OpenLLM-France/wikimedia huggingface dataset:
# Eric 6 User's Guide/Getting Started/Quick Start
### Hello World

When Eric starts, the editor window (Central Park) is blank, watermarked with the Eric logo.
If you just want to bang in some code, select File, New. The blank tab will become labeled Untitled 1 and the editor window will take on a black background. Typing yields white text. This is to remind you that the contents have not been saved. Saving the file ("hellowworld.py") will switch to black text on white.
As you add new lines, note that the left line margin is red - unsaved - while the previously saved lines have green markers. This is just one of Eric's myriad of UI cues (there should be a prize for the person who spots and documents the most).
Create a demo:
To test it, click Start, Debug Script (F5). Uncheck "Do not stop at first line". Click Okay. The display will change - worth looking around. The Debug menu choices will be enabled: F7 to step, etc
Unless you are dipping just the very end of your baby toe in the pool, you'll want to go further. Recommended next step: create a project.

### New Project

Menu Project, New: wants the location of main.py. Hopefully you've got previous Python code organized somewhere? Create a new sub-folder (using Eric's File-Viewer - Left panel - or your favourite file manager). Rename/move the helloworld.py file, above, to main.py in the new folder. Back to Project, New. The fields on the form that appears are pretty much self-explanatory. Fill in a Project Name, select the new folder for Project Directory and main.py for the Main Script and make whatever other changes/additions you prefer.
Eric will create a project file in the folder named ProjectName.epj and add an __init__.py file. The Project Viewer (Left), will list the __init_.py and main.py files. Click on main.py - it opens in the editor window.
# Erlang Programming/Behaviors/gen server

Example program for the OTP behaviour, gen_server.
Here is an example program using gen_server to create a simple text game.
# Eric 6 User's Guide/Getting Started

Eric is a wonderful tool to work with if what you're looking for is full-featured, comprehensive Integrated Development Environment (IDE) for developing Python applications.
This guide (and Eric) assumes that you have working installation of Python 3 and some experience using it.
If you have limited or no experience with Python, head on over to the Python web site. It contains a tutorial, extensive documentation, instructions on installation and much more. Review the options for installing Python on your OS (Linux, MacOS, Windows). Take some time to get comfortable programming in Python with IDLE, Python’s built-in Integrated Development and Learning Environment.
There are innumerable Python resources on the web, including several WikiBooks.
If you plan to develop applications with a Graphical User Interface (GUI), some experience with event-driven, object-oriented GUI design software would be at least extremely helpful.
# Eric 6 User's Guide/Getting Started/UI Tour

There are four major panels in the User Interface: Left, Right, Bottom and Central Park.
Central Park is the focus of most of the attention. It contains a multi-tab editor, based on QScintilla, to display, edit and debug code.
Central Park is flanked by:
Left panel (West Side, Left Side or Left Sidebar) which hosts:
* Project Viewer
* Multi-Project Viewer
* Template Viewer
* File Browser
* Symbols
Right panel (East Side, Right Side, Right Sidebar) which contains:
* Code Documentation Viewer
* Debug Viewer
* PyPl
* Conda
* Cooperation Viewer
* IRC
* MicroPython
Bottom panel (South Side, Bottom Side, Bottom Sidebar) which sports:
* Shell
* Task Viewer
* Log Viewer
* Numbers Viewer
* Plugins: Time Tracker, Translation
Just above and to the right of the panels is an extensive set of configurable toolbars.
Atop it all is a traditional (though extensive) menu system.
# Erlang Programming

Erlang is a general purpose, concurrency-oriented functional programming language suited for fault-tolerant, distributed, soft real-time systems. It features strong dynamic typing, lightweight concurrency, eager evaluation and prolog like pattern matching. Erlang was developed in the 1980s at the Ericsson Computer Science Laboratory to address a then-unfulfilled need for telecommunications programming: a high-level, expressive language suitable for rapid development that offered the error recovery, concurrency, distribution and performance features required by telecommunications equipment.
Although its roots are in telecommunications, Erlang's unique features and extensive library make it suitable as a general-purpose programming language and well-suited to programming projects such as network servers, control systems and web development.
The Erlang language, together with an extensive library of applications and modules, a virtual machine and operating system, and a set of design principles establishing standard behaviors, comprise Erlang/OTP (OTP stands for Open Telecommunications Platform). Erlang/OTP is distributed as free software (under the Apache Public License) as well as a commercially supported version from Ericsson. Both distributions run on Microsoft Windows, VxWorks by Wind River, and many varieties of Unix.

