recursal/Fanatic-Fandom huggingface dataset:
Polisher Wurm

## Introduction

For beings that live their entire lives in the black depths of the earth, under the crushing weight of countless tonnes of rocks and dirt, finding a group of warm-blooded prey within close proximity is a stroke of good luck. In this regard, from the point of view of tunneling monsters, the Dungeon may as well be paradise. The only setback to these creatures’ daily quest for satiation is the speed at which they can eat, and the Polisher Wurm has adapted an elegant solution to this ‘problem’.

## Appearance

The average Polisher Wurm is 2.5m tall and wide, and up to 28m long depending on age and food supply. Its teeth are a valuable and sought-after prize, as they are nearly indestructible.

## Ecology

The rate of digestion of a Polisher Wurm is exactly equivalent to its movement speed: roughly 0.7m/s. That is to say, when the wurm encounters a living creature small enough for it to eat, it simply passes over it without stopping or slowing. The Polisher Wurm’s maw is an always-open spiral of diamond-sharp teeth, and it's linear digestion is so efficient that it takes roughly 40 seconds to convert a Denizen standing one on side of it into a pike of glistening bones and metal on the other. Likewise, there is no difference in rate of movement when a Polisher Wurm is moving through empty space compared to when it is tunneling through dirt and stone.

Combat

 Encounter Size
 Hit Points
 Size
 Movements
 Attacks
 Defences
 Special
 Treasure

> **Bio-Engine**: As the Polisher Wurm’s digestion is near-instant, its movement is equivalent
>
>

## Treasure

As it only digests organic matter, the Polisher Wurm is the reason that ‘random piles of  treasure’ can occasionally be found in the Dungeon, especially in the Grinder Dwarves’ network of tunnels. Although the vast majority of wurms are not intelligent enough to set up planned traps, many Denizens are still wary to approach treasure which is shiny and wet. Some more cowardly and crafty creatures, such as the scavenging Punji Goblins, use piles of Polisher Wurm ‘leavings' as bait to lure in desperate or greedy Denizens into ambushes.
Bao Peng

**Bao Peng** est un habitant de San Andreas, arrivé sur l'île le 11 juillet 2022.

Le jour de son arrivée, Bao passe un entretien au BCMS avec le directeur-adjoint Steve Calvini, ainsi qu'au LSMS avec son homologue Vassily Medved. Il choisit finalement de rejoindre la clinique du nord, où il est recruté dans la soirée par Calvini.

Il finit par démissionner au cours du mois de juillet.
Raven

Raven is second bonded animal Renesmee's, he doesn't trusts people only Renesmee.

## Powers

Teleportation like Bella he can teleport wherever Renesmee is.

Champion: he is a champion, he won like 50 medals.

## Dislikes

Equestrian Centre he prefer to be near Renesmee.

Equestrian Centre staff especially Kimberly, but not John Hale Renesmee's uncle
Alternative History Hub Wiki

## **WELCOME TO '''ALTERNATIVE HISTORY''' WIKIPEDIA**

History is something that has always and always will fascinate mankind. But of course, the're always the "What if?".

"What if Germany did conquer Britain in the Second World War?" – "What if Rome never fell?" – "What if the the Third World War did happen?".

These questions have fascinated us a for a long time, and while we will never be able to actually change the course of history, at least in our timeline, we have the ability to imagine a world that differs from our very own. Many events through history have had an impact on the language, culture, territory, government and tradition of a nation. So in the '''Alternative History''' Wikipedia, we will see what would happen if we did change the course of the past, and the future.
Grace Moore

Colour Manipulation

Glamouring

Mind Control

Shapeshifting of herself and others

Alexandra Evans (Best Friends)

Rosalie "Rose" Moore is a fictional character to my book on Wattpad called The Lost Princess.

## Powers

* **Hydrokinesis:** She has the ability to manipulate, control and creation of water out of thin air.
* **Water solidification:** She can solidify water to grab object.
* **Water Constructs:** She can create various makeshift weapons such as swords, daggers, shields, barriers, and create animals such as snakes, tentacles, and birds to attack or defend
* **Water Walking:** She can walk on water.
* **Force-Field Generation:** She can create force fields using water.
* **Pressure Manipulation:** She can alter the pressure of water to slice through objects.
* **Water propulsion:**She can propel herself out from a mass of water.
* **Rain Manipulation:** She can control and summon rain such as light or heavy downpours.
* **Cloud Creation:** She can form clouds out of water molecules.
* **Fog Generation:** She can create thick fog, control steam.
* **Cloud Generation/Steam Manipulation:** She can create thick clouds of steam for cover.
* **Tidal Wave Generation:** She can create massive tidal waves, whirlpools, rainstorms, downpours, floods, tsunamis at will.
* **Bodily Fluid Manipulation:**She can control the fluids in person's body; controlling and manipulating the person against his or her will for puppet purposes.
* **Body Temperature Manipulation:** She can raise bodily temperature.
* **Chlorokinesis:** She can control plant life by controlling the water inside.
* **Water Mimicry:** Literally *become*a being of pure liquid water
* **Cryokinesis:** She can create, control and manipulate ice, snow and hail at will
* **Hydro-Thermokinesis:** She can super-heat and boil water and all other liquids to scalding temperatures.
* **Aquatic Respiration:** She can breathe underwater.
* **Hydromancy:** She can see vivid visions or scenes through water.

**Besides controlling water, the Guardian also has the ability of:**

* **Telepathic Mind Control**
* **Flight** (animated series)
* Glamouring (In other words, becoming older)
* Teleportation
Prince Frederick

Shrink down insects

Master manipulator and deceiver

**Prince Frederick** is a  evolved Human and the first born child of  Queen Snow and King James. He is the older brother of Princess Veronica of Meridian.

## Personality

Freddie
is portrayed as a vicious and amoral psychopath. Like most clinically diagnosed
psychopaths, he can be charming and persuasive when he wants to be as he had Isabelle
completely taken in and when he convinced her that he was a loving sibling and
slowly weened her away from her friends while also feigning concern for her
well-being. However his true ruthless nature is all too apparent in his
manipulative treatment of those around him as well as his utter lack of
sincerity. He is also prone to violent, mood swings. Freddie is an intelligent
being but is given to moments of impulsiveness such as when he almost crosses
over into Kandrakar to conquer it, forgetting that he swore on the Heart of Kandrakar
itself he would not, almost resulting in the loss of all of his strength and
magical abilities from both Hearts.

