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Debian vs Pimientos 1.1.0
Debian vs Pimientos is a fun arcade in which you have to kill peppers using the logo of Debian. more>>
Debian vs Pimientos is an arcade game developed using the SDL libraries SDL, SDL_image, SDL_mixer, and SDL_ttf. This permits the portability of the game to some systems and machines.
Debian vs Pimientos is the first game of NEOPONTEC Games, and the first to use the NNG Engine (New Neopontec Gaming Engine) developed by Hector Blanco (me) that uses the mentioned SDL Libraries.
The game concept is very easy to understand and to play. There are a lot of peppers (pimientos is the spanish word for peppers) that are flying by the sky, and you, armed with the Debian logo must fight them. The Debian logo shoots GNU heads to kill these devil pimientos
Main features:
- 800x600 resolution at 32 bits.
- High quality images.
- Addictive and funny playing experience
- Cross-platform open source game: (binaries for Win32 & Linux, and sources for other systems).
- Different classes of peppers (pimientos).
<<lessDebian vs Pimientos is the first game of NEOPONTEC Games, and the first to use the NNG Engine (New Neopontec Gaming Engine) developed by Hector Blanco (me) that uses the mentioned SDL Libraries.
The game concept is very easy to understand and to play. There are a lot of peppers (pimientos is the spanish word for peppers) that are flying by the sky, and you, armed with the Debian logo must fight them. The Debian logo shoots GNU heads to kill these devil pimientos
Main features:
- 800x600 resolution at 32 bits.
- High quality images.
- Addictive and funny playing experience
- Cross-platform open source game: (binaries for Win32 & Linux, and sources for other systems).
- Different classes of peppers (pimientos).
Download (0.66MB)
Added: 2006-10-08 License: GPL (GNU General Public License) Price:
1114 downloads
KANOTIX 64 2005-04 LITE Final
KANOTIX 64 is a Linux live CD based on Knoppix technology using Debian/sid for 64-bit architecture. more>>
KANOTIX 64 is a Linux live CD based on Knoppix technology using Debian/sid for 64-bit architecture.
The included XFree86 is from Debian/experimental. The main specs are: GRUB based startup from CD, ACPI support, DMA default on, additional support for DSL modems (Fritz!Card DSL and Eagle USB), optimal for HD install (you get a working Debian/sid install in about 10 minutes!), kernel forcedeth (for nForce NIC), device mapper and some other patches.
Simply boot from CD and enjoy Linux. Some tools may request a root password. As none is set, you have to set one using "sudo passwd" or use "su" in konsole.
Whenever you execute something with root permissions, you should know what you are doing! For web surfing over LAN no root access is required. I am sure you can discover many things to do with it :)
Dont try to write to NTFS partitions using the standard NTFS driver included with the kernel, as its support for writing is very lacking - thus it could destroy the partition and the data in it.
There is a new Captive NTFS driver that does a better job at writing to NTFS, so use it instead. For FAT partitions you can enable write-access with the context menu (right mouse button).
You may not have the rights to modify Linux partitions, use the root mode in konsole if needed. Some links are not working in the menu - that is not my fault - the packages from Debian/sid are very new and may have some little bugs, but you can always use new releases.
<<lessThe included XFree86 is from Debian/experimental. The main specs are: GRUB based startup from CD, ACPI support, DMA default on, additional support for DSL modems (Fritz!Card DSL and Eagle USB), optimal for HD install (you get a working Debian/sid install in about 10 minutes!), kernel forcedeth (for nForce NIC), device mapper and some other patches.
Simply boot from CD and enjoy Linux. Some tools may request a root password. As none is set, you have to set one using "sudo passwd" or use "su" in konsole.
Whenever you execute something with root permissions, you should know what you are doing! For web surfing over LAN no root access is required. I am sure you can discover many things to do with it :)
Dont try to write to NTFS partitions using the standard NTFS driver included with the kernel, as its support for writing is very lacking - thus it could destroy the partition and the data in it.
There is a new Captive NTFS driver that does a better job at writing to NTFS, so use it instead. For FAT partitions you can enable write-access with the context menu (right mouse button).
You may not have the rights to modify Linux partitions, use the root mode in konsole if needed. Some links are not working in the menu - that is not my fault - the packages from Debian/sid are very new and may have some little bugs, but you can always use new releases.
Download (537MB)
Added: 2006-01-01 License: GPL (GNU General Public License) Price:
1392 downloads
MCP2510 Bit Timing Calculator 1.0
MCP2510 Bit Timing Calculator project is a bit timing calculator for the MCP2510. more>>
MCP2510 Bit Timing Calculator project is a bit timing calculator for the MCP2510.
It is a bit timing calculator which is very easy to use.
All you have to do is to choose the baudrate and the oscilator-frequency.
Sure you can edit and change all setting. You will see a graphical bit timing diagram which show you your current options.
At the end you will get a detailed report of your choosen options. See an example here: mcp2510btn
HowTo
On the first step you have to choose your wished baudrate and the oscilator-frequency.
Second you will get a great table with all avaible baudrate for you oscilator-frequency. The are already choosen some baudrates if your baudrate equals with some on the table. Otherwise you have to select them manually, but you will get deviations to you choosen baudrate. You will the the deviation in percent at the right table.
When you are ready you can go forward to step three.
Here you have first to select your wanted Nominal Bit Time Screenshot 2 [Step 3]and then you can edit/change to values for the single segments of a bit timing.
<<lessIt is a bit timing calculator which is very easy to use.
