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uShare 1.0
uShare is a UPnP A/V Media Server for Linux. more>>
GeeXboX uShare is a UPnP A/V Media Server. It implements the server component that provides UPnP media devices with information on available multimedia files. uShare uses the built-in http server of libupnp to stream the files to clients.
GeeXboX uShare is a fork from the GMediaServer (UPnP Audio Media Server) from Oskar Liljeblad. It has been stripped down for GeeXboX purpose in order to be a lighweight multimedia media server.
By opposition to GMediaServer, it does _NOT_ grab any information from audio files (like ID3 tags) but is _NOT_ limited to audio files. GeeXboX uShare is able to provide access to both images, videos, music or playlists files (see below for a complete file format support list). It does not act as an UPnP Media Adaptor and thus, cant transcode streams to fit the client requirements.
uShare is written in C by Benjamin Zores for the GeeXboX project. It is designed to provide access to multimedia contents to GeeXboX but can of course be used by any other UPnP client device. It should compile and run on any modern POSIX compatible system such as Linux.
GeeXboX uShare is free software - it is licensed under the terms of the GNU General Public License (GPL).
<<lessGeeXboX uShare is a fork from the GMediaServer (UPnP Audio Media Server) from Oskar Liljeblad. It has been stripped down for GeeXboX purpose in order to be a lighweight multimedia media server.
By opposition to GMediaServer, it does _NOT_ grab any information from audio files (like ID3 tags) but is _NOT_ limited to audio files. GeeXboX uShare is able to provide access to both images, videos, music or playlists files (see below for a complete file format support list). It does not act as an UPnP Media Adaptor and thus, cant transcode streams to fit the client requirements.
uShare is written in C by Benjamin Zores for the GeeXboX project. It is designed to provide access to multimedia contents to GeeXboX but can of course be used by any other UPnP client device. It should compile and run on any modern POSIX compatible system such as Linux.
GeeXboX uShare is free software - it is licensed under the terms of the GNU General Public License (GPL).
Download (0.17MB)
Added: 2007-07-06 License: GPL (GNU General Public License) Price:
845 downloads
A-Gen 0.1.2
A-Gen is a web album generator tool that generates static web pages from templates. more>>
A-Gen is a web album generator tool that generates static web pages from templates. Templates are just like normal HTML-files with some minor markup for the template processor. A-Gen project takes a template and a set of pictures and outputs a directory containing a web album consisting of static HTML pages.
With A-Gen you can create static web albums feasible for use directly from a directory. Therefore you are not bound to using a webserver (although you can of course put such an album into a directory served by a webserver).
As the album consists of static HTML files only, no further software is needed (apart from a browser of course). These albums should be so easy to use, you could even send one your mother-in-law without getting badly hurt (ok, depends on the contents of your album).
Main features:
- No special software required to view the albums (webbrowser only)
- Low performance requirements (as the albums are static HTML pages, serving can be done without much memory or processor power)
- Decent template system for creation of album themes (templates are based on HTML with a handful of simple template commands)
- standards conformance (depending on the template used, webalbums will comply with HTML or XHTML standards)
- fast (the software is written in C++ so creation of the albums does not depend on some heavy weight interpreter)
Enhancements:
- This release fixes compilation bugs with GCC 4.x (already done in the unreleased 0.1.1 version).
- It fixes dependency problems on Ubuntu and Debian unstable.
<<lessWith A-Gen you can create static web albums feasible for use directly from a directory. Therefore you are not bound to using a webserver (although you can of course put such an album into a directory served by a webserver).
As the album consists of static HTML files only, no further software is needed (apart from a browser of course). These albums should be so easy to use, you could even send one your mother-in-law without getting badly hurt (ok, depends on the contents of your album).
Main features:
- No special software required to view the albums (webbrowser only)
- Low performance requirements (as the albums are static HTML pages, serving can be done without much memory or processor power)
- Decent template system for creation of album themes (templates are based on HTML with a handful of simple template commands)
- standards conformance (depending on the template used, webalbums will comply with HTML or XHTML standards)
- fast (the software is written in C++ so creation of the albums does not depend on some heavy weight interpreter)
Enhancements:
- This release fixes compilation bugs with GCC 4.x (already done in the unreleased 0.1.1 version).
- It fixes dependency problems on Ubuntu and Debian unstable.
