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DeleGate 9.5.6 / 9.6.3 Alpha
DeleGate is a multi-purpose application level gateway and proxy. more>>
DeleGate is a multi-purpose application level gateway, or a proxy server which runs on multiple platforms (Unix, Windows, MacOS X and OS/2). DeleGate mediates communication of various protocols (HTTP, FTP, NNTP, SMTP, POP, Telnet, SOCKS, etc.), applying cache and conversion for mediated data, controlling access from clients and routing toward servers.
DeleGate translates protocols between clients and servers, applying SSL(TLS) to arbitrary protocols, merging several servers into a single server view with aliasing and filtering.
Born as a tiny proxy for Gopher in March 1994, it has steadily grown into a general purpose proxy server. Besides beeing a proxy, DeleGate can be used as a simple origin server for some protocols (HTTP, FTP and NNTP).
Main features:
- UNBOUND PROXY: A user can select target servers arbitrarily in ad hoc way showing destination in user level data specific to the protocol of the client.
- BOUND PROXY: An administrator of DeleGate can specify which destination server is used depending on accessing client.
- CACHE: A message data transferred on a protocol is cached in its inherent format and shared among DeleGate as gateway servers of different protocols.
- CONNECTION SHARING: An established connection to a server in anonymous user can be reused and shared among multiple clients.
- DATA CONVERSION: DeleGate has several built-in data conversion filters which can be applied to a specific part of data in a message on each protocol.
- PROTOCOL CONVERSION: A client of a protocol can talk with servers of other protocols via DeleGate.
- AUTHENTICATION / SECURE PROTOCOL CONVERSION: DeleGate can relay between a non-SSL client and a SSL server, or between a SSL-client and a non-SSL server.
- ACCESS CONTROL: Accesses to be permitted to pass DeleGate are described by a set of triples of destination protocol, destination server and source client.
- LOGGING: Detailed logging of DeleGate actions and protocol dependent logging in standard formats.
- AUTOMATIC INVOCATION: DeleGate can be invoked automatically on demand or at the startup time of the host system.
- RESOLVER CONTROL: You can control the combination and sequence of multiple resolution mechanisms, independently of platforms.
- ROUTING CONTROL: A route toward the server can be selected from alternatives depending on protocol, server and client (host and user).
- MOUNTING SERVERS: Multiple target servers of multiple protocols can be merged into a single server of a protocol, with resource name filtering and aliasing.
- PROXY ON DEMAND: Automatically invoked proxy just for the current session.
- ORIGIN SERVER: You can use DeleGate as simple origin servers for several protocols.
- EXTENSION BY USERS: You can attach your own graphic images, messages, and programs to DeleGate without modifiying the DeleGate program.
- TCP WRAPPER: You can use DeleGate like inetd + TCPwrapper which make your own filter program work as a server with access control.
- SCHEDULER: You can use DeleGate like crond which invokes specified commands at specified timing.
- MULTI-PLATFORM: DeleGate runs on multiple platforms and can be compiled from a common source program without any platform dependent configuration.
Whats New in 9.6.3 Alpha Development Release:
- This release fixes frozen threads or broken data which could be caused with thread based implementations of SSL and gzip filters.
<<lessDeleGate translates protocols between clients and servers, applying SSL(TLS) to arbitrary protocols, merging several servers into a single server view with aliasing and filtering.
Born as a tiny proxy for Gopher in March 1994, it has steadily grown into a general purpose proxy server. Besides beeing a proxy, DeleGate can be used as a simple origin server for some protocols (HTTP, FTP and NNTP).
Main features:
- UNBOUND PROXY: A user can select target servers arbitrarily in ad hoc way showing destination in user level data specific to the protocol of the client.
- BOUND PROXY: An administrator of DeleGate can specify which destination server is used depending on accessing client.
- CACHE: A message data transferred on a protocol is cached in its inherent format and shared among DeleGate as gateway servers of different protocols.
- CONNECTION SHARING: An established connection to a server in anonymous user can be reused and shared among multiple clients.
- DATA CONVERSION: DeleGate has several built-in data conversion filters which can be applied to a specific part of data in a message on each protocol.
- PROTOCOL CONVERSION: A client of a protocol can talk with servers of other protocols via DeleGate.
- AUTHENTICATION / SECURE PROTOCOL CONVERSION: DeleGate can relay between a non-SSL client and a SSL server, or between a SSL-client and a non-SSL server.
