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Rocket 1.02

Rocket 1.02


Rocket is a game where you try to land a rocket on a moving platform. more>>
Rocket project is a game where you try to land a rocket on a moving platform.

Running Rocket:

- Unzip the archive into its own directory.
- cd to the directory.
# perl rocket.pl

You fly the rocket with the left, right, and down keys.

Other keys:

- pause
- exit
- new game
- God mode?

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Download (0.043MB)
Added: 2006-12-11 License: Perl Artistic License Price:
1052 downloads
aB Backup Tools 0.3

aB Backup Tools 0.3


aB Backup Tools is a toolset for creating and maintaining backups and recoveries of important data on your system. more>>
aB Backup Tools is a toolset for creating and maintaining backups and recoveries of important data on your system.
Enhancements:
- memory leaks fixed,
- options optimized,
- some look changes.
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Download (0.28MB)
Added: 2005-05-27 License: GPL (GNU General Public License) Price:
1613 downloads
Titan Attacks! 1.9

Titan Attacks! 1.9


An arcade game where you have to defend the Solar System from Evil Alien Invaders! more>>

Titan Attacks! 1.9 will provide hours of entertainment for everyone. This is designed as an arcade game where you have to defend the Solar System from Evil Alien Invaders!

The Earth is under attack from evil aliens from Titan! Only you can save us all using a hired space ship. Upgrade your ship with bounty money and drive back the Titans across the Solar System, and defeat them on their homeworld.

Titan Attacks has the same easy-to-learn and addictive gameplay of the classic arcade shoot 'em up, but is packed full of extras - new features, new strategies, and stylish neo-retro visuals. Battle swarms of alien fighters, bombers and giant boss motherships, over 5 unique worlds and 100 levels of frantic action! Earn bounty money and upgrade your ship with extra cannon, rockets and lasers!

You can destroy falling wrecks, dodge hurtling asteroids and capture escaping aliens - or blast them from the skies! Win prizes in sharp-shooter challenge stages and compete on the online hiscores table!

Major Features:

  1. 100 levels of frantic shooter action
  2. 5 giant boss motherships
  3. Upgrade your ship with extra cannon, rockets and lasers
  4. Challenge stages with prizes
  5. Online hiscore table

Requirements:

  • Java 2 Standard Edition Runtime Environment
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Added: 2009-03-18 License: Freeware Price: FREE
1 downloads
 
Other version of Titan Attacks!
Titan Attacks! 1.1Upgrade your ship with extra cannon, rockets and lasers - Challenge stages with prizes - Online
License:Freeware
Download (MB)
1319 downloads
Added: 2006-03-16
Sort::Key::Top 0.01

Sort::Key::Top 0.01


Sort::Key::Top is a Perl module that can select and sort top n elements. more>>
Sort::Key::Top is a Perl module that can select and sort top n elements.

SYNOPSIS

use Sort::Key::Top (nkeytop top);

# select 5 first numbers by absolute value:
@top = nkeytop { abs $_ } 5 => 1, 2, 7, 5, 5, 1, 78, 0, -2, -8, 2;
# ==> @top = (1, 2, 1, 0, -2)

# select 5 first words by lexicographic order:
@a = qw(cat fish bird leon penguin horse rat elephant squirrel dog);
@top = top 5 => @a;
# ==> @top = qw(cat fish bird elephant dog);

The functions available from this module select the top n elements from a list using several common orderings and custom key extraction procedures.

They are all variations around

keytopsort { CALC_KEY($_) } $n => @data;

This function calculates the ordering key for every element in @data using the expression inside the block. Then it selects and orders the $n elements with the lower keys when compared lexicographically.

It is equivalent to the pure Perl expression:

(sort { CALC_KEY($a) cmp CALC_KEY($b) } @data)[0 .. $n-1];

Variations allow to:

- use the own values as the ordering keys
topsort 5 => qw(a b ab t uu g h aa aac);

==> a aa aac ab b
- return the selected values in the original order
top 5 => qw(a b ab t uu g h aa aac);

==> a b ab aa aac
- use a different ordering
For instance comparing the keys as numbers, using the locale configuration or in reverse order:
rnkeytop { length $_ } 3 => qw(a ab aa aac b t uu g h);

==> ab aa aac

rnkeytopsort { length $_ } 3 => qw(a ab aa aac b t uu g h);

==> aac ab aa

A prefix is used to indicate the required ordering:

(no prefix)

lexicographical ascending order

r

lexicographical descending order

l

lexicographical ascending order obeying locale configuration

r

lexicographical descending order obeying locale configuration

n

numerical ascending order

rn

numerical descending order

i

numerical ascending order but converting the keys to integers first

ri

numerical descending order but converting the keys to integers first

u

numerical ascending order but converting the keys to unsigned integers first

ru

numerical descending order but converting the keys to unsigned integers first

The full list of available functions is:

top ltop ntop itop utop rtop rltop rntop ritop rutop

keytop lkeytop nkeytop ikeytop ukeytop rkeytop rlkeytop rnkeytop
rikeytop rukeytop

topsort ltopsort ntopsort itopsort utopsort rtopsort rltopsort
rntopsort ritopsort rutopsort

keytopsort lkeytopsort nkeytopsort ikeytopsort ukeytopsort
rkeytopsort rlkeytopsort rnkeytopsort rikeytopsort rukeytopsort

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Added: 2007-07-18 License: Perl Artistic License Price:
831 downloads
Baseball::Sabermetrics 0.03

Baseball::Sabermetrics 0.03


Baseball::Sabermetrics is a baseball statistics module. more>>
Baseball::Sabermetrics is a baseball statistics module.

SYNOPSIS

Baseball::Sabermetrics provides an easy interface for calculating baseball statistics, given a data importer. In this package, Ive written CPBL.pm for (Chinese Professional Baseball League, http://www.cpbl.com.tw).

use Baseball::Sabermetrics;
use Baseball::Sabermetrics::CPBL;

my $league = Baseball::Sabermetrics->new(league => CPBL);

# Actually these are predefined.
# Those data with p_ or _allowed here are for seperating pitchers
# and batters.

$league->define(
rc => ab * obp,
babip => (h_allowed - hr_allowed) / (p_pa - h_allowed - p_so - p_bb - hr_allowed,
# what started with $ will be reserved.
# Players have team and league predefined, and team has league.
formula1 => hr / $_->team->hr;
formula2 => hr / $_->league->hr;
complex => sub {
print "You can write a sub directlyn";
$_->slg - $_->ba;
},
...
);

# Some formulas can be applied to players, teams, and league, depend on what
# columns are used in the formula. For example, ab and obp are defined for
# players, teams, and league, so that rc is available for all of them.

# top 5 obp of teams
$_->print qw/ team name ba obp slg isop / for $league->top(teams, 5, obp);

# top 10 obp of players
$_->print qw/ team name ba obp slg isop / for $league->top(players, 10, obp);

# show a players information
$league->players(Chien-Ming Wang)->print qw/ win lose ip so bb whip go_ao /;
$league->teams(Yankees)->players(Chien-Ming Wang)->print qw/ win lose ip so bb whip go_ao /;

# show team statistics data (accumulated from players)
$league->{Yankees}->print qw/ win lose ip so bb whip go_ao /;

# give a brief report for pitchers/batters of the team
$league->{Yankees}->report_pitchers qw/ name ip p_so p_bb whip go_ab /;
$league->{Yankees}->report_batters qw/ name ba obp slg isop /;

$league->report_teams qw/ name win lose era obp /;

# show all available formula
print join , $league->formula_list;

Data Structure

Baseball::Sabermetrics is aimed for providing a base class of your interested teams (a league, for example). Youll need to provide a data retriever to pull data out. The following example shows how you have to fill data into this structure.

$league = {
teams => {
Yankees => {
players => {
"Chien-Ming Wang" => {
bio => {
bats => right, # coule be left, switch
throws => right,
},
ip => 57.33333333333,
game => 9,
...
fielding => {
p => {
tc => 43,
pop => 4,
...
},
# b1 => { }, b2 => { }, b3 => { },
# first, second and thrid baseman should be
# b1, b2, and b3 respectively for convenient in
# fielding context. Because the initial of the
# name of subroutine cant be a number in perl.
},
};
...
}
},
Athletics => {
...
},
},
};

TERMS

Available terms of players (including teams and league, which are accumulated from players and could be treated as an abstract player) are:

# pitching
p_game win lose tie gs sv bs hld cg sho ip p_pa np h_allowed
hr_allowed sh_allowed sf_allowed p_bb p_ibb hb p_so wp bk ra er

# batting
pa ab rbi r h 1b 2b 3b hr tb dp sh sf ibb bb hbp so sb cs
tc po a e f_dp ppo tp pb c_cs c_sb

# fielding
pos fgame tc po a e f_dp tp pb c_cs c_sb

And there are additional terms for team:

game win lose tie

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Download (0.030MB)
Added: 2007-01-04 License: Perl Artistic License Price:
1025 downloads
Q4W 0.1 Beta1

Q4W 0.1 Beta1


Q4W stands for Quake 4 World, an obvious reference to QuakeWorld. more>>
The Q4W Mod project came in our minds a few days after the release of Quake 4. Out of the box, the whole gameplay wasnt very exciting for a part of the french Q3 community. After some chatting, we found out that we were many looking for the same kind of game and also ready to spend some time to tweak it in that way.

