OpenLLM-France/wikimedia huggingface dataset:
# HydroGeoSphere/Specified Flux

This is also known as a second-type, Neumann, specified or constant flux boundary condition. It is an areal property and so you should first choose the subset of faces for which you want to apply the condition. These faces should normally be part of the outer boundary of the grid.
The following instructions can be used as input to the Type instruction inside the Boundary condition...End instruction group to assign various specified flux boundary conditions:

## Flux

Sets the input type to be a general specified flux boundary condition and converts fluxes to nodal volumetric fluxes [L$^3$ T$^{−1}$] by multiplying by the contributing area of the chosen face.
For example:
would define a specified flux that is mapped from the raster file recharge.asc and is applied from time zero for the duration of the simulation for all of the nodes contained in the face set top.

## Rain

Sets the input type to be a general specified flux boundary condition and converts fluxes to nodal volumetric fluxes [L$^3$ T$^{−1}$] by multiplying by the contributing area of the chosen face when projected onto the xy-plane.

## Flux nodal

Sets the input type to be a general specified flux boundary condition and treats the fluxes as nodal volumetric fluxes [L$^3$ T$^{−1}$] which are applied directly to nodes in the given node set.
For example:
would assign a specified nodal flux that is read from the input file nflux.txt and is applied from time zero for the duration of the simulation for all of the nodes contained in the node set top. Note that the number of entries in the file must be the same as the number of nodes in the set.
These fluxes can be interpolated or turned on and off as discussed in Section 5.7. In cases where flux boundary inputs overlap, fluid fluxes will be accumulated. Note that the definition of wells or tile drains (see Section 5.8.2.4) in the problem may create a non-zero specified flux boundary condition.
# HydroGeoSphere/Surface Flow (Properties)
## Default surface flow values

Unless you modify the default values, all zones (and elements) in the surface flow domain will be assigned the default properties listed in Table 5.18:
Table 5.18: Default Properties for Surface Flow :
| Parameter | Value | Unit |
| Name | Surface flow defaults | - |
| X friction factor | 0.0548 | - |
| Y friction factor | 0.0548 | - |
| Rill storage height $h_{ds}$ | 0.0 | m |
| Obstruction storage height $h_{o}$ | 0.0 | m |
| Node coupling scheme | shared | - |
| Coupling length | 1 × 10$^{−4}$ | m |
For each instruction we will again indicate its scope (i.e. .grok, .oprops). Recall that if an instruction is used in the prefix.grok file, it will affect the current set of chosen zones, while in a properties (e.g. .oprops) file, it will only affect the named material of which it is a part.

## X friction

Scope: .grok .oprops
* val x friction factor, $n_{x}$ in Equation 2.35.

## Y friction

Scope: .grok .oprops
* val y friction factor, $n_{y}$ in Equation 2.36.

## Rill storage height

Scope: .grok .oprops
* val Rill storage height [L], $H_{d}$ in Section 2.2.2.2.

## Obstruction storage height

Scope: .grok .oprops
* val Obstruction storage height [L], $H_{o}$ in Section 2.2.2.2.

## Coupling length

Scope: .grok .oprops
* val Coupling length [L], $l_{exch}$ in Equation 2.71.
# HydroGeoSphere/Surface Flow

You can assign a critical depth or zero depth gradient boundary condition, as described in Section 3.7.2 to segments in the specified set. These segments should be part of the overland flow domain and are typically located on the outer boundary.
The following instructions can be used as input to the Type instruction inside the Boundary condition...End instruction group to assign critical depth boundary conditions:

## Critical depth

Sets the input type to be a critical depth boundary condition.
For example:
This example shows that a time-value table is not mandatory. However, if you wish to turn the critical depth boundary condition on or off, then this can be accomplished by including a time value table instruction:
The value 1.0 at time zero is ignored, but the NODATA value -99999 at time 10.0 causes the boundary condition to be turned off and the nodes become unconstrained.

## Zero-depth gradient

Sets the input type to be a zero-depth gradient boundary boundary condition.
For example:
If you wish to turn the zero-depth gradient boundary condition on or off, then this can be accomplished by including a time value table instruction.
NOTE: zero-depth gradient boundaries used to include variables defining the direction of boundary gradient and the bed slope at the boundary.
# HydroGeoSphere/Surface Flow (Initial)
## Initial water depth

* val Initial water depth.
Chosen surface flow nodes are assigned an initial depth value.

