OpenLLM-France/wikimedia huggingface dataset:
# Movie Making Manual/Staff/Cinematographer

Cinematographer or Director of Photography: Player; Also known as the "DP" (or "DOP" in England). The DP is responsible for the look of the film, and often shoots the picture. He/she helps the Director translate the written word into the visual in close cooperation, supervising and operating the lighting and camera crews in the most efficient manner possible. Selecting the type and quantity of camera equipment for the production and the film stock for the overall photographic "look" of the picture. Determines the quantity and type of lights to be used in the production. Supervises and works with the gaffer to control the intensity, color balance and placement of all lighting. Supervises the gelling of windows, areas and lights for proper color balance and/or effect. Works closely with the Director in setting up the shots to create continuity of action, screen direction, energy level lighting and effects, etc. Works closely with the Director in selecting angles, camera height, and movement, whether on a tripod, dolly, panaglide, crane, skycam, vehicle (land, air or water) or hand held.
# Movie Making Manual/Staff/Co-Producer

Co-Producer: Player; A Co-Producer is to Producer like co-pilot is to pilot. Works with the other producer(s) to oversee all aspects of a film's production and development. Co-producer often implies hands-on work on the set.
# Movie Making Manual/Special Effects

Often what people believe to be SPECIAL EFFECTS (SPFX) are computer generated VISUAL EFFECTS (VFX). This confusion results from the final products of both departments looking similar. Visual effects may involve computer animations, green or blue screen compositing or other post effect work. VFX may highlight or multiply the SPFX shots to create a much larger explosion for example.
Introduction to Special Effects for film
SPFX Technician Dean Campbell states that "special effects are basically any on-screen physical effect that is not done by the actor".
This can mean atmospheric effects such as smoke, wind, rain, haze or simulated conditions such as boiling pots, exploding cars or campfires.
This also includes any movement of objects in front of camera such as falling dishes, floating furniture or breaking glass.
Often the PROPS DEPARTMENT will claim to do special effects, however under IATSE regulations props are items used or touched by the actor.
Concerning situations that call for department overlap, the above guidelines still apply; for example if a scene calls for an exterior shot of a snow covered street with gently falling flakes it would be the responsibility of the set dresser and greens department to dress in snow, but the responsibility of the special effects department to create the falling snow effect.
# Movie Making Manual/Staff

The number of crew on a movie naturally varies greatly depending on budget and production size and types. The goal of this section is to list as many specific staff positions as possible and describe their responsibilities and skill requirements.
The positions are divided by departments or divisions. The table below allows you to sort via the department they are in or the production steps they are involved with.
| Role | Department | Steps Involved | Description |
| Director | Management | ALL | Looks after production activities of cast and crew. |
| Producer | Management | ALL | Oversees creation of film. The Producer may make critical decisions to save money as they can fund the project. |
| Cinematographer | Cinematography | Production | Involved with the visual side including cameras, lighting and composition. |
| Screenwriter | Creative | Pre-Production | To usually structure the plot and write the screenplay. |
| Composer | Audio | Post-Production | To Compose music for the film. |
# Movie Making Manual/Staff/1st Assistant Director

The 1st Assistant Director is responsible for managing the set during production of a motion picture. They are the primary interface between Director and Crew. They ensure that the technical and logistical facets of production are handled smoothly so that the Director can focus on the artistic aspects.
The 1st AD is responsible for scheduling the shoot each day as well as managing the set during production. Good communication skills are key. Shot lists are crucial to the 1st AD performing his or her job efficiently. Without them, the shooting schedule may be created on the fly, and this disorganization will most likely show up on screen.
The Assistant Director's job of calling out "lock it up, quiet, roll sound, roll camera" in advance of each shot.
"Lock it up": On-Set Term; A get ready signal shouted out by the AD, when shooting is about to begin. Because there must be quiet on the set, the phrase suggests that any open doors, cabinets or moving parts on any equipment must be closed, taped, locked or otherwise made immobile in order to ensure silence.
"Picture's up!": On-Set Term; Warning shouted out by the AD that the sequence of cues to shoot a scene is about to begin. Also, a final warning to everyone on set to shut-up.
"Roll Sound": On-Set Term; A call made by the director or 1st AD to cue the sound guy in anticipation of shooting a take. The command always precedes "Action!" so as to allow sufficient lead-time for the audiotape to begin in front of the rolling film.
# Movie Making Manual/Staff/2nd 2nd Assistant Director

