OpenLLM-France/wikimedia huggingface dataset:
# Fried Green Tomatoes at the Whistle Stop Cafe/Chapter 27

The story continues in Whistle Stop on August 29, 1924. Ruth knows the exact moment she began to love Idgie. It was the moment Idgie handed her the jar of honey. Until that time, Ruth had been trying to hold back her feelings. She felt she had to leave because at sixteen, Idgie couldn't understand the feelings and implications of those feelings. She felt the only answer was to return home and marry Frank Bennett. Idgie would get over her crush once Ruth was gone.
Idgie went crazy at the news of Ruth's impending marriage. Idgie was in her room smashing everything. Mrs. Threadgoode begs Ruth to talk to her but this does no good as. Ninny and Momma stood outside the door. Ninny had her fingers in her ears. Idgie screams at Ruth, telling her she can't love Frank. Ruth swears that she does, but Idgie doesn't believe her. Idgie goes into a rage Idgie demands that Ruth tells her that she loves her & Ruth saying that she doesn't & that Idgie only has a crush & will get over it. Things ends after Ruth slaps Idgie when she doesn't stop screaming, at that moment Ruth desires to hug Idgie, but knows that if she does she will never be able to let go & then leaves for her room.

## Analysis

As shown in the last chapter, Ruth has come to realize that she is in love with Idgie. However, because Idgie is so young so she does what she believes to be the right thing to do, she leaves to marry the man she has been promised to, no matter how much she loves Idgie & believes that once she has gone she & Idgie will get over one another. However, when Ruth & Idgie begin arguing with one another, Ruth has a difficult time controlling what she truly feels & forces herself to leave, know that if she attempts to comfort Idgie, she will not be able to leave her.
← Chapter 26 · Chapter 28 →
# ErlyWeb/Why Erlang?

Before ErlyWeb there were already a lot of web application frameworks. Why do we need another one? Almost every other modern framework is written in a scripting language or compiled language that has drastically different characteristics from Erlang.
The benefits that come from being implemented in Erlang are what help set ErlyWeb apart from other web application frameworks.

## Characteristics of Erlang

* a functional language with little shared state
* highly reliable
* distributed
* extremely lightweight processes
* message passing primitives
Erlang was designed to work this way because the problem domain that it was originally designed to work with, phone switches, requires them. The remarkable thing is, 20 years later, we are finding that building scalable websites would be made easier if we used a language with these characteristics.
Facebook - uses mochiweb, a lightweight webserver written in Erlang to allow over 70 million users chat with each other in real-time.
# Esperanto/Appendix/Common phrases

| Translation | Phrase | IPA | Literal meaning |
| hello | saluton | /sa'luton/ | (I give you) greeting |
| good-bye | ĝis revido | /ʤis re'vido/ | until (a) re-seeing |
| Please | bonvolu | /bon 'volu/ | goodwill (for me - soft imperative) |
| thank you | dankon | /'dankon/ | (I give my) thanks |
| you're welcome | nedankinde | /nedan 'kinde/ | (my action was performed) not-thank-worth-ly |
| that/they/them | tiu | /'tiu/ |
| How much? | kiom | /'kiom/ |
| English | angla | /'angla/ |
| yes | jes | /jes/ |
| no | ne | /ne/ |
| I am sorry | mi bedaŭras | /mi be'daʊ̯ɾas/ | I am-regretting |
| I don't understand | mi ne komprenas | /mi ne kom'prenas/ |
| Where is the toilet? | kie estas la necesejo? | /'kie 'estas la neʦe'sejo/ | where is the necessity-place? |
| To your health (generic toast) | Je via sano | /je 'via 'sano/ | to your health |
| Do you speak English? | Ĉu vi parolas la anglan? | /ʧu vi pa'rolas la 'anglan/ | Is-it-true-that you speak the English (language)? |
| Excuse me, I do not speak Esperanto well | Pardonu min, mi ne bone parolas Esperanton | /par'donu min mi ne 'bone pa'rolas espe'ranton/ |
| I don't know | Mi ne scias | /mi ne 'sʦias/ |
# ErlyWeb/Yaws