Q4W stands for Quake 4 World, an obvious reference to QuakeWorld. So, what is it ? A return in the past to make Q4 feels like QW ? Yes and no, as we want to bring back some features of QW, but not only :

Q3 and Q4 have also great features we still want to find.

The whole idea is to have a game really fast, where movements can make the decision in a fight, and not only aiming. Where controlling a specific zone is really important, with precious items. A game where base weapons are not almost equals to the bigger ones. A game offering best of both world weapons, without making one too much powerful in a defensive situation.

We offer anticipation weapons and hitscan weapons, and they hurt a lot. Theyll hurt you bad. Its about domination, its not really newbie friendly, because spawnfrags are back. Our goal is to offer to the Quake Community a different kind of game, tricks, base on speed, fun and what we think a better gameplay.

Controlling the game is really important, a situation can turnover very quickly. No minimum time for respawn and a maximum of 2", respawn at 110/0 with only a MG with not much ammunitions... youll learn how to win the hard way.

The weapons

In simple words, you have a new Rocket Launcher firing at a greater rate (.75), with faster rockets (1100), doing more damage (110). You also have a Lightning Gun doing a great amount of damage on short range fight, way more than Q3 and Q4, but a bit less than QW (250 damage/s) and you still have the RailGun. But its reload time is slower (1.8") and you have less slugs (5), so camping with it is shorten.

Oh yes, the hitbox is smaller. Other weapons are a bit changed also, ShotGun reloads slower, Grenade Launcher is basically the same but doing more damage (110) and the base weapon is no more a big threat (5 damage per bullet).

The armors

With so much powerful weapons, you need to gain a good protection if you want to live long. There again, one armor type is clearly the choice : Red Armor. It gives you 200 armor points and will protects you by 80%. Oh, did I mention that armor points do not tickdown ? Then you have the Yellow Armor, giving 100 armor points, and protecting less than the RA. And at the bottom, the Green Armor, a new one for Q4, giving 50 armor points and again less protection.

So the whole armor system is new, not only because of the value of the armors and their protection level, but also because you are stick to the type of armor you have, and if you can always pick a better armor, if you need to take a weaker one, youll have to have less than 25% left of your armor type value (for example, if you pick a RA, you will need to have less than 50 armor points left to grab a YA).

Read me clearly : an armor sets you to its value, its not an add. If you have 75 armor points, taking a YA (supposing you can) will set you at 100 armor points. Shards are still there, and they inherit your armor type when you grab them. The maximum armor you can have is 200. Of course, to take an armor you need to have less than its value, as well as the correct rights (explained above).

Of course, RA spawns less often than YA and GA. On team games if you lose RA control, I recommend to check for the Quad. It respawns sooner (every 90") and deserve its name : four times the damage.

The beauty of movements

You move faster in Q4W than in vQ4. Not only your speed has been increased, but also all the movements that make Quake what it is are there : straffe-jump of course, circle-jump, ramp-jump, slide-jump but we bring back also bunny-hop and multiple-jump (double-jump is the most famous). Air control is greater also, so you can make very nice moves and being a bit less an easy target while in the air. Thats a lot of work on the physics of the game, but its worth the effort.

On a fun side, we also offer the ability to run over the water at a certain speed, with some restriction in movements, and that could really be an upside for differents type of game (CTF and Defrag seem the more obvious).

To increase again the speed of the game, and make movements less predictable, we make the teleporters able to keep your speed and directions vector through them : so, yes, you can Rocket Jump through teleporters ! And they contribute to increase your speed, making a little push on you.

The more you are, the more fun you have

Arent you tired of fighting one on one ? Or team A versus Team B ? Why should we stick to 2 teams ? Q4W bring the ability to play at up to 8 different teams on the same game ! What about a TDM game with three teams ? How about a 2v2v2v2 game, heh ? Its up to you.