## Introduction

    History
    Overview
    Getting Started
    Quick Tips

## Basic Erlang

    Terms
    Pattern Matching
    Expressions
    Functions
    Guards
    Modules
    Errors
    Operators
    Processes and Messages
    Timeouts
    Macros
    Techniques of Recursion
    List Comprehensions
    Comments
    Variables

## Basic OTP

    Kernel and Stdlib
    Distribution
    Behaviors
    Design Principles
    Network Programming
    Testing
    Documentation
How To Do It Example

## Intermediate Erlang

    Records
    Additional Types
    Function Objects
    Bitsyntax

## Object Programming with Erlang

    Example1

## Popular Modules

    Using lists
    Using regular expressions

## Software Engineering

    Debugging and Tracing
    Performance and Optimization
    Unit Testing with eunit

## Advanced OTP

    Database Programming
       Using ets
       Using mnesia
       Using External Databases

## Thinking in Parallel

    Autonomous Agents
    Parallel Programming with linda

## Advanced Erlang

    Making Parsers with yecc
    Evaluation
    Parse Transformation

## Appendixes

    Creating Web Applications with yaws
    The document database CouchDB
    Using Erlang with Emacs
    Erlang Resources
# Erlang Programming/Additional Types
## Additional Types

We have already seen the following types: tuple, list, integer, float, function and pid. We can check the type of an object by testing it.
If you wish to convert between types, lists are the lingua franca of types in Erlang so make it a list first on your way to something else. Remember, type conversion is not a parallel-safe operation.
Some additional types are: port and reference.
A port is a connection to the external world. Typically ports generate and/or consume bit streams. Binary data is considered untyped data in Erlang. (See BitSyntax).
A reference is a globally unique symbol and is generated with:
A reference is only useful when a unique tag is needed across all connected processes. Do not confuse the term reference with a references in C, which points to data. An Erlang reference is only a unique tag.

### Erlang Has No Boolean Type

Erlang has no Boolean type. It has the atoms (true and false) which are generated by certain functions and expected by certain functions like guards and list comprehensions. The function: is_constant generates either true or false.
We can test whether an object is a constant.
Because atoms are represented as constant numbers, atoms are constants.
Theoretically, because the Boolean type is not built in, it should make it easier to let Erlang compute with alternate types of logic, {true, false, null} for instance.
# Erlang Programming/Autonomous Agents
## Autonomous Agents
### Dynamic timeout based initiative switching
#### Explanation of the code in jungle.erl

Here we have a simple chat-bot agent called person/4. We create two instances of it called Tarzan and Jane. They talk to each other. Each has a timeout. The timeout is the length of time one will wait before they initiate conversation. The initial timeout of Jane is set to 10 seconds. The initial timeout of Tarzan is set to 8 seconds. Because of the initial values, Tarzan will speak first and Jane will respond. Both timeouts start over but keep the same values. Again, Tarzan speaks first and Jane responds. Now things get interesting. The agent can tell if the conversation is repeating. If the conversation repeats then special messages are sent to cause a swap in the relative levels of timeout. Now Tarzan waits longer than Jane and Jane has a chance to speak first. Now, Jane speaks first twice. Then they swap initiative again. Since the processes are autonomous, we need to stop them with a quit program called jungle:quit. Note: the change in timeout length is either double or half. The timeout change is similar to the exponential binary backoff for ethernet collisions. External link: Exponential_backoff.
# Erlang Programming/Behaviors
## Behaviors

In Erlang, a behavior is a design pattern implemented in a module/library. It provides functionality in a fashion similar to inheritance in object-oriented programming or interfaces in Java. A number of callback functions must be defined for each behavior to work.
Examples of behaviors are:
* client-server
* event-handler
* gen-server :gen_server
* hot-standby
* keep-me-alive
* supervision-tree
* upgrade-handler
* worker-supervisor
A behavior can be activated with the following code (note: you can use "behavior" instead, if you feel American):
# Sample LBA Inputs

These examples are for use with the perl LBA emulator provided at the bottom of Computability and Complexity/Formal Languages/Chomsky Hierarchy/Context Sensitive Languages. That page also contains a description of what a LBA is and how it works.
This machine accepts strings of the form $\{a^{n}b^{n}c^{n}d^{n}|n\geq 0\}$. Note that in this example, the input must be bounded by one "_" on each side as a tape delimiter.
Some sample inputs: These accept:
These reject:
back
# Sample CA inputs

