01:40.34 |
``Erik |
O.o |
01:41.10 |
*** join/#brlcad Maloeran
(n=maloeran@glvortex.net) |
02:24.14 |
*** join/#brlcad inacio
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02:32.28 |
starseeker |
``Erik: help |
02:33.05 |
``Erik |
heh, uh, O.o no, the appropriate way to fix a
light socket is not with a paperclip? |
02:33.39 |
starseeker |
where would autotools be getting lib/itcl3.4
instead of lib? |
02:34.01 |
``Erik |
erm, from a script? |
02:34.12 |
starseeker |
ok, but which script? |
02:34.34 |
``Erik |
<-- not sure what you're talking
about |
02:34.38 |
starseeker |
apparently no one else is having this problem
- me fears autotools is doing something odd |
02:34.54 |
starseeker |
oh, my itcl/itk installation is acting
oddly |
02:35.04 |
starseeker |
I think it may be why I can't start
archer |
02:35.58 |
``Erik |
<-- never really dicked with the itcl/itk
stuff other than merging in some cvs stuff to make it work with
tcl85 |
02:36.17 |
starseeker |
ah |
02:36.54 |
starseeker |
hunts for some sort of
"minimal" itk test file |
02:38.17 |
``Erik |
to the best of my knowledge, itcl/itk is a
nasty hack to emulate basic oo type stuff for tcl/tk, is going to
be deprecated by tcl86 or something, and I have no clue what it's
used for or why in brlcad :D I haven't spotted any of its goofy
syntax in any tcl script I've dug into, unless I'm mistaken about
the goofiness of it |
02:38.47 |
starseeker |
uh oh |
02:39.03 |
starseeker |
I think Bob has been using it quite a bit,
both in archer and possibly his libtclcad |
02:39.21 |
``Erik |
is generally unhappy when he
has to venture into tcl land, likes the straight C path to
rt* |
02:39.29 |
starseeker |
agrees |
02:39.48 |
``Erik |
were it lithp or thcheme or thomething, I
might feel differently |
02:40.11 |
``Erik |
but I was, uh, mortified by tcl when I messed
with it a little around a decade ago for eggdrop stuff |
02:40.13 |
starseeker |
ironically enough, this problem started when I
tried to get a tcl/tk debugger working in bwish in order to debug
archer |
02:40.30 |
``Erik |
I even TRIED to like it! it shared certain
things I could claim were almost scheme like |
02:40.57 |
``Erik |
meh, shoulda just shoved a bunch of printf()
and echo ""'s in |
02:41.07 |
starseeker |
apparently |
02:41.14 |
starseeker |
that just feels so... crude |
02:41.20 |
starseeker |
to say nothing of time consuming |
02:42.13 |
``Erik |
often uses printf() debugging
in C, even though he knows gdb reasonably well |
02:45.28 |
starseeker |
in this case, I know what's failing - I'm just
not sure WHY |
02:46.18 |
``Erik |
the nice thing about the printf style is you
pick and choose all the data you want to examine and where, then
just pull the trigger and get a nice log of what the program did to
contemplate |
02:46.39 |
``Erik |
instead of setting break points and examining
before continuing |
02:47.03 |
``Erik |
different tools for different problems *shrug*
dismissing one 'just because' is limiting yourself :D |
02:47.33 |
starseeker |
oh, sure - I've used printf sometimes
too |
02:48.01 |
starseeker |
but in the case of huge mass of code where I
don't know what any of it is doing... |
02:48.43 |
``Erik |
mass, or mess? |
02:48.50 |
``Erik |
:D |
02:49.24 |
starseeker |
isn't ready to call it a mess
yet... |
02:49.29 |
starseeker |
maybe later |
02:49.41 |
``Erik |
<-- never debugged tcl stuff where he
didn't have a good idea of what was going on and where the problem
was before |
02:49.52 |
starseeker |
ah |
02:50.20 |
``Erik |
http://crit.brlcad.org:9090/
ucw sorta doing something almost semi interesting |
02:50.59 |
``Erik |
oddly, (push val history) didn't work, but
(setf history (cons val history)) did |
02:51.30 |
starseeker |
cool |
