OpenLLM-France/wikimedia huggingface dataset:
# Animal Crossing: New Horizons/Airport terminal

The game starts with Timmy and Tommy welcoming the player at an Airport terminal for Nook Inc's "Deserted Island Getaway Package". The twins will ask the player if this is their first time, or if they're moving.
* New players should select "Yes, it is!" This guide assumes you pick this option.
* Moving allows an existing player to move from a different game save, particularly when they have transferred data from a different Nintendo Switch video game console.
The twins will then ask the player for their name and birthday (Month and date only). This information can be visible to others online and can't be changed afterwards, so you may wish to consider picking a name and birthday other than your actual name and birthday.
Next the player will be asked to get ready for a photo, in reality this means choosing your player appearance. You can choose between two avatar styles, as well as appearance options regarding skin tine, hair style, eyes, mouth, nose, and cheeks. This is more malleable later, so don't worry about it too much, but pick something to your liking.
Next the game will ask the player to pick a hemisphere to live in, either northern or southern, as this will affect the timing of the in game seasons.
Next the twins will offer four island layouts to choose from. This is slightly more consequential, but less important compared to previous Animal Crossing games so pick what you like. The main factors to consider are:
* Location of the airport (Grey block on the south side)
* Location of the town square (Leaf logo)
* Location of the dock (Either on the east or west)
* Location of river outlets to ocean
* Location of rocky beaches
* Location of the grass ocean cliffside
* Location of the northern beach
Less important factors to consider include:
* Accessibility of ponds
* Number of waterfalls
* Number of hills
* General terrain elevation
Finally the twins will ask the player a hypothetical question of what item they would choose to bring if they could only bring one thing to a deserted island.
After the selection is made the charter flight will begin boarding for the deserted island. During the flight an in flight movie will play to introduce the player to island life. This video focuses on recreational activities, fishing, item collection, crafting, and insects, to name just a few features presented.

## Game Design

This introduction is used as a way for the player to create a character without asking them to do so in a straightforward menu. Doing so allows the game to meld the world and character introduction with the character creation process.
How does the introductory video prepare the player for the upcoming gameplay?
# Animal Crossing: New Horizons/Arrival
## Orientation

The island is introduced with as a seaplane carrying the player character casts its shadow over the town square. Timmy and Tommy will disembark and invite the player character and two other randomly chosen residents to an orientation. Head on over to the plaza and talk to the large racconlike creature, Tom Nook, to begin.

### Staking Tents

Tom Nook will ask the player to choose a site for their in game tent. Talk to Tommy or Timmy to receive a tent and map, then place it where you like.
If you need help placing the tent:
* Press the X button.
* Press A while the cursor is on the Tent. (If you moved the cursor, you can select the tent with the control stick.)
* Press A, and then press A again to confirm. One of two things will happen.
** The game will allow the player to visualize what the tent looks like in that location, decide on the spot, or reconsider. The player should confirm once a satisfactory location is found.
** The game will inform the player if a tent can't be placed in a specific location.
After the tent is placed, return to Tom Nook, who will ask the player to repeat the same process for the other two islanders. They will have picked potential spots, which the player can help pick a spot, either by encouraging them to pick their existing choice, or offering to help find a new spot (Allowing the player to pick a spot as they have done for their own tent)

## Gathering supplies

Report in to advance time to dusk. Tom Nook will then ask the player to talk with him, then will request 10 tree branches. The player can pick up branches by walking up to them, then pressing the Y button. You can check your progress at any time by pressing X. When done, return to Tom Nook, who will then ask for 6 of a fruit. There are a number of fruits that the game chooses one from to be a fruit native to the island, such as peaches or apples. Walk up to a fruit bearing tree and press A to shake it, then press Y over the fruits to pick them up. Return to Tom Nook to initiate a nighttime welcome party around a campfire. This includes asking the player to name the island. This isn't changeable and is visible to others, so pick something you like that is respectable. The player is then made the "Resident Representative". Toast with fruit juice, then enjoy the festivities by talking with others. When done, talk to Tom Nook, to receive a Camping Cot and instructions on how to place and use it. Finally retire to the player's tent. Open the two boxes by pressing A next to both to receive a lantern and radio. Place the camping cot, and enter it to start the game in earnest. While sleeping, K.K. Slider will give advice to the player. From this point on the in game clock follows the system clock.
# Analog and Digital Conversion/Hold Circuits
## Zero Order Hold

The majority of DACs have "zero order hold" in their output. After feeding the data into the DAC, the DAC output jumps to a new output voltage. The DAC holds that output voltage constant for the entire sampling time, until a new value is fed into the DAC and the DAC output jumps to that new value.