All you have to do is to choose the baudrate and the oscilator-frequency.
Sure you can edit and change all setting. You will see a graphical bit timing diagram which show you your current options.
At the end you will get a detailed report of your choosen options. See an example here: mcp2510btn
HowTo
On the first step you have to choose your wished baudrate and the oscilator-frequency.
Second you will get a great table with all avaible baudrate for you oscilator-frequency. The are already choosen some baudrates if your baudrate equals with some on the table. Otherwise you have to select them manually, but you will get deviations to you choosen baudrate. You will the the deviation in percent at the right table.
When you are ready you can go forward to step three.
Here you have first to select your wanted Nominal Bit Time Screenshot 2 [Step 3]and then you can edit/change to values for the single segments of a bit timing.
Download (0.017MB)
Added: 2006-11-03 License: GPL (GNU General Public License) Price:
640 downloads
Evil Greg Vs. Eight Year Olds 0.4.1
Evil Greg battles hordes of 8 year old kids. more>>
Evil Greg Vs. Eight Year Olds was originally conceived when Nizzity asked EG how many 8 year old kids it would take to bring him down. EG responded that no amount would be enough because he would eat them as he went and would slowly grow in power.
He claims that eventually his heartburn would allow him to breath fire and they would fall before him. The game will test the merit of his claims. This is an accurate scientific simulation.
<<lessHe claims that eventually his heartburn would allow him to breath fire and they would fall before him. The game will test the merit of his claims. This is an accurate scientific simulation.
Download (3.9MB)
Added: 2007-08-05 License: Freeware Price:
810 downloads
The 64 bit Virtual CPU Project 0.0.23
The 64 bit Virtual CPU Project is a project to create 64-bit virtual CPU. more>>
This is a project to create 64-bit virtual CPU, create a 64 bit assembler for the CPU and then port C to it, and then create scripts to port GNU/Linux to it.
The aim is to run 64-bit Linux on common 8/16/32 bit CPUs in applications where speed is not an issue.
Enhancements:
- Added C code intended tor a PIC Preliminary documentation More updates to Gambas program
<<lessThe aim is to run 64-bit Linux on common 8/16/32 bit CPUs in applications where speed is not an issue.
Enhancements:
- Added C code intended tor a PIC Preliminary documentation More updates to Gambas program
Download (0.67MB)
Added: 2005-07-06 License: GPL (GNU General Public License) Price:
1600 downloads
Bit-mapped Japanese font parser 2.0
Bit-mapped Japanese font parser is a font parser. more>>
Bit-mapped Japanese font parser is a font parser. Note, this package doesnt include the actual font data. To get the font data you need to download it from the download section in the left.
Then move *.jfr into the directory where you unpacked this parser, and follow with the quick instructions.
Quick instructions:
Complete parse requires about 4 megabytes of free disk space. This is a huge improvement over the original version which required almost 45 megabytes.
1. make
2. make parse
3. watch the progress indicator
4. mv *.pcf.gz /usr/X11R/lib/X11R6/fonts/misc
5. make clean
6. HUP your font server if you use one
7. xset fp rehash
8. xlsfonts | grep kanji
/usr/X11R/lib/X11R6/fonts/misc is the standard location for all sorts of random bit-mapped fonts, but you might have a special location. Substitute that in step 4.
About:
I came across a number of these "raster fonts" a while ago. Quick look inside the files proved that they are bit-mapped fonts, and the format looked pretty straight-forward. I wrote the original parser for these just guessing the values, basically by experimenting and playing around. Later on I came across some docs on the subject - looks like these fonts were used in Windows 3.1 Japanese edition to substitute back-then low quality Japanese TTF fonts at small point sizes. These were designed using full-scale 16 bit programming techniques.
Quick info about the font format, there are some headers, then follows a "segment table" which is basically a table with pointers inside the font file where to locate a particular chunk of data. Because the 16 bit way of accessing memory is by using 65k "segments", each file is virtually split into < 65k segments which get loaded into separate memory areas, and then there is a algorithm how to assemble whatever character by using the segment number and offset. Anyway, with 32 bit access all of that doesnt really matter. In my implementation I just mmap the whole file and read it all out of memory.
Generating table.h was a LOT of work! First, I took the codearea table out of one of the jfr files (this maps shift-jis code to the character number inside the font file), and extracted the number ranges. These were shift-jis, of course, and X uses jis0208. There is no converter from a shift
jis byte into jis0208. So I had to write one. Taking iconv, and some tables from glibc 2.1.93, I hacked together something which converted the shift-jis data into ucs4 (unicode, I guess) and then from that into jis0208. The code to the converter is about 500k thanks to the huge jis->unicode->jis conversion tables, and you wont need it unless you get a jfr font with a different encoding table (unlikely). Anyway. After I got the font format figured out and converted the character table, everything else was pretty easy. Note some bit hackery in the bitmapXX() functions which was necessary to present the font data in a usable format. Also notice cool use of function pointers to select a conversion function at runtime.
Enhancements:
- This version uses correct JISX0208 tables, and is much faster.
<<lessThen move *.jfr into the directory where you unpacked this parser, and follow with the quick instructions.
Quick instructions:
Complete parse requires about 4 megabytes of free disk space. This is a huge improvement over the original version which required almost 45 megabytes.
1. make
2. make parse
3. watch the progress indicator
4. mv *.pcf.gz /usr/X11R/lib/X11R6/fonts/misc
5. make clean
6. HUP your font server if you use one
7. xset fp rehash
8. xlsfonts | grep kanji
/usr/X11R/lib/X11R6/fonts/misc is the standard location for all sorts of random bit-mapped fonts, but you might have a special location. Substitute that in step 4.