- ACCESS CONTROL: Accesses to be permitted to pass DeleGate are described by a set of triples of destination protocol, destination server and source client.
- LOGGING: Detailed logging of DeleGate actions and protocol dependent logging in standard formats.
- AUTOMATIC INVOCATION: DeleGate can be invoked automatically on demand or at the startup time of the host system.
- RESOLVER CONTROL: You can control the combination and sequence of multiple resolution mechanisms, independently of platforms.
- ROUTING CONTROL: A route toward the server can be selected from alternatives depending on protocol, server and client (host and user).
- MOUNTING SERVERS: Multiple target servers of multiple protocols can be merged into a single server of a protocol, with resource name filtering and aliasing.
- PROXY ON DEMAND: Automatically invoked proxy just for the current session.
- ORIGIN SERVER: You can use DeleGate as simple origin servers for several protocols.
- EXTENSION BY USERS: You can attach your own graphic images, messages, and programs to DeleGate without modifiying the DeleGate program.
- TCP WRAPPER: You can use DeleGate like inetd + TCPwrapper which make your own filter program work as a server with access control.
- SCHEDULER: You can use DeleGate like crond which invokes specified commands at specified timing.
- MULTI-PLATFORM: DeleGate runs on multiple platforms and can be compiled from a common source program without any platform dependent configuration.
Whats New in 9.6.3 Alpha Development Release:
- This release fixes frozen threads or broken data which could be caused with thread based implementations of SSL and gzip filters.
Download (1.5MB)
Added: 2007-08-10 License: Freely Distributable Price:
812 downloads
DeleGate 9.9.3 / 9.9.4 Pre11
universal application level gateway, or proxy server which can relay most of fundamental application protocols used in the Internet more>> <<less
Added: 2009-07-21 License: Freely Distributable Price: FREE
13 downloads
fuselagefs 0.0.1
fuselagefs is a project which consists of a C++ wrapper class for FUSE called Fuselagefs. more>>
fuselagefs is a project which consists of a C++ wrapper class for FUSE called Fuselagefs.
fuselagefs consists of a C++ wrapper class for FUSE called Fuselagefs, as well as Delegatefs which is a Fuselagefs subclass that delegates all operations to an underlying base filesystem.
With Delegatefs you can expose dir1 at mountpoint dir2 very easily as a FUSE filesystem. Subclasses of Delegatefs can then be created which add a little extra functionality to the delegation operation but rely on the parent class to perform the work and return errors to FUSE in an appropriate manner. An example subclass is petardfs.
<<lessfuselagefs consists of a C++ wrapper class for FUSE called Fuselagefs, as well as Delegatefs which is a Fuselagefs subclass that delegates all operations to an underlying base filesystem.
With Delegatefs you can expose dir1 at mountpoint dir2 very easily as a FUSE filesystem. Subclasses of Delegatefs can then be created which add a little extra functionality to the delegation operation but rely on the parent class to perform the work and return errors to FUSE in an appropriate manner. An example subclass is petardfs.
Download (0.27MB)
Added: 2007-04-03 License: GPL (GNU General Public License) Price:
934 downloads
demexp 0.8.0
demexp is a client/server system for direct democracies. more>>
demexp is a client/server system for direct democracies. demexp makes it possible to ask questions in the system, add new answers to those questions, and vote on proposed answers.
The voting procedure used is Condorcet voting. Questions are classified, and a delegation system allows ones vote for certain questions to be assigned to a chosen delegate.
The software is tailored to the needs of the Democratic Experience project.
Enhancements:
- A new configuration file that supports version upgrading.
- Support for client internationalization. Translations of the (English) client into French and Esperanto.
- An experimental Web client in OCaml (using WDialog). Improvement of the Windows installer.
- Simplification of the clients interface.
- Tooltips on column titles.
- Various bugfixes in the client and the server.
<<lessThe voting procedure used is Condorcet voting. Questions are classified, and a delegation system allows ones vote for certain questions to be assigned to a chosen delegate.
The software is tailored to the needs of the Democratic Experience project.
Enhancements:
- A new configuration file that supports version upgrading.
- Support for client internationalization. Translations of the (English) client into French and Esperanto.
- An experimental Web client in OCaml (using WDialog). Improvement of the Windows installer.
- Simplification of the clients interface.
- Tooltips on column titles.
- Various bugfixes in the client and the server.
