OpenLLM-France/wikimedia huggingface dataset:
# Juggling/Combat

Combat is a game played by jugglers.

## Basic rules

The basic rules are quite simple:
* At a signal everyone starts juggling.
* The last person juggling a full set of balls wins.
* Holding one ball while juggling the others in one hand is not permitted.
The combative aspect is that players intentionally juggle so as to interfere with each other, as long at there is no actual physical contact between players.
Combat is most often played with three balls per player. Very experienced jugglers may play combat with four or five balls (but the games are shorter), and brave jugglers may play with clubs.

## Strategies

Basic strategies include:
* Moving face-to-face with an opponent so the opponent gets confused about which balls to catch. (Only works on novice players.)
* Throwing one ball high, and using the time to wave a hand in front of an opponent.
* Grabbing an opponent's ball out of the air, and either dropping one of your own balls, or continuing with four balls.
* Grabbing a ball from one opponent and throwing it at another opponent. (Not allowed when playing with clubs.)
* If the game is played with clubs, then it is possible to hit an opponent's club out of the air with one of your own.
* Throwing one ball high and far away, so it is possible to safely hold the two remaining balls while running away from an aggressive opponent.
* And of course, turning away from all opponents and hoping that they will drop a ball before you do.

## Sources

* http://www.jugglingdb.com/compendium/world/games/combat/combatrules.html
# Juggling/Preparation
## What to juggle with

To learn how to juggle, you will need three objects of suitable size, weight and hardness. Beanbags or hackey-sacks are optimal, but tennis balls or racquet balls and the like can fill the role in nicely. You may also wish to use mandarin oranges, rolled-up socks, newspaper balls or other similar objects instead.

## Where to juggle

The place where you juggle should be bright enough to allow you to see the balls clearly. Depending on the balls used, it may also be necessary to juggle in front on a bright wall (as is often the case with hackey-sacks). The place should be well ventilated and not too hot, but a direct breeze is ill-advised as it may make it harder to throw the balls accurately. It should also be tall enough to allow you to juggle freely without hitting the ceiling.

## Position

Stand up in a comfortable position in the middle of your juggling area and begin with step one!
# Judaism/What do Jews Believe?

There are a number of basic Jewish principles of faith that one is expected to uphold in order to be said to be in consonance with the Jewish faith. Unlike most Christian denominations, Judaism lacks a dogma. The closest anyone has come, though, is the list of Thirteen Principles by Maimonides (Rambam).
* God exists
* God is one and unique
* God is incorporeal
* God is eternal
* Prayer is to be directed to God alone and to no other
* The words of the prophets are true
* Moses' prophecies are true, and Moses was the greatest of the prophets
* The Written Torah (first 5 books of the Bible) and Oral Torah (teachings now contained in the Talmud and other writings) were given to Moses
* There will be no other Torah
* God knows the thoughts and deeds of men
* God will reward the good and punish the wicked
* The Messiah will come
* The dead will be resurrected
The final two principles are two of the most controversial, with many outside of Orthodox Judaism not adhering to the final two principles.
A number of formulations of Jewish beliefs have appeared, though there is some dispute over how many basic principles there are. Rabbi Joseph Albo, for instance, in Sefer Ha-Ikkarim counts three principles of faith, while the Rambam (Maimonides) lists thirteen. While some later rabbis have attempted to reconcile the differences, claiming that the Rambam's principles are covered by Albo's much shorter list, the difference, and alternate lists provided by other medieval rabbinic authorities seem to indicate a some level of tolerance for varying theological perspectives.
In comparison to Christianity, Judaism tends to focus more on actions and practical results and less on theological understandings. Ultimately, however, theology is also quite important in Judaism.
w:Jewish principles of faith
# Juggling/Basic Tricks

After you have practiced the three ball cascade enough that you can do it comfortably, you are ready to learn your first juggling trick.

## Over the Top

The first trick that most people learn is "over the top". This trick is just what it sounds like, instead of the normal cascade throw in which the ball travels under the previous one, you throw a ball over the top of the other one.
To begin with, practice the over the top throw with only one ball. Simply take the ball in your hand and "scoop" in a half circle towards the outside instead of the inside. When doing this you will probably want to move your hand further to the outside in order to make the throw more horizontal. When doing this you should throw the ball all the way from one side to the other whereas in the cascade you throw them from the middle to the outside.
Once you are comfortable with this try working it into a three ball cascade. Do not worry about it falling. Just throw it over the top of the other balls and resume your cascade.

