OpenLLM-France/wikimedia huggingface dataset:
# Character Encodings/Code Tables/EBCDIC/EBCDIC 1069

IBM code page 1069 (CCSID 1069) is an EBCDIC code page with full Latin-4-charset support used in IBM mainframes.

## Codepage layout

Characters are shown with their equivalent Unicode codes.
EBCDIC 1069 :
| | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F |
| 0x | NUL | SOH | STX | ETX | SEL | HT | RNL | DEL | GE | SPS | RPT | VT | FF | CR | SO | SI |
| 1x | DLE | DC1 | DC2 | DC3 | RES/ ENP | NL | BS | POC | CAN | EM | UBS | CU1 | IFS | IGS | IRS | ITB |
| 2x | DS | SOS | FS | WUS | BYP/ INP | LF | ETB | ESC | SA | SFE | SM/ SW | CSP | MFA | ENQ | ACK | BEL |
| 3x | | | SYN | IR | PP | TRN | NBS | EOT | SBS | IT | RFF | CU3 | DC4 | NAK | | SUB |
| 4x | SP | NBSP | â 00E2 | ä 00E4 | ā 0101 | á 00E1 | ã 00E3 | å 00E5 | į 012F | ņ 0146 | [ 005B | . 002E | < 003C | ( 0028 | + 002B | ! 0021 |
| 5x | & 0026 | é 00E9 | ę 0119 | ë 00EB | č 010D | í 00ED | î 00EE | ī 012B | ė 0117 | ß 00DF | ] 005D | $ 0024 | * 002A | ) 0029 | ; 003B | ^ 005E |
| 6x | - 002D | / 002F | Â 00C2 | Ä 00C4 | Ā 0100 | Á 00C1 | Ã 00C3 | Å 00C5 | Į 012E | Ņ 0145 | Ļ 013B | , 002C | % 0025 | _ 005F | > 003E | ? 003F |
| 7x | ø 00F8 | É 00C9 | Ę 0118 | Ë 00CB | Č 010C | Í 00CD | Î 00CE | Ī 012A | Ė 0116 | ` 0060 | : 003A | # 0023 | @ 0040 | ' 0027 | = 003D | " 0022 |
| 8x | Ø 00D8 | a 0061 | b 0062 | c 0063 | d 0064 | e 0065 | f 0066 | g 0067 | h 0068 | i 0069 | Ģ 0122 | ģ 0123 | đ 0111 | ũ 0169 | ū 016B | ą 0105 |
| 9x | ° 00B0 | j 006A | k 006B | l 006C | m 006D | n 006E | o 006F | p 0070 | q 0071 | r 0072 | Ē 0112 | ē 0113 | æ 00E6 | ¸ 00B8 | Æ 00C6 | ¤ 00A4 |
| Ax | ĩ 0129 | ~ 007E | s 0073 | t 0074 | u 0075 | v 0076 | w 0077 | x 0078 | y 0079 | z 007A | Ą 0104 | ŋ 014B | Đ 0110 | Ũ 0168 | Ū 016A | Ž 017D |
| Bx | ĸ 0138 | Ŗ 0156 | Ĩ 0128 | ˇ 02C7 | Š 0160 | § 00A7 | ļ 013C | ŧ 0167 | Ŋ 014A | ž 017E | Ŧ 0166 | | 007C | ¯ 00AF | ¨ 00A8 | ´ 00B4 | × 00D7 |
| Cx | { 007B | A 0041 | B 0042 | C 0043 | D 0044 | E 0045 | F 0046 | G 0047 | H 0048 | I 0049 | SHY | ô 00F4 | ö 00F6 | ō 014D | ķ 0137 | õ 00F5 |
| Dx | } 007D | J 004A | K 004B | L 004C | M 004D | N 004E | O 004F | P 0050 | Q 0051 | R 0052 | š 0161 | û 00FB | ü 00FC | ų 0173 | ú 00FA | ˙ 02D9 |
| Ex | \ 005C | ÷ 00F7 | S 0053 | T 0054 | U 0055 | V 0056 | W 0057 | X 0058 | Y 0059 | Z 005A | ˛ 02DB | Ô 00D4 | Ö 00D6 | Ō 014C | Ķ 0136 | Õ 00D5 |
| Fx | 0 0030 | 1 0031 | 2 0032 | 3 0033 | 4 0034 | 5 0035 | 6 0036 | 7 0037 | 8 0038 | 9 0039 | ŗ 0157 | Û 00DB | Ü 00DC | Ų 0172 | Ú 00DA | EO |

