OpenLLM-France/wikimedia huggingface dataset:
# Romanian/Basics
## Common phrases

* Romanian (person): "Român" (Ro-MOOHN), "Româncă" (Ro-MOOHN-kuh)
* Romanian (language): "Română" (Ro-MOOH-nuh)
* please: "Vă rog" (Vuh Rohg) (formal)
* please: "Te rog" (Teh Rohg) (informal / familiar)
* sorry: "Îmi pare rău" (Oohm pah-reh ruh)
* thank you: "Mulțumesc" (Mool-tzu-mesk)
* you're welcome: Cu plăcere (koo pluh-cheh-reh)
* yes: "Da" (Da)
* no: "Nu" (Noo)
* Excuse me: Scuză-mă (/'sku.zə.mə/) (informal)
* I don't understand: "Nu înțeleg" (Noo uhnts-eleg)
* Where's the bathroom?: "Unde este toaleta?" (Oon-deh yes-teh twah-leta)
* Do you speak English?: "Vorbiți engleza?" (Vor-beets eng-lez-ahh)

### Greetings

* hello: "Salut" (Sa-loot)
* hello: "Bună" (Boo-Nuh) (informal / familiar)
* good-bye: "La revedere" (Lah reh-veh-DEH-reh)
* bye: "Pa" (in informal occasions in Transylvania - "Servus" [sehr-voos])
* good morning: Bună dimineața (boo-nuh dee-mee-nats-ah)
* good day: Bună ziua (boo-nuh zee-wah)
* good evening: Bună seara (boo-nuh seah-rah)
* good night: Noapte Bună (nwap-teh boo-nuh)
* How are you?: "Ce faci?" (/↗ t͡ʃe ↘'fat͡ʃʲ/)
* ok: "bine" (/'bi.ne/)

### Simple questions

* who: Cine (chee-neh)
* what: Ce (cheh)
* where: Unde (oon-deh)
* when: Când (kuhnd)
* why: De ce (deh cheh)
* how: Cum (koom)
* How many or How much: Cât (/kɨt/) , Câte (/'kɨ.te/)

## Contents

* About the language
* Pronunciation and alphabet
* Common phrases
* Numbers and colors
* Months and days of the week

## External Links

* Common Romanian words with audio
# Romanian/Contents

Romanian is a Romance language spoken mainly in Romania and Moldova, as well as in some parts of Hungary, Serbia, Bulgaria and Ukraine. It is part of the Romance group of the Indoeuropean family of languages. It is easiest to learn if someone already knows a related language such as Spanish, Catalan, French, Galician, Portuguese or Italian.
The most closely related are the other Romance languages, Italian being the closest, but any knowledge of Spanish, French, Galician or Portuguese might be very useful, especially because of the lexical and vocabulary similarities and the grammatical structure. A bit of knowledge of the Latin grammar might be useful as well.
Even more distant Indo-European languages have many similarities in both grammar and even common words, as many languages, like English have borrowed extensively words from Latin.
It is useful to know the language if travelling in Romania, especially in rural areas. Many people who know English and Romanian will understand any of its relatives, especially Spanish, French or Italian.
Note that in Romanian, there is a formal and informal form when addressing people. The informal is tu (you - singular) and voi (also you - plural). Use tu when addressing friends or people you know well. When addressing strangers, use Dumneavoastră or vă. Dumneavoastră is used for stressed pronouns, which are optional, vă is used for non-stressed pronouns, which are mandatory for direct and indirect objects. For instance, Vă mulțumesc means "Thank you" (accusative case, direct object), and Vă dau un telefon means "I telephone (to) you" (dative case, indirect object). The formal form of address requires the second person plural form of the verb at all times, even when addressing a single person. (This is similar to the French construction, and, to an extent, German.) Using the singular form can be considered rude or even insulting.
* About the language
* Pronunciation and alphabet
* Common phrases
* Numbers and colors
* Months and days of the week
# Romanian/Lesson 11
## House Rooms