Second Second Assistant Director: Player; (2nd 2nd, 22AD) Splits various tasks with the 2nd Assistant Director, especially on larger or more complicated productions. Typically helps to manage the production assistants, directs or coordinates background, and performs various other catch-all vehicle and communication tasks.
# Movie Making Manual/Staff/Art Director

Art Director: Player; the person who works along side the Production Designer to design the set. Sometimes the Art Director has to build the sets or will use an existing location and decorate it to look like the set the Director has envisioned. Works with the prop master to manage set properties or props. Low Budget films often don't utilize an Art Director.
# Solitaire card games/Bristol

This game has an unusual feature of building regardless of suit on both the foundations and on the tableau; it is also one of the easiest to win.

## Rules

Eight piles (or fans) of three cards each are dealt onto the tableau. Any king that is not on the bottom of its pile is placed underneath. Then three cards are placed under these piles. These form the bases for the three reserve piles.
Whenever an ace becomes available, it becomes a foundation, on which it can be built up regardless of suit up to a King. The same is done on the three other aces.
The top card of each pile on the tableau and the top card of each reserve pile is available to be built on the foundations and around the tableau. Like the foundations, the piles on the tableau are built down regardless of suit. Only one card can be moved at a time and when a pile becomes empty, it is never filled.
Cards in the stock are dealt onto the reserve three at a time, one for each pile. In effect, gaps on the reserve are filled during the deal; therefore, when a reserve pile becomes empty, it is not filled until the next batch of three cards is dealt.
The game is won when all cards end up in the foundations. Considering that all building is done regardless of suit, the chance of achieving this is very high.

## Variations

* Belvedere is another solitaire card game playing with a deck of playing cards. It is played exactly as Bristol except for one rule: an Ace is separated from the deck at the beginning of the game and immediately set up as a foundation.
# Solitaire card games/Captive Queens

The game is so named because the queens become "enclosed" as the foundations are built.
There are two ways that the queens are played in this game: either they are laid in the center of the table immediately or shuffled into the deck and laid out later. Either way, their role is purely decorative and play no functional role in the game.
The game starts by laying cards from the stock one at a time into a wastepile in search for fives or sixes. Once any of these cards are found, it becomes a foundation and can be placed on a circle surrounding the area where queens are placed; it can be built upon immediately. The foundations' places in this circle are irrelevant.
The fives then receive cards lower than five while the sixes receive higher cards, all by suit. Here's the chart of which cards are placed on these cards:
| 5 | 4 | 3 | 2 | A | K |
| 6 | 7 | 8 | 9 | 10 | J |
After the foundation cards are found, the rest of the stock is dealt to look for cards that can be built on the foundations. In case the queens are shuffled into the deck, when a queen is found, it is placed on the center.
Once the stock runs out, the cards are gathered from the wastepile and become the new stock from which cards are to be dealt. This can only be done twice in each game.
The game is won when all the cards are in the foundations with the face cards (kings and jacks) at the top of each foundation, like the thumbnail at the right.
# Solitaire card games/Colors

This game is in the same family as Sir Tommy, Strategy, and Calculation. The game is so called because of its emphasis on color.
The cards are shuffled, then dealt out one by one the foundations or onto one of six waste piles, the top cards of which are available for building only on the foundations.
A two, a three, a four, and a five are needed to start the foundations. The deuce and the four should be of one color (regardless of suit) and the trey and the five be of the other color. Naturally, the color of the first foundation card that turns up during dealing dictates the colors of the other cards. The foundations are built up by color.
Dealing of cards from the stock continues until the stock runs out. The game is won when all of the cards are built onto the foundations, which should have an ace, a deuce, a trey, and a four on top.
# Solitaire card games/Curds and Whey
## Rules

