nyuuzyou/wikis huggingface dataset:
Partenariat

== Partenariat ==
Vous avez trouvé la personne idéale avec laquelle vous voulez partager votre Second Life (Deuxième Vie) ? Et, maintenant, vous voulez devenir partenaire avec cette personne ?
Vous pouvez lui proposer ce partenariat avec vos propres mots, simplement en remplissant le formulaire disponible à http://www.secondlife.com/partner. Si votre partenaire accepte, durant un délai d'une semaine dont il dispose pour répondre, vous trouverez le nom de l'autre automatiquement dans la zone "partenaires" de votre profil. Il n'est plus nécessaire d'envoyer des courriers électroniques ou d'attendre, pendant la confirmation.
Comme dans le monde réel, le mariage a un prix. Se marier coûtera désormais à vous et à votre partenaire (chacun) L$ 10. Prenez cette décision après mûre réflection car si vous décidez de divorcer, le divorce vous sera facturé L$ 25.
Félicitations!
== Dissoudre un partenariat ==
Comment dissoudre un partenariat :
1) Ouvrez votre profil.
2) Cliquez sur le point d’interrogation sur votre profil.
3) Cocher (Je soussigné, *votre nom*, souhaite dissoudre mon partenariat avec *nom de la partenaire*).
4) Puis cliquez "soumettre"
5) L$ 25 seront retirés sur votre compte. 
== Contributeur - Traducteur ==
* Char Linden
* Surfaqua Oh
Partners
Partners
Partners
Participating

Ways to partcipate
* - try downloading and testing out the latest version of the software.
* - Let us know what you think by email, on the forum, or IRC. If it's not working for you, try to get help there. If it is working for you, try helping someone who isn't having as much luck as you are. 
* - Download and compile - even if you don't plan to develop, just the act of downloading and compiling can uncover problems. If the version you download doesn't build on your platform, file a bug.
* Developers are encouraged to complete the Second Life Viewer Contributor Agreement. Submissions to Snowglobe cannot be included in the official Second Life Viewer without this agreement in place.
* - if you run into issues, look through the bug database and see if a bug has been filed. If so, vote for the issue to be fixed. If not, file the bug. Vetting bugs is just as important (if not more so) than filing bugs. We need to know whether each bug that's been filed is a problem for one person, or a problem for many. Try reproducing some of the bugs that have been filed, and see if they are problems for you. If you can't figure out how to reproduce the problem, make a comment on the bug, asking the person to describe their problem in more detail.
* - We're always looking for new ideas. Please let us know what you would like to see done. Also, features are more likely to get implemented if the description of the feature is clear. For a complicated feature, a link to a specification on the wiki is a great way to help flesh out the idea.
* - If you're interested in improving the performance of the software, take a look at these notes on how to profile and optimize code.
* - if you make extensive changes to the source download packages, it is easy to lose track of what files you changed, as well as remembering what you did and when. A version control repository keeps track of these file changes for you automatically, and allows you to track your changes over time, create branches for different projects, and to revert to a previous state if you don't like the way a project is going.
* - Submit code - if you have a piece of source code (be it a fix or a new feature) submit the patches in a way that makes it easy for the Lindens to incorporate them into the source code.
** - Fix bugs - the easiest way to get involved as a developer is to start fixing bugs. The top 10 viewer crashes and the top 5 Mac crashes are listed. These are the most likely patches to get accepted
** - Implement new features - Of course, a really valuable way to contribute is to add a new feature. Try to work with the community and with Linden Lab in planning the feature before running off and implementing new things. Though we appreciate your hard work, we can't accept every new feature, since maintaining new features comes with a cost. Try thinking of ways to use APIs to make plugins, or perhaps propose new APIs to make the viewer more extensible, before adding new things to the core viewer.
* (obsolete) Architecture Working Group - Participate in the working group Linden Lab has established to help forge the future protocols and architecture for Second Life.
Participating/ko

