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XMMS-Control 0.05 Beta
XMMS-Control provides a Web-based control for XMMS. more>>
XMMS-Control provides a Web-based control for XMMS.
XMMS-Control is a web-based interface for the XMMS (X MultiMedia System). XMMS is an MP3 player for Linux based systems (it also plays other media formats).
XMMS-Control is a graphical interface for the command-line utility XMMS-Shell.
Using XMMS-Control, you can control the music playng from an XMMS equipped machine from any PC on the network, including wireless laptops/PDAs!!!
Imagine being out in the pool and being able to control the music with an 802.11b based PocketPC using a browser! You can do it with XMMS-Control!
XMMS-Control has an interface for standard PCs (desktops/laptops), as well as a mobile/PDA formatted interface, for smaller screens!!!
In addition, XMMS-Control can itself be controlled via other programs (i.e., custom interfaces) using the XMMS-Control API/Hooks program! You can tie XMMS-Control into a larger system via this method.
Lets say youre creating a system for whole-house automation, and you wish to use ONE consistent interface. Well, with the XMMS-Control API/Hooks, you can!!!
Enhancements:
- Some major bugfixes... should work MUCH BETTER on most platforms that had problems before. If you had problems getting XMMS-Control installed and running, please try this new version! Please read the new installation entries in the manual!!!
- More detailed installation instructions for getting XMMS-Shell up and running (including V0.99) in the README & manual.
- Directories are now SORTED alphabetically on the file chooser screen (previously was unsorted).
- Should handle MP3 lists with file names and ID3 tags containing commas much better now (previously when a comma was encountered, the list was off by one, the name would get split, and the second half would go to the next line).
<<lessXMMS-Control is a web-based interface for the XMMS (X MultiMedia System). XMMS is an MP3 player for Linux based systems (it also plays other media formats).
XMMS-Control is a graphical interface for the command-line utility XMMS-Shell.
Using XMMS-Control, you can control the music playng from an XMMS equipped machine from any PC on the network, including wireless laptops/PDAs!!!
Imagine being out in the pool and being able to control the music with an 802.11b based PocketPC using a browser! You can do it with XMMS-Control!
XMMS-Control has an interface for standard PCs (desktops/laptops), as well as a mobile/PDA formatted interface, for smaller screens!!!
In addition, XMMS-Control can itself be controlled via other programs (i.e., custom interfaces) using the XMMS-Control API/Hooks program! You can tie XMMS-Control into a larger system via this method.
Lets say youre creating a system for whole-house automation, and you wish to use ONE consistent interface. Well, with the XMMS-Control API/Hooks, you can!!!
Enhancements:
- Some major bugfixes... should work MUCH BETTER on most platforms that had problems before. If you had problems getting XMMS-Control installed and running, please try this new version! Please read the new installation entries in the manual!!!
- More detailed installation instructions for getting XMMS-Shell up and running (including V0.99) in the README & manual.
- Directories are now SORTED alphabetically on the file chooser screen (previously was unsorted).
- Should handle MP3 lists with file names and ID3 tags containing commas much better now (previously when a comma was encountered, the list was off by one, the name would get split, and the second half would go to the next line).
Download (0.015MB)
Added: 2007-03-07 License: GPL (GNU General Public License) Price:
966 downloads
Simple Xmms Control 0.1
Simple Xmms Control is a a simple SuperKaramba theme that provides XMMS control. more>>
Simple Xmms Control is a a simple SuperKaramba theme that provides XMMS control. Icons are from nuoveXT icon theme.
All suggestions are welcome!
<<lessAll suggestions are welcome!
Download (0.008MB)
Added: 2006-06-20 License: GPL (GNU General Public License) Price:
1223 downloads
XMMSd web control plug-in 0.3
XMMSd web control plug-in allows XMMS to be controlled with a Web browser. more>>
XMMSd web control plug-in allows XMMS to be controlled with a Web browser. It makes it easier for languages like PHP to remotely control XMMS.
<<less Download (0.063MB)
Added: 2006-04-12 License: GPL (GNU General Public License) Price:
1294 downloads
Open Steelball 0.5
Open Steelball is a futuristic soccer game. more>>
Open Steelball project is a futuristic soccer game.