Yaws is a HTTP high performance 1.1 webserver particularly well suited for dynamic-content web applications. Two separate modes of operations are supported.
* Standalone mode where Yaws runs as a regular web server daemon. This is the default mode.
* Embedded mode where Yaws runs as an embedded web server in another Erlang application.
Yaws is entirely written in Erlang furthermore it is a multithreaded webserver where one Erlang light weight process is used to handle each client.
The main advantages of yaws compared to other Web technologies are performance and elegance. The performance comes from the underlying Erlang system and its ability to handle concurrent processes in an efficient way. Its elegance comes from Erlang as well. Web applications do not have to be written in ugly adhoc languages.
Download Yaws for Windows and Unix.
# Esperanto

* See also the Wikibook Esperanto: A Complete and Comprehensive Grammar.
* English Wiktionary has related information at Category:Esperanto language.
* Wikipedia has related information at Esperanto
* Esperanto edition of Wikibooks.
* Wikiversity has learning materials about Esperanto
* I
* This is a Category I Language.
# ErlyWeb

Erlyweb is an open-source web application framework written in Erlang and released under the GPL. ErlyWeb was created by Yariv Sadan. It builds upon Yariv's earlier modules that he created for Erlang: Smerl (Simple Metaprogramming for Erlang), ErlyDB (a database abstraction layer for Erlang), and ErlTL (a templating language that compiles to Erlang).
The code is available at Google Code.
Currently, several sites have been built using ErlyWeb:
* BeerRiot - a community site for reviewing beers.
* Vimagi - a community site for painting. Uses comet so that people can paint on the same canvas at the same time.

## Table of Contents

* Why Erlang?
* Getting Started with ErlTL
* ErlyDB
* Controllers
* MVC - how requests are handled in ErlyWeb
* Yaws
* Maintenance
# ErlyWeb/Printable version

The current, editable version of this book is available in Wikibooks, the open-content textbooks collection, at
https://en.wikibooks.org/wiki/ErlyWeb

# Why Erlang?

Before ErlyWeb there were already a lot of web application frameworks. Why do we need another one? Almost every other modern framework is written in a scripting language or compiled language that has drastically different characteristics from Erlang.
The benefits that come from being implemented in Erlang are what help set ErlyWeb apart from other web application frameworks.

## Characteristics of Erlang

* a functional language with little shared state
* highly reliable
* distributed
* extremely lightweight processes
* message passing primitives
Erlang was designed to work this way because the problem domain that it was originally designed to work with, phone switches, requires them. The remarkable thing is, 20 years later, we are finding that building scalable websites would be made easier if we used a language with these characteristics.
Facebook - uses mochiweb, a lightweight webserver written in Erlang to allow over 70 million users chat with each other in real-time.

# Yaws

Yaws is a HTTP high performance 1.1 webserver particularly well suited for dynamic-content web applications. Two separate modes of operations are supported.
* Standalone mode where Yaws runs as a regular web server daemon. This is the default mode.
* Embedded mode where Yaws runs as an embedded web server in another Erlang application.
Yaws is entirely written in Erlang furthermore it is a multithreaded webserver where one Erlang light weight process is used to handle each client.
The main advantages of yaws compared to other Web technologies are performance and elegance. The performance comes from the underlying Erlang system and its ability to handle concurrent processes in an efficient way. Its elegance comes from Erlang as well. Web applications do not have to be written in ugly adhoc languages.
Download Yaws for Windows and Unix.
# Folkstyle Wrestling/Basic Defensive Moves From Referee's Position

* Escapes
** Inside Stand Up
** Sit Out, Turn In
* Reversals
** Switch (The Most Effective Move for 2 Points)
* Rolls
** Side Roll
** Hook and Roll(From Half Nelson)
# Folkstyle Wrestling/Basic Moves From Bottom Position

* Stand Up
* Sit Out
* Side Roll
* Peterson Roll
# Folkstyle Wrestling/Basic Offensive Moves From Referee's Position

* Breakdowns
** Tight waist, Far Ankle
** Chop The Arm, Grab The Ankle.
** Block The Knee
** Bump
* Rides
** Wrist ride
* Tilts
** Arm chop tilt
* Stacks
** Sun devil
# Folkstyle Wrestling/Advanced Offensive Moves From Referee's Position

