.e. instead of the z-coordinate).
This instruction does not switch coordinates, but merely cause HydroGeoSphere to use the y-coordinate of a node to calculate the total hydraulic head (pressure + elevation) for variably-saturated simulations. It is intended to be used for variably-saturated flow problems when using triangular prism elements, when one wants to have the triangular mesh (which is defined in the xy-plane) to be oriented along the vertical direction.

## Data check only

Causes HydroGeoSphere to halt execution after reading all data files, initializing arrays etc. but prior to the start of the solution procedure.
This can be useful for very large problems, where it is desirable to make sure that all the input is correct before actually doing the simulation.
# HydroGeoSphere/Simple Grids

Simple grids can be generated for rectangular domains which are adequate for many problems. They can have uniform or variable element sizes and can be made of hexahedral block or triangular prismatic elements. Each element in the grid is given a default zone number of 1.

## Generate uniform blocks

* xl, nbx Domain length and number of blocks in the x-direction
* yl, nby Domain length and number of blocks in the y-direction
* zl, nbz Domain length and number of blocks in the z-direction
Generates a grid for a rectangular domain made up of uniform blocks. In this case, the grid is formed by subdividing the domain in the x-direction into nbx blocks, each of length xl/nbx. The domain is subdivided in a similar fashion in the y- and z-directions, using the other input parameters.

## Generate uniform prisms

Generates a grid for a rectangular domain made up of uniform prisms. Requires identical input to the routine Generate uniform blocks described above. In this case though, instead of generating block elements, this instruction generates prism elements by subdividing each block into two prism elements.

## Generate variable blocks

* nx Number of nodes in the x-direction
* xi(i),i=1,nx x-coordinates of the nx nodes.
* ny Number of nodes in the y-direction
* yi(i),i=1,ny y-coordinates of the ny nodes.
* nz Number of nodes in the z-direction
* zi(i),i=1,nz z-coordinates of the nz nodes.
Generates a grid for a rectangular domain made up of variably-sized blocks. It is almost identical to the generate uniform blocks instruction except that instead of entering a domain length in each direction we enter a list of coordinates, which are each used to define the position of a plane of nodes along that axis. The structure xi(i),i=1,nx is called an implied do and means that you must supply nx values for the array xi. One or more values can be entered per line until the read statement is satisfied, then a new line should be started for the next read statement.

## Generate variable prisms

Generates a grid for a rectangular domain made up of variably-sized prisms. Requires identical input to the routine Generate variable blocks described above. In this case though, instead of generating block elements, this instruction generates prism elements by subdividing each block into two prism elements.
# HydroGeoSphere/Selecting Zones

These instructions can be used to alter the set of chosen zones for the current zone type (i.e. porous media, dual, fracture or surface.)

## Clear chosen zones

Returns the set to the default state, in which no zones are chosen. This is recommended if you are unsure of which zones are chosen due to previously issued instructions.

## Choose zones all

Selects all zones. This is useful if you wish to assign a property to all zones in the grid.

## Choose zone number

* num_zone Zone number.
Selects the zone numbered num_zone.
# HydroGeoSphere/Selecting Mesh Components

In order to assign boundary conditions, material properties etc. we need to be able to choose subsets of the grid. The method of choice must be flexible and easy to use as well as being able to handle complex input requirements.

## Grid components

The following is a list of grid components, ranked in order of increasing complexity:
* nodes -- used to assign initial heads and first-type boundary conditions
* segments -- used to represent wells, tile drains or observation wells
* faces (triangles or rectangles) -- used to represent fractures or high-conductivity planes (as 2-D triangular or rectangular elements) and to assign second- and third-type boundary conditions to these as well as 3-D prism or block elements.
* elements (blocks, prisms or tetrahedra) -- sometimes used to assign hydraulic conductivities or distribution coefficients
* zones -- generally used to assign material properties such as hydraulic conductivity. Elements are grouped into zones by assigning them the same ID number.
We will assign to all members of a grid component an attribute called ‘chosen’, which can be toggled on or off by the user. If the attribute is chosen for certain members of a component, then subsequent instructions issued by the user will affect those members only. For example, the following section of a hypothetical prefix.grok file would initially turn off all chosen nodes (i.e. instruction clear chosen nodes which requires no further input), then turn on only those nodes satisfying the requirement that they are within 1.e-5 distance units of the plane defined by the equation x = 0.0 (i.e. instruction choose nodes x plane followed by two lines of input):
Once these nodes were chosen, we could set the property of interest by issuing another instruction like:
In this case we are assigning a constant head of 10.0 to all chosen nodes at time 0.0, which will apply for the duration of the simulation. Note that the instruction specified head acts on nodes by definition. It is up to the user to be aware of which components each group of instruction acts on.
The effect of issuing two such instructions in succession is cumulative. For example, the following input would choose nodes which were within 1.e-5 distance units of the planes at x = 0.0 and x = 10.0:
The following sections introduce all the instructions which are available for choosing subsets of the various grid components.
# History of video games/Platforms/PasocomMini PC-8001
## History

