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From: deepak a. <dee...@gm...> - 2011-02-02 19:43:28
|
Hi David I am facing a problem on how to pass functions address to thread so that they can be called from within the thread. I want to implement in a way as that of printf so that I can pass a format string to a thread followed by arguments which will be address of functions. The only way which I am able to do so is by making a dynamic library and then passing it to thread along function names from which address of function can be easily obtained. |
From: Brendan L. <bm...@ri...> - 2011-02-02 01:55:39
|
Hey Aviral, Is that how Quake does it? Fascinating. I think it could work. I like the design, but I'm unsure about such a big change to the current Tux4Kids "brand," unless that's the intent, of course. I guess it's not a huge deal either way. Cheers, Brendan On Tue, Feb 1, 2011 at 12:12 PM, Aviral Dasgupta <avi...@gm...> wrote: > Hi, > > In light of the recent problems caused by the *LAN Game* mode of Tuxmath, > I have an idea through which things can be simplified and "fixed". There are > quite a few games which directly use their multiplayer mode as their single > player mode, with some changes (like adding bots, not "broadcasting" the > server, not accepting external connections, etc.) eg. Quake. It would indeed > be a good idea to try and implement the same in TuxMath. > > Also, among other things, I think that the website for Tux4Kids is kinda > dated and it'd be good to replace it with something ... fresher. I'm already > working on it, and I've attached a part of a screenshot of the design so > far. *RFC*. > > Regards, > Aviral > > > > ------------------------------------------------------------------------------ > Special Offer-- Download ArcSight Logger for FREE (a $49 USD value)! > Finally, a world-class log management solution at an even better > price-free! > Download using promo code Free_Logger_4_Dev2Dev. Offer expires > February 28th, so secure your free ArcSight Logger TODAY! > http://p.sf.net/sfu/arcsight-sfd2d > > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel > > |
From: David B. <dav...@gm...> - 2011-02-01 18:48:09
|
Hi Deepak, > For this :- > 1. First i initialize a thread pool(dynamically), pushed them in a > stack and put them into a > waiting state. > 2. Whenever we want to run a thread then a thread( refer by thread > ID ) and then > activating them. > 3. When a particular thread complete it's task it pushed itself > into a stack and then gets to > waiting state So it looks like a single server program, with a separate port and thread for each game. That sounds like the most elegant way to do it (or at least it will be really cool once it is finished and debugged). > One thing i forget to ask that which library are we using for > handling thread on window platform. Till now i am using pthread > library(on linux) for handling thread and it can be easily converted > in SDL library function for handling thread. > I currently make the windows releases by cross-building from Linux using mingw-cross-env: http://mingw-cross-env.nongnu.org mingw-cross-env contains pthreads from: http://sourceware.org/pthreads-win32 Hope that helps, David |
From: David B. <dav...@gm...> - 2011-02-01 17:28:40
|
Hi, On Tue, Feb 1, 2011 at 10:58 AM, deepak aggarwal <dee...@gm...> wrote: >>At least for me, I would just like to be able to support more than one >>network game at a time from a single machine, eventually. Most likely >>this will be a single server program that can handle multiple >>simultaneous games. Whether or not it involves a separate thread for >>each game is not essential, likewise we may or may not open a separate >>port for each game. I guess running multiple instances of the same >>program on the same machine is another possibility, if we work out a >>way to assign all the ports correctly. > >> David > > I am trying to implement exactly this thing :- Which one? I see you want to open a separate port for each game. Do you want to have a single instance of the server program be able to handle multiple simultaneous games and if so, are you going to spawn a separate thread for each one, or use an old-style fork() call? Or, is a separate program going to be launched to handle each game? > Please send me email address so that i can send files to you. This is going to be much better handled with a (remote) git branch. You need to know how to use git to contribute to our project. So, go to our alioth website, ask to be added to the tux4kids project, and make a "read/write" clone of the tuxmath repository. Then