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Booting Ubuntu To RAM
Booting Ubuntu To RAM is an article aims to document the process of creating a customized Ubuntu that loads an image in RAM. more>>
Booting Ubuntu To RAM is an article aims to document the process of creating a customized Ubuntu that loads an image from the hard disk to RAM, then boots an entire Ubuntu session out of RAM. It is intended for intermediate to advanced Ubuntu users who are familiar with the shell, and may have limited experience customizing the livecd (LiveCDCustomization) and shell scripting. We will customize a LiveCD and copy it to the hard drive, and make a few modifications to bootup scripts so that it copies to RAM via our good friend tmpfs.
WARNING: The author asserts that this procedure works for him, but cannot guarantee that this procedure works for anyone else. Although this procedure is meant to be 100% safe, it is feasible that there may be mistakes, or a chance of misunderstanding the instructions in a manner that causes loss of data. Please make a backup and do not attempt on mission critical systems. Read through this article thoroughly, and do not attempt if you do not comprehend or feel comfortable about any of the instructions!
CAUTION: I hope this is intuitively obvious, but Ill humor you and state it bluntly: Changes you make under the live session are NOT saved and WILL BE LOST when you reboot or shut down. Dont save anything important to the "home directory" and expect it to still be around! If you want to save data permanently, mount a permanent medium (such as your hard drive), plug in a thumbdrive, or use some network functionality built into Ubuntu to save your data to a non-volatile destination.
There are many cases where one would like to boot Ubuntu to RAM:
- Performance: The desktop performance is dramatically improved. A 400MB squashed filesystem in RAM, that holds 1200MB of data, is read back on a 1.6GHz Core Duo in about 3 seconds, including decompression time.
- Power, Noise, Durability: Although modern hard disks dont use much power compared to other system components, this may still be important for some. In laptops, hard disks are often the noisiest components, so this setup can reduce system noise. With the hard disk spun down, a laptop can potentially withstand greater shocks without damage.
- Abrupt poweroff: Since the hard disk is only momentarily used in read-only mode during boot, then never touched again, there are few or no negative consequences of an abrupt poweroff. If a system is used where power is inconsistent, or the system is regularly used in a context where fast shutoffs are required, this is very handy.
- Privacy: Anything you do in this session are lost when you reboot or power off. This is great for kiosks or other systems where permanent modification are not desired. (Note that by default the livecd user has full sudo access, so potentially a malicious user can still make permanent changes by mounting the hard drive and following this HOWTO)
<<lessWARNING: The author asserts that this procedure works for him, but cannot guarantee that this procedure works for anyone else. Although this procedure is meant to be 100% safe, it is feasible that there may be mistakes, or a chance of misunderstanding the instructions in a manner that causes loss of data. Please make a backup and do not attempt on mission critical systems. Read through this article thoroughly, and do not attempt if you do not comprehend or feel comfortable about any of the instructions!
CAUTION: I hope this is intuitively obvious, but Ill humor you and state it bluntly: Changes you make under the live session are NOT saved and WILL BE LOST when you reboot or shut down. Dont save anything important to the "home directory" and expect it to still be around! If you want to save data permanently, mount a permanent medium (such as your hard drive), plug in a thumbdrive, or use some network functionality built into Ubuntu to save your data to a non-volatile destination.
There are many cases where one would like to boot Ubuntu to RAM:
- Performance: The desktop performance is dramatically improved. A 400MB squashed filesystem in RAM, that holds 1200MB of data, is read back on a 1.6GHz Core Duo in about 3 seconds, including decompression time.
- Power, Noise, Durability: Although modern hard disks dont use much power compared to other system components, this may still be important for some. In laptops, hard disks are often the noisiest components, so this setup can reduce system noise. With the hard disk spun down, a laptop can potentially withstand greater shocks without damage.
- Abrupt poweroff: Since the hard disk is only momentarily used in read-only mode during boot, then never touched again, there are few or no negative consequences of an abrupt poweroff. If a system is used where power is inconsistent, or the system is regularly used in a context where fast shutoffs are required, this is very handy.
- Privacy: Anything you do in this session are lost when you reboot or power off. This is great for kiosks or other systems where permanent modification are not desired. (Note that by default the livecd user has full sudo access, so potentially a malicious user can still make permanent changes by mounting the hard drive and following this HOWTO)
Download (MB)
Added: 2007-05-09 License: GPL (GNU General Public License) Price:
555 downloads
Copy To 0.3
Copy To is an Amarok script that will copy selected track(s) to destination location. more>>
Copy To is an Amarok script that will copy selected track(s) to destination location.
Featuring kdialog so it can use kio_slaves, eg.: media://, fish://, ftp://, bluetooth://(?)
http://blog.neofreko.com/index.php/2007/01/04/amarok-script-copy-to/
Known bug(s):
Stopping the script doesnt remove custom menu from playlist.
<<lessFeaturing kdialog so it can use kio_slaves, eg.: media://, fish://, ftp://, bluetooth://(?)
http://blog.neofreko.com/index.php/2007/01/04/amarok-script-copy-to/
Known bug(s):
Stopping the script doesnt remove custom menu from playlist.