## Further reading

This section of the Analog and Digital Conversion wikibook is a stub. You can help by expanding this section.
# Analog and Digital Conversion/Reference Materials
## Links

ADC Accuracy Part 1: Is accuracy different from resolution?
ADC Accuracy Part 2: Total unadjusted error explained
Understanding Data Converters (Texas Instruments)
Understanding Noise, ENOB, and Effective Resolution in Analog-to-Digital Converters
Peak-to-Peak Resolution Versus Effective Resolution
ADC Input Noise: The Good, The Bad, and The Ugly. Is No Noise Good Noise?
Resistor Noise: Deafening and Hard to Reduce
# Analog and Digital Conversion/Interpolation
## Down Sampling

There are occasions when the sampler is producing samples too fast, or too slow for the rest of your circuit. When the sampler is producing too many samples, we need to remove some through a process called Down-Sampling. In a down-sampler, certain samples are removed from the digital signal, and the remainder of the samples may be altered to appear more "spread out".
Down-sampling is usually performed according to a fractional rule. An example would be a 2:1 down-sampler, which removes every second sample to decrease the bitrate in half.

## Up Sampling

If the sampler isn't producing samples fast enough, we need to create more samples. The process of creating more samples is called Up-Sampling. In the most basic up-sampling scheme, additional samples with a value of zero are added between the existing samples. This method is called "Zero Padding", but other methods, such as interpolation can also be used.

### Zero Padding

    Adding samples with a 0 value in between given samples to increase the bitrate

### Interpolation

    Using some mathematical rule to create new samples a between two existing samples n and m, where a = f(n, m).

## Linear Interpolation

In linear interpolation, a straight-line is drawn between the two samples on either side of the new sample. The new sample value, then is considered to be a point on this straight line, or the average value. This is called linear interpolation, because the new samples will be on this line formed by the old samples.
As an example, consider that we want to double the sample rate by inserting linearly-interpolated samples between every two existing samples. In a linear system, the value of the new sample a between existing samples n and m would be:
    $a={\frac {n+m}{2}}$

## Non-Linear Interpolations

Analog signals rarely have straight lines in them, and therefore linear interpolation doesn't always produce a good approximation. Nonlinear techniques can be used, taking the surrounding points to produce a new point that isn't just an average value. these methods are called "non-linear interpolation", and there are too many of them for us to give a good example of each.
# Analog and Digital Conversion/Reconstruction Effects

This page is going to talk about the effects of reconstruction.

## Anti-Aliasing

This section of the Analog and Digital Conversion wikibook is a stub. You can help by expanding this section.
# Analog and Digital Conversion/Introduction
## What This Book is About

Nearly every piece of electronics in use today makes some use of an analog-to-digital or digital-to-analog converter. Because of the prevalence of these types of data conversions, it is important for people to understand the limitations and drawbacks of these processes. This book will discuss the conversion process (analog-to-digital and digital-to-analog), the mathematical models of signal conversion, some topics related specifically to these processes (quantization, companding, delta modulation, etc.), and the physical electrical hardware that makes the conversions happen.

## Who This Book is For

Because of the subject nature of this book, it is intended for people with a strong background in electric circuits, such as electrical engineers, or dedicated hobbyists. Readers should have at least some prior knowledge of electrical circuits, before attempting to read and understand this book. Also, some chapters discuss frequency domain effects, so a prior reading of Signals and Systems or Communication Systems (or both) would be beneficial when reading those particular sections. The mathematics in this book will not be particularly difficult; the reader should have a strong understanding of algebra, but does not necessarily need to have a background in calculus or higher maths.