About:
I came across a number of these "raster fonts" a while ago. Quick look inside the files proved that they are bit-mapped fonts, and the format looked pretty straight-forward. I wrote the original parser for these just guessing the values, basically by experimenting and playing around. Later on I came across some docs on the subject - looks like these fonts were used in Windows 3.1 Japanese edition to substitute back-then low quality Japanese TTF fonts at small point sizes. These were designed using full-scale 16 bit programming techniques.
Quick info about the font format, there are some headers, then follows a "segment table" which is basically a table with pointers inside the font file where to locate a particular chunk of data. Because the 16 bit way of accessing memory is by using 65k "segments", each file is virtually split into < 65k segments which get loaded into separate memory areas, and then there is a algorithm how to assemble whatever character by using the segment number and offset. Anyway, with 32 bit access all of that doesnt really matter. In my implementation I just mmap the whole file and read it all out of memory.
Generating table.h was a LOT of work! First, I took the codearea table out of one of the jfr files (this maps shift-jis code to the character number inside the font file), and extracted the number ranges. These were shift-jis, of course, and X uses jis0208. There is no converter from a shift
jis byte into jis0208. So I had to write one. Taking iconv, and some tables from glibc 2.1.93, I hacked together something which converted the shift-jis data into ucs4 (unicode, I guess) and then from that into jis0208. The code to the converter is about 500k thanks to the huge jis->unicode->jis conversion tables, and you wont need it unless you get a jfr font with a different encoding table (unlikely). Anyway. After I got the font format figured out and converted the character table, everything else was pretty easy. Note some bit hackery in the bitmapXX() functions which was necessary to present the font data in a usable format. Also notice cool use of function pointers to select a conversion function at runtime.
Enhancements:
- This version uses correct JISX0208 tables, and is much faster.
Download (0.020MB)
Added: 2006-10-19 License: GPL (GNU General Public License) Price:
1101 downloads
Bit::Vector 6.4
Bit::Vector is an efficient bit vector, set of integers and big int math library. more>>
Bit::Vector is an efficient bit vector, set of integers and "big int" math library.
CLASS METHODS
Version
$version = Bit::Vector->Version();
Word_Bits
$bits = Bit::Vector->Word_Bits(); # bits in a machine word
Long_Bits
$bits = Bit::Vector->Long_Bits(); # bits in an unsigned long
new
$vector = Bit::Vector->new($bits); # bit vector constructor
@veclist = Bit::Vector->new($bits,$count);
new_Hex
$vector = Bit::Vector->new_Hex($bits,$string);
new_Bin
$vector = Bit::Vector->new_Bin($bits,$string);
new_Dec
$vector = Bit::Vector->new_Dec($bits,$string);
new_Enum
$vector = Bit::Vector->new_Enum($bits,$string);
Concat_List
$vector = Bit::Vector->Concat_List(@vectors);
OBJECT METHODS
new
$vec2 = $vec1->new($bits); # alternative call of constructor
@veclist = $vec->new($bits,$count);
Shadow
$vec2 = $vec1->Shadow(); # new vector, same size but empty
Clone
$vec2 = $vec1->Clone(); # new vector, exact duplicate
Concat
$vector = $vec1->Concat($vec2);
Concat_List
$vector = $vec1->Concat_List($vec2,$vec3,...);
Size
$bits = $vector->Size();
Resize
$vector->Resize($bits);
$vector->Resize($vector->Size()+5);
$vector->Resize($vector->Size()-5);
Copy
$vec2->Copy($vec1);
Empty
$vector->Empty();
Fill
$vector->Fill();
Flip
$vector->Flip();
Primes
$vector->Primes(); # Sieve of Erathostenes
Reverse
$vec2->Reverse($vec1);
Interval_Empty
$vector->Interval_Empty($min,$max);
Interval_Fill
$vector->Interval_Fill($min,$max);
Interval_Flip
$vector->Interval_Flip($min,$max);
Interval_Reverse
$vector->Interval_Reverse($min,$max);
Interval_Scan_inc
if (($min,$max) = $vector->Interval_Scan_inc($start))
Interval_Scan_dec
if (($min,$max) = $vector->Interval_Scan_dec($start))
Interval_Copy
$vec2->Interval_Copy($vec1,$offset2,$offset1,$length);
Interval_Substitute
$vec2->Interval_Substitute($vec1,$off2,$len2,$off1,$len1);
is_empty
if ($vector->is_empty())
is_full
if ($vector->is_full())
equal
if ($vec1->equal($vec2))
Lexicompare (unsigned)
if ($vec1->Lexicompare($vec2) == 0)
if ($vec1->Lexicompare($vec2) != 0)
if ($vec1->Lexicompare($vec2) < 0)
if ($vec1->Lexicompare($vec2) Lexicompare($vec2) > 0)
if ($vec1->Lexicompare($vec2) >= 0)
Compare (signed)