## References

* ↑ "Code page 1069" (PDF). Archived from the original (PDF) on 2015-07-08.
# Character Encodings/Code Tables/EBCDIC/EBCDIC 1068

IBM code page 1068 (CCSID 1068) is an EBCDIC code page used in IBM mainframes.

## Codepage layout

Characters are shown with their equivalent Unicode codes.
Document Composition Facility (DCF) :
| | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F |
| 4x | SP | NBSP | | | | | | | | | ¢ 00A2 | . 002E | < 003C | ( 0028 | + 002B | | 007C |
| 5x | & 0026 | | | | | | | | | | ! 0021 | $ 0024 | * 002A | ) 0029 | ; 003B | ¬ 00AC |
| 6x | - 002D | / 002F | | | | | | | | | | , 002C | % 0025 | _ 005F | > 003E | ? 003F |
| 7x | | | | | | | | | | | : 003A | # 0023 | @ 0040 | ' 0027 | = 003D | " 0022 |
| 8x | | a 0061 | b 0062 | c 0063 | d 0064 | e 0065 | f 0066 | g 0067 | h 0068 | i 0069 | | { 007B | ≤ 2264 | | | ┼ 253C |
| 9x | | j 006A | k 006B | l 006C | m 006D | n 006E | o 006F | p 0070 | q 0071 | r 0072 | | } 007D | | | ± 00B1 | ■ 25A0 |
| Ax | | | s 0073 | t 0074 | u 0075 | v 0076 | w 0077 | x 0078 | y 0079 | z 007A | | └ 2514 | ┌ 250C | [ 005B | ≥ 2265 | • 2022 |
| Bx | ⁰ 2070 | ¹ 00B9 | ² 00B2 | ³ 00B3 | ⁴ 2074 | ⁵ 2075 | ⁶ 2076 | ⁷ 2077 | ⁸ 2078 | ⁹ 2079 | | ┘ 2518 | ┐ 2510 | ] 005D | ≠ 2260 | ─ 2500 |
| Cx | { 007B | A 0041 | B 0042 | C 0043 | D 0044 | E 0045 | F 0046 | G 0047 | H 0048 | I 0049 | | ┴ 2534 | ┬ 252C | | | |
| Dx | } 007D | J 004A | K 004B | L 004C | M 004D | N 004E | O 004F | P 0050 | Q 0051 | R 0052 | | | § 00A7 | | | |
| Ex | \ 005C | FSP 2007 | S 0053 | T 0054 | U 0055 | V 0056 | W 0057 | X 0058 | Y 0059 | Z 005A | | ├ 251C | ┤ 2524 | | | |
| Fx | 0 0030 | 1 0031 | 2 0032 | 3 0033 | 4 0034 | 5 0035 | 6 0036 | 7 0037 | 8 0038 | 9 0039 | │ 2502 | | | | | EO |
| Differences from EBCDIC 1070 |||||||||||||||||

## References

* ↑ Code Page CPGID 01068 (pdf) (PDF), IBM, archived from the original (PDF) on 2013-01-21
# Character Encodings/Code Tables/EBCDIC/EBCDIC 1037

IBM code page 1037 (CCSID 1037) is an EBCDIC code page used in IBM mainframes in the Korea to support the IBM 5080 Graphics System.