It is this overconfident and arrogant side of Freddie's
personality that usually contributes to his downfall. Freddie has a taste for
decadence, as is shown when he redecorates Candracar in red velvet and gold,
and has been seen several times in luxurious baths.
Методи й команди Java

## Коментарі

*/\* \*/* – блок коментарів

*//* – «закоментована» частина рядка

*/\*\** – коментар Javadoc (використовується для створення документації по програмі)

## \*\*\*

*main()* – головний метод будь-якої програми, з якого починається її виконання

## System.out

*System.out.print()* – вивести повідомлення на екран

*System.out.print**ln**()* – вивести повідомлення на екран з переходом на новий рядок

*System.out.print**f**()* – вивести повідомлення з форматуванням на екран

* *\n* – вставити порожній рядок
* *%1$s* – початок форматування (*%*), підстановка елемента зі списку (*1$*), формат елемента (*s* – рядок, *d* – ціле число, *f* – число з плаваючою крапкою)
* +[заповнювач][довжина значення].[кількість знаків після крапки] (наприклад, *+022.10f*)
* *\u*[код] – вставити символ Unicode

*toString()* – метод будь-якого об’єкта класу Object, що дозволяє вивести його як рядок (за умовчанням виводить ім’я класу й адресу об’єкта в 16-системі):

```
Cat cat = new Cat ("Vaska");

System.out.println ("Cat is " + cat.toString();

```

## System.in

Загадочный BufferedReader [видео от учеников JavaRush]

*System.in* – об’єкт класа InputStreamReader, що зчитує введені дані байтами

*InputStreamReader* – клас-обгортка, що зчитує введені дані символами

*BufferedReader* – клас-обгортка, що зчитує введені дані рядками

*read()* – зчитати введені символи по черзі

*readLine()* – зчитати введений рядок

```
BufferedReader reader = new BufferedReader (new InputStreamReader (System.in));
String s = reader.readLine();

```

*nextInt()* – зчитати введене з клавіатури значення як ціле число

*nextFloat()* – зчитати введене з клавіатури значення як число з плаваючою крапкою

*next()* – зчитати введене з клавіатури значення як рядок до першого пробілу

*nextLine()* – зчитати введене з клавіатури значення як повний рядок

Using scanner.nextLine()

```
Scanner input = new Scanner (System.in); // *System.in* вказує на введення з клавіатури
System.out.println ("Уведіть ціле число: ");
int a = input.nextInt();

```

*Character.toUpperCase()* – повертає отриману під час виклику літеру у верхньому реєстрі

*Character.toLowerCase()* – повертає отриману під час виклику літеру у нижньому реєстрі

## Ключові слова

**Ключові слова** – попередньо визначені зарезервовані ідентифікатори, що мають спеціальне значення для компілятора.

   *final* – оголошення константи

## Модифікатори

**Модифікатори** – ключові слова, які регулюють видимість класів і методів. Всього існує 4 типи модифікаторів:

* *public* – видимість елемента з будь-якого місця програми
* без модифікатора (*default*) – видимість елемента з будь-якого класу поточного пакету
* *private* – видимість елемента лише в коді поточного класу
* *protected* – видимість елемента в поточних класі й пакеті, а також похідних класах

## Оператори

*return* – повертає вказане значення. Оператор return

Операторы сравнения и логические операторы. Ветвление в программе. Условный оператор
Hyperverse Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Æon Flux

The game is set in the year 2415, after disease has wiped out the majority of the Earth's population except for one walled and protected city-state, Bregna. The city is ruled by the congress of scientists who discovered the vaccine for the disease. When Æon Flux, the player character and top operative in the underground "Monican" rebellion, is sent on a mission to kill a government leader (Trevor Goodchild) she uncovers a world of secrets which make her doubt her mission and question everything she thought she knew.

The game's storyline attempts to bridge the gap between the TV series and the film and tries to explain various discrepancies, such as the appearance of the jungle outside Bregna and the differences between the movie and TV series versions of Trevor Goodchild. However, much of the game's visuals and tone skew far more dramatically toward that of the film, supplemented by the fact that the look of Æon in the game is based almost entirely on Charlize Theron's film version, and the character is also voiced by her.
HYPERVERSE Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder

See also: Beyond Cosmology
R Wiki

**R** is a programming language and free software environment for statistical computing and graphics supported by the R Foundation for Statistical Computing. The R language is widely used among statisticians and data miners for developing statistical software and data analysis. Polls, data mining surveys, and studies of scholarly literature databases show substantial increases in popularity; as of July 2019, R ranks 20th in the TIOBE index, a measure of popularity of programming languages.
Sample Dataframe

x1 = c("Station 1", "Station 1", "Station 2", "Station 3", "Station 3", "Station 3")
x2 = c("20000608", "20000609", "20000610", "20000611", "20000612", "20000613")
x3 = seq(5, 30, length=6)
x4 = seq(4, 16, length=6)
x5 = seq(10, 60, length=6)

testframe = data.frame (Station = x1, Datum = x2, Morgen = x3, Mittag = x4, Abend = x5)

  Station   Datum    Morgen Mittag Abend
1 Station 1 20000608      5    4.0    10
2 Station 1 20000609     10    6.4    20
3 Station 2 20000610     15    8.8    30
4 Station 3 20000611     20   11.2    40
5 Station 3 20000612     25   13.6    50
6 Station 3 20000613     30   16.0    60

```
Create Dataframe

datelist = seq(ymd_hms('1980-01-01 00:00:00'),ymd_hms('1980-07-01 00:00:00'), by = '60 mins')

df = data.frame(replicate(4,sample(0:130,4369,rep=TRUE)))
nbr_missing<-1000
y<-data.frame(row=sample(nrow(df),size = nbr_missing,replace = T),
               col=sample(ncol(df),size = nbr_missing,replace = T))

y<-y[!duplicated(y),]
df[as.matrix(y)]<-NA

testframe = as.data.frame(cbind(datelist,df))

