OpenLLM-France/wikimedia huggingface dataset:
# IIS and FastCGI/Scripting languages/Perl/Catalyst

This is a quick overview of Catalyst and FastCGI. This assumes you've already registered the interpreter.
Tested with Catalyst 5.7014 and 5.7015.

## Stansa in fcgiext.ini

Make sure you have something like this:

## Editing MyApp_fastcgi.pl

This is no longer needed now that MyApp_fastcgi.pl accepts arguments (-e) in above
Some early versions (still bugged as of writing) need to have stderr mucked with in order to run on windows. You'll have to make a change to MyApp_fastcgi.pl.
Change the line that says keep_stderr
To 1:
# Lentis/The Disneyland Measles Outbreak of 2014-2015

The Disneyland Measles Outbreak of 2014-2015
# Lentis/The Evolution of Texting

"Attention Grabber" Include either a image of our texting intro or something similar in text.

## Introduction
### History

Brief history of texting... (with references to cover most of it)

### Texting Demographics

Texting volumes Difference by age - graph Introduce the text effect

## Learning Effects

Wake Forest study - graphs to show effect?

## Health Effects

Carpal tunnel Sleep, anxiety, attention

## Privacy

Provide links to legal reports from actual cases?

## The Text Effect in Society

Multiple examples
# Introduction to ActionScript 3.0

Welcome to Introduction to ActionScript 3.0, a book on ActionScript 3.0 that anyone, including you, can edit!

## Table of contents

* Introduction
* Section I: The Bare Basics of ActionScript
** Structure of a class
** Variables and Data Type
** Functions
** Operators
** Control Structures and Arrays
** More About Objects
** Inheritance
** Interfaces
** Errors, Exceptions and Debugging
** Event Handling
** More About Primitive Data Types
** More About Arrays
* Section II: The Building Blocks of a Flash Application
** The Display List
** Vector Graphics
** Bitmaps
** Displaying Text
** Hardware Input
** Date and Time
** Playing Sounds
** Maths
** Other Classes
* Section III: ActionScript and the Outside World
** URL Requests
** Shared Objects
** LoadVars
** XML and E4X
* Section IV: Going Advanced
** Garbage Collection
** More About Scopes and Namespaces
# Introduction to ActionScript 2.0/Introduction

ActionScript is the programming language used in Flash projects. This book is intended to help anyone, including those without programming experience, to learn ActionScript and programming in general.
Note that if you have programming experience, this book will be quite easy for you. If your previous language is JavaScript, you may even want to skip the some of the 'bare basics' parts.
This book assumes that you know basic Flash operations. Before you start, make sure you can:
* open a new file in Flash
* create a symbol and drag a symbol onto the stage
* set a frame as a keyframe
* import music into Flash
If you do not, check out the official documentation for your version of Flash first.

## What this book does not aim to do

* This book is not about the production of Flash games or websites. The information presented in this book should be helpful for all novice Flash programmers, not just those who would like to create a game or interactive website.
* This book is not for your PhD thesis. More advanced aspects of ActionScript, such as interfaces and BitmapData, are not covered. To learn more, get a more advanced book or check out the official ActionScript documentation.
* This book is not here to teach you animation. ActionScript is intended for interactive multimedia elements such as games and websites. If you want to learn animation, find a book that teaches you to animate with Flash.
It is often said that ActionScript's simplicity allows non-programmers to program. This is not our aim here; rather, we hope to make you into a programmer through the simple language that is ActionScript. What are you waiting for? Let's start!

## Hang on... why am I still learning AS2?

Firstly, some folks have pre-Adobe versions of Flash that don't support AS3, and don't want to learn FlashDevelop/Flex development. AS2 are obviously the only choice for these people.
Secondly, AS2 is easier for novice programmers. Although some elements of AS2, often with roots in ECMAScript, may be deemed bad practice (weak typing, absolute addresses, user-defined global variables, code inside instances...), this book does not encourage the use of these elements. The reader is strongly recommended to adhere by the principles described in this book, which will not only improve your programming skills but also smooth your future migration to AS3.
# Introduction to ActionScript 2.0/Math Class

Key concepts:
Maths are very important in Flash applications. Let's learn how to use mathematical functions in ActionScript!