you can make your branch and start working in a way that lets all of us test out and help with your work. > Is there anyone who can send me short outline of how server is > implemented so that i can avoid unnecessary things and able to > understand things more correctly. The server code is in server.c. It is written so it can be invoked either in a pthread or as a standalone program. For the latter, servermain.c contains a small main() function that calls the RunServer() function from server.c (with some init and cleanup). RunServer() contains the main loop for the server. To let the clients connect, RunServer() sends out periodic UDP broadcasts. The clients respond by sending back the information needed to establish a TCP connection. Once connected, the server listens for incoming messages and responds with appropriate outgoing messages. The incoming messages are mainly about math questions that have been answered. The outgoing messages are new questions and other notifications (new wave, names and scores of connected players, game over, etc). The clients disconnect from the server when the game ends. Once the game is over, the server is supposed to be ready to accept connections to start a new game. The client network code is in network.c and game.c for the full graphical game. There is also a command-line client in testclient.c, but last I checked it isn't working. We probably should get the testclient working again if we are going to do a lot of work on the server program. Hope that helps, David Bruce |
From: deepak a. <dee...@gm...> - 2011-02-01 16:58:59
|
>At least for me, I would just like to be able to support more than one >network game at a time from a single machine, eventually. Most likely >this will be a single server program that can handle multiple >simultaneous games. Whether or not it involves a separate thread for >each game is not essential, likewise we may or may not open a separate >port for each game. I guess running multiple instances of the same >program on the same machine is another possibility, if we work out a >way to assign all the ports correctly. > David I am trying to implement exactly this thing :- What i am trying to do is that first client connect to permanent/master port then the server will send the new port number to client where a particular game is hosting by server. I find out a way so that multiple ports can be initialized easily work correctly. There is lot of work to done yet i.e reading code throughly and understanding it. Please send me email address so that i can send files to you. Is there anyone who can send me short outline of how server is implemented so that i can avoid unnecessary things and able to understand things more correctly. |
From: Brendan L. <che...@gm...> - 2011-02-01 04:05:38
|
Hey, I'm fooling with the latest from git and when playing a solo game, LAN_Cleanup is getting called after the game ends resulting in a segfault. It looks like a one-line fix to check if the game is, in fact, a LAN game, but I wanted to double-check before sticking it in, since the landscape has changed a bit throughout GCI :) Can someone confirm? -Brendan |
From: Brendan L. <bm...@ri...> - 2011-02-01 04:01:52
|
Hi all, > Much of this work was done by teenage students for Google Code-In, > with the greatest contributions coming from Aviral Dasgupta and > Johndhel Maceda. They deserve a big round of applause. > Absolutely. Just fired up the latest TuxMath from git, and the new features look great! Rock on. Best, Brendan |
From: David B. <dav...@gm...> - 2011-01-31 22:00:14
|
Hi, I've posted a tarball for t4k_common-0.1.0, the next release after 0.0.4 (I'm trying to follow the libtool version numbering convention here). The last public release of tuxmath should work with the new t4k_common, but the reverse is not true - the latest git build of tuxmath requires the newer t4k_common. For this release, we moved several more files/functions from tuxmath into t4k_common: - convert_utf.c - scandir.c - throttle.c - linewrap.c and the bundled GNU linebreak library This release fixes an important bug that inactivated gettext in the previous release. We have added a "tooltips" panel to the menu system that displays a description for the currently active menu item. Also, both the automake and cmake build systems have received some attention. Now you can use cmake to build from the tarball, as well as from a git checkout. We will be able to remove several more files from tuxmath as a result of this refactoring. Much of this work was done by teenage students for Google Code-In, with the greatest contributions coming from Aviral Dasgupta and Johndhel Maceda. They deserve a big round of applause. Now we need to get out current builds of tuxmath and tuxtype before GSoC 2011 gets underway! Best, David |