Download (0.061MB)
Added: 2005-12-22 License: BSD License Price:
1405 downloads
Trading System V 0.9
Trading System V is a trading system environment for traders and investors who seek the flexibility and security of a virtualized system and that is b... more>> <<less
Download (588413KB)
Added: 2009-04-20 License: Freeware Price: Free
186 downloads
RateXCalc 0.1
RateXCalc is a simple tool for audio/video streams and media size/length cross calculation. more>>
RateXCalc is a simple tool for audio/video streams and media size/length cross calculation.
With RateXCalc you can:
- Evaluate the maximum video rate for a perfect fit in different media
- Calculate the final production size for a given movie length and a/v rates
- Jog the video rate with a slider and see the subsequent fit for a given media type
Examples:
1. I have to know the best audio or video bitrate for a given movie (length). Ill lock the audio or the video variable and let the program calculates these values selecting the amount of CD or other media that I intend to use.
2. I want to lock the media variable: changing the other variables the program will let me know how many CD I must use and the percentile fit of the CD or the last one (if more than one).
So I can define the time, choose a preferred audio bitrate and play with the video bitrate slider to get an optimized distribution of data on the x CDs.
<<lessWith RateXCalc you can:
- Evaluate the maximum video rate for a perfect fit in different media
- Calculate the final production size for a given movie length and a/v rates
- Jog the video rate with a slider and see the subsequent fit for a given media type
Examples:
1. I have to know the best audio or video bitrate for a given movie (length). Ill lock the audio or the video variable and let the program calculates these values selecting the amount of CD or other media that I intend to use.
2. I want to lock the media variable: changing the other variables the program will let me know how many CD I must use and the percentile fit of the CD or the last one (if more than one).
So I can define the time, choose a preferred audio bitrate and play with the video bitrate slider to get an optimized distribution of data on the x CDs.
Download (0.022MB)
Added: 2006-11-17 License: GPL (GNU General Public License) Price:
1072 downloads
B.A.L.L.Z 1.0
B.A.L.L.Z game is a platformer with some puzzle elements. more>>
B.A.L.L.Z game is a platformer with some puzzle elements.
Ballz is a platformer with some puzzle elements. You take control of a ball which is genetically modified by the British secret service. Your mission is to rescue captured British soldiers from a prison in Iran.
The game was in 72 hours for the TINS competition, a competition similar to Speedhack. The name TINS is an recursive acronym for ‘TINS is not Speedhack’.
<<lessBallz is a platformer with some puzzle elements. You take control of a ball which is genetically modified by the British secret service. Your mission is to rescue captured British soldiers from a prison in Iran.
The game was in 72 hours for the TINS competition, a competition similar to Speedhack. The name TINS is an recursive acronym for ‘TINS is not Speedhack’.
Download (0.37MB)
Added: 2007-04-12 License: Freeware Price:
930 downloads
A-foto 1.6 RC7
A-foto is a theme (applet) for Superkaramba. more>>
A-foto is a theme (applet) for Superkaramba. A-foto show pictures on your desktop with different frame decorations and has the ability to change picture at present intervals.
Known Issues in this version:
- There is NO "add to line" mode. The organization of presented images is now accomplished through management of contents of the chosen folder. One suggested way of organizing custom slide shows is to create an empty folder and drag LINKS to preferred photos into that folder. Drop that folder onto a-foto. Presently, this appears to be the easiest way to achieve manageability of slide show content. Your alternative suggestions are welcome.
- Starting a second instance of A-foto from SuperKaramba interface may fail. Double-click on afoto.skz file to start additional applets.
- A-foto settings have "historical priority." Settings for 1st afoto applet ever will always be the 1st in line to be used when you open afoto. To get to the settings of the 3rd afoto instance, you need to open 3 afoto applets. We are working on a solution. Any comments and suggestions are welcome
<<lessKnown Issues in this version:
- There is NO "add to line" mode. The organization of presented images is now accomplished through management of contents of the chosen folder. One suggested way of organizing custom slide shows is to create an empty folder and drag LINKS to preferred photos into that folder. Drop that folder onto a-foto. Presently, this appears to be the easiest way to achieve manageability of slide show content. Your alternative suggestions are welcome.
- Starting a second instance of A-foto from SuperKaramba interface may fail. Double-click on afoto.skz file to start additional applets.