참여방법
* - 다운로드를 하신뒤 최신 마지막 버젼의 소프트웨어를 테스트 하실 수 있습니다.
* - 당신이 무엇을 생각하는지를 이메일, 포럼, 혹은 IRC로 우리에게 알려주셔야 합니다. 만일 당신이 그런 일이 아니더라도, 다른 사람들이 도와주려 할 것입니다.
* - 다운로드 및 컴파일 - 개발을 하는 경우에도 다운로드와 컴파일을 통해서 가능합니다. 만일 당신이 다운로드한 버젼이 당신의 플렛폼과 맞지 않거나 화일에 버그가 있다면 빌드를 하실 수 없습니다.
* - 만일 당신이 보고를 하고 싶을 경우, 버그 데이터베이스를 통하여 문제를 제기 하실 수 있습니다. 만일 이 문제에 대하여 수정하는 부분을 투표로도 하실 수 있습니다. 만일 그렇지 않다면 파일에 버그가 있을 수도 있습니다. 버그를 잡는 것은 버그를 잡는 것은 매우 중요한 일입니다.(그렇지 않을수도 있습니다.) 우리가 한사람의 문제 혹은 여러 문제들을 각각 찾아내어 알리는 것이 필요합니다. 만일 일부가 버그라고 요청이 되었다면, 여러 사람들이 그 문제에 대하여 체크를 하게 되어있습니다. 만일 당신이 문제를 동일하게 재현하는 방법을 알아 낼 수 없다면 좀 더 자세하게 자신이 찾은 문제를 설명할 수 있도록 하며, 댓글을 확인하여 주시기 바랍니다.
* - We're always looking for new ideas. Please let us know what you would like to see done. Also, features are more likely to get implemented if the description of the feature is clear. For a complicated feature, a link to a specification on the wiki is a great way to help flesh out the idea.
* - If you're interested in improving the performance of the software, take a look at these notes on how to profile and optimize code.
* - if you make extensive changes to the source download packages, it is easy to lose track of what files you changed, as well as remembering what you did and when. A version control repository keeps track of these file changes for you automatically, and allows you to track your changes over time, create branches for different projects, and to revert to a previous state if you don't like the way a project is going.
* - Submit code - if you have a piece of source code (be it a fix or a new feature) submit the patches in a way that makes it easy for the Lindens to incorporate them into the source code.
** - Fix bugs - the easiest way to get involved as a developer is to start fixing bugs. The top 10 viewer crashes and the top 5 Mac crashes are listed. These are the most likely patches to get accepted
** - Implement new features - Of course, a really valuable way to contribute is to add a new feature. Try to work with the community and with Linden Lab in planning the feature before running off and implementing new things. Though we appreciate your hard work, we can't accept every new feature, since maintaining new features comes with a cost. Try thinking of ways to use APIs to make plugins, or perhaps propose new APIs to make the viewer more extensible, before adding new things to the core viewer.
* Architecture Working Group - Participate in the working group Linden Lab has established to help forge the future protocols and architecture for Second Life.
Particle System Test

Category:QA Portal Category:Test Scripts Category:Quality Assurance
= Particle System Test Island =
== Spec ==
=== Overview ===
* We need an area set aside for testing particle systems.
**Testing area has been set up and is at: http://slurl.com/secondlife/Mickopolis/128/128/27 (Restricted Access - Contact Oz Linden)
* There are two primary tests that we need to run when making changes to the particle system
** Compatibility Changes should not significantly affect the appearance of particle systems
** Performance Changes should not reduce the frame rate in dense particle areas
=== Compatibility area ===
* Generic particle system tests have been setup here: http://slurl.com/secondlife/Mickopolis/223/203/29 
** Each Generic test unit is documented with code snippets and an explanation of the parameter/flag being demonstrated.
In order to test the compatibility of each aspect of particle systems, we need to build the following:
* There should be a series of relatively generic particle systems with individual systems illustrating each of the following flags and associated parameters independently. Each example should be clearly labled.
** PSYS_PART_EMISSIVE_MASK
** PSYS_PART_BOUNCE_MASK
** PSYS_PART_INTERP_COLOR_MASK
*** PSYS_PART_START_COLOR
*** PSYS_PART_END_COLOR
** PSYS_PART_INTERP_SCALE_MASK
*** PSYS_PART_START_SCALE
*** PSYS_PART_END_SCALE
** PSYS_PART_WIND_MASK
** PSYS_PART_FOLLOW_SRC_MASK
** PSYS_PART_FOLLOW_VELOCITY_MASK
** PSYS_PART_TARGET_POS_MASK
*** PSYS_SRC_TARGET_KEY
* There should also be labeled particle systems that illustrate the following parameters:
** PSYS_SRC_PATTERN
** PSYS_SRC_BURST_RATE
** PSYS_SRC_ACCEL
** PSYS_SRC_BURST_PART_COUNT
** PSYS_SRC_BURST_RADIUS
** PSYS_SRC_BURST_SPEED_MIN
** PSYS_SRC_BURST_SPEED_MAX
** PSYS_SRC_ANGLE_BEGIN
** PSYS_SRC_ANGLE_END
** PSYS_SRC_OMEGA
** PSYS_SRC_MAX_AGE
** PSYS_SRC_TEXTURE
** PSYS_PART_START_ALPHA
** PSYS_PART_END_ALPHA
* Additionally, there should be a sampling of typical particle systems gathered from systems in use in Second Life. At minimum these should include examples of:
** Fire
** Smoke
** Fountains
** Explosions
** Fireworks
** Glitter / "bling"
*** This area is still being built out but will also be located at: http://slurl.com/secondlife/Mickopolis/223/203/29 
=== Performance ===
* There should be an area that has a few particle systems emitting the maximum number of particles possible to test total particle count and performance
** Located at: http://slurl.com/secondlife/Mickopolis/50/62/31
* There should be an area that has a few particle systems emitting a moderate number of very large particles to test the effect of fill on performance
** Located at: http://slurl.com/secondlife/Mickopolis/78/209/27
* There should be an area that has a very large number of particle systems emitting a range of low to high number of particles to test particle allocation and distribution across particle systems
** Under Construction: Proposed area at: http://slurl.com/secondlife/Mickopolis/179/80/30
Particles

