OpenLLM-France/wikimedia huggingface dataset:
# Horticulture/Thrips tabaci

Onion Thrips :
| Type: | Insect |
| Binomial: | Thrips tabaci |
| Family: | Thripidae |
| Order: | Thysanoptera |
| Metamorphosis: | Complex |
Onion Thrips are primarily an agricultural pest, but can cause damage to several ornamental species as well.

## Symptoms and Signs

Spotting, streaking, and drop of leaves.

## Host plants

* Allium (Onion)
* Ananas (Pineapple)
* Apium
* Brassica
* Capsicum (Pepper)
* Carica (Papaya)
* Cucumis
* Cucurbita
* Dahlia
* Daucus
* Dianthus (Carnation)
* Gossypium
* Impatiens
* Iris (Iris)
* Lycopersicon
* Nicotiana
* Phaseolus
* Pisum
* Rhododendron (Rhododendron, Azalea)
* Rosa
* Solanum

## Control

* Cultural controls: Crop rotation, overhead irrigation.

## References

* University of Hawaii
* Cornell University
# General Astronomy/Luminosity

Luminosity is the total amount of light emitted by a particular star. It is the star's intrinsic brightness, or the amount of energy it emits each second. In many cases, this energy comes from thermonuclear reactions inside the star. In general, a star's luminosity depends on its current stage in its evolutionary sequence. Stars radiate various forms of electromagnetic radiation, such as ultraviolet radiation, visible light, infrared, and radio waves.
The luminosity of a star depends on its temperature and size. If two stars of different sizes both have the same temperature, the larger of the two will have a greater luminosity due to its larger surface area.
The formula for calculating luminosity is
$L=4\pi r^{2}*\delta T^{4}$
where T is the star's temperature in Kelvins.
Another way to measure a star's luminosity is by calculating its magnitude. There are two types of magnitude: apparent and absolute. Apparent is the luminosity of an object when viewed from Earth; absolute is the brightness of that object if it were 10 parsecs away from Earth.
The Sun has an apparent magnitude of -26.7, and an absolute magnitude of 4.8, while a full moon has an apparent magnitude of -12. Most visible stars range in apparent magnitude from -1.5 (Sirius) to 4 (Alcor). The dimmest ones just visible to the naked eye are around 6.5 (4 in the city with bright lights).
Stars are classified by orders of magnitude: alpha, beta, gamma, delta, epsilon, and zeta. These are called Bayer letters.
Cepheid variables are pulsating stars. They have a longer period and higher magnitude than other stars. By calculating the star's period and magnitude, the distance can be determined. Astronomers discovered from the Cepheid variables in Andromeda that the nebula was 2 million light-years away.
The stars which have been measured by astronomers up to date range from ${\frac {1}{500}}$ to 500,000 times the luminosity of our Sun.
# General Astronomy/Major Future Missions

Numerous missions are currently in the pipeline in order to expand humanity's depth and width of knowledge in astronomy. The James Webb Space Telescope, for example, is currently being built by NASA as a successor to the Hubble Space Telescope.
# General Astronomy/Meteors and Meteorites

There are different terms for the same object, depending on where it is observed. In space, it is a meteoroid. A meteor is a meteroid that has been captured by some object's gravitational field (e.g., the Earth), and is falling toward it. Meteorites are meteors that have landed.
There are three kinds of meteors: irons, stones, and stony-irons. They usually come from asteroids or the Oort Cloud.
* Irons are composed of mainly iron.
* Stones are rocky, and are composed of silicate minerals.
* Stony-irons are composed of silicate and nickel-iron minerals.
# General Astronomy/Optical Telescopes

