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Gretl 1.6.5
Gretl is a cross-platform software package for econometric analysis, written in the C programming language. more>>
Gretl is a cross-platform software package for econometric analysis, written in the C programming language. It is is free, open-source software.
You may redistribute it and/or modify it under the terms of the GNU General Public License (GPL) as published by the Free Software Foundation.
Main features:
- Easy intuitive interface (now in French, Italian, Spanish, Polish and German as well as English)
- A wide variety of least-squares based estimators, including two-stage least squares and nonlinear least squares
- Single commands to launch things like augmented Dickey-Fuller test, Chow test for structural stability, Vector Autoregressions, ARMA estimation
- Output models as LaTeX files, in tabular or equation format
- Integrated scripting language: enter commands either via the gui or via script
- Command loop structure for Monte Carlo simulations and iterative estimation procedures
- GUI controller for fine-tuning Gnuplot graphs
- Link to GNU R for further data analysis
<<lessYou may redistribute it and/or modify it under the terms of the GNU General Public License (GPL) as published by the Free Software Foundation.
Main features:
- Easy intuitive interface (now in French, Italian, Spanish, Polish and German as well as English)
- A wide variety of least-squares based estimators, including two-stage least squares and nonlinear least squares
- Single commands to launch things like augmented Dickey-Fuller test, Chow test for structural stability, Vector Autoregressions, ARMA estimation
- Output models as LaTeX files, in tabular or equation format
- Integrated scripting language: enter commands either via the gui or via script
- Command loop structure for Monte Carlo simulations and iterative estimation procedures
- GUI controller for fine-tuning Gnuplot graphs
- Link to GNU R for further data analysis
Download (3.0MB)
Added: 2007-05-17 License: GPL (GNU General Public License) Price:
897 downloads
Advene 0.23
Advene is aimed at providing a model and a format to share annotations about digital video document. more>>
Advene (Annotate Digital Video, Exchange on the NEt) is an ongoing project in the LIRIS laboratory (UMR 5205 CNRS) at University Claude Bernard Lyon 1. The project aims at providing a model and a format to share annotations about digital video documents (movies, courses, conferences...), as well as tools to edit and visualize the hypervideos generated from both the annotations and the audiovisual documents.
Teachers, moviegoers, etc. can use them to exchange multimedia comments and analyses about video documents. The project also aims at studying the way that communities of users (teachers, moviegoers, students...) will use these self-publishing tools to share their audiovisual "readings", and to envision new editing and viewing interfaces for interactive comment and analysis of audiovisual content/
Main features:
- At the package creation level : annotation of audiovisual documents (association of typed information to temporal fragments), creation of visualisation means (views).
- Exchange of annotations and visualization modes in packages independently from the audiovisual material (images and sounds). If needed for the visualization of the data, pictures and sound clips can be extracted from the digital video support (e.g. file, DVD). The user of the data is then required to possess the video to take full advantage of the analysis and comments.
- At the package use level : visualisation of augmented movie (the annotations are used to display supplementary information on the video, to control the playing of the video, to navigate the video), visualisation of hypertext documents constructed from annotation and AV material, use of ad-hoc views (e.g. timeline view).
Enhancements:
- This release features a new customizable GUI layout, quick search functionality, usability enhancements in the timeline view, and a number of improvements and bugfixes.
<<lessTeachers, moviegoers, etc. can use them to exchange multimedia comments and analyses about video documents. The project also aims at studying the way that communities of users (teachers, moviegoers, students...) will use these self-publishing tools to share their audiovisual "readings", and to envision new editing and viewing interfaces for interactive comment and analysis of audiovisual content/
Main features:
- At the package creation level : annotation of audiovisual documents (association of typed information to temporal fragments), creation of visualisation means (views).
- Exchange of annotations and visualization modes in packages independently from the audiovisual material (images and sounds). If needed for the visualization of the data, pictures and sound clips can be extracted from the digital video support (e.g. file, DVD). The user of the data is then required to possess the video to take full advantage of the analysis and comments.
- At the package use level : visualisation of augmented movie (the annotations are used to display supplementary information on the video, to control the playing of the video, to navigate the video), visualisation of hypertext documents constructed from annotation and AV material, use of ad-hoc views (e.g. timeline view).
Enhancements:
- This release features a new customizable GUI layout, quick search functionality, usability enhancements in the timeline view, and a number of improvements and bugfixes.
Download (0.48MB)
Added: 2007-06-07 License: GPL (GNU General Public License) Price:
871 downloads
Games::Object 0.11
Games::Object is a Perl module to provide a base class for game objects. more>>
Games::Object is a Perl module to provide a base class for game objects.
SYNOPSIS
package MyGameObject;
use Games::Object;
use vars qw(@ISA);
@ISA = qw(Games::Object);
sub new {
# Create object
my $proto = shift;
my $class = ref($proto) || $proto;
my $self = $class->SUPER::new(@_);
bless $self, $class;
# Add attributes
$self->new_attr(-name => "hit_points",
-type => int,
-value => 20,
-tend_to_rate => 1);
$self->new_attr(-name => "strength",
-type => int,
-value => 12,
-minimum => 3,
-maximum => 18);
...
return $self;
}
package MyObjectManager;
use Games::Object::Manager;
use vars qw(@ISA);
@ISA = qw(Games::Object::Manager);
sub new {
my $proto = shift;
my $class = ref($proto) || $proto;
my $self = $class->SUPER::new( , @_);
bless $self, $class;
...
return $self;
}
my $world = new MyObjectManager;
my $object = new MyGameObject;
$world->add($object);
ABSTRACT
The purpose of this module is to allow a programmer to write a game in Perl easily by providing a basic framework in the form of a module that can be either subclassed to a module of your own or used directly as its own object class. The most important items in this framework are:
Attributes
You can define arbitrary attributes on objects with rules on how they may be updated, as well as set up automatic update of attributes whenever the objects process() method is invoked. For example, you could set an attribute on an object such that:
It ranges from 0 to 100.