* attic -> mansardă
* cellar -> pivniță
* dining room -> sufragerie
* hall -> hol
* office -> birou
* toilet -> toaletă
* bedroom -> dormitor
* roof -> acoperiş
* kitchen -> bucătărie

## Things you may find around the house

* plug -> ştecher
* socket -> priză
* lamp -> lampă
* phone -> telefon
* battery -> acumulator (baterie)
* door -> uşă
* ceiling -> tavan
* window -> fereastră
* wall -> perete
# Romanian/Lesson 12

* hand - mână
* leg - picior
* body - corp
* nose - nas
* mouth - gura
* teeth - dinte
* eyes - ochi
* ears - urechi
* fingers - degete
* foot - talpa piciorului
* knee - genunchi
* elbow - cot
* eye brows - sprâncene
# Pinyin/Yangshan Port

See also
Yarngshan Port, or Yarngshan Deep-Water Port, is a deep-water port for container ships in Harngzhou Bay south of Shahnghaai.
Yarngshan Gaang, huoh Yarngshan Shen-Shuii Gaang, shih Shahnghaai narnmiahn Harngzhou Wan d huohguih-gaang.
Built to allow the Port of Shahnghaai to grow despite shallow waters near the shore, it allows berths with depths of up to 15m, and can handle today's largest container ships.
weih jieejuer Shahnghaai shuii-qiaan err jiahnsheh, nerng tirngbor shen-dar 15m, bihng nerng chuulii jintian zuih-dah d huohguih-chuarn.
The port is built on the islands of Greater and Lesser Yarngshan, part of the Zhoushan islands.
haaigaang weihyur Zhoushan Qurndaao d Dah-Xiaao Yarngshan Daao.
It is connected to Shahnghaai via the 32.5km Dong Haai Bridge, opened on 1 December 2005 as the world's longest sea bridge.
2005 niarn 12 yueh 1 rih qiiyohng d shihjieh zuih-charng d haai-qiaor, 32.5km d Dong Haai Dahqiaor, liarnjie Yarngshan Gaang yuu Shahnghaai.
The six-lane highway bridge took 6,000 workers two and half years to construct.
zheh-tiaor 6-xiahn gongluh-qiaor yohng 6000'g gongrern, hua 2-niarn-bahn jiahncherng.
Port officials said the handling capacity of Yarngshan Port is 12.3 million TEUs (twenty-foot equivalent unit) in 2011, up from 10.1 million TEUs in 2010.
gaangkoou guanyuarn shuo, Yarngshan Gaang tuntuuliahng corng 2010 niarn d 1010 wahn'g TEU zengjia daoh 2011 niarn d 1230 wahn'g.
# Pinyin/Year
## Noun

* a year is a period of 365 days, or 366 in a leap year, divided into 12 months.
** 1 niarn shih 365 rih d qijian, huoh ruhnniarn yoou 366 rih, fenweir 12'g yueh.
# Pinyin/Y Chromosome

Y chromosome, one of the allosomes, is one of the two chromosomes that belongs to the XY sex determination system, which determine the sex for most mammals, including humans. In mammals, the Y chromosome contain the SRY gene that trigger the development of testes, which determine the male trait. In humans the Y chromosome contain 60 million base pairs. The genes in Y chromosome can only be pass on by males in parental generation to males in filial generation, that is from father pass onto sons. Hence, in Y chromosome the genealogy of genes is kept. The study of Y-DNA is currently used in the studies of family histories.
Y rǎnsètǐ shì shǔyú XY xìngbié juédìng xìtǒng de dàduōshù bǔrǔdòngwù (bāokuò rénlèi) de liǎng tiáo xìngrǎnsètǐ zhīyī. Zài bǔrǔdòngwù de Y rǎnsètǐ zhōng hányǒu de SRY jīyīn néng chùfā gāowán de shēngzhǎng, bìng yóucǐ juédìng xióngxìng xìngzhuàng. Rénlèi de Y rǎnsètǐ zhōng bāohán yuē 6 qiānwàn gè jiǎnjīduì. Y rǎnsètǐ shàng de jīyīn zhǐnéng yóu qīndài zhōng de xióngxìng chuándì gěi zǐdài zhōng de xióngxìng (jí yóu fùqīn chuándì gěi érzi), yīncǐ zài Y rǎnsètǐ shàng liúxiàle jīyīn de zúpǔ, Y-DNA fēnxī xiànzài yǐjīng yìngyòng yú jiāzú lìshǐ de yánjiū.
# Pinyin/Yellow

