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Asianux 2.0

Asianux 2.0


Asianux is a Linux server operating system which is co-developed by Chinese Leading Linux vendor Red Flag Software Co., Ltd. more>>
Asianux is a Linux server operating system which is co-developed by Chinese Leading Linux vendor Red Flag Software Co., Ltd. and Japanese Linux vendor Miracle Linux Corporation and Korean Linux software vendor Haansoft, INC, aiming at the common-standard enterprise Linux platform for Enterprise systems in Asia.

It provides enterprise customers with high reliability, scalability, manageability and better hardware & software compatibility.

Asianux certification partner program will invite more hardware and software products to be certified on Asianux, and it will definitely help to reduce developing and certificating resources and provide Linux with high quality and low cost.

Red Flag Software, Miracle Linux, and Haansoft INC. will distribute and market Asianux without any modifications in each Linux distribution package in China, Japan and Korea. New products such as Red Flag 5 Family , Miracle Linux V4.0 and Haansoft Linux 2005 will be based on Asianux and each will be bundled with localized features in each country.
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Download (660MB)
Added: 2005-09-07 License: GPL (GNU General Public License) Price:
1517 downloads
Data::SecsPack 0.06

Data::SecsPack 0.06


Data::SecsPack is a Perl module pack and unpack numbers in accordance with SEMI E5-94. more>>
Data::SecsPack is a Perl module pack and unpack numbers in accordance with SEMI E5-94.

SYNOPSIS

#####
# Subroutine interface
#
use Data::SecsPack qw(bytes2int config float2binary
ifloat2binary int2bytes
pack_float pack_int pack_num
str2float str2int
unpack_float unpack_int unpack_num);

$big_integer = bytes2int( @bytes );

$old_value = config( $option );
$old_value = config( $option => $new_value);

($binary_magnitude, $binary_exponent) = float2binary($magnitude, $exponent, @options);

($binary_magnitude, $binary_exponent) = ifloat2binary($imagnitude, $iexponent, @options);

@bytes = int2bytes( $big_integer );

($format, $floats) = pack_float($format, @string_floats, [@options]);

($format, $integers) = pack_int($format, @string_integers, [@options]);

($format, $numbers, @string) = pack_num($format, @strings, [@options]);

$float = str2float($string, [@options]);
(@strings, @floats) = str2float(@strings, [@options]);

$integer = str2int($string, [@options]);
(@strings, @integers) = str2int(@strings, [@options]);

@ingegers = unpack_int($format, $integer_string, @options);

@floats = unpack_float($format, $float_string, @options);

@numbers = unpack_num($format, $number_string), @options;

#####
# Class, Object interface
#
# For class interface, use Data::SecsPack instead of $self
#
use Data::SecsPack;

$secspack = Data::SecsPack; # uses built-in config object

$secspack = new Data::SecsPack(@options);

$big_integer = bytes2int( @bytes );

($binary_magnitude, $binary_exponent) = $secspack->float2binary($magnitude, $exponent, @options);

($binary_magnitude, $binary_exponent) = $secspack->ifloat2binary($imagnitude, $iexponent, @options);

@bytes = $secspack->int2bytes( $big_integer );

($format, $floats) = $secspack->pack_float($format, @string_integers, [@options]);

($format, $integers) = $secspack->pack_int($format, @string_integers, [@options]);

($format, $numbers, @strings) = $secspack->pack_num($format, @strings, [@options]);

$integer = $secspack->str2int($string, [@options])
(@strings, @integers) = $secspack->str2int(@strings, [@options]);

$float = $secspack->str2float($string, [@options]);
(@strings, @floats) = $secspack->str2float(@strings, [@options]);

@ingegers = $secspack->unpack_int($format, $integer_string, @options);

@floats = $secspack->unpack_float($format, $float_string, @options);

@numbers = $secspack->unpack_num($format, $number_string, @options);

Generally, if a subroutine will process a list of options, @options, that subroutine will also process an array reference, @options, [@options], or hash reference, %options, {@options}. If a subroutine will process an array reference, @options, [@options], that subroutine will also process a hash reference, %options, {@options}. See the description for a subroutine for details and exceptions.

The subroutines in the Data::SecsPack module packs and unpacks numbers in accordance with SEMI E5-94. The E5-94 establishes the standard for communication between the equipment used to fabricate semiconductors and the host computer that controls the fabrication. The equipment in a semiconductor factory (fab) or any other fab contains every conceivable known microprocessor and operating system known to man. And there are a lot of specialize real-time embedded processors and speciallize real-time embedded operating systems in addition to the those in the PC world.