if ($vec1->Compare($vec2) == 0)
if ($vec1->Compare($vec2) != 0)
if ($vec1->Compare($vec2) < 0)
if ($vec1->Compare($vec2) Compare($vec2) > 0)
if ($vec1->Compare($vec2) >= 0)
to_Hex
$string = $vector->to_Hex();
from_Hex
$vector->from_Hex($string);
to_Bin
$string = $vector->to_Bin();
from_Bin
$vector->from_Bin($string);
to_Dec
$string = $vector->to_Dec();
from_Dec
$vector->from_Dec($string);
to_Enum
$string = $vector->to_Enum(); # e.g. "2,3,5-7,11,13-19"
from_Enum
$vector->from_Enum($string);
Bit_Off
$vector->Bit_Off($index);
Bit_On
$vector->Bit_On($index);
bit_flip
$bit = $vector->bit_flip($index);
bit_test
contains
$bit = $vector->bit_test($index);
$bit = $vector->contains($index);
if ($vector->bit_test($index))
if ($vector->contains($index))
Bit_Copy
$vector->Bit_Copy($index,$bit);
LSB (least significant bit)
$vector->LSB($bit);
MSB (most significant bit)
$vector->MSB($bit);
lsb (least significant bit)
$bit = $vector->lsb();
msb (most significant bit)
$bit = $vector->msb();
rotate_left
$carry = $vector->rotate_left();
rotate_right
$carry = $vector->rotate_right();
shift_left
$carry = $vector->shift_left($carry);
shift_right
$carry = $vector->shift_right($carry);
Move_Left
$vector->Move_Left($bits); # shift left "$bits" positions
Move_Right
$vector->Move_Right($bits); # shift right "$bits" positions
Insert
$vector->Insert($offset,$bits);
Delete
$vector->Delete($offset,$bits);
increment
$carry = $vector->increment();
decrement
$carry = $vector->decrement();
inc
$overflow = $vec2->inc($vec1);
dec
$overflow = $vec2->dec($vec1);
add
$carry = $vec3->add($vec1,$vec2,$carry);
($carry,$overflow) = $vec3->add($vec1,$vec2,$carry);
subtract
$carry = $vec3->subtract($vec1,$vec2,$carry);
($carry,$overflow) = $vec3->subtract($vec1,$vec2,$carry);
Neg
Negate
$vec2->Neg($vec1);
$vec2->Negate($vec1);
Abs
Absolute
$vec2->Abs($vec1);
$vec2->Absolute($vec1);
Sign
if ($vector->Sign() == 0)
if ($vector->Sign() != 0)
if ($vector->Sign() < 0)
if ($vector->Sign() Sign() > 0)
if ($vector->Sign() >= 0)
Multiply
$vec3->Multiply($vec1,$vec2);
Divide
$quot->Divide($vec1,$vec2,$rest);
GCD (Greatest Common Divisor)
$vecgcd->GCD($veca,$vecb);
$vecgcd->GCD($vecx,$vecy,$veca,$vecb);
Power
$vec3->Power($vec1,$vec2);
Block_Store
$vector->Block_Store($buffer);
Block_Read
$buffer = $vector->Block_Read();
Word_Size
$size = $vector->Word_Size(); # number of words in "$vector"
Word_Store
$vector->Word_Store($offset,$word);
Word_Read
$word = $vector->Word_Read($offset);
Word_List_Store
$vector->Word_List_Store(@words);
Word_List_Read
@words = $vector->Word_List_Read();
Word_Insert
$vector->Word_Insert($offset,$count);
Word_Delete
$vector->Word_Delete($offset,$count);
Chunk_Store
$vector->Chunk_Store($chunksize,$offset,$chunk);
Chunk_Read
$chunk = $vector->Chunk_Read($chunksize,$offset);
Chunk_List_Store
$vector->Chunk_List_Store($chunksize,@chunks);
Chunk_List_Read
@chunks = $vector->Chunk_List_Read($chunksize);
Index_List_Remove
$vector->Index_List_Remove(@indices);
Index_List_Store
$vector->Index_List_Store(@indices);
Index_List_Read
@indices = $vector->Index_List_Read();
Or
Union
$vec3->Or($vec1,$vec2);
$set3->Union($set1,$set2);
And
Intersection
$vec3->And($vec1,$vec2);
$set3->Intersection($set1,$set2);
AndNot
Difference
$vec3->AndNot($vec1,$vec2);
$set3->Difference($set1,$set2);
Xor
ExclusiveOr
$vec3->Xor($vec1,$vec2);
$set3->ExclusiveOr($set1,$set2);
Not
Complement
$vec2->Not($vec1);
$set2->Complement($set1);
subset
if ($set1->subset($set2)) # true if $set1 is subset of $set2
Norm
$norm = $set->Norm();
$norm = $set->Norm2();
$norm = $set->Norm3();
Min
$min = $set->Min();
Max
$max = $set->Max();
Multiplication
$matrix3->Multiplication($rows3,$cols3,
$matrix1,$rows1,$cols1,
$matrix2,$rows2,$cols2);
Product
$matrix3->Product($rows3,$cols3,
$matrix1,$rows1,$cols1,
$matrix2,$rows2,$cols2);
Closure
$matrix->Closure($rows,$cols);
Transpose
$matrix2->Transpose($rows2,$cols2,$matrix1,$rows1,$cols1);
<<lessCLASS METHODS
Version
$version = Bit::Vector->Version();
Word_Bits
$bits = Bit::Vector->Word_Bits(); # bits in a machine word
Long_Bits
$bits = Bit::Vector->Long_Bits(); # bits in an unsigned long
new
$vector = Bit::Vector->new($bits); # bit vector constructor
@veclist = Bit::Vector->new($bits,$count);
new_Hex
$vector = Bit::Vector->new_Hex($bits,$string);
new_Bin
$vector = Bit::Vector->new_Bin($bits,$string);
new_Dec
$vector = Bit::Vector->new_Dec($bits,$string);
new_Enum
$vector = Bit::Vector->new_Enum($bits,$string);
Concat_List
$vector = Bit::Vector->Concat_List(@vectors);
OBJECT METHODS
new
$vec2 = $vec1->new($bits); # alternative call of constructor
@veclist = $vec->new($bits,$count);
