OpenLLM-France/wikimedia huggingface dataset:
# A-level Chemistry/OCR (Salters)/Penicillins
## The penicillin nucleus

The pharmacophore (part of a molecule that confers pharmacological activity) of penicillins is called the penicillin nucleus. It contains a β-lactam ring.

## The β-lactam ring

The penicillin nucleus found in all penicillins contains a so-called β-lactam ring. This is a four-membered cyclic amide that is unstable in acidic or alkaline conditions. The small ring is under a great deal of strain, making the normally unreactive amide group more susceptible to hydrolysis, resulting in ring-opening to form open-chain compounds.
* skeletal formula of the penicillin nucleus
* ball-and-stick model of the penicillin nucleus
* ball-and-stick model of the β-lactam ring
* ball-and-stick model of clavulanic acid

## β-lactamase inhibitors

β-Lactamase is an enzyme produced by certain penicillin-resistant bacteria. It inactivates penicillin antibiotics by disrupting their β-lactam ring. Once way to protect penicillins against β-lactamase is to modify their side chains − methicillin and flucloxacillin are examples of penicillins whose side chains make them β-lactamase resistant. Another tactic is to protect vulnerable penicillins with a β-lactamase inhibitor. These compounds, such as clavulanic acid, are not antibiotics, but they allow penicillin antibiotics to do their job by inhibiting β-lactamase.

## Table of penicillins

| Name | Natural/semi-synthetic | Uses/properties |
| benzylpenicillin penicillin G | natural | general infections, gonorrhoea and syphilis |
| flucloxacillin | semi-synthetic | controlling resistant Staphylococcus |
| penicillin F | natural | not used commercially |
| penicillin X | natural | not used commercially |
| penicillin K | natural | not used commercially |
| penicillin V | natural and semi-synthetic | general infections, ear, nose and throat |
| methicillin | semi-synthetic | controlling resistant Staphylococcus |
| ampicillin | semi-synthetic | lung and wound infections |
| amoxycillin | semi-synthetic | lung and urinary tract infections |
| carbenicillin | semi-synthetic | pneumonia, burns |
# Character Encodings/Code Tables/MS-DOS/Code page 876

Code page 876 is the OCR-A code page for MS-DOS.

## Character set

Code page 876 :
| | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F |
| 0x | | | | | | | | | | | | | | | | |
| 1x | | | | | | | | | | | | | | | | |
| 2x | SP | ! | " | # | $ | % | & | ' | ( | ) | * | + | , | - | . | / |
| 3x | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | : | ; | < | = | > | ? |
| 4x | @ | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O |
| 5x | P | Q | R | S | T | U | V | W | X | Y | Z | [ | \ | ] | ^ | ⑂ 2442 |
| 6x | ⑁ 2441 | a | b | c | d | e | f | g | h | i | j | k | l | m | n | o |
| 7x | p | q | r | s | t | u | v | w | x | y | z | { | | | } | ⑀ 2440 | |
| 8x | | | | | | | | | | | | | | | Ä | Å |
| 9x | | | Æ | | | | | | | Ö | Ü | | £ | ¥ | | |
| Ax | | | | | | Ñ | | Ø | | | | | | | | |
| Bx | | | | | | | | | | | | | | | | |
| Cx | | | | | | | | | | | | | | | | |
| Dx | | | | | | | | | | | | | | | | |
| Ex | | | | | | | | | | | | | | | | |
| Fx | | | | | | | | | | | | | | | | |
Characters not in Unicode:
* ^a Group erase (0x18)
* ^b Character erase (0x7F)

## References

* ↑ "Code Page 876" (PDF). Archived from the original (PDF) on 2013-01-21.
* ↑ Alphanumeric character sets for optical recognition - Part I: Character set OCR-A - Shapes and dimensions of the printed image (preview) (PDF). pp. 2–3.
# Character Encodings/Code Tables/MS-DOS/Code page 877

Code page 877 is the OCR-B code page for MS-DOS.

