OpenLLM-France/wikimedia huggingface dataset:
# False Friends of the Slavist/Belarusian-Ukrainian
## Беларуская мова — Українська мова

| Blr. аповесць Ukr. коротка повість ‘novelette’ Ukr. повість Blr. раман ‘novel’ | map |
| Blr. бялізна Ukr. білизна ‘linen, laundry’ Ukr. білизна 1. бялізна ‘linen, laundry’ 2. белізна ‘whiteness’ | map |
| Blr. гаворка 1. говір ‘dialect’ 2. поголос ‘talking’ Ukr. говір Blr. гаворка ‘dialect’ | map |
| Blr. горад Ukr. місто ‘town’ Ukr. город Blr. агарод ‘vegetable garden’ | map |
| Blr. дварэц Ukr. палац ‘palace’ Ukr. двірець Blr. вакзал ‘railway station’ | map |
| Blr. жонка Ukr. дружина ‘wife’ Ukr. жінка Blr. жанчына ‘woman’ | map |
| Blr. жывот живіт ‘belly, body’ Ukr. живіт Blr. жывот ‘belly, body’ 2. жыццё ‘life’ | map |
| Blr. іграць 1. грати ‘to play (music)’ 2. виконувати роль ‘to play (theatre)’ 3. танцювати ‘to dance’ Ukr. грати 1. іграць ‘to play (music)’ 2. гуляць ‘to play (a game)’ | map |
| Blr. край 1. край ‘edge’ 2. край ‘region’ Ukr. край 1. край ‘edge’ 2. край ‘region’ 3. краіна ‘country’ 4. канец ‘end’ | map |
| Blr. крэсла 1. крісло ‘armchair’ 2. стілець ‘chair’ Ukr. крісло Blr. крэсла ‘armchair’ | map |
| Blr. матка 1. матка ‘womb, uterus’ 2. мати ‘mother’ 3. самиця ‘dam, female animal’ Ukr. матка Blr. матка ‘womb, uterus’ | map |
| Blr. муж Ukr. муж, чоловік ‘husband’ Ukr. муж 1. муж ‘husband’ 2. мужчына ‘man’ | map |
| Blr. наглы Ukr. наглий ‘sudden’ Ukr. наглий 1. наглы (reg.), раптоўны ‘sudden’ 2. нахабны ‘naughty’ | map |
| Blr. поўдзень 1. південь ‘south’ 2. полудень ‘noon’ Ukr. південь Blr. поўдзень ‘south’ | map |
| Blr. радзіма Ukr. батьківщина ‘motherland, home region’ Ukr. родина Blr. сям’я ‘family’ | map |
| Blr. рускі 1. руський ‘Ruthenian, East Slavic’ 2. російський ‘Russian’ Ukr. руський Blr. рускі, усходнеславянскі ‘Ruthenian, East Slavic’ | map |
| Blr. шына Ukr. шина ‘tyre’ Ukr. шина 1. шына ‘tyre’ 2. рэйка ‘rail’ | map |
* For additional information on false friends, see the On-line hypertext bibliography by Daniel Bunčić and Ryszard Lipczuk.
* You can help!
* Have you spotted any mistakes on this page? Would you like to add information about false friends from your own experience, or help enhance this project in other respects?
* Just click the "edit this page" button at the top of this page — it’s easier than you think! If you need advice, see the editing help for this book.
# False Friends of the Slavist/Belarusian-Kashubian
## Беларуская мова — Kaszëbsczi jãzëk