Shadow
$vec2 = $vec1->Shadow(); # new vector, same size but empty
Clone
$vec2 = $vec1->Clone(); # new vector, exact duplicate
Concat
$vector = $vec1->Concat($vec2);
Concat_List
$vector = $vec1->Concat_List($vec2,$vec3,...);
Size
$bits = $vector->Size();
Resize
$vector->Resize($bits);
$vector->Resize($vector->Size()+5);
$vector->Resize($vector->Size()-5);
Copy
$vec2->Copy($vec1);
Empty
$vector->Empty();
Fill
$vector->Fill();
Flip
$vector->Flip();
Primes
$vector->Primes(); # Sieve of Erathostenes
Reverse
$vec2->Reverse($vec1);
Interval_Empty
$vector->Interval_Empty($min,$max);
Interval_Fill
$vector->Interval_Fill($min,$max);
Interval_Flip
$vector->Interval_Flip($min,$max);
Interval_Reverse
$vector->Interval_Reverse($min,$max);
Interval_Scan_inc
if (($min,$max) = $vector->Interval_Scan_inc($start))
Interval_Scan_dec
if (($min,$max) = $vector->Interval_Scan_dec($start))
Interval_Copy
$vec2->Interval_Copy($vec1,$offset2,$offset1,$length);
Interval_Substitute
$vec2->Interval_Substitute($vec1,$off2,$len2,$off1,$len1);
is_empty
if ($vector->is_empty())
is_full
if ($vector->is_full())
equal
if ($vec1->equal($vec2))
Lexicompare (unsigned)
if ($vec1->Lexicompare($vec2) == 0)
if ($vec1->Lexicompare($vec2) != 0)
if ($vec1->Lexicompare($vec2) < 0)
if ($vec1->Lexicompare($vec2) Lexicompare($vec2) > 0)
if ($vec1->Lexicompare($vec2) >= 0)
Compare (signed)
if ($vec1->Compare($vec2) == 0)
if ($vec1->Compare($vec2) != 0)
if ($vec1->Compare($vec2) < 0)
if ($vec1->Compare($vec2) Compare($vec2) > 0)
if ($vec1->Compare($vec2) >= 0)
to_Hex
$string = $vector->to_Hex();
from_Hex
$vector->from_Hex($string);
to_Bin
$string = $vector->to_Bin();
from_Bin
$vector->from_Bin($string);
to_Dec
$string = $vector->to_Dec();
from_Dec
$vector->from_Dec($string);
to_Enum
$string = $vector->to_Enum(); # e.g. "2,3,5-7,11,13-19"
from_Enum
$vector->from_Enum($string);
Bit_Off
$vector->Bit_Off($index);
Bit_On
$vector->Bit_On($index);
bit_flip
$bit = $vector->bit_flip($index);
bit_test
contains
$bit = $vector->bit_test($index);
$bit = $vector->contains($index);
if ($vector->bit_test($index))
if ($vector->contains($index))
Bit_Copy
$vector->Bit_Copy($index,$bit);
LSB (least significant bit)
$vector->LSB($bit);
MSB (most significant bit)
$vector->MSB($bit);
lsb (least significant bit)
$bit = $vector->lsb();
msb (most significant bit)
$bit = $vector->msb();
rotate_left
$carry = $vector->rotate_left();
rotate_right
$carry = $vector->rotate_right();
shift_left
$carry = $vector->shift_left($carry);
shift_right
$carry = $vector->shift_right($carry);
Move_Left
$vector->Move_Left($bits); # shift left "$bits" positions
Move_Right
$vector->Move_Right($bits); # shift right "$bits" positions
Insert
$vector->Insert($offset,$bits);
Delete
$vector->Delete($offset,$bits);
increment
$carry = $vector->increment();
decrement
$carry = $vector->decrement();
inc
$overflow = $vec2->inc($vec1);
dec
$overflow = $vec2->dec($vec1);
add
$carry = $vec3->add($vec1,$vec2,$carry);
($carry,$overflow) = $vec3->add($vec1,$vec2,$carry);
subtract
$carry = $vec3->subtract($vec1,$vec2,$carry);
($carry,$overflow) = $vec3->subtract($vec1,$vec2,$carry);
Neg
Negate
$vec2->Neg($vec1);
$vec2->Negate($vec1);
Abs
Absolute
$vec2->Abs($vec1);
$vec2->Absolute($vec1);
Sign
if ($vector->Sign() == 0)
if ($vector->Sign() != 0)
if ($vector->Sign() < 0)
if ($vector->Sign() Sign() > 0)
if ($vector->Sign() >= 0)
Multiply
$vec3->Multiply($vec1,$vec2);
Divide
$quot->Divide($vec1,$vec2,$rest);
GCD (Greatest Common Divisor)
$vecgcd->GCD($veca,$vecb);
$vecgcd->GCD($vecx,$vecy,$veca,$vecb);
Power
$vec3->Power($vec1,$vec2);
Block_Store
$vector->Block_Store($buffer);
Block_Read
$buffer = $vector->Block_Read();
Word_Size
$size = $vector->Word_Size(); # number of words in "$vector"
Word_Store
$vector->Word_Store($offset,$word);
Word_Read
$word = $vector->Word_Read($offset);
Word_List_Store
$vector->Word_List_Store(@words);
Word_List_Read
@words = $vector->Word_List_Read();
Word_Insert
$vector->Word_Insert($offset,$count);
Word_Delete
$vector->Word_Delete($offset,$count);
Chunk_Store
$vector->Chunk_Store($chunksize,$offset,$chunk);
Chunk_Read
$chunk = $vector->Chunk_Read($chunksize,$offset);
Chunk_List_Store
$vector->Chunk_List_Store($chunksize,@chunks);
Chunk_List_Read
@chunks = $vector->Chunk_List_Read($chunksize);
Index_List_Remove
$vector->Index_List_Remove(@indices);
Index_List_Store
$vector->Index_List_Store(@indices);
Index_List_Read
@indices = $vector->Index_List_Read();
Or
Union
$vec3->Or($vec1,$vec2);
$set3->Union($set1,$set2);
And
Intersection
$vec3->And($vec1,$vec2);
$set3->Intersection($set1,$set2);
AndNot