From: David B. <dav...@gm...> - 2011-01-28 02:30:37
|
Hi Brendan, > Man, have I been out of the loop. I'm trying to understand here...we want to > run multiple instances of the server on a single machine? Or does this > involve the client connecting to more than one server? At least for me, I would just like to be able to support more than one network game at a time from a single machine, eventually. Most likely this will be a single server program that can handle multiple simultaneous games. Whether or not it involves a separate thread for each game is not essential, likewise we may or may not open a separate port for each game. I guess running multiple instances of the same program on the same machine is another possibility, if we work out a way to assign all the ports correctly. However, for now I just want our single-game, single-thread, single-port server to be fully functional. We are still at the stage of adding basic things like stopping the server and changing the selected lesson without having to exit and restart the entire tuxmath program. David |
From: Brendan L. <bm...@ri...> - 2011-01-28 01:13:49
|
Hey Aviral, > About your first mail, I didn't quite get what you meant by "automatic > allocation of ports". IMHO, for games, there's a static server port on which > the server *listen*s for connections from clients, and once a connection > is *accept*ed, the server *send*s and *rec*ei*v*es data (on an implicitly > bound port; explicitly binding isn't necessary) per client. The reason why > TuxMath can't handle running multiple servers atm. is that MathCards (the > part of TuxMath) that generates data uses file level variables to maintain > state. I had started some work on fixing that, and it should be ready soon > (read: *sometime in the future*) > > Man, have I been out of the loop. I'm trying to understand here...we want to run multiple instances of the server on a single machine? Or does this involve the client connecting to more than one server? In any case, it sounds like there's some good stuff happening :) Best, Brendan |
From: Aviral D. <avi...@gm...> - 2011-01-27 17:35:11
|
On 27 January 2011 22:33, David Bruce <dav...@gm...> wrote: > Hi Deepak > > On Thu, Jan 27, 2011 at 10:15 AM, dee...@gm... > <dee...@gm...> wrote: > > Hi > > I am working on common library for tux4kids and have found way so that > > servers can communicate. > > I want to know which information is to be sync.between server except > scores > > or student and I also want implement a facility so that performance > report > > of students can be generate. > > Can some one help me regarding this thing. > > I'm not so sure what you are working on - I'm getting the idea that > your work is more along the lines of our unfinished t4k-admin project, > rather than the server for the tuxmath LAN game specifically, which is > what I thought you meant in your earlier post. > > For the last two summers we have had a GSoC project to make a > comprehensive administration tool for tuxmath and tuxtype using the > Qt4 gui toolkit. The idea is to make the programs "enterprise-ready" > so to speak for teachers and schools. A lot of code has been written > but we've not had any package releases. The git repository for > t4k-admin is at our alioth site, alongside our other projects. You > should have a look at what has been done so far in that repo. > > Best, > > David Bruce > > > ------------------------------------------------------------------------------ > Special Offer-- Download ArcSight Logger for FREE (a $49 USD value)! > Finally, a world-class log management solution at an even better > price-free! > Download using promo code Free_Logger_4_Dev2Dev. Offer expires > February 28th, so secure your free ArcSight Logger TODAY! > http://p.sf.net/sfu/arcsight-sfd2d > _______________________________________________tly > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel > About your first mail, I didn't quite get what you meant by "automatic allocation of ports". IMHO, for games, there's a static server port on which the server *listen*s for connections from clients, and once a connection is *accept*ed, the server *send*s and *rec*ei*v*es data (on an implicitly bound port; explicitly binding isn't necessary) per client. The reason why TuxMath can't handle running multiple servers atm. is that MathCards (the part of TuxMath) that generates data uses file level variables to maintain state. I had started some work on fixing that, and it should be ready soon (read: *sometime in the future*) About the "syncing" thing, things are synchronized between the server using messages and the main "things" that are synced are: 1. Player Names 2. Player Scores 3. Questions (I believe this is now Question - one at a time) -- Regards, Aviral |
