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Path::Abstract 0.06
Path::Abstract is a fast and featurefull class for UNIX-style path manipulation. more>>
Path::Abstract is a fast and featurefull class for UNIX-style path manipulation.
SYNOPSIS
use Path::Abstract;
my $path = Path::Abstract->new("/apple/banana");
# $parent is "/apple"
my $parent = $path->parent;
# $cherry is "/apple/banana/cherry.txt"
my $cherry = $path->child("cherry.txt");
Path::Abstract->new( < path> )
Path::Abstract->new( < part>, [ < part>, ..., < part> ] )
Create a new Path::Abstract object using < path> or by joining each < part> with "/"
Returns the new Path::Abstract object
Path::Abstract::path( < path> )
Path::Abstract::path( < part>, [ < part>, ..., < part> ] )
Create a new Path::Abstract object using < path> or by joining each < part> with "/"
Returns the new Path::Abstract object
$path->clone
Returns an exact copy of $path
$path->set( < path> )
$path->set( < part>, [ < part>, ..., < part> ] )
Set the path of $path to < path> or the concatenation of each < part> (separated by "/")
Returns $path
$path->is_nil
$path->is_empty
Returns true if $path is equal to ""
$path->is_root
Returns true if $path is equal to "/"
$path->is_tree
Returns true if $path begins with "/"
path("/a/b")->is_tree # Returns true
path("c/d")->is_tree # Returns false
$path->is_branch
Returns true if $path does NOT begin with a "/"
path("c/d")->is_branch # Returns true
path("/a/b")->is_branch # Returns false
$path->to_tree
Change $path by prefixing a "/" if it doesnt have one already
Returns $path
$path->to_branch
Change $path by removing a leading "/" if it has one
Returns $path
$path->list
$path->split
Returns the path in list form by splitting at each "/"
path("c/d")->list # Returns ("c", "d")
path("/a/b/")->last # Returns ("a", "b")
$path->first
Returns the first part of $path up to the first "/" (but not including the leading slash, if any)
path("c/d")->first # Returns "c"
path("/a/b")->first # Returns "a"
$path->last
Returns the last part of $path up to the last "/"
path("c/d")->last # Returns "d"
path("/a/b/")->last # Returns "b"
path
$path->get
$path->stringify
Returns the path in string or scalar form
path("c/d")->list # Returns "c/d"
path("/a/b/")->last # Returns "/a/b"
$path->push( < part>, [ < part>, ..., < part> ] )
$path->down( < part>, [ < part>, ..., < part> ] )
Modify $path by appending each < part> to the end of $path, separated by "/"
Returns $path
$path->child( < part>, [ < part>, ..., < part> ] )
Make a copy of $path and push each < part> to the end of the new path.
Returns the new child path
$path->pop( < count> )
Modify $path by removing < count> parts from the end of $path
Returns the removed path as a Path::Abstract object
$path->up( < count> )
Modify $path by removing < count> parts from the end of $path
Returns $path
$path->parent( < count> )
Make a copy of $path and pop < count> parts from the end of the new path
Returns the new parent path
$path->file
$path->file( < part>, [ < part>, ..., < part> ] )
Create a new Path::Class::File object using $path as a base, and optionally extending it by each < part>
Returns the new file object
$path->dir
$path->dir( < part>, [ < part>, ..., < part> ] )
Create a new Path::Class::Dir object using $path as a base, and optionally extending it by each < part>
Returns the new dir object
<<lessSYNOPSIS
use Path::Abstract;
my $path = Path::Abstract->new("/apple/banana");
# $parent is "/apple"
my $parent = $path->parent;
# $cherry is "/apple/banana/cherry.txt"
my $cherry = $path->child("cherry.txt");
Path::Abstract->new( < path> )
Path::Abstract->new( < part>, [ < part>, ..., < part> ] )
Create a new Path::Abstract object using < path> or by joining each < part> with "/"
Returns the new Path::Abstract object
Path::Abstract::path( < path> )
Path::Abstract::path( < part>, [ < part>, ..., < part> ] )
Create a new Path::Abstract object using < path> or by joining each < part> with "/"
Returns the new Path::Abstract object
$path->clone
Returns an exact copy of $path
$path->set( < path> )
$path->set( < part>, [ < part>, ..., < part> ] )
Set the path of $path to < path> or the concatenation of each < part> (separated by "/")
Returns $path
$path->is_nil
$path->is_empty
Returns true if $path is equal to ""
$path->is_root
Returns true if $path is equal to "/"
$path->is_tree
Returns true if $path begins with "/"
path("/a/b")->is_tree # Returns true
