OpenLLM-France/wikimedia huggingface dataset:
# Biostatistics with R/Nonparametric and Distribution-Free Statistics
## Summary of Formulars with R

| Formular Number | Name | Formular | Formular with R |
| 13.3.1 | Sign test statistic | Example | Example |
| 13.3.2 | Large-sample approximation of the sign test | Example | Example |
| 13.6.1 | Mann–Whitney test statistic | Example | Example |
| 13.6.2 | Large-sample approximation of the Mann–Whitney test | Example | Example |
| 13.6.3 | Equivalence of the Mann–Whitney and Wilcoxon two-sample statistics | Example | Example |
| 13.7.1–13.7.2 | Kolmogorov–Smirnov test statistic | Example | Example |
| 13.8.1 | Kruskal–Wallis test statistic | Example | Example |
| 13.8.2 | Kruskal–Wallis test statistic adjustment for ties | Example | Example |
| 13.9.2 | Friedman test statistic | Example | Example |
| 13.10.1 | Spearman rank correlation test statistic | Example | Example |
| 13.10.2 | Large-sample approximation of the Spearman rank correlation | Example | Example |
| 13.10.3–13.10.4 | Correction for tied observations in the Spearman rank correlation | Example | Example |
| 13.11.1 | Theil's estimator of b | Example | Example |
# Biostatistics with R/Probability Distributions
## Summary of Formulars with R

| Formular Number | Name | Formular | Formular with R |
| 4.2.1 | Mean of a frequency distribution | $\mu =\sum {xp(x)}$ | Example |
| 4.2.2 | Variance of a frequency distribution | $\sigma ^{2}=\sum {(x-\mu )^{2}p(x)}$ or $\sigma ^{2}=\sum {x^{2}p(x)-\mu ^{2}}$ | Example |
| 4.3.1 | Combination of objects | $_{n}C_{k}={\frac {n!}{x!(n-1)!}}$ | Example |
| 4.3.2 | Binomial distribution function | $f(x)=_{n}C_{k}p^{x}q^{n-x},x=0,1,2,...$ | Example |
| 4.3.3–4.3.5 | Tabled binomial probability equalities | $P(X=x|n,p\geq .50)=P(X=n-x|n,1-p)$ $P(X\leq x|n,p>.50)=P(X\geq n-x|n,1-p)$ $P(X\geq x|n,p>.50)=P(X\leq n-x|n,1-p)$ | Example |
| 4.4.1 | Poisson distribution function | $f(x)={\frac {e^{-\lambda }\lambda ^{x}}{x!}},x=0,1,2,\dots$ | Example |
| 4.6.1 | Normal distribution function | $f(x)={\frac {1}{\sqrt {2\pi \sigma }}}e^{-(x-\mu )^{2}/2\sigma ^{2}},-\infty <x<\infty ,-\infty <\mu <\infty ,\sigma >0$ | Example |
| 4.6.2 | z-transformation | $z={\frac {X-\mu }{\sigma }}$ | Example |
| 4.6.3 | Standard normal distribution function | $f(z)={\frac {1}{\sqrt {2\pi }}}e^{-z^{2}/2},-\infty <z<\infty$ | Example |
| Symbol Key | | |
# Biostatistics with R/The Chi-Square Distribution and the Analysis of Frequencies
## Summary of Formulars with R

| Formular Number | Name | Formular | Formular with R |
| 12.2.1 | Standard normal random variable | Example | Example |
| 12.2.2 | Chi-square distribution with n degrees of freedom | Example | Example |
| 12.2.3 | Chi-square probability density function | Example | Example |
| 12.2.4 | Chi-square test statistic | Example | Example |
| 12.4.1 | Chi-square calculation formula for a 2 Â 2 contingency table | Example | Example |
| 12.4.2 | Yates’s corrected chi-square calculation for a 2 Â 2 contingency table | Example | Example |
| 12.6.1–12.6.2 | Large-sample approximation to the chi-square | Example | Example |
| 12.7.1 | Relative risk estimate | Example | Example |
| 12.7.2 | Confidence interval for the relative risk estimate | Example | Example |
| 12.7.3 | Odds ratio estimate | Example | Example |
| 12.7.4 | Confidence interval for the odds ratio estimate | Example | Example |
| 12.7.5 | Expected frequency in the Mantel–Haenszel statistic | Example | Example |
| 12.7.6 | Stratum expected frequency in the Mantel–Haenszel statistic | Example | Example |
| 12.7.7 | Mantel–Haenszel test statistic | Example | Example |
| 12.7.8 | Mantel–Haenszel estimator of the common odds ratio | Example | Example |
| Example | Example | Example | Example |
| Example | Example | Example | Example |
| Symbol Key | | | |
# C++ Language/ProgramFlow/FunctionPointer