## Handling numbers

There are several functions of the Math class that can manipulate numbers for us:
* Math.abs(Number): Finds the absolute value of a number
* Math.ceil(Number): Rounds a number up to the nearest integer
* Math.floor(Number): Rounds a number down to the nearest integer
* Math.round(Number): Rounds a number off to the nearest integer
* Math.max(Number 1, Number 2): Returns the larger of two numbers
* Math.min(Number 1, Number 2): Returns the smaller of two numbers
* Math.random: Returns a random number smaller than 1 and larger than or equal to 0
Let's look at a quick example:
| Code | Result |
| var myNumber:Number = -12.3; trace(Math.abs(myNumber)); trace(Math.ceil(myNumber)); trace(Math.floor(myNumber)); trace(Math.round(myNumber)); trace(Math.max(Math.ceil(myNumber), Math.floor(myNumber))); trace(Math.min(Math.ceil(myNumber), Math.floor(myNumber))); trace(Math.floor(Math.random * 12)+1); | 12.3 -12 -13 -12 -12 -13 7 |
Note the technique used in the last line to produce random numbers. Math.random is multiplied by 12, rounded down (giving a random integer from 0 to 11) and then one is added (giving a random integer from 1 to 12).
# z boson -- zip code

   * z boson = zumules
   * z. = z.
   * z = zu
   * zaaa = zaaa
   * Zambia = Zumibam
   * Zambian kwacha = Zumiwun
   * Zambian = Zumibama, Zumibamat
   * Zamera Imimag Yantexdraf Xob = NATO, North Atlantic Treaty Organization
   * zaniness = dizekutyen, podizutyen
   * zany = dizekutyena, podizutyena
   * zap = makpyuxrun, makseux
   * zapped = makpyuxrawa, makyokraxwa
   * zapping = makpyuxren, makyokraxen
   * ZB = agzuagbanak
   * Zb = agzubanak
   * zeal = tipaz
   * zealotry = tipazan
   * zealous = tipaza
   * zealously = tipazay
   * zealousness = tipazan
   * zebra = apot
   * zebu = awepet
   * zed = Enigeda zu
   * zeitgeist = jobtop
   * zenith = yabnod
   * zephyr = mapoz
   * zeppelin = yiga malpur
   * zepto- = gorela-
   * zeptogram = zegenak
   * zeptosecond = gorelasonak
   * zero = owa, owasag
   * zero times = hyogla jodi
   * zero vector = owa iznad
   * zero-bit = osagones
   * zero-cal = amonuka
   * zero-dimensional = owanaga
   * zero-earning = hyonixea, onixea
   * zeroed = osagxwa
   * zero-energy = hyoglayafonul
   * zeroing = osagxen
   * zeroized = owaxwa
   * zeroizing = owaxen
   * zero-ranking = odonabwa, onabwa
   * zeroth = oa, onapa
   * zeroth person = oat, onapat
   * zeroth thing = oas, onapas
   * zeson staple = zoykyesea
   * zest = giteus, ifgian
   * zestful = giteusa, ifgia
   * zestfully = giteusay, ifgiay
   * zestfulness = giteusan, ifgian
   * zesty = giteusaya, giteusika, ifgia
   * Zeta = agzeta
   * zetta- = garela-
   * zettabit = agzubanak
   * zettabyte = agzuagbanak, garelaagbanak
   * zettagram = agzegenak
   * Zg = agzegenak
   * zg = zegenak
   * Zhuang speaker = Zuhadalut
   * Zhuang = Zuhad
   * zigzag line = uiznad
   * zigzag = per uiz, zui-, zuikin, zuipea
   * zigzagged = zuikina
   * zigzagging = zuipen
   * zilch = hyos, hyoson
   * zillion = yizgla
   * zillions of = yizgla
   * Zimbabwe = Zuwem
   * Zimbabwean = Zuwema, Zuwemat
   * zinc = zunilk
   * zinc-coated = zunilkbwa
   * zincograph = zunilkzyindrurun
   * zincography = zunilkzyindruren
   * zincotype = zunilkdrirun
   * zing = puxrunigseux, tepigfud
   * zinger = igpuxwas
   * zingy = ifgia
   * zip = azfan, hyos, puxrunigseux
   * zip code = yibnyux kosag
# Kitchen Remodel/Reference

Phase 1: Planning:
The old kitchen |
The general idea |
Kitchen theory |
Rough layout |
Appliances |
Utility connections and lighting |
Cabinet theory |
Islands and peninsulas |
Cabinet front styles |
Cabinet selection |
Reference
Phase 2: Preparation:
Schedule |
Cabinet installation preparation
Phase 3: Implementation:
Reshaping the space |
Cabinet installation |
Cabinet installation trouble shooting |
Appliance and sink installation |
Countertop |
Tile work |
Outcome
Kitchen Remodel
Home :

