OpenLLM-France/wikimedia huggingface dataset:
# Handbook of Genetic Counseling/Cystic Fibrosis Carrier Screening-1

Cystic Fibrosis Carrier Screening

## Disease Characteristics

* Autosomal recessive (use visual aide to describe)
* Build up of mucus in lungs and pancreas
* Failure to thrive
* Diarrhea
* Pneumonia
* Small intestine obstruction
* Pulmonary disease
* Pancreatic disease
* Male infertility
* Survival rate= aprox. average of 35 years
* Cognitive function is typically not impaired

## Incidence rates

* 1/3300 live births - Caucasian
* 1/15300 - African American
* 1/32000- Asian

## Carrier frequencies

* 1/26 in the Ashkenazi Jewish Population
* 1/25 N. and S. European
* 1/46 Hispanic
* 1/60 African American
* 1/90 Asian American

## Who should be tested

* Individuals with a family history and their partners
* Couples planning pregnancy from the high risk ethnic backgrounds
* Gamete donors
* Spouses of a known carrier
* NIH recommended in April 1999 that all pregnant couples get offered this test and all planning pregnancies

## Types of testing

* DNA - PCR using DF508 and 7 other mutations (use visual aide to describe)
** Done by a multiple of centers
** $235.00
** Turnaround time is 7-10 days
** Carrier test detection rate
*** 80-90% (depends on center)
** Blood sample
*** 10-15cc
*** lavender EDTA
* DNA chip - 86 mutations
** Done by Genzyme (1-800-848-4436): http://www.genzymegenetics.com/Our-Services/Reproductive-Testing/cf-plus.aspx
** 7-14 days turnaround
** $235.00
** Carrier Test Detection Rates
*** 90% for N. Europeans
*** 70% for S. Europeans
*** 97% for Ashkenazi Jewish
*** 75% for African American
** Blood samples
*** 20cc for adults
*** 5-7cc for children
*** yellow-top ACD-A
*** lavender top EDTA
* Linkage - extremely rare mutations in a family

## Notes

The information in this outline was last updated in 2002.
# Intermediate Macroeconomic Theory
## Table of Contents
### Introduction

* To the Student
* Prerequisites
* Chapter 1 - Introduction to Macroeconomics

### The Short Run
#### The Demand Side

   * Chapter 2 - The Goods Market
   * Chapter 3 - The Financial Market

#### The Supply Side

   * Chapter 4 - The Labor Market

#### Markets in Action

   * Chapter 5 - The IS-LM Model

### The Long Run

   * Chapter 6 - Unemployment and the Phillips Curve
   * Chapter 7 - The AS-AD Curves - Aggregate Supply and Aggregate Demand
   * Chapter 8 - Inflation
# Intermediate Macroeconomic Theory/Introduction

The term "Macro" has been derived from the Greek word MAKROS which means large. Therefore macroeconomics is that branch of economics which deals with the economy as a whole. It is the study of economic aggregates, (or macro economic variables) such as national income, total employment, total savings, total investment, total consumption, general price level, etc. That is why it has also been called aggregative economics
# Intermediate Macroeconomic Theory/Student Note
## To the Student

Welcome! You're about to embark on an interesting, though sometimes challenging quest into the world of macroeconomics. Macroeconomics is sometimes considered a bit more difficult to conceptualize than microeconomics, and in fact we still have a great deal to learn about macroeconomics. Some of the fundamental principles of macroeconomics are as recent as the 1970's.
Macroeconomics is the discipline that helps us to understand all about things like GDP, inflation, globalization, unemployment and interest rates. The complexities of large-scale economies in the world can be intimidating, especially because of all the mysterious vocabulary that we associate with them. What causes inflation? Why is it so bad anyway? What determines high rates of unemployment? How does GDP affect unemployment? These are questions macroeconomists ask (at least macroeconomic students do!), and macroeconomic theory can help us get some answers.
# Internal Improvements of the State of Ohio

This is intended to be a guide to all legislative acts of the state of Ohio with regards to its internal improvements, from its statehood to 1851.

