nyuuzyou/wikis huggingface dataset:
IGBC Continent

This is a group of 37 sims, majority of the sims form a tropical beach haven. It has more then 30 sims, connected and with common geographical features and common transportation ways (water), so it completes the Continent definition. The continent is new. The sims in South are more populated and have lesswater. Some sims are compleatly flooded. Land for sale is rare.
IGBC means International Gay Beach Club.
== Statistics ==
Size in sims: 37 (8/7)
Size in km: 2.42 (2.05/1.79)
Sea sims (only water): 10
Coast sims (water and land): 27
Land sims (no water): 0
Sims woth road: probably 0
Sims without direct access: 0
Population density: average
== Geography ==
Almost all the continent is below sea level, so it has a lot of navigable Water. There are many flooded sims. Maximum Altitude is between 40 and 60 meters. The sims in South are owned by a different estate then the majority of sims, named IGBC. There are 3 sims in South: Friends, Navan and Gay Zone Germany. The work Gay also appears in the name of another sim, in the center of the continent. This continent might be created for LGBT people.
On May 2014, the continent has incresed its size with new sims in South East.
=== Transportation ===
Most probably, the main way of transportation is sailing. There are two unconnected roads, with a total length of 0.4 km. For the continental size, this means a Road efficiency index of 0.149. See Private Continents Network for more info.
Waterway Efficiency Index is 8.570. Still, it could be much higher, since no ban lines and entity orbs have been detected.
Total efficiency index is 8.719.
== Coordinates ==
Coordinates are in format longitude(min-max)/latitude(min-max) in the similar way used by Gridsurvey :
Continent: 783-789/1333-1340
Grid Sector: G13
== Sexual Minorities in Second Life ==
Mar Lesbiana is the newest continent. It raised from Microcontinent status to Continent in late November 2013. Since IGBC Continent hosts Gay-named sims and nearby is GAY Microcontinent and now there is a Lesbian continent, it can be claimed that there is a somewhat sizable LGBT community within Second Life.
== See also ==
International Gay Beach Club (1)
International Gay Beach Club (2)
List Of Continents
List Of Microcontinents And Sim Clusters
Second Life Geography
IM to email

=== Feature Design Document ===
(none)
=== Functional Spec ===
IM to email Functional Spec
=== Test scripts ===
IM to Email Test
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
Person to person IM
Group IM verify you do not get offline IM to emails from a group IM session
Conference IM verify you get offline IM to emails from a conference
llEmail
llGetNextEmail
email event
ITE Microcontinent

ITE (or A198 on its transitory name) is a Microcontinent placed at Coordinates 1145-1148/1231-1233, in Grid Sector K12, Eastern Ocean, North to LR Sims.
Unfortunately, access is restricted, so there is no available data for this microcontinent.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
ITunes RPC Email

I made this a long time ago, before HTTP, how l33t is that? >.>
string NOTIFY_EMAIL = "email@domain.tld";
integer USER_ID = 0; // Fox
// I always set constants for different idata commands sent through RPC. Then I just make sure they match the constants
// that I set in my PHP file, and everything works great.
integer RPC_ERROR = 0;
integer SEND_SONG = 1;
integer SEND_LINK = 2;
// Always reamins 99
integer RPC_SUCCESS = 99;
// This will be used as a reference later in case we need to know it.
key rpc_chan;
string rgn_name;
default {
 
 state_entry()
 {
 rgn_name = llGetRegionName();
 llOpenRemoteDataChannel();
 llListen(1, "Fox Diller", "", "");
 llSetTimerEvent(13);
 }
 
 timer()
 {
 if (llGetRegionName() != rgn_name)
 {
 llOwnerSay("Changing Sims");
 rgn_name = llGetRegionName();
 llOpenRemoteDataChannel();
 }
 }
 
 
 listen(integer chan, string name, key id, string msg)
 {
 if (llDetectedKey(0) == llGetOwner()) {
 
 if (msg == "key")
 {
 llOwnerSay((string)rpc_chan);
 }
 
 if (msg == "timeron")
 {
 llSetTimerEvent(13);
 llOwnerSay("Timer Turned On!");
 }
 
 if (msg == "timeroff")
 {
 llSetTimerEvent(0);
 llOwnerSay("Timer Turned Off!");
 }
 if (msg == "reset") llResetScript();
 }
 }
 
 remote_data(integer event_type, key channel, key message_id, string sender, integer idata, string sdata)
 {
 // If the RPC channel has just been opened, then we need to send off a notice to the webserver.
 if (event_type == REMOTE_DATA_CHANNEL)
 {
 // We should keep a reference to the RPC channel that has been opened.
 rpc_chan = channel;
 