## Character set

Note that the grave, acute, circumflex (at 0x9B), tilde, diaeresis, and cedilla can be added over (in the case of the cedilla, under) letters to form accented letters. Note that the alternative Latin small latter m (not in Unicode), euro sign (€), and vertical bar (|) were later added to the code page, but it is unknown where they are located.
MS-DOS OCR-B :
| | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F |
| 0x | | | | | | | | | | | | | | | | |
| 1x | | | | | | | | | | | | | | | | |
| 2x | SP | ! | " | # | $ | % | & | ' | ( | ) | * | + | , | - | . | / |
| 3x | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | : | ; | < | = | > | ? |
| 4x | @ | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O |
| 5x | P | Q | R | S | T | U | V | W | X | Y | Z | [ | \ | ] | ^ | _ |
| 6x | ` | a | b | c | d | e | f | g | h | i | j | k | l | m | n | o |
| 7x | p | q | r | s | t | u | v | w | x | y | z | { | | } | ~ | |
| 8x | | ü | | | ä | | å | | | | | | | | Ä | Å |
| 9x | | æ | Æ | | ö | | | | | Ö | Ü | ^ | £ | ¥ | | |
| Ax | | | | | | Ñ | ø | Ø | | ˍ 02CD | | | | | | |
| Bx | | | | | | | | | | Ĳ | ĳ | | | | | |
| Cx | | | | | | | | | | | | | | | | ¤ |
| Dx | | | | | | | | | | | | | | | | |
| Ex | | ß | | | | | | | | | | | | | | ´ |
| Fx | | | | | | § | | ¸ | | ¨ | | | | | | |
Characters not in Unicode:
* ^a Group erase (0x18)
* ^b Alternative vertical bar (0x7C)
* ^c Character erase (0x7F)

## References

* ↑ "Code Page 877" (PDF). Archived from the original (PDF) on 2013-01-21.
# Hacking NEC PC Games/Area formats and Dialogue

Area files (also called level or map files) consist of a header part explaining the area's characteristics followed by the data describing the area.

### Elements of Area Headers

Things you might expect to find inside an area header
* a "magic number" denoting the format of the area's file
* the area's name and/or number
* the rectangular (or cubic) dimensions of the area
* the tileset (list of graphics) used in the area, expressed as a filename or numerical reference
* the number and placement of characters in the area
* the number and placement of items
* the number and placement of scripted events
* an external reference, either numeric or as a written file name, to the area's collection of character dialogues
* an external reference, either numeric or as a written file name, to the area's collection of event scripts
* an external reference, either numeric or as a written file name, to the area's background music

### Area Data

The meaning of an area's data depends on the game's world geometry, which can be either 2D or 3D.
A 2D game's area data tends to consist of a tileset reference for each cell in the area's rectangular grid. These tiles may have graphical and physical aspects (passible/impassible, breakable/unbreakable, doors/boundaries between other areas etc.) If the game world allows for layered maps in a simulated 3D space, then the tiles will be layered also, numbering by column, then row, and finally depth. However some games go farther than this, describing maps as references to pre-arranged tile groups and cell data, which can save significantly on the information needed to describe the area.
In the case of a 3D game, there may be multiple divisions and methods used both for performance reasons and to cut down on unique features which require more space. A 3D game area does not have a tileset but consists of model references at particularly locations coupled with elevations of the (always present) floor and map features.
Area data is usually compressed. In the case of 2D world geometry run-length encoding may be used. In other cases a dictionary approach may be more suitable. The use of dictionary compression increases the probability that the area file's data will be completely or mostly self-contained, with its dialogue and scripts coded inside the file itself rather than as references to other files, the entire area simply compressed/decompressed in one go.
# Hacking NEC PC Games/Dealing With Compressed Data

Game data may be compressed for a couple reasons. The first reason is storage space: compressed data is smaller which means more and better content fits on the storage media. The second reason is speed. Loading from disk tends to take a while, and the less loading that is done the better things go, especially if the decompression can be done faster than the loading. Disk loads are also somewhat dangerous... it's not uncommon for floppy drives to "eat" diskettes, so the less of it is done the better.
There were a few methods for compressing data known in late 80s and early 90s.
* LZ encoding
* Huffman encoding
* Run-length encoding

### Run Length Encoding

Run length encoding (RLE) is very simple: recognize a sequence of repetitive data and replace it with a mark denoting the repetition followed by the number of repetitions. It is the fastest of all compression methods, easy to understand, and is often used to encode level data and sprites.