From: David B. <dav...@gm...> - 2011-01-27 17:03:18
|
Hi Deepak On Thu, Jan 27, 2011 at 10:15 AM, dee...@gm... <dee...@gm...> wrote: > Hi > I am working on common library for tux4kids and have found way so that > servers can communicate. > I want to know which information is to be sync.between server except scores > or student and I also want implement a facility so that performance report > of students can be generate. > Can some one help me regarding this thing. I'm not so sure what you are working on - I'm getting the idea that your work is more along the lines of our unfinished t4k-admin project, rather than the server for the tuxmath LAN game specifically, which is what I thought you meant in your earlier post. For the last two summers we have had a GSoC project to make a comprehensive administration tool for tuxmath and tuxtype using the Qt4 gui toolkit. The idea is to make the programs "enterprise-ready" so to speak for teachers and schools. A lot of code has been written but we've not had any package releases. The git repository for t4k-admin is at our alioth site, alongside our other projects. You should have a look at what has been done so far in that repo. Best, David Bruce |
From: <dee...@gm...> - 2011-01-27 16:16:12
|
Hi I am working on common library for tux4kids and have found way so that servers can communicate. I want to know which information is to be sync.between server except scores or student and I also want implement a facility so that performance report of students can be generate. Can some one help me regarding this thing. Sent from my HTC |
From: David B. <dav...@gm...> - 2011-01-26 12:23:56
|
Hi Deepak, This ought to go to the tuxmath dev list instead of just me and Akash (cc'd). Coincidentally, I've worked on the LAN game in game.c the last couple days and am about to push a significant change to git. Basically I'm getting rid of the "question queue" on the client side so that questions appear immediately when received from the server, and will have the server decide when the next wave starts, etc. The idea is to keep the questions as simultaneous as possible for all players so gameplay will be fair. On Wed, Jan 26, 2011 at 2:55 AM, dee...@gm... <dee...@gm...> wrote: > Hi akash > I am working on common lib of server for tux4kids. Could you please give me > a layout how server work in tuxmath. I am also working on common libraries. The server code is in tuxmath's server.c/.h. The code for the client to connect to the server is in network.c/.h. This code is used in game.c for the LAN game, and in menu.c and highscore.c for the menu entries related to LAN play. > I am attaching server side code. > Features: > 1. Dynamically allocate port no to client so that multiple client fan > connect to server. That means we need to have as many ports as we have active lan games on the server. Is this what network apps normally do? I think we could have a multithreaded server (see below) but still have all the clients connect through the same port. > 2. It isn't yet multithread but it is half done. By all means, join our project on alioth and create a git branch for this. My thoughts on having the server support multiple games: 1. There are lots of ways to potentially do this. Right now, the server can be run as a thread within tuxmath or as a standalone program. The thread way has a lot of advantages, namely that we can make use of the existing code to set the "lesson" file to be played by the server game. 2. Mathcards.c is not thread-safe. It assumes one "math game" at a time. However, it could be modified with just a bit of effort to support multiple "games", which would mean that all the MC_* functions would get an extra argument to identify the particular game. Each game would have its own question list, and there would be very little (if any) data that would be shared between threads and hence require locking. So I don't think it would require any really hairy multithreaded programming. I think this needs to be tackled before we can make the server itself support multiple games. There are more things I could bring up but I have to go to work now. Thanks, David |
From: sasayins <sas...@gm...> - 2011-01-25 01:29:42
|
