nyuuzyou/wikis huggingface dataset:
Linden Prize Translation Project/nl

==Aanmelders voor de Linden Prize:==
*De volgende vrijwillige vertalers hebben optioneel hun hulp aangeboden bij het vertalen van uw aanvraag in het engels.
Geeft U alstublieft 3 dagen de tijd om uw vertaalde tekst te ontvangen. Wij kunnen niet garanderen dat er een vertaler beschikbaar is voor U.
*ATTENTIE: Deze vertalers zijn vrijwilligers en de vertalingen worden niet gecontroleerd op accuraatheid door Linden Lab.
 
===Wat Te Doen:===
1) IM alstublieft een vrijwillige vertaler van uw taal en vraag om directe assistentie. Als de vertaler akkoord gaat om u te helpen, stuur dan de tekst die U vertaald wilt hebben in het engels, in een notitiekaart naar deze vrijwillige vertaler.
2) Vermeldt alstublieft geen echte persoonlijke gegevens. Controleer al uw tekst voor informatie die mogelijk privé wilt houden, voordat u de notitiekaart verstuurt. Vermeld alleen de naam van de vertaler, uw Seond Life naam, de sectie titel van uw aanvraag en uw tekst voor vertaling.
===Gebruik Alstublieft Deze Tekst op Uw Notitiekaart:===
*Translator Name: (please fill this in) 
*Your Second Life Name: (your name here) 
*Project Name: (your text here) 
*Abstract / Summary: (your text here) 
*Full Description: (your text here) 
*Biography of Creator(s): (your text here)
Linden Prize Translation Project/pl

==Kandydaci do Nagrody Linden:==
*Osoba odpowiedzialna za przetłumaczenie tej noty zobowiązała się zaoferować Ci swoją pomoc jako wolontariusz w przetłumaczeniu Twojej aplikacji do Nagrody Linden na język angielski. Proszę o cierpliwość - w ciągu najbliższych trzech dni otrzymasz tekst tłumaczenia swojej aplikacji. Dodatkowo, pragniemy poinformować, iż nie możemy zagwarantować dostępności osoby poslugującej się Twoim językiem do przetłumaczenia aplikacji.
*PROSZĘ PAMIĘTAĆ: Tłumaczenia te mają charakter nieoficjalny , osoba podejmująca się tłumaczenia zrobiła to jako wolontariusz dlatego Linden Lab nie oferuje weryfikacji lub poprawności lingwistycznej danego tłumaczenia.
===Co należy zrobić:===
1) Proszę wysłać wiadomość IM do tłumacza posługującego się Twoim językiem i zgłosić potrzebę pomocy. Jeżeli tłumacz zdecyduje się pomóc, proszę przesłać tekst, który wymaga tłumaczenia na język angielski używając formy noty. 
2) Proszę nie udzielać żadnych informacji dotyczących Twojego realnego statusu. Przed wysłaniem noty, proszę upewnić się czy tekst nie zawiera żadnych informacji, które uważasz za prywatne. Twoja nota powinnna zawierać dane tłumacza ( jego SL imię i nazwisko), Twoje SL imię i nazwisko, tytuł z aplikacji oraz treść tekstu, który należy przetłumaczyć.
===Proszę użyć tego tekstu w Twojej nocie:===
*Translator Name: (please fill this in) 
*Your Second Life Name: (your name here) 
*Project Name: (your text here) 
*Abstract / Summary: (your text here) 
*Full Description: (your text here) 
*Biography of Creator(s): (your text here)
Linden Prize Translation Project/pt

==Candidatos para o Linden Prize:== 
*Os seguintes tradutores voluntários ofereceram ajuda opcional na tradução em inglês de sua proposta de candidatura ao Linden Prize. Aguarde 3 dias para receber o texto traduzido. Nós não podemos garantir que haverá um tradutor disponível para traduzir para você. 
*ATENÇÃO: Os tradutores são apenas voluntários e as traduções oferecidas não são entregues ou tem a exatidão verificada pela Linden Lab. 
===Como proceder:=== 
1) Por favor, envie uma mensagem intantânea(MI) a um tradutor voluntário de sua língua e solicite assistência diretamente. Se o tradutor concordar em ajudá-lo, envie o texto que você precisa que seja traduzido para inglês para o tradutor voluntário em um notecard(bloco de notas) do Second Life. 
2) Por favor, não inclua informações de sua vida real. Reveja todo o seu texto para qualquer informação que você queira manter privada antes de enviar o notecard. Inclua somente o nome do tradutor, seu nome no Second Life, a parte do título da proposta e o seu texto para tradução.
===Por favor, utilize este texto no seu notecard:===
*Translator Name: (please fill this in)
 
