OpenLLM-France/wikimedia huggingface dataset:
# Blender 3D: Noob to Pro/Advanced Tutorials/Advanced Game Engine/Game Creating Techniques(GUI)

| previous module: "Advanced Game Engine" | • Table of Contents • Glossary | next module: "Creating Pop-Up Menus" |

## Making Blender Games Graphically

If you're reading this section, I'm guessing that you have either made a game before or at least are in the process of making one right now. Let's face it: It's probably much harder than you imagined it. A large number of people take video games and the work put into them for granted. And there are probably quite a few times in which you wanted to do something so simple—such as a menu or even a button—but didn't even know where to start or what to do.
This is why this section exists.
The next few pages will all be tutorials with different techniques on how to make objects in Blender move and respond to things like your mouse, keyboard (a.k.a. "HotKeys") and making it all look like what a real game does. They will be simple versions of a menu, or a button, in which you can use this and put it into your own idea with your own graphics and your own little tweaks.
There will be a certain amount of Python necessary in the next few tutorials, mainly just to allow the mouse icon to appear on screen. However, you can do the rest of the tutorials in the 3D View Window, and under the Logic Index in the Tab window.
| previous module: "Advanced Game Engine" | • Table of Contents • Glossary | next module: "Creating Pop-Up Menus" |
# Blender 3D: Noob to Pro/Advanced Tutorials/Advanced Modeling/Light Mapping

| Color Map Normal Mapping | • Table of Contents • Glossary | Advanced Animation |

## Needs Expert

The original writer of this section is not knowledgeable about the subject of "Light Mapping" and hopefully can benefit from someone who has much more experience with it
| Color Map Normal Mapping | • Table of Contents • Glossary | Advanced Animation |
# Blender 3D: Noob to Pro/Advanced Tutorials/Advanced Game Engine/Game Creating Techniques(GUI)/The "5-Layer" Button

| previous module: "Creating Dropping Menus" | • Table of Contents • Glossary | next module: "Creating Object Outlines" |

## The 5-Layer Button

| previous module: "Creating Dropping Menus" | • Table of Contents • Glossary | next module: "Creating Object Outlines" |
# Blender 3D: Noob to Pro/Advanced Tutorials/Advanced Modeling

| previous module: "Object, Action, Settings" | • Table of Contents • Glossary | next module: "Modeling" |

## Advanced Modeling

We have learned quite a few useful techniques that we can now use to make something really cool or fun. But there are plenty of little tricks hidden within Blender that will allow us to make very realistic or intricate 3D graphics with a much lower amount of memory used. It usually takes an extra application or two, and the more advanced the program, the better; however, in the next few tutorials the Paint program--or its equivalent on another OS--will be just fine for our purposes.
The purpose of these modeling tutorials will be to lower the poly count on your models--this could range from no effect to cutting out 99.99% of your original faces, and still being able to keep the realistic look you were going for. Make sure you have read over the other tutorials in this book or at least are very familiar with Blender, so you can better understand how to work these modeling techniques.
| previous module: "Object, Action, Settings" | • Table of Contents • Glossary | next module: "Modeling" |
# Blender 3D: Noob to Pro/Advanced Tutorials/Advanced Modeling/Displacement Mapping

| previous module: "Advanced Tutorials/Advanced Modeling/Color Map Normal Mapping" | • Table of Contents • Glossary | next module: "Advanced Tutorials/Advanced Modeling/Light Mapping" |

## Needs Expert

The original writer of this section is not knowledgeable about the subject of "Displacement Mapping" and hopefully can benefit from someone who has much more experience with it
| previous module: "Advanced Tutorials/Advanced Modeling/Color Map Normal Mapping" | • Table of Contents • Glossary | next module: "Advanced Tutorials/Advanced Modeling/Light Mapping" |
# C Sharp Programming/Keywords/async

The async and await contextual keywords are used in asynchronous programming. Asynchronous programming allows a process to wait until a method completes and returns a value (or times out or otherwise fails). The keyword async must be used to modify a method or lambda expression that contains an await expression or method. These two keywords make asynchronous programming easy to implement. Simply preface any potentially long-running call with the await keyword, e.g., var text = await getLargeDataSet; and add the async modifier to the containing method (or lambda expression). The async and await keywords are available in JavaScript and other languages and were introduced in C# version 5.0.
C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |
# C Sharp Programming/Keywords/add