## Lighting

* Russell, Sage (2012): The Architecture Of Light: A textbook of procedures and practices for the Architect, Interior Designer and Lighting Designer, La Jolla: Conceptnine, 2nd edition, ISBN 978-0980061710

## Kitchen history in the United States
### Videos

* The Evolution of Modern Kitchen Design, Part 1, First video of a series about the history of kitchens in the United States
* Forgotten Objects in every 1950s Kitchen First video of a series that shows American kitchens in different decades

## Historical and traditional cabinetry
### Further reading

* The Kitchen Plan Book. In the early 1900s, Hoosier had a competition for the best kitchen design. The book shows 50 of the submitted plans.
* Hull, Brent (2003): Historic Millwork, Hoboken, NJ: Wiley. ISBN 9780471416227. With a chapter about cabinetry from 1870 to 1940

### External links

* Keystone, Lancaster County-based company that specializes in custom-building of traditional cabinets
* Pearlworks, company in California with expertise in custom-building of historical cabinet ornamentation

## Current cabinet manufacturers
### External links

* Top 120 Kitchen Cabinet Companies in America
# Mizar32/Introduction

The Mizar32 project makes it easy to use the hardware and software of a 32 bit microcontroller. The hardware takes the shape of a 9x6cm main board with a 66MHz AVR32 UC3 processor and 32 megabytes of RAM with additional stackable modules to extend its functionality. By default it runs programs written in a modern high level scripting language, Lua, with embedded extensions and is field-programmable: the 128/256/512KB flash memory contains the Lua interpreter that runs your Lua program that is in a file on a micro SD card. This makes it very easy to program in Lua, and the flash can also be reprogrammed with a different interpreter from a PC over USB. Both the software and the hardware are aimed at newcomers to the embedded world who want an easy and powerful environment for rapid application development, for hardware prototyping, for quick production of a solution and for hobbyists to make their own custom devices. The hardware is also offered to manufacturers to avoid a long design cycle and get a new product to market in a short time by simply adding any custom hardware on add-on protoboards and writing a Lua program to do what you want. The hardware design is offered as an open standard and all the project files and manufacturing files are freely available to use, study and modify using free and open source software tools.
# Mizar32/Flash memory

Mizar32 comes in three versions with different amounts of flash memory and static RAM:
* Model A: 512KB flash / 64KB SRAM / 32MB SDRAM
* Model B: 256KB flash / 64KB SRAM / 32MB SDRAM
* Model C: 128KB flash / 32KB SRAM / 32MB SDRAM
The flash memory is built into the AT32UC3A0128/256/512 processor chip and responds from address 0x80000000.
The first 8KB (0x80000000-0x80001FFF) contain the "Atmel AT32UC3 USB DFU bootloader", which is able to download and write new contents to the rest of the flash memory over the USB port. When the chip resets or powers up, it starts executing at 0x80000000, which is the USB DFU bootloader. This checks whether the user button is pressed and, if it is, gets ready to download and program the rest of the flash memory. If the button is not pressed, it jumps to address 0x80020000 which contains the first word of the executable code for the eLua interpreter.
Alternatively, the flash memory from 0x80020000 can be programmed with emBLOD, the embedded boot loader, which loads the executable code from a file "autorun.bin" on the SD card into SDRAM and executes it there. In SDRAM code runs about 6 times slower that a program in flash memory but you can load and run programs up to 32MB in size.
If you have a JTAG programming device, you can program the entire 128/256/512KB by overwriting the USB DFU boot loader.
There is also a second, 512-byte area of flash at 0x80800000 - 0x808001FF, the "Flash user page", which keeps a configuration word for the USB DFU bootloader in the last word, but is otherwise free.

# Further reading

* the AVR32 UC3 USB DFU Bootloader manual.
# Introduction

The Mizar32 has an add-on hardware module which lets us connect the Mizar32 to the internet.