| Blr. жывот 1. żëwot, żëcé ‘life’ 2. brzëch, żót ‘belly, body’ Ka. żëwot Blr. жывот (arch.), жыццё ‘life’ | map |
| Blr. ліст 1. lëst ‘letter’ 2. lëst ‘leaf’ 3. cedélk ‘sheet of paper’ Ka. lëst 1. ліст, пісьмо ‘letter’ 2. ліст ‘leaf’ | map |
| Blr. пакой Ka. jizba ‘room’ Ka. pòkùj 1. спакой ‘quiet’ 2. мір ‘peace’ | map |
| Blr. проста 1. prosto ‘simple, simply’ 2. prost, na prost, za prost ‘straight on’ Ka. prosto Blr. проста ‘simple, simply’ | map |
| Blr. шына Ka. gumowi réf, mańtel, przëkriwk ‘tyre’ Ka. szina Blr. рэйка ‘rail’ | map |
* For additional information on false friends, see the On-line hypertext bibliography by Daniel Bunčić and Ryszard Lipczuk.
* You can help!
* Have you spotted any mistakes on this page? Would you like to add information about false friends from your own experience, or help enhance this project in other respects?
* Just click the "edit this page" button at the top of this page — it’s easier than you think! If you need advice, see the editing help for this book.
# False Friends of the Slavist/Belarusian-Upper Sorbian
## Беларуская мова — Hornjoserbšćina

| Blr. лістапад 1. listopad ‘November’ 2. lisćopad ‘falling of leaves’ USo. listopad Blr. лістапад ‘November’ | map |
* For additional information on false friends, see the On-line hypertext bibliography by Daniel Bunčić and Ryszard Lipczuk.
* You can help!
* Have you spotted any mistakes on this page? Would you like to add information about false friends from your own experience, or help enhance this project in other respects?
* Just click the "edit this page" button at the top of this page — it’s easier than you think! If you need advice, see the editing help for this book.
# Final Fantasy VI/About
## Wikibook History

This Wikibook was started on September 23rd, 2004‎.
On 28 October 2007‎ this Wikibook was moved to StrategyWiki via the transwiki process at StrategyWiki:Final Fantasy VI.
On June 3rd, 2021 the Wikibook was restored to its state prior to the earlier transwiki process.
# Final Fantasy VI/Bosses
## Marshal

* Marshal
* HP: 420, MP: 150, Weaknesses: Poison, Nullifies: None, Absorbs: None
* Lobo x2: HP: 27, MP: 5, Weaknesses: Fire, Nullifies: None, Absorbs:None
* Mog's Dance skill can be quite useful in this battleThis is a fairly straight forward battle. Just kill the Lobos first, then concentrate on the Marshal. Heal when necessary. If you've got Mog in the party, have him Dance Dusk Requiem. He'll fall quick enough.

## Vargas

* Vargas
* HP: 11600, MP: 220, Weaknesses: Poison, Nullifies: None, Absorbs: None
* This is actually a fairly trivial battle to win. When Edgar, Terra, and Locke face Vargas have them attack the bears first and then finally attack Vargas himself. Terra should use magic, Edgar should use the autocrossbow. After the fight has gone on for a while, he'll blow the party away and Sabin will show up to help them. All Sabin needs to do to win the fight is to perform the pummel blitz by selecting blitz, hitting left, right, left, then hitting A. Surprisingly, a lot of people gives up this game at this point as they don't know how to Blitz.

## Ultros: First Battle

* Ultros
* HP: 3000, MP: 640, Weaknesses: Lightning and Fire, Nullifies: None, Absorbs: None
* Get used to fighting this guy, you'll be seeing a lot of him. Everyone's moves are pretty simple. Terra should continuously cast Fire for massive damage, Sabin should use Fire Dance (or Aura Bolt if you don't have Fire Dance, which is learnt at level 15), Edgar should use the autocrossbow, and Banon should cast Health every time. Switch characters by pressing X if you don't need to restore your health and want to save Banon's turn for later.

## Tunnel Armor

* Tunnel Armor
* HP: 1300, MP: 900, Weaknesses: Lightning and Water, Nullifies: None, Absorbs: None
* Have Celes use Runic every turn to absorb its magic attacks and have Locke attack. If you're hurt (by his physicals), have Locke heal with potion and such. You can also steal an Air Lancet from him.

