OpenLLM-France/wikimedia huggingface dataset:
# Guide to the Godot game engine/Programming/GDScript/Making nodes

Guide to the Godot game engine
<-- Manipulating the SceneTree Making nodes Tips and Tricks-->
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Making new nodes can be easy or hard, depending on the planned node. Some will just require this guide, some will benefit from being introduced with an entire plugin. This guide will assume the former.
Write this code:
The setget tells the engine to run set_message whenever you try to change message. In this particular example, you cannot empty it. Because of the tool, this runs even if you change the value in the inspector.
The class_name tells the engine to add the script to the add node popup, add it to the auto-correction list and to allow you to instance it with TestNode.new.
GDScript
* Global scope
* Keywords
* If statements
* If conditions
* Data types
* Manipulate the SceneTree
* Making nodes
* Tips and Tricks
# Guide to the Godot game engine/Programming/GDScript/Static typing

Guide to the Godot game engine
Static typing
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## Static typing

Many programming languages are static. For GDScript, it's entirely optional. Here you will learn how to make your code safer and use static typing.

### Staticly typed functions

Do not confuse this for static functions.
->void tells Godot the function returns nothing.
-> <type> tells Godot that the function returns <type>. This can be any Object, or any variable type.
Use nothing to hint the function can return anything.
Arguments can also be made static: argument: <type>

### Statically typed variables

var variable: <type> = <something or null> simple. That's it.
You can also use var variable := <something> to automatically use whatever "something" is.
GDScript
* Global scope
* Keywords
* If statements
* If conditions
* Data types
* Manipulate the SceneTree
* Making nodes
* Tips and Tricks
# Guide to the Godot game engine/Saving and loading

Guide to the Godot game engine
<-- Physics Saving and loading Animation-->
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Most game engines allow you to save files. Godot is no different.
There are five methods to save files, and each method has at least 1 loading method.

## Methods
### Resources

These can be loaded with GDScript's built-in load function. See creating resources for more.

#### Pros

* Load and save built-into Godot

#### Cons

* Hard to debug

### Json

Commonly used for sending data over the internet. It's easy to read and modify, so consider compressing or encrypting your save file to prevent cheats. This is especially important in multiplayer games. Alternatively, save player data in the cloud. This will require setting up a server.

#### Pros

* Easy to debug
* Fast saving/loading times

#### Cons

* JSON does not define ints, only numbers. All numbers comes out as a float.

### File

Files can be opened and parsed with the File object.

#### Pros

* Easy to debug
* Easy to encrypt to prevent cheaters

#### Cons

* Can be hard to parse

### Xml

Xml is a simple file format, but hard to parse. See XMLParser.

#### Pros

* Widely supported

#### Cons

* Hard to parse

### Scenes

This can be done by calling Node.pack, which turns it and any child with owner set to it, which can be saved with ResourceSaver.save and loaded with load.

#### Pros

* Built into Godot, can be rather fast

#### Cons

* Saves everything, difficult and time-consuming to select what to save
* Hard to debug
You can exclude a node by setting its owner to null. To include a property, make the property exported. If a node's oowner property to anything other than the node that pack is called on, it will not be saved. Note that this property will have to be set to anything that is added to the scene by script, as they start with no owner.

## Notes

* Prior to Godot 4.0, file sizes cannot be larger than 24Gib (gigabytes).
* A useful text file format is "csv" (comma separated values), where each value is comma (",") separated. Use String.get_csv to separate them.

## Tips

* Really large files can take almost a whole minute to load. Consider splitting save files up into more than one, and only load each file when needed.

### Guide to the Godot game engine

    Getting started
       Installation
       What is a node?
       Programming
       Resources and importing
       Signals and methods
       Your first game
    Making it work
       Debugging
       Input
       Physics
       Saving and loading
       Multiplayer
    Making it look good
       UI skinning
       Animation
    Advanced help
       Servers (singletons)
       Platform specific
       Optimisation
       Encryption
       Exporting
       Plugins
    Miscellaneous
       Helpful links
       Authors and contributors
       Print version
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# Guide to the Godot game engine/Programming/GDScript/If statements

Guide to the Godot game engine
<-- Keywords If statements If conditions-->
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## "if" statement

An "if" statement is a powerful piece of code. Every programming language has some kind of "if" statement. Valid examples are:
Other rules to follow:
You must use indentation for a new line. You may put a statement on the same line as "if", but only if it is one line long: if variable == 5:print("variable is 5").
You cannot use "else if" syntax, like can be used in JavaScript, instead use the "elif" keyword.
A "value1 if something else value2" is a fast way to change a single argument in a function based on another value. It could be used like this: print("I am "+(age+" years old.") if age > 1 else "not at school.") Otherwise, an "if" statement must have indented code after it. Even if it is just pass.
Conditions in brackets are checked first, making if draw_lines_inverted == ((5 == 5) == (3 != 4)): valid. If you do not use brackets, it reads the conditions left to right. So to check if value is a bool, then check if it is true (without risking an error if it is not a bool) use if value is bool and value == true:. If it is not a bool, the value is not checked to see if it is true.
See also: if conditions.
GDScript
* Global scope
* Keywords
* If statements
* If conditions
* Data types
* Manipulate the SceneTree
* Making nodes
* Tips and Tricks
# Finalizing

Your game is ready, but some finishing touches maybe needed.
* Optimizing
* Deploy
* Debugging

## Optimizing

Blahblag

## Deploy

Blahblag

## Debugging

Blahblag
# CW1 What I did

My part in the team was related to programming/design/graphics/audio/project mangement/... What I did was very easy/difficult. Basically I followed these steps:
* Step 1
* Step 2
For me the second aspect is actually the more important one. .

## Step 1

Give some more explanation of what you did/learned in step 1... with references to tutorials etc.

## Step 2

Give some more explanation of what you did/learned in step 2... you can also include images:

## References

* ↑ Social web, en.wikipedia.org/wiki/Social_web
# CW3 What I did

My part in the team was related to programming/design/graphics/audio/project mangement/... What I did was very easy/difficult. Basically I followed these steps:
* Step 1
* Step 2
For me the second aspect is actually the more important one. .

## Step 1

Give some more explanation of what you did/learned in step 1... with references to tutorials etc.

## Step 2

Give some more explanation of what you did/learned in step 2... you can also include images:

## References

* ↑ Social web, en.wikipedia.org/wiki/Social_web
# Game 1: Vegan Island

A castaway on a lonely Island needs to survive til he will be found from Search and Rescue Partys. There are no animals on that Island, so he needs to gather Food, create a campfire, build a shelter and create Tools to hold out until he is found.
Julian de la Torre Altena
* Randomized creation of Gameobjects like trees, bush, mushrooms and stones.
* Selection of Gameobject for Harvesting
* Crafting System depending on how much food, wood and stone are gathered.
* Setup of Main Menu
Marius Wittenborn
* Inventory System Implementation
* Gameobject Layout of all materials
* Coding Architecture
Stefan Schmidt
* Terrain Layout
* Camera Control and Player Movement
* Day/Night Cycle

## Coding and Design Tipps

* Terrain
There is an option to create a massive amount of trees through out the whole terrain, there are some problems coming with it. The tree prefab collision only works with Sphere, Box or Cube collision. When you use Mesh collisions it will not work with the mass trees. That is a bug known.
* Random GameObject Placement
Easy way to place a random amount of GameObject on the Terrain is to use a invisible object (Cube). That object will then be moved random around the map and with the function "Terrain.activeTerrain.SampleHeight(transform.position);" its possible to get the height of the terrain. Then you just Instantiate the new object on the position of the invisible object with the height you got with the function mentioned above.
# CW2 What I did

My part in the team was related to programming/design/graphics/audio/project mangement/... What I did was very easy/difficult. Basically I followed these steps:
* Step 1
* Step 2
For me the second aspect is actually the more important one. .

## Step 1

Give some more explanation of what you did/learned in step 1... with references to tutorials etc.

## Step 2

Give some more explanation of what you did/learned in step 2... you can also include images:

## References

* ↑ Social web, en.wikipedia.org/wiki/Social_web
# VI2 What I did

My part in the team was related to programming/design/graphics/audio/project mangement/... What I did was very easy/difficult. Basically I followed these steps:
* Step 1
* Step 2
For me the second aspect is actually the more important one. .

## Step 1

Give some more explanation of what you did/learned in step 1... with references to tutorials etc.

## Step 2

Give some more explanation of what you did/learned in step 2... you can also include images:

## References

* ↑ Social web, en.wikipedia.org/wiki/Social_web
# Game Creation with the Unity Game Engine/Game2 CubeWars
## Game 2: Cube Wars

Cubes vs spheres, it's a cruel world out there.

### Game-Idea:

The general idea was to create a towerdefense-like game in which the enemies follow predefined paths from the spawnpoint to the players base. To defend its base the player needs to build towers along the path. The towers have an AI which allows them to automatically aim the first enemy in their range and attack it. By killing an enemy the player earns money which he can invest in new towers. The enemies appear in waves and over time the enemies are getting stronger and the waves larger. The game has no real end, u just have to reach a new highscore.

#### Design

Because of time issues, we decided to build the world only out of geomatric primitives. To create visual difference between enemies and the players models we created the world in a round look and mainly toon-colored in black and white with just some little colorpriorities. The enemies are all colored in blue and have angular geometry. To support the clean look we relinquished the use of any textures and complex lightsimulation.

#### Game-Mechanics

To create the enemypath we used the free asset iTween from the unity assetsstore which is a very simple pathanimationtool. To calculate if an enemy is inside the range of a tower we used some vector3-mathematics that says which enemy should get attacked. Then the tower creates a new bullet instance to which he adds the current targetobject. Now the bullet follows the enemy until it gets out of towerrange or hits its target. In both cases the bullet gets destroyed and if applicable the enemy receives damage. If the enemies lives reaches zero the enemy dies and the loot gets added to players account. If an enemy reaches the playerbase it gets destroyed and the player loses one life. If the lifenumber is zero a gameoverscreen appears and you have to restart. To build a new tower the player needs to enter the buildmode in which the towerbubble that is most centered in screen gets selected(highlighted). By pressing the right button one of the two implemented towers gets build but only if the player has enough money. The player also can remove the tower in the same way. The towers as well as the enemies differ for example by speed, damage, lives, costs ,loot ... .
# Authors

This book is a class project, thus the original authors were students who participated in the class. So if you added information to this book, feel free to add your name below.

### List of Authors

Rplano;
# VI1 What I did

My part in the team was related to programming/design/graphics/audio/project mangement/... What I did was very easy/difficult. Basically I followed these steps:
* Step 1
* Step 2
For me the second aspect is actually the more important one. .

## Step 1

Give some more explanation of what you did/learned in step 1... with references to tutorials etc.

## Step 2

Give some more explanation of what you did/learned in step 2... you can also include images:

## References

* ↑ Social web, en.wikipedia.org/wiki/Social_web
# VI3 What I did

My part in the team was related to programming/design/graphics/audio/project mangement/... What I did was very easy/difficult. Basically I followed these steps:
* Step 1
* Step 2
For me the second aspect is actually the more important one. .

## Step 1

Give some more explanation of what you did/learned in step 1... with references to tutorials etc.

## Step 2

Give some more explanation of what you did/learned in step 2... you can also include images:

## References

* ↑ Social web, en.wikipedia.org/wiki/Social_web
# High School Chemistry/Quantum Mechanics Model of the Atom

* The Wave Particle Duality
* Schrodinger's Wave Functions
* Heisenberg's Contribution
* Quantum Numbers
* Shapes of Atomic Orbitals
← The Bohr Model · The Wave Particle Duality →
This material was adapted from the original CK-12 book that can be found here. This work is licensed under the Creative Commons Attribution-Share Alike 3.0 United States License
# High School Chemistry/The Atomic Theory

* Early Development of a Theory
* Further Understanding of the Atom
* Atomic Terminology
← How Scientists Use Data · Early Development of a Theory →
This material was adapted from the original CK-12 book that can be found here. This work is licensed under the Creative Commons Attribution-Share Alike 3.0 United States License
# High School Chemistry/Relationships Between the Elements

* Families on the Periodic Table
* Electron Configurations
* Lewis Electron Dot Diagrams
* Chemical Family Members
* Transition Elements
* Lanthanides and Actinides
← The Periodic Table and Electron Configurations · Families on the Periodic Table →
This material was adapted from the original CK-12 book that can be found here. This work is licensed under the Creative Commons Attribution-Share Alike 3.0 United States License
# High School Chemistry/Nuclear Chemistry

* Discovery of Radioactivity
* Nuclear Notation
* Nuclear Force
* Nuclear Disintegration
* Nuclear Equations
* Radiation Around Us
* Applications of Nuclear Energy
← Galvanic Cells · Discovery of Radioactivity →
This material was adapted from the original CK-12 book that can be found here. This work is licensed under the Creative Commons Attribution-Share Alike 3.0 United States License
# High School Chemistry/Organic Chemistry

* Carbon, A Unique Element
* Hydrocarbons
* Aromatics
* Functional Groups
* Biochemical Molecules
← Applications of Nuclear Energy · Carbon, A Unique Element →
This material was adapted from the original CK-12 book that can be found here. This work is licensed under the Creative Commons Attribution-Share Alike 3.0 United States License
# Free Knowledge Culture Calendar/February 29

Today in 2012 the first orders for Raspberry Pi were accepted.
← previous day · following day →
# Free Knowledge Culture Calendar/February 21

Today in 1978 the influential “Nora-Minc report”, titled L'Informatisation de la société (The Computerization of Society), was submitted to the president of France. It laid out the vision on which the successful early online system Minitel was built.
← previous day · following day →
# Free Knowledge Culture Calendar/February 25

Today in 1989 the GNU General Public License was published. It was a generalized and sectioned version of the preceding special GPLs for EMACS, GCC, ...
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# Free Knowledge Culture Calendar/February 28

Today in 2008 Here Comes Everybody: The Power of Organizing Without Organizations by Clay Shirky was published.
← previous day · following day →
# Free Knowledge Culture Calendar/February 27

Today in 2002 Wendy Seltzer’s Chilling Effects database (now Lumen) was officially launched.
← previous day · following day →
# Free Knowledge Culture Calendar/February 3

Today in 1998 Christine Peterson supposedly introduced the term “Open source software”. It was meant for a marketing campaign for the “Open Source“ development model, avoiding the heavy moralism of user empowerment and liberation that advocates of the older term “Free Software” uphold. It has been so successful that most software development is now at least based on Open Source, but also that user freedom is rarely a priority: When a software company's needs are the dominant criterion, the improvements to the development process are welcome, but user freedom is not a vital interest. The viral Copyleft licenses have largely been replaced by liberal license terms, most notably the MIT license. Free Software is dead, Open Source has won.
← previous day · following day →
# Free Knowledge Culture Calendar/February 22

Today in 2018 billionaire Elon Musk’s company SpaceX launched the first two satellites for its mega-constellation Starlink. It is intended to close the last gaps in global Internet coverage. The plan is to launch several times as many satellites than all previous ones combined. But some countries and all of Musk’s major competitors each have a similar plan (OneWeb, Kuiper, Hongyan, ...). Tens or hundreds of thousands of new satellites mean potential problems for future access to space and astronomical observations.
← previous day · following day →
# Free Knowledge Culture Calendar/February 24

Today in 1986 the Internet domain registration was made available to the general public.
← previous day · following day →
# Free Knowledge Culture Calendar/February 26

Today in 2019 UNESCO published the Paris Call.
← previous day · following day →
# High School Earth Science/Earth's Energy

* Energy Resources
* Nonrenewable Energy Resources
* Renewable Energy Resources
← Metamorphic Rocks · Energy Resources →
# High School Earth Science/Earth's Minerals

* What are Minerals?
* Identification of Minerals
* Formation of Minerals
* Mining and Using Minerals
← Using Satellites and Computers · What are Minerals? →
# High School Earth Science/Earth's Oceans

* Introduction to the Oceans
* Ocean Movements
* The Seafloor
* Ocean Life
← Ground Water · Introduction to the Oceans →
# High School Earth Science/Earth, Moon, and Sun

* Planet Earth
* Earth's Motions
* Earth's Moon
* The Sun
* The Sun and the Earth-Moon System
← Recent Space Exploration · Planet Earth →
# High School Earth Science/Earth's History

* Geologic Time Scale
* Early Earth
* History of Earth's Life Forms
← Absolute Ages of Rocks · Geologic Time Scale →
# High School Earth Science/Earth's Fresh Water

* Water on Earth
* Surface Water
* Ground Water
← History of Earth's Life Forms · Water on Earth →
# HSK Guide/HSK 5 Vocab/H M/L

| 辣椒 là jiāo | hot pepper; chili |
| 拦 lán | to cut off; to hinder |
| 烂 làn | well-cooked and soft; mushy; to rot; to decompose; rotten; worn out; chaotic; messy; utterly; thoroughly |
| 朗读 lǎng dú | read aloud; read loudly and clearly |
| 劳动 láo dòng | physical labor; work; toil; CL:次[ci4] |
| 劳驾 láo jià | excuse me |
| 姥姥 lǎo lao | (informal) mother's mother; maternal grandmother |
| 老百姓 lǎo bǎi xìng | ordinary people; the 'person in the street'; CL:个 |
| 老板 lǎo bǎn | boss; keeper |
| 老婆 lǎo pó | (coll.) wife; |
| 老实 lǎo shi | honest; sincere; open and guileless; naive |
| 老鼠 lǎo shǔ | rat; mouse; CL:只[zhi1] |
| 乐观 lè guān | optimistic; hopeful |
| 雷 léi | thunder; (internet slang) terrifying; terrific |
| 类型 lèi xíng | type; category; genre; form; style; |
| 冷淡 lěng dàn | cold; indifferent |
| 厘米 lí mǐ | centimeter |
| 梨 lí | pear; CL:个 |
| 离婚 lí hūn | to divorce; divorced from (one's spouse) |
| 理论 lǐ lùn | theory; CL:个 |
| 理由 lǐ yóu | reason; grounds; justification; CL:个 |
| 利润 lì rùn | profits |
| 利息 lì xī | interest (on a loan); CL:笔[bi3] |
| 利益 lì yì | benefit; (in sb's) interest; CL:个 |
| 利用 lì yòng | exploit; make use of; to use; to take advantage of; to utilize |
| 力量 lì liang | power; force; strength |
| 立即 lì jí | immediately |
| 立刻 lì kè | forthwith; immediate; prompt; promptly; straightway; thereupon; at once |
| 联合 lián hé | to combine; to join; unite; alliance |
| 连忙 lián máng | promptly; at once |
| 连续 lián xù | continuous; in a row; serial; consecutive; |
| 恋爱 liàn ài | (romantic) love; in love; to have an affair; CL:个 |
| 粮食 liáng shi | foodstuff; cereals; CL:种[zhong3] |
| 良好 liáng hǎo | good; favorable; well; fine |
| 亮 liàng | bright; clear; resonant; to shine; to show; to reveal |
| 了不起 liǎo bu qǐ | amazing; terrific; extraordinary |
| 列车 liè chē | (railway) train; |
| 临时 lín shí | at the instant sth happens; temporary; interim; ad hoc |
| 灵活 líng huó | flexible; nimble; agile |
| 铃 líng | (small) bell; CL:只[zhi1] |
| 零件 líng jiàn | part; component |
| 零食 líng shí | between-meal nibbles; snacks |
| 领导 lǐng dǎo | to lead; leading; leadership; leader; CL:位[wei4] ,个 |
| 领域 lǐng yù | domain; sphere; field; territory; area |
| 流传 liú chuán | to spread; to circulate; to hand down |
| 流泪 liú lèi | to shed tears |
| 浏览 liú lǎn | to skim over; to browse |
| 龙 lóng | dragon; CL:条[tiao2]; imperial |
| 漏 lòu | to leak; to divulge; to leave out by mistake; waterclock or hourglass (old) |
| 录取 lù qǔ | to recruit; to enroll |
| 录音 lù yīn | to record (sound); sound-recording; CL:个 |
| 陆地 lù dì | dry land (as opposed to the sea) |
| 陆续 lù xù | in turn; successively; one after the other; bit by bit |
| 轮流 lún liú | to alternate; to take turns |
| 论文 lùn wén | treatise; thesis; paper; CL:篇[pian1]; to discuss a paper or thesis (old) |
| 逻辑 luó ji | logic (loanword) |
| 落后 luò hòu | to fall behind; to lag (in technology etc); backward; to retrogress |