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From: Mark D. <ma...@ki...> - 2007-04-08 23:33:29
|
Hi! I'm going to unsubscribe everyone from gai...@li... and subscribe everyone to de...@pi.... Hopefully it'll be smooth as butter. I'll try to maintain your digest verse non-digest preference, but I think I'll lose other preferences like "ack" and "nodupes," so you may want to log in and verify that your settings are as they should be. Also, you should probably change your password to something you'll remember. Sorry for the hassle! -Mark |
From: Ryan B. <gai...@ry...> - 2007-04-08 17:31:48
|
i have to admit, my first reaction when i saw the post on the site, and then this email, was "wow, that's a pretty late april fools day prank." On Sat, 7 Apr 2007, Tim Ringenbach wrote: > Many years ago when this project was first started, it was called "GTK+ AOL > Instant Messenger." AOL naturally complained, and Mark Spencer changed the > name to "Gaim." AOL was appeased, and no one really ever heard of it because > there were very few users back then. > > A few years later AOL trademarked "AIM," and started referring to their IM > services using that name. They complained. The issue was brought up on > Slashdot, and the Gaim developers at the time got some legal support. That > legal support advised that the ongoing discussions with AOL be kept > confidential until fully settled, and so it remained. The public thought the > issue had gone away then. It sorta did, in that AOL stopped responding to > Gaim's legal support for a while. > > Our legal support has changed several times, and each group of lawyers have > recommended silence & secrecy. Around the time of Gaim's first 2.0.0 beta, > AOL came back into our lives in a very strong way, this time threatening to > sue Sean. > > This represents a clear pattern. AOL received more pushback than they > expected, and would sort of let things stand for a while. Then they would > threaten a different Gaim developer. Each time a new Gaim developer was > threatened, we had to look at new legal support, to prevent a conflict of > interest. > > This process could not go on forever. As a result we ended up forming the > Instant Messaging Freedom Corporation, and making it legally responsible for > Gaim. We also had our new legal support work to create a real settlement > with AOL that would get this issue dismissed from our lives forever. > > Getting a settlement with AOL has taken FAR FAR longer than we would have > ever guessed. On legal advice, we have refrained from any non-beta release > during this process as a show of good faith, and to keep AOL from giving up > on it. Again, on legal advice, we have also kept this information closely > controlled. > > At long last, I am pleased to announce that we have a signed settlement and > can release our new version. There is one catch however: we have had to > change the project's name. > > After a long, and unfortunately secret debate (as we could not say why we > were looking at a name change, we ended up just doing this ourselves), we > settled on the name "Pidgin" for gaim itself, "libpurple" for libgaim > (which, as of 2.0.0 beta6, exists), and "Finch" for gaim-text. Yes, the > spelling of "Pidgin" is intentional, see http://en.wikipedia.org/wiki/Pidgin > . > > Since so much is changing between the name and the nature of the > 2.0.0release itself, we decided to go ahead with something we have > talked about > doing for a while now. We have set up our own server, kindly donated by > DVLabs. As a result our new home will be www.pidgin.im and > developer.pidgin.im We, at least for now, will still be using SF's mirroring > system for releases. However, the bug tracking will no longer be on SF, and > we will be migrating the mailing lists at some point soon. Also, we have > chosen to go with monotone for our revision control, rather than the SF cvs > or svn. > > In the last week or so, an upgrade to SF's infrastructure caused an old > version of the gaim-cabal list to become briefly public. It has always been > our intention to end-of-life this list and make its archives public once the > settlement was signed. Fortunately, the legal process has concluded, > allowing us to make a formal announcement now, instead of months from now. > > I, and all of pidgin's development team have deeply hated the need to keep > some portion of our work, decision making and discussion secret for a time. > I sincerely apologize that as a result of this need, you all have had no > chance to help us with it, and to provide feedback. > > Now that the settlement is signed, we hope to have the final Pidgin > 2.0.0release late this week or early next. > > We are going to release it with a 2.0.0 version number, and an API > compatibility layer for plugin authors. The project has not changed; this is > our 2.0.0 release, not some new program that requires new version numbering. > -Ryan -- http://snarfed.org/ |