The communcication between host and equipment used packed nested list data structures that include arrays of characters, integers and floats. The standard has been in place and widely used in China, Germany, Korea, Japan, France, Italy and the most remote corners on this planent for decades. The basic data structure and packed data formats have not changed for decades.

This stands in direct contradiction to the common conceptions of many in the Perl community and most other communities. The following quote is taken from page 761, Programming Perl third edition, discussing the pack subroutine:

"Floating-point numbers are in the native machine format only. Because of the variety of floating format and lack of a standard "network" represenation, no facility for interchange has been made. This means that packed floating-point data written on one machine may not be readable on another. That is a problem even when both machines use IEEE floating-point arithmetic, because the endian-ness of memory representation is not part of the IEEE spec."

There are a lot of things that go over the net that have industry or military standards but no RFCs. So unless you dig them out, you will never know they exist. While RFC and military standards may be freely copyied, industry standards are usually copyrighted. This means if you want to read the standard, you have to pay whatever the market bears. ISO standards, SEMI stardards, American National Standards, IEEE standards beside being boring are expensive. In other words, you do not see them flying out the door at the local Barnes and Nobles. In fact, you will not even find them inside the door.

It very easy to run these non RFC standard protocols over the net. Out of 64,000 ports, pick a port of opportunity (hopefully not one of those low RFC preassigned ports) and configure the equipment and host to the same IP and port. Many times the software will allow a remote console that is watch only. The watch console may even be a web server on port 80. If there is a remote soft console, you can call up or e-mail the equipment manufacturers engineer in say Glouster, MA, USA and tell him the IP and port so he can watch his manchine mangle a cassette of wafers with a potential retail value of half million dollars.

SEMI E5-94 and their precessors do standardize the endian-ness of floating point, the packing of nested data, used in many programming languages, and much, much more. The endian-ness of SEMI E5-94 is the first MSB byte, floats sign bit first. Maybe this is because it makes it easy to spot numbers in a packed data structure.
The nested data has many performance advantages over the common SQL culture of viewing and representing data as tables. The automated fabs of the world make use of SEMI E5-94 nested data not only for real-time communication (TCP/IP RS-2332 etc) between machines but also for snail-time processing as such things as logs and performance data.

Does this standard communications protocol ensure that everything goes smoothly without any glitches with this wild mixture of hardware and software talking to each other in real time? Of course not. Bytes get reverse. Data gets jumbled from point A to point B. Machine time to test software is non-existance. Big ticket, multi-million dollar fab equipment has to work to earn its keep. And, then there is the everyday business of suiting up, with humblizing hair nets, going through air and other showers with your favorite or not so favorite co-worker just to get into the clean room. And make sure not to do anything that will scatch a wafer with a lot of Intel Pentiums on them. It is totally amazing that the product does get out the door.

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Download (0.10MB)
Added: 2007-01-15 License: Perl Artistic License Price:
1014 downloads
SYASokoban 2.0

SYASokoban 2.0


SYASokoban is a clone of the popular Sokoban puzzle game. more>>
SYASokoban project is a clone of the popular Sokoban puzzle game.
The goal is to push the crates onto the designated squares without getting stuck.
Sokoban was invented in Japan and the original program was written by Hiroyuki Imabayashi. It is copyright (c) 1982 Thinking Rabbit Inc. Japan.
"Sokoban" means "warehouse keeper" in Japanese; the goal of the game is to push all the crates into the designated crate positions.
The levels provided are not my own, they are assembled from various sources. The default 90 levels are public domain.
You can add more sets of levels in the data/sokoban/levels folder. The file must have the .txt extension. See existing sets of levels for examples.
Main features:
- "Unlimited" undo
- Mouse controls + path finding
- Many included levels
- Can add new sets of levels
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Download (0.25MB)
Added: 2006-12-27 License: BSD License Price:
1032 downloads
Geo::Coder::YahooJapan 0.04

Geo::Coder::YahooJapan 0.04


Geo::Coder::YahooJapan is a simple wrapper for Yahoo Japan Geocoder API. more>>
Geo::Coder::YahooJapan is a simple wrapper for Yahoo Japan Geocoder API.

