nyuuzyou/wikis huggingface dataset:
Trabajos en SL

===Pequeño resumen de trabajos disponibles en SL===
====Bailarina====
Lugar: Clubs, casinos.
Salario: Solo propinas, propinas + 1000L$ por noche.( a veces basado en hora bailando )
Requerimientos: Ser atractiva, extrovertida y amigable. Tener tus propias animaciones para bailar es bueno. Normalmente se trabaja por la noche. A veces se confunde bailarina con stripper.
====Encargado====
Lugar: Clubs, casino o areas de juego.
Salario: Solo propinas, 500L$ la hora mas propinas.
Requerimientos: Amigable y extrovertido. Experiencia en estar encargado de eventos en sl o en la vida real. Tu trabajo puede variar dependiendo de tu función como encargado. Te pueden mandar encargarte de las bailarinas o del personal de seguridad. O puedes estar encargado de un juego o concurso. Se puede trabajar a cualquier hora del día.
====Agente de seguridad====
Lugar: Club,casino.
Salario: 1000L$ la hora o mas.
Requerimientos: Una buena actitud, de ser justo con todos. Tener mano de hierro puede ser o no necesario dependiendo de la situación.
busco empleo
====Modelo====
Lugar: en frente de la cámara.
Salario: 300L$ o mas por foto.
Requerimientos: Un magnífico cuerpo y piel y poses de modelo profesionales.
====DJ====
Lugar: Club
Salario: 250L$ la hora o mas o lo que pidas.
Requerimientos: Una voz clara, amable y audible. Tu propio sofware musical. 
====Fotografo====
Lugar: tras la camara
Salario: L$1000 o mas por trabajo.
Requerimientos: Experiencia con photoshop, gimp o similares. 
====Escritor====
Lugar: Donde quieras.
Salario: mas de 2000L$ por artículo.
Requerimientos: Talento escribiendo. El mejor trabajo de escritor es trabajar como periodista.
====Constructor====
Puedes dedicarte a construir; cualquier tipo de objeto y luego venderlos. Tu éxito y el dinero que saques dependerán de tus habilidades como constructor y de una buena elección a la hora de saber que objetos necesita la gente.
====Texturador====
Asociados normalmente con los constructores; necesitarás un buen manejo del Adobe Photoshop, Paint Shop Pro o el gimp. Y una buena fuente para conseguir texturas.
====Diseñador de moda====
Si tienes talento para crear tus propias prendas, es una buena profesión. También necesitarás conocimientos sobre texturas. Y un buen manejo del Photoshop.
====Programador====
El Linden Scripting Language es semejante a otros lenguajes de programación como el c. Así que si te gusta programar es una buena opción. Los programadores se suelen asociar con constructores.
====Animador====
Un buen trabajo, sin casi competencia. Pero necesitarás elementos no precisamente baratos para captar los movimientos de tu cuerpo y convertirlos en animaciones.
====Músico====
Si tocas algún instrumento puedes ofrecer recitales en directo en SL.
====Land Baron====
Los especuladores y dueños de la tierra en SL. Hacen su dinero alquilando parcelas o vendiendo terrenos más caros de lo que los compraron.
====Linden Dollar Brokers====
Compran lindes baratos y los venden caros. Son los especuladores de bolsa en Second life.
== Contribución/Contributor ==
* Agarash Salsman
Category:Text from In-world Notecards (Spanish)
TrackAgent

==Message Layout==
{
	TrackAgent		Low		NotTrusted Unencoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
	}
	{
		TargetData		Single
		{	PreyID		LLUUID	}
	}
}
==Usage and Notes==
Category:Messages
TrackAgentSession

==Message Layout==
{
	TrackAgentSession Low Trusted Unencoded
	{
		RegionData		Single
		{	RegionX		F32	}
		{	RegionY		F32	}
		{	SpaceIP		IPADDR	}
		{	EstateID	U32	}
		{	AgentCount	U32	}
	}
	{
		SessionInfo		Variable
		{	SessionID	LLUUID	}
		{	ViewerIP		IPADDR	}
		{	ViewerPort		IPPORT	}
		{	GlobalX		F64	}
		{	GlobalY		F64	}
	}
}
==Usage and Notes==
Category:Messages
Transactions and disputes between Residents/pt