## Ghost Train

* Ghost Train
* HP: 1300, MP: 900, Weaknesses: , Lightning, Pearl, Cure, Nullifies: None, Absorbs: None
* This can either be a challenging boss fight or a laughably easy one. Since the boss is undead cure magic and items will diminish its HP, and using a Fenix Down will kill it instantly. If you want to fight it the fair way, just use aurabolt, dispatch, and have Shadow throw Shyruiken. If you want a laugh, use Suplex.
# Final Fantasy V

Final Fantasy V (Japanese: ファイナルファンタジーV, Fainaru Fantajī V) is a medieval-fantasy RPG and the fifth installment Final Fantasy series. It was developed and published by Square (now Square Enix) and originally released for the Super Famciom (known internationally as the Super NES) in 1992, exclusively in Japan. It has been re-released on other platforms with some differences, such as the Sony PlayStation and the Game Boy Advance.
The PlayStation version was released for the PlayStation Network on April 6, 2011 in Japan. An enhanced port of the game, with new high resolution graphics and touch-based interface, was released for iPhone and iPad on March 28, 2013 with Android released on September 25, 2013.
An original video animation produced in 1994 called Final Fantasy: Legend of the Crystals serves as a sequel to the events depicted in the game.
Final Fantasy V has been praised for the freedom of customization that the player has over the characters, achieved through the greatly expanded Job System. Despite being released only in Japan, the Super Famicom version sold more than two million copies. The PlayStation version has earned "Greatest Hits" status, selling more than 350,000 copies.

## Contents

* Premise
* Jobs
* Magic and skills
* Differences between versions
# Final Fantasy V/Differences between versions
### Translation

It should be noted that Final Fantasy V has undergone five English versions with three attempts at transcription. First, each version was apparently translated from the Japanese independently of the others; the Super FamiCom (SNES) version by a group known as RPGe, the PlayStation version by Electronic Arts in partnership with Squaresoft USA, and all subsequent releases by the combined Square Enix. The result is that dialogue scripts, place names, item names, enemy names, and character names differ from version to version. For dialogue sequences, the wording is different but the gist is pretty much the same. In most cases, names are either identical, for example Excalibur (SNES) = Excalibur (PS1) = Excalibur (GBA), or can be chalked up to limitations in Japanese orthography and variations in English spelling, for example Gala Cat (SNES) = Ghilacat (PS1) = Gaelicat (GBA). In some cases though, the translations are very different, for example Garkimasra (SNES) = Harpy (PS1) = Jackanapes (GBA). One confusing difference is that Potion (SNES & GBA) = Tonic (PS1) while Potion (PS1) = Hi-Potion (SNES & GBA).

### Gameplay

The differences between the SNES and PS1 seem to be only in translation and minor differences between controls and screen layout, so they are essentially the same game. The GBA version has several additions though, which include:
* 4 new Jobs.
* An entirely new dungeon with new enemies and bosses
* Additional Weapons and Armor.
* Better graphics.
The mobile versions released for Android and iOS essentially take their cues from the GBA version, but the controls are optimized for the touchscreens of these devices. The in-game dialogue and character names appear to be faithful to the original Japanese script. These versions also add enhanced character renders in dialogue sequences, based on the original artwork of Yoshitaka Amano (e.g. Lenna's avatar has blonde hair in dialogue, though her sprite's hair remains pink). You can also save your recent data to a corresponding cloud account (Apple or Google) and transfer it to other devices on the same platform, a mobile exclusive.
# Final Fantasy VI

This Wikibook covers Final Fantasy VI, known as Final Fantasy III for the North American Super Nintendo release.

## Table of contents
### Lists

* Bosses
** Phunbaba
* Bugs and Glitches
* Characters
* Equipment
* Espers
* Locations
* Rages
* Skills
* Spells
* Timeline

### Walkthrough

Chapters are mostly arbitrarily named and numbered.