## Jugglers' Tennis

Before you learn this trick you need to know "over the top".
When doing "juggler's tennis" it may help if you have one different colored ball but it is definitely not necessary. The jugglers' tennis is when you do an "over the top" over third throw such that the same ball goes over the top every time you throw it. If you have a ball that is a different color than the other two that should be the one that goes over the top. This will help you to remember which ball you are supposed to throw over the top and lets you concentrate more on the technique.

## Half Shower

Before learning this trick you need to know "over the top". "jugglers' tennis" will help but is not required.
In the "half shower" you throw ever other ball over the top such that the same hand always makes this throw. If you thoroughly practiced "over the top" and "jugglers' tennis" this should be fairly easy.

## Reverse Cascade

Before learning this trick you need to know all previous "over the top" tricks.
This trick is basically a cascade where you throw every ball over the top of the others. It is not, however, that simple. You see if you throw every ball with the over the top throw, you will have to continually throw them higher and higher until you cannot keep up. Instead, you must make your throws go from the outside to the middle. This will be hard at first but with practice will gradually become easier.
As soon as you have the new throw down you will want to work it into the cascade. You may have been starting with a normal cascade and working your way into the trick before, but with the reverse cascade you will have to go straight into it. You may not get it at first but keep at it. You will get it eventually and it is really fun once you do.
# Juggling/Symmetric Passing Patterns

This system is a great way of generating all the possible passing patterns within given restrictions, as well as providing a useful intuitive understanding of passing patterns to people already familiar with [siteswap notation]. The idea behind the system was originally described in an article by French Juggler and mathematician Cristophe Préchac which was [posted on rec.juggling in 1999]. Nowadays it is taught and promoted primarily by Sean Gandini and more and more other jugglers. On his website, he offers a [detailed explanation of symmetric passing] as PDF.
Even though that PDF is well written and structured, a wikibook would be more dynamic, easier to access and could be integrated with videos and passing software like generators and animators. Please see the discussion page.

## Préchac Transformation

The Préchac transformation is a clever way of transforming solo siteswaps into numerous fascinating passing patterns. In fact every siteswap can be transformed into many different passing patterns. The resulting patterns will bear a structural resemblance to the siteswap they emanated from. We call these patterns symmetric because each juggler does the same sequence of selfs and passes. In addition to being symmetric, the patterns are also staggered, by this we mean, that the jugglers do the same thing but at different times.
   Essentially the system takes a siteswap of $n$ objects and of period $p$ and transforms it into a passing pattern for 2 jugglers with $2n-1$ objects. It does this subtracting half of the period of any of the throw values in the siteswap, and transforming this into a pass.

### Example

Let's look at an examples of this. Lets take the siteswap 3 1 the two ball shower. This is a period 2 pattern. We can subtract half the period from the 3. The result is a 2p 1. A relatively easy and intuitive 3 object 2 count juggling pattern that has the same feeling as the 2 ball shower, 3 1. Instead of a 3 you throw a 2p to your partner and receive a 2p from her exactly when the 3 from your 3 1 would land. Please find a detailed explanation of the notation.
Notice how the amount of objects is computed in the same way as in solo siteswaps: the average of 2p and 1 is 1.5, so every juggler has 1.5 objects, and together the 2 jugglers have 3 objects. Consider the timing: both juggler juggle the same pattern one half a period after the other, i. e. when one throws the 2p the other throws the 1 and vice versa.

## Determine Passing Category

To determine how the passes will be thrown it's helpful to put the pattern into one of four categories: classic, equi, bi or instant-bi.
If the period is an even number there are two types of passes it might be – classic or equi. Transforming an odd number either up or down defines the pattern as 'classic'. Transforming an even number in the same way defines the pattern as 'equi'.
In the case of an odd period the two options are – bi or instant bi. Transforming an odd number up or an even number down defines the pattern as ‘bi’. Transforming an even number up or an odd number down defines the pattern as ‘instant-bi’
# Judaism/Who is a Jew?