= Transações e disputas entre os Residentes =
Às vezes as pessoas solicitam ajuda para as seguintes questões:
* Eu aluguei uma parcela de terra de um Residente e ele está tomando de volta, embora eu tenha pago as taxas ou o aluguel.
* O outro residente não está respeitando o seu acordo sobre imóveis, gestão de grupo, performance dos serviços, ou da divisão de receita.
* Eu paguei por alguma coisa, mas não recebi, como prometido.
* Eu forneci alguma coisa, mas o comprador não pagou, como prometido.
No entanto, a Linden Lab não pode verificar, aplicar, certificar, examinar, defender ou julgar qualquer juramento, contrato, acordo, negócio, ou acordo feito entre os Residentes do Second Life. 
A Linden Lab não faz cumprir ou sustenta contratos de arrendamento entre Residentes. 
Embora você possa ter um contrato válido com outra pessoa, a Linden Lab não é parte dele e não pode resolver a sua disputa. Entre em contato com o Residente envolvido e resolva o problema com ele.
Category:Ajuda Portal
Transclusion

"Transclusion", for our purposes, is inserting one article into another via simple wikicode. This basically the same as using a template, since an article can be flexibly transcluded into as many other articles as desired.
Since transclusion leaves the original article(s) intact, they may be viewed independently with their original page title, which is important for SEO (Search Engine Optimization). Transcluding multiple short articles into a longer one carries the benefit of collecting related information — such as a FAQ — on a single page without having to wade through multiple pages. In addition, any edits done to the original article will be reflected on the compiled page, saving time.
In short, transclusion is a win-win situation when presenting the same information in multiple ways.
== How to transclude ==
If the page is in the Main namespace, precede it with a colon like this:
: {{:PAGENAME}}
So if we wanted to transclude pages named "Transclude_me" and "Transclude_me2", we'd insert:
: {{:Transclude_me}}
: {{:Transclude_me2}}
See the live example on "Transclusion_example".
== What about other namespaces? ==
If the page is in another namespace, fully include its namespace + name. For instance, if you wanted to transclude "Linden Lab Official:Can my computer run Second Life?", you'd insert this on the destination page:
: {{:Linden Lab Official:Can my computer run Second Life?}}
For an example page, see Linden Lab Official:FAQs (Getting Started).
Note that only Linden Lab employees can edit articles in that particular namespace, but you can still include their unmodified content on other pages.
== Advanced usage ==
Transclusion can also be partial — a section of an article rather than the whole thing. For more information on that and other subtleties, see Wikipedia's article on Transclusion.
=== LSL Portal ===
Throughout the LSL Portal transclusion is used extensively: tables of constants, stealth variable setup, and (see llSetColor for an example of Newbie Notes transclusion). The article to make the most extensive use of this would be llSetLinkPrimitiveParams. With the LSL Portal, content is not assembled in a linear order, portions of the content are stored and later retrieved from variables. This allows for templates and transcluded articles to (stealthily) contribute content without being forced to follow the traditional linear composition pattern. The end result is that content can be built and modified by the wikicode, not just copy & paste style transcluded. The disadvantage of this is not always knowing where content is coming from; linear composition makes finding the source of offending wikicode much easier.
Category:Wiki
TransferInfo

==Message Layout==
{
	TransferInfo Low NotTrusted Zerocoded
	{
		TransferInfo		Single
		{	TransferID		LLUUID	}
		{	ChannelType		S32	}
		{	TargetType		S32	}
		{	Status			S32	}
		{	Size			S32	}
	}
}
==Usage and Notes==
This message is only used by the Transfer Manager system.
TransferStatus codes
:LLTS_OK = 0
:LLTS_DONE = 1
:LLTS_SKIP = 2
:LLTS_ABORT = 3
:LLTS_ERROR = -1
:LLTS_UNKNOWN_SOURCE = -2 // Equivalent of a 404
:LLTS_INSUFFICIENT_PERMISSIONS = -3
TargetTypes
:LLTTT_UNKNOWN = 0
:LLTTT_FILE = 1
:LLTTT_VFILE = 2
:LLTTT_NUM_TYPES = 3
Category:Messages
TransferInventory

==Message Layout==
{
	TransferInventory Low Trusted Zerocoded
	{
		InfoBlock			Single
		{	SourceID		LLUUID	}
		{	DestID			LLUUID	}
		{	TransactionID	LLUUID	}
	}
	{
		InventoryBlock		Variable
		{	InventoryID		LLUUID	}
		{	Type			S8	}
	}
}
==Usage and Notes==
Category:Messages
TransferPacket

==Message Layout==
{
	TransferPacket High NotTrusted Unencoded
	{
		TransferData Single
		{	TransferID	LLUUID	}
		{	ChannelType	S32	}
		{	Packet		S32	}
		{	Status		S32	}
		{	Data		Variable 2	}
	}
}
==Usage and Notes==
This message is only used by the Transfer Manager system.
Category:Messages
TransferRequest

==Message Layout==
{
	TransferRequest Low NotTrusted Zerocoded
	{
		TransferInfo		Single
		{	TransferID		LLUUID	}
		{	ChannelType		S32	}
		{	SourceType		S32	}
		{	Priority		F32	}
		{	Params			Variable	2	}
	}
}
==Usage and Notes==
This message is only used by the Transfer Manager system.
TransferID is a client-generated random LLUUID.
Source Types:
:LLTST_UNKNOWN = 0
:LLTST_FILE = 1
:LLTST_ASSET = 2
:LLTST_SIM_INV_ITEM = 3
:LLTST_SIM_ESTATE = 4
:LLTST_NUM_TYPES = 5
Channel Types:
:LLTCT_UNKNOWN = 0
:LLTCT_MISC = 1
:LLTCT_ASSET = 2
:LLTCT_NUM_TYPES = 3
Parameters:
20 byte field. The first 16 bytes are the ASSET_KEY (AssetID), and the last four bytes are the ASSET_TYPE.
Asset Types:
		
:AT_TEXTURE = 0 // Stored in typical j2c stream format
:AT_SOUND = 1
:AT_CALLINGCARD = 2
:AT_LANDMARK = 3
:AT_SCRIPT = 4
:AT_CLOTHING = 5
:AT_OBJECT = 6
:AT_NOTECARD = 7
:AT_CATEGORY = 8
:AT_ROOT_CATEGORY = 9
:AT_LSL_TEXT = 10
:AT_LSL_BYTECODE = 11,
:AT_TEXTURE_TGA = 12 // uncompressed TGA texture
:AT_BODYPART = 13
:AT_TRASH = 14 //Folder type
:AT_SNAPSHOT_CATEGORY = 15 //For the snapshot folder, shapshots themselves will be textures
:AT_LOST_AND_FOUND = 16 //Folder type
:AT_SOUND_WAV = 17 //Uncompressed WAV
:AT_IMAGE_TGA = 18 // NOT a texture
:AT_IMAGE_JPEG = 19
:AT_ANIMATION = 20
:AT_GESTURE = 21
:AT_SIMSTATE = 22
Transfer Manager

The LLTransferManager class is a throttled data transfer system which is used primarily by the Asset System to fetch assets from Second Life. A transfer manager client makes a new instance of a class derived from LLTransferSourceParams, a new instance of a class derived from LLTransferTargetParams, and issues the request with a TransferRequest message. The source parameters are thrown away, and the client process creates an appropriate LLTransferTarget instance which copies the target parameters.
When the TransferRequest comes in, the transfer id is used as a primary key in the server to index the transfers. Since duplicates are discarded and the key should be unguessable, it should be safe to key on a client generated uuid in this case. Colluding clients generating identical keys will get one successful request and one client with a likely memory leak.
Requests for file sources will fail. Requests for assets are constrained to assets which the viewer is allowed to request via asset id. Asset requests are never prioritized in the asset queue regardless of client specified priority. Requests for inventory items are constrained to the assets in agent or task inventory according to the client source parameters on initialization. 
Textures are moved the through the Texture Pipeline -- not the transfer manager.
When the server has collected the requested data, it sends a TransferInfo message to the viewer, followed by as many TransferPacket messages as necessary to transmit all data. If a TransferPacket is received before the TransferInfo, or out of order, the data will be stored and replayed once the information shows up or the preceding packets arrive. If too many TransferPacket are queued for delayed delivery, the transfer will be aborted.
The TransferAbort message can be sent from either side to end a transfer. The message is sent in response to incorrect accounting information, reliable packet delivery failure, or too many delayed packets.
Category:Assets
Transparency test

