Facebook chat with Pidgin IM


IM all your friends in one place

Pidgin is an easy to use and free chat client used by millions. Connect to AIM, MSN, Yahoo, and more chat networks all at once.

Supported chat networks:

  • AIM
  • Bonjour
  • Gadu-Gadu
  • Google Talk
  • Groupwise
  • ICQ
  • IRC
  • MSN
  • MXit
  • MySpaceIM
  • QQ
  • SILC
  • SIMPLE
  • Sametime
  • XMPP
  • Yahoo!
  • Zephyr, more..

Facebook announced that Facebook Chat could now be integrated into third party IM clients earlier this week. No longer are you restricted to using the official Facebook site to interact with chat. Facebook Chat now utilizes the XMPP Chat protocol, which allows users to immediately reap the benefits of the release — without having to wait for developers to update their chat clients.

Any third party IM client (such as Pidgin, iChat, Adium, Digsby) can now utilize the Facebook Chat service.  Below, we detail the setup process for the popular Pidgin IM client, though the generic server details are enough to connect through any client supporting XMPP or Jabber (see step 3).

  • Protocol: XMPP
  • Username: [your current Facebook username] (see step 1)
  • Domain: chat.facebook.com

1. Currently, you’ll need a Facebook Username (ie, facebook.com/mikeknoop).

2. Open up Pidgin, Click Accounts, then Manage Accounts. Now click Add.

3. Fill in the Basic tab with the following details:

  • Resource: [unused, you may leave blank]
  • Password: [your current Facebook password]

4. On the Advanced tab, make sure all SSL options are unchecked.

5. Click Add. You’re done!

Note: If your client does not support XMPP but supports Jabber, simply use [username]@chat.facebook.com as your Jabber ID.

You’ll notice that your buddy list is now automatically populated with your Facebook friends who are online.

You can download Facebook chat plugin for Pidgin here

Advertisements

Irrlicht 1.7.2 SDK released


Changes
 - Fix blend mode setup in OpenGL driver, when using the material2d override, as pointed out by Auria

 - Fix image creation from texture, found by dataslayer

 - Fix crashes when taking Screenhots for DirectX in Windowed mode (thx to agamemnus for reporting)

 - StaticText does now serialize the background color

 - Fix gui-elements which didn't care when skin-colors changed. That made it impossible to make the gui slowly transparent (thx to PI for reporting). 
 Note that it couldn't be completely fixed for the SpinBox without breaking the interface, so for that element you have to enforce this by calling for example element->setValue(element->getValue()) once.

 - Fix CXMLReaderImpl::getAttributeValueAsInt which returned wrong values with large integers (thx to squisher for finding)

 - Add EGET_TREEVIEW_NODE_COLLAPSE and deprecate EGET_TREEVIEW_NODE_COLLAPS (found by greenya)

 - Fix compile problem in swap when using irrlicht in combination with stl (backport from trunk r3281)

 - Fix serialization in CParticleSystemSceneNode (found by B@z)

 - Prevent crash in BillboardTextSceneNode when a custom font is used. Found and fixed by Nalin (bugtracker id: 3020487)

 - Fix problem in animation system that currentFrame got messed up after long pauses (especially when not starting at frame 0).
   See forum thread (http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=210537#210537) and bug id 2898876.
   Also remove BeginFrameTime in CAnimatedMeshSceneNode as it hasn't been used anymore since some time.

 - Add framerate and current frame information for animations in example 09 and do some minor cleanup.

 - Added another test for xml-reader.

 - Fix serialization in several particle emitters and affectors (thx to Ion Dune for reporting).

 - Fix compile-error on VS for vector2d::getAngleTrig when used with integers. (thx to greenya for reporting)

 - Fix bug in dimension2d::getInterpolated that caused wrong results when used with integers as template parameter. (thx to Greenya for noticing a warning which made me look over this code).

 - Remove 2 minor memory leaks in meshloaders (found by tool cppcheck-1.43)

 - reduce file dependencies for IGUIEventReceiver.h (thx ngc92)

 - Initialize GUIEvent.Element in several places (found by greenya)

 - Add EGDS_MESSAGE_BOX_MAX_TEXT_WIDTH and deprecated EGDS_MESSAGE_BOX_MAX_TEST_WIDTH (thx to greenya for reporting).

 - Fix several places where "used" in core::string was used wrongly preventing some memory corruption

 - Remove additional slash in pathnames in X-Loader

 - Fix crash in CGUIListBox when environment was cleared on events

 - Bugfix: Clear up depth-textures which could not be attached in OpenGL to prevent crashes. 

 - Fix arrowMesh boundingbox.

Apacer ARES DDR3 2400MHz overclocking modules released


Apacer released new ARES DDR3 memory modules with clockspeeds of up to 2400MHz:

Apacer, one of the world’s leading brands of memory modules, announced today its ARES DDR3 Overclocking Memory Module. The newly-unveiled memory module is named after the god of war “ARES.” Features include advanced memory chips, zero noise heat pipe cooling system with a large red aluminum heat dissipation fin. It is able to operate at a blazing-fast clock rate of 2400MHz, allowing not only overclockers to create overclocking miracles but hardcore gamers to achieve their optimum performance during the games.

ARES, the god of war, clad in armor dashing in the ferocious battlefield, is thought to have been invincible in Greek mythology. After the previous launch of second-to-none Aeolus equivalent, Apacer again named its DDR3 memory module from the mythology. Just as its name suggested, ARES DDR3 Overclocking Memory Module promises to deliver amazing and stable overclocking performances that feed the needs of the overclocking experts.

What stands out most about the ARES DDR3 Overclocking Memory Module series is the red fin heat sink thermal design, which symbolizes the overwhelming ARES in the comparative market. The ARES DDR3 series use a copper heat pipe cooler containing heat transfer liquid that turns into vapor by absorbing the heat of thermal-conductive copper heat pipe and transfers the vapor onto the large red heat dissipation fin through capillarity and phase transition technology. This efficient thermal design helps deliver optimum overclocking memory performances while maintaining cool temperatures.

“Apacer’s overclocking memory modules are indeed the top enablers for gamers.” said Grace Lo, Associated Vice President of Apacer Commodity Business Unit. “Copper heat pipes have a higher thermal conductivity for effective heat dissipation, so it helps maintain cool temperatures while providing a stable overclocking performance,” Lo went on, “Among the pluses of heat pipe is the ability to achieve effective heat dissipation without producing any noise, which helps create a quiet and comfortable overclocking environment. Also, the heat pipe offers heat dissipation without the need of regular cleaning and maintenance.

Apacer’s top of the line ARES DDR3 dual channel series comes in two specifications, namely DDR3 2400 2GB x2 and DDR3 2000 2GBx2. This dual-channel memory kit is a perfect combination of high clock speed, efficient thermal design and low latency with an operating voltage of mere 1.65V that strongly boosts your system performance.

Galaxy Magic Panel HD


GALAXY has updated its graphics card overclocking utility with the support of NVIDIA GeForce GTX 580. The good news is it’s not limited to GALAXY graphics cards and can be used like any other GPU Tools. No need to be the registered user of Galaxy.

You can download MagicPanel HD 3.0.1.5 HERE (Download is slow, problem with Galaxy server bandwidth).

[via]