SYNOPSIS

use Geo::Coder::YahooJapan;
$r = lookup( $address_in_japanese_characters );
my ($lat, $lng) = ( $r->{latitude}, $r->{longitude} ); # coordinate in WGS87.

# if you want to get result in TOKYO datum, specify it in option.
$r = lookup( $address_in_japanese_characters, { datum => tokyo } );

# if address is ambiguous and the server returns multiple items
$r = lookup( $address_in_japanese_characters );
# $r->{latitude} and $r->{longitude} contains coordinate of first item.
($lat, $lng) = ( $r->{latitude}, $r->{longitude} );

# $r->{hits} has the number of candidates.
if ( $r->{hits} > 1 ) {
# and $r->{items} contains each candidates infomation.
foreach ( $r->{items} ) {
print join "t", ( $_->{title}, $_->{latitude}, $_->{longitude} );
print "n";
}
}

Geo::Coder::YahooJapan is a wrapper for Yahoo Japan Geocoder API that is used by the official Yahoo Japans local search widget http://widgets.yahoo.co.jp/gallery/detail.html?wid=10 . This module converts the coordinate into WGS84 from TOKYO datum which is returned by API server.

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Download (0.004MB)
Added: 2006-12-12 License: Perl Artistic License Price:
1046 downloads
Audio Overload 2.0b5a6

Audio Overload 2.0b5a6


Audio Overload is a player for various types of music files which you may find on the Internet. more>>
Audio Overload is a player for various types of music files which you may
find on the Internet.
Whats it play:
21 console and home computer file formats are now supported.
.AY - Amstrad CPC/Spectrum ZX/Atari ST
.COP - Sam Coupe
.GBS - Nintendo Gameboy
.GSF - Nintendo Gameboy Advance
.GYM - Sega Megadrive/Genesis
.HES - PC Engine
.KSS - MSX
.MDX - Sharp X68000
.MOD - Commodore Amiga
.NSF - Nintendo NES
.ORC - TRS-80 Orchestra-90
.PSF - Sony PlayStation
.QSF - Capcom QSound
.RAW - PC-compatibles with an AdLib
.S3M - PC-compatibles with a GUS or SoundBlaster
.S98 - NEC PC-98
.SAP - Atari XL/XE
.SNDH - Atari ST
.SPC - Super Nintendo
.VGM - Sega Master System/Game Gear
.YM - Amstrad CPC/Spectrum ZX/Atari ST
Enhancements:
- Completely replaced the .NSF, .GBS, and .SNDH engines with substantially better-sounding and more-compatible versions. Big thanks to Shay Green
- (.NSF and .GBS, based on Game Music Box) and Benjamin Gerard (.SNDH based on the upcoming SC68 v2.3.0) for allowing us to use their code!
- CAB archive support. This is popular in Japan and many Japanese formats are commonly found in these containers.
- Fixed MOD note delay and note cut behavior.
- Added support for the S3M note cut effect.
- Fixed bug in the new RAR engine that caused crashes on some files.
- Fixed .RAW files that use a timer divider of 0.
- Fixed tempo of .QSF files.
- Fixed .S98 files using a tempo value other than 0.
- Fixed nasty pop/click at the start of .S98 files.
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Download (0.64MB)
Added: 2005-07-06 License: GPL (GNU General Public License) Price:
1580 downloads
SDL Hana 20060723

SDL Hana 20060723


SDL Hana is a SDL-based hanafuda game. more>>
SDL Hana is a SDL-based hanafuda game.

SDLHana is a SDL-based Hanafuda game, a Japanese-oriented card game which is popular in Japan and Korea

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Download (0.68MB)
Added: 2006-09-05 License: GPL (GNU General Public License) Price:
1150 downloads
GSokoban 1.0

