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#rockbox log for 2011-07-29

00:02:25 Quit mudd1 (Quit: Ex-Chat)
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00:04:34***Saving seen data "./dancer.seen"
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01:57:34GigaBrickSo, how do I actually load a playlist using the new playlist catalog?
01:57:52GigaBrickWhenever I try "Add To New Playlist..." it just brings up the virtual keyboard and wants me to create a new file
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02:04:35***Saving seen data "./dancer.seen"
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02:07:02GigaBrickOops, nevermind, misread the manual, I think I've got it figured out now
02:14:26JdGordonGigaBrick: the manual hasnt been updated for the very recent change
02:16:06HaimNJdGordon: I want to report a bug in your patch:
02:16:25 Quit mystica555_ (Ping timeout: 260 seconds)
02:17:39HaimNThe code I used was:
02:18:46JdGordonhaha nice
02:19:23HaimNThe bug happens not only simulator but also in the Player
02:19:37JdGordonwont have any time to look at it till after shabbas, probabbly sunday night even
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02:24:27[Saint]wait...what? You can use numerals as sub-identifiers?
02:25:11[Saint]what is "%xd(identifier,value)" doing?
02:25:24[Saint]%xd(images, 32) in HaimN's example
02:27:18HaimN[Saint]: It says to use the picture number 32 of the images
02:28:35[Saint]HaimN: Did you check the logs (do you read the IRC backlogs?) and see my response to your PM from eysterday?
02:28:42[Saint]And, oh...right, yes.
02:29:22[Saint]I'm not used to seeing numerals used...its only really useful for cases when there's more than 26 subimages in the bitmapstrip
02:29:43[Saint]I'll PM you my reply from yesterday so you don't have to dig through the logs.
02:29:45HaimN[Saint]: I have not seen it, I'll look now
02:30:09HaimNOK thanks!
02:30:37[Saint]Basically, I'm more than happy to mentor you when/where I can...but I've really no time for another project at the present.
02:30:38 Quit robin0800 (Quit: Leaving)
02:31:12[Saint]Hopefully this situation will change in the next few days as I finigh the final push for this RaaA theme I'm working on.
02:32:28[Saint]your code could be crashing due to line 3 of your pastbin:
02:32:57[Saint]"-35" is problematic, and most likely will not parse
02:33:36GigaBrickJdGordon, yeah, but the current documentation helped me realize I needed to select "Play Next" to overwrite the current playlist with the one I want
02:33:42[Saint]I assume you want it to be "%Vi(-,0,0,-,35,1)"
02:33:48[Saint]HaimN: ^
02:34:43[Saint]Hmmm...actually, no...I mean, that may well be what you want. But this should not crash it.
02:34:49[Saint]Negative values are allowed.
02:34:53[Saint]I forget this.
02:35:57HaimN[Saint]: No, it does not solve it
02:36:44JdGordonthe issue is broken code, not theme
02:36:48JdGordoni.e me
02:43:24*[Saint] decides it might be useful if the touchscreen softlock disabled scrolling and selection in the lists also
02:43:36[Saint]...does it? I've just coded so far, not tested.
02:44:21[Saint]That way softlock could be used in all the .sbs screens also (if desired).
02:46:59HaimNHow can I do that the rest of the menus (except the main menu) look normal, and the main menu will be a table? [Saint] , What you told me did not help, probably it does not work with the tag %Lb, I tried many ways to do this and failed, perhaps because there is then some more Viewports, Anybody have another idea how to do it? (With this code:
02:47:25HaimNJdGordon: ^ ?
02:47:45[Saint]you need to use the %cs tag
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02:48:03[Saint]set conditions for all screens other than the main menu.
02:49:50HaimNYes, I know, but had no success do it
02:49:59JdGordon[Saint]: no, it doesnt
02:50:26[Saint]HaimN: Well, then, you're doing it wrong ;)
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02:51:29JdGordonHaimN: hmm, If you want to use the inbuilt lists I cant remember if i added a way to disable the skin list in %Lb sso you can put both in a conditionals
02:52:26[Saint]set up the viewports you want to be displayed, give all the viewports that will be displayed on the same screen an identifier to share (give them all the same identifier in other words), then use %cs to call the viewport identifier relevant to the ones you want to display in the correct position in the %?cs conditional.
