OpenLLM-France/wikimedia huggingface dataset:
# Blender 3D: Noob to Pro/Image Editor

| previous module: "Putting It All Together: A Dragon!" | • Table of Contents • Glossary | next module: "UV Map Basics" |
Blender’s UV/Image Editor window serves a number of related purposes:
* It is a place to view rendered images, and save them to files.
* It is a place to view and edit images being used as textures.
* It is a place to perform UV mapping of meshes to texture images.
In the window header, you will see “View” and “Image” menus, followed by a menu for choosing which image to view. The rest of the window header varies depending on your choice from this last menu.

## Viewing Render Results

Here is what the variable part of the window header looks like when you choose the special “Render Result” entry in the image-selection menu. The next menu, showing the word “View”, serves no useful purpose in this case (it is only applicable to editable images, not the render result). Next to that is a Slot menu, allowing you to select from any of 8 numbered slots. Each slot can hold a separate Render Result image. This is handy for trying out different render settings (e.g. quality etc), and quickly flip between them for comparison. You can also use the keyboard shortcuts 1KEY .. 8KEY to switch slots. When you perform a render, the generated image is put into the slot you are currently viewing in the UV/Image Editor.
The next two menus, showing “RenderLayer” and “Combined” in the above screenshot, allow you to view different render layers and render passes, if you have more than one of these configured in the render settings, as well as the final compositor result.
The rightmost group of four icons make a further breakdown of the image into RGB channels with/without alpha transparency layer, alpha on its own, and Z (depth) buffer on its own. Alpha transparency only matters if you are rendering a transparent background in place of the sky, as discussed later.

## Viewing/Editing Texture Images

Here is what the variable part of the window header looks like when you select some other image, or create a new one. Now the editing-context menu becomes useful: selecting the “Paint” item lets you paint on the image.
Note the rightmost group of icons in the header has shrunk slightly: there is no more Z-buffer option, though the alpha-related options still exist.

## UV Mapping

Here is what the variable part of the window header looks like when you select a texture image, and go into Edit mode on a mesh in the 3D View window.
| previous module: "Putting It All Together: A Dragon!" | • Table of Contents • Glossary | next module: "UV Map Basics" |
# Biblical Studies/New Testament Commentaries/Revelation/Writers and Editors

Note to writers and editors:
    a) Be open to multiple points of view. Present your material as an interpretation, not the interpretation, and respect the views of others. Do not delete existing material without good cause (simply not agreeing with it does not constitute good cause for deletion). As a rule, it is better to improve something than to delete it, even if you don't agree with it. Then add your own perpective as an alternate way of understanding the text. Do not convey the idea that one interpretation is better or worse than another, or that one is the "mainstream scholarly view" while another is not (such statements are very subjective!), but let the interpretations speak for themselves, and let readers make up their own minds. Multiple interpretations help readers and writers alike to be better informed.
    b) Substantiate your interpretations. It is not enough to simply give an interpretation, you must explain the basis for it by giving specific illustrations from the text of Revelation or from other verifiable sources (e.g. an exact quote with its exact location).
    c) Don't preach. Limit your contribution to a direct interpretation of the text, and resist the temptation to elaborate beyond what is directly suggested by the text itself. Keep Wiki's diverse audience in mind, and maintain an objective and scholarly voice at all times.
    d) Don't change the biblical text. It is the King James Version, chosen because it is no longer under copyright. However, archaic words have been modernized (e.g. "shineth" has been changed to "shines"; "thee" and "thou" to "you"; etc.). Verses which are currently separated can be joined together, and verses which are currently together can be separated, if it seems to work better for the purposes of the commentary. Feel free to quote other translations in your commentary if they nuance the passage in a different and helpful way.
    e) Be consistent. For the sake of consistency, please keep to the format which has been set up (unless you're a Wiki wizard and can improve it).
# Biblical Studies/New Testament Commentaries/The Gospel of John
## The Gospel of John: A Commentary

This is a chapter-by-chapter study guide to the biblical Gospel of John. Several texts can be found on Wikisource including the King James Version and | This modernized version
| Introduction | The Apostle John | Chapter 1 | Chapter 2 | Chapter 3 | Chapter 4 | Chapter 5 | Chapter 6 | Chapter 7 | Chapter 8 | Chapter 9 | Chapter 10 | Chapter 11 | Chapter 12 | Chapter 13 | Chapter 14 | Chapter 15 | Chapter 16 | Chapter 17 | Chapter 18 | Chapter 19 | Chapter 20 | Chapter 21
w:Gospel of John on Wikipedia
# Blender 3D: Noob to Pro/Know What You're Doing

| previous module: "Asking for Help" | • Table of Contents • Glossary | next module: "Modeling Realistically" |
The following tips may improve your chances of enjoying a successful project with Blender.

### Organize early, organize thoroughly

In Blender projects, you may work with complex scenes containing hundreds of items: models, lights, cameras, scripts, materials, and more. This can be overwhelming if it is not properly organized.
We suggest that you organize as you go, giving each item a descriptive name. There will be ways to search for items by name, so start early. Similarly, give each file a descriptive name and organize files into folders (or directories): a separate folder for each project, with sub-folders for renders, texture images, background images, and so on.

### Don't bite off more than you can chew

One of the greatest challenges faced by Blender users is their own imagination. While it's great to be creative and imaginative, you have to pace yourself. Be aware of your limits and the limits of your computer.
When making something from scratch, start with a very simple version of it and add details gradually.
Test frequently; see how well your recent changes work before proceeding to the next step. In this way, you will meet with fewer problems, and the ones you do run into will be simpler and easier to fix because there will be fewer possible causes to consider.
Monitor the complexity of your projects, watching for "lag" or excessive disk activity which might mean you are nearing your computer's limits.
When working on the computer, take frequent breaks to rest your eyes and stretch your muscles. Eat, sleep and exercise regularly. While focused time at the computer is necessary, inspiration and solutions to problems often come when our bodies are relaxed and our mental focus is elsewhere. While you may be tempted to go wild, keeping a level head while swimming in your imagination will give you a much more satisfying result with fewer headaches along the way.
| previous module: "Asking for Help" | • Table of Contents • Glossary | next module: "Modeling Realistically" |
# Blender 3D: Noob to Pro/Isometric Projections

* • Table of Contents • Glossary
An isometric view (or projection) of a 3D scene is a 2D picture of the scene in which parallel lines appear parallel. Like orthographic views, isometric views appear somewhat flat, due to the absence of normal perspective. The difference is that isometric views need not be drawn along one of the scene's main axes.
In mechanical drawing, isometric views are always drawn from a particular viewpoint that shows all three main axes at the same scale. This allows accurate measurements to be easily made. (The word isometric comes from iso, meaning same, and metric, meaning measurement.)
Blender, which can easily generate isometric views from any viewpoint, allows you to change the viewpoint (move the camera around in the scene). This enables you to see different sides of the object from different angles. Parallel lines remain parallel, but edges are drawn at different scales due to foreshortening.
* • Table of Contents • Glossary
# Blender 3D: Noob to Pro/Introduction

Most tutorials out there for Blender and other 3D applications assume some familiarity with three-dimensional modeling and visualization. Since not all of us have had the privilege of taking a high school technical drawing class, the fundamentals of 3D graphics may be elusive to grasp. This section of the book is intended to introduce newcomers to different techniques used to model the three-dimensional world. It is my hope that this section will help you visualize the world in a new way that you can translate into Blender as well as any CAD or 3D application.
As with any subject, there is a special vocabulary associated with 3D design. Do not fret, for all of these new terms will be highlighted in bold and summarily defined. These will come in handy later when reading other tutorials.
# Blender 3D: Noob to Pro/Intro-GE-Source

| previous module: "Hacking Blender" | • Table of Contents • Glossary | next module: "Glossary" |
Mission Statement: The purpose of this section is to show a programmer how to make sense of the blender game engine source code. It is not intended for those who cannot code in C++. If you're one of the people who have a basic understanding, I'm being careful to use keywords that if you google, should provide enough information to understand.
When you press P, several things are sent to the GE before anything can be done. What might these be?
Blender uses a lot of structs and classes. You need to have a working understanding of these as well as inheritance before we can move on. For a refresher: http://www-numi.fnal.gov/offline_software/srt_public_context/WebDocs/Companion/cxx_crib/inheritance.html
The SCA_IObject class source/gameengine/GameLogic/SCA_IObject.cpp
This class encapsulates a lot of other things, so we can start here and move downwards to the things that it controls. First off it uses vectors to store all the different Sensors, Controllers and Actuators that are linked to the object. A vector is like an array, but it is dynamic and has built in functions. We will begin by examining how sensors are added.
typedef std::vector<SCA_ISensor *> SCA_SensorList; SCA_SensorList m_sensors;
The first line here is a typedef so it just tells us that we can create a vector of SCA_ISensor by using the name SCA_Sensor list. The second line creates the vector with the name, m_sensors
This function allows the parents of an SCA_IObject to add new sensors by calling: SCA_IObject.AddSensor(keyboard); pseudocode
So now you know how Objects in the GE create sensors (and actuators and controllers, its the same :) So lets look at how Sensors are grabbed! Since they are dynamically added the program can't make assumptions about how many are there or what they will be. Thus there is this helper function:
Put simply, you give this the name of a sensor and it returns a pointer to the sensor.
for the newbies: I know you learned all about classes when i asked you to, but just in case:) the first word, "SCA_ISensor*" this tells us that the function will return a pointer to a SCA_ISensor. And based on the functions arguments, we know that when you call FindSensor you must give it a string between the parenthesis.
in line 3 you create an empty pointer which you will use to store the sensor that you find. Then you loop and go through each sensor in the vector of sensors (remember, it was named m_sensors) until you find the one that matches the name. If you don't find one, you return NULL.
void SCA_IObject::Suspend(void) What this does is it loops through all of the sensors and sends each one a "suspend" call. What this does is change a variable named, "m_suspended" which makes stops the sensors from running when they are called with their Activate function.
| previous module: "Hacking Blender" | • Table of Contents • Glossary | next module: "Glossary" |
# Adventist Youth Honors Answer Book/Pet care records

There are a variety of ways to keep such records, from using a simple spiral notebook and a pen, to using a spreadsheet on a computer, or even a blog. Choose the method that is easiest for you, and set a time that you will be able to devote attention to it every day.
# Adventist Youth Honors Answer Book/Plain and tundra leadership skills
## Snow Blindness

The reflection of the sun's ultraviolet rays off a snow-covered area causes this condition. The symptoms of snow blindness are a sensation of grit in the eyes, pain in and over the eyes that increases with eyeball movement, red and teary eyes, and a headache that intensifies with continued exposure to light. Prolonged exposure to these rays can result in permanent eye damage. To treat snow blindness, bandage your eyes until the symptoms disappear.
You can prevent snow blindness by wearing sunglasses. If you don't have sunglasses, improvise. Cut slits in a piece of cardboard, thin wood, tree bark, or other available material. Putting soot under your eyes will help reduce shine and glare.

## Fire

Dried moss, grass, and scrub willow are other materials you can use for fuel. These are usually plentiful near streams in tundras (open, treeless plains). By bundling or twisting grasses or other scrub vegetation to form a large, solid mass, you will have a slower burning, more productive fuel.

## Warm Clothing

Dress in layers and avoid cotton. Wool or synthetics are warm even when wet, but when cotton gets wet (even from sweat), it effectively conducts heat away from the body. Wear a waterproof outer layer. If you find you are beginning to sweat, remove a layer of clothing or vent it. It is common for a person carrying a heavy load or doing heavy work (such as with an ax or shovel) to sweat even on a very cold day. Keep adjusting your layers until you quit sweating, as you do not want to be wet. When the exertion comes to an end, sweat-soaked clothing will quickly chill you.

## Travel

Travelling in the snow is in many ways easier than travelling over solid ground if you have the right equipment. Snow shoes will keep you from sinking into the snow making it far easier to walk. Skis will speed you along even faster. Load your equipment on a sled and pull it along behind you. In this way you can carry far more equipment (or small children) than you could with a backpack.
# Adventist Youth Honors Answer Book/Planting

Again, you should follow the instruction that come with a new plant. You will need to dig a hole to the proper depth, and usually, you will place the plant in the hole so that new soil-line matches the old soil-line. If the plant has become root bound in the container, you need to cut away the roots that are curled around the outside to allow the newer roots within the rootball to grow. Once the plant has been placed in the hole at the proper level, bury the roots. Pack the soil loosely around the root - not tightly!
Lay down a layer of mulch. Mulch helps to control weeds and retain moisture. This will help in the hot summer months. Wood chips are excellent for this. Do not use leaves or sawdust, as these will wick moisture away from the plants and make it difficult for water to penetrate to the roots.
# Adventist Youth Honors Answer Book/Quilt/Fibers

The most common fibers used for a quilt's interlining are cotton, polyester, and wool.
# Adventist Youth Honors Answer Book/Primary and secondary colors

| Mix this | Mix this | and this | To make | To make |
| Yellow | + | Red | = | Orange |
| Blue | + | Yellow | = | Green |
| Red | + | Blue | = | Purple |
# Adventist Youth Honors Answer Book/Qualities of a good youth leader

A good youth leader will be:
* Patient
* Loving
* Well-prepared
* Flexible
* Punctual
* Responsible
* Mature
* Organized
* Merciful
* Fair
* Decisive
* Enthusiastic
* Passionate
* Compassionate
* Committed
* Persuasive
* Courageous
* Selfless
# Adventist Youth Honors Answer Book/Quilt/Definition

A quilt is a type of bedding— a bed covering composed of a quilt top, a layer of batting, and a layer of fabric for backing, generally combined using the technique of quilting. Another technique for securing the quilt layers is tying. Many quilts are made with decorative designs; indeed, some quilts are not used as bed covering at all, but are rather made to be hung on a wall or otherwise displayed.
# Adventist Youth Honors Answer Book/Problems faced by SDA sports participants

The most obvious problem faced by a Seventh-day Adventist who wishes to participate in organized sports is the tendency for games to be scheduled during Sabbath hours. Competitive sports and Sabbath observance are not compatible with one another. An alternative would be to participate with a group of like-minded individuals. Many towns offer city leagues, and it may be possible to form a team with other members of your church, with the understanding that you will not compete on the Sabbath.
The Adventist athlete may also enjoy individual sports instead, or engage in informal pick-up games.
# CA Unicenter NSM Textbook/Command Reference

This section is designed to be an encyclopedia of NSM commands, each command should have as much detail as possible ordered in the following sections:
- Command Name - Syntax - Examples - Categories - When You Might Use It - Other Related Commands - NSM Versions and Platforms Applicable - Possible Bugs and Challenges
awservices unifstat unicntrl
CA Unicenter NSM Textbook | Understanding Architecture | Delivering Value | Command Reference | Other Reference Commands | Issues and Workarounds | FAQ | Useful Links
# CA Unicenter NSM Textbook/Other Reference Information

Unicenter port reference Unicenter Licensing Product Component Codes An invaluable resource the next time you have a CA license failure message in the event log
CA Unicenter NSM Textbook | Understanding Architecture | Delivering Value | Command Reference | Other Reference Commands | Issues and Workarounds | FAQ | Useful Links
# CA Unicenter NSM Textbook/Unifstat
## Syntax

unifstat unifstat -c *|component -u *|sub-component unifstat -c xxx lists status of a component only

## Examples

unifstat displays all components unifstat -TRP show status of TRP service (catrapd)

## Categories

Enterprise Manager, Common services, catrapd, OPR

## When You Might Use It

Shows the status of enterprise management components as either ACTIVE or INACTIVE. When a component is disabled via EM settings, has been stopped or just crashed for no reason (as the TRP often does) the status shows as INACTIVE.
When diagnosing any EM related problem along with awservices status, this is one of top two commands to check what the problem might be. typically you would run unicntrl start all after finding your treasured component is not running anymore.
Component names include: SEC Security, RPT Reporting, SCH Scheduling, UNI Common (calendar), SCHM Workload manager, SCHA Workload agent, TRP catrapd

## Other Related Commands

awservices, unicntrl

## NSM Versions and Platforms Applicable

should be all hosts with EM installed

## Possible Bugs and Challenges

can be hard to figure out relationship between a component, sub-component and how this can be started or stopped using unicntrl
# CA Unicenter NSM Textbook/FAQ
## WorldView : Conflict Object

If you discover an object and it comes up with Conflict_Object, then you search and search and search and find no other object with the same name or ip address do the following:
Using Worldview Open Details of the Conflict_Object Select the status tab Deselect the 'Hidden' checkbox Click OK Reclassify the object to the correct class
If you just reclassify without fixing the checkbox then unispace appears in the Unplace objects container and the Operating system object has no icon in the subnet container. also, reclassifying and then unchecking the hidden checkbox does not work.
# CA Unicenter NSM Textbook/Useful Links
## CA Support Resources and Documentation

Obviously... supportconnect.ca.com The best place to go is to open Product Home Pages, then Unicenter Network and Systems Management in the drop down list. There are a number of links here but the most useful is the Latest Implementation CD, which has an excellent range of technical resource info, how to guides, and information about various obscure CA tools and utilities.
Unicenter Network and Systems Management: Working With Agents 3.1 This is pdf guide book available from CA that describes in detail the operation of the DSM and communication, and possible methods for configuring agents.
Diagnostics Guide The CA pdf Diagnostics Guide for Unicenter® TNG 2.4 Unicenter® Network and Systems Management 3.0 has an excellent guide to things to try and diagnose faults and problems.

## Web Discussion Groups

Tek-tips maintain an active Unicenter newsgroup at: Tek-Tips. They also have newsgroups for many other CA products such as Brighstor/Arcserve
Apsion also have an active newsgroup for Unicenter users at: Apsion Unicenter Forum

## SNMP Resources

No one can really leverage this toolset without understanding SNMP.
Bytesphere technologies host a free MIB database online, where you can review or download almost 5000 MIB files. Bytesphere Technologies MIB Area
CA Unicenter NSM Textbook | Understanding Architecture | Delivering Value | Command Reference | Other Reference Commands | Issues and Workarounds | FAQ | Useful Links
# Acknowledgements

We would like to thank the following contributors for their time and effort in creating this project:
Name (talk • contribs) small picture Summary of contribution
* Ryan524 (discuss · email · contribs · logs · count) Author
* Jguk (discuss · email · contribs · logs · count) Editor
* Robert Nagle (discuss · email · contribs · logs · count) Editor
* kgrr (discuss · email · contribs · logs · count) Author
# CA Unicenter NSM Textbook/Understanding Architecture

awservices status
awservice stop
awservices start
# Annotated Republic of China Laws/Nationality Act/Article 21

| ←Article 20 | Nationality Act Republic of China (Taiwan) Law Article 21 | Article 22 to Article 23→ |

## Promulgated full amendment on 2000-02-09
### Article 21

    The Ministry of the Interior while accepting an application and issuing a certificate in accordance with this Law, shall charge a certificate fee. The fee rate shall be decided by the Ministry of the Interior.

## Promulgated amendment on 2005-06-15
### Article 21

    (Deleted)

## Annotated by Wikibooks

* ↑ "Law of Nationality". Immigration Office (Taiwan). 2001-06-20. Retrieved 2016-12-28.
* ↑ "Nationality Act: Article 21". Laws & Regulations Database of The Republic of China. Ministry of Justice (Taiwan). 2006-01-27. Retrieved 2016-12-28.