nyuuzyou/wikis huggingface dataset:
Qu'est-ce qu'un groupe

__NOTOC__
==Qu'est-ce qu'un groupe ?==
Les groupes sont des organisations dont vous pouvez faire partie dans Second Life. Les membres d'un groupe peuvent bénéficier de certains avantages :
*Les membres du groupe et les officiers reçoivent des titres spéciaux. Lorsque l'un de vos groupes est actif, votre titre apparaît en face de votre nom, par exemple Owner Noelle Linden. Vous pouvez activer ou désactiver le titre de tous vos groupes à partir du menu Éditer > Groupes. Voir la page Comment changer le titre qui apparaît devant mon nom ?
*Vous pouvez accorder certaines permissions aux membres du groupe. Le membre d'un groupe peut restreindre l'accès à son terrain aux autres membres ou scripter un objet qui a des fonctions que seuls les membres du groupe peuvent activer. 
*Le groupe partage un compte commun. Tous les Linden dollars versés sur le compte du groupe sont répartis de manière égale parmi tous les membres, ceci quotidiennement. 
*Les groupes peuvent posséder du terrain en commun et chacun des membres peuvent verser une contribution pour payer les frais de terrain. Voir l'article Comment fonctionnent les terrains de groupe ?
*Les autres résidents peuvent voir à quels groupent vous appartenez à partir de votre Profil.
Quality Assurance Example Script

[PHYSICSTEST]
[VERSION] 0.2
[LENGTH] 00:10
[TESTERS] 1
[OVERVIEW] This test has been designed to the basic functionality of pinned objects (a.k.a. "non-physical" objects), and non-pinned objects (a.k.a. "physical" objects).
[SETUP] Tester must be in an area where building is enabled.
[*]
[Linked Objects]
[0010] Make a complicated linked object with more than three pinned primitives, each piece with a non-trivial rotation, and preferably not all the same shape:
[0010.0010] Unlink and link the collection a few times... the primitives should not change position/rotation between link/unlink cycles.
[NOTE] Notes are also recognized!
[INV] InventoryName
[SCRIPT] ScriptName
[0010.0020] Duplicate the linked object. Did it copy correctly?
[0010.0030] Unpin the linked object and use Grab to throw it around. Does it collide 
correctly?
[0010.0040] Throw the object across the region boundary. Did it cross correctly?
[*]
[Simple Grab]
[0020] Find a relatively flat location near a region boundary. Create two single-primitive 
objects, one pinned and one non-pinned.
[0020.0010] Does Grab move each one in the X-Y plane?
[0020.0020] Does CTRL-Grab move each one in the LeftRight???-Z plane?
[0020.0030] Does SHIFT-CTRL-Grab rotate each object?
[0020.0040] Can Grab be used to move each one across the region boundary?
[0020.0050] Can you Grab each object when they are across the boundary from you
[*]
[Colliding Grab]
[0030] Make a floor, add two walls, and create a single-primitive pinned object near the 
middle of the floor.
[0030.0010] Can you Grab the pinned object and move it about the floor?
[0030.0020] Create a new object on the floor and make it non-pinned.
[0030.0020.0010] Try to Grab the object and move it beyond the wall; expected behavior is 
that it will lightly bounce against the wall.
[0030.0020.0020] Do collisions generate sounds and particle systems?
[0030.0020.0030] The object should never be able to interpenetrate or tunnel through the wall.
[0030.0020.0040] Use Grab to collide the non-pinned object against the pinned object that was being grabbed earlier. If the Grabbed object rotates, it should rotate very slowly as if it were being slowed down by molasses.
[*]
[Interpenetration Rules]
[0040] Make two pinned objects and two non-pinned.
[0040.0010] Try to use the build-mode move tool to position one pinned object into a state of interpenetration with the other pinned object. The operation should succeed.
[0040.0020] Try to move the same object into a state of interpenetration with one of the non-pinned objects. The operation should succeed.
[0040.0030] Move the pinned object back into interpenetration with the other pinned object, then try to unpin it. The operation should fail.
[*]
[NOTE] Don't forget to clean up your test area when finished!
Category:QA Portal
Category:Quality Assurance
Quality Assurance Testing Format