## Initial water depth from gb file

* fname Name of the GRID BUILDER ascii-formatted nodal properties file gb_prefix.ascii nprop.description which contains the initial water depth data.
This instruction assumes that the surface flow domain covers the entire top of the 3-D domain, and contains NN2D (number of nodes in the 2-D slice) nodes. All surface flow media nodes (see Section 5.8.1) are assigned an initial water depth value which is read from file fname. This is an ascii formatted file, with the water depth values listed in order from node 1 to NN2D.
# HydroGeoSphere/Specified Flowrate

This is a special case of the second-type, Neumann, specified or constant flux boundary condition. It is a nodal property and so you should first choose the subset of nodes for which you want to apply the condition.
If the node was assigned a specified head or fluid flux by a previous instruction then it will not be modified by specified flowrate instructions.

## Specified volumetric flowrate

* npanel Number of panels in the time-variable volumetric flowrate. For each panel, enter the following:
       (a) ton_val, bc_val Time on [T] and specified volumetric flowrate [L$^3$ T$^{−1}$].
Chosen nodes in the currently active media (see Section 5.8.1) are assigned a time-variable flowrate value. A panel is a point in time at which the specified flowrate is set to a new value. The first panel would normally start at time zero. The flowrate given for the last panel will be maintained until the end of the simulation. You can assign a static flowrate for the duration of the simulation by setting npanel to 1 and ton_val to 0.0.
Nodal volumetric flowrates [L$^3$ T$^{−1}$] are applied directly to the chosen nodes.
# HydroGeoSphere/Specified Head

This is also known as a first-type, Dirichlet, or constant head boundary condition. It is a nodal property so you should first define the subset of nodes for which you want to apply the condition and write them to a nodal data set.
The following instructions can be used as input to the Type instruction inside the Boundary condition...End instruction group to assign various specified head boundary conditions:

## Head

Sets the input type to be a general specified head boundary condition.
For example:
would define a specified head of 100.0 from time zero for the duration of the simulation for all of the nodes contained in the node set inflow.
These heads can be interpolated or turned on and off as discussed in Section 5.7.

## Head equals elevation

Sets the input type to be a special form of the specified head boundary condition where head is set equal to the elevation of the node. This is normally the z-coordinate, unless the instruction y vertical has been issued, in which case the y-coordinate is used instead.
For example:
This example shows that a time-value table is not required, since heads are derived from the nodal elevation. However, if you wish to turn the boundary condition on or off, then this can be accomplished by including a time value table instruction:
The value 1.0 at time zero is ignored, but the NODATA value -99999 at time 10.0 causes the boundary condition to be turned off and the nodes become unconstrained.

## Head equals initial

Sets the input type to be a special form of the specified head boundary condition where head is set equal to the initial head at the node.
For example:
This condition can be turned on and off as discussed above for Head equals elevation.

## Notes

Each time you issue a Boundary condition...End instruction, a new boundary condition is formed with a unique ID number. HydroGeoSphere processes the boundary conditions in order and later ones may take precedence over later ones. The position in the grok file determines the order.
rgm Think about whether head bc override flux bc’s because we call the routine to process all heads first, then do fluxes later. If the node was assigned a specified head or fluid flux value by a previous instruction then it might be overwritten by later head boundary conditions, depending on whether or not both nodes are active at a given time.
Note that the definition of a seepage face (see Section 5.7.2.3) may lead to the formation of a specified head boundary condition at the seepage nodes.
# HydroGeoSphere/Specified Mass Flux

This is also known as a second-type, Neumann, or constant mass flux boundary condition. It is a distributed property so you should first choose the subset of faces for which you want to apply the condition.
If the node was assigned a specified concentration or third-type concentration by a previous instruction then it will not be modified by further specified mass flux instructions.
If the node was assigned a specified mass flux value by a previous instruction then mass fluxes assigned in by subsequent instructions will be cumulative. This is because mass fluxes are applied to faces, and any node common to two such faces requires a contribution from each face.

## Specified mass flux

* npanel Number of panels in the time-variable mass flux function. For each panel, enter the following:
       (a) ton_val,toff_val,(bc_val(j),j=1,nspeciesmob) Time on [T], time off [T], and specified mass flux [M T$^{−1}$] of each species.
Chosen nodes in the currently active media (see Section 5.8.1) are assigned a time-variable mass flux value. This is a passive injection of solute mass which has no effect on the flow solution. If a node was previously assigned a first or third-type concentration, it will remain in effect.
A panel is a point in time at which the specified mass flux is set to a new value. The first panel would normally start at time zero. The mass flux given for the last panel will be maintained until the end of the simulation. You can assign a static mass flux for the duration of the simulation by setting npanel to 1, ton_val to 0.0 and toff_val to a large number.
Note that if nspeciesmob is greater than 1, additional values of bc_val should be included.
Note that the mass flux values are per unit time and the total mass which will be injected for a given timestep can be calculated by multiplying the value given here by the timestep length and the number of chosen nodes.

