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* Re: [9fans] sokoban
@ 2004-09-07  0:09 YAMANASHI Takeshi
  2004-09-07  0:13 ` andrey mirtchovski
  0 siblings, 1 reply; 25+ messages in thread
From: YAMANASHI Takeshi @ 2004-09-07  0:09 UTC (permalink / raw)
  To: 9fans

> it has 120 levels and is fully playable (much more so than the maze
> game)...

I, an idiot, am stuck on level 2. :(
-- 




^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
  2004-09-07  0:09 [9fans] sokoban YAMANASHI Takeshi
@ 2004-09-07  0:13 ` andrey mirtchovski
  2004-09-07  0:34   ` Russ Cox
  0 siblings, 1 reply; 25+ messages in thread
From: andrey mirtchovski @ 2004-09-07  0:13 UTC (permalink / raw)
  To: 9fans

>> it has 120 levels and is fully playable (much more so than the maze
>> game)...
> 
> I, an idiot, am stuck on level 2. :(
> -- 

i think level 2 was wrong!  i was stuck on it too, but passed the next
few levels.  i've changed a single location to make it more trivial:

plan9% cat sokoban/levels/2
  ####
  #  #
### $####
#@$..   #
#  .* $ #
###  ####
  #  #
  ####
plan9% 

or you can just download the new one from the web.. the solution now is much easier.



^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
  2004-09-07  0:13 ` andrey mirtchovski
@ 2004-09-07  0:34   ` Russ Cox
  2004-11-26 22:59     ` Axel Belinfante
  0 siblings, 1 reply; 25+ messages in thread
From: Russ Cox @ 2004-09-07  0:34 UTC (permalink / raw)
  To: Fans of the OS Plan 9 from Bell Labs

that's excellent!  i was going to suggest that.
a really nice addition is that you click on a ball
and a desitnation square, and if glenda can move
the ball there without touching any others, she
does so automatically.   it's a lot nicer than the
"click one square at a time" once you get to
higher levels.  i may add that later if no one beats
me to it.  the search is not completely trivial,
but not so hard.

also i've been recently playing fish fillets
(http://fillets.sf.net), which is to sokoban as
chess is to go.

russ


^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
  2004-09-07  0:34   ` Russ Cox
@ 2004-11-26 22:59     ` Axel Belinfante
  2004-11-27 11:59       ` [9fans] namespace construction arisawa
  0 siblings, 1 reply; 25+ messages in thread
From: Axel Belinfante @ 2004-11-26 22:59 UTC (permalink / raw)
  To: Fans of the OS Plan 9 from Bell Labs

A while ago Russ suggested:
> a really nice addition is that you click on a ball
> and a desitnation square, and if glenda can move
> the ball there without touching any others, she
> does so automatically.   it's a lot nicer than the
> "click one square at a time" once you get to
> higher levels.  i may add that later if no one beats
> me to it.  the search is not completely trivial,
> but not so hard.

at http://plan9.cs.utwente.nl/sokobanupd.tgz you will
now find something that might be seen as a first step
towards that, although slightly different in nature.


If you click on a destination square then the following may happen:

If
 - the destination square is on the same row or column as glenda, and
 - there is a ball next to glenda
   (in the direction of the destination square), and
 - all squares between the ball and the destination square
   (where glenda will move) are empty, and
 - the square next to the destination square where glenda will
   push the ball is empty too, 
then glenda will move to the destination square, pushing the
ball while moving.

Otherwise, if glenda can go to the destination square
without touching anything, it will do so.

Otherwise, nothing will happen.


I found this working pretty well, although sometimes
I do not get what I want (a 'push' instead of a 'walk'
or the other way around). Russ' suggestion may work
better in practice (but I only looked up his suggestion
to type this message - after my hacking was already
kind of completed).


The search algorithm is pretty simplistic;
it can be seen in action by toggling the 'animate' entry
in the button 3 menu. 'noanimate' disables animation.