## Codepage layout

EBCDIC 1037 :
| | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F |
| 4x | SP | | | | | | | | | | ¢ 00A2 | . 002E | < 003C | ( 0028 | + 002B | | 007C |
| 5x | & 0026 | | | | | | | | | | ! 0021 | $ 0024 | * 002A | ) 0029 | ; 003B | ¬ 00AC |
| 6x | - 002D | / 002F | | | | | | | | | ¦ 00A6 | , 002C | % 0025 | _ 005F | > 003E | ? 003F |
| 7x | | | | | | | | | | ` 0060 | : 003A | # 0023 | @ 0040 | ' 0027 | = 003D | " 0022 |
| 8x | | a 0061 | b 0062 | c 0063 | d 0064 | e 0065 | f 0066 | g 0067 | h 0068 | i 0069 | | | | | | |
| 9x | | j 006A | k 006B | l 006C | m 006D | n 006E | o 006F | p 0070 | q 0071 | r 0072 | | | | | | |
| Ax | | ~ 007E | s 0073 | t 0074 | u 0075 | v 0076 | w 0077 | x 0078 | y 0079 | z 007A | | | | | | |
| Bx | | | | | | | | | | | | | | | | |
| Cx | { 007B | A 0041 | B 0042 | C 0043 | D 0044 | E 0045 | F 0046 | G 0047 | H 0048 | I 0049 | | | | ℄ 2104 | | |
| Dx | } 007D | J 004A | K 004B | L 004C | M 004D | N 004E | O 004F | P 0050 | Q 0051 | R 0052 | | ° 00B0 | ± 00B1 | | ⊔ 2294 | ↧ 21A7 |
| Ex | ₩ 20A9 | | S 0053 | T 0054 | U 0055 | V 0056 | W 0057 | X 0058 | Y 0059 | Z 005A | | ⌀ 2300 | | ≤ 2264 | ≥ 2265 | Ω 2126 |
| Fx | 0 0030 | 1 0031 | 2 0032 | 3 0033 | 4 0034 | 5 0035 | 6 0036 | 7 0037 | 8 0038 | 9 0039 | | | ⌵ 2335 | µ 00B5 | ∙ 2219 | EO |

## References

* ↑ "Code Page 1037" (PDF). Archived from the original (PDF) on 2013-01-21.
# Character Encodings/Code Tables/EBCDIC/EBCDIC 1070

IBM code page 1070 is an EBCDIC code page used in IBM mainframes. It is an old version of code page 37.