Open Steelball is an SDL game, which is similar to "SpeedBall" on the Amiga. It is a futuristic soccer game for one or two where 5 players can be controlled per side.
The ball can be passed, shot, lobbed, and other players can be tackled.
Goalkeepers are controlled automatically.
This is the First Alpha Release.
<<lessOpen Steelball is an SDL game, which is similar to "SpeedBall" on the Amiga. It is a futuristic soccer game for one or two where 5 players can be controlled per side.
The ball can be passed, shot, lobbed, and other players can be tackled.
Goalkeepers are controlled automatically.
This is the First Alpha Release.
Download (0.49MB)
Added: 2006-12-08 License: GPL (GNU General Public License) Price:
1060 downloads
frottle 0.2.1
Frottle (Freenet throttle) is a project to control traffic on wireless networks. more>>
Frottle (Freenet throttle) is a project to control traffic on wireless networks. Such control eliminates the common hidden-node effect even on large scale wireless networks. Frottle is currently only available for Linux wireless gateways using iptables firewalls, with plans to develop a windows client in the future.
Frottle is made to schedule the traffic of each client, using a master node to co-ordinate actions. This eliminates collisions, and prevents clients with stronger signals from receiving bandwidth bias.
Frottle has been developed and tested on the large community wireless network of WaFreeNet. We have found running frottle has given us a significant improvment in the network usability. Testing results will be documented here as time permits.
Frottle currently operates as a userspace application, receiveing outbound packets via the iptables QUEUE functionality. Access to the network is controlled by the frottle master, sending each client a control packet (token) which contains information about how much data can be sent at this time.
Each client receives its token and sends any required data, one at a time. This eliminates collisions, and with a reasonable signal packetloss is virtually zero. Also, since each client gets a limited slice of the bandwidth, everyone can get fair access regardless of their signal strength. Whilst this mechanism does result in increased latency, overall network performance and utilisation can significantly increase.
Main features:
- Traffic queues built in to frottle assign different, dynamic priorities to different traffic. Most traffic has a default priority. Traffic to/from specified ports (and ICMP packets) are made high priority. Traffic for connections that have done more than 2 MB of data and have a rate of more than 5 KB/s are made low priority. When a client is polled, high priority traffic is sent first, then default, then low until the poll quota is used.
-
- Realtime info on each clients performance is available from the master in a html file and optionally at each client in a similar html file. (The names and locations of these files is set in /etc/frottle.conf.)
<<lessFrottle is made to schedule the traffic of each client, using a master node to co-ordinate actions. This eliminates collisions, and prevents clients with stronger signals from receiving bandwidth bias.
Frottle has been developed and tested on the large community wireless network of WaFreeNet. We have found running frottle has given us a significant improvment in the network usability. Testing results will be documented here as time permits.
Frottle currently operates as a userspace application, receiveing outbound packets via the iptables QUEUE functionality. Access to the network is controlled by the frottle master, sending each client a control packet (token) which contains information about how much data can be sent at this time.
Each client receives its token and sends any required data, one at a time. This eliminates collisions, and with a reasonable signal packetloss is virtually zero. Also, since each client gets a limited slice of the bandwidth, everyone can get fair access regardless of their signal strength. Whilst this mechanism does result in increased latency, overall network performance and utilisation can significantly increase.
Main features:
- Traffic queues built in to frottle assign different, dynamic priorities to different traffic. Most traffic has a default priority. Traffic to/from specified ports (and ICMP packets) are made high priority. Traffic for connections that have done more than 2 MB of data and have a rate of more than 5 KB/s are made low priority. When a client is polled, high priority traffic is sent first, then default, then low until the poll quota is used.
-
- Realtime info on each clients performance is available from the master in a html file and optionally at each client in a similar html file. (The names and locations of these files is set in /etc/frottle.conf.)
Download (0.030MB)
Added: 2006-06-27 License: GPL (GNU General Public License) Price:
1216 downloads
Color::Calc 1.04
Color::Calc provides a module which implements simple calculations with RGB colors. more>>
Color::Calc provides a module which implements simple calculations with RGB colors.