*Your Second Life Name: (your name here) 
*Project Name: (your text here) 
*Abstract / Summary: (your text here) 
*Full Description: (your text here) 
*Biography of Creator(s): (your text here)
Linden Scripting Language/ja

リンデン スクリプト言語 (Linden Scripting Language, LSL) は Second Life の 住人 が使うプログラミング言語です。LSL スクリプトは in-world のオブジェクトのふるまいを制御できます。LSL の文法は C 言語に似ています。
LSL に関するあらゆる情報が LSL ポータル にあります。
Linden Village

What’s the Linden Village?
 
While Lindens are constantly working behind the scenes to improve Second Life, they are unfortunately not always very visible to the public. When actually logged into Second Life, they often hide their online status, simply because they are focusing on completing specific tasks as quickly as possible. Unfortunately, it’s very difficult to keep up with the huge number of IMs they receive if they make their status visible in search.
Spending time using Second Life and meeting Residents had always been important to Lindens. They loved holding in-world meetings to discuss specific issues, as well as just getting to know Residents personally whenever they could. And as Second Life grew, they wanted to make sure Residents knew they were not just working invisibly behind the curtain, but also participating in and exploring the world.
One place you may have found them was an area on the mainland called “Linden Village”. The Village is intentionally located immediately around the Waterhead Welcome Area which encourages exploration by new Residents.
* Visit the Linden Village' - Click this link to teleport inworld.
* Linden Village Photostream - See snapshots of the diverse and colorful Linden Village! Any Resident who has taken photos is welcome to contribute too.
Category:Culture
Linden 熊

很多過去以及現在的 Linden 員工，都擁有個人專屬且獨一無二的泰迪熊，分送給向他們索取的居民。大部分 Linden 熊都是改自 Nicole Linden 所創造的原型 (請參考右圖)。目前這裡所列出的 Linden 熊清單並不完整。
== Linden 熊 ==
 	 	
Amber Linden 	Alexa Linden 	Alexa Linden2008
 	 	
Aric Linden 	Benjamin Linden 	BigPapi Linden
 	 	
Blondin Linden 	Blue Linden 	Blue LindenVersion 1.20
 	 	
Brent Linden 	Brent Linden(v.2) 	Catherine Linden
 	 	
Calyle Linden 	CG Linden 	Coco Linden
 	 	
Cogsworth Linden 	Colton LindenPuppet Bear 	Colton LindenFishing Bear
 	 	
Cyan Linden 	Cyan LindenVersion 1.20 	Dakota Linden
 	 	
Dan Linden 	Dee Linden 	Echo Linden
 	 	
Enus Linden 	Ethan Linden 	Frontier Linden
 	 	
Garry Linden 	George Linden 	Goldin Linden
 	 	
Guy Linden 	Harry Linden 	Izzy Linden
 	 	
Jeska Linden 	Jeremy Linden 	Jesse Linden
 	 	
Jon Linden 	Joppa LindenFrank 	Joshua Linden
 	 	
JP Linden 	Kate Linden 	Katrin Linden
 	 	
Kaylee Linden 	Kimmora LindenVDay bear 09 	Lexie Linden
 	 	
Liana Linden 	Lotte Linden 	M Linden
 	 	
Maggie Linden 	Mia Linden 	Mia Linden(old bear)
 	 	
Michon Linden 	Meta Linden 	Morpheus Linden
 	 	
Pathfinder Linden 	Patsy Linden 2.0 	Periapse Linden
 	 	
Phoebe Linden 	Prospero Linden 	Rika Linden
 	 	
Robin Linden 	Rodney Linden 	Rose Linden
 	 	
Rowan Linden 	Selene Linden 	Scott Linden
 	 	
Sidewinder Linden 	Simon Linden 	Simone Linden
 	 	
Socrates Linden 	Spike Linden 	Sue Linden
 	 	
Teagan Linden~2008~ 	Teagan LindenBaby Bear ~2008~	Teagan LindenLimited Edition Xmas Bear
 	 	
Teagan LindenLimited Edition Xmas Bear	Teeple Linden 	Tofu Linden
 	 	
Trinity Linden 	Torley Linden 	Twilight Linden(high prim)
 	 	
Twilight Linden(low prim) 	Whump Linden 	Yoz Linden
 	 	
 	Zero Linden 	
== 沒有熊的 Linden 員工 ==
*
*
*Noelle Linden
*
*Soft Linden
== Linden 熊特別版 ==
雖然 Linden 熊都很獨特，但以下所列的是在特殊節慶時分送的 Linden 熊，同時也列出某些 Linden 工作團隊專屬的 Linden 熊。 
 	 	
Cupid Linden 	Volunteers Day Bear 	Volunteer Graduation Bear
 	 	
Bunny Linden (Easter) 	4th of July Linden Bear 	Joy to Our WorldHoliday Bear 2006
 	 	
Mia's St Patricks DayLinden Bear	TrickOrTreat Linden Bear 	Concierge Team Linden Bear
 	 	
Halloween Linden Bear 2006 	Halloween Linden Bear 2007 	Halloween Linden Bear 2008
 	 	
SL4B Bear 	SL5B Bear 	Gridnaut Bear
 	 	
Knowledge Bear 	1.25 commemorative rolling-restart bear	
Category:Culture/zh-Hant
Lindenworld Sims

The Lindenworld is a structure on the map, placed at Coordinates 920-936/947-960, Grid Sector I9, Little Pacific Ocean. It is a Sim Cluster that contains two microcontinents inside. It has the temporary name A161. It is West to Estate Continent and South to Caledon - Winterfel.
== Structure ==
Unfortunately, access is not opened for public. We could not investigate this land.
=== Sims wothout public access ===
The West Microcontinent is formed of 4 sims: LindenWorld A, LindenWorld B, LindenWorld C, LindenWorld D. The East microcontinent also contains 4 sims: Linden Lab HQ 1, Linden Lab HQ 2, Linden Lab HQ 3, Linden Lab HQ 4. To East, there are other 2 sims: ll Immersive Workspaces and ll Immersive Workspaces 2, linked together. Another sim in South-East is named MarketingSL Island. In South-West, a sim is named LindenWorld Executive. Other more distant sims are PR Island, Madeira and NOC Island.
All these sims are Linden-owned (mainland).
=== Sims with public access ===
P Squared, Hippo Hollow, Hippo Island. P Squared is not Linden-owned land. The other two are connected together and are owned by one of the Lindens.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Link/ru

Объединение нескольких примов в группу. Выделение группы производится в режиме редактирования, рамкой или удерживая клавишу Shift. После чего используется комбинация Ctrl-L или подпункт Link пункта Tools главного меню. Последний выделенный прим в группе (подсвечивается жёлтым) называется корневым примом (root) остальные — линками (link) или дочерними примами (children) по отношению к корневому.
Link Messages

====Link Messages====
Link Messages are used to communicate between 2(or more) prims in the same linkset, or even between 2 (or more) scripts within the same prim. This is just a brief example of how to use them
=====Script to Send a Message=====
default 
{
 touch_start(integer touched) 
 { //When someone touches this, send the message "touched",
 //the number 0 and the avatar's key who touched this prim
 //to all scripts in this linkset.
 llMessageLinked(LINK_SET, 0, "touched", llDetectedKey(0)); 
 }
}
=====Script to Receive the Message=====
default 
{
 link_message(integer Sender, integer Number, string Text, key ID)
 { //When this prim receives a message, say to the owner what it received.
 llOwnerSay("Message received from prim number " + (string)Sender 
 + " within this linkset. The Message is the number "
 + (string)Number + ", the message " + Text + ", and the key of the avatar " 
 + llKey2Name(ID) + ".");
 }
}
Category:LSL Examples
Link Texture Manipulation

NOTE: LlSetLinkTexture and LlSetLinkPrimitiveParams were added in 1.14.0.1. llSetLinkPrimitiveParams implements the set functions below, though there is no corresponding llGetLinkPrimitiveParams for the get functions.
----
Pretty self explanatory. This would allow for some more dynamic texture effects without lagging a sim to hell with link comms and little scripts in each child prim. It would be very handy to have.
llSetLinkTexture(integer link_num, string texture_uuid, integer side)
For simplicity, instead of being able to accept texture names from inventory, taking only a UUID would be fine.
These would be nice too, but less important:
llScaleLinkTexture(integer link_num,float horizontal, float vertical, integer side)
llGetLinkTextureScale(integer link_num,integer side)
llOffsetLinkTexture(integer link_num,float horizontal, float vertical, integer side)
llGetLinkTextureOffset(integer link_num,integer side)
llRotateLinkTexture(integer link_num,float angle, integer side)
llGetLinkTextureRot(integer link_num,integer side)
Category:Feature Requests
Linkability Rules

= New Linkability Rule =
The linkability rule for objects changed as of Dec 2010. The main motivation was to make the linkability check more efficient but a consequence is that they are also much simpler. The size-dependency of the prims has been discarded. The only thing that matters is the bounding sphere of the collection of prim centers. The linkability rule can be written as:
 LINKABLE = < 54 AND ≤ 256
 where D = diameter of the smallest bounding sphere of the collection of prim centers
 and N = number of prims in the collection
Andrew Linden 21:47, 02 December 2010 (UTC)
If you are interested in how the old formula worked, see Linkability Rules/Havok 4.
=== Notes ===
* [2011-08-27-16:52] Andrew Linden: 54 was the minimum sphere that still contained all of the legacy linkable content.
Category:Havok
Linking

=== Feature Design Document ===
(none)
=== Functional Spec ===
Build Tools Functional Spec
=== Test scripts ===
Building Tools Test
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
Shared Drawables Test - shared drawables renders linked sets and linked attachments faster(than before).
Interest List - how we decide which objects to load and render.
=== User Guides ===
(none)
LinksetIndexing

== By Exact Name ==
=== One Name - Multiple Links ===	 	
Searches for multiple prims that share a common specific name and returns a list of linkset numbers. Otherwise an empty list if none found.
list LinkedList(string Needle) {
 list Needles;
 integer Hay = 1;
 integer Stacks = llGetNumberOfPrims();
 for(; Hay <= Stacks; ++Hay ) if(llGetLinkName(Hay) == Needle) Needles += Hay;
 return Needles;
}
{|cellspacing="0" cellpadding="6" border="1" style="border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse"	Input 	Description
string Needle 	Common name that multiple prims share. 	
Output 	Description 	
return list LinkedList	Returns list of linkset numbers that have exactly same prim name as Needle does.	
=== One Name - One Link ===	 	
Searches for a single prim that has a specific name. Returns 0 if not found.
integer Linked(string Needle) {
 integer Prims = llGetNumberOfPrims()+1;
 while(--Prims) if(llGetLinkName(Prims) == Needle) return Prims;
 return FALSE;
}
{|cellspacing="0" cellpadding="6" border="1" style="border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse"	Input 	Description
string Needle 	Specific name that a prim possesses. 	
Output 	Description 	
return integer Linked	Returns integer linkset number of a prim that has exactly same prim name as Needle does.	
=== Multiple Names - One Link each ===	 	
Searches and replaces all strings in Needles list with integer linkset numbers, where the strings exactly match a prim name.
list ListLinked(list Needles) {
 integer Prims = llGetNumberOfPrims()+1;
 while(--Prims) {
 integer Ptr = llListFindList(Needles,[llGetLinkName(Prims)]);
 if(~Ptr) Needles = llListReplaceList(Needles,[Prims],Ptr,Ptr);
 }
 return Needles;
}
{|cellspacing="0" cellpadding="6" border="1" style="border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse"	Input 	Description
list Needles 	Specific names that prims possess. 	
Output 	Description 	
return list ListLinked	Returns list of linksets number of prims that had exact same prim names as the list position in Needles did.	
=== Multiple Names - Roll Your Own Loop ===
This is how I do most of my linkset indexing. A loop with if-else conditions, it is as simple as you can get.
Create a global integer for each linkset you want to track and then an if-else condition to assign the linkset number to it.
integer Foot;
integer Leg;
integer Torso;
integer Head;
LinksetInit() {
 integer Prims = llGetNumberOfPrims();
 do {
 string Prim = llGetLinkName(Prims);
 if(Prim == "Foot") Foot = Prims; else
 if(Prim == "Leg") Leg = Prims; else
 if(Prim == "Torso") Torso = Prims; else
 if(Prim == "Head") Head = Prims;
 }
 while(--Prims > 1);
}
Released into public domain. By Nexii Malthus.
Lionheart Microcontinent