## Codepage layout

Characters are shown with their equivalent Unicode codes.
USA/Canada Country Extended Code Page (CECP) :
| | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F |
| 4x | SP | NBSP | â 00E2 | ä 00E4 | à 00E0 | á 00E1 | ã 00E3 | å 00E5 | ç 00E7 | ñ 00F1 | ¢ 00A2 | . 002E | < 003C | ( 0028 | + 002B | | 007C |
| 5x | & 0026 | é 00E9 | ê 00EA | ë 00EB | è 00E8 | í 00ED | î 00EE | ï 00EF | ì 00EC | ß 00DF | ! 0021 | $ 0024 | * 002A | ) 0029 | ; 003B | ¬ 00AC |
| 6x | - 002D | / 002F | Â 00C2 | Ä 00C4 | À 00C0 | Á 00C1 | Ã 00C3 | Å 00C5 | Ç 00C7 | Ñ 00D1 | ¦ 00A6 | , 002C | % 0025 | _ 005F | > 003E | ? 003F |
| 7x | ø 00F8 | É 00C9 | Ê 00CA | Ë 00CB | È 00C8 | Í 00CD | Î 00CE | Ï 00CF | Ì 00CC | ` 0060 | : 003A | # 0023 | @ 0040 | ' 0027 | = 003D | " 0022 |
| 8x | Ø 00D8 | a 0061 | b 0062 | c 0063 | d 0064 | e 0065 | f 0066 | g 0067 | h 0068 | i 0069 | « 00AB | » 00BB | ð 00F0 | ý 00FD | þ 00FE | ± 00B1 |
| 9x | ° 00B0 | j 006A | k 006B | l 006C | m 006D | n 006E | o 006F | p 0070 | q 0071 | r 0072 | ª 00AA | º 00BA | æ 00E6 | ¸ 00B8 | Æ 00C6 | ¤ 00A4 |
| Ax | µ 00B5 | ~ 007E | s 0073 | t 0074 | u 0075 | v 0076 | w 0077 | x 0078 | y 0079 | z 007A | ¡ 00A1 | ¿ 00BF | Ð 00D0 | Ý 00DD | Þ 00DE | ® 00AE |
| Bx | ^ 005E | £ 00A3 | ¥ 00A5 | · 00B7 | ƒ 0192 | § 00A7 | ¶ 00B6 | ¼ 00BC | ½ 00BD | ¾ 00BE | [ 005B | ] 005D | ¯ 00AF | ¨ 00A8 | ´ 00B4 | ‗ 2017 |
| Cx | { 007B | A 0041 | B 0042 | C 0043 | D 0044 | E 0045 | F 0046 | G 0047 | H 0048 | I 0049 | SHY | ô 00F4 | ö 00F6 | ò 00F2 | ó 00F3 | õ 00F5 |
| Dx | } 007D | J 004A | K 004B | L 004C | M 004D | N 004E | O 004F | P 0050 | Q 0051 | R 0052 | ı 0131 | û 00FB | ü 00FC | ù 00F9 | ú 00FA | ÿ 00FF |
| Ex | \ 005C | FSP 2007 | S 0053 | T 0054 | U 0055 | V 0056 | W 0057 | X 0058 | Y 0059 | Z 005A | ² 00B2 | Ô 00D4 | Ö 00D6 | Ò 00D2 | Ó 00D3 | Õ 00D5 |
| Fx | 0 0030 | 1 0031 | 2 0032 | 3 0033 | 4 0034 | 5 0035 | 6 0036 | 7 0037 | 8 0038 | 9 0039 | ³ 00B3 | Û 00DB | Ü 00DC | Ù 00D9 | Ú 00DA | EO |

## References

* ↑ "Code page 1070 information document". Archived from the original on 2015-06-24.
* ↑ Code Page CPGID 01070 (pdf) (PDF), IBM
* ↑ Code Page CPGID 01070 (txt), IBM
# Beyond Blender Render
## About This Book

Before we go any further with poetry or high hopes, we'd like to say that this book is for version 2.6 (.3) of Blender. It can be used for earlier versions, but the methods aren't guaranteed to work.
Also we must assume that you have a working knowledge of Blender modelling as this book only covers the Blender Game Engine (also referred to as BGE and GE). For a better Blender knowledge you should look at Blender 3D: Noob to Pro. If you don't have this working knowledge of Blender, fear not! Use the Blend Notes on each page which will tell you how to do stuff and what that word means:
Some Blender Notes may say Blender Note: For Everyone. That means that even if you already have Blender knowledge you should look at it.
To wiki editors with Blender experience: please write tutorials with clear names, and sort the pages under one of the headings. If it doesn't fit in any of them you should discuss the page, and in the mean time put the page link at the bottom of the index. We may sort some of the pages later. Please don't put a category in the name of a page. All tutorials should be for 2.6 or better and only for the BGE.

