OpenLLM-France/wikimedia huggingface dataset:
# A-level Computing/AQA/Problem Solving, Programming, Data Representation and Practical Exercise/Skeleton code/2015 Exam

The exam questions are very hard to predict and this site is by no means going to give you everything you need for the questions you'll sit. The most important thing you should do is learn how to program, and learn how to program well!
The exam is split into 4 sections that must be completed on a computer:

## Section A

<35 minutes> Theory Questions based on the material you have covered for Unit 1. For an overview of what this might include see the AQA specification and this wikibook.
* Section A

## Section B

<15 minutes> Programming solutions to short problems, not based on the preliminary material or skeleton code.
* Section B

## Section C

<10 minutes> Theory questions about the preliminary material and skeleton code.
* Section C

## Section D

<60 minutes> Program solutions based around the preliminary code. The guidance below doesn't pretend to offer the actual questions that will be set in the exam, but by doing them you should hopefully get a better grasp of the code and be able to answer any questions thrown at you during the exam.
* Section D
# A-level Computing/AQA/Problem Solving, Programming, Data Representation and Practical Exercise/Skeleton code/2016 Exam/Sample Question Papers

I have been developing some practice questions based on my own investigations and the sample questions posted on here. I have estimated mark values depending on the complexity. I created these in Microsoft Word, so ideally you would copy and paste them from the page into that and then you can easily insert screen-shots etc. into the tables. Any feedback via the discussion page would be appreciated. There may be some questions specific to the JAVA program or the netbeans IDE as that is the language we are using.
* June 2016 Practice Questions 1
* June 2016 Practice Questions 2
* June 2016 Practice Questions 3
# A-level Computing/AQA/Problem Solving, Programming, Data Representation and Practical Exercise/Skeleton code/2014 Exam/Section C
## Validation

* Error Checking
* Example Question
* Answer:
* Example Answer

## Variables

* Variables
* State the name of an identifier for a variable that has a fixed value role
* Answer:
* Choice, PlayerName
* State the name of an identifier for a variable that has a gatherer role
* Answer:
* NoOfCardsTurnedOver

## Loops

* Loops
* State the name of a procedure with exactly two loops
* Answer:
* UpdateRecentScores, PlayGame

## Sub Routines

* Sub Routine
* State the name of a procedure which has the sole purpose of producing an output to the screen
* Answer:
* DisplayCard, DisplayEndOfGameMessage, DisplayCorrectGuessMessage,DisplayRecentScores
# Beginner's Guide to Adobe Flash/Filters and Blend Modes/Dimensional Shadows

One limitation of the new Drop shadow filter is that it does not have a built-in skew setting. The workaround for creating a drop-shadow with more depth illustrates how you can use the Hide object option and the Transform panel to enhance shadows created with the Drop shadow filter. Here are the steps:
1. Place a Text fjeld, Movie Clip, or Button instance on the Stage.
2. Create a new layer below the original content layer: Click the Insert Layer icon in the Timeline (or choose Insert ~ Timeline ~ Layer from the application menu). Drag the new layer to reorder it below the original layer in the layer stack.
3. Copy the item from Step 1 to the new layer: Select the keyframe where the item exists and hold the Option key while dragging the keyframe content to the new layer, or select the item and use the copy command (Ctrl+C or W+Con Mac), then activate the new layer and use the Paste in Place command (Shift+Ctrl+V or Shift+W+Von Mac).
4. Lock the original content layer.
5. Select the duplicate item on the lower layer and use the Transform panel to apply a Horizontal stretch and skew.
6. Open the Filters panel or activate the Filters tab in the Property inspector.
7. Click the plus symbol and select Drop shadow from the filters list. In the Drop shadow settings, select the Hide object check box. Otherwise, the default settings are a good place to start.
8. The default settings can be modified to create a softer shadow. As an example, the shadow Color can be changed to medium gray (#666666), the Strength can be set to 50 percent, and the Quality can be set to Medium.
# Beginner's Guide to Adobe Flash/Filters and Blend Modes/Layering Graphics

If you use Photoshop or other image editing applications, you may be familiar with using blend modes, although for many people this remains a somewhat mysterious tool. Blends are rendering tools that analyze the pixel values of overlapping images (the blend image and the underlying base images) to create a rendered image that is a mix of the two. The type of blend applied will determine the formula used to generate the pixel values in the combined image. Blend modes can be applied to Movie Clip and Button symbol instances in the authoring environment using the Blend mode menu in the Properties panel . The blend image will interact with any underlying images that it overlaps - even if they are not on the same layer.
# Beginner's Guide to Adobe Flash/Filters and Blend Modes/Blend Modes
## Why use Blend Modes?

Blends use different formulas on a pixel by pixel basis to mix a blend image with any images underneath. This can produce interesting, but sometimes unpredictable results, so the best way to go about figuring out which blend mode to use is to simply experiment. Each type of blend mode will produce a different result, so just play around with them until you see what you can do with each of them. It will be important to remember the concepts behind each of the blend modes for future projects.
This is a list of Blend modes available in Flash 8:
Normal: This is the default blend mode. Pixel values remain unchanged.
Layer: This also creates no visual change, but it is a requirement for Alpha and Erase blend modes.
Darken: Pixels in the base image that are lighter than the ones in the blend image, are replaced with the ones in the blend image. Pixels that are darker in the blend image will remain the same.
Multiply: This blend mode multiplies the RGB values of the base image pixels with the blend image pixels. Multiplying a color with black leaves it black, while multiplying it with white leaves the pixel unchanged.
Lighten: This compares the brightness of the base image pixels with the blend image pixels. Bas image pixels that are darker than the blend image are replaced with blend image pixels. Pixels in the base image lighter than the blend image are left unchanged, and the blend images disappears over white.
Screen: Screen multiples the inverse of the blend and base colors. The results are a lighter combination of the base image and the blend image. Screening the image with black leaves the base image unchanged. Screening with white makes white. This one also disappears over white.
Overlay: If the base color is lighter than middle gray, the image is lightened. If it is darker than middle gray, it is darkened.
Hard Light: If the blend color is lighter than middle gray, the image is lightened. If the blend color is darker than middle gray, the image is darkened. If you overlay the image with white or black, it will appear either solid white or solid black.
Add: This adds the color values of the blend image to those in the base image. Results are the bleached out combination of the two.
Subtract: This subtracts the blend color value from the base color value. Results for this one are a darkened combination of the two images.
Invert: The result of this blend mode is a reversal of color values.
Alpha:This blend mode is used to apply the contents of a nested Movie Clip as a mask for a parent Movie Clip.
Erase: This can be used to apply a nested Movie Clip as an eraser to cut out an area of an image in a parent Movie Clip.
# Beginner's Guide to Adobe Flash/Filters and Blend Modes/Custom Easing

By default, the interpolation of any differences in filter settings from the first keyframe to the last keyframe will match the interpolation of the motion tween - that is, the filters will change at the same rate as any other characteristics of the item that have been modified to create animation in the tween. General Easing settings (adjusted in the Property inspector) will be applied equally to all changes in the characteristics of an item. As we described in the previous chapter, if you need more precise control over the interpolation of different aspects of a tween, you can use Custom Easing to set unique curves for Position, Rotation, Scale, Color, and/or Filters. To access Custom Easing controls, select the first keyframe in the motion tween, then click the Edit button to the right of the Easing controls in the Property inspector. The easing Property menu at the top of the dialog box enables you to load a unique interpolation curve for each of the various properties that can. be animated in a tween. You can set a unique curve to apply to all properties, or set unique curves for selected properties, leaving the default curve for others.
# Beginner's Guide to Adobe Flash/Filters and Blend Modes/Applying Compound Blend Modes

Alpha and Erase blends are a great complement to Flash's standard masking tools-which can be counter-intuitive at times. If you want to create a cutout in a shape using a traditional mask, you actually have to create a shape on a mask layer that covers all the areas except the area you wish to cut out. If you have been working in Flash for a while, this workflow is proba- bly second nature, but when it comes to more subtle mask effects, like gradients or irregular shapes, it can be a headache to have to reverse-engineer a mask graphic. With Alpha blends, what you see is what you get - or rather, what you don't see is what you won't get! The steps for creating a compound blend are as follows:
1. Create a Movie Clip with content that will function as the base image (or convert an existing graphic that you want to mask into a Movie Clip).
2. Open the Movie Clip in Edit mode to access the Movie Clip timeline: Double-click an instance on the Stage or the symbol name in the Library list.
3. Create a new layer on the Movie Clip timeline above the existing content that will be the base image for the Alpha or Erase blend. To protect the base image(s), you may want to lock all layers but the new layer.
4. In the new layer, create a graphic that will act as a mask- blend masks are the oppo- site of normal Flash layer masks in that the content in the Alpha or Erase blend symbol instance will define an area to make invisible in the base image rather than define an area to make visible.
5. Convert the content on the blend layer into a Movie Clip or Button symbol.
6. Select the symbol instance and position it on the Stage (still on the base image Movie Clip timeline) to overlap the base image so that it defines the area you want to Erase or Alpha out, then use the Blend menu in the Properties panel to apply an Alpha or Erase blend mode. The content of the blend image will disappear, but don't panic-continue to the next step to complete the compound blend.
7. Return to the Main Timeline: Double-click an empty area of the Stage or use the Scene button above the Timeline.
8. Select the parent symbol instance (that contains your base image and the currently invisible blend image), and use the Blend menu to apply a Layer blend. (If you opened the base symbol from the Library in Step 2, make sure you have an instance dragged onto the Stage on the Main Timeline so you can apply the Layer blend mode to the instance.)
9. Voila!You should see the content of your blend image punched out (Erase blend) or rubbed out (Alpha blend) of the base image-either the background color of the Flash movie or any underlying images on the Stage will be visible through the empty areas created in the base image.
In addition to supporting a more intuitive workflow for creating masks and enabling Alpha- based masks, compound blends can be used to create animated transition effects. Continue to the next section if you would like to try using an Alpha blend to create an animated color fade effect.
# Beginner's Guide to Adobe Flash/Filters and Blend Modes/Saving Presets and Combining Filters
## Saving Presets and Combining Filters

If you combine multiple filters to an item, they are rendered in the order they appear in the list. This means that when you change the order of the filters, you change the way the finished product will appear. You can always go back to the settings for each filter if you want to change it later.
The Presets option is useful if you have found a specific combination or filters or a custom filter that you like and would like to use again in the future.
Here are a few steps you can use to save a filter combination, or filter setting.
1. Select an item with filters applied to it that you would like to save.
2. Click on the plus icon in the Filters panel to bring up the filter menu. From the Presets menu, select "Save As".
3. Enter the name you wish your preset to have and click OK.
4. The new preset will be added to the Presets menu, with any other saved Presets you might have. You can now apply the preset filter or filters to anything else you wish.
# Beginner's Guide to Adobe Flash/Interactivity/ActionScript

ActionScript is an ECMAScript-based programming language used for scripting Adobe Flash movies and applications. Since both ActionScript and JavaScript are based on the same syntax, fluency in one translates easily to the other. However, while JavaScript's DOM is browser window-, document- and form-centric, the ActionScript DOM is movie-centric, which may include animations, audio, text and event handling.
Each action must be in a keyframe.
It's a good design strategy to keep all your actions on a separate layer named "Actions" or something similar.
To make a button that, when clicked, loads a URI, right-click the button's instance, and select "Actions" from the menu. Then, enter this code:
where "target" refers to a window type (e.g. "_blank" for a new window).
One commonly used ActionScript function is gotoAndPlay. It takes the form gotoAndPlay( <frame> ). When run, it will move the player to that frame and resume play. For example, gotoAndPlay( 5 ) will move to frame 5 and resume playing, and gotoAndPlay( "menu" ) will go to the frame named "menu" and resume playing.
A similar function is gotoAndStop( <frame> ), which goes to the frame referenced but does not resume playing.
# Beginner's Guide to Adobe Flash/Filters and Blend Modes/Color Properties

The Color menu in the Property inspector provides some options for modifying the appearance of symbol instances without changing the original symbol stored in the Library. After a Color adjustment type is selected from the Color drop-down menu, the controls needed to apply the color adjustment appear in the Property inspector. By default, "neutral" settings (O-percent change) are loaded as a starting point. After the values for a property are modified, they will be stored and loaded as the default when you select another instance. The settings loaded in the Property inspector for the items in the Color menu are simple and intuitive and enable you to make basic color adjustments using familiar controls:
Brightness: The Brightness Color property has the same range as the Brightness slider in the Adjust Color filter (-100 to 100); however, as we described previously, the Brightness property creates more drastic color transformations because it is applied as a relative or percentage-based value. At the minimum Brightness setting (-100), all RGB values are forced to black (0,0,0), and at the maximum Brightness setting (100), all RGB values are forced to white (255,255,255).
Tint: The color theory definition of a tint is a color produced by adding white to a pure color. The Tint property in flash enables you to select any color (not just white) to "mix" with the original color. You can also select how much of the new color you want to mix with your original colors-from the lowest setting of 0 percent to the maximum setting of 100 percent. At the minimum setting, the original colors will be unchanged. At the maximum setting, the new tint color will completely replace all of the original colors. At the default setting of 50 percent, the rendered color values will be an even mix of the original colors and the selected tint color.
Alpha: This setting controls how opaque the selected instance will be. The values that control alpha are counter-intuitive (as they are in the Color Mixer). At the minimum alpha level of 0 percent, the item will be transparent. At the maximum alpha level of 100 percent, the item will be fully opaque or "solid."
# Beginner's Guide to Adobe Flash/Filters and Blend Modes/Controlling Color

The Adjust Color filter included in the Flash Filter panel loads a new set of controls for making color adjustment to Movie Clips, Button symbols, and text fields. The best way to explain these new controls is to compare them to standard Flash color settings. Some of these controls are unique and some replicate settings available in the Color Mixer panel (for primitive shapes and Drawing Objects) and/or in the Properties panel Color menu.
The controls enable various workflows for setting and adjusting color in the Flash authoring environment. In most cases, you will start with the Color Mixer panel (or Swatches panel) to choose and/or modify fill and stroke colors for initial primitive shapes or Drawing Objects. After the raw graphics are converted into reusable symbols, the Color controls available in the Property inspector and/or the Adjust Color filter can be applied to modify symbol instances without changing the original fill and stroke colors. The sliders and value fields for adjusting color with either of these options are easy to use and you will most likely achieve the result you want with just a little experimentation. However, there are important differences between the Color Properties settings and the new Adjust Color filter settings, and the interaction of, the different settings can become quite complex, To clarify the functions (and the advantages or limitations) of the various settings available with these two options, we have included a brief section for each.
# Accountancy/Glossary
## Asset

    Anything with probable future economic benefit that is obtained or controlled by a company and is the result of a past transaction.

## Cr

    The abbreviation for Credit.

## COGS

    The abbreviation for Cost of goods sold

## Controlling Account

    An account in the general ledger that summarizes the account balances in a subsidiary ledger.

## Depreciation

    The process of spreading the cost of acquiring a fixed asset over its useful economic life.

## Double Entry

    is the principle of accounting which requires that every transaction has two effects one of which is a debit and the other of which is a credit of the same amount.

## Dr

    The abbreviation for Debit.

## FIFO (First IN First OUT)

    The inventory system leave new inventory in stock until the old ones sold by legal terms.

## Fixed Asset

    An asset acquired by a business where there was no intention to make money from immediately reselling the asset. e.g A Van used by a plumbing firm.

## General Ledger

    The main ledger that has all the income statement and balance sheet accounts.

## Liability

    Probable future sacrifice of economic benefits, or the entity owes somebody something.

## Prepayment

    A Prepayment is a type of asset arising from the fact that the business has alreasy been invoiced for the right to all or part of a service in a future period e.g. rent for next year, paid this year.

## Stock

    Stock is the set of those assets held by the business intended for resale in their current form or in a modified form. Stock includes raw materials, components, work in progress and finished goods.

## Subsidiary Ledger

    Subsidiary Ledger is a ledger that has individual accounts with similar characteristics.

## UEL

    The abbreviation for useful economic life.

## Useful economic life (UEL)

    The useful economic life of a fixed asset is the time period for which the asset is likely to be useful in generating profit for a company (or meeting the aims of a charity).

## WIP

    WIP is the abbreviation for Work in Progress

## Work in Progress (WIP)

    Work in progress is the set of assets held by a business which are part way through some process after which they can be resold. Once completed the articles will cease to be WIP and become finished goods.
# Accountancy/Income Statement

The Income Statement is a financial statement that lists income, expenses, and profit for a given periods of time.
Income and Expenses can be classified into operating Income and Expenses, administration Expenses, and Financial Income and Expenses.
# Accountancy/Income statement

EXAMPLE:
Remember..when you are calculating always think as an accountant.
# Investments
## Investments in Debt Securities

Companies invest in all kinds of debt securities to include government securities (federal or municipal), corporate bonds, notes, and commercial paper. How a company accounts for these investment in debt is based on the managements intentions for these investments.
Based on managements intentions, debt investments can be broken down into three categories.
* Held-to-maturity - The company wants to hold the debt to maturity.
* Trading - The debt is intend to be traded in the near term for small profit gains.
* Available-for-sale - The company intends to sell at some point in the future. It isn't intended to be held to maturity, but it also wasn't intended to be traded,
When we talk about trading, we are talking about very short-term buying and selling. If a debt was going to be bought with the intention of selling within an accounting period, a company could justify that it was intended for trading. Why the difference? Later on when we talk about income recognition the method that we account for the resulting income differs.

### Held-to-maturity securities

Held-to-maturity securities are recorded at amortized cost and not at fair value.
* Effective-interest method

### Available-for-sale securities

Available-for-sale securities are recorded at fair value but changes to fair value are not included in net income until after the security is sold.

### Trading securities

Securities that are for trading are recorded at fair value and unrealized gains or losses is reported in net income.

## Investments in Equity Securities

* Fair Value Method (holdings less than 20%)
* Equity Method (holdings between 20% to 50% or significant influence)
* Consolidated Statements (controlling interest)

## Investments in Derivative Instruments

* Forward Contracts
* Option Contracts
* Fair Value Hedge
* Bifurcation of hybrid securities
* Disclosures for derivatives

## References

* ↑ "Investment Bank Revenueso To Decrease For Fourth Year In A Row"
* ↑ Kieso, Donald E., Weygandt, Jerry J., and Warfield, Terry D. (2007). Intermediate Accounting, 12ed. John Wiley & Sons. ISBN 0-471-74955-9 pages 837-882