This can be used to create a full color scheme from a few colors.
There are three methods to use the calculation functions: You can create an object, import customised functions into your namespace, or you can access them as class methods.
The module accepts color values in the following formats:
- An arrayref pointing to an array with three elements in the range 0..255 corresponding to the red, green, and blue component.
- A list of three values in the range 0..255 corresponding to the red, green, and blue component where the first value does not have 3 or a multiple of 3 digits (e.g. (0128,128,128)).
- A string containing a hexadecimal RGB value like #RGB/#RRGGBB/#RRRGGGBBB/..., or RGB/RRGGBB/RRRGGGBBB/...
- A color name accepted by Graphics::ColorNames. The interpretation is controlled by the ColorScheme parameter.
- A Graphics::ColorObject reference.
<<lessThis can be used to create a full color scheme from a few colors.
There are three methods to use the calculation functions: You can create an object, import customised functions into your namespace, or you can access them as class methods.
The module accepts color values in the following formats:
- An arrayref pointing to an array with three elements in the range 0..255 corresponding to the red, green, and blue component.
- A list of three values in the range 0..255 corresponding to the red, green, and blue component where the first value does not have 3 or a multiple of 3 digits (e.g. (0128,128,128)).
- A string containing a hexadecimal RGB value like #RGB/#RRGGBB/#RRRGGGBBB/..., or RGB/RRGGBB/RRRGGGBBB/...
- A color name accepted by Graphics::ColorNames. The interpretation is controlled by the ColorScheme parameter.
- A Graphics::ColorObject reference.
Download (0.011MB)
Added: 2007-03-29 License: GPL (GNU General Public License) Price:
942 downloads
Channel 0.3 Beta
Channel is a generic/simple facility with the purpose of making message passing and event dispatching. more>>
Channel is a generic/simple facility with the purpose of making event dispatching and message passing as straightforward to use as data structures:
Channel is a template library, with its major components configurable as template parameters:
template
<
class Id_Type,
class Id_Trait = IdTrait ,
class SynchPolicy = ACE_MT_SYNCH,
class AllocPolicy,
class Router = MapRouter
>
class Channel
By replacing Id_Type, Id_Trait and Router with various concrete classes, Channel can support table/linear message routing, hierarchical routing and associative routing (Linda style) at the demand of user. The same way, we can use integer, string, POD structs or any class as message ids (provided that proper operations are defined with Id_Trait)
Channel provides complete publish/subscribe interface for channel members (peer threads in message passing and objects in event dispatching) to pub/sub message/event ids/types and send/receive messages/events
Channels are process local entities which can be "connected" to allow transparent distributed communication between members in different channels (Connectors based on tcp socket and unix domain socket are provided as samples)
Namespace control:
The ids published/subscribed by channel members constitute channels namespace.
Channel provides publish/subscribe scope control; When ids are published/subscribed, peers can specify desired scope (LOCAL, REMOTE, GLOBAL)
When 2 channels are connected, their namespaces are automatically "merged", which is transparent to both channel members and programmers. Members can communicate with members in remote channels the same way as with local members (by pub/sub ids).
Namespace merge/integration is controlled by:
Id scope specification
filters and translators defined at channel connections
Channel communication are peer-2-peer; there are no central daemons required for message passing.
Channel support both asynchronous message passing and synchronous event dispatching models.
Channel is built on top of
ACE (Adaptive Communication Environment) to gain platform independence.
Enhancements:
- The framework was ported to Windows XP with VC8.
- Dispatching policy was added as a Channel template parameter to support various dispatching algorithms.
- Broadcast and simple RoundRobin dispatching policies were implemented for testing.
- Callback was changed to functor style so that normal functions and functors can be directly used as callbacks.
