User:Babbage Linden/Office Hours/2009 12 09
< User:Babbage Linden/Office Hours
Jump to navigation
Jump to search
Revision as of 05:12, 9 December 2009 by Nock Forager (talk | contribs) (Created page with 'Transcript of Babbage Linden's office hours: {| <span id="chat1"></span> |- style="vertical-align:top;color:#0000CC;background-color:#FCFCFC;" | [[#chat1...')
Transcript of Babbage Linden's office hours:
[3:02] | Cerdita Piek: | Hello Babbage :)
|
[3:02] | Nock Forager: | Hi Babbage
|
[3:02] | Johan Laurasia: | Hey Bab
|
[3:02] | Kaluura Boa: | Hello
|
[3:02] | Babbage Linden: | Hi everyone
|
[3:02] | Imaze Rhiano: | hi!
|
[3:03] | Babbage Linden: | Let's give people a couple of minutes to turn up
|
[3:03] | Johan Laurasia: | got a quick question then
|
[3:04] | Johan Laurasia: | I'm trying to make a mechanical binary adder, and I need a decent way to make a physical pivot, any ideas?
|
[3:04] | Gunter Vandyke: | hi all
|
[3:05] | Babbage Linden: | OK, it's 5 past, so let's start
|
[3:05] | Imaze Rhiano: | fake it
|
[3:05] | Johan Laurasia: | yeah, was thinking about that using collision and llSetRot()
|
[3:05] | Babbage Linden: | This week we got a simulator with C# support deployed internally for evaluation by Lindens
|
[3:05] | Babbage Linden: | which is very exciting
|
[3:06] | Babbage Linden: | the feedback so far has been very positive
|
[3:06] | Babbage Linden: | we're currently setting up a test harness that can compile and run C# scripts at build time
|
[3:07] | Babbage Linden: | so as we find bugs we can set up automated regression tests for them
|
[3:07] | Babbage Linden: | I've reached out to product to find out when/how we can open the prototype up for evaluation by residents
|
[3:07] | Babbage Linden: | so I'll let you know about that
|
[3:08] | Johan Laurasia: | any ideas on how long before we can get a crack at it?
|
[3:08] | Johan Laurasia: | roughly
|
[3:08] | Babbage Linden: | not yet
|
[3:08] | Babbage Linden: | there is some more work we need to do on it first
|
[3:08] | Babbage Linden: | it's pretty crashy at the moment
|
[3:08] | Babbage Linden: | but the feedback we're getting from Linden's is helping find the worst bugs
|
[3:09] | Babbage Linden: | we need to move the prototype over to Mono 2 and implement the sandbox for scripts first
|
[3:09] | Babbage Linden: | so a few months of work
|
[3:09] | Babbage Linden: | but I'd like to make the API available before we have simulators available for test
|
[3:10] | Babbage Linden: | so you can look at the API and give feedback
|
[3:10] | Babbage Linden: | that should be sooner
|
[3:10] | Pirka Quintessa: | is there any documentation that describes the feature set ... for example, will we be to have pre-built libraries of objects that we can reference, that kind of thing?
|
[3:10] | Babbage Linden: | there is some very threadbare documentation that we've written for Lindens
|
[3:11] | Babbage Linden: | along with doxygen generated API docs
|
[3:11] | Babbage Linden: | I'd like to clean those up and make them available
|
[3:11] | Imaze Rhiano: | maybe setup somekind webpage that allows free discussion about API? (Discussion forum in blog.secondlife.com - is crappy...)
|
[3:11] | Babbage Linden: | but I need to check with product first
|
[3:11] | Pirka Quintessa: | any timelines for document release? roughly?
|
[3:11] | Babbage Linden: | yes, I'll put them on the public wiki probably
|
[3:11] | Babbage Linden: | hopefully in the next few weeks
|
[3:11] | Babbage Linden: | but again, it depends on product
|
[3:12] | Pirka Quintessa: | nice
|
[3:12] | Babbage Linden: | we've also been firming up our plans for efficient scripts
|
[3:12] | Babbage Linden: | the minimum feature set will be llSetLinkPrimitiveParamsNoDelay
|
[3:12] | Babbage Linden: | llGetLinkPrimitiveParams
|
[3:12] | Johan Laurasia: | woot
|
[3:13] | Becky Pippen: | yay!
|
[3:13] | Johan Laurasia: | finally!!