Download (MB)
Added: 2007-02-23 License: GPL (GNU General Public License) Price:
973 downloads
Worminator 3.0R2.1
Worminator 3 is akin to many Apogee Software and ID Software classic action games such as Duke Nukem and Commander Keen. more>>
Worminator 3 is akin to many Apogee Software and ID Software classic action games such as Duke Nukem and Commander Keen.
In Worminator game, you play as The Worminator (or as several other optional characters) and fight your way through many levels of madness and mayhem.
It features nine unique weapons, visible character damage, multiple supported resolutions, full screen scrolling, sound and music, and more.
Original Worminator story...
The year is 2028, 14 years after the start of the deadliest war in the history of worm kind. Much has changed... In the year 2012; a brilliant American scientist discovered how to make W.O.R.M. (Wormborg Operated Remote Missile) Weaponry, and to work them, the "WormBorgs" cyborg fighting machines.
These so called "WormBorgs" were the elite fighting force and the pride of the United Worms of America. Their life-like roles soon became far too life-like. They thought on their own, and acted on their own whims, under their own leader "DirtNet." No one exactly knows who or what "DirtNet" is, but it soon began to take over.
First, it launched the W.O.R.M.s at the Woroviet Union, in the hopes that they would retaliate and initiate a war between the Woroviet Union and the UWA. However, "DirtNet" obviously had a few bugs to work out, and the W.S.S.R was obliterated into millions of radioactive hunks of mud and dirt. Despite the fact that no one liked Wormunism anyway, all of Wormurope retaliated against the UWA.
Soon, the world was turned into a nuclear wasteland. Nuke drops became daily ordeals, and the giant bombs turning whole forests into matchsticks was to be expected. As if the sewers werent loaded with enough mutated alligators as it was, the hunks of radioactive material combined with the primordial soup of the sewers are said to have created blobs of sewage ooze, powerful enough that they fed off the mutated alligators for lunch.
After what was left of Wormurope had realized what tricks had been played on them by "DirtNet," they began to rally and fight back. For 8 years, the WormBorgs dominated the lands, crushing the rebels... until one faithful day, when the now famous rebel hero emerged. It was Wrom Conner.
No longer acting as individual factions, countries or nations, the rebels struck quickly and fiercely under Wroms command, using tactics that even the powerful W-1000s processors could not predict. The tide of the war had turned.
Over the next 5 years, the rebels devastated the WormBorgs. Using guerilla tactics and reprogrammed WormBorgs to fight for them, the rebels were a resourceful army indeed. Now, in desperation, "DirtNet" has just brought its proto-type WormBorg online, equipped with the latest in armor and weaponry, in one last attempt to regain control...
Main features:
- Fast, fluid scrolling
- 12 unique weapons, and many types of ammo
- Lots of gibs and shrapnel (all cartoonish, though)
- Visible character damage (as you get hurt, the Worminator actually becomes bloody)
- Visible weapons (every weapon actually appears differently on the Worminator. Most platform games have a single weapon graphic that shoots every type of projectile)
- Over 12 fully animated enemies
- Comes with over 16 levels, and a level editor is included so you can make your own
- Keycards, doors, special items, switches, lever, extending bridges, floating platforms, and more!
- Earthquakes rip the ground apart, while snow and rain fall around you
- Great MIDI tunes by Garret Thomson (garret_t@sympatico.ca, www.sirsonic.com)
- Many sound effects (All from Internet sites such as Sound America and Meanrabbit. Let me know if there are any copyright problems, and I will deal with them immediately)
- Parallax scrolling, plus four data layers in every map. This makes the engine very flexible
- Game includes a campaign game with special scripted events, as well as an option to load custom maps
- Stereo sound effects (where available)
- Limited skins support; you can play as different characters!
- Built using Allegro + DJGPP. Source code may be made available if the demand is there
- If you wish to use the Worminator engine, contact me and we will discuss it (I would never charge any money for it, so if your interested, drop me an email. You have nothing to loose)
- Totally Freeware!
Enhancements:
- made worminator compile and run on Linux (Unix)
- made worminator yield the cpu when its idle
- save settings in textfile format under $HOME/.worm3.cfg instead of as binary blob in cwd
- save / load game to / from $HOME/.worm3.sav
- load datafile from DATADIR as defined during compilation instead of from cwd
- speedup: dont redraw borders and statuspanel unless nescesarry
- check all file accesses and give an error and continue when possible instead of just segfaulting
- fix a crash when changing audio options after loading a savegame of a custom-level or the tutorial
- fix a crash (unix only?) when changing video options and one similar on exit
- fix crash on exit caused by a few double frees on exit
- dont ask for confirmation on load/play_demo/exit when their is no game in progress
- show a message when trying to save when no game is in progress, instead of just silenty ignoring the request
- when clicking on another submenu when in one not only close the current one, but also open the new one
- fix map / savegame / demo read/write routines so that they work on Big Endian archs like PPC too
<<lessIn Worminator game, you play as The Worminator (or as several other optional characters) and fight your way through many levels of madness and mayhem.