The console was announced on August 5th, 2019.
The PasocomMini PC-8001 was released by HAL Laboratory, Inc on October 5th, 2019. The similar PCG8100 was also released. The system was developed in collaboration with NEC.
The system cost 27,280 Japanese Yen in 2022.

## Technology
### Compute

The system was based on a Raspberry Pi Zero WH.

### Hardware

The system supported USB keyboards as input.

### Software

The system ran Microsoft N-Basic 1.1.

## References

* ↑ "2019年8月5日、PC-8001登場40周年記念品となる「PasocomMini PC-8001」が発表されました：今日は何の日？ - Engadget 日本版". Engadget JP. https://japanese.engadget.com/today-203000765.html.
* ↑ "PasocomMini PC-8001 | HAL Laboratory". HAL Laboratory | "The official website of HAL Laboratory, Inc., developers of the Kirby series and other games. The website includes an introduction of the company’s works, how games are made, and more.". 15 November 2020. Retrieved 5 January 2022.
* 1 2 3 "パソコンミニ公式ウェブサイト". パソコンミニ公式ウェブサイト (in Japanese). Retrieved 5 January 2022.
* ↑ "HAL Laboratory working on NEC's PC-8001 Mini". Nintendo Wire. 6 August 2019. https://nintendowire.com/news/2019/08/06/hal-laboratory-working-on-necs-pc-8001-mini/.
* ↑ "パソコンミニ公式ウェブサイト". パソコンミニ公式ウェブサイト (in Japanese). Retrieved 5 January 2022.
* ↑ "HAL Labs-Developed PC-8001 Revival PasocomMini To Release On October 5, 2019". Siliconera. 28 September 2019. https://www.siliconera.com/hal-labs-developed-pc-8001-revival-pasocommini-to-release-on-october-5-2019/.
# History of video games/Platforms/Pelican VG Pocket

* The VG Pocket Max
* The VG Caplet

## History

The Pelican VG Pocket line was made by JungleTac and branded by Performance Design Products.

## VG Pocket Max

The Pelican VG Pocket Max was launched in 2005.
The VG Pocket Max uses a color 2.5 inch TFT LCD.

## VG Pocket 50

The VG Pocket 50 was released on November 15th, 2005.

## VG Pocket Tablet

The VG Pocket Tablet was launched by August 2006.
The VG Pocket Tablet has a 1.5 inch backlit TFT LCD display.
The VG Pocket Tablet is not a tablet format device, it is round and flat.

## VG Pocket Caplet

The Pelican VG Pocket Caplet was launched by October of 2006. The Caplet cost $40 for the handheld itself, and $15 for the add on AV cable.
The VG Pocket Caplet has a two inch backlit TFT LCD display.
The VG Pocket Caplet is powered by three small AAA type batteries.
The VG Pocket Caplet supported AV out over an optional cable.
The VG Pocket Caplet has Bust a Move and Taito Space Invaders Part II built in. Many games on the VG Pocket Caplet are also found on the Vii home console.

## VG Pocket Mini

The VG Pocket Mini has a 1.5 inch backlit LCD.
The VG Pocket Mini uses a microswitch joystick.
The VG Pocket Mini includes 30 games, many of which are clones of NES games.

