OpenLLM-France/wikimedia huggingface dataset:
# Canadian Criminal Law/Offences/Public Mischief
## Legislation

   Public mischief 140. (1) Every one commits public mischief who, with intent to mislead, causes a peace officer to enter on or continue an investigation by
       (a) making a false statement that accuses some other person of having committed an offence;
       (b) doing anything intended to cause some other person to be suspected of having committed an offence that the other person has not committed, or to divert suspicion from himself;
       (c) reporting that an offence has been committed when it has not been committed; or
       (d) reporting or in any other way making it known or causing it to be made known that he or some other person has died when he or that other person has not died.
   – CCC
See also:
* "statement" (s. 118)
* "peace officer" (s. 2)
* s.585

## Proof of Offence

* identity of accused
* date and time of incident
* jurisdiction (incl. region and province)
* accused conveyed information to a peace officer, directly or indirectly, by words, writing, or conduct
* the information conveyed was false
* the information caused the officer to enter or continue an investigation
* the accused intended to cause the officer to enter or continue an investigation
* file the statement if written

## Interpretation

Public Mischief consists of causing a peace officer to begin or continue an investigation.
"offence" can mean both criminal code offences as well as provincial offences of a penal nature.
There is no need for a voir dire to determine admissibility of the accused's utterances to a police officer.
* ↑ R. v. Howard (1972), 7 CCC 2d 211 (Ont.CA)
* ↑ R. v. Stapleton (1982) 66 CCC 2d 231 (Ont.CA)
# Canadian Criminal Law/Offences/Sexual Assault Causing Bodily Harm
## Legislation

   Sexual assault with a weapon, threats to a third party or causing bodily harm 272. (1) Every person commits an offence who, in committing a sexual assault,
       (a) carries, uses or threatens to use a weapon or an imitation of a weapon;
       (b) threatens to cause bodily harm to a person other than the complainant;
       (c) causes bodily harm to the complainant; or
       (d) is a party to the offence with any other person.
   R.S., 1985, c. C-46, s. 272; 1995, c. 39, s. 145; 2008, c. 6, s. 28; 2009, c. 22, s. 10; 2012, c. 1, s. 26.
   – CCC

## Proof of the Offence

* identity of accused
* date and time of incident
* jurisdiction (incl. region and province)
* the accused assaulted the victim
* in doing so the accused caused bodily harm, if under s.272(1)(c) (See Canadian Criminal Law/Causation)
* there was an objective foresight of the risk of bodily harm (mens rea)

## Defences

A defence of consent it not available to sexual assault causing bodily harm. For details, see Canadian Criminal Law/Consent (sexual offences).
* ↑ R. v. Welch, 1995 CanLII 282 (ON CA)

## Typical Motions or Orders
### Witness motions

* Exclusion of public from court (486)
* Prohibition of self-represented accused from Cross-examining a witness under the age of 18 years (486.3)
* Sexual Offence Publication Ban (486.4)
* Publication Ban of in relation to victims, witnesses or justice system participants (486.5)
* Witness Screen (486.2)
* Testimony by Video (714.1)
# Celestia/Celx Scripting/CELX Lua Methods/CEL command timerate
### timerate

timerate { rate <number> }
Set the multiplier (speed) at which time changes.
Arguments:

#### rate <number>

    Defines the time multiplier (i.e. 100x). Default is 1.0. Special values:
   * 0 is Pause time
   * 1 is Reset to Real Time
   * Negative values reverse time
CELX equivalent:
Based on the celestia:settimescale method.
* Set the timescale (how many seconds of simulation time equal one second of real time). <number> is the new timescale.
Example: This example sets the time multiplier to "1000x faster".
CEL:
CELX with the celestia:settimescale method:
Back to CEL command index
# Celestia/Celx Scripting/CELX Lua Methods/CEL command track
### track

track { }
Track the currently selected object, which keeps it centered in the display. The select command must be used first, to select an object to be tracked.
The command has no arguments.
Note: If you want the camera to remain at a constant distance from the object, add a follow command after the track command.
Note: If the currently selected object has track enabled, as of Celestia version 1.3.1 you can select a nil object "", followed by a track command to cancel tracking the currently selected object.
CELX equivalent start tracking:
Start tracking an object, based on the observer:track method.
* Find the target object with name <string> to track and store in "objectname".
* Get observer instance of the active view and set tracking on "objectname" (i.e. always keep "objectname" centered).
Summarized:
CELX equivalent stop tracking:
Stop tracking an object, based on the observer:track method.
* Get observer instance of the active view and set tracking a nil object.
Example: Release your hold on any currently selected object (cancel), select the Earth (select), goto the Earth, and then track. The Earth will begin to recede from you at the speed it actually travels in space, but Celestia will track the Earth by keeping it centered in the display. The code example below demonstrates this, with time sped up by 1000x.
CEL:
CELX with the observer:track method:
Back to CEL command index
# Celx Scripting: CELscript
## CELscript

