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point towards the mouse?

Bill Kerr
1) Is it possible to get an arrow to point towards the mouse pointer in etoys?

I can get it to point towards a box which is being moved with the mouse with this script: arrow's heading <-- arrow's bearing to box

In the world menu in the playfield pane there are mouse x and mouse y detectors but arrow's bearing will not accept those detectors as input to replace just the box part

2) I also wanted to detect a mouse click but can't see any way to do that. The input pane in the world menu detects last keystroke but not a mouse click.

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Re: point towards the mouse?

Hilaire Fernandes
For point 2.,  you may have to write the script in Smalltalk mode then
use the code

ActiveHand x to get abscissa of the mouse pointer

Hilaire


2009/11/11 Bill Kerr <[hidden email]>:

> 1) Is it possible to get an arrow to point towards the mouse pointer in
> etoys?
> I can get it to point towards a box which is being moved with the mouse with
> this script: arrow's heading <-- arrow's bearing to box
> In the world menu in the playfield pane there are mouse x and mouse y
> detectors but arrow's bearing will not accept those detectors as input to
> replace just the box part
> 2) I also wanted to detect a mouse click but can't see any way to do that.
> The input pane in the world menu detects last keystroke but not a mouse
> click.
> _______________________________________________
> squeakland mailing list
> [hidden email]
> http://lists.squeakland.org/mailman/listinfo/squeakland
>
>



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Re: point towards the mouse?

Hilaire Fernandes
You may have to write something like that

script1
        self
                setHeading: (self costume referencePosition bearingToPoint:
ActiveHand x @ ActiveHand y)



This example does not work yet, but you get the idea.

Hilaire



2009/11/11 Hilaire Fernandes <[hidden email]>:

> For point 2.,  you may have to write the script in Smalltalk mode then
> use the code
>
> ActiveHand x to get abscissa of the mouse pointer
>
> Hilaire
>
>
> 2009/11/11 Bill Kerr <[hidden email]>:
>> 1) Is it possible to get an arrow to point towards the mouse pointer in
>> etoys?
>> I can get it to point towards a box which is being moved with the mouse with
>> this script: arrow's heading <-- arrow's bearing to box
>> In the world menu in the playfield pane there are mouse x and mouse y
>> detectors but arrow's bearing will not accept those detectors as input to
>> replace just the box part
>> 2) I also wanted to detect a mouse click but can't see any way to do that.
>> The input pane in the world menu detects last keystroke but not a mouse
>> click.
>> _______________________________________________
>> squeakland mailing list
>> [hidden email]
>> http://lists.squeakland.org/mailman/listinfo/squeakland
>>
>>
>
>
>
> --
> http://blog.ofset.org/hilaire
>



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Re: point towards the mouse?

Darius Clarke
In reply to this post by Hilaire Fernandes
For point 1 you can use the slope formula m = (y1-y2)/(x1-x2) and then arcTan m to get degrees. 

arcTan may have to come from Smalltalk mode. 

Cheers,
Darius

On Tue, Nov 10, 2009 at 10:53 PM, Hilaire Fernandes <[hidden email]> wrote:
For point 2.,  you may have to write the script in Smalltalk mode then
use the code

ActiveHand x to get abscissa of the mouse pointer

Hilaire


2009/11/11 Bill Kerr <[hidden email]>:
> 1) Is it possible to get an arrow to point towards the mouse pointer in
> etoys?
> I can get it to point towards a box which is being moved with the mouse with
> this script: arrow's heading <-- arrow's bearing to box
> In the world menu in the playfield pane there are mouse x and mouse y
> detectors but arrow's bearing will not accept those detectors as input to
> replace just the box part
> 2) I also wanted to detect a mouse click but can't see any way to do that.
> The input pane in the world menu detects last keystroke but not a mouse
> click.
> _______________________________________________
> squeakland mailing list
> [hidden email]
> http://lists.squeakland.org/mailman/listinfo/squeakland
>
>



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Re: point towards the mouse?

Hilaire Fernandes
In reply to this post by Hilaire Fernandes
I was meaning point1

Hilaire

2009/11/11 Hilaire Fernandes <[hidden email]>:
> For point 2.,  you may have to write the script in Smalltalk mode then
> use the code
>
> ActiveHand x to get abscissa of the mouse pointer
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Re: point towards the mouse?