Internally it tracks fractional changes to the value but accessing the attribute will always round the result to an integer.
It will automatically tend towards the maximum by 1 every time process() is called on the object.
A method in your subclass will be invoked automatically if the value falls to 0.
This is just one example of what you can do with attributes.
Flags
You can define any number of arbitrarily-named flags on an object. A flag is a little like a boolean attribute, in that it can have a value of either true or false. Like attributes, flags can be created independently on different objects. No "global" flag list is imposed.
Load/Save functionality
Basic functionality is provided for saving data from an object to a file, and for loading data back into an object. This handles the bulk of load game / save game processing, freeing the programmer to worry about the mechanics of the game itself.
The load functionality can also be used to create objects from object templates. An object template would be a save file that contains a single object.
Object Managers
New to version 0.10 of this module is object managers. An object manager is a Perl object that allows you to manage groups of related game objects. The object manager allows you to relate objects together (for example, you could define a relationship that allows certain objects to act as containers for other objects). In effect, the object manager acts as your world or universe.
Like the game object class, the manager class can be subclassed, allowing you augment its functionality. An object manager can be loaded and saved, which in turn performs a load or save of the objects being managed by it.
<<lessSYNOPSIS
package MyGameObject;
use Games::Object;
use vars qw(@ISA);
@ISA = qw(Games::Object);
sub new {
# Create object
my $proto = shift;
my $class = ref($proto) || $proto;
my $self = $class->SUPER::new(@_);
bless $self, $class;
# Add attributes
$self->new_attr(-name => "hit_points",
-type => int,
-value => 20,
-tend_to_rate => 1);
$self->new_attr(-name => "strength",
-type => int,
-value => 12,
-minimum => 3,
-maximum => 18);
...
return $self;
}
package MyObjectManager;
use Games::Object::Manager;
use vars qw(@ISA);
@ISA = qw(Games::Object::Manager);
sub new {
my $proto = shift;
my $class = ref($proto) || $proto;
my $self = $class->SUPER::new( , @_);
bless $self, $class;
...
return $self;
}
my $world = new MyObjectManager;
my $object = new MyGameObject;
$world->add($object);
ABSTRACT
The purpose of this module is to allow a programmer to write a game in Perl easily by providing a basic framework in the form of a module that can be either subclassed to a module of your own or used directly as its own object class. The most important items in this framework are:
Attributes
You can define arbitrary attributes on objects with rules on how they may be updated, as well as set up automatic update of attributes whenever the objects process() method is invoked. For example, you could set an attribute on an object such that:
It ranges from 0 to 100.
Internally it tracks fractional changes to the value but accessing the attribute will always round the result to an integer.
It will automatically tend towards the maximum by 1 every time process() is called on the object.
A method in your subclass will be invoked automatically if the value falls to 0.
This is just one example of what you can do with attributes.
Flags
You can define any number of arbitrarily-named flags on an object. A flag is a little like a boolean attribute, in that it can have a value of either true or false. Like attributes, flags can be created independently on different objects. No "global" flag list is imposed.
Load/Save functionality
Basic functionality is provided for saving data from an object to a file, and for loading data back into an object. This handles the bulk of load game / save game processing, freeing the programmer to worry about the mechanics of the game itself.
The load functionality can also be used to create objects from object templates. An object template would be a save file that contains a single object.
Object Managers
New to version 0.10 of this module is object managers. An object manager is a Perl object that allows you to manage groups of related game objects. The object manager allows you to relate objects together (for example, you could define a relationship that allows certain objects to act as containers for other objects). In effect, the object manager acts as your world or universe.
Like the game object class, the manager class can be subclassed, allowing you augment its functionality. An object manager can be loaded and saved, which in turn performs a load or save of the objects being managed by it.
Download (0.083MB)
Added: 2006-09-30 License: Perl Artistic License Price:
1119 downloads
ivtools 1.2.4
ivtools is an application frameworks for drawing editors and spatial data servers. more>>
ivtools (pronounced eye-vee-tools) is a suite of free X Windows drawing editors for PostScript, TeX, and web graphics production, as well as an embeddable and extendable vector graphic shell
ivtools is made up of layered collection of free C++ frameworks that vertically augment the mechanisms of Unidraw
Main features:
- an application framework for developing direct manipulation graphical editors (drawing editors).
- a GUI widget framework built on TeX structured document concepts
- A command interpreter with network capability.
- an extra layer of drawing editor application framework
- a layer for integrating the command interpreter into the drawing editor
- a layer for multi-frame applications
- a layer for graph/network applications
Enhancements:
- More changes required by gcc-4.* were made.
- The command interpreter was evolved.
<<lessivtools is made up of layered collection of free C++ frameworks that vertically augment the mechanisms of Unidraw
Main features:
- an application framework for developing direct manipulation graphical editors (drawing editors).
- a GUI widget framework built on TeX structured document concepts
- A command interpreter with network capability.
- an extra layer of drawing editor application framework
- a layer for integrating the command interpreter into the drawing editor
- a layer for multi-frame applications
- a layer for graph/network applications
Enhancements:
- More changes required by gcc-4.* were made.
- The command interpreter was evolved.
Download (2.0MB)
Added: 2006-07-21 License: MIT/X Consortium License Price:
1217 downloads
Raydium 0.680
Raydium is a small/useless/ugly 3D engine which uses OpenGL. more>>
Raydium is a game engine. It provides a set of functions wich allow quick and flexible games creation.
Functions covers things like player inputs (keyboard, mouse, joystick, joypad, force feedback), rendering (3D objets, OSD (On Screen Display)), time (a game must run at the exact same speed on every computer), sound, ... (theres a lot more things to manage, in fact
The project was started in 2001, trying to become a small 3D library, as a training to OpenGL.
But Raydium starts to manage more and more things (time engine, PHP scripting, physics engine, ...), and is now about to become a full "game engine".