<<lessChannel is a template library, with its major components configurable as template parameters:
template
<
class Id_Type,
class Id_Trait = IdTrait ,
class SynchPolicy = ACE_MT_SYNCH,
class AllocPolicy,
class Router = MapRouter
>
class Channel
By replacing Id_Type, Id_Trait and Router with various concrete classes, Channel can support table/linear message routing, hierarchical routing and associative routing (Linda style) at the demand of user. The same way, we can use integer, string, POD structs or any class as message ids (provided that proper operations are defined with Id_Trait)
Channel provides complete publish/subscribe interface for channel members (peer threads in message passing and objects in event dispatching) to pub/sub message/event ids/types and send/receive messages/events
Channels are process local entities which can be "connected" to allow transparent distributed communication between members in different channels (Connectors based on tcp socket and unix domain socket are provided as samples)
Namespace control:
The ids published/subscribed by channel members constitute channels namespace.
Channel provides publish/subscribe scope control; When ids are published/subscribed, peers can specify desired scope (LOCAL, REMOTE, GLOBAL)
When 2 channels are connected, their namespaces are automatically "merged", which is transparent to both channel members and programmers. Members can communicate with members in remote channels the same way as with local members (by pub/sub ids).
Namespace merge/integration is controlled by:
Id scope specification
filters and translators defined at channel connections
Channel communication are peer-2-peer; there are no central daemons required for message passing.
Channel support both asynchronous message passing and synchronous event dispatching models.
Channel is built on top of
ACE (Adaptive Communication Environment) to gain platform independence.
Enhancements:
- The framework was ported to Windows XP with VC8.
- Dispatching policy was added as a Channel template parameter to support various dispatching algorithms.
- Broadcast and simple RoundRobin dispatching policies were implemented for testing.
- Callback was changed to functor style so that normal functions and functors can be directly used as callbacks.
Download (5.5MB)
Added: 2006-03-16 License: MIT/X Consortium License Price:
1318 downloads
Sortdir 0.6
Sortdir is an LD_PRELOAD library which sorts directory entries before supplying them to your applications. more>>
Sortdir is an LD_PRELOAD library which sorts directory entries before supplying them to your applications. Sorting order is controlled by the current locale settings, however, other directory sorting locales can also be specified. (glibc >= 2.3 is required.)
The project can be especially useful as a wrapper for "tar" or "find". Its been used for creating packages for the UHU-Linux distribution; all of its deb packages contain their entries in alphabetical order so that better user feedback is provided when hitting F3 in mc on a package or querying its contents with "dpkg -L".
Usage:
sortdir command [arguments...]
When using the sortdir library, applications will receive directory entries in alphabetical order.
Ordering depends on the current locale used by your application. You can override this by setting the SORTDIR_LOCALE environment variable. Examples:
export SORTDIR_LOCALE=hu_HU
or
export SORTDIR_LOCALE=C
Version comparing (see strverscmp(3)) is performed if SORTDIR_VERSCMP is set to any value. In this case SORTDIR_LOCALE is ignored.
Reverse ordering is provided if SORTDIR_REVERSE is set to any value.
Enhancements:
- fdopendir was overridden to make it work with newer versions of tar.
<<lessThe project can be especially useful as a wrapper for "tar" or "find". Its been used for creating packages for the UHU-Linux distribution; all of its deb packages contain their entries in alphabetical order so that better user feedback is provided when hitting F3 in mc on a package or querying its contents with "dpkg -L".
Usage:
sortdir command [arguments...]
When using the sortdir library, applications will receive directory entries in alphabetical order.
Ordering depends on the current locale used by your application. You can override this by setting the SORTDIR_LOCALE environment variable. Examples:
export SORTDIR_LOCALE=hu_HU
or
export SORTDIR_LOCALE=C
Version comparing (see strverscmp(3)) is performed if SORTDIR_VERSCMP is set to any value. In this case SORTDIR_LOCALE is ignored.
Reverse ordering is provided if SORTDIR_REVERSE is set to any value.
Enhancements:
- fdopendir was overridden to make it work with newer versions of tar.
Download (0.012MB)
Added: 2007-08-07 License: LGPL (GNU Lesser General Public License) Price:
808 downloads
WorkBone 2.40
WorkBone is a simple, curses-based CD player that is controlled by the num-lock keys. more>>
WorkBone is a simple, curses-based CD player that is controlled by the num-lock keys. It uses the cdtool package can be used to determine the contents of a CD before playing it.