02:51.38 |
starseeker |
is impressed |
02:53.42 |
``Erik |
oh, heh, I screwed something up |
02:56.35 |
*** join/#brlcad IriX64
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03:01.11 |
``Erik |
sweet, idiocracy on tv |
03:04.12 |
Dr_Phreakenstein |
so... |
03:04.20 |
Dr_Phreakenstein |
isn't that what is usually on? |
03:07.06 |
``Erik |
no, usually it's idiotic, this is a movie
mocking that :D |
03:07.14 |
``Erik |
starseeker: fixed that ucw page, check it out
now O.o |
03:07.53 |
starseeker |
heh - neat? |
03:08.20 |
``Erik |
it's weired wiring it up, I THINK that
involves all teh hard pars |
03:08.21 |
``Erik |
parts |
03:08.38 |
starseeker |
wonders if anyone else has
successfully muddled through ucw |
03:08.54 |
``Erik |
um, there're like, 4, apparently |
03:09.32 |
``Erik |
http://bees-kneesfilms.com is one
of the few ucw sites out there O.o |
03:16.51 |
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03:19.15 |
``Erik |
wtf |
04:12.32 |
*** join/#brlcad kanzure
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*** join/#brlcad Axman6
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07:02.59 |
*** join/#brlcad mafm
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07:26.05 |
mafm |
hi |
07:51.54 |
*** join/#brlcad mafm_
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08:25.59 |
*** join/#brlcad mafm
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08:46.33 |
*** join/#brlcad _sushi_
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09:18.49 |
CIA-40 |
BRL-CAD: 03d_rossberg * r33777
10/brlcad/trunk/src/libged/CMakeLists.txt: additional include
directory because of new TCL version |
09:37.14 |
*** join/#brlcad d_rossberg
(n=rossberg@bz.bzflag.bz) |
09:40.12 |
CIA-40 |
BRL-CAD: 03d_rossberg * r33778
10/rt^3/trunk/include/brlcad/common.h: new constructor for
Vector3D |
09:46.11 |
CIA-40 |
BRL-CAD: 03d_rossberg * r33779 10/rt^3/trunk/
(4 files in 2 dirs): some minor improvements |
09:47.15 |
CIA-40 |
BRL-CAD: 03d_rossberg * r33780 10/rt^3/trunk/
(include/brlcad/Database.h src/coreInterface/Database.cpp): Add()
to add an object to the database |
10:41.38 |
*** join/#brlcad madant
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11:58.07 |
CIA-40 |
BRL-CAD: 03d_rossberg * r33781 10/rt^3/trunk/
(3 files in 2 dirs): moved the Hit and HitCallback objects into
ConstDatabase.h and deleted the now unnecessary header |
12:30.43 |
*** join/#brlcad Ralith
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*** join/#brlcad BigAToo
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*** join/#brlcad Satisfied
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13:30.05 |
Satisfied |
i'm looking for a cad program for a number of
small projects that involves gear trains and pulley systems.... is
brlcad appropriate or should i look into one of the commercial
packages like solidworks or inventor? |
13:34.18 |
``Erik |
are you looking for something to automatically
tell you ratios and number of teeth and stuff, or model it? and are
you looking for drafting output, or just
visualization/analysis? |
13:34.35 |
*** join/#brlcad elite01
(n=omg@unaffiliated/elite01) |
13:37.02 |
Satisfied |
well, I'm not anxious to spend hours
constructing gears manually. I think Inventor has builtin
templates that for the standard involute curves and such |
13:37.28 |
``Erik |
hm, we have template and pattern tools, but no
automagic gear build |
13:37.41 |
_sushi_ |
Satisfied: I even had to write a complicated
program to approximate threads from oblique cylindrical
slices |
13:37.57 |
_sushi_ |
The result is that BRL-CAD becomes overwhelmed
with the number of component and the partitioning algorithm
clogs |
13:38.09 |
``Erik |
overwhelmed, or just slow? :D |
13:38.12 |
_sushi_ |