Main features:
- Portability (ANSI C) : Linux / Win32 (and probably some others)
- OpenGL rendering (80 000 vertices per frame at a correct framerate), fog support, dynamic lighting, transparency, skyboxes, MultiTexturing, MipMapping, ...
- Totally simplified API : simple learning curve (example: raydium_object_draw_name("objet.tri"), raydium_sound_load_music("musique.ogg"), ...)
- ODE integration (Open Dynamics Engine) in Raydiums core, providing a simple access to a physics engine (see RayODE)
- Ingame console, allowing access to Raydium or application on the fly.
- PHP Support: PHP/Raydium interface, for a full interaction between PHP and applications. Its possible to write almost all the application with PHP (see RayPHP and RegAPI).
- Integrated network API, for multiplayer games in all simplicity.
- OpenAL support : sound, music (streaming OGG), 3D source positioning) in a few function calls.
- Simplified building scripts and static binaries support for an easy distribution.
- Import/export solutions to other 3D formats: 3DStudio, Blender and DirectX (see ImportExportTri).
- Joysticks and wheels fore feedback support (Linux only, for now).
- Data repositories : Raydium applications can download (or update) missing files. Data uploading is also supported (see R3S).
- Lightmaps support, radiosity lightmaps calculations, with FsRadRay (example : http://ftp.cqfd-corp.org/radiosity_tex.png)
Raydium is free software, available under GPL License.
Raydium is designed to be the engine used behind the MeMak project, but some tests were already created with this engine (see references at the bottom of this page), and a "complete" game: NewSkyDiver.
There are a lot of others 3D/game engines (and some are very complete, such as Ogre, Crystal Space, ...). Raydium does not try to be as complex as these engines, but contrary, is aiming quick and simple developpement. A good example of this simplicity is NewSkyDiver, a game in less than 750 lines of code.
Enhancements:
- This release features Augmented Reality, Live video capture from any video4linux source, video playback to texture, dynamic lightmap filters, Python bindings, remote data repositories listing, full API documentation, and more.
<<lessFunctions covers things like player inputs (keyboard, mouse, joystick, joypad, force feedback), rendering (3D objets, OSD (On Screen Display)), time (a game must run at the exact same speed on every computer), sound, ... (theres a lot more things to manage, in fact
The project was started in 2001, trying to become a small 3D library, as a training to OpenGL.
But Raydium starts to manage more and more things (time engine, PHP scripting, physics engine, ...), and is now about to become a full "game engine".
Main features:
- Portability (ANSI C) : Linux / Win32 (and probably some others)
- OpenGL rendering (80 000 vertices per frame at a correct framerate), fog support, dynamic lighting, transparency, skyboxes, MultiTexturing, MipMapping, ...
- Totally simplified API : simple learning curve (example: raydium_object_draw_name("objet.tri"), raydium_sound_load_music("musique.ogg"), ...)
- ODE integration (Open Dynamics Engine) in Raydiums core, providing a simple access to a physics engine (see RayODE)
- Ingame console, allowing access to Raydium or application on the fly.
- PHP Support: PHP/Raydium interface, for a full interaction between PHP and applications. Its possible to write almost all the application with PHP (see RayPHP and RegAPI).
- Integrated network API, for multiplayer games in all simplicity.
- OpenAL support : sound, music (streaming OGG), 3D source positioning) in a few function calls.
- Simplified building scripts and static binaries support for an easy distribution.
- Import/export solutions to other 3D formats: 3DStudio, Blender and DirectX (see ImportExportTri).
- Joysticks and wheels fore feedback support (Linux only, for now).
- Data repositories : Raydium applications can download (or update) missing files. Data uploading is also supported (see R3S).
- Lightmaps support, radiosity lightmaps calculations, with FsRadRay (example : http://ftp.cqfd-corp.org/radiosity_tex.png)
Raydium is free software, available under GPL License.
Raydium is designed to be the engine used behind the MeMak project, but some tests were already created with this engine (see references at the bottom of this page), and a "complete" game: NewSkyDiver.
There are a lot of others 3D/game engines (and some are very complete, such as Ogre, Crystal Space, ...). Raydium does not try to be as complex as these engines, but contrary, is aiming quick and simple developpement. A good example of this simplicity is NewSkyDiver, a game in less than 750 lines of code.
Enhancements:
- This release features Augmented Reality, Live video capture from any video4linux source, video playback to texture, dynamic lightmap filters, Python bindings, remote data repositories listing, full API documentation, and more.
Download (0.17MB)
Added: 2005-09-21 License: GPL (GNU General Public License) Price:
1493 downloads
DataReel 4.30
Datareel is a comprehensive development kit used to build multi-threaded database and communication applications. more>>
Datareel project is a comprehensive development kit used to build multi-threaded database and communication applications.
C++ is a programming language that produces fast executing compiled programs and offers very powerful programming capabilities.
Unlike interpreted languages such as JAVA and PERL the C++ language by itself does not contain built-in programming interfaces for database, communications, and multi-threaded programming.
By using DataReel you can extend the power of the C++ programming language by using high-level programming interfaces for database, communications, and multi-threaded programming.
The DataReel development package was produced by independent work and contract work released to the public through non-exclusive license agreements.
The initial work began independently in 1997 and was augmented from 1999 to 2004 by code produced under contract to support various applications.
Several developers throughout the World have made contributions to enhance the DataReel code and promote its stability.
In 2005 the DataReel code library underwent intense analysis to produce a bulletproof code base suitable for use in complex commercial applications.
<<lessC++ is a programming language that produces fast executing compiled programs and offers very powerful programming capabilities.
Unlike interpreted languages such as JAVA and PERL the C++ language by itself does not contain built-in programming interfaces for database, communications, and multi-threaded programming.
By using DataReel you can extend the power of the C++ programming language by using high-level programming interfaces for database, communications, and multi-threaded programming.
The DataReel development package was produced by independent work and contract work released to the public through non-exclusive license agreements.
The initial work began independently in 1997 and was augmented from 1999 to 2004 by code produced under contract to support various applications.
Several developers throughout the World have made contributions to enhance the DataReel code and promote its stability.