```
Shinoverse

the shinoverse is a F\*\*\*\*\*\*king LOAD OF CRAP THAT MIGHT Contain the Omniverse

 and its not good shit. It the worses type of shit you can F\*\*\*king imagine Its like dog shit mixed with

cat shit and horse shit ect.

lets gest skip to the pont

the shinoverse contains the Omniverse

and its contaned by the meskoverse
ALCC

./pca -dat /alcc/gpfs2/home/u/rzkennung/Wetterlagen/slp_1979_2018_daily_JJA.dat -flip -fpc 3 -lpc 10 -nomir -dir /alcc/gpfs2/home/u/rzkennung/Wetterlagen/PCA

./pca -dat /media/rzkennung/Elements/Promotion/Wetterlagen/Data/Daily_Seasons/slp_1979_2018_daily_DJF.dat -flip -fpc 3 -lpc 10 -nomir -dir /media/rzkennung/Elements/Promotion/Wetterlagen/Data/Daily_Seasons/PCA

```
The ndfverse

The ndfverse is a floating spear of everythingness that can not be describe it defined everything

and it can do anything except, destroying its gest a mysterious sphere of everything evrything is in the spher and the sphere mimics everything . Nothing apply to the sphere. And its even bigger than the infiverse!!!

if you where some how otherversal. All you whorled see is a gigantic mysterious sphere of everything.

and its contaned by the blowzeroverse

*what it whorled look like if you viewed it from the outside*

*and in enhanced it*
Pattern

### Basic Sequences

```
#Rows of numbers
ten = 1:10 --> 1 2 3 4 5 6 7 8 9 10
new = 5:-5 --> 5 4 3 2 1 0 -1 -2 -3 -4 -5

#Repeat
rep(c(1,2), times=3) --> 1 2 1 2 1 2
rep(c(1,2), each=3) --> 1 1 1 2 2 2
rep(c(1,2), length.out=3 --> 1 2 1
rep(c(1,2,3), times=2, length.out=15, each=3) --> 1 1 1 2 2 2 3 3 3 1 1 1 2 2 2

#Sequence
seq (1, 30, length=3) --> 1.0 15.5 30.0 q (from=1, to=10, by=2) --> 1 3 5 7 9
seq (1, 15, 1.5) --> 1.0 2.5 4.0 5.5 7.0 8.5 10.0 11.5 13.0 14.5
seq (1, 30, length=3) --> 1.0 15.5 30.0

```

### Create Sequence with Letters and Numbers

```
colnames(Data) <- paste0("PC", seq(1:7))

Gridcells = sprintf("V%s",seq(1:3240))

paste(rep(c("AB", "CD","EF","GH"), times=4), seq(1:4), sep = "_")

```

### Extracting patterns

```
index = grep(pattern, listdaymax)
listdaymax[index]

```

### Dataframe with Random Numbers

```
data.frame(replicate(10,sample(0:130,4369,rep=TRUE)))

```
GGPlot

```

#Extract month
Ref_Data$Month = substr(Ref_Data$Date,6,7)
Ref_Data$Month = as.numeric (Ref_Data$Month)

#Monthly mean
month_summary = aggregate(DENI011 ~ Month + Year, data = Ref_Data, mean)

#Short names month
month_summary$Month = month.abb[month_summary$Month]
month_summary$Month = factor(month_summary$Month, levels = month.abb)

ggplot(month_summary, aes(Month, Station, color = Year, group = Year)) +
  geom_path +
  labs(title="Title",
       subtitle="Subtitle",
       y= "T")

```

ggplot(Data, aes(fill=Characteristics, y= Value, x=Year)) +
  geom_bar(position="dodge", stat="identity")  +
  labs(title="Title",
       subtitle="Subtitle",
       y ="Values [T]", x = "Year") +
  scale_fill_manual(values=c("#cc0000", "#cccc00", "#003300"))

```

ggplot(data = Stations, aes(x = Date, y = Station)) +
  geom_line(color = "grey27", size = 1) +
  labs(title="Title",
       subtitle="subtitle",
       x = "Year",
       y = "T [T]") +
  scale_x_date(date_labels="%Y",date_breaks  ="1 year")+
  geom_smooth(method = "loess", color ="blue") +
  geom_smooth(method = "lm", color ="red")

```

ggplot(FullStats, aes(group = Cluster.Nummer, x=Cluster.Nummer, y=Change, fill=Cluster.Nummer)) +
  geom_boxplot()+
  labs(title="Title",
       subtitle="subtitle",
       x = "Cluster",
       y = "Change[%]") +
  scale_fill_manual(name = "Cluster",
                    values = c ("Cluster1" = "yellow",
                                "Cluster2" = "orange",
                                "Cluster3" = "red",
                                "Cluster4" = "purple",
                                "Cluster5" = "blue",
                                "Cluster6" = "darkgreen",
                                "Cluster7" = "brown")) +
  guides(fill=FALSE) +
  scale_x_discrete(labels=c("Cluster1" = "1", "Cluster2" = "2", "Cluster3" = "3",
                            "Cluster4" = "4", "Cluster5" = "5", "Cluster6" = "6",
                            "Cluster7" = "7"))

```

### Diverging Bar Plot

```
#Add above or below zero
SkillScoresPlot$ScoreType <- ifelse(SkillScoresPlot$SkillScore < 0, "below", "above")

#Sort Dataframe
SkillScoresPlot <- SkillScoresPlot[order(SkillScoresPlot$SkillScore), ]

#Save as factors to maintain order
SkillScoresPlot$Predictor <- factor(SkillScoresPlot$Predictor, levels = SkillScoresPlot$Predictor)
#############################
library(ggplot2)
theme_set(theme_bw())

#Diverging Barcharts
ggplot(SkillScoresPlot, aes(x=`Predictor`, y=SkillScore, label=SkillScore)) +
  geom_bar(stat='identity', aes(fill=ScoreType), width=.5)  +
  scale_fill_manual(name="Skill Score",
                    labels = c("Positive", "Negative"),
                    values = c("above"="#00ba38", "below"="#f8766d")) +
  labs(subtitle="Diverging Bars Plot",
       title= "Skill Scores for all Predictors (t2m included) and Periodes") +
  coord_flip()