path("c/d")->is_tree # Returns false
$path->is_branch
Returns true if $path does NOT begin with a "/"
path("c/d")->is_branch # Returns true
path("/a/b")->is_branch # Returns false
$path->to_tree
Change $path by prefixing a "/" if it doesnt have one already
Returns $path
$path->to_branch
Change $path by removing a leading "/" if it has one
Returns $path
$path->list
$path->split
Returns the path in list form by splitting at each "/"
path("c/d")->list # Returns ("c", "d")
path("/a/b/")->last # Returns ("a", "b")
$path->first
Returns the first part of $path up to the first "/" (but not including the leading slash, if any)
path("c/d")->first # Returns "c"
path("/a/b")->first # Returns "a"
$path->last
Returns the last part of $path up to the last "/"
path("c/d")->last # Returns "d"
path("/a/b/")->last # Returns "b"
path
$path->get
$path->stringify
Returns the path in string or scalar form
path("c/d")->list # Returns "c/d"
path("/a/b/")->last # Returns "/a/b"
$path->push( < part>, [ < part>, ..., < part> ] )
$path->down( < part>, [ < part>, ..., < part> ] )
Modify $path by appending each < part> to the end of $path, separated by "/"
Returns $path
$path->child( < part>, [ < part>, ..., < part> ] )
Make a copy of $path and push each < part> to the end of the new path.
Returns the new child path
$path->pop( < count> )
Modify $path by removing < count> parts from the end of $path
Returns the removed path as a Path::Abstract object
$path->up( < count> )
Modify $path by removing < count> parts from the end of $path
Returns $path
$path->parent( < count> )
Make a copy of $path and pop < count> parts from the end of the new path
Returns the new parent path
$path->file
$path->file( < part>, [ < part>, ..., < part> ] )
Create a new Path::Class::File object using $path as a base, and optionally extending it by each < part>
Returns the new file object
$path->dir
$path->dir( < part>, [ < part>, ..., < part> ] )
Create a new Path::Class::Dir object using $path as a base, and optionally extending it by each < part>
Returns the new dir object
Download (0.005MB)
Added: 2007-07-11 License: Perl Artistic License Price:
835 downloads
Config::Abstract 0.13
Config::Abstract is a Perl extension for abstracting configuration files. more>>
Config::Abstract is a Perl extension for abstracting configuration files.
SYNOPSIS
use Config::Abstract;
my $ini = new Config::Abstract(testdata.pl);
Config::Abstract is the base class for a number of other classes created to facilitate use and handling of a variety of different configuration file formats. It uses the Data::Dumper file format to serialise it self and can be initialise from a file of that format
EXAMPLES
We assume the content of the file testdata.pl to be:
$settings = {
book => {
chapter1 => {
title => The First Chapter, ever,
file => book/chapter1.txt
},
title => A book of chapters,
chapter2 => {
title => The Next Chapter, after the First Chapter, ever,
file => book/chapter2.txt
},
author => Me, Myself and Irene
}
};
use Config::Abstract;
my $settingsfile = testdata.pl;
my $abstract = new Config::Abstract($settingsfile);
my %book = $abstract->get_entry(book);
my %chap1 = $abstract->get_entry_setting(book,chapter1);
my $chap1title = $chapter1{title};
# Want to see the file?
# If you can live without comments and blank lines ;),
# try this:
print("My abstract file looks like this:n$abstractnCool, huh?n");
# We can also create an ini file from it
# A bit crude, but it does the job
bless($abstract,Config::Abstract::Ini);
print($abstract);
<<lessSYNOPSIS
use Config::Abstract;
my $ini = new Config::Abstract(testdata.pl);
Config::Abstract is the base class for a number of other classes created to facilitate use and handling of a variety of different configuration file formats. It uses the Data::Dumper file format to serialise it self and can be initialise from a file of that format
EXAMPLES
We assume the content of the file testdata.pl to be:
$settings = {
book => {
chapter1 => {
title => The First Chapter, ever,
file => book/chapter1.txt
},
title => A book of chapters,
chapter2 => {
title => The Next Chapter, after the First Chapter, ever,
file => book/chapter2.txt
},
author => Me, Myself and Irene
}
};
use Config::Abstract;
my $settingsfile = testdata.pl;
my $abstract = new Config::Abstract($settingsfile);
my %book = $abstract->get_entry(book);
my %chap1 = $abstract->get_entry_setting(book,chapter1);
my $chap1title = $chapter1{title};