## Interpolate mass flux

This command causes time-varying mass fluxes to be interpolated between panel values. This results in a smoother application of the mass flux function.
# History of video games/Platforms/Colorvision
## History

The Colorvision was launched in 1984 and sold under multiple brands.
The Colorivsion was discontinued in 1985.

## Technology

The Romtec Colorvision uses 2 C type batteries and game cartridges containing an LCD screen. The game cartridges contain no software, but simply indicate which games built into the console should run.
The integrated circuit on the motherboard is epoxied.

## Game library

* Beasts Planet
* Horror House
* Jungle Boy
* Monster Chase
* Submarine

## External Resources

* Handheld Museum - Colorvision page.
* Video Game Kraken - Colorvision by Romtec page.
* Game Medium - Colorvision page.
* Handheld Empire - Colorvision page.
* Electronic Plastic - Colorvision page.

## References

* 1 2 3 4 "Romtec Colorvision system". www.handheldmuseum.com. Retrieved 1 November 2020.
* ↑ "Colorvision by Bristol from Retrogames". www.retrogames.co.uk. Retrieved 1 November 2020.
* 1 2 3 4 5 6 "Colorvision by Romtec – The Video Game Kraken". Retrieved 19 November 2020.
* ↑ "Romtec: Colorvision Master Unit (vintage hand-held game)". HandheldEmpire. Retrieved 7 November 2020.
# History of video games/Platforms/Commodore 64
## History

The Commodore 64 was introduced in 1982 for $595, a price considered low given it's specs and enabled by Commodore's in house manufacturing. The manufacturing price of each commodore 64 was about $135 giving Commodore about a $460 margin before shipping, advertising, and other costs are considered.
In time, the price of the Commodore 64 would drop to $200 and the manufacturing costs of the Commodore 64 would drop to $25.
The Commodore 64 was discontinued in 1994, with 17 million Commodore 64 computers sold.

## Technology
### Compute

The Commodore 64 is powered by the 8-bit MOS Technology 6510 CPU, clocked at 1.023 megahertz in NTSC regions or 0.985 megahertz in PAL regions.
The Commodore 64 has 64 kilobytes of RAM.

### Hardware

The Commodore 64 can generate three channels of audio via a SID 6581 chip.

### Media

The only type of media that the Commodore 64 accepts without needing external peripherals are ROM cartridges. Cartridges were mostly used for video games and programming languages, but later also saw (and continue to see) usage for hardware enhancement.
The system was compatible with the Commodore Datasette tape drive, on which many users relied to load software, both retail, pirate or simply custom-written.
Much of the software was also distributed on 5¼-inches floppy disks to be read by Commodore 1541 or compatible drives, connected to the system through its "Commodore" bus. Similarly to previous Commodore disk drives, the 1541s worked like computers on their own, running Commodore DOS to load and save data, as well as interacting with the C64.

## Notable Games
### 1987

* Bad Street Brawler / Street Hassle - A beat up up released on multiple platforms. An early example of a game which allowed players to pet dogs.

## Gallery
### Commodore 64

* The Commodore 64 computer is built into the keyboard.

### Audio output

- This is an example of the Audio capabilities of the SID 6581 chip.
- This is an example of Automatic Mouth speech synthesis output from a Commodore 64.

## References

* 1 2 "Impact of the Commodore 64 : a 25th anniversary celebration, lecture by Adam Chowaniec et al. Computer History Museum". www.computerhistory.org. Retrieved 27 November 2020.
* 1 2 "Commodore 64 - The Most Popular Retro Computer of All Time". Adafruit Learning System. Retrieved 27 November 2020.
* ↑ "Commodore 64 - History of the Commodore 64 Computer". history-computer.com. Retrieved 27 November 2020.
* 1 2 3 "Commodore 64 computer". oldcomputers.net. Retrieved 27 November 2020.
* ↑ "OLD-COMPUTERS.COM : The Museum". www.old-computers.com. Retrieved 27 November 2020.
* ↑ "Commodore 64 - Angry Video Game Nerd (AVGN)". Retrieved 3 October 2021.
# History of video games/Platforms/Creoqode 2048
## History

The Ceroqode 2048 Kickstarter crowdfunding campaign launched on June 21st, 2016, reaching its funding goal by July 12, 2016. Following schedule, consoles were shipped to backers on December 16th, 2016.