```
Multiplot Code

multiplot <- function(..., plotlist = NULL, file, cols = 1, layout = NULL, title="",
                       fontsize = 12, fontfamily = "Helvetica") {
   require(grid)

   # Make a list from the ... arguments and plotlist
   plots <- c(list(...), plotlist)

   numPlots = length(plots)

   # If layout is NULL, then use 'cols' to determine layout
   if (is.null(layout)) {
     # Make the panel
     # ncol: Number of columns of plots
     # nrow: Number of rows needed, calculated from # of cols
     layout <- matrix(seq(1, cols * ceiling(numPlots/cols)),
                      ncol = cols, nrow = ceiling(numPlots/cols))
   }

   if (nchar(title)>0){
     layout <- rbind(rep(0, ncol(layout)), layout)
   }

   if (numPlots==1) {
     print(plots[[1]])

   } else {
     # Set up the page
     grid.newpage()
     pushViewport(viewport(layout = grid.layout(nrow(layout),
                                                ncol(layout),
                                                heights = if (nchar(title)>0) {unit(c(0.5, rep(5,nrow(layout)-1)), "null")}
                                                else {unit(c(rep(5, nrow(layout))), "null")})))

     # Make each plot, in the correct location
     if (nchar(title)>0) {
       grid.text(title,
                 vp = viewport(layout.pos.row = 1, layout.pos.col = 1:ncol(layout)),
                 gp = gpar(fontsize = fontsize, fontfamily = fontfamily))
     }

     for (i in 1:numPlots) {
       # Get the i,j matrix positions of the regions that contain this subplot
       matchidx <- as.data.frame(which(layout == i, arr.ind = TRUE))

       print(plots[[i]], vp = viewport(layout.pos.row = matchidx$row,
                                       layout.pos.col = matchidx$col))
     }
   }
 }

```

### Usage of multiplot

```
multiplot(p1, p5, p9,
          p2, p6, p10,
          p3, p7, p11,
          p4, p8, p12, cols=4, title = "title", fontsize = 20)

```
Plaza

The **Plaza** is a main area in Club Penguin Re-Generated located between the Snow Forts and the Forest. The Plaza is home to the Pet Shop, The Stage, and the Pizza Parlour. It also featured paths leading into the Pizza Parlour, Pet Shop, Stage, Snow Forts and Forest, as well as a manhole leading to the Underground Pool.

## Information

### Tour Guide Message

This is the Plaza! Grab a snack at the Pizza Parlor, Perform a play at The Stage or even adopt a Puffle from the Pet Shop!

## Tour Guide Message

This is the Plaza! Grab a snack at The Pizza Parlor, Perform a play at The Stage or even adopt a Puffle from the Pet Shop!

## Appearance

The Plaza has three buildings and one manhole that could be used to access the Underground Pool. There are also two paths leading out of the Plaza to the Snow Forts and the Forest.

There are no Mini-Games to play in the Plaza, but it's a great place to go to browse many different rooms. It is also very commonly decorated for Parties/Events
Color

Players have a variety of **colors** from which they can choose for their penguin. When creating an account, the player is asked to pick one from 14 options for free. Further colors can later be bought from the Penguin Style catalog in the Gift Shop for 20 coins each

Colors are essentially clothing items. However, they cannot be removed from the player card, and the player is only able to change colors. In the inventory, color icons are represented as colored blobs with eyes.

## Gallery

### In the inventory

BlueGreenPinkBlackRedOrangeYellowPurpleBrownPeachDark GreenLight BlueLime Green(Sensei) Gray
### Other

The current penguin for the color page of catalogs
List of Dataframes

```

```

```

```

class(data2[,1])

```

for(i in 1:length(data)){
  data[[i]] = data[[i]][(data[[i]][["V1"]]) >= StartDate, ]
  data[[i]] = data[[i]][(data[[i]][["V1"]]) <= EndDate, ]}
```

#Transform Df-list
library(reshape)
Temp_subs = lapply(Temp_subs, function(x) {
  cast(x, Year ~ Day)})

#Empty DF for Regression
Statframe = data.frame(Day=1, Konstante=1, Trendwert=1, Pvalue=1)[-1,]

#Loop for output
for (a  in names(Temp_subs)) {
  for(i in 2:ncol(Temp_subs1)) {
    #Regression-Model
    x <- Temp_subs1$Year
    y <- Temp_subsa[,i]
    mod <- lm(y ~ x)
    summary(mod)

    #Add Statistics to empty DF
    #Overview str(summary(mod))
    Statframe[i,] <- c(i,
                       summary(mod)'coefficients'['(Intercept)','Estimate'],
                       summary(mod)'coefficients'['x','Estimate'],
                       summary(mod)'coefficients'['x','Pr(>|t|)'])

    filename <- paste(a, "_Statistics.txt",  col="", sep="")
    write.table(Statframe, filename, row.names=TRUE, col.names=TRUE)
  }
}

```

#replace Date
for (a in 1: length(Stats)) {
  Statsa$Day = date_list
}

#Reset rownumber
for (a in 1: length(Stats)) {
  rownames(Statsa) = NULL
}

#Add Start and End-Date
for (a in 1: length(Stats)) {
  Statsa$Start = 2005
}

for (a in 1: length(Stats)) {
  Statsa$Ende = 2016
}

#Trends for beginning and end of periode
for (a in 1: length(Stats)) {
  Statsa$Tline_Start = Statsa$Trendwert * Statsa$Start + Statsa$Konstante
  }

for (a in 1: length(Stats)) {
  Statsa$Tline_Ende = Statsa$Trendwert * Statsa$Ende + Statsa$Konstante
}

#Changes
for (a in 1: length(Stats)) {
  Statsa$Veränderung_C = Statsa$Tline_Ende - Statsa$Tline_Start
}