## How This Book is Structured

This book attempts to be organized in a linear way. Analog and Digital signals are introduced, discussed, and contrasted in the first section. Also in the first section, the sampling and reconstruction processes are introduced and described. The second section deals specifically with the process of sampling, including some important aspects of sampling (quantization, bit rate, resolution, etc.). The third section describes common data transmission methods of ADC converters, such as delta modulation. The fourth section will deal with the reconstruction process, and the effects of signal reconstruction. Finally, the fifth section will discuss some additional topics relating to signal quantization.
Additional sections may be included later, depending on the level of contributions from the community. For more information about this, see the note on the main talk page.

## Where to Go From Here

Once the process of analog and digital conversion is understood, there are a number of other books that will discuss the use of analog and digital signals in more detail.
To learn more about the transmission of analog and digital signals, see Communication Systems.
To learn more about the manipulation and use of digital signals, see Digital Signal Processing.
To learn more about the use of analog and digital signals to control processes, see Control Systems.
Additional books about related topics may be added to Wikibooks in the future.
# Analog and Digital Conversion/Non-Uniform Quantization

non uniform
Consider the situation where we have an analog voice signal. This voice signal tends to stay within certain amplitude limits, although on occasion there are some high-amplitude moments. We can say, for instance, that most of the analog signal is between 0V and 5V, although on occasion the signal can get as high as 20V. It would seem that we want to spend more of our resources in the bottom quarter of our range, and not worry so much about the upper parts of the range.
If our sampler has a resolution of 5 bits (32 levels), then a full 3/4ths, (24) of our levels are essentially a waste of space! Now, what if there was a way to "spend" more of our levels, and use more of our bits, between 0V and 5V, and not spend many levels at all on the upper 15V of our range. There is a way to do this, and it's called Non-Uniform Quantization.

## μ Transform

The μ Transform (or "Mu Transform") is a method of non-uniform quantization. This transform takes certain parameters, and can produce a non-uniform quantizer, to meet specific needs.
# Analog and Digital Conversion/Other Reconstructors
## Other Reconstruction Circuits

There are a number of other types of reconstruction circuits available besides the holding circuits that were described in the last chapter. Here we will talk about some of those circuits.
This section of the Analog and Digital Conversion wikibook is a stub. You can help by expanding this section.
# A-level Computing/Authors

* (AQA) Peter EJ Kemp (editor) - London
* (CIE) Peter Astbury - Alexandria, Egypt

## Contributors and proof readers

* Students from Christ the King Sixth Form College
* Students from Loxford School
* Students from Wreake Valley Academy
* Peter L Higginson - Reading
Thanks for helping out!
# A-level Computing/CIE

This is a book about A-Level Computing. It aims to fit in with the Cambridge International AS and A Level Computing syllabus but is not endorsed by Cambridge International. It should be useful as a revision guide or to find alternative explanations to the ones in your textbook. If you haven't heard of an A-Level then this book probably won't be of much interest to you but you can find out about them at Wikipedia.
If any part of this book is unclear or even wrong then please post a comment on the discussion page or simply fix it yourself! In particular, please say if the book assumes any knowledge or skills which not all A-Level Computing students have.

## How to read the book

You will meet several coloured boxes, here are their meanings:
* Specification link
* What the specification says you must learn for each chapter
* Examples
* Example questions and how to solve them
* Questions
* Questions to test yourself, click below
* Answer:
* to check if you were right
* Extension
* Topics that aren't examined but you might be interested in
There will be a lot of concepts that you need to be familiar with, definitions are highlighted like so:

## Course Structure

* To be awarded an AS (Advanced Subsidiary) Level qualification in Computing, a student must take the 2 AS sections.
* To be awarded an A (Advanced) Level qualification in Computing, a student must take all 4 sections.
The book is split into the four sections. Each section is split into chapters with each chapter covering the topics for that section.