Within CELX scripting it is possible to create a "celscript" object from a string, containing a valid CEL script.
A "celscript" object can be used to execute a CEL script embedded in a CELX script. This is done by passing the CEL script in a string to the celestia:createcelscript method and thus create a "celscript" object. If the string doesn't contain a valid CEL script, this method will cause an error.

## Methods

This chapter contains a list of all available celscript methods, which can be used on "celscript" objects.

### tick

boolean celscript:tick
Return a boolean, indicating that the CEL script within the "celscript" object has terminated.
* true, CEL script is still running.
* false, CEL script has terminated.
Notes:
* LUA supports a syntax for long strings using double brackets which is useful here. Using this you can in nearly all cases simply copy and paste complete CEL scripts without modification into the CELX script.
* When using CEL script parts within a CELX script, the PAUSE function by pressing the [Spacebar] key will not work completely correct. Although the scene you’re looking at will pause directly, the CEL script parts will continue to run in the background, resulting in a part of the script being visually skipped when you press the [Spacebar] key again to continue the script.
* When using a "celscript" object repeatedly within a CELX script, it is advised to first define the following function at the beginning of your script, which can be used on different places in the main script:
Example: The following example orbits Saturn for 12 seconds, using CEL commands within a CELX script:
Return to the celscript method index.
# Celestia/Celx Scripting/CELX Lua Methods/CEL command unmarkall
### unmarkall

unmarkall { }
This command removes any previously assigned marks from all objects and disables the display of marks.
The command has no arguments.
CELX equivalent:
Based on the celestia:unmarkall method.
* Remove all markers.
Example: Removes any previously assigned marks from all objects.
CEL:
CELX with the celestia:unmarkall method:
Back to CEL command index
# Celestia/Celx Scripting/CELX Lua Methods/Callback
### Keyboard

boolean celestia_keyboard_callback(string:char)
The callback for keyboard input must have the name "celestia_keyboard_callback". After a script activates the handling keyboard-input by calling celestia:requestkeyboard(true) (see celestia:requestkeyboard), any keypress will result in a call to a method with this name.
The callback can return either true or false, indicating that it either has handled the keypress or that Celestia should continue normal processing for this key. Not returning any value is the same as returning true.
Arguments:

#### char

    The method should accept one parameter, a string, which holds the character of the key which has been pressed.
   * Accented characters like ä or é will be passed as UTF-8 sequences, i.e. as a multibyte sequence - if you only want to handle ASCII you can safely ignore this.
   * Keys like CTRL-A are passed as strings containing a char with ASCII-codes < 32, as are Enter (13) or Backspace (8).
Notes:
* Some special keys like the cursor-keys or [Esc] key won't activate the callback.
* If an error occurs while processing the callback, the error message will be written to the console log (made visible with the tilde [~] key on the keyboard, or [~] + [Spacebar] on some systems) and an implicit false is returned, i.e. Celestia will continue processing for this key.
Example: The following example code can be used to run some specific CELX code when the user presses the [1] or [2] key on the keyboard.

### Cleanup

function celestia_cleanup_callback
Whenever a Lua script terminates (because it ended, the user terminated it by pressing the [Esc] key or an error occurred), Celestia will try to execute a function with the name "celestia_cleanup_callback".
This function can be used to perform any cleanup actions, notably restoring settings to the values in use before the script started. Within a CELX script, many Celestia options can be set that differ from the standard settings of a user. By using this Cleanup callback function, settings can be reset to the way they were before running the script.
The use of this Cleanup function is essential to program your CELX scripts user friendly !
Notes:
* Errors will only be reported in the console log (made visible with the tilde [~] key on the keyboard, or [~] + [Spacebar] on some systems).
Example: The following example code can standard be inserted at the beginning of any CELX script (using Celestia version 1.6.1 or later), to restore the Celestia settings to the way they were before running the script and to initialize those setting to the way you like them within your CELX script.
Note: When using older Celestia versions, watch the comments in the example to remove some code, so the example also works with Celestia version 1.5.0, version 1.5.1 and version 1.6.0.
# Celestia/Celx Scripting/CELX Lua Methods/CEL command unmark
### unmark

unmark { object <string> }
If an object was previously marked, this command unmarks it.
Arguments:

#### object <string>

    Defines the name of the object you want to unmark. No default.
CELX equivalent-1:
Based on the celestia:unmark method.
* Find the object with name <string> to be unmarked and store in "objectname".
* Remove marker on "objectname" using Celestia method.
Summarized:
CELX equivalent-2:
Based on the object:unmark method.
* Find the object with name <string> to be unmarked and store in "objectname".
* Remove marker on "objectname" using object method.
Summarized:
Example: This example unmarks Earth.
CEL:
CELX with the celestia:unmark method:
CELX with the object:unmark method:
Back to CEL command index
# Celestia/Celx Scripting/CELX Lua Methods/CEL command wait
### wait

wait { duration <number> }
Pauses execution of the script for the specified <number> in seconds.
Arguments:

#### duration <number>

    Number of seconds to pause execution of the script. Default is 1.0 second.
CELX equivalent:
Based on the wait function.
* The function wait( <number> ) is predefined in Celestia to wait <number> seconds. It is special because it returns control to Celestia, which you have to do to avoid blocking Celestia.
Example: The following example pauses script execution for 15 ¼ seconds.
CEL:
CELX with the wait function:
Back to CEL command index
# Descriptive Geometry/General method of rotation

To rotate an object:
* Find a line axis: if rotating a point or a line, the subject cannot be incident with the axis (the point cannot be on the axis)
* Find the center of rotation: it is the line of axis in point view
* Find the path of rotation: The plane of rotation is perpendicular to the line axis. When viewing the plane of rotation in true shape, the path of rotation is a circular one. The radius of rotation is the distance between the subject and the center of rotation.
Rotation in various views:
* Viewing the line in point view: construct the circular path directly
* Viewing the line in oblique views: Find the line in true length and point view, then apply the construction above
# Descriptive Geometry/Mathematical Constructions/Addition/Subtraction

I) Addition : Finding the sum of parts using compass and straightedge:
Given length of two line segments AB and CD find the sum: 1) Starting with line m, construct a circle with radius equal to length of CD. Mark center of circle as point P, and where the circle intersects line m as point Q. 2) From point Q construct a circle with radius equal to segment AB. Mark the intersection of this circle and line m as point R.
3) The segment PR is equal to the sum of line segments AB and CD.
The same principle for addition can be applied to subtracting segments.
II) Subtraction : Finding the difference of two segments using compass and straightedge:
Given length of two line segments AB and CD find the difference: 1) Starting with line m, construct a circle with radius equal to length of AB. Mark center of circle as point P, and where the circle intersects line m as point R. 2) From point R construct a circle with radius equal to segment CD. Mark the intersection of this circle and line m as point Q.
3) The segment PQ is equal to the difference of line segments AB and CD.
PRACTICE PROBLEM
Solution]]
REFERENCES
http://www.vitutor.com/geometry/plane/line_segment.html
http://www.mathopenref.com/similartriangles.html
# Descriptive Geometry/Mathematical Constructions/Golden Ratio