The .tgz file contains an updated version of the files in
/sys/src/games/sokoban - this seemed easier than providing
it as a diff or patch - just unpack in a new directory,
mk and run the result.
there are small changes in sokoban.[ch] and mkfile,
the multi-step stuff is in new file route.c.
If it is seen as an improvement, integration in any
form with the version on sources would be fine with me.


Enjoy!

Axel.


^ permalink raw reply	[flat|nested] 25+ messages in thread

* [9fans] namespace construction
  2004-11-26 22:59     ` Axel Belinfante
@ 2004-11-27 11:59       ` arisawa
  2004-11-27 15:38         ` Heiko Dudzus
  2004-11-27 17:27         ` Russ Cox
  0 siblings, 2 replies; 25+ messages in thread
From: arisawa @ 2004-11-27 11:59 UTC (permalink / raw)
  To: Fans of the OS Plan 9 from Bell Labs

Hello,

I have two questions on namespace construction.

1st:

Let alice executes:

void
main(int argc, char *argv[])
{
	rfork(RFCNAMEG);
	bind("#c", "/dev", MAFTER);
	execute("/boot/factotum", "factotum -n");
	print_owner("/mnt/factotum/ctl")
}

where execute() is fork + exec + wait
and print_owner prints file owner.

then the program will print "alice"
however if bind is commented out, it print "none"
Is this a specification ?


2nd:

we will find the line:
                 ai = fauth_proxy(afd, rpc, amount_getkey, "proto=p9any 
role=client");
in /sys/src/libauth/newns.c
note that user name is not specified here.
this can cause unexpected result.
for example, let factotum key for alice is:
	key proto=p9sk1 dom=aichi-u.ac.jp user=alice !password?
	key proto=p9sk1 dom=aichi-u.ac.jp user=bob !password?
then fauth_proxy will always get alice's key and constructs namespace
for alice even if alice want to be bob.
another example is:
if alice puts factotum keys into secstore
	key proto=p9sk1 dom=aichi-u.ac.jp user=bob !password?
	key proto=p9sk1 dom=aichi-u.ac.jp user=alice !password?
then alice will surprise to find that the namespace is not for alice.
why user is not specified in fauth_proxy ?

Kenji Arisawa



^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] namespace construction
  2004-11-27 11:59       ` [9fans] namespace construction arisawa
@ 2004-11-27 15:38         ` Heiko Dudzus
  2004-11-27 17:27         ` Russ Cox
  1 sibling, 0 replies; 25+ messages in thread
From: Heiko Dudzus @ 2004-11-27 15:38 UTC (permalink / raw)
  To: Fans of the OS Plan 9 from Bell Labs

arisawa@ar.aichi-u.ac.jp wrote:
> Hello,
> 
> I have two questions on namespace construction.

"In-Reply-To" and "References" to posts about sokoban by accident?

Looks strange and confuses in threading mailreaders.


^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] namespace construction
  2004-11-27 11:59       ` [9fans] namespace construction arisawa
  2004-11-27 15:38         ` Heiko Dudzus
@ 2004-11-27 17:27         ` Russ Cox
  1 sibling, 0 replies; 25+ messages in thread
From: Russ Cox @ 2004-11-27 17:27 UTC (permalink / raw)
  To: Fans of the OS Plan 9 from Bell Labs

> void
> main(int argc, char *argv[])
> {
>         rfork(RFCNAMEG);
>         bind("#c", "/dev", MAFTER);
>         execute("/boot/factotum", "factotum -n");
>         print_owner("/mnt/factotum/ctl")
> }
> 
> where execute() is fork + exec + wait
> and print_owner prints file owner.
> 
> then the program will print "alice"
> however if bind is commented out, it print "none"
> Is this a specification ?

Factotum reads /dev/user to learn its user name.