## Technology

The console is powered by an Atmega 2560 R3 processor.
The Creoqode 2048 uses a matrix of RGB LEDs arranged to form a resolution of 64 LEDs by 32 LEDs for 2048 total LEDs, hence the name.
Unlike most handheld consoles, the Creoqode 2048 was not initially designed with battery support, though this was added later.

## Gallery

* The rear of the Creoqode 2048 with battery installed.
* The rear of the Creoqode 2048 with battery removed.
* Partially assembled Cerogode 2048.
* Jumpers connect the boards.
* Pinouts are labeled on the PCB.
* A mega2560 pro mini is the core of the Creoqode 2048.
* The Atmel Atmega 2560 microcontroller runs the system.

## References

* ↑ "2048 The DIY Open-Source Game Console". Kickstarter. Retrieved 28 January 2021.
* ↑ "Update 4: Funding Goal Achieved! · 2048 The DIY Open-Source Game Console". Kickstarter. Retrieved 28 January 2021.
* ↑ "Update 9: Your 2048 is on its way! · 2048 | The DIY Open-Source Game Console". Kickstarter. Retrieved 28 January 2021.
* ↑ "2048". creoqode. Retrieved 28 January 2021.
* ↑ "Update 5: 2048 is now battery powered! · 2048 The DIY Open-Source Game Console". Kickstarter. Retrieved 28 January 2021.
# History of video games/Platforms/Commodore CDTV
## History

The system was announced in Summer of 1990. At CES 1990 the Commodore 64 Games System overshadowed the Commodore CDTV at the Commodore booth.
The CDTV was launched in 1991.
The system was discontinued in 1993. Sales for the CDTV were as low as 30,000 units, with the highest sales figures given is still under 60,000 units. Despite poor sales of the CDTV, Commodore would try again with a similar concept in the Amiga CD32.

## Technology

The CDTV is based on a Amiga 500 computer equipped with 1 megabyte of RAM.

## Notes

CDTV stands for "Commodore Dynamic Total Vision", rather then the commonly assumed "Compact Disk TeleVision".

## References

* ↑ Olafson, Peter. "Definitive CDTV Retrospective". www.amigareport.com. https://www.amigareport.com/ar501/feature2.html.
* ↑ "What games were released for the C64 GS?" (in en). Commodore Format Archive. 2021-01-11. https://commodoreformatarchive.com/new-what-games-were-released-for-the-commodore-64-gs/.
* 1 2 3 "Commodore CDTV (1991 - 1993)". Museum of Obsolete Media. 6 May 2020. Retrieved 28 October 2020.
* ↑ Civera, David (January 11, 2013). "21 Consoles And Handhelds That Crashed And Burned" (in en). Tom's Hardware. https://www.tomshardware.com/picturestory/611-console-handheld-fail.html.
* ↑ Blanchard, Jonn (29 December 2017). "Commodore CDTV". Re-enthused: world of retro. Retrieved 30 October 2020.
* ↑ "Commodore CDTV". oldcomputers.net. Retrieved 20 September 2021.
* ↑ "The Amiga Museum » CDTV". Retrieved 20 September 2021.
# History of video games/Platforms/Computer Mah-Jong Yakuman
## History
### Background

The game of Mah-Jong has existed since at least the 1800's. Mah-Jong became a popular game in Japan from the 1920's on, following its introduction from China. Thus Nintendo would try to bring a portable electronic version of the popular board game to market.

### Launch

Nintendo launched the Computer Mah-Jong Yakuman in 1983 for 16,800 yen.
The Computer Mah-Jong Yakuman was succeeded by the Nintendo Game Boy, which would feature the return of the Computer Mah-Jong Yakuman brand as the 1989 GameBoy Yakuman cartridge. Unusually for a Nintendo console, the system has been poorly documented, and relatively little is known of its history.

## Technology

The Computer Mah-Jong Yakuman uses a black and white dot matrix LCD.
The Computer Mah-Jong Yakuman supported a link cable for multiplayer, becoming one of the first consoles to support a console to console communication standard by default.
The Computer Mah-Jong Yakuman is powered by four AA batteries. The system could also take 6V DC input.
The console bore the model number MJ 8000.

## Gallery

* A game of Mah-Jong on a traditional board. Nintendo Computer Mah-Jong Yakuman adapted Mahjong into a portable multiplayer video game.
* The system was powered by 4 AA batteries.

## External Resources

* Handheld Museum - Computer Mah-Jong Yakuman page.