* Top
** Tilts
*** Cheap Tilt
*** Ball and Chain Tilt
*** tight waist tilt
*** 2 on 1 tilt
** Stacks
** Other
*** Ball and Chain
*** 1/4,3/4,Power, Nelson
* Riding
** Legs
** Western
** Arm Bars
Tight waist tilt-get a tight waist and drive your opponent at a 11 o'clock angle(if you have the tight waist in your right hand)while driving pull the waist and secure an arm with your other arm and get into a tight near fall position.not good for pinning but great for getting quick easy points
Riding Legs
The key to riding legs is constantly repositioning your hips! When you ride legs, or "throw legs in" you need to have excellent balance. This will be explained starting from referees position, on the left side.
1- Take your left leg and kick it between your opponents left arm and left leg, then wrap it around his left leg.
2-Using your Right Leg, do what is called a "Dig Shin." where you put your foot under your opponents shin and raise itup to keep your opponent off balance. It also acts like an emergency brake if you get thrown.
3- ALWAYS GRAB HOLD OF SOMETHING WHEN RIDING LEGS! GRAB HIS ARM OR LEG, THROW IN A HALF, ANYTHING!
Now there are a couple moves you can work from here...
One of the best/hardest moves in wrestling. With your left leg in, use your left arm to hook his right arm. Then grab his right wrist with your right hand. Lift the arm just high enough to where you can duck your head under it, and pop it up on the other side of the arm. Release his arm with your left arm but stay on th wrist with your right. Arch back SLOWLY, while SLOWLY reaching your left arm towards his head. Once you have his head and he is on his back, let go of his wrist and connect both hands around his head. Pull his head toward you and arch into him with your hips, HARD. Stand by for the win.
A less complicated move than the guillotine. With the left leg in, reach your left arm to the inside of his right leg. Connect your right hand behind the leg with your left. Then arch backwards and roll him onto his back. Arch into him as hard as possible.
This move is dangerous in the higher weights, so let the little guys stick to this one (103-140) With the left leg in, reach with your RIGHT arm inside of the right leg. Connect with your left hand in FRONT of the right leg. Roll to his back. If you lock this up correctly, and hang on tight, there is practically no way to lose, unless you are losing by 4 points and you run out of time for the pin.
This is a pretty basic move. all you have to do is get both of your legs in then get in a half and hook it up with your other hand then begin powering them over.
This is a simple move where you throw the leg that is not hooked to the other side of the opponents body like your leg is the arm of a helicopter then when the opponent falls to his hip cross face him to the mat.(swing your leg as hard as possible).
# Folkstyle Wrestling/Basic Wrestling Strategy

Finding your style is one of the most important things to consider in wrestling. It will deteremine your stance, the moves you use, the strategy you choose, and the success you have. Your style should be based on a number of different factors, many of which will be discussed later in this book. However right now there are a few basic things to consider, and should serve as a guideline to help you come up with a basic strategy.
* What are your strengths? Are you a great athlete? Are you really strong? Are you extremely bright? A great athlete will be able to do more complicated moves, whereas someone who is really strong might want to focus on a few basic power moves. Someone who is extremely bright might try to outmaneuver their opponent into an advantageous position.
* What are your weaknesses? Do you have trouble with balance? Do you have trouble being aggressive? Are you slower than other wrestlers? This book aims to help you eliminate most of your weaknessess; however, it is impossible to eliminate all of your weaknesses. In a match, you should do everything possible to avoid dealing with your weaknessess, then in practice, you should work to eliminate these weaknesses.
* High Vs. Low Percentage moves
* The Clock
* When to be Aggressive
Note: Richard Salamone has generously agreed to let us use any of his posts from the MMA.tv forum, in this section I will put relevant post, which will be edited into book form once the whole book has been outlined.