===Test Script Formatting===
[PHYSICSTEST]	The name of the test.
[URL]	http://www.yoururl.com/testname The URL of the test.
[CONTRIBUTION] 	Who / when the test originated (may not be needed in wiki)
[MODIFICATIONS] 	Who / when modified this test (may not be needed in wiki)
[TEST GROUP] Test Group
[TAGS] Tag1 Tag2 Tag3
[VERSION] 0.1	This is the version number for this test script.
[DURATION] 00:15 	Time to execute the test. This will be adjusted during Preview as metrics come in.
[TESTERS] 1 	Number of testers required to run the test.
[OVERVIEW / GOAL] 	The overview of the test.
[EXPECTED OUTCOME] 	The results that are expected from this test
[SETUP] 	Instructions and other requirements for the test.
[TEST DATA] 	Data for the test.
[NOTE] 	Any other information related to the test, will be expressed at test time with the step that it follows.
[INV] 	Place the name of any inventory items that are needed for the test here. It will be added to your test and rezzed when needed.
[LSL SCRIPT] 	This is where LSL code will be for the test.
[CASE NAME] 	The name of the test case
[REPORT DATA] 	The data that will be included in report output for this test
Here is a sample test script, properly formatted: Quality Assurance Example Script Sample Automation Test
Category:QA Portal
Category:Quality Assurance
Que es Trafico?

¿Que es tráfico? (Dwell) 
Linden inicialmente introdujo "tráfico" o "Dwell" como un modo de recompensar a los residentes que creaban sitios populares. Actualmente, tráfico provee a los residentes de la respuesta a la pregunta de como es de popular un lugar. 
Inicialmente, Dwell era un valor asignado de puntos por cada residente asignado calculando la proporción de tiempo gastado en cada sitio de SL. Actualmente, un residente debe gastar al menos 5 minutos de una sola vez para darle al terreno un punto de tráfico. 
Inicialmente, Linden ofrecía una recompensa de $US para el 2% de los poseedores de terrenos que recibían más tráfico. - en proporción al tráfico que sus propiedades recibían. En Agosto del 2004, US$2,308 fueron repartidos entre 36 poseedores de tierras. Esto fue esencialmente la semilla patrocinadno en los primeros tiempos de SL cuando tener un sitio popular podía volverse económicamente inviable debido a la baja población. 
A mediados del 2006, los pagos basados en el tráfico fueron anulados ya que el crecimiento de la población proveía una audiencia suficiente como para mantener una economía más convencional en Second Life. 
Tráfico es ahora tomado en cuenta solo sobre la base de una parcela, independientemente de si la tierra es poseíada por un grupo , espacios individuales, tierra en el continente o en una isla privada, un destino solitario o un punto del camino de una serie de sitios relacionados. 
Tráfico también determina que "sitios populares" son elegidos cada noche. Puedes verlos haciendo click en el botón de Buscar y seleccionando la pestaña de "sitios populares". También aparecen marcados en el mapa general con un icono. 
El tráfico de todos los avatars cuenta, independientemente de si son miembros o no. 
Sacado de "https://wiki.secondlife.com/wiki/What_is_Traffic%3F"
== Contribución/Contributor ==
* Agarash Salsman
Category:Text from In-world Notecards (Spanish)
Quickie Wiki Intro/pl

==Serdecznie witamy==
Namawiamy naszych nowych i doswiadczonych mentorow oraz oczekujacych praktykantow do stworzenia swojej wlasnej strony na Second Life Wiki, aby bylo latwiej Was znalezc. W szczegolnosci tych ktorzy posiadaja znajomosc kilku jezykow obcych oraz inne przydatne znajomosci..
 