See also
# Pinyin/Yellow Fever

See also
Yellow fever is a viral disease, found in tropical regions of Africa and the Americas. It principally affects humans and monkeys, and is transmitted via the bite of Aedes mosquitoes. It can produce devastating outbreaks, which can be prevented and controlled by mass vaccination campaigns.
The first symptoms of the disease usually appear 3–6 days after infection. The first, or “acute”, phase is characterized by fever, muscle pain, headache, shivers, loss of appetite, nausea and vomiting. After 3–4 days, most patients improve and symptoms disappear. However, in a few cases, the disease enters a “toxic” phase: fever reappears, and the patient develops jaundice and sometimes bleeding, with blood appearing in the vomit (the typical "vomito negro"). About 50% of patients who enter the toxic phase die within 10–14 days.
There is no specific treatment for yellow fever. Vaccination is highly recommended as a preventive measure for travellers to, and people living in, endemic countries.
Huángrèbìng shì yīzhǒng bìngdúxìng jíbìng, fāxiàn yú Fēizhōu hé Měizhōu de rèdài dìqū. Gāi-bìng zhǔyào yǐngxiǎng rénlèi hé hóuzi, tōngguò Aedes wénzi dīngyǎo chuánbò. Gāi-bìng kě zàochéng pòhuàixìng jíqiáng de yìqíng, tōngguò dàguīmó yìmiáo jiēzhòng yùndòng kě yǔyǐ yùfáng hé kòngzhì.
Jíbìng de chūbù zhèngzhuàng tōngcháng zài gǎnrǎn zhīhòu 3-6 tiān chūxiàn. Dìyī-qī yě chēngwéi jíxìng-qī, tèzhēng shì fārè, jīròu téngtòng, tóutòng, hánzhàn, shíyùbùzhèn, ěxīn hé ǒutù. Zài 3-4 tiān zhīhòu, duōshù bìngrén hǎozhuǎn, zhèngzhuàng xiāoshī. Dànshì, zài shǎoshù bìnglì zhōng, jíbìng jìnrù “dúxìng”-qī: Chóngxīn chūxiàn fārè, bìngrén xíngchéng huángdǎn bìngqiě yǒushí chūxuè, zài ǒutùwù zhòng chūxiàn xuèyè (diǎnxíng de “hēisè ǒutùwù”). Jìnrù dúxìng-qī de bìngrén yuē yǒu 50% zài 10-14 tiān zhīnèi sǐwáng.
Duì huángrèbìng méiyǒu tèxiào zhìliáo fāngfǎ. Dàlì jiànyì bǎ yìmiáo jiēzhǒng zuòwéi yīzhǒng yùfáng cuòshī, gōng qiánwǎng liúxíng guójiā de lǚxíngzhě hé dāngdì jūmín shǐyòng.
# Pinyin/Xisha Islands

Xisha Islands is a group of islands in the northwest of South China Sea.
Xisha Qurndaao shih Narn Haai xibeeibuh 1-zuu daaoyuu.
# Pinyin/Xinhua News Agency

See also
# Pinyin/Xinjiang

Xinjiang is an autonomous province in far northwestern China on the border with Mongolia and Kazakhstan.
Xinjiang shih ZG pianyuaan d xibeeibuh d zihzhihqu, yuu Mongolia her Kazakhstan jieraang.
# Pinyin/Xizang

See also
Xizang is an autonomous region in southwest China, on a plateau north of the Himalayas.
Xizahng shih ZG xinarnbuh, weihyur Himalaya beeimiahn 1'g gaoyuarn d zihzhihqu.
# Pinyin/Year Of Age