#Changes in %
for (a in 1: length(Stats)) {
  Statsa$Veränderung_P = Statsa$Tline_Ende / (Statsa$Tline_Start / 100) - 100
}
#Output in single files
sapply(names(Stats),
       function (x) write.table(Statsx, file = paste(x, "_ALLStatistics.txt"), row.names=TRUE, col.names=TRUE))

```

### Update Column-Names

```
for(i in 1: length(Stats)){
  allcolnames = colnames(Statsi)
  allcolnames = paste(allcolnames, names(Stats)[i] , sep = "_")
  colnames(Statsi) = allcolnames
}

#Update only first column
Stats <- lapply(Stats, function(x) {colnames(x)[1] <- "Day"; x})

```

### Extract certain columns

```
colextract = c(1,3)
Stats = lapply(Stats, "[", , colextract)

```

### Create list of multiple random dataframes

```
for (a in 1:32) {
  nam <- paste("date_list", a, sep = "")
  assign(nam, data.frame(Date = sample(seq(ymd('2000-01-01'),ymd('2000-12-31'),by='day'),10)))
}

splitlist <- mget(ls(pattern="date_list"))

```
Date

"%Y-%m-%d" = 2009-05-31
"%Y/%m/%d" = 2009/05/31
"%y/%m/%d" = 09/05/31
"%d%b%Y"   = 31jan1960

```

```

datelist = seq(ymd_hms('1980-01-01 00:00:00'),ymd_hms('1980-07-01 00:00:00'), by = '60 mins')

```

### Modify Data based on Time

```
idx = which(testframe$Date >= "2015-01-01" & testframe$Date <= "2015-01-27",)
testframe[idx,][,2:5] = testframe[idx,][,2:5] * 2

```
Trapsetters Guild

## Introduction

There are those who do not resent the Dungeon - some would even go as far as to say that they worship it. These are the esoteric, inscrutable members of the Trapsetters Guild.

Typically aloof and apathetic to the concerns of all other Denizens, the Trapsetters hold that the conviction that the Dungeon was created for a specific, sublimely important purpose. Having descended - so they claim - from the original adventuring party of humanoids who arrived in the Dungeon, they are privy to the secret machinations behind-the-scenes which keep the Dungeon running and working as an infinitely expansive torture chamber. The key instrument to this end are the rumoured “control rooms”, kept hidden by layer upon layer of magical, mechanical, and practical means, wherein the Trapsetters can supposedly manipulate the very shape and form of the Dungeon itself.

## Practices

The primary responsibility for an initiate of the Trapsetters Guild is the maintenance and upkeep of, appropriately, all of the Dungeon’s traps. The Trapsetters are the ones to haul boulders back to the top of the rock-fall trap, reload arrows into empty turrets, lock the lives snakes back into their designated treasure chest, and so on. It is not an easy task, and the rate of mortality of new initiates into the guild elevates the upper ranks to an even more untouchable level.

Although the Trapsetters state officially that none of their members have sadistic inclinations, they nevertheless strive to inflict as much pain and suffering on all Dungeon Denizens. As the Dungeon surely must have been created for a reason (even if the reason is unknowable by its Denizens), each gruesome injury inflicted and painful death orchestrated is not only necessary, but paramount.

## Symbols

The mark of the Trapsetters Guild are the six unblinking eyes of the Witnesses: the other watchful caretakers of the Dungeon. Initiates typically wear dark purple robes with a pointed cowl that drops below their brow, the cowl itself embroidered with the six eyes in silver thread. This garb is only ever distributed by the Guild’s elders, and they keep the secret to its creation to themselves.
Read, Write Data

```

#Single condition
files = list.files(pattern="Root")

#Read single file
file1 = read.table(files[1],header = TRUE)

```

```

```

```

AnzahlJahre = "10"
AbDatum = "2000"
EndDatum = "2009"
file_name <- paste ("EUmax_",AnzahlJahre,"J_",AbDatum,"_",EndDatum,".dat", col="", sep="")
write.table(Data, file_name, row.names=TRUE, col.names=TRUE)

```
Correlations

### Calculating correlations

```
corloads = cor(Data[,2:(length(Data))], use = "pairwise.complete.obs")

#Creating Correlation Plot
library(spatstat)
plot(im(corloads[nrow(corloads):1,]), main="Correlation Matrix")

```

### Advanced Correlation Plot

```
library(ggplot2)
library(ggcorrplot)

#Correlation matrix
corr <- round(cor(Air_Climate, use = "complete.obs"), 1)

#Plot
ggcorrplot(corr, hc.order = TRUE,
           type = "lower",
           lab = TRUE,
           lab_size = 3,
           method="circle",
           colors = c("tomato2", "white", "springgreen3"),
           title="title",
           ggtheme=theme_bw)

```
GGMap

register_google(key = "AIzaSyB4-nS_QSaDK_FmQ6-CGfMHctPzofJRCpQ")
 ggmap:::register_google(key="AIzaSyB4-nS_QSaDK_FmQ6-CGfMHctPzofJRCpQ")
 has_google_key()

 p = ggmap(
   ggmap = get_map(
     "Europe",
     zoom = 3, scale = "auto",
     maptype = "satellite",
     source = "google"),
   extent = "device",
   legend = "topright"
 )

 ####################
 p = p + geom_point(data = Groups, aes(LON, LAT, color = MAX), size = 1.5) +
   scale_x_continuous(limits = c(-25.0, 50.00), expand = c(0, 0)) +
   scale_y_continuous(limits = c(30.00, 70.0), expand = c(0, 0)) +
   labs(title="PCA-Groups SLP") +
   scale_color_manual(name = "PC",
                      values = c ("PC1" = "yellow",
                                  "PC2" = "darkorange",
                                  "PC3" = "red",
                                  "PC4" = "magenta",
                                  "PC5" = "cyan",
                                  "PC6" = "green",
                                  "PC7" = "grey80",
                                  "PC8" = "steelblue",
                                  "PC9" = "forestgreen"))

```

p = p + geom_point(data = Stationsmean, aes(LON, LAT, color = MeanGroup, shape = Höhe > 700), size = 1.5) +
  scale_x_continuous(limits = c(-15.0, 32.00), expand = c(0, 0)) +
  scale_y_continuous(limits = c(34.00, 70.0), expand = c(0, 0)) +
  scale_shape_manual(name = "Altitude", values = c(19, 17),  labels = c("<700m", ">700m")) +
  scale_color_manual(name = "Mean [µg/m3]",
                     values = c("10-20" = "#4000ff",
                                "20-30" = "#00bfff",
                                "30-40" = "#00ffbf",
                                "40-50" = "#04B431",
                                "50-60" = "#40ff00",
                                "60-70" = "#ffff00",
                                "70-80" = "#ff8000",
                                "80-90" = "#ff0000",
                                "90-100" = "#FF0040",
                                "100-110" = "#ff00ff"))

