OpenLLM-France/wikimedia huggingface dataset:
# Final Fantasy/Armor/Copper Bracelet

| Armor Type | Armor (Bracelet) |
| Bought at | Elfland |
| Price | 1000 G |
| Absorb Bonus | 4 |
| Evade % Bonus | 1 |
The Copper Bracelet is a simple magical item made of copper. It is worn around the wrist of a hero who does not wish to be burdened down with large, bulky armor. The Copper Bracelet is enchanted to provide minor protection, and does not work when other armor is worn. However, for many mages and wizards, who do not wear other armor because it interferes with spellcasting, the Copper Bracelet is an excellent way to improve chances of survival.
Copper Bracelets may be worn by:
* Fighter / Knight
* Thief / Ninja
* Black Belt / Master
* Red Mage / Red Wizard
* White Mage / White Wizard
* Black Mage / Black Wizard
Final Fantasy Origins: Copper Armlet
# Final Fantasy/Black Magic/Confuse

| Color | Black |
| Level | 4 |
| Location | Elfland |
| Price | 4000 G |
| Battle Use | Yes |
| Field Use | No |
The Black Magic spell Confuse attempts to alter the mental status of the caster's foes. When the spell works, the enemies become unable to tell their own kind apart from the caster and his allies, and often turn on each other. Unfortunately, Confuse is a spell that is likely to fail and have no effect.
Confuse may be cast by:
* Ninja
* Red Mage / Red Wizard
* Black Mage / Black Wizard
Final Fantasy Origins: Muddle
# Final Fantasy/Armor/Cloth

| Armor Type | Armor (Shirt) |
| Bought At | Coneria |
| Price | 10 G |
| Absorb Bonus | 1 |
| Evade % Bonus | 2 |
A cloth shirt is a basic tunic made of simple cloth. Most peasants and merchants wear cloth shirts, not needing much more protection. Almost no protection from assault is provided by a cloth shirt, but the shirt is cheap and does not interfere with the intricate movements that mages need to perform to cast their spells. Cloth shirts are not recommended for anyone who expects to engage in physical combat, especially hand-to-hand battles.
Cloth provides "better-than-nothing" protection for starting White and Black Mages.
Cloth shirts may be worn by:
* Fighter / Knight
* Thief / Ninja
* Black Belt / Master
* Red Mage / Red Wizard
* White Mage / White Wizard
* Black Mage / Black Wizard
# Final Fantasy/Black Magic/Fast

| Color | Black |
| Level | 4 |
| Location | Elfland |
| Price | 4000 G |
| Battle Use | Yes |
| Field Use | No |
Fast is an extremely useful Black Magic spell that causes an ally of the caster to defy the normal course of time. The affected warrior is able to make twice as many attacks each round as he would normally be able to make. This effect only assists each hero once in each battle, and the extra speed does not last after the fight is over.
Fast is one of the most powerful spells in the game, especially during the later battles.
Fast may be cast by:
* Ninja
* Red Mage / Red Wizard
* Black Mage / Black Wizard
Final Fantasy Origins: Haste
# Final Fantasy/Armor Shops

Armor stores are where armorers sell their wares. Some basic armor stores provide only the simplest of chest protection, while others have been known to sell complete suits of mail, helmets, shields, and gauntlets.
The armor stores and their wares are:
* Coneria
** Cloth
** Wooden Armor (Leather Armor)
** Chain Mail
* Pravoka
** Wooden Armor (Leather Armor)
** Chain Mail
** Iron Armor (Steel Plate)
** Wooden Shield (Leather Shield)
** Gloves (Leather Gauntlets)
* Elfland
** Cap (Leather Cap)
** Iron Armor (Steel Plate)
** Iron Shield
** Copper Bracelet (Copper Armlet)
** Wooden Helmet (Helmet)
# Final Fantasy/Black Magic/Dark

| Color | Black |
| Level | 2 |
| Location | Pravoka |
| Price | 400 G |
| Battle Use | Yes |
| Field Use | No |
Dark attempts to blind a caster's enemies, lowering the chances that they will be able to make accurate attacks upon the caster or his allies. It is an extremely unreliable spell and often fizzles. However, when it is successful it is very helpful in reducing the combat abilities of foes and keeping adventurers alive.
Dark can be cast by:
* Ninja
* Red Mage / Red Wizard
* Black Mage / Black Wizard
Final Fantasy Origins: Fog
# Nimzowitsch Defence

