OpenLLM-France/wikimedia huggingface dataset:
# Canadian Criminal Sentencing/Offences/Perjury
## Legislation

   Perjury 131. (1) Subject to subsection (3), every one commits perjury who, with intent to mislead, makes before a person who is authorized by law to permit it to be made before him a false statement under oath or solemn affirmation, by affidavit, solemn declaration or deposition or orally, knowing that the statement is false. ... Punishment 132. Every one who commits perjury is guilty of an indictable offence and liable to imprisonment for a term not exceeding fourteen years.
   – CCC

## Application

For charges of perjury or any other attempts to pervert the cause of justice, denunciation and deterrence must be emphasized.
* ↑ R. v. Adams 2010 NSCA 42 at para. 52

## See Also

* Canadian Criminal Sentencing/Offences/Offences by Penalty
# Canadian Criminal Sentencing/Offences/Motor Vehicle Theft
## Legislation

   Motor vehicle theft 333.1 (1) Everyone who commits theft is, if the property stolen is a motor vehicle, guilty of an offence and liable
       (a) on proceedings by way of indictment, to imprisonment for a term of not more than 10 years, and to a minimum punishment of imprisonment for a term of six months in the case of a third or subsequent offence under this subsection; or
       (b) on summary conviction, to imprisonment for a term of not more than 18 months.
   Subsequent offences (2) For the purpose of determining whether a convicted person has committed a third or subsequent offence, an offence for which the person was previously convicted is considered to be an earlier offence whether it was prosecuted by indictment or by way of summary conviction proceedings.
   2010, c. 14, s. 3.
   – CCC
# Canadian Criminal Sentencing/Offences/Obtaining Property by False Pretences
## Legislation

   False pretence or false statement 362. (1) Every one commits an offence who
       (a) by a false pretence, whether directly or through the medium of a contract obtained by a false pretence, obtains anything in respect of which the offence of theft may be committed or causes it to be delivered to another person;
       (b) obtains credit by a false pretence or by fraud;
       (c) knowingly makes or causes to be made, directly or indirectly, a false statement in writing with intent that it should be relied on, with respect to the financial condition or means or ability to pay of himself or herself or any person or organization that he or she is interested in or that he or she acts for, for the purpose of procuring, in any form whatever, whether for his or her benefit or the benefit of that person or organization,
          (i) the delivery of personal property,
          (ii) the payment of money,
          (iii) the making of a loan,
          (iv) the grant or extension of credit,
          (v) the discount of an account receivable, or
          (vi) the making, accepting, discounting or endorsing of a bill of exchange, cheque, draft or promissory note; or
       (d) knowing that a false statement in writing has been made with respect to the financial condition or means or ability to pay of himself or herself or another person or organization that he or she is interested in or that he or she acts for, procures on the faith of that statement, whether for his or her benefit or for the benefit of that person or organization, anything mentioned in subparagraphs (c)(i) to (vi).
   Punishment (2) Every one who commits an offence under paragraph (1)(a)
       (a) is guilty of an indictable offence and liable to a term of imprisonment not exceeding ten years, where the property obtained is a testamentary instrument or the value of what is obtained exceeds five thousand dollars; or
       (b) is guilty
          (i) of an indictable offence and is liable to imprisonment for a term not exceeding two years, or
          (ii) of an offence punishable on summary conviction,
   where the value of what is obtained does not exceed five thousand dollars. Idem (3) Every one who commits an offence under paragraph (1)(b), (c) or (d) is guilty of an indictable offence and liable to imprisonment for a term not exceeding ten years.
   – CCC
# Canadian Criminal Sentencing/Offences/Pointing a Firearm
## Legislation

   Pointing a firearm 87. ... Punishment (2) Every person who commits an offence under subsection (1)
       (a) is guilty of an indictable offence and liable to imprisonment for a term not exceeding five years; or
       (b) is guilty of an offence punishable on summary conviction.
   R.S., 1985, c. C-46, s. 87; 1995, c. 39, s. 139.
   – CCC

