nyuuzyou/wikis huggingface dataset:
Prefix Calculator

== Prefix Calculator ==
Created by Xaviar Czervik. Do whatever you wish with this function: Sell it (good luck), use it, or modify it.
Evaluates an expression in prefix notation. I will give a few examples, and let you figure it out yourself. You have a brain: use it.
+ 1 2 = 3
+ - 1 2 3 = 2
/ + 3 2 - +1 2 3 = 1.25
For more information visit http://en.wikipedia.org/wiki/Prefix_notation.
Another prefix calculator script is the Chatbot sample. That script is much less simple, because it handles many more varieties of input, but that script exhibits essentially this same control flow.
list stack;
push(float i) { // Float To Integer - Not good to use for large values, but it works. Sue me...
 stack += (integer)(i*10000000); 
}
float pop() {
 float i = peek();
 stack = llList2List(stack, 0, -2);
 return i;
}
float peek() { // Float To Integer - Not good to use for large values, but it works. Sue me...
 return ((float)llList2Integer(stack, -1))/10000000;
}
default {
 state_entry() {
 llListen(0, "", llGetOwner(), "");
 }
 listen(integer i, string n, key id, string m) {
 string data = m;
 
 list parsed = llParseString2List(data, [" "], []);
 
 integer i = llGetListLength(parsed);
 while (i--) {
 string data = llList2String(parsed, i);
 string check = (string)((float)data);
 while (llGetSubString(check, -1, -1) == "0") {
 check = llGetSubString(check, 0, -2);
 }
 if (llGetSubString(check, -1, -1) == ".")
 check = llGetSubString(check, 0, -2);
 if (check == data) { // Is it a number?
 push((float)data);
 } else {
 if (llStringLength(data) == 1) {
 float first = pop();
 float second = pop();
 if (data == "+") {
 push(first + second);
 }
 if (data == "-") {
 push(first - second);
 }
 if (data == "*") {
 push(first * second);
 }
 if (data == "/") {
 push((float)first / (float)second);
 }
 } else {
 float first = pop();
 if (data == "sin") {
 push(llSin(first));
 }
 if (data == "cos") {
 push(llCos(first));
 }
 if (data == "tan") {
 push(llTan(first));
 }
 if (data == "sqrt") {
 push(llSqrt(first));
 }
 }
 }
 }
 llOwnerSay((string)pop());
 }
}
Category:LSL Library
Category:LSL Examples
Premium Continents Network

The Premium Continents are the last continents created by Linden Lab. Their purpose is to host the premium homes. Even if they host a huge number of buildings (homes for a lot of residents) and have many parks, these continents don't offer too many roads. Scripts are not allowed here, so it is very hard for a vehicle to move along them. Even more, the roads have no (or probably no) rezz zones. If you decide to drive a noisy vehicle on these roads, it is not a good idea, you might get into trouble.
All 4 continents have similar Geography.
== Technical data ==
The numbers shown below are distances measured in km. Since scripts are not allowed, measurements were made on the map and not on terrain. So, estimated maximum error is up to 15%.
Premium East:
 Sandboxes: 0.50
 SW road (SW): 2.10
 SW road (SE): 3.00
 SW road (NE): 1.50
 South road: 1.50
 Central dam: <0.10
 NE road (West): 0.80
 NE road (East): 0.10
 Unconnected roads: 5
 TOTAL LENGTH: 9.50
Premium South 1:
 SW road: 0.15
 Central dam: <0.10
 Unconnected roads: 1
 TOTAL LENGTH: 0.15
Premium South 2:
 SW road (SW): 2.10
 SW road (SE): 2.80
 SW road (NE): 0.60
 Central dam: <0.10
 South road: 1.50
 NE road (West): 0.80
 NE road (East): 0.10
 Unconnected roads: 4
 TOTAL LENGTH: 7.90
Premium South 3:
 SW road (SW): 2.10
 SW road (SE): 2.80
 SW road (NE): 0.60
 Central dam: <0.10
 South road: 1.50 
 NE road (West): 0.80
 NE road (East): 0.10
 Unconnected roads: 4
 TOTAL LENGTH: 7.90
So, we have 4 continents here that have a total of 23.5 km of road. This is the smallest road network from all the mainland continents.
NOTE: There are a lot of small paths and trails between some of the premium homes, majority unconnected. They are repeated after a pattern. Since scripts are not allowed, it is almost impossible to measure them.
== See also ==
Second Life Geography
Second Life Road Network Directory
*Premium Continents
*Premium Sea
*Premium Railway
*Premium Wilderness
RETURN TO MAIN: Second Life Road Network Directory
Premium Railway