From: Luke S. <lsc...@us...> - 2007-04-08 12:03:30
|
On Sun, Apr 08, 2007 at 03:56:18AM -0500, Kevin M Stange wrote: > (Should I be emailing this to gai...@li... now? Should we > establish de...@pi... and start using it?) I have created de...@pi... I have not yet subscribed anyone to it. both cabal lists should now be considered closed. luke |
From: Tim R. <tim...@gm...> - 2007-04-08 04:30:55
|
Many years ago when this project was first started, it was called "GTK+ AOL Instant Messenger." AOL naturally complained, and Mark Spencer changed the name to "Gaim." AOL was appeased, and no one really ever heard of it because there were very few users back then. A few years later AOL trademarked "AIM," and started referring to their IM services using that name. They complained. The issue was brought up on Slashdot, and the Gaim developers at the time got some legal support. That legal support advised that the ongoing discussions with AOL be kept confidential until fully settled, and so it remained. The public thought the issue had gone away then. It sorta did, in that AOL stopped responding to Gaim's legal support for a while. Our legal support has changed several times, and each group of lawyers have recommended silence & secrecy. Around the time of Gaim's first 2.0.0 beta, AOL came back into our lives in a very strong way, this time threatening to sue Sean. This represents a clear pattern. AOL received more pushback than they expected, and would sort of let things stand for a while. Then they would threaten a different Gaim developer. Each time a new Gaim developer was threatened, we had to look at new legal support, to prevent a conflict of interest. This process could not go on forever. As a result we ended up forming the Instant Messaging Freedom Corporation, and making it legally responsible for Gaim. We also had our new legal support work to create a real settlement with AOL that would get this issue dismissed from our lives forever. Getting a settlement with AOL has taken FAR FAR longer than we would have ever guessed. On legal advice, we have refrained from any non-beta release during this process as a show of good faith, and to keep AOL from giving up on it. Again, on legal advice, we have also kept this information closely controlled. At long last, I am pleased to announce that we have a signed settlement and can release our new version. There is one catch however: we have had to change the project's name. After a long, and unfortunately secret debate (as we could not say why we were looking at a name change, we ended up just doing this ourselves), we settled on the name "Pidgin" for gaim itself, "libpurple" for libgaim (which, as of 2.0.0 beta6, exists), and "Finch" for gaim-text. Yes, the spelling of "Pidgin" is intentional, see http://en.wikipedia.org/wiki/Pidgin . Since so much is changing between the name and the nature of the 2.0.0release itself, we decided to go ahead with something we have talked about doing for a while now. We have set up our own server, kindly donated by DVLabs. As a result our new home will be www.pidgin.im and developer.pidgin.im We, at least for now, will still be using SF's mirroring system for releases. However, the bug tracking will no longer be on SF, and we will be migrating the mailing lists at some point soon. Also, we have chosen to go with monotone for our revision control, rather than the SF cvs or svn. In the last week or so, an upgrade to SF's infrastructure caused an old version of the gaim-cabal list to become briefly public. It has always been our intention to end-of-life this list and make its archives public once the settlement was signed. Fortunately, the legal process has concluded, allowing us to make a formal announcement now, instead of months from now. I, and all of pidgin's development team have deeply hated the need to keep some portion of our work, decision making and discussion secret for a time. I sincerely apologize that as a result of this need, you all have had no chance to help us with it, and to provide feedback. Now that the settlement is signed, we hope to have the final Pidgin 2.0.0release late this week or early next. We are going to release it with a 2.0.0 version number, and an API compatibility layer for plugin authors. The project has not changed; this is our 2.0.0 release, not some new program that requires new version numbering. |
