OpenLLM-France/wikimedia huggingface dataset:
# AppleScript Programming/Advanced Code List/Repeat

With command repeat you can create repetative behavior, that often will shorten the code a lot, if done correctly.
Its basic format is this:
And it can be used to do a specific task for every item you drop into a script that has been turned into a program.
One example of actual script that utilizes repeat-function can be found here.
While, here is one example of code that will wait until a page in Safari is fully loaded:
And a useful source can be found from here: www.macobserver.com
The entire series of AppleScript columns at Mac Observer are here www.macobserver.com/tips/applescript/
# AppleScript Programming/Advanced Code List

Here is list of commands that also contains detailed examples how to use said command. Also, this list aims to include only code that comes with OS X, ignoring any possible "plugins" (and their commands) that do not follow any standard OS X Install.
List attempts to be in alphabetical order.
* Display Dialog
* Repeat
* Say
* tell
How To:
# AppleScript Programming/Advanced Code List/Display Dialog

With command "display dialog" you can make the script invoke a sign, that can be used in so many purposes that it would be senseless to list them all. But for least few example, it can be used to note the user, ask for option (yes/no), prompt for user input, and so on.
In its simplest form, it is like this:
Which will give result like this:
When considering from the view of complexity, it is very opposite of this code...
... and this window:
NOTE: For the script above to work, you need to set variable "my_name".
When you start display dialog-command with this, you will invoke dialog-window with input prompt. Just remember to add the ")" at the end, which I left out from above example, so that you won't be trying to make it like ... return of display dialog ....
With this part of command you can put "single-dot"-quote around the variable, instead of "two-dot"-quote, which is not possible with \', while \" can be used to add quotes into the dialog-text.
This will set a title for the dialog-window.
This will simply add the stop-sign into dialog-window.
When you use the input-prompt, this will insert sort of "default" into the input-field. If it's "" as like in the example, there will be nothing in the input-field. But if it's "1", then there will be number 1 "pre-written" (and selected) in the input-field.
NOTE: Adding this to display dialog will also create input-prompt.
With this you can determine the amount of buttons and what they have as text. Without this, there will be default buttons "Cancel" and "OK".
NOTE: Without determining the button names, you cannot do "if button returned of result is "OK"".
With this you can determine which button is "selected" in the dialog-window. If this code is not included while you set your own buttons (with buttons), no button will be "selected", and pressing enter won't close the dialog - forcing user to click one of the buttons. Button order is determined from "left to right", so button number 1 is first button from left.
This will make the text written into the input-field appear as balls, resembling "••••". There is no need for any sort of "with visible answer"-code.
With this you can limit the time the dialog-window is displayed. If this code is not included, the window can only be dismissed with the buttons (or the "return" key for the default button). When included, a separate "gave up:true" or "gave up:false" is returned as a sub-field of the result.
You can break out the separate return sub-field values using something like this:
Since the "result" can change at any time, it is important to preserve its parts in a local variable right away. You can not use the "set my_pass to text returned of" before the (display dialog ...) because that alters the result. You must preserve the entire result because you may need to extract separate sub-fields.
END NOTE: All text that I have written (with exception of code) are mine, spontaneously formed and written. Equalities to any copy-written source is pure coincidence.
# Alcor6L/eLua/spi

This module contains functions for accessing the SPI interfaces of the eLua CPU.
Only master SPI mode is implemented in eLua.

# Functions
## spi.setup

Setup the SPI interface
* id - the ID of the SPI interface.
* type - SPI interface type, can be either spi.MASTER or spi.SLAVE. NOTE: currently, only master SPI mode is supported.
* clock - the clock of the SPI interface.
* cpol - the clock polarity (0 or 1).
* cpha - the clock phase (0 or 1).
* databits - the length of the SPI data word.
Returns:
* clock - The actual clock set on the SPI interface. Depending on the hardware, this might have a different value than the clock parameter.