# Hardware view

The Ethernet add-on module is a half-width board which plugs into the left half of the add-on bus connectors, BUS1, BUS2 and BUS3. The hardware module converts the ethernet signals provided by the AVR32UC3A chip into the voltage levels required on an RJ45 connector to connect it to a hub, switch or router.
The board houses a DP83848 Ethernet transceiver, which generates and receives the raw ethernet signals and communicates their contents to the AVR32UC3 on the main board using the RMII protocol, which reduces the number of bus pins necessary to achieve this.
| RJ45 pin | Name | Signal |
| 1 | TX+ | Transmit data |
| 2 | TX- | Transmit data |
| 3 | RX+ | Receive data |
| 6 | RX- | Receive data |
| Signal name | AVR32 pin | Bus pin | Name |
| ETHERNET | PA24 | BUS2 pin 3 | Ethernet interrupt |
| REF_CLK | PB0 | BUS1 pin 3 | 50MHz reference clock |
| TX_EN | PB1 | BUS1 pin 4 | Transmit enable |
| TX0 | PB2 | BUS1 pin 5 | Transmit data |
| TX1 | PB3 | BUS1 pin 6 | Transmit data |
| RX0 | PB5 | BUS2 pin 5 | Receive data |
| RX1 | PB6 | BUS2 pin 6 | Receive data |
| RX_ER | PB7 | BUS2 pin 7 | Receive error |
| MDC | PB8 | BUS2 pin 4 | MDIO clock |
| MDIO | PB9 | BUS2 pin 8 | MDIO data |
| RX_DV | PB15 | BUS1 pin 7 | Receive data valid |

# Software view

Alcor6L has a net module which lets you make TCP connections to other computer and receive incoming TCP connections from them, send and receive data and disconnect.
The following example waits for an incoming connection on port 23, then receives data from the network and prints it on console.
In eLua:
If the Ethernet hardware is not present, its bus pins can be used as as generic PIO pins by calling pio.pin.setdir. For example, to use BUS1 pin 6 as a PIO output, you could use:
In PicoLisp:
Please note: Alcor6L doesn't have the Ethernet module for PicoLisp yet. We're working on it. It will be supported soon. Please see issue #10

## IP address assignment

The ethernet software included in the standard firmware for models A and B requests an ethernet address using DHCP. If it cannot find a DHCP server on the local network, it gives up after 60 seconds and assigns itself the address 192.168.1.10 with gateway and DNS server of 192.168.1.1.
You can assign a fixed IP address that will be available immediately by using the Mizar32 Web Builder to create your own firmware: click on "Mizar32 Web Builder", then "Build Now", then select BUILD_UIP, clear BUILD_DHCP and set your required IP address in the fields at the bottom of the page. Instructions for programming the resulting firmware file to the board are on the page "Flashing firmware".

# Further reading

* The eLua Reference Manual's page for the net module
* The Atmel AVR32UC3A datasheet, section 29: Ethernet MAC
* The DP84838I transceiver datasheet
# Kittypet's Guide To Warrior Cats/Books

The Warrior Cats series is divided into 8 story arcs with 6 books each, some Super Editions, and some novellas.

## The Prophecies Begin

* Into The Wild
* Fire And Ice
* Forest Of Secrets
* Rising Storm
* A Dangerous Path
* The Darkest Hour

## The New Prophecy

* Midnight
* Moonrise
* Dawn
* Starlight
* Twilight
* Sunset

## Power Of Three

* The Sight (2003)
* Dark River (2007)
* Outcast (2008)
* Eclipse (2008)
* Long Shadows (2008)
* Sunrise (2009)

## The Broken Code

* Lost Stars
2. The Silent Thaw
3. Veil of Shadows
4. Darkness Within
5. The Place of No Stars
6. A Light in The Mist

## A Starless Clan

1. River
2. Sky
3. Shadow
4. Thunder
5. Wind
6. Star
# Kittypet's Guide To Warrior Cats

This book is a guide to Warrior Cats, a British book series by a group of people editing under the name "Erin Hunter".
* Books
* Characters
* Locations
* Clan Terminology
* Authors & Contributors
# Kittypet's Guide To Warrior Cats/Authors & Contributors

This list is updated automatically by AuthorsAndContributorsBot. Please do not update it manually.
* Garfieldcat1978 (discuss · contribs · count · logs · block log · rfp · rights [change])
* Slava Ukrajini Heroyam Slava (discuss · contribs · count · logs · block log · rfp · rights [change])
* L10nM4st3r (discuss · contribs · count · logs · block log · rfp · rights [change])
* Kittycataclysm (discuss · contribs · count · logs · block log · rfps · rights [change])
* JackPotte (discuss · contribs · count · logs · block log · rfps · rights [change])
* Mbrickn (discuss · contribs · count · logs · block log · rfp · rights [change])
* Xania (discuss · contribs · count · logs · block log · rfps · rights [change])
# Intro to Zoology/Invertebrate Zoology

Invertebrate zoology is the study of animals that lack a spinal column (backbone). It includes the study of their behavior, ecology, anatomy, and evolution. This is in contrast to vertebrate animals.
The latest estimates suggest invertebrates make up about 97% of the Earth's animals. They range in size from minute to extremely large. Some, like insects, have an exoskeleton, which is a support structure like our own skeleton, but is on the outside of the animal. Others have hard internal support structures, some have no hard parts at all.
Invertebrate animals include protozoans, annelids, cnidarians, echinoderms, flatworms, nematodes, mollusks, and arthropods.

