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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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