## References

* 1 2 3 4 "VG Pocket Mini". Obsolete worlds.
* ↑ "VG Pocket systems". AtariAge Forums.
* 1 2 3 4 5 6 Buckleitner, Warren (5 October 2006). "Another Shot at Space Invaders and Other Venerable Games (Published 2006)". The New York Times.
* ↑ "English: A VG Pocket Max gaming system". 9 December 2013.
* ↑ "New system at GameStop: VG Pocket - Retro". Cheap Ass Gamer.
* 1 2 3 "VG Pocket Tablet Review - IGN".
* ↑ "PELICAN Rose VG Pocket Caplet - Newegg.com". www.newegg.com.
* ↑ "Vii". Wikipedia. 25 December 2020. Retrieved 31 December 2020.
# History of video games/Platforms/PasocomMini MZ-80C
## History

Console developer HAL Laboratory released the MZ-80C on October 14, 2017. Some instead claims a release date of October 5th, 2019, however, articles published earlier reference the release of the device in 2017.
A launch event occurred at Akihabara Radio Kaikan. The system was received well by reviewers.
The system cost 19,800 Japanese Yen at launch a price maintained in 2022.

## Technology
### Compute

The system was based on a Raspberry Pi type A+.

### Software

The system ran MZ-80C software via emulation.
The system supported a version of Smile Basic.

### Hardware

The system was designed to open up via a hinge.

## References

* 1 2 "PasocomMini MZ-80C | HAL Laboratory" (in en). HAL Laboratory | "The official website of HAL Laboratory, Inc., developers of the Kirby series and other games. The website includes an introduction of the company’s works, how games are made, and more.". 15 November 2020. https://www.hallab.co.jp/eng/works/detail/003074/.
* ↑ "HAL Labs-Developed PC-8001 Revival PasocomMini To Release On October 5, 2019". Siliconera. 28 September 2019. https://www.siliconera.com/hal-labs-developed-pc-8001-revival-pasocommini-to-release-on-october-5-2019/.
* ↑ Barder, Ollie. "Satoshi Mitsuhara On The Joys Of Running HAL Laboratory And His Friendship With Satoru Iwata" (in en). Forbes. https://www.forbes.com/sites/olliebarder/2018/07/24/satoshi-mitsuhara-on-the-joys-of-running-hal-laboratory-and-his-friendship-with-satoru-iwata/?sh=7f0cec086f1e.
* ↑ "「PasocomMini MZ-80C」に実機でできたあれ、できます？ 開発者に聞いた" (in ja). ITmedia NEWS. https://www.itmedia.co.jp/news/articles/1705/27/news029.html.
* 1 2 "約40年前のシャープ「MZ-80C」の超小型レプリカPCを衝動買い！ (1/3)" (in ja). ASCII.jp. https://ascii.jp/elem/000/001/574/1574248/.
* ↑ "日本80年代超人氣電腦PasocomMini MZ-80C迷你化復刻再出發". Cool3c. 17 May 2017. https://www.cool3c.com/article/124335.
* ↑ "buy of PasocomMini". PasocomMini (in Japanese). Retrieved 5 January 2022.
* 1 2 3 4 "product of PasocomMini". PasocomMini (in Japanese). Retrieved 5 January 2022.
* ↑ "PasocomMini MZ-80Cが我が家に届いた 古くて新しい「8ビットパソコン」を使ってみた" (in ja). ITmedia NEWS. https://www.itmedia.co.jp/news/articles/1710/16/news108.html.
# History of video games/Platforms/Palmtex Portable Videogame System
## History
### Launch

The Palmtex Portable was released in 1983.
The Palmtex Portable was among the first clamshell console designs.

### Legacy

According to the Video Game Kraken only 5,000 Palmtex Portables were sold out of the 30,000 units total were produced. Remaining units were possibly destroyed.

## Technology

The Palmtex Portable uses cartridges with the system LCD built into the cartridges. Overlays gave color to otherwise monochrome graphics.
The system is very fragile.

## Game library

* Aladdin's Adventures
* React Attack
* Outflank - Reversi

## External Resources

* Video Game Kraken - Palmtex Portable Videogame System page.