#### Chapters

* Chapter 1: From Narshe to Figaro Castle
* Chapter 2: From Figaro Castle to The Returners' Hideout
* Chapter 3: Locke's Scenario
* Chapter 4: Terra's Scenario
* Chapter 5: Sabin's Scenario
* Chapter 6: From Narshe to Zozo
* Chapter 7: The Opera House to Vector
* Chapter 8: From Vector to the Sealed Gate
* Chapter 9: From the Sealed Gate to Thamasa
* Chapter 10: The Floating Island to the World of Ruin
* Chapter 11: From Cid's Island to Darill's Tomb
* Chapter 12: Kefka's Tower

#### Sidequests

    Before tackling Kefka's tower, there are number of sidequests to be done in the World of Ruin, arranged roughly in order of difficulty/recommended completion:
* Sabin's Side Quest
* Gau's Side Quest
* Cyan's Side Quest
* Terra's Side Quest
* Shadow's Side Quest
* Finding Gogo
* Mog/Umaro's Side Quest
* Relm's Side Quest
* Strago's Side Quest
* Locke's Side Quest
* Edgar's Side Quest/Ancient Castle
* The Fanatic's Tower
* Doom Gaze and the Eight Dragons

### Meta

* About

## Further reading

* Final Fantasy VI on the Final Fantasy Wiki (Fandom)
* Final Fantasy VI on the Final Fantasy Wiki (finalfantasywiki.com)
# Final Fantasy V/Premise

The game begins as a wanderer named Bartz investigates a fallen meteor. There, he encounters several characters, one of whom reveals the danger facing the four Crystals that control the world's elements. These Crystals act as a seal on Exdeath, an evil sorcerer. Bartz and his party must keep the Crystals from being exploited by Exdeath's influence and prevent his resurgence.
# COMPOUND function
## COMPOUND
### Function

| (+) | Appearance | (+) | Standard | (+) | Console |

### Syntax

compoundFactor# = FN COMPOUND#(rate, periods)

### Description

Returns the compounding factor for the given interest rate and number of periods. The interest rate should be expressed as a fraction of 1; for example, 5.2 percent should be expressed as 0.052.

### Note

COMPOUND uses the following formula:
compoundFactor# = (1 + rate)$^{periods}$

### See Also

ANNUITY
# COORDINATE WINDOW statement
## COORDINATE WINDOW
### Statement

✔ Appearance ✔ Standard ✔ Console

### Syntax

COORDINATE WINDOW

### Description

This statement does nothing, but is retained for backwards-compatibility with older versions of FutureBasic.
# COSH function
## COSH
### Function

✔ Appearance ✔ Standard ✔ Console

### Syntax

result# = COSH(expr)

### Description

Returns the hyperbolic cosine of expr. COSH always returns a double-precision result.
Note:
| | e$^x$ + e$^{-x}$ |
| COSH(x) is defined as: | |
| | 2 |

### See Also

ACOSH SINH TANH EXP
# CVI function
## CVI
### Function

✔ Appearance ✔ Standard ✔ Console

### Syntax

var& = CVI(string$)

### Description

This function converts the bytes in string$ into an integer value which has the same internal bit-pattern that string$ has. If string$ consists of 4 or more bytes, only its first 4 bytes are considered. If string$ consists of 1, 2 or 3 bytes, then CVI(string$) returns an 8-bit, 16-bit or 24-bit integer, respectively. If string$ is a null string, then CVI(string$) returns zero.
This function is useful for finding the integer form of such things as file types, creator signatures and resource types. For example:
ft$ = "TEXT" theType& = CVI(ft$)
After executing the above, theType& is then suitable for passing to a Toolbox routine which requires a file-type parameter. theType& will also have the same value as the integer constant _"TEXT".
The size (in bytes) of the value returned by CVI depends on the length of string$. It does not depend on the current setting of DEFSTR BYTE/WORD/LONG. Therefore, if you want to assign the return value of CVI to a short integer variable, you must make sure that string$ is not longer than 2 bytes; otherwise, you'll get an unexpected value in your short integer variable. Similarly, if you want to correctly assign CVI's return value to a byte variable, you should make sure that string$ is not longer than 1 byte.
The MKI$ function is the inverse of CVI. Note, however, that the output of MKI$ does depend on the current setting of DEFSTR BYTE/WORD/LONG.