## What moves to use

FloorFighter,
I am not sure where you are at in your training, but before focusing on "moves", learn the so-called basic movements of wrestling. These prepare you for learning "moves."
With regard to what is most efficient and most sensible to learn, that does depend on body build (e.g., relatively tall or short), speed (e.g., quick or not), how much of your training you are willing to devote (e.g., BJJ and MMA types will have different goals, e.g., to perhaps mostly defend takedowns vs. initiate leg shot and to also develop some pummeling/cliniching proficiency), etc.
Ultimately, for maximum success, you need to be exposed to a wide variety of technique primarily to be familiar enough so that it is not a surprise and you can defend against it. You don't, however, need to develop zillions of techiques to be proficient and, in fact, as you are learning, it is my opinion, that it is wiser to focus on a few techniques and set-ups for them and work the heck out of them than "be a jack of all trades and a master of none." A good double leg, single leg, a few good tie-ups, pummeling/clinch (with attacks such at front headlock), and defense will get you pretty far.
You don't have to be "unique" to be successful, only good, and good at the basics is a good place to start to be good.
Lee Kemp was a three (I think) time world freestyle champ with a good single, good ties, and good defense. Boring to watch, yes, but he could get that single on anybody at least once during a match and would typically win by a point or two or three in generally very low scoring matches (in world competition).
Good luck in your training.
# Folkstyle Wrestling/Advanced Offensive Moves From Neutral

* Takedowns
** Ankle pick
** Near ankle trip
** Fireman's carry
** Lateral drop
** Duck under
** Ankle sweep
** Super duck
* Setups
** Arm Drag
** Post
** Counter-Attack
* Tie-Ups
** 2 on 1 or Russian tie
** Under, Over
** Single and Double Underhooks
** Single and Double Overhooks
Fireman's carry: Begin by tying up with inside control. Next you will need to do a draw-in step (take a step backwards to draw the opponent in to you). As they step in towards you, drop to your left knee while holding on to the inside control with your left hand(DO NOT LET GO). Take your right arm and wrap it around the opponents right leg. Drop your left shoulder to the mat and sit through to a headlock.
# Folkstyle Wrestling/Basic Moves From Neutral

Basic moves from neutral in folkstyle wrestling.
Head and Arm (with an under hook and an over hook) you bring your over hook to your under hook and lock your hands while popping your hips out to the side you then pull your lock around their head to the mat.
Double leg you shoot your penetration step keeping your head to the outside you then turn them the opposite way of your head.
Single legs There are too many types of single leg shots to go over you have sweep singles and many different finishes.
Duck Unders while grappling you duck under your opponent's arm.
Shrug while grappling you "bump" your opponents arm over your head allowing you to get behind him.
# Folkstyle Wrestling/Basic Moves From Top Position

* Chop The Arm
* Grab an Ankle
* Far Knee, Far Ankle
* Using Your knee to Bump
# Creating Screencasts/Distribution
## Distributing your screencast

The two popular methods for distributing screencasts online are through a file sharing site, or video uploading site.
* metacafe
* vimeo
* youtube
# Creating a Simple 3D Game with XNA/Adding NPCs
## Creating Other Fish

The simplest way to create other fish is to copy the model file and modify the local textures to it. In my case, I created a new folder in the 'Content'/'Models' folder called 'OtherFish', and modified the textures so that all of the textures are shades of orange instead of blue. Ensure the new texture files are the same name as the previous ones, and that the 'Content Processor' is set to 'SkinnedModelProcessor', and it will work.
Next up, create a new array of your usermade 'ModelRenderer' type called OtherFishes alongside your other class variables.
And initialise them by placing the following 'for' statement inside your LoadContent method alongside the others.
In the same way as the original fish we created, we need to place a call to each of these fishes draw and update methods. Place in the following statements, this in alongside the 'FishMen' Update method call;
And this alongside the it's Draw call.
This covers the routine aspects to displaying the fish.

## Moving the Fish

Create a new method called 'ResetNPCFish' as below;
And place a call to it inside your initialisation routine as below.
If you run the game as it is, you should see 16 fish initialised swim past the controllable fish, and little else.
To ensure that the fish swim indefinitely, add the following changes to the 'OtherFishes's update code, which will check the fishes position on the screen, and restart it if needed.
Run it now, and it will run indefinitely.

## Hitting the Fish

Next up, we will place in code which will default the fish to displaying a frown, then when it is bumped into by the player, will change the fishes frowns upside down. Add the following line at the bottom of the 'ResetNPCFish' method.
To check a collision between the player and the enemy, create the following two new methods.
And the following alongside the other pieces of update code.
Play it now, and you should see the fish change when you touch them.
# Creating Screencasts

Screencasting (or screen recording) is the process of recording a video of a computer's screen. Typically, this is usually done for tutorials, or to demonstrate an application's features.
Here, we will cover how to set up the required software, prepare and record your screencast, and distribute the video.