## References

* 1 2 Swift, James. "The World Of Retro Handheld Consoles – Through The Generations". Pure Gaming. Retrieved 7 November 2020.
* ↑ Loguidice, Bill (3 December 2014). "The design of the Nintendo 3DS was rendered back in 1983!". Armchair Arcade. Retrieved 7 November 2020.
* 1 2 "SuperMicro Serial List – The Video Game Kraken". Retrieved 7 November 2020.
* ↑ "Palmtex PVS / Super Micro by Home Computer Software – The Video Game Kraken". Retrieved 7 November 2020.
* ↑ "A Guide To US Game Consoles by John Hancock and Jon Rose". www.retrogamingexpo.com. Retrieved 30 October 2020.
* ↑ "Handhelds that use cartridges FAQ". Retrieved 20 December 2020.
* ↑ "PALMTEX SUPERMICRO - Worst or Rarest Handheld?". Retrieved 7 November 2020. {{cite web}}: Text "Octav1us" ignored (help)
* 1 2 3 "Palmtex Portable Videogame System". Wikipedia. 23 November 2020. Retrieved 27 January 2021.
# History of video games/Platforms/PasoGo
## History

The PasoGo was released on April 5, 1996 in Japan by the company Koei for 39,800 Japanese Yen.
Games were released to at least 1997. The system is known to be relatively rare.

## Technology

The system uses a Vadem VG230 chip, which incorporates a NEC V30HL 8086 compatible CPU and support components into a single chip. The system had of 1 megabyte of RAM contained in twin 512k Hitachi HM514800 8-bit DRAM chips. Most of the console circuitry is dedicated to driving the LCD.
The system has a 5.6" monochrome LCD, which required ample ambient light to be viewable. The screen has a resolution of 320 pixels by 240 pixels. The system had a contrast slider.
The system was powered by 6 AA batteries which provide approximately 20 hours of battery life, and could also be powered by an AC adapter.
The system weighs 395 grams (13.9 oz), had dimensions of 225 millimeters (8.9 in) by 125 millimeters (4.9 in) by 36 millimeters (1.4 in), and was made in Japan.
Cartridges typically contained only a storage chip, but were designed to be able to use RAM and a battery.

## Games

PasoGo game cartridges were only made to play the traditional board game Go.

## Notes

The PasoGo is similar in concept to the earlier BBC Bridge Companion, though that device was a home console which singularly focused on the card game of Contract Bridge.

## References

* 1 2 "PasoGo by Koei". The Video Game Kraken. Retrieved 30 May 2022.
* 1 2 3 4 "The Koei PasoGo Portable". nfggames.com. Retrieved 30 May 2022.
* 1 2 3 4 "Did you know that Koei released a cartridge based handheld game console? Info inside!". ResetEra. Retrieved 30 May 2022.
* 1 2 3 Barsanti, Sam; Hughes, William (22 March 2021). "The rise and fall of the Game Boy's weirdest rivals" (in en-us). The A.V. Club. https://www.avclub.com/the-game-com-cometh-the-rise-and-fall-of-the-game-boy-1846501180/slides/7.
* 1 2 3 4 5 "Complete Koei Pasogo Collection Deep Dive + Rarity Guide" (in en). Krae_man's Koei Pasogo Page. 20 May 2020. https://alexjforsyth.wordpress.com/2020/05/20/complete-koei-pasogo-collection-deep-dive-rarity-guide/.
* ↑ "The Incredibly Hard to Find Koei Pasogo" (in en). Krae_man's Koei Pasogo Page. 10 August 2014. https://alexjforsyth.wordpress.com/2014/08/10/the-incredibly-hard-to-find-koei-pasogo/.
* ↑ "Will it Work? - PasoGo - Console #372". Retrieved 30 May 2022.
# Guide to Electrical Equipment for Travelers/Transformers

Transformers are used with "electronic" products. Electronic products have a chip or transistorized circuits. Examples are radios, CD or cassette players, shavers, camcorder battery rechargers, computers, computer printers, fax machines, televisions, and answering machines. Transformers can also be used with electric appliances and may be operated continuously for many days.
Different transformers are available for appliances of different power ratings. Most products have the power printed somewhere on them, although some products list only amps. A rough conversion for the USA and other 110 V countries is 1 amp equals 100 watts, and for European and other 230 V countries 1 amp equals 200 watts. The power of the appliance must fall within the range of the converter or transformer being used (allow a margin of at least 10 watts).
Computers are electronic devices and therefore they must be used with a real transformer. It appears that there may be other conversion methods around which may damage electronic equipment. Some PC power supplies have a voltage switch, on the back of the case, for 110 V or 220 V — this should never be set incorrectly, and should always be checked if a PC has come from an unknown source or may have been tampered with. Laptop battery chargers, and AC adapters generally have a universal input which can take a wide range of voltages without manual switching. In general, if an appliance has an input that can accept the local voltage, it is generally better to connect it directly (using a plug adapter or adapter lead if needed) than to use transformers or other forms of voltage conversion.
# Guide to Electrical Equipment for Travelers

For information on individual plug types please refer to Domestic AC power plugs and sockets. For information on exactly where plug types are used, please refer to the List of countries with mains power plugs, voltages and frequencies.