Particles are a visual effect created via scripting.
==Menu==
* [[Advanced menu#Rendering Submenu >]]
==Scripting==
* llParticleSystem
* llLinkParticleSystem
==Video tutorials==
* Particle editing - Video Tutorial
* Video Tutorial/Particle editing magic!
* Video Tutorial/What are particles?
==See also==
* How do I stop another Resident's particles from appearing?
* How do I turn off particles?
* How To Locate Particle Sources
Partnering/es

Ha encontrado la persona perfecta que quiere que le acompañe en Second Life, y ahora ambos quieren convertirse en compañeros.
Puede proponérselo a su compañero simplemente completando el formulario http://www.secondlife.com/partner. Si su compañero acepta, lo comprobará en más o menos una semana, y verán que en sus perfiles el campo partner (compañero) se completa automáticamente con el nombre de cada uno. ¡No más enviar correos-e o esperar mientras buscamos confirmaciones y comparamos direcciones de correo! 
Al igual que en mundo real, el matrimonio tiene un precio. Para estar casados debéis pagar 10 L$. Y tómese la decisión con cuidado: la solicitud de divorcio cuesta 25 L$. 
¡¡Felicidades!!
----
:: NOTA. El contenido que va a continuación traduce dos documentos del Second Life Support Center (Centro de Soporte de Second Life):
:::* How do I make someone my partner?: ¿Cómo hacer de alguien mi pareja? (Knowledge Base > Second Life Info > Help with Common Problems > Avatar).
:::* How do I end a partnership?: ¿Cómo finalizar una pareja? (Knowledge Base > Second Life Info > Abuse and Griefing > Disputes Between Residents).
:::* Para ello, se usa la traducción de este wiki en español.
== Crear una pareja ==
¿Cómo puedo hacer que alguien sea mi pareja? 
En Second Life las parejas pueden hacer sus relaciones oficiales mediante la creación de una sociedad (“partnership”). Si usted está casado o simplemente tiene relaciones con alguien, podrá designar a su pareja en su perfil in-world, y hacer así que su relación visible para el resto de la comunidad. 
La sociedad cuesta dinero, igual que el matrimonio en la vida real. Para crear una sociedad cada socio tendrá que pagar un costo de 10 L$. Si más tarde decide divorciarse, la persona que solicite el divorcio deberá pagar 25 L$. 
Envíe una propuesta de asociación desde esta página (en inglés).
== Deshacer una pareja ==
¿Qué debo hacer para finalizar una relación de pareja? 
En Second Life, los emparejamientos unen a dos personas y permiten que los residentes hagan visible su relación al resto de la comunidad. Pero emparejarse cuesta dinero en Second Life, igual que el matrimonio en la vida real. Si ha decidido poner fin a su sociedad, la persona que solicite el "divorcio" deberá pagar 25 L$. 
Puede solicitar una disolución de su emparejamiento aquí.
Lea este artículo (el traducido arriba) para saber cómo hacer de alguien su pareja.
Partners
Partnering/it