These examples are for use with the perl CA emulator provided at the bottom of Computability and Complexity/Formal Languages/Other Language Classes/Counting Languages. That page also contains a description of what a CA is and how it works.
This machine accepts strings of the form $\{a^{n}b^{m}a^{n}b^{m}ccc|n,m\geq 0\}$.
Some sample inputs: These accept:
These reject:
back
# Other Language Classes

The language classes in the Chomsky Hierarchy do not represent an exhaustive list of the possible language classes. There are many other classes that have been defined since, many of which are defined primarily by a machine that recognizes them, and not by a simple or well-defined grammar.
One example of such a class is the Counting Languages.
Note: There should be more examples here.
For a much larger list of language classes, see wikipedia: Complexity class.
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# Sample PDA Inputs

These examples are for use with the perl PDA emulator provided at the bottom of Computability and Complexity/Formal Languages/Chomsky Hierarchy/Context Free Languages. That page also contains a description of what a PDA is and how it works.
The specification for a machine that accepts any string of the form $\{a^{n}b^{n}|n\geq 0\}$:
Some sample inputs: these accept:
these reject:
A machine that accepts any string that consists of at least one 'a' followed by at least as many 'b's:
Some sample inputs: these accept:
these reject:
back
# Sample DFA inputs

These examples are for use with the perl DFA emulator provided at the bottom of Computability and Complexity/Formal Languages/Chomsky Hierarchy/Regular Languages. That page also contains a description of what a DFA is and how it works.
The specifications for a machine that accepts all strings ending in b:
Some sample words:
this accepts:
this rejects:
back
# Counting Languages
## Definition

The set of counting languages is the set of languages that can be generated by a counter automaton, a deterministic finite automaton (DFA) (see Regular Languages) with a finite number of infinite counters. These counters can be incremented or decremented during state transitions, and their statuses can be used to determine transitions.

## Position in the Hierarchy of Language Classes

If the counters are unused, a counter automaton is equivalent to a DFA, so the regular languages are a subset of the counting languages. There are also context free languages that are counting languages (such as {a$^n$b$^n$ | n ≥ 0}), context-free languages that are not counting languages (Chomsky says so but never gives an example), and context-sensitive (but not context-free) languages that are counting languages (such as {a$^n$b$^m$a$^n$b$^m$ccc | n,m ≥ 0}). A linear bounded automaton (see Context Sensitive Languages) can emulate a counter automaton by assuming that the counters cannot reach values greater than the length of the input string, and thus can store the counter information in an amount of space linearly based on the size of the input string. The rest of the CA is essentially a DFA, which LBAs can also emulate in linear space. Linear space plus linear space is still linear, so the counting languages are a subset of the context-sensitive languages, and intersect but are not nested with the context-free languages.

## Example

The code below is a sample CA emulator in Perl. Given the description of a machine and an input string, it simulates the machine processing the input string, and shows whether the machine accepts or not.
The syntax is: progname.pl CAFile inputFile, where CAFile is a text file containing the CA instructions, and inputFile is a text file containing the input string. Some sample inputs, including a set of CA instructions for a machine to recognize $\{a^{n}b^{m}a^{n}b^{m}ccc|n,m\geq 0\}$, can be found under sample CA inputs.
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# Sample TM inputs

These examples are for use with the perl TM emulator provided at the bottom of Computability and Complexity/Formal Languages/Chomsky Hierarchy/Unrestricted Languages. That page also contains a description of what a TM is and how it works.
This machine accepts strings of the form $\{\_^{+}1^{+}\_1^{*}\_^{*}\}$. It creates a new string of ones whose size is the multiple of the sizes of the original two, then it halts and accepts. In essence, it is a multiplying machine. If only one string of ones is present, then the size of the resulting string will be zero. Note that with this TM emulator, new tape sections are initialized to _, so _ is essentially a blank character.
Some sample inputs: These accept:
This input will cause the machine to run forever without looping:
This input will reject:
back
# Donkey Kong Country/Levels/Millstone Mayhem

This level is fairly hard for inexperienced players, but easy once you get the hang of it. As soon as you enter the level slap hands so that Diddy is leading. Bounce on the tire and land on top of the building. Once there jump straight up. You hit a barrel blast. You only have one chance* at getting what you want.
* The right one is the letter K.
* The middle one is a banana cluster.
* The left one is your DK friend barrel.
Make your choice and you will be shot back into the level. Proceed from there.
Donkey will have to take the lead now. There are two Krushas up there. Diddy can't kill them, unless he uses the TNT barrels. Pick one up and throw it at the first Krusha. Do the same with the next one.
# Donkey Kong Country/Levels/Platform Perils