In traditional C++, a function could be passed-around using "function-pointer" variables. For example, this type alias specifies a pointer to a function that converts a float-pointer into an integer: typedef int (*PTPFTOI)(float*);.
Additional information about function-pointers
# C++ Language/ProgramFlow/Loops/LoopingOverCollection

Any STL collection that provides iterators via begin and end (e.g., std::vector<int> veciVar = {0,11,22,33};) can be iterated by for (int iItem : veciVar) { body }.
Additional information about looping over a collection (includes interactive examples)
# C++ Language/ProgramFlow/FunctionOverloading

"Overloaded" functions are multiple function implementations that all share a common name. They each have their own unique "signature" (the types of the parameters).
* Discrimination Criteria
* Across Inheritance
# C++ Language/ProgramFlow/FunctionOverloading/DiscriminationCriteria

When an overloaded function is called, the compiler is able to choose which implementation to use, based on the types of values passed to it. However, this overloading cannot discriminate between two implementations based only on return types.
Additional information about overloaded function discrimination (includes interactive examples)
# C++ Language/ProgramFlow/Parameters/DefaultParameter

When defining a function having a parameter, you can specify a default value that will be used if the caller doesn't provide a value for that parameter. For a member function, this should appear in the class definition as void DoMember(int aiParam = 123); (use ordinary syntax when implementing this function).
Additional information about default parameters (includes interactive examples)
# C++ Language/ProgramFlow/Loops/BasicLoops

Loops can be written as while (condition) { body } or as do { body } while(condition);. The initialization and updating of a loop can be consolidated into for (iIndex = 0; iIndex < 10; iIndex++) { body }.
Additional information about loops (includes interactive examples)
# C++ Language/ProgramFlow/Parameters

When a function is defined, its definition can specify one or more "parameters". A parameter acts somewhat like a local variable, except that parameter's initial value comes from data that is "passed" in from the function-call statement.
* Default Parameter
* Unused Parameter
* Variable Number of Parameters
# C++ Language/ProgramFlow/FunctionOverloading/AcrossInheritance

Instead of overloading each other, one function hides the other if it is in a derived-class.
Additional information about hiding instead of overloading (includes interactive examples)
# C++ Language/ProgramFlow/Loops

A "loop" is a programming construct that repeats a body of statements over and over again, testing some condition each time. Eventually, the result of testing that condition will determine that repetition should stop.
* Basic Loops
* Looping over a Collection
# C++ Language/ProgramFlow/Parameters/UnusedParameter

Many compilers will warn you if you define a parameter that isn't used anywhere inside your function. If you are doing this intentionally, mark that parameter with [[maybe_unused]].
Additional information about unused parameters (includes interactive examples)
# Brewing/References

This page collects together links to some good-quality brewing reference materials such as books, websites, and videos.

## Other Wikibooks

* Wine

## Other Wikimedia projects

Wikipedia:
* Homebrewing
* Charlie Papazian
* Zymurgy

## Books and websites

* How To Brew by John Palmer
# Bridge/Bidding Techniques/Hand Evaluation
## High Card Point Count

The most common method of evaluating a bridge hand is to count the High Card Points (HCP) in the hand. The basic count is simply to count the number of honors in each suit, using the following weighted point scale:
    Ace = 4 HCP
    King = 3 HCP
    Queen = 2 HCP
    Jack = 1 HCP
There are a total of 40 HCPs in the deck, so on average each hand will have 10 HCP. A hand with more than 10 HCP can, in general, open the bidding.
The effective number of HCPs in a hand is often modified due to the distribution of the suits in the hand, and distribution of the honors between long and short suits.

## Losing Trick Count

An alternative method of hand evaluation is to count the number of losing tricks in the hand. The Losing Trick Count (LTC) is calculated as the sum of the losers in each of the fours suits.
For each suit of three or more cards, a suit has 0 LTC if the Ace, King and Queen are all present. For each missing honor, add one LTC. (A suit of three more more cards lacking all three honors would have an LTC of 3.) For each suit of fewer than three cards, each card that is not an honor adds one LTC. A void would contribute zero LTC.
A hand with 7 or fewer losing tricks can, in general, open the bidding.