A176 is a Sim Group inside Grid Sector J4, Southern Ocean, the only land in the Premium Sea. It contains the Premium railway, and a set of Premium gift vendors.
The railway follows the basic of any classic rail found in Heterocera. It is the shortest multisim railway. It covers only 4 sims that form a square: Saminekim, Nysary, Atroth and Unttan.
It has a central station in Saminekim, with two lines. From that station, two short lines end after a few meters. The station is the only rezz zone. If you want to edit a train there, it is not a good idea since after 10 minutes objects will be returned back. From Saminekim to Unttan, the railway is double.
The central railway forms a square and crosses all 4 sims. There is also a small branch, rusted and without a bridge. Don't worry, trains don't fall, even if there is no bridge -- you will just 'jump' over the hole. There is no automated train moving on the rails. Not many visitors can be seen here, so it is a nice and quiet place to drive your trains. 
A few 'dirt' roadways, and simple wooden bridges, are also seen in the area.
The terrain textures, and sometimes the trees, are adjusted to match the Northern Hemisphere seasons.
Only Premium residents have access to this area.
As of 5 October 2015, there is a catenary line over the entire railway, except for the "abandoned" line segment. 
== See Also ==
Second Life Geography
Premium Continents
Premium Sea
List Of Railways
Premium Sea

Premium Sea is a Linden-owned (mainland) Sim Group placed in far South of the map. It also has the temporary name A176. Its Coordinates are 1010-1014/479-484 and it can be found in Grid Sector J4, Southern Ocean.
== Land status ==
Premium Sea is all Linden-owned and is one of the places where only premium residents are allowed. All land is Protected Land.
== Geography ==
Premium Sea is composed of two groups of 4 sims: Premium Railway and Premium Snowlands. Premium Raiilway has the form of a square. All its sims are connected with this railway and are surrounded by Water. There is a high place where premium gifts can be achieved. There are a few rivers and the vegetation is rich.
Premium Snowlands are made of 4 sims connected in a sharp line. Land has various elevation levels, so there are a few mountains/ They are covered with ice and the sky is dark-blue, like the arctic day-in-night. Water is also present and on water there are a few icebergs. There are a few interesting buildings with plasma doors.
== See Also ==
Second Life Geography
Premium Continents
List Of Microcontinents And Sim Clusters
Oceans
Premium Wilderness

A228 or Premium Wilderness is a Microcontinent, identified at Coordinates 1187-1190/919-920, Grid Sector K9, Eastern Ocean, close to Premium East Continent (see Premium Continents). It is formed of 6 sims. Since it is completely separated from the continent, it can be considered as a microcontinent. Avatar flight is not allowed, but there is accommodation to rez vehicles.
The microcontinent is made of 6 sims. Originally made as a premium-only area, it has been open to all residents since October 2013. It has no residential or commercial land. All 6 sims are made to be explored. Vegetation is found anywhere, together with animals (many parrots). A central river flows through the entire area, with two islands. Mountains are all around and their Altitude rises above 100 meters.
A complicated maze of paths and mountain roads takes visitors deep into the unknown and surprises can be found anywhere. From ruins to waterfalls and to interactive vegetation, there are so many things to see and explore. And talking about intimacy, this place is almost unvisited. You will find here more intimacy then anywhere.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Premium Continents
Premium Sea
Premium Railway
Preparing Code