 // Here, we can specify extra parameters in the email that we need the webserver to know, such as the RPC channel.
 string msg;
 msg = "Command: updatekey\n";
 msg += "RPC-Chan: "+(string)rpc_chan+"\n";
 msg += "UserID: "+(string)USER_ID+"\n";
 llEmail(NOTIFY_EMAIL, "RPC Chan Updated", msg);
 
 llOwnerSay("Sent Object ID string to MySQL server.");
 }
 
 // If an RPC request has been sent from the webserver.
 else if (event_type == REMOTE_DATA_REQUEST)
 {
 // We can check what command is coming through here, and handle them as needed.
 if (idata == SEND_SONG)
 {
 list songData;
 songData = llCSV2List(sdata);
 llSetText("iTunes <-> SecondLife\n-----------------------------------\nAlbum: "+llList2String(songData, 0)+"\nArtist: "+llList2String(songData, 1)+"\nSong: "+llList2String(songData,2), <1,1,1>, 1.0);
 llSay(0, "Fox is currently listening to: "+llList2String(songData, 1)+" - "+llList2String(songData, 2));
 llRemoteDataReply(channel, message_id, "success", RPC_SUCCESS);
 
 // Just checking for another command.
 } 
 else if (idata == SEND_LINK)
 {
 llOwnerSay("Th5s Feat4re Broken");
// llRemoteDataReply(channel, message_id, "success", RPC_COMMAND2);
 // If it was an unrecognized command, we still have to send some sort of reply back.
 } 
 else 
 {
 llOwnerSay("WARNING!!!!!!!!!!!!!!!!!!!");
 // llRemoteDataReply(channel, message_id, "", RPC_ERROR);
 }
 }
 }
}
Ich habe eine SLurl verwendet, diese brachte mich jedoch an einen falschen Ort!

Gelegentlich führen SLurl™ Adressen zu anderen Orten als angegeben wird. Einige mögliche Ursachen dafür könnten sein:
*Der Ersteller der SLurl hat versehentlich einen falschen Standort angegeben.
*Der Standort hat sich verändert oder wurde verkauft nachdem die SLurl erstellt wurde.
*Eine Person verteilte bewusst falsche SLurls mit fehlerhaften Angaben. 
Wenn es den Anschein hat, Ihr Landepunkt ist irrtümlich falsch, sollten Sie den Ersteller über den Fehler informieren.
===Was soll ich tun, wenn eine SLurl bewusst falsch angegeben ist und mich an einen fragwürdigen Ort bringt?===
Wenn Sie einer SLurl folgen und feststellen, dass diese offensichtlich falsch ist, zum Beispiel, um einen anderen Einwohner zu schädigen oder zu belästigen, dann sollten Sie einen Missbrauchsbericht erstellen, einschliesslich folgender Angaben:
*Wählen Sie Hilfe > Missbrauch melden, um das Fenster Missbrauch zu öffnen.
*Wählen Sie Sonstige als Missbrauchstyp.
*Wählen Sie die entsprechende Person aus, indem Sie auf Einwohner auswählen klicken.
*Schreiben Sie eine Zusammenfassung und Beschreibung; vergewissern Sie sich, dass Sie folgendes hinzuzufügen:
**Die SLurl selbst: Befinden Sie sich gerade an diesem Ort, wird Ihre Position automatisch im Feld Ort des Missbrauchs angegeben.
**Die Art des Missbrauchs: Beschreiben Sie die SLurl-Ortsangabe und Ihre aktuelle Position. Versuchen Sie zu erklären, warum Sie denken, die SLurl ist falsch angegeben.
Ich habe einen Fehler in meinem Auftrag zur Auszahlung von Guthaben (per US$-Scheck oder Paypal) gemacht. Wie kann ich den Auftrag stoppen?