Lionheart (or A018 on its temporary name) is a Microcontinent placed at Coordinates 511-515/1046-1050, in Grid Sector E10, that corresponds to Far West Ocean.
== Geography ==
The microcontinent is formed of 16 sims. All16 share tne name 'Lionheart'. It is not very compact. It doesn't have a high elevation, in fact almost all microcontinent is a large flat plain. The plain is covered with urban land, with a high density of roads and a railway (see below). There are some rural sims in North, where a traveler can find rivers, small hills and even a mountain. The highest Altitude is in Lionheart Kopa, 55 meters. There are a few mountains in a park and a church. Interesting that the center - Lionheart Pumbaa - is a flat plain with altitude of 50 meters.
Water exists on the microcontinent, but it is only decorative water. It forms rivers and lakes and it is too small for sailing. Lionheart has one of the highest percent of dryland compared to other map structures.
== Transportation ==
The urban part of the microcontinent has a high road density. Parcels are visible separated by roads and there in no parcel without direct access. Roads are present also in the rural part, where they have a lower density, but still there is no sim without road access.
Lionheart has a railway, Lionheart Railway. Very interesting is that this railway is part double and part of it is a subway.
== Land Status ==
Land is owned by a single estate. There is land for sale, on small parcels. Protected Land exists, it is formed of roads, railway and a few parks. Land With Restricted Access, if exists, is not a problem, since the infrastructure allows people to visit all places.
== Heterocera Colony ==
There is a small railway that connects Oculea and Lebeau sims, in Heterocera. In Lebeau, there is a rail depot, owned by the same estate with Lionheart Microcontinent. There are available informations about the Lionheart rentals.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Lionheart Railway
Lionheart official site
Lionheart Railway

A018 (Lionheart) is a Microcontinent placed in Grid Sector E10, Far West Ocean. Its railway is very interesting because it hosts the most realistic subway stations. 
== Structure ==
The Lionheart Railway passes through 6 sims. It has the shape of a standard Heterocera rail and is electrified. It is composed of two main lines.
The Main Line is double. Central part is underground and looks like a subway, with a large central station at Lionheart Pumbaa. There is the connection with the second line. The line rises to surface at both ends. To North, it has a second station above ground. To South-East, there is no station. On surface, it looks like a modern double railway. Very interesting are the border signs, where the railway looks like going into the intersim void. Perhaps, they work like teleporters and vehicles can reapear at the opposite end.
In May 2014, main line was limited to Lionheart Pumbaa, due to the vanish of some sims.
The Second Line is simple. It starts at Lionheart Pumbaa and moves to West as a surface rail. It has its own subway station and a connection to the main line. Then, to West, the rail ends with a green sign, at the border with the intersim void. Then, somewhere in North, the rail appears back on surface (with a similar sign) and merges with the main line.
== Trains ==
Unfortunately, the railway is not functional. A small train operates in the subway station, moving forward and back, but without getting to surface. There are also train blockers that limit access outside the subway area.
== The link to Heterocera ==
There is a small railway in Heterocera that starts in Oculea and ends in a train depot at Lebeau, the Lionheart Depot. There, any resident can get information about the Lionheart estate. The Lioinheart depot and Lionheart microcontinent have the same owner.
== Technical data ==
The following numbers are distances, measured in km. Estimated maximum error is 5%.
Central line:
 Lionheart Kiara end: 0.00
 North East line jcn: 0.11
 Kiara station: 0.15
 Lionheart Bay City: 0.43
 Lionheart Pumbaa: 0.66
 Lionheart Pumbaa End: 0.84
North West branch:
 Line end: 0.00
 Kiara jcn: 0.10
South West Branch:
 Lionheart Bay City: 0.00
 Lionheart Pumbaa 2: 0.20
 Lionheart Timon: 0.56
Total railway network: 1.50 km
== See Also ==
Second Life Geography
Lionheart Microcontinent
List Of Railways
List/pl