Standard look and feel

Of course, brightskins are in standard (white, pink, blue, red, yellow, orange, green and purple), HUD is new with a weapons control bar to know at any time what weapon you have in stock, and how many ammunitions left in it. Simple items are also provided, fov is unlocked, admin and team control is provided, game statistics, timer works in the same way than Q3, overtime has been corrected, etc, etc.
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Download (53.4MB)
Added: 2006-03-21 License: Freeware Price:
1337 downloads
HampusDB 1.0.1

HampusDB 1.0.1


HampusDB is a small, flexible and efficient hierarchical database. more>>
HampusDB is a small, flexible and efficient hierarchical database. It comes with a wide support of command line utilities for manipulating and extracting data.

Its designed for both embedded and bigger systems. HampusDB currently runs on Linux and has interfaces to C, C++, Java and Perl.

HDB aims to fill the gap when storing data in a relational database is too rigid and storing data in textfiles is too cumbersome.

A typical example would be when you have heirarchical data such as XML or configuration data that you want to store and retrieve in a flexible manner.
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Download (0.34MB)
Added: 2006-05-26 License: LGPL (GNU Lesser General Public License) Price:
1247 downloads
Cavepilot 0.3.1

Cavepilot 0.3.1


Cavepilot is a cave-flying game for two players. more>>
Cavepilot project is a cave-flying game for two players.
Cavepilot is another cave-flying game like the old classics, Turbo Raketti and Gravity Force You fly a small rocket in a 2D cave and try to shoot down your opponent. It currently supports one or two local players.
Examples of modern counterparts are Turbis and Luola. Cavepilot currently
only supports one (which is rather boring) or two player games on a split screen. Some sort of network play is in the planning stage though.
Enhancements:
- Added the level "the bana" by Aino Soininen (Thank you, my love!)
- Fixed a typo in Makefile
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Download (0.21MB)
Added: 2006-12-08 License: GPL (GNU General Public License) Price:
1050 downloads
Surblhost 0.8.0

Surblhost 0.8.0


Surblhost project is a small program to see if hostnames are listed in the Spam URI Realtime Blocklists (SURBL). more>>
Surblhost project is a small program to see if hostnames are listed in the Spam URI Realtime Blocklists (SURBL).

Hosts that are blacklisted means that global spam email have been reported to contain links to these hosts.

Many popular spam email filters use these lists to identify spam email, but this program makes it possible to use the lists for any conceivable purpose, such as filtering out bad hosts from URL redirection, and so on.

Examples:

Verbose output

$ surblhost -v bigredskhoediet.com clowndiket.com
checking against multi.surbl.org
bigredskhoediet.com.multi.surbl.org is blacklisted by [jp][ab][ob][sc][ws]
clowndiket.com.multi.surbl.org is blacklisted by [jp][ob][sc][ws]

see http://www.surbl.org/lists.html for more information on the blacklists

More verbose output

$ surblhost -vv --test
test.sc.surbl.org.sc.surbl.org 127.0.0.2 is blacklisted by spamcop
test.sc.surbl.org.sc.surbl.org txt record: sc.surbl.org permanent test point

Whitelisting and stripping of subdomains

$ surblhost -vv -s www.google.com
checking against multi.surbl.org
google.com is in whitelist

Recognition of two-level TLDs

$ surblhost -vv -s www.somewhere.co.uk
checking against multi.surbl.org
somewhere.co.uk.multi.surbl.org is not blacklisted

Blocked site discovered using recursive checking

# NO HIT
$ surblhost -v 156.tissuqeweightloss.com
checking against multi.surbl.org
warning: hostname contains subdomains: 156.tissuqeweightloss.com (try option -r)
156.tissuqeweightloss.com.multi.surbl.org is not blacklisted

# OPTION -r GIVES HIT
$ surblhost -v -r 156.tissuqeweightloss.com
checking against multi.surbl.org recursively
156.tissuqeweightloss.com.multi.surbl.org is not blacklisted
tissuqeweightloss.com.multi.surbl.org is blacklisted by [jp][ob][sc][ws]

see http://www.surbl.org/lists.html for more information on the blacklists
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Download (0.086MB)
Added: 2007-04-09 License: GPL (GNU General Public License) Price:
928 downloads
DFA::Kleene 1.0

DFA::Kleene 1.0


DFA::Kleene is a Kleenes Algorithm for Deterministic Finite Automata. more>>
DFA::Kleene is a Kleenes Algorithm for Deterministic Finite Automata.

Calculates the "language" (set of words) accepted (= recognized) by a Deterministic Finite Automaton.