From: <sal...@gm...> - 2007-04-07 10:40:58
|
I have just noticed but I don't understand why in the Conversation Log the emoticons sent during the conversation are shown like a jabber emoticon... this conversation was over a MSN network... It' suppoused to be shown the msn emoticon that correspond to the string why the log change it to a jabber one ?? |
From: Ruben F. <kr...@0x...> - 2007-04-06 16:22:13
|
On Thu, 2007-03-29 at 16:44 -0400, James Lockie wrote: > Eric Polino wrote: > > i'm not sure of your problem, but i'm willing to bet there isn't > > anything wrong with the %. i'm guessing that there's something wrong > > with the size and based on a file being 1byte, the amount transfered > > would amount to that % value. > > > > ie: > > a file of 300bytes transfered where the size is thought to be only > > 1byte would equate to 30,000% transfered. > > > > if this is indeed the case, the file you transfered in the pic would > > be 869,046 bytes or ~ 870KB. > > > The file is 3,700,864B > Maybe it was a shortcut on Windoze. Just to report this happens all the time to me too on Linux and MSN. > > On 3/28/07, James Lockie <bjl...@lo...> wrote: > > > >> I am using beta6 compiled on AMD64 for Linux. > >> A pic of the behaviour is at: > >> http://lockie.ca/test/gaim.png > >> > >> The file is transferring fine but it is not 1 byte and the % done is wrong. > >> > >> > >> ------------------------------------------------------------------------- > >> Take Surveys. Earn Cash. Influence the Future of IT > >> Join SourceForge.net's Techsay panel and you'll get the chance to share your > >> opinions on IT & business topics through brief surveys-and earn cash > >> http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > >> _______________________________________________ > >> Gaim-devel mailing list > >> Gai...@li... > >> https://lists.sourceforge.net/lists/listinfo/gaim-devel > >> > >> > > > > > > > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Gaim-devel mailing list > Gai...@li... > https://lists.sourceforge.net/lists/listinfo/gaim-devel |
From: Nathan P. <gai...@gl...> - 2007-04-06 09:22:22
|
Ethan Blanton wrote: > Haig Didizian spake unto us the following wisdom: >> I think it's all about the "T" at the end of STUNT. >> >> While STUN was designed for UDP, STUNT is for TCP communication, too. > > Ahh, I missed that on the first read -- if it works, go to it. We are > slowly growing a number of mechanisms for making NAT traversal more > plausible, and as long as they don't interfere with normal operation > and are not overly invasive, I see no reason not to include others. Please take heed of this warning in the FAQ: "...the STUNT library has not been optimized for connection-establishment-latency. Therefore, it make take little longer to connect to end-point using STUNT that you could already connect to with plain sockets. As a result, the recommended way of using the STUNT library is to try the plain-socket connection first and if that fails, then fall back to the STUNT library." Also, perhaps I am wrong, but it is my understanding that STUNT requires special cooperation from the other client for TCP hole punching. If that is the case, then maybe STUNT is not so useful for gaim since it would only work with other gaim clients. -Nathan |
From: Haig D. <ha...@di...> - 2007-04-05 16:28:42
|
Ethan, Sounds good. It's been years since I've played with the gaim source... should we create a plugin or patch Gaim's core? What approach would you recommend? Thanks - Haig On Thu, 2007-04-05 at 11:52 -0400, Ethan Blanton wrote: > Haig Didizian spake unto us the following wisdom: > > I think it's all about the "T" at the end of STUNT. > > > > While STUN was designed for UDP, STUNT is for TCP communication, too. > > Ahh, I missed that on the first read -- if it works, go to it. We are > slowly growing a number of mechanisms for making NAT traversal more > plausible, and as long as they don't interfere with normal operation > and are not overly invasive, I see no reason not to include others. > > Ethan > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ Gaim-devel mailing list Gai...@li... https://lists.sourceforge.net/lists/listinfo/gaim-devel |
From: Ethan B. <ebl...@cs...> - 2007-04-05 15:53:20
|
Haig Didizian spake unto us the following wisdom: > I think it's all about the "T" at the end of STUNT.=20 >=20 > While STUN was designed for UDP, STUNT is for TCP communication, too. Ahh, I missed that on the first read -- if it works, go to it. We are slowly growing a number of mechanisms for making NAT traversal more plausible, and as long as they don't interfere with normal operation and are not overly invasive, I see no reason not to include others. Ethan --=20 The laws that forbid the carrying of arms are laws [that have no remedy for evils]. They disarm only those who are neither inclined nor determined to commit crimes. -- Cesare Beccaria, "On Crimes and Punishments", 1764 |
From: Haig D. <ha...@di...> - 2007-04-05 15:44:24
|
Ethan, I think it's all about the "T" at the end of STUNT. While STUN was designed for UDP, STUNT is for TCP communication, too. h On Thu, 2007-04-05 at 11:35 -0400, Ethan Blanton wrote: > Haig Didizian spake unto us the following wisdom: > > Is anybody working on integrating STUNT (Simple Traversal of UDP Through > > NATs and TCP) into Gaim? I'm tired of not being able to connect to > > another client directly when we're both behind NATing firewalls, and it > > looks like the STUNT process would circumvent this problem. > > > > If nobody's working on it, and if it makes sense, a friend & I were > > thinking about starting the implementation... > > The only trouble with that is that none of the major services use UDP > for their communication. It's all well and good to be able to *pass* > UDP, but if you can't do anything with it once it's there... > > Ethan > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ Gaim-devel mailing list Gai...@li... https://lists.sourceforge.net/lists/listinfo/gaim-devel |
From: Ethan B. <ebl...@cs...> - 2007-04-05 15:36:07
|
Haig Didizian spake unto us the following wisdom: > Is anybody working on integrating STUNT (Simple Traversal of UDP Through > NATs and TCP) into Gaim? I'm tired of not being able to connect to > another client directly when we're both behind NATing firewalls, and it > looks like the STUNT process would circumvent this problem. >=20 > If nobody's working on it, and if it makes sense, a friend & I were > thinking about starting the implementation... The only trouble with that is that none of the major services use UDP for their communication. It's all well and good to be able to *pass* UDP, but if you can't do anything with it once it's there... Ethan --=20 The laws that forbid the carrying of arms are laws [that have no remedy for evils]. They disarm only those who are neither inclined nor determined to commit crimes. -- Cesare Beccaria, "On Crimes and Punishments", 1764 |
From: Haig D. <ha...@di...> - 2007-04-05 15:15:40
|
Hey there, Is anybody working on integrating STUNT (Simple Traversal of UDP Through NATs and TCP) into Gaim? I'm tired of not being able to connect to another client directly when we're both behind NATing firewalls, and it looks like the STUNT process would circumvent this problem. If nobody's working on it, and if it makes sense, a friend & I were thinking about starting the implementation... Haig More info on STUNT here: http://nutss.gforge.cis.cornell.edu/stunt.php |
From: Sean E. <sea...@gm...> - 2007-04-04 14:02:14
|
I am now totally and strongly in favor of doing this. We should totally do this: we still have a problem of abstracting the difference between different bonjour implementations, though. On 3/31/07, Evan Schoenberg <ev...@ad...> wrote: > > > On Mar 31, 2007, at 3:27 PM, Mark Doliner wrote: > > > I'm ok with this as long as we can guarantee that we're always compatible > with > > iChat. So we should never do anything that causes us to get disconnected > from > > an iChat client, or stop showing up in their buddy list. > Agreed that that's a necessity. So far as I can tell in cursory testing, > sending any sort of invalid XML can drive iChat crazy (chat ended, further > chatting can't be initiated by iChat but can still be done if the > sending-invalid-XML side initiates the conversation)... but it seems to > ignore valid but nonsensical XML. > > -Evan > _______________________________________________ > Adium-devl mailing list > Adi...@ad... > http://adiumx.com/mailman/listinfo/adium-devl_adiumx.com > > > |
From: Evan S. <ev...@dr...> - 2007-04-03 18:48:05
|
Il giorno Apr 3, 2007, alle ore 2:05 PM, Stephen Eilert ha scritto: > Holy ****. What's next, writing a grammar and using Lex / Yacc? :P *grins* Why, yes, but not for emoticons It's used in Adium for handling determining whether a part of a given string should be displayed as a clickable link, though. Lex: http://trac.adiumx.com/browser/trunk/Frameworks/AIHyperlinks% 20Framework/Source/SHLinkLexer.l Utilized by: http://trac.adiumx.com/browser/trunk/Frameworks/ AIHyperlinks%20Framework/Source/SHHyperlinkScanner.m Cheers, Evan |
From: Stephen E. <spe...@gm...> - 2007-04-03 18:05:50
|
On 4/2/07, Evan Schoenberg <ev...@dr...> wrote: > > > The official client is silly to do so; it clearly isn't supposed to be > an emoticon :) That's clear for us, because we can understand the context of the message. What is silly, in my opinion, is the choice of characters. > > It may not make sense for your particular conversation, but then more > > rules would be required to decide if a smiley should be displayed or > > > not. What is your suggestion? More rules? > 'Course, this from the crazy guy > who has no major problem with a very seriously overengineered solution to > the problem: > http://trac.adiumx.com/browser/trunk/Source/AIEmoticonController.m#L239 > Holy ****. What's next, writing a grammar and using Lex / Yacc? :P Well, from the code comments: /* We want to show this emoticon if there is: * It begins or ends the string * It is bordered by spaces or line breaks or quotes on both sides * It is bordered by a period on the left and a space or line break or quote the right * It is bordered by emoticons on both sides or by an emoticon on the left and a period, space, or line break on the right */ Ignoring the complexity for something as silly as an emoticon, it seems adequate. -- Stephen "Democracy must be something more than two wolves and a sheep voting on what to have for dinner." --James Bovard |
From: Mark D. <ma...@ki...> - 2007-04-03 16:22:53
|
On Tue, 3 Apr 2007 10:51:38 +0200, Chris Brody-GMail wrote > Is there still ongoing development for the SIP/SIMPLE protocol for > Gaim 2.0? I found several issues with connecting to a Siemens > network. I filed these issues in Gaim bug #1692858, and have > attached a diff file with some quick fixes. I don't know if you'd consider it "ongoing development," but we're certainly not abandoning it :-) I switched your bug over to a patch--we tend to give patches a lot more attention than bugs. -Mark |
From: Evan S. <ev...@dr...> - 2007-04-03 13:52:18
|
On Apr 3, 2007, at 9:44 AM, Daniel Atallah wrote: > On 4/3/07, Mark Doliner <ma...@ki...> wrote: > Of course, it would be best if upnp and pmp are non-blocking and > Gaim could > talk to your router in the background shortly after startup while your > accounts are merrily logging in. > > The upnp stuff is non-blocking. The majority of upnp is non-blocking, but gaim_upnp_discover() says: > /* TODO: Non-blocking! */ > if((hp = gethostbyname(HTTPMU_HOST_ADDRESS)) == NULL) { and is called by gaim_upnp_get_public_ip() the first time it's used. The pmp stuff is blocking, though its blocking operations are specifically limited to 0.25 seconds in duration (pending being nonblocking, which I haven't done any work on yet but will look at eventually if someone - preferably someone who has actual experience writing nonblocking sockets code - doesn't beat me to it). For the record, I've never seen a significant delay as a result of either block of code... but I noticed that it was being done when I was working in network.c and was surprised that the public IP was determined long before it was ever needed and might never be used at all. -Evan |
From: Daniel A. <dan...@gm...> - 2007-04-03 13:44:42
|
On 4/3/07, Mark Doliner <ma...@ki...> wrote: > > Of course, it would be best if upnp and pmp are non-blocking and Gaim > could > talk to your router in the background shortly after startup while your > accounts are merrily logging in. The upnp stuff is non-blocking. -D |
From: Chris Brody-G. <chr...@gm...> - 2007-04-03 08:51:40
|