The question of who is a Jew? (Hebrew: ?מיהו יהודי) is a religious, social and political debate on the exact definition of which persons can be considered Jewish. As Judaism shares some of the characteristics of an ethnicity and a religion, the definitions of a Jew may vary, depending on whether a religious, sociological, or ethnical approach to identity is used. This question has been tackled not only within the Jewish community, but also by outside parties trying to understand and/or regulate it.
According to most definitions, a Jew is either born into the Jewish people, or becomes one through religious conversion. The debate centers around the following questions:
       Traditional view: If one's mother is Jewish, then the person is Jewish, and if one's mother is not Jewish, then the person is not.
       Traditional view: There are two or three required steps for a valid conversion: A male must be circumcised. Both males and females must freely consent to all the obligations of being a Jew. Both males and females must immerse in a mikveh (ritual bath) in the presence of a beit din (rabbinic court).
       Traditional view: Judaism does not recognize conversion to another religion as valid: "Once a Jew, always a Jew." However, one who does so is viewed as having turned his back on his people, and therefore is denied many of the privileges of being a Jew (such as being counted towards a minyan (quorum for prayer) or being eligible for burial in a Jewish cemetery). In theory, a person is Jewish even if he was raised as a non-Jew and later learned that his mother (or his maternal grandmother, or his mother's maternal grandmother, and so on) was Jewish. But in practice, such cases might be founded on rumor or even just wishful thinking, and so (depending on how much evidence can be found) many rabbis might want the person to undergo a ritual conversion just to be sure.

## Source

* w:Who is a Jew?
# Dragon Quest/Northwest Alefgard

Traveling to the northwest from Tantagel you will find a dungeon and the town of Garinham. Garinham brings a new shop and new weapons and armor, but there is nothing else you can do in this area until you are much higher level.

## Enemies

Enemies that you will encounter here:
* Slimes
* Red Slimes
* Drakees
* Ghosts
* Magicians
Beyond the west bridge, you may also encounter:
* Magidrakees
* Scorpions
Do not cross any bridges until you are stronger. Every time you cross a new bridge be prepared to face stronger enemies.

## Garinham

Garinham :
| WEAPON SHOP ||
| Club | 60G |
| Copper Sword | 180G |
| Iron Axe | 560G |
| Leather Armor | 70G |
| Chain Mail | 300G |
| Half-Plate | 1000G |
| Iron Shield | 800G |
| ITEM SHOP ||
| Herb | 24G |
| Torch | 8G |
| Dragon Scale | 20G |
| INN ||
| One night | 25G |
Far to the north and west of Tantegel Castle lies the ancient town of Garinham. Many rumors and legends surround this place, once the home of the great wizard named Garin. It is said that hidden in the shadows of the town is Garin's grave, and that a "Silver Harp" is buried there too. No one knows if this legend is true, but you should explore everywhere, even in the shadows. The secret may lie behind the closed door, but even getting in may be difficult. From the citizens of Garinham, you will learn more about the disappearance of the Princess.
Of particular note, you should make sure to grab the Chain Mail here, and eventually the Iron Shield, as they are not available in any town other than the last one.

## Erdrick's Cave

This cave is the first most heroes encounter. Unlike the other caves, it has no enemies within. Be sure to light a torch, or use the radiant spell (learned at level 9) to make winding your way through the dungeon easier. Make your way to the lower level to find a very special message left here for you by your legendary ancestor; there's nothing else of value within this dungeon.
If you do not have either a torch or the radiant spell, under no circumstance should you proceed further into underground caves. In the larger caves, it is quite easy to get lost, even if you are looking at the map, and possible to enter a situation where not even monsters within the dungeon can kill you to warp you back to the castle, especially this one with no monster encounters.
# Dragon Quest/Name changes

| Original | NES | GBC |
| ロト (Loto) | Erdrick | Loto |
| ラルス16世 (Lars XVI) | Lorik | The King |
| ローラ (Laura/Lora) | Gwaelin | Lora |
| 竜王 (Dragon Lord) | Dragonlord | DracoLord |
| Original | NES | GBC |
| ラダトーム (Ladatorm) | Brecconary | Tantegel |
| ガライの町 (Garai's Town) | Garinham | Garinham |
| マイラ (Maira) | Kol | Kol |
| リムルダール (Rimuldar) | Rimuldar | Rimuldar |
| ドムドーラ (Domdora) | Hauksness | Domdora |
| メルキド (Mercado) | Cantlin | Mercado |
| 竜王の城 (Dragonlord's castle) | Charlock castle | DracoLord's Castle |
# Java Programming/Keywords/for