Category:Test Scripts
==Purpose==
Test the functionality of Transparency in the edit tools and on objects. 
==Scope==
Second Life Viewer 2.7 and higher.
==Test Plan==
===The transparency can be changed to 100% from the edit tools===
* Create a cube and change the Transparency to 100% in the Texture tab of the edit tools.
* Deselect the cube then select the cube again.
* Verify the transparency is 100 in the edit tools.
===100% transparent triangles are not rendered===
* test 1: turn off occlusion culling and compare triangles
# Create a grid 125 default size spheres, 5 to a side.
# Enable the Develop menu with ctrl-alt-q
# Disable Develop menu > Rendering > Object-Object Occlusion.
# Note the KTris Drawn/fr in the Statistics bar (ctrl-shift-1) > Advanced > Render.
# Select the 125 spheres and set their transparency to 100%.
# Note the KTris Drawn/fr
# Verify the KTris Drawn/fr have decreased. (This is a known bug https://jira.secondlife.com/browse/SH-1073)
* test 2: with occlusion culling on, compare triangles between 90% and 100% transparent
# Create a grid 125 default size spheres, 5 to a side.
# Enable the Develop menu with ctrl-alt-q
# Enable Object-Object Occlusion in Develop menu > Rendering > Object-Object Occlusion.
# Select the 125 spheres and set their transparency to 90%.
# Note the KTris Drawn/fr in the Statistics bar (ctrl-shift-1).
# Select the 125 spheres and set their transparency to 100%.
# Note the KTris Drawn/fr
# Verify the KTris Drawn/fr have decreased.
===100% Transparent objects are visible when Highlight Transparent is enabled===
# Enable the Advanced menu with ctrl-alt-d.
# Verify that 100% transparent objects are rendered with a reddish haze when Advanced > Highlighting and Visibility > Highlight Transparent is enabled.
===Textures 88% or more transparent allow right-clicks to pass through===
# Make some textures that are 87% transparent and 88% transparent and apply them to objects. (or visit the test at Bug Island 13/89)
# Attempt to right-click through the objects.
# Verify you can right-click through the object with the 88% transparent texture, but cannot click through the object with the 87% transparent texture.
===Objects that have a Transparency value of 100% allow right-clicks to pass through===
* Note: This is a functionality change in the viewer that supports DOF. Previously, right-clicks would not pass through 100% Transparent objects.
# Create 2 boxes.
# Set the Transparency of one box to 99% and the other to 100%
# Attempt to right-click through the objects.
# Verify you can click through the object that is 100% transparent, but cannot click through the object that is 99% transparent.
----
May want to include tests related to hover cursors, eg. https://jira.secondlife.com/browse/VWR-25962
Trash

=== Feature Design Document ===
The Trash folder is the default folder for items that you delete. If you reject someone's inventory offer, the rejected item will be put in your trash. If your trash has many items in it, your client performance may diminish, so empty your trash often.
=== 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)
Treet SLEvents Community Meeting

The Philip Linden and BK Linden Community Meeting will be broadcast through Treet.tv on Friday, 30th July 2010 at 10am PDT
There are many ways to watch this event both in Second Life and through the web. 
== Through The Web ==
The main way of watching this is through the Second Life/Treet gateway page (http://slevents.treet.tv/slmeeting/)
This page is specifically made for this event, featuring live video streaming of the event, a twitter update screen and an IRC Chat panel that will be used for both general chat and for seeing live transcripts of the event.
An audio only version of the stream is available (http://audio.net.treet.tv:8811/slevents.mp3)
== In Second Life ==
The event will be streamed through Treet's Live channel inworld, if you already have a Treet enabled television set you can go straight to Treet Live on the channel guide.
Alternatively you can set your inworld media channel to the Treet live channel (http://streams.treet.tv/live) or (rtsp://live.net.treet.tv/slcnlive.sdp). Either of these URLs will work as your media URL inworld. The "rtsp" URL may work better for users running the 64-bit version of Windows 7 or Windows Vista).
== Places To Watch ==
If you know of a place to watch this within Second Life please feel free to add a SLurl to your event below.
http://maps.secondlife.com/secondlife/Bellobas/150/37/43 - Hosted by Mallory Destiny
http://slurl.com/secondlife/Northpoint/104/52/33 - Hosted By Saffia Widdershins
http://maps.secondlife.com/secondlife/Colonia%20Nova/194/217/44 - Hosted by Gwyneth Llewelyn
== Transcript ==
The transcript of the meeting can be read in this Google Document
Mallory Destiny 08:21, 31 July 2010 (UTC)
== Video Recap ==
The Video of the event can be found here http://treet.tv/shows/specials/episodes/slmeeting-30jul10
Triangle Button