## Application
### Principles

Where a handgun is used in a public place, there is a significant emphasis on denunciation and deterrence.
* ↑ R. v. Danvers 2005 CanLII 30044 (ON CA), (2005), 199 C.C.C. (3d) 490, at para. 77 - "the use of handguns in public places cries out for lengthy increased periods of parole ineligibility"

### Factors

* Youthful offender
* guilty plea (early or late plea, amount of court resources saved)
* no prior record or no related record

## Ancillary Sentencing Orders

* Weapons Prohibition Order
* DNA Orders
* Weapon Forfeiture Order (s. 491)

## Ranges

* R. v. Sousa, 2011 ONSC 6463 - 12 months -

## See Also

* Canadian Criminal Sentencing/Offences/Offences by Penalty
# Development Cooperation Handbook/Partnership Management/Essential ingredients of partnership building

One of the conditions to present project proposal to EU Commission and other International donors is that the project will be implemented in partnership amongst different organizations. The basic idea is that each organization has a specific field of competence and a specific area of influence and so the partnership together has the capacity to integrate these differences and so together they can achieve higher professional competence and wider project impact. Another reason is that it is easier to monitor a partnership then a single organization, because one can interview separately the partners and learn more about the project; while organizations may have a less transparent way of carrying out their business.
If we want to work together as partners in development and generate solidarity with the stakeholders, we can neither instrumentalise stakeholders in achieving our objectives nor become their instruments in achieving their objectives. We must work together with development stakeholders for a mutual empowerment aimed at achieving the common objective of improving the quality of life and reducing poverty so that we are better able to choose the lives we have reason to value. Once selected, “an agreement should be made with our partners what each of us is going to contribute, the change we wish to achieve, how we will monitor progress, and how each of us will account for resources.“ (from 'Organization’s Approach') Organization’s experience has shown that the essential ingredients of a successful partnership are:
* An agreement that this is a partnership
* Clear, shared objectives and a shared agenda
* Clarity of expectations (both ways)
* Transparency (processes, finances, accountability)
* Mutual respect and a genuine willingness to learn from each other
Partners sometimes say that what sets Organization apart from other founders is that we offer guidance and accompaniment as well as funding, which makes them feel Organization is more like a true ‘partner’.
Organization’s approach is to ensure a two-way flow of benefits between Organization and the partner; “sharing knowledge and skills” (which means Organization learning from partners as well as them learning from Organization); consulting partners about when advocacy or popular campaigning should be under Organization’s banner and when under their own; being “prepared sometimes to take a lead, but also often to follow” when working with allies on advocacy and popular campaigning; and maintaining “constructive, respectful relationships with (OI and) other affiliates”. The relationship between Organization and a partner can last many years, and it is vital that the relationship is effectively monitored and managed. Assumptions should be regularly tested and procedures adhered to so that mutual trust does not become complacency or exploitation.

## Tools

* An Example of Partnership Agreement Guidelines
* An Example of Partnership agreement letter
# Development Cooperation Handbook/Overview of the Handbook Content

The Handbook is divided into two sections: Theoretical and Practical.
The chapters of the theoretical section are visible in the left hand column of the Table of Contents under "Informing and setting the vision"; here, we introduce the Principles of International Cooperation and analyze the main issues in building Global Partnerships for Development.
The chapters of the practical section are listed in the right hand column of the Table of Contents under "Development Cooperation in Action"; here indications and tools are provided for the benefit of persons and organizations that work in development cooperation actions.

## The theoretical section

(left column of the index)
In this section, we describe the scopes and challenges of development cooperation; including:
* a discussion on the definition of "development" and "aid";
* an introduction to cooperation methodologies and approaches;
an overview of the main issues on the table.

## The Practical Section

(right column of the index)
In this section, we share:
testimonies by development cooperation actors from their actual experience "on the ground" stories of development cooperation projects in Africa, Asia and Latin America
* an overview of the general characteristics of development cooperation organizations;
* steps and methods for preparing, implementing and communicating international development projects;
a toolbox: i.e. a set of specific resources that facilitate and help standardize these steps and methods.