Avete trovato la persona perfetta con cui Volete dividere la Vostra Second Life e volete che diventi il Vostro Partner.
Potete fare una proposta di matrimonio con le Vostre parole, compilando il modulo a http://www.secondlife.com/partner. Se il Vostro partner è d'accordo, lo saprete entro una settimana, e i vostri relativi profili saranno aggiornati automaticamente con il nome del Partner. Nessun bisogno di mandare emails, o di aspettare mentre si aspetta la conferma della reciprocità degli indirizzi ! 
Come nella vita reale il matrimonio costa. Sposarsi costerà a Voi e al vostro partner L$10 ciascuno. E prendete la decisione con attenzione, perche' se deciderete di divorziare, al partner che chiede il divorzio costerà L$25. 
Congratulazioni!!
category:pagine italiane da wikificare
Partnering/nl

U heeft de perfecte persoon gevonden waarmee U uw Second Life wilt delen en nu wilt u een Huwelijk/Partnerschap aangaan met deze persoon.
U kunt uw aanzoek in uw eigen woorden doen, simpel door het invullen van het formulier op http://www.secondlife.com/partner. Als uw partner hierop in gaat, zult U dat binnen een week vernemen en zullen de partnervelden in uw beider profielen automatisch voorzien worden van elkaars namen. Het is dus niet meer nodig emails te sturen en te wachten totdat wij de corresponderende emailadressen bij elkaar gevonden hebben!
Net als in de echte wereld, hangt er een prijskaartje aan uw huwelijk. Om te trouwen zal het U en uw partner elk L$10 kosten. En wees voorzichtig met uw beslissing, want als u besluit weer te gaan scheiden, zal dat de aanvragende partner L$25 kosten.
Gefeliciteerd!!
== Contributor ==
* engel Selona
Partnering/zh-Hant

You've found that perfect person you want to share your Second Life with and now you want to become partners with them.
You can propose to your partner in your own words, just by filling out the form at http://www.secondlife.com/partner. If your partner is willing, you'll find out within a week, and your partner fields in your profiles will be filled in automatically with each other's name. No more sending emails, or waiting while we search for confirmations and match up email addresses! 
As in the real world, marriage does come with a price. To get married will now cost you and your partner each L$10. And make your decision carefully, because if you decide to get divorced, the requesting partner will be charged L$25. 
Congratulations!!
----
:: NOTE. The following paragraphs reproduce documents of the Knowledge Base at the Second Life Support Center:
:::* How do I make someone my partner? (Knowledge Base > Second Life Info > Help with Common Problems > Avatar).
:::* How do I end a partnership? (Knowledge Base > Second Life Info > Abuse and Griefing > Disputes Between Residents).
== How do I make someone my partner? ==
In Second Life, couples can make their relationships official by creating a partnership. Whether you're married or just connected, you can designate your partner on your profile inworld and make your relationship visible to the rest of the community.
Partnering, like real life marriage, costs money. To create a partnership costs each partner L$10. If you decide to divorce later, the person requesting the divorce is charged L$25.
Submit a partner proposal at this page.
== How do I end a partnership? ==
In Second Life, partnerships bring two people together and allow Residents to make their relationship visible to the rest of the community. Partnering in Second Life, like real life marriage, costs money; if you've decided to end your partnership, the person requesting the "divorce" will be charged L$25.
You can request a dissolution of your partnership here.
Read this article to learn how to make someone your partner.
Partners
Partners
Partnerschaften