Scott Wallace
In reply to this post by Darius Clarke
On Nov 10, 2009, at 11:02 PM, Darius Clarke wrote:

> For point 1 you can use the slope formula m = (y1-y2)/(x1-x2) and then arcTan m to get degrees.
>
> arcTan may have to come from Smalltalk mode.
>
> Cheers,
> Darius
>
> On Tue, Nov 10, 2009 at 10:53 PM, Hilaire Fernandes <[hidden email]> wrote:
> For point 2.,  you may have to write the script in Smalltalk mode then
> use the code
>
> ActiveHand x to get abscissa of the mouse pointer
>
> Hilaire
>
>
> 2009/11/11 Bill Kerr <[hidden email]>:
> > 1) Is it possible to get an arrow to point towards the mouse pointer in
> > etoys?

FWIW I attach a working example... notice that it's all done with tiles -- no textual scripting.

 -- Scott



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Re: point towards the mouse?

Bill Kerr
On Wed, Nov 11, 2009 at 7:32 PM, Scott Wallace <[hidden email]> wrote:
On Nov 10, 2009, at 11:02 PM, Darius Clarke wrote:

> For point 1 you can use the slope formula m = (y1-y2)/(x1-x2) and then arcTan m to get degrees.
>
> arcTan may have to come from Smalltalk mode.
>
> Cheers,
> Darius
>
> On Tue, Nov 10, 2009 at 10:53 PM, Hilaire Fernandes <[hidden email]> wrote:
> For point 2.,  you may have to write the script in Smalltalk mode then
> use the code
>
> ActiveHand x to get abscissa of the mouse pointer
>
> Hilaire
>
>
> 2009/11/11 Bill Kerr <[hidden email]>:
> > 1) Is it possible to get an arrow to point towards the mouse pointer in
> > etoys?


FWIW I attach a working example... notice that it's all done with tiles -- no textual scripting.


wonderful answers, thanks all


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Re: point towards the mouse?

p.a.dreyfuss@excite.com
In reply to this post by Bill Kerr

Hi,Bill

You'll find the tiles mouseX and mouseY in the playfield category of a playfield or of the world.

get an arrow fom object catalog/graphics

move the ble rotation handle sligtly to make te center or rotation visible and move it shift/drag to the foot of the arrow.
get the viewer of the arrow category polygon, et the arrow's vertex .cursor to 2 (head of the arrow).

now just build the tiles :

arrow's x at cursor _ playfield's mousex
arrow's y at cursor _ playfield's mousey

You probably just need to find where the tiles mouse and mousey were lying, but this will help other people.

Regards


-----Original Message-----
From: "Hilaire Fernandes" [[hidden email]]
Date: 11/11/2009 02:51 AM
To: "Bill Kerr" <[hidden email]>
CC: "squeakland.org mailing list" <[hidden email]>
Subject: Re: [squeakland] point towards the mouse?

You may have to write something like that

script1
self
setHeading: (self costume referencePosition bearingToPoint:
ActiveHand x @ ActiveHand y)



This example does not work yet, but you get the idea.

Hilaire



2009/11/11 Hilaire Fernandes <[hidden email]>:
> For point 2.,  you may have to write the script in Smalltalk mode then
> use the code
>
> ActiveHand x to get abscissa of the mouse pointer
>
> Hilaire
>
>
> 2009/11/11 Bill Kerr <[hidden email]>:
>> 1) Is it possible to get an arrow to point towards the mouse pointer in
>> etoys?
>> I can get it to point towards a box which is being moved with the mouse with
>> this script: arrow's heading <-- arrow's bearing to box
>> In the world menu in the playfield pane there are mouse x and mouse y
>> detectors but arrow's bearing will not accept those detectors as input to
>> replace just the box part
>> 2) I also wanted to detect a mouse click but can't see any way to do that.
>> The input pane in the world menu detects last keystroke but not a mouse
>> click.
>> _______________________________________________
>> squeakland mailing list
>> [hidden email]
>> http://lists.squeakland.org/mailman/listinfo/squeakland
>>
>>
>
>
>
> --
> http://blog.ofset.org/hilaire
>



--
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Re: point towards the mouse?

Scott Wallace
In reply to this post by Scott Wallace
Attached below is another solution, using an invisible "sprite".