#REDIRECT LLOde:Ich habe einen Fehler in meinem Auftrag zur Auszahlung von Guthaben (per US$-Scheck oder Paypal) gemacht. Wie kann ich den Auftrag stoppen?
Ich habe einen Fehler in meinem Auftrag zur Auszahlung von Guthaben (per US$-Scheck oder Paypal) gemacht. Wie kann ich den Auftrag stoppen? (KB)

#REDIRECT LLOde:Ich habe einen Fehler in meinem Auftrag zur Auszahlung von Guthaben (per US$-Scheck oder Paypal) gemacht. Wie kann ich den Auftrag stoppen?
Ich kann nicht teleportieren!

Dieser Artikel enthält Tipps für Einwohner, die Probleme mit dem Teleportieren haben. Hier eine Video-Anleitung (EN), die die unten beschriebenen Schritte abhandelt: 
==Einstellungen für die Inhaltseinstufung==
Möglicherweise gilt für das Land, das Sie betreten möchten, eine andere Inhaltseinstufung, als die, die Sie in Ihren Einstellungen ausgewählt haben. Im Artikel Inhaltseinstufung einstellen wird beschrieben, wie Sie Ihre Inhaltseinstufung ändern können. Falls Sie die Inhaltseinstufung in Ihren Einstellungen nicht auf die gleiche Einstufung, wie sie für das Land gewählt wurde, einstellen können, dann lesen Sie bitte Altersüberprüfung - Wie geht das? mit Informationen zur Altersüberprüfung und für allgemeine Informationen zum Thema Inhaltseinstufung lesen Sie bitte Inhaltseinstufung: Ein Überblick. Um die Inhaltseinstufung einstellen zu können, müssen Sie Viewer 1.23 oder höher verwenden. Laden Sie hier den aktuellsten Viewer herunter.
==Nehmen Sie Anhänge ab==
Ein Anhang kann dazu führen, dass ein Teleport scheitert.
# Klicken Sie mit rechts auf Ihren Avatar.
# Wählen Sie aus dem Menü Abnehmen aus.
# Wählen Sie dann Alle abnehmen.
# Versuchen Sie nun an Ihr Ziel zu teleportieren.
==Teleportieren Sie auf das Mainland==
Manchmal hilft es, wenn Sie den Teleport an Ihr Ziel von einem anderen Ort aus versuchen.
# Öffnen Sie die Karte (Welt - Karte).
# Geben Sie "Pooley" ein.
# Klicken Sie auf Suchen.
# Wählen Sie Pooley aus der Liste aus.
# Klicken Sie auf Teleportieren.
# Wenn Sie in Pooley angekommen sind, können Sie versuchen, an Ihr Ziel zu teleportieren.
==Fliegen Sie hoch und versuchen Sie dann zu teleportieren==
Es ist möglich, dass Ihr aktueller Standort Sie davon abhält zu teleportieren.
# Fliegen Sie auf eine Höhe von 200m.
# Versuchen Sie jetzt an Ihr Ziel zu teleportieren.
==Extreme Einstellungen in der Firewall blockieren den Teleport==
Wenn Ihre Firewall den Ausgangs-TCP-Port 12043 blockiert, dann können das Teleportieren, das Anzeigen der Karte, das Wechslen von einer Region zur anderen und andere ähnliche Aktivitäten nicht ausgeführt werden. Lesen Sie diesen Artikel für weitere Informationen.
==Verringern Sie den Wert für maximale Bandbreite==
Es ist möglich, dass die Einstellungen für die Bandbreite Ihren Teleport scheitern lassen.
# Wählen Sie Ich > Einstellungen.
# Klicken Sie die Registerkarte Netzwerk.
# Verringern Sie den Wert unter Maximale Bandbreite. Wenn Ihr aktueller Wert für Maximale Bandbreite "1500" kbps beträgt, dann stellen Sie ihn auf "500" kbps ein.
# Versuchen Sie jetzt an Ihr Ziel zu teleportieren.
==Zeigen Sie den Startstandort auf dem Anmeldebildschirm an.==
Sie können Second Life so einstellen, dass Sie bei der nächsten Anmeldung an Ihre Ziel eingeloggt werden.
# Wählen Sie Ich > Einstellungen.
# Klicken Sie die Registerkarte Allgemein.
# Wählen Sie Startstandort auf Anmeldebildschirm anzeigen.
#: 
# Schließen Sie Second Life.
# Starten Sie Second Life erneut.
# Bevor Sie auf Anmelden klicken, geben Sie den Namen Ihres Zieles ein. Zum Beispiel: Pooley
#: ''
If/pl