## AS sections

* Theory Fundamentals
* Fundamental Problem-solving and Programming skills

## A2 sections

* Advanced Theory
* Further Problem Solving and Programming skills
# A-level Computing/CIE/Advanced Theory

3.1 Data representation
3.2 Communication and Internet technologies
3.3 Hardware
3.4 System software
3.5 Security
3.6 Monitoring and control systems
# Assistive Technology in Education/Participation Tools

Battery Operated Fan
Convert any battery-operated toy or appliance into a switch-activated device for leisure and functional activities at home or in the classroom! Flexible and easy to use. Just place the copper disc between the battery contact and a battery in the device, connect a switch and your students are ready for action. How-to guide included. Add a Notching File to your order to increase the life of your Battery Device Adapter by creating access for the cord.
Battery Operated Scissors
Easy-to-use, pre-adapted scissors for art projects and other classroom cutting activities. Built-in switch jack eliminates need for a battery device adapter
Stapler
Encourage active participation in art and vocational projects with a stapler that runs on battery or electrical power.
Return to Assistive Technology In Education- Early Childhood: Assistive Technology In Education Early Childhood
# Assistive Technology in Education/iPad

Template:IPad apps for Special Education

## External links
### Other Resources

* SesameDocs - Hands-Free Document & Websites Reading
# Assistive Technology in Education/Proloquo2Go
## Communication Assistance

The iPod Touch can also be used as a communication device for students who need assistance communicating with others. There are several applications that are similar to assistive technology Voice Output Communication Aids (VOCAs) which have been used for years with individuals with autism and other communication needs.
Proloquo2Go is a product from AssistiveWare that provides a full-featured communication solution for people who have difficulty speaking (Proloquo2Go, 2009) This application uses natural sounding text-to-speech voices and symbols to assist users with communication needs. Proloquo2Go contains a default vocabulary of over 7000 items, as well as full expandability. Users can also add their own text using the keyboard function to speak items that are not contained in the vocabulary. Special educators and therapists have found this to be a cost-effective augmentative communication device that has opened up a new world for individuals with communication needs.
Another product that can help students with communication needs is the application Expressionist, which was created by AdastraSoft (AdastraSoft, 2009). Expressionist contains over 120 commonly used expressions and over 1000 nouns organized into categories. This application uses a picture approach, instead of a traditional sentence composition approach, to illustrate an expression or a concept. Expressionist uses a black and white character along with photographs to create composite images. This provides students with images that are less confusing than other devices that use secondary references (i.e. – using a turtle or snail to indicate slow).
Students who benefit from the structure of schedules and visual prompts would benefit from iPrompts. This application is a visual prompting tool that was designed especially for special educators, parents, and therapists to use with language impaired individuals (AppShopper, 2009). iPrompts was developed by the parents of a boy with autism and a speech-language pathologist. This application does not contain any audio prompts or voice output. There are four main components to iPrompts: picture schedules, visual countdown timer, choice prompts, and a visual library. iPrompts is an easy to use alternative to velcro cards and magnet boards that stores schedules and social stories in a portable device. Although this device would be primarily used by adult caregivers, it can provide students with an alternative way to receive visual reminders about their day.

### References

* ↑ AssistiveWare. (2009). Proloquo2Go: Augmentative and alternative communication (AAC) for iPhone and iPod Touch. Accessed July 13, 2009 at http://www.proloquo2go.com/.
* ↑ Adastrasoft (2009). Expressionist. Accessed July 13, 2009 at http://www.adastrasoft.com/Expressionist.html.
* ↑ App Shopper. (2008) App Shopper: iPrompts (Medical). Accessed July 13, 2009 at http://appshopper.com/medical/iprompts.
# Aros/Developer/Maintainer

This page lists documentation aimed at persons involved in the maintenance of AROS/AROS Builds
# Aros/Developer/IODeviceDrivers