# Table Of Contents
## Get Started

* What You Need

### Concept Art

* Story's The Story
* Draw, Draw, Draw, Write, Write, Write

## First Steps

* Open Up Blender And Don't Be Discouraged
* A Simple Start
** Make Something Move
** Lights, CAMERA, Action
** A Destination

## Obstacles
### Landscaping

* Landscaping

## Bump, Jump And Win

* Object To Push

## Background

* Scenes

# Help

Want some "You ask, I answer" help? Use this page:
Ask About Blender
(Note: Requires minor Wikimedia editing skills.)
# Beyond Blender Render/Landscaping

Why a landscape? That's obvious. It makes a level more fun if there is a landscape to navigate rather then a plane with a cube at the end and some jumping gargoyles. So make one. Tips? Here:
# Beyond Blender Render/Make Something Move

| previous module: "A Simple Start" | • Table of Contents | next module: "Lights, CAMERA, Action" |
Note on this chapter: The majority is taken up with descriptions of logic bricks. To fastforward to the work click Here

## What's What?

Let me explain how each logic brick works.

### Sensors

First there are sensors. These sense for something (such as keyboard presses or mouse clicks but not the neighbour's cat) and activate the controllers.

#### Actuator sensor

The actuator sensor detects if a particular actuator has been set off.

#### Always sensor

The always sensor basically means Always do this.

#### Collision sensor

Like touch but works with properties instead of materials.

#### Delay sensor

Delay sensor is activated after a set amount of time.

#### Joystick sensor

Senses joystick movements and presses

#### Keyboard sensor

This detects keyboard presses.

#### Message sensor

This detects messages sent by the message actuator.

#### Mouse sensor

Detects mouse input.

#### Near sensor

Detects if an object with a certain property is nearby.

#### Property sensor

Detects if a property on the current object is equal or between one or two equivalents.

#### Radar sensor

Detects an object with a certain property along a certain access.

#### Random sensor

Triggers so many times per second randomly.

#### Touch sensor

Detects when this object touches another object with a certain material.

### Controllers

These decide what to do with the signal from the sensors (such as activate a python script or activate an actuator).

### Actuators

These do something with the signal from the controllers (such as move, start a game or pause this one).

## Add Some Logic

Okay, time to get to work. Make sure you are on the cube (or what ever you want your hero to be). Add four keyboard sensors. Next, add four and controllers. Finally add four movement actuators.
Now connect the top sensor with the top controller and the top controller with the top actuator. Then connect the second to the top to the second to the top and so on until they are all connected like so:
Next look at the top Keyboard Sensor. There should be a button with no text near the top. Click this button and then press the key you want to be Forward in the game. The most common keys for this purpose are "W" and "UpArrow". Then using the ones below you may set backwards, left and right.
Now your logic should look like this.
Now look down your actuator list. You'll see small fields with numbers in them. You can click them to edit their number. They control how much you are moving and in which direction. The fields go in the order of X axis, Y axis and Z axis. The fields with decimals in them are for motion and the fields with ° are for rotation (along the axis of your choice). Set all these to what you see in the above picture.
Note: If the L is on next to the fields that means that they will be Local directions for the object. If the L is not on they shall use global coordinates.
Next: Lights, CAMERA, Action: Learn how to use the camera
# Beyond Blender Render/Lights, CAMERA, Action

| previous module: "Make Something Move" | • Table of Contents | next module: "A Destination" |
In this chapter you will learn what a camera is for and what you need to do with it.

## Why A Camera

The camera is how you move your view in the game. You will need it to run around with your character, do some nice cut-scenes and add overlay scenes.

## You Could Do With A Camera

First add a camera. Next you can move it to a nice view of the character. Finally you can parent it to the character, making sure the character is the parent. That is one way.
That way will make the camera follow the character no matter what. It will remain firm and will look very un-smooth. You can add a slow parent and this is much preferred for it's ease and nice feel. But you can also use the Camera Actuator:

## Get That Camera Fixed

Select your camera and add an Always, an And and a Camera Actuator. Connect them all. Now fiddle with the settings for the Camera Actuator. Play the game (by pressing P) and then correct the Camera Actuator until you find a nice setting that fits you. But for ease you can also just use this setting which, generally, works:
Got your camera? Excellent. Now let's add A Destination.
# Beyond Blender Render/Objects To Push

We could have...
Domino walls, domino pillars, cones moving all over the place, rolling spheres, fragmenting balconies, falling objects... --Breath--
Yes there is a lot that we could have. But let me simplify. Here we learn how to make objects that fall on you or must be pushed over. So let's start.