> 2nd:
> 
> we will find the line:
>                  ai = fauth_proxy(afd, rpc, amount_getkey, "proto=p9any
> role=client");
> in /sys/src/libauth/newns.c
> note that user name is not specified here.
> this can cause unexpected result.
> for example, let factotum key for alice is:
>         key proto=p9sk1 dom=aichi-u.ac.jp user=alice !password?
>         key proto=p9sk1 dom=aichi-u.ac.jp user=bob !password?
> then fauth_proxy will always get alice's key and constructs namespace
> for alice even if alice want to be bob.
> another example is:
> if alice puts factotum keys into secstore
>         key proto=p9sk1 dom=aichi-u.ac.jp user=bob !password?
>         key proto=p9sk1 dom=aichi-u.ac.jp user=alice !password?
> then alice will surprise to find that the namespace is not for alice.
> why user is not specified in fauth_proxy ?

The convention in Plan 9 is that the first usable key gets used.
If the user name had to be specified, then that would just be
one more thing to worry about that usually doesn't matter -- most
of the time there is exactly one key that works.  

If alice wants to be bob, she can set up a different factotum 
with bob's keys first or comment out her own key.

Not having to specify the user name means that I can mount file
systems from multiple systems, where I might be rsc, or rcox, or
russcox, or rscox2, or whatever else, without having to explicitly
tell newns about all of these.  Instead my factotum can fill in the
details.  It might be useful for users to be able to specify, on a
per mount basis, which key to use, but newns is not a per-user
thing -- that code sets up the name space for any user, not just
alice, using files in /lib, so there's no place to put special annotations
like "when I'm alice, use bob's key here."

Note that if you're using mount or cpu instead of newns then you
can use -k with a key pattern to specifiy a key.  For example,
mount -k 'user=bob' to force the mount to try only keys with
user=bob.

Russ


^ permalink raw reply	[flat|nested] 25+ messages in thread

* [9fans] sokoban
@ 2007-10-12 22:06 Skip Tavakkolian
  0 siblings, 0 replies; 25+ messages in thread
From: Skip Tavakkolian @ 2007-10-12 22:06 UTC (permalink / raw)
  To: 9fans

i don't think hard/80 has a solution.



^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
  2004-09-09  4:09 YAMANASHI Takeshi
@ 2004-09-09  4:21 ` andrey mirtchovski
  0 siblings, 0 replies; 25+ messages in thread
From: andrey mirtchovski @ 2004-09-09  4:21 UTC (permalink / raw)
  To: 9fans


> This is called as a hack.  But is there an official way
> to recognize the hiding in rio?
> -- 

i think that's the only way.  i had a look through rio's source before
doing this and the window hide function sends a Resized message with
ZR as the argument.  ZR is the (undocumented) rectangle variant of ZP. 

even though you won't see it set anywhere in either rio or libdraw's
sources, ZR = Rpt(ZP, ZP).

i had hoped that eresized's 'new' argument would be set to 0 in the
case of window hides but it's always 1. could that be a bug?

andrey



^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
@ 2004-09-09  4:09 YAMANASHI Takeshi
  2004-09-09  4:21 ` andrey mirtchovski
  0 siblings, 1 reply; 25+ messages in thread
From: YAMANASHI Takeshi @ 2004-09-09  4:09 UTC (permalink / raw)
  To: 9fans

On Thu Sep  9 12:59:52 JST 2004, andrey mirtchovski wrote:
> On Wed, 8 Sep 2004, Heiko Dudzus wrote:

> > By the way: The sokoban window is not hideable.
 :
> fixed that just now:

I had been trying to fix this too, but couldn't make out
how one can tell a window is about to be hidden.

> sokoban won't attempt to resize if eresized() is
> called with the same screen rectangle.