WorkBone uses the numeric keypad as a control panel to allow you to move track to track, play, stop, pause, and resume playing of audio CDs. Additionally, the running times are continuously updated and displayed. Make sure you have your NUM LOCK engaged when using WorkBone. A template is displayed to guide you, and pushing the DEL key on the numeric pad will bring up a help screen.
<<lessWorkBone uses the numeric keypad as a control panel to allow you to move track to track, play, stop, pause, and resume playing of audio CDs. Additionally, the running times are continuously updated and displayed. Make sure you have your NUM LOCK engaged when using WorkBone. A template is displayed to guide you, and pushing the DEL key on the numeric pad will bring up a help screen.
Download (0.015MB)
Added: 2006-08-02 License: GPL (GNU General Public License) Price:
1178 downloads

Gnome Control Center 2.26.0 / 2.27.4.1
Gnome Control Center is GNOMEs main interface for configuration of various aspects of your desktop. more>> <<less
Added: 2009-07-17 License: LGPL Price: FREE
13 downloads
RealTimeBattle 1.0.8
RealTimeBattle project is a a robot programming game for Unix. more>>
RealTimeBattle project is a a robot programming game for Unix.
RealTimeBattle is a programming game, in which robots controlled by programs are fighting each other.
The goal is to destroy the enemies, using the radar to examine the environment and the cannon to shoot.
Main features:
- Game progresses in real time, with the robot programs running as child processes to RealTimeBattle.
- The robots communicate with the main program using the standard input and output.
- Robots can be constructed in almost any programming language.
- Any number of robots can compete simultaneously if allowed by your operating system.
- A simple messaging language is used for communication, which makes it easy to start constructing robots.
- Robots behave like real physical object.
- You can create your own arenas.
- Highly configurable.
Enhancements:
- Added BroadCast class for new logging system
- Added ClientInterface class for experimental network support
- Changed ArenaRealTime to use BroadCast singleton for logfiles
- Created working autoconf / automake / autoheader structure
- Imported some configuration data out of older versions and modified them so thatyou can install RealTime Battle on a modern system
<<lessRealTimeBattle is a programming game, in which robots controlled by programs are fighting each other.
The goal is to destroy the enemies, using the radar to examine the environment and the cannon to shoot.
Main features:
- Game progresses in real time, with the robot programs running as child processes to RealTimeBattle.
- The robots communicate with the main program using the standard input and output.
- Robots can be constructed in almost any programming language.
- Any number of robots can compete simultaneously if allowed by your operating system.
- A simple messaging language is used for communication, which makes it easy to start constructing robots.
- Robots behave like real physical object.
- You can create your own arenas.
- Highly configurable.
Enhancements:
- Added BroadCast class for new logging system
- Added ClientInterface class for experimental network support
- Changed ArenaRealTime to use BroadCast singleton for logfiles
- Created working autoconf / automake / autoheader structure
- Imported some configuration data out of older versions and modified them so thatyou can install RealTime Battle on a modern system
Download (1.2MB)
Added: 2006-11-07 License: GPL (GNU General Public License) Price:
1082 downloads
pconfig
pconfig project is a perl script to set up... perl scripts! more>>
pconfig project is a perl script to set up... perl scripts! Allows a perl scripts configuration information to be included within the script for no need for external files. Controlled by internal comments within the script itself (the target script). The output script is also pconfig compatible (if renamed to .pc) to reconfigure if required. Whats the use?
I am the author of a few other perl scripts, some GPL, some not. Two of them are designed to (try to) be as fast as possible. This is especially true for net-check since it is designed to be run every fifteen minutes.
If these programs were required to read a configuration file, parse it, and then verify the options EVERY TIME THEY RAN, it would end up being some serious wasted processor time.
So I put the configuration in the beginning of the scripts. The data is there with no extra effort.
When I released the first version of fireparse, I got e-mail like crazy. Why? I accidentally left my e-mail address in there as the report destination! Oops...