In 2005 the DataReel code library underwent intense analysis to produce a bulletproof code base suitable for use in complex commercial applications.
Download (1.4MB)
Added: 2006-09-08 License: GPL (GNU General Public License) Price:
1146 downloads
abc2mtex 1.6.1
abc2mtex is a package designed to notate tunes stored in an ascii format (henceforth abc notation). more>>
abc2mtex is a package designed to notate tunes stored in an ascii format (henceforth abc notation). It was designed primarily for folk and traditional tunes of Western European origin (such as Irish, English and Scottish) which can be written on one stave in standard classical notation. However, it can be used for multiple staves and should be extendible to many other types of music. The program can be used as a fast preprocessor for MusicTeX or MusiXTeX.
Enhancements:
- Completely general tuplets are now available. The syntax is backwards
- compatible with previous versions.
- The possible modes and scales that can be specified in the K: field has now
- been augmented by major, minor, lydian, ionian, aeolian, phrygian, locrian.
- In addition global accidentals can be specifed in the K: field.
- Unisons (or double stopping) can be specified with the chord notation,
- e.g. [DD].
- The automatic beaming feature (previously available with the -c option)
- has been restored, although it is now switched on with a user switch
- rather than a command line option.
- Guitar chords can be placed above the staff rather than below with a user
- switch.
- Changes in meter in the middle of a bar now show up in the output.
- It is now legal to use a broken symbol > after a close slur ).
<<lessEnhancements:
- Completely general tuplets are now available. The syntax is backwards
- compatible with previous versions.
- The possible modes and scales that can be specified in the K: field has now
- been augmented by major, minor, lydian, ionian, aeolian, phrygian, locrian.
- In addition global accidentals can be specifed in the K: field.
- Unisons (or double stopping) can be specified with the chord notation,
- e.g. [DD].
- The automatic beaming feature (previously available with the -c option)
- has been restored, although it is now switched on with a user switch
- rather than a command line option.
- Guitar chords can be placed above the staff rather than below with a user
- switch.
- Changes in meter in the middle of a bar now show up in the output.
- It is now legal to use a broken symbol > after a close slur ).
Download (0.094MB)
Added: 2006-07-25 License: GPL (GNU General Public License) Price:
1186 downloads
Role Playing Tools 1.1
Role Playing Tools extends the pen and paper role playing tabletop to the computer. more>>
Role Playing Tools extends the pen and paper role playing tabletop to the computer by providing a die rolling tool with a full expression language including Javascript functions, tabbed rolling bars, quick summation features, and the ability to save and restore sessions. There is also a client and server map sharing tool. Both are intended to be simple and powerful and enhance the game, not distract from it.
We found that we wanted to augment our pen-and-paper roleplaying (primarily 3.5ed D&D) with computer aids.
These tools extend and augment our traditional playing style. They are not a role playing game by themselves, nor are they meant to replace everything at the D&D table.
DiceToolis a simple but powerful expression parser that has built in functions for random number generation and can be further extended by JavaScript to do all sorts of calculations.
MapToolis an elegant graphical tool to share maps (images) and map data (drawings, markers, grid placement) in a client/server fashion between multiple players.
TokenToolis an accessory to MapTool. Drag any image onto the workspace and use the mouse to move and zoom the image in the reticle. Then drag from the preview pane directly onto MapTool -- or File->Save to save a png file.
<<lessWe found that we wanted to augment our pen-and-paper roleplaying (primarily 3.5ed D&D) with computer aids.
These tools extend and augment our traditional playing style. They are not a role playing game by themselves, nor are they meant to replace everything at the D&D table.
DiceToolis a simple but powerful expression parser that has built in functions for random number generation and can be further extended by JavaScript to do all sorts of calculations.
MapToolis an elegant graphical tool to share maps (images) and map data (drawings, markers, grid placement) in a client/server fashion between multiple players.
TokenToolis an accessory to MapTool. Drag any image onto the workspace and use the mouse to move and zoom the image in the reticle. Then drag from the preview pane directly onto MapTool -- or File->Save to save a png file.
Download (2.4MB)
Added: 2006-12-15 License: MIT/X Consortium License Price:
1049 downloads
ObjStore::Internals 1.59
ObjStore::Internals is a Perl module with a few notes on the implementation. more>>
ObjStore::Internals is a Perl module with a few notes on the implementation.
SYNOPSIS
You dont have to understand anything about the technical implementation. Just know that:
ObjectStore is outrageously powerful; sophisticated; and even over-engineered.
The perl interface is optimized to be fun and easy. Since ObjectStore is also blindingly fast, you can happily leave relational databases to collect dust on the bookshelf where they belong.
So basically, you dont have to understand anything to a greater depth. Its not necessary. Youve arrived. You will be successful. However, more detail follows. If you like to turn things inside-out, read on!
Perl & C++ APIs: Whats The Difference?
Most stuff should be roughly the same. The few exceptions have generally arisen because there was a perl way to make the interface more programmer friendly.
Transactions are perlified.
Some static methods sit directly under ObjStore:: instead of under their own classes. (Easier to import.)
Databases are always blessed according to your pleasure.
lookup, open, is_open, and lock_timeout are augmented with multi-color, pop-tart style interfaces.
Why not just store perl data with the usual perl structures?
CHANGE CONTROL
As perl evolves, new data layouts are introduced. These changes must not cause database compatibility problems.
BINARY COMPATIBILITY
Perl doesnt have to worry about binary compatibility between platforms. Databases do. In addition, databases impose a number of restrictions on persistent data layout that would be onerous and sub-optimal if adopted by perl.
MEMORY USAGE
Perl often trades memory for speed. This is the wrong trade for a database. Memory usage is much more of a concern when data sets can be as large or larger than ten million megabytes. A few percent difference in compactness can be quite noticable.
<<lessSYNOPSIS
You dont have to understand anything about the technical implementation. Just know that:
ObjectStore is outrageously powerful; sophisticated; and even over-engineered.