- A-foto settings have "historical priority." Settings for 1st afoto applet ever will always be the 1st in line to be used when you open afoto. To get to the settings of the 3rd afoto instance, you need to open 3 afoto applets. We are working on a solution. Any comments and suggestions are welcome
Download (0.23MB)
Added: 2007-04-03 License: GPL (GNU General Public License) Price:
941 downloads
Hex-a-hop 1.00
Hex-a-hop is a puzzle game based on hexagonal tiles. more>>
Hex-a-hop is a puzzle game based on hexagonal tiles. There is no time limit and no real-time elements.
The objective is simply to destroy all the green hexagonal tiles on each of the 100 levels. As you progress through the game, more types of tiles are introduced which make things more difficult and interesting (hopefully).
The project is built on top of SDL, which is an open-source layer for direct media access.
<<lessThe objective is simply to destroy all the green hexagonal tiles on each of the 100 levels. As you progress through the game, more types of tiles are introduced which make things more difficult and interesting (hopefully).
The project is built on top of SDL, which is an open-source layer for direct media access.
Download (0.80MB)
Added: 2007-06-14 License: Other/Proprietary License Price:
1245 downloads
Bug-A-Boo 1.09
Bug-A-Boo provides a software bug tracking system. more>>
Bug-A-Boo provides a software bug tracking system.
Bug-A-Boo is a bug reporting and tracking system that runs on any Web server that supports CGI. It helps you to keep an eye on bugs reported to you by users of your software products.
It can handle any number of projects, users, and bug classifications, and is really flexible in their setup. It features fast fulltext search, query storage, themes, and bug watches.
It uses the tdbengine as a database backend.
Main features:
- can handle an almost unlimited number of projects, versions, components, users, user groups, bugs, bug criteries, bug watches, bug browsing filters etc. The tdbengine which it is based on uses complex algorithms and indexing structures that make it that fast even with a huge amount of data.
- can inform you via email everytime a bug is reported that maches a component of any project you selected. It will email you when someone changes a bug you reported, you modified last or you are responsible for.
- allows users to keep an eye on interesting bugs and issues they are not directly involved with. Changes are then reported via email immediately
- allows users to define filters for browsing the bugs. A filter then can be re-used every time it is needed.
- is capable of handling multiple languages, either preset by the system administrator or by each user individually. The phrases are stored in a simple text file and thus can be translated to any language easily.
- is fully themeable which means it can get a total different look either choseable by the users or preset by the administator. The layout selection includes replacement of the templates and graphics while a theme is meant to change the colors.
- has a fulltext indexed search routine which is incredible fast
- provides full overview with its integrated statistics showing all figures of interest.
- will be continously improved and extended
Enhancements:
- new administration option "Note" implemented: the admin has the possibility to write a note for all users, that appears on the overview page
- internal messaging now allows group wise recipient selection, too.
- slightly optimized bug report edit form layout
- fixed several minor bugs
<<lessBug-A-Boo is a bug reporting and tracking system that runs on any Web server that supports CGI. It helps you to keep an eye on bugs reported to you by users of your software products.
It can handle any number of projects, users, and bug classifications, and is really flexible in their setup. It features fast fulltext search, query storage, themes, and bug watches.
It uses the tdbengine as a database backend.
Main features:
- can handle an almost unlimited number of projects, versions, components, users, user groups, bugs, bug criteries, bug watches, bug browsing filters etc. The tdbengine which it is based on uses complex algorithms and indexing structures that make it that fast even with a huge amount of data.
- can inform you via email everytime a bug is reported that maches a component of any project you selected. It will email you when someone changes a bug you reported, you modified last or you are responsible for.
- allows users to keep an eye on interesting bugs and issues they are not directly involved with. Changes are then reported via email immediately
- allows users to define filters for browsing the bugs. A filter then can be re-used every time it is needed.
- is capable of handling multiple languages, either preset by the system administrator or by each user individually. The phrases are stored in a simple text file and thus can be translated to any language easily.
- is fully themeable which means it can get a total different look either choseable by the users or preset by the administator. The layout selection includes replacement of the templates and graphics while a theme is meant to change the colors.
- has a fulltext indexed search routine which is incredible fast
- provides full overview with its integrated statistics showing all figures of interest.
- will be continously improved and extended
Enhancements:
- new administration option "Note" implemented: the admin has the possibility to write a note for all users, that appears on the overview page
- internal messaging now allows group wise recipient selection, too.