Difference
$vec3->AndNot($vec1,$vec2);
$set3->Difference($set1,$set2);
Xor
ExclusiveOr
$vec3->Xor($vec1,$vec2);
$set3->ExclusiveOr($set1,$set2);
Not
Complement
$vec2->Not($vec1);
$set2->Complement($set1);
subset
if ($set1->subset($set2)) # true if $set1 is subset of $set2
Norm
$norm = $set->Norm();
$norm = $set->Norm2();
$norm = $set->Norm3();
Min
$min = $set->Min();
Max
$max = $set->Max();
Multiplication
$matrix3->Multiplication($rows3,$cols3,
$matrix1,$rows1,$cols1,
$matrix2,$rows2,$cols2);
Product
$matrix3->Product($rows3,$cols3,
$matrix1,$rows1,$cols1,
$matrix2,$rows2,$cols2);
Closure
$matrix->Closure($rows,$cols);
Transpose
$matrix2->Transpose($rows2,$cols2,$matrix1,$rows1,$cols1);
Download (0.13MB)
Added: 2007-05-17 License: Perl Artistic License Price:
890 downloads

3Delight for 64-bit Linux 7.0
3Delight is a renderer to produce photo-realistic images on 64-bit linux. more>> 3Delight is a fast, high quality, RenderMan-compliant renderer designed to produce photo-realistic images in demanding production environments. The renderer was introduced to the public in the year 2000 after being used for more than a year as the sole renderer in a sister production company. It is now widely used and earning a reputation as a benchmark in rendering technology.
Some of its features include ray tracing, global illumination (including photon mapping, final gathering and high dynamic range lighting and rendering), realistic motion blur, depth of field, complete geometry support (including efficient rendering of hair and fur), programmable shaders, quality antialiasing and antialiased shadow maps. Advanced features include Ri filtering, network caching and highly customizable workflow.
Follows a summary of 3Delights features.
-RenderMan Compliant
-RenderMan Shading Language Support
-Rendering Features
-Geometry Support
-Fast and Efficient Rendering
-Extensible Display Drivers
-Multi-platform Support with Specific Code Optimization<<less
Download (10.1MB)
Added: 2009-04-12 License: Freeware Price: Free
194 downloads

3Delight for 32-bit Linux 7.0
3Delight is a renderer to produce photo-realistic images on 32-bit linux. more>> 3Delight is a fast, high quality, RenderMan-compliant renderer designed to produce photo-realistic images in demanding production environments. The renderer was introduced to the public in the year 2000 after being used for more than a year as the sole renderer in a sister production company. It is now widely used and earning a reputation as a benchmark in rendering technology.
Some of its features include ray tracing, global illumination (including photon mapping, final gathering and high dynamic range lighting and rendering), realistic motion blur, depth of field, complete geometry support (including efficient rendering of hair and fur), programmable shaders, quality antialiasing and antialiased shadow maps. Advanced features include Ri filtering, network caching and highly customizable workflow.
Follows a summary of 3Delights features.
-RenderMan Compliant
-RenderMan Shading Language Support
-Rendering Features
-Geometry Support
-Fast and Efficient Rendering
-Extensible Display Drivers
-Multi-platform Support with Specific Code Optimization<<less
Download (11.4MB)
Added: 2009-04-11 License: Freeware Price: Free
195 downloads
Snoopy vs. the Red Baron 1.0
Snoopy vs. the Red Baron is an open-source one/two player combat game, available for Mac OS X, Linux, BeOS, QNX and Windows. more>>
Snoopy vs. the Red Baron is an open-source one/two player combat game, available for Mac OS X, Linux, BeOS, QNX and Windows.
The original Snoopy was a tiny game for the Apple Macintosh, with black and white graphics, but already almost all the levels of the new Snoopy/SDL were implemented.
Snoopy could be played by two opponents, sharing a single screen and keyboard, and although it had poor graphics and tough controls, we very much liked to play it.
While we learned programming, we constantly sought for simple, yet interesting projects. If you have ever tried to learn a new language or API, you will have recognized that the simplest way in mastering the stuff is simply reprogramming an existing application, without losing much thought on design and originality.
So my friend reprogrammed Snoopy, in Object Pascal, using SAT, the Sprite Animation Toolkit, on his Classic II. That version of Snoopy features a fully functional AI, network play, but only the first level ( weapons drop).
While he was at it, he also implemented a "missing feature", the bombs, for which there where graphics and sounds in the game, but which could not be thrown.