|
[3:13] | Babbage Linden: | and a PRIM_TEXT constant for setting text on a linked prim
|
[3:13] | Gunter Vandyke: | this year? ㋡
|
[3:13] | Kaluura Boa: | About llSPP-ND.... Will the rotations also be... hmmm... nonsensical?
|
[3:13] | Babbage Linden: | early next year hopefully
|
[3:13] | Babbage Linden: | along with script limits
|
[3:13] | Gunter Vandyke: | great
|
[3:13] | Babbage Linden: | kelly wrote a hair resize script with the new functions
|
[3:14] | Babbage Linden: | and it uses 16K on LSL instead of 1664K
|
[3:14] | Johan Laurasia: | lol
|
[3:14] | Nock Forager: | <3
|
[3:14] | Kaluura Boa: | =^_^=
|
[3:14] | Johan Laurasia: | a tad more efficient then
|
[3:14] | Johan Laurasia: | lol
|
[3:14] | Babbage Linden: | for a 103 prim resizable hairdo
|
[3:15] | Babbage Linden: | so, a couple of orders of magnitude more memory efficient
|
[3:15] | Johan Laurasia: | just a few
|
[3:15] | Babbage Linden: | and easier to develop too as you only have to use 1 script, instead of managing lots of scripts sprinkled through the linkset
|
[3:16] | Ardy Lay: | That might cut down on "I can't teleport!" JIRA issues too.
|
[3:16] | Babbage Linden: | hopefully
|
[3:16] | Johan Laurasia: | yeah, so how do you get content creators with 50 or 100 hair products to go back and redo the scripts in all their items?
|
[3:16] | Babbage Linden: | you introduce script limits
|
[3:16] | Johan Laurasia: | I know it's an easy fix, but you're talking about them deleting hundreds of scripts from perhaps hundreds of items
|
[3:16] | Babbage Linden: | which limit the size of attached scripts
|
[3:17] | Babbage Linden: | and create a market ;-)
|
[3:17] | Johan Laurasia: | yeah, also, is there any consideration for some sort of script cost number simlar to ARC?
|
[3:17] | Imaze Rhiano: | I think that HUDs are also big user of scripts - like radars and other things like that - any plans to add client side scripting?
|
[3:17] | Johan Laurasia: | similar*
|
[3:17] | Babbage Linden: | johan, we're introducing script limits
|
[3:17] | Babbage Linden: | Imaze, yes, there are plans, but they are a long way off
|
[3:18] | Johan Laurasia: | yeah, I guess taht will force the issue.
|
[3:18] | Babbage Linden: | HUDs will benefit from the efficient scripts changes too
|
[3:18] | Ardy Lay: | SOmeone passed a game HUD to me that had well over 200 scripts in it.
|
[3:19] | Babbage Linden: | i've also continued to track down the problem with sim freezes on script rez
|
[3:19] | Babbage Linden: | it looks like a stall in the mono runtime
|
[3:19] | Babbage Linden: | so I'm now working with the mono developers to track it down
|
[3:19] | Gunter Vandyke: | will it be better to recompile all scripts in the region to LSL meanwhile?
|
[3:19] | Babbage Linden: | and we're planning to work on multithreading the rez/derez process next year
|
[3:20] | Babbage Linden: | which will hide the effects
|
[3:20] | Babbage Linden: | gunter, it's only an issue for mobile scripts
|
[3:20] | Gunter Vandyke: | ah ok
|
[3:20] | Babbage Linden: | if you have static scripts, you're better off using mono
|
[3:20] | Babbage Linden: | so, that's what I've been up to, anything you'd like to talk about?
|
[3:21] | Gunter Vandyke: | so this terrible lag will stay a while longer?
|
[3:21] | Ardy Lay: | Do you forsee needing a new simulator statistic related to multithreaded rez/derez?
|
[3:21] | Babbage Linden: | mono rezzing lag is not the only cause of lag
|
[3:22] | Babbage Linden: | there are many
|
[3:22] | Babbage Linden: | but we have plans to fix most of them
|
[3:22] | Cerdita Piek: | I would like to know more details in the progress of the freeze sim bug, as it affects us all.
|
[3:22] | Babbage Linden: | well, I have a callgrind profile of the simulator exhibiting the bug
|
[3:23] | Babbage Linden: | i need to get that to the mono developers so they can see what the problem is
|
[3:23] | Ardy Lay: | Is that stall getting longer as simulator uptime increases?