The add and remove keywords allow you to execute code whenever a delegate is added or removed from an event. Its usage is similar to the get and set keywords with properties:
The code in the add block will be executed when a delegate is added to the event. Similarly, the code in the remove block will be executed when a delegate is removed from the event.
C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |
# C Sharp Programming/Keywords/as

The as keyword casts an object to a different type. It is therefore similar to the TypeA varA = (TypeA) varB syntax. The difference is that this keyword returns null if the object was of an incompatible type, while the former method throws a type-cast exception in that case.

### See also

* is
C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |
# C Sharp Programming/Keywords/await

The async and await contextual keywords are used in asynchronous programming. Asynchronous programming allows a process to wait until a method completes and returns a value (or times out or otherwise fails). The keyword async must be used to modify a method or lambda expression that contains an await expression or method. These two keywords make asynchronous programming easy to implement. Simply preface any potentially long-running call with the await keyword, e.g., var text = await getLargeDataSet; and add the async modifier to the containing method (or lambda expression). The async and await keywords are available in JavaScript and other languages and were introduced in C# version 5.0.
C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |
# C Sharp Programming/Keywords/abstract

Abstract classes may contain abstract members in addition to implemented ones. That is, while some of the methods and properties in an abstract class may be implemented, others (the abstract members) may have their signatures defined, but have no implementation. Concrete subclasses derived from an abstract class define those methods and properties.
C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |
# C Sharp Programming/Keywords/alias

The alias keyword is used to indicate an external alias.
When you need to use several versions of the same assembly or assemblies with the same full qualified typenames, you need to use the alias and extern keywords to give different alias names for each version.
Example:
To use the typenames of each version, you have the operator :: .
Example:
However, this only says to the compiler that there are several assemblies with typename conflicts. To relate what of each assemblies match's the alias name, you have to tell the compiler on its options apart the source. On dotNet command line, this options would be:
/r:AppTools=AppToolsv100.dll /r:AppToolsV2=AppToolsv200.dll
Notice: In order for it to be of use, you need to provide an external assembly to the compiler (e.g. pass /r:EXTALIAS=XXX.dll) and identify the external alias within the code (e.g. extern alias EXTALIAS;)
C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |
# C Sharp Programming/Keywords/ascending

The ascending and descending contextual keywords are used in orderby clauses. Specifying ascending sorts from the smallest first to the largest at the end, while descending sorts from the largest first to the smallest at the end. The default sort order is ascending. See also from, in, and select.
C# Keywords :
| abstract | as | base | bool | break |
| byte | case | catch | char | checked |
| class | const | continue | decimal | default |
| delegate | do | double | else | enum |
| event | explicit | extern | false | finally |
| fixed | float | for | foreach | goto |
| if | implicit | in | int | interface |
| internal | is | lock | long | namespace |
| new | null | object | operator | out |
| override | params | private | protected | public |
| readonly | ref | return | sbyte | sealed |
| short | sizeof | stackalloc | static | string |
| struct | switch | this | throw | true |
| try | typeof | uint | ulong | unchecked |
| unsafe | ushort | using | var | virtual |
| void | volatile | while |
Special C# Identifiers (Contextual Keywords) :
| add | alias | async | await | dynamic |
| get | global | nameof | partial | remove |
| set | value | when | where | yield |
Contextual Keywords (Used in Queries) :
| ascending | by | descending | equals | from |
| group | in | into | join | let |
| on | orderby | select | where |
# A-level Computing/AQA/Problem Solving, Programming, Data Representation and Practical Exercise/Fundamentals of Data Representation