== Opis ==
If jest to jedna z podstawowych instrukcji warunkowych. Dzięki niej, skrypt może podjąć decyzje co zrobić, gdy warunek jest logicznie prawdziwy lub fałszywy. 
Zaletą w LSL jest, że w instrukcji można zdefiniować więcej niż jedną instrukcje jak i kilka warunków, dając nam duże możliwości sprecyzowaniu warunku. 
Warunek zapisujemy w nawiasach, natomiast instrukcje w zależności jak jest napisana, w nawiasach klamrowych. 
Zapis instrukcji if wygląda tak: 
<lsl>if (warunek) instrukcja</lsl> 
<lsl>if (warunek) else </lsl>
Else oznacza w przeciwnym razie. Wiec jest to wszystko co nie spełnia warunek.
== Przykłady ==
1.Najprostsza i najczęściej stosowana instrukcja.
<lsl>
if ( a != b ) llSay(0,"A jest różne od B"); // Jeśli A jest różne od B
</lsl>
2.Instrukcja z wykorzystaniem else
<lsl>
if ( A == B )// Jeśli A jest równe B
{
llSay(0,"A jest równe B");
} 
else // W przeciwnym wypadku
llSay(0,"A nie jest równe B");
</lsl>
3.Instukcja zawierająca więcej niż jedną instrukcje.
<lsl>
if ( A == B ) // Jeśli A jest równe B
{
llSay(0," A jest równe B");
}
else if ( A => B ) // Jeśli A jest większe lub równe B
{
llSay(0, "A jest większe lub równe B");
}
else if ( A < B ) // Jeśli A jest mniejsze od B
{
llSay(0, "A jest mniejsze od B");
}
</lsl>
4.Instrukcja sprawdzająca kilka warunków
<lsl>
if( A == B && B > C ) // Gdy A jest równe B i B jest większe od C
</lsl>
== Najczęstsze błędy ==
*Zdarza się, że niekiedy w warunku zapisujemy znak =, jest to błąd gdyż w instrukcji zawsze używamy znaku ==, ponieważ ma on sprawdzić czy warunek jest prawdziwy lub fałszywy. Znak = przypisuje wartość.
ImageData

==Message Layout==
{
	ImageData High Trusted Unencoded
	{
		ImageID				Single
		{	ID				LLUUID	}
		{	Codec			U8	}
		{	Size			U32	}
		{	Packets			U16	}
	}
	{
		ImageData			Single
		{	Data			Variable	2	}
	}
}
==Usage and Notes==
Category:Messages
Image Pipeline

== See Also ==
* Image System
== Overview ==
* The Image Pipeline refers to the pipeline for fetching images and decoding them into textures.
* The image pipeline consists of the following steps:
** Request for image data
** Retrieval of image data from the local cache if available
** Retrieval of image data from the servers if required
** Decompression of the image data into texture data for use by the graphics system
== System Overview ==
=== Local Texture Caching ===
* See Texture Cache
=== Simulator Pipeline ===
* The current system for fetching images from the servers goes through the simulator using UDP.
* This system is not well documented and will be replaced by the HTTP Image Pipeline
=== HTTP Image Pipeline ===
# Load From Cache* Load any Image data from the local cache
# Compare the cached data with the requested discard level. If no additional data is required, skip to Decode Image
# Request URL Request a URL for the image from the simulator (Note: URL requests are batched)
# Wait for URL Idle until the URL Response is received
# Request Image Request the Image data from the server using the URL provided
# Wait for Image Idle until the Image Response is received
# Decode Image* Decode the Image
# Cache Image* Cache the Image
* * Note: These steps are actually implemented using an asynchronous request / response pattern, but because this is internal to the client, that is not illustrated here.
Imagine Festival