When I discovered SDL, I recognized that it would be ideal for the job. Running on Windows, Linux, MacOS, BeOS and many other platforms, it is my new toolkit of choice for multimedia programming. It took us several weeks to port Snoopy (besides going to school, but now the work is almost done, with only the finishing touches to be made.
I can only encourage everyone to try SDL; it is really easy and portable (if worked right).
<<lessThe original Snoopy was a tiny game for the Apple Macintosh, with black and white graphics, but already almost all the levels of the new Snoopy/SDL were implemented.
Snoopy could be played by two opponents, sharing a single screen and keyboard, and although it had poor graphics and tough controls, we very much liked to play it.
While we learned programming, we constantly sought for simple, yet interesting projects. If you have ever tried to learn a new language or API, you will have recognized that the simplest way in mastering the stuff is simply reprogramming an existing application, without losing much thought on design and originality.
So my friend reprogrammed Snoopy, in Object Pascal, using SAT, the Sprite Animation Toolkit, on his Classic II. That version of Snoopy features a fully functional AI, network play, but only the first level ( weapons drop).
While he was at it, he also implemented a "missing feature", the bombs, for which there where graphics and sounds in the game, but which could not be thrown.
When I discovered SDL, I recognized that it would be ideal for the job. Running on Windows, Linux, MacOS, BeOS and many other platforms, it is my new toolkit of choice for multimedia programming. It took us several weeks to port Snoopy (besides going to school, but now the work is almost done, with only the finishing touches to be made.
I can only encourage everyone to try SDL; it is really easy and portable (if worked right).
Download (0.35MB)
Added: 2005-12-28 License: GPL (GNU General Public License) Price:
1409 downloads
bit 0.4.1
bit is a C++ library for manipulating buffers containing data fields that are not octet (byte) aligned. more>>
bit is a C++ library for manipulating buffers containing data fields that are not octet (byte) aligned.
Binary data formats containing fields that are not octet aligned are still common. One need look no further than the IP header that is present in every packet of data transmitted on the Internet.
Additionally many embedded devices and sensors still communicate via binary formats, and it was for the latter (robotic sensors) that this library was initially developed.
The bit library allows data formats to be specified at run-time through class methods or loaded from XML files at run-time (including any combinations thereof).
A companion library, bitgtk, provides a set of Gtkmm widgets for display of bit buffer representations.
<<lessBinary data formats containing fields that are not octet aligned are still common. One need look no further than the IP header that is present in every packet of data transmitted on the Internet.
Additionally many embedded devices and sensors still communicate via binary formats, and it was for the latter (robotic sensors) that this library was initially developed.
The bit library allows data formats to be specified at run-time through class methods or loaded from XML files at run-time (including any combinations thereof).
A companion library, bitgtk, provides a set of Gtkmm widgets for display of bit buffer representations.
Download (MB)
Added: 2007-03-15 License: LGPL (GNU Lesser General Public License) Price:
955 downloads
pciutils 2.2.0
pciutils is a set of programs for listing PCI devices, inspecting their status and setting their configuration registers. more>>
pciutils is a set of programs for listing PCI devices, inspecting their status and setting their configuration registers.
Currently, pciutils work on all versions of Linux and they also have somewhat experimental support for FreeBSD, NetBSD, AIX, GNU Hurd and Solaris/x86. It should be very easy to add support for other systems as well (volunteers wanted; if you want to try that, Ill be very glad to see the patches and include them in the next version).
Enhancements:
- pci.ids: Updated copyright header.
- lib/sysfs.c (sysfs_get_resources): Removed warning about unsupported 64-bit addresses, they are now always supported.
- lspci.c (show_bases): Corrected printing of 64-bit addresses in bus-centric mode.
- lib/configure: Enable 64-bit addresses on all Linux systems.
- lib/types.h: Dont pad 64-bit addresses to 16 xigits, only to 8 if they are shorter.
<<lessCurrently, pciutils work on all versions of Linux and they also have somewhat experimental support for FreeBSD, NetBSD, AIX, GNU Hurd and Solaris/x86. It should be very easy to add support for other systems as well (volunteers wanted; if you want to try that, Ill be very glad to see the patches and include them in the next version).
Enhancements:
- pci.ids: Updated copyright header.
- lib/sysfs.c (sysfs_get_resources): Removed warning about unsupported 64-bit addresses, they are now always supported.
- lspci.c (show_bases): Corrected printing of 64-bit addresses in bus-centric mode.
- lib/configure: Enable 64-bit addresses on all Linux systems.
- lib/types.h: Dont pad 64-bit addresses to 16 xigits, only to 8 if they are shorter.
Download (0.19MB)
Added: 2005-10-19 License: GPL (GNU General Public License) Price:
1480 downloads
HeavenOS 0.1.4
HeavenOS is an original, alternative 32-bit operating system for Intel 80386 compatible processors. more>>
HeavenOS is an original, alternative 32-bit operating system for Intel 80386 compatible processors.
It is made with NASM (The Netwide Assembler), and is not intended to compare to modern operating systems, but to try to get the best features and discover better ways to do things.
HeavenOS project is intended to be a simple and pratical platform for development, running with a small amount of code.
<<lessIt is made with NASM (The Netwide Assembler), and is not intended to compare to modern operating systems, but to try to get the best features and discover better ways to do things.
HeavenOS project is intended to be a simple and pratical platform for development, running with a small amount of code.
Download (0.24MB)
Added: 2006-03-07 License: GPL (GNU General Public License) Price:
1330 downloads
Wsynth-DSSI 0.1
Wsynth-DSSI is a simple wavetable synth. more>>
Wsynth-DSSI is a simple wavetable synth. It is not based on any "real life" synth, but was written with the PPG Wave and Prophet VS in mind.