So I decided to write pconfig to be an external program that would set up fireparse and handle (some) sanity checking along the way. Figuring it may help other people (thats why fireparse was first released), I made pconfig fairly generic.
<<lessI am the author of a few other perl scripts, some GPL, some not. Two of them are designed to (try to) be as fast as possible. This is especially true for net-check since it is designed to be run every fifteen minutes.
If these programs were required to read a configuration file, parse it, and then verify the options EVERY TIME THEY RAN, it would end up being some serious wasted processor time.
So I put the configuration in the beginning of the scripts. The data is there with no extra effort.
When I released the first version of fireparse, I got e-mail like crazy. Why? I accidentally left my e-mail address in there as the report destination! Oops...
So I decided to write pconfig to be an external program that would set up fireparse and handle (some) sanity checking along the way. Figuring it may help other people (thats why fireparse was first released), I made pconfig fairly generic.
Download (0.015MB)
Added: 2007-02-15 License: GPL (GNU General Public License) Price:
982 downloads
HuaRongDao 0.1
HuaRongDao project is an ancient Chinese puzzle game. more>>
HuaRongDao project is an ancient Chinese puzzle game.
The puzzle "HuaRongDao" has been the most popular puzzle in China for hundreds years. It came from part of the well-know story "The legend of three kingdoms".
At the end of Han Dynasty (about 200 AC.), China was divided into three kingdoms, Wei, Shu and Wu. "Caocao", the leader of Wei, wanted to unit China, however, was totally defeated at "ChiBi" by the allies of Shu and Wu. Only he and other 30 people escaped from HuaRongDao and came back to Wei.
After about 30 years, China was still united by Wei (named Jin at that time) into one country.
Its aim is to move pieces on the board in order to move the largest one to the center of the bottom. It is a very small game, and it is very challenging. This implementation is based on the curses library.
The game is controlled by keyboard only. Its features include undo, redo, and bookmarks. Custom starting patterns are also supported.
<<lessThe puzzle "HuaRongDao" has been the most popular puzzle in China for hundreds years. It came from part of the well-know story "The legend of three kingdoms".
At the end of Han Dynasty (about 200 AC.), China was divided into three kingdoms, Wei, Shu and Wu. "Caocao", the leader of Wei, wanted to unit China, however, was totally defeated at "ChiBi" by the allies of Shu and Wu. Only he and other 30 people escaped from HuaRongDao and came back to Wei.
After about 30 years, China was still united by Wei (named Jin at that time) into one country.
Its aim is to move pieces on the board in order to move the largest one to the center of the bottom. It is a very small game, and it is very challenging. This implementation is based on the curses library.
The game is controlled by keyboard only. Its features include undo, redo, and bookmarks. Custom starting patterns are also supported.
Download (0.083MB)
Added: 2006-12-27 License: GPL (GNU General Public License) Price:
619 downloads
Mindless 1.0.0
Mindless is a mastermind-like game. more>>
csvdiff is a simple perl script to compare two (comma) seperated files with each other.
Mindless is an SDL-based puzzle game similar to the classic boardgame Mastermind.
The goal of the game is to crack a secret code consisting of four balls which can each be one of eight colors. The players takes turn guess (or do it simultaneously) and the first one to guess his/her code has won.
If both players takes the same number of turns to get the code correct then both has won.
For your help when guess you will for each (incorrect) answer see a combination of one or more black tokens and one or more white tokens on the right side of your last answer.
Each black token means that one of your balls is both of the correct color and location, but you dont know which one, and each white token means that one of your balls is of the correct color but wrong location.
You can play human vs. human, human vs. computer, or computer vs. computer.
Currently each player can either be controlled by a human player, a human with some computer assistance or by the computer. For computer controlled players there exists three different difficulty settings: "Automata", which is the simplest, "Computer" which is the default and "AI" which is the hardest.
Note that the AI setting uses quite a lot CPU cycles and it runs very slowly with more than 8 colors.
Enhancements:
- New gui elements, alternative AIs and "cyborg" mode.
<<lessMindless is an SDL-based puzzle game similar to the classic boardgame Mastermind.