Is there still ongoing development for the SIP/SIMPLE protocol for Gaim 2.0? I found several issues with connecting to a Siemens network. I filed these issues in Gaim bug #1692858, and have attached a diff file with some quick fixes. If these problems are fixed within the next 1-2 months, I should be able to verify these again. I can work on some cleanup of the patches at night, but don't have much time during the day. Thanks, Chris |
From: Mark D. <ma...@ki...> - 2007-04-03 08:12:41
|
On Sat, 31 Mar 2007 16:29:29 -0400, Evan Schoenberg wrote > gaim_core_init() has: > > /* > * Call this early on to try to auto-detect our IP address and > * hopefully save some time later. > */ > gaim_network_get_my_ip(-1); > > is there a good reason for this non-lazy determination of IP > address? The value is *only* used in file transfers (OSCAR, Jabber, > IRC, QQ) with the exception of connecting via SIP and Novell. It > seems like by the general use case it should be lazy. gaim_network_get_my_ip() sometimes uses upnp or pmp to determine the external IP address of your machine. I think the intent here was for Gaim to perform those upnp calls in the background so that they don't need to be done while the user is waiting to send a file to someone. But if the calls to the upnp and pmp code are blocking then this is a silly thing to do and it would be fine to change it to be lazy. Of course, it would be best if upnp and pmp are non-blocking and Gaim could talk to your router in the background shortly after startup while your accounts are merrily logging in. -Mark |
From: Mark D. <ma...@ki...> - 2007-04-03 08:04:01
|
On Wed, 14 Mar 2007 17:04:00 -0400, Eric Polino wrote > Following is a list of protocols supported by Gaim and the privacy > features I was able to gather from their native clients. It also > speaks a little of how Gaim is missing certain features and supports > other already. * snip, see http://sourceforge.net/mailarchive/forum.php?thread_name=b21328ed0703141404w32425749j6d04809275da8edc%40mail.gmail.com&forum_name=gaim-devel * > A lot of this is based on what Gaim supports and then dealing with > the privacy of those features. Nonetheless, I feel there are enough > options missing across these few protocols and potentially more if > research can be done in the few I was unable to do them for. > > I would like to propose working on improving Gaim's privacy support > and documenting those improvements. That's a pretty awesome list of privacy features. It doesn't look likely that we'll have a summer of code student working on privacy this year, so if you have free time then don't be bashful about throwing together UI mockups or something for a new privacy dialog :-) (Sorry, I can't comment on the status of your summer of code proposal.) -Mark |
From: Mark D. <ma...@ki...> - 2007-04-03 07:57:05
|
On Thu, 15 Mar 2007 06:40:06 +0800, Atamurad Hezretkuliyev wrote > http://sourceforge.net/tracker/index.php?func=detail&aid=1445623&group_id=235&atid=350235 > http://trac.adiumx.com/ticket/2783 > > mail.ru protocol > > A popular IM service in Russia - the Mail.ru Agent has recently released > > the specs for their protocol. The specs in russian can be found here: > > http://agent.mail.ru/protocol.html. If a translation is needed - feel > > completely free to contact me. Based on the specs a miranda plugin has > > been developped, but still no gaim support seems to exist. It would be > > fantastic if gaim would be able to connect to that net too, as it's the > > only feature I miss in it for now. > > Recently I switched to Ubuntu and lack of mail.ru agent client in GNU/Linux > systems was only the reason which kept me from completely avoiding Windows. > I came across with above feature requests when I was looking for one. > > So I decided to write one myself. Finally I have working code now. > My current Gaim protocol plugin can login to server, retrieve contact > list and send/receive messages which meets my basic IM-ing > requirements but it is far from public release, > there are memory leaks, tons of bugs and unimplemented features etc. > > I'd like to implement in near future. > - Offline messages > - Add/remove/edit buddies and groups > - Search white pages > - File transfer > - Buddy pictures > - Rich text formatting > > And now my question is > - Will you guys accept it to main libgaim tree if I complete it? > Or will it be distributed as third-party plugin? > - I'm student and can I do it as part of