```

### Plot Clusters

```
library(ggmap)

Europe <- get_map(location = "Europe", zoom = 3)

p = ggmap(Europe)

p = p + geom_point(data = Cluster, aes(LON, LAT, color = Cluster.Nummer), size = 1.5) +
  scale_x_continuous(limits = c(-11.0, 32.00), expand = c(0, 0)) +
  scale_y_continuous(limits = c(36.00, 70.5), expand = c(0, 0)) +
  scale_color_manual(name = "Cluster",
                     values = c ("Cluster 1" = "yellow",
                                 "Cluster 2" = "orange",
                                 "Cluster 3" = "red",
                                 "Cluster 4" = "purple",
                                 "Cluster 5" = "blue",
                                 "Cluster 6" = "darkgreen",
                                 "Cluster 7" = "brown"))

```
Extracting Data

### Extracting rows based of values (time)

```
index = testframe$Date>="1992-02-28" & testframe$Date<="1994-03-09"
testframe[index, 3:5] <- testframe[index, 3:5] * 3

```

### Extracting rows based on a list

```
Data= Data[Data$Date %in% date_list,]

```

### Select columns by name

```
Climate_Select = select(Climate,
                        TMK, TXK, TNK,
                        FX, RSK, SDK,
                        PM, UPM)

```
Cluster Analysis

```

```

op_k = kgs(clus, distance, maxclus = 20)

min(op_k)

op_k[which(op_k == min(op_k))]

AnzahlCluster = data.frame(op_k[which(op_k == min(op_k))])
AnzahlCluster = rownames (AnzahlCluster)
AnzahlCluster = as.numeric (AnzahlCluster)

```

plot(names (op_k), op_k, xlab="Number of Clusters", ylab="KGS Penalty Function",

     col=ifelse(names(op_k)==AnzahlCluster, "red", "black"),

     pch=ifelse(names(op_k)==AnzahlCluster, 19, 1),
     cex=ifelse(names(op_k)==AnzahlCluster, 1.3, 1))
grid(NULL,NULL)

```

### Cluster Analysis

```
source("CLUSTER.R")

cluster_result = cbcla_func(x = corloads, cl1 = AnzahlCluster, cl2 = AnzahlCluster)
Zuordnung = data.frame(cluster_result$kcmem[,1])

Verteilung = cluster_result$kcfreq

```

### Create Dataframe for Graphic Visualisation

```
ClusterKarte = cbind(ValidStations, Zuordnung)

colnames(ClusterKarte)[1] <- "Code"

colnames(ClusterKarte)[2] <- "Cluster-Nummer"

ClusterKarte = inner_join(ClusterKarte, StationInfo, by = "Code")

ClusterKarte$Startdatum <- NULL

ClusterKarte = ClusterKarte[,c(1, 3, 2, 4, 5, 6, 7)]

```

### Create Dataframe with Centroids for Reference Stations

```
StationNames = as.list(ClusterKarte$Code)

Centroiden = data.frame(cluster_result$kccentroids)

Centroiden = Centroiden[1:AnzahlCluster,]

colnames(Centroiden) = StationNames

```

### Adding Centroid Distances in assigned Cluster

```
ClusterKarte$Distance <- apply(ClusterKarte, 1, function(x) Centroiden[x[3], x[1]])

```
NA - Missing values

### Count number of NA

```
nacount = colSums(is.na(df))
nacount = data.frame(nacount)

```

### Remove rows with missing values

```
dataframe= na.omit(dataframe)

```

### Replace negative values with NA

```
testframe[,3:5][testframe[,3:5]< 0] = NA

```

### Remove rows with NA values

```
df[rowSums(sapply(testframe,`%in%`,c(-999)))==0,]
df[rowSums(sapply(data[,3:10]`%in%`,c(-99,-999)))==0,]

```

### Maximum of 5% missing values

```
#Count NA for each Station
nacount = colSums(is.na(Data))
nacount = data.frame(nacount)

#Delete columns with too many NA
valid = which(nacount >= 18*as.numeric(1))
Data = Data[, -c(valid)]

```
Surviving

## Water

Despite the endless stream of dangers and horrors which a being is faced with upon first finding themselves in the Dungeon, after 24 hours most living creatures primary concern will be fresh water.

Water in the Dungeon is more valuable than silver or gold (but not more valuable than precious stones, which are used by the Grinder Dwarves to power their great machines). Denizens fight, and are often killed, over a bottle of water or for their turn at a trickle of drops leaking from a cave wall.

Some species which have adapted to Dungeon existence after many thousands of years take advantage of Denizen’s desperation for water by mimicking the sound of a flowing stream, such as the ever-bleeding Drought Beast.

## Food

Although some species of smaller vermin (such as rats, fat grubs, and blind toads) do occupy the cracks and crevices, providing meager sustenance for trappers and foragers, the monstrous Denizens of Dungeon 26 are also well-aware of this fact and use it to their advantage. Certain long-term residents, such as the Adrenal Parasite, exploit their knowledge that tiny creatures such as rodents and beetles will almost always be consumed by significantly larger and more complicated creatures: namely, humanoids.

## Child-Rearing

Author's note: I'll admit, this is going to be a tricky one to explain...
Swegy

"if you can't draw it, it doesn't exist"

**Swegy** is a designer for CPRG. He does the art for the blog posts and he designs rooms, items and almost everything custom you see in-game.