## Objects To Push

How do you make an object to push? By creating the model for a start. Make it and then put it in the position you would want it to be in. Set it as Dynamic in the physics. Now play and push it over. Should work.
# Beyond Blender Render/A Destination

| previous module: "Lights, CAMERA, Action" | • Table of Contents | next module: "Scenes" |

## What Is A Destination?

A destination is a place you need to go in a game to win the said game. There are often obstacles in the way who are either there by coincidence and just like to squash, slash or in some way harm you, or don't want you to get to your destination. All great games have something like it. It could a checkered line in a racing game or an enemy that needs to be defeated. It's your decision.

## Now To Make It

Now let's have a destination. Find a nice place that the character must walk to. Add an empty there or maybe an object with great twists and turns. Make it obvious that you need to get to it or that it is of great importance in the game. Now make sure that the character has a material on it like Hero or Main Char or Char. This material will be used to figure out if the character has walked into the object.
Select the destination object. Now add a Touch Sensor, an And and a Scene Actuator. Connect them all. Now take the touch sensor and select the character's material in its field. This will detect when an object with the material [Character's Material] touches it.

### Scenes Are What?

Now we must add a scene. Name it something like WIN or MWAH HA HA I WON or something like that. Wait. What are scenes for in the BGE? We know here.
We used Won for the scene name. Add some text in the Won scene and write some nice message.
Now head back to the gameplay scene. Select the destination object. Now let's compare our logic and correct it if necessary:
Now let's save. This is important in Blender because it can occasionally crash. Save as much as possible and remember: Blender doesn't ask you if you want to save when you close!
Now start the game engine. Let's see what it's like.
Now this is boring! We need some obstacles! Well, let's make a landscape.
# Beyond Blender Render/A Simple Start

| previous module: "Open Up Blender And Don't Be Discouraged" | • Table of Contents | next module: "Make Something Move" |
In this chapter you will learn the basics of the blender game.

## Bang, Crash And Scare: What's Up With Physics

Objects in the Blender Game Engine will require physics settings. Why? The physics controls what happens when two objects meet, whether objects fall and if this object is a certain shape.
This is the properties panel. When an object is selected it will display that object's physics.
Please set the cube's physics to Dynamic in the first pull down menu. This means that the cube will fall, bounce, bounce back and basically act as a normal object in our world beyond the computer. The panel should now look like this:

## What's Logic?

Logic is sort of the programming language for Blender. You have the sensors on the left that activate the controllers in the middle which activate the actuators at the end that do something. To add a brick click add select the type. Do this all along the line then connect them by dragging a "Wire" from the dot at the end and beginning of each brick.
A picture of the normal appearance of a Logic Brick. This brick is not real.
So let's make something move! Find out how in the next chapter!
# Beyond Blender Render/Ask About Blender

Ask your question below. Now and then I will create topic pages for the question. You can create your own page if you want. Anyone can "moderate" this page.
Please ask questions in this format:
Please answer questions in this format:
The end result

## Topics

There are currently no topics.
# Beyond Blender Render/Draw, Draw, Draw, Write, Write, Write

| previous module: "Story's The Story" | • Table of Contents | next module: "Open Up Blender And Don't Be Discouraged" |

## Drawing Will Draw Up The Game

If you want to get stuff down before getting to work and forgetting it get a piece of paper a pencil and a clip board. Draw up the GUI (the graphical user interface or menus and HUD), the level maps, the stuff that might count as background. Write stuff up on files you may need, stuff you want, and your Christmas Shopping List. You don't have to get this done before on computer development, in fact you don't even need to do it at all. Just it helps. Remember. The larger the game the harder it will be to remember an make. SO MAKE IT LARGE!

