nyuuzyou/wikis huggingface dataset:
Packet Accounting

== Packet Sequences ==
The packet sequence number is a 32-bit number created at the connection of any circuit. This number is stored in the packet header, and incremented whenever a packet is sent from one end of the circuit to the other.
== Packet Acknowledgment ==
Reliability is not implicit to a message, rather, it is specified by the sender of a message at the time the message is sent. When NodeA sends a message through the reliable send function, the LL_RELIABLE_FLAG is set in the header of the Packet Layout, and the packet sequence number is stored into a set in NodeA's circuit info. When NodeB receives the reliable packet, it attaches the packet number of the packet it received to the end of the next packet it sends, and sets the LL_ACK_FLAG bit of the returning packet to show acknowledgment of transfer to NodeA. If NodeB does not have the ability to attach an ACK to a packet in a timely fashion (due to large messages being sent with no room for ACKs, a large number of ACKs built up, etc...), NodeB can also encase a variable number of ACKs in a PacketAck message to specifically take care of the rest of its ACKs and avoid duplicate packets from flooding the network.
Assuming NodeA receives the acknowledgment, it removes the acknowledged packet number from the reliable acknowledgment set. Otherwise, if the acknowledgment is not received in a predetermined amount of time (A minimum of 1 second, or a maximum determined by the average ping delay of the circuit), the packet is resent. If the packet is not acknowledged after 3 resends (default value), it is dropped.
==Packet Throttling==
Bandwidth throttling is calculated on 7 different types of data:
*Resend - Resending of reliable packets with no ACK
*Land - Land layer data
*Wind - Wind layer data
*Cloud - Cloud layer data
*Task - Updates to anything the simulator considers a task (Objects, Agents, etc...)
*Texture - Image files
*Asset - Object Data, Animations, Gestures, Sounds, etc...
These are managed in a "throttle group", where each type is assigned a portion of the overall bandwidth setting (as set in the parameters of the client). The Transfer Manager, Texture Pipeline and Interest List then handles the updates for the different bandwidth types as they send data across the circuit.
==Duplicate Suppression==
Due to the fact that acknowledgments to reliable packets are attached to UDP messages, there is no guarantee they will actually be received by the remote host. In this case, the circuit is responsible for dealing with suppression of the duplicate packets.
The circuit keeps a list of all recently received reliable packets, up through a certain timeout value. If a reliable packet that is already on this list is received again, the circuit replies with another ACK appended to the next packet.
Packet Loss

Knowledge Base articles:
*How do I check for packet loss (network lag)?
*How to find FPS, Packet Loss, Ping Sim and Ping User
*How can I get a better idea of what my packet loss is?
*I have a lot of lag. How can I improve performance?
*Second Life gives me an error message about mangled network data. What does this mean?
*I know I have a fast Internet connection, but Second Life seems to download items slowly. How do I make things faster?
Panel chat bar.xml-20090623a

renderFarClip (Drawdistance) slider on your chat bar
<xml>
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<panel bottom="-1" default_tab_group="1" follows="left|bottom|right" height="25" left="0" name="chat_bar" width="395">
 <panel bottom="1" follows="left|right|bottom" height="23" left="0"
 use_bounding_rect="true" width="397" bg_visible="false" border="false" border_visible="false">
 <panel bottom="0" filename="panel_bg_tab.xml" height="22" left="-398" width="396" />
 </panel>
 <button bottom="-23" follows="left|bottom" font="SansSerif" halign="center" height="20"
 label="Local Chat" left="7" name="History"
 tool_tip="Click here to see what has been said" width="83" />
 <line_editor bevel_style="in" border_style="line" border_thickness="1" bottom="-23"
 follows="left|right|bottom" font="SansSerif"
 handle_edit_keys_directly="false" height="20" label="Click here to chat."
 left="97" max_length="254" name="Chat Editor"
 select_all_on_focus_received="false" select_on_focus="false" tab_group="1"
 tool_tip="Press Enter to say, Ctrl-Enter to shout." width="75" />
 <flyout_button bottom="-23" follows="right|bottom" height="20" label="Say" left_delta="80"
 list_position="above" mouse_opaque="true" name="Say" tool_tip="(Enter)"
 width="60">
 <flyout_button_item value="shout" name="shout_item">
 Shout
 </flyout_button_item>
 <flyout_button_item value="say" name="say_item">
 Say
 </flyout_button_item>
 <flyout_button_item value="whisper" name="whisper_item">
 Whisper
 </flyout_button_item>
 </flyout_button>
 <combo_box allow_text_entry="false" bottom="-23" follows="right|bottom" height="20"
 label="Gestures" left_delta="60" max_chars="20" name="Gesture" width="70">
 </combo_box>
 