## spi.sson

Select the SS line (Slave Select) of the SPI interface. This is only applicable for SPI interfaces with a dedicated SS pin.
* id - the ID of the SPI interface.
Returns: nothing.

## spi.ssoff

Deselect the SS line (Slave Select) of the SPI interface. This is only applicable for SPI interfaces with a dedicated SS pin.
Arguments:
* id - the ID of the SPI interface.
Returns: nothing.

## spi.write

Write one or more strings/numbers to the SPI interface.
* id - the ID of the SPI interface.
* data1 - the first string/number to send.
* data2 (optional) - the second string/number to send.
* datan (optional) - the n-th string/number to send.
Returns: nothing.

## spi.readwrite

Write one or more strings/numbers to the SPI interface and return the data read from the same interface.
* id - the ID of the SPI interface.
* data1 - the first string/number to send.
* data2 (optional) - the second string/number to send.
* datan (optional) - the n-th string/number to send.
Returns:
* data - An array with all the data read from the SPI interface.
# Alcor6L/eLua/pwm

This module contains functions for accessing the PWM (Pulse Width Modulation) modules of the eLua CPU.

# Functions
## pwm.setup

Setup the PWM modules.
* id - the ID of the PWM module.
* frequency - the frequency of the PWM module (in Hz).
* duty - the duty cycle of the PWM module given in percents. This must be an integer between 0 and 100. Depending on the hardware, some duty cycles (particularly 0 and 100) might not be achievable.
Returns:
* frequency - The actual frequency set on the PWM module. Depending on the hardware, this might have a different value than the frequency argument.

## pwm.start

Start the PWM signal on the given module.
* id - the ID of the PWM module.
Returns: nothing.

## pwm.stop

Stop the PWM signal on the given module.
* id - the ID of the PWM module.
Returns: nothing.

## pwm.setclock

Set the base clock of the given PWM module.
* id - the ID of the PWM module.
* clock - the desired base clock.
Returns:
* clock - The actual base clock set on the PWM module. Depending on the hardware, this might have a different value than the clock argument.

## pwm.getclock

Get the base clock of the given PWM module.
* id - the ID of the PWM module.
Returns:
* clock - The base clock of the PWM module.
# Alcor6L/eLua/term

This module contains functions for accessing ANSI-compatible terminals (and terminal emulators) from Lua.

# Functions
## term.clrscr

Clear the screen

## term.clreol

Clear from the current cursor position to the end of the line

## term.moveto

Move the cursor to the specified coordinates
* x - the column (starting with 1)
* y - the line (starting with 1)

## term.moveup

Move the cursor up
* delta - number of lines to move the cursor up.

## term.movedown

Move the cursor down
* delta - number of lines to move the cursor down

## term.moveleft

Move the cursor left
* delta - number of columns to move the cursor left

## term.moveright

Move the cursor right
* delta - number of columns to move the cursor right

## term.getlines

Get the number of lines in the terminal
Returns:
* numlines - The number of lines in the terminal

## term.getcols

Get the number of columns in the terminal
Returns:
* numcols - The number of columns in the terminal

## term.print

Write one or more strings in the terminal
* x (optional) - write the string at this column. If x is specified, y must also be specified
* y (optional) - write the string at this line. If y is specified, x must also be specified
* str1 - the first string to write
* str2 (optional) - the second string to write
* strn (optional) - the nth string to write