  -- Scott








On Nov 11, 2009, at 1:02 AM, Scott Wallace wrote:

> On Nov 10, 2009, at 11:02 PM, Darius Clarke wrote:
>
>> For point 1 you can use the slope formula m = (y1-y2)/(x1-x2) and then arcTan m to get degrees.
>>
>> arcTan may have to come from Smalltalk mode.
>>
>> Cheers,
>> Darius
>>
>> On Tue, Nov 10, 2009 at 10:53 PM, Hilaire Fernandes <[hidden email]> wrote:
>> For point 2.,  you may have to write the script in Smalltalk mode then
>> use the code
>>
>> ActiveHand x to get abscissa of the mouse pointer
>>
>> Hilaire
>>
>>
>> 2009/11/11 Bill Kerr <[hidden email]>:
>>> 1) Is it possible to get an arrow to point towards the mouse pointer in
>>> etoys?
>
>
> FWIW I attach a working example... notice that it's all done with tiles -- no textual scripting.
>
> -- Scott
>
>
> <pointTowardCursor.002.pr>_______________________________________________
> squeakland mailing list
> [hidden email]
> http://lists.squeakland.org/mailman/listinfo/squeakland

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Re: point towards the mouse?

Bill Kerr
On Wed, Nov 11, 2009 at 8:38 PM, Scott Wallace <[hidden email]> wrote:
Attached below is another solution, using an invisible "sprite".

How did you make the invisible sprite Scott?
I just clicked on your Sprite's show key and nothing appeared
Is it just an empty drawing which you keep? I haven't tried that yet

I almost worked out that one myself after my intial post
But I made a visible sprite and then shrunk it - it sort of worked but because the sprite was visible once it was ticking I couldn't use the mouse to switch off the clock or anything else because the sprite got in the way
 

 -- Scott








On Nov 11, 2009, at 1:02 AM, Scott Wallace wrote:

> On Nov 10, 2009, at 11:02 PM, Darius Clarke wrote:
>
>> For point 1 you can use the slope formula m = (y1-y2)/(x1-x2) and then arcTan m to get degrees.
>>
>> arcTan may have to come from Smalltalk mode.
>>
>> Cheers,
>> Darius
>>
>> On Tue, Nov 10, 2009 at 10:53 PM, Hilaire Fernandes <[hidden email]> wrote:
>> For point 2.,  you may have to write the script in Smalltalk mode then
>> use the code
>>
>> ActiveHand x to get abscissa of the mouse pointer
>>
>> Hilaire
>>
>>
>> 2009/11/11 Bill Kerr <[hidden email]>:
>>> 1) Is it possible to get an arrow to point towards the mouse pointer in
>>> etoys?
>
>
> FWIW I attach a working example... notice that it's all done with tiles -- no textual scripting.
>
> -- Scott
>
>
> <pointTowardCursor.002.pr>_______________________________________________
> squeakland mailing list
> [hidden email]
> http://lists.squeakland.org/mailman/listinfo/squeakland


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Re: point towards the mouse?

Rita Freudenberg-3
In reply to this post by Scott Wallace
Scott Wallace wrote:
> Attached below is another solution, using an invisible "sprite".
>  
Scott, it is great that you uploaded the projects with your solution to
the showcase! This is a great way to keep ideas like this and make it
available for everyone.

Rita

>   -- Scott
>
>  
> ------------------------------------------------------------------------
>
>
>
>
>
>
> On Nov 11, 2009, at 1:02 AM, Scott Wallace wrote:
>
>  
>> On Nov 10, 2009, at 11:02 PM, Darius Clarke wrote:
>>
>>    
>>> For point 1 you can use the slope formula m = (y1-y2)/(x1-x2) and then arcTan m to get degrees.
>>>
>>> arcTan may have to come from Smalltalk mode.
>>>
>>> Cheers,
>>> Darius
>>>
>>> On Tue, Nov 10, 2009 at 10:53 PM, Hilaire Fernandes <[hidden email]> wrote:
>>> For point 2.,  you may have to write the script in Smalltalk mode then
>>> use the code
>>>
>>> ActiveHand x to get abscissa of the mouse pointer
>>>
>>> Hilaire
>>>
>>>
>>> 2009/11/11 Bill Kerr <[hidden email]>:
>>>      
>>>> 1) Is it possible to get an arrow to point towards the mouse pointer in
>>>> etoys?
>>>>        
>> FWIW I attach a working example... notice that it's all done with tiles -- no textual scripting.
>>
>> -- Scott
>>
>>
>> <pointTowardCursor.002.pr>_______________________________________________
>> squeakland mailing list
>> [hidden email]
>> http://lists.squeakland.org/mailman/listinfo/squeakland
>>    
>> ------------------------------------------------------------------------
>>
>> _______________________________________________
>> squeakland mailing list
>> [hidden email]
>> http://lists.squeakland.org/mailman/listinfo/squeakland