## Table of Contents

* General Assembly Acts
* List of Corporations
# Intermediate Macroeconomic Theory/Phillips Curve/Phillips Curve
## 6.1 The Early Phillips Curve

A British economist named A. William Phillips was the first to describe this curve in 1958. Hence its name. He published findings that defined a relationship between unemployment and inflation based on data he'd collected in the U.K.
The curve in its early life basically said that unemployment and inflation are negatively related. When unemployment is low, inflation is high. When unemployment is high, inflation is low. This correlated directly to Phillips findings. Figure 6-1 shows this relationship. The unemployment rate is graphed on the horizontal axis and the inflation rate is graphed on the vertical axis. As you can see when the unemployment rate decreases from u$_0$ to u$^'$, the inflation rate climbs. When the unemployment rate increases from u$_0$ to u$^"$ the inflation rate drops.
What does this mean? Well essentially, when unemployment decreases more people are employed and output is higher than normal. Higher output and employment leads to an increase in the price level because firms have to pay their workers more. Workers have to pay more because unemployment is low and it is easier for workers to find other jobs and it is difficult for firms to hire new workers; there aren't many people unemployed, i.e. looking for work.
The same is true for high unemployment, only vice-versa. Firms can pay their workers less because there are plenty of unemployed people willing to take that worker's place. So the wage, a factor of price and therefore inflation, is lower.
Simple right? Not quite. As we will see in the next section, this Phillips Curve doesn't quite fit the facts perfectly. Remember this curve very accurately depicted the data available in the 1960s, but it actually fell apart and had to be revised thereafter.

### Algebraically

Let's take a look at the math behind this Phillips Curve.
Consider the following formula:
$\pi _{t}=\mathrm {v} -\alpha \left(U_{t}\right)$
where:
* $\pi _{t}$ is inflation in year $t$
* $\mathrm {v} \$ is a variable denoting exogenous economic shocks
* $\alpha \$ is a constant
* $U_{t}$ is the unemployment rate in year $t$
Note: For now we'll just keep $\mathrm {v} \$ constant in order to make our analysis simpler.
** What this tells us is that when unemployment, $U_{t}$, goes up the whole right side of the equation, $\mathrm {v} -\alpha \left(U_{t}\right)$ decreases because $-\alpha \left(U_{t}\right)$ becomes bigger. That is, more can be subtracted from $\mathrm {v} \$ so the whole thing becomes much smaller.
** Or, conversely, as $U_{t}$ gets smaller, i.e. unemployment goes down, the whole right side of the equation, $\mathrm {v} -\alpha \left(U_{t}\right)$, increases because $-\alpha \left(U_{t}\right)$ becomes smaller. That is, less can be subtracted from $\mathrm {v} \$ so the whole thing becomes much larger.
This explains how inflation behaves:
* when $U_{t}$ is HIGH, $\pi _{t}$ is low.
* when $U_{t}$ is LOW, $\pi _{t}$ is high.
# Intermediate Macroeconomic Theory/Prerequisites
## Prior Knowledge

This text is an Intermediate Macroeconomics Theory text so some prior knowledge is expected before you begin.

### MATH

    Luckily, this text is going to be designed such that you will not need an extensive mathematical background. That's not to say we won't be dealing with some pretty serious mathematical equations. Your math background should include a particularly solid understanding of algebra which will make your life a lot easier (in general, not just for the sake of learning macroeconomics). Some basic calculus would help too, though is not as important as the algebra requirement. Single-variable differential and integral calculus ought to do you well, but these are really more for helping you understand where and how we come to certain conclusions mathematically.
    So if you aren't really solid on math, don't panic! Economics is a math-heavy discipline but this text will still be approachable for you. Serious economics students are encouraged to develop strong mathematical skills though, as your understanding of the material will be far stronger.