Behind this lens could be a camera device or else an eyepiece for an observer.
Optical telescopes increase the apparent brightness and magnification of an object. Infrared telescopes look for heat signatures. There are also huge radio telescope dishes, as well as ultraviolet and x-ray telescopes that have been launched into orbit.
There are two main types of optical telescope - reflectors and refractors. Reflectors use a mirror to collect the light, whilst refractors use a lens. Generally, reflectors are better for deep sky objects whilst refractors are useful for planetary observations. Some telescopes use a combination of lenses and mirrors to use best the advantages of each.
Refractor telescopes require a large lens at the front to direct the incoming light to the lens. This lens can be made of more than one piece, and the differing refractive properties of the components serve to reduce aberration at the edge of the image. The lenses can also be coated to reduce internal reflections.
Catadioptrics are short, wide telescopes that use both mirrors and lenses. The price range is between reflectors and refractors.
Large lenses suffer from the disadvantage of sagging under their own weight. This causes the shape to become distorted and so the image will be irregular. For this reason the largest refracting telescope ever built only has a diameter of 41". All larger telescopes instead use a mirror are the primary collecting surface.
In the optical spectrum, great precision is required in crafting the lenses and mirrors used in a telescope. The standard of precision for a telescope mirror is accuracy to 1/4 the wavelength of light, an exceedingly small quantity. But even greater accuracy is generally preferred, especially for space-based telescopes. Special tools have been developed for measuring the accuracy of a telescope mirror and lens, and the procedure for finishing the surface is very exacting.
# General Astronomy/New Ideas About Motion

The principle behind rockets was discovered in 100 BC. An early rocket was the aeolipile, a steam-powered device.
# Gallery

* directions
* critical orbits for internal angle from 1/1 to 1/10. True attracting directions
* Q-th arm stars for q from 1 to 10. Schematic directions
* True repelling directions : external rays that land on alfa fixed point for internal angle from 1/2 to 1/40
* perturbation of parabolic critical orbit

# Theory

dimension one means here that f maps complex plain to complex plain ( self map )

## z + mz^d

Class of functions :
    $f(z)=z+mz^{k+1}+O(z^{k+2})$
where :
* $m\neq 0$
Simplest subclass :
    $f(z)=z+mz^{k+1}$
simplest example :
    $f(z)=z+z^{2}$
W say that roots of unity, complex points v on unit circle $S^{1}=\{v:abs(v)=1\}$
    $\upsilon \in \partial \mathbb {D}$
are attracting directions if :
    ${\frac {m}{|m|}}\upsilon ^{k}=-1$

## mz+z^d

On the complex z-plane ( dynamical plane) there are q directions described by angles:
$arg(z)=2\Pi {\frac {p}{q}}$
where :
* ${\frac {p}{q}}$ is an internal angle ( rotation number) in turns
* d = r+1 is the multiplicity of the fixed point
* r is the number of attracting petals ( which is equal to the number of repelling petals)
* q is a natural number
* p is a natural number smaller then q
$0\leq p<q$
Repelling and attracting directions in turns near alfa fixed point for complex quadratic polynomials $f_{m}(z)=z^{2}+mz$
| Internal angle | Attracting directions | Repelling directions |
| 1/2 | 1/4, 3/4 | 0/2, 1/2 |
| 1/3 | 1/6, 3/6, 5/6 | 0/3, 1/3, 2/3 |
| 1/4 | 1/8, 3/8, 5/8, 7/8 | 0/4, 1/4, 2/4, 3/4 |
| 1/5 | 1/10, 3/10, 5/10, 7/10, 9/10 | 0/5, 1/5, 2/5, 3/5, 4/5 |
| 1/6 | 1/12, 3/12, 5/12, 7/12, 9/12, 11/12 | 0/6, 1/6, 2/6, 3/6, 4/6, 5/6 |
| 1/q | 1/(2q), 3/(2q), ... , (2q-2)/(2q) | 0/q, 1/q, ..., (q-1)/q |

# References

* ↑ Attracting domains of certain maps tangent to the identity - video
* ↑ Local holomorphic dynamics of diffeomorphisms in dimension one by Filippo Bracci
* ↑ wikipedia : Turn_(geometry)
* ↑ Discrete local holomorphic dynamics by Marco Abate
* ↑ math.stackexchange : what-is-the-shape-of-parabolic-critical-orbit
# Fractals/Iterations in the complex plane/sculpt