==Triangle==
This is a function to tell if a point is within a 2d triangle.
Code converted from http://www.blackpawn.com/texts/pointinpoly/ to LSL by Richardjrn Weatherwax
<lsl>
//Converted to LSL by Richardjrn Weatherwax from http://www.blackpawn.com/texts/pointinpoly/
//Done on request of Ezri Fairy (snow.gravois)
vector pointA = <0.17810, 0.36214, 0.00000>;
vector pointB = <0.81144, 0.38803, 0.00000>;
vector pointC = <0.50132, 0.71068, 0.00000>;
integer SameSide(vector p1, vector p2, vector a, vector b)
{
 vector cp1 = (b-a)%(p1-a);
 vector cp2 = (b-a)%(p2-a);
 if((cp1*cp2)>=0)return TRUE;
 else return FALSE;
}
integer PointInTriangle(vector p, vector a, vector b, vector c)
{
 if(SameSide(p,a, b,c)&&SameSide(p,b, a,c)&&SameSide(p,c, a,b))return TRUE;
 else return FALSE;
}
default
{
 state_entry()
 {
 llSetTexture("b2977bf6-b9af-c516-2e19-a5c451914227",ALL_SIDES); //Triangle texture to match buttons triangle.
 }
 touch_start(integer total_number)
 {
 if(PointInTriangle(llDetectedTouchST(0),pointA,pointB,pointC))llOwnerSay("In the triangle");
 else llOwnerSay("Outside the triangle");
 }
}
</lsl>
==Hexagon==
An expansion for a hexagon 
<lsl>
//Converted to LSL by Richardjrn Weatherwax from http://www.blackpawn.com/texts/pointinpoly/
//Done on request of Ezri Fairy (snow.gravois)
vector pointA = <0.34309, 0.74541, 0.00000>;
vector pointB = <0.71578, 0.72976, 0.00000>;
vector pointC = <0.85278, 0.50606, 0.00000>;
vector pointD = <0.69276, 0.25484, 0.00000>;
vector pointE = <0.44234, 0.31546, 0.00000>;
vector pointF = <0.33040, 0.46631, 0.00000>;
integer SameSide(vector p1, vector p2, vector a, vector b)
{
 vector cp1 = (b-a)%(p1-a);
 vector cp2 = (b-a)%(p2-a);
 if((cp1*cp2)>=0)return TRUE;
 else return FALSE;
}
integer PointInHex(vector p, vector a, vector b, vector c, vector d, vector e, vector f)
{
 if(SameSide(p,c, a,b)&&SameSide(p,d, b,c)&&SameSide(p,e, c,d)&&SameSide(p,f, d,e)&&SameSide(p,a, e,f)&&SameSide(p,b, f,a))return TRUE;
 else return FALSE;
}
default
{
 state_entry()
 {
 llSetTexture("bac72ce8-d6f6-4360-6e24-4652b3ab9f24",ALL_SIDES); //Hexagon texture to match buttons Hexagon.
 }
 touch_start(integer total_number)
 {
 if(PointInHex(llDetectedTouchST(0),pointA,pointB,pointC,pointD,pointE,pointF))llOwnerSay("In the hexagon");
 else llOwnerSay("Outside the hexagon");
 }
}
</lsl>
TrimList

this function will trim a list of strings for the output of a dialog box.
Function
list TrimList(list dlist, integer length) 
{
 integer i;
 integer dl = llGetListLength(dlist);
 list temp = [];
 while(~--dl)
 temp += llGetSubString(llList2String(dlist,i++),0, length-1);
 return temp;
}
Trusted

A trusted message is a message which will only be accepted from a circuit which has been marked as trusted, through the use of the DenyTrustedCircuit and CreateTrustedCircuit handshakes.
Due to the fact that ONLY simulators and utility servers can perform the CreateTrustedCircuit handshake successfully, any attempt by a viewer to use these messages will automatically fail.
== List of Trusted Messages ==
[*TODO Hunting Hare 03:29, 17 January 2007 (PST)]
Typecast/fr