--
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Squeakland Foundation
http://www.squeakland.org

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Re: point towards the mouse?

Scott Wallace
In reply to this post by Bill Kerr
On Nov 11, 2009, at 2:20 AM, Bill Kerr wrote:

> On Wed, Nov 11, 2009 at 8:38 PM, Scott Wallace <[hidden email]> wrote:
>> Attached below is another solution, using an invisible "sprite".
>
> How did you make the invisible sprite Scott?
> I just clicked on your Sprite's show key and nothing appeared
> Is it just an empty drawing which you keep? I haven't tried that yet
>
> I almost worked out that one myself after my intial post
> But I made a visible sprite and then shrunk it - it sort of worked but because the sprite was visible once it was ticking I couldn't use the mouse to switch off the clock or anything else because the sprite got in the way

Heh, heh...  The sprite is a tiny RectangleMorph, which is:

(a)  Invisible -- color transparent, borderWidth 0.
(b)  Locked -- so that the sprite doesn't get in the way of mouse use.

  -- Scott_______________________________________________
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Re: point towards the mouse?

Bill Kerr
In reply to this post by p.a.dreyfuss@excite.com
On Wed, Nov 11, 2009 at 8:09 PM, [hidden email] <[hidden email]> wrote:

Hi,Bill

You'll find the tiles mouseX and mouseY in the playfield category of a playfield or of the world.

get an arrow fom object catalog/graphics

move the ble rotation handle sligtly to make te center or rotation visible and move it shift/drag to the foot of the arrow.
get the viewer of the arrow category polygon, et the arrow's vertex .cursor to 2 (head of the arrow).

now just build the tiles :

arrow's x at cursor _ playfield's mousex
arrow's y at cursor _ playfield's mousey

You probably just need to find where the tiles mouse and mousey were lying, but this will help other people.

I've had a go at your instructions Pierre and learnt a few new things but haven't been totally successful with the pointing
btw I just wanted pointing at this stage not moving to the mouse as well
a worked example would be great if you have the time
regards


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Re: point towards the mouse?

Bill Kerr
In reply to this post by Scott Wallace
On Wed, Nov 11, 2009 at 9:11 PM, Scott Wallace <[hidden email]> wrote:
On Nov 11, 2009, at 2:20 AM, Bill Kerr wrote:

> On Wed, Nov 11, 2009 at 8:38 PM, Scott Wallace <[hidden email]> wrote:
>> Attached below is another solution, using an invisible "sprite".
>
> How did you make the invisible sprite Scott?
> I just clicked on your Sprite's show key and nothing appeared
> Is it just an empty drawing which you keep? I haven't tried that yet
>
> I almost worked out that one myself after my intial post
> But I made a visible sprite and then shrunk it - it sort of worked but because the sprite was visible once it was ticking I couldn't use the mouse to switch off the clock or anything else because the sprite got in the way

Heh, heh...  The sprite is a tiny RectangleMorph, which is:

(a)  Invisible -- color transparent, borderWidth 0.
(b)  Locked -- so that the sprite doesn't get in the way of mouse use.

thanks

btw if you close the viewer of an invisible sprite is it possible to get it back?

I had that problem last week when a student was making a lunar lander disappear by hiding it
then he inadvertently closed the viewer and we couldn't work out how to get it back so he lost his work
 

 -- Scott_______________________________________________




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Re: point towards the mouse?

Hilaire Fernandes
Shift-clic in the background display a menu with the list of morh ?

Hilaire

2009/11/11 Bill Kerr <[hidden email]>:
> btw if you close the viewer of an invisible sprite is it possible to get it
> back?
> I had that problem last week when a student was making a lunar lander
> disappear by hiding it
> then he inadvertently closed the viewer and we couldn't work out how to get
> it back so he lost his work
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Re: point towards the mouse?