Techniques:
* Julia morphing - to sculpt shapes of Mandelbrot set parts ( zoom ) = "using the property that zooming in towards baby Mandelbrot set islands doubles-up (and then quadruples, octuples, ...) the features you pass. This allows you to sculpt patterns, here the pattern has a tree structure."
* Inflection
* shape stacking
* Navigating to a Leavitt Embedded Julia Set
* minibrots
* symmetry
* repetition
* Letteres in the Mandelbrot set
"The golden rule behind most of my images is the following. Its aspects can be used to do pretty much everything that you find in my gallery: Given a location with a zoom level n, moving away from the center to a different center has the following effect: The shape at zoom level n is doubled at zoom level 1,5n in such a way that the rotational symmetry becomes 2-fold. At 1,75n the symmetry becomes 4-fold. At 1,875n the symmetry becomes 8-fold. ... In general: the zoom level increases in steps of 2^-1, 2^-2, 2^-3, ... and goes on forever. The symmetry increases by a factor 2 for every extra step. The limit of the sum of all of those steps 2^-1 trough 2^-n where n goes to infinity is 1, so after infinitely many steps we arrive at a finite zoom level. Indeed, at a depth of 2n, twice as deep as where we went off center, there is a small mandelbrot set, where the symmetry goes to infinity. The rule itself has not been proven as far as I know and there are endless exceptions where it is not exact. Sometimes shapes appear a little earlier than the rule would predict, but the small mandelbrot set will never occur FURTHER than 2n. (I think I know what the inaccuracy is, by the way.)" Dinkydau

# inflection

inflection mapping = translation and squaring of complex coordinates before regular Mandelbrot or Julia set iterations

# Patterns

Patterns are sculpted in the intricate shape of the boundary the Mandelbrot set when zooming ( especially deep zooming). Zooming are reflected in the complex dynamics, in particular in the binary expansions of the pairs of external rays landing on the cusp of each baby Mandelbrot set copy at the centre of each phase.
Links
* Patterns in deep Mandelbrot zooms A simple formula leads to emergent complexity. Paper by Claude Heiland-Allen and www page

# Video

* FractalNet HD - Morphing Julia set 1 Michael Hogg
* Natural shapes discovered in the Mandelbrot set fractal by logicedges

# References

* ↑ julia_morph_orbit_in_the_hairs by Claude Heiland-Allen
* ↑ automated_julia_morphing by Claude Heiland-Allen
* ↑ Julia morphing symmetry by Claude Heiland-Allen
* ↑ fractalforums : towards-a-language-for-julia-morphing
* ↑ Old Wood Dish by Claude Heiland-Allen
* ↑ fractalforums : show inflection
* ↑ fractalforums inflection-mappings
* ↑ Causality in Fractals - shapestacking explained by Chillheimer Chillheimer
* ↑ Navigating to a Leavitt Embedded Julia Set by Robert Munafo'
* ↑ fractalforums : deep-zooming-to-interesting-areas/
* ↑ fractalforums.org : inflector-gadget-inflection-mapping-for-complex-quadratic-polynomials
# Fractals/Iterations in the complex plane/slope

It is an algorithm for converting 2D image to 3D

## Description

"three points are iterated for each pixel and then are used to create a three-dimensional surface. A vector perpendicular to that surface is used as the z variable and is passed to the coloring routine. When a Slope formula is used with the Lighting coloring, the result resembles a fractal surface being illuminated from above and to the side." Kerry Mitchell

## names

* lifted domain coloring
* Hill-Shading the Mandelbrot Set
** almondbread
** Hill-Shading the Mandelbrot Set 29 stycznia 2021 - article
* How to calculate shaded relief for the entire world with GDAL, fast by Anna Thieme
* How Hillshade works from ArcGIS Pro 3.1
Differences
* shaded relief or hill shade: Creates a shaded relief from a surface raster by considering the illumination source angle and shadows
* Slope = Identifies the slope (gradient or steepness) from each cell of a raster.

### slope of the line

In mathematics, the slope or gradient of a line is a number that describes both the direction and the steepness of the line. Slope is often denoted by the letter m; there is no clear answer to the question why the letter m is used for slope,
Slope of the line through 2 points: (x1,y1) and (x2,y2) is:
    $m={\frac {y_{2}-y_{1}}{x_{2}-x_{1}}}.$
the slope m of a line is related to its angle of inclination θ by the tangent function:
    $m=\tan(\theta )$

## Apply to

* Mandelbrot
* Julia
* Newton
* Kleinian group fractals
* strange attractors

## code

* Ultrafractal formulas by Damien Jones in dmj.ufm and standard.ufm

### c

* slope of Julia set
* slope of the distanceMandelbrot set with blended gradients sqrt step and slope.png