BRL-CAD doesn't have any thread
primitive |
13:38.25 |
_sushi_ |
``Erik: well it renders horribly
slow |
13:38.41 |
_sushi_ |
Just because there are 20,000 non-overlapping
slicesw |
13:38.51 |
``Erik |
ohyeah, your freaky cut case |
13:38.53 |
``Erik |
that was weird |
13:38.56 |
_sushi_ |
and one cut through all that |
13:39.03 |
_sushi_ |
with the cut it's 216 times slower as
with |
13:39.05 |
``Erik |
john added the -k to make that go fast for
you |
13:39.19 |
_sushi_ |
We already talked about this with Sean and he
said there is nothing that can be done against it |
13:39.27 |
_sushi_ |
Well - BRL-CAD is still the choise #1
:) |
13:39.40 |
_sushi_ |
``Erik: what does the -k do? |
13:39.44 |
``Erik |
(there's something you WON'T see with inventor
or solidworks or catia, satisfied, we listen to the "little guy"
users ;) |
13:39.52 |
``Erik |
rt -k <cutting plane> |
13:39.55 |
_sushi_ |
``Erik: right I agree |
13:40.18 |
_sushi_ |
``Erik: maybe I could try to incorporate that
into the scripts |
13:41.05 |
_sushi_ |
``Erik: right that's what I hate on commercial
packages - they are like if you don't like it fuck you you already
gave us your money |
13:41.13 |
``Erik |
but like a bicycle gear would be something
like a squat cylinder to make the disc, subtract the hole, subtract
one cutout for the link, then use clone or pattern to zip around
the edge of the disc, and sub those tooth cylinders, bam,
done |
13:41.23 |
_sushi_ |
here you don't have to give away any money,
get the source code plus a reasonable support |
13:41.41 |
_sushi_ |
``Erik: a bicycle cogwheel would be extremely
simple I think |
13:41.51 |
_sushi_ |
I am not sure how I would do the invloute for
an ordinary gear though |
13:42.04 |
``Erik |
cut an arb8 for a sharp tooth |
13:42.27 |
``Erik |
union two cylinders and cut that comb for a
pedal tooth |
13:42.52 |
_sushi_ |
but teeth are not cylinders but some
complicated math curve called involute aren't they? |
13:43.11 |
``Erik |
<-- dunno, archivist is the gearmaster here
:D |
13:43.29 |
_sushi_ |
But I think some primitives could be
integrated into the program |
13:43.32 |
``Erik |
I stay in the low level guts myself |
13:43.37 |
_sushi_ |
But you won't take my code since it's GPL only
:) |
13:43.53 |
``Erik |
I thought we had some gpl pieces
already |
13:43.57 |
_sushi_ |
And Sean said something I would have to
transfer the copyright |
13:44.06 |
``Erik |
ohhh, yeah |
13:44.15 |
_sushi_ |
At least you could link my tool from your
homepage |
13:44.22 |
``Erik |
make a wiki for it |
13:44.23 |
``Erik |
:D |
13:44.25 |
_sushi_ |
I think in some jurisdictions this is not even
possible |
13:44.27 |
``Erik |
wiki page |
13:44.33 |
_sushi_ |
You write something you have the (c) and you
can't give it up |
13:44.45 |
_sushi_ |
You can licence sublicence but not transfer
it's you who made it you have the copyright |
13:45.10 |
``Erik |
yeah, the US isn't like that, and gets really
ugly when you start talking things like "work for hire"
issues |
13:45.41 |
_sushi_ |
Here is the thread tool http://ronja.twibright.com/3d/lib/thread.c |
13:45.55 |
_sushi_ |
And here is the hex tool http://ronja.twibright.com/3d/lib/hex.c |
13:46.09 |
_sushi_ |
Writing a doc for it would take too much time
for me |
13:47.21 |
_sushi_ |
There are some random thread tables picked
from the Internet and embedded into the program |
13:47.40 |
_sushi_ |
It's for metric only, I have no clue about
withworth threads |
13:47.53 |
``Erik |
should probably slap the GPL header on those
so'z people know it's gpl |
13:48.02 |
_sushi_ |
All I know about them is a) they are used on
water pipes, b) they are used on camera and c) they are next to
impossible to get here |
13:49.16 |
_sushi_ |