02:52:59 Quit Thra11_ (Ping timeout: 260 seconds)
02:53:42[Saint]so, %?cs<%Vd(screen1)|%Vd(screen2)|%Vd(screen3)....etc. etc.
02:54:00JdGordonyes, but thats not how you do skinned list
02:54:18JdGordon[Saint]: really wish you'd defer to me when you're not 1000% certain
02:56:30HaimNJdGordon: If you can do it on your own time and make an example of sbs file, I'd love to
02:57:04JdGordonHaimN: if you only want it for the menu try: %if(%cs, =, 1)<%Lb(...)>
02:57:19JdGordonthat 1 might be the wrong number for the main menu though
02:59:00[Saint]why do an if statement and not %?cs<||||> if you want to set conditions (that might differ amongst themselves) for other screens also?
02:59:34JdGordonHaimN: you know I wrote that wiki page right? :)
02:59:50[Saint]And like ~98% of the skin code ;)
02:59:53JdGordon[Saint]: sure, if you want to specify a different system in each screen
03:00:04JdGordonbut if it is *only one* then %if is better
03:00:14HaimN[Saint]: 100%
03:00:28JdGordonand no, but easily more than 60% nowdays
03:00:53[Saint]HaimN: Nah...not quite.
03:00:59HaimNI only changed two details to make it right for me
03:01:23JdGordonhehe, what we have here is a failure to communicate :D
03:01:49[Saint]Indeed. Apparently we're not on the same page ;)
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03:02:25JdGordonsee, [Saint] is saying i wrote the skin engine and HaimN is saying i wrote this particular skin :)
03:02:47JdGordonwhen really im totally useless and run the code throuhg random generators untill they work!
03:02:56HaimNJdGordon: I checked it out, it did not work (%if(%cs,=,1)....
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03:03:16JdGordonwhat did it do?
03:03:45JdGordonput %cs somewhere in the screen so you can see the number it returns when in the main menu
03:03:50JdGordonthen use that number
03:04:54HaimNNothing, as if I did not write it, the rest of the menus were the same
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03:06:00HaimNit returns "1"
03:06:38JdGordonyou didnt liternally add %Lb(...) did you?
03:07:54JdGordonshow me your sbs
03:08:04HaimN%if(%cs, =, 1)<%Lb(...)> ?
03:08:15JdGordonyes, did you do that?
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03:12:39JdGordonok, and that displays the normal list always?
03:14:13JdGordonyeah dunno... need to do atual work now
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03:25:56HaimNJdGordon: I'll show you a clip of it:
03:28:18JdGordonthat link isnt working
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05:03:46GigaBrickDoes the Gigabeat F have the option to put the display to sleep after the backlight has been turned off? I see it mentioned in the manual but don't see the actual setting in the interface
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05:52:07GigaBrickHmm, maybe only the Gigabeat X supports the Display Power-off feature?
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06:04:42***Saving seen data "./dancer.seen"
06:19:29[Saint]%?if(%mh,=,t)<%acTAP & HOLD TO UNLOCK> doesn't refresh properly when it is false, only on a fullscreen update.
06:21:03[Saint]So it is possible that nice, helpful "TAP & HOLD TO UNLOCK" message can be displayed even if the screen is actually unlocked. ;)
06:21:48[Saint]It only gets updated after an action that triggers a fullscreen update.
06:23:08[Saint]pixelma: Didn't you have a "solution" for lines that do not refresh correctly? Some trick with alternating sublines?
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06:42:52JdGordon[Saint]: wierd, %mh *should* update immediatly
06:43:06JdGordonalso, you should use a lock icon over the aa image or something instead of text
06:43:18JdGordonreplace the whole control region with a lock button
06:44:08[Saint]I tried just doing %?mh<TEST> and that seems to need a fullscreen update as well
06:44:57JdGordoni cant invesitgate now... have a look in libs/skin_parser/tag_table.c and make sure mh is set to UPDATE_DYNAMIC
06:45:00[Saint]also, the text isn't what is used to activate the softlock. I'm using long press on the titlebar for now.