### matlab

Matlab code by nickspiker

### C++

C++ code by LionHeart

### GLSL

slope lighting in an OpenGLSL code shader by Softology

## programs

* ultrafractal
* directional DE, which can be used for slope colouring

## Compare with

* bumpmaping
* Derivative

## References

* ↑ kerrymitchellart : uf1-5
* ↑ Exploring the Mandelbrot Set by Eamonn O'Brien-Strain
* ↑ Clapham, C.; Nicholson, J. (2009). "Oxford Concise Dictionary of Mathematics, Gradient" (PDF). Addison-Wesley. p. 348. Archived from the original (PDF) on 29 October 2013. Retrieved 1 September 2013.
* ↑ hiddendimension Slope_Tutorial_2
* ↑ hiddendimension Slope_Tutorial_3
* ↑ hiddendimension tutorials: Slope_Tutorial_9
* ↑ hiddendimension slope tutorial 7
* ↑ fractalforums.org : algorithm-for-rendering-slope-in-a-fractal
* ↑ fractalforums.org : algorithm-for-rendering-slope-in-a-fractal
* ↑ ultrafractal standard formulas : slope
# GtkRadiant/Error Messages

A full list of all errors and warnings were on this site, but the site is no longer available:
http://q3a.ath.cx/?editing=errors
The offline *.pdf version of the list was available from the following link, but no longer valid.
Q3A Common Error Messages v1.5.pdf
# GtkRadiant/First Room

First Room
GtkRadiant
So before you get tired of all the yada-yada about what different things are and how they work, let's do some action. The best way to learn something is usually learning by doing, and that's no different when it comes to mapping, but, because we're still in the beginning of this book, we should start out simple, let's just do a simple room to start with, we will then continue on this room in the next chapters, so let's get started.
# GtkRadiant/Getting it into the game

Getting it into the game
GtkRadiant
Everything should be set and done by now and you are probably full of eager to actually try the map out ingame. To begin, we need to compile the map. This means that the simple code a .map file is in will be translated into code the id Tech 3 or Quake 3 engine can understand. Compiling a map will also render shadows and lights round the map. Compiling this small room should just take a few seconds, but compiling larger, more detailed maps can take longer, much longer, sometimes even days.
Starting the compile process is simple, just open the Build (in GtkRadiant 1.4 this is called Bsp) menu and select any of the entries with (test) in them. If you have not yet saved the map, you will have to do this now. Later you will learn about the different options, but this should do it for now. When you click the menu item three console windows should open, one for each compile stage. They won't open all at the same time, but after the previous one is done.
After all three have closed, check the folder where you saved the .map file, there should now be a .bsp file in the same folder with the same name as the map. If this is the case, start up the game you are mapping for, in this case Star Wars Jedi Knight: Jedi Academy and get into the ingame console (SHIFT+KEY BELOW ESC). Here, type /devmap mapname where you replace mapname with the name of your map file without the extension. So if your compiled map file would be called firstroom.bsp you would type /devmap firstroom and hit enter.
Your map should now load and you should spawn where you placed the spawn point. If you spawn but can't move, the spawn point is probably halfway inside the floor or the wall. If you get an error message, write about it on my talk page and I will add it to an error section of this book.
If it all works, then Congratulations, you have just made your first map! You should also have gotten some experience with GtkRadiant so I guess you can make other maps pretty soon. Good Luck!

### Troubleshooting
#### Ingame Errors

* Can't find maps/yourmap.bsp
    This means that there is no file called yourmap.bsp in your GameData\base\maps folder. Remember that the .bsp file is not the same as the .map file. When compiling the map, that's what you do when that DOS window appears, the .map is turned into a .bsp, which the game can load. So usually, this error means something went wrong during the compile. Check the compile log (O) log for errors.
OR type this in console:
/sv_pure 0

#### Compile Errors

* Map Leaked
    This means that your map isn't totally closed off from the void. Or a part of your entities is outside the map. A red line should appear telling you what and where.
# GtkRadiant/Getting around in GtkRadiant