for is a Java keyword.
It starts a looping block.
The general syntax of a for, using Extended Backus-Naur Form, is
For example:
* for ( int i=0; i < maxLoopIter; i++ ) {
* System.println("Iter: " +i);
See also:
* Java Programming/Keywords/while
* Java Programming/Keywords/do
# Java Programming/Keywords/goto

goto is a reserved keyword, presently not being used.
# Java Programming/Keywords/int

int is a keyword which designates the 32 bit signed integer primitive type.
The java.lang.Integer class is the nominal wrapper class when you need to store an int value but an object reference is required.
Syntax:
For example:
* int i = 65;
See also:
# Java Programming/Keywords/interface

interface is a Java keyword. It starts the declaration of a Java Interface.
For example:
* public interface SampleInterface
* public void method1;
See also:
# Java Programming/Keywords/native

native is a java keyword. It marks a method, that it will be implemented in other languages, not in Java. The method is declared without a body and cannot be abstract. It works together with JNI (Java Native Interface).
Syntax:
Native methods were used in the past to write performance critical sections but with java getting faster this is now less common. Native methods are currently needed when
* You need to call from java a library, written in another language.
* You need to access system or hardware resources that are only reachable from the other language (typically C). Actually, many system functions that interact with real computer (disk and network IO, for instance) can only do this because they call native code.
To complete writing native method, you need to process your class with javah tool that will generate a header code in C. You then need to provide implementation of the header code, produce dynamically loadable library (.so under Linux, .dll under Windows) and load it (in the simplest case with System.load(library_file_name) . The code completion is trivial if only primitive types like integers are passed but gets more complex if it is needed to exchange strings or objects from the C code. In general, everything can be on C level, including creation of the new objects and calling back methods, written in java.
To call the code in some other language (including C++), you need to write a bridge from C to that language. This is usually trivial as most of languages are callable from C.

## See also

* - JNI programming tutorial.
* - JNI specification.
# Java Programming/Keywords/if

if is a Java keyword. It starts a branching statement.
The general syntax of a if, using Extended Backus-Naur Form, is
For example:
* if ( boolean Expression )
* System.out.println("'True' statement block");
* else
* System.out.println("'False' statement block");
See also:
# Java Programming/Keywords/instanceof

instanceof is a keyword.
It checks if an object reference is an instance of a type, and returns a boolean value;
The <object-reference> instanceof Object will return true for all non-null object references, since all Java objects are inherited from Object. instanceof will always return false if <object-reference> is null.
Syntax:
For example:
* class Fruit
* class Apple extends Fruit
* class Orange extends Fruit
* public class Test
* public static void main(String args)
* Collection<Object> coll = new ArrayList<Object>;
* Apple app1 = new Apple;
* Apple app2 = new Apple;
* coll.add(app1);
* coll.add(app2);
* Orange or1 = new Orange;
* Orange or2 = new Orange;
* coll.add(or1);
* coll.add(or2);
* printColl(coll);
* private static String printColl( Collection<?> coll )
* for (Object obj : coll)
* if ( obj instanceof Object )
* System.out.print("It is a Java Object and");
* if ( obj instanceof Fruit )
* System.out.print("It is a Fruit and");
* if ( obj instanceof Apple )
* System.out.println("it is an Apple");
* if ( obj instanceof Orange )
* System.out.println("it is an Orange");
Run the program:
The output:
Note that the instanceof operator can also be applied to interfaces. For example, if the example above was enhanced with the interface
* interface Edible
and the classes modified such that they implemented this interface
* class Orange extends Fruit implements Edible
we could ask if our object were edible.
* if ( obj instanceof Edible )
* System.out.println("it is edible");
# Java Programming/Keywords/long

long is a keyword which designates the 64 bit signed integer primitive type.
The java.lang.Long class is the nominal wrapper class when you need to store a long value but an object reference is required.
Syntax:
For example:
* long timestamp = 1269898201;
See also:
# Java Programming/Keywords/implements