Thanks. I can't wait for the program. Lots of fun here. :-D On Tue, Jan 25, 2011 at 7:09 AM, Caroline Ford <car...@gm... > wrote: > > > ---------- Forwarded message ---------- > From: Carol Smith <ca...@go...> > Date: 24 January 2011 22:21 > Subject: Google Summer of Code 2011 Announced > To: Google Summer of Code Announce < > goo...@go...> > > > Hi all, > > We're pleased to announce that Google Summer of Code will be happening for > its seventh year this year. Please check out the blog post [1] about the > program and read the FAQs [2] and Timeline [3] on Melange for more > information. > > [1] - > http://google-opensource.blogspot.com/2011/01/google-summer-of-code-announced-at-lca.html > [2] - > http://www.google-melange.com/document/show/gsoc_program/google/gsoc2011/faqs > [3] - > http://www.google-melange.com/document/show/gsoc_program/google/gsoc2011/timeline > > Cheers, > Carol > > -- > You received this message because you are subscribed to the Google Groups > "Google Summer of Code Announce" group. > To post to this group, send email to > goo...@go.... > To unsubscribe from this group, send email to > goo...@go...<google-summer-of-code-announce%2Bu...@go...> > . > For more options, visit this group at > http://groups.google.com/group/google-summer-of-code-announce?hl=en. > > > > ------------------------------------------------------------------------------ > Special Offer-- Download ArcSight Logger for FREE (a $49 USD value)! > Finally, a world-class log management solution at an even better > price-free! > Download using promo code Free_Logger_4_Dev2Dev. Offer expires > February 28th, so secure your free ArcSight Logger TODAY! > http://p.sf.net/sfu/arcsight-sfd2d > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel > > |
From: Brendan L. <bm...@ri...> - 2011-01-25 00:15:38
|
I tried! Evidently rep from SO doesn't carry over to meta :/ On Mon, Jan 24, 2011 at 4:21 AM, Aviral Dasgupta <avi...@gm...> wrote: > Vote for our OSS advert on StackOverflow Meta<http://meta.stackoverflow.com/questions/74983/open-source-advertising-sidebar-1h-2011/76152#76152> > > -- > Regards, > Aviral > > > > ------------------------------------------------------------------------------ > Special Offer-- Download ArcSight Logger for FREE (a $49 USD value)! > Finally, a world-class log management solution at an even better > price-free! > Download using promo code Free_Logger_4_Dev2Dev. Offer expires > February 28th, so secure your free ArcSight Logger TODAY! > http://p.sf.net/sfu/arcsight-sfd2d > > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel > > |
From: Caroline F. <car...@gm...> - 2011-01-24 23:09:43
|
---------- Forwarded message ---------- From: Carol Smith <ca...@go...> Date: 24 January 2011 22:21 Subject: Google Summer of Code 2011 Announced To: Google Summer of Code Announce < goo...@go...> Hi all, We're pleased to announce that Google Summer of Code will be happening for its seventh year this year. Please check out the blog post [1] about the program and read the FAQs [2] and Timeline [3] on Melange for more information. [1] - http://google-opensource.blogspot.com/2011/01/google-summer-of-code-announced-at-lca.html [2] - http://www.google-melange.com/document/show/gsoc_program/google/gsoc2011/faqs [3] - http://www.google-melange.com/document/show/gsoc_program/google/gsoc2011/timeline Cheers, Carol -- You received this message because you are subscribed to the Google Groups "Google Summer of Code Announce" group. To post to this group, send email to goo...@go.... To unsubscribe from this group, send email to goo...@go...<google-summer-of-code-announce%2Bu...@go...> . For more options, visit this group at http://groups.google.com/group/google-summer-of-code-announce?hl=en. |
From: Aviral D. <avi...@gm...> - 2011-01-24 10:21:25
|
Vote for our OSS advert on StackOverflow Meta<http://meta.stackoverflow.com/questions/74983/open-source-advertising-sidebar-1h-2011/76152#76152> -- Regards, Aviral |
From: David B. <dav...@gm...> - 2011-01-23 23:12:59
|