Search year
# SDL (Simple DirectMedia Layer)/External Documentation

Here is a list of unofficial SDL tutorials.
* SDLTutorials.com
* Lazy Foo' Productions: Beginning Game Programming
* Lazy Foo' Productions: Beginning Game Programming v2.0
* Stack Overflow
* Game Dev Geek
* Aaron's Tutorials
* TIMe - SDL Tutorial
* GRH Media
* headerphile
# SDL (Simple DirectMedia Layer)/Preface/About the book

This book is intended for readers who have an intermediate understanding of C/C++. To learn about C/C++, please read the respective Wikibook: C Programming and C++ Programming. The example code in this book will be written in C and conforms to versions 2.0 and higher of SDL.

### Main authors

* Aumars (discuss • contribs)
# SI521 "Open Educational Resources at the University of Michigan" Open Textbook

Welcome to the SI521 "Open Educational Resources at the University of Michigan" Open Textbook. This electronic textbook is a student contributed open source text covering the materials used at Michigan SI 521course. Follow this link to find more information about this course.
Class Materials
Materials for the course, like assignments and the reviews or completed assignments from students, will be available here.
Student Class Notes for W'2010 available here.
SI521 Text
Principles To Consider In OER
* Foundations - Intro to Open by Mark Fleszar
* Openness by Kim Hoff
* Commons
* Copyright and OER by Beth Ziobro and Mike Kargela
OER Varieties
* Open Access by Tom Hayden
* Open Courseware by Elaine Engstrom & Katherine Marshall
* Open Textbook by Scott Berkley and Bobby Glushko
* Open Data by Travis August
Producing OER
* Peer Production by Tom Hayden
* Genre and OER by Kim Hoff
* Open Access Publishing by Bryan Birchmeier edited by Samantha Bigger
* Challenges of Producing OER by Josh Ohlendorf
Employing OER
* Scholarship/ by Eric Hansen and Heather Alderfer
* Open Learning by Jessica Thudium and Lisa Bankey and Ashleigh Donaldson
OER On The Horizon
* Open Health by Kathleen Ludewig and Johmarx Patton
* Open ICT4D by Kathleen Ludewig
Glossary
# SDL (Simple DirectMedia Layer)/Preface
## About the book

This book is intended for readers who have an intermediate understanding of C/C++. To learn about C/C++, please read the respective Wikibook: C Programming and C++ Programming. The example code in this book will be written in C and conforms to versions 2.0 and higher of SDL.

### Main authors

* Aumars (discuss • contribs)

## What is SDL?

Simple DirectMedia Layer (SDL) is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video Framebuffer. It is used by MPEG playback software, emulators, and many popular games, including the award winning Linux port of "Civilization: Call To Power". SDL has the word "layer" in its title because it is actually a wrapper library with operating-system-specific functions. The main purpose of SDL is to provide a common framework for accessing these functions. For further functionality beyond this goal, many libraries have been created to work on top of SDL.
Cross-platform programming is achieved at compile time by checking which operating system the program is being compiled on. This is done through the use of conditional preprocessor directives. Here is a code example of how you would implement platform-specific code blocks in an SDL program:
These directives check the existence of predefined variables stored within the OS's compiler libraries. Depending on which are defined, the corresponding code will be executed for that particular system. This method also prevents OS specific code from conflicting with each other.
The reason for this separation is because operating systems have different ways of displaying graphics. Even though the code is different in each OS, most perform similar tasks such as creating a window, rendering to the window, grabbing user input, etc.. SDL brings these tasks together into a unified interface to allow you to code, compile, and run your program on multiple platforms.
SDL supports Linux, Windows, Windows CE, BeOS, MacOS, Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX. The code contains support for AmigaOS, Dreamcast, Atari, AIX, OSF/Tru64, RISC OS, SymbianOS, and OS/2, but these are not officially supported.
SDL is written in C, but works with C++ natively. SDL also has bindings to several other languages, including Ada, C#, D, Eiffel, Erlang, Euphoria, Go, Guile, Haskell, Java, Lisp, Lua, ML, Oberon/Component Pascal, Objective C, Pascal, Perl, PHP, Pike, Pliant, Python, Ruby, Rust, Smalltalk, and Tcl.
Software developers use SDL to write computer games and other multimedia applications that can run on many operating systems: Android, iOS, Linux, Mac OS X, Windows and other platforms. It manages video, events, digital audio, CD-ROM, threads, shared object loading, networking and timers.