SYNOPSIS

use DFA::Kleene qw(initialize define_accepting_states define_delta kleene example);

use DFA::Kleene qw(:all);

&initialize(6,"ab");

Define the number of states (state #1 is the "start" state!) of your Deterministic Finite Automaton and the alphabet used (as a string containing all characters which are part of the alphabet).

&define_accepting_states(2,3,4,5);

Define which states are "accepting states" in your Deterministic Finite Automaton (list of state numbers).

&define_delta(1,a,4);

Define the state transition function "delta" (arguments are: "from" state, character (or empty string!) read during the transition, "to" state).
You need several calls to this function in order to build a complete transition table describing your Deterministic Finite Automaton.

@language = &kleene();

Returns a (sorted) list of regular expressions describing the language (= set of patterns) recognized ("accepted") by your Deterministic Finite Automaton.
&example();

Calculates the language of a sample Deterministic Finite Automaton.
Prints a (sorted) list of regular expressions which should be equivalent to the following regular expression:

(a(a)*b)*a(a)*(b)*

This is the same as

((a+)b)*(a+)b*

The routines in this module allow you to define a Deterministic Finite Automaton and to compute the "language" (set of "words" or "patterns") accepted (= recognized) by it.

Actually, a list of regular expressions is generated which describe the same language (set of patterns) as the one accepted by your Deterministic Finite Automaton.

The output generated by this module can easily be modified to produce Perl-style regular expressions which can actually be used to recognize words (= patterns) contained in the language defined by your Deterministic Finite Automaton.

Other modules in this series (variants of Kleenes algorithm):

Math::MatrixBool (see "Kleene()")
Math::MatrixReal (see "kleene()")

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Download (0.005MB)
Added: 2007-05-17 License: Perl Artistic License Price:
893 downloads
MySQL 5.1.21 Beta

MySQL 5.1.21 Beta


MySQL is The Worlds Most Popular Open Source Database. more>> <<less
Download (20.3MB)
Added: 2007-07-10 License: GPL (GNU General Public License) Price:
895 downloads
 
Other version of MySQL
MySQL 5.0.45MySQL 5.0.45 - MySQL AB
License:GPL (GNU General Public License)
Download (23.3MB)
708 downloads
Added: 2007-07-12
MySQL 4.1.22MySQL 4.1.22 - MySQL AB
License:GPL (GNU General Public License)
Download (8.5MB)
784 downloads
Added: 2006-11-27
MySQL 4.0.27MySQL 4.0.27 - MySQL AB
License:GPL (GNU General Public License)
Download (7.0MB)
1398 downloads
Added: 2006-05-12
MySQL Query Browser 1.1.18

MySQL Query Browser 1.1.18


MySQL Query Browser is a database querying tool. more>>
MySQL Query Browser is a database querying tool.

MySQL Query Browser combines the simplicity of a Web-browser-like interface with powerful features like multiple result sets on tab sheets, query history, storing query "bookmarks", editing and comparing resultsets, SQL script debugging, and more.

MySQL Query Browser is available under the MySQL AB "dual licensing" model. Under this model, users may choose to use MySQL products under the free software/opensource GNU General Public License (commonly known as the "GPL") or under a commercial license.
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Added: 2006-02-14 License: GPL (GNU General Public License) Price:
810 downloads
Math::Group::Thompson 0.96

Math::Group::Thompson 0.96


Math::Group::Thompson module contains OO methods that calculates the cardinality of the ball of radius n of Thompson group F. more>>
Math::Group::Thompson Perl module contains OO methods that calculates the cardinality of the ball of radius n of Thompson group F.

SYNOPSIS

use Math::Group::Thompson;

my $F = Math::Group::Thompson->new( VERBOSE => 0 );
my $card = $F->cardBn(3,);

print "#B(3) = $cardn";

The Math::Group::Thompson module provides objetct oriented methods that calculates the cardinality of the ball of radius n of Thompson group F.

This module uses the presentation of F

F = < A,B | [AB^(-1),A^(-1)BA] = [AB^(-1),A^(-2)BA^2] = e >

where A,B are formal symbols, [x,y] is the usual commutator and e is the identity element of F.

[x,y] = xyx^(-1)y^(-1)

This means that for every g in F, g can be written as word

g = a_{1}a_{2} ... a_{n}

where all the a_{i} are A,B,A^(-1) or B^(-1) for all i r br Usage: my $F = new-Math::Group::Thompson( VERBOSE => $v );
Verbose argument tells Math::Group::Thompson whether print every word generated ($v == 1) or not ($v == 0), or store them in a file, where $v is the name of the file (obviously different to 0 or 1). If the verbose file exists it is replaced, so you have to check for its integrity.