- slightly optimized bug report edit form layout
- fixed several minor bugs
Download (0.23MB)
Added: 2007-01-22 License: GPL (GNU General Public License) Price:
1005 downloads
L.A.U.R.A 0.0.1
L.A.U.R.A project provides a secure and performant e-mail proxy. more>>
L.A.U.R.A project provides a secure and performant e-mail proxy designed with the goal of shutting down the "Unsolicited Commercial/Bulk E-mail Era".
What is "Greenmarking"?
Greenmarking is something I think I invented myself (I might be wrong though, I coulndt find it anywhere else). Greenmarking works like this: if a triplet of (sender_ip, sender, recipient) is first seen, it gets marked green. The message will be sent unmarked with the meaning of "never seen it before". Next time the triplet is met, the message will also be marked green, meaning "I know this guy already".
Yes I know this sounds like greylisting (its a variation of it, hence the name). However, greenmarking is (and should be) done after greylisting. Why? Greylisting mostly means that the passing message is almost certalny originating from a valid (E)SMTP mail server daemon. Worms usually dont retry too much. So greenmarking is effective especially against evil mail selvers. Its implemented in the project. Just add an Inbox filter to your (web)mail client and move all the messages with a "neverseen" header in a special suspect folder. If you dont want to hassle with them, activate the Inbox filter only after youve run the greenmarking daemon for a while (1/2 weeks maybe?).
Main features:
- ESMTP capability for interoperating with Postfix
- Lightening fast B+ infrastructure for internal database
- No false positives
- No "lost" e-mail messages
- No miss-rate
- BSD license (the most liberal and FREE, in honour to the FreeBSD team)
- Its written in plain old C
- It was designed to be as fast as applicable
- It is (going to be) very secure (multiple audits, formal verifications, programming care)
- No package dependencies - no extra libraries or tools needed
- Hassle-free for admins - just install it
- Hassle-free for users - it just works, without user intervention
- Hassle-free and polite with other Internet neighbours - no rude messages, nothing
- Secure inter-server cooperation for MX backups - without any hassle or complexity (needs to be done)
<<lessWhat is "Greenmarking"?
Greenmarking is something I think I invented myself (I might be wrong though, I coulndt find it anywhere else). Greenmarking works like this: if a triplet of (sender_ip, sender, recipient) is first seen, it gets marked green. The message will be sent unmarked with the meaning of "never seen it before". Next time the triplet is met, the message will also be marked green, meaning "I know this guy already".
Yes I know this sounds like greylisting (its a variation of it, hence the name). However, greenmarking is (and should be) done after greylisting. Why? Greylisting mostly means that the passing message is almost certalny originating from a valid (E)SMTP mail server daemon. Worms usually dont retry too much. So greenmarking is effective especially against evil mail selvers. Its implemented in the project. Just add an Inbox filter to your (web)mail client and move all the messages with a "neverseen" header in a special suspect folder. If you dont want to hassle with them, activate the Inbox filter only after youve run the greenmarking daemon for a while (1/2 weeks maybe?).
Main features:
- ESMTP capability for interoperating with Postfix
- Lightening fast B+ infrastructure for internal database
- No false positives
- No "lost" e-mail messages
- No miss-rate
- BSD license (the most liberal and FREE, in honour to the FreeBSD team)
- Its written in plain old C
- It was designed to be as fast as applicable
- It is (going to be) very secure (multiple audits, formal verifications, programming care)
- No package dependencies - no extra libraries or tools needed
- Hassle-free for admins - just install it
- Hassle-free for users - it just works, without user intervention
- Hassle-free and polite with other Internet neighbours - no rude messages, nothing
- Secure inter-server cooperation for MX backups - without any hassle or complexity (needs to be done)
Download (0.046MB)
Added: 2006-04-20 License: BSD License Price:
1282 downloads
A Small MUD 1.3
A Small MUD is a minimal MUD implementation. more>>
A Small MUD project is a minimal MUD implementation.
A Small MUD is a minimal MUD implementation, with some mildly intelligent mobs running around creating rooms.
A few pointers when reading the source code... the World class contains the "cells" in the dungeon - all those are created randomly by the mobs.
The MobFactory class contains and controls all mobs in the world - the class holds a reference to the World class.
Cells are specified by the World::CELL struct and mobs by the MobFactory::MOB struct. The SmallHandler class contains the World, MobFactory, and active sockets list (via SocketHandler).