Informacje, ktorymi bys sie podzielil poprzez SL Volunteer Mailing mozesz dopelnic. Dodatkowo mozesz korzystac ze wzorow pomagajacych wpisac twoja role w grupie oraz ukazujacych Twoje zdolnosci.	
__TOC__
==Zaloguj sie aby sworzyc swoj profil==
;Jesli tego jeszcze nie zrobiles, musisz sie najpierw zalogowac na stronie Second Life Wiki. 
*Kliknij LOG IN/CREATE ACCOUNT link znajdujacy sie u gory po prawej na tej stronie. Uzyj twojego imienia IN-WORLD oraz twojego hasla IN-WORLD. 
*Po zalogowaniu pojawi sie u gory twoje imie. Kliknij je. To jest hyperlink https://wiki.secondlife.com/wiki/User:Your_Name poprzez ktory zostaniesz zaprowadzony do twojej edytowanej strony (o ile takowa jeszcze nie istnieje). 
;Stworz wlasny profil
* Jesli jestes zaznajomiony z Wiki zabierz sie do kreowania twojej wlasnej strony. Nawet jesli nie znasz sie na Wiki napisz to, co do Ciebie pasuje i co cie charakteryzuje jako mentora. Te strone mozesz zawsze poprawic.
* Na koncu dodaj rzad wzorow (Templates) aby zarejestrowac swoje umiejetnosci i znajomosc jezykow obcych.
* Przyjzyj sie akapitowi next section ktory posluzy ci jako przyklad. Z tego miejsca mozesz dopasowywac
;Poszukaj pomocy
*Mozesz odwiedzic strony SL Wiki Help or Wikipedia Help, ktore pomoga ci w tworzeniu i dopasowaniu strony. 
*Mozesz korzystac ze stron innych uzytkownikow, 'tylko nie zapisuj swoich zmian na ich stronach!!!'.
*Jesli nie jestes w stanie sam stworzyc swoja strone skontaktuj sie ze Skrybami ( SL_Mentor_Scribes ) i spytaj czy mogliby Ci pomoc w stworzeniu wlasnej strony. Nie zapomnij, ze potrzebny jest twoj "wlasny wklad". Ty tworzysz twoja wlasna strone podczas, gdy Skryba dostosowuje ja do formatu wiki.
Quiet Snapshots to Disk

The Quiet Snapshots to Disk feature disables the Snapshot to Disk animation and camera shutter sound.
Default use of the Snapshots to Disk feature in the Snapshot tool produces an avatar animation of a photo-taking motion along with a camera shutter sound. This animation also causes your avatar to smile for the camera.
There may be situations when you wish to use etiquette and supress this sound and animation. Or if you're a shutterbug who saves many snapshots to disk, you might prefer to remove this animation from your experience. The option to toggle this feature is found in the Advanced menu.
== Enable Quiet Snapshots to Disk ==
Advanced > Quiet Snapshots to Disk
Now you're ready to save snapshots to disk without the default animation. Happy snapping!
== Video tutorial ==
Category:Advanced menu
Quiet button.lsl

// Global Variables
integer toAllChannel = -255; // general channel - linked message
default
{
 state_entry()
 {
 llSetColor( <255,255,255>, ALL_SIDES);
 }
 touch_start(integer total_number)
 {
 llMessageLinked(LINK_ALL_OTHERS, toAllChannel, "SetReportType::QUIET", NULL_KEY);
 llSetColor( <0,0,0>, ALL_SIDES);
 }
///////////////////////////////////////////////////////
// Link Message of default state //
/////////////////////////////////////////////////////// 
 link_message(integer sender_number, integer number, string message, key id)
 {
 //if link message is on the correct channel
 if(number == toAllChannel)
 {
 if(llSubStringIndex( message, "SetReportType") != -1)
 {
 llSetColor( <255,255,255>, ALL_SIDES);
 }
 if( message == "reset" )
 {
 llResetScript(); 
 } 
 }
 