* Enemies: Krusha, Klomp, Gnawty, Zinger, Army
* Bonus Rooms: 2
* Animal Helpers: None
* Difficulty: 9/10
* Extra Lives: 1
# Donkey Kong Country/Levels/Jungle Hijinxs

* Enemies: Gnawty, Klump, Kritter, Necky
* Bonus Rooms: 2
* Animal Helpers: Rambi
* Animal Tokens: Expresso
* Difficulty: 1/10
* Extra Lives: 8
* Level Warp: Yes (only in Game Boy Advance version)
* Hidden Cameras: 5
* Music: DK Island Theme (Begins at Part 1)

## Walkthrough

When you start the level, you start out as Donkey Kong who blasts out of his treehouse and onto the ground. Use Donkey Kong's rolling jump ability to get over large gaps where two red balloons and a single green balloon. You must now control Donkey to pass two Klumps which makes him reach the Star Barrel. Next, there is a vulture called Necky who heaves out nuts at your character. Below it is the Expresso Token. Just a little bit farther is Rambi. Jump on him and just keep going forward past three Gnawties until your character reaches a small wall. Crash into it to find the first bonus area. Inside is a bunch of bananas and the sixth Extra Life Balloon. When your character leaves the bonus area, instead of going forward, drop down behind the tree and run into the wall on the right side. This gets you to the second bonus area. In this bonus area, you have to match up the tokens. It is recommended to get the Expresso token as you might have already collected one. After this bonus, just keep going forward while jumping over a ledge until your character(s) reach the end of the level. For the last three lives, jump on top of the cave located at the end of the level. Jump again, but straight up. Your character then gains three lives from the blue balloon you find. Then, Ropey Rampage is allowed to be accessed.

## Bonus Rooms

* Shortly after the Rambi crate, ram into a sensitive wall to access a Bonus Level. You need Rambi to do this.
* After the letter G, there is another sensitive wall to break with Rambi. In the Super Nintendo version it is in the left-side of the ledge; in the Game Boy Advance version it is on the right.

## Extra Life Balloons

* Inside the treehouse (only once per file in the Game Boy Advance version).
* Two red balloons and one green balloons are on top of treetops at the start of the level.
* Inside the first bonus level cave is a red balloon.
* There is one blue balloon above the level exit. It is required to jump straight up in order to obtain this balloon.

## Warp Barrel Location

After you begin the level and land on the ground, jump two times to land on the second notch to the left. Then jump onto the pair of trees and jump to the next treetop. Then, instead of going down to the ground, as the arrow shows, roll and jump to the next treetop. Go slightly right and fall off the tree and you will land in the warp barrel.

## Hidden Cameras

* Inside DK's Hut, behind the giant bananas in the left-side corner.
* In the middle of the level's first Bonus Room.
* Hand-Slap one of the Klumps before the Star Barrel.
* Jump on three Gnawties in a row.
* Jump on three Kritters in a row.
# Donkey Kong Country/Levels/Misty Mine

* Enemies: Gnawty, Slippa, Klap Trap
* Bonus Rooms: 2
* Animal Helpers: None
* Difficulty 6/10
* Extra Lives: 2
# Donkey Kong Country/Levels/Necky's Nuts

The battle starts with Master Mecky's head appearing onscreen. Jump on the tire to bounce yourself right on top of Master Necky's head. Repeat this process five times.
# Donkey Kong Country/Levels/Necky's Revenge

This boss should remind you of the world 2 boss, Necky's Nuts, now his dad's here! He's angry and you can tell because he's...purple. You defeat him in exactly the same way, wait for him to appear and jump on his head. The main difference in this fight though, is that after the first hit, he'll shoot 2 nuts... after second hit, 3 nuts, and so on. Necky Sr. attacks you in the same way otherwise. Just keep jumping on the purple Necky's head to win a Giant Banana.
# Donkey Kong Country/Levels/Oil Drum Alley