This is called as a hack.  But is there an official way
to recognize the hiding in rio?
-- 




^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
  2004-09-08  8:51 ` Heiko Dudzus
@ 2004-09-09  3:57   ` andrey mirtchovski
  0 siblings, 0 replies; 25+ messages in thread
From: andrey mirtchovski @ 2004-09-09  3:57 UTC (permalink / raw)
  To: Fans of the OS Plan 9 from Bell Labs

On Wed, 8 Sep 2004, Heiko Dudzus wrote:

> By the way: The sokoban window is not hideable. There appears an entry
> "sokoban" in the list of hidden windows but the window still remains
> visible (and the game remains playable).
>

fixed that just now: sokoban won't attempt to resize if eresized() is
called with the same screen rectangle. it's a hack, but that's really a
problem with how i designed things.

there graphics are also sharper now -- i found a better source for the
level sprites (see the screenshot).

andrey


^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
  2004-09-06 21:21 andrey mirtchovski
  2004-09-08  8:51 ` Heiko Dudzus
@ 2004-09-08  8:51 ` Heiko Dudzus
  2004-09-09  3:57   ` andrey mirtchovski
  1 sibling, 1 reply; 25+ messages in thread
From: Heiko Dudzus @ 2004-09-08  8:51 UTC (permalink / raw)
  To: 9fans

By the way: The sokoban window is not hideable. There appears an entry
"sokoban" in the list of hidden windows but the window still remains
visible (and the game remains playable).


^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
  2004-09-06 21:21 andrey mirtchovski
@ 2004-09-08  8:51 ` Heiko Dudzus
  2004-09-08  8:51 ` Heiko Dudzus
  1 sibling, 0 replies; 25+ messages in thread
From: Heiko Dudzus @ 2004-09-08  8:51 UTC (permalink / raw)
  To: 9fans

andrey mirtchovski <mirtchov@cpsc.ucalgary.ca> wrote:
> several hours later i ended up with:
> 
> 	http://pages.cpsc.ucalgary.ca/~mirtchov/p9/sokoban/

I like it. Thanks!


^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
  2004-09-07  9:16   ` Kenji Okamoto
@ 2004-09-07 13:20     ` andrey mirtchovski
  0 siblings, 0 replies; 25+ messages in thread
From: andrey mirtchovski @ 2004-09-07 13:20 UTC (permalink / raw)
  To: 9fans

>> section so the game could go on sources.cs?
> 
> Is this game sokoban倉庫番 game source is original?
> I'm not a game user, and I have no knowledge on it though...
> 
> Kenji

i wrote that one from scratch -- i have no access to the original
source...



^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
  2004-09-07  4:07 ` andrey mirtchovski
  2004-09-07  8:50   ` geoff
@ 2004-09-07  9:16   ` Kenji Okamoto
  2004-09-07 13:20     ` andrey mirtchovski
  1 sibling, 1 reply; 25+ messages in thread
From: Kenji Okamoto @ 2004-09-07  9:16 UTC (permalink / raw)
  To: 9fans

> section so the game could go on sources.cs?

Is this game sokoban倉庫番 game source is original?
I'm not a game user, and I have no knowledge on it though...

Kenji



^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
  2004-09-07  4:07 ` andrey mirtchovski
@ 2004-09-07  8:50   ` geoff
  2004-09-07  9:16   ` Kenji Okamoto
  1 sibling, 0 replies; 25+ messages in thread
From: geoff @ 2004-09-07  8:50 UTC (permalink / raw)
  To: 9fans

The canonical location for games source is /sys/src/games.



^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
  2004-09-07  2:58 YAMANASHI Takeshi
@ 2004-09-07  4:07 ` andrey mirtchovski
  2004-09-07  8:50   ` geoff
  2004-09-07  9:16   ` Kenji Okamoto
  0 siblings, 2 replies; 25+ messages in thread
From: andrey mirtchovski @ 2004-09-07  4:07 UTC (permalink / raw)
  To: 9fans


> We should trust sourcecode.se to give reasonable levels.

that's great, you have much more strength and perseverance, i undid my
change :)

i've put out a new .tgz of sokoban with a few changes:

	- level parser added -- works on the plaintext files from
	sources.se/sokoban. no more hundreds of level files.

	- a new, easy levelset loaded by default

	- change between the easy and hard levelsets via the third
	mouse button

	- sokoban now accepts a level file as argument

	- the game now resizes to show only as much as the level
	covers, this is much better than the previous 16x16 grid

enjoy :)

andrey

ps: russ, do you think it's a good idea to put the images and the
levels in /sys/games/lib/sokoban and to create a /sys/src/cmd/games/
section so the game could go on sources.cs?