__NOTOC__
If you have a piece of source code (be it a fix, new feature, or optimization of existing code) prepare your changes in a way that makes it easy for the Lindens to incorporate them into the source code.
== Good Change Practice ==
It's easy for the people who review and apply changes to be the bottleneck in the system. If you can make it easier for Lindens to understand, test, and integrate your change, it is much better for everyone concerned.
==Before You Start==
* Understand and use the Project Snowstorm Processes; making sure that your change is part of the plan is the most important thing you can do to get it accepted.
* You must complete and sign the Linden_Lab_Official:Contribution_Agreement.
== Coding Standard ==
Please read and follow our coding standard: Second Life coding standard.
== Comments ==
Do not add issue numbers and your name to the code itself. While comments explaining code in a general working context are helpful and strongly encouraged, bracketing a change with comments like // PATCH START and // PATCH END does not add any information, and is likely to get your change returned for revision.
Do not comment out or use the preprocessor to disable code that you are replacing: just delete it. The source control system can find it again if we need it, and leaving dead code around makes things harder to read and much harder to search.
In short, make your change what is expected to appear in the final source.
== Give Yourself Credit! ==
While names shouldn't appear in source, they do belong in doc/contributions.txt. Please don't be shy about adding the issue label and adding your name. If you already have one or more entries in contributions.txt, add new ones at the appropriate positions (sorting yours, if desired).
== One Change For One Issue ==
Each submission should do exactly one thing. If you have three different bugs to fix, please submit three different change sets (unless they are very closely related and being treated as one item in the sprint). If you are unsure whether or not it is ok to combine changes into one submission, ask the Lindens.
== Less Is More ==
Smaller change sets are easier to review and therefore more likely to be integrated quickly. This does not mean that you should omit comments or unit tests, however - adding to those is strongly encouraged.
==When The Code Is Ready==
See How To Submit A Viewer Change
Preprocessing

I suggest the ability to add preprocessing to LSL, as this has no effect on LSL itself but can provide scripts which can do many different things, depending on.
This would include.
#Basic Define keyword, can be used to define custom static variables. (these may need to be typed)
#IF, ELSE, ENDIF preprocessor branches
#IFDEF, IFNDEF preprocessors
As such a script such as this:
<lsl>
#define DEBUG
#ifdef DEBUG
string mode = "DEBUG";
#else
string mode = "NORMAL";
#endif
default
{
#ifdef DEBUG
 on_rez(integer s)
 {
 llResetScript()
 }
#endif
 state_entry()
 {
 llOwnerSay(mode);
#ifdef DEBUG
 llOwnerSay(llGetDate();
 }
#else
 }
#endif
}
</lsl>
Could produce two different scripts depending on the value of DEBUG, which would then get compiled/interpreted.
With DEBUG defined
<lsl>
#define DEBUG
string mode = "DEBUG";
default
{
 on_rez(integer s)
 {
 llResetScript()
 }
 state_entry()
 {
 llOwnerSay(mode);
 llOwnerSay(llGetDate();
 }
}
</lsl>
Without DEBUG defined
<lsl>
string mode = "NORMAL";
default
{
 state_entry()
 {
 llOwnerSay(mode);
 }
}
</lsl>
Presence Code Python cmd line controller

This is the command line controller used to launch the Presence_Code_Python_cmd_line script one or more times with different avatar names.
Optionally, one could add a region to what is sent, and parse for startup region in the command line parser of the startup script
a more robust version that would provide a URL for command passing is in the works.
import os
#these names could be read from a list of avatars. 
def SL_Launcher():
 first_name1 = "blarg"
 last_name1 = "blarg"
 password1 = "blarg"
 first_name2 = "blarg"
 last_name2 = "blarg"
 password2 = "blarg"
 
 
 temp1 = os.popen('python presenclogin.py ' +first_name1 +' '+last_name1 +' '+password1 +'&')
 temp2 = os.popen('python presenclogin.py ' +first_name2 +' '+last_name2 +' '+password2 +'&')
 
 z = temp1.readlines(); print z; print
 z1 = temp2.readlines(); print z1; print # in Eclipse, at least, you must read the output of the script or it has "bad pipe" errors
 