The perl interface is optimized to be fun and easy. Since ObjectStore is also blindingly fast, you can happily leave relational databases to collect dust on the bookshelf where they belong.
So basically, you dont have to understand anything to a greater depth. Its not necessary. Youve arrived. You will be successful. However, more detail follows. If you like to turn things inside-out, read on!
Perl & C++ APIs: Whats The Difference?
Most stuff should be roughly the same. The few exceptions have generally arisen because there was a perl way to make the interface more programmer friendly.
Transactions are perlified.
Some static methods sit directly under ObjStore:: instead of under their own classes. (Easier to import.)
Databases are always blessed according to your pleasure.
lookup, open, is_open, and lock_timeout are augmented with multi-color, pop-tart style interfaces.
Why not just store perl data with the usual perl structures?
CHANGE CONTROL
As perl evolves, new data layouts are introduced. These changes must not cause database compatibility problems.
BINARY COMPATIBILITY
Perl doesnt have to worry about binary compatibility between platforms. Databases do. In addition, databases impose a number of restrictions on persistent data layout that would be onerous and sub-optimal if adopted by perl.
MEMORY USAGE
Perl often trades memory for speed. This is the wrong trade for a database. Memory usage is much more of a concern when data sets can be as large or larger than ten million megabytes. A few percent difference in compactness can be quite noticable.
Download (0.16MB)
Added: 2007-02-09 License: Perl Artistic License Price:
989 downloads
Sencap 1.1.2
Sencap is a simple ENCAP software manager. more>>
Sencap is a simple ENCAP software manager. Encapping is a method of installing software from source tarballs into private trees (bin, lib, man, share) and symlinking them to the system tree (e.g. /usr/local).
Uninstallation of encapped software is quick, reliable and easy. Encapping is best used to augment the default package manager, not to replace it.
Installation
These are generic installation instructions.
The `configure shell script attempts to guess correct values for various system-dependent variables used during compilation. It uses those values to create a `Makefile in each directory of the package. It may also create one or more `.h files containing system-dependent definitions.
Finally, it creates a shell script `config.status that you can run in the future to recreate the current configuration, a file `config.cache that saves the results of its tests to speed up reconfiguring, and a file `config.log containing compiler output (useful mainly for debugging `configure).
If you need to do unusual things to compile the package, please try to figure out how `configure could check whether to do them, and mail diffs or instructions to the address given in the `README so they can be considered for the next release. If at some point `config.cache contains results you dont want to keep, you may remove or edit it.
The file `configure.in is used to create `configure by a program called `autoconf. You only need `configure.in if you want to change it or regenerate `configure using a newer version of `autoconf.
The simplest way to compile this package is:
1. `cd to the directory containing the packages source code and type `./configure to configure the package for your system. If youre using `csh on an old version of System V, you might need to type `sh ./configure instead to prevent `csh from trying to execute
`configure itself.
Running `configure takes awhile. While running, it prints some messages telling which features it is checking for.
2. Type `make to compile the package.
3. Optionally, type `make check to run any self-tests that come with the package.
4. Type `make install to install the programs and any data files and documentation.
5. You can remove the program binaries and object files from the source code directory by typing `make clean. To also remove the files that `configure created (so you can compile the package for a different kind of computer), type `make distclean. There is
also a `make maintainer-clean target, but that is intended mainly for the packages developers. If you use it, you may have to get all sorts of other programs in order to regenerate files that came with the distribution.
<<lessUninstallation of encapped software is quick, reliable and easy. Encapping is best used to augment the default package manager, not to replace it.
Installation
These are generic installation instructions.
The `configure shell script attempts to guess correct values for various system-dependent variables used during compilation. It uses those values to create a `Makefile in each directory of the package. It may also create one or more `.h files containing system-dependent definitions.
Finally, it creates a shell script `config.status that you can run in the future to recreate the current configuration, a file `config.cache that saves the results of its tests to speed up reconfiguring, and a file `config.log containing compiler output (useful mainly for debugging `configure).
If you need to do unusual things to compile the package, please try to figure out how `configure could check whether to do them, and mail diffs or instructions to the address given in the `README so they can be considered for the next release. If at some point `config.cache contains results you dont want to keep, you may remove or edit it.
The file `configure.in is used to create `configure by a program called `autoconf. You only need `configure.in if you want to change it or regenerate `configure using a newer version of `autoconf.
The simplest way to compile this package is:
1. `cd to the directory containing the packages source code and type `./configure to configure the package for your system. If youre using `csh on an old version of System V, you might need to type `sh ./configure instead to prevent `csh from trying to execute
`configure itself.
Running `configure takes awhile. While running, it prints some messages telling which features it is checking for.
2. Type `make to compile the package.
3. Optionally, type `make check to run any self-tests that come with the package.
4. Type `make install to install the programs and any data files and documentation.
5. You can remove the program binaries and object files from the source code directory by typing `make clean. To also remove the files that `configure created (so you can compile the package for a different kind of computer), type `make distclean. There is
also a `make maintainer-clean target, but that is intended mainly for the packages developers. If you use it, you may have to get all sorts of other programs in order to regenerate files that came with the distribution.
Download (0.016MB)
Added: 2005-04-12 License: GPL (GNU General Public License) Price:
1655 downloads
playtab 0.05
playtab can print chords of songs in a tabular fashion. more>>
playtab can print chords of songs in a tabular fashion.
SYNOPSIS
playtab [options] [file ...]
Options:
-transpose +/-N transpose all songs
-output XXX set outout file
-ident show identification
-help brief help message
-verbose verbose information
OPTIONS
-transpose amount
Transposes all songs by amount. This can be + or - 11 semitones.
When transposing up, chords will de represented sharp if necessary; when transposing down, chords will de represented flat if necessary. For example, chord A transposed +1 will become A-sharp, but when transposed -11 it will become B-flat.
-output file
Designates file as the output file for the program.
-help
Print a brief help message and exits.
-ident
Prints program identification.
-verbose
More verbose information.
file
Input file(s).