Hi, We just switched the drawing of the formulas in the comet game to standard SDL text rendering as part of Google Code-In. In the course of fine-tuning this, I've changed the generation of the question strings to use format strings that can be handled by gettext (see below from latest po/tuxmath.pot). So now, the display can account for locale-specific differences in how equations are typically displayed. For the default symbols, I've chosen the ones that US primary schools typically use (e.g. "x" rather than "*" for multiplication, and "÷" rather than "/" for division). It was a bit of a task to get the division symbol entered because it isn't on standard keyboards, and even capable text editors like Vim insert it by means of something called "digraphs", which don't actually put in the corresponding UTF-8. Best, David #: src/mathcards.c:2591 #, c-format msgid "%d + %d = ?" msgstr "" #: src/mathcards.c:2591 #, c-format msgid "? + %d = %d" msgstr "" #: src/mathcards.c:2591 #, c-format msgid "%d + ? = %d" msgstr "" #: src/mathcards.c:2592 #, c-format msgid "%d - %d = ?" msgstr "" #: src/mathcards.c:2592 #, c-format msgid "? - %d = %d" msgstr "" #: src/mathcards.c:2592 #, c-format msgid "%d - ? = %d" msgstr "" #: src/mathcards.c:2593 #, c-format msgid "%d x %d = ?" msgstr "" #: src/mathcards.c:2593 #, c-format msgid "? x %d = %d" msgstr "" #: src/mathcards.c:2593 #, c-format msgid "%d x ? = %d" msgstr "" #: src/mathcards.c:2594 #, c-format msgid "%d ÷ %d = ?" msgstr "" #: src/mathcards.c:2594 #, c-format msgid "? ÷ %d = %d" msgstr "" #: src/mathcards.c:2594 #, c-format msgid "%d ÷ ? = %d" msgstr "" |
From: David B. <dav...@gm...> - 2011-01-20 20:03:08
|
Hi - sent that one by mistake in midstream, On Thu, Jan 20, 2011 at 1:49 PM, David Bruce <dav...@gm...> wrote: > I hope to release t4k_common-0.1.0 soon. The minor version number is > going up from "0" to "1" because several things have been migrated > from tuxmath into the common library: > > 1. the GNU linebreak library and our "linewrap" code, formerly in > tuxmath's linewrap.c. > 2. our "replacement" functions for alphasort and scandir on platforms > where these functions are lacking (Windows). > 3. our wrapper functions for UTF-8<-->wchar_t conversion with iconv(), > formerly in tuxmath's convert_utf.c. > 4. Throttle(), a simple function to keep loops from eating all CPU. > > Also - one very important bug was that t4k_common-0.0.4 effectively > had gettext deactivated, which has been fixed. > > These are all new additions to the t4k_common "API", which will allow > the corresponding files to be removed from tuxmath (and soon tuxtype). > > This release seems to be about ready to go. I did have some issues > with the build systems (esp. cmake because I am less familiar with > it), but they seem to be fixed now. The cmake control files do seem > kind of messy - they could use some attention from someone who knows > cmake better than I do. > > I have not yet tested the new t4k_common in the mingw-cross-env > crossbuild, which I hope to do today. > As soon as t4k_common-0.1.0 is released, I want to try to get another tuxmath release out ASAP. We added a ton of highly-visible improvements during Google Code-In: 1. Extensive revision of Factoroids - suffice to say that both the gameplay and education have been greatly improved. In the "old" factoroids, the player had to type the number to be "shot" before each shot, which was awkward to do while also steering the ship with the arrow keys. Now the player toggles between six different "prime number guns", and excellent mouse control is also provided. There are three powerups to be earned for added fun. Factoroids just needs a little tidying before we release it to the public. 2. Improvements in LAN system - detection of multiple servers on LAN now works; the server can also be stopped and restarted from within tuxmath to change "lessons". This still has at least one important bug. 3. "Tooltips" visible for menu items (this code actually is in t4k_common, mainly). 4. Better ShowMessage() function that wraps text appropriately. 5. "Multizap" in tuxmath comet game - if multiple comets have same answer, they all get zapped and Tux celebrates appropriately. 6. Lots (literally dozens) of updated translations. 7. New background music contributed, not yet incorporated into game. Finally - Tuxtype. Not much has been done recently because we needed to get t4k_common into shape. However, it is now time to "port" tuxtype to use t4k_common. We did get a lot of updated translations and themes, however. Also, I received a patch to add right-to-left display support to the Fish Cascade game for languages that require it (e.g. Hebew, Arabic). This patch has not yet been merged, IIRC. Best, David |
From: David B. <dav...@gm...> - 2011-01-20 19:49:37
|