the Google Summer of Code program? Hey! It's awesome that you've written a protocol plugin. It's possible that we would accept it to the main libgaim tree if you complete it... but probably not in the near future. We try to avoid adding code that we're not familiar with and will then have to maintain. I also haven't seen a large number of requests for us to support this protocol. For now I recommend creating a web page for your protocol plugin. You can provide a short set of friendly instructions and some pre-compiled packages for specific versions of Gaim. If it looks stable and it looks like people are using it then we would definitely consider adding it to the main libgaim tree in the future (assuming that's what you want). -Mark |
From: Evil .. <ev...@gm...> - 2007-04-03 01:29:24
|
Why not do what the adium guys do? They assume it will be a smiley face, but allow the user to click on the smileys to display the plain text version.. On 4/3/07, Evan Schoenberg <ev...@dr...> wrote: > > > On Apr 2, 2007, at 5:16 PM, Stephen Eilert wrote: > > > The official client does that too. Why do you say that it shouldn't do > that?The official client is silly to do so; it clearly isn't supposed to be > an emoticon :) > > > > It may not make sense for your particular conversation, but then more > > rules would be required to decide if a smiley should be displayed or > > > not. What is your suggestion? More rules? 'Course, this from the crazy guy > who has no major problem with a very seriously overengineered solution to > the problem: > http://trac.adiumx.com/browser/trunk/Source/AIEmoticonController.m#L239 > > -Evan > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Gaim-devel mailing list > Gai...@li... > https://lists.sourceforge.net/lists/listinfo/gaim-devel > > > |
From: Gabriel S. <ni...@go...> - 2007-04-02 23:44:18
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On Mon, 2007-04-02 at 19:08 -0400, Evan Schoenberg wrote: > It's already at the top of internal.h which is the first #include > there... Truth. And, sure enough, using a #ifdef based on a config.h directive does work after including "internal.h" :o) In that case, I'm hoping you can help me with "the real" problem. For some reason, in the environment I'm using, the files gtkutil.c and gtkimhtml.c do not compile because of implicit declarations of strncasecmp. For example: gtkimhtml.c:2217: error: implicit declaration of function `strncasecmp' gtkimhtml.c:2217: warning: nested extern declaration of `strncasecmp' Now, I'm not sure how to properly include strings.h. Is it #ifndef _WIN32 #ifdef HAVE_STRINGS_H #include <strings.h> #endif /* def HAVE_STRINGS_H */ #endif /* ndef _WIN32 */ If so, and if this does not interfere with other builds, it is really /this/ that I would need at the top of both gtkutils.c and gtkimhtml.c . Currently I am making inclusion of <strings.h> conditional on a directive introduced by a downstream patch (which resides in config.h, which brought my original question :o) ). However, if there are build environments where <strings.h> does not "reach" these two files though it should, perhaps this is a candidate for an upstream fix. Please let me know, Gabriel |
From: Evan S. <ev...@dr...> - 2007-04-02 23:08:41
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It's already at the top of internal.h which is the first #include there... -Evan On Apr 2, 2007, at 6:53 PM, Gabriel Schulhof wrote: > # Hi! > # Can we please have the following at the top of gtkutils.c ? I > # really need this for Gaim to build > # > # TIA, > # > # > # > # Gabriel > Index: gtk/gtkutils.c > =================================================================== > --- gtk/gtkutils.c (revision 18228) > +++ gtk/gtkutils.c (working copy) > @@ -22,6 +22,10 @@ > * along with this program; if not, write to the Free Software > * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA > 02111-1307 > USA > */ > + > +#ifdef HAVE_CONFIG_H > +#include <config.h> > +#endif /* def HAVE_CONFIG_H */ > #include "internal.h" > #include "gtkgaim.h" > > > > > ---------------------------------------------------------------------- > --- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to > share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php? > page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Gaim-devel mailing list > Gai...@li... > https://lists.sourceforge.net/lists/listinfo/gaim-devel > |