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Timers, Signals and Input Messages
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<center><img src='art/foxstart.png'>
<BR><B>Documentation: Timers, Signals and Input Messages</B>
</center>
<p>
<b>Other Messages</b>
<hr>
Most messages your application will receive are
generated from FOX Widgets, such as buttons, sliders, and other controls.&nbsp;
However, FOX also provides some messages which are generated from other
sources.</font>
<p><font color="#000000">There are four types of such messages: Timers,
Chores, Signals, and Inputs.</font>
<p>
<p>
<b>Timer Messages</b>
<hr>
<font color="#000000">Timer messages are used so your program can receive
a message after some specified interval has elapsed. This can be very useful,
for example for performing an animation of some kind.</font>
<p><font color="#000000">Like all messages, timer messages are handled
by specifying a <i>target object </i>which is to handle the message.&nbsp;
When the specified time has elapsed, the object will receive a message
of the type <b>SEL_TIMEOUT,&nbsp;</b> with the message <b>ID</b> being
the one which was registered at the beginning of the time interval.</font>
<p><font color="#000000">The length of the time interval is expressed in
<b><i>milliseconds</i></b>,
and the interval starts at the time the callback message was registered.&nbsp;
The message callback to the target object will be when the interval has
expired.</font>
<p><font color="#000000">Here's how you would&nbsp; program a message map
entry to catch a timer message in a target object of type MyObject:</font>
<br>&nbsp;
<br>&nbsp;
<br>&nbsp;
<center><table BORDER CELLSPACING=0 COLS=1 WIDTH="90%" BGCOLOR="#FFF8E1" NOSAVE >
<tr>
<td><tt><font color="#000000">// Message map entry of "object"</font></tt>
<br><tt><font color="#000000"><b>FXDEFMAP</b>(MyObject) MyObjectMap[]={</font></tt>
<br><tt><font color="#000000"><b>&nbsp; FXMAPFUNC</b>(SEL_TIMEOUT,MyObject::ID_ANIMATIONSTEP,MyObject::onAnimationStep),</font></tt>
<br><tt><font color="#000000">&nbsp; <b>...</b></font></tt>
<br><tt><font color="#000000">&nbsp; };</font></tt></td>
</tr>
</table></center>

<p><font color="#000000">To register a timer message, you would&nbsp; call
the function <b>FXApp::addTimeout(),</b> as follows:</font>
<br>&nbsp;
<center><table BORDER CELLSPACING=0 COLS=1 WIDTH="90%" BGCOLOR="#FFF8E1" NOSAVE >
<tr>
<td><tt><font color="#000000">// Register Timer callback message</font></tt>
<br><tt><font color="#000000"><b>FXTimer</b>* timerhandle;</font></tt>
<br><tt><font color="#000000">MyObject* object;</font></tt>
<br><tt><font color="#000000">timerhandle=app-><b>addTimeout</b>(1000,object,ID_ANIMATIONSTEP);</font></tt></td>
</tr>
</table></center>

<p>Timers can be unregistered at any time <b><i>prior</i></b> to being
fired, by calling <b>FXApp::removeTimeout()</b> with the handle which was
previously returned from <b>FXApp::addTimeout():</b>
<br>&nbsp;
<br>&nbsp;
<center><table BORDER CELLSPACING=0 COLS=1 WIDTH="90%" BGCOLOR="#FFF8E1" NOSAVE >
<tr>
<td><tt><font color="#000000">// Unregister Timer callback message</font></tt>
<br><tt><font color="#000000">app-><b>removeTimeout</b>(timerhandle);</font></tt></td>
</tr>
</table></center>

<p>Note that it is an <b><i><font color="#CC0000">error</font></i></b>
to unregister the timer callback message after it has already been fired,
as timers are automatically unregistered already when they're fired. A
common practice is therefore for the target of a timer to reset the handle
to NULL when the timer callback has been received, as demonstrated by the
following code segment:
<br>&nbsp;
<br>&nbsp;
<center><table BORDER CELLSPACING=0 COLS=1 WIDTH="90%" BGCOLOR="#FFF8E1" NOSAVE >
<tr>
<td><tt><font color="#000000">// Receive a Timer callback</font></tt>
<br><tt><font color="#000000">long MyObject::onAnimationStep(FXObject*,FXSelector,void*){</font></tt>
<br><tt><font color="#000000">&nbsp; if(continueToAnimate){</font></tt>
<br><tt><font color="#000000">&nbsp;&nbsp;&nbsp; timerhandle=app-><b>addTimeout</b>(1000,object,ID_ANIMATIONSTEP);&nbsp;
// Restart timer for another interval</font></tt>
<br><tt><font color="#000000">&nbsp;&nbsp;&nbsp; }</font></tt>
<br><tt><font color="#000000">&nbsp; else{</font></tt>
<br><tt><font color="#000000">&nbsp;&nbsp;&nbsp; timerhandle=<b>NULL</b>;
// We're done, zero-out the handle to we won't remove the timer twice</font></tt>
<br><tt><font color="#000000">&nbsp;&nbsp;&nbsp; }</font></tt>
<br><tt><font color="#000000">&nbsp; return 1;</font></tt>
<br><tt><font color="#000000">&nbsp; }</font></tt></td>
</tr>
</table></center>

<p>It is OK to call <b>FXApp::removeTimeout()</b> with a NULL handle, so
in the destructor of MyObject, you could simply:
<br>&nbsp;
<center><table BORDER CELLSPACING=0 COLS=1 WIDTH="90%" BGCOLOR="#FFF8E1" NOSAVE >
<tr>
<td><tt><font color="#000000">// Clean up to prevent sending a timer message
to a deleted target</font></tt>
<br><tt><font color="#000000">MyObject::~MyObject(){</font></tt>
<br><tt><font color="#000000">&nbsp; app-><b>removeTimeout</b>(timerhandle);</font></tt>
<br><tt><font color="#000000">&nbsp; }</font></tt></td>
</tr>
</table></center>

<p>Which makes for much cleaner code.
<p>Timers are <b>fired</b> when the application returns to the event loop.&nbsp;
In other words, handlers may be invoked a bit later than specified by the
timer interval.&nbsp; To maintain smooth animation sequences, you might
want to call <b>gettimeofday()</b> or some equivalent function so as to
decrease the next timer interval in the sequence a little bit to correct
for this effect, particularly if some of your applications are CPU intensive.

<p>
<p>
<b>Chore Messages</b>
<hr>
Chore messages are messages which are delivered
to their target object when the application is about to block for events.&nbsp;
They are used for background tasks which are to be performed when no other,
more urgent tasks need to be performed.&nbsp; You can use chores for housekeeping
tasks in your application, or&nbsp; perhaps for animations.&nbsp; A chore
will fire as soon as the event stream is exhausted and there is nothing
else for the application to do, this is why it is also sometimes referred
to as <b><i>idle processing.</i></b></font>
<p><font color="#000000">When the chore message is fired, your object will
receive a message of the type <b>SEL_CHORE,</b> with the message <b>ID</b>
being the one which was registered.&nbsp; To intercept this message, here's
how you would program your message map:</font>
<br>&nbsp;
<center><table BORDER CELLSPACING=0 COLS=1 WIDTH="90%" BGCOLOR="#FFF8E1" NOSAVE >
<tr>
<td><tt><font color="#000000">// Message map entry of "object"</font></tt>
<br><tt><font color="#000000"><b>FXDEFMAP</b>(MyObject) MyObjectMap[]={</font></tt>
<br><tt><font color="#000000"><b>&nbsp; FXMAPFUNC</b>(SEL_CHORE,MyObject::ID_IDLETASK,MyObject::onIdleTask),</font></tt>
<br><tt><font color="#000000">&nbsp; <b>...</b></font></tt>
<br><tt><font color="#000000">&nbsp; };</font></tt></td>
</tr>
</table></center>

<p><font color="#000000">As you see, it is very similar to timer callback
processing.&nbsp; Setting or registering a chore callback message is similar
as well, and is done by calling <b>FXApp::addChore() </b>as shown below:</font>
<br>&nbsp;
<center><table BORDER CELLSPACING=0 COLS=1 WIDTH="90%" BGCOLOR="#FFF8E1" NOSAVE >
<tr>
<td><tt><font color="#000000">// Register Chore callback message</font></tt>
<br><tt><font color="#000000">FXChore* chorehandle;</font></tt>
<br><tt><font color="#000000">MyObject* object;</font></tt>
<br><tt><font color="#000000">chorehandle=app-><b>addChore</b>(object,ID_ANIMATIONSTEP);</font></tt></td>
</tr>
</table></center>

<p>Chores can be unregistered at any time <b><i>prior</i></b> to being
fired, by calling <b>FXApp::removeChore()</b> with the handle which was
previously returned from <b>FXApp::addChore():</b>
<br>&nbsp;
<br>&nbsp;
<center><table BORDER CELLSPACING=0 COLS=1 WIDTH="90%" BGCOLOR="#FFF8E1" NOSAVE >
<tr>
<td><tt><font color="#000000">// Unregister Chore callback message</font></tt>
<br><tt><font color="#000000">app-><b>removeChore</b>(chorehandle);</font></tt></td>
</tr>
</table></center>

<p><font color="#000000">Since chores, like timers, are automatically unregistered
when they are fired, it is an </font><b><i><font color="#CC0000">error</font></i></b><font color="#000000">
to remove a chore after it has been fired.&nbsp; Thus, your program will
likely deal with chore handle's in a similar way as with timer handles,
as described above.</font>
<p><font color="#000000">Some notes:</font>
<ul>
<li>
<font color="#000000">Some computer graphics books describe using <b>Motif
work-proc</b>'s to perform delayed drawing for complicated 3D graphics.&nbsp;
While FOX's Chores are indeed equivalent to Motif's work-proc's, this is
unnecessary, as ALL paint operations in the FOX toolkit are already delayed.</font></li>

<li>
<font color="#000000">Repeatedly resetting the chore callback will mean
that your application will never yield the CPU, because there will always
be a chore ready to execute prior to blocking for event input.</font></li>

<li>
<font color="#000000">The GUI update and the Chore processing are interleaved,
so that each time through the event loop, at least one GUI update callback
and one Chore are always being executed.&nbsp; This means however, that
if a Chore takes a long time, the GUI update process itself will also proceed
much slower, as it will proceed in lock-step with the Chore processing.</font></li>
</ul>

<p>
<p>
<b>Signal Messages</b>
<hr>
<font color="#000000">Signal messages are generated when certain asynchronous
events happen.&nbsp; On most systems, these events are generated in the
form of <b><i>POSIX signals</i></b>.&nbsp; The POSIX signal facility is
available on most systems to which FOX has been ported, although&nbsp;
non-POSIX [e.g. BSD) signals should work also.</font><font color="#000000"></font>
<p><font color="#000000">You can use Signal messages to allow FOX objects
to receive signals and process them.&nbsp; For example, you could&nbsp;
register a signal handler for <b>SIGINT</b>, so that an application may
be closed down properly when the user hits <tt><b>^C</b> </tt>on the controlling
terminal.&nbsp; Another use might be to register a handler to catch the
<b>SIGFPE</b> during a computation, so a warning panel can be popped for
a divide by zero, and perhaps gracefully save the user's data rather than
core dumping.</font><font color="#000000"></font>
<p><font color="#000000">When a Signal message is sent, your target object
will receive a message of the type <b>SEL_SIGNAL</b> with the <b>ID</b>
being the one specified when the callback message was registered:</font>
<br><font color="#000000"></font>&nbsp;
<center><table BORDER CELLSPACING=0 COLS=1 WIDTH="90%" BGCOLOR="#FFF8E1" NOSAVE >
<tr>
<td><tt><font color="#000000">// Message map entry of "object"</font></tt>
<br><tt><font color="#000000"><b>FXDEFMAP</b>(MyObject) MyObjectMap[]={</font></tt>
<br><tt><font color="#000000"><b>&nbsp; FXMAPFUNC</b>(SEL_SIGNAL,MyObject::ID_INTERRUPT,MyObject::onCleanUpAndQuit),</font></tt>
<br><tt><font color="#000000">&nbsp; <b>...</b></font></tt>
<br><tt><font color="#000000">&nbsp; };</font></tt></td>
</tr>
</table></center>
<font color="#000000"></font>
<p><font color="#000000">A signal handler can be added by calling <b>FXApp::addSignal().</b>&nbsp;
There are two methods to deliver a signal to the application: synchronously,
and asynchronously (immediately).</font><font color="#000000"></font>
<p><b><font color="#000000">Synchronous or non-immediate</font></b><font color="#000000">
 <b>signals </b>are held until the application returns to the event loop,
and then dispatched to the application.&nbsp; Thus, in most cases, the
normal flow of computation in the application will not be interrupted,
and your signal callback message handler can assume that all data structures
are in a consistent state.&nbsp;&nbsp;&nbsp; Relatively harmless signals
such as <b>SIGINT</b> are best handled synchronously.</font><font color="#000000"></font>
<p><font color="#000000"><b>Asynchronous or immediate signals </b>are dispatched
to the target object immediately.&nbsp; Since the regular processing of
your application may have been interrupted by the signal, you will have
to exercise extreme caution in the handler, as data structures may be partically
complete.&nbsp; The immediate signal handlers are best reserved for last-ditch
efforts, such as cleaning up after a <b>SIGSEGV</b> or <b>SIGBUS</b>, when
a grave error has occured but there may be a chance to perhaps recover
some of the user's data.</font><font color="#000000"></font>
<p><font color="#000000">You can set a signal as follows:</font>
<br><font color="#000000"></font>&nbsp;
<br>&nbsp;
<center><table BORDER CELLSPACING=0 COLS=1 WIDTH="90%" BGCOLOR="#FFF8E1" NOSAVE >
<tr>
<td><tt><font color="#000000">// Register Signal callback message</font></tt>
<br><tt><font color="#000000">app-><b>addSignal</b>(SIGINT,myobject,ID_INTERRUPT,FALSE,flags);</font></tt></td>
</tr>
</table></center>

<p>The flags are set as for POSIX signal handling facilities, pleace confer
your man pages for <b>sigaction(2).</b>
<br>To remove the signal handler callback message and restore the default
signal handling action, you can call <b>FXApp::removeSignal() </b>as follows:
<br>&nbsp;
<center><table BORDER CELLSPACING=0 COLS=1 WIDTH="90%" BGCOLOR="#FFF8E1" NOSAVE >
<tr>
<td><tt><font color="#000000">// Unregister Signal callback message</font></tt>
<br><tt><font color="#000000">app-><b>removeSignal</b>(SIGINT);</font></tt></td>
</tr>
</table></center>
<font color="#000000"></font>
<p>
<p>
<b>Input Messages</b>
<hr>
<font color="#000000">Input messages allow your programs to receive
inputs from other sources than the GUI.&nbsp; Input messages can for example
be used to watch <b><i>sockets</i></b>, <b><i>pipes</i></b>, and a host
of other <b><i>synchronization objects</i></b> [if available on your machine].</font><font color="#000000"></font>
<p><font color="#000000">Writing networked applications, such as e.g. a
chat program, involves watching inputs from a number of different sources.&nbsp;
You could have your program continuously check all these inputs for activity
in a timer callback, but it is far more efficient to register an input
source and yield the CPU until there is something going on.</font><font color="#000000"></font>
<p><font color="#000000">Fortunately, most operating systems provide such
a facility, and FOX can take advantage of this:</font>
<br><font color="#000000"></font>&nbsp;
<ul>
<li>
<font color="#000000">On UNIX, the <b>select()</b> system call is used.&nbsp;
The select mechanism allow a group of file descriptors representing sockets,
pipes, and [where supported] asynchronous files to be watched for activity.&nbsp;
In fact, the connection to the display, i.e. the GUI is just one of the
file descriptors that can be watched.&nbsp; Please consult your UNIX <i>select(2)
</i>man pages for more information about this system call.</font></li>

<li>
<font color="#000000">On WIndows NT, the <b>MsgWaitForMultipleObjects()</b>
system call is used.&nbsp; This system call waits for GUI messages, as
well as any number of synchronization objects, such as asynchronous files,
sockets, pipes, event objects, mutexes, and even directories.&nbsp; More
information about this can be found on the Microsoft Developer Network
CD's, or on their on-line version of <a href="http://msdn.microsoft.com/library/default.asp">MSDN</a>.</font></li>
</ul>
To register a callback message for an input source, you can call FXApp::addInput().&nbsp;
The callback message will remain registered even even after it has fired,
unlike for Timers and Chores which are automatically removed after being
fired once.
<p>When a synchronization object becomes signaled, a message of the type
SEL_IO_READ, SEL_IO_WRITE, or SEL_IO_EXCEPT will be sent to the target
object, with the ID being the one specified in addInput().&nbsp; You can
intercept these messages as follows:
<br>&nbsp;
<center><table BORDER CELLSPACING=0 COLS=1 WIDTH="90%" BGCOLOR="#FFF8E1" NOSAVE >
<tr>
<td><tt><font color="#000000">// Message map entry of "object"</font></tt>
<br><tt><font color="#000000"><b>FXDEFMAP</b>(MyObject) MyObjectMap[]={</font></tt>
<br><tt><font color="#000000"><b>&nbsp; FXMAPFUNC</b>(SEL_IO_READ,MyObject::ID_ACCEPT,MyObject::onAcceptConnectionFromTheNet),</font></tt>
<br><tt><font color="#000000"><b>&nbsp; FXMAPFUNC</b>(SEL_IO_READ,MyObject::ID_SOCKET,MyObject::onReceivedInputFromTheNet),</font></tt>
<br><tt><font color="#000000">&nbsp;<b> FXMAPFUNC</b>(SEL_IO_WRITE,MyObject::ID_SOCKET,MyObject::onSendOutputToTheNet),</font></tt>
<br><tt><font color="#000000">&nbsp;<b> FXMAPFUNC</b>(SEL_IO_EXCEPT,MyObject::ID_SOCKET,MyObject::onDealWithExcept),</font></tt>
<br><tt><font color="#000000">&nbsp; <b>...</b></font></tt>
<br><tt><font color="#000000">&nbsp; };</font></tt></td>
</tr>
</table></center>

<p><font color="#000000">In this example, a server type application may
be creating a <b>socket</b> (socket(2)), and listen for incoming connections.&nbsp;
When an incoming connection is received the callback handler <b>onAcceptConnectionFromTheNet</b><tt>()
</tt>presumably verifies the request and calls <b>accept</b> (accept(2))&nbsp;
and registers another handler to deal with incoming or outgoing data, and
exceptional conditions.</font><font color="#000000"></font>
<p><font color="#000000">You can register a input handler by calling <b>FXApp::addInput()</b>.</font>
<br>&nbsp;
<br>&nbsp;
<br>&nbsp;
<center><table BORDER CELLSPACING=0 COLS=1 WIDTH="90%" BGCOLOR="#FFF8E1" NOSAVE >
<tr>
<td><tt><font color="#000000">// Accept the connection</font></tt>
<br><tt><font color="#000000">socket=accept(...);</font></tt><tt><font color="#000000"></font></tt>
<p><tt><font color="#000000">// Register input callback message</font></tt>
<br><tt><font color="#000000">app-><b>addInput</b>(socket,INPUT_READ|INPUT_WRITE|INPUT_EXCEPT,myobject,ID_SOCKET);</font></tt></td>
</tr>
</table></center>

<p>Passing <b>INPUT_READ|INPUT_WRITE|INPUT_EXCEPT</b> will register the
same callback message handler <b>ID</b> for all three types of I/O activities.
<br>To remove a callback message handler, you can call <b>FXApp::removeInput()
</b>as follows:
<br>&nbsp;
<br>&nbsp;
<center><table BORDER CELLSPACING=0 COLS=1 WIDTH="90%" BGCOLOR="#FFF8E1" NOSAVE >
<tr>
<td><tt><font color="#000000">// Unregister input callback message</font></tt>
<br><tt><font color="#000000">app->remove<b>Input</b>(socket,INPUT_WRITE);</font></tt></td>
</tr>
</table></center>

<p>This will remove the callback message <b>ID</b> for I/O output.&nbsp;
It is usually a good idea for output, because the file descriptor will
remain signaled as long as there is buffering to accept more outgoing data.
<br>You would add the <b>INPUT_WRITE</b> back only when buffers get full
[when the other party is tardy processing the data you're sending, lets
say].
<p>
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<address>Copyright 1997-2002 <a href=mailto:jeroen@fox-toolkit.org>Jeroen van der Zijp</a></address>
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