### LZ Encoding

Run-length encoding has its applications, but in many cases it isn't particularly useful. How many words are repeated one after another in a book, for example? In such cases where data tends to be repeated in media but not consecutively, a dictionary approach may be effective.
In dictionary compression, every unique bit of data featured in a work of content is given its own number and added to a list. The data in the work is replaced with these numeric references and the dictionary is tacked on to the beginning. In a given book it is highly unlikely that there will be more than 65,000 different words, meaning every word can be a 2-byte reference to the dictionary. Assuming words are 6 or 7 letters on average, this can mean a savings of 70% if the work is long.
LZ encoding is dictionary compression with a twist. Instead of a single permanent dictionary at the beginning of the work, the LZ method creates a dictionary which "evolves" by only populating itself with the most recent data processed. The dictionary "remembers" the data it most recently encountered, up to a point, and discards its older data. To understand how this is useful, consider a novel where a certain character appears for only chapter. Why should the decompressor remember this character when decoding later chapters? The character's name and unique attributes could be forgotten and thus, no longer stored in memory. LZ encoding strikes a balance between dictionary size and compression ratio, which is usually in the neighborhood of 50%. For dithered bitmap images in particular, the LZ method is highly effective.
# Lambda Calculus/Theory

This page provides some example functions.
# History of video games/Platforms/Tele-Fever
## History

The Tele-Fever was developed by the coffee maker company Tchibo as a late Arcadia 2001 compatible. The system was briefly launched in Germany in 1986 and cost 99 Deutsche Marks
The Tele-Fever would not be the last console released under the brand of the coffee maker. Tchibo released another console in 2019 when they released a handheld retro style game console for 14.99 euros. However aside from the company, this handheld had little to do with the Tele-Fever console.

## Technology

The Tele-Fever used an 8-bit Signetics 2650 CPU clocked at 3.58 megahertz.
The system has 1 kilobyte of RAM.

## Gallery

* The die of a Signetics 2650 chip, similar to that used in the Tele-Fever.

## References

* 1 2 "Tchibo Tele Fever [BINARIUM]". binarium.de. Retrieved 29 October 2020.
* 1 2 3 "Tele Fever von Tchibo – Oder wie ein neuer Haarschnitt das Videospielfieber auslöste". Videospielgeschichten (in German). 25 April 2012. Retrieved 29 October 2020.
* ↑ Puschak, Kevin (17 February 2019). "Tchibo Retro-Mini-Spielekonsole • Masse statt Klasse". QUICK-SAVE.de (in German). Retrieved 30 October 2020.
# Chess Opening Theory/1. e4/1...c5/2. Nf3/2...d5

Lawrence Port Gambit: 2...d5?!
An extremely bad move that brings the Queen out in most variations, but sometimes the "gambit" comes into play with 3. exd5 then 3...Nf6 or even 3...e6?! instead of 3...Qxd5.
# History of Economic Thought/Adam Smith
## Introduction

Adam Smith was a Scottish economist, philosopher, and author. He was a moral philosopher, a pioneer of political economy, and was a key figure during the Scottish Enlightenment era.

## Adam Smith as a Philosopher

Before Smith wrote The Wealth of Nations, he was famous with The Theory of Moral Sentiments. The Theory of Moral Sentiments was in the Enlightenment tradition.
How can a selfish person make moral judgments satisfying other people? Each person stands at his own system. Smith asked himself why, if people are only self-interested, each town does not resemble the vicious state of nature, "solitary, poor, nasty, brutish, and short." (phase of Thomas Hobbes)
Smith made an answer. When people make moral choices, he said, they think an impartial spectator. Instead of simply being selfish, they take the impartial observer’s advice. In this way, people decide on the basis of sympathy, not selfishness.