## getcx

Get the current column of the cursor
Returns:
* cx - The column of the cursor

## term.getcy

Get the current line of the cursor
Returns:
* cy - The line of the cursor

## term.getchar

Read a char (a key press) from the terminal
* mode (optional) - terminal input mode. It can be either:
** term.WAIT - wait for a key to be pressed, then return it. This is the default behaviour if mode is not specified.
** term.NOWAIT - if a key was pressed on the terminal return it, otherwise return -1.
Returns:
* ch - The char read from a terminal or -1 if no char is available. The 'char' can be an actual ASCII char, or a 'pseudo-char' which encodes special keys on the keyboard. The list of the special chars and their meaning is given in the table below:
| Key code | Meaning |
| KC_UP | the UP key on the terminal |
| KC_DOWN | the DOWN key on the terminal |
| KC_LEFT | the LEFT key on the terminal |
| KC_RIGHT | the RIGHT key on the terminal |
| KC_HOME | the HOME key on the terminal |
| KC_END | the END key on the terminal |
| KC_PAGEUP | the PAGE UP key on the terminal |
| KC_PAGEDOWN | the PAGE DOWN key on the terminal |
| KC_ENTER | the ENTER (CR) key on the terminal |
| KC_TAB | the TAB key on the terminal |
| KC_BACKSPACE | the BACKSPACE key on the terminal |
| KC_ESC | the ESC (escape) key on the terminal |
# Among Us/Finding Games

If you want to play Among Us, the first thing you will have to do is find a game. If you want to join a specific game being set up on local Wi-Fi, just click the Local button on the homescreen. There you will find a list of local games that can be played. If you want to join a specific game being played online, click the online button, and then click the 'Enter Code' button. There you can enter in the code of the online game, which you should get from the host. Ask the host of the game you want to join if you are unsure if the game is an online or local game. A general rule is that if the host computer is too distant for it to be on the same Wi-Fi network, then it is an online game. After you join a game, you will be sent to the Lobby, which will be talked about in the next section.
If you don't want to join a specific game and merely wish to play Among Us with random people, click the online button, then click the "Find Game" button. There you will see a list of current games going on. Try to join ones with more players in them; they will start earlier.

## Lobby

After joining a game, you will be in a lobby that looks something like a spaceship. In the lobby, you can chat with other players, by pressing the speech bubble in the upper right corner. You can also see the game options and what roles are available on the left side of the screen. If you want to change your outfit, you can do this in the lobby too, by going near the box with a top hat on it, and pressing the button with a hanger on it that pops up.
# Adventist Youth Honors Answer Book/Recreation/Water Skiing

Water Skiing :
| Recreation General Conference See also Water Skiing - Advanced | Skill Level 2 |
| Recreation General Conference See also Water Skiing - Advanced | Year of Introduction: 1961 |

## 1. Have the Intermediate Swimming Honor.

Instructions and tips for earning the Swimming - Intermediate honor can be found in the Recreation chapter.

## 2. Know and practice the following safety rules
### a. Never ski at night.

At night it is difficult for the boat driver to see hazards in the water, including the skier. The fact that the boat must travel at a high speed for skiing makes these hazards even more dangerous. They may not be seen in time to avoid them. High-speed boating accidents can be (and have been) fatal.

### b. Never ski during an electrical storm.

When lightning strikes a body of water, the electricity travels across the surface, which is exactly where a skier would be located. If you see lighting while skiing, get out of the water as soon as possible.

### c. Always wear a ski vest while skiing.

A ski vest protects the torso from impacts. This is important when travelling across the surface of the water at a high speed. Accidents do happen, and a ski vest can save your life.

### d. Check to be sure the vest buckle is securely locked.

A ski vest that comes off during an accident is not nearly as effective as one that remains securely in place.

### e. Make sure the ski rope is in good condition.

A frayed rope can break when stressed.

### f. Make sure the ski bindings are in good condition.

Bindings in poor condition can break while in use, compromising the skiers control of the skis.

### g. Have a spotter or a mirror in the ski boat.

The driver must be made aware if the skier is in trouble. Driving a boat at high speed while oblivious to the skier being towed is a recipe for disaster.

### h. Stay clear of objects, such as other skiers, swimmers, docks, or floating objects.

These objects can kill.

### i. If a fall occurs, let go of the rope.

Hanging on to the rope after a fall will subject the body to numerous impacts with the surface of the water. Being dragged along can also wrest the ski vest out of position.