 <slider bottom="-20" width="96" height="14" left_delta="68" follows="right|bottom" mouse_opaque="true" 
 name="drawslider" initial_val="64" max_val="512" min_val="24" increment="8.0" 
 can_edit_text="false" enabled="true" decimal_digits="0" show_text="true" value="64"
 control_name="RenderFarClip" tool_tip="Draw Distance" /> 
 
 <string name="gesture_label">Gestures</string>
</panel>
</xml>
Pants

=== Feature Design Document ===
Pants is Clothing. Pants can be wholly or partially covered by a Dress or a Jacket
=== Functional Spec ===
(none)
=== Test scripts ===
(none)
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
(none)
=== User Guides ===
(none)
ParcelAccessListReply

==Message Layout==
{
	ParcelAccessListReply Low Trusted Zerocoded
	{
		Data	Single
		{	AgentID			LLUUID	}
		{	SequenceID		S32		}
		{	Flags			U32		}
		{	LocalID			S32		}
	}
	{
		List	Variable
		{	ID			LLUUID		}
		{	Time		S32			} 
		{	Flags		U32			}
	}
}
==Usage and Notes==
Flags:
Value	Name
1 	Access
2 	Ban
Category:Messages
Category:Parcel Messages
ParcelAccessListRequest

==Message Layout==
{
	ParcelAccessListRequest Low NotTrusted Zerocoded
	{
		AgentData		Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		Data	Single
		{	SequenceID		S32		}
		{	Flags			U32		}
		{	LocalID			S32		}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelAccessListUpdate

==Message Layout==
{
	ParcelAccessListUpdate Low NotTrusted Zerocoded
	{
		AgentData		Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		Data	Single
		{	Flags			U32		}
		{	LocalID			S32		}
		{	TransactionID	LLUUID	}
		{	SequenceID		S32		}
		{	Sections		S32		}
	}
	{
		List	Variable
		{	ID			LLUUID		}
		{	Time		S32			} 
		{	Flags		U32			}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelBuy

==Message Layout==
{
	ParcelBuy Low NotTrusted Zerocoded
	{
		AgentData		Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		Data			Single
		{	GroupID			LLUUID	}
		{	IsGroupOwned	BOOL 	}
		{	RemoveContribution BOOL	}
		{	LocalID			S32		}
		{	Final			BOOL	} 
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelBuyPass

==Message Layout==
{
	ParcelBuyPass	Low		NotTrusted Unencoded
	{
		AgentData			Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		ParcelData			Single
		{	LocalID			S32				}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelClaim

==Message Layout==
{
	ParcelClaim Low NotTrusted Zerocoded
	{
		AgentData			Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		Data				Single
		{	GroupID			LLUUID	}
		{	IsGroupOwned	BOOL 	}
		{	Final			BOOL	} 
	}
	{
		ParcelData			Variable
		{	West			F32		}
		{	South			F32		}
		{	East			F32		}
		{	North			F32		}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelDeedToGroup

==Message Layout==
{
	ParcelDeedToGroup Low NotTrusted Unencoded
	{
		AgentData			Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		Data				Single
		{	GroupID			LLUUID	}
		{	LocalID			S32		}	
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelDisableObjects

==Message Layout==
{
	ParcelDisableObjects Low NotTrusted Zerocoded
	{
		AgentData			Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		ParcelData			Single
		{	LocalID			S32				}
		{	ReturnType		U32				}
	}
	{
		TaskIDs			Variable
		{	TaskID			LLUUID			}
	}
	{
		OwnerIDs			Variable
		{	OwnerID			LLUUID			}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelDivide

==Message Layout==
{
	ParcelDivide Low NotTrusted Unencoded
	{
		AgentData			Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		ParcelData			Single
		{	West		F32		}
		{	South		F32		}
		{	East		F32		}
		{	North		F32		}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelDwellReply

==Message Layout==
{
	ParcelDwellReply Low Trusted Unencoded
	{
		AgentData	Single
		{	AgentID		LLUUID		}
	}
	{
		Data		Single
		{	LocalID		S32			}
		{	ParcelID	LLUUID		}
		{	Dwell		F32			}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelDwellRequest

==Message Layout==
{
	ParcelDwellRequest Low NotTrusted Unencoded
	{
		AgentData	Single
		{	AgentID		LLUUID		}
		{	SessionID	LLUUID		}
	}
	{
		Data		Single
		{	LocalID		S32			}
		{	ParcelID	LLUUID		}	
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelGodForceOwner

==Message Layout==
{
	ParcelGodForceOwner	Low	NotTrusted Zerocoded
	{
		AgentData		Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		Data			Single
		{	OwnerID			LLUUID	}
		{	LocalID			S32		}	
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelGodMarkAsContent

==Message Layout==
{
	ParcelGodMarkAsContent Low NotTrusted Unencoded
	{
		AgentData	Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
	}
	{
		ParcelData	Single
		{	LocalID		S32		}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelGodReserveForNewbie

==Message Layout==
{
	ParcelGodReserveForNewbie	Low	NotTrusted	Unencoded
	{
		AgentData	Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
	}
	{
		ParcelData	Single
		{	LocalID		S32		}
		{	SnapshotID	LLUUID	}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelInfoReply

==Message Layout==
{
	ParcelInfoReply Low Trusted Zerocoded
	{
		AgentData		Single
		{	AgentID			LLUUID		}
	}
	{
		Data			Single
		{	ParcelID		LLUUID			}
		{	OwnerID			LLUUID			}
		{	Name			Variable	1	}
		{	Desc			Variable	1	}
		{	ActualArea		S32				}
		{	BillableArea	S32				}
		{	Flags			U8				}
		{	GlobalX			F32				}	
		{	GlobalY			F32				}	
		{	GlobalZ			F32				}	
		{	SimName			Variable	1	}
		{	SnapshotID		LLUUID			}
		{	Dwell			F32				}
		{	SalePrice		S32				}
		{	AuctionID		S32				}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelInfoRequest

==Message Layout==
{
	ParcelInfoRequest Low NotTrusted Unencoded
	{
		AgentData		Single
		{	AgentID			LLUUID		}
		{	SessionID		LLUUID	}
	}
	{
		Data			Single
		{	ParcelID		LLUUID		}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelJoin

==Message Layout==
{
	ParcelJoin Low NotTrusted Unencoded
	{
		AgentData			Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		ParcelData			Single
		{	West		F32		}
		{	South		F32		}
		{	East		F32		}
		{	North		F32		}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelObjectOwnersReply

==Message Layout==
{
	ParcelObjectOwnersReply Low Trusted Zerocoded
	{
		Data			Variable
		{	OwnerID			LLUUID			}
		{	IsGroupOwned	BOOL			}
		{	Count			S32				}
		{	OnlineStatus	BOOL			}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelObjectOwnersRequest

==Message Layout==
{
	ParcelObjectOwnersRequest Low NotTrusted Unencoded
	{
		AgentData		Single
		{	AgentID			LLUUID		}
		{	SessionID		LLUUID	}
	}
	{
		ParcelData		Single
		{	LocalID			S32		}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelPropertiesRequest

==Message Layout==
{
	ParcelPropertiesRequest Medium NotTrusted Zerocoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
	}
	{
		ParcelData			Single
		{	SequenceID	S32	}
		{	West		F32	}
		{	South		F32	}
		{	East		F32	}
		{	North		F32	}
		{	SnapSelection	BOOL	}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelPropertiesRequestByID

==Message Layout==
{
	ParcelPropertiesRequestByID Low NotTrusted Zerocoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
	}
	{
		ParcelData		Single
		{	SequenceID	S32		}
		{	LocalID		S32		}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelPropertiesUpdate

==Message Layout==
{
	ParcelPropertiesUpdate Low NotTrusted Zerocoded
	{
		AgentData		Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		ParcelData			Single
		{	LocalID			S32				}
		{	Flags			U32				}
		{	ParcelFlags		U32				}
		{	SalePrice		S32				}
		{	Name			Variable	1	}	
		{	Desc			Variable	1	}	
		{	MusicURL		Variable	1	}	
		{	MediaURL		Variable	1	}	
		{	MediaID			LLUUID			}
		{	MediaAutoScale	U8				}
		{	GroupID			LLUUID			}
		{	PassPrice		S32				}
		{	PassHours		F32				}
		{	Category		U8				}
		{	AuthBuyerID		LLUUID			}
		{	SnapshotID		LLUUID			}
		{	UserLocation	LLVector3		}
		{	UserLookAt		LLVector3		}
		{	LandingType		U8				}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelPropertiesUpdate CAP

POST:
<llsd>
	<map>
		<key>auth_buyer_id</key>
		<uuid />
		<key>auto_scale</key>
		<integer>1</integer>
		<key>category</key>
		<integer>11</integer>
		<key>description</key>
		<string>Day's invention headquarters.</string>
		<key>flags</key>
		<binary encoding="base64">AAAAAQ==</binary>
		<key>group_id</key>
		<uuid>cd3582c4-70e0-daa0-70c5-4d3c81170ab9</uuid>
		<key>landing_type</key>
		<integer>1</integer>
		<key>local_id</key>
		<integer>426</integer>
		<key>media_desc</key>
		<string />
		<key>media_height</key>
		<integer>0</integer>
		<key>media_id</key>
		<uuid>7eb0a8c5-4848-14b9-c8ce-91d5612e5b0b</uuid>
		<key>media_loop</key>
		<integer>0</integer>
		<key>media_type</key>
		<string>text/html</string>
		<key>media_url</key>
		<string>http://landmachine.com</string>
		<key>media_width</key>
		<integer>0</integer>
		<key>music_url</key>
		<string>http://81.88.37.2:8020</string>
		<key>name</key>
		<string>Back Room</string>
		<key>obscure_media</key>
		<integer>0</integer>
		<key>obscure_music</key>
		<integer>1</integer>
		<key>parcel_flags</key>
		<binary encoding="base64">fgAESw==</binary>
		<key>pass_hours</key>
		<real>10</real>
		<key>pass_price</key>
		<integer>10</integer>
		<key>sale_price</key>
		<integer>0</integer>
		<key>snapshot_id</key>
		<uuid />
		<key>user_location</key>
		<array>
			<real>0</real>
			<real>0</real>
			<real>0</real>
		</array>
		<key>user_look_at</key>
		<array>
			<real>0</real>
			<real>0</real>
			<real>0</real>
		</array>
	</map>
</llsd>
Response:
<llsd><undef /></llsd>
ParcelReclaim