Bert Freudenberg
In reply to this post by Bill Kerr

On 11.11.2009, at 12:13, Bill Kerr wrote:

On Wed, Nov 11, 2009 at 9:11 PM, Scott Wallace <[hidden email]> wrote:
On Nov 11, 2009, at 2:20 AM, Bill Kerr wrote:

> On Wed, Nov 11, 2009 at 8:38 PM, Scott Wallace <[hidden email]> wrote:
>> Attached below is another solution, using an invisible "sprite".
>
> How did you make the invisible sprite Scott?
> I just clicked on your Sprite's show key and nothing appeared
> Is it just an empty drawing which you keep? I haven't tried that yet
>
> I almost worked out that one myself after my intial post
> But I made a visible sprite and then shrunk it - it sort of worked but because the sprite was visible once it was ticking I couldn't use the mouse to switch off the clock or anything else because the sprite got in the way

Heh, heh...  The sprite is a tiny RectangleMorph, which is:

(a)  Invisible -- color transparent, borderWidth 0.
(b)  Locked -- so that the sprite doesn't get in the way of mouse use.

thanks

btw if you close the viewer of an invisible sprite is it possible to get it back?

I had that problem last week when a student was making a lunar lander disappear by hiding it
then he inadvertently closed the viewer and we couldn't work out how to get it back so he lost his work

Use the "Players" tool from the supplies flap.

Instead of a transparent rectangle you also can just use a small sketch and click its "hide" tile (and e.g. make buttons to show and hide for debugging).

- Bert -



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Re: point towards the mouse?

Bert Freudenberg
Ah, I found your blog entry now. Attached is a project that I think does what you wanted - I did not hide the dots, would be simple though.

This task is a bit geared towards Scratch - it's more complicated in Etoys as there is no reification of the mouse pointer. Might be a nice idea to make a player for it though ...

- Bert -


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Re: point towards the mouse?

Bill Kerr
On Thu, Nov 12, 2009 at 2:54 AM, Bert Freudenberg <[hidden email]> wrote:
Ah, I found your blog entry now. Attached is a project that I think does what you wanted - I did not hide the dots, would be simple though.

This task is a bit geared towards Scratch - it's more complicated in Etoys as there is no reification of the mouse pointer. Might be a nice idea to make a player for it though ...


Nice project Bert, thanks

In reconstructing what you did I found out
1) that if I put the mouseDown script (click script) that moves the target object to the mouse object into the target script then it didn't work, it required a world script - not sure whether that is a bug or a feature (that you need a world script to detect a click on the world)

2) this line was tricky to build:
arrow's distance to target > 20
(a) ie. I found arrow's distance to dot in the observation pane and replaced the dot with a target - but then there were no option for a > extension
At that stage I would have given up but since you had done it then it had to be possible
(b) So I then found an arrow's distance with an assignment handle in the geometry pane and then found I could replace the arrow's distance part with the arrow's distance to target built in (a)
 

- Bert -


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Re: point towards the mouse?

Bert Freudenberg

On 15.11.2009, at 11:42, Bill Kerr wrote:

On Thu, Nov 12, 2009 at 2:54 AM, Bert Freudenberg <[hidden email]> wrote:
Ah, I found your blog entry now. Attached is a project that I think does what you wanted - I did not hide the dots, would be simple though.

This task is a bit geared towards Scratch - it's more complicated in Etoys as there is no reification of the mouse pointer. Might be a nice idea to make a player for it though ...


Nice project Bert, thanks

In reconstructing what you did I found out
1) that if I put the mouseDown script (click script) that moves the target object to the mouse object into the target script then it didn't work, it required a world script - not sure whether that is a bug or a feature (that you need a world script to detect a click on the world)

2) this line was tricky to build:
arrow's distance to target > 20
(a) ie. I found arrow's distance to dot in the observation pane and replaced the dot with a target - but then there were no option for a > extension
At that stage I would have given up but since you had done it then it had to be possible
(b) So I then found an arrow's distance with an assignment handle in the geometry pane and then found I could replace the arrow's distance part with the arrow's distance to target built in (a)

When I drop a distance-to tile into the test tile, it appends the "<" comparison automatically.

Oh, I remember now. This was a bug, is fixed in Etoys 4.0.2329:


- Bert -


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