 
SL_Launcher()
Category: AW Groupies
Press Information about Linden Lab and SL

* Linden Lab PR Update Weekly overview of press hits as well as some market trends
* What is Linden Lab- Overview of Linden Lab, including a brief history and list of management 
* What is Second Life?- Overview of Second Life
* Second Life Technology - Overview of the Second Life Grid
* Press Contacts - Contacts for media inquiries
* Linden Lab Press Releases - Linden Lab's press releases from lindenlab.com
* Recent Articles in the News about Second Life & Linden Lab - Linden Lab's recent articles list from lindenlab.com
* Multimedia Content for Press Use
* Speaker Request Form - if you would like to request an employee of Linden Lab to speak at your event, fill out this form.
Category:Marketing
Preview Grid/it

==Aditi, la Preview Grid==
Oltre a Second Life, il servizio usato quotidianamente da tutti gli utenti, esiste una seconda grid aperta al pubblico. Questa grid è nota come Preview Grid, o "Beta Grid", o "Aditi" (mentre "Agni" è il nome dato all'ambiente principale di Second Life). Aditi è dove viene testato il software per i server a cui Linden Lab sta lavorando, o che sta per essere installato in Second Life. 
==Come entro sulla Preview Grid?==
Puoi usare lo stesso client che usi per Second Life. Alla schermata di login premi e ti apparirà un menu a tendina:
*
*Seleziona "Agni" per entrare in Second Life
*Seleziona "Aditi" per entrare nella Preview Grid
* Le altre grid sono per sviluppo interno e non sono normalmente accessibili
==Login, Inventory e aggiornamenti al database==
Su Aditi, la Preview Grid, viene usato una copia del database di Agni, la grid principale. Il database viene aggiornato alcune volte all'anno. Se il tuo account è recente, potresti non essere in grado di entrare nella Preview Grid. L'inventario a tua disposizione in Aditi è quello del primo login che effettui. Gli articoli di cui entri in possesso in Second Life non saranno disponibili dentro Aditi. In nessun caso è possibile trasferire oggetti o denaro dalla Preview Grid in Second Life.
==Di che versione è il server di questa regione?==
Menu Aiuto > Informazioni su Second Life
==Segnalazione di bug e problemi==
v. Portale Controllo Qualità
== Approfondimenti ==
* Preview Grid Common Questions
* Blog Post about Beta Testing
** Server Release Beta Testing office hours - incontri in-world che si tengono il Martedì alle 2PM PDT e il Giovedì alle 3PM PDT nella Preview grid a Morris (192, 251, 35). Si discutono la sperimentazione delle prossime versioni del server di Second Life e i bug SVC presenti in PJIRA.
* discussioni nel forum ufficiale: 
** Server Deploy Forums - rolling restarts, e versioni del server in arrivo
** Server Releases Beta : General Discussion
** Server Release Beta : Announcements
Category:Pagine italiane da wikificare
PrimLLSD