Finally, the SmallSocket class handles all socket communication and the ListenSocket template class acts as the socket listen server.
<<lessA Small MUD is a minimal MUD implementation, with some mildly intelligent mobs running around creating rooms.
A few pointers when reading the source code... the World class contains the "cells" in the dungeon - all those are created randomly by the mobs.
The MobFactory class contains and controls all mobs in the world - the class holds a reference to the World class.
Cells are specified by the World::CELL struct and mobs by the MobFactory::MOB struct. The SmallHandler class contains the World, MobFactory, and active sockets list (via SocketHandler).
Finally, the SmallSocket class handles all socket communication and the ListenSocket template class acts as the socket listen server.
Download (0.016MB)
Added: 2006-12-13 License: GPL (GNU General Public License) Price:
1047 downloads
A Sudoku Solver in C 1.11
A Sudoku Solver in C is a console-based Linux program, written in C language, that solves Su Doku puzzles using deductive logic. more>>
A Sudoku Solver in C is a console-based Linux program, written in C language, that solves Su Doku puzzles using deductive logic. It will only resort to trial-and-error and backtracking approaches upon exhausting its deductive moves.
Puzzles must be of the standard 9x9 variety using the (ASCII) characters 1 through 9 for the puzzle symbols. Puzzles should be submitted as 81 character strings which, when read left-to-right will fill a 9x9 Sudoku grid from left-to-right and top-to-bottom. In the puzzle specification, the characters 1 - 9 represent the puzzle givens or clues. Any other non-blank character represents an unsolved cell.
The puzzle solving algorithm is home grown. I did not borrow any of the usual techniques from the literature, e.g. Donald Knuths "Dancing Links." Instead I rolled my own from scratch as a personal challenge. As such, its performance can only be blamed on yours truly. Still, I feel it is quite fast. On a 333 MHz Pentium II Linux box it solves typical medium force puzzles in approximately 800 microseconds or about 1,200 puzzles per second, give or take. On an Athlon XP 3000 it solves about 6,600 puzzles per sec. (Solving time is dependent upon degree of difficulty, so YMMV.)
Description of Algorithm:
The puzzle algorithm initially assumes every unsolved cell can assume every possible value. It then uses the placement of the givens to refine the choices available to each cell. I call this the markup phase.
After markup completes, the algorithm then looks for singleton cells with values that, due to constraints imposed by the row, column, or 3x3 region, may only assume one possible value. Once these cells are assigned values, the algorithm returns to the markup phase to apply these changes to the remaining candidate solutions. The markup/singleton phases alternate until either no more changes occur, or the puzzle is solved. I call the markup/singleton elimination loop the Simple Solver because in a large percentage of cases it solves the puzzle.
If the simple solver portion of the algorithm doesnt produce a solution, then more advanced deductive rules are applied.
Ive implemented two additional rules as part of the deductive puzzle solver. The first is subset elimination wherein a row/column/region is scanned for X number of cells with X number of matching candidate solutions. If such subsets (or tuples) are found in the row, column, or region, then the candidates values from the subset may be eliminated from all other unsolved cells within the row, column, or region, respectively.
The next deductive rule examines each region looking for candidate values that exclusively align themselves along a single row or column, i.e. a vector. If such candidate values are found, then they may be eliminated from the cells outside of the region that are part of the aligned row or column.
Note that each of the advanced deductive rules calls all preceeding rules, in order, if that advanced rule has effected a change in puzzle markup.
Finally, if no solution is found after iteratively applying all deductive rules, then we begin trial-and-error using recursion for backtracking. A working copy is created from our puzzle, and using this copy the first cell with the smallest number of candidate solutions is chosen. One of the solutions values is assigned to that cell, and the solver algorithm is called using this working copy as its starting point. Eventually, either a solution, or an impasse is reached.
If we reach an impasse, the recursion unwinds and the next trial solution is attempted. If a solution is found (at any point) the values for the solution are added to a list. Again, so long as we are examining all possibilities, the recursion unwinds so that the next trial may be attempted. It is in this manner that we enumerate puzzles with multiple solutions.
Note that it is certainly possible to add to the list of applied deductive rules. The techniques known as "X-Wing" and "Swordfish" come to mind. On the other hand, adding these additional rules will, in all likelihood, slow the solver down by adding to the computational burden while producing very few results. Ive seen the law of diminishing returns even in some of the existing rules, e.g. in subset elimination I only look at two and three valued subsets because taking it any further than that degraded performance.