## References

* ↑ Walters, Ashley (15 July 2013). "From China to U.S., the game of mahjong shaped modern America, says Stanford scholar" (in en). Stanford University. https://news.stanford.edu/news/2013/july/humanities-mahjong-history-071513.html.
* ↑ Matsutani, Minoru (15 June 2010). "Mah-jongg ancient, progressive". The Japan Times. https://www.japantimes.co.jp/news/2010/06/15/reference/mah-jongg-ancient-progressive/.
* 1 2 3 Voskuil, Geplaatst door Erik. "Nintendo Computer Mah-jong Yakuman (コンピュータ マージャン 役満, 1983)". Retrieved 16 November 2020.
* ↑ Jan. 26, Benj Edwards (26 January 2017). "The Lost World of Early Nintendo Consoles". PCMag Asia. Retrieved 16 November 2020.
* 1 2 "Nintendo: Computer Mah-jong Yakuman - コンピュータ マージャン 役満 (vintage hand-held game)". HandheldEmpire. Retrieved 11 April 2021.
* ↑ "コンピューターマージャン役満" (in ja). takuya matsubara blog. https://nicotakuya.hatenablog.com/entry/20081016/1224166871.
# History of video games/Platforms/Control-Vision
## History
### Development

The NEMO / Control-Vision is an unreleased console funded by Hasbro.
The console began development in 1985. Development was difficult because the idea of an interactive movie had not yet been perfected, and the film makers in charge of recording were unable to leverage tricks they could normally use to improve results in linear movies. An early prototype of the console was simply a modified ColecoVision. Hasbro refused to launch the product due to it's high price of $299 vastly overshooting Hasbro's goal of under $100, and pulled funding in 1988 two months before launch.
The console had been originally planned for launch in early 1989.

### Legacy

Developer Tom Zito later purchased the rights to Control-Vision titles, then reworked them into games for other platforms like the Sega CD. The release of the game Night Trap in particular is noted for being a factor in the creation of video game ratings boards.

## Technology

Using linear VHS tapes played through an external VCR as it's media, the Control-Vision exploited interlacing of video to have two simultaneous videos being run, with only one of the videos being shown. More streams could be added for more choices, at the cost of reducing video frame rate.

## Notable games

* Scene of the Crime
* Bottom of the Ninth Inning
* You Might Think
* Night Trap - Later released on other platforms, causing major controversy.
* Sewer Shark

## References

* 1 2 3 4 5 "Only In The 80's Would They Put Video Games On A VHS Tape". Kotaku. Retrieved 8 November 2020.
* 1 2 3 4 5 6 "Finding NEMO: The Story Behind Hasbro's 'Nintendo-Killer' - IGN". Retrieved 8 November 2020.
* 1 2 3 Parish, Jeremy (31 October 2018). "The story of NEMO, Hasbro's console that never was". Polygon. Retrieved 8 November 2020.
# History of video games/Platforms/Creoqode LYRA
## History

A kickstarter crowdfunding campaign for the LYRA started in 2019. By July 26th, 2019 the funding target for the console was met.

## Technology

The system is based around a Raspberry Pi 3 Compute Module (CM3L).

## References

* ↑ "Kickstarter campaign brings 80s games back in a handheld console" (in en). futurefive.co.nz. https://futurefive.co.nz/story/kickstarter-campaign-brings-80s-games-back-in-a-handheld-console.
* ↑ "LyRa is a Raspberry Pi CM3L based Handheld Game Console (Crowdfunding) - CNX Software". CNX Software - Embedded Systems News. 26 July 2019. https://www.cnx-software.com/2019/07/26/lyra-raspberry-pi-cm3l-handheld-game-console/.
* ↑ Alderson, Alex. "Raspberry Pi: Creoqode brings handheld gaming to the Raspberry Pi CM3L with the LYRA" (in en). Notebookcheck. https://www.notebookcheck.net/Raspberry-Pi-Creoqode-brings-handheld-gaming-to-the-Raspberry-Pi-CM3L-with-the-LYRA.428139.0.html.
# History of video games/Platforms/Connor Videosmarts
## History
### Launch

The Connor Videosmarts was launched in 1986 for between $45 and $50.
Videos for the Connor Videosmarts were made up to 1990.

## Technology

The Connor Videosmarts uses four C type batteries.

## Notable games

A number of educational video cassettes were made for the Conner Videosmarts.

## References

* 1 2 Stevens, Mary. "VIDEOSMARTS CASSETTES TAP INTO KIDS` MINDS". chicagotribune.com. Retrieved 16 November 2020.
* 1 2 3 "Dr. Christopher J. Hopkins". www.christopherjhopkins.com. Retrieved 16 November 2020.
# Insubric/I conjugation

The first conjugation is formed by verbs with infinitive ending in -à. There are differences, in present indicative, between monosyllabic and polysyllabic verbs, so we use two examples: tirà="to pull" (polysyllabic) and trà="to throw" (monosyllabic).