### Note

If string$ is 1 byte long, then CVI(string$) returns the same value as ASC(string$).

### See Also

DEFSTR; LONG; WORD; BYTE
# Constant declaration statement
## Constant declaration
### Statement

✔ Appearance ✔ Standard ✔ Console

### Syntax

_constantName = staticExpr

### Description

This is a non-executable statement which assigns the value of staticExpr to the symbolic constant indicated by _constantName. The _constantName must indicate a name which was not defined anywhere previously in the program, and which is different from all pre-defined FB symbolic constant names. The name must be preceded by an underscore ( _ ) character. The staticExpr must be a "static integer expression"; it cannot contain any variables nor function references.
The constant declaration statement is one of several ways to assign values to symbolic constant names. Other ways include using the DIM RECORD statement and using the BEGIN ENUM statement.

### See Also

DIM RECORD BEGIN ENUM Appendix C: Data Types and Data Representation
# Futurebasic/Language/Reference/data
## Function

✔ Appearance ✔ Standard ✔ Console

## Syntax

DATA item1 [,item2 ...]

## Description

This statement is used to list data constants (numbers or strings, quoted or unquoted) to be accessed by the READ statement. Each item must be a numeric or string constant; string constants may be quoted or unquoted. The items are separated by commas. Leading spaces (between a comma and the item that follows it, or between the DATA keyword and the first item) are ignored; therefore, if you wish to represent a string item which contains commas and/or leading spaces, you must enclose it in quotes. Trailing spaces in an unquoted string item are not ignored; they're considered part of the string.
To represent a numeric item in a DATA statement, you can use a decimal, hex, octal or binary constant.
You can have as many DATA statements in your program as you like, and as many or as few items in each DATA statement as you like. The only restriction is that the total number of data items (in all DATA statements) must be at least enough to satisfy all READ requests. You can use the RESTORE statement to allow DATA items to be read more than once.
DATA statements are global in scope: this means that any READ statement (whether it's in a local function, or in "main") can access any DATA statement (whether it's in a (possibly different) local function, or in "main"). DATA statements are "non-executable," which means you can't change their effect by putting them inside a conditional execution structure such as LONG IF...END IF. However, you can conditionally include or exclude them from the program by putting them inside a COMPILE LONG IF block.
Note that everything between the DATA keyword and the end of the line is considered part of the DATA statement. In particular, this means that you cannot use the ":" separator to put another statement after the DATA statement on the same line, and you cannot put a comment after the DATA statement on the same line.

## See Also

READ; RESTORE; COMPILE LONG IF
# COMPRESS DYNAMIC statement
## COMPRESS DYNAMIC
### Statement

✔ Appearance ✔ Standard ✔ Console

### Syntax

COMPRESS DYNAMIC arrayName
Revised: May, 2001 (Release 5)

### Description

When space is required for a dynamic array, it is allocated in chunks. The size of these chunks is determined by the global variable gFBDynamicGrowInc&. If gFBDynamicGrowInc& is set to 1000 and you use a single element, 1000 elements are allocated. No additional elements are allocated unless and until you pass the 1000 mark. If you needed to access the 1001st element, an additional 1000 elements would be allocated.
The preallocation of space in large chunks can make dynamic arrays operate at a much faster pace because the handle used to accommodate the information is not resized as often.
When you want to regain RAM set aside for a dynamic array that has not yet been addressed, use COMPRESS DYNAMIC. The size of the handle used to hold information is reduced. Internal counters that track the maximum number of elements available before resizing are also corrected.