* From the Specification : Binary number system
* Pure Binary Representation of Denary Integer
* Describe the representation of unsigned denary integers in binary. Perform conversion from denary to binary and vice-versa.
* Binary Arithmetic
* Add two binary numbers and multiply two binary numbers.
* Representation of signed integers by Two’s Complement
* Describe the use of Two’s Complement to perform subtraction. Convert a denary integer into Two’s Complement and vice versa.
* The Concept of Number Bases: Denary, Binary and Hexadecimal
* Describe the conversion of a denary integer to hexadecimal form and vice versa. Describe the use of hexadecimal as shorthand for binary.
* Integers and Numbers with a Fractional Part
* Draw a distinction between integers and numbers with a fractional part in a computer context.Describe how an unsigned denary number with a fractional part is represented in fixed-point form in binary.
* Bit patterns in a computer
* Denary, Binary and Hexadecimal number systems
* Binary arithmetic
* Binary fractions
* Two's complement
* Status register
* From the Specification : Information Coding Schemes
* Describe standard coding systems for coding character data.
* Understand ASCII
* Understand Unicode
* Differentiate between the character code representation of a denary digit and its pure binary representation.
* Error checking and correction
* Parity bits, Hamming code.
* Gray coding
* Describe Gray coding. Explain why and where it is used.
* Information coding schemes
** ASCII
** Unicode
* Error checking and correction
** Parity bits
** Hamming code
* Gray coding
* From the Specification : Representing Images, Sound and other data
* Images
* Describe how bit patterns may represent other forms of data including graphics and sound.
* Bitmapped Graphics
* Bitmaps: resolution, colour depth and simple bitmap file calculations.
* Vector Graphics
* Vector graphics: drawing list – objects and their properties.
* Compare bitmaps to vector graphics; advantages, disadvantages.
* The need for compression and basic techniques for compression.
* Sound files
* The need for compression and basic techniques for compression.
* Sampled Sound and Nyquist-theorem
* Sampling resolution, sampling rate.
* Sound Synthesis
* Describe MIDI and its advantages for storing sound digitally.
* Streaming audio
* Explain what it is and why it is used.
* Analogue and Digital Data. Analogue and Digital Signals
* Differentiate between analogue and digital data and analogue and digital signals.
* Analogue to Digital Converter
* (ADC) Describe the principles of operation of an analogue to digital converter.
* Images
** Bitmaps
** Vectors
** Comparison between vector and bitmaps
* Sounds
** Analogue and digital
** Sampled sound
** Sound compression
** Nyquist-theorem
** Sound synthesis
** Streaming audio
# A-level Computing/AQA/Problem Solving, Programming, Data Representation and Practical Exercise/Fundamentals of Data Representation/Analogue and digital

For a computer to store sound files we need to get the continuous analogue sound waves into discrete binary values:
* Exercise: Analogue and digital
* What is the difference between analogue and digital data?
* Answer:
* Analogue data is continuous, allowing for an infinite number of possible values. Digital data is discrete, allowing for a finite set of values
* Name the device used by computers to convert sound files into sound coming out of the speaker
* Answer:
* Digital to Analogue converter
* Name a peripheral that could be used to feed sound into an ADC
* Answer:
* A microphone
* This is a diagram of a system set up for recording, storing and saving sound. Fill in the numbers from the following options
* ADC
* DAC
* Headphones
* Main Memory
* Microphone
* Secondary Storage
* Answer:
* Microphone
* ADC
* DAC
* Main Memory
* Headphones
* Secondary Storage
* Why is it difficult to save analogue sound waves in a digital format?
* Answer:
* Analogue is continuous data, converting continuous data to discrete values may lose some of the accuracy
# A-level Computing/AQA/Problem Solving, Programming, Data Representation and Practical Exercise

This exam is worth 60% of your AS grade (30% of the full A-Level). It is examined in June only.

## Definitions

Unit 1 definition list

## The examination

* 2017 Exam
* 2016 Exam
* 2015 Exam
* 2014 Exam
* 2013 Exam
* 2012 Exam
* 2011 Exam
# Canadian Criminal Procedure and Practice/Cases/Guilty Pleas
## Withdraw of Guilty Plea