„Sie können im realen Leben nicht verheiratet sein? Versuchen Sie es in Second Life!“
== Wie mache ich jemanden zu meinem Partner? ==
Second Life-Paare können jetzt ihre Beziehung öffentlich bekannt machen. Egal, ob Sie verheiratet oder einfach nur befreundet sind, Sie können in Ihrem Profil in Second Life Ihren Partner festlegen und so Ihre Beziehung dem Rest der Community bekannt geben. Das Eingehen einer Partnerschaft kostet jeden der Partner 10 L$.
# Gehen Sie auf die „Partner“-Seite.
# Geben Sie den Vor- und Nachnamen Ihres Partners ein.
# Machen Sie Ihrem gewünschten Partner einen Antrag (Text im Feld Angebot eingeben). Das kann ein Liebesbrief, Liedtext oder etwas anderes sein, was zu Ihnen beiden am Besten passt.
# Klicken Sie Angebot abschicken.
#: 
Ihr potentieller Partner bzw. potentielle Partnerin wird über die Emailadresse benachrichtigt, die er/sie für ihr/sein Second Life-Konto benutzt. Er/Sie hat sieben Tage Zeit, den Antrag anzunehmen. Wenn das Angebot/der Antrag angenommen wurde, werden Ihre Namen jeweils im Profil des Anderen erscheinen.
Wenn Sie ein Angebot für eine Partnerschaft bekommen, die Sie ablehnen wollen, können Sie das ebenfalls auf der „Partner“-Seite tun.
== Wie beende ich meine Partnerschaft? ==
Der Person, die sich „scheiden“ lässt, werden 25 L$ berechnet.
# Gehen Sie auf die „Partner“-Seite
# Markieren Sie die Checkbox, neben der steht: „Ich, (Ihr Name), möchte meine Partnerschaft mit folgendem Partner auflösen: (der Name Ihres Partners).“
# Klicken Sie Auflösen. Ihre Partnerschaft ist aufgelöst und Ihr (jetzt) Ex-Partner wird darüber informiert.
== Kann ich nach einer Scheidung erneut eine Partnerschaft eingehen? == 
Wir wissen, dass Herzensangelegenheiten stürmisch sein können. Informieren Sie Ihren Partner, daß Sie ihn oder sie wieder zurück haben möchten — sich übermäßig zu entschuldigen und ein bedeutungsvolles Geschenk helfen oft — und schicken Sie Ihm/Ihr ein neues Angebot für eine Partnerschaft.
Wir wünschen Ihnen das Beste bei Ihrem Neuanfang.
== Bringt uns das Eingehen einer Partnerschaft einen besonderen Status? ==
Die Anzeige der Partnerschaft erfolgt aus persönlichen Gründen und aus rein sozialem Zweck. Ihre In-world-Berechtigungen, Fähigkeiten in Gruppen, Supportmöglichkeiten und so weiter werden hierdurch in keinster Weise verändert. Wenn Sie zum Beispiel ein Premiumkonto haben und Ihr Partner ein Basiskonto, wird dieser keine Dienste von Concierges bekommen. Wir können weder private Einzelheiten vom Konto Ihres Partners enthüllen, noch erlaubt Ihnen die Partnerschaft ein Konto zu teilen.
== Wird sich mein Nachname in Second Life ändern, wenn ich eine Partnerschaft eingehe? ==
Nein. Ihr Name bleibt derselbe.
== Kann ich herausfinden, wann ich eine Partnerschaft hatte? ==
Ihre Profile im Viewer zeigen Ihnen dies nicht an. Dessen ungeachtet können Sie aber diesen magischen Moment wieder aufleben lassen, wenn Sie Ihre ursprünglichen Anfragen nach der Partnerschaft, die Ihnen per Email geschickt wurden, gespeichert haben.
PassObject

==Message Layout==
{
	PassObject High Trusted Zerocoded
	{
		ObjectData			Single
		{	ID				LLUUID	}
		{	ParentID		LLUUID	}
		{	CreatorID		LLUUID	}	
		{	OwnerID			LLUUID	}	
		{	GroupID			LLUUID	}	
		{	BaseMask		U32	}	
		{	OwnerMask		U32	}	
		{	GroupMask		U32	}	
		{	EveryoneMask	U32	}	
		{	NextOwnerMask	U32	}	
		{	GroupOwned		BOOL	}	
		{	PCode			U8	}
		{	Material		U8	}
		{	State			U8	}
		{	Scale			LLVector3	}
		{	UsePhysics		U8	}
		{	PosX			S16	}
		{	PosY			S16	}
		{	PosZ			S16	}
		{	VelX			S16	}
		{	VelY			S16	}
		{	VelZ			S16	}
		{	Rotation		LLQuaternion	}
		{	AngVelX			S16	}
		{	AngVelY			S16	}
		{	AngVelZ			S16	}
		{	PathCurve		U8	}
		{	ProfileCurve	U8	}
		{	PathBegin		U8	}	
		{	PathEnd			U8	}	
		{	PathScaleX		U8	}	
		{	PathScaleY		U8	}	
		{	PathShearX		U8	}	
		{	PathShearY		U8	}	
		{	PathTwist		S8	}	
		{	PathTwistBegin		S8	}	
		{ 	PathRadiusOffset 	S8	} 	
		{ 	PathTaperX		S8	}	
		{	PathTaperY		S8	}	
		{	PathRevolutions		U8	}	
		{	PathSkew		S8	}	
		{	ProfileBegin	U8	}	
		{	ProfileEnd		U8	}	
		{	ProfileHollow	U8	}	
		{	TextureEntry	Variable	2	}
		{	SubType			S16	}
		{	Active			U8	}
		{	Data			Variable	2	}
	}
	{
		NVPairData			Variable
		{	NVPairs			Variable	2	}
	}
}
==Usage and Notes==
Category:Messages
Patch TUT