Enhancements:
- Code optimization has resulted in a 30% increase in speed.
<<lessPuzzles must be of the standard 9x9 variety using the (ASCII) characters 1 through 9 for the puzzle symbols. Puzzles should be submitted as 81 character strings which, when read left-to-right will fill a 9x9 Sudoku grid from left-to-right and top-to-bottom. In the puzzle specification, the characters 1 - 9 represent the puzzle givens or clues. Any other non-blank character represents an unsolved cell.
The puzzle solving algorithm is home grown. I did not borrow any of the usual techniques from the literature, e.g. Donald Knuths "Dancing Links." Instead I rolled my own from scratch as a personal challenge. As such, its performance can only be blamed on yours truly. Still, I feel it is quite fast. On a 333 MHz Pentium II Linux box it solves typical medium force puzzles in approximately 800 microseconds or about 1,200 puzzles per second, give or take. On an Athlon XP 3000 it solves about 6,600 puzzles per sec. (Solving time is dependent upon degree of difficulty, so YMMV.)
Description of Algorithm:
The puzzle algorithm initially assumes every unsolved cell can assume every possible value. It then uses the placement of the givens to refine the choices available to each cell. I call this the markup phase.
After markup completes, the algorithm then looks for singleton cells with values that, due to constraints imposed by the row, column, or 3x3 region, may only assume one possible value. Once these cells are assigned values, the algorithm returns to the markup phase to apply these changes to the remaining candidate solutions. The markup/singleton phases alternate until either no more changes occur, or the puzzle is solved. I call the markup/singleton elimination loop the Simple Solver because in a large percentage of cases it solves the puzzle.
If the simple solver portion of the algorithm doesnt produce a solution, then more advanced deductive rules are applied.
Ive implemented two additional rules as part of the deductive puzzle solver. The first is subset elimination wherein a row/column/region is scanned for X number of cells with X number of matching candidate solutions. If such subsets (or tuples) are found in the row, column, or region, then the candidates values from the subset may be eliminated from all other unsolved cells within the row, column, or region, respectively.
The next deductive rule examines each region looking for candidate values that exclusively align themselves along a single row or column, i.e. a vector. If such candidate values are found, then they may be eliminated from the cells outside of the region that are part of the aligned row or column.
Note that each of the advanced deductive rules calls all preceeding rules, in order, if that advanced rule has effected a change in puzzle markup.
Finally, if no solution is found after iteratively applying all deductive rules, then we begin trial-and-error using recursion for backtracking. A working copy is created from our puzzle, and using this copy the first cell with the smallest number of candidate solutions is chosen. One of the solutions values is assigned to that cell, and the solver algorithm is called using this working copy as its starting point. Eventually, either a solution, or an impasse is reached.
If we reach an impasse, the recursion unwinds and the next trial solution is attempted. If a solution is found (at any point) the values for the solution are added to a list. Again, so long as we are examining all possibilities, the recursion unwinds so that the next trial may be attempted. It is in this manner that we enumerate puzzles with multiple solutions.
Note that it is certainly possible to add to the list of applied deductive rules. The techniques known as "X-Wing" and "Swordfish" come to mind. On the other hand, adding these additional rules will, in all likelihood, slow the solver down by adding to the computational burden while producing very few results. Ive seen the law of diminishing returns even in some of the existing rules, e.g. in subset elimination I only look at two and three valued subsets because taking it any further than that degraded performance.
Enhancements:
- Code optimization has resulted in a 30% increase in speed.
Download (0.025MB)
Added: 2006-03-27 License: GPL (GNU General Public License) Price:
1332 downloads
A Jacks Game 1.0
A Jacks Game is a real-time game that runs in a Web browser using the AJAX technology. more>>
A Jacks Game is a real-time game that runs in a Web browser using the AJAX (Asynchronous JavaScript and XML) technology.
Multiple users can login in A Jacks Game to explore a common map and earn a common currency as their score.
A Jacks Game is free software released under GNU/GPL Open Source License.
<<lessMultiple users can login in A Jacks Game to explore a common map and earn a common currency as their score.
A Jacks Game is free software released under GNU/GPL Open Source License.
Download (0.014MB)
Added: 2006-01-05 License: GPL (GNU General Public License) Price:
1389 downloads
a-renet 1.1.0rc4
a-renet project is a distributed gaming network. more>>
a-renet project is a distributed gaming network.