* Enemies: Manky, Kritter, Gnawty, Oil Drum
* Bonus Rooms: 4
* Animal Helpers: Rambi
* Difficulty: 8/10
* Extra Lives: 8
* Photographs: 1
* When you start out jump on to the platform that the Gnawty is on, kill it then jump to the rope. When the rope stops moving jump down and land on the indent on the ground. A TNT barrel will come out of the ground - pick it up and walk right until you see an Oil Drum, throw the TNT at it and it will it explode, then fall down through the gap and you will hit a Bonus Room, at the top of the bonus is an Extra Life.
* The first half of this level is really easy and there is nothing to it. Continue walking right and soon you will get to 3 stairs with Gnawtys on them. Climb the stairs by jumping on the Gnawtys, then the monkeys will get to a big cliff with a tire and an indent. Jump off the cliff and land on the indent, a TNT barrel will come out - throw the TNT at the wall and it will reveal a Bonus Room. Inside the Bonus Room is an Extra Life, but secretly, there is another Bonus Room in this Bonus Room. Make all 3 barrels a banana and your reward will be a barrel, quickly pick it up and run right into the wall to reveal a Super Secret Bonus Room, inside this is a free 6 Extra Lives.
* Once again keep on walking right and jump over or dash under the hopping Kritters. You will get to a Blast Barrel. Jump in and it will blast you up and land on an indent, the indent will reveal a tire, roll the tire through some hopping Kritter's, over 1 of the Oil Drums is the letter O.

## Photograph location (GBA only)

Kill a Manky Kong by throwing a Steel Barrel at it.
# Donkey Kong Country/Levels/Orang-utan Gang

* Enemies: Zinger, Manky, Klap Trap, Kritter
* Bonus Rooms: 5
* Animal Helpers: Expresso
* Difficulty: 5/10
* Extra Lives: 3
# Donkey Kong Country/Levels/Gangplank Galleon

This is the final boss fight with King K. Rool.
The Kings main attack is throwing his crown at DK, simply jump over the crown and land on his head. You can only hurt K. Rool when he tosses his crown because the crown will hurt when he is wearing it.
Each time you jump on his head he runs faster and faster, darting back and forth on the ship.
The forth time you land on his head, K. Rool will jump high above DK and cannonballs will start dropping where he lands. The fifth time you land on his head, two passes of cannon balls will drop, and the sixth, three passes of cannon balls.
Jumping on his head for the seventh time will knock him out. DK claps for you as the credits roll, however the credits end with "The End?" The game is not over yet as K. Rool wakes up and starts hopping around quickly. Use the roll attack to avoid getting squished. After three more times you jump on his head, King K. Rool stays down this time as you are rewarded with the last giant banana.
# English-Hanzi/Abdomen

The abdomen is the part of the body that is between the chest and the thigh. It contains (has in it) the abdominal muscles and many organs.
腹部 是 胸部 和 大腿 之间 的 身体 部位。它 包含（内含）腹部 肌肉 和 许多 器官。
# English-Hanzi/Acid

Acid is a chemical substance that usually has a sour taste.
酸 是 一种 通常 具有 酸味 的 化学 物质。
# English-Hanzi/Accumulation

Accumulation is a process that something increases over time.
积累 是 某事物 随着 时间 增加 的 过程。
# English-Hanzi/APEC

Special:search/APEC prefix:English-Hanzi/
Special:search/Asia-Pacific prefix:English-Hanzi/
Special:search/Asia prefix:English-Hanzi/
Special:search/Pacific prefix:English-Hanzi/
APEC is the short form of Asia-Pacific Economic Cooperation.
APEC是亚太经济合作组织的简称。
# English-Hanzi/Ability

Ability is the fact that somebody able to do something.
能力 是 某人 能够 做 某事 的 事实。
# English-Hanzi/Accompaniment

Accompaniment is the musical part which provides the rhythmic and/or harmonic support for the melody or main themes of a song or instrumental piece.
伴奏是音乐部分，为歌曲或乐器的旋律或主题提供节奏和/或和声支持。
# English-Hanzi/Accounting

Accounting is the measurement, processing, and communication of financial information about economic entities such as businesses and corporations.
会计 是 关于 企业 和 公司 等 经济 实体 的 财务 信息 的 测量，处理 和 通信。
# English-Hanzi/Account

Account might mean:
* Bank account, a record of the money you have in a bank.
* An account on a website records information about what you do at the web site.
帐户 可能 意味着：
* 银行 账户，你 在 银行 里 的 钱 的 记录。
* 网站 上 的 帐户 记录 有关 你 在 网站 所 做 的 内容 的 信息。
# English-Hanzi/Acne

Acne is a long-term skin disease that occurs when hair follicles are contaminated by dead skin cells and skin oil.
暗疮是一种长期的皮肤病，当毛囊被死皮细胞和皮肤油污染时就会发生。