Pour changer le type d'une valeur, une conversion (typecast) est nécessaire. Il existe deux types de conversions, explicite et implicite. Les conversions explicites doivent être indiquées par le programmeur, mais les conversions implicites sont mises en place par l'ordinateur. LSL convertit de façon implicite les chaînes de caractères (string) en clés (key) et les nombres entiers (integer) en nombres à virgule flottante (float), lorsque le second type est demandé mais que seul le premier est fourni.
== Syntaxe : () ==
Convertit valeur en type.
== Exemples ==
<lsl>string a = "1.5";
float b = (float) a;
integer c = (integer) a;</lsl>
== Inconvénients ==
*Le compilateur permet des conversions explicites là où ce n'est pas nécessaire et n'optimise pas le code résultant. Des conversions de type superflues feront enfler le code et le ralentiront.
Typecast/ja

値の型を変更するには型キャストが必要です。型キャストには二種類あり、それは明示的な型キャストと、暗黙の型キャストです。明示的な型キャストはプログラマ自身が指定する一方、暗黙の型キャストはコンパイラによって (自動的に) 設定されます。LSL は string 型から key 型、integer 型から float 型への暗黙の型キャストを行ないますが、それはそれぞれ後者の型が要求されている所で前者の値が渡された場合です。
可能な型キャスト 	可能な型キャスト 	可能な型キャスト 	可能な型キャスト 	可能な型キャスト 	可能な型キャスト 	可能な型キャスト 	可能な型キャスト 	可能な型キャスト
 	 	To 	To 	To 	To 	To 	To 	To
 	 	integer 	float 	string 	key 	list 	vector 	rotation
From 	integer 	x 	x 	x 	 	x 	 	
From 	float 	x 	x 	x 	 	x 	 	
From 	string 	x 	x 	x 	x 	x 	x 	x
From 	key 	 	 	x 	x 	x 	 	
From 	list 	 	 	x 	 	x 	 	
From 	vector 	 	 	x 	 	x 	x 	
From 	rotation 	 	 	x 	 	x 	 	x
== Syntax: () ==
value を type 型へ変換する。
 が複数項目からなる式の場合は、それらを括弧 "()" で囲んでおくのが良いでしょう。 ()()
== Examples ==
<lsl>
string a = "1.5";
float b = (float)a;
integer c = (integer)a;
integer i;
i = (integer) 1.23; // 1
i = (integer) -1.23; // -1
i = (integer) "0123"; // 123
i = (integer) "0x12A"; // 298
float f;
f = (float) "6.2e1"; // 62.0
// "6.2e1", "6.2e+1", "6.2E1", "6.2E+1" are all equivalent.
string s;
s = (string) [1, 2.3, "a"]; // "12.300000a"
s = (string) <1.0, 2.3, 4.56>; // "<1.00000, 2.30000, 4.56000>"
list l;
l = (list) ""; // [""]
l = (list) <1.0, 2.3, 4.56>; // ["<1.00000, 2.30000, 4.56000>"]
vector v;
v = (vector) "<1.0, 2.3, 4.56>"; // <1.0, 2.3, 4.56>
v = (vector) "<1.0, 2.3>"; // ZERO_VECTOR (値が不完全なため)
rotation r;
r = (rotation) "<1.0, 2.3, 4.56, 1.0>"; // <1.0, 2.3, 4.56, 1.0>
r = (rotation) "<1.0, 2.3, 4.56>"; // ZERO_ROTATION (値が不完全なため)
</lsl>
==Example n°2==
<lsl>
integer BOOT_TIME;
float BOOT_TIME_2;
string BOOT_T ;
string BOOT_CHAN;
 default
{
 state_entry()
 {
 BOOT_TIME = llGetUnixTime(); 
 BOOT_T = (string)BOOT_TIME;
 BOOT_TIME_2 = llGetTimeOfDay();
 BOOT_CHAN = (string)BOOT_TIME_2;
 llSetObjectDesc( BOOT_T);
 llSetText(BOOT_CHAN,<1.0,0.0,0.0>,1.0);
 }
 
 
}
</lsl>
== Caveats ==
*明示的な型キャストは、本来それが不要な場所でも指定可能で、コンパイラはそれについて最適化しません。無用な型キャストはコード分量を増やし、実行速度も下がります。
== Notes ==
*list 変数の要素を取得するには 関数を使ってください。