The principles of the Imagine Network
The Imagine Network works for a better world, with human rights, social and environmental justice for all.
We work in Second Life, connecting people to people, group to group, and network to network.
We are about awareness and imagination, rather than fund raising.
Our events can be grid wide and multi-day. We aim to identify the root causes of the big toxic global problems facing us; to help find solutions; to help people act together in cooperation. 
Principles of our festivals
*Our next event will be Imagine Festival in October 9-15, 2009*
*THE FULL IMAGINE FESTIVAL SCHEDULE TBA*
Our network has organized the Human Rights Festival and Earth Week in Second Life. We are helping to organize Peace Fest for July.
All our events are organized on a voluntary basis by an informal group of individuals.
Opinions
We value a real diversity of perspective, information and opinion. It is through looking at and debating a range of ideas that we will gain knowledge and understanding.
Of course, views expressed by speakers or participants are those of the individuals concerned and do not reflect the views of the Imagine Network, the Rings Group or festival organizers.
Funds
These are not for profit festivals, run on good will. This is about awareness, not fund raising.
We work with several established good causes supporting real life action. In some sims, there may be a collection for that sim or cause (eg Amnesty, Greenpeace, PeaceTrain) – those collection efforts will be outside the purview of the Festivals.
Imagine Festival - 
Imagine Network on Ning - 
Sapphoria Shilova
PR Director
IMAGINE Festival
--Sapphoria Shilova 12:21, 2 October 2009 (UTC)
Impossible IRL

== Founder: ==
Bettina Tizzy
== History ==
Created in October, 2007
== Total Group Members: ==
1,400 in-world; 700 web-based group
==Group Charter==
1) To identify, showcase and promote quality content creation that would not be possible in Real Life; 
2) To seek and disseminate knowledge that empowers content creators
== Mission Focus & Statement ==
A central goal for us is to collect and distil what's really happening out there and pare down your options to the essence of what's cool, trendsetting and even ground breaking, always within the context of that which is Not Possible IRL. This is not intended as a calendar of events and our selections are, by necessity, subjective and opinionated.
Impossible IRL is focused on identifying, sharing and showcasing quality content in world that would not be possible in real life: art, architecture, animations, fashion, scripts, landscaping, tools, and more. Show me, I'll show you.
While some of the activities are not readily understood by new users in Second Life, Impossible IRL is a proven source for information and Landmarks to many of the best content and content creators on the grid, thus providing all members with compelling places to visit and new ways to evolve and grow their own experience.
New and new-ish users with an interest in art, architecture and high-end fashion benefit especially because they are immediately directed to (and plugged in) to quality content and the people who create it.
 
== Best Practices: ==
* Information distribution:
*# Frequent in-world notices
*# Not Possible IRL blog: http://npirl.blogspot.com
*# A web-based forum for members and by members
== Group Representatives: ==
* Bettina Tizzy
* Jolly Jedburgh
* Alpha Auer
* Zee Pixel
== Group Documentarians: ==
* Bettina Tizzy
* Alpha Auer
* Zee Pixel
== Requirements to Join ==
* Open registration
* Members agree not to spam the group
* Members agree not to initiate Group IMs
== (Optional) Group Related Links / Projects / Memorable Triumphs / History / etc. ==
=== Links ===
* (Impossible in Real Life)
* http://npirl.blogspot.com; 
=== Flickr groups: ===
*Not Possible In Real Life - QUALITY Content Creation - NPIRL 
* Avatars - Not Possible in Real Life (NPIRL) 
* Situations Not Possible in Real Life (NPIRL)
* NPIRL Fashion - Not Possible in Real Life
* Garden of NPIRL Delights
=== Projects ===
* Dozens of Impossible IRLers participated and contributed to the Garden of NPIRL Delights Build Festival April 27 - June 23, 2007
=== Memorable Triumphs ===
Hundreds of shared discoveries of quality content throughout the Second Life grid. Several people who had ceased to participate in Second Life have returned because of what they read on the Not Possible IRL blog, and are now active members of the Impossible IRL group.
ImprovedTerseObjectUpdate

==Message Layout==
{
	ImprovedTerseObjectUpdate High Trusted Unencoded
	{
		RegionData			Single
		{	RegionHandle	U64	}
		{ TimeDilation	U16 }
	}
	{
		ObjectData			Variable
		{	Data			Variable	1	}
		{	TextureEntry	Variable	2	}
	}
}
==Usage and Notes==
Category:Messages
Improving compilation time