== Using Linden Lab's modified version ==
Linden Lab's modified version can be downloaded with
 scripts/install.py tut
which uses install.xml in the source tree for the right version/download-url.
== Using the original source ==
The original source can be downloaded from http://downloads.sourceforge.net/sourceforge/tut-framework/tut-2008-11-30.tar.gz
Our unit test framework did not have any method for skipping tests. Sometimes known failure cases are found which require temporarily skipping tests. The following patch adds that functionality.
Patch against tut-2008-11-30.tar.gz . Save this patch as tut.patch in the tut-2008-11-30 directory and apply it from a terminal program like xterm or cygwin with the command: 
 $ patch -p1 < tut.patch
diff -r 12b2ceb31753 tut/tut_assert.hpp
--- a/tut/tut_assert.hpp	Tue Jul 21 15:09:02 2009 -0700
+++ b/tut/tut_assert.hpp	Tue Jul 21 15:37:32 2009 -0700
@@ -154,9 +154,23 @@
 throw failure(msg);
 }
 
+/**
+ * Skip test because of known failure.
+ */
+void skip(const char* msg = "")
+{
+ throw skip_failure(msg);
+}
+
+void skip(const std::string& msg)
+{
+ throw skip_failure(msg);
+}
+
 } // end of namespace
 
 }
 
+
 #endif
 
diff -r 12b2ceb31753 tut/tut_exception.hpp
--- a/tut/tut_exception.hpp	Tue Jul 21 15:09:02 2009 -0700
+++ b/tut/tut_exception.hpp	Tue Jul 21 15:37:32 2009 -0700
@@ -201,6 +201,26 @@
 const test_result tr;
 };
 
+/**
+ * Exception to be throwed when skip_fail() is called.
+ */
+struct skip_failure : public failure
+{
+ skip_failure(const std::string& msg) 
+ : failure(msg) 
+ {
+ }
+
+ test_result::result_type result() const
+ {
+ return test_result::skip;
+ }
+
+ ~skip_failure() throw()
+ {
+ }
+};
+
 }
 
 #endif
diff -r 12b2ceb31753 tut/tut_posix.hpp
--- a/tut/tut_posix.hpp	Tue Jul 21 15:09:02 2009 -0700
+++ b/tut/tut_posix.hpp	Tue Jul 21 15:37:32 2009 -0700
@@ -248,13 +248,13 @@
 return;
 }
 else
- {
- std::stringstream ss;
+ {
+ std::stringstream ss;
 char e[1024];
 ss << "child " << pid << " could not be killed with SIGKILL, " << strerror_r(errno, e, sizeof(e)) << std::endl;
- fail(ss.str());
+ fail(ss.str());
+ }
 }
- }
 
 ensure_equals("wait after SIGKILL", waitpid_(pid, &status), pid);
 ensure_child_signal_(status, SIGKILL);
diff -r 12b2ceb31753 tut/tut_result.hpp
--- a/tut/tut_result.hpp	Tue Jul 21 15:09:02 2009 -0700
+++ b/tut/tut_result.hpp	Tue Jul 21 15:37:32 2009 -0700
@@ -51,6 +51,7 @@
 * ex - test throwed an exceptions
 * warn - test finished successfully, but test destructor throwed
 * term - test forced test application to terminate abnormally
+ * skip - test skpped because it is a known failure case
 */
 enum result_type
 {
@@ -60,7 +61,8 @@
 warn,
 term,
 ex_ctor,
- rethrown
+ rethrown,
+ skip,
 };
 
 result_type result;
Category:Compiling viewer