``Erik: you want a full GPL header? |
13:50.06 |
``Erik |
I'm just sayin', GPL demands the gpl header on
all files under the gpl, no? |
13:51.14 |
_sushi_ |
where the fuck do I get this header? |
13:51.19 |
_sushi_ |
I am googling and getting just junk! |
13:51.35 |
``Erik |
it's in the gpl license itself |
13:52.40 |
_sushi_ |
is unable to find GPL
quickjly |
13:53.14 |
``Erik |
http://ronja.twibright.com/3d/lib/thread.c |
13:53.17 |
``Erik |
damnit |
13:53.24 |
``Erik |
http://bz.bzflag.bz/~erik/gpl.h |
13:53.33 |
``Erik |
there ya go, fill in the blanks :) |
13:53.40 |
_sushi_ |
thanks youre my savior |
13:54.00 |
``Erik |
hardly, heh :D |
13:55.47 |
``Erik |
Satisfied: BRL-CAD is free, download it and
give it a try :) we even have tutorials at http://brlcad.org and a reasonably active
channel here :) |
13:55.52 |
_sushi_ |
warning: million pointer targets differ from
billion others |
13:56.12 |
_sushi_ |
And it also rulez |
13:57.31 |
_sushi_ |
``Erik: here with header: http://ronja.twibright.com/3d/lib/hex.c |
13:58.51 |
``Erik |
heh, *shrug* I don't care too much, was just
pointing out one of those non-technical issues that seem to be
important these days (unfortunately) |
13:59.18 |
_sushi_ |
``Erik: oh I thought it's an
obstacle |
14:00.23 |
``Erik |
nah, just advice on protecting yourself
:) |
14:00.47 |
_sushi_ |
What does a GPL header protect me
against? |
14:01.13 |
``Erik |
hm, src/mged/point/ src/other/libpng/
other/tcl/generic/tclDate.c and src/tab/script.c all seem to be
GPL'd |
14:02.00 |
``Erik |
some theoretical protection of your
'intellectual property', and is a way of letting fellow developers
know how they can use your code |
14:02.09 |
``Erik |
without a header, people might assume it's
public domain |
14:02.34 |
``Erik |
src/other/libpng/contrib rather |
14:02.39 |
_sushi_ |
``Erik: that's maybe in the US, here if you
don't have any info then you have to assume it's
proprietary |
14:03.41 |
``Erik |
<-- ain't a lawyer, just read that lawyers
say it's a good idea to mark your work with copyright info and if
necessary, license info *shrug* |
14:04.04 |
starseeker |
here's a spring subtracted from an rcc
http://bzflag.bz/~starseeker/thread_test.png |
14:04.59 |
_sushi_ |
looks like the thread in which ball bearings
run |
14:05.09 |
starseeker |
heh |
14:05.13 |
starseeker |
just a quick test |
14:05.30 |
starseeker |
tries an arb8 cut, just out
of curiosity |
14:05.51 |
``Erik |
nerds |
14:05.58 |
_sushi_ |
http://ronja.twibright.com/3d/hardware_4.png |
14:06.04 |
_sushi_ |
How did you make the spring? |
14:06.18 |
``Erik |
http://static.arstechnica.com/2009/02/15/evercrack.jpg
nice |
14:07.51 |
starseeker |
pipe primitive |
14:08.02 |
_sushi_ |
how do you make a helix with the pipe
primitive? |
14:11.19 |
starseeker |
it's documented in Volume III |
14:11.43 |
starseeker |
I'm working on a procdb to automate it, but
it's not done yet |
14:12.21 |
starseeker |
http://bzflag.bz/~starseeker/thread_cut.png |
14:12.39 |
starseeker |
doesn't seem to be incredibly slow, but I
don't have 200+ threads either |
14:15.14 |
starseeker |
_sushi_: Given time, I might be able to
duplicate that setup using a pipe, but I don't know that there
would be much performance benefit |
14:15.42 |
_sushi_ |
And you would get non-metric thread
shape |
14:16.11 |
_sushi_ |
http://www.mech.uwa.edu.au/DANotes/threads/mechanics/recircBallBIG.jpeg |
14:16.54 |
starseeker |
non-metric? |
14:17.03 |
starseeker |
heh - that's cool |
14:17.19 |
starseeker |
talk about a great candidate for a brlcad
model |
14:17.50 |
_sushi_ |
starseeker: normal threads don't look like
what you've done |
14:17.55 |
_sushi_ |
The thread has a different shape |
14:18.00 |
starseeker |
sure |
14:18.15 |
starseeker |