GSokoban 1.0


GSokoban project is a GNOME implementation of the Sokoban game. more>>
GSokoban project is a GNOME implementation of the Sokoban game.
GSokoban is a puzzle game invented in Japan 1982 by Hiroyuki Imabayashi.
The goal is to push a number of boxes to special spots in a maze, without getting stuck against walls or in corners.
Main features:
- It is free software, and licensed under the GNU General Public License.
- Multiple image sets. (Ten sets included)
- Multiple map sets. (Currently seven sets (471 levels) included)
- Default, 90 maps, Level 1-50 Copyright (c) 1982 Thinking Rabbit Inc, Japan
- DimitriAndYorick, 61 maps, Copyright (c) Jacques Duthen
- Howard, 100 maps, Copyright (c) Howard Abed
- Sasquatch, 50 maps, Copyright (c) David W. Skinner
- Yoshio1, 52 maps, Copyright (c) Yoshio Murase
- Yoshio2, 40 maps, Copyright (c) Yoshio Murase
- sokogen-990602, 78 maps, Copyright (c) Howard Abed
- Scoring based on pushes or moves.
- Unlimited undo function.
- Saves solutions so you can review them at a later time using the built-in playback function.
Enhancements:
- Several memory leaks are fixed.
- The game area is always centered, and the window can no longer be made smaller than the game area.
- Russian translation from Igor Plekhov.
- New graphics set "budge" from Nat Pryce.
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Download (0.31MB)
Added: 2006-11-22 License: GPL (GNU General Public License) Price:
1071 downloads
SDLHana 0.32

SDLHana 0.32


SDLHana project is a SDL-based Hanafuda game. more>>
SDLHana project is a SDL-based Hanafuda game.

Hanafuda is a Japanese-oriented card game which is mostly played in Japan and Korea, also known as "Hwa-Tu" in Korean.

Just like Poker, there are many ways to play with Hanafuda. This program currently supports two of them: Koi-Koi, which is a Japanese game, and Go-Stop, which is a Korean game.

There is also a variant of Koi-Koi game mostly found in gambling Coin-Op game machines, described as "Koi-Koi [BET]" in the game settings menu, which is played with 6 cards instead of 8 cards.

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Download (0.62MB)
Added: 2006-12-05 License: GPL (GNU General Public License) Price:
1054 downloads
OthBase 1.8.1

OthBase 1.8.1


OthBase is an Othello game. more>>
As an Othello player I have used since 1988 several tools and programs for improving my game play. The most often used tools have been: Thor, Cassio and WZebra. Those programs are very interesting tools for studying Othello but they have all the same drawback: you are locked to one OS platform.
The OthBase project has started beginning of November 2002 based on the following constatations:
- there was no cross platform Othello database program that was available on several platforms; you needed for example to use Cassio for MacOS 9.X, or use WZebra for Windows if you wanted to study tournament level games
- there was no Othello database program available on the Java platform nor Linux (sorry LZebra was not very well supported on Linux)
- there was always the need to update manually the database when using Cassio or WZebra; this task should have been done automatically via the program itself
Ajax and Cyrano, two good Othello programs written in Java, have shown that we can have strong and interesting Othello programs written on the Java platform
As an early Java adopter (since the first JDK 1.0 beta release in 1996!) and Othello addict, I decided on November 2002 to start this project as the Java platform is now very popular and really more mature than a couple of years ago. The JFC/SWING GUI library is now at a good level and JVM performances are increasing each year. Check for example infos about HotSpot. Moreover the Java developers community is really alive and responsive. You can check at Apache Jakarta Project and at JavaDesktop.
My main goals are:
- to promote Othello thru the use of a database program for studying games of tournament players
- to develop an Othello database program in Java that will be the same on Windows, MacOSX or Linux
- to support the Thor database format and other popular game file formats (e.g. XOF, SGF, PGN, Cassio)
- to implement a database feature set identical at minimum to Cassios one
- to allow an easy installation and update of the program
- to allow an easy update of the FFO game database available in the Thor database format
- to add new cool extra features that are needed by Othello players in a responsive way
- to allow developers to add some plugins into the program to add new features
Main features:
Database Formats Support
- XOF database files
- Thor database (.WTH / .JOU / .TRN files)
- PGN database files (Kurnik and VOG)
- GGF (old GGS server)
- Yahoo! Japan logs from Uniyma (text export format)
Database Management
- Create / Read / Import / Save XOF database files
- Read / Import Thor database directory
- Clean Thor database directory
- Synchronize manually / autimatically a Thor database directory with a FTP server
- Read / Import PGN database files
- Read / Import GGF database files
- Read / Import TXT database files from Uniyma logs
- In memory Database Merge thru import
- In memory Database export to XOF
- Add game to In memory Database
- Delete game(s) from In memory Database
- MRU support (most recently used database files)
- In memory Database filtering on Tournament (name, date), player name with support of complex boolean filters
- On the fly computed statistics for In memory Database depending on the moves played and filter
- Set / Unset Games bookmark
- Manage Games bookmarks
- Go to bookmarked game
Game Management
- Play game with backward/forward/go to start/go to end
- Mouse wheel support for fast move forward / backward
- Enter game as sequence of move on board
- Enter a game as a diagram
- Copy move list / position / diagram
- Paste move list
- Drag and drop a game from game list to Othello board
- Show game diagram
- Goto Move: by clicking on a move in diagram mode
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Download (MB)
Added: 2006-03-16 License: Freeware Price:
748 downloads
WWW::Search::Yahoo::Japan::News 2.405