### SDL2

Simple DirectMedia Layer 2.0 (SDL2) is the second generation of the library. The new version comes with lots of new features such as full 3D hardware acceleration and the less restrictive zlib license.

### External links

* Official Website
* Wiki
# SDL (Simple DirectMedia Layer)/Preface/What is SDL

Simple DirectMedia Layer (SDL) is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video Framebuffer. It is used by MPEG playback software, emulators, and many popular games, including the award winning Linux port of "Civilization: Call To Power". SDL has the word "layer" in its title because it is actually a wrapper library with operating-system-specific functions. The main purpose of SDL is to provide a common framework for accessing these functions. For further functionality beyond this goal, many libraries have been created to work on top of SDL.
Cross-platform programming is achieved at compile time by checking which operating system the program is being compiled on. This is done through the use of conditional preprocessor directives. Here is a code example of how you would implement platform-specific code blocks in an SDL program:
These directives check the existence of predefined variables stored within the OS's compiler libraries. Depending on which are defined, the corresponding code will be executed for that particular system. This method also prevents OS specific code from conflicting with each other.
The reason for this separation is because operating systems have different ways of displaying graphics. Even though the code is different in each OS, most perform similar tasks such as creating a window, rendering to the window, grabbing user input, etc.. SDL brings these tasks together into a unified interface to allow you to code, compile, and run your program on multiple platforms.
SDL supports Linux, Windows, Windows CE, BeOS, MacOS, Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX. The code contains support for AmigaOS, Dreamcast, Atari, AIX, OSF/Tru64, RISC OS, SymbianOS, and OS/2, but these are not officially supported.
SDL is written in C, but works with C++ natively. SDL also has bindings to several other languages, including Ada, C#, D, Eiffel, Erlang, Euphoria, Go, Guile, Haskell, Java, Lisp, Lua, ML, Oberon/Component Pascal, Objective C, Pascal, Perl, PHP, Pike, Pliant, Python, Ruby, Rust, Smalltalk, and Tcl.
Software developers use SDL to write computer games and other multimedia applications that can run on many operating systems: Android, iOS, Linux, Mac OS X, Windows and other platforms. It manages video, events, digital audio, CD-ROM, threads, shared object loading, networking and timers.

### SDL2

Simple DirectMedia Layer 2.0 (SDL2) is the second generation of the library. The new version comes with lots of new features such as full 3D hardware acceleration and the less restrictive zlib license.

### External links

* Official Website
* Wiki
# SI521 "Open Educational Resources at the University of Michigan" Open Textbook/Class Materials
## Readings

Shared Readings for the course.

## Class Bookmarks on Delicious

Class del.icio.us metatag is si521W2009

## Presentations
### January 8

* OER and the University of Michigan - Joseph Hardin

### January 15

* ChemE Wikibook - Peter Woolf (PDF)
* Peter Woolf Lecture 1of3
* Peter Woolf Lecture 2of3
* Peter Woolf Lecture 3of3

### January 22

* OER Pitch to University of Auckland - Joseph Hardin (PPT)

### January 29

* Copyright Basics - Joseph Hardin
* dScribe - Kathleen Ludewig

### February 5

* Data is Different - Joseph Hardin
* Sharing - Philip Andrews
Below is the interview Joseph did with John Wilbanks (not to be confused with the lecture John Wilbanks gave, which can be found in the Readings section, or here).
* Wilbanks Interview1
* Wilbanks Interview2
Below is the lead-in lecture Joseph did and then Philip Andrews' presentation on the ProteomeCommons Project.
* Proteomics Lecture1 Lecture
* Proteomics Lecture2 Lecture
* Proteomics Lecture3 Lecture
* Proteomics Lecture4 Lecture
* Proteomics Lecture5 Lecture
* Proteomics Lecture6 Lecture
* Proteomics Lecture7 Lecture

### March 12

* Health OER - Ted Hanss

## Wiki Chapter Assignments

Requirements for Wiki Contributions

## Useful Links

Useful Links that provide additional information or context.