## Table of Contents

* Preparation
* Software
* Technical issues
* Distribution
# Creating Screencasts/Preparation
## Testing your set-up

Occasionally a software based screen recorder may not be able to capture something displayed on the screen. In particular, 3D graphics and desktop animation effects are often difficult or impossible to record with acceptable quality. Sometimes changing display settings may fix this, but not always. For this reason a quick test-capture of all the programs you intend to record is strongly recommended to ensure you can actually record the screencast.

## Preparation

The first step towards creating a screencast should be making sure you have a good understanding of the subject matter to be covered. Once you have that the next step thinking up the workflow, what level of knowledge your viewer should have as a prerequisite and what you viewers should gain after watching the video.
Write down or type up a basic outline of the topics you want to cover and the order you want to cover them in before you start recording. If you want to record multiple programs, it is advisable to launch them before you start recording if you have the resources available to do so.
# Creating a Simple 3D Game with XNA

Creating a Simple 3D Game with XNA is a guide to the basic methodology needed to program a 3D game.
XNA, the Microsoft developed programming tools acting as a wrapper for the industry standard Direct X, has been increasing in popularity thanks to its goal of streamlining the 3D programming process and its innate ability to cross-develop for the Xbox 360. Along with Blender, developed by 'The Blender Foundation' is a 3D development tool publicly available for free download, having a breadth of features comparable to commercial 3D applications.
This tutorial is designed to provide a guide to combining these two easily available tools to help create games in as simple and a visual way as possible, for the purposes of;
* amateur developers looking for an introduction to these features,
* hobby coders, to provide a framework for future, more advanced projects,
* programmers with some experience in the popular 2D aspects of XNA, looking to broaden their knowledge.
This tutorial revolves around a simple game revolving around the user playing a fish chasing other fishes swimming in the opposite direction. Examples of all of the basic elements to get started on a simple game are included, including controls, sound, and gameplay.
If you are a programmer or 3D modeler, feel free to contribute! Any extra content is appreciated!

## Contents

Before each target there is an image with a subjective indication of how complete that target is:
    Means that there is little information or the information there may not be reliable.
    Means that there is some information, but it's not very detailed or extensive.
    Means that much of the information is there, but it needs to be touched up or organized. This is still usable.
    Means that the information is basically complete. However, more detail can always be added.
* Getting started
Blender
Anyone looking to focus more on the 3D side would benefit from reading Blender 3D: Noob to Pro, but this tutorial presumes no prior knowledge.
* Introducing Blender's Interface
* Creating Your First Model
* Quick and easy Texturing
* Armatures and Animations
* Exporting your models for XNA
* Creating a Sky Sphere
XNA
Anyone reading this tutorial would benefit from a prior knowledge of C# or XNA, but is designed to be simple enough for a programming amateur to at least place together and edit to what they need. Any absolute beginners would be better off reading through this tutorial to cover the basic concepts.
* Rendering Your Model
* Adding controls
* Adding a Sky Sphere
* Adding NPCs
* Sound
# Creating Screencasts/Technical issues
## File Size

Before starting a screencast, you want to make sure you will have adequate space to store the final video. It's generally a good idea to have at least double the space you think the resulting video will be.

### Controlling Video File Size

Not all these options may be available to you when recording and may instead be hard-coded into the software as presets.
* Resolution
** This is the size of your video's width and height in pixels. Generally, more pixels = more memory, so having a larger resolution will result in a larger file size.
* Capture rate
** How often a frame (still picture) is recorded. This is usually denoted in milliseconds (ms). A lower capture rate will result in more frames being captured during a given interval of time.
* Framerate
** This represents the amount of frames played in a given time period. Usually it is denoted with frames-per-second (fps).
* Bitrate
** The maximum amount of data allowed to be recorded at a given time. Usually measured in Kb/S.
* Compression \ Codecs
** The encoding scheme used to store the video.
* Keyframes
** This stands for whole or complete frames.

### Easy on the eyes

Fullscreen VS region recording. Maintaining a descent file size without sacrificing readability in compression.

### Controlling Audio Size

* Channels (mono vs stereo)
** If you're just recording your voice from a microphone, mono (single channel) is recommended.
* Frequency
** Measured in Hertz
* Bitrate
** The maximum amount of data allowed to be recorded at a given time. Usually measured in Kb/S.
* Compression
** The encoding scheme used to store the audio data.