|
[3:24] | Babbage Linden: | I've tracked down the problem to to System.Reflection.Assembly::Load(byte[])
|
[3:24] | Gunter Vandyke: | yes ardy, it looks like this on my sim
|
[3:24] | Babbage Linden: | the code that implements that is inside the mono runtime
|
[3:24] | Gunter Vandyke: | must restart 4 times a day
|
[3:24] | Babbage Linden: | I was seeing 203 calls to that function taking 4s
|
[3:25] | Imaze Rhiano: | http://go-mono.com/forums/#nabble-td26594897
|
[3:25] | Babbage Linden: | I had a single linked object with ~200 default scripts compiled to (different) mono scripts
|
[3:25] | Babbage Linden: | and when I rez it the sim would freeze for 4s
|
[3:25] | Babbage Linden: | so I'm reasonably sure this is the problem
|
[3:26] | Babbage Linden: | I could repro it consistently with a newly started sim
|
[3:26] | Babbage Linden: | so I don't think it's a problem that gets worse over time
|
[3:26] | Babbage Linden: | that lag may be due to simulator memory bloat
|
[3:26] | Babbage Linden: | we are testing the TCMalloc sims on aditi at the moment
|
[3:27] | Babbage Linden: | when we get TCMalloc in to production, we will be in a better place to analyse memory use over time in production
|
[3:28] | Cerdita Piek: | could it be possible to 'force' an automatic restart of the sim, when it detects that the memory is too laggy and too much, instead to wait a manual restart?
|
[3:28] | Johan Laurasia: | Andrew said a new employee with alot of Havok experience has SL running on Havok 7.
|
[3:29] | Babbage Linden: | cerditi, yes you could
|
[3:29] | Babbage Linden: | but it probably wouldn't be a good idea
|
[3:29] | Babbage Linden: | as you don't want it restarting in the middle of an event
|
[3:29] | Babbage Linden: | and it would be better if simulators could keep running indefinitely#
|
[3:30] | Babbage Linden: | yes, falcon linden has just started in core and has a lot of havok experience
|
[3:30] | Babbage Linden: | i didn't know he had sl working with havok 7 though
|
[3:30] | Babbage Linden: | very cool
|
[3:30] | Johan Laurasia: | I heard he had it running under windows, not Linux yet
|
[3:30] | Cerdita Piek: | well, if the event is lagging everybody to a time dialtion lesser than 1.25 and with sim freezes of 30 seconds evert 2 minutes, i think it would be the only solution
|
[3:30] | Cerdita Piek: | 0.25, i mean
|
[3:31] | Babbage Linden: | cerdita, yes, but i'd like to know why the sim is lagging and fix it
|
[3:31] | Babbage Linden: | rather than just let performance degrade and restart
|
[3:31] | Morgaine Dinova waves quietly to all
| |
[3:31] | Babbage Linden: | don't fret: we are looking at it
|
[3:32] | Babbage Linden: | and have more engineer time assigned to lag and freezes next year
|
[3:32] | Cerdita Piek: | i was thinking on that as a temporal solution until you can finish the fix. :)
|
[3:33] | Johan Laurasia: | it's fairly easy to get LL to reboot a sim that needs it bad enough.
|
[3:34] | Ardy Lay: | Support is good at restarting mainland regions when I ask them to do so. I am sure they look it over first to make sure it needs to be restarted.
|
[3:34] | Gunter Vandyke: | limitate attached scripts will help, ppl arrive on my sim with 300 scripts in hair and my sim stops for 20 seconds
|
[3:35] | Johan Laurasia: | We got them to restart an estate sim once too.
|
[3:35] | Babbage Linden: | right, gunter, that sounds like the mono rez sim freeze that I'm looking at
|
[3:35] | Gunter Vandyke: | and on my sim every 2 minutes soneone arrive
|
[3:35] | Gunter Vandyke: | L ㋡ L
|
[3:36] | Babbage Linden: | It's strange as we tested Mono script rezzing when we were developing Mono and it worked fine with no pauses
|
[3:36] | Gunter Vandyke: | anything we can do meanwhile?
|
[3:36] | Babbage Linden: | we haven't made many changes to that code
|
[3:36] | Babbage Linden: | and we haven't upgraded Mono
|
[3:36] | Babbage Linden: | so, I don't know what's changed to cause the problem
|
[3:36] | Babbage Linden: | possibly some interaction between the runtime and the os
|
[3:36] | Ardy Lay: | Did the underlying OS get changed?