## Law of Total Tricks

An alternative method of hand evaluation is to estimate the number of cards in the longest suit held by the partnership, and add it to the number of cards in the longest suit held by the opponents. The combined number of tricks taken by each team (as declarers with their best suit as trump) will match the combined number of cards in their respective trump suits. Although this does not directly estimate the number of tricks your partnership can take, it can provide a relative guide for bidding in the context of comparing successful bids to sacrifices.
# Bridge/General Information

History and Forms of the Game:
A number of card games similar to whist can be traced all the way back to the early 16th century. They were all trick-taking games with a variety of minor variations. Whist became the dominant form, and enjoyed a loyal following for centuries.
The first game known as bridge was created by the twin innovations of exposing one hand during play and allowing the dealer to choose a trump suit. (According to the Oxford English Dictionary, the word bridge is the English pronunciation of biritch, an older name of the game of unknown Middle Eastern origin; the oldest known rule book, from 1886, calls it "Biritch, or Russian Whist". The Official Encyclopedia of Bridge (OED) reports speculation that the word may come from a Turkish term bir-üç, or "one-three", supposedly referring to the one exposed and three concealed hands.) This game, known today by the retronyms bridge-whist and straight bridge, became popular in the United States and the UK in the 1890s.
In 1904, the practice caught hold of using an auction phase to determine which player would designate the trump suit and have the privilege of playing with his partner's hand exposed. This variation was known as auction bridge.
The modern game of contract bridge was the result of innovations to auction bridge made by Harold Stirling Vanderbilt and others. Vanderbilt wrote down his rules in 1925, and within a few years contract bridge had become the dominant form of the game. It has supplanted all other forms of the game, including auction bridge, so that "bridge" is now synonymous with "contract bridge".
The basic form of contract bridge retains from its predecessor games, all the way back to whist, the fact that four players compete, two against two, until one side has won two games. The resulting unit is called a rubber and hence this form of play is commonly known by the retronym "rubber bridge". For those who dislike its indefinite duration, there is also a variant called four-deal bridge or Chicago.
In duplicate bridge, on the other hand, eight or more players compete at a time (most often in pairs, sometimes in teams of four or as individuals), normally playing a pre-set number of deals. In duplicate, the same deals are played more than once, and players win by outscoring their competitors with the same cards. This is implemented by placing the played cards in a container with four compartments, called a board, and passing it on to the next table. Computer-dealt hands may be used, allowing the same deal to be played at many tables, even at multiple locations.
While there is no reliable data on the number of people who play rubber bridge at home, it is generally accepted that most serious players play duplicate. It is the only form of the game at bridge tournaments and the usual form at bridge clubs. In recent years, duplicate bridge on the Internet has also become significant. Individuals can join a game from their home (or workplace!) and need not even be in the same country as their partner or opponents.

## References

* ↑ The Official Encyclopedia of Bridge, 6th Edition, American Contract Bridge League (Memphis, USA), 2001.
# Bridge/Bidding Systems

A bidding system is a collection of conventional agreements to be used. A system should cover all frequent bidding sequences, including all opening bids, responses to opening bids and all overcalls.

## Classification

* A natural is green
* A system using 1♣ or 1♦ as artificial strong opening (usually showing 15/16/17 or more HCP) is blue
* A system that contains a convention that falls into the highly unusual method category is yellow(HUM)
* A system that does not fall into the above 3 categories is red

## Blue Systems

Precision Club
Magic Diamond
Big Diamond
# Brewing/Recipes/Affichage Libre

"Affichage libre" (meaning something like "free notice") was a beer brewed under an open license (CC-BY-SA) for the RMLL 2011 free software meeting in Strasbourg.
Here we have translated the basic recipe from the French original published at . The recipe makes 140 litres.
* COPOUDAL hops from Alsace (Alsace Hop Co-operative)
* 20kg Pilsen (2RP)
* 4kg M15 (Munich)
* 2kg C50 (caramel)
Hops:
* Bittering agent (Magnum) Alpha 15% 220g
* Aromatic (STRISSELPALT) Alpha 3.5% 130g
Yeast:
# Bridge
## Table of Contents

* Introduction
** General Information
** How to Play
* Bidding Techniques
* Playing Techniques
* Bidding Systems
* Carding Conventions
** Leading
** Signals
* Event
** Formats
** Law
** Major Tournaments
* Glossary
# Adventures of Lolo 2 (Japanese)/Level 5

This chapter discusses the solutions to level 5. One thing to take a note of: Every room in level 5 has at least one Alma in it.

