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Crown and Cutlass 1.4 Alpha
Crown and Cutlass project is a 3D pirate action/adventure game in the spirit of Sid Meiers Pirates!. more>>
Crown and Cutlass project is a 3D pirate action/adventure game in the spirit of Sid Meiers Pirates!.
It is simultaneously being developed in Linux and Windows, with a strong emphasis on cross-platform compatability. The project is still early on in development, although it is just beginning to look like an actual game.
Crown and Cutlass is written in C++, using OpenGL and SDL in order to allow cross-platform compatibility.
Main features:
- Sail around the Carribean in your pirate ship
- Sail into port in Carribean towns
- Ability to save and load game
Enhancements:
- This is the data to go along with the code in our Subversion repository.
- We have rearranged the data (and added a few files) since our 1.4 release.
- However, we may not release 1.5 until after our redesign is complete.
- As a result, anyone who wants to use the code in Subversion needs this package.
- Once the next release is complete, we will remove this file as the data will be in future releases.
<<lessIt is simultaneously being developed in Linux and Windows, with a strong emphasis on cross-platform compatability. The project is still early on in development, although it is just beginning to look like an actual game.
Crown and Cutlass is written in C++, using OpenGL and SDL in order to allow cross-platform compatibility.
Main features:
- Sail around the Carribean in your pirate ship
- Sail into port in Carribean towns
- Ability to save and load game
Enhancements:
- This is the data to go along with the code in our Subversion repository.
- We have rearranged the data (and added a few files) since our 1.4 release.
- However, we may not release 1.5 until after our redesign is complete.
- As a result, anyone who wants to use the code in Subversion needs this package.
- Once the next release is complete, we will remove this file as the data will be in future releases.
Download (5.8MB)
Added: 2007-02-17 License: BSD License Price:
983 downloads
Freebooters 0.2.2
Freebooters project is a Pirates! clone based on SDL. more>>
Freebooters project is a "Pirates!" clone based on SDL.
Freebooters is a strategy/action game set in the Caribbean Sea during the golden age of piracy.
It is based on the game mechanics of Sid Meiers "Pirates!", but is not an exact clone and uses neither code nor copyrighted material from the original.
The Caribbean Sea in the late 16th century: The Dutch, French, English and Spanish crown aim to expand their areas of influence.
You as an suspicious young captain are trying to make the best of it, as you may either become a brave merchant soul, a freebooting hero of your crown or a bloodlusty dreaded pirate leader.
Freebooters will hopefully become a free clone of the Sid Meier classic Pirates!. Its written in C++ using SDL and licensed under the GNU General Public License.
Main features:
- Gameplay:
- Some of the crucial game mechanisms already work, but they need to be improved a lot, both with regard to features (refine the mechanisms, simulate more realistically) and to playability (how hard is a game, do certain features make sense at all?)
- Several core elements are missing (e.g. fencing duels with other captains, attacking a harbour from the seaside)
- Therell be a lot more harbours all over the Caribbean Sea
- Most game data is bogus (such as features of the ships, harbours, history etc.) and has to be replaced with realistic ones
- Therell be a career mode and a mission mode
- Tech:
- The current menus are mostly prototypes, theyll be replaced with clickable images maps, which are yet to be raytraced. However, the game will always be comfortably playable with the keyboard only.
- The current selection of targets on the map is a prototype as well. It will be replaced with a navigatable sea map as in the original game. There is already a demo world as a separate binary called seapassagedemo. For the 0.3 release this will be integrated along with the full map data.
- Lots of tuning and other improvements are needed
- Multiplayer capabilities over IP will be tackled once the game is properly in shape for single player games and the game mechanisms are fully established
- This is an item for the very far future, for a foreseeable timeframe Freebooters will be singleplayer only like the original.
<<lessFreebooters is a strategy/action game set in the Caribbean Sea during the golden age of piracy.
It is based on the game mechanics of Sid Meiers "Pirates!", but is not an exact clone and uses neither code nor copyrighted material from the original.
The Caribbean Sea in the late 16th century: The Dutch, French, English and Spanish crown aim to expand their areas of influence.
You as an suspicious young captain are trying to make the best of it, as you may either become a brave merchant soul, a freebooting hero of your crown or a bloodlusty dreaded pirate leader.
Freebooters will hopefully become a free clone of the Sid Meier classic Pirates!. Its written in C++ using SDL and licensed under the GNU General Public License.
Main features:
- Gameplay:
- Some of the crucial game mechanisms already work, but they need to be improved a lot, both with regard to features (refine the mechanisms, simulate more realistically) and to playability (how hard is a game, do certain features make sense at all?)
- Several core elements are missing (e.g. fencing duels with other captains, attacking a harbour from the seaside)
- Therell be a lot more harbours all over the Caribbean Sea
- Most game data is bogus (such as features of the ships, harbours, history etc.) and has to be replaced with realistic ones
- Therell be a career mode and a mission mode
- Tech:
- The current menus are mostly prototypes, theyll be replaced with clickable images maps, which are yet to be raytraced. However, the game will always be comfortably playable with the keyboard only.
- The current selection of targets on the map is a prototype as well. It will be replaced with a navigatable sea map as in the original game. There is already a demo world as a separate binary called seapassagedemo. For the 0.3 release this will be integrated along with the full map data.
- Lots of tuning and other improvements are needed
- Multiplayer capabilities over IP will be tackled once the game is properly in shape for single player games and the game mechanisms are fully established
- This is an item for the very far future, for a foreseeable timeframe Freebooters will be singleplayer only like the original.
Download (7.1MB)
Added: 2006-11-06 License: GPL (GNU General Public License) Price:
1083 downloads
polyBSD 0.1
polyBSD is a multi-purpose (hence poly) framework for building embedded systems based on NetBSD. more>>
polyBSD is a "multi"-purpose (hence "poly") framework for building embedded systems based on NetBSD.
Of the three major *BSD flavors, FreeBSD and OpenBSD are often in the spotlight.
FreeBSD is touted for its stability, while OpenBSD usually claims the title of
the most secure operatin system available.
However, the third flavor (NetBSD) is what many consider to be the unsung hero - it has features that rival those of both FreeBSD and OpenBSD however is not often seen in the news. NetBSD has arguably the cleanest code base of all open source operating systems this fact has unforseen effect on its overall features. The reason for
NetBSDs clean code is the its stated goal to run on as many hardware architecture
as possible. In order to do that, the team behind NetBSD has been forced to write
code that is portable and easy to debug.
Portable code is achieved by using mostly libraries and functions that are likely to compile and run well on most platforms. In addition, in order to be able to reliably port the code to over 40 different architecture, the code has to be well written so that a large group of people can look at and understand it well so they can modify it easily and port it to a new architecture. But how does that translate into stability and security touted by FreeBSD and OpenBSD respectively. Well, clean code usually translates directly into stability - one cant expect a messy code to perform well or be easy to debug.
Clean code also leads to improved security - security bugs are easy to spot and
correct. Also the portability of the code ensures that only standard libraries
and functions are used. However, those standard libarries and functions are the
ones that have been around longer, which means they have been well tested and are
likely to contain the fewest number of security bugs.
The one feature that FreeBSD had long been able to claim exclusively is that in
terms of performance it blows all other *BSD flavors out of the water when it
comes to the i386 architecture.
However, this crown was recently captured by NetBSD thanks to an extensive performance benchmarking, the results of which are referenced on the section "NetBSD tools" on this site. So to sum it all up, NetBSD is no longer simply the portability prodigy on the block. It is a fast, rock-solid and secure operating system that can successfully meet the demands of the modern enterprise. Thats the reason for it being used by the people behind this project to build some tools that will hopefully be useful.
<<lessOf the three major *BSD flavors, FreeBSD and OpenBSD are often in the spotlight.
FreeBSD is touted for its stability, while OpenBSD usually claims the title of
the most secure operatin system available.
However, the third flavor (NetBSD) is what many consider to be the unsung hero - it has features that rival those of both FreeBSD and OpenBSD however is not often seen in the news. NetBSD has arguably the cleanest code base of all open source operating systems this fact has unforseen effect on its overall features. The reason for
NetBSDs clean code is the its stated goal to run on as many hardware architecture
as possible. In order to do that, the team behind NetBSD has been forced to write
code that is portable and easy to debug.
Portable code is achieved by using mostly libraries and functions that are likely to compile and run well on most platforms. In addition, in order to be able to reliably port the code to over 40 different architecture, the code has to be well written so that a large group of people can look at and understand it well so they can modify it easily and port it to a new architecture. But how does that translate into stability and security touted by FreeBSD and OpenBSD respectively. Well, clean code usually translates directly into stability - one cant expect a messy code to perform well or be easy to debug.
Clean code also leads to improved security - security bugs are easy to spot and
correct. Also the portability of the code ensures that only standard libraries
and functions are used. However, those standard libarries and functions are the
ones that have been around longer, which means they have been well tested and are
likely to contain the fewest number of security bugs.
The one feature that FreeBSD had long been able to claim exclusively is that in
terms of performance it blows all other *BSD flavors out of the water when it
comes to the i386 architecture.
However, this crown was recently captured by NetBSD thanks to an extensive performance benchmarking, the results of which are referenced on the section "NetBSD tools" on this site. So to sum it all up, NetBSD is no longer simply the portability prodigy on the block. It is a fast, rock-solid and secure operating system that can successfully meet the demands of the modern enterprise. Thats the reason for it being used by the people behind this project to build some tools that will hopefully be useful.
Download (31.8MB)
Added: 2006-11-01 License: BSD License Price:
1087 downloads
Java Desktop Rolemaster Character Generator .93
Java Desktop Rolemaster Character Generator is a character generator for the Rolemaster FRP roleplaying game. more>>
Java Desktop Rolemaster Character Generator project is a character generator for the Rolemaster FRP roleplaying game.
Java Desktop Rolemaster Character Generator is a gradually-developing cross-platform character generator for the Rolemaster FRP role-playing game from Iron Crown Enterprises. It can create and develop Rolemaster characters quickly. It contains information from the Rolemaster FRP book and the current Character Law, with training packages and equipment.
Main features:
- Races (Rolemaster FRP + current Character Law - 1)
- Professions (Rolemaster FRP + current Character Law)
- Stat gains
- Allocation of weapon category costs
- Adolescence development
- Apprenticeship development
- Skills/Categories - Now fills in spell list names, weapon names, etc from populated data
- Special Skills (Occupational, everyman, etc. - professions and races), with indicators
- Advances levels
- Training Packages (Rolemaster FRP + current Character Law)
- Background Options - now with "Extra Languages"
- Load/Save/Print
- Equipment, with populated data
- Calculate encumburance weight correctly
- Is built entirely of 100% Pure Java!
- Works on any OS!
<<lessJava Desktop Rolemaster Character Generator is a gradually-developing cross-platform character generator for the Rolemaster FRP role-playing game from Iron Crown Enterprises. It can create and develop Rolemaster characters quickly. It contains information from the Rolemaster FRP book and the current Character Law, with training packages and equipment.
Main features:
- Races (Rolemaster FRP + current Character Law - 1)
- Professions (Rolemaster FRP + current Character Law)
- Stat gains
- Allocation of weapon category costs
- Adolescence development
- Apprenticeship development
- Skills/Categories - Now fills in spell list names, weapon names, etc from populated data
- Special Skills (Occupational, everyman, etc. - professions and races), with indicators
- Advances levels
- Training Packages (Rolemaster FRP + current Character Law)
- Background Options - now with "Extra Languages"
- Load/Save/Print
- Equipment, with populated data
- Calculate encumburance weight correctly
- Is built entirely of 100% Pure Java!
- Works on any OS!
Download (0.30MB)
Added: 2007-01-03 License: Freeware Price:
674 downloads
Iceutils 0.8
IceUtils is a suite of command line tools designed to make creating a game world and playing through that world an easier task. more>>
IceUtils is a suite of command line tools designed to make creating a game world and playing through that world an easier task.
Although some of the tools are specific to Iron Crowns Rolemaster role playing system, other tools can be used for just about any game environment in existence.
Enhancements:
- This release adds the first graphical tool, gnames.tcl, which combines mnames and fnames.
- It can generate random male or female fantasy names at the push of a button.
- This is useful for game masters of all types of role playing games, and requires Tcl and Tk to use.
<<lessAlthough some of the tools are specific to Iron Crowns Rolemaster role playing system, other tools can be used for just about any game environment in existence.
Enhancements:
- This release adds the first graphical tool, gnames.tcl, which combines mnames and fnames.
- It can generate random male or female fantasy names at the push of a button.
- This is useful for game masters of all types of role playing games, and requires Tcl and Tk to use.
Download (0.081MB)
Added: 2007-06-14 License: GPL (GNU General Public License) Price:
862 downloads
perlhack 5.8.8
perlhack is a Perl module that will show you how to hack at the Perl internals. more>>
perlhack is a Perl module that will show you how to hack at the Perl internals.
This document attempts to explain how Perl development takes place, and ends with some suggestions for people wanting to become bona fide porters.
The perl5-porters mailing list is where the Perl standard distribution is maintained and developed. The list can get anywhere from 10 to 150 messages a day, depending on the heatedness of the debate. Most days there are two or three patches, extensions, features, or bugs being discussed at a time.
A searchable archive of the list is at either:
http://www.xray.mpe.mpg.de/mailing-lists/perl5-porters/
or
http://archive.develooper.com/perl5-porters@perl.org/
List subscribers (the porters themselves) come in several flavours. Some are quiet curious lurkers, who rarely pitch in and instead watch the ongoing development to ensure theyre forewarned of new changes or features in Perl. Some are representatives of vendors, who are there to make sure that Perl continues to compile and work on their platforms. Some patch any reported bug that they know how to fix, some are actively patching their pet area (threads, Win32, the regexp engine), while others seem to do nothing but complain. In other words, its your usual mix of technical people.
Over this group of porters presides Larry Wall. He has the final word in what does and does not change in the Perl language. Various releases of Perl are shepherded by a "pumpking", a porter responsible for gathering patches, deciding on a patch-by-patch, feature-by-feature basis what will and will not go into the release. For instance, Gurusamy Sarathy was the pumpking for the 5.6 release of Perl, and Jarkko Hietaniemi was the pumpking for the 5.8 release, and Rafael Garcia-Suarez holds the pumpking crown for the 5.10 release.
In addition, various people are pumpkings for different things. For instance, Andy Dougherty and Jarkko Hietaniemi did a grand job as the Configure pumpkin up till the 5.8 release. For the 5.10 release H.Merijn Brand took over.
Larry sees Perl development along the lines of the US government: theres the Legislature (the porters), the Executive branch (the pumpkings), and the Supreme Court (Larry). The legislature can discuss and submit patches to the executive branch all they like, but the executive branch is free to veto them. Rarely, the Supreme Court will side with the executive branch over the legislature, or the legislature over the executive branch. Mostly, however, the legislature and the executive branch are supposed to get along and work out their differences without impeachment or court cases.
You might sometimes see reference to Rule 1 and Rule 2. Larrys power as Supreme Court is expressed in The Rules:
Larry is always by definition right about how Perl should behave. This means he has final veto power on the core functionality.
Larry is allowed to change his mind about any matter at a later date, regardless of whether he previously invoked Rule 1.
Got that? Larry is always right, even when he was wrong. Its rare to see either Rule exercised, but they are often alluded to.
New features and extensions to the language are contentious, because the criteria used by the pumpkings, Larry, and other porters to decide which features should be implemented and incorporated are not codified in a few small design goals as with some other languages. Instead, the heuristics are flexible and often difficult to fathom. Here is one persons list, roughly in decreasing order of importance, of heuristics that new features have to be weighed against:
Does concept match the general goals of Perl?
These havent been written anywhere in stone, but one approximation is:
1. Keep it fast, simple, and useful.
2. Keep features/concepts as orthogonal as possible.
3. No arbitrary limits (platforms, data sizes, cultures).
4. Keep it open and exciting to use/patch/advocate Perl everywhere.
5. Either assimilate new technologies, or build bridges to them.
Where is the implementation?
All the talk in the world is useless without an implementation. In almost every case, the person or people who argue for a new feature will be expected to be the ones who implement it. Porters capable of coding new features have their own agendas, and are not available to implement your (possibly good) idea.
Backwards compatibility
Its a cardinal sin to break existing Perl programs. New warnings are contentious--some say that a program that emits warnings is not broken, while others say it is. Adding keywords has the potential to break programs, changing the meaning of existing token sequences or functions might break programs.
Could it be a module instead?
Perl 5 has extension mechanisms, modules and XS, specifically to avoid the need to keep changing the Perl interpreter. You can write modules that export functions, you can give those functions prototypes so they can be called like built-in functions, you can even write XS code to mess with the runtime data structures of the Perl interpreter if you want to implement really complicated things. If it can be done in a module instead of in the core, its highly unlikely to be added.
Is the feature generic enough?
Is this something that only the submitter wants added to the language, or would it be broadly useful? Sometimes, instead of adding a feature with a tight focus, the porters might decide to wait until someone implements the more generalized feature. For instance, instead of implementing a "delayed evaluation" feature, the porters are waiting for a macro system that would permit delayed evaluation and much more.
Does it potentially introduce new bugs?
Radical rewrites of large chunks of the Perl interpreter have the potential to introduce new bugs. The smaller and more localized the change, the better.
Does it preclude other desirable features?
A patch is likely to be rejected if it closes off future avenues of development. For instance, a patch that placed a true and final interpretation on prototypes is likely to be rejected because there are still options for the future of prototypes that havent been addressed.
Is the implementation robust?
Good patches (tight code, complete, correct) stand more chance of going in. Sloppy or incorrect patches might be placed on the back burner until the pumpking has time to fix, or might be discarded altogether without further notice.
Is the implementation generic enough to be portable?
The worst patches make use of a system-specific features. Its highly unlikely that nonportable additions to the Perl language will be accepted.
Is the implementation tested?
Patches which change behaviour (fixing bugs or introducing new features) must include regression tests to verify that everything works as expected. Without tests provided by the original author, how can anyone else changing perl in the future be sure that they havent unwittingly broken the behaviour the patch implements? And without tests, how can the patchs author be confident that his/her hard work put into the patch wont be accidentally thrown away by someone in the future?
Is there enough documentation?
Patches without documentation are probably ill-thought out or incomplete. Nothing can be added without documentation, so submitting a patch for the appropriate manpages as well as the source code is always a good idea.
Is there another way to do it?
Larry said "Although the Perl Slogan is Theres More Than One Way to Do It, I hesitate to make 10 ways to do something". This is a tricky heuristic to navigate, though--one mans essential addition is another mans pointless cruft.
Does it create too much work?
Work for the pumpking, work for Perl programmers, work for module authors, ... Perl is supposed to be easy.
Patches speak louder than words
Working code is always preferred to pie-in-the-sky ideas. A patch to add a feature stands a much higher chance of making it to the language than does a random feature request, no matter how fervently argued the request might be. This ties into "Will it be useful?", as the fact that someone took the time to make the patch demonstrates a strong desire for the feature.
If youre on the list, you might hear the word "core" bandied around. It refers to the standard distribution. "Hacking on the core" means youre changing the C source code to the Perl interpreter. "A core module" is one that ships with Perl.
<<lessThis document attempts to explain how Perl development takes place, and ends with some suggestions for people wanting to become bona fide porters.
The perl5-porters mailing list is where the Perl standard distribution is maintained and developed. The list can get anywhere from 10 to 150 messages a day, depending on the heatedness of the debate. Most days there are two or three patches, extensions, features, or bugs being discussed at a time.
A searchable archive of the list is at either:
http://www.xray.mpe.mpg.de/mailing-lists/perl5-porters/
or
http://archive.develooper.com/perl5-porters@perl.org/
List subscribers (the porters themselves) come in several flavours. Some are quiet curious lurkers, who rarely pitch in and instead watch the ongoing development to ensure theyre forewarned of new changes or features in Perl. Some are representatives of vendors, who are there to make sure that Perl continues to compile and work on their platforms. Some patch any reported bug that they know how to fix, some are actively patching their pet area (threads, Win32, the regexp engine), while others seem to do nothing but complain. In other words, its your usual mix of technical people.
Over this group of porters presides Larry Wall. He has the final word in what does and does not change in the Perl language. Various releases of Perl are shepherded by a "pumpking", a porter responsible for gathering patches, deciding on a patch-by-patch, feature-by-feature basis what will and will not go into the release. For instance, Gurusamy Sarathy was the pumpking for the 5.6 release of Perl, and Jarkko Hietaniemi was the pumpking for the 5.8 release, and Rafael Garcia-Suarez holds the pumpking crown for the 5.10 release.
In addition, various people are pumpkings for different things. For instance, Andy Dougherty and Jarkko Hietaniemi did a grand job as the Configure pumpkin up till the 5.8 release. For the 5.10 release H.Merijn Brand took over.
Larry sees Perl development along the lines of the US government: theres the Legislature (the porters), the Executive branch (the pumpkings), and the Supreme Court (Larry). The legislature can discuss and submit patches to the executive branch all they like, but the executive branch is free to veto them. Rarely, the Supreme Court will side with the executive branch over the legislature, or the legislature over the executive branch. Mostly, however, the legislature and the executive branch are supposed to get along and work out their differences without impeachment or court cases.
You might sometimes see reference to Rule 1 and Rule 2. Larrys power as Supreme Court is expressed in The Rules:
Larry is always by definition right about how Perl should behave. This means he has final veto power on the core functionality.
Larry is allowed to change his mind about any matter at a later date, regardless of whether he previously invoked Rule 1.
Got that? Larry is always right, even when he was wrong. Its rare to see either Rule exercised, but they are often alluded to.
New features and extensions to the language are contentious, because the criteria used by the pumpkings, Larry, and other porters to decide which features should be implemented and incorporated are not codified in a few small design goals as with some other languages. Instead, the heuristics are flexible and often difficult to fathom. Here is one persons list, roughly in decreasing order of importance, of heuristics that new features have to be weighed against:
Does concept match the general goals of Perl?
These havent been written anywhere in stone, but one approximation is:
1. Keep it fast, simple, and useful.
2. Keep features/concepts as orthogonal as possible.
3. No arbitrary limits (platforms, data sizes, cultures).
4. Keep it open and exciting to use/patch/advocate Perl everywhere.
5. Either assimilate new technologies, or build bridges to them.
Where is the implementation?
All the talk in the world is useless without an implementation. In almost every case, the person or people who argue for a new feature will be expected to be the ones who implement it. Porters capable of coding new features have their own agendas, and are not available to implement your (possibly good) idea.
Backwards compatibility
Its a cardinal sin to break existing Perl programs. New warnings are contentious--some say that a program that emits warnings is not broken, while others say it is. Adding keywords has the potential to break programs, changing the meaning of existing token sequences or functions might break programs.
Could it be a module instead?
Perl 5 has extension mechanisms, modules and XS, specifically to avoid the need to keep changing the Perl interpreter. You can write modules that export functions, you can give those functions prototypes so they can be called like built-in functions, you can even write XS code to mess with the runtime data structures of the Perl interpreter if you want to implement really complicated things. If it can be done in a module instead of in the core, its highly unlikely to be added.
Is the feature generic enough?
Is this something that only the submitter wants added to the language, or would it be broadly useful? Sometimes, instead of adding a feature with a tight focus, the porters might decide to wait until someone implements the more generalized feature. For instance, instead of implementing a "delayed evaluation" feature, the porters are waiting for a macro system that would permit delayed evaluation and much more.
Does it potentially introduce new bugs?
Radical rewrites of large chunks of the Perl interpreter have the potential to introduce new bugs. The smaller and more localized the change, the better.
Does it preclude other desirable features?
A patch is likely to be rejected if it closes off future avenues of development. For instance, a patch that placed a true and final interpretation on prototypes is likely to be rejected because there are still options for the future of prototypes that havent been addressed.
Is the implementation robust?
Good patches (tight code, complete, correct) stand more chance of going in. Sloppy or incorrect patches might be placed on the back burner until the pumpking has time to fix, or might be discarded altogether without further notice.
Is the implementation generic enough to be portable?
The worst patches make use of a system-specific features. Its highly unlikely that nonportable additions to the Perl language will be accepted.
Is the implementation tested?
Patches which change behaviour (fixing bugs or introducing new features) must include regression tests to verify that everything works as expected. Without tests provided by the original author, how can anyone else changing perl in the future be sure that they havent unwittingly broken the behaviour the patch implements? And without tests, how can the patchs author be confident that his/her hard work put into the patch wont be accidentally thrown away by someone in the future?
Is there enough documentation?
Patches without documentation are probably ill-thought out or incomplete. Nothing can be added without documentation, so submitting a patch for the appropriate manpages as well as the source code is always a good idea.
Is there another way to do it?
Larry said "Although the Perl Slogan is Theres More Than One Way to Do It, I hesitate to make 10 ways to do something". This is a tricky heuristic to navigate, though--one mans essential addition is another mans pointless cruft.
Does it create too much work?
Work for the pumpking, work for Perl programmers, work for module authors, ... Perl is supposed to be easy.
Patches speak louder than words
Working code is always preferred to pie-in-the-sky ideas. A patch to add a feature stands a much higher chance of making it to the language than does a random feature request, no matter how fervently argued the request might be. This ties into "Will it be useful?", as the fact that someone took the time to make the patch demonstrates a strong desire for the feature.
If youre on the list, you might hear the word "core" bandied around. It refers to the standard distribution. "Hacking on the core" means youre changing the C source code to the Perl interpreter. "A core module" is one that ships with Perl.
Download (12.2MB)
Added: 2007-05-30 License: Perl Artistic License Price:
881 downloads
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