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UUIDs - five groups of hex numbers


Domitan Redenblack
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a few of them follow some conventions... like (current) avatar keys (older ones may not though) having certian bits that are set, and some that are not, others do not appear to have any obvious patern (texture keys for example). in general there isn't much useful that can be detected from a group key (some may be date encoded, but I can't remember which ones)

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it might help to know what you are wanting to do.... stripping out, or creating a few numbers from the effective 128bits of a key won't be entirely unique, but has differing levels of chance of collision depending on how much is used in the final format. collision is when two different keys generate the same result.

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Rolig Loon wrote: 
integer gChan = (integer)("0xF" + llGetSubString(llGetOwner(),0,8) );

Will that get the "-" at the end of the 8 hex digits?

e.g. 2771b5f2-2c8c-34a0-aed8-3ed939bb36fe

-->  llGetSubString( str, start_index, end_index);

and I think you want 32-bits negative number: integer gChan = (integer)("0xF" + llGetSubString(llGetOwner(),0,6) );

 

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no... items only get a new uuid when saved after changes. animations, textures, and sounds NEVER change uuids. Objects that are modified do, but you can't access the system uuid (only the rezzed uuid which stays the same while it its rezzed). scripts and notecards that are saved (even if they have no changes) will get a new uuid

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