## Other Information

* He picks the Penguin Of The Week winners.
* His favorite pin is the Shamrock Pin
* He has issues finding a good outfit.
* His favorite item is the Camo Background.
* His favorite color is purple.
The Church

## Introduction

One of the last remnants of religion in the godless hell which is the Dungeon, the Church holds the belief that humanoids are inherently superior to non-humanoids in every way (see Genesis 1:28).

The most blasphemous creatures in the eyes of the Church are those which can take on or mimic the form of a humanoid, such as doppelgangers, shapeshifters, and Psychomorphs. These vile deceivers are the devil’s agents, the Church enforces; identifying and hunting down shapeshifters is one of the primary responsibilities of the Church’s Paladins.

## Practices

The Church’s clergy performs regular sacrifices to God in the form of small, easily-subdued “monsters”. After an offering like this is performed, what remains of the creature is considered blessed and therefore perfectly acceptable to eat, which they do with their bare hands while assembled in congregation. Because finding untainted sustenance is one of the primary concerns of all Denizens, there are non-believers who suspect that the entire reason the Church was founded in the first place was to justify eating the flesh of monsters.
Forgeheart (Mace)

## Appearance

A long-hafted mace with a 6-sided flanged head, this Forgeheart appears to be rusted or worn because of its mottled gray-silver colour. In reality, this is due to weapon being smelted from pure meteorite. A perfectly spherical orb extracted from the core of a dead star lies at its centre - if one is very still, they may feel a faint vibration originating from this point.

## History

Decades ago the core of a dead star was discovered deep with the Dungeon by a crew of Grinder Dwarves. Aware that it would not be possible for them to transport the find, they instead sold their knowledge of its location to the renowned golem blacksmith Bellows. The golem so desired access to the material that it built a new refinery around the star itself, and over years slowly extracted the metal to create its first series of weapons and armour.  Each individual piece of this set was named Forgeheart to acknowledge their origin. Eventually much of this equipment was stolen by rebellious members of The Church (who maintain a particular hatred of golems), which in turn was stolen by looters and brigands, which in turn ended up in the hands of Jörg of Wyndham.

## Abilities

The first thing one will notice upon swinging Forgeheart is its self-driven momentum. The dead star at its centre generates its own centrifugal force once in motion, amplifying the power behind every swing - but at the same time - being extremely difficult to stop moving once started.

When something is hit by Forgeheart they feel two impacts: the first with the force of the wielder's strength, and moments later, the second, with the force of the star’s strength. Forgeheart’s supernatural second impact is entirely independent to the first, and the damage that it causes is purely internal. Bones will shatter despite armour being barely dented. Stone walls will crack from the inside, becoming as brittle as eggshell afterwards. Organs will rupture without the skin having been broken.

Destroying Forgeheart would be catastrophically bad: refer to rules for receiving damage from a small-scale supernova in close proximity.

> **Stellar Remnant**: Forgeheart deals damage as a masterwork iron mace, plus twice that in internal trauma (of a magical and/or ‘cosmic’ type damage, depending on system played). Organic creatures struck begin bleeding internally, and inorganic objects lose 50% of hardness per strike.
>
>
Цікаві факти про Java

Збірка цікавих фактів і корисних «фішок» мови програмування Java:

* На Java недоцільно писати драйвера пристроїв, оскільки під час запуску ОС вони завантажуються ще до віртуальної машини Java.
* Для запису чисел у шістнадцятковій системі числення в Java використовується префікс 0x.
* Починаючи із сьомої версії Java, у записі великих чисел для зручності допускаються розділювачі. Наприклад, *int a = -2\_147\_483\_648*.
* У Java допускаються класи без методів, однак мінімальна програма повинна містити щонайменше один клас з одним методом *main*. Виглядатиме вона так:

```
public class Home
{
    public static void main (String[] args)
    {
    }
}

```

* У текстах, присвячених програмуванню, після імені метода прийнято ставити порожні дужки (). Це допомагає відрізнити власне метод від інших елементів коду.
* Якщо результатом операцій над цілочисленними типами змінних, зокрема *int*, є не ціле число (наприклад, 5.3), повернеться лише ціле значення (5). При цьому числа після коми будуть відкинуті, а не заокруглені за звичайними математичними правилами (5.7 => 5, а не 6).
* Результат арифметичних операцій над змінними типу *byte* i *short* повертається з типом *int*.
* Для кодування символів у Java використовується виключно формат UTF-16. Це означає, що символ типу char займає 2 (більшість мов, у тому числі кирилиця) або 4 байта (ієрогліфи).
GitHub

**GitHub** – один з найбільших веб-сервісів серед систем керування версіями для спільної розробки програмного забезпечення. Відноситься до розподілених систем контролю версії, тобто використовує розподілену модель зберігання файлів.

**Repository** (репозиторій, «сховище») – місце на сервері, де зберігаються й підтримуються деякі дані (найчастіше у вигляді файлів) разом з історією їх зміни та іншою службовою інформацією.

**Commit** («фіксація транзакції») – підтвердження зміни коду в репозиторії.

**Branch** («гілка») – відредагована версія коду, працювати з якою можна паралельно з основною.

**Pull request** («запит на включення») – запит на внесення змін гілки в основну версію коду.

“Git” it together: Some tips on commit etiquette and best practices for junior developers
Термінологія

**Декоратор** (decorator) – структурний шаблон проектування, призначений для динамічного підключення додаткових можливостей до об’єкта.