|
[3:37] | Babbage Linden: | we deploy security patches
|
[3:37] | Babbage Linden: | and the simulator hosts have gone from running debian sarge to debian etch since we shipped mono
|
[3:38] | Babbage Linden: | anyway, I'll be working with the mono engineers this week to look in to it
|
[3:38] | Imaze Rhiano: | How are memory limitis coming together? When we can see script memory usage? :P
|
[3:38] | Morgaine Dinova: | Maybe those security patches broke the non-blocking mode of something.
|
[3:39] | Babbage Linden: | script limits just needs the UI developing
|
[3:39] | Babbage Linden: | which is going to happen in the next couple of weeks
|
[3:39] | Babbage Linden: | we have all the analysis we need doing to determine the limits
|
[3:39] | Babbage Linden: | but need to discuss them internally
|
[3:40] | Babbage Linden: | to try to find the sweet spot between improving sim performance and inconviniencing heavy script users
|
[3:40] | Babbage Linden: | once that's done Jack is going to take the job of communicating the limits
|
[3:41] | Babbage Linden: | the UI should be available in the next major version of the viewer
|
[3:41] | Babbage Linden: | which will be available next year
|
[3:41] | Kaluura Boa: | Will we also have Top Scripts on parcel?
|
[3:42] | Babbage Linden: | kaluura, the UI will include a top scripts style list of scripts
|
[3:42] | Kaluura Boa: | Good
|
[3:42] | Morgaine Dinova: | Per parcel?
|
[3:42] | Babbage Linden: | that will include functionality for finding and returning scripted objects
|
[3:42] | Babbage Linden: | so everyone will be able to find and clean up the scripts they don't need
|
[3:43] | Babbage Linden: | before we start enforcing limits
|
[3:43] | Cerdita Piek: | Could someone 'return' an attachment?
|
[3:43] | Morgaine Dinova: | But Kaluura asked whether "per parcel" or not.
|
[3:43] | SirMartinRJ Lupindo: | I think 'returning' an attachment is a feature which only Lindens should be allowed to use.
|
[3:44] | SirMartinRJ Lupindo: | that's like pulling some skirt off from a person IRL
|
[3:44] | SirMartinRJ Lupindo: | xD
|
[3:44] | Babbage Linden: | the scripts you can see depend on who you are
|
[3:44] | Gunter Vandyke: | but disable special attached script would be fin
|
[3:44] | Johan Laurasia: | yeah, I dont see that happening
|
[3:44] | Babbage Linden: | everyone can see their attachments
|
[3:44] | Babbage Linden: | no one else can see or return your attachments
|
[3:44] | Babbage Linden: | if you are a parcel owner you can see the scripted objects in your parcels in the region
|
[3:45] | Babbage Linden: | if you are a region owner you see all scripted objects in all parcels
|
[3:45] | Babbage Linden: | if you are an estate owner or manageryou also see all scripted objects in all parcels
|
[3:45] | Babbage Linden: | so estate managers can help manage the parcels they rent out
|
[3:46] | Imaze Rhiano: | would it be possible to se limitations for avatar attachment usage who is entering to region/parcel? like if your attachments are using more than 1MB - you are not allowed to enter?
|
[3:46] | Babbage Linden: | Imaze, we're planning to set an SL wide limit on attachments
|
[3:47] | Babbage Linden: | so you don't get stuck unable to TP
|
[3:47] | Babbage Linden: | or have some of your avatar attachments disabled when you TP somewhere
|
[3:48] | Babbage Linden: | in the future we'd like region owners to be able to trade off number of avatars vs parcel script limits vs physics, but we're not there yet
|
[3:48] | Babbage Linden: | i don't want to have variable limits for attachments though
|
[3:48] | Morgaine Dinova: | Sims are not fixed in capability nor capacity, they improve as technology improves. Are these limits going to be raised correspondingly with time?