It features nine unique weapons, visible character damage, multiple supported resolutions, full screen scrolling, sound and music, and more.
Original Worminator story...
The year is 2028, 14 years after the start of the deadliest war in the history of worm kind. Much has changed... In the year 2012; a brilliant American scientist discovered how to make W.O.R.M. (Wormborg Operated Remote Missile) Weaponry, and to work them, the "WormBorgs" cyborg fighting machines.
These so called "WormBorgs" were the elite fighting force and the pride of the United Worms of America. Their life-like roles soon became far too life-like. They thought on their own, and acted on their own whims, under their own leader "DirtNet." No one exactly knows who or what "DirtNet" is, but it soon began to take over.
First, it launched the W.O.R.M.s at the Woroviet Union, in the hopes that they would retaliate and initiate a war between the Woroviet Union and the UWA. However, "DirtNet" obviously had a few bugs to work out, and the W.S.S.R was obliterated into millions of radioactive hunks of mud and dirt. Despite the fact that no one liked Wormunism anyway, all of Wormurope retaliated against the UWA.
Soon, the world was turned into a nuclear wasteland. Nuke drops became daily ordeals, and the giant bombs turning whole forests into matchsticks was to be expected. As if the sewers werent loaded with enough mutated alligators as it was, the hunks of radioactive material combined with the primordial soup of the sewers are said to have created blobs of sewage ooze, powerful enough that they fed off the mutated alligators for lunch.
After what was left of Wormurope had realized what tricks had been played on them by "DirtNet," they began to rally and fight back. For 8 years, the WormBorgs dominated the lands, crushing the rebels... until one faithful day, when the now famous rebel hero emerged. It was Wrom Conner.
No longer acting as individual factions, countries or nations, the rebels struck quickly and fiercely under Wroms command, using tactics that even the powerful W-1000s processors could not predict. The tide of the war had turned.
Over the next 5 years, the rebels devastated the WormBorgs. Using guerilla tactics and reprogrammed WormBorgs to fight for them, the rebels were a resourceful army indeed. Now, in desperation, "DirtNet" has just brought its proto-type WormBorg online, equipped with the latest in armor and weaponry, in one last attempt to regain control...
Main features:
- Fast, fluid scrolling
- 12 unique weapons, and many types of ammo
- Lots of gibs and shrapnel (all cartoonish, though)
- Visible character damage (as you get hurt, the Worminator actually becomes bloody)
- Visible weapons (every weapon actually appears differently on the Worminator. Most platform games have a single weapon graphic that shoots every type of projectile)
- Over 12 fully animated enemies
- Comes with over 16 levels, and a level editor is included so you can make your own
- Keycards, doors, special items, switches, lever, extending bridges, floating platforms, and more!
- Earthquakes rip the ground apart, while snow and rain fall around you
- Great MIDI tunes by Garret Thomson (garret_t@sympatico.ca, www.sirsonic.com)
- Many sound effects (All from Internet sites such as Sound America and Meanrabbit. Let me know if there are any copyright problems, and I will deal with them immediately)
- Parallax scrolling, plus four data layers in every map. This makes the engine very flexible
- Game includes a campaign game with special scripted events, as well as an option to load custom maps
- Stereo sound effects (where available)
- Limited skins support; you can play as different characters!
- Built using Allegro + DJGPP. Source code may be made available if the demand is there
- If you wish to use the Worminator engine, contact me and we will discuss it (I would never charge any money for it, so if your interested, drop me an email. You have nothing to loose)
- Totally Freeware!
Enhancements:
- made worminator compile and run on Linux (Unix)
- made worminator yield the cpu when its idle
- save settings in textfile format under $HOME/.worm3.cfg instead of as binary blob in cwd
- save / load game to / from $HOME/.worm3.sav
- load datafile from DATADIR as defined during compilation instead of from cwd
- speedup: dont redraw borders and statuspanel unless nescesarry
- check all file accesses and give an error and continue when possible instead of just segfaulting
- fix a crash when changing audio options after loading a savegame of a custom-level or the tutorial
- fix a crash (unix only?) when changing video options and one similar on exit
- fix crash on exit caused by a few double frees on exit
- dont ask for confirmation on load/play_demo/exit when their is no game in progress
- show a message when trying to save when no game is in progress, instead of just silenty ignoring the request
- when clicking on another submenu when in one not only close the current one, but also open the new one
- fix map / savegame / demo read/write routines so that they work on Big Endian archs like PPC too
Download (0.17MB)
Added: 2006-03-06 License: GPL (GNU General Public License) Price:
1334 downloads
C to C++ 1.4.0
C to C++ is a Python script that converts C code to C++ code. more>>
C to C++ is a Python script that converts C code to C++ code.
The main program is ctocpp.py that performs successive stages for converting C to C++. A script, ctocpp gives it as parameter to the python interpreter with options you add.
The archive also includes scripts that may help you:
- mover.py changes the location of a project.
- search.py performs searches and replacements.
- mkheader.py corrects a header file.