what I did was a quick test using a spring I
happened to have around |
14:18.43 |
starseeker |
I take it you were able to do metric
thread? |
14:23.49 |
_sushi_ |
It's not exactly metric because it has near
sinusoidal shape |
14:23.53 |
_sushi_ |
But it looks like metric :) |
14:24.16 |
_sushi_ |
metric is V-shape with round ends |
14:24.41 |
_sushi_ |
Actually only the convex end is round the
concave one is V |
14:26.04 |
starseeker |
it might be possible to do that with some
insane combination of existing primitives, but it would be
difficult and would almost have to be scripted |
14:26.37 |
_sushi_ |
wouldn't it be possible to make a thread
primitive? |
14:26.53 |
_sushi_ |
Cause a thread is just a stack of slices where
the slice rotates |
14:27.11 |
_sushi_ |
Therefore a cylinder equation would suggest a
rough place where the ray hits |
14:27.19 |
starseeker |
that's what I'm thinking - pipe indicates it
is possible, but meta-primitives like pipe are (geometrically)
composed of more simple primitives |
14:27.29 |
_sushi_ |
And then some local iteration would give the
exact place of the hit |
14:27.34 |
starseeker |
a sweep primitive would allow it |
14:27.46 |
_sushi_ |
what's a sweep primitive? |
14:28.11 |
starseeker |
basically a generalization of
extrude |
14:28.24 |
starseeker |
take a sketch, and sweep it through 3D
space |
14:28.25 |
_sushi_ |
if you can sweep along a spiral... |
14:28.27 |
starseeker |
right |
14:28.45 |
starseeker |
rotate would be another subset of
sweep |
14:29.11 |
_sushi_ |
but this is rotation and translation running
at the same time |
14:29.25 |
starseeker |
right - that's why it would take a general
sweep primitive |
14:29.28 |
starseeker |
which we don't have yet |
14:29.52 |
_sushi_ |
you can either sweep a little circle along a
spiral |
14:30.12 |
_sushi_ |
Or you can sweep a large slightly eccentric
circle along a straight line and rotate it in the process |
14:30.15 |
starseeker |
with sweep, we would sketch the exact profile
of the thread, and sweep in a spiral |
14:30.24 |
_sushi_ |
Or you can sweep a square and get a funky
4-gang thread |
14:30.52 |
starseeker |
_sushi_: there's a project - make a sweep
primitive :-) |
14:30.53 |
_sushi_ |
How would you make a conical thread |
14:30.58 |
_sushi_ |
like you have on wood screws> |
14:31.10 |
starseeker |
tries to visualize
that |
14:31.16 |
_sushi_ |
Would be nice if we could at least model
everything they have in hardware store |
14:31.26 |
_sushi_ |
without choking the system with a $ 0.1
item |
14:31.51 |
starseeker |
_sushi_ thread modeling is not one of our
normal use cases |
14:31.51 |
_sushi_ |
we have this height field primitive
right? |
14:32.02 |
starseeker |
that's out of date, I believe |
14:32.18 |
_sushi_ |
do we have some kind of bump map? |
14:32.45 |
_sushi_ |
cause thread is a kind of periodical bump map
mapped on a cylinder or cone :) |
14:33.10 |
_sushi_ |
Where the parameter is some combination of the
position and angle |
14:33.15 |
starseeker |
_sushi_: If we were going to do it "right",
it would be by creating the sweep primitive |
14:33.45 |
_sushi_ |
but imagine the system throws a ray and if you
have 100 turns it has to test each of them for
intersection |
14:33.59 |
starseeker |
it's an optimization problem |
14:34.05 |
_sushi_ |
Whereas if you map on surface you calculate
approx place of hit and then just reiterate to get the exact
one |
14:34.33 |
_sushi_ |
there's an interesting electrical component
called conical coil |
14:34.35 |
starseeker |
probably will need to go into the details with
brlcad |
14:34.39 |
_sushi_ |
Which is a coil wound on a cone :) |
14:34.47 |
starseeker |
pipe can probably do that |
14:34.53 |
louipc |
how does the pipe primitive work? |