## Methodological approach

The resources collected here specifically aim at:
* facilitating the understanding of the various phases of programme cycle and project management;
* managing effectively the communication elements of development cooperation;
* capacity building, among society's marginalized sections, for participating in development processes.
A basic assumption of this manual is that the best managerial style for a development cooperation organization is that of designing and managing itself and its culture in a way that it becomes:
* a projectized organization;
* a learning organization
* an employee empowering organization.
The combination of these three factors nurtures a communication climate that helps organisations work strategically, collaboratively and cost-effectively while being innovative and accountable at the same time.

## See also

In the documentary story ⇒ Preparing a manual

## Feedback

You are invited to contribute to improving and expanding the Handbook. Your critical suggestions are most welcome. Do send an e-mail message if you'd like to provide feedback or share resources and tools that can be linked to this Handbook. More information in ⇒ How you can participate to TVP
Back to the ⇒Table of Content
# Development Cooperation Handbook/Other Resources

Other resources
* Other Handbooks, Manuals, Tools
* Other books
* Magazines and Journals
* Web sites
* Films
Tools
* Templates
* Guidelines
* Checklists
* Definitions
Experiences
* Testimonials
* Development Cooperation Stories
# Development Cooperation Handbook/MDGs

Youtube ⇒ Playlist
⇒ Introduction to the Millennium Development Goals
* Goal 1: Eradicate extreme poverty and hunger
* Goal 2: Achieve universal primary education
* Goal 3: Promote gender equality and empower women
* Goal 4: Reduce child mortality
* Goal 5: Improve maternal health
* Goal 6: Combat HIV/AIDS, malaria and other diseases
* Goal 7: Ensure environmental sustainability
* Goal 8: Develop a Global Partnership for Development
# Development Cooperation Handbook/Magazines and Journals

Section of Tools of Development Cooperation Handbook
This page is prepared on the basis of the result obtained by the consultation process.
* Did you collect, compile or create knowledge resources or tools that you would like to share with other development actors?
* How can you contribute to distribute and promote the utilization of the knowledge resources and tools collected, organized and made available through the Vrinda project?
Format for bigliography Articles: Author. (if given), Article title, Periodical title. Date of publication. If available intetrnet link, Database Name Date of access Exemple: Benton Foundation (1998). Losing ground bit by bit: Low-income communities in the information age [Electronic version]. Retrieved June 27, 2001, from http://www.benton.org/Library/Low-Income/two.html
Newsletter released by UNDP Romanian on the results of a survey on altitudes of Romanians towards official development assistance:
http://docs.google.com/viewer?a=v&q=cache%3AYaFabCdFrmcJ%3Awww.undp.ro%2Fdownload%2FNewsletter%252013.pdf+public+opinion+survey+on+attitudes+of+Romanians+towards+official+development+assistance+%28ODA%29&hl=ro&gl=ro&sig=AHIEtbT67slnU7YmGFTgdiOtttLu1ECJ1g&pli=1 Booklets
GCAP Poverty Hearings and Women's Tribunals 2008
This report presents the finding of a Women's Tribunal in New York City which calls for systemic changes to end poverty. The findings were presented to the UN Secretary-General and the President of the UN General Assembly on the occasion of the High-level Event on the Millennium Development Goals held on September 25, 2008. The verdicts of this, as in the other Tribunals, arrive at the same general conclusion: the eradication of poverty cannot succeed without equality and justice for women. Prepared by Rosa G. Lizarde, Director, ENLACE and North American Representative of the Feminist Task Force-GCAP
http://www.whiteband.org/Action/materials/gcap-publications-and-booklets
UNDP Survey on Knowledge and Information Level of Romanian Citizens on EU Development Policies
A relevant quantitative research report conducted by UNDP to determine the knowledge and information level of Romanian citizens regarding the development policy of the European Union, the visibility of the European policy for development in Romania and the knowledge level regarding the Millennium Development Objectives.
Also, the study is meant to reveal the public attitude towards shift of Romania’s statute from recipient to fund donor and the most adequate messages to promote the new statute of Romania as a international donor. https://docs.google.com/fileview?id=0B3jANqe7Hsl3NTQxZWY1NDItNzQxMi00NjliLThmNWYtYTRhN2Q2YmNjNWQ3&hl=en
Bunker Roy's Articles
* Why the millennium goals won't work
* Ending Poverty, But Only on Paper
# Development Cooperation Handbook/Partnership Management/Associations and Networks

Professional Associations and Competitors  Organizations have many concerns, needs, and goals in common with their competitors. That is why professionals and organizationions that regularly compete head-to-head in the marketplace often band together as members of associations. It is important for an organization to know how to communicate with others in its sector of activity; that is, how to demonstrate solidarity with common interests, but still maintain its organizational identity and individuality—and competitiveness. In most cases, organizations speak for themselves. After all, they are separate project/programme purpose entities competing with the rest of their sector of activity for product or service excellence, market share, and consumer spending. However, in a time of crisis, uncertainty, or change, needs regularly arise that call for the entire sector of activity to speak with one voice. As a result, organizations have to learn how to maintain an effective spirit that does not get in the way of any necessary cooperation that will benefit everyone involved.
How You Talk to the Competition
Associations at Work: Lobbying
# Cognitive Science: An Introduction/Control of the Body

Movement of the body is known as "motor control." Muscles are controlled directly by neurons. Axons from neurons connect to muscle fibers, which contract when a signal is received. The amount of contraction depends on the amount of neurotransmitters present.
Moving upstream from this, we have the motor cortex, which is the part of the brain that more or less initiates muscle movement. Controlling the motor cortex is the premotor cortex, which is what decides which motor actions to take. It does this by taking input from multiple sources. The cortical regions represent the judgments, memory, and beliefs that are relevant to motor action. The other inputs are sub-cortical: the reward system, the emotional systems, and the motor basal ganglia all contribute, too. The motor action that the pre-motor cortex decides on is a function of all of these inputs. The basal ganglia represents habits and other automatic behaviors. This is why you sometimes do things you don't want to do. The better judgment comes from the cortical areas, like "I shouldn't eat that cake." But your reward system wants you to eat the cake, or the basal ganglia might have encoded in it a habit to eat cake every afternoon. Sometimes these subcortical processes take control. The ability of your cortical areas to win over the subcortical areas is a decent approximation of what we colloquially call "willpower" or "self-control."
* ↑ Groh, J. M. (2014). Making space: how the brain knows where things are. Harvard University Press. Page 148.
* ↑ Schroeder, T. Roskies, A.L. & Nichols, S. (2010). Moral motivation. In J.M. Doris (Ed.). The Moral Psychology Handbook. Oxford, UK: Oxford University Press, Pages 72--110.
# Creating a Simple 3D Game with XNA/Sound
## Readying Your Sound

Using sound effects in XNA can be a little long winded, as an external application, the XACT tool (available in the tools folder of your XNA start menu folder) is required to process the sound files into a 'cue' file before it can be used in your project. It is possible to play a '.Wav' file directly in the code, but you lose the benefit of being able to adjust the attributes of your sounds as you will see below. Open up XACT v3, and you should see the following screen.
For this project, we will be using two sound effects, an open licence sound effect file which will be played every time a fish is collided with, and a looping music file taken from the Newgrounds Audio Portal, a good resource for indie games (the game 'Castle Crashers' available on the Xbox Arcade takes all its music from this website) and can be used freely. Both are available in the complete sample on the main page. Note that the sounds will have to be converted into a '.Wav' file before they can be used, for this I used the audio conversion utility dBpoweramp.
Each of the sounds which we will be loading will be stored inside a 'Wave Bank', containing the raw audio data which will be streamed by the program at run time. The instructions on how to play these files will then be stored inside a 'Sound Bank', which contains the 'Sounds' which contain the properties of each sound to be played, and the 'Cue', which will be referenced in the program.
Create a new project (in my case called 'FishSounds'), and right click on the 'Wave Banks' tag on the left side of the screen, and select 'New Wave Bank'. Right click on the new Wave Bank and select 'Insert Wave Files', and open the two wave files.
Next, right click on your Sound Bank, and create a new one. Right click on the new bank and create two new 'Sounds', one named 'Effect', and another called 'Music'. Drag the entries from the 'Wave Bank' to the respective 'Sound Banks'. If you select one of the new 'Sound Banks', you can see a set of options on the left side. The only one we really have to worry about here is the 'Looping'/'Infinite' checkbox near the top, but feel free to adjust any of the others to taste. Click on your 'Music' sound and click the checkbox as below.
Create two new cues the same way as the sounds, and same as before rename them to 'Effect' and 'Music', and drag the respective 'Sound's into them.
Now save your project, and go back into your game project. Right click on your 'Content' folder and add the newly created 'FishSounds.xap' project file.
Create the following 3 new class variables;
And the following lines to your 'LoadContent' method.
If you compile the code at this point and it bring up an error message about sound effect not being found, change the path of the '.Wav' file in the XACT.
Now, in order to play the background music, insert the following line directly after your above initialisation code.
and change your collision detection code to the following.
Run your code now, and you should have a fully functioning sound system.
# Creating a Simple 3D Game with XNA/Exporting your models for XNA
## Instructions