{
 name Object|
 permissions 0
 {
 base_mask 7fffffff
 owner_mask 7fffffff
 group_mask 00000000
 everyone_mask 00000000
 next_owner_mask 00082000
 creator_id 3c115e51-04f4-523c-9fa6-98aff1034730
 owner_id 3c115e51-04f4-523c-9fa6-98aff1034730
 last_owner_id 00000000-0000-0000-0000-000000000000
 group_id 00000000-0000-0000-0000-000000000000
 }
 local_id 10284
 total_crc 35
 type 1
 task_valid 2
 travel_access 21
 displayopts 2
 displaytype v
 pos 0 0 0
 oldpos 0 0 0
 rotation 4.371139183945160766597837e-08 1 4.371139183945160766597837e-08 0
 velocity 0 0 0
 angvel 0 0 0
 scale 0.2816932 0.2816932 0.2816932
 sit_offset 0 0 0
 camera_eye_offset 0 0 0
 camera_at_offset 0 0 0
 sit_quat 0 0 0 1
 sit_hint 0
 state 80
 material 3
 soundid 00000000-0000-0000-0000-000000000000
 soundgain 0
 soundradius 0
 soundflags 0
 textcolor 0 0 0 1
 selected 0
 selector 00000000-0000-0000-0000-000000000000
 usephysics 0
 rotate_x 1
 rotate_y 1
 rotate_z 1
 phantom 0
 remote_script_access_pin 0
 volume_detect 0
 block_grabs 0
 die_at_edge 0
 return_at_edge 0
 temporary 0
 sandbox 0
 sandboxhome 0 0 0
 shape 0
 {
 path 0
 {
 curve 16
 begin 0
 end 1
 scale_x 1
 scale_y 1
 shear_x 0
 shear_y 0
 twist 0
 twist_begin 0
 radius_offset 0
 taper_x 0
 taper_y 0
 revolutions 1
 skew 0
 }
 profile 0
 {
 curve 1
 begin 0
 end 1
 hollow 0
 }
 }
 faces 6
 {
 imageid 89556747-24cb-43ed-920b-47caed15465f
 colors 1 1 1 1
 scales 0.56
 scalet 0.56
 offsets 0
 offsett 0
 imagerot 0
 bump 0
 fullbright 0
 media_flags 0
 }
 {
 imageid 89556747-24cb-43ed-920b-47caed15465f
 colors 1 1 1 1
 scales 0.56
 scalet 0.56
 offsets 0
 offsett 0
 imagerot 0
 bump 0
 fullbright 0
 media_flags 0
 }
 {
 imageid 89556747-24cb-43ed-920b-47caed15465f
 colors 1 1 1 1
 scales 0.56
 scalet 0.56
 offsets 0
 offsett 0
 imagerot 0
 bump 0
 fullbright 0
 media_flags 0
 }
 {
 imageid 89556747-24cb-43ed-920b-47caed15465f
 colors 1 1 1 1
 scales 0.56
 scalet 0.56
 offsets 0
 offsett 0
 imagerot 0
 bump 0
 fullbright 0
 media_flags 0
 }
 {
 imageid 89556747-24cb-43ed-920b-47caed15465f
 colors 1 1 1 1
 scales 0.56
 scalet 0.56
 offsets 0
 offsett 0
 imagerot 0
 bump 0
 fullbright 0
 media_flags 0
 }
 {
 imageid 89556747-24cb-43ed-920b-47caed15465f
 colors 1 1 1 1
 scales 0.56
 scalet 0.56
 offsets 0
 offsett 0
 imagerot 0
 bump 0
 fullbright 0
 media_flags 0
 }
 ps_next_crc 1
 gpw_bias 1
 ip 0
 complete TRUE
 delay 50000
 nextstart 1132625972249870
 birthtime 1132625953120694
 reztime 1132625953120694
 parceltime 1132625953120694
 tax_rate 1.01615
 namevalue AttachmentOrientation VEC3 RW DS -3.141593, 0.000000, -3.141593
 namevalue AttachmentOffset VEC3 RW DS 0.000000, 0.000000, 0.000000
 namevalue AttachPt U32 RW S 5
 namevalue AttachItemID STRING RW SV 1f9975c0-2951-1b93-dd83-46e2b932fcc8
 scratchpad 0
 {
 }
 sale_info 0
 {
 sale_type not
 sale_price 10
 }
 orig_asset_id 52019cdd-b464-ba19-e66d-3da751fef9da
 orig_item_id 1f9975c0-2951-1b93-dd83-46e2b932fcc8
 correct_family_id 00000000-0000-0000-0000-000000000000
 has_rezzed 0
 pre_link_base_mask 7fffffff
 default_pay_price -2 1 5 10 20
}
Prim Mapper