It supports client-server TCP-based games.
<<lessIt supports client-server TCP-based games.
Download (0.33MB)
Added: 2006-11-11 License: GPL (GNU General Public License) Price:
1079 downloads
Xr3 0.3
Xr3 is package of Linux tools for the RedRat2 serial port based Learning IR Remote Control. more>>
Xr3 is package of Linux tools for the RedRat2 serial port based Learning IR Remote Control. It was initially developed for use with a ReplayTV Personal Video Recorder(PVR) but has now been expanded to handle any kind of IR controlled A/V equipment. The package includes:
mr3 - A Control Panel Driver using the Motif Toolkit
gr3 - A Control Panel Driver using Gtk
p2rr - A Pronto to RedRat2 IR record converter
rrDecode - A RedRat2 IR record decoder
testRedRat - A very simple RedRat2 test program
tvChannelSelector - A simple TV channel selector using nice icons
mkTVchannelSelector - A tool to help make TV channel panels for above.
A separate ReplayTV package will include:
replaySearch - A command line tool for driving the ReplayTV search engine.
replaySearchTool - A GUI designed to make searching for shows easy and intuative.
<<lessmr3 - A Control Panel Driver using the Motif Toolkit
gr3 - A Control Panel Driver using Gtk
p2rr - A Pronto to RedRat2 IR record converter
rrDecode - A RedRat2 IR record decoder
testRedRat - A very simple RedRat2 test program
tvChannelSelector - A simple TV channel selector using nice icons
mkTVchannelSelector - A tool to help make TV channel panels for above.
A separate ReplayTV package will include:
replaySearch - A command line tool for driving the ReplayTV search engine.
replaySearchTool - A GUI designed to make searching for shows easy and intuative.
Download (0.31MB)
Added: 2006-08-04 License: GPL (GNU General Public License) Price:
1177 downloads
Run a web server inside LAN
Run a web server inside LAN is a simple script to run a WWW server inside a Local Area Network. more>>
Run a web server inside LAN is a simple script to run a WWW server inside a Local Area Network. Run a web server inside LAN script assume all iptables features are compiled statically in the kernel, or all modules are loaded.
Otherwise you may encounter some surprises trying to utilize the more featureful and creative commandlines that Ive come up with.
Sample:
#external and internal interfaces
EXT=eth0
INT=eth1
# clear everything, and create my cascading chains
iptables -F
iptables -N e0
iptables -N tcpin
iptables -N udpin
# e0 is the name of our chain for eth0
iptables -I INPUT -i $EXT -j e0
# OUTPUT Chain
iptables -A OUTPUT -o $EXT -j DROP -p icmp --icmp-type ! echo-request
# remote gnutella queries were really pissing me off one day
# iptables -A OUTPUT -o $EXT -j DROP -p tcp ! --syn --dport 6346
# iptables -A OUTPUT -o $EXT -j DROP -p tcp ! --syn --sport 6346
# $EXT Chain
# a single rule to accept SYN Packets for multiple ports (up to 15)
iptables -A tcpin -j ACCEPT -p tcp --syn -m multiport --destination-ports 873,993,995,143,80,113,21,22,23,25,53