The goal of the game is to crack a secret code consisting of four balls which can each be one of eight colors. The players takes turn guess (or do it simultaneously) and the first one to guess his/her code has won.
If both players takes the same number of turns to get the code correct then both has won.
For your help when guess you will for each (incorrect) answer see a combination of one or more black tokens and one or more white tokens on the right side of your last answer.
Each black token means that one of your balls is both of the correct color and location, but you dont know which one, and each white token means that one of your balls is of the correct color but wrong location.
You can play human vs. human, human vs. computer, or computer vs. computer.
Currently each player can either be controlled by a human player, a human with some computer assistance or by the computer. For computer controlled players there exists three different difficulty settings: "Automata", which is the simplest, "Computer" which is the default and "AI" which is the hardest.
Note that the AI setting uses quite a lot CPU cycles and it runs very slowly with more than 8 colors.
Enhancements:
- New gui elements, alternative AIs and "cyborg" mode.
Download (0.014MB)
Added: 2006-12-26 License: GPL (GNU General Public License) Price:
1032 downloads
GNUstep 1.14.0
GNUstep is a cross-platform, object-oriented framework for desktop application development. more>>
GNUstep is a cross-platform, object-oriented framework for desktop application development.
Based on the OpenStep specification originally created by NeXT (now Apple), GNUstep enables developers to rapidly build sophisticated software by employing a large library of reusable software components.
GNUstep is used in production environments at several organizations...
...an object-oriented tool development kit
The first two packages (GNUstep-make and GNUstep-base) that make up the core libraries contain a complete system for writing non-graphic tools in Objective-C. The make package allows you to setup a simple and powerful system for building, installing and packaging your tools. The base package includes all the classes necessary for writing an incredible array of tools, from wrappers for system tools to tools for communicating with web and other types of servers.
...a graphical development kit
The core libraries contain classes for developing a complete graphical application for almost any purpose. Along with our object-oriented, graphical development applications, ProjectCenter and Gorm its simple to write very complex commercial applications in weeks or months, rather than years (or often, never) in the case of other development environments.
...a desktop
Many GNUstep applications have been written to provide a powerful user experience for working on your computer. These include our workspace manager, GWorkspace, and mail client, GNUMail. GNUstep does NOT have a window manager. You can use any window manager you want, although we recommend that you use WindowMaker for a better experience (The WindowMaker project is not associated with GNUstep). Many other applications that are useful for a desktop are not contained on this web site, nor are the controlled by the GNUstep project - there are too many ideas about what a descktop should look like that we have not made up our minds about which one to endose yet. Here are some current ones:
- Project Backbone
- Etoile
<<lessBased on the OpenStep specification originally created by NeXT (now Apple), GNUstep enables developers to rapidly build sophisticated software by employing a large library of reusable software components.
GNUstep is used in production environments at several organizations...
...an object-oriented tool development kit
The first two packages (GNUstep-make and GNUstep-base) that make up the core libraries contain a complete system for writing non-graphic tools in Objective-C. The make package allows you to setup a simple and powerful system for building, installing and packaging your tools. The base package includes all the classes necessary for writing an incredible array of tools, from wrappers for system tools to tools for communicating with web and other types of servers.
...a graphical development kit
The core libraries contain classes for developing a complete graphical application for almost any purpose. Along with our object-oriented, graphical development applications, ProjectCenter and Gorm its simple to write very complex commercial applications in weeks or months, rather than years (or often, never) in the case of other development environments.
...a desktop
Many GNUstep applications have been written to provide a powerful user experience for working on your computer. These include our workspace manager, GWorkspace, and mail client, GNUMail. GNUstep does NOT have a window manager. You can use any window manager you want, although we recommend that you use WindowMaker for a better experience (The WindowMaker project is not associated with GNUstep). Many other applications that are useful for a desktop are not contained on this web site, nor are the controlled by the GNUstep project - there are too many ideas about what a descktop should look like that we have not made up our minds about which one to endose yet. Here are some current ones:
- Project Backbone
- Etoile
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Added: 2007-04-19 License: LGPL (GNU Lesser General Public License) Price:
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