==Message Layout==
{
	ParcelReclaim Low NotTrusted Unencoded
	{
		AgentData			Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		Data				Single
		{	LocalID			S32		}	
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelRelease

==Message Layout==
{
	ParcelRelease Low NotTrusted Unencoded
	{
		AgentData		Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		Data			Single
		{	LocalID			S32		}	
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelReturnObjects

==Message Layout==
{
	ParcelReturnObjects Low NotTrusted Zerocoded
	{
		AgentData			Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		ParcelData			Single
		{	LocalID			S32				}
		{	ReturnType		U32				}
	}
	{
		TaskIDs			Variable
		{	TaskID			LLUUID			}
	}
	{
		OwnerIDs			Variable
		{	OwnerID			LLUUID			}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelSelectObjects

==Message Layout==
{
	ParcelSelectObjects Low NotTrusted Zerocoded
	{
		AgentData			Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		ParcelData			Single
		{	LocalID			S32				}
		{	ReturnType		U32				}
	}
	{
		ReturnIDs			Variable
		{	ReturnID		LLUUID	}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelSetOtherCleanTime

==Message Layout==
{
	ParcelSetOtherCleanTime Low NotTrusted Zerocoded
	{
		AgentData			Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		ParcelData			Single
		{	LocalID			S32				}
		{	OtherCleanTime	S32				}
	}
}
==Usage and Notes==
Category:Messages
Category:Parcel Messages
ParcelVoiceInfoRequest

Category:Capabilities
POST:
<llsd><undef /></llsd>
Response:
<llsd><map><key>parcel_local_id</key><integer>1473</integer><key>region_name</key><string>Dubbs</string><key>voice_credentials</key><map><key>channel_uri</key><string>sip:confctl-2646239@bhr.vivox.com</string></map></map></llsd>
Parcel Object Owners Test

ParcelObjectOwners Test
Some things we want to test for is how groups are handled. Can a member of the parcel's group use it? What if the parcel is set to a group, but not deeded? Do I get a warning that returning the group's objects will delete them? Group management tools can be tricky.
I would recommend creating a few different scenarios to test with. First, try no objects at all. This should display "None found." and not enable the "Return objects..." button. All other scenarios should have multiple agent-owned and multiple group-owned objects owners. Try using the following parcel types:
* A parcel not set to any group (agent-owned).
* A parcel set to a group, but still agent-owned.
* A group-owned parcel.
Also, try using the interface as all of the following agents:
* The parcel owner.
* A group officer of the parcel-group.
* A group member of the parcel-group.
* A group officer of a DIFFERENT group.
* None of the above. 
Category:QA Portal
Category:Quality Assurance
Parcel encroachment

;Encroachment
:When an object's position is on one parcel of land but part of it extends into a neighboring parcel, often against the wishes of the neighbor.
The problem is that residents can place objects such that they are on their own parcels but invade the space of their neighbor's.
In January 2011 a partial solution was deployed. Estate owners can now enable a feature that allows people to manually return objects that encroach upon their parcels.
As of 15 March 2012, this feature has been enabled on all Linden Owned mainland regions.
==How it works==
First of all the returnability of encroaching objects must be enabled on a per-region basis and is now enabled on all Linden Owned mainland regions.
See the How To Enable section for information on how do do this.
When someone tries to return an object the server will first check the normal object and parcel permissions and if those fail it will then build a collision body in the physics engine for nearby parcels and then perform a collision query between the object and the parcels.
If the object overlaps one of their parcels then it will be returned.
Some regions use encroachment as a feature, where large "public works" structures overlap privately owned parcels.
To protect such content the encroachment returnability feature has been split between regular privately owned content and estate-content that is owned by the Estate Managers.
The returnability of regular overlapping content can be enabled while blocking return of overlapping estate-content.
==How to Enable==
Here is how to enable the encroachment returnability feature:
# Install a recent viewer that supports the Sim Console feature.
# Login as an Estate Manager
# Open the Sim Console with ( ` is the grave accent, commonly below on QWERTY keyboards)
# Type the following command: set allow_return_encroaching_object true
# To allow return of estate content type: set allow_return_encroaching_estate_object true
# To check whether the feature is enabled or not type: get allow_return_encroaching_object
==Misc Details and Known Bugs==
* The returnability logic relies on the object's physical shape which can differ from its visible shape. There may be cases where an object appears to overlap but is not returnable, or visa versa.
* Visible and physical shape mismatch will be worst for the following objects:
** trees and grass
** sculpty prims
** flexi prims
** static objects using the llTargetOmega() feature -- they appear to be spinning but are not spinning in the physics engine
* Phantom and Volume Detect objects will still collide for encroachment.
* Encroachment across region boundaries is not yet fully supported but is working in most cases.
Parcels