# Want to see the file?
# If you can live without comments and blank lines ;),
# try this:
print("My abstract file looks like this:n$abstractnCool, huh?n");
# We can also create an ini file from it
# A bit crude, but it does the job
bless($abstract,Config::Abstract::Ini);
print($abstract);
Download (0.008MB)
Added: 2007-04-12 License: Perl Artistic License Price:
925 downloads
DBIx::SQL::Abstract 0.07
DBIx::SQL::Abstract is a Perl module that provides a convenient abstraction layer to a database. more>>
DBIx::SQL::Abstract is a Perl module that provides a convenient abstraction layer to a database.
SYNOPSIS
use DBIx::SQL::Abstract;
my $dbh = DBIx::SQL::Abstract->new( %dbcfg );
Building SQL Abstractions.
my($query, @bind) = $dbh->select($table, @fields, %where, @order);
my($query, @bind) = $dbh->insert($table, %fieldvals || @values);
my($query, @bind) = $dbh->update($table, %fieldvals, %where);
my($query, @bind) = $dbh->delete($table, %where);
Using DBI methods
my $sth = $dbh->prepare($query);
$sth->execute(@bind_params);
...
my $rc = $dbh->begin_work;
my $rc = $dbh->commit;
my $rc = $dbh->rollback;
my $rc = $dbh->disconnect;
Anything else DBI method can be used, by Example:
my $err = $dbh->err;
my $err = $dbh->errstr;
my $rv = $dbh->state;
my $rc = $dbh->DESTROY;
The intention of this module is to join some methods from the DBI and the SQL::Abstract modules, for a convenient and easy use.
To begin, we create an object, but first we must create a hash which contains the database parameters as follows.
my %dbcfg = { PrintError => 1,
RaiseError => 0,
AutoCommit => 0,
ChopBlanks => 1
driver => Pg,
dbname => db,
host => undef,
port => undef,
user => user,
passwd => undef
};
Notice that this parameters are set as default unless you set your required values.
my $dbh = DBIx::SQL::Abstract->new( %dbcfg );
This object automatically creates the connection with the database, and gets the methods listed above.
<<lessSYNOPSIS
use DBIx::SQL::Abstract;
my $dbh = DBIx::SQL::Abstract->new( %dbcfg );
Building SQL Abstractions.
my($query, @bind) = $dbh->select($table, @fields, %where, @order);
my($query, @bind) = $dbh->insert($table, %fieldvals || @values);
my($query, @bind) = $dbh->update($table, %fieldvals, %where);
my($query, @bind) = $dbh->delete($table, %where);
Using DBI methods
my $sth = $dbh->prepare($query);
$sth->execute(@bind_params);
...
my $rc = $dbh->begin_work;
my $rc = $dbh->commit;
my $rc = $dbh->rollback;
my $rc = $dbh->disconnect;
Anything else DBI method can be used, by Example:
my $err = $dbh->err;
my $err = $dbh->errstr;
my $rv = $dbh->state;
my $rc = $dbh->DESTROY;
The intention of this module is to join some methods from the DBI and the SQL::Abstract modules, for a convenient and easy use.
To begin, we create an object, but first we must create a hash which contains the database parameters as follows.
my %dbcfg = { PrintError => 1,
RaiseError => 0,
AutoCommit => 0,
ChopBlanks => 1
driver => Pg,
dbname => db,
host => undef,
port => undef,
user => user,
passwd => undef
};
Notice that this parameters are set as default unless you set your required values.
my $dbh = DBIx::SQL::Abstract->new( %dbcfg );
This object automatically creates the connection with the database, and gets the methods listed above.
Download (0.004MB)
Added: 2006-10-14 License: Perl Artistic License Price:
1105 downloads
SQL::Abstract::Limit 0.12
SQL::Abstract::Limit is a portable LIMIT emulation. more>>
SQL::Abstract::Limit is a portable LIMIT emulation.