 } //end of link message
 
}
REST

==Examples==
===ChatterBoxInvitation===
- map
 - key "session_id"
 - string "7d5bc040-eb13-2309-ddf7-4f161fbde2f4"
 - key "instantmessage"
 - map
 - key "message_params"
 - map
 - key "from_group"
 - integer 0
 - key "id"
 - uuid 7d5bc040-eb13-2309-ddf7-4f161fbde2f4
 - key "to_id"
 - uuid 7d5bc040-eb13-2309-ddf7-4f161fbde2f4
 - key "position"
 - array
 - float 50.351146698
 - float 41.6797981262
 - float 23.0438861847
 - key "offline"
 - integer 0
 - key "message"
 - string "ill look"
 - key "type"
 - integer 17
 - key "data"
 - map
 - key "binary_bucket"
 - binary
 : 53 4C 44 45 56 00 8376686986.
 - key "ttl"
 - integer 1
 - key "region_id"
 - uuid 640ab4c7-bd9a-4a45-8f8c-64c1f6028705
 - key "from_id"
 - uuid 26f22079-8fac-40db-af14-e8f56c448eb0
 - key "timestamp"
 - integer 0
 - key "source"
 - integer 0
 - key "from_name"
 - string "Shukran Fahid"
 - key "parent_estate_id"
 - integer 1
 - key "agent_params"
 - map
 - key "god_level"
 - integer 0
 - key "limited_to_estate"
 - integer 1
 - key "check_estate"
 - integer 1
 - key "agent_id"
 - uuid 26f22079-8fac-40db-af14-e8f56c448eb0
 - key "from_name"
 - string "Shukran Fahid"
 - key "from_id"
 - string "26f22079-8fac-40db-af14-e8f56c448eb0"
 - key "session_name"
 - string "SLDEV"
RESTITUTION

From: https://lists.secondlife.com/pipermail/secondlifescripters/2007-April/000806.html
Andrew Meadows andrew at lindenlab.com
Fri Apr 13 07:31:56 PDT 2007
Havok has a per-prim property called 'restitution' whose range is [0,1].
Basically it is a measure of how much energy is conserved on a collision.
A restitution of 1 would be complete conservation of energy and 0
would be none. Each object's restitution contributes during a collision,
so a bouncy ball still won't bounce high on a soft floor.
The allowed restitution of the various materials in SL are kept low
for stability purposes. High restitution combined with LSL
actions might have modes where unlimited energy could be pumped
into the system. There is a large amount of work to do before we'll
be ready to provide more liberal restitution settings.
Havok's objects are all rigid bodies, so every collision is "instant" in
the sense that the object does not flex. The newer versions of Havok
have "soft body dynamics", although I believe it comes with a significant
performance penalty, more than we would want to incur at this time.
RHN SL7B Presentation Schedule

{| width="100%" cellpadding=10 margin: 10px 10px 10px 10px;
|-
|valign="top"|
Resident Help Network SL7B Presentations
*June 2010, presentations from the Resident Help Network will be available for Second Life Community to attend! As part of the SL7B celebration and the theme of unexpected collaboration, RHN members will add some wonderful and experienced insight! 
*Slurls and Info: 
**Booth: location
**Presentation Area: SL7B Upsidedown (123, 236, 25)
** All presentations are 30 minutes long (max)
	Group/CG Name 		Presenter 	Presentation Topic	Presentation Date/Time
Mental Mentors 	Doctor Gascoigne 	RHN 	TBD 6/25
Phoenix Wave Team 	Ghost Ulich 	RHN 	3PM 6/25
Help Sandbox 	Iko Aker 	RHN 	3:30PM 6/25
White Tiger Mentors 	Treacle Darlandes	RHN (True Story) 	4PM 6/25
Virtual Ability 	Gentle Heron 	RHN 	4:30PM 6/25
SecondAbility Mentors	Saxet Uralia 	RHN 	3:20 6/25
==Booth Contributors==
*Designer: KT
===Content===
*Mental Mentors
*SecondAbility Mentors
*Virtual Ability
*Phoenix Wave Team
*White Tiger Mentors
*Help Sandbox
*Hobo Helpers
*NCI - Rep: Garn Conover (Wellington Beam)
===Working Notes===
From: Treacle Darlandes:
Regarding the RHN involvement in the SL7B events:-
There was a brief discussion about this several days ago and the RHN groups have been provided with a build on the SL7B site. It consists of an IntelliArt board for each group which will scroll your chosen textures. Unlike the RHN fair, there will be no prims to set anything out. But the build is very striking and will do the job of advertising each group very well.
Action items for participants:
KT Syakumi has told me she will need the following from all of us -
Your group logo in a 1024 x 256 texture.
Textures for your displays maximum of 3 - sized 500 x 400 but 512 x 412 will be fine. (5:4 ratio) - yes the displays will hold more textures but they rotate thru them as a slideshow and after 2 or 3 you will lose peoples interest.
A notecard with any information about your group you want.
Objects - each display has a kiosk that can dispense objects and notecards. Any objects you want to give out need to be full perm. No objects will be placed on the display. It would be useful to get a 'click here to receive a xxxxx from yyyy group" texture (256x256) to go with any object.
Logo's will go on the kiosks.
KT will complete the build with our textures and logo. PLease have all this to us by the 14th to give KT time to incorporate it into the build.
===Display Status===
Done
*Hobo Helpers: Done
*Second Ability: Done
*Virtual Ability: Done
*White Tiger Mentors: Done
*Help Sandbox: Done
*Mental Mentors Done
*Phoenix Wave Team Done
TBD
*NCI
===Presentation Plans===
*Friday, June 25, see presenter chart at top of page
ROMA Microcontinent