|
[3:48] | Babbage Linden: | it would be confusing and frustrating for newbies
|
[3:48] | Babbage Linden: | morgaine, there's no reason they shouldn't be
|
[3:48] | SirMartinRJ Lupindo: | yes
|
[3:49] | Babbage Linden: | as long as we always raise limits, it shouldn't cause any problems
|
[3:49] | Gunter Vandyke: | yes, but nerwbies attach all they can find and use 10% od script time on a sim then
|
[3:49] | Babbage Linden: | gunter, right so we want to set the avatar script limit to something "reasonable"
|
[3:49] | Babbage Linden: | that allows sensible use
|
[3:50] | Babbage Linden: | but not 100s of un needed scripts
|
[3:50] | Gunter Vandyke: | i think that will help a lot
|
[3:50] | Babbage Linden: | I'd like to know what you think reasonable usage would be
|
[3:50] | Babbage Linden: | most of the avatars I've seen with 100s of scripts just have them for resizing
|
[3:50] | Babbage Linden: | are there any legitimate uses for more than 100 attached scripts?
|
[3:50] | Gunter Vandyke: | yes
|
[3:50] | Kaluura Boa: | No
|
[3:50] | Gunter Vandyke: | or gangsta neacklages with 100 bling scripts
|
[3:51] | Melchizedek Blauvelt: | disabled folks maybe
|
[3:51] | Morgaine Dinova: | Babbage: are you going to make it easy for your devs to test raised limits, or are the limits going to be compiled in? The latter would act as a disincentive for LL to keep the limits moving upwards as technology improves.
|
[3:51] | Johan Laurasia: | I dont think so, no
|
[3:51] | Johan Laurasia: | well, plus hair resizers should code so the scripts can be removed once the hair is sized.
|
[3:51] | Babbage Linden: | morgaine, the limits will be controlled by settings
|
[3:51] | Cerdita Piek: | there are some complex attachments nedded for roleplaying, and combat. but i dont know if they need 100 scripts or less.
|
[3:51] | Morgaine Dinova: | Cool
|
[3:51] | Johan Laurasia: | make the item copy/no trans, and then keep the original with the scripts, but when worn, after sizing, delete all the scripts.
|
[3:52] | Babbage Linden: | johan, efficient scripts should make resizers just require a single script
|
[3:52] | Gunter Vandyke: | most have that Johan, but the ppl dont know that and dont delete the script
|
[3:52] | Babbage Linden: | so, after that hopefully we won't need to allow 100s of attached scripts
|
[3:52] | Imaze Rhiano: | ah.... that is another interesting problem - what is going to happen those items that have scripts over limit and are no mod...
|
[3:53] | Babbage Linden: | Imaze, there is going to be a long period where limits will be visible, but not enforced
|
[3:53] | Morgaine Dinova: | Lindens will make a refund ... of course.
|
[3:53] | Babbage Linden: | people will be able to see that they're over the limit and remove scripts until they are under the limit
|
[3:53] | Gunter Vandyke: | that means you will have to walk with a bald
|
[3:53] | Babbage Linden: | Jack is going to be communicating this to people
|
[3:53] | Babbage Linden: | when the limits are enforced, you will end up with objects being returned
|
[3:54] | Babbage Linden: | but hopefully everyone will have enough time to manage their attachments before that happens
|
[3:54] | Pirka Quintessa: | what about sales of objects, say via XStreetSL or in an in-game store where somebody doesn't actually see the object before it is delivered to them?
|
[3:54] | SirMartinRJ Lupindo: | will there be a nice error message, that tell me which attachment I just got returned
|
[3:54] | SirMartinRJ Lupindo: | *s
|
[3:54] | Babbage Linden: | i wouldn't buy any object that didn't list its prim count and script usage
|
[3:54] | Morgaine Dinova: | Jack is going to have a lot of fun explaining how "Your costly hair whose creator is no longer available is now broken" fits with the "No breaking content" policy.
|
[3:55] | Aimee Trescothick: | Xstreet will need another field for it next to prim count
|
[3:55] | Babbage Linden: | right
|
[3:55] | Aimee Trescothick: | to encourage people to list it
|
[3:55] | Cerdita Piek giggles at Morgaine
| |
[3:55] | SirMartinRJ Lupindo: | it is not too easy to count the scripts inside a linked object, is it
|
[3:55] | Pirka Quintessa: | that might be okay for you and me, but there are lots of SL users that don't "get it" they don't know what prim counts and script usesage are
|
[3:55] | Johan Laurasia: | right, content creators (smart ones) will communicate the efficiency of their scripted items
|
[3:55] | Babbage Linden: | Morgaine, it might be usable at some point in the future when limits are raised
|
[3:56] | Babbage Linden: | ;-)
|
[3:56] | Johan Laurasia: | good point Bab
|
[3:56] | Babbage Linden: | but, I would hope that most content creators would provide efficient versions of items to purchasers
|
[3:56] | Babbage Linden: | that work within the script limits
|
[3:56] | Johan Laurasia: | I'm on my 3rd generation scripts for my clocks, working on a 4th
|
[3:56] | Gunter Vandyke: | but most of them use old laggy scripts bcs dont know how to script
|
[3:57] | Johan Laurasia: | I was a newbie coder when I started, well, new to LSL, and made the usual newbie coding mistakes
|
[3:57] | Babbage Linden: | right, so Lindens and content creators need to communicate that there are more efficient ways of doing things
|
[3:57] | Johan Laurasia: | but I've continued to improve them, and still continue.