SYNOPSIS
use SQL::Abstract::Limit;
my $sql = SQL::Abstract::Limit->new( limit_dialect => LimitOffset );;
# or autodetect from a DBI $dbh:
my $sql = SQL::Abstract::Limit->new( limit_dialect => $dbh );
# or from a Class::DBI class:
my $sql = SQL::Abstract::Limit->new( limit_dialect => My::CDBI::App );
# or object:
my $obj = My::CDBI::App->retrieve( $id );
my $sql = SQL::Abstract::Limit->new( limit_dialect => $obj );
# generate SQL:
my ( $stmt, @bind ) = $sql->select( $table, @fields, %where, @order, $limit, $offset );
# Then, use these in your DBI statements
my $sth = $dbh->prepare( $stmt );
$sth->execute( @bind );
# Just generate the WHERE clause (only available for some syntaxes)
my ( $stmt, @bind ) = $sql->where( %where, @order, $limit, $offset );
<<lessSYNOPSIS
use SQL::Abstract::Limit;
my $sql = SQL::Abstract::Limit->new( limit_dialect => LimitOffset );;
# or autodetect from a DBI $dbh:
my $sql = SQL::Abstract::Limit->new( limit_dialect => $dbh );
# or from a Class::DBI class:
my $sql = SQL::Abstract::Limit->new( limit_dialect => My::CDBI::App );
# or object:
my $obj = My::CDBI::App->retrieve( $id );
my $sql = SQL::Abstract::Limit->new( limit_dialect => $obj );
# generate SQL:
my ( $stmt, @bind ) = $sql->select( $table, @fields, %where, @order, $limit, $offset );
# Then, use these in your DBI statements
my $sth = $dbh->prepare( $stmt );
$sth->execute( @bind );
# Just generate the WHERE clause (only available for some syntaxes)
my ( $stmt, @bind ) = $sql->where( %where, @order, $limit, $offset );
Download (0.014MB)
Added: 2007-04-05 License: Perl Artistic License Price:
932 downloads
Libdatastruct 0.0.1
Libdatastruct is an ANSI C library for abstract data types (ADT) and common algorithms. more>>
Libdatastruct is an ANSI C library for abstract data types (ADT) and common algorithms. Since it uses some compiler specific optimization methods, it is compatible for any GCC (or compatible) compiler.
This helps the programmer focus on other, usually more important, aspects of the program, and not have to reinvent the wheel.
Memory has been considered a vital factor, so problems in its management have been (or tried to) avoided, therefore memory leaks, use of uninitialized memory, reading/writing invalid blocks, etc. are a constant preoccupation.
These are not original algorithms, they have been used for years, and are a fundamental part of computer science.
Installation:
make
make install
Usage:
compilation: cc program.c -ldatastruct -Wall -o program
<<lessThis helps the programmer focus on other, usually more important, aspects of the program, and not have to reinvent the wheel.
Memory has been considered a vital factor, so problems in its management have been (or tried to) avoided, therefore memory leaks, use of uninitialized memory, reading/writing invalid blocks, etc. are a constant preoccupation.
These are not original algorithms, they have been used for years, and are a fundamental part of computer science.
Installation:
make
make install
Usage:
compilation: cc program.c -ldatastruct -Wall -o program
Download (0.017MB)
Added: 2005-10-11 License: GPL (GNU General Public License) Price:
1473 downloads
Boost::Graph 1.4
Boost::Graph is a Perl interface to the Boost-Graph C++ libraries. more>>
Boost::Graph is a Perl interface to the Boost-Graph C++ libraries.
SYNOPSIS
use Boost::Graph;
# Create an empty instance of a Graph
my $graph = new Boost::Graph(directed=>0, net_name=>Graph Name, net_id=>1000);
# add edges
$graph->add_edge(node1=>a, node2=>b, weight=>1.1, edge=>edge name);
$graph->add_edge(node1=>$node1, node2=>$node2, weight=>2.3, edge=>$edge_obj);
ABSTRACT
Boost::Graph is a perl interface to the Boost-Graph C++ libraries that offer
many efficient and peer reviewed algorithms.
Boost::Graph is a perl interface to the Boost-Graph C++ libraries that offer many efficient and peer reviewed algorithms.
<<lessSYNOPSIS
use Boost::Graph;
# Create an empty instance of a Graph
my $graph = new Boost::Graph(directed=>0, net_name=>Graph Name, net_id=>1000);
# add edges
$graph->add_edge(node1=>a, node2=>b, weight=>1.1, edge=>edge name);
$graph->add_edge(node1=>$node1, node2=>$node2, weight=>2.3, edge=>$edge_obj);
ABSTRACT
Boost::Graph is a perl interface to the Boost-Graph C++ libraries that offer
many efficient and peer reviewed algorithms.