06:45:01JdGordonor whatever that define is
06:45:37[Saint]only in the wps though, long press on the titlebar is still quickscreen in the .sbs
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07:20:13pixelma[Saint]: not fullscreen updates, just a workaround for the dynamic content on scrolling lines in combination with next track metadata only being available when next track is buffered on hwcodec
07:21:37JdGordonwell, it depends what else is on the line
07:21:38JdGordonpixelma is correct if %s is there *And* it needs to scroll
07:22:42pixelmavery likely for track or artist names on our hwcodec targets' displays
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11:07:52HaimNJdGordon: [Saint] I do not know why, but this code worked for me:
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11:08:52HaimN%Vi(-,0,0,-,-,1) Control the rest of the menu
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13:08:32Slasherisideral: hi :)
13:08:56sideralHi Slasheri! :) It occurred to me that a corruption of the DB's ramcache_header could also happen during a DB commit
13:09:16sideralnormally, the dircache buffer is allocated in front of the tagcache buffer
13:09:30sideraland the normally, the dircache buffer is used for the commit
13:09:44Slasherihmm.. interesting
13:09:59sideralIn particular, by the build_index function
13:10:10Slasheriok, then we should check if there can be any overflows during the commit
13:10:25sideralSo far, I haven't been able to reproduce this corruption in the sim. Do you have a way to reproduce it?
13:10:51Slasherinot anymore :(
13:11:02Slasheribut i will check the build_index, great findings
13:11:30sideralI also still wonder what causes the crashes in retrieve() I occasionally see
13:11:51sideralhaven't been able to reproduce those in the sim either, despite hours of trying
13:12:32sideralbut the crash happens consistently at the same instruction
13:12:45sideralat the line "buf[tfe.tag_length] = '\0';"
13:13:20Slasheriis the buf null or outside the memory space?
13:13:39Slasherithat really doesn't make sense..
13:14:07 Quit drezon (Ping timeout: 255 seconds)
13:14:12sideraloutside memory space. I've seen address 0xF3580831 and 0xF358062d
13:14:30Slasheriok, but i wonder how it doesn't crash earlier
13:15:16sideralme too. possibly it's not the buf ptr that is trashed, but the index (tfe.tag_length)
13:16:16sideralit could be negative, allowing it to pass the preceeding size comparison
13:19:40Slasheriah, indeed
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13:22:06sideralthe reason could be that either the db index file is corrupt (unlikely) or that the seek (= idx->tag_seek[tag]) is corrupt
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13:28:47Slasherisideral: checking the build_index() is going to take a while as it's probably the most complex function in tagcache :) especially tempbuf handling needs to be checked
13:29:16sideralplease take your time :)
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13:40:35sideralSlasheri: Still have time for a couple more questions?
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13:49:20Slasherisideral: go ahead
13:52:57sideralSlasheri: I observed a few DB quirks when a DB commit or reload fails due to insufficient resources, and I'm wondering whether we should fix any of them:
13:53:57sideralWhen DB after update/commit does not fit into preallocated buffer, it remains disabled. We could check for sufficient size beforehand and leave the old DB enabled instead
13:54:28sideralAlso, when DB commit use the dircache buffer and fails, the dircache remains disabled. We should at least reload the dircache
13:55:22sideralFurthermore, when a DB commit fails and is delayed till next boot, the DB remains disabled and dirty. Is that really necessary?
13:56:00sideraland finally, in commit(), another DB rescan is started; shouldn't that rather be just a reload?
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13:56:36Slasherisideral: great bug list!
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13:57:06Slasherisideral: the DB should only remain dirty if the building was interrupted because of a lost power or other fatal error
13:57:16Slasheriso that should be fixed as well
13:58:23sideralRight now I believe the DB is already marked dirty during the scan and tmpfile building.
13:58:59sideralBut maybe I'm mistaken.. I did end up a few times in a state where the DB was dirty and the tmpfile existed
13:59:18Slasherihmm.. it should get marked dirty only at the beginning of commit() and back to normal when commit was finished
13:59:38Slasheribut indeed, if tempbuf goes out of space during commit, then the db could stay dirty
14:00:10Slasherii think we should try to determine the necessary buffer size more accurately before starting commit
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14:02:13Slasheriif commit really was interrupted in the middle of db writing, then db should remain dirty (because the db is corrupted in that case)
14:02:40sideralI see.