== Improving compilation time ==
Based on the benchmarks below, the following conclusions were made:
* The more RAM, the better. Enough RAM will make the hard disk's performance irrelevant.
* Using a RAM disk for /tmp or even the full system doesn't noticeably improve performance if enough RAM is present.
* Given enough RAM, the process will be entirely CPU bound.
* A better hard disk will make a significant difference in link time if enough RAM can't be obtained.
* Compiling using more processes (-j3 vs -j2) may be counterproductive if there's not enough RAM.
* Gentoo compiled 15% faster.
* Gentoo ran scons 50% slower.
== Benchmarks ==
=== Hardware ===
* Athlon 64 X2 5200+ (1MB cache)
* 4GB ECC DDR2 666 RAM
* Root on RAID-1, SAMSUNG HD300LJ and Maxtor 6V300F0
=== Settings ===
* Compiling with -j2
* llmozlib enabled
* building 32 bit SL version
* Source from http://svn.daleglass.net/secondlife, rev 81.
 
=== Software ===
* Gentoo, x86_64, gcc 4.1.1 
* Ubuntu Edgy, x86_64, gcc 4.1.2
=== Methodology ===
Gentoo tests were done with /tmp on tmpfs.
 
Ubuntu tests were done with the whole install on /tmp on tmpfs, and the whole install on disk. This took about 1.5GB RAM:
 
* 334MB for temporary files generated during compilation
* 642MB for the source code
* 462MB for the Ubuntu install (probably can be trimmed a bit)
Ubuntu tests were done as follows: Distribution was installed with debootstrap. Sources were copied into it (same copy as used for Gentoo). The whole tree, OS and sources included was copied to /tmp (on tmps), and chrooted into. 
The "(on disk)" tests were done afterwards, by copying the whole tree (1.5GB) back to disk (as some changes were required to get the build going).
The "(after reboot)" were done as follows:
# Do required preparations (eg, binary removal)
# Reboot
# Login
# Chroot
# Build
 
X wasn't running during the tests.
=== Results ===
Benchmark results
Test 	Timings	Gentoo 	Ubuntu (after reboot)	Ubuntu (on disk)	Ubuntu (on RAM disk)
Full build	Real 	16m44.594s	19m23.391s 	19m12.447s 	19m5.572s
 	User 	29m25.549s	35m15.595s 	35m23.223s 	35m24.639s
 	System 	2m57.599s 	2m9.673s 	2m16.113s 	2m13.387s
Rebuild 	Real 	0m41.752s 	0m27.656s 	0m15.457s 	0m15.444s
 	User 	0m39.938s 	0m14.858s 	0m14.963s 	0m14.771s
 	System 	0m1.722s 	0m0.952s 	0m0.644s 	0m0.784s
Relink 	Real 	1m24.408s 	1m17.616s 	0m41.092s 	0m41.268s
 	User 	1m12.687s 	0m37.895s 	0m37.455s 	0m38.016s
 	System 	0m4.599s 	0m4.360s 	0m3.546s 	0m3.258s
Category:Compiling viewer
In-World Maker Tools

The purpose of this page is to increase awareness of resources you can use in-world to help create or modify content.
== Posing Tools ==
* Using MLP or MLPV2 (Free Software/Open Source) - MLP and its successor MLPV2 allow you to create objects (such as furniture or HUDs) that have multiple poses for avatars, selected by menu.
* Sit Target tools - Tools to help put sit targets into objects, allowing furniture without poseballs.
== Building ==
* Pipe Maker (free, by Lex Neva)
* Rez-Faux (by Lex Neva)
* Puppeteer (free for personal use)
* Builders Buddy (by Newfie Pendragon)
Category:Creation
InAEA

== InAEA ==
International Art Education Association is a group online/Second Life for art educators to communicate. 
The aim of InAEA is to provide a online environment for art educators around the world to discuess different issues, and exchange information. 
== InAEA meetings ==
InAEA has monthly meetings. Meetings are hold in the first Monday of every month at 6:00pm PDT (SL time).
Welcome to join us!
No matter you are an art educator or not, if you are interested in art education, you are welcome to join us!
== InAEA in world ==
InAEA now has a permanent meeting place in SL. All art educators can meet and chat in the meeting place. All the members can hold a meeting in the meeting place. 
Where is the meeting place? Search InAEA in world, you will find it!
Also, there will have a gallery for all members to display their art. It is under construction for now, but will be present soon!!
== InAEA meeting minutes ==
All the meeting minutes will be posted in the discussion section, if you are not able to attend the meeting, you are welcome to use the discussion section to give us your opinion.
You are welcome to join us~