The input for playtab is plain ASCII. It contains the chords, the division in bars, with optional annotations.
An example:
!t Blue Bossa
Bossanova
=
| c-9 ... | f-9 ... | d% . g7 . | c-9 ... |
| es-9 . as6 . | desmaj7 ... | d% . g7 . | c-9 . d% g7 |
The first line, !t denotes the title of the song. Each song must start with a title line.
The title line may be followed by one or more !s, subtitles, for example to indicate the composer.
The text "Bossanova" is printed below the title and subtitle.
The "=" indicates some vertical space.
The next lines show the bars of the song. In the first bar is the c-9 chord (Cminor9), followed by three dots. The dots indicate that this chord is repeated for all 4 beats of this bar. In the 3rd bar each chord take two beats: d5% (d half dim), a dot, g7 and another dot.
Run playtab with -h or --help for the syntax of chords.
If you use "=" followed by some text, the printout is indented and the text sticks out to the left. With this you can tag groups of bars, for example the parts of a song that must be played in a certain order. For example:
!t Donna Lee
!s Charlie Parker
Order: A B A B
= A
| as . | f7 . | bes7 . | bes7 . |
| bes-7 . | es7 . | as . | es-7 D7 |
| des . | des-7 . | as . | f7 . |
| bes7 . | bes7 . | bes-7 . | es7 . |
= B
| as . | f7 . | bes7 . | bes7 . |
| c7 . | c7 . | f- . | c7#9 . |
| f- . | c7 . | f- . | aso . |
| as f7 | bes-7 es7 | as - | bes-7 es7 |
You can modify the width of the bars with a !w control. Standard width of a beat is 30. !w +5 increases the width to 35. !w 25 sets it to 25. You get the idea. You can also change the height with !h (default is 15) and margin with !m (default width is 40).
You can transpose an individual song with !x amount, where amount can range from -11 to +11, inclusive.
Look at the examples, that is (currently) the best way to get grip on what the program does.
Oh, I almost forgot: it can print guitar chord diagrams as well. See "bluebossa", "sophisticatedlady" and some others.
Have fun, and let me know your ideas!
INPUT SYNTAX
Notes: C, D, E, F, G, A, B.
Raised with # or suffix is, e.g. A#, Ais.
Lowered with b or suffix s or es, e.g. Bes, As, Eb.
Chords: note + optional modifiers.
Chord modifiers Meaning [examples]
--------------------------------------------------------------
nothing major triad [C]
- or min or m minor triad [Cm Fmin Gb-]
+ or aug augmented triad [Caug B+]
o or 0 or dim diminished triad [Co D0 Fdim]
--------------------------------------------------------------
maj7 major 7th chord [Cmaj7]
% half-diminished 7 chord [C%]
6,7,9,11,13 chord additions [C69]
--------------------------------------------------------------
# raise the pitch of the note to a sharp [C11#9]
b lower the pitch of the note to a flat [C11b9]
--------------------------------------------------------------
no substract a note from a chord [C9no11]
--------------------------------------------------------------
Whitespace and () may be used to avoid ambiguity, e.g. C(#9) C#9 C#(9)
Other: Meaning
--------------------------------------------------------------
. Chord space
- Rest
% Repeat
/ Powerchord constructor [D/G D/E-]
--------------------------------------------------------------
<<lessSYNOPSIS
playtab [options] [file ...]
Options:
-transpose +/-N transpose all songs
-output XXX set outout file
-ident show identification
-help brief help message
-verbose verbose information
OPTIONS
-transpose amount
Transposes all songs by amount. This can be + or - 11 semitones.
When transposing up, chords will de represented sharp if necessary; when transposing down, chords will de represented flat if necessary. For example, chord A transposed +1 will become A-sharp, but when transposed -11 it will become B-flat.
-output file
Designates file as the output file for the program.
-help
Print a brief help message and exits.
-ident
Prints program identification.
-verbose
More verbose information.
file
Input file(s).
The input for playtab is plain ASCII. It contains the chords, the division in bars, with optional annotations.
An example:
!t Blue Bossa
Bossanova
=
| c-9 ... | f-9 ... | d% . g7 . | c-9 ... |
| es-9 . as6 . | desmaj7 ... | d% . g7 . | c-9 . d% g7 |
The first line, !t denotes the title of the song. Each song must start with a title line.
The title line may be followed by one or more !s, subtitles, for example to indicate the composer.
The text "Bossanova" is printed below the title and subtitle.
The "=" indicates some vertical space.
The next lines show the bars of the song. In the first bar is the c-9 chord (Cminor9), followed by three dots. The dots indicate that this chord is repeated for all 4 beats of this bar. In the 3rd bar each chord take two beats: d5% (d half dim), a dot, g7 and another dot.
Run playtab with -h or --help for the syntax of chords.
If you use "=" followed by some text, the printout is indented and the text sticks out to the left. With this you can tag groups of bars, for example the parts of a song that must be played in a certain order. For example:
!t Donna Lee
!s Charlie Parker
Order: A B A B
= A
| as . | f7 . | bes7 . | bes7 . |
| bes-7 . | es7 . | as . | es-7 D7 |
| des . | des-7 . | as . | f7 . |
| bes7 . | bes7 . | bes-7 . | es7 . |
= B
| as . | f7 . | bes7 . | bes7 . |
| c7 . | c7 . | f- . | c7#9 . |
| f- . | c7 . | f- . | aso . |
| as f7 | bes-7 es7 | as - | bes-7 es7 |
You can modify the width of the bars with a !w control. Standard width of a beat is 30. !w +5 increases the width to 35. !w 25 sets it to 25. You get the idea. You can also change the height with !h (default is 15) and margin with !m (default width is 40).
You can transpose an individual song with !x amount, where amount can range from -11 to +11, inclusive.
Look at the examples, that is (currently) the best way to get grip on what the program does.
Oh, I almost forgot: it can print guitar chord diagrams as well. See "bluebossa", "sophisticatedlady" and some others.