^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
  2004-09-07  1:04 YAMANASHI Takeshi
  2004-09-07  1:07 ` boyd, rounin
  2004-09-07  1:48 ` andrey mirtchovski
@ 2004-09-07  3:08 ` Russ Cox
  2 siblings, 0 replies; 25+ messages in thread
From: Russ Cox @ 2004-09-07  3:08 UTC (permalink / raw)
  To: Fans of the OS Plan 9 from Bell Labs

> By the way, what kind of game do 9fans' member play on pc usually?
> Russ suggested Fish Fillet in his post.  Are you all gaming with
> kernel hacking?

fish fillet reminds me a lot of kernel hacking.
it's a great puzzle game, just like sokoban.

i'd rather be kernel hacking.
russ


^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
@ 2004-09-07  2:58 YAMANASHI Takeshi
  2004-09-07  4:07 ` andrey mirtchovski
  0 siblings, 1 reply; 25+ messages in thread
From: YAMANASHI Takeshi @ 2004-09-07  2:58 UTC (permalink / raw)
  To: 9fans

On Tue Sep  7 09:14:13 JST 2004, andrey mirtchovski wrote:
> > I, an idiot, am stuck on level 2. :(
> i think level 2 was wrong!  i was stuck on it too, but passed the next
> few levels.  i've changed a single location to make it more trivial:

Wait!!  I succeeded to solve the original level 2. :)

% nashi@valinore cat levels/2
  ####
  #  #
### $####
#@$.. $ #
#  .*   #
###  ####
  #  #
  ####

We should trust sourcecode.se to give reasonable levels.
# still stucking on level 7, and returned to compiling Gaussian 03 though
-- 



^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
  2004-09-07  1:04 YAMANASHI Takeshi
  2004-09-07  1:07 ` boyd, rounin
@ 2004-09-07  1:48 ` andrey mirtchovski
  2004-09-07  3:08 ` Russ Cox
  2 siblings, 0 replies; 25+ messages in thread
From: andrey mirtchovski @ 2004-09-07  1:48 UTC (permalink / raw)
  To: 9fans

> On Tue Sep  7 09:38:48 JST 2004, andrey mirtchovski wrote:
>> i'm stuck on level 7 now, see you there :)
> 
> Where did you get these levels?  These are harder than
> usual sokoban levels, i think.  Glenda should need to work real hard.
> 

www.sourcecode.se/sokoban -- they're the 120 level set listed as 'the
ones from gameboy', they could be the harder ones?

suggest better sets and i'll put them in first...

i hadn't played them before i let the game out -- i'm not a very avid
sokoban player :)

ahh, yes, now i see -- there's a different levelset 'boxxle 1' which
appears to be the easy level gameplay...


i'll fix the game to center on the screen, write a parser for the
level set to avoid all that mucking around with files and make a new
release...

sometime tomorrow :)

andrey



^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
  2004-09-07  1:04 YAMANASHI Takeshi
@ 2004-09-07  1:07 ` boyd, rounin
  2004-09-07  1:48 ` andrey mirtchovski
  2004-09-07  3:08 ` Russ Cox
  2 siblings, 0 replies; 25+ messages in thread
From: boyd, rounin @ 2004-09-07  1:07 UTC (permalink / raw)
  To: Fans of the OS Plan 9 from Bell Labs

andrey, go for pachinko!



^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
@ 2004-09-07  1:04 YAMANASHI Takeshi
  2004-09-07  1:07 ` boyd, rounin
                   ` (2 more replies)
  0 siblings, 3 replies; 25+ messages in thread
From: YAMANASHI Takeshi @ 2004-09-07  1:04 UTC (permalink / raw)
  To: 9fans

On Tue Sep  7 09:38:48 JST 2004, andrey mirtchovski wrote:
> i'm stuck on level 7 now, see you there :)

Where did you get these levels?  These are harder than
usual sokoban levels, i think.  Glenda should need to work real hard.