**Декремент** (decrement) – операція зменшення значення змінної, повністю протилежна до *інкремента*.

**Екранування** – розміщення додаткового символу (у Java це зворотній слеш **/**) перед метасимволами для їх звичайного відображення без задіювання властивих їм додаткових функцій. Наприклад, для відображення тексту (метасимволи підкреслено) *It's Windows path: "C:\Program Files\Java\jdk1.7.0\bin"* спрацює такий код:

```
System.out.println("It\'s Windows path: \"C:\\Program Files\\Java\\jdk1.7.0\\bin\"");

```

Перелік метасимволів і рядкових літералів в офіційній документації

Экранирование (или что нужно знать для работы с текстом в тексте)

**Інкремент** (increment) – операція збільшення значення змінної, найчастіше на 1 (якщо змінна символьного типу, то береться наступний символ). Розрізняють 2 типи інкрементів:

* префіксний *int y = ++x*, який можна записати як

```
x = x + 1; int y = x;

```

* суфіксний *int y = x++*, який можна записати як

```
int y = x; x = x +1;

```

**Кастинг** (casting, type conversion) – перетворення значення одного типу в значення іншого. Розрізняють *явний* (explicit) і *неявний* (implicit) види кастингу:

```
int a = 3;
short b = 7;
a = b;            //Неявне перетворення
a = (int) b;      //Явне перетворення
b = a;            //Неявне (небезпечне) перетворення
b = (short) a;    //Явне (безпечне) перетворення

```

**Компілятор** (compiler) – комп’ютерна програма (або набір програм), що перетворює (компілює) вихідний код, написаний певною мовою програмування, на семантично еквівалентний код в іншій мові програмування, який зазвичай необхідний для виконання програми машиною, (комп’ютером). У Java результатом роботи компілятора є **байт-код** – набір інструкцій для виконання JVM.

**Конкатенація** (concatenation) – операція склеювання (об’єднання) об’єктів лінійної структури, зазвичай рядків. Наприклад, конкатенація слів «мікро» і «світ» дасть слово «мікросвіт»:

```
String Concatenation = "мікро" + "світ";

System.out.println(Concatenation);

```

**Транслятор** (translater) – програма або технічний засіб, який виконує перетворення чи іншу обробку текстів програм. До трансляторів відносяться компілятори, декомпілятори, асемблери, дизасемблери, інтерпретатори та препроцесори.
IntelliJ IDEA

## Комбінації клавіш

Краткая шпаргалка по сочетаниям клавиш в IntelliJ IDEA

Ctrl + Alt + S – налаштування

Ctrl + Shift + F10 – скомпілювати і запустити код класу *main*

Shift + F10 – скомпілювати і запустити код усіх класів проекту

Ctrl + / – закоментувати/розкоментувати виділений фрагмент коду

Ctrl + D – скопіювати рядок з курсором і вставити цю копію нижче

*psvm* + Tab – автоматично вставити public static void main(String[] args) { }

## Корисні посилання

FAQ по IntelliJ IDEA (JavaRush)

IntelliJ IDEA - Небольшие, замечательные советы.
Командний рядок

Win + R => *cmd* – відкрити командний рядок Windows

*help* – довідка з переліком усіх команд

*help [назва\_команди]* – докладна довідка по конкретній команді

*cd \* – перехід у кореневу папку

*cd ..* – перехід на рівень вище

*cd [назва\_папки]* – перехід у конкретну папку

*java -version* – перевірити версію JRE

*javac -version* – перевірити версію компілятора Java

*javac [назва\_файла.java]* – скомпілювати файл програми в .class

*java* [*назва\_файла*] – запустити виконання скомпільованої програми

*jar cfe [назва\_jar] [основна\_назва\_класу] [клас\_переміщення\_в\_jar]* – створення JAR

*jar tf* *[назва\_jar]* – перегляд вмісту JAR

*jar xf* *[назва\_jar]* – розархівування вмісту JAR
50 Cent: Bulletproof

***50 Cent: Bulletproof*** is an action video game developed by Genuine Games and published by Vivendi Universal Games for the PlayStation 2, Xbox and Xbox 360 consoles, which released in November 2005. *50 Cent: Bulletproof* was reworked into a PlayStation Portable version titled ***50 Cent: Bulletproof G Unit Edition***, with a top-down perspective, which released in 2006. A sequel, *50 Cent: Blood on the Sand*, was released in 2009.

The story revolves around protagonist hip hop musician 50 Cent's search for vengeance against the hitmen who attempted to murder him. The game features members of the G-Unit rap crew as a gang. Dr. Dre plays an arms dealer, Eminem plays a corrupt police officer, and DJ Whoo Kid plays himself as a person selling "bootlegged" music (of the G-Unit camp) out of his trunk. A soundtrack album titled, *Bulletproof*, was released by DJ Red Heat's Shadyville Entertainment. It won "Best Original Song" in the 2005 Spike TV Video Game
25 to Life

***25 to Life*** is a third-person shooter video game for Microsoft Windows, PlayStation 2, Xbox and Xbox 360 released in 2006. The game was developed by Avalanche Software and published by Eidos Interactive.

Set in a modern environment, the game allows the player to play as both a cop and a gangster, at different times, in a "cops and robbers" style game. The game can be played online with up to 16 players using the network adaptor for the PS2 and through Xbox Livefor Microsoft's Xbox, and there is online play for the PC version as well. In addition, the game features a variety of hip hop songs playing in the background. The name of the game comes from a typical "indeterminate life sentence" that is often given in the United States upon a defendant's conviction for a violent felony. See the article on parole for more information.
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Системи числення

* а також вісімкова (Oct: 01234567)

#### З десяткової у двійкову (10 => 2):

1. Послідовно ділимо потрібне число й отримувані частини на 2, доки ціла частина не стане меншою, ніж 2.
2. Якщо число ділиться на 2 без остачі ставимо 0, з остачею – 1.
3. Отримані результати записуємо у зворотньому порядку.

#### З двійкової у десяткову (2 => 10):

1. Одиниці в двійковому числі замінити на 2 і піднести їх до степеня, що відповідає розряду (задається у зворотньому порядку). Нулі відкинути.
2. Додати отримані значення.

#### З десяткової у шістнадцяткову (10 => 16):

1. Послідовно ділимо потрібне число й отримувані частини на 16, доки ціла частина не стане меншою, ніж 16.
2. Отримані залишки записуємо у зворотньому порядку, при цьому числа від 10 до 15 замінюємо літерами:

* 10 = A
* 11 = B
* 12 = C
* 13 = D
* 14 = E
* 15 = F

#### З шістнадцяткової у десяткову (16 => 10):

1. Кожне значення шістнадцяткового числа помножити на 16 у степені, що дорівнює розряду цього значення (задається у зворотньому порядку).
2. Додати отримані значення.