| Case | Citation | Result | Summary |
| R. v. Wiebe | 2012 BCCA 519 (CanLII) | denied | |
| R v Lewis | 2012 SKCA 81 (CanLII) | accepted | accused changed plea with lawyer on day of trial--never admitted offence--appeared confused |
| R. v. Williams | 2012 BCCA 314 | denied | |
| R. v. Sutton | 2012 NLCA 35 | accepted | |
| R. v. Downes | 2012 ONCJ 45 | denied | |
| R. v. Greenall and Collins | 2011 BCPC 28 | withdraw denied | |
| Lamontagne | 2011 QCCA 1486 | GP upheld | |
| R. v. Chisholm | 2010 ONSC 3877 | denied | argued that was not given an option but to plead guilty |
| R v Messervey | 2010 NSCA 55 | | |
| R v White | 2009 NSSC 313 | | |
| R. v. Maniaol, | 2009 ABPC 390 | granted | withdraw permitted due to misapprehension on admission of intent. Accused believed he was admitting willful blindness in intent when plea required actual intent.(see R. v. Maniaol, 2009 ABPC 390 at para 23) |
| R. v. McCollum | 2008 NSCA 36 | | |
| R v DWS | 2008 BCCA 453 | upheld | |
| R. v. K.D.H., | 2007 ABPC 264 | withdraw granted | |
| R v Leonard | 2007 SKCA 128 | updheld | |
| R. v. Nevin, | 2006 NSCA 72 | | |
| R. v. Dodge | 2005 NSPC 24 | | guilty plea withdrawn due to false acceptance to help another (see para 22 to 25) |
| R. v. Moore | 2004 BCPC 560 | withdraw denied | |
| R v Gold | 2004 BCCA 179 | | |
| R v. McIntosh | 2004 NSCA 19 | | |
| R v Barry | 2004 NSCA 145 | | |
| R. v. Wetmore | 2003 ABQB 350 | denied | |
| R. v. Hallam | 2003 BCPC 201 | withdraw denied | |
| R. v. Moser | 2002 CanLII 49649 (ON SC) | withdraw denied | |
| R v Hector | 2000 CanLII 5725 (ON CA) | upheld | |
| R v Clermont | 1996 NSJ 170 | | |
| R. v. Pottie | 1996 CanLII 5604 | | |
| R v Murphy | 1995 CanLII 4329, [1995] N.S.J. No.41 at 10 | | |
| R v. S.K. | 1995 CanLII 8926 (ON CA) | granted | |
| R v. Morris | 1994 CanLII 1669 (BC CA) | granted | |
| Porter | 1994 132 NSR 107 | | |
| R v. R.T. | 1992 CanLII 2834 (ON CA), (1992) 10 OR (3d) 514 (Ont. C.A.) | appeal dismissed | |
| R. v. Gautreau | 1991 CanLII 4232 (NB CA) | dismissed | appeal of failed withdraw dismissed - plea with experienced counsel and confirmed in court |
| R. v. Rubenstein | 1987 CanLII 2834 (ON CA) | denied | guilty plea made with counsel; joint statement of fact submitted. Joint recommendation was rejected; |
| R v Melanson | 1983 NSJ 453 | | |
| R v Igoe | 1982 54 NSR 113 | | |
| MacNeil | 1982 51 NSR 2d 541 | | |
| R. v. Hansen | 1977 ManCA | | |
# Canadian Criminal Procedure and Practice/Cases

* General
* Guilty Pleas
* Warrant Searches
* Warrantless Searches
* Charter Delay
# Canadian Criminal Procedure and Practice/Arrest and Detention
## Introduction

The police powers of detention and arrest are some of the most important powers available to a peace officer in their investigation of criminal activity. It is also some of the most invasive powers upon a person's liberty. This is a classic issue of procedural law that circumscribes the peace officers authority in these matters.
These chapters cover not only the powers of police to detain or arrest, but also the right a person has when the police engage in such conduct and remedies for breaches of those rights.

## Topics

* Investigative Detention
* Warrant Arrests
* Warrantless Arrests
* Arrest Procedure
** Right to Counsel
* Exclusion of Evidence
* Waiver of Charter Rights
# Ada Programming/Pragmas/Priority
## Summary

The pragma Priority sets a task's priority. The priority pragma accepts an integer argument that may be static or dynamically calculated. The pragma must be called in the task specification.

## See also
### Wikibook

* Ada Programming
* Ada Programming/Pragmas
* Ada Programming/Pragmas/Interrupt_Priority