* Navbar for the Aros wikibook
* Aros User
* Aros User Docs
* Aros User FAQs
* Aros User Applications
* Aros User DOS Shell
* Aros/User/AmigaLegacy
* Aros Dev Docs
* Aros Developer Docs
* Porting Software from AmigaOS/SDL
* For Zune Beginners
* Zune .MUI Classes
* For SDL Beginners
* Aros Developer BuildSystem
* Specific platforms
* Aros x86 Complete System HCL
* Aros x86 Audio/Video Support
* Aros x86 Network Support
* Aros Intel AMD x86 Installing
* Aros Storage Support IDE SATA etc
* Aros Poseidon USB Support
* x86-64 Support
* Motorola 68k Amiga Support
* Linux and FreeBSD Support
* Windows Mingw and MacOSX Support
* Android Support
* Arm Raspberry Pi Support
* PPC Power Architecture
* misc
* Aros Public License
This uses the Exec Device API. You can use the normal device functions (DoIO, AbortIO, etc.).
# Aros/Developer/IncompleteAPIs

This Page lists all known missing/incomplete API calls in AROS.
If you know that something has been corrected please update this page!
Incomplete
Missing
* Cybergraphics components
** cgxvideo.library (Video overlay support)
** cgxbootpic.library
* Datatypes
# Aros/Developer/NICDrivers

* Navbar for the Aros wikibook
* Aros User
* Aros User Docs
* Aros User FAQs
* Aros User Applications
* Aros User DOS Shell
* Aros/User/AmigaLegacy
* Aros Dev Docs
* Aros Developer Docs
* Porting Software from AmigaOS/SDL
* For Zune Beginners
* Zune .MUI Classes
* For SDL Beginners
* Aros Developer BuildSystem
* Specific platforms
* Aros x86 Complete System HCL
* Aros x86 Audio/Video Support
* Aros x86 Network Support
* Aros Intel AMD x86 Installing
* Aros Storage Support IDE SATA etc
* Aros Poseidon USB Support
* x86-64 Support
* Motorola 68k Amiga Support
* Linux and FreeBSD Support
* Windows Mingw and MacOSX Support
* Android Support
* Arm Raspberry Pi Support
* PPC Power Architecture
* misc
* Aros Public License

## Introduction

The bsdsocket.library get created in memory once you start the AROSTCP. Those included will supply the links for it.
and then in the initialization code:
changed the include dir for the networking apps to $(AROS_DEVELOPMENT)/netincludes had to change #include <bsdsocket.h> to include <proto/bsdsocket.h> bsdsocket.library doesn't exist as a binary in libs:. It is created on-the-fly after you do "startnet"
redefine SocketBase to a non-global variable, such as a field in a thread-specific context. E.g.:
looked at the Task struct and it has tc_UserData, just what I needed I could use this to hold the SocketBase for each task. This approach will work, even if I want to use sockets in the main program. In case someone is interested, I created this little header:
Included this everywhere instead of proto/bsdsocket.h, and used SocketBase as normal.
WaitSelect works just like select and would be nice to paste bit of the code here where it fails... sys/select.h WaitSelect can only be used on sockets, not on DOS filehandles. On unix they are handled uniformly, but on Amiga you have to use different code path for file handles and sockets.
and the test the select

## References

socket—create an endpoint for communication

### NOTES

Some sample code tutorial

## Select

or

# Reference

http://www.boogiejack.com/
# Aros/Developer/MemoryManagement

The memory management in AROS remains OS3-compatible. The available memory is split into regions having specific attributes: a chip memory, a 24-bit DMA memory, a fast memory. Apart from the 24-bit DMA region, all other types are meaningless on all architectures but classic Amiga computers.
in work...
# Advertising/Political
## Political

Tony Schwartz pioneered the concept of "resonance". Some of his most well-known work are his political ads. One of his TV ads for Lyndon Johnson's 1964 presidential campaign against Barry Goldwater was legendary. As a little girl picked petals off a daisy, a voice counted down from 10, followed by a nuclear explosion. Known as Daisy, this commercial is considered to be instrumental in Johnson's victory.
Another well-known political ad that is believed to have tipped an election are the anti-Dukakis, "Willie Horton" ads during the 1988 presidential campaign of Michael Dukakis and George Bush. Willie Horton was a convict serving time for murder in Massachusetts. When Dukakis was governor of Massachusetts, he escaped while on furlough and raped someone. This incident was alluded to in Republican ads, attempting to convince the public that Horton's escape showed that the Democrats were soft on crime. Like the Daisy ad, it is believed that the ad was instrumental in Bush's victory.