The C to C++ program with all the python sources is under the GNU GPL license,
that minds you may use it and distribute it freely, providing the copyright is unchanged.
See at the COPYING file for details. This doesnt mean GNU encourages you to convert your C sources to C++. In fact, most of the tools here included may help C programmers outside C++ conversion.
Installing:
Type:
./configure
./setup
mkdoc ...this will generate an html and info manuals.
<<lessThe main program is ctocpp.py that performs successive stages for converting C to C++. A script, ctocpp gives it as parameter to the python interpreter with options you add.
The archive also includes scripts that may help you:
- mover.py changes the location of a project.
- search.py performs searches and replacements.
- mkheader.py corrects a header file.
The C to C++ program with all the python sources is under the GNU GPL license,
that minds you may use it and distribute it freely, providing the copyright is unchanged.
See at the COPYING file for details. This doesnt mean GNU encourages you to convert your C sources to C++. In fact, most of the tools here included may help C programmers outside C++ conversion.
Installing:
Type:
./configure
./setup
mkdoc ...this will generate an html and info manuals.
Download (0.10MB)
Added: 2005-12-02 License: GPL (GNU General Public License) Price:
1423 downloads
Transfer to Media Device 0.8
Transfer to Media Device is a script for transferring selected playlist items to your iPod. more>>
Transfer to Media Device is a script that creates a new Playlist Right Click Menu item for transferring selected playlist items to your iPod via the Media Device Browser.
This script now also supports generic copy to operation for USB mass storage devices. Currently the script will prompt for a destination directory on first copy, in the future this setting will be saved in a configuration file.
This script works with amaroK 1.3beta3 and above.
Usage:
Run from the amaroK script manager. A new menu item will appear in the Playlist right mouse button menu.
Select files in the playlist and Right click -> Transfer to -> iPod for transfering to an iPod.
Select files in the playlist and Right click -> Transfer to -> USB Device for transfering to a USB device.
Enhancements:
- Add support for Creative Nomad Jukebox devices using the kionjb kioslave. Thanks to Ralf T for the patch.
<<lessThis script now also supports generic copy to operation for USB mass storage devices. Currently the script will prompt for a destination directory on first copy, in the future this setting will be saved in a configuration file.
This script works with amaroK 1.3beta3 and above.
Usage:
Run from the amaroK script manager. A new menu item will appear in the Playlist right mouse button menu.
Select files in the playlist and Right click -> Transfer to -> iPod for transfering to an iPod.
Select files in the playlist and Right click -> Transfer to -> USB Device for transfering to a USB device.
Enhancements:
- Add support for Creative Nomad Jukebox devices using the kionjb kioslave. Thanks to Ralf T for the patch.
Download (0.003MB)
Added: 2005-12-23 License: GPL (GNU General Public License) Price:
1409 downloads
Send to Coppermine 1.0
Send to Coppermine is a service menu for send a jpeg/gif/png file to a Coppermine gallery install. more>>
Send to Coppermine is a service menu for send a jpeg/gif/png file to a Coppermine gallery install.
The add-on has been tested on Fedora core 2 and 3 (should work with FC4)
PNG and GIF support depends on your coppermine settings.
You can add keywords and description for the image while uploading.
This add-on requires the Coppermine API which we have already released.
The attached tarball contains a copy of API and two other files needed.
Installation:
1. Untar the attached tarball.
2. Copy the api folder to your coppermines root directory.
3. Copy kdesh to your home directory.
4. Copy Send2Coppermine.desktop to your/home/.kde/share/apps/konqueror/servicemenus (create servicemenus folder if not already there)
5. Now open kdesh in your favourite editor and modify the values of aid, username, password and URL to your coppermine installation.
Currently, the album id where photo is uploaded needs to be hardcoded in this file. The future version may allow choose album for each picture.
<<lessThe add-on has been tested on Fedora core 2 and 3 (should work with FC4)
PNG and GIF support depends on your coppermine settings.
You can add keywords and description for the image while uploading.
This add-on requires the Coppermine API which we have already released.
The attached tarball contains a copy of API and two other files needed.
Installation:
1. Untar the attached tarball.
2. Copy the api folder to your coppermines root directory.
3. Copy kdesh to your home directory.
4. Copy Send2Coppermine.desktop to your/home/.kde/share/apps/konqueror/servicemenus (create servicemenus folder if not already there)
5. Now open kdesh in your favourite editor and modify the values of aid, username, password and URL to your coppermine installation.
Currently, the album id where photo is uploaded needs to be hardcoded in this file. The future version may allow choose album for each picture.
Download (0.012MB)
Added: 2006-01-04 License: GPL (GNU General Public License) Price:
1390 downloads
Add to Noatun playlist
Add to Noatun playlist is a service menu that can add files to the Noatun players playlist. more>>
Add to Noatun playlist is a service menu that can add files to the Noatun players playlist.
<<less Download (MB)
Added: 2006-11-24 License: GPL (GNU General Public License) Price:
624 downloads
IRC to MSN gateway 0.1
This is the IRC gateway for Microsoft(tm) Messenger. more>>
This is the IRC gateway for Microsoft(tm) Messenger.