### ECONOMICS

    Macroeconomics and microeconomics are related, but they are also different enough that you don't necessarily need a lot of background in intermediate microeconomics. This text will assume basic microeconomics knowledge and also basic macroeconomic knowledge. The material in this text will build upon an existing knowledge of basic macroecnomics, but can also provide a solid understanding of the discipline for productive students exposed to macroeconomics for the first time.
# Internal Improvements of the State of Ohio/General Assembly Acts

Pages:
* General Acts
* Local Acts
# Intermediate Macroeconomic Theory/IS-LM Model
## The IS-LM Model

The IS-LM model stands for "Investment / Savings Equilibrium" and "Liquidity Demand / Money Supply Equilibrium." These are two different curves, as we will see in moment, that represent a relationship between the goods market and the financial market. The IS curve is derived from the goods market and the LM model is derived from the financial market. We will explore each curve in turn and then combine the two to see how they interact.
* 5.1 The IS Curve
* 5.2 The LM Curve
* 5.3 The IS-LM Model
# Intermediate Macroeconomic Theory/Phillips Curve
## The Phillips Curve and Unemployment

* 6.1 The Phillips Curve
* 6.2 The Modified Phillips Curve
* 6.3 The Phillips Curve in Action
* Chapter 6 Summary
# History of video games/Platforms/Pokémon Pikachu

* Pokémon Pikachu
* Pokémon Pikachu Color.

## History

Pokemon Pikachu was released in Japan on Friday, March 27th, 1998 for 2,500 yen. The system was later released in North America on November 2nd, 1998 for $19.95. This dedicated console used a pedometer to measure player activity and create an fusion of exercising and a digital pet gaming experience on the go. The system also featured a slot machine gambling mechanic.
The Pokémon Pikachu 2 GS was released in Japan on Sunday, November 21st, 1999 for 3,000 yen, and in North America and Europe the following year.
The Pokémon Mini was a cartridge based followup console released in 2001. Some consider the later Poke Walker accessory for the Nintendo DS to be part of the legacy of this device, as it shares a similar concept.

## Technology

The console had built in clock, as well as a pedometer for measuring player activity. The system can be cliped onto a belt, making it an early example of wearable computing and a wearable console.
The original Pokemon Pikachu used a black and white screen.
The Pokemon Pikachu 2 GS featured a color screen and inferred port, which could send data to other Pokemon Pikachu 2 GS handhelds, as well as to GameBoy Color consoles.
The system is powered by a single CR2032 disposable lithium coin cell battery.

## External Resources

* Google Arts and Culture - Contains a picture of a unit in packaging.

## References

* ↑ "Take a tech-tech walk with Pikachu!". www.nintendo.co.jp. Retrieved 27 February 2021.
* 1 2 3 "Nintendo: Press Release". web.archive.org. 18 February 1999. Retrieved 23 December 2020.
* 1 2 3 Peters, Jay (25 February 2021). "Pokémon might be famous for its games, but it also has some great gadgets" (in en). The Verge. https://www.theverge.com/2021/2/25/22298495/pokemon-hardware-gadgets-pikachu-poke-ball-mini-camera-consoles.
* ↑ "Pocket Pikachu". www.nintendo.co.jp. Retrieved 27 February 2021.
* ↑ "Pokemon Pikachu Color With Gold and Silver!". www.nintendo.co.jp.
* ↑ "Pokemon Gold/Silver remakes let you train Pokemon by walking". web.archive.org. 11 June 2009. https://web.archive.org/web/20090611155834/http://www.joystiq.com/2009/06/08/pokemon-gold-silver-remakes-let-you-train-pokemon-by-walking.
* ↑ "CNN - Interactive entertainment: Bigger than ever - May 29, 1998". www.cnn.com. http://www.cnn.com/TECH/computing/9805/29/e.three/index.html.
* ↑ "Pocket Pikachu - Game Console - Computing History". www.computinghistory.org.uk. Retrieved 23 December 2020.
* ↑ "Nintendo - Customer Service Other Systems - Pokémon Pikachu 2 GS". web.archive.org. 13 June 2016. Retrieved 23 December 2020.
* ↑ "Poke Pika". www.nintendo.co.jp. Retrieved 23 December 2020.
# History of video games/Platforms/Pokitto
## History

Finnish product designer Jonne Valola developed the Pokitto. At Maker Faire Rome in 2016, prototypes of the Pokitto were available for hands on demonstrations. A Kickstarter crowdfunding campaign for the project was launched on April 28, 2017.
The Pokitto was released around New Years 2018. Pokitto Magazine Issue 1 was released in July 2019. Pokitto Magazine Issue 2 was released in July 2020.