implements is a Java keyword.
Used in class definition to declare the Interfaces that are to be implemented by the class.
Syntax:
* public class MyClass implements MyInterface1, MyInterface2
See also:
* Java Programming/Creating Objects
* Java Programming/Keywords/class
* Java Programming/Keywords/interface
# Java Programming/Keywords/import

import is a Java keyword.
It declares a Java class to use in the code below the import statement. Once a Java class is declared, then the class name can be used in the code without specifying the package the class belongs to.
Use the '*' character to declare all the classes belonging to the package.
Syntax:
* import package.JavaClass;
* import package.*;
The static import construct allows unqualified access to static members without inheriting from the type containing the static members:
Once the static members have been imported, they may be used without qualification:
Caveat: use static import very sparingly to avoid polluting the program's namespace!
See also:
# History of video games/Platforms/weeCee
## History
### Development

The weeCee was developed by The Rasteri, as a small device that could play classic PC games without the use of emulation.

### Launch

Instead of being sold, standardized design files were distributed for users to build their own.
The WeeCee attracted attention from DOS gamers in 2021.

## Technology
### Compute

The system is based on a SOM304RD System on a Module containing a DM&P Vortex86 processor. The Vortex86 contains a 32-bit X86 processor, with the one used in the weeCee being compared to an Intel 486. This module also includes a VGA GPU. The system has 256 megabytes of DDR2 RAM.
An ISA bus sound chip made by Crystal Semiconductor is used for audio.

### Connectivity

The system used a VGA port for graphical output.

## Games

The weeCee was primarily intended to play DOS gamesm as well as Windows 9x games.

## References

* 1 2 3 4 5 6 "The weeCee - Mini PC Runs MS-DOS and Windows 9x Titles | GamingRetro". 22 November 2021. https://gamingretro.co.uk/weecee-msdos-windows-games/.
* 1 2 3 "weeCee - Tiny DOS Gaming PC - Share Project - PCBWay". www.pcbway.com. Retrieved 11 January 2022.
* 1 2 3 4 "DOS GAMING PC GETS NECESSARY UPDATES". https://hackaday.com/2021/04/17/dos-gaming-pc-gets-necessary-updates/.
* ↑ "The weeCee: A Tiny New MS-DOS & Windows Gaming PC!". Retrieved 5 January 2022.
* ↑ "weeCee | Projects | CircuitMaker". circuitmaker.com. Retrieved 11 January 2022.
* ↑ "Vortex86 Processors Finally Seeing Work In 2021 For Proper Handling Under Linux" (in en). www.phoronix.com. https://www.phoronix.com/scan.php?page=news_item&px=Vortex86-Linux-Detection.
# History of video games/Platforms/Кроха
## History

The system was to launch in 1990 in the Soviet Union.
Roughly 200 test units were produced.
System schematics were later posted online.

## Technology
### Compute

The system used a K580VM80A CPU which was clocked at 2 megahertz.
The system had 2 kilobytes of RAM.

## References

* ↑ "Home video game console". Wikipedia. 1 June 2022. {{cite web}}: |access-date= requires |url= (help); Missing or empty |url= (help)
* 1 2 "Strange and forgotten consoles - Emulation General Wiki". emulation.gametechwiki.com. Retrieved 1 June 2022.
* 1 2 "Кроха by SKB Kontur (СКБ "Контур")". Video Game Kraken. Retrieved 1 June 2022.
# History of video games/Platforms/Турнир
## History

The Turnir (Tournament) was a 1978 console exclusively released in the Union of Soviet Socialist Republics (USSR). The system was produced by the Ministry of the Electronics Industry and cost between 150 and 96 Soviet rubles. Though not branded using the Elektronika name, it bears common organizational heritage with the portable game consoles released under that brand.
Production ended in 1982.

## Technology

The system was based on the western General Instrument AY-8-8500 chip.
The internals of the console is known for how clean and well engineered it is.

## Games

* (Tennis)
* (Hockey)
* (Squash)
* (Training)

## Gallery

* Turnir Game Console set.

## References

* 1 2 3 4 5 6 7 8 "Turnir (console)". Wikipedia. 13 February 2021. Retrieved 2 September 2021.
* ↑ "Late 1970s vintage Russian Pong TV video game". Retrieved 2 September 2021.