14:35.06 |
starseeker |
combinations of cylindars and tori,
IIRC |
14:35.15 |
louipc |
isn't it like a psudo primitive? ok |
14:35.28 |
starseeker |
I consider it an example of a
metaprimitive |
14:35.36 |
louipc |
so you could expand it to maybe use other
shapes other than rcc |
14:35.51 |
louipc |
and you would get the correct shape for what
type of thread you want |
14:36.07 |
starseeker |
you might be able to use the logic behind pipe
for such purposes, but it wouldn't be "plug and play" |
14:36.19 |
louipc |
like 60degree, acme, square threads |
14:36.24 |
starseeker |
that would be a new primitive |
14:36.25 |
louipc |
yeah |
14:36.30 |
starseeker |
sweep :-) |
14:36.45 |
louipc |
hmm |
14:37.29 |
starseeker |
one of the earlier projects created part of a
revolve primitive, as a stepping stone to the general
case |
14:37.35 |
starseeker |
gsoc project |
14:37.49 |
louipc |
yeah you would need sweep |
14:38.15 |
starseeker |
it would be VERY powerful, given a proper
sketch editor |
14:38.28 |
louipc |
hehe |
14:38.41 |
starseeker |
ours needs a little help, I'm afraid |
14:38.55 |
starseeker |
it does make a bit more sense now that I
understand the data structures |
14:39.41 |
starseeker |
IIRC, sweep and revolve of sketches is
actually a pretty common paradigm in other cad systems for shape
creation |
14:39.59 |
starseeker |
its very general |
14:41.26 |
louipc |
yep, especially for cylindrical
stuff |
14:41.39 |
starseeker |
the advantage of CSG the way we do it is that
it constrains the model into representing things with simple
geometry. |
14:41.40 |
louipc |
lathework |
14:42.00 |
starseeker |
that has both benefits and
limitations |
14:42.19 |
starseeker |
as long as the simple geometric representation
is a good approximation, it's better |
14:42.27 |
louipc |
yeah |
14:42.32 |
starseeker |
where "good" is defined by the
application |
14:42.36 |
louipc |
well you have to choose the right tool for the
application |
14:42.44 |
louipc |
jinx |
14:42.47 |
starseeker |
obviously for precision surface creation, it's
not ideal |
14:43.11 |
starseeker |
but then we don't model too many sports cars
;-) |
14:43.49 |
starseeker |
may be speaking too soon
though, given brlcad's new car |
14:43.59 |
starseeker |
OK, time to start getting chores
done |
14:47.33 |
archivist |
``Erik, I heard my name :) |
14:47.33 |
starseeker |
Not sure what this paper is or if it is any
good, but Figure 10 gives a reasonable example of what a swept
primitive looks like: http://www.unknownroad.com/publications/SweepsTRApril2005.pdf |
14:47.33 |
``Erik |
there was talk about BRL-CAD's ability to do
gears :D |
14:47.43 |
starseeker |
intends to do
that |
14:47.53 |
starseeker |
but must do chores/shopping first |
14:47.54 |
archivist |
many sorts of gears exist |
14:48.07 |
starseeker |
should make a fun tool :-) |
14:48.15 |
archivist |
and some have the fiddle factors |
14:48.24 |
starseeker |
tire all over again :-) |
14:49.10 |
``Erik |
bump map is a visual hack based on normals and
exists in shader land... displacement map would be a closer notion,
but is still a shader issue, not true geometry |
14:50.52 |
``Erik |
starseeker: did you see the updated ucw
thingy? |
15:03.30 |
starseeker |
the roman numerals? |
15:03.34 |
starseeker |
yeah, that was cool |
15:04.31 |
``Erik |
where you could input? the first one I showed
had the input part broken :) |
15:04.43 |
starseeker |
yeah, input worked :-) |
15:04.56 |
``Erik |
okie, now to figure out something 'real' to do
to extend my knowledge heh |
15:05.03 |
starseeker |
:-) |
15:05.11 |
starseeker |
gets real with laundry
:-( |
15:05.29 |
``Erik |
the guy to look at my door jam is
late |
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