==Overview==
Prim Mapper is a UV mapping program for Second Life primitives, designed to sit somewhere in the middle of a workflow between Second Life and professional texturing or modeling applications.
==Status==
A proof of concept has been developed far enough to lay out the roadmap, but a lot of development is still ahead. The code can be found in the libprimrender module of libsecondlife SVN if you want to preview or help with development. Once some of the major features are working binaries will be released for different platforms.
==TODO==
* [libprimrender] Per face rendering
** Add*() functions and using them
** Better PrimMesh class/struct that stores everything
** CreateVolumeFaces()
** Option parameters to GenerateMesh() for generating faces and normals
*** Setting faces to false could instead generate a single "face" that is the entire prim vertex and index lists
* Show each of the prims loaded and each of their faces in the GUI dropdowns
* Color the currently selected face differently
* Simple (non-material) OBJ export
* Export actual textures with ExportCommand
** Export objects and textures to a folder
* Read JPEG2000 images instead of TGA
* Texture mapping in OpenGL that matches the SL viewer
** Fix edge case texture mapping bugs
* Selection rectangles
** Load selection rectangles from decoded TextureEntry data
** Modify TextureEntry and texture mapping by modifying the selection rectangles
* Full OBJ export with mtllib
* Save selection rectangles to texture
* Save Prim XML with modified TextureEntry
Prim Package Format

This document describes the PrimPackage format of serialized object data (prim shapes and textures) from Secondlife.
= PrimPackage =
A PrimPackage is a zip file containing a single XML file and zero or more texture files. The XML files contains a Linden Lab Structured Data (LLSD) structure serialized with the LLSD XML serializer, and the textures are Targa or JPEG2000 format.
== Zip File ==
Any level of compression may be used, but the file may not have a password or any extended zip features. The file extension must be either .zip or .primpackage. The zip file must contain a file called prims.xml and may contain texture files in either Targa or JPEG2000 format, or a mix of the two. No sub-folders are allowed inside the zip file.
== XML File ==
The prims.xml file must contain one or more prim definitions in a particularly [FINISHME]
=== Example ===
(XML Data)
== Textures ==
Textures are in either Targa or JPEG2000 format. Targa files can have one (grayscale), three (red/green/blue), or four (red/green/blue/alpha) layers. JPEG2000 files can have either one (grayscale), two (grayscale/alpha), three (red/green/blue), or four (red/green/blue/alpha) layers but must also be compatible with the official Second Life grid and viewer. In other words, you must be able to upload the exact binary data contained in each JPEG2000 file to the official Second Life grid run by Linden Lab and have that texture show up in-world using the official Linden Lab Second Life viewer. Any size, compression, etc. settings are allowed as long as this requirement is met.
=== Texture Naming ===
Texture files must have a UUID for the file name. Random UUIDs should be generated for assets created outside of Second Life, and the asset IDs of textures exported from the Second Life grid should be preserved. The file extension must be either .tga for Targa files or .jp2 for JPEG2000 files. For example, a texture with the UUID a822ff2b-ff02-461d-b45d-dcd10a2de0c2 exported from the grid as a raw JPEG2000 file should be named a822ff2b-ff02-461d-b45d-dcd10a2de0c2.jp2.
=== Texture Loading ===
The LLSD structure only contains a UUID for textures, not a full file name. Applications must look for both .tga and .jp2 versions of the texture file, but may prefer to load one over the other. For example an editing application might choose to load Targa files over JPEG2000, but an importing application might prefer the raw JPEG2000 data that can be uploaded directly to a grid.
Prim Serialization

&object =
{
 extra_parameters :
 [
 {
 extra_parameter: int,
 param_data: binary
 },
 ...
 ],
 facelist :
 [
 {
 bump: int,
 colors: [ real, real, real, real ],
 fullbright: int,
 glow: real,
 imageid: uuid,
 imagerot: real,
 media_flags: int,
 offsets: real,
 offsett: real,
 scales: real,
 scalet: real
 },
 ...
 ],
 group-id: uuid,
 material: int,
 name: string,
 pos: [ real, real, real ],
 rotation: [ real, real, real ],
 scale: [ real, real, real ],
 shape:
 {
 path:
 {
 begin: real,
 curve: int,
 end: real,
 radius_offset: real,
 revolutions: real,
 scale_x: real,
 scale_y: real,
 shear_x: real,
 shear_y: real,
 skew: real,
 taper_x: real,
 taper_y: real,
 twist: real,
 twist_begin: real
 },
 profile:
 {
 begin: real,
 curve: int,
 end: real,
 hollow: real
 },
 sculpt:
 {
 id: uuid,
 type: int
 }
 }
}