The code is based on Xsynth-DSSI, hence the imaginative name.
A lot of the sound generation code, most of the user interface, and nearly all of the DSSI bits are derived from Sean Boltons Xsynth-DSSI plugin. This in turn uses bits from Xsynth v1.0.2 by S. J. Brookes.
Version restrictions:
- The "About" message is unchanged from Xsynth-DSSI
<<lessThe code is based on Xsynth-DSSI, hence the imaginative name.
A lot of the sound generation code, most of the user interface, and nearly all of the DSSI bits are derived from Sean Boltons Xsynth-DSSI plugin. This in turn uses bits from Xsynth v1.0.2 by S. J. Brookes.
Version restrictions:
- The "About" message is unchanged from Xsynth-DSSI
Download (0.38MB)
Added: 2005-10-13 License: GPL (GNU General Public License) Price:
1473 downloads
Class::Bits 0.05
Class::Bits is a Perl module with class wrappers around bit vectors. more>>
Class::Bits is a Perl module with class wrappers around bit vectors.
SYNOPSIS
package MyClass;
use Class::Bits;
make_bits( a => 4, # 0..15
b => 1, # 0..1
c => 1, # 0..1
d => 2, # 0..3
e => s4 # -8..7
f => s1 # -1..0
);
package;
$o=MyClass->new(a=>12, d=>2);
print "o->b is ", $o->b, "n";
print "bit vector is ", unpack("h*", $$o), "n";
$o2=$o->new();
$o3=MyClass->new($string);
ABSTRACT
Class::Bits creates class wrappers around bit vectors.
Class::Bits defines classes using bit vectors as storage.
Object attributes are stored in bit fields inside the bit vector. Bit field sizes have to be powers of 2 (1, 2, 4, 8, 16 or 32).
There is a class constructor subroutine:
make_bits( field1 => size1, field2 => size2, ...)
exports in the calling package a ctor, accessor methods, some utility methods and some constants:
Sizes can be prefixed by s or u to define signedness of the field. Default is unsigned.
$class->new()
creates a new object with all zeros.
$class->new($bitvector)
creates a new object over $bitvector.
$class->new(%fields)
creates a new object and initializes its fields with the values in %fields.
$obj->new()
clones an object.
$obj->$field()
$obj->$field($value)
gets or sets the value of the bit field $field inside the bit vector.
$class->length
$obj->lenght
returns the size in bits of the bit vector used for storage.
$class->keys
$obj->keys
returns an array with the names of the object attributes
$obj->as_hash
returns a flatten hash with the object attributes, i.e.:
my %values=$obj->as_hash;
%INDEX
hash with offsets as used by vec perl operator (to get an offset in bits, the value has to be multiplied by the corresponding bit field size).
%SIZES
hash with bit field sizes in bits.
%SIGNED
hash with signedness of the fields
Bit fields are packed in the bit vector in the order specified as arguments to make_bits.
Bit fields are padded inside the bit vector, i.e. a class created like
make_bits(A=>1, B=>2, C=>1, D=>4, E=>8, F=>16);
will have the layout
AxBBCxxx DDDDxxxx EEEEEEEE xxxxxxxx FFFFFFFF FFFFFFFF
<<lessSYNOPSIS
package MyClass;
use Class::Bits;
make_bits( a => 4, # 0..15
b => 1, # 0..1
c => 1, # 0..1
d => 2, # 0..3
e => s4 # -8..7
f => s1 # -1..0
);
package;
$o=MyClass->new(a=>12, d=>2);
print "o->b is ", $o->b, "n";
print "bit vector is ", unpack("h*", $$o), "n";
$o2=$o->new();
$o3=MyClass->new($string);
ABSTRACT
Class::Bits creates class wrappers around bit vectors.
Class::Bits defines classes using bit vectors as storage.
Object attributes are stored in bit fields inside the bit vector. Bit field sizes have to be powers of 2 (1, 2, 4, 8, 16 or 32).
There is a class constructor subroutine:
make_bits( field1 => size1, field2 => size2, ...)
exports in the calling package a ctor, accessor methods, some utility methods and some constants:
Sizes can be prefixed by s or u to define signedness of the field. Default is unsigned.
$class->new()
creates a new object with all zeros.
$class->new($bitvector)
creates a new object over $bitvector.
$class->new(%fields)
creates a new object and initializes its fields with the values in %fields.
$obj->new()
clones an object.
$obj->$field()
$obj->$field($value)
gets or sets the value of the bit field $field inside the bit vector.
$class->length
$obj->lenght
returns the size in bits of the bit vector used for storage.
$class->keys
$obj->keys
returns an array with the names of the object attributes
$obj->as_hash
returns a flatten hash with the object attributes, i.e.:
my %values=$obj->as_hash;
%INDEX
hash with offsets as used by vec perl operator (to get an offset in bits, the value has to be multiplied by the corresponding bit field size).
%SIZES
hash with bit field sizes in bits.
%SIGNED
hash with signedness of the fields
Bit fields are packed in the bit vector in the order specified as arguments to make_bits.
Bit fields are padded inside the bit vector, i.e. a class created like
make_bits(A=>1, B=>2, C=>1, D=>4, E=>8, F=>16);
will have the layout
AxBBCxxx DDDDxxxx EEEEEEEE xxxxxxxx FFFFFFFF FFFFFFFF
Download (0.004MB)
Added: 2007-07-30 License: Perl Artistic License Price:
816 downloads
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