You probably wonder what this is and why I wrote this. Some more information can be found in the DESIGN document that is included in this package.
This software is written by Johannes Verelst and is licensed through the GPL license (http://www.gnu.org/licenses/gpl.html).
Note that this is pre-alpha code, it probably does a bit that you want, but dont email me bugreports or feature requests. It is under heavy development.
If this program doesnt run try to install corectly all required perl modules yourself.
The idea for this program came when I was getting annoyed by the fact that I had to use different programs for both IRC and MSN. Since I dont know of any good MSN clients that can do IRC too (on unix, ofcourse), I started thinking about the other way around: an IRC client that can do MSN.
When I saw a piece of software written by Adam Swann that allows easy connectivity to MSN with perl, I decided to write an IRC server in perl that would connect to MSN for you. This is the result.
<<lessYou probably wonder what this is and why I wrote this. Some more information can be found in the DESIGN document that is included in this package.
This software is written by Johannes Verelst and is licensed through the GPL license (http://www.gnu.org/licenses/gpl.html).
Note that this is pre-alpha code, it probably does a bit that you want, but dont email me bugreports or feature requests. It is under heavy development.
If this program doesnt run try to install corectly all required perl modules yourself.
The idea for this program came when I was getting annoyed by the fact that I had to use different programs for both IRC and MSN. Since I dont know of any good MSN clients that can do IRC too (on unix, ofcourse), I started thinking about the other way around: an IRC client that can do MSN.
When I saw a piece of software written by Adam Swann that allows easy connectivity to MSN with perl, I decided to write an IRC server in perl that would connect to MSN for you. This is the result.
Download (0.009MB)
Added: 2006-06-16 License: GPL (GNU General Public License) Price:
1229 downloads
site-C-ing 0.0.1
site-C-ing is a web development environment akin to HTML::Mason, but it does to c++ what HTML::Mason does to Perl. more>>
site-C-ing is a web development environment akin to HTML::Mason, but it does to c++ what HTML::Mason does to Perl. I used to use HTML::Mason at some point, but one day I decided that c++ would be more native environment for me and, besides, that would save me some 50M of RAM on the server.
site-C-ing is still at the early stage of development or even proof of concept, but works well enough to get this site running.
Briefly, site-C-ing takes your html with some special tags, preprocesses it, feeds to the c++ compiler (possibly on the fly, but you dont want to do it on the fly on your production server) and then serves it to the user using the .so shared objects the compiler produces. Thats it.
There is no extensive documentation at the moment, but to get the picture of what it is about along with some examples, you can visit the site-C-ing showcase site. You can even download the code for the sample site and try it for yourself (along with site-C-ing, of course).
Now let me get to the point where I explain why you dont want to use site-C-ing:
It is still at the early stage of development and some syntax and maybe even some concepts are likely to change in the future releases.
Nothing is done to ensure security (although youre always free to chroot whatever you want to chroot).
Nothing is done to make it portable yet (although it does work on FreeBSD).
Once you go for site-C-ing you cant brag about employing the modern technologies like J2EE, etc.
You wont be using so familiar, but aesthetically displeasing everones darling PHP.
So, to sum it all up: no, you dont want to change to site-C-ing and the only answer to your question why am I doing it is: for the sake of beauty.
<<lesssite-C-ing is still at the early stage of development or even proof of concept, but works well enough to get this site running.
Briefly, site-C-ing takes your html with some special tags, preprocesses it, feeds to the c++ compiler (possibly on the fly, but you dont want to do it on the fly on your production server) and then serves it to the user using the .so shared objects the compiler produces. Thats it.
There is no extensive documentation at the moment, but to get the picture of what it is about along with some examples, you can visit the site-C-ing showcase site. You can even download the code for the sample site and try it for yourself (along with site-C-ing, of course).
Now let me get to the point where I explain why you dont want to use site-C-ing:
It is still at the early stage of development and some syntax and maybe even some concepts are likely to change in the future releases.
Nothing is done to ensure security (although youre always free to chroot whatever you want to chroot).
Nothing is done to make it portable yet (although it does work on FreeBSD).
Once you go for site-C-ing you cant brag about employing the modern technologies like J2EE, etc.
You wont be using so familiar, but aesthetically displeasing everones darling PHP.
So, to sum it all up: no, you dont want to change to site-C-ing and the only answer to your question why am I doing it is: for the sake of beauty.
Download (0.37MB)
Added: 2006-07-28 License: GPL (GNU General Public License) Price:
1184 downloads
Fast Messaging Peer to Peer 0.8.0-dev
Fast Messaging Peer to Peer (FM P2P) is a simple P2P program that forms a TCP-based overlay network. more>>
Fast Messaging Peer to Peer (FM P2P) is a simple P2P program that forms a TCP-based overlay network by which a user may chat or share files.
Why name this FastMessaging when its anything but fast? Simply put, it is a reference to the underlying functioning of the application. TCUP, the protocol used to do the overlay network (the network we build ontop of an existing TCP/IP network) is message based.