By the way, what kind of game do 9fans' member play on pc usually?
Russ suggested Fish Fillet in his post.  Are you all gaming with
kernel hacking?
-- 




^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
  2004-09-07  0:34 YAMANASHI Takeshi
@ 2004-09-07  0:38 ` andrey mirtchovski
  0 siblings, 0 replies; 25+ messages in thread
From: andrey mirtchovski @ 2004-09-07  0:38 UTC (permalink / raw)
  To: 9fans


> I solved this modified level 2.  Thanks.
> -- 

i'm stuck on level 7 now, see you there :)



^ permalink raw reply	[flat|nested] 25+ messages in thread

* Re: [9fans] sokoban
@ 2004-09-07  0:34 YAMANASHI Takeshi
  2004-09-07  0:38 ` andrey mirtchovski
  0 siblings, 1 reply; 25+ messages in thread
From: YAMANASHI Takeshi @ 2004-09-07  0:34 UTC (permalink / raw)
  To: 9fans

On Tue Sep  7 09:14:13 JST 2004, andrey mirtchovski wrote:
> plan9% cat sokoban/levels/2
>   ####
>   #  #
> ### $####
> #@$..   #
> #  .* $ #
> ###  ####
>   #  #
>   ####

I solved this modified level 2.  Thanks.
-- 




^ permalink raw reply	[flat|nested] 25+ messages in thread

* [9fans] sokoban
@ 2004-09-06 21:21 andrey mirtchovski
  2004-09-08  8:51 ` Heiko Dudzus
  2004-09-08  8:51 ` Heiko Dudzus
  0 siblings, 2 replies; 25+ messages in thread
From: andrey mirtchovski @ 2004-09-06 21:21 UTC (permalink / raw)
  To: 9fans

YAMANASHI Takeshi submitted some nice fixes for the maze game
yesterday and suggested that a sokoban variant may not be a bad
idea...

several hours later i ended up with:

	http://pages.cpsc.ucalgary.ca/~mirtchov/p9/sokoban/

it has 120 levels and is fully playable (much more so than the maze
game)...

hope you enjoy it :)

andrey



^ permalink raw reply	[flat|nested] 25+ messages in thread

end of thread, other threads:[~2007-10-12 22:06 UTC | newest]

Thread overview: 25+ messages (download: mbox.gz / follow: Atom feed)
-- links below jump to the message on this page --
2004-09-07  0:09 [9fans] sokoban YAMANASHI Takeshi
2004-09-07  0:13 ` andrey mirtchovski
2004-09-07  0:34   ` Russ Cox
2004-11-26 22:59     ` Axel Belinfante
2004-11-27 11:59       ` [9fans] namespace construction arisawa
2004-11-27 15:38         ` Heiko Dudzus
2004-11-27 17:27         ` Russ Cox
  -- strict thread matches above, loose matches on Subject: below --
2007-10-12 22:06 [9fans] sokoban Skip Tavakkolian
2004-09-09  4:09 YAMANASHI Takeshi
2004-09-09  4:21 ` andrey mirtchovski
2004-09-07  2:58 YAMANASHI Takeshi
2004-09-07  4:07 ` andrey mirtchovski
2004-09-07  8:50   ` geoff
2004-09-07  9:16   ` Kenji Okamoto
2004-09-07 13:20     ` andrey mirtchovski
2004-09-07  1:04 YAMANASHI Takeshi
2004-09-07  1:07 ` boyd, rounin
2004-09-07  1:48 ` andrey mirtchovski
2004-09-07  3:08 ` Russ Cox
2004-09-07  0:34 YAMANASHI Takeshi
2004-09-07  0:38 ` andrey mirtchovski
2004-09-06 21:21 andrey mirtchovski
2004-09-08  8:51 ` Heiko Dudzus
2004-09-08  8:51 ` Heiko Dudzus
2004-09-09  3:57   ` andrey mirtchovski

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