Download (0.17MB)
Added: 2006-10-10 License: GPL (GNU General Public License) Price:
1109 downloads
libeds-java 0.5.1
Java-GNOME is a set of Java bindings for GNOME and GTK libraries, so GNOME applications can be written in Java. more>>
Java-GNOME is a set of Java bindings for GNOME and GTK libraries, so GNOME applications can be written in Java. Java-GNOME is implemented as a JNI layer that delegates the Java calls out to the underlying C library.
Installation:
See the INSTALL file in each module for instruction on how to build the binding from source.
How to report bugs:
You can submit bugs at the following url: http://bugzilla.gnome.org/enter_bug.cgi?product=java-gnome
Please indicate what version of the library you were using when you encountered the bug.
Please include the following information in your bug report:
1) The type of system and version of the operating system you are using.
2) The version of GTK/GNOME you are using.
3) A detailed description of the bug. If the bug is reporducable, please indicate haw to reproduce.
You can also submit enhancement requests at the same location.
<<lessInstallation:
See the INSTALL file in each module for instruction on how to build the binding from source.
How to report bugs:
You can submit bugs at the following url: http://bugzilla.gnome.org/enter_bug.cgi?product=java-gnome
Please indicate what version of the library you were using when you encountered the bug.
Please include the following information in your bug report:
1) The type of system and version of the operating system you are using.
2) The version of GTK/GNOME you are using.
3) A detailed description of the bug. If the bug is reporducable, please indicate haw to reproduce.
You can also submit enhancement requests at the same location.
Download (0.33MB)
Added: 2006-08-14 License: LGPL (GNU Lesser General Public License) Price:
1168 downloads
JGame 3.0
JGame is a small high-level 2D game engine for producing games on Java platforms. more>>
JGame is a small high-level 2D game engine for producing games on Java platforms. It does a lot of the stuff you need for a game automatically, and "classic" type arcade games can be developed with a minimum of effort.
It is based on sprites with automatic collision detection, and a tile-based background with easy sprite-tile interaction facilities. JGame games can easily be run as stand-alone applications or as applets, and can be scaled to any resolution.
Main features:
- Tested on various platforms; can easily be run as applet as well.
- Ensures optimised and accelerated graphics for a variety of displays; even works well on remote X11 displays.
- The game is programmed at one resolution, but can be scaled to any desired resolution when run.
- Built-in animated "sprite" engine, with easy animation definition.
- Tile-based background handling, with decorative backdrop.
- Automatic collision detection with sprites and background tiles, and easy background tile interaction.
- Load sprites, tiles, and colour fonts directly from sprite sheets.
- Define images and animations in a text file.
Enhancements:
- New platform-independent versions of Point, Rectangle, Color, Font.
- Changes in package structure. Base classes are now in jgame, platform independent implementation details in jgame.impl, platform dependent classes in jgame.platform.
- Major changes in JGEngine/JGCanvas. A platform independent interface JGEngineInterface has been defined. The platform-independent code has been moved to jgame.impl.*, and for each platform there is a platform-dependent version of JGEngine, delegating functionality to jgame.impl.EngineLogic where possible.
- ImageUtil has been split into a platform-independent interface JGImage, and platform implementations JREImage and MIDPImage.
- StdGame now has two versions, the original for JRE and a somewhat simplified version for MIDP.
- The package tree has been changed. The sources are now in src-*, classes are compiled into classes-*. Compilation of the JGame classes and the examples and applications has been split.
- The code has been optimised: object creations in the most important tight loops have been reduced to near zero, repaintBG has been optimised by a factor 2, isOnPF/isInView were optimised.
- a small bug in background copying where the area bounds would exceed the size of the source image was fixed.
- A few methods were added specifically for use the Midlet platform, such as isMidlet(), displayWidth/Height(), setScalingPreferences().
- setCursor has been renamed to SetMouseCursor.
- there is a new engine getTiles method that copies the data into an existing object. Semantics of the getTiles methods in JGObject have been changed to return a local variable with the information copied into it, rather than create an object every time. Semantics of some other methods such as getImage is changed so as not to create a new object every time.
- fixed bug in exitEngine which did not set the JGObject default_engine to null
- fixed access exception occurring in unsigned webstart.
- improved frame skip logic so that game runs smoothly even if the machine is way too slow
<<lessIt is based on sprites with automatic collision detection, and a tile-based background with easy sprite-tile interaction facilities. JGame games can easily be run as stand-alone applications or as applets, and can be scaled to any resolution.