## 5-1

Template:Lolo level diagram
The first level in 5-1 is kind of tricky. You need to time a few things, especially the use of the hole at the end.
* To start, make your way right and push the EF on H9 to J9.
* Push the EF on J8 right one. Go up and right and get the heart.
* Push the EF on J7 down to I11 and push the EF on J6 up to B2. Get the heart along the way.
* Wait on the grass spot on C2. When the Alma is on the side, move down, turn and shoot it once. When the Alma below you is away, move down and get the heart and quickly move out of the area.
* Go back right and down, get the heart on G11 if you haven't done so, and go to the grass area on C9, facing up. This is the tricky part: Eye the Almas and wait until the rightmost one steps on C8 and shoot it twice. The other Alma will be walking around.
* After about 6 seconds, shoot the second Alma and be sure it's stopped on C8. This will cause the first Alma you shoot away to appear on A2.
* While the Alma is still in the egg, go up to get the last heart.
* Getting the chest is a little tricky. Go up and left of the trees to try to make the Almas roll so they are closer to each other. When you've got a clear path, go to the chest.
# Adventist Youth Honors Answer Book/Woodworking Tools/Sanding Block

A sanding block is a block used to hold sandpaper. In its simplest form, it is a block of wood or cork with one smooth flat side. The user wraps the sandpaper around the block, and holds it in place. Fancier versions use clips, teeth or clamps to hold the paper in place. Commercial versions can be constructed of various materials. They are usually sized to hold a quarter or half sheet of sandpaper. Some versions use the sandpaper belts intended for a power belt sander. Sanding blocks are helpful because they prevent the "waves" created by plain sandpaper.
# Adventures of Lolo 2 (Japanese)/Level 1

This chapter discusses the solutions to level 1.

## 1-1

The first level of the game shows you the basics.
* Get the 3 hearts and the treasure chest.

## 1-2

The second level demonstrates Emerald Framers or EFs.
* Just maneuver the EFs out of the way of the hearts, get the hearts, and get the treasure chest.

## 1-3

The first demonstration of shots in the game.
* Get the lower right heart, shoot the Snakey twice and get the next heart.
* Use your other shots to push the top Snakeys out of the way. Get the chest.

## 1-4

The first appearance of the deadly monster Medusa.
* Push the EF up one, get the heart.
* Using your shots, push the 2 Snakeys above the Medusas for safe passage to the heart and chest.

## 1-5

Gols appear here. Not in an overly harmful way.
* Push the EF down and left by the Medusa. Push the other EF over it.
* Push the EF up top up and right. Push the other EF under the Medusa. Get the heart.
* Just run past the Gols. None of them are close enough to hit you with fireballs while running. Get the chest.
# Adventures of Lolo 2 (Japanese)/Level 2

This chapter discusses the solutions to level 2.

## 2-1

This level introduces Skulls. You actually do need to consider which heart to get last.
* Get the nearby heart and shoot the Gol and put it over the Medusa, put the Skull right of the Medusa. Get the hearts.
* Go up and around. Get the leftmost of the 4 hearts last then run up. The grass will keep the Skulls away. Get the chest.

## 2-2

The annoying Rockies appear. Luckily it's not too difficult.
* The main trick is eyeballing the 2 Rockies on the right. Make sure when you get the heart that you won't get pinned in that little space.
* Collect the remaining hearts in the right area and get the chest.

## 2-3

Leeper time. Make sure you don't put them to sleep in a blocking way.
* Get the heart and walk into the area. Just be sure no Leeper moves in front of you to block the way out or the heart on the right.
* The heart on the right is easy to get, since the Leepers behind it block nothing over there.
* Put the 3 Leepers up on the left asleep by the lower patch of grass. Get the hearts and the chest.

## 2-4

This level introduces the new crumbling bridges and Almas.
* Push the 2 EFs directly down to block the 2 lower Almas in their area.
* Get the 2 hearts that are across the bridges. Watch as the crumbling one crumbles away as you go back. One heart will give you shots.
* Using your shots, put each upper Alma in an egg and get the hearts under them. Get the chest.

## 2-5

The final level in level 2 has the deadly Don Medusa in it.
* Go to the 2 EFs on the left. Push the right one up 1 space and push the left one left of the Medusa.
* Get the heart over the Snakey. Shoot the left one and put it over the Medusa, get the heart. Shoot the right one and put it 2 spaces right.
* Go back down and push the lower EF right 2 spaces, get under it and push it up and trap the Don in the middle, between the water. Get the heart in the bottom right corner and go up, getting the hearts. Get the chest.
# Adventures of Lolo 2 (Japanese)
## Introduction

Adventures of Lolo 2 is the Japanese version of Adventures of Lolo 3. This game is essentially the same as Adventures of Lolo 3, but with different (and usually more difficult) rooms. No other significant changes to the game exist other than this.
This game is among the most challenging ones in the entire Eggerland series. Players who enjoy the series and like a good challenge may want to play this game for its challenging aspects. The purpose of this book is to assist players and to show the ideal solutions to all the maps. No such guide is known to have existed in English. The section titles are named according to the location the player is at in the game.
This book assumes the player is already familiar with how to play the Eggerland games, how the monsters can attack, etc. If you are not familiar with these aspects, please visit the Eggerland book to view more information.