We think it is Fast because there is no queueing or long searches. FastMessaging is built to construct moderately sized networks which have reasonably high responsiveness at the cost of global information sharing.
Perhaps thats not the best reasoning, but it works. Its just a name and the application needs a better name anyway. For now I just refer to it as FM.
<<lessWhy name this FastMessaging when its anything but fast? Simply put, it is a reference to the underlying functioning of the application. TCUP, the protocol used to do the overlay network (the network we build ontop of an existing TCP/IP network) is message based.
We think it is Fast because there is no queueing or long searches. FastMessaging is built to construct moderately sized networks which have reasonably high responsiveness at the cost of global information sharing.
Perhaps thats not the best reasoning, but it works. Its just a name and the application needs a better name anyway. For now I just refer to it as FM.
Download (0.64MB)
Added: 2006-10-13 License: MIT/X Consortium License Price:
1109 downloads
Interchange 5.4.2
Interchange provides a mature Web application development environment. more>>
Interchange provides a mature Web application development environment.
Interchange is a mature Web application development environment with a focus on ecommerce and dynamic content management.
It offers session and user management, database connectivity (both via SQL and a database abstraction layer), templating, a shopping cart, payment processing, inventory, encryption (via GnuPG, PGP, etc.), tax and shipping calculation, discounts, Web-based administration, localization, event routing, SOAP-based RPC, a custom tag language akin to CFML, and the full power of Perl. It grew out of two earlier projects, MiniVend and Tallyman.
Enhancements:
- A DoS exploit caused by carefully crafted HTTP POST requests has been fixed.
- An apparent Perl bug that allowed code called by DispatchRoutines to overwrite the routines arrays themselves has been worked around.
- Masking of unencrypted credit card numbers to work with a custom MV_CREDIT_CARD_INFO_TEMPLATE that does not match the regexp has been fixed.
- The regexp has been fixed so that it removes the CVV2 value from the unencrypted data.
- A shipping problem with the temporary mv_shipping cart that could cause trouble in cart recalculations has been fixed.
- There are other various bugfixes and minor enhancements.
<<lessInterchange is a mature Web application development environment with a focus on ecommerce and dynamic content management.
It offers session and user management, database connectivity (both via SQL and a database abstraction layer), templating, a shopping cart, payment processing, inventory, encryption (via GnuPG, PGP, etc.), tax and shipping calculation, discounts, Web-based administration, localization, event routing, SOAP-based RPC, a custom tag language akin to CFML, and the full power of Perl. It grew out of two earlier projects, MiniVend and Tallyman.
Enhancements:
- A DoS exploit caused by carefully crafted HTTP POST requests has been fixed.
- An apparent Perl bug that allowed code called by DispatchRoutines to overwrite the routines arrays themselves has been worked around.
- Masking of unencrypted credit card numbers to work with a custom MV_CREDIT_CARD_INFO_TEMPLATE that does not match the regexp has been fixed.
- The regexp has been fixed so that it removes the CVV2 value from the unencrypted data.
- A shipping problem with the temporary mv_shipping cart that could cause trouble in cart recalculations has been fixed.
- There are other various bugfixes and minor enhancements.
Download (2.2MB)
Added: 2007-02-09 License: GPL (GNU General Public License) Price:
990 downloads
OBEX Send to Phone 0.0.0
OBEX Send to Phone service menu allows for sending any file(s) to a mobile phone equipped with OBEX stack. more>>
OBEX Send to Phone service menu allows for sending any file(s) to a mobile phone equipped with OBEX stack.
It is made for Nokia S60 (6630 to be precise) phone with USB connection. There are no settings, no progress indicator. Files are copied to the memory card (E: drive)
Requires openobex and obexftp.
Hope this script might be useful for someone. Please post fixes, comments and suggestions.
<<lessIt is made for Nokia S60 (6630 to be precise) phone with USB connection. There are no settings, no progress indicator. Files are copied to the memory card (E: drive)
Requires openobex and obexftp.
Hope this script might be useful for someone. Please post fixes, comments and suggestions.
Download (MB)
Added: 2006-07-27 License: GPL (GNU General Public License) Price:
1246 downloads
I-Want-To-Make-Money 1.0
The Ultimate Safe Money Guide -Free Online Money Guide Make Your Online Money The Safe Way And Generate a Daily Income Stream. The best thing I came ... more>> <<less
Download (2117KB)
Added: 2009-04-24 License: Freeware Price: Free
182 downloads
RIR to DNS converter 0.1
RIR to DNS converter is a tool to convert Regional Internet Registry data to a DNS country lookup zone. more>>
RIR to DNS converter is a tool to convert Regional Internet Registry data to a DNS country lookup zone. You can use it to build your own DNS zone for looking up country codes from IP addresses.
It uses data directly from RIPE, ARIN, APNIC, LACNIC, and AFRINIC. The data can be updated on a schedule of your choosing.