WWW::Search::Yahoo::Japan::News 2.405


WWW::Search::Yahoo::Japan::News is a Perl class for searching News on Yahoo Japan (in Japanese). more>> <<less
Download (0.027MB)
Added: 2006-12-06 License: Perl Artistic License Price:
1053 downloads
SMTPGuard 1.1.1

SMTPGuard 1.1.1


SMTPGuard is a tool for ISPs that stop spam before it hits a users mailbox. more>>
SMTPGuard is a tool which controls the flow of email traversing an MTA (Mail Transfer Agent). It is designed to be used on an SMTP server for incoming mail, and currently supports postfix.
SMTPGuard was originally created to meet the needs of Internet Service Providers (ISPs). ISPs typically receive tremendous amounts of email from their local (user) network.
Within a wide variety of users, some are spammers, many unknowingly have virus infected PCs; each of these can send large quantities of mail through the ISPs SMTP (Simple Mail Transfer Protocol) servers.
This is especially a problem for ISPs who are connected to their users via high speed lines such as fiber or ADSL. SMTPGuard was developed to prevent SMTP servers from being overwhelmed by unexpected spikes in usage from specific (often malicious) users.
For a large ISP, their only problem isnt just with overloaded incoming SMTP servers. SPAM will also be queued on the outgoing server (perhaps the same server) for delivery to the Internet.
Because the mail is SPAM it will likely bounce, then double bounce putting extreme load on the outgoing server and its queue. smtpguard is designed to stop this type of extreme load by stopping floods of mail at the gate (incoming server).
SMTPGuard is point based. Each time a client connects to the SMTP server, SMTPGuard adds points according to the rules file. SMTPGuard uses information acquired during the SMTP session, adds points according to the rules file, and finally takes actions based on its settings. For example, the information below is used:
- Remote IP Address
- Character string provided by MAIL FROM command
- Character string provided by RCPT TO command
The following actions can be taken:
ok - white list
wait - delay processing
reject - reject messages
mail - send alert email to administrator
log - output message to log
delete - delete record in database
Enhancements:
- postfix/flexguard.c: remove word flexguard. use smtpguard instead. rename filename to postfix/smtpguard.c
- postfix/Makefile.am: rename flexguard -> smtpguard
- configure.in: 1.1.1
- rename FLEXGUARD_{CFLAGS,LIBS} -> SMTPGUARD_{CFLAGS,LIBS}
- smtpguard/Makefile.am,postfix/Makefile.am,test/Makefile.am: Ditto
- debian/postfix-smtpguard.files: added
- README.postfix: added
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Download (0.028MB)
Added: 2005-11-09 License: GPL (GNU General Public License) Price:
1445 downloads
JSokoApplet 1.23

JSokoApplet 1.23


JSokoApplet is a Java applet for playing the game of Sokoban. more>>
JSokoApplet is a Java applet for playing the game of Sokoban. It features path finding, auto push, auto solving, undo/redo, deadlock detection, and more

JSokoApplet project is written in Java. You must have Java installed to start the game.

There are two ways of starting the program:

1. Starting the program as an applet:

Load the html-file in your browser (usually by doubleclicking the html-file). The applet should be loaded automatically with that html-file.

2. Starting the program as an application:

a) Start the batch-file "Start JSokoApplication.bat" (Windows users)
or
b) open a console window, go to the folder where the file "JSokoApplet.jar" is located and type: java -jar JSokoApplet.jar
or
c) Just double click the file "JSokoApplet.jar"

If the program doesnt start please check if you have Java installed.
If you have questions about how to start the program write to "x-brain@uni.de"

The game:

"Sokoban" is a puzzle game invented in Japan 1982 by Hiroyuki Imabayashi. The rules are very simple but the game itself is not.