ROMA or A159 is a Microcontinent. Its Coordinates are 970-972/907-909, Grid Sector is H9 and ocean is Little Pacific Ocean. It is West to Jeogeot.
== Structure ==
This is a small microcontinent, formed of 7 sims and also very compact.
== Geography ==
This microcontinent is a chalange for a Geograph. It has a lot of natural features.
It has a central sea, Roma Maritima. From there, rivers can allow ships to go deeper into land. There are small plateaus, hills and mountains, all covered with forests. Every hill is worked up to high details that are rare on other parts. Highly developed is the road system (roman paved roads) and also the apeducts are a great technology achievement. Talking about buildings, city walls are so impressive that they envy all barbarian tribes.
If you think about a trip in the woods, soon you will notice that every tree is different and that in many trees there are observation posts, You won't get pass the guards easy. The mountains are highly unaccessible, but you will find a path. Think about the slaves that built it, so you can climb high to 100 meters, where you can find in a cave the shirne of a Roman god. This altitude is very rare on private land. On the road, you might find wild animals.
If you think about visiting the city, there are so many surprises. Every building is worked with higi accuracy and is like in the old glorious days of the empire. Think about a gladiator fight in the arena! Or, think about the statues and the coluns that can be seen here. And the water fountain... the luxury of the mighty caesar and the bravery of his generals.
== Land Status ==
This is a place where no Land With Restricted Access was detected. Also, all land is Protected Land or Inhabited Land. No Unused Land can be found here. Flying is not allowed.
== See Also ==
List Of Microcontinents And Sim Clusters
Second Life Geography
Oceans
Radians

==Radians==
Most people are familiar with the use of degrees to measure the size of an angle. A right angle is 90 degrees, a full circle is 360 degrees, and so on.
A radian is simply a different unit used to measure angles. Just like you can measure distance using feet, meters, or other systems, you can measure angles using degrees or radians. For various reasons, mathematicians prefer radians.
LSL exclusively uses radians, and not degrees. LSL does however provide DEG_TO_RAD and RAD_TO_DEG which can be used to convert from one to the other.
==Converting==
If you have a number d that is some number of degrees, you can convert it to radians by using d * DEG_TO_RAD. Likewise, if you have radians r, you can convert to degrees using r * RAD_TO_DEG.
Radians/ja

==ラジアン==
大半の人は 度 を使って角度を表わすのに慣れていることでしょう。直角は 90 度、円は 360 度、といった具合です。
'ラジアン' は角度を表わす、単なる別の単位です。例えば距離を表わすのにフィート、メートルその他の形式を使えるように、度あるいはラジアンで角度を表現できます。様々な理由により、数学者はラジアンを好みます。
LSL ではもっぱら度でなくラジアンを使います。しかし LSL は定数 と を用意し、お互いを変換できるようにしています。
==変換==
例えば d が度を表わす数字だとすると、d * とする事でラジアンへ変換できます。同様に r がラジアンを表わす数字だとすると、r * とする事で度へ変換できます。
Rainbow Microcontinent