Boost::Graph is a perl interface to the Boost-Graph C++ libraries that offer many efficient and peer reviewed algorithms.
Download (2.4MB)
Added: 2007-07-24 License: Perl Artistic License Price:
822 downloads
Transcend 0.3
Transcend can best be described as retro-style, abstract, 2D shooter. more>>
Transcend can best be described as retro-style, abstract, 2D shooter. The graphics are geometrical, and the pace is sometimes frenzied.
Two features set Transcend apart from other games. First, its dynamic graphical engine, which can smoothly morph from one complex shape to another, produces striking displays.
Combining these dynamic shapes with subtle randomizations makes each play through a Transcend level visually different from the last. The second novel feature is Transcends musical power-up system.
As you play through a level, you are simultaneously assembling an abstract visual collage and arranging a unique piece of music. Transcend merges video games with pure art---it can be viewed either as a game or as a multimedia sculpture.
Though I first read it after developing Transcend, the Scratchware Manifesto captures the spirit that motivated me to develop a game.
<<lessTwo features set Transcend apart from other games. First, its dynamic graphical engine, which can smoothly morph from one complex shape to another, produces striking displays.
Combining these dynamic shapes with subtle randomizations makes each play through a Transcend level visually different from the last. The second novel feature is Transcends musical power-up system.
As you play through a level, you are simultaneously assembling an abstract visual collage and arranging a unique piece of music. Transcend merges video games with pure art---it can be viewed either as a game or as a multimedia sculpture.
Though I first read it after developing Transcend, the Scratchware Manifesto captures the spirit that motivated me to develop a game.
Download (1.8MB)
Added: 2005-09-01 License: GPL (GNU General Public License) Price:
1584 downloads
Transcend Game 0.3
Transcend Game project is a retro-style, abstract, collage-building, musical, shooter game. more>>
Transcend Game project is a retro-style, abstract, collage-building, musical, shooter game.
The graphics are geometrical, and the pace is sometimes frenzied. Two features set Transcend apart from other games.
First, its dynamic graphical engine, which can smoothly morph from one complex shape to another in realtime, produces striking displays.
Combining these dynamic shapes with subtle randomizations ensures that each new play through a level is visually different from the last.
The second novel feature is the musical power-up system.
As you play through a level, you are simultaneously assembling an abstract visual collage and arranging a unique piece of music.
Enhancements:
- Fixed bugs that caused post-explosion fade factors to become negative, which in turn caused boss explosions to linger on some platforms.
- Fixed zoom behavior when strafing.
- Added fade-in when enemies are created to avoid a visual pop-in.
- Added smooth turning when enemies switch targets.
- Changed so that pieces can be picked up while they are moving as a result of enemy fire. This makes pick up less confusing and frustrating.
- Made bullet fade-out smoothly at end of range to avoid visual pop.
- Doubled piece pick-up radius to make picking up pieces easier.
- Fixed jerky piece pick-up and drop.
- Added mini-explosion graphics to indicate when damage is being done to boss. These graphics also change color to indicate the boss health.
<<lessThe graphics are geometrical, and the pace is sometimes frenzied. Two features set Transcend apart from other games.
First, its dynamic graphical engine, which can smoothly morph from one complex shape to another in realtime, produces striking displays.
Combining these dynamic shapes with subtle randomizations ensures that each new play through a level is visually different from the last.
The second novel feature is the musical power-up system.
As you play through a level, you are simultaneously assembling an abstract visual collage and arranging a unique piece of music.
Enhancements:
- Fixed bugs that caused post-explosion fade factors to become negative, which in turn caused boss explosions to linger on some platforms.
- Fixed zoom behavior when strafing.
- Added fade-in when enemies are created to avoid a visual pop-in.
- Added smooth turning when enemies switch targets.
- Changed so that pieces can be picked up while they are moving as a result of enemy fire. This makes pick up less confusing and frustrating.
- Made bullet fade-out smoothly at end of range to avoid visual pop.
- Doubled piece pick-up radius to make picking up pieces easier.
- Fixed jerky piece pick-up and drop.
- Added mini-explosion graphics to indicate when damage is being done to boss. These graphics also change color to indicate the boss health.
Download (1.8MB)
Added: 2006-12-06 License: GPL (GNU General Public License) Price:
1052 downloads
libscl 1.0.0
libscl (SCL) is a library that provides hash tables, list, queue, stack, symbol, balanced binary tree. more>>
libscl (SCL) is a library that provides hash tables, list, queue, stack, symbol, balanced binary tree, and a vector as abstract data types.
Multiple independent instances of the same abstract type can be used, each with its own arbitrary contents.
Enhancements:
- Added a little more documentation and some test code.
- SCL should build on Windows with MS Visual C/C++ 6.0, Linux and Solaris with GCC and GNU make.
<<lessMultiple independent instances of the same abstract type can be used, each with its own arbitrary contents.
Enhancements:
- Added a little more documentation and some test code.
- SCL should build on Windows with MS Visual C/C++ 6.0, Linux and Solaris with GCC and GNU make.
Download (0.13MB)
Added: 2005-07-14 License: LGPL (GNU Lesser General Public License) Price:
1562 downloads
Avisynth 3.0
Avisynth is a powerful frameserver for Windows and Linux. more>>
Avisynth is a powerful frameserver for Windows and Linux. It aims at editing and processing videos in a non linear manner.
Aviysnth 3.0 is a complete rewrite of Avisynth 2.5, written from scratch by Bidoche (David Pierre). Its advantages compared to Avisynth 2.5 are the following:
Abstract core layer that allows it to run on Windows and Linux.
- Better cache managing.
- More powerful script langage.
- Some more internal improvements.
On the other hand, the bad news is that the plugins of Avisynth 2.5 are not compatible with the 3.0 version.
<<lessAviysnth 3.0 is a complete rewrite of Avisynth 2.5, written from scratch by Bidoche (David Pierre). Its advantages compared to Avisynth 2.5 are the following:
Abstract core layer that allows it to run on Windows and Linux.
- Better cache managing.
- More powerful script langage.
- Some more internal improvements.
On the other hand, the bad news is that the plugins of Avisynth 2.5 are not compatible with the 3.0 version.
Download (0.30MB)
Added: 2006-11-16 License: GPL (GNU General Public License) Price:
1206 downloads
Basset::Object 1.04
Basset::Object is a Perl module used to create objects. more>>
Basset::Object is a Perl module used to create objects.
This is my ultimate object creation toolset to date. It has roots in Mail::Bulkmail, Text::Flowchart, and the unreleased abstract object constructors that Ive tooled around with in the past.
If you want an object to be compatible with anything else Ive written, then subclass it off of here.
Of course, you dont have to use this to create subclasses, but youll run the risk of making something with an inconsistent interface vs. the rest of the system. Thatll confuse people and make them unhappy. So I recommend subclassing off of here to be consistent. Of course, you may not like these objects, but they do work well and are consistent. Consistency is very important in interface design, IMHO.
<<lessThis is my ultimate object creation toolset to date. It has roots in Mail::Bulkmail, Text::Flowchart, and the unreleased abstract object constructors that Ive tooled around with in the past.
If you want an object to be compatible with anything else Ive written, then subclass it off of here.
Of course, you dont have to use this to create subclasses, but youll run the risk of making something with an inconsistent interface vs. the rest of the system. Thatll confuse people and make them unhappy. So I recommend subclassing off of here to be consistent. Of course, you may not like these objects, but they do work well and are consistent. Consistency is very important in interface design, IMHO.
Download (0.14MB)
Added: 2007-06-20 License: GPL (GNU General Public License) Price:
856 downloads
subPersistence 0.10.0
subPersistence is an abstract, light-weight, yet flexible framework for working with O/R persistence mappers. more>>
subPersistence is an abstract, light-weight yet flexible framework for working with O/R persistence mappers. It provides for independence of a specific O/R mapper such as Hibernate or Castor.
While you can use Hibernate or Castor (or other O/R mappers) directly, coupling your application too tightly to those can be a bad thing. subPersistence makes it easy to switch underlying O/R mappers, thereby decoupling the application layer from those.
It abstracts away differences between the mappers, while still making it possible to use their specific features if needed.
Enhancements:
- This version updates to Java 5 features such as Generics and is the first version to require Hibernate 3.
<<lessWhile you can use Hibernate or Castor (or other O/R mappers) directly, coupling your application too tightly to those can be a bad thing. subPersistence makes it easy to switch underlying O/R mappers, thereby decoupling the application layer from those.
It abstracts away differences between the mappers, while still making it possible to use their specific features if needed.
Enhancements:
- This version updates to Java 5 features such as Generics and is the first version to require Hibernate 3.