## Technology
### Compute

The Pokitto is powered by an using an 32 bit ARM Cortex M0+ LPC11U68 processor clocked at 48 megahertz with 36 kilobytes of RAM and 256 kilobytes of flash storage built in.

### Hardware

The Pokitto uses a color 2.0" TFT LCD.
The Pokitto has a 600 mAh lithium polymer battery which lasts for 6 to 8 hours.
The computer is made in the USA, and the ABS plastic casing is made in Finland.
The Pokitto uses a microSD card.

### Add ons

A Joystick N' Rumble Hat add on uses a 3D printed case that mounts to the top of the unit and adds a joystick, two additional face buttons, and optional rumble capability.
The Traffic Lights Kit adds either two or four miniature traffic lights to the console.

## Games

A number of games have been made for the Pokitto.

## Gallery

* A Pokitto.
* A Pokitto compared to a Arduboy and a Gamebuino.
* A Raycasting demo for the Pokitto.
* A Raycasting demo for thePokitto.
* A Raycasting demo for the Pokitto.
* 3D graphics for the Pokitto through software rendering.

## External Resources

* GitHub - Pokitto GitHub page.

## References

* ↑ "Terms & Conditions Pokitto.com". Retrieved 7 December 2020.
* 1 2 "Pokitto Kickstarter is LIVE !!!". Retrieved 7 December 2020.
* 1 2 "Pokitto - easy-to-learn and program Gaming Gadget!". Kickstarter. Retrieved 7 December 2020.
* ↑ "Pokitto Heads to Kickstarter" (in en). Hackster.io. https://www.hackster.io/news/pokitto-heads-to-kickstarter-f72aabb5c36f.
* 1 2 "Built with Mbed - Gaming with Pokitto Mbed". os.mbed.com. Retrieved 10 November 2020.
* ↑ "PokittoMag1 Pokitto.com". Retrieved 10 November 2020.
* ↑ "Pokitto Magazine Issue 2 Pokitto.com". Retrieved 10 November 2020.
* ↑ "LPCXpresso11U68 Mbed". os.mbed.com. Retrieved 10 November 2020.
* 1 2 3 "Pokitto DIY Game Console Pokitto.com". Retrieved 10 November 2020.
* ↑ "🕹️ Pocket Sized Fun with Pokitto Handheld Game System Unboxing, Gameplay and Thoughts! 🕹️". Retrieved 10 November 2020.
* ↑ "Pokitto Joystick n' Rumble Hat Pokitto.com". Retrieved 10 November 2020.
* ↑ "Pokitto Traffic Lights Kit Pokitto.com". Retrieved 10 November 2020.
* ↑ "GAMES&APPS Pokitto.com". Retrieved 15 November 2020.
# History of video games/Platforms/PreComputer 1000
## History

The V-Tech PreComputer 1000 was launched in 1988 in the United States of America.

## Technology

The V-Tech PreComputer 1000 is powered by either an 8-bit Zilog Z84C0004PEC or a Toshiba TMPZ84C00AP Z80 clone processor clocked at 4 megahertz.
The V-Tech PreComputer uses 2 kilobytes (16 kilobits) of RAM and 126 kilobytes (1 megabit) of RAM.
The display is a one line, 20 character LCD. Below is a representation of what could be displayed on such a screen, where a black box is an alphabetical character.