## Discuss, Argue and Fight

Discuss stuff about the game. Think about what you want in it, special pick-ups, challenges and more. Try to decide on what you all want so as to make sure you don't argue and none of the stuff works. Have a bed fight if you want and this might even end up in the game. Be inventive.
# Basic Algebra/Introduction to Basic Algebra Ideas/Translating Words into Math Symbols
## Definitions

* The sum of two unknown numbers can be written as $x+y$.
* The difference of two unknown numbers can be written as $x-y$.
* The quotient of two unknown numbers can be written as $x\div y$.
* The product of two unknown numbers can be written as $x\times y$.
Keep in mind that $x+y$ is the same as $y+x$ and $x\times y$ is the same as $y\times x$.
However, $x-y$ is not the same as $y-x$, and $x\div y$ is not the same as $y\div x$.

## Practice Games

Put links here to games that reinforce these skills.
* http://www.quia.com/pa/19009.html
* http://www.quia.com/jg/278151.html
# Basic Algebra/Linear Inequalities/Chapter Test

Please post your test problems this way:
* Problem:(answer,level of difficulty(easy, medium, hard))
* Example 2x=6: (x=3,easy)
# Basic Algebra/Linear Inequalities/Chapter Review

Lesson 1. Solving Inequalities
Lesson 2. Solving "AND" Compound Inequalities
Lesson 3. Solving "OR" Compound Inequalities
Lesson 4. Solving Absolute Value Inequalities
Lesson 5. Graphing Linear Inequalities
# Basic Algebra/Introduction to Basic Algebra Ideas/Variables and Expressions
## Lesson

A variable is a letter or symbol that takes place of a number in Algebra. Common symbols used are $a$, $x$, $y$, $\theta$ and $\lambda$. The letters x and y are commonly used, but remember that any other symbols would work just as well.
Variables are used in algebra as placeholders for unknown numbers. If you see "3 + x", don't panic! All this means is that we are adding a number who's value we don't yet know.
Some examples of variables in use:
* $3x$ -- three times of $x$.
* $5-y$ -- five minus $y$
* $2\div s$ or ${\frac {2}{s}}$-- 2 divided by $s$
A term is a number or a variable or a cluster of numbers and variables multiplied and or divided separated by addition and subtraction.
Examples of terms:
* $3+5$ The terms are 3 and 5.
* ${\frac {6}{x}}$ The term is $6/x$, 6 over $x$ is one term, because the operation is division.
* $6x+5$ The terms are 6$x$ and 5, 6$x$ and 5 are separate terms because they are separated by a addition or subtraction.
An operation is a thing you do to numbers, like add, subtract, multiply, or divide. You use signs like +, –, *, or / for operations.
An expression is one or more terms, with operations between all terms.
Examples of expressions:
* $3\div 6$
* $8\times x$
* $x\times 6+y$
* $a\times b\times c\times d$
To evaluate an expression, you do the operations to the terms of an expression.
Examples of evaluating expressions:
* $3+4$ evaluates to 7.
* $18\div 3$ evaluates to 6.
* $4\times 5-3$ evaluates to 17.
To evaluate an expression with variables, you substitute (put a thing in the place of an other thing) numbers for the variables.
Examples of substituting: (Substitute 3 for x in these examples.)
* $x+4$ is $3+4$.
* $18\div x$ is $18\div 3$.
* $4\times 5-x$ is $4\times 5-3$.

## Example Problems

Evaluate the following expressions
| $5\times x$ | When $x=2$ |
| $5\times 2$ | Substitute 2 for $x$. |
| $10$ | Evaluate $5\times 2$ to get the answer. |
| ${\frac {x}{3}}+y$ | When $x=9$ and $y=4$ |
| ${\frac {9}{3}}+4$ | Substitute 9 for $x$ and substitute 4 for $y$. |
| $7$ | Evaluate ${\frac {9}{3}}+4$ to get the answer. |

## Practice Games

* Evaluating expressions
* Advanced Expression Evaluator

## Practice Problems

remember order of operations