## Table of Contents

* Plug adapters
* Adapter leads
* Transformers
* Earthing & Grounding
* Other considerations

## Disclaimer

PLEASE BE AWARE THAT ANY INFORMATION YOU MAY FIND IN WIKIBOOKS MAY BE INACCURATE, MISLEADING, DANGEROUS, ADDICTIVE, UNETHICAL, OR ILLEGAL.
Some information on Wikibooks may create an unreasonable risk for readers who choose to apply or use the information in their own activities or to promote the information for use by third parties.
None of the authors, contributors, sponsors, administrators, vandals, or anyone else connected with Wikibooks, in any way whatsoever, can be responsible for your use of the information contained in or linked from these web pages.
Please take all steps necessary to ascertain that information you receive from Wikibooks is correct and has been verified. Check the references at the end of the page. Read the page's talk page and revision history to see if there are outstanding disputes over the contents of the page. Double-check all information with independent sources.
If a book contains suggestions regarding dangerous, illegal or unethical activities, remember that anyone can post this information on Wikibooks. The authors may not be qualified to provide you with complete information or to inform you about adequate safety precautions and other measures to prevent injury, or other damage to your person, property or reputation. If you need specific advice (for example, medical, legal, financial, marital, or risk management) please seek a professional licensed or knowledgeable in that area.
Wikibooks is not uniformly peer reviewed; while readers may correct errors or remove erroneous suggestions, they have no legal duty to do so. All information found on the site is without any implied warranty of fitness for any purpose or use whatsoever.
No consequential damages can be sought against Wikibooks, as it is a voluntary association of individuals formed to create freely licensed online educational, cultural and informational resources. This information is being given to you gratuitously and there is no agreement or understanding between you and Wikibooks regarding your use or modification of this information beyond the Creative Commons Attribution-ShareAlike 3.0 Unported License (CC-BY-SA) and the GNU Free Documentation License (GFDL)
DO NOT RELY UPON ANY INFORMATION FOUND IN WIKIBOOKS WITHOUT INDEPENDENT VERIFICATION.
# Guide to Dayi input/Typing

Components are combined in the following rules:

## First three rule

Since Dayi creates characters by typing 4 keys or less, there must be a way to write characters that contain more than 4 components. It's done by typing first 3 components and the last. For example the character 壓 is created by 厂曰月大丶土 components, so one must type 厂曰月土.

## Save rule

Some characters include too much strokes within the character e.g. 東. In order to reduce the number of used keys, we can simply use and type 木 and 日 instead (in this particular example).

## Stroke order

Just like in normal writing, characters are created from top to bottom, from left to right, For example:
* 厶月七七 => 能
* 禾口 => 和
* 舟几又石 => 磐

### Symmetry separator first

When there is a combination of two same components separated by one other character, that "separator" is typed first. For example:
* 言糹糹馬 => 彎
* 工人人 => 巫
This doesn't apply for 木, 辛, 王, 弓 characters
* 王丶竹王 => 班
* 匚𠃑米𠃑 => 粥

### Outside first

If a component is inside one another, the outside one is typed first:
* 田口 => 回
* 冎口 => 咼
* 門木四 => 闌
This doesn't apply if the outer character isn't closed on the top, example:
* 幺幺山 => 幽
* 乂凵 => 凶
Note that in the first example, the component 田 was used instead of 囗. Both 田 and 囗 are bound to '7' key, but 囗 might be confused with 口 bound on 'O'. From now on, 田 will be used instead of 囗, since the characters 囗口 may look the same on some fonts.

## Lazy typing

There is a lot of characters that can be combined by using only two components (the first and the last). If there is no "collision" (there are no characters signed to the code), the character will be typed. For example:
* 言口 => 語
* 言馬 => 彎
* 車刂 => 輸
There's worth mentioning, that 語 is not the only character that ends with 口, e.g. 話. 言口 is signed to the character 語. It's because this is probably the most common character from the group of possible characters.

## 臼 Wildcard

The component 臼 is used regardless of the content. For example:
* 臼手 => 學
* 臼米 => 興
* 臼土 => 舉