Main features:
- Tested on various platforms; can easily be run as applet as well.
- Ensures optimised and accelerated graphics for a variety of displays; even works well on remote X11 displays.
- The game is programmed at one resolution, but can be scaled to any desired resolution when run.
- Built-in animated "sprite" engine, with easy animation definition.
- Tile-based background handling, with decorative backdrop.
- Automatic collision detection with sprites and background tiles, and easy background tile interaction.
- Load sprites, tiles, and colour fonts directly from sprite sheets.
- Define images and animations in a text file.
Enhancements:
- New platform-independent versions of Point, Rectangle, Color, Font.
- Changes in package structure. Base classes are now in jgame, platform independent implementation details in jgame.impl, platform dependent classes in jgame.platform.
- Major changes in JGEngine/JGCanvas. A platform independent interface JGEngineInterface has been defined. The platform-independent code has been moved to jgame.impl.*, and for each platform there is a platform-dependent version of JGEngine, delegating functionality to jgame.impl.EngineLogic where possible.
- ImageUtil has been split into a platform-independent interface JGImage, and platform implementations JREImage and MIDPImage.
- StdGame now has two versions, the original for JRE and a somewhat simplified version for MIDP.
- The package tree has been changed. The sources are now in src-*, classes are compiled into classes-*. Compilation of the JGame classes and the examples and applications has been split.
- The code has been optimised: object creations in the most important tight loops have been reduced to near zero, repaintBG has been optimised by a factor 2, isOnPF/isInView were optimised.
- a small bug in background copying where the area bounds would exceed the size of the source image was fixed.
- A few methods were added specifically for use the Midlet platform, such as isMidlet(), displayWidth/Height(), setScalingPreferences().
- setCursor has been renamed to SetMouseCursor.
- there is a new engine getTiles method that copies the data into an existing object. Semantics of the getTiles methods in JGObject have been changed to return a local variable with the information copied into it, rather than create an object every time. Semantics of some other methods such as getImage is changed so as not to create a new object every time.
- fixed bug in exitEngine which did not set the JGObject default_engine to null
- fixed access exception occurring in unsigned webstart.
- improved frame skip logic so that game runs smoothly even if the machine is way too slow
Download (5.3MB)
Added: 2007-08-09 License: BSD License Price:
494 downloads
beware 0.1
beware project is a distributed global server load balancing system. more>>
beware project is a distributed global server load balancing system.
beware is a small DNS server that can have nameserver responsibility delegated to it and that can return a set of authoritative "IN A" records to a client.
Given a list of hosts for a certain domain name, it also tests for services specified and will only return IP addresses for currently reachable services.
<<lessbeware is a small DNS server that can have nameserver responsibility delegated to it and that can return a set of authoritative "IN A" records to a client.
Given a list of hosts for a certain domain name, it also tests for services specified and will only return IP addresses for currently reachable services.
Download (0.12MB)
Added: 2007-04-14 License: GPL (GNU General Public License) Price:
923 downloads
libgconf-java 2.12.6
Java-GNOME is a set of Java bindings for GNOME and GTK libraries, so GNOME applications can be written in Java. more>>
Java-GNOME is a set of Java bindings for GNOME and GTK libraries, so GNOME applications can be written in Java.
Java-GNOME is implemented as a JNI layer that delegates the Java calls out to the underlying C library.
Installation:
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.
<<lessJava-GNOME is implemented as a JNI layer that delegates the Java calls out to the underlying C library.
Installation:
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 (0.33MB)
Added: 2007-01-07 License: GPL (GNU General Public License) Price:
1020 downloads
KeyNote 2.3
KeyNote is a simple and flexible trust-management system designed to work well for applications. more>>
KeyNote is a simple and flexible trust-management system designed to work well for applications.
Trust management, introduced in the PolicyMaker system [BFL96], is a unified approach to specifying and interpreting security policies, credentials, and relationships; it allows direct authorization of security-critical actions. A trust-management system provides standard, general-purpose mechanisms for specifying application security policies and credentials. Trust-management credentials describe a specific delegation of trust and subsume the role of public key certificates; unlike traditional certificates, which bind keys to names, credentials can bind keys directly to the authorization to perform specific tasks.
A language for describing `actions, which are operations with security consequences that are to be controlled by the system.
A mechanism for identifying `principals, which are entities that can be authorized to perform actions.
A language for specifying application `policies, which govern the actions that principals are authorized to perform.
A language for specifying `credentials, which allow principals to delegate authorization to other principals.
A `compliance checker, which provides a service to applications for determining how an action requested by principals should be handled, given a policy and a set of credentials.
The trust-management approach has a number of advantages over other mechanisms for specifying and controlling authorization, especially when security policy is distributed over a network or is otherwise decentralized.
Trust management unifies the notions of security policy, credentials, access control, and authorization. An application that uses a trust- management system can simply ask the compliance checker whether a requested action should be allowed. Furthermore, policies and credentials are written in standard languages that are shared by all trust-managed applications; the security configuration mechanism for one application carries exactly the same syntactic and semantic structure as that of another, even when the semantics of the applications themselves are quite different.
Trust-management policies are easy to distribute across networks, helping to avoid the need for application-specific distributed policy configuration mechanisms, access control lists, and certificate parsers and interpreters.
For a general discussion of the use of trust management in distributed system security, see [Bla99].
KeyNote is a simple and flexible trust-management system designed to work well for a variety of large- and small- scale Internet-based applications. It provides a single, unified language for both local policies and credentials. KeyNote policies and credentials, called `assertions, contain predicates that describe the trusted actions permitted by the holders of specific public keys. KeyNote assertions are essentially small, highly-structured programs. A signed assertion, which can be sent over an untrusted network, is also called a `credential assertion. Credential assertions, which also serve the role of certificates, have the same syntax as policy assertions but are also signed by the principal delegating the trust.
In KeyNote:
Actions are specified as a collection of name-value pairs.
Principal names can be any convenient string and can directly represent cryptographic public keys.
The same language is used for both policies and credentials.
The policy and credential language is concise, highly expressive, human readable and writable, and compatible with a variety of storage and transmission media, including electronic mail.
The compliance checker returns an application-configured `policy compliance value that describes how a request should be handled by the application. Policy compliance values are always positively derived from policy and credentials, facilitating analysis of KeyNote-based systems.
Compliance checking is efficient enough for high-performance and real-time applications.
This document describes the KeyNote policy and credential assertion language, the structure of KeyNote action descriptions, and the KeyNote model of computation.
<<lessTrust management, introduced in the PolicyMaker system [BFL96], is a unified approach to specifying and interpreting security policies, credentials, and relationships; it allows direct authorization of security-critical actions. A trust-management system provides standard, general-purpose mechanisms for specifying application security policies and credentials. Trust-management credentials describe a specific delegation of trust and subsume the role of public key certificates; unlike traditional certificates, which bind keys to names, credentials can bind keys directly to the authorization to perform specific tasks.
A language for describing `actions, which are operations with security consequences that are to be controlled by the system.
A mechanism for identifying `principals, which are entities that can be authorized to perform actions.
A language for specifying application `policies, which govern the actions that principals are authorized to perform.
A language for specifying `credentials, which allow principals to delegate authorization to other principals.
A `compliance checker, which provides a service to applications for determining how an action requested by principals should be handled, given a policy and a set of credentials.
The trust-management approach has a number of advantages over other mechanisms for specifying and controlling authorization, especially when security policy is distributed over a network or is otherwise decentralized.
Trust management unifies the notions of security policy, credentials, access control, and authorization. An application that uses a trust- management system can simply ask the compliance checker whether a requested action should be allowed. Furthermore, policies and credentials are written in standard languages that are shared by all trust-managed applications; the security configuration mechanism for one application carries exactly the same syntactic and semantic structure as that of another, even when the semantics of the applications themselves are quite different.
Trust-management policies are easy to distribute across networks, helping to avoid the need for application-specific distributed policy configuration mechanisms, access control lists, and certificate parsers and interpreters.
For a general discussion of the use of trust management in distributed system security, see [Bla99].
KeyNote is a simple and flexible trust-management system designed to work well for a variety of large- and small- scale Internet-based applications. It provides a single, unified language for both local policies and credentials. KeyNote policies and credentials, called `assertions, contain predicates that describe the trusted actions permitted by the holders of specific public keys. KeyNote assertions are essentially small, highly-structured programs. A signed assertion, which can be sent over an untrusted network, is also called a `credential assertion. Credential assertions, which also serve the role of certificates, have the same syntax as policy assertions but are also signed by the principal delegating the trust.
In KeyNote:
Actions are specified as a collection of name-value pairs.
Principal names can be any convenient string and can directly represent cryptographic public keys.
The same language is used for both policies and credentials.
The policy and credential language is concise, highly expressive, human readable and writable, and compatible with a variety of storage and transmission media, including electronic mail.
The compliance checker returns an application-configured `policy compliance value that describes how a request should be handled by the application. Policy compliance values are always positively derived from policy and credentials, facilitating analysis of KeyNote-based systems.
Compliance checking is efficient enough for high-performance and real-time applications.
This document describes the KeyNote policy and credential assertion language, the structure of KeyNote action descriptions, and the KeyNote model of computation.
Download (0.13MB)
Added: 2006-07-14 License: (FDL) GNU Free Documentation License Price:
1253 downloads
RealmForge 0.6.2
RealmForge project is a cross-platform 3D game engine for .NET. more>>
RealmForge project is a cross-platform 3D game engine for .NET.
RealmForge is a .NET 3D game engine predecessor to Visual3D.NET (www.visual3d.net), which is a framework and toolset for the visual design and development of 3D games, simulations, and interactive environments using C#, .NET 2.0, visual scripting, and the XNA Framework.
Enhancements:
- Access InGame Editor
- Press F11 with any application to toggle the InGame Editor on and off for editing games at runtime
- Controllerbased Input
- Intuitive componentbased input handling and behaviors that are easily extended
- Support for Editor/DevTool Plugins
- Devtools have been factored out of WorkspaceManager and are organized as simple and extendible or plugins
- Input focus fix
- Input isnt handled when working with the devtools
- Clicking on the render window will remove focus from devtools, enabling input again
- DragDrop Scene Creation
- Drag templates from the Scene Object Templates window onto the Scene window
- Reorganize the scene graph in the scene window and the templates in the Scene Object Templates window
- Click on nodes in the Scene window to select them
- Property Editing:
- Select nodes by clicking on them in the render window or Scene window and edit their properties in the Properties window (Property Inspector)
- Select components (such as the rendering engine or application) from the Components menu in the InGame Editor to edit their properties
- The properties are grouped and have descriptions and any custom properties added will show up as well
- New properties and ways of editing properties (especially collections) will be added in the future as well as fixes for properties like Orientation angles, Absolute Position, Direction, etc that may not work properly at the moment.
- About Box:
- The Help > About RealmForge GDK menu item now shows the About Box properly with information about the project and its developers.
- Event Editing:
- Click on the "View > Event Scripting Designer" menu item to work with the designer to visually script events
- Selecting a target from the dropdown list and an event from the list right below it
- Drag scripts from the Tree of all scripts or from the list of named delegates
- Add any method in the entire framework or from plugins that has a void SimpleMethod() or void Script(object owner, object args) signature by specifying the fully qualified (include namespace) class name and members (fields and properties) that need to be traversed to get to it from a static member of that class
- You can leave the class name empty an will default to the RealmForge.RF, the singleton aggregator.
- Saving your game:
- The File > Save menu item now actually works and will save the current scene (for applications that load the scene from a master module, doesnt work for the Sample Browser tech demos yet). This feature is buggy and verbose, however since it is finally supported it wont be long before the editor will be fully usable for game development!
<<lessRealmForge is a .NET 3D game engine predecessor to Visual3D.NET (www.visual3d.net), which is a framework and toolset for the visual design and development of 3D games, simulations, and interactive environments using C#, .NET 2.0, visual scripting, and the XNA Framework.
Enhancements:
- Access InGame Editor
- Press F11 with any application to toggle the InGame Editor on and off for editing games at runtime
- Controllerbased Input
- Intuitive componentbased input handling and behaviors that are easily extended
- Support for Editor/DevTool Plugins
- Devtools have been factored out of WorkspaceManager and are organized as simple and extendible or plugins
- Input focus fix
- Input isnt handled when working with the devtools
- Clicking on the render window will remove focus from devtools, enabling input again
- DragDrop Scene Creation
- Drag templates from the Scene Object Templates window onto the Scene window
- Reorganize the scene graph in the scene window and the templates in the Scene Object Templates window
- Click on nodes in the Scene window to select them
- Property Editing:
- Select nodes by clicking on them in the render window or Scene window and edit their properties in the Properties window (Property Inspector)
- Select components (such as the rendering engine or application) from the Components menu in the InGame Editor to edit their properties
- The properties are grouped and have descriptions and any custom properties added will show up as well
- New properties and ways of editing properties (especially collections) will be added in the future as well as fixes for properties like Orientation angles, Absolute Position, Direction, etc that may not work properly at the moment.
- About Box:
- The Help > About RealmForge GDK menu item now shows the About Box properly with information about the project and its developers.
- Event Editing:
- Click on the "View > Event Scripting Designer" menu item to work with the designer to visually script events
- Selecting a target from the dropdown list and an event from the list right below it
- Drag scripts from the Tree of all scripts or from the list of named delegates
- Add any method in the entire framework or from plugins that has a void SimpleMethod() or void Script(object owner, object args) signature by specifying the fully qualified (include namespace) class name and members (fields and properties) that need to be traversed to get to it from a static member of that class
- You can leave the class name empty an will default to the RealmForge.RF, the singleton aggregator.
- Saving your game:
- The File > Save menu item now actually works and will save the current scene (for applications that load the scene from a master module, doesnt work for the Sample Browser tech demos yet). This feature is buggy and verbose, however since it is finally supported it wont be long before the editor will be fully usable for game development!
Download (81.0MB)
Added: 2006-11-08 License: LGPL (GNU Lesser General Public License) Price:
1087 downloads
libgtk-java 2.9.3
Java-GNOME is a set of Java bindings for GNOME and GTK libraries, so GNOME applications can be written in Java. more>>
Java-GNOME is a set of Java bindings for GNOME and GTK libraries, so GNOME applications can be written in Java.
libgtk-java is implemented as a JNI layer that delegates the Java calls out to the underlying C library.
Installation:
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.
<<lesslibgtk-java is implemented as a JNI layer that delegates the Java calls out to the underlying C library.
Installation:
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 (1.1MB)
Added: 2006-09-15 License: GPL (GNU General Public License) Price:
1134 downloads
Other version of libgtk-java
License:LGPL (GNU Lesser General Public License)
License:GPL (GNU General Public License)
libspawner 0.0.20060526
libspawner implements the MTA side of Sendmails Milter (mail filter) protocol. more>>
libspawner implements the MTA side of Sendmails Milter (mail filter) protocol that is used by the MTA to delegate policy decisions to external daemons.
libspawners main purpose is to enable other MTAs, or any mail-handling software, to talk to the existing mail filters that have been developed for Sendmail.
ToDo:
- Clean up exit handling of functions
- sp->error necessary?
- "res" variable
- State machine
- Check state at beginning of function
- Set state at end of function
- Split body
<<lesslibspawners main purpose is to enable other MTAs, or any mail-handling software, to talk to the existing mail filters that have been developed for Sendmail.
ToDo:
- Clean up exit handling of functions
- sp->error necessary?
- "res" variable
- State machine
- Check state at beginning of function
- Set state at end of function
- Split body
Download (0.049MB)
Added: 2006-05-29 License: GPL (GNU General Public License) Price:
1243 downloads
Template::Alloy::Parse 1.006
Template::Alloy::Parse is a Perl module with common parsing role for creating AST from templates. more>>
Template::Alloy::Parse is a Perl module with common parsing role for creating AST from templates.
The Template::Alloy::Parse role is reponsible for storing the majority of directive parsing code, as well as for delegating to the TT, HTE, Tmpl, and Velocity roles for finding variables and directives.
ROLE METHODS
parse_tree
Used by load_tree. This is the main grammar engine of the program. It delegates to the syntax found in $self->{SYNTAX} (defaults to alloy) and calls the function found in the $SYNTAX hashref. The majority of these syntaxes use methods found in the $DIRECTIVES hashref to parse different DIRECTIVE types for each particular syntax.
A template that looked like the following:
Foo
[%- GET foo -%]
[%- GET bar -%]
Bar
would parse to the following AST:
[
Foo,
[GET, 6, 15, [foo, 0]],
[GET, 22, 31, [bar, 0]],
Bar,
]
The "GET" words represent the directive used. The 6, 15 represent the beginning and ending characters of the directive in the document. The remaining items are the variables necessary for running the particular directive.
parse_expr
Used to parse a variable, an expression, a literal string, or a number. It returns a parsed variable tree. Samples of parsed variables can be found in the VARIABLE PARSE TREE section.