The input data comes from:
ftp://ftp.afrinic.net/pub/stats/afrinic/delegated-afrinic-latest
ftp://ftp.apnic.net/pub/stats/apnic/delegated-apnic-latest
ftp://ftp.arin.net/pub/stats/arin/delegated-arin-latest
ftp://ftp.ripe.net/pub/stats/ripencc/delegated-ripencc-latest
ftp://ftp.lacnic.net/pub/stats/lacnic/delegated-lacnic-latest
The input data format is described in:
http://www.apnic.net/db/rir-stats-format.html
The output is a BIND 9 zone file that can be used to look up country codes
in a similar fashion to in-addr.arpa. For example, to find out what country
203.30.47.58 is:
host 58.47.30.203.rir.example.com
58.47.30.203.rir.example.com has address 127.0.65.86
where 65 and 85 are ASCII for A and U, which means 203.30.47.58 is
in Australia (AU).
HOW TO USE IT
Just feed it the above delegated- -latest files into stdin and it will
spit out the zone file to stdout. The zone file will only have the IP addresses,
so you could $INCLUDE it into a zone file that contains NS records, SOA, $ORIGIN,
etc.
WHY USE IT
You dont need the resolution of MaxMinds GeoIP database, but you do want
something that is free and you want it kept up to date on a schedule that
you decide.
You could use this to block or tag email based on countries, block or redirect
visitors to your website based on end-user country, and so on. Be very
careful about blocking mail this way, though, as you may block legitimate
email. Instead of blocking outright, use it in a SpamAssassin rule to add
something to the spam level, based on where the email comes from.
HOW IT WORKS
The RIR files contain ranges of IP addresses, and indicate what CC each range is allocated to. At the simplest level, rir2dns just sorts the ranges then iterates
through the IPs in each range and generates a reverse-dns-style A record that
represents the country code.
HOW IT WORKS - IN DETAIL
Rather than iterate through each IP address, the program tries to skip through
entire classes at a time (256 IPs, 65536 IPs, etc). Rather than iterate
through each IP, the loop iterates through classes or IP ranges (whichever are
smaller at the loop control), using control-breaks to accummulate neighbouring
ranges where possible so that entire classes that are in the same country dont
generate huge numbers of records.
Firstly, IPs are considered to be 4-digit numbers, but in base-256. In other
words, each octet is dealt with as if it were a single base-256 digit. This
turns out to be convenient because optimisations of large chunks of IP space can be done by looking for places where least-significant base-256 digits are zero.
Next, IP ranges are broken down into the following sub-ranges:
Optional individual IP addresses (ie: 4 octets)
Optional A-class ranges (ie: 3 octets)
Optional B-class ranges (ie: 2 octets)
Optional C-class ranges (ie: 1 octet)
Optional B-class ranges (ie: 2 octets)
Optional A-class ranges (ie: 3 octets)
Optional individual IP addresses (ie: 4 octets)
Considering that there is a pattern here, Im sure theres an elegant way to
handle breaking this down into two loops (one reducing the octets and one
increasing the octets), but I cant be bothered, so Ill break it down into
seven loops. Kind of hard-coded, but at least its simple.
For ease of processing, the IP addresses are actually converted to 32-bit numbers, then back again. This simplifies mathematics and looping through ranges.
Thats pretty much it, really...
Note that currently there are about 80,000 RIR records between all five
registries. This takes about 35 seconds on a 2.4GHz P4 to process, and
generates a 26MB file with around 3/4 million lines (RRs). This causes BIND
to use about 100MB or so of memory, and on a slow machine will probably cause it to take too long to reply, while it searches the zone. That size zone can
take a minute or two to load, which is quite a while.
Basic algorithm:
Read & process RIR data:
Read RIR ranges
Sort RIR ranges by start IP address
Glue together contiguous ranges of the same country
For each range
Generate the IPs at the start of the range
Generate the A-classes at the start of the range
Generate the B-classes at the start of the range
Generate the C-classes in the middle of the range
Generate the B-classes at the end of the range
Generate the A-classes at the end of the range
Generate the IPs at the end of the range
<<lessIt uses data directly from RIPE, ARIN, APNIC, LACNIC, and AFRINIC. The data can be updated on a schedule of your choosing.
The input data comes from:
ftp://ftp.afrinic.net/pub/stats/afrinic/delegated-afrinic-latest
ftp://ftp.apnic.net/pub/stats/apnic/delegated-apnic-latest
ftp://ftp.arin.net/pub/stats/arin/delegated-arin-latest
ftp://ftp.ripe.net/pub/stats/ripencc/delegated-ripencc-latest
ftp://ftp.lacnic.net/pub/stats/lacnic/delegated-lacnic-latest
The input data format is described in:
http://www.apnic.net/db/rir-stats-format.html
The output is a BIND 9 zone file that can be used to look up country codes
in a similar fashion to in-addr.arpa. For example, to find out what country
203.30.47.58 is:
host 58.47.30.203.rir.example.com
58.47.30.203.rir.example.com has address 127.0.65.86
where 65 and 85 are ASCII for A and U, which means 203.30.47.58 is
in Australia (AU).
HOW TO USE IT
Just feed it the above delegated- -latest files into stdin and it will
spit out the zone file to stdout. The zone file will only have the IP addresses,
so you could $INCLUDE it into a zone file that contains NS records, SOA, $ORIGIN,
etc.