## Posting Your Weekly Assignments (other than wiki chapters)
### January 15 Assignment

Reviews of Opening Up Education

### January 22 - Discussion of Ideas from Readings

Post the assignment here

### January 29 Assignment

Post the assignment here
Readings only this week; no required postings.

### February 5 Assignment

Post the assignment here
Readings only this week; no required postings.

### February 12 Assignment

Post the assignment here

### March 14 Assignment

Assignment (given in class March 12):
Your group has $10,000,000 to spend within the next five years in a sub-Saharan country to address the Millennium Development Goals of "Reduce Child Mortality," "Improve Maternal Health," and "Combat HIV/AIDS, Malaria, & Other Disease." The specific country does not matter, just assume that it faces all the issues raised in the MDG document.
* Allocate that money across one to all five of potential areas listed below.
   * What percentage to healthcare worker and public health education?
   * What percentage to vaccination programs?
   * What percentage to retroviral drugs?
   * What percentage to malaria nets and other malaria prevention programs?
   * What percentage to clean water and sanitation system programs?
* In any that you select, indicate the "SI-angle" to the effort. That is, what particular expertise would SI faculty, students, and graduates bring to such an area?
* Briefly discuss why you made the allocation the way you did, thinking about such issues as scale, sustainability, ethics, efficacy, etc.
* There is no right or wrong answer to the allocation, it's your justification that matters.
Goal is about two pages, single spaced per group. Email to ted AT umich DOT edu by Saturday 3/14/09 at midnight with the names of the group members in the document.
# SDL (Simple DirectMedia Layer)/Graphics/Rendering other image formats

Rendering other image formats requires the use of another SDL library: SDL_image. However, the process of rendering different image formats is very much the same as rendering BMP images. In this section, we'll demonstrate how to render a PNG file onto a window.

### Importing the SDL_image library

We'll import the SDL_image library, in wikibook.h, in the following fashion:

### Initialising the image subsystem

Right after initialising the SDL subsytems, we would need to initialise the image subsystem using IMG_Init. Given the parameter int flags, it returns flags on success.
We'll want to render a PNG file so we would want to use the flag IMG_INIT_PNG. There are other flags like IMG_INIT_JPG (check IMG_Init for more information). To initialise multiple flags use the | OR operator, for example:
You'll also have to use IMG_Quit to close the subsystem.
Since we're using SDL_image, we have to use IMG_GetError in place of SDL_GetError.

### Loading the image

Loading the image is very simple, just use the IMG_Load function on a SDL_Surface. Like with IMG_Init, we must use IMG_GetError.
Remember, to make sure that the file path to the image is correct, i.e. WB_IMAGE_PATH! We're rendering a PNG image!
# SDL (Simple DirectMedia Layer)/Graphics/Rendering surfaces

In this section, we will modify our code to optimise SDL_Surface blitting using SDL_ConvertSurface and stretch our image to fullscreen using SDL_BlitScaled.

### Optimising a SDL_Surface for blitting

We can optimise a SDL_Surface for blitting, which in turn improves performance. SDL_ConvertSurface is used to optimize images for faster repeat blitting. This is accomplished by converting the original and storing the result as a new surface.
We'll update our wb_loadImage function by using the following code.
Remember to destroy SDL object pointers using their corresponding functions, in this case SDL_FreeSurface.

### Blitting a SDL_Surface to fullscreen

We'll replace SDL_BlitSurface with SDL_BlitScaled. We'll write a static (and therefore private) function that blits a surface to fullscreen.
We'll have to initialise and declare a SDL_Rect with the size of the entire window and blit the surface using dimensions of that SDL_Rect.
We replace the blitting function in our wb_loadImage:
You'll notice that we're not declaring a SDL_Rect pointer, it's a relatively small structure compared to SDL_Surface and the like, so we don't have to dynamically allocate memory for it.