## Map solutions

There are a total of 17 levels in the game, most of which contain 5 rooms while some contain 10.
The solutions are structured in a format of displaying a picture of the room, a brief synopsis, and finally a list of the steps to take in order to solve the room.

### Section 1 - The Overworld Levels

* Level 1
* Level 2
* Level 3
* Level 4
* Level 5
* Level 6
* Level 7
* Level 8

### Section 2 - The Underwater Levels

* Level 9
* Level 10
* Level 11
* Level 12
* Level 13

### Section 3 - The Underworld Levels

* Level 14
* Level 15
* Level 16
* Level 17
The following navigation box will be visible in all chapters of the book for the convenient navigation of all 17 levels as well as a link back to this index page.
# Canadian Criminal Evidence/Character
## Introduction

Character evidence is evidence that invites the trier of fact to make an inference that the person is of a certain "type", thus inferring that the person acted consistently with that type of character. Character evidence can often become prejudicial to the accused and so must be taken with care.

## Character of Victim

The accused is generally permitted to introduce evidence of the deceased's victim's prior record as well as transcripts of the a related proceedings to establish a propensity for violence.
* ↑ R. v. Patterson, 2006 CanLII 2609 (ON CA)

## Topics

* Character of Accused
* Similar Fact Evidence
* Alternative Suspect Evidence
# Canadian Criminal Evidence/Character/Similar Fact Evidence
## General Principles

Similar fact evidence is "presumptively inadmissible. The onus is on the prosecution to satisfy the trial judge on the balance of probabilities that in the context of the particular case the probative value of the evidence in relation to a particular issue outweighs its potential prejudice and thereby justifies its reception."
When assessing the similarities of incidents in a similar fact evidence application, the court should consider:
* the temporal proximity of the incidents;
* the physical or spatial proximity of the events;
* the similarity in detail between the various acts;
* the number of putatively similar acts;
* the circumstances surrounding the incidents at issue;
* distinctive features unifying the incidents; and
* the occurrence and nature of any intervening events.
The risk of "moral prejudice" refers to risks of the evidence being used to draw a prohibited inference that the accused is the kind of person likely to the commit the offence charged.
The risk of "reasoning prejudice" includes risks such as:
* The trier of fact may be distracted from deciding the issue in a reasoned way because of the inflammatory nature of the proposed evidence
* The trier of facts may become confused about what evidence pertains to the crime charged and what evidence relates to the similar fact
* The trial will begin to focus disproportionately on whether the similar act happened
* The accused will be unable to respond to the allegation that the similar act occurred because of the passage of time, surprise or the collateral nature of the inquiry
Reasoning and moral prejudice are considered less of a concern for trials by judge alone than trial by jury.
* ↑ R. v. Handy The Law of Evidence, by David M. Paciocco and Lee Stuesser, 5th ed. (Toronto: Irwin Law Inc., 2008) at page 55
* ↑ e.g., R. v. Arp, [1998] 3 SCR 339 at para. 50; R. v. Handy, 2002 SCC 56, [2002] 2 SCR 908 at para. 82; Watt’s Manual of Criminal Evidence, Thomson Reuters, 2010, at p. 503
* ↑ Handy
* ↑ Handy
* ↑ R. v. B.(T.), [2009] O.J. No. 751 (Ont. C.A.)

## Probative Value
### Collusion

Potential inadvertent collusion through rumors and media accounts may occur and should not by itself exclude similar fact evidence. However, such occurrence should go to the weight.
* ↑ R. v. Dorsey, 2012 ONCA 185 (CanLII)

### Similarities Between Acts

What would be called "generic similarities" are to be given less consideration. The risk of "relying primarily on generic similarities" to support evidence establishing the actus reus includes the risk that the "initial inference arising from the prior conduct becomes so general, that it approaches bad personhood" and also the risk the accused's "non-specific character, generic similarities may mask underlying dissimilarities that could be important in a particular case."
* ↑ R. v. Blake 2003 CanLII 13682 (ON CA), (2003), 181 C.C.C. (3d) 169, affirmed 2004 SCC 69 (CanLII), (2004), 188 C.C.C. (3d) 428 (S.C.C.) at para 64

## Case Digests

* Similar Fact Evidence