Linden Scripting Language: Difference between revisions
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Linden Scripting Language is a state-[[Event-driven programming|event]] driven scripting language. It consists of multiple programming states each containing a list of events which may be triggered while the program is within that state. Linden Scripting Language is the only known complete language of this kind. |
Linden Scripting Language is a state-[[Event-driven programming|event]] driven scripting language. It consists of multiple programming states, each containing a list of events which may be triggered while the program is within that state. Linden Scripting Language is the only known complete language of this kind. |
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At time of authoring, there are over 380 library functions available, with the ability for users to declare additional global functions within programs. More than 30 events allow a script to react to various kinds of input such as mouseclicks, keyboard controls, chat, email, or collisions (from the integrated physics engine). LSL is a strongly typed language that is compiled to bytecode before runtime execution in a virtual machine on one of Linden Lab's servers. |
At time of authoring, there are over 380 library functions available, with the ability for users to declare additional global functions within programs. More than 30 events allow a script to react to various kinds of input such as mouseclicks, keyboard controls, chat, email, or collisions (from the integrated physics engine). LSL is a strongly typed language that is compiled to bytecode before runtime execution in a virtual machine on one of Linden Lab's servers. |
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Second Life's 2nd version of it's scripting system scheduled for Q1 2006 will use [[Mono development platform|Mono]] (the alternative open source implementation of the Microsoft .NET framework) as the virtual machine for all the scripts running on the servers. The scripts will be compiled to CLI, or the Common Language Infrastructure, which is similar to [[Java bytecode]] and has been widely popularized by it's use as one of the core technology standards in Microsoft's .NET framework. |
Second Life's 2nd version of it's scripting system scheduled for Q1 2006 will use [[Mono development platform|Mono]] (the alternative open source implementation of the Microsoft .NET framework) as the virtual machine for all the scripts running on the servers. The scripts will be compiled to CLI, or the Common Language Infrastructure, which is similar to [[Java bytecode]] and has been widely popularized by it's use as one of the core technology standards in Microsoft's .NET framework. |
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All function calls not created by the user in the script as a global have the prefix "ll" for Linden Lab. The in-world compiler color-codes and assists in formatting, as well as pinpointing the location of most errors. The colors for the types are roughly as follows: |
All function calls not created by the user in the script as a global have the prefix "ll" for Linden Lab. The in-world compiler color-codes and assists in formatting, as well as pinpointing the location of most errors. The colors for the types are roughly as follows: |
Revision as of 22:57, 18 April 2006
Linden Scripting Language, or LSL, is the programming language used by players in Second Life, a Massive Multiplayer Online Game by Linden Lab. LSL scripts can control the behavior of in-world objects. LSL has a syntax similar to C. LSL allows objects to interact with the Second Life world and the Internet (via email and XML-RPC).
A sample Hello World Program looks like:
default { state_entry() { llSay(0, "Hello World!"); } }
Linden Scripting Language is a state-event driven scripting language. It consists of multiple programming states, each containing a list of events which may be triggered while the program is within that state. Linden Scripting Language is the only known complete language of this kind.
At time of authoring, there are over 380 library functions available, with the ability for users to declare additional global functions within programs. More than 30 events allow a script to react to various kinds of input such as mouseclicks, keyboard controls, chat, email, or collisions (from the integrated physics engine). LSL is a strongly typed language that is compiled to bytecode before runtime execution in a virtual machine on one of Linden Lab's servers.
Second Life's 2nd version of it's scripting system scheduled for Q1 2006 will use Mono (the alternative open source implementation of the Microsoft .NET framework) as the virtual machine for all the scripts running on the servers. The scripts will be compiled to CLI, or the Common Language Infrastructure, which is similar to Java bytecode and has been widely popularized by it's use as one of the core technology standards in Microsoft's .NET framework.
All function calls not created by the user in the script as a global have the prefix "ll" for Linden Lab. The in-world compiler color-codes and assists in formatting, as well as pinpointing the location of most errors. The colors for the types are roughly as follows:
- Maroon for states and functions.
- Light Blue for events.
- Orange for comments.
- Black for required non-function text.
External links
- Second Life official website
- Linden Lab official website
- LSL Wiki, a community effort to supplement the available LSL documentation
- Second Life Blog Information regarding the move to Mono