## Software & Game Library
### Built in

* Fact quizzes
* Typing course
* Mathematics activities
* Games
* Calculator
* PRE-BASIC 1.0

### Cartridges

* Bible Knowledge
* Fantasy Trivia
* General Knowledge II
* Super Science
* Speller
* Famous Places and Things

## References

* 1 2 3 4 5 6 7 8 9 10 11 12 13 14 w:VTech PreComputer 1000
* 1 2 "Teardown: VTech PreComputer 1000 Is An Iconic PC In A Toy Wrapper". Hackaday. 19 November 2019. Retrieved 16 November 2020.
* ↑ "BASIC for Kids: The VTech PreComputer 1000". Retrieved 26 November 2020.
# History of video games/Platforms/R-Kaid-6
## History

The R-Kaid-6 was made by artist Love Hultén as an art console.

## Technology

The R-Kaid-6 consists of an elevated hexagonal wooden box, with a lowered top for storing controllers.

## References

* 1 2 Barylick, Chris (14 December 2011). "Love Hulten shows off R-Kaid-6 game console, resurrects Octorok from 'Zelda'". Engadget. https://www.engadget.com/2011-12-14-love-hulten-shows-off-r-kaid-6-game-console-resurrects-octorok.html.
# History of video games/Platforms/Proscreen
## History

The Proscreen was launched by V-Tech in 1984.

## Technology

The Proscreen can project images through an LCD onto a wall, or onto itself. Light is produced through a bulb.

## Games

The Proscreen included a pack in game, and two other games were available separately.

## External Resources

* Game Medium - Proscreen page.

## References

* ↑ "20th Century Video Games". 20thcenturyvideogames.com. Retrieved 16 November 2020.
* ↑ Manikas, Pantelis. "VTech ProScreen". News & Reviews for Videogames & Gaming Consoles consall.eu. Retrieved 20 December 2020.
* ↑ "Ludotronic Pro Screen". www.handheldmuseum.com. Retrieved 16 November 2020.
* ↑ "Grandstand Light Games : projection system". Official Pyra and Pandora Site. Retrieved 16 November 2020.
* ↑ "The www.HandheldMuseum.com Forum :: View topic - VTech ProScreen Games". www.handheldmuseum.com. Retrieved 16 November 2020.
* ↑ "Pro Screen, Console by Ludotronic (1984)". www.arcade-history.com. Retrieved 16 November 2020.
# History of video games/Platforms/Pyūta Jr
## History

Tomiyama Toy Seisakusho was founded in 1924, and was known for it's model air planes. From the 1940s onwards the company began to expand into more general toys and games. In 1963 the company changed it's name to Tomy.
The Pyūta Jr was launched in Japan in April 1983 at a cost of 24,800 yen as a console version of the Tomy Pyūta (Tommy Tutor).
Though it was not successful on the market, the system now has a positive reputation due to its aesthetically pleasing design. The console is also notable as Tomys main attempt to enter the home console gaming market.

## Technology

The Pyuta Jr uses a 16 bit Texas Instruments TMS 9995NL CPU clocked at 2.7 megahertz with 16 kilobytes of RAM and 16 kilobytes of video RAM.
Though the system uses a DE-9 socket for controllers, the system is electrically incompatible with controllers from other systems.

## Games

44 games were released for the Pyūta Jr.

## External Resources

* Video Game Console Library - Tommy Pyuuta Jr. page.
* Old Computers Museum - Tommy Tutor page.

## References

* 1 2 "HISTORY - TOMY Official Global Web Site". www.takaratomy.co.jp. Retrieved 18 January 2021.
* ↑ "Japanese Toy Company TOMY to Unveil Lines for Two Pixar Films (Exclusive)" (in en). The Hollywood Reporter. 13 February 2015. https://www.hollywoodreporter.com/news/japanese-toy-company-tomy-unveil-773040.
* 1 2 "Home Page". Video Game Console Library. Retrieved 1 November 2020.
* ↑ "2 Rare Video Game Consoles You've Probably Never Heard Of". Fanbyte. 12 January 2019. Retrieved 4 November 2020.
* ↑ "Home Page". Video Game Console Library. Retrieved 1 November 2020.
* ↑ "OLD-COMPUTERS.COM : The Museum". www.old-computers.com. Retrieved 1 November 2020.
* ↑ "The Little Orphan Tomy Tutor: Tomy Tutor Hardware". www.floodgap.com. Retrieved 25 May 2021.
# History of video games/Platforms/Pong consoles
## History