Download (0.040MB)
Added: 2005-07-01 License: GPL (GNU General Public License) Price:
1575 downloads
Parsec47 0.21c
Parsec47 is an abstract shooter. more>>
Parsec47 is an abstract shooter. I was created by Kenta Cho and ported to Linux by Evil Mr Henry.
Installation:
Parsec47 is entirely contained within this directory. There is no installation. To uninstall, simply delete this directory.
Running:
Type ./p47 to start the game. The command-line line switches listed in readme_e.txt should all work.
Compiling:
Install the OpenGL development libraries. (This is the hard part.)
Install the D compiler, version 0.106. (http://ftp.digitalmars.com/dmd.106.zip) Note that this is non-opensource, so if you cant run the binary, youre out of luck. If you dont like it, talk to digitalmars. I dont like it either. Also, any later versions of the D compiler will NOT work. 0.106 or earlier is needed. As a final note, the resultant binary will not work on other computers, due to problems in the D compiler.
Install SDL_mixer.
Compile with "make". The bulletML libraries will give a few warnings. Ignore them.
Known Issues:
The compiler is non-opensource.
<<lessInstallation:
Parsec47 is entirely contained within this directory. There is no installation. To uninstall, simply delete this directory.
Running:
Type ./p47 to start the game. The command-line line switches listed in readme_e.txt should all work.
Compiling:
Install the OpenGL development libraries. (This is the hard part.)
Install the D compiler, version 0.106. (http://ftp.digitalmars.com/dmd.106.zip) Note that this is non-opensource, so if you cant run the binary, youre out of luck. If you dont like it, talk to digitalmars. I dont like it either. Also, any later versions of the D compiler will NOT work. 0.106 or earlier is needed. As a final note, the resultant binary will not work on other computers, due to problems in the D compiler.
Install SDL_mixer.
Compile with "make". The bulletML libraries will give a few warnings. Ignore them.
Known Issues:
The compiler is non-opensource.
Download (4.4MB)
Added: 2006-05-23 License: GPL (GNU General Public License) Price:
1251 downloads
asm2class 0.1.2
asm2class is an assembly Java to class file compiler. more>>
Asm2class is a java assembly to class file compiler.
Asm2class is release under the terms of the GPL License. The current version of asm2class (0.1.2) is a beta version and allow generating class file from java assembly file that contains class definition, field definition, method definition and constructor definition.
This release support also abstract class, abstract method and native method definition.
Asm2class know more thatn 90% of the java assembly language. Asm2class can do dead code detection, uninitialized register detection.
<<lessAsm2class is release under the terms of the GPL License. The current version of asm2class (0.1.2) is a beta version and allow generating class file from java assembly file that contains class definition, field definition, method definition and constructor definition.
This release support also abstract class, abstract method and native method definition.
Asm2class know more thatn 90% of the java assembly language. Asm2class can do dead code detection, uninitialized register detection.
Download (1.17MB)
Added: 2005-04-22 License: GPL (GNU General Public License) Price:
1646 downloads
zstar Networked 3D project 0.7
zstar Networked 3D project is a free 3D networked application platform. more>>
zstar Networked 3D project is a free 3D networked application platform.
zstar (z*) Networked 3D project is an extensible, distributed system for 3D application and game development, consisting of an abstract game client (similar in concept to the one that xpilot uses) and a game server to which players connect to play games against other players or alone.
This framework should be suitable for FPS, VR, MUDs, or any application that requires 3D and networking.
Enhancements:
- Added java interfaces for camera/object messages
- Added walk system
- Added ac3d/sgi rgb loading
- Bug fixes
- Bug fixes on the chat
- Added texture cache and object cache.
- Mipmaps are now in for voodoo users.
<<lesszstar (z*) Networked 3D project is an extensible, distributed system for 3D application and game development, consisting of an abstract game client (similar in concept to the one that xpilot uses) and a game server to which players connect to play games against other players or alone.
This framework should be suitable for FPS, VR, MUDs, or any application that requires 3D and networking.
Enhancements:
- Added java interfaces for camera/object messages
- Added walk system
- Added ac3d/sgi rgb loading
- Bug fixes
- Bug fixes on the chat
- Added texture cache and object cache.
- Mipmaps are now in for voodoo users.
Download (0.69MB)
Added: 2006-11-14 License: LGPL (GNU Lesser General Public License) Price:
1075 downloads
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