I hope to release t4k_common-0.1.0 soon. The minor version number is going up from "0" to "1" because several things have been migrated from tuxmath into the common library: 1. the GNU linebreak library and our "linewrap" code, formerly in tuxmath's linewrap.c. 2. our "replacement" functions for alphasort and scandir on platforms where these functions are lacking (Windows). 3. our wrapper functions for UTF-8<-->wchar_t conversion with iconv(), formerly in tuxmath's convert_utf.c. 4. Throttle(), a simple function to keep loops from eating all CPU. Also - one very important bug was that t4k_common-0.0.4 effectively had gettext deactivated, which has been fixed. These are all new additions to the t4k_common "API", which will allow the corresponding files to be removed from tuxmath (and soon tuxtype). This release seems to be about ready to go. I did have some issues with the build systems (esp. cmake because I am less familiar with it), but they seem to be fixed now. The cmake control files do seem kind of messy - they could use some attention from someone who knows cmake better than I do. I have not yet tested the new t4k_common in the mingw-cross-env crossbuild, which I hope to do today. As soon as t4k_common-0.1.0 is released, I |
From: Akash G. <aka...@gm...> - 2011-01-15 15:46:11
|
> > There are a couple of things we could do to advertise the page, you could > add a > the "LikeBox" link to our main site. Here is the iframe code for it : > > or we can add a Facebook Badge (as it is referred to) to our website : <!-- Facebook Badge START --><a href=" http://www.facebook.com/pages/Tux4Kids/148165518572421" target="_TOP" style="font-family: "lucida grande",tahoma,verdana,arial,sans-serif; font-size: 11px; font-variant: normal; font-style: normal; font-weight: normal; color: #3B5998; text-decoration: none;" title="Tux4Kids">Tux4Kids</a><br/><a href=" http://www.facebook.com/pages/Tux4Kids/148165518572421" target="_TOP" title="Tux4Kids"><img src=" http://badge.facebook.com/badge/148165518572421.1140.258633898.png" width="120" height="173" style="border: 0px;" /></a><br/><a href=" http://www.facebook.com/business/dashboard/" target="_TOP" style="font-family: "lucida grande",tahoma,verdana,arial,sans-serif; font-size: 11px; font-variant: normal; font-style: normal; font-weight: normal; color: #3B5998; text-decoration: none;" title="Make your own badge!">Promote Your Page Too</a><!-- Facebook Badge END --> -- Akash |
From: Akash G. <aka...@gm...> - 2011-01-15 15:41:12
|
> > It is currently hidden from the public. I'm at work and the firewall > blocks facebook, so I can't "publish" it or whatever it's called on > facebook. But it doesn't really have anything worth keeping - go > ahead and start a new page from scratch. > > However, I would suggest that you create a tux4kids-related email to > set up the account, rather than using your own main email, so that > care of the page could be handed over to someone else if you can't do > it anymore. I'm assuming facebook doesn't have a way to transfer > pages from one user to another. If it does, I guess it doesn't > matter. > > Created a page : http://www.facebook.com/pages/Tux4Kids/148165518572421 David - I added you email in the admins section, did you get any notification? If anyone else would like to help in maintaining the page, let me know, I would add them as page admins. There are a couple of things we could do to advertise the page, you could add a the "LikeBox" link to our main site. Here is the iframe code for it : <iframe src=" http://www.facebook.com/plugins/likebox.php?href=http%3A%2F%2Fwww.facebook.com%2Fplatform&width=292&colorscheme=light&show_faces=true&stream=true&header=true&height=427" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:292px; height:427px;" allowTransparency="true"></iframe> > Thanks, > > David > -- Akash |
From: Aviral D. <avi...@gm...> - 2011-01-15 05:42:29
|
I just thought I'd share this with you guys. I was having a hell lot of trouble with some bonus handling code in Factoroids. Here's the errant line: bonus_time = SDL_GetTicks + 1000; :) -- Aviral |
From: Brendan L. <bm...@ri...> - 2011-01-15 01:40:25
|
Boy, are we getting a Twitter account too ;)? On Fri, Jan 14, 2011 at 3:26 PM, Bill Kendrick <nb...@so...> wrote: > On Fri, Jan 14, 2011 at 01:23:31PM -0800, Bill Kendrick wrote: > > See, e.g., the Tux Paint page: > http://www.facebook.com/group.php?gid=6825055151 > > > > Apologies. I pasted the link to the Tux Paint group, rather than page. :) > > http://www.facebook.com/pages/Tux-Paint/20406115294 > > -- > -bill! > Sent from my computer > > > ------------------------------------------------------------------------------ > Protect Your Site and Customers from Malware Attacks > Learn about various malware tactics and how to avoid them. Understand > malware threats, the impact they can have on your business, and how you > can protect your company and customers by using code signing. > http://p.sf.net/sfu/oracle-sfdevnl > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel > |