OpenLLM-France/wikimedia huggingface dataset:
# Scouting/BSA/Reading Merit Badge
## Requirement 1

Do EACH of the following:
    A. Learn how to search your library's card catalog or computerized catalog by author, title, and subject.
    B. With the assistance of your merit badge counselor or a librarian, select six books of four different types (such as poetry, drama/plays, fiction, nonfiction, biographies, etc.). Ask your librarian or counselor about award-winning books that are recommended for readers your age and include at least one of those titles.
    C. Find the books in the library catalog. With your counselor's or a librarian's assistance, locate the books on the shelves.
    D. Read each book. Keep a log of your reading that includes the title of the book, the pages or chapters read, the date you completed them, and your thoughts about what you have read so far. Discuss your reading with your counselor. Using your log as a reference, explain why you chose each book and tell whether you enjoyed it and what it meant to you.

## Requirement 2

Read about the world around you from any two sources: books, magazines, newspapers, the Internet (with your parent's permission), field manuals, etc. Topics may include sports, environmental problems, politics, social issues, current events, nature, religion, etc. Discuss what you have learned with your counselor.

## Requirement 3

Do ONE of the following:
    A. From a catalog of your choice, fill out an order form for merchandise as if you intended to place an order. Share the completed form with your counselor and discuss it.
    B. With your parent's permission, locate at least five Web sites that are helpful for your scouting or other activities. Write the Internet addresses of these sites in your log. Talk with your counselor or a librarian about safety rules for using the Internet.

## Requirement 4

With your counselor's and parent's permission, choose ONE of the following activities and devote at least four hours of service to that activity. Discuss your participation with your counselor.
    A. Read to a sick, blind, or homebound person in a hospital or in an extended-care facility.
    B. Perform volunteer work at your school library or a public library.
    C. Read stories to younger children, in a group or individually.

## External links

* Reading Merit Badge with Workbook PDF, current requirements, and resources.
* How to Use a Library Card Catalog by eHow.com
* 100 Best Young Adult Books by Time Magazine
* Best Books for Young Adults from the Young Adult Library Services Association
* Young Adult Titles from Goodreads.com
* Earning Merit Badges in the Boy Scouts of America
* Personal Development
* Citizenship in the Community | Citizenship in the Nation | Citizenship in the World | Communications | Family Life | Personal Fitness | Personal Management | Public Speaking | Reading | Scholarship
# Scouting/BSA/Ranks/Scout
## Scout Badge

There is a total of 10 requirements for the Scout badge including the Scoutmaster's conference.

### Requirement 1

Meet the age requirements. Be a boy who is 11 years old, or one who has completed the fifth grade or earned the Arrow of Light Award and is at least 10 years old, but is not yet 18 years old.

### Requirement 2

Complete a Boy Scout application and health history signed by your parent or guardian. http://www.scouting.org/filestore/pdf/524-406A.pdf

### Requirement 3

Find a Scout troop near your home. (To find a troop, contact your local Boy Scout Council. The Council name, address and phone number can be found on BSA's Council Locator Page.)
http://www.scouting.org/LocalCouncilLocator.aspx http://www.thescoutzone.org/locator.html

### Requirement 4

Repeat the Pledge of Allegiance.

### Requirement 5

Demonstrate the Scout sign, salute, and handshake.

### Requirement 6

Demonstrate tying the square knot (a joining knot).

### Requirement 7

Understand and agree to live by the Scout Oath or Promise, Law, motto, and slogan, and the Outdoor Code.

### Requirement 8

Describe the Scout badge.

### Requirement 9

Complete the Pamphlet Exercises. With your parent or guardian, complete the exercises in the pamphlet "How to Protect Your Children from Child Abuse: A Parent's Guide". http://www.scouting.org/filestore/ypt/pdf/100-015.pdf

### Requirement 10

Participate in a Scoutmaster conference. Turn in your Boy Scout application and health history form signed by your parent or guardian, then participate in a Scoutmaster conference.
# Scouting/BSA/Ranks/Star
## Star

There is a total of 7 requirements for the Scout badge including the Scoutmaster's conference.

### Requirement 1

1. Be active in your unit (and patrol if you are in one) for at least four months as a First Class Scout.

### Requirement 2

2. Demonstrate Scout spirit by living the Scout Oath (Promise) and Scout Law in your everyday life.

### Requirement 3

3. Earn six merit badges, including any four from the following list:
1. First Aid
2. Camping
3. Citizenship in the Community
4. Citizenship in the Nation
5. Citizenship in the World
6. Communication
7. Cooking
8. Emergency Preparedness OR Lifesaving
9. Environmental Science OR Sustainability
10. Family Life
11. Personal Fitness
12. Personal Management
13. Swimming OR Hiking OR Cycling

### Requirement 4

4. While a First Class Scout, take part in service project(s) totaling at least six hours of work. These projects must be approved by your Scoutmaster

### Requirement 5

5. While a First Class Scout, serve actively in your unit for four months in one or more of the following positions of responsibility (or carry out a Scoutmaster-assigned leadership project to help the unit):
Boy Scout troop. Patrol leader, assistant senior patrol leader, senior patrol leader, Venture patrol leader, troop guide, Order of the Arrow troop representative, den chief, scribe, librarian, historian, quartermaster, bugler, junior assistant Scoutmaster, chaplain aide, instructor, troop Webmaster, or Leave No Trace trainer.
Varsity Scout team. Captain, cocaptain, program manager, squad leader, team secretary, Order of the Arrow troop representative, librarian, historian, quartermaster, chaplain aide, instructor, den chief, team Webmaster, or Leave No Trace trainer.
Venturing crew/ship. President, vice president, secretary, treasurer, den chief, quartermaster, historian, guide, boatswain, boatswain’s mate, yeoman, purser, storekeeper, crew/ship Webmaster, or Leave No Trace trainer.

### Requirement 6

6.Take part in a Scoutmaster conference.

### Requirement 7

7. Complete your board of review
# Scouting/BSA/Ranks/Eagle
## Eagle Scout

There is a total of 7 requirements for Eagle Scout.

### Requirement 1

Be active in your troop, team, crew, or ship for a period of at least six months after you have achieved the rank of Life Scout.

### Requirement 2

Demonstrate that you live by the principles of the Scout Oath and Law in your daily life. List the names of individuals who know you personally and would be willing to provide a recommendation on your behalf, including parents/guardians, religious, educational, and employer references.

### Requirement 3

Earn a total of 21 merit badges (10 more than you already have), including the following:
* a. First Aid
* b. Citizenship in the Community
* c. Citizenship in the Nation
* d. Citizenship in the World
* e. Communications
* f. Personal Fitness
* g. Emergency Preparedness OR Lifesaving
* h. Environmental Science
* i. Personal Management
* j. Swimming OR Hiking OR Cycling
* k. Camping
* l. Family Life
You must choose only one merit badge listed in items g and j. If you have earned more than one of the badges listed in items g and j, choose one and list the remaining badges to make your total of 21.

### Requirement 4

While a Life Scout, serve actively for a period of six months in one or more of the following positions of responsibility:
* Boy Scout troop. Patrol leader, assistant senior patrol leader, senior patrol leader, troop guide, Order of the Arrow troop representative, den chief, scribe, librarian, historian, quartermaster, junior assistant Scoutmaster, chaplain aide, instructor, Webmaster, or Leave No Trace Trainer.
* Varsity Scout team. Captain, cocaptain, program manager, squad leader, team secretary, Order of the Arrow team representative, librarian, quartermaster, chaplain aide, instructor, den chief, Webmaster, or Leave No Trace Trainer.
* Venturing crew/ship. President, vice president, secretary, treasurer, boatswain, boatswain's mate, yeoman, purser, storekeeper, Webmaster, or Leave No Trace Trainer.

### Requirement 5

While a Life Scout, plan, develop, and give leadership to others in a service project helpful to any religious institution, any school, or your community. (The project should benefit an organization other than Boy Scouting.) A project proposal must be approved by the organization benefitting from the effort, your unit leader and unit committee, and the council or district before you start. You must use the Eagle Scout Service Project Workbook, BSA publication No. 512-927, in meeting this requirement.