List (lista) jest specjalnym rodzajem typu danych, który może zawierać zero lub więcej elementów o dowolnych typach danych. 
Listy są oznaczane nawiasami kwadratowymi, otaczającymi elementy rozdzielone przecinkami.
Przykłady list:
[0,1,2,3,4], ["Tak","Nie","Być może"], [1,14.154,"Czy to jest zabawne?",<0,0,0>]
Ilość elementów listy może być dynamicznie zwiększana w miarę potrzeb podczas wykonywania, i ograniczona jest tylko ilością pamięci dostępną dla skryptu. Obowiązuje jednak ograniczenie maksymalnie 72 elementów dla list zdefiniowanych podczas kompilacji.
Listy nie mogą być zagnieżdżane.
Należy pamiętać, że lista numerowana jest od zera, a nie od 1.
Żeby wyciągnąć pojedyncze elementy z listy używaj funkcji z rodziny llList2<type>
List2ListLoop

Tired of llList2List automatically reordering your output?
eg:
list gData = ["A","B","C","D","E"];
// indexes 0, 1, 2, 3, 4
// negative indexes -5, -4, -3, -2, -1
....
 llList2List(gData,4, -3) = A, B, C, E // not really intuitive, output is automatically rearranged
 // and is thereby NOT what was requested.
 // what I really wanted was E, A, B, C
 // or possibly E, D, C
 llList2List(gData,3, -2) = D // ok
 llList2List(gData,2, -1) = C, D, E // ok
 llList2List(gData,1, 4) = B, C, D, E // ok
 llList2List(gData,0, 3) = A, B, C, D // ok
 llList2List(gData,-1, 2) = A, B, C, E // not really intuitive, output is automatically rearranged
 // and is thereby NOT what was requested.
 // what I really wanted was E, A, B, C
 // or possibly E, D, C
This sucks in situations where you want your data in a circular loop. (or when you expect llList2List to actually give you what you asked for),
and can be particularly problematic when attempting to extract a small window of data, and suddenly a LARGE window of data is returned..in the wrong sequence.
//=========================================================================
// BETLOG Hax
// Efficiency modifications by Nomad Padar
// 20090606 
//=========================================================================
// ---LICENCE START---
// http://creativecommons.org/licenses/by-sa/3.0/
// ie: Attribution licence:
// Give me credit by leaving it in the script I created.
// Supply my original script with your modified version.
// Refer to the wiki URL from which you copied this script.
// https://wiki.secondlife.com/wiki/List2ListLoop
// ---LICENCE END---
//=========================================================================
// 
//NOTE: 
gCount = (gData!=[]); //the length of the main list, not the window being extracted
//ie: 
//gCount = llGetlistLength(gData);
//----------------------------------
list f_list2ListLoop(list data, integer begin, integer end)//less legible, same thing
{ if ((end=(end+gCount)%gCount)<(begin=(begin+gCount)%gCount))
 return llList2List(data, begin,-1)+llList2List(data, 0, end);
 return llList2List(data, begin, end);
}
//----------------------------------
list f_list2ListLoop(list data, integer begin, integer end)//more legible, same thing
{ begin = (begin+gCount)%gCount;
 end = (end+gCount)%gCount;
 if (end<begin)
 return llList2List(data, begin,-1)+llList2List(data, 0, end);
 return llList2List(data, begin, end);
}
//----------------------------------
you would invoke the above something like:
list window = f_list2ListLoop(gData,gIndex-2, gIndex+2);
//where gIndex is an integer pointer to a position in list:gData and you want to get 
//the index position plus two entries on either side of it.
//
Category:LSL Examples