Have fun, and let me know your ideas!
INPUT SYNTAX
Notes: C, D, E, F, G, A, B.
Raised with # or suffix is, e.g. A#, Ais.
Lowered with b or suffix s or es, e.g. Bes, As, Eb.
Chords: note + optional modifiers.
Chord modifiers Meaning [examples]
--------------------------------------------------------------
nothing major triad [C]
- or min or m minor triad [Cm Fmin Gb-]
+ or aug augmented triad [Caug B+]
o or 0 or dim diminished triad [Co D0 Fdim]
--------------------------------------------------------------
maj7 major 7th chord [Cmaj7]
% half-diminished 7 chord [C%]
6,7,9,11,13 chord additions [C69]
--------------------------------------------------------------
# raise the pitch of the note to a sharp [C11#9]
b lower the pitch of the note to a flat [C11b9]
--------------------------------------------------------------
no substract a note from a chord [C9no11]
--------------------------------------------------------------
Whitespace and () may be used to avoid ambiguity, e.g. C(#9) C#9 C#(9)
Other: Meaning
--------------------------------------------------------------
. Chord space
- Rest
% Repeat
/ Powerchord constructor [D/G D/E-]
--------------------------------------------------------------
Download (0.024MB)
Added: 2007-07-21 License: Perl Artistic License Price:
501 downloads
Avango 1.0.3
AVANGO is an object-oriented framework for the development of distributed, interactive VE applications. more>>
Data distribution is achieved by transparent replication of a shared scene graph among the participating processes of a distributed application.
A sophisticated group communication system is used to guarantee state consistency even in the presence of late joining and leaving processes. The familiar dataflow graph found in modern stand-alone 3D-application toolkits extends nicely to the distributed case.
Many toolkits for the development of stand-alone VE applications exist today. They provide the programmer with a high-level interface to represent complex geometry in a scene graph and to render that scene graph. The programmer is shielded from the details of dealing with low-level graphics and system APIs, and can concentrate on the development of the application itself.
AVANGO provides programmers with the concept of a shared scene-graph, accessible from all processes forming a distributed application. Each process owns a local copy of the scene graph and the contained state information, which is kept synchronized.
Our object-oriented framework allows the creation of application specific classes, which inherit these distribution properties. Furthermore, the shared scene-graph is augmented with a distributed dataflow graph. This provides the same evaluation characteristics in distributed applications as in stand-alone applications, and effectively supports the development of distributed interactive applications.
In contrast to similar systems like Repo-3D (MacIntyre:1998) we focus on high-end, real-time, virtual environments like CAVEs (Cruz-Neira:1993:SSP) and Workbenches (HKP:Krueger94,HKP:Krueger95), therefore the development is based on SGI Performer (Rohlf:1994:IPH).
With AVANGO, we provide a framework that combines the familiar programming model of existing stand-alone toolkits with built-in support for data distribution that is almost transparent to the application developer.
<<lessA sophisticated group communication system is used to guarantee state consistency even in the presence of late joining and leaving processes. The familiar dataflow graph found in modern stand-alone 3D-application toolkits extends nicely to the distributed case.
Many toolkits for the development of stand-alone VE applications exist today. They provide the programmer with a high-level interface to represent complex geometry in a scene graph and to render that scene graph. The programmer is shielded from the details of dealing with low-level graphics and system APIs, and can concentrate on the development of the application itself.
AVANGO provides programmers with the concept of a shared scene-graph, accessible from all processes forming a distributed application. Each process owns a local copy of the scene graph and the contained state information, which is kept synchronized.
Our object-oriented framework allows the creation of application specific classes, which inherit these distribution properties. Furthermore, the shared scene-graph is augmented with a distributed dataflow graph. This provides the same evaluation characteristics in distributed applications as in stand-alone applications, and effectively supports the development of distributed interactive applications.
In contrast to similar systems like Repo-3D (MacIntyre:1998) we focus on high-end, real-time, virtual environments like CAVEs (Cruz-Neira:1993:SSP) and Workbenches (HKP:Krueger94,HKP:Krueger95), therefore the development is based on SGI Performer (Rohlf:1994:IPH).
With AVANGO, we provide a framework that combines the familiar programming model of existing stand-alone toolkits with built-in support for data distribution that is almost transparent to the application developer.
Download (3.8MB)
Added: 2007-03-14 License: GPL (GNU General Public License) Price:
955 downloads
QuizComposer 20060919
QuizComposer project is a HTML/XML/CSS-based quiz software. more>>
QuizComposer project is a HTML/XML/CSS-based quiz software.
QuizComposer is a system for quiz composition/presentation/response-evaluation on the Web in any language.
It features many response types to questions (checkbox clicks, number intervals, character patterns/regular expressions, ordered and unordered sets, and subsets), re-presentation of incorrectly answered questions with/without hints, test quizzes for limited groups, and packaging of quizzes and sets of quizzes for transportation and exchange.
Enhancements:
- /mod_chkanswer.py:
- Error message augmented
- Cleansing
<<lessQuizComposer is a system for quiz composition/presentation/response-evaluation on the Web in any language.
It features many response types to questions (checkbox clicks, number intervals, character patterns/regular expressions, ordered and unordered sets, and subsets), re-presentation of incorrectly answered questions with/without hints, test quizzes for limited groups, and packaging of quizzes and sets of quizzes for transportation and exchange.
Enhancements:
- /mod_chkanswer.py:
- Error message augmented
- Cleansing
Download (1.0MB)
Added: 2006-11-01 License: GPL (GNU General Public License) Price:
1089 downloads
idl2html 2.41
idl2html is a Perl module that enerates HTML documentation from IDL source files. more>>
idl2html is a Perl module that enerates HTML documentation from IDL source files.
SYNOPSIS
idl2html [options] spec.idl
OPTIONS
All options are forwarded to C preprocessor, except -f -h -i -o -s -t -v -x.
With the GNU C Compatible Compiler Processor, useful options are :
-D name
-D name=definition
-I directory
-I-
-nostdinc
Specific options :
-f
Enable the frameset mode.