### Requirement 6

Take part in a Scoutmaster conference.

### Requirement 7

Successfully complete an Eagle Scout board of review.
# Scouting/BSA/Ranks/Life
## Life

There is a total of 7 requirements for the Scout badge including the Scoutmaster's conference.

### Requirement 1

Must be active for 6 months as a Star Scout.
# SPARC Assembly/Control Flow
## Comparison

| Instruction: | cmp |
compares two numbers (Subtraction). Sets flags.
| Instruction: | tst |
tests two numbers (performs 'and' operation). Sets flags.

## Jump Instructions

| Instruction: | jmp |
jumps to specified indirect address. stores return address in %o7.
| Instruction: | jmpl |
Performs an unconditional, register indirect jump. Target address is provided in the first operand, and the return address is then stored into the rd operand.
If the return address is stored in %o7, this acts like a subroutine call. If the return address is stored in %g0, it acts like a subroutine return.
| Instruction: | sethi |
Sets the highest 22 bits of the target register, sets the lowest 10 bits to zero.
const22 must be a constant value, cannot be a register.

## Subroutine Instructions

| Instruction: | call |
calls a subroutine. Takes a single label as a new target address. Stores the return address in %o7. cannot jump to a register indirect address.
| Instruction: | ret |
return from a subroutine.
| Instruction: | retl |
return from a leaf subroutine.
| Instruction: | rett |
Return from a trap instruction, or from a register indirect control transfer.
| Instruction: | save |
saves the current register window and creates a new window. raises an exception if there is a register window overflow.
| Instruction: | restore |
restores a saved register window.

## Branch Instructions

branches do not store the return address.
| Instruction: | ba |
Branch always. an unconditional jump to the target location. d
| Instruction: | bn |
Branch never.
| Instruction: | be |
| Instruction: | bne |
branches if the two operands are equal or not equal, respectively.
| Instruction: | bl |
branches on "less than"
| Instruction: | ble |
branches on "less than or equal"
| Instruction: | bge |
branches on "greater than or equal"
| Instruction: | bg |
branches on "greater than"
| Instruction: | blu |
| Instruction: | bleu |
Same as bl and ble, except uses unsigned numbers
| Instruction: | bgeu |
| Instruction: | bgu |
Same as bge and bg, except uses unsigned numbers
| Instruction: | bpos |
branches if the number is positive.
| Instruction: | bneg |
branches if the number is negative.
| Instruction: | bcs |
| Instruction: | bcc |
branches if the carry bit is set or clear, respectively.
| Instruction: | bvs |
| Instruction: | bvc |
branches if the signed overflow bit is set or clear, respectively.
# SPARC Assembly/Control Structures

If you're familiar with any higher level programming language (C, C++, Java, etc.), then you are likely aware of the tremendous capabilities that control structures afford computer programmers. Control structures allow us to have our programs make decisions about which code block to execute, and possibly even how many times to execute that block of code. Though somewhat more cryptic, control structures in SPARC afford us the same capabilities. We will discuss a few of the more common ones below.

## If Then

As you might have guessed from the section on branching, an if-then structure is comprised simply of a branch statement that skips the code in the "if" block and branches to a label the marks the beginning of the code to be executed after the if block . For example, if in psuedocode our goal is to have a program that looks like
* if register %l0 is less than zero{
* ::then 'and' it with register %g0 and store the result in %l0
* ::then and add one to %l0
* 'or' the code with the base two version of 42 and store the result back in %l0
then the SPARC version of this would be
* cmp %l0, 0
* bge next
* nop
* and %l0, %g0, %l0
* add %l0, 1, %l0
* next: or %l0, 42, %l0
Note that we have negated the logic of the if statement from "if %l0 is less than zero, then do this" to "if %l0 is not greater than zero, then do not do this". This is necessary because our ability to create control structures to comes from our ability to skip portions of code. So what we are telling the computer is that if this condition is not true, then skip all of this code here and move on the next set of labeled instructions.