Set up your view in two windows as before, and this time for the right view select 'Text Editor'
Then select 'File'/'Open', and open the script referenced in 'Getting Started'. Then, in the left window, ensure you are in object mode, and select all of your models and your armature, then in the right select 'File'/'Run Python Script'.
Change the settings to as follows;
And select 'Export'. Now your models are ready for XNA!
# Creating a Simple 3D Game with XNA/Quick and easy Texturing
## Preparing your Window

Before we start, split the window into two halfs by right clicking the top panel, and selecting split area.
And then change the right one to 'UV/Image editor' as below.

## Texturing using UV unwrapping

UV unwrapping is, as the name suggests, taking the model and selecting the edges which would allow you to unwrap it. When this has been done, you can apply a texture to it. The best model for this to be demonstrated on is the eyes, as only one cut is needed to split it up. Select each of the edges on the outside of the eye, from the side to the top relative to the front of the body (the easiest way to do this would be to maneuver the camera to the side, push b to allow you to create a box, then selectall of those edges in the middle),
then ensuring that only the middle lines are selected, push space, and select 'Edit/Edges/Mark seam'. Next, select all of the model, and push 'U', and select unwrap. You should see an unwrapped wire frame of the right side of the interface, which will provide the basis for your texture. Save this wireframe by selecting, on the bottom of the right window (under the newly unwrapped UV image) and select 'UVs/Scripts/Save UV Face layout'. This will save your wire as a PNG file, which can be opened and edited in windows paint (at least Vista onwards). Using this image as a basis, clear the wireframe, and draw an eye on the top half (you can find which of the wire effects what part of the model by selecting parts of the model and seeing what is highlighted on the UV image).
Apply the newly drawn image to the model by selecting on the UV window 'Image/Open...' and selecting it. You can see the effect of this by selecting the textured draw type on the left window as below.

## Texturing using UV 'Project From View'

An easier way to do this, although allowing for less flexibility in your texturing, is by using project from view. To demonstrate this, maneuver the camera so that it is to the side of your main fish body in edit mode, select all of the vertices, and push U. This time select 'Project from view'.
With this, save the map as before, and fill it with the pattern of your choice.
Apply this, the same way as previously. What you should notice if you rotate your model now that the pattern is mirrored on the other side. This can make it unsuitable for more complex models, but for whats basically a sphere it is the quickest way to get a good result.
Next, do the same thing for the fins, applying a solid colour texture to them.
# Creating a Simple 3D Game with XNA/Getting started
## Necessary Programs

The following programs are needed to complete the tutorials;
* XNA Download here using visual c# (the tutorials were originally created in XNA v3.1)
* XNA Skinned Model Sample Download here In the XNA tutorials we will be using some of the background code from this sample.
* Blender Download here (the tutorials were originally created on v2.5.2)
* A script for exporting Blender models to an XNA compatible format Download here