-h
Display help.
-i directory
Specify a path for import (only for version 3.0).
-o file
Specificy the outfile for HTML Help (default "htmlhelp").
-s style
Generate an external Cascading Style Sheet file.
-t title
Specificy the title of HTML Help.
-v
Display version.
-x
Enable export (only for version 3.0).
idl2html parses the declarations and doc comments in a IDL source file and formats these into a set of HTML pages. idl2html generates some helper files for HTML Help compiler.
idl2html works like javadoc.
Within doc comments, idl2html supports the use of special doc tags to augment the documentation. idl2html also supports standard HTML within doc comments. This is useful for formatting text.
idl2html reformats and displays declaration for:
Modules, interfaces and value types
Operations (with parameters) and attributes
Types (typedef, enum, struct, union with members)
Exceptions (with members)
Constants
Pragma (ID, version as tag)
<<lessSYNOPSIS
idl2html [options] spec.idl
OPTIONS
All options are forwarded to C preprocessor, except -f -h -i -o -s -t -v -x.
With the GNU C Compatible Compiler Processor, useful options are :
-D name
-D name=definition
-I directory
-I-
-nostdinc
Specific options :
-f
Enable the frameset mode.
-h
Display help.
-i directory
Specify a path for import (only for version 3.0).
-o file
Specificy the outfile for HTML Help (default "htmlhelp").
-s style
Generate an external Cascading Style Sheet file.
-t title
Specificy the title of HTML Help.
-v
Display version.
-x
Enable export (only for version 3.0).
idl2html parses the declarations and doc comments in a IDL source file and formats these into a set of HTML pages. idl2html generates some helper files for HTML Help compiler.
idl2html works like javadoc.
Within doc comments, idl2html supports the use of special doc tags to augment the documentation. idl2html also supports standard HTML within doc comments. This is useful for formatting text.
idl2html reformats and displays declaration for:
Modules, interfaces and value types
Operations (with parameters) and attributes
Types (typedef, enum, struct, union with members)
Exceptions (with members)
Constants
Pragma (ID, version as tag)
Download (0.14MB)
Added: 2007-05-30 License: Perl Artistic License Price:
877 downloads
OpenWindows Augmented Compatibility Environment 1.0b4/200703091353
OpenWindows Augmented Compatibility Environment makes it possible to use the older OpenWindows Deskset environment on Solaris. more>>
OpenWindows Augmented Compatibility Environment (OWacomp) makes it possible to use the older OpenWindows Deskset environment on Solaris 9 and 10. OpenWindows Augmented Compatibility Environment is also useful for people that need to compile XView, OLIT, or DevGuide applications.
If you are using Solaris 9 or Solaris 10 and you are missing the older OpenWindows Deskset environment, then these packages are for you! If you need to compile XView/OLIT/DevGuide applications on either Solaris 9 or Solaris 10 then these packages may be of some help as well.
Supported Systems:
- Solaris 9 for Sparc and i86pc.
- Solaris 10 for Sparc and i86pc.
What is included:
OWacomp is mostly a re-packaged version of:
- Solaris 8 OpenWindows SUNWol binary packages and patches.
- Extra XView tools used by the author over the years and that others might be interested in. (olvwm, dumptool, disktool, rootmenu, etc..). Suggestions are welcomed if youd like to see this list expanded.
What is not included:
- The source code to the original OpenWindows binaries is (c) SUN Microsystems Inc. and is not available. Please note that the author never had access to that source code and as such the rebuilt packages are only what they are: rebuilds of packages consisting of packaged binaries built by SUN Microsystems Inc.
- The source code to some of these applications (dumptool, rootmenu) is under NDA with the author and will not be provided.
- The source code to the other applications (xvset, olvwm, pantool, disktool, etc...) is available in the SUNWolsrc package. (Release 1.0b3)
Enhancements:
- This release adds /usr/openwin/lib/checkOW for sparc and i386.
- It adds the Makefile.gcc missing from the olvwm 4.5 source.
- It rebuilds olvwm under Solaris 9/SPARC instead of Solaris 10/SPARC (libm.so.2 vs. libm.so.1 mismatch).
- This fix isnt complete for Solaris 9/i386 yet (olvwm is fine, but other binaries arent).
<<lessIf you are using Solaris 9 or Solaris 10 and you are missing the older OpenWindows Deskset environment, then these packages are for you! If you need to compile XView/OLIT/DevGuide applications on either Solaris 9 or Solaris 10 then these packages may be of some help as well.
Supported Systems:
- Solaris 9 for Sparc and i86pc.
- Solaris 10 for Sparc and i86pc.
What is included:
OWacomp is mostly a re-packaged version of:
- Solaris 8 OpenWindows SUNWol binary packages and patches.
- Extra XView tools used by the author over the years and that others might be interested in. (olvwm, dumptool, disktool, rootmenu, etc..). Suggestions are welcomed if youd like to see this list expanded.
What is not included:
- The source code to the original OpenWindows binaries is (c) SUN Microsystems Inc. and is not available. Please note that the author never had access to that source code and as such the rebuilt packages are only what they are: rebuilds of packages consisting of packaged binaries built by SUN Microsystems Inc.
- The source code to some of these applications (dumptool, rootmenu) is under NDA with the author and will not be provided.
- The source code to the other applications (xvset, olvwm, pantool, disktool, etc...) is available in the SUNWolsrc package. (Release 1.0b3)
Enhancements:
- This release adds /usr/openwin/lib/checkOW for sparc and i386.
- It adds the Makefile.gcc missing from the olvwm 4.5 source.
- It rebuilds olvwm under Solaris 9/SPARC instead of Solaris 10/SPARC (libm.so.2 vs. libm.so.1 mismatch).
- This fix isnt complete for Solaris 9/i386 yet (olvwm is fine, but other binaries arent).
Download (MB)
Added: 2007-03-09 License: SUN Binary Code License Price:
960 downloads
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