Also called the golden rectangle or golden mean, the Golden Ratio has an important place in artistic, architectural, and mathematical history. It is renowned for its aesthetically pleasing proportions and the Golden Ratio consists of a square (a x a) and a smaller golden rectangle (a x b). Mathematically, the golden ratio is represented by the value φ (1.6180339887...).
* ${\begin{array}{l}\displaystyle {\frac {a+b}{a}}={\frac {a}{b}}\;{\overset {\text{def}}{=}}\;\phi \\\displaystyle \phi ={\frac {1+{\sqrt {5}}}{2}}=1.6180339887\ldots \end{array}}$
Method 1 Given: Long Side (AB)
1. Take the midpoint of AB (labeled M), and draw a line perpendicular along B to end at the point labeled D. Draw an arc from B connecting points M and D.
2. Draw construction line AD and draw an arc from D connect B and E (point along AD where DB = DE)
3. Draw a line from A perpendicular to AB and draw an arc from A connecting E and that line at point C.
4. Make rectangle with C, A, B, F
Method 2 Given: Short Side (AC)
1. Draw a line perpendicular to AC from point A. Draw an arc from A connecting B to the new line. Where the arc meets the line, label point E
2. Deaw a line perpendicular to AE from point E. From point E, draw an arc from point A to meet the newest perpendicular line and label the intersection with point D
3. Label the midpoint of AE with point M and draw a construction line between points M and D. Draw an arc from point M to connect the line perpendicular to AC. Label that point with B
4. Form Golden Ration from points C, A, B, F
Two Practice Problems: Question 1: http://commons.wikimedia.org/wiki/File:DescriptiveGeometry_MathematicalConstructions_GoldenRatio_Problem1.jpg Solution 1: http://commons.wikimedia.org/wiki/File:DescriptiveGeometry_MathematicalConstructions_GoldenRatio_Solution1.jpg Question 2: http://commons.wikimedia.org/wiki/File:DescriptiveGeometry_MathematicalConstructions_GoldenRatio_Problem2.jpg Solution 2: http://commons.wikimedia.org/wiki/File:DescriptiveGeometry_MathematicalConstructions_GoldenRatio_Solution2.jpg
* Practice Problem 1
* Solution Problem 1
* Practice Problem 2Practice Problem 2
* Solution Problem 2Solution Problem 2
Sources Cited:
Image: http://www.sandrashaw.com/AH1L18.htm
Facts: http://www.mathsisfun.com/numbers/golden-ratio.html
Information: Descriptive Geometry- Course at Carnegie Mellon University - Prof. Ramesh Krishnamurti - Provided by Carter Nelson
# Descriptive Geometry/Mathematical Constructions/Area of a Triangle

The area of any right triangle is equal to the summation of the lengths of its sides. Therefore, any right triangle can be unfolded into a straight line whose length equals the triangle's area. By extension, any given triangle can have its area calculated in the same way as long as it is first converted to a right triangle.
To convert a triangle to a right triangle: 1) Choose one side to rotate until it is either vertical or horizontal, and rotate it until it's orthogonal. 2) Draw a line parallel to the now-orthogonal side of the triangle. Make sure it touches the point opposite the orthogonal side. 3) Move the point along the line until a right angle is formed. 4) Rotate the sides of the triangle to form a straight line. This line's length is equal to the area of the starting triangle.
http://mathworld.wolfram.com/RightTriangle.html http://forumgeom.fau.edu/FG2006volume6/FG200639.pdf
* Image for Question 1 on Area of a Triangle. Answer: http://commons.wikimedia.org/wiki/File:Area_of_a_Triangle_Problem_1_answer.pdf
* Answer for Question 2 on Area of a Triangle. Answer: http://commons.wikimedia.org/wiki/File:Area_of_a_Triangle_Problem_2_answer.pdf
# Descriptive Geometry/Mathematical Constructions/Ellipse/Parabola/Hyperbola

Ellipse
1. Create a rectangle ABCD. Find the midpoints of each line and connect the points to divide the rectangle into quadrants. Divide AG and GO into equal number of parts using the division method.
2. Connect the points on GO with F and connect the points on AG with E. Mark the intersection points of the lines. 3. Connect those points to create part of the ellipse. 4. Repeat in the same construction in the other quadrants of the rectangle to create a full ellipse
Parabola
1. Start with rectangle ABCD. Find midpoints of AB and CD and connect. Divide CE and AC into equal parts. Draw a perpendicular line to CE on each of the points on CE.
2. Connect the points with point F. 3. Mark the intersection points of the lines.
4. Connect the points to create half of the parabola 5. Repeat on the other half of the rectangle
Hyperbola with transverse axis and a point
1. First create point K' with CK' being the same distance as CK (transverse axis). 2. Construct rectangle KLMN. Then divide the top side and right side into equal parts.
2. Connect the points on LM with point K and connect the points on MN with K'. 3. Find the intersection points of the lines and connect to create the hyperbola.
http://www.salsburg.com/cadfaq/geometricconstructions.html
# Descriptive Geometry/Mathematical Constructions/Polygon Reduction to Triangle