The Rules

The object of the game is to push boxes to specially marked positions in a level. The boxes can only be pushed, never pulled, and only one can be pushed at a time. The player can only move on "free" (= no wall and no box) fields.

A level is solved if all boxes have been pushed to specially marked positions.
One field can just be occupied by only one of the following levelelements at a time: the player, a box, a wall

Just start the game. You easily will learn the rules by playing the game.

The computer will help you in positions where you lost the possibility to solve the level (for example, if you pushed a box in a corner) by showing you the message that the level isnt solvable anymore.

Note: Recognizing positions that are unsolvable is very difficult. Hence the computer just shows this message for some kinds of unsolvable positions.

How to Play

You can move the player by using the arrow keys or by using the mouse (or both)

Keyboard Functions

Move the player: Arrow keys

Undo last move: [Delete] or [Backspace]

Redo move from history: [Insert]

Restart level: [Enter]

Previous level: [Page up]

Next level: [Page down].

Mouse Functions

Left-click on a position to let the player automatically move to this position.
Left-click on a box to select it then left-click the target position. The player will automatically push the selected box to the specified position. Unselect a box by clicking on it again.

A click of the right mousebutton will undo the last done activity.

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Download (1.0MB)
Added: 2006-12-11 License: GPL (GNU General Public License) Price:
1050 downloads
Acme::OneHundredNotOut 100

Acme::OneHundredNotOut 100


Acme::OneHundredNotOut is a raise of the bat, a tip of the hat. more>>
Acme::OneHundredNotOut is a raise of the bat, a tip of the hat.

I have just released my 100th module to CPAN, the first time that anyone has reached that target. As some of you may know, I am getting ready to go back to college and reinvent myself from being a programmer into being a missionary. I dont forsee that many more Perl modules coming out of this.

Of course, this doesnt mean that Im going to abjure usage of Perl forever; any time theres a computer and something I need automated, out will come the Swiss Army Chainsaw and the job will get done. In fact, we recently needed to manipulate some text from a mission handbook to translate it into Japanese, and Perl was there handling and collating all that.

But 100 modules is a convenient place to stop and take stock, and I hope that those of you who have benefitted from my modules, programs or writing about Perl will forgive me a certain spot of self-indulgence as I look back over my CPAN career, especially since I feel that the diversity of modules that Ive produced is a good indication of the diversity of what can be done with Perl.

Lets begin, then, with some humble beginnings, and then catch up on recent history.
The Embarrassing Past

Contrary to popular belief, I was not always a CPAN author. I started writing modules in 1998, immediately after reading the first edition of the Perl Cookbook - yes, you can blame Nat and Tom for all this. The first module that I released was Tie::DiscoveryHash, since Id just learnt about tied hashes. As with many of my modules, it was an integral part of another software project which I actually never finished, and now cant find.

The first module that I ever wrote (but, by a curious quirk of fate, precisely the fiftieth module I released) was called String::Tokeniser, which is still a reasonably handy way of getting an iterator over tokenising a string. (Someone recently released String::Tokenizer, which makes me laugh.) This too was for an abortive project, webperl, an application of Don Knuths WEB system of structured documentation to Perl. However, given the code quality of these two modules, its perhaps just as well that the projects never saw the light of day.

There are a few other modules Id rather like to forget, too. Devel::Pointer was a sick joke that went badly wrong - it allowed people to use pointers in Perl. Some people failed to notice that referring to memory locations directly in an extremely high-level language was a dangerous and silly thing to do, and actually used the damned thing, and I started getting requests for support for it. Then at some point in 2001, when I should really have known better, I developed an interest in Microsofts .NET and the C# language, which I still think is pretty neat; but I decided it might be a good idea to translate the Mono projects tokenizer and parser into Perl, ending up with C::Sharp. I never got around to doing the parser part, or indeed anything else with it, and so it died a lonely death in a dark corner of CPAN. GTK::HandyClist was my foray into programming graphical applications, which started and ended there.

Bundle::SDK::SIMON was actually the slides from a talk on my top ten favourite CPAN modules - except that this changes so quickly over time, it doesnt really make much sense any more.

Finally, Array::FileReader was an attempt to optimize a file access process. Unfortunately, my "optimization" ended up introducing more overheads than the naive solution. It all goes to show. Since then, Mark-Jason Dominus, another huge influence in the development of my CPAN career, has written Tie::File, which not only has a better name but is actually efficient too.