A213 (or Rainbow) is a Microcontinent discovered at Coordinates 788-791/1127-1131 Grid Sector G11, Western Ocean. It is formed of 8 sims. The name comes from the fact that a few sims in South share the common name Rainbow'
The microcontinent is made of 9 sims and has not a compact shape. The sims in South are owned by the same estate and are opened for visitors. Their Geography is based of low plateaus, plains, ocean islands and rivers. There is a highly developed network of roads that allow access to every place. Access is also possible on water. For a nature lover, this microcontinent is a good place to admire some great landscapes.
The sims in North are Land With Restricted Access. Even on map, ground details are not always visible.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
RandColorwTimer

<lsl>
integer zmienna=3;
 
default {
 state_entry() {
 llSetTimerEvent(0.1); // Szybkosc zmiany
 }
 timer() {
 float r = llFrand(1);
 float g = llFrand(1);
 float b = llFrand(1);
 float r2 = llFrand(1);
 float g2 = llFrand(1);
 float b2 = llFrand(1);
 if(zmienna==1) { // warunek
 ++zmienna; 
llSetLinkPrimitiveParamsFast(LINK_SET, [PRIM_COLOR,ALL_SIDES, <r,g,b>, 1.0]); // Wartosc pierwsza
 } else { 
 zmienna=1;
llSetLinkPrimitiveParamsFast(LINK_SET, [PRIM_COLOR,ALL_SIDES, <r2,g2,b2>,1.0]); // Wartosc druga
 } 
 }
}
//Napisane przez Xintar Citron
</lsl>
Creating 2 sets of random local floats on each cycle and only using one set (while discarding the other set) is pointless. Just do this:-
<lsl>
default
{
 state_entry()
 {
 llSetTimerEvent(0.1);
 }
 timer()
 {
 llSetLinkPrimitiveParamsFast(LINK_SET, [PRIM_COLOR, ALL_SIDES, < llFrand(1), llFrand(1), llFrand(1) >, 1.0 ] );
 }
}
</lsl>
RandomPrimParams

Simple script to show how to set random .
default
{
 state_entry()
 {
 // set timer to go off every other 5.0 seconds
 llSetTimerEvent(5.0);
 }
 timer()
 {
 vector color = <llFrand(1.0), llFrand(1.0), llFrand(1.0)>;
 // set random color on all sides of linkset with opaque as alpha value
 llSetLinkPrimitiveParamsFast(LINK_SET,
 [PRIM_COLOR, ALL_SIDES, color, (float)TRUE]);
 }
}
Random Gaussian Number Generator

Port of the Random Gaussian algorithm found on http://www.taygeta.com/random/gaussian.html.
float randGauss(float mean, float stdev){
 float x, y, r2;
 do{//Generate a point in a unit circle that is not zero.
 x = llFrand(2.) - 1;
 y = llFrand(2.) - 1;
 r2 = x * x + y * y;
 } while (r2 > 1.0 || r2 == 0);
 //Box-Muller transformation
 return mean + x * stdev * llSqrt( -2 * llLog(r2) / r2);
}
vector randGaussPair(vector center, float stdev){//2D
 //returns a random point on the x/y plain with a specified standard deviation from center.
 float r2;
 vector p;
 do{//Generate a point in a unit circle that is not zero.
 p = <llFrand(2.) - 1, llFrand(2.) - 1, 0>;
 r2 = p * p;//dot product
 } while (r2 > 1.0 || r2 == 0);
 //Box-Muller transformation
 return center + (p * (stdev * llSqrt( -2 * llLog(r2) / r2)));
}
==Box-Muller Transformation==
The Box-Muller transformation is used to adjust the magnitude of the vector, remapping it to a standard deviation.
==3D==
Is this correct? Or does Box-Muller need to be adjusted?
vector randGaussPoint(vector center, float stdev){//3D
 //returns a random point with a specified standard deviation from center?
 float r2;
 vector p;
 do{//Generate a point in a unit sphere that is not zero.
 p = <llFrand(2.) - 1, llFrand(2.) - 1, llFrand(2.) - 1>;
 r2 = p * p;//dot product
 } while (r2 > 1.0 || r2 == 0);
 //Box-Muller transformation
 return center + (p * (stdev * llSqrt( -2 * llLog(r2) / r2)));
}