=== Feature Design Document ===
(none)
=== Functional Spec ===
(none)
=== Test scripts ===
Parcels internal test
Buying Parcels internal test
Sell Land With Objects test
Deed test (currently covers both objects and land. These need to be separated)
Object Return internal test
Parcel Limits test
Parcel Object Owners test - Determine who has objects on a parcel, how many, etc.
Parcel Return test - Verify items are returned properly to one inventory in a variety of ways.
Edit Terrain test - Land modification
Selection_test - Parcel and terrain selection
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
(none)
=== User Guides ===
(none)
Paris Microcontinent

A223 or Paris 1900 is a Microcontinent identified at Coordinates 588-591/925-925, Grid Sector E9, Far West Ocean.
== History ==
These 4 sims are all what is left from a much more complex French estate. In past, it covered many sims. With massive help from devoted French people, these 4 sims have survived and will survive from now on.
== The City ==
All land is themed urban land, with large, paved streets and multi-floored buildings. Of great interest there is a tram that circles accross all the city. Unlike any other urban settlement on the grid, Paris is a place with more open spaces. Vegetation is not found anywhere (even if there are a few parks and gardens), but distance between buildings along main boulevard is beg enlugh. Another aspect is the presence of many statues. There are not only historical sculpted statues, but also dummy avatars, persons that give the impression of a populated place. Even without them, this place is populated anyway. Visitors can find many expensive shops with the last fashion of the moment. If you decide to enter a shop, make sure you have enough money.
== A copy of the real Paris ==
The most known construction in Paris, the Eifel tower, is present here too and at exactly the same size. Unlike the real tower, the elevator was replaced with a teleporter and on top of the tower a trambuline was built for crazy divers. Many of the buildings and names used here are in fact copies of the existing ones in Paris.
== Land Status ==
Even if this is a themed place, unconventional avatars are welcome. Land With Restricted Access was not found here.
== See Also ==
Second Life Geography
Coeur Microcontinent
Paris Railway
List Of Microcontinents And Sim Clusters
Oceans
Paris Railway

This is a multisim railway that goes through Paris Microcontinent. It is a themed historical place, showing how Paris was in the 1900's.
The railway goes through 4 sims and forms a circle. Automated transportation is present under the form of a tram.
The railway uses a guide, like all rails in Heterocera, with the difference that distance between rails is much smaller then it is on the continent. For almost the whole distance, rail is in the middle of a large boulevard. There are a few stations along important touristic objectives.
== See Also ==
Second Life Geography
List Of Railways
PartMatchStrInList

==Description==
A way to find the first partial match in a list with a string (because there wasn't another one on this wiki at the time of writing)
==Code==
<lsl>
//Made by Richardjrn Weatherwax
string PartMatchStrInList(string search, list src)
{
 integer kill = FALSE;
 integer i;
 for(i=0;i<llGetListLength(src);i++)
 {
 string match = llList2String(src,i);
 if(llSubStringIndex(llToLower(match),llToLower(search))!=-1)return match;
 }
 return "NoThInG_FoUnD";
}
</lsl>