The Internals Phase

1999-2000 were disastrous years for me personally but magnificent years Perl-sonally. Stuck in a boring job and a tiny flat in the middle of Tokyo, I had plenty of time to get stuck into more Perl development. I felt that getting involved with perl5-porters would be a good way of gettting to know more about Perl, and so I needed a hobby horse - an issue of Perls development that I cared about. Since I was in Japan and working a lot with non-Latin text, Unicode support seemed a good thing to work on, and so Unicode::Decompose appeared, while I fixed up a substantial part of the post-5.6 core Unicode support.

Id recommend this way to anyone who wants to get more involved in the Perl community, although I was very lucky in terms of who else happened to be around at the time: Gurusamy Sarathy was extremely gracious in helping me turn my fledgling C code into something fit for the Perl core, and he also helped me understand the perl5-porters etiquette (yes, there was some at the time) and what makes a good patch, while Jarkko Hietaniemi was always good for suggestions of interesting things for keen people to work on. Seriously, get involved. If I can do it, anyone can.
Anyway, this fixation with understanding the Perl 5 internals, and especially the Perl 5 compiler, (due to yet another of my Perl influences, the great Malcolm Beattie) led to quite a torrent of modules, from ByteCache, an implementation of just-in-time compilation for Perl modules, through B::Flags and B::Tree to help visualising the Perl op tree, to uninit, B::Generate, optimizer and B::Utils for modifying it.

Perl About The House

Now we abandon chronological order somewhat and take a look at the various areas in which Ive used Perl. One of these areas has been the automation of everyday life: checking my bank balance with Finance::Bank::LloydsTSB (the first Perl module to interface to personal internet banking, no less) and my phone bill with a release of Tony Bowdens Data::BT::PhoneBill.

Finance::Bank::LloydsTSB was meant to go with Finance::QIF, my Quicken file parser, to produce another now-abandoned idea, a Perl finances manager. It seemed that Im only capable of producing modules, not full standalone applications - or at least, it seemed that way until I produced Bryar, my blogging software, based on the concepts from Rael Dornfests blosxom and beginning my adventures with Andy Wardleys Template Toolkit. Bryar also tuned me in to the Model-View-Controller framework idea, of which more later.

Another project I briefly played with was a personal robot, using the Sphinx/Festival speech handling and recognition modules from Cepstral and Kevin Lenzo. I didnt have X10, so I couldnt shout "lights" into the air in a wonderfully scifi way, but I could shout "mail" and have a summary of my inbox read to me, "news" to get the latest BBC news headlines, and "time" to hear the time. Of course, getting computers to tell the time nicely takes a little bit of work. I dont like "Its eleven oh-three pee em", since thats not what someone would say if you asked them the time. I wanted my robot to say "Its just after eleven", and thats what Time::Human does. Shame about the localisation.

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Added: 2006-06-08 License: Perl Artistic License Price:
1233 downloads
qGo 1.5.4

qGo 1.5.4


qGo is a full featured SGF editor and Go Client for NNGS/IGS/etc. more>>
qGo is a full featured SGF editor and Go Client for NNGS/IGS/etc., available for Linux, Mac and Windows.
qGo is based on Qt 3.2.1nc (Windows) and Qt 3.1+ (Linux, Mac). Go is an ancient boardgame, very common in Japan, China, Korea and Taiwan.
Enhancements:
- fixed : mark issue with teaching games
- added : blind go
- added : 2 new translations (latin and simplified chinese)
- changed : added SGF (uppercase) as file suffix
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Added: 2007-06-06 License: GPL (GNU General Public License) Price:
870 downloads
Alinous-Core HTML-SQL language serverIDE 1.0.69

Alinous-Core HTML-SQL language serverIDE 1.0.69


Alinous-Core HTML-SQL language serverIDE is a very easy tool for creating WebDB application. more>>
Alinous-Core HTML-SQL language serverIDE is a very easy tool for creating WebDB application. We can create it with almost only SQL & HTML. Java , PHP and other languages are not necessary.

If you know SQL & HTML, you can create it with them and the Alinous-Core. The Alinous-Core is very simple tool, but it has enough functions. It has almost all features we use on WebDB development. For example, form data validation, Basic authentication, RSS, File upload and SMTP.

In addition to those, Alinous-Core supports GUI debugger, so we can develop with watching how it works.

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Added: 2007-07-12 License: Freeware Price:
834 downloads
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