### See Also

DYNAMIC READ DYNAMIC WRITE DYNAMIC
# COS function
## COS
### Function

✔ Appearance ✔ Standard ✔ Console

### Syntax

theCosine# = COS(expr)

### Description

Returns the cosine of expr, where expr is given in radians. The returned value will be in the range -1 to +1. COS always returns a double-precision result.
Note: To find the cosine of an angle degAngle which is given in degrees, use the following:
theCosine# = COS(degAngle * pi# / 180)
where pi# equals 3.14159265359

### See Also

ACOS SIN TAN
# CSRLIN function
## CSRLIN
### function

✔ Appearance ✔ Standard ✔ Console

### Syntax

currentLine = CSRLIN

### Description

This function returns the number of the "current" text line (that is, the text line which contains the current pen position) for the current window. The text line at the top of the window is considered Line #0.
CSRLIN does not necessarily reflect the number of text lines which have actually been displayed. It is calculated based on the current pen position and the size of the current font.

### Example

WINDOW 1 TEXT _monaco, 16
CLS FOR i = 1 TO 10  PRINT "CSRLIN = "; CSRLIN
NEXT
FB Lite behavior: When you use the "FB Lite" runtime, CSRLIN switches to the Text Window before executing. The value returned is the actual line number in the edit field and remains accurate even when the field is scrolled.

### See Also

POS WINDOW FUNCTION
# HKDSE Geography/M1/Internal Processes

Note: Internal processes are known as endogenetic process in pre-DSE syllabuses, which you need to know when you do past papers.
The three forces are compressional force, tensional force and shear/lateral force.
TODO: Pictures of the three forces
# HKDSE Geography/M1/Folding

When two sides of a plates are pushed towards each other, compressional force occurs and the rocks will be bent. Folds and fold mountains are the two main landforms. (Note: In general, folding only occurs on sedimentary rocks.)

## Folds

Small-scale folding produces folds. Examples include Ma Shi Chau and Lai Chi Chong.

### Structure

Parts of a fold include:
* Synclines: Also known as downfold, synclines are the portions of the rock layers folded downwards.
* Anticlines: Also known as upfold, anticlines are the portions of rocks later folded upwards.
* Trough: The lowest points of synclines form a trough.
* Crest: The lower points of anticlines form a crest.
* Limbs: The two sides of a fold are called limbs.
* Axial plane: The plane by which the fold tilts is the axial plane.

### Classification

Folds are classified according to the balance of forces on both sides. They are identified by looking at the gradient of each limb.
* Symmetrical fold: The fold has the same gradient on both sides. The axial plane is vertical.
* Asymmetric fold: The fold has different gradients on both sides. The axial plane is tilted.
* Overfold: The two limbs tilt in the same direction. The axial plane is even more tilted.
* Recumbent fold: The two limbs are nearly parallel. The axial plane is nearly horizontal.
* Overthrust fold: The rock on one limb fractures. One side overrides the other. The axial plane is nearly horizontal.

## Fold Mountains

Fold mountains are divided into young and old. Old ones were formed during the Alpine Period (35-40 million years ago); young ones were formed during the Caledonian Period and Hercynian Period (>270 million years ago). We will mainly look at young ones in the curriculum, but we need to know how the two are different.
Young fold mountains have gone through less denudation than old fold mountains. They are located in areas that are still tectonically active, i.e. close to plate boundaries. (The precise definition of denudation will be discussed later, but for now, denudation is a collection of processes that moves materials from higher ground to lower ground.) Therefore, they have higher elevation, rugged relief, and very steep gradient. Older fold mountains, by comparison, tend to have lower altitude, more subdued relief and gentler gradient.
* Young fold mountain ranges and their highest heights
* Himalayas - 8848 m (Qomolangma Feng)
* Andes - 6962 m (Mount Aconcagua)
* Alps - 4810 m (Mont Blanc)
* Rockies - 4401 m (Mount Elbert)