in reply to How to start writing modules

Start by searching CPAN and Google, to see how much of the wheel you need not reinvent! My search turned up these resources:

I see that you received similar advice several months ago in a previous thread. Have you asked either of the module authors about taking over maintenance for an existing module? Have you tried Gaim's Perl scripting?

If you *must* forgo the simpler avenues of attack, then consider writing your module as an Inline::C interface to libgaim. At the very least, try to glean the protocol info from the Y! Messenger sections of the Gaim source code. Packet sniffing can be fun, but not when the traffic you are trying to decipher has been deliberately obfuscated.

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Re^2: How to start writing modules
by AK108 (Friar) on Feb 24, 2007 at 03:33 UTC
    Gaim's Perl scripting is not in good shape (or the highly limited documentation is wrong for sending messages) from what I can tell in my attempts to use it.

    I'd personally like a libgaim module, and would be willing to write tests/documentation for such a module. I talked with the developers about this briefly, but I don't know C at all.