The cards are dealt into 13 piles (or columns) of four cards each. The top card of each pile is available for play.
There are no foundations in this game; the object is to form four suit sequences each running from King down to Ace.
A card can be built in only two ways:
* Over a card that is of the same suit and of a higher rank, or
* Over a card that is of the same rank but of a different suit.
For example, the 8♣ can be built over the 9♣ or any other 8 (such as the 8♠).
One card can be moved at a time unless a sequence has been made. If a sequence of cards follows either one of the following two guidelines:
* Sequences that are built down by suit
* Sequences of cards with the same rank
...it can be moved as a unit in part or in whole. However, a sequence that follows both guidelines at once must be rearranged to follow only one guideline before moving as a unit.
When a column becomes empty, it can only be filled by a King or a sequence starting with a King.
The game is won when the object above is fulfilled, forming four suit sequences each running from King down to Ace.
# Solitaire card games/Calculation

This game is also known as Broken Intervals, it has been suggested that there is a very good chance of winning if you are skilled.

## Set up

1. Remove one A,2,3 and 4 from the pack (suit does not matter in this game), they form the foundations. 2. All the foundations are to be built up to kings, each differently
    The ace is to be built up by 1s up to Ks in this order: A 2 3 4 5 6 7 8 9 10 J Q K
    The 2 is to be built up by 2s in this order: 2 4 6 8 10 Q A 3 5 7 9 J K
    The 3 is to be built up by 3s in this order: 3 6 9 Q 2 5 8 J A 4 7 10 K
    Likewise, (you should be getting it now), the 4 is built up by 4s like this: 4 8 Q 3 7 J 2 6 10 A 5 9 K
3. The wastepile is initially empty, it consists of four piles of cards, which are laid below the four foundations.

## Play

* Turn up cards from the stock, one at a time, and build them on one of the foundations, if that's not possible, put it in one of the four wastepiles.
* You can move cards from any wastepile onto one of the foundations when possible.

## Variation

* Do not lay out A,2，3，4 initially) and to use only three tableau piles instead of four.
Although playing this variation makes the solitaire quite difficult, a very skilled player will still be able to win at least two games out of three.
# Solitaire card games/Carpet
## Setup and gameplay

The game starts with the aces separated from the deck to form the foundations. After the remaining 48 cards are shuffled, 20 cards are laid out on the tableau in a 5x4 grid fashion to form "the carpet." The remaining 28 cards make up the stock.
All cards from "the carpet" must be moved to the foundations up by suit (i.e. 2♠ over A♠). Any "holes on the carpet," i. e. gaps left behind by the cards that are moved to the foundations, are filled by cards from the waste pile or, if the waste pile is empty, the stock.
The stock cards are dealt one at the time on the waste pile and can be moved to the foundations or to the carpet if necessary. Once the stock is used up, all cards on the waste pile cannot be used as a new stock. Only the top card of the waste pile can be played.
The game is won when all of the cards are moved into the foundations.
# Solitaire card games/Cribbage Square

This game is basically Poker Squares but with cribbage scoring.

## Rules

First, sixteen cards are dealt one at a time in a 4x4 grid, provided that card must touch horizontally, vertically, or diagonally to any of those already in the grid. However, once a card is placed on the grid, it cannot be moved. After these sixteen cards are put into place, a seventeenth card, the starter, is turned face-up.
Points are scored according to how the hands formed horizontally or vertically are combined with the starter. Horizontally and vertically in this case means that each row and column in the grid is scored as a cribbage hand.
Hands are scored as in normal cribbage and the combinations below may occur more than once in just one hand:
* Fifteens - Given that face cards are valued at ten and aces at one, a combination of two or more cards that add up to fifteen are scored two points each "fifteen."
* Pairs - each pair in a hand is scored two points each pair. A pair royal, or three of a kind, scores six points since three cards of the same rank can form three pairs, while a double pair royal, or four of a kind, scores twelve points since four cards of the same rank can form six pairs.
* Runs - Three or more consecutive cards (regardless of suit) is scored three to five points depending on the number of cards on that run.
* Flush - If the four cards on the hand is of the same suit, it is scored four points, plus an additional point if the starter is of the very same suit as those in the hand.
* His Nobs - A jack in "his nobs," i.e. one that has the same suit as the starter, scores a point.
* His Heels - A jack in "his heels," i.e. one that is the starter gives two points to the entire tally for the deal.
The object of this game is to reach the highest score possible using the sixteen cards. According to The Complete Book of Solitaire and Patience Games, the player is considered to "win" if the total score is at least 61.
To increase the skill element of the game, one variation involves using a 'reserve' pile. This can hold up to 5 cards which can later be played on to the grid.
Two candidate solutions for maximum possible scores are as below for 170 and 165 points respectively.
| KH | KC | KD | KS | 20 |
| QH | QC | QD | QS | 20 |
| JH | JC | JD | JS | 21 |
| XH | 5C | 5D | 5S | 28 |
| 18 | 21 | 21 | 21 | 5H |
Score: 170
| 7H | 7D | 8C | 8S | 24 |
| 8H | 8D | 7C | 7S | 24 |
| 3H | 6D | 6C | 6S | 24 |
| 9H | 9D | 9C | 9S | 20 |
| 13 | 20 | 20 | 20 | 6H |
Score: 165

## References

* ↑ Cribbage Corner (2008-05-16). "Solitaire Cribbage rules". Retrieved 2008-05-16.
# Solitaire card games/Canfield

This game also goes by the name Demon, and to add to the confusion, some people get this and the game usually called Klondike mixed up, as it can also be called Canfield or Demon.

## History

Richard A. Canfield owned the Canfield Casino in Saratoga Springs, New York during the 1890s. Gamblers at his casino would play the game by "buying" a deck of cards for $50. The gambler would then play the game and earn $5 for every card he managed to place into the foundations; if one was fortunate enough to place all 52 cards into the foundations, the player would win $500. Although players make a loss (about an average of five to six cards), the game proved to be popular, and Canfield became rich. The disadvantage of this new game was the need to hire a croupier for every gambler playing the game.

## Gameplay

* First deal thirteen cards faced up and then turned down, these cards would be the reserve.
* Then place a card on the first of the four foundations to the right of the reserve.
* This card is the first card of its foundation and all other cards of the same rank must also start the other three foundations
* Cards on the tableau are built down by alternating colors, while the foundations are built up by suit,
* Any gaps on the tableau are filled from the reserve
* When the reserve is used up, cards from the waste pile are used.
* Cards on the reserve can also be distributed to the foundations or to the tableau.
* Cards on the tableau are also moved one unit, provided that the entire column has to be moved. (you can only move the entire column)
* When no more plays are possible you can deal cards from the stock (the undealt cards) three at a time into the waste pile and use these cards to build to the foundations or to the tableau.
* One can make unlimited redeals as long as there are moves.
* The game is won when all cards are placed in the foundations or lost when there are no more moves.

## Variations

* In Chameleon, the reserve only has 12 cards, and there are only three tableau columns. Building in the tableau is down, regardless of suit, and the stock is dealt one at a time with no redeals. All or any cards may be moved from the end of one tableau pile to another.
* In Rainbow Canfield (or just Rainbow), one can deal from the stock one card at a time. Two redeals are allowed in this game.
* In Selective Canfield, one can deal five cards right after the reserve is dealt. One can place any one of these five into the foundations and the remaining four cards become the tableau.
* In Storehouse Canfield (or just Storehouse), one should remove the deuces (twos) and place them on the foundations. The reserve and the cards on the tableau are then dealt. The stock is dealt one card at a time, and it can be used only twice. Furthermore, the method of building in this game is by suit.
* In Superior Canfield, the entire reserve is visible, and gaps can be filled by any card, not just those from the reserve.
# Solitaire card games/Clock Solitaire
## Setup

* The deck is shuffled and twelve piles of four cards each are laid out as shown in the figure, face down, in a circle.
* The remaining four cards are placed, also face down, in a pile in the center of the circle.
* The twelve positions around the circle represent the 12 hour clock and the pile in the middle represents the hands.

## Play

Turn over the top card of the central pile. When a card is revealed, it is placed face up under the pile at the corresponding hour (i.e. Ace = 1 o'clock, 2 = 2 o'clock, etc. The Jack is 11 o'clock and the Queen is 12 o'clock) and the top card of the pile of that hour is turned over. If a King is revealed, it is placed face up under the central pile.
Play continues in this fashion and the game is won if all the cards are revealed. The game is lost if all four Kings are revealed and face-down cards are still present.
# Solitaire card games/Cruel

This game was originally created by Microsoft in 1990 and is a variant of Perseverance.

## Gameplay

The aces are placed face up to act as the foundations upon which the suits will be built in sequence. The rest of the cards are shuffled and then dealt in 12 tableau piles, each with four cards.
The aim of the game is to place all the cards on the foundation piles, ordered from ace to king, using an unlimited number of moves.
For each move the player chooses any one of the top (exposed) cards from a tableau pile and places it either:
* on another tableau pile - on the next higher value in the same suit (for example, the 5♣ can be placed on the 6♣), or
* on a foundation pile - on the next lower value in the same suit (for example, the 8♣ can be placed on the 7♣).
Only one card may be moved at a time.
At any time the player may have the tableau piles re-dealt whereby they are collected together in sequence (from left to right, row by row) without shuffling and dealt in piles of four. This is activated by the Deal button.
The game is won when all the cards are on the foundation piles. The game is lost if no more moves are possible even if re-dealt.
# Portuguese/Contents/L1/Lesson Seven - What Time Is It?

Return to Portuguese – Return to Contents – Go to Lesson Eight
OS NUMERAIS
the numbers :
| 1 um, uma | 2 dois, duas | 3 três |
| 4 quatro | 5 cinco | 6 seis |
| 7 sete | 8 oito | 9 nove |
| 10 dez |||
Here are the numbers 1-10 in Portuguese. It is essential that you learn these by heart. Next is a table with some other numbers in portuguese.
| English | Portuguese |
| eleven | onze |
| twelve | doze |
| thirteen | treze |
| fourteen | quatorze / catorze |
| fifteen | quinze |
| sixteen | dezesseis |
| seventeen | dezessete |
| eighteen | dezoito |
| nineteen | dezenove |
| twenty | vinte |
| thirty | trinta |
| forty | quarenta |
| fifty | cinquenta / cinqüenta |
| sixty | sessenta |
| seventy | setenta |
| eighty | oitenta |
| ninety | noventa |
| hundred | cem |
| hundred and one | cento e um |
| two hundred | duzentos |
| three hundred | trezentos |
| 400 | quatrocentos |
| 500 | quinhentos |
| 600 | seiscentos |
| 700 | setecentos |
| 800 | oitocentos |
| 900 | novecentos |
| thousand | mil |
| 1001 | mil e um |
| 1101 | mil cento e um |
| 3000 | três mil |
| 200 000 | duzentos mil |
Now, to our usual dialogue.
* Dialogue
* Ricardo: Que horas são, João?
* João: Agora, são dez para as seis.
* Ricardo: A sério? Minha mulher e eu vamos ao cinema às seis e cinco.
* João: A que horas começa o filme?
* Ricardo: Às seis e dez.
In Portuguese, the way you tell the time is similar to English. You first say the hour number, then the word e and finally the minute number. Ex: São sete e vinte. - It's seven twenty. For half an hour, you say e meia in the place of "and a half" or e trinta as in thirty and in case the minute number is very close to the full hour (bigger than 30), it is more common to say the remaining time to the next hour, using the structure: São + remaining time in minutes + para a(s) + next hour. Ex: São duas e meia. - It's two and a half. São cinco para as quatro - It's five to four. Also, there are synonyms for midnight and midday in Portuguese: meia-noite and meio-dia, respectively. These words are used the same way. Ex: É meio-dia. - It's midday.
Now, let's do some exercises:
1)Tell the times below in Portuguese:
a)10:30 PM b)8:55 AM c)3:15 AM d)7:25 AM e)1:00 PM f)4:40 PM g)12:50 PM h)11:55 AM
Answers:
1) a)São dez e meia. b)São cinco para as nove. c)São três e quinze. d)São sete e vinte e cinco. e)É uma hora.* f)São vinte para as cinco. g)São dez para uma. h)São cinco para meio-dia.