|
[3:57] | Babbage Linden: | and that some items can be replaced with more efficient versions
|
[3:58] | Gunter Vandyke: | for example put a bling script with ON/OFF llListen into a neckalge with 100 bling prims
|
[3:58] | Johan Laurasia: | right, that's because up to this point, resources have been free and limitless
|
[3:58] | Babbage Linden: | all objects will be rezzable in to sandboxes
|
[3:59] | Johan Laurasia: | so people either outright abuse, or just dont consider efficiency
|
[3:59] | Ardy Lay: | Hehehe... "Crash boxes". :-)
|
[3:59] | Morgaine Dinova: | Babbage: if your analysis shows that the number of existing attachments caught by the new limits is sufficiently small, I would advise the limits being applied differently to old scripts and new scripts. Breaking old paid+closed content is in a different category to preventing new content being badly written.
|
[3:59] | Johan Laurasia: | I avoid public sandboxes
|
[3:59] | Johan Laurasia: | like it's the plague
|
[4:00] | Babbage Linden: | morgaine, yes, it's worth considering
|
[4:00] | Johan Laurasia: | to a point, yeah, but you have to draw the line in the sand at some point.
|
[4:00] | Babbage Linden: | right
|
[4:01] | Johan Laurasia: | computers (on both ends) have limitations
|
[4:01] | Babbage Linden: | another thing to consider is whether to return scripts or attachments
|
[4:01] | Babbage Linden: | turn off bling or return bling?
|
[4:01] | Johan Laurasia: | or perhaps just disable them?
|
[4:01] | Morgaine Dinova: | Babbage: if you add the notion of two categories old and new, you can always elide it later if it proves unworkable. If you don't add it, it'll never happen.
|
[4:02] | Johan Laurasia: | rather than return, just selectively disable an object that is too much of a resource hog.
|
[4:02] | Gunter Vandyke: | just turn them off
|
[4:02] | Babbage Linden: | technically tracking old and new content is unfortunately hard
|
[4:02] | Babbage Linden: | disabled scripts still take up memory, so that doesn't help
|
[4:03] | Ardy Lay: | I don't see how "disabling" an attachment magically removes the memory requirements of hosting its scripts.
|
[4:03] | Babbage Linden: | anyway, it's 4, so I should go
|
[4:03] | Babbage Linden: | thanks for the discussion
|
[4:03] | Johan Laurasia: | thanks for the time Bab.
|
[4:03] | Becky Pippen: | thanks, Babbage
|
[4:03] | Ardy Lay: | Thank you Babbage.
|
[4:03] | Gunter Vandyke: | maybe somthing like a ban list for bad scripts we dont want to have on a sim
|
[4:03] | Babbage Linden: | lots of good points that I will bring up with Jack
|
[4:03] | Imaze Rhiano: | Thanks babbie
|
[4:03] | Pirka Quintessa: | but isn't the problem with the scripts that they are CPU hogs not memory hogs? Even 200 bling scripts aren't going to use 64K a piece
|
[4:03] | Melchizedek Blauvelt: | much appreciated Babbage
|
[4:03] | Babbage Linden: | see you all next week hopefully
|
[4:03] | Cerdita Piek: | Thanks, Babbage. Take care :)
|
[4:04] | Babbage Linden: | which will be my last office hour of 2009
|
[4:04] | Gunter Vandyke: | Thanks Babbage
|
[4:04] | Pirka Quintessa: | thanks babbage
|
[4:04] | Babbage Linden: | as I'm on vacation after that
|
[4:04] | Babbage Linden: | see you next time
|
[4:04] | Johan Laurasia: | c ya
|
[4:04] | QUTAdmin Queler: | oh
|
[4:04] | Nock Forager: | Seeya. |