14:04:37sideralapparently the commit checks whether the DB is dirty as it starts out, but does it use that information at all?
14:04:52***Saving seen data "./dancer.seen"
14:05:54sideralapparently not, otherwise late commit after a commit failure (leaving a dirty DB behind) wouldn't work at all
14:07:24Slasherisideral: ah, that's bad.. i think commit should abort if the db is found to be dirty
14:08:06sideralagree. looks like the first step is to document the various states and their intended meanings :)
14:08:34Slasherisideral: that could possible also be the reason for duplicates to appear.. if we try to commit into a dirty db
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14:09:40Slasherisideral: i wonder if we should automatically take a backup copy or changelog dump of the db before attempting to commit
14:11:00sideralre duplicates: could be! although from the description in FS #12129 it's not clear that the DB is dirty before the commit
14:11:02fs-bluebot Duplicate database entries (bugs, unconfirmed)
14:12:50sideralre backup: yeah, that would have saved my DB a few times. Now I often create a changelog before starting to experiment. But I'm not sure what would be the most efficient and least error-prone way to do it
14:13:32sideralfor example, that automatic backup should probably not be the one that's automatically reimported an reinitialization
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14:16:04sideralperhaps just copying the DB to a subdirectory would suffice
14:16:33sideralbut copying is perhaps more expensive than a changelog dump?
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14:22:15Slasherisideral: i think copying should be faster because there is less disk seeking involved
14:22:24Slasherisideral: but copying needs more disk space
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14:32:54ukleinekhehe, I asked the manufacturer of my new player for an updated firmware, but there will be none. So I asked for documentation how to update the firmware and some more things.
14:33:48ukleinekJust got a reply a la: I will forward you question to our product manager. The mail is Cc:d so someone new @$
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14:39:39sideralSlasheri: another observation I made recently: In debugging that display_format corruption I mentioned yesterday, I once had a crash where the main thread was using the format (to render a database view) while or after that corruption occurred. Looks like some kind of synchronization is missing between the tagcache thread and tagtree.c
14:40:22sideralthe DB shouldn't be usable while updating or after updating has failed
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14:40:52sideralIs there something in place that should prevent this?
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14:58:47sideralSlasheri: also, any comments as to why commit() triggers another DB rescan?
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15:13:21kugelgevaerts: did you look at the patches?
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15:14:17kugelsideral: it sounds to me that your recent problems aren't actually dircache related?
15:15:01sideralkugel: I uncovered a couple of other bugs hunting that dircache bug of yours ;)
15:15:11sideralBut to be honest, I'm not sure yet
15:15:52sideralIt could well be that the dircache changes, especially the compaction, caused a few regressions by uncovering bugs elsewhere
15:16:46kugelI didn't think my changes were so massive
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15:17:18kugeland the database has been known for being dodgy
15:17:27sideralIt made the dircache a whole lot smaller, which affects DB commit (which uses the dircache buffer by default)
15:17:44kugelI see
15:18:00kugelI wondered at some point if it wasn't wiser to grab the plugin buffer for the tempbuf
15:19:56sideralAlso, I disagree about the DB being dodgy :) From my experience, the majority of the "DB bugs" people have reported eventually turned out to be problems elsewhere. It's just that the DB always crashes first, being the first piece of serious computation that gets to run
15:20:47sideralUsing the plugin buffer seems like a good idea. Is that buffer allocated early in the boot process?
15:21:31sideralAlso, I hope that with your GSoC work, we'll eventually be able to dynamically allocate a tempbuf for DB commit?
15:22:22kugelsideral: the plugin buffer is compile time
15:22:39kugelhowever, the skin engine also uses it during parsing. i don't know if it'd be racy
15:23:05kugeland yes, I plan to make that a dynamic allocation
15:23:26sideralwhat a mess :) I hope you'll get finished soon
15:23:32kugelbut dynamic allocations when the bufsize isn't known is rather tricky
15:24:03kugelthe plugin buffer should be always bigger than dircache
15:24:15kugelsince on targets with little ram there's no dircache :)
15:24:43sideralthe logic in that statement escapes me ;)
15:24:45kugeldircache is 8MB+, I don't think there's a target with 8MB+ and a non-512K plugin buffer
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15:33:09drezonI updated FS #12191 with some battery benchmarks. Seems increasing DAC bias to 100% (from 50%) eats quite some battery. But increasing HP amp bias to the setting recommended by the data sheet for 16Ohm loads seems to not affect runtime.
