nyuuzyou/wikis huggingface dataset:
New York Railway

A060 - New York Microcontinent is located in Grid Sector I11, in Little Northern Ocean. It is one of the largest microcontinents and hosts one of the largest multisim railway.
== Structure ==
The railway connects 9 sims and has 6 stations. It is made of two major rails. Also, there is a tram system and a rolley-coaster forms a smaller, isloated rail system.
=== Rails ===
Binghampton is the central station and is the only station with more lines. It actually has 3 lines. It is very interesting building, in the style of the 1920's. There, you can always find trains waiting and also automated trains for public. In center of the station, on line 2, there is a place where everybody can rezz a train.
These rails have no functional switches. They use the same guide system that any Heterocera railway uses, so any regular train can operate on them without problems.
 West Line is the largest brench, that travels through 6 sims and has 4 stations. All stations have a single line. There are a few interesting bridges. To South, this line is close to the East line, creating a short double line. To North, both lines share the same track.
East Line is short, passes through 4 sims and has only one station.
=== Trams ===
Near the central station, any traveler can see a bridge over the railway and a tram moving on it. There are two double rails for trams inside the Southern Tier New York sim. The lines continue a few meters outside of the sim. 
The tram lines have the same wide with Bay City tram, but are very different. A classic train cannot use their tracks.
 
== Surface Tram ==
Unshown on this map, there is a rural tram that connects Hudson New York with Tribrough New York. It is unconnected to the railway system. The line looks rusted. A tram is visible at one end of the line.
== Rollercoaster ==
There is a special track in South West, inside sim Soho New York. This rail is operated by a special vehicle.
== Trains ==
There is automatic transportation on this railway. Trains move on both lines, stop in all stations and then return to the central station. Automated transportation is also on the tram line system. What is interesting there is that a tram is rezzed at one end of the rail, then it travels to the other end wnere it vanishes. Trams have a much slower speed then trains.
== See Also ==
Second Life Geography
New York Microcontinent
List Of Railways
Newbie

A newcomer to Second Life or Teen Second Life; a Resident who has joined for a relatively short period of time and/or is not familiar or comfortable with Second Life’s culture, interface etc. The newbie cut-off point is generally considered to be at around 90 days. It is possible to still be widely regarded as a newbie if you are older than 90 days old if you do not act your age. Using AOLisms in the metaverse's local chat (such as "u" instead of you, "ur" instead of "your" or "you're" or LOL instead of "/me laughs") or lacking knowledge otherwise expected of someone 90 days old will generally cause one to be accused of being a newbie regardless of age.
== See also ==
* Newbie - From the Jargon File
NexUI

= User Interface Project =
Project Subject to change at any time due to being currently under development.
A project to try create an efficient, flexible and innovative User Interface in LSL. Without being complex to use or using a ridicolous amount of constants, providing direct results that can be returned and used by the scripter directly in a Master script for efficiency, or used via automation of a UI master to a link-message protocol sent to scripts written by the original scripter.
The User Interface Project is to create a UI that can be used in-world as well as on the HUD, providing pseudo-dynamic graphical feedback to the user(s).
Update: Due to issues with high size due to compiled code being quite extensive due to number of helper functions stacking up as well complexity of functions generally, as well as for general ease-of-use, I will be re-designing the project into an API.
== Design, Components ==
Mode	Stuff
0 	process touch_start() event, initialization
1 	process touch() event, feedback, and get values
2 	process touch_end() event and get values
3 	get values
4 	set values, refresh graphics
5 	initalize, set default values, refresh
== Design, Menu ==
Example notecard script 'uiMenu:Test' for child prim named 'Test'
Menu A{
 Texture: 00000000-0000-0000-0000-000000000000
 Button: Rect : 0.12, 0.20 | 0.20, 0.23 : Goto : Menu B : Transition : Alpha
 Button: Rect : 0.12, 0.15 | 0.20, 0.18 : Return : "Custom String"
 Button: Rect : 0.12, 0.10 | 0.20, 0.13 : Link Msg : LINK_SET : 1024 : "Toggle" : ""
 Button: Rect : 0.12, 0.05 | 0.20, 0.08 : Goto : Menu C : Transition : Alpha
}
Menu B{
 Texture: 00000000-0000-0000-0000-000000000000
 Button: Rect : 0.50, 0.40 | 0.70, 0.44 : Goto : Menu B : Transition : Alpha
}
Menu C{
 Texture: 00000000-0000-0000-0000-000000000000
 Repeats: 0.5, 1.0
 Offset: -0.25, 0.0
 Button: Rect : 0.10, 0.90 | 0.20, 0.95 : Goto : Menu D : Transition : Anim : 1.0
}
Menu D{
 Texture: 00000000-0000-0000-0000-000000000000
 Repeats: 0.5, 1.0
 Offset: 0.25, 0.0
 Button: Rect : 0.80, 0.90 | 0.90, 0.95 : Goto : Menu C : Transition : Anim : 1.0
}
== Setup ==
== uiFunctions ==
Turn 	 	
Turn component, imagine a turntable, or the 'iPod' menu.
<lsl>
 link_message( integer sender, integer num, string str, key k ){
 // Example use here..
 }
</lsl>
{|cellspacing="0" cellpadding="6" border="1" style="border: 1px solid #aaaaaa; margin: 1em 1em 1em 0pt; background-color: #e0e0ff; border-collapse: collapse"	Output 	Description
return link message, num with (TBD)	Returns Str as ¬ delimited list with values: [Angle], angle is in radians, -PI to 0 to PI, or when multiplied by RAD_TO_DEG it is -180 to 0 to 180. Empty list on error.	
return link message, num with (TBD)	Returns Str as ¬ delimited list with values: [Final Angle], Empty list on error. 	
Input 	Description 	
link message, num, str, key 	Num (TBD) OR'd with Mode of uiFunction, As follows: 3 - Get or 4 - Set
Niverna Microcontinent

Niverna (or A180 on its transitory name) is a Microcontinent. It is located at Coordinates 1096-1097/1059-1063, inside Grid Sector J10, in Central Ocean.
It is a amall microcontinent, made of 6 sims. On map, it has a white color. It is placed close to Satori and can sometimes be seen on continental maps as a white line West to Satori.
All sims are made to look like a tropical beach paradise, with sand islands, a lot of water and tropical vegetation.
all sims are rated Adult and there are Lesbian themed parcels. Also, Land With Restricted Access exists, but that is not a problem since water allows access to every island.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Nlerp

Nlerp is shorthand for normalized linear interpolation. It is a faster, less mathematically accurate alternative to spherical interpolation for the purpose of animating 3D rotation. It travels the "least twisting" path between the two rotations, but does not move at a constant speed; it will accelerate and decelerate at the start and end, which may be interesting for a visual effect.
The following nlerp algorithm uses a and b for ends and t for the interpolation parameter.
t is in the range .
rotation nlerp(rotation a, rotation b, float t) {
 float ti = 1-t;
 rotation r = <a.x*ti, a.y*ti, a.z*ti, a.s*ti>+;
 float m = 1/llSqrt(r.x*r.x+r.y*r.y+r.z*r.z+r.s*r.s); // normalize
 return <r.x*m, r.y*m, r.z*m, r.s*m>;
}
See also: Slerp
No Auto-Return

== What is No Auto-Return? ==
Isn't it annoying when you're at a sandbox and you haven't linked a build and you get frustrated because it gets returned and you can't work out where that bit goes again? Well, with this script it stops the objects from getting returned!
Note: Only use for long builds that will take a long time; NOTHING ELSE!
== Example script ==
key owner;
default
{
 on_rez(integer param)
 {
 key ownerRightNow = llGetOwner();
 if (owner == ownerRightNow)
 llRequestPermissions(owner, PERMISSION_CHANGE_LINKS);
 else
 llResetScript();
 }
 changed(integer change)
 {
 if (change & (CHANGED_OWNER | CHANGED_INVENTORY))
 llResetScript();
 }
 state_entry()
 {
 owner = llGetOwner();
 llRequestPermissions(owner, PERMISSION_CHANGE_LINKS);
 llListen(10240, "", NULL_KEY, "");
 }
 listen(integer channel, string name, key id, string message)
 {
 llDie();
 }
 run_time_permissions(integer perm)
 {
 if(perm & PERMISSION_CHANGE_LINKS)
 llSetTimerEvent(30.0);
 }
 timer()
 {
 key keyThisPrim = llGetKey();
 integer link = llGetLinkNumber();
 llBreakLink(link);
 // wait a bit to make sure this works
 llSleep(5.0);
 llCreateLink(keyThisPrim, FALSE);
 }
}
No Auto-Return (Multi)

I was inspired by Bellla Clarity to create this small piece of code by her No Auto-Return script. This one is quite similar, except that it works with multi-prim objects.
To use it, simply drop the following bit of code in a script in a multi-prim object and voilà, the object won't go away due to autoreturn. 
(Please Note: For each prim in the object it takes one extra second for the script, so if the autoretun is set to 60 seconds, then no more than 55 prims will be saved in an object!)
Please, PLEASE, don't abuse this script.
-Xaviar Czervik
default {
 state_entry() {
 llRequestPermissions(llGetOwner(),PERMISSION_CHANGE_LINKS);
 }
 run_time_permissions(integer perm) {
 if (perm & PERMISSION_CHANGE_LINKS) 
 llSetTimerEvent(llGetNumberOfPrims()+5);
 else 
 llRequestPermissions(llGetOwner(), PERMISSION_CHANGE_LINKS);
 }
 timer() {
 llSetTimerEvent(llGetNumberOfPrims()+5);
 if (llGetNumberOfPrims() == 1) {
 llBreakAllLinks();
 return;
 }
 list keys;
 integer i = 1;
 while (i <= llGetNumberOfPrims()) {
 keys += llGetLinkKey(i);
 i++;
 }
 llBreakAllLinks();
 i = 0;
 while (i < llGetListLength(keys)) {
 llCreateLink(llList2String(keys, i), 1);
 i++;
 }
 }
}
No Auto-Return NR

This script is released under DNSIOIWKU License, Free and Open for anyone...
// anti return created by Jor3l Boa 
//==================================================
// (works on blue and rausch combat region), 
// NOTE: for red, change -5 to 5 and + 5 to -5 :)
// this anti return needs a nearby region
// with entry perms to work.
//==================================================
// NOTE: USE IT AT YOUR OWN RISK! <------YOUR OWN RISK!
//version 0.1
//Change log:
// - 0.1 initial release
warpPos(vector destpos) 
{ 
 llSetPrimitiveParams([PRIM_POSITION, <1.304382E+19, 1.304382E+19, 0.0>, PRIM_POSITION,destpos]);
}
integer time;
default
{
 state_entry()
 {
 llSetTimerEvent(10);
 }
 timer()
 {
 llSetTimerEvent(0);
 llSetColor(<1,0,0>,ALL_SIDES);
 vector pos = llGetPos();
 warpPos(<-5,pos.y,pos.z>);
 vector tpos = llGetPos();
 warpPos(<tpos.x + pos.x + 5,pos.y,pos.z>);
 llSetColor(<1,1,0>,ALL_SIDES);
 llSetTimerEvent(60);
 time++;
 //llSetText((string)time+" minutes\nin this region.",<1,0,0>,1.0);
 }
}
NOTE: I am not responsible for the use you give to this code, you are free to use it at your OWN risk
Another version... better :)
float TIMER_SIM_JUMP = 600.0;
safe_posJump( vector target_pos )
{
 // An alternative to the warpPos trick without all the overhead.
 // Trickery discovered by Uchi Desmoulins and Gonta Maltz. More exact value provided by Fake Fitzgerald. 
 // Safe movement modification provided by Alias Turbo.
 vector start_pos = llGetPos();
 llSetPrimitiveParams( [ PRIM_POSITION , < 1.304382E+19 , 1.304382E+19 , 0.0 > , PRIM_POSITION , target_pos , 
 PRIM_POSITION , start_pos , PRIM_POSITION , target_pos ] );
}
vector get_another_region()
{
 list test = [ < 1.0 , 0.0 , 0.0 > , < -1.0 , 0.0 , 0.0 > , < 0.0 , 1.0 , 0.0 > , < 0.0 , -1.0 , 0.0 > ];
 integer i;
 vector off;
 for ( ; i < 4 ; i += 1 )
 {
 off = llList2Vector( test , i );
 if ( !llEdgeOfWorld( < 128.0 , 128.0 , 100.0 > , off ) ) jump found;
 }
 return ZERO_VECTOR;
 @found;
 vector m_pos = llGetPos();
 return off * 254.0;
}
default
{
 on_rez( integer start_param )
 {
 llResetScript();
 }
 
 state_entry()
 {
 vector another_region = get_another_region();
 if ( another_region )
 {
 llOwnerSay( "NR: Activated." );
 llSetTimerEvent( TIMER_SIM_JUMP );
 } else llOwnerSay( "NR: This will not work in the current region." );
 }
 timer()
 {
 vector another_region = get_another_region();
 if ( another_region )
 {
 safe_posJump( llGetPos() + another_region );
 llSleep( 2.0 );
 safe_posJump( llGetPos() - another_region );
 }
 }
}
No Limit Teleporter

=Simple Teleporter - No Limitation=
Zero - Lag
You can do anything, change the code and all more...
To use:
[+] Set stapos (end of script) to the object position (where to back when the destination is reach).
[+] Set dest (end of script) to the object destination.
//Leave that here
//Script created by Morgam Biedermann
vector posnow;
vector stapos;
rotation rotnow;
teleport(vector dest)
{
 if(llGetPos() != dest)
 {
 llSetPos(dest);
 teleport(dest);
 }
 else
 {
 llUnSit(llAvatarOnSitTarget());
 teleports(stapos);
 }
}
teleports(vector dest)
{
 if(llGetPos() != stapos)
 {
 llSetPos(stapos);
 teleports(stapos);
 }
}
default
{
 state_entry()
 {
 stapos = <141,19,30>;
 }
 touch_start(integer vez)
 {
 if(llDetectedKey(0) == llGetOwner())
 teleport(<141,19,505>);
 }
}
== Critique to the above script by BETLOG Hax ==
The above example is a really bad approach to use for many reasons. Not least of which is that lag is precisely what it will generate.
An equivalency check that respects SL's somewhat wiggly precision system, and isn't trying to match a movement to EXACTLY 6 decimal places of precision is needed.
if(llGetPos() != dest)
//is bad
if(llVecDist(llGetPos(),dest)<0.001)
//is MUCH better
ie:
teleports(vector dest)
{
// if(llGetPos() != stapos) 
// This an inherently bad approach; given 6 decimal places on 3 floats in a vector its 
// very UNlikely the equivalency will be precisely equal even if its VERY close, this 
// will become especially evident at high altitude. It'll look like its stopped, 
// but the llSetPos() will be still thrashing away. Possibly for quite some time/forever.
//
// the below will stop in a timely manner.
 if(llVecDist(llGetPos(),dest) <= 0.001)
 { llSetPos(dest); //corrected variable
 teleports(dest); //corrected variable
 }
}
And a system that has a user function call itself from within itself is probably not good.
This is MUCH better: [MUST be compiled in MONO]
teleports(vector dest)
{ list l=[PRIM_POSITION,dest];
 l+=l;l+=l;l+=l;l+=l;l+=l;l+=l;l+=l;l+=l;l+=l;
 llSetPrimitiveParams(l);
}
Category:LSL Examples
No push zone orbit

Sending avatars and objects off world in no push areas is done with the use of unstable physical objects.
The following line of lsl will produce the common "blitzer" object used in such weapons as !ownage, Psitech, and Pop.
llSetPrimitiveParams([PRIM_SIZE, <1, 1, 1>, PRIM_TEMP_ON_REZ,TRUE, PRIM_TYPE,PRIM_TYPE_SPHERE, 0, <0.0, 1.0, 0.0>, 0.95, <1.0, 0.0, 0.0>, <0.0, 1.0, 0.0>]);
Physics can be either applied via llSetStatus(STATUS_PHYSICS, TRUE) or by using the build tools.
Typically, these objects are "fired" using llRezObject() from a trap which encases the avatar to prevent escape. When the unstable object intersects the avatar, the havoc physics engine is overwhelmed by floating point calculations, (please check this fact), and both the "blitzer" and the avatar, are unable to be rendered within 3d space.
The 4000 meter height limit for objects causes the "blitzer" to be returned to the owners lost and found directory, and the avatar's position is sent to the viewer as an out of bounds negative float.
It is useful to set llSetStatus(STATUS_DIE_AT_EDGE, TRUE) to avoid lagging the sim. N.B. Rezzing large numbers of unstable physical objects has *major* effect on sim performance, and during my tests, my home sim was crashed many times *seconds* after firing. I found that adding a collision event, an llSleep(0.25), and an llDie() to the "blitzer" to alleviate sim performance problems. Do not attempt to simply llRezObject via an undamped loop or you will crash the sim.
This is my understanding of the facts, please feel free to add comment, and correct.
Non-Profit

== Non-Profits in Second Life ==
* The Nonprofit Commons
** nonprofitcommons.org
* American Cancer Society
** The Society in Second Life
** 'American Cancer Society grand opening in Second Life this Sunday' by Rik Riel, The Click Heard Around the World, September 16, 2007
** American Cancer Society Opening Ceremony in Second Life, by Poppy Zabelin, Poppy's Blog November 6, 2007
See also Relay For Life of Second Life 
* Wellness Island and The Counseling Center in Second Life
** SL Wellness
== Articles and blogs ==
* 'Nonprofit Life in Second Life by Nedra Weinreich, Spare Change, July 9, 2006
* 'The Non-Profit Challenge' by Tiessa Montgolfier, VintFalken.com, November 13, 2008
== Videos ==
*Relay for Life 2006 (ACS)
Category:Marketing
Non Physical

An object may be "physical", in which case it can be affected by wind, gravity, and collisions with other objects. Or it may be a normal object; solid, but not affected by physics. Or, it can be nonphysical. Nonphysical objects appear to be there, but avatars and other objects can pass through them. Avatars may also become nonphysical, and do so when seated on objects. This renders the avatar immune from being bumped or pushed, and can be an effective defense 
==See Also ==
* Linden_Vehicle_Tutorial
* Physics related LSL on LSLwiki.net
* Vehicle related LSL on LSLwiki.net
Nonprofits in Second Life

== The Nonprofit Commons ==
=== What is the Nonprofit Commons? ===
The Nonprofit Commons, managed by TechSoup, is a virtual community of practice for nonprofits to explore the opportunities and benefits of Second Life. We are the largest community of nonprofits in the virtual world, with about 120 member organizations. We host regular meetings, live streamed conferences and workshops, informal mixers and other events. This is a community for any nonprofit, volunteer or supporter that is interested in learning about Second Life. 
You can find out more here :
* The Nonprofit Commons Blog
	
* NPSL: Nonprofits in Second Life Wiki
* Teleport SLURL to the Plush Nonprofit Commons in Second Life
=== How to get involved ===
* Attend one of our weekly in-world meetings every Friday starting at 8:30am PDT
* Subscribe to the TechSoup- Second Life Google Group
* Join the TechSoup Group in-world 
* Volunteer
Normal button.lsl

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

The North Megacluster is a very large Sim Cluster. Its Coordinates are 965-1047/1199-1272. It does not fit into a single Sim Group, instead it can be seen in sim groups I11, I12, J11 and J12. Also, it is the only structure that cannot fit into a single ocean, its sims are both in Little Northern Ocean and Northern Ocean. Not only that is very large, but it is close the most known continents. Heterocera is 100 sim to South.
== Structure ==
Sims are placed in some areas in mathematical distiobution, to form squares, but not in all areas. There is a gap in the center of the sim cluster. It is made of 250 sims, more then any private-owned Continent. Its surface is comparable to Heterocera and Sansara together.
== Geography ==
This is more a residential sim cluster. Here, land has diverse featuers. The classic tropical beach paradise is rare, more often a traveler will find green grass. Many sims are flat, the most common features are the result of parcel fragmentation: mountains or water channels.
== Land Status ==
Land is owned by multiple estates, but majority of them belong to a single land corporation. Unlike other residential sim clusters, Land With Restricted Access is more rare. There are even parcels where rezzing objects is allowed.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
North West Sansara Sims

Also known as A164, these sims can be found at Coordinates 986-993/1006-1013, Grid Sector I10, Little Pacific Ocean. They form a Sim Group formed of 9 sims, very close to Sansara and Heterocera. These sims are:
*Gypsy Moon - historical sim
*The Corn Field - no access
*Aleph - no access
*Black Tarn - no access
*Delphi - comercial land, shops
*Plaza - Unused Land
*Conghaven South - private adult pallace
*Conghaven - green glass tunnels.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Sansara
Notable Residents

On the Wikipedia, there is an article on the Residents of Second Life. Within this article is a section designed to be a list of Residents who have "achieved fame or notoriety through Second Life".
The list however, is poorly maintained and abused by Residents trying to make themselves look more important than they are (in the grand scope of things at least).
If you do not have an account on the Wikipedia, please use the talk page to discuss changes to the Wikipedia article. If you do have an account, please peruse the Wikipedia article and see if your knowledge of Second Life can improve the article.
Notas de la versión

* Esta página es la traducción al español del artículo de la KB Release Notes.
 * This page is the translation into Spanish of the KB article Release Notes.
Las notas de cada versión tanto del visor como del simulador de Second Life se van guardando en el wiki de Second Life.
En cada nueva versión de Second Life, las notas de esa versión recogen tanto las innovaciones como los errores corregidos. Second Life lo componen dos elementos de software que trabajan juntos:
* El visor, el programa que descargaste desde secondlife.com y ejecutas en tu ordenador. Mira en el wiki la categoría Notas de la versión (Release Notes),
* El simulador (servidor), que ejecuta la simulación 3D que vives dentro de Second Life. Mira en el wiki las Notas de la versión del servidor (Server Realease Notes).
Notecard

A notecard is an inventory item containing text and/or other embedded inventory items including:
*Animations
*Body Parts
*Calling cards
*Clothing
*Gestures
*Landmarks
*Notecards
*Objects
*Scripts
*Snapshots
*Sounds
*Texturess
Inventory items must have copy, modify and transfer permissions in order to be embedded in to notecards.
The inventory icon for a notecard is . New notecards are stored in the inventory's "Notecards" folder by default.
The maximum size of a notecard is 65,536 bytes.
==Open source==
The file format for a simple notecard (no embedded inventory items) looks like this:
Linden text version 1
{
LLEmbeddedItems version 1
{
count 0
}
Text length 21
Editing this notecard}
==Scripting==
* :Category:LSL Notecard
== Video tutorial ==
* Video Tutorial/Notecard attachments
Category:Assets