WHY USE IT
You dont need the resolution of MaxMinds GeoIP database, but you do want
something that is free and you want it kept up to date on a schedule that
you decide.
You could use this to block or tag email based on countries, block or redirect
visitors to your website based on end-user country, and so on. Be very
careful about blocking mail this way, though, as you may block legitimate
email. Instead of blocking outright, use it in a SpamAssassin rule to add
something to the spam level, based on where the email comes from.
HOW IT WORKS
The RIR files contain ranges of IP addresses, and indicate what CC each range is allocated to. At the simplest level, rir2dns just sorts the ranges then iterates
through the IPs in each range and generates a reverse-dns-style A record that
represents the country code.
HOW IT WORKS - IN DETAIL
Rather than iterate through each IP address, the program tries to skip through
entire classes at a time (256 IPs, 65536 IPs, etc). Rather than iterate
through each IP, the loop iterates through classes or IP ranges (whichever are
smaller at the loop control), using control-breaks to accummulate neighbouring
ranges where possible so that entire classes that are in the same country dont
generate huge numbers of records.
Firstly, IPs are considered to be 4-digit numbers, but in base-256. In other
words, each octet is dealt with as if it were a single base-256 digit. This
turns out to be convenient because optimisations of large chunks of IP space can be done by looking for places where least-significant base-256 digits are zero.
Next, IP ranges are broken down into the following sub-ranges:
Optional individual IP addresses (ie: 4 octets)
Optional A-class ranges (ie: 3 octets)
Optional B-class ranges (ie: 2 octets)
Optional C-class ranges (ie: 1 octet)
Optional B-class ranges (ie: 2 octets)
Optional A-class ranges (ie: 3 octets)
Optional individual IP addresses (ie: 4 octets)
Considering that there is a pattern here, Im sure theres an elegant way to
handle breaking this down into two loops (one reducing the octets and one
increasing the octets), but I cant be bothered, so Ill break it down into
seven loops. Kind of hard-coded, but at least its simple.
For ease of processing, the IP addresses are actually converted to 32-bit numbers, then back again. This simplifies mathematics and looping through ranges.
Thats pretty much it, really...
Note that currently there are about 80,000 RIR records between all five
registries. This takes about 35 seconds on a 2.4GHz P4 to process, and
generates a 26MB file with around 3/4 million lines (RRs). This causes BIND
to use about 100MB or so of memory, and on a slow machine will probably cause it to take too long to reply, while it searches the zone. That size zone can
take a minute or two to load, which is quite a while.
Basic algorithm:
Read & process RIR data:
Read RIR ranges
Sort RIR ranges by start IP address
Glue together contiguous ranges of the same country
For each range
Generate the IPs at the start of the range
Generate the A-classes at the start of the range
Generate the B-classes at the start of the range
Generate the C-classes in the middle of the range
Generate the B-classes at the end of the range
Generate the A-classes at the end of the range
Generate the IPs at the end of the range
Download (0.60MB)
Added: 2007-04-27 License: GPL (GNU General Public License) Price:
913 downloads
Scriptol to Php Compiler
Scriptol to Php Compiler is a scriptol program that may be interpreted by the Php interpreter. more>>
Scriptol to Php Compiler is a scriptol program that may be interpreted by the Php interpreter and it may be also compiled either to C++ or directly as an executable.
The Php interpreter is required by solp (download it at www.php.net or get it on the Scriptol CD).
Installation:
It is better to install Scriptol at root of a disk, for example:
/home/user/scriptolp
Once the archive is extracted into the scriptolp directory, you have just to go to this directory from the console to run the compiler.
To use the compiler at command line from any directory, you have to put the compilers into the path, in the usr directory for exemple, or any directory assigned to the path variable (see .bashrc or equivalent). You may also add the scriptol directory to list of paths. Before to use the compiler, you have to read the licence, in the doc directory: licence.html.
Usage:
Type the source of your program in a text editor and save it as mysource.sol or any other name with the sol extension.
Then just type:
./solp mysource
To know the compilers options, type solp without argument, at command line.
Examples:
Type from the main scriptol directory:
./solp demos/helloyou
<<lessThe Php interpreter is required by solp (download it at www.php.net or get it on the Scriptol CD).
Installation:
It is better to install Scriptol at root of a disk, for example:
/home/user/scriptolp
Once the archive is extracted into the scriptolp directory, you have just to go to this directory from the console to run the compiler.
To use the compiler at command line from any directory, you have to put the compilers into the path, in the usr directory for exemple, or any directory assigned to the path variable (see .bashrc or equivalent). You may also add the scriptol directory to list of paths. Before to use the compiler, you have to read the licence, in the doc directory: licence.html.
Usage:
Type the source of your program in a text editor and save it as mysource.sol or any other name with the sol extension.
Then just type:
./solp mysource
To know the compilers options, type solp without argument, at command line.
Examples:
Type from the main scriptol directory:
./solp demos/helloyou
Download (0.29MB)
Added: 2005-12-02 License: Freeware Price:
1421 downloads
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