## External Links

* [Center for Biological Diversity: Invertebrates]
# Intro to Zoology/Vertebrate Zoology

Vertebrate zoology is the study of animals that have a spinal column or backbone.
Only 3% of all animal species are vertebrates, but there is a strong history of research bias toward vertebrates. There are probably several reasons for this. Among these, is the fact that many vertebrate species are large (domestic cat sized or larger, though the majority are smaller). Also the group includes ourselves as humans, so that when people think of animals, they tend to think of vertebrates.
Vertebrates are all characterized by a segmented spinal column and a distinct differentiated head. These animals possess internal skeletons which include the vertebral column which at least partially encloses the spinal cord and a skull which houses the brain. Though we tend to think of vertebrates having limbs (like us), most (the fishes) do not have external limbs.
Animals in this category includes those in the subphylum Vertebrata: fish (over 30,000 living species), amphibians (about 7,300 living species), reptiles (about 8,700 living species), birds (about 10,000 living species), and mammals (our own group, with about 5,000 living species.

## External Links

* [Wikipedia/Vertebrate]
* [Tree of Life/Vertebrata]
# Intro to Zoology/Glossary

Terms used in the Introduction to Zoology.
* autotroph/autotrophic is an organism that can make it's own food using sunlight or other processes from inorganic materials.
* cartilage is a fibrous tissue usually acting as a support structure in an animal's body. In many bony animals it is present in the embryo or young animal and is replaced by bone as the organism grows and matures. In humans, it is the support for the external ear. It is primarily made up of chondroitin sulphate.
* heterotroph/heterotrophic means an organism that must rely on other organisms (living or dead plants or other animals) to provide the energy for life.
* multicellular organisms have more than one cell comprising their body.
* sense organs are organized parts of the animal body that can take in information from the environment.
* zoology is the branch of biology that includes the study of animals and animal life.
# Introducing Julia/Games

Julia has been used to make some games, and some of them are listed below, and packages helpful for game making.
GameZero.jl is a package to make games. Overseer.jl is an Entity Component System. AlphaZero.jl is a clone of Deepmind's AlphaZero algorithm, which was to "master the games of chess, shogi and go" (and is also useful as AI for other board-games; the algorithm is a successor to DeepMind's AlphaGo program). Deepmind's successor of it MuZero (which makes it more general also handling 2D video games), has also been cloned with MuZero.jl.

## List of games

Most are not registered, while this one is:
Others are not registered and may need installing like this:
Example games for GameZero.jl:
https://github.com/SquidSinker/GZExamples
Some no longer install in current Julia (only older pre-1.0 version):
https://github.com/zyedidia/SpaceShooter.jl
# Introspector/gcc/rtl/peephole/i386.md

rtl.def:
file :config/i386/i386.md:
taken from : http://www.cs.cmu.edu/cgi-bin/info2www?(gccint.info)define_peephole2
# Intuitive Trigonometry/Appendix 1: Solutions to Problems
## Appendix 1: Solutions to Problems
### Radians and Arc Length

* $\ell _{\text{arc}}=2\pi r\left({\frac {\theta }{360^{\circ }}}\right)$ is our formula for arc length; we can plug in our given values and solve. $\ell =2\pi \times 2\left({\frac {10^{\circ }}{360^{\circ }}}\right)$ which simplifies to $\ell ={\frac {4\pi }{36}}$ (notice the degree signs cancel) and further simplifies to $\ell ={\frac {\pi }{9}}$ which is our solution.
* $2\pi {\text{ rad}}=360^{\circ }$, so we can create a proportion
* $2\pi {\text{ rad}}=360^{\circ }$, so we can create a proportion
* $\ell _{\text{arc}}=2\pi r\left({\frac {\theta }{360^{\circ }}}\right)$ is our formula for arc length; we can plug in our given values and solve. $5=2\pi \times 4\left({\frac {\theta }{360^{\circ }}}\right)$ which simplifies to $5={\frac {8\pi \theta }{360^{\circ }}}$ or $1800^{\circ }=8\pi \theta$ or ${\frac {1800}{8\pi }}^{\circ }={\frac {225}{\pi }}^{\circ }=\theta$, which is our solution.