White has accepted the countergambit and black should now move his attacked knight to b4.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
'1. e4 Nc6 2. d4 d5 3. Nc3 a6 4. exd5'
| 4 |
| Nb4 ... | ∞ |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Chess Opening Theory/1. e4/1...Nc6/2. Nc3/2...e5
## Vienna Game, Max Lange Defence (transpose from Nimzowitsch)

White has a couple of good options here, see the theory table below.
The Vienna Gambit 3. f4 exf4 4. Nf3 g5 often leads to White sacrificing a knight on f3 or a bishop on f7.
3. Nf3 transposes to the Three Knights Game.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation.
1. e4 e5 2.Nc3 Nc6
# Nimzowitsch Defence

To face the central tension, White has three options :
    3. e5 closes the game. The pawn structure looks like a French Defence without the blocking Black's light square bishop.
    3. exd5 simplifies the game, but won't prevent Black from playing e5.
    3. Nc3 increases central tensions, which can be released with 3...dxe4 or maintained with 3...e6 (transposing to French Defence).

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
'1. e4 Nc6 2. d4 d5'
| 3 | 4 | 5 |
| e5 ... | = |
| exd5 ... | = |
| exd5 Qxd5 | Be3 Nf6 | Nc3 Qd8 | +/= |
| Nc3 ... | = |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Nimzowitsch Defence

It seems that after 3...a6!? Black has given away his pawn for nothing, but the pawn can be regained by 4...Nb4, 5...Nf6 and then Nbxd5. Having a pawn on a6 is constructive because it denies White's bishop the ability to check on b5 which would be bad for black as white has a pawn on d5 for the time being. White's main option here is to accept black's counter gambit with:
    4. exd5

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
'1. e4 Nc6 2. d4 d5 3. Nc3 a6'
| 4 |
| exd5 ... | ∞ |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Nimzowitsch Defence, Williams Variation

At this point, White can build a large pawn center with 3. d4. Black can attempt to control the center with pieces with either 3...Bg4, allowing 4. d5 Ne5 5. Nxe5, or 3...Nf6
When contributing to this Wikibook, please follow the Conventions for organization.
# Nimzowitsch Defense: Symmetrical Variation
### 2. Nc3

This somewhat uncommon response to the Nimzowitsch transposes to the Vienna Game with 2...e5 or the French Defense with 2...e6.
1. e4 Nc6 2. Nc3
# Nimzowitsch Defence

At this point, Black can transpose into Open Game with 2...e5. He may also stay in sharp theory with 2...d6.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation.
'1. e4 Nc6 2. Nf3'
| | 2 |
| | ... d5 | = |
| | ... d6 | = |
| Open Game (by transposition) | ... e5 | = |
| | ... f5 | ∞ |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Nimzowitsch Defence

White has set up a powerful pawn center. It's time for Black to counter-attack. 2...d5 is the main line and generate tension on both pawns. 2...e5 can transpose into the Scotch Game, but other continuations are also possible, either a center collapse after 3. dxe5 or a closed game after 3. d5.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation.
1. e4 Nc6 2. d4
| | 2 |
| Main line | ... d5 | = |
| | ... e5 | = |
| | ... e6 | += |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Colorado Countergambit

If accepted, it is generally safer for White to give back the pawn through 3. exf5 d5 4.d4 Bxf5, with a fairly equal position, but White can also hold onto the pawn with 4. Bd3, but this is less accurate. One of White's more powerful weapons against the Colorado Countergambit is 4. Bb5 Bxf5 5.Ne5, as White's pieces are getting a lot of action.
When contributing to this Wikibook, please follow the Conventions for organization.
# Nimzowitsch Defence

Black now faces a strong gambit that if accepted allows white to gain time by attacking the queen's knight. There are several options for black:
    3... dxe4 accepts the gambit. White should play d5 to attack the knight.
    3... e6 transposes into an inferior variation of the French Defence with the knight blocking the c-pawn.
    3... a6 an interesting way to decline the gambit as it ignores the attack on d5.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
'1. e4 Nc6 2. d4 d5 3. Nc3'
| 3 |
| dxe4 ... | = |
| e6 ... | = |
| a6 ... | ∞ |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Free Knowledge Culture Calendar/September 10