Getting around in GtkRadiant
GtkRadiant
Now that you have downloaded, installed and started GtkRadiant, you will probably start to draw around a bit with your mouse, and you will see that where ever you draw on the grid, a red square will appear, now you may think, is this really the program all others made those awesome maps in, the answer is probably yes, so, how is this done, first of all, you have to learn the interface.
This is the 2D Viewport, in here you can either see your map from above, from the front, or from the right. To change the view, press CTRL+TAB or click the button in the toolbar. This is also where you create brushes, to create a brush, just drag with your mouse.
This is the Console where GtkRadiant prints down every major (or minor) thing it's doing. This is very useful if you get error messages or if something else doesn't work like it should. Note that all critical stuff is displayed in red color.
# GtkRadiant/Lights

Lights
GtkRadiant
Lights are, as already mentioned simply points in space which emit light, but they are also very important and, because of the fact that they are simple to understand, lights are an excellent training entities.
To start, make a light entity by right clicking somewhere on the 2D grid and then clicking on light. A dialog should appear which asks you for the light intensity, and, by clicking OK there, you have set your first property on an entity, you have now given the light, a property called light, with a value of 300 (if you didn't change the default value in the dialog).
You can now press N to open the Entity Window and you will see that there is now an entry called light added. There are also two other values which the editor automatically fills in, namely the classname which simply tells what kind of entity this is, and the origin which defines the position of the light in your map.
So lets make the light flicker, and it's time to add another property, to the light; the style property. In the information window of the entity window you should see an explanation of the property, so, you should see that to make a flickering light, you have to add the property names style and give it a value of either 1 or 6. You should also try to look up some other values in the information window, and add them, to see their effect.
# GtkRadiant/File Formats

File Formats
GtkRadiant

## Brush line

A brush contains six lines, each describing a plane of the brush.
Format:
( r s t ) ( u v w )( x y z ) offset[0] offset[1] angle scale[0] scale[1] contents flags value
Description:
( r s t ) = parenthesized 3-vector representing one point that defines the plane
( u v w ) = parenthesized 3-vector representing one point that defines the plane
( x y z ) = parenthesized 3-vector representing one point that defines the plane
offset[0] = texture shift offset
offset[1] = texture shift offset
angle = the rotation angle
scale[0] = texture scale
scale[1] = texture scale
contents = a set of bit flags:
flags = [unknown]
value = [possibly radiosity lighting, emitted from a surface]
# GtkRadiant/Introduction

Introduction
GtkRadiant
You have probably already done the GtkRadiant/installation or at least found out what GtkRadiant is, otherwise you would not have found this book, but, to tell it again, its a Level Design program also known as mapping program, with it, you make and design maps to play in all games based on the id Tech 3 engine. Technically, GtkRadiant will create .map files, which then are compiled by the compiler Q3Map2. You have probably already downloaded a few maps, and are now interested in making some maps yourself, if this is the case, then this is a good place to learn. If you already have mapped for some time, but want to learn a bit more, this will be a good place to learn, after I have written some more stuff.
Game packs exist for the following games. Generally, this includes support for all expansions and modifications as well.
* Doom 3- A Windows-only variant called D3Radiant (based on Q3Radiant, not GtkRadiant) is integrated into Doom 3. GtkRadiant 1.5.x can be used to make Doom 3 maps in Linux, by utilizing Doom 3's integrated map compiler in conjunction.
* Quake
* Quake II
* Quake III Arena
* Quake 4- Being based on the id tech 4 engine, it also uses a version of D3Radiant internally. However, GtkRadiant 1.5 can still be used to create maps on Linux.
* Return To Castle Wolfenstein
* Wolfenstein: Enemy Territory
* Half-Life
* Heretic II
* Soldier of Fortune II: Double Helix
* Star Trek: Voyager Elite Force
* Star Wars Jedi Knight II: Jedi Outcast
* Star Wars Jedi Knight: Jedi Academy
* Medal of Honor: Allied Assault
* Call of Duty
* Call of Duty 2
* Nexuiz
* Xonotic
* Tremulous
* War§ow
* Prey
* Darkplaces
* UFO: Alien Invasion
In addition, the following games and projects use GtkRadiant as a map editor, by using the GtkRadiant Quake III Arena game pack and an external map compiler or converter:
* Neverball
* Crystal Space game engine
* Irrlicht Engine (supports Q3A .bsp files)
* Blob Wars : Blob And Conquer (custom game pack)