## If Else

This is similar to the if-then structure but requires more branching. The basic point of if-else is to do the following:
* If some condition is true{
* then preform this set of instructions
* If the condition is false (the else part){
* then execute this set of instructions
So, if we want to do this in SPARC, we branch to the "else" part just like we would to the "next" label in the if-then code. However, we also need to ensure that if the 'if' block is executed, then the 'else' block is skipped when after th 'if' block finishes executing. So for sake of example, lets say that in the previous example we wanted to set %l0 to zero if the condition was not satisfied. The code is as follows:
* cmp %l0, 0
* bge else
* nop
* and %l0, %g0, %l0
* add %l0, 1, %l0
* ba next
* nop
* else: mov 0, %l0
* next: or %l0, 42, %l0
Notice now that when the 'if' condition is false we now move to the 'else' statement instead of 'next'. Also notice that we now have a 'branch always' instruction at the end of the if block that allows us to skip the 'else' block when the 'if' block has been executed.
# SPARC Assembly/Floating Point
## Further Reading

* Floating Point
# SPARC Assembly/Licensing

The text of this book is released under the following license:
# SPARC Assembly/Memory Instructions
## Instruction Format

This is going to be a quick primer for how to write these memory instructions.

### Load Instruction Format

Memory instructions load a value from memory, or store a value into memory. The target address is computed as the addition of a base value with an optional offset value.
For example:
loads the register %r5 with the value in memory located at [%r4 + 10]. If %r4 contains the number 25, then the memory location read would be [25 + 10] = 35. The op2 parameter, like the arithmetic instructions can be a register or an immediate. This means that the following are both valid:
The offset value is the number of bytes offset, not the number of machine words or halfwords. This means that to load consecutive words on a 32 bit machine, the offset needs to be incremented by 4:
Also, the offset value is optional. If the offset is omitted, the assembler will assume a value of 0. For example:
will read from location %r4, with no offset.

### Store Instruction Format

Store instructions are similar to load instructions, except that the operands are reversed. This means that we have the following instruction format:
All the rest of the above material applies.

## Load Instructions

| Instruction: | ldub |
Loads an unsigned byte from memory into rd.
| Instruction: | ldsb |
loads a signed byte from memory into rd. sign-extends result.
| Instruction: | lduh |
loads an unsigned halfword from memory into rd.
| Instruction: | ldsh |
loads a signed halfword from memory into rd. Sign extends result.
| Instruction: | ld |
loads a machine word into rd.
| Instruction: | ldd |
Loads a double word into 2 consecutive registers.

## Store Instructions

| Instruction: | stb |
Stores a byte from register rd into memory.
| Instruction: | sth |
stores a halfword from register rd into memory.
| Instruction: | st |
stores a machine word from register rd into memory.
| Instruction: | std |
stores a double value from two consecutive registers into memory.

## Swap Instruction

| Instruction: | swap |
performs a simultaneous load and store operation, which effectively swaps the value in memory with the value in rd. Is formatted like a load instruction, for example:
# SPARC Assembly/Arithmetic Instructions
## Arithmetic Instructions

These are the basic operations used for addition, subtraction, and multiplication. Note that any of these arithmetic instructions may take a register or an immediate value as the op2 parameter. All other parameters (rd and rs1 must be registers).
| Instruction: | add |
Adds rs1 and op2, and stores result in rd.
| Instruction: | addcc |
Same as above, except that it sets the condition codes.
| Instruction: | sub |
subtracts op2 from rs1, and stores the difference in rd
| Instruction: | subcc |
same as above, except that it sets the condition codes.
| Instruction: | mulcc |
Performs a single step in the multiplication operation. Stores partial results in register Y. Complete multiplication algorithms are discussed in more detail later.

### Extended Precision

These instructions account for the carry bit setting, so that large numbers (larger then the machine word) can be virtually manipulated as a single entity.
| Instruction: | addx |
Performs extended addition (adds two operands and carry bit), and stores result in rd.
| Instruction: | addxcc |
Same as above, but sets the condition codes.
| Instruction: | subx |
Performs extended subtractions (subtracts op2 and C from rs1) and stores result in rd.
| Instruction: | subxcc |
same as above, but sets the condition codes.