NOTE:
Its not recommend to store the words on a file because for
very small values of n, #B(n) or #gB(n)-B(n) are very very large.
For example for n = 19, #B(n) ~ 3^n = 1162261467 ~ 1.1 Giga, but
the space ocupped by the file will be (in bytes):

#B(1) + sum(i=2 to 19){i*(#B(i) - #B(i-1))} =
cardBn

This method calculates #B(n) or #(gB(n) - B(n)) depending on if the argument passed to the first call of cardBn is or not.

Usage: my $c = $F->cardBn($radius,$g);

where

$radius is an integer number >= 0 and $g is an element of F (word written with A,B,C or D).

If the first time cardBn is called $g is not equal to , then cardBn returns the cardinality of the set

gB(n) - B(n) = { w in F | w in gB(n) and w not in B(n) }

If the firs time cardBn is callen $g is equal to , then cardBn returns #B(n).

This algorithm runs on exponential time because F is of exponential growth (more "exactly", this algorithm is O(3^n) ).

reset

Resets the counter used on cardBn method, set the FIRST_ELEMENT property at , and the FIRST_CALL proporty to 1.

Usage: $F->reset;

multiply

Multiplication between two words of F. This method considers the inverse relations stored in the attribute INV.

Usage: my $mul = $F->multiply($g,$w);

where $g and $w are elements of F, and $mul is the result of $g$w.

rotate

This module receives as argument a word in F and puts the last letter on word in its first place.

Usage: $w = ABC; $W = $self->rotate($w); # $W is now equal to CBA

inverse

This method receives a word in F and returns its inverse.

Usage: $w = ABC; $W = $self->inverse($w); # $W == ADC

divide

This method receives a word in F and returns a 2-dimensional array where the first element is the first half of the word, and the second is the inverse of the second half of the word.

Usage: $w = AABC; ($w1,$w2) = $self->divide($w); # Now $w1 == AA and $w2 == AD

get_inv

This method return the hash of inverse relations between the generators elements of F.

note

This method prints in STDERR the string received or puts it on the correspondent file.

Usage: $F->note(AA); # Print AA."n" or store it on a file.

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Download (0.006MB)
Added: 2007-06-28 License: Perl Artistic License Price:
848 downloads
Mures 0.5

Mures 0.5


Mures is a cross-platform clone of Segas Chu Chu Rocket. more>>
Mures project is a cross-platform clone of Segas "Chu Chu Rocket", a multi-player puzzle game.

It is written in C using SDL. Multi-player is handled through a client-server design that supports multiple players per client.

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Added: 2006-12-26 License: GPL (GNU General Public License) Price:
1037 downloads
Number::Latin 1.01

Number::Latin 1.01


Number::Latin is a Perl module that can convert to/from the number system a,b,...z,aa,ab.... more>>
Number::Latin is a Perl module that can convert to/from the number system "a,b,...z,aa,ab..."

SYNOPSIS

use Number::Latin;
print join( , map int2latin($_), 1 .. 30), "n";
#
# Prints:
# a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad

Some applications, notably the numbering of points in outlines, use a scheme that starts with the letter "a", goes to "z", and then starts over with "aa" thru "az", then "ba", and so on. (The W3C refers to this numbering system as "lower-latin"/"upper-latin" or "lower alpha"/"upper alpha", in discussions of HTML/CSS options for rendering of list elements (OL/LI).)

This module provides functions that deal with that numbering system, converting between it and integer values.

FUNCTIONS

This module exports four functions, int2latin, int2Latin, int2LATIN, and latin2int:

$latin = int2latin( INTEGER )

This returns the INTEGERth item in the sequence (a .. z, aa, ab, etc). For example, int2latin(1) is "a", int2latin(2) is "b", int2latin(26) is "z", int2latin(30) is "ad", and so for any nonzero integer.

$latin = int2Latin( INTEGER )

This is just like int2latin, except that the return value is has an initial capital. E.g., int2Latin(30) is "Ad".

$latin = int2LATIN( INTEGER )

This is just like int2latin, except that the return value is in all uppercase. E.g., int2LATIN(30) is "AD".

$latin = latin2int( INTEGER )

This converts back from latin number notation (regardless of capitalization!) to an integer value. E.g., latin2int("ad") is 30.

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