# stateful connection tracking is wonderful stuff
# ESTABLISHED tcp connections are let through
# If we send a SYN out, the ACK is seen as RELATED
# then further communication is accepted by the ESTABLISHED rule
iptables -A e0 -j ACCEPT -m state --state ESTABLISHED
iptables -A e0 -j ACCEPT -m state --state RELATED
# certain ports I simply DROP
iptables -A tcpin -j DROP -p tcp --syn -m multiport --destination-ports 6346,139
# UDP rules...
iptables -A udpin -j DROP -p udp -m multiport --destination-ports 137,27960
# I run a DNS server, so we must accept UDP packets on port 53
iptables -A udpin -j ACCEPT -p udp -m state --state NEW --destination-port 53
# lets log NEW udp packets on ports 1024:65535, then let them through
iptables -A udpin -j LOG -p udp -m state --state NEW --destination-port 1024:65535 --log-level debug --log-prefix UDPNEW --log-ip-options
iptables -A udpin -j ACCEPT -p udp -m state --state NEW --destination-port 1024:65535
# lets log NEW tcp packets on ports 1024:65535, then let them through
iptables -A tcpin -j LOG -p tcp --syn --destination-port 1024:65535 --log-level debug --log-prefix TCPNEW --log-tcp-options --log-ip-options
iptables -A tcpin -j ACCEPT -p tcp --syn --destination-port 1024:65535
# lets log INVALID or NEW tcp packets on priveleged ports, then DROP
# (remember I have certain ACCEPT rules higher up the chain)
iptables -A tcpin -j LOG -p tcp -m state --state INVALID,NEW --destination-port 1:1023 --log-level warn --log-prefix TCPPRIV --log-tcp-options --log-ip-options
iptables -A tcpin -j DROP -p tcp -m state --state INVALID,NEW --destination-port 1:1023
iptables -A e0 -p tcp -j tcpin
iptables -A e0 -p udp -j udpin
iptables -A e0 -j LOG --log-level debug --log-prefix NETFILTER --log-ip-options -m state --state INVALID,NEW
iptables -A e0 -j DROP
# NAT Rules
# I run a web server inside...
iptables -t nat -A PREROUTING -p tcp -i eth0 --dport 80 -j DNAT --to-destination 192.168.1.4:80
<<lessOtherwise you may encounter some surprises trying to utilize the more featureful and creative commandlines that Ive come up with.
Sample:
#external and internal interfaces
EXT=eth0
INT=eth1
# clear everything, and create my cascading chains
iptables -F
iptables -N e0
iptables -N tcpin
iptables -N udpin
# e0 is the name of our chain for eth0
iptables -I INPUT -i $EXT -j e0
# OUTPUT Chain
iptables -A OUTPUT -o $EXT -j DROP -p icmp --icmp-type ! echo-request
# remote gnutella queries were really pissing me off one day
# iptables -A OUTPUT -o $EXT -j DROP -p tcp ! --syn --dport 6346
# iptables -A OUTPUT -o $EXT -j DROP -p tcp ! --syn --sport 6346
# $EXT Chain
# a single rule to accept SYN Packets for multiple ports (up to 15)
iptables -A tcpin -j ACCEPT -p tcp --syn -m multiport --destination-ports 873,993,995,143,80,113,21,22,23,25,53
# stateful connection tracking is wonderful stuff
# ESTABLISHED tcp connections are let through
# If we send a SYN out, the ACK is seen as RELATED
# then further communication is accepted by the ESTABLISHED rule
iptables -A e0 -j ACCEPT -m state --state ESTABLISHED
iptables -A e0 -j ACCEPT -m state --state RELATED
# certain ports I simply DROP
iptables -A tcpin -j DROP -p tcp --syn -m multiport --destination-ports 6346,139
# UDP rules...
iptables -A udpin -j DROP -p udp -m multiport --destination-ports 137,27960
# I run a DNS server, so we must accept UDP packets on port 53
iptables -A udpin -j ACCEPT -p udp -m state --state NEW --destination-port 53
# lets log NEW udp packets on ports 1024:65535, then let them through
iptables -A udpin -j LOG -p udp -m state --state NEW --destination-port 1024:65535 --log-level debug --log-prefix UDPNEW --log-ip-options
iptables -A udpin -j ACCEPT -p udp -m state --state NEW --destination-port 1024:65535
# lets log NEW tcp packets on ports 1024:65535, then let them through
iptables -A tcpin -j LOG -p tcp --syn --destination-port 1024:65535 --log-level debug --log-prefix TCPNEW --log-tcp-options --log-ip-options
iptables -A tcpin -j ACCEPT -p tcp --syn --destination-port 1024:65535
# lets log INVALID or NEW tcp packets on priveleged ports, then DROP
# (remember I have certain ACCEPT rules higher up the chain)
iptables -A tcpin -j LOG -p tcp -m state --state INVALID,NEW --destination-port 1:1023 --log-level warn --log-prefix TCPPRIV --log-tcp-options --log-ip-options
iptables -A tcpin -j DROP -p tcp -m state --state INVALID,NEW --destination-port 1:1023
iptables -A e0 -p tcp -j tcpin
iptables -A e0 -p udp -j udpin
iptables -A e0 -j LOG --log-level debug --log-prefix NETFILTER --log-ip-options -m state --state INVALID,NEW
iptables -A e0 -j DROP
# NAT Rules
# I run a web server inside...
iptables -t nat -A PREROUTING -p tcp -i eth0 --dport 80 -j DNAT --to-destination 192.168.1.4:80
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