### j. After a fall, raise a hand to indicate you are all right.

This is to let the people on the boat know you are OK. This should be your regular practice so that in the event of an injury, failure to signal will bring swift help.

### k. Do not stand in the ski boat while it is moving.

The likelihood of falling out of a boat is greatly increased for persons not seated. A fast boat can easily suck a person under where he can be hit by the propeller.

## References

* ↑ http://faculty.deanza.edu/donahuemary/stories/storyReader$583
# Adventist Youth Honors Answer Book/Recreation/Wakeboarding

Wakeboarding :
| Recreation North American Division | Skill Level 1 |
| Recreation North American Division | Year of Introduction: 2006 |
*NOTE: All wakeboarders in AY sponsored wakeboarding class must wear a ski vest.
Have the Advanced Beginner’s Swimming Honor.

## 2. Know the following hand signals
### a. Slower

Thumbs down

### d. Back to dock

Pat your head or turn finger in a circle (turning your finger in a circle means turn around, not essentially back to dock.)

### f. Turn
## 3. Put on the wakeboard by yourself. Be able to remove the wakeboard in deep water by yourself.
## 4. Execute a deep-water start on the wakeboard on a full line rope.

Remember to stay in your ball and then slowly stand up, using your weight to control your left and right movement. Keep your arms straight so the line won't go slack.
# Adventist Youth Honors Answer Book/Recreation/Wind Surfing

Wind Surfing :
| Recreation General Conference | Skill Level 2 |
| Recreation General Conference | Year of Introduction: 1986 |

## 1. Have the Intermediate Swimming Honor.

Instructions and tips for earning the Swimming - Intermediate honor can be found in the Recreation chapter.
# Adventist Youth Honors Answer Book/Recreation/Water Safety Instructor

Water Safety Instructor :
| Recreation North American Division See also Water Safety Instructor - Advanced | Skill Level Unknown |
| Recreation North American Division See also Water Safety Instructor - Advanced | Year of Introduction: 2011 |
* The requirements for this honor have not yet been published. The NAD has accepted the honor, but has not yet released the official requirements. The requirements listed below should be considered an advance, working copy, and they are therefore subject to change — perhaps significantly.
# Adventist Youth Honors Answer Book/Recreation/Water Safety Instructor - Advanced

Water Safety Instructor - Advanced :
| Recreation North American Division | Skill Level Unknown |
| Recreation North American Division | Year of Introduction: 2011 |
* The requirements for this honor have not yet been published. The NAD has accepted the honor, but has not yet released the official requirements. The requirements listed below should be considered an advance, working copy, and they are therefore subject to change — perhaps significantly.
# Adventist Youth Honors Answer Book/Recreation/Water Skiing - Advanced

Water Skiing - Advanced :
| Recreation General Conference | Skill Level 2 |
| Recreation General Conference | Year of Introduction: 1961 |

## 1. Have the Water Skiing Honor.

Instructions and tips for earning the Water Skiing honor can be found in the Recreation chapter.
# Apollo Justice: Ace Attorney/Episode 4: Turnabout Succession

It all starts with a computer simulator called MASON. As a speech of connections go by, we see the following clips: a electrocardiograph, with a heart being fine. A shot is heard and there is a flatline; Two full houses from the first case; Two gun firing and a view of what looks like a performer getting shot; a girl passing out in what looks like a courtroom; and finally, a shadowy shot of a familiar face on the witness's stand.

## Case Information

* Time of Crime: October 6, between 9:00 and 9:30PM
* Location: Drew Studio
* Defendant: Vera Misham
* Victim: Drew Misham
* Cause of Death: Atroquinine Poisoning
* Murder Weapon: Atroquinine Poison
* Defense Attorney: Apollo Justice
* Prosecution Lawyer: Klavier Gavin

## Characters
### Defense Attorney

Apollo Justice
A rookie attorney, whose cases are apparently chronicled by the victim's paintings. Will he managed to find a connection to this case from seven years ago?