Polygons can be reduced to triangles via polygon triangulation. Using this method, the number of sides a polygon has is gradually reduced to 3. This is convenient for calculating the area of the starting polygon, as triangles' areas are much easier to calculate.
To triangulate a polygon: 1) Create a triangle within the polygon by drawing a line inside the shape to connect the ends of two neinghboring sides. 2) Extend one of the sides touched by the triangle so that it intersects the parallel line. 3) Draw a line connecting the opposite end of the line drawn in step 1 to the intersection drawn in step 2. 4) Repeat steps 1-3 until only 3 sides are left, forming a triangle. It doesn't matter what side is rotated next. 5) The resulting triangle should have the same area as the starting polygon.
http://www.cs.ucsb.edu/~suri/cs235/Triangulation.pdf
http://www-ma2.upc.es/geoc/mat1q1112/triangulacio_de_poligons_EN.pdf
* Image for Question 1 on Polygon Reduction to Triangle. Answer: http://commons.wikimedia.org/wiki/File:Polygonal_Triangulation_Problem_1_answer.pdf
* Answer for Question 2 on Polygon Reduction to Triangle. Answer: http://commons.wikimedia.org/wiki/File:Polygonal_Triangulation_Problem_2_answer.pdf
# Descriptive Geometry/Mathematical Constructions

* Addition/Subtraction
* Multiplication/Division
* Golden Ratio
* Ellipse/Parabola/Hyperbola
* Triangle to Right Triangle
* Right Triangle with a Specified Leg Length
* Area of a Triangle
* Polygon Reduction to Triangle
# Descriptive Geometry/Mathematical Constructions/Multiplication/Division

I) Multiplication : Finding the product of segments
Given line segments l and m: 1) Construct line l. 2) Construct line m using the same origin point as line l, using an arbitrary angle.
3) Draw a line equal to 1 on line m and connect the endpoint of that line to the line l, creating a triangle.
4) Construct a line at the end of line m parallel to the previous construction line made in step 3, extend the line l if needed. 5) The segment lm is the product of lines l and m.
II) Division : Dividing a segment into equal or unequal parts
Unequal segments: Given length of line lm; divide into two unequal lengths 1) Construct line lm. 2) Construct an arbitrary line using endpoint of line lm. 3) On this line, mark out desired lengths. 4) Connect the last desired point of division to m.
5) Using the line created in step 5, construct similar parallel lines to each division point, dividing up the given line into as many segments as desired.
We can also divide a segment into an equal number of segments:
PRACTICE PROBLEM
Solution]]
REFERENCES
http://www.vitutor.com/geometry/plane/line_segment.html
http://www.mathopenref.com/similartriangles.html
# Genetic Information/Properties of DNA

Fundamental Properties
There are two fundamental properties of DNA molecule often studied with sequence statistics; local and long-range properties. These properties are usually analyzed in terms of displaced correlations at nucleotide and Batch levels. In which case, the levels are studied as statistical models involving spectral analysis where they are noted to exhibit entropy.
Local-Range
Long-Range
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# Geocaching in the UK/Stories
## Alchemy Gold (GCHJN4) August 22, 2006 by Alibags

Finally! We arrived here and started to persuade our creaking and aching bodies around the final stage of this excellent series, because by hook or by crook we WERE going to complete this series in one day. It didn't matter that it was dark and we were ill equipped. It didn't matter that it started to rain. We didn't care that we had fat chance of seeing our beds before midnight. Who cares if we were so tired we started to make all sorts of silly errors. Big thanks to Moote, out PAF for today and also to the cache setter who even volunteered to come out when they were rung up and whinged at.
It was here we bumped into Crazy Frog and family (apologies from me too for not catching all your caching names... CF was easy to remember because of all the frogs all over her and the car!!). The two young lads who had been round all the caches that we had been round (even if it was over two days) and were STILL being as keen as anything, even long after their bedtime, was very inspiring! Well done to you! Puts us old farts to shame.
The incentive of finishing the series gave us just enough energy to drag our tired bodies that last leg, and we were glad we did. 2202 was well incentivised anyhow(is that such a word?) as he was aiming for (and got) his 500th cache with this one. Well done Tony. A spot of comedy furtling about in the dark later and voila! one cache. Thanks for the cache and thanks for the series MarkB! Now, can I have some sleeeeeeeeeeeeep please?