### Tagged Instructions

| Instruction: | tsubcc |
| Instruction: | tsubcctv |
| Instruction: | taddcc |
| Instruction: | taddcctv |

### Y Register

These operations affect the Y register.
| Instruction: | rdy |
reads the contents of the Y register in to the rd destination register
| Instruction: | wry |
exclusively ORs the rs1 and op2 values, and stores that result in the Y register.

## Logic Instructions

| Instruction: | and |
performs the bitwise AND of rs1 and op2, and stores the result in rd.
| Instruction: | andcc |
same as above, sets the condition codes.
| Instruction: | or |
performs the bitwise OR of rs1 and op2, and stores the result in rd.
| Instruction: | orcc |
same as above, sets the condition codes.
| Instruction: | xor |
performs the bitwise XOR, between rs1 and op2. stores the result in rd.
| Instruction: | xorcc |
same as above, sets the condition codes.
| Instruction: | xnor |
performs the bitwise XNOR between rs1 and op2. puts result in rd.
| Instruction: | xnorcc |
same as above, sets condition codes.

### Inverted Logic Operations

| Instruction: | andn |
ANDs rs1 and the bitwise inverse of op2. stores result in rd.
| Instruction: | andncc |
same as above, sets condition codes.
| Instruction: | orn |
ORs rs1 and the bitwise inverse of op2. stores the result in rd.
| Instruction: | orncc |
same as above, sets the condition codes.

## Shift Instructions

| Instruction: | sll |
performs the logical left-shift of rs1. Shift amount is according to value of op2. result is stored in rd.
| Instruction: | srl |
performs the logical right-shift of rs1. Shift amount is the value of op2. stores the result into rd.
| Instruction: | sra |
performs the arithmetic right-shft of rs1. shift amount is the value of op2. stores the result in rd.
# SPARC Assembly/Introduction
## What This Book is About

This book is about programming SPARC Assembly language. This book will cover basics of the assembly language (instructions, syntax, etc), but will also discuss more advanced topics as well. In short, this book is attempting to be a complete SPARC reference, for readers of all skill levels.
Two versions of the architecture are currently in use, SPARCv8 and SPARCv9. Most programs written for one of them should work on the other, since SPARCv9 is backward compatible with SPARCv8 and SPARCv8 is upward compatible with SPARCv9. The main differences lie at the system-programming level, and therefore do not concern user programs. More information can be found on SPARC.

## Who This Book is For

Because this book contains both low-level information, as well as deeper advanced material, this book is for people of all skill levels. Beginners to SPARC will find this to be an excellent introduction and teaching aide to the language. Advanced users will (hopefully) find this to be a valuable quick reference. Readers are assumed to have at least some background in assembly language programming, but it is not strictly required.

## How This Book is Organized

This book is ordered according to ascending skillset. That is, the easiest material is presented first, and the more advanced material is presented towards the end. Beginners, and people who are only looking to learn the basics of SPARC assembly need only read the first 2 sections. Later sections are targeted towards people who are doing advanced projects in SPARC, such as the creation of operating system kernels, and SPARC Assemblers.

## Where to Go From Here

This book attempts to be a complete reference to SPARC programming. As such, there are no wikimedia projects (actual or planned) that will continue the discussion of this material any further. However, the reader may benefit from some of the other materials available, such as the other assembly languages discussed, and the various high-level languages with entire books devoted to them.
Additional information can be obtained from the following links :
* www.sparc.org : The official SPARC reference, containing SPARCv8 and SPARCv9 architectures specifications,
* SPARC : Wikipedia's page about SPARC,
* Microprocessor Design : for a general discussion about microprocessor design.
# Pokémon/Pokédex/Mareanie
## Base Statistics

A Poison and Water type Pokémon.

## Type Matching

Moves that deal 200% of their damage to Mareanie: ground, psychic, electric Moves that deal 50% of their damage to Mareanie: fighting, poison, bug, fairy, fire, water, ice, steel