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1. What is urbiscript ? The urbiscript language is the key feature of the URBI project. (http://en.wikipedia.org/wiki/URBI) It acts a bit like python or LUA for scripting, but it has some unique features to handle parallel and event-driven programming that are directly available inside the language semantics, which makes programming complex interactions surprisingly easy. An example of the kind of things you can write: ========= High level piece of code from a virtual 3D game var entity = Entity.new("somemesh.mesh", size, position, orientation); // react to events or conditions: at (entity.touched?()) echo("boom!"); at (entity.x < 10) entity.gears(deploy); // use '&' to run two pieces of code in parallel: some_complex_code(entity) & some_other_code(entity); // use a comma to detach code in the background... // ... and use 'tags' to control it: mytag: { some code that takes a long time }, at (Keyboard.pressed?) mytag.stop; ========= The UObject component architecture, allows developers to interface any C++ object within Urbi, making selected methods and attributes visible in the script language, while in fact being C++ code. Special notifiers can be set on any of the object's attributes to notify the C++ side of any change on these attributes on the urbiscript/Urbi side. 2. UrIRC manual Coming soon... @see files comments 2.1. Install Clone the repository $ git clone git://github.com/prevostc/UrIRC.git Add UrIRC directory to URBI_PATH environment Unix example (UrIRC.u located in ~/urbi/lib/UrIRC/UrIRC.u) export URBI_PATH="$URBI_PATH":~/urbi/lib/UrIRC/ OR add this to your .bashrc file URBI_PATH="$URBI_PATH":~/urbi/lib/UrIRC/ Create a bot (see UrIRC manual 2.2) run !! urbi mybot.u 2.2. Usage Coming soon... @see main.u 2.3. Guide me : write a plugin Coming soon... @see UrPlugin.u @see plugins/*.u
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