Due to the popularity of Pong as an arcade game, a number of official and clone consoles were made to play Pong and similar games at home. While some of these were officially licensed, and while some simply played a number of built in sports games, these first generation dedicated consoles are commonly simply referred to as "Pong Clones".
A notable early attempt at a home pong console was the 1974 release of the Video Action II. However it would be Atari's own release of Home Pong in 1975 that would help popularize the model of dedicated home video game consoles.
While many of these are well documented, there are many examples, potentially with interesting history of their own, that are not well documented. This page catalogues these consoles, should they be of interest. In particular, a number of consoles from the Eastern Bloc feature innovative or unique designs not seen in the Western Bloc and non aligned countries.

## Gallery
### Eastern Bloc Consoles

* Турнир, an example of a dedicated pong console from the Soviet Union.

#### Эврика

* Эврика (Eureka) console from the Soviet Union with controllers deployed.
* Эврика (Eureka) with controllers stowed.

#### Видеоспорт-М

* Видеоспорт-М

#### Videosport 3
### Other Consoles

* Sears TeleGames Pong, an officially licensed pong console.
* Tomy Blip, an electromechanical self contained pong console that used LEDs instead of a screen.
* Videomaster Rally

## References

* ↑ Smith, Keith (3 November 2013). "The Golden Age Arcade Historian: URL's Video Action - The First US Consumer Video Game after Odyssey?". The Golden Age Arcade Historian. https://allincolorforaquarter.blogspot.com/2013/11/urls-video-action-first-us-consumer.html.
* ↑ "Video Action II by Universal Research Laboratories – The Video Game Kraken". Retrieved 13 February 2021.
* ↑ "Atari Home Pong". www.atarimuseum.com. Retrieved 13 February 2021.
* ↑ "Atari PONG - Game Console - Computing History". www.computinghistory.org.uk. Retrieved 13 February 2021.
# Introduction to Programming Languages/Tail Call Cost Model

We start this section by recalling the implementation of reverse, which we discussed previously:
This implementation was quadratic on the number of elements of the list that we want to invert. Below, we have a different implementation, which is linear on the number of elements in the list that we want to invert:
This predicate uses an auxiliary function, which has three arguments. The second among these arguments works as an accumulator: we are moving to the construction of the argument of the recursive call the tasks that before we were doing upon its return. This task, in our particular example, consists in adding an element to the beginning of the current version of the inverted list. It is easy to know that rev runs in linear time on the number of elements of the first list. This predicate has two clauses. The first, the base case, is O(1). The second, the inductive case, performs one recursive call, and the cost of each call is O(1), i.e., it consists in adding an element to the beginning of a list. Additionally, this predicate has another advantage, which we illustrate in w:gprolog:
So, what happened? The first version of reverse does not even terminates for large lists, whereas the second not only terminates just fine, but also runs very fast. The secret in this case is an optimization called Tail Call. If the last action of a function is to perform a recursive call, then the activation record of this function can be reused to store the new data. In other words, no new activation record is being created; there is only reuse of memory space going on. Effectively, this optimization transforms a recursive function into a C-style while loop. In principle, any recursive function can be optimized in this way. As an example, we show two functions, this time in SML, which are not tail-call, and show the corresponding tail call version:
The trick to transform the non-tail call function into a tail-call invocation is simple: create an auxiliary function that moves to the process of constructing the accumulator the computation that would be performed, otherwise, upon invocation return. As an example, SML's foldl implementation is tail call. The application of the folding operator happens during the construction of the new reduction seed, as we can see below:
← List Cost Model · Unification Cost Model →