## The Wealth of Nations

In 1776, The Wealth of Nations was published.
# History of Economic Thought
## Contents

* Introduction
* Ancient
* Middle Ages
* Pre-classical: Before Adam
* Adam Smith
* Say, Malthus and Ricardo
* Classical Economics
* Socialists Before Marx
* Karl Marx and Marxism
* The Neo-classical Economics: Marginal Revolution
* Menger and Austrian Economics
* Léon Walras and Vilfredo Pareto: General Equilibrium
* Alfred Marshall
* Historical school and Institutional Economics
* Monetary Theories Before Keynesian Revolution
* John Maynard Keynes and Keynesian Revolution
* Keynesians after Keynes and Neoclassical Synthesis
* Capitalism and Socialism
* Econometrics and Mathematical Economics
* Economists and Policy
* Development of Game Theory
* Milton Friedman and Monetarist Counterrevolution
* Expansion of the Applications of Economic Analysis
* Rational Expectation and After
* Economic Growth Theory and Development Economics
* International Economics
* Postwar Heterodox Economics
* Contemporary Economics
# Economics for Business Decisions
## Contents

* Cover and interwiki links
* Unit 1: Introduction
** Managerial Economics
** Scarcity and problem of a choice
** Relationship with other subjects
* Unit 2: Theory of Demand and Supply
* Unit 3: Consumer Behavior
* Unit 4: Cost and Production Analysis, Pricing Decision
* Unit 5: Project Evaluation and Public Sector Economics
* Author(s)
# The Legend of Zelda: Tears of the Kingdom/Weapons
## Weapons
### Sword
#### Master Sword

The sword that seals the darkness. It's sacred power has diminished after being ravaged by the gloom beneath Hyrule Castle.

#### Tree Branch

Wooden branches such as this are pretty common.

#### Wooden Stick

A tree branch with an added grip and excellent balance. Equip it, and use it as as weapon.

#### Rusty Broadsword

This once-fearsome sword has.

## Bows and Arrows
### Bow
#### Old Wooden Bow

A wooden bow from the olden days. It's built for hunting, but, it's not very powerful.

### Arrow

Arrow x5
Fire
# Algebra/Chapter 27/Groups

| ------------------------ | Algebra Chapter 27: Group Theory Section 3: Groups | Lagrange's Theorem |
27.3: Groups

## Definition of a Group

In standard terms, a group G is a set equipped with a binary operation • such that the following properties hold:
* The binary operation is closed. That means, for any two values a and b in G, the combined value a • b is also in G.
* The binary operation is associative. For any values a, b, c in G, a • (b • c) = (a • b) • c.
* There exists a unique identity element e in G such that for all values a in G, a • e = a = e • a.
* There exists a unique inverse element $a^{-1}$ such that $a^{-1}\bullet a=e$
If the binary operation is commutative, or b • a = a • b, then the group is said to be Abelian.
# English Opening - Symmetrical Variation
### 1...c5

The Symmetrical Variation. Play varies greatly depending on how White chooses to develop. For instance, 2. Nf3 signals that White will try to achieve a favourable break with the d-pawn immediately and Black can then try to impede this break and achieve his own immediate d-pawn break. 2. Nc3 on the other hand makes it harder for Black to achieve that pawn break and signals White's intention to develop first and then break the symmetry. For instance, common moves for White in this variation include g3, Bg2, e4, Nge2, d3, and O-O (the arising white pawn structure is called the Botvinnik system) with the idea of a pawn break on f4, b4, or even d4. White may also play e3 instead of e4 and once the knight gets to e2 the pawn break on d4 becomes a very attractive possibility.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation.
| 1. c4 c5 |
| | 2 | 3 | 4 | 5 |
| Benoni formation | Nf3 Nf6 | d4 cxd4 | Nxd4 e6 | Nc3 Nc6 | = |
| Queen’s Bishop’s Gambit | b4 | -/+ |
| | Nc3 g6 | = |
| | e4 Nc6 | = |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# English Opening - Symmetrical Variation - Queen's Wing Gambit

Alternatively referred to as the "English Wing Gambit" or just the "Wing Gambit". Not to be confused with other wing gambits.
2. b4 is the characterising move of the Queen's Wing Gambit. White sacrifices b4 to Black's c5 pawn to bring it away from the centre planning to play a later d4, and to fianchetto the queenside bishop. Similar to the Queen's Gambit in the classical sense of drawing a central pawn away from the centre, thee Queen's Wing Gambit draws a centre-influencing pawn farther away from the centre to a place where it has essentially no effect.
The Queen's Wing Gambit is considered unsound by most masters and is uncommon in high-level play, but remains unrefuted and is playable. It is a Romantic-era opening.