Today in 2001 the Invisible IRC Project released the first official version of its software, the precursor of the Invisible Internet Project (I2P).
← previous day · following day →
# Free Knowledge Culture Calendar/October 9

Today in 1971 was the first time an email was sent from one host computer to another. Email is the oldest popular Internet service.
← previous day · following day →
# Free Knowledge Culture Calendar/September 1

Today in 2015 the Alliance for Open Media and AV1 were announced.
← previous day · following day →
# Important Equations and Quantities

Table 8.1: Units commonly used in Collisions and Explosions :
| Units ||||||
| Quantity | Symbol | Unit | SI base units | SI base units | Direction |
| velocity | ${\overrightarrow {v}}$ | -- | ${\frac {\mbox{m}}{\mbox{s}}}$ or $\ \ {\mbox{m}}\cdot {\mbox{s}}^{-1}$ | ${\frac {\mbox{m}}{\mbox{s}}}$ or $\ \ {\mbox{m}}\cdot {\mbox{s}}^{-1}$ | yes |
| momentum | ${\overrightarrow {p}}$ | -- | ${\frac {{\mbox{kg}}\cdot {\mbox{m}}}{\mbox{s}}}$ or $\ \ {\mbox{kg}}\cdot {\mbox{m}}\cdot {\mbox{s}}^{-1}$ | ${\frac {{\mbox{kg}}\cdot {\mbox{m}}}{\mbox{s}}}$ or $\ \ {\mbox{kg}}\cdot {\mbox{m}}\cdot {\mbox{s}}^{-1}$ | yes |
| energy | E | J | ${\frac {{\mbox{kg}}\cdot {\mbox{m}}^{2}}{{\mbox{s}}^{2}}}$ or $\ \ {\mbox{kg}}\cdot {\mbox{m}}^{2}\cdot {\mbox{s}}^{-2}$ | ${\frac {{\mbox{kg}}\cdot {\mbox{m}}^{2}}{{\mbox{s}}^{2}}}$ or $\ \ {\mbox{kg}}\cdot {\mbox{m}}^{2}\cdot {\mbox{s}}^{-2}$ | no |
Momentum:
* ${\begin{matrix}{\overrightarrow {p}}=m{\overrightarrow {v}}\end{matrix}}$
* (8.13)
Kinetic energy:
* ${\begin{matrix}E_{k}={\frac {1}{2}}m{\overrightarrow {v}}^{2}\end{matrix}}$
* (8.14)
# FHSST Physics/Contributors
## Contributors

This book was largely developed external to WikiBooks as part of the Free High School Science Texts. Many of the contributors will not be listed here but we would like to maintain a complete list of contributors on the FHSST website.
Please consider joining the mainstream development group of FHSST to help get this text complete as fast as possible. We really want to provide a complete set of high school science texts that are freely available as soon as possible. This is much simpler to achieve if we coordinate efforts Marknewlyn 23:38, 7 May 2005 (UTC)
* Marknewlyn 23:38, 7 May 2005 (UTC)
* Jimmy 07:25, 26 May 2005 (UTC)
# Collisions and Explosions

In most physics courses questions about collisions and explosions occur and to solve these we must use the ideas of momentum and energy with a bit of mathematics of course! This section allows you to pull the momentum and energy ideas together easily with some specific problems.
# Computer Programming/Authors
## List of Authors

"You always need someone to blame."
* The WikiCommunity
* Martin Krischik (Contributions)
* Josh Ferguson
* Brian Mitchell
* Gregory Pietsch
* LittleDan for the XHTML tutorial
* Kevin Whitefoot the more obscure parts of Programming:Visual Basic Classic
# Computer Programming/Database Programming
## Database Programming
### Introduction

A database is a repository of information managed by a database engine which ensures integrity of data and fast access to the data.
A very common implementation of a database is a Relational Database Management System (RDBM). To users, the information in a database can be accessed by using Structured Query Language (SQL) a database language common to most databases. However, SQL only provides commands to access and manipulate the data in the database.
For any complex application, there commonly is a need for conditions, branching, and loops. None of these are a part of the SQL language. In order to fill this gap, many common programming languages allow integration with SQL through a common library such as Open Data Base Connectivity (ODBC), Object Linking and Embedding (OLE), and sometimes with application programming interfaces or libraries supplied with the database.
In addition, most databases now have a simple language of their own which allows simple control for applications which do not need the full power of standard languages like C++ and Pascal. These simple languages are used to write stored procedures and are proprietary to each database.
An alternate approach taken by other languages like MUMPS is to have a data model that includes persistent variables that are shared among multiple processes. This approach hides the database operations within the programming language instead of hiding the language within the database.