15:33:11fs-bluebot Higher quality audio hw settings for AS3515 (Clipv1, Fuzev1, m200v4, c200v2 and e200v2) (patches, unconfirmed)
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15:48:13gevaertskugel: sorry, not yet. I've been either busy or too tired these last few days. I slept enough last night, so tonight should be doable
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15:53:05kugelgevaerts: okay
15:53:18gevaertskugel: prod me if I don't do it
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17:28:00kugelgevaerts: fwiw, hwcodec still works with the buffer api patch
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20:37:43bertrikis Nicolay Jordanov or Hristo Kovachev here?
20:39:33bertrikuser890104, are you a native Bulgarian speaker?
20:40:18user890104bertrik: yes, i am
20:42:08bertrikuser890104, ok great, I have to ask because we normally accept language patches only from native speakers
20:42:29bertrikIs there any kind of special character in your name (I'll add you to docs/CREDITS)?
20:42:43user890104it's in Cyrillic actually :)
20:45:16user890104but if it needs to be written with Latin characters, it is as is - Vencislav Atanasov
20:45:17bertrikHm, not sure what our policy is regarding that. Cyrillic is nearly unreadable to me, sorry.
20:45:45bertrikWould you mind having the Latinised version in docs/CREDITS instead of Cyrillic?
20:45:59user890104it's ok
20:46:45TorneCREDITS is already in utf8, no?
20:47:37bertrikI don't know to be honest, but we have names with ņš in it for example
20:48:54TorneYeah, it is
20:49:07Torneso, yeha, any unicode will work :)
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20:55:14bertrikTorne, so it's possible to do Cyrillic in docs/CREDITS? But we don't seem to use it for any of the names so far.
20:55:23TorneUnicode is unicode
20:56:03TorneIf your editor displays the existing nonascii characters there correctly then it's doing the right thing, and writing/pasting in other charaters will be fine
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20:59:49user890104bertrik: if you decide that names can be written in Cyrillic, the names of the other two contributors are supposed to be written in native Bulgarian like this:
21:04:57bertrikI think I'll stick with the current way we've used so far
21:06:11user890104ok, it's fine either way
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21:13:01bertrikok, here we go :)
21:13:54CIA-14New commit by bertrik (r30223): FS #12210 - Bulgarian translation update by Vencislav Atanasov
21:17:03*bertrik is slightly worried about how long it takes
21:17:26CIA-14r30223 build result: All green
21:18:10bertrikhm, +204 on the player
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22:04:08amiconnbertrik: I think that's entirely RAM delta (lang buffer; can't check as hover doesn't work on smartphone browser), and it's because bulgarian has apparently become the largest .lng file for the Player
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22:05:34amiconnRegarding CREDITS and native spelling - I think the problem is at least two-fold
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22:06:12amiconnFirst, everything being latin is a leftover from back when rockbox only supported latin1
22:06:57amiconnBut even though we now have unicode support, I think there are reasons to stick with latin.
22:08:07amiconnFirst, not all fonts support all scripts. It would probably look weird if some names are printed as all-blocks depending on the font
22:08:53 Quit liar (Ping timeout: 240 seconds)
22:08:56amiconnSecond, not everyone is able to read cyrillic, greek, chinese etc.
22:09:54amiconnThird, the Player can only display latin, cyrillic and greek (and katakana, but only on one of the two different lcd types)
22:12:01amiconnGiven that, and the fact that many fonts do implement cyrillic and greek, we could allow those, but then the question is where to stop. We do have chinese, korean, japanese and even thai (iirc) contributors
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23:14:49gevaertskugel: FS #12159 looks rather straightforward to me. Did anyone else review it already?
23:14:51fs-bluebot GSoC/Buflib: Remove direct audiobuf accesses (patches, new)
23:15:01 Quit Thra11 (Ping timeout: 276 seconds)
23:15:01gevaertsI'm now looking at FS #12186
23:15:02fs-bluebot GSoC/Buflib: Put extended buflib into core (patches, new)
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