## Responses

Black usually responds in three main ways:

### 2. ... b6

Black declines the gambit, as well as providing fianchetto space to the black queenside bishop. White may exchange b-pawns (3. bxc5) or may continue developing (3. e3 / 3. Nf3).

### 2. ... d6

Black declines the gambit with a central pawn as opposed to a flank pawn. White may exchange (3. bxc5), and Black would have to recapture with a central pawn (3. ... dxc5) to maintain equal material, in essentiality exchanging control of the centre for the flank. Such a move is suboptimal but is not unplayable; this is similar to the Polish Opening's main exchange line between a central and flank pawn.

### 2. ... cxb4

Black accepts the gambit. White usually proceeds in these main ways:

#### 3. d4

White may get straight to the point of why they got c5 out of the way: to get to controlling and occupying the centre with pawns. Similar to the Saduleto Variation of the Queen's Gambit Accepted (where White plays e4 as soon as possible, White chooses to play d4 before Black can play anything that hinders it e.g. e5 and the like.

#### 3. Bb2

White fianchettoes their queenside bishop, controlling the centre from a distance as well as preventing Black e5. This is more of a hypermodern approach to the QWG. By this point, Black usually responds with 3. ... Nf6, 3. ... e6, or, more rarely, the Anglo-Scandinavian Defence-like d5.

#### 3. a3

White offers to trade pawns, attempting to either gain initiative or space through Black's attempts to defend it, or to free up the queenside knight. This is similar to the pawn trade offer in the Benko Gambit of the Benoni Defence to the Indian Game. If Black were to accept (3. ... bxa3), White should develop the queenside bishop far through recapturing (4. Bxa3).
# Grob's Opening, Symmetrical Variation

Alternatively known as the Double Grob.

### 1...g5!?

The Symmetrical Variation is a rare response to Grob's Opening (1. g4), due to the fact that it copies White's moves and gets a draw more often instead of capitalising on White's structural disadvantages, and that most players view g4 (g5 for Black) as detrimental due to losing the ability to castle kingside safely. But, this opening may be well-known because of the Coca-Cola Gambit which comes after 2. f4.
This opening has never occured in serious play (as of December 2024).
# Chess Opening Theory/1. g4/1...g5/2. f4
## Coca-Cola Gambit

1. g4 g5 2. f4
The Coca-Cola gambit is mostly a meme opening. It has never been played by masters, but it is recognised by the chess websites Lichess and Chess.com, originating from . After 2...gxf4 some theory has been developed ⸺ 3.d4 e5 4.h4 d6 5. dxe5 dxe5 6. Qxd8+ Kxd8 7. g5 h6 8. Bg2 Nc6 9. e3 Bg4 10. c3 hxg5 11. hxg5 Rxh1 12. Bxh1 Nge7 13. exf4 Ng6 14. fxe5 Bc5 15. Kf1 is the so-called "main line".
* /2...f5 is an odd response, the Pepsi Countergambit. It is similar to the Beyer Gambit of the Centre Game or the Austrian Defence to the Queen's Gambit, except exceptionally stupid with no developmental or structural advantages gained.
The origin of the Coca-Cola Gambit are considered unreliable, the first known reference to its name being a German forum post from 2008, although its name has been recognised by Lichess.org and Chess.com, and therefore Wikipedia and Wikibooks, and its name became more "official" as it was passed around in perpetuity.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation.

## References

* Grob Opening: Double Grob, Coca-Cola Gambit. chess.com
# Chess Opening Theory/1. e4/1...e5/2. Qh5/2...Ke7
## Bongcloud "Defense"
### 2...Ke7??

This move is a blunder, as it allows 3. Qxe5#, with red-faced spectators all about. A three move checkmate is the fastest possible checkmate by white.
When contributing to this Wikibook, please follow the Conventions for organization.
# Autistic Survival Guide
## Table of Contents

* Introduction
* Preamble
* A Note to Professionals
* Developing Social Learning Skills
* Social Interaction Guidelines
* Understanding Non-autistic Thought Processes
* Sexual and Romantic Relationships
* Schooling
* Choosing a Profession
* Holding Down a Job
* Self Esteem
* Co-occurring Conditions
* Autistic Community Building
* Survival Strategies
* Territorial Theory
* Random Notes
* Author Comments
* Further Reading