### Defendant

Vera Misham
The victim's daughter. Vera is extremely shy. She hardly smiles, speaks, nor leaves her home. She takes care of her father and loves him very much.

### Victim

Drew Misham
Vera's father, who would do just about anything for his daughter. He is very kind and is, in fact, an artist.

### Prosecution Lawyer

Klavier Gavin
Your rival prosecutor. Phoenix faced him on his final case seven years ago. What did Klavier do to strip of him of his attorney's badge?

### Witness

Spark Brushel
An over-energetic, and painfully curious, Brushel is an interviewer who makes the stupidest headlines ever. He was interviewing the victim when the crime occurred.

### Other Characters

Trucy Wright
Your assistant and a magician. Trucy loves to play tricks and can sometimes outright pester Apollo. She is Phoenix's daughter, but she is actually adopted. Where is her real father?
Phoenix Wright
Former defense attorney. His role is vital to this case, so is the case seven years ago.
Detective Ema Skye
A detective who uses scientific tools to investigate. She actually wanted to be a scientific investigator, but was pushed into the precinct instead. Ema's sister was once Phoenix's client.
Kristoph Gavin
Kristoph was a defense attorney. Now he is a jailbird. His role is very important in this case.
Valant Gramarye
A brilliant magician, who happens to be Trucy's uncle, and part of Troupe Gramarye. He plays an important role to this case and the one seven years ago.
Zak Gramarye
One of the members of the Troupe Gramarye. Where is he now?

## Locations

Wright Anything Agency
This is where you work at.
Detention Center
This is where your clients (in this case Vera) are being held.
Drew Studio
The crime scene. This is were Vera and Drew lived together.
Sunshine Coliseum
Where the crime scene of your last case took place. Valant is willing to make a comeback here.
# Adventist Youth Honors Answer Book/Recreation/Triathlon - Advanced

Triathlon - Advanced :
| Recreation General Conference | Skill Level 2 |
| Recreation General Conference | Year of Introduction: 1956 |

## 1. Have the Triathlon Honor.

    Instructions and tips for earning the Triathlon honor can be found in the Recreation chapter.

## 2. Developing a training schedule for yourself.

    (If you already train regularly, all the notes here are moot, otherwise, here are some thoughts).
    It is often said: If you fail to plan, you plan to fail.
   * You should take the time to sit down and create a training schedule. Since you are attempting this Advanced honor, you should already have some knowledge about what training you need.
   * Sit down with a calendar and determine on which days of the week you can put time aside for your training.
   * Decide what type of exercise you need to work on. For example, do you need to improve something specific in swimming, or, do you need to keep current with swimming? Do you need to improve your transition time? Do you need some road time on the bike? Do you need to run? Cross-training?
   * Commit yourself to this schedule, and follow it.
   * And do not forget to: Enjoy!

## 3. Keep a training log for two months.

   * After developing a training schedule from above, this requirement should be easy.
   * Here is an online log I found -> http://www.fitnessjournal.org/triathlon-log.html. Feel free to look for another. Or, get a simple spiral bound notebook.
   * A log is a diary. You track your daily activities, how you are feeling, how the training went, and like a diary, you go back and review what you have done and how you can improve for the future.

## 4. Participate in an Advanced Triathlon as a solo participant, where the triathlon is similar to

    as a solo participant - this means that there is no relay teammates. You have to do all of the three sports yourself.

### a. Swim—1.5km

   * Swimming is usually in meters, so, 1500-meters (1640.42 yards, or 0.93206 miles for the non-metric folks)

### b. Cycle—40km

   * That's 24.8548 miles (for the non-metric folks).

### c. Run—10km

   * That's 6.21371 miles (for the non-metric folks).

### d. within 4.5 hours.

   * YOU can do it!

## References

   * USA Triathlon
   * http://www.beginnertriathlete.com