### Stored procedure languages

* Oracle PL/SQL Programming
# Futurebasic/Language/Reference/read file
## Syntax

READ FILE

## Description

This statement reads numBytes& bytes from the open file or serial port specified by deviceID (starting at the current "file mark" position), and copies them into memory starting at the address specified by address. This is the fastest way to read large amounts of data from a file; it's also well suited for reading data whose format you may not know in advance.
Example: This program fragment quickly loads an array with the data read from a file. It's assumed that the binary image of the array was previously saved to the file using a statement like WRITE FILE (see the example accompanying the WRITE FILE statement). _
Note: If READ FILE attempts to read past the end of the file (because numBytes& was too large), FB generates an error.

## See Also

OPEN; READ#; READ FIELD; WRITE FILE
# Futurebasic/Language/Reference/record
## Syntax

RECORD

## Description

This statement sets the "file mark" position, in the open file specified by fileID. The position of the file mark determines the location in the file where the next input or output operation will occur. If you omit the positionInRecord parameter, RECORD places the file mark at the beginning of the record indicated by recordNum (the first record in the file is considered Record #0). If you specify positionInRecord, the file mark is placed at an offset of positionInRecord bytes past the beginning of the indicated record. RECORD uses the record length that was specified in the OPEN statement when the file was opened. If no record length was specified, a default length of 256 bytes is used. If you specified a record length of "1" when you opened the file, you can set the file mark to a particular byte offset from the beginning of the file using a statement like this: RECORD [#]fileID, byteOffset&
Note: The file mark position is also moved automatically after every input or output operation on the file.

## See Also

REC; LOC; OPEN; LOF
# Futurebasic/Language/Reference/rec
## Syntax

REC(fileID)

## Description

This function returns the record number of the record where the "file mark" is currently located, in the open file specified by fileID. The first record in the file is considered Record #0. To calculate the record number, REC uses the record length that was specified in the OPEN statement when the file was opened. If no record length was specified, a default length of 256 bytes is used. If you specified a record length of "1" when you opened the file, REC returns the file mark's byte position within the file.
Note: To determine the file mark's offset from the beginning of the record, use the LOC function.

## See Also

RECORD; LOC; OPEN
# Futurebasic/Language/Reference/random
## Syntax

RANDOM[IZE] [expr]

## Description

This statement "seeds" the random number generator: this affects the sequence of values which are subsequently returned by the RND function and the MAYBE function. The numbers returned by RND and MAYBE are not truly random, but follow a "pseudo-random" sequence which is uniquely determined by the seed number. If you use the same seed number on two different occasions, you'll get the same sequence of "random" numbers both times. For example: CLS FOR i = 1 TO 2
PRINT RND(50),
NEXT The program above seeds the random number generator twice with the same number (325). If you run this program, you'll find that it produces the same sequence of 10 random numbers after each seeding. Seeding the random number generator with a pre-specified number can be useful in cases where you specifically want to produce a repeatable sequence of random numbers. In most cases, however, you will probably prefer a sequence that is unpredictable. In that case, you should omit the expr parameter. When you execute RANDOM without any expr parameter, the system's current time is used to seed the random number generator. Since the system clock changes very quickly, it's essentially impossible to predict what value will be used as the seed-this is the best way to get the "most random" random numbers. Normally, you will execute RANDOM only once in your program, unless you wish to repeat a specific sequence of random numbers. If you don't execute RANDOM at all, the random number generator is seeded with the current tick count. Remember that re-seeding with the same number will cause your program to generate the same sequence of random numbers each time it's run.

## See Also

RND; MAYBE
# Futurebasic/Language/Reference/read dynamic
## Syntax

READ DYNAMIC

## Revised

May, 2001 (Release 5)

## Description

Use READ DYNAMIC to read the contents of a dynamic array from a disk file. Before executing this read statement, you must dimension the dynamic array. The following example creates and fills a dynamic array, writes the array to disk, then reads it back into memory. FOR x = 1 TO 100
NEXT OPEN "O",#1,"Dynamic Array Test"
WRITE DYNAMIC #1,myAry
CLOSE #1 KILL DYNAMIC myary
OPEN "I",#1,"Dynamic Array Test"
READ DYNAMIC #1,myAry
CLOSE #1 FOR x = 1 TO 10
NEXT KILL "Dynamic Array Test"

## See Also

COMPRESS DYNAMIC, DYNAMIC, WRITE DYNAMIC
# Futurebasic/Language/Reference/read pound
## Syntax

READ

## Description

This statement reads data from the open file or serial port specified by deviceID, and stores the data into the indicated variable(s). You can read the data into record variables (recVar), into numeric variables (numVar) or into string variables (strVar$), or any combination of these. If you specify recVar or numVar, the statement reads a number of bytes equal to the size of the variable, and stores the bytes directly into the variable's location in memory, without doing any data conversion. If you specify strVar$;len, the statement reads len bytes, and stores them into strVar$ as a Pascal string of length len (len can be any numeric expression, but its value should not exceed 255). The read operation begins at the current location of the "file mark," and the file mark is advanced as each item is read. If READ# attempts to read past the end of the file, FB generates an error. Because READ# copies the file's bytes directly into memory without conversion, it's best suited for reading "binary" information, such as that created by the WRITE# statement. To read file data which is formatted as text, it's usually better to use the INPUT# statement. To read an arbitrary number of bytes into a block of memory, use the READ FILE statement.

## See Also

WRITE#; INPUT#; READ FILE; EOF; OPEN; SIZEOF
# Futurebasic/Language/Reference/register
## Syntax

REGISTER(A5)

## Description

This function returns the value of the system global variable currentA5. The currentA5 value is a pointer to a location within the memory space allotted for your program; every currently running program has its own individual currentA5 value. currentA5 points to the first byte of your program's application parameters. The memory space immediately preceding the location pointed to by currentA5 contains your program's global variables. See the "Introduction to Memory Management" chapter in Inside Macintosh: Memory for more information. This function is available only for 68K compilation.

## See Also

Inside Macintosh: Memory
# Futurebasic/Language/Reference/ratio
## Syntax

RATIO h,v

## Description

This statement affects the width and height of shapes subsequently drawn with the CIRCLE statement. By suitably setting the h and v parameters, you can draw ellipses with any aspect ratio. Each of h and v can range in value from -128 to +127. The h parameter affects the width of the ellipse, and the v parameter affects its height. When you subsequently execute a CIRCLE statement with a radius parameter of radius, a circle or ellipse is drawn which has these dimensions: Shape's width = 2 * radius * (1 + h /128) Shape's height = 2 * radius * (1 + v /128) We can notice a few consequences of these formulas: If h and v are equal, a circle is drawn. If h and v are different, an ellipse is drawn. If h > v, the ellipse is wider than it is tall. If v > h, the ellipse is taller than it is wide. Negative values of h or v cause the corresponding dimension to shrink. Positive values cause the corresponding dimension to grow (up to about twice its original size). Specifying RATIO 0,0 "resets" the ratios: subsequent CIRCLE statements will draw a circle with the indicated radius. After you execute a RATIO statement, the indicated h and v values remain in effect for all subsequent CIRCLE statements (in all windows), until another RATIO statement is executed.

## See Also

CIRCLE
# Futurebasic/Language/Reference/read
## Syntax

READ

## Description

This statement reads one or more of the items listed in one or more DATA statements. If you specify var (which must be either a numeric variable or a string variable), the data item's value is stored into var. If you specify PSTR$(addressVar&), the item is interpreted as a string and its address is stored into addressVar& (which must be a long-integer variable or a POINTER variable). Each var or PSTR$ that you specify causes one data item to be read. The first time your program executes a READ statement, the first item in your program's first DATA statement is read. Every time a var or PSTR$ is encountered in any READ statement, the next data item is read, until all items in all your program's DATA statements have been exhausted. The number of var or PSTR$ specifications in a READ statement does not need to match the number of items in a DATA statement; however, the total number of read requests should not exceed the total number of items in all DATA statements (unless you use the RESTORE statement, which allows you to re-use data from previous DATA statements).
Example: DATA 1,2 DATA 3,4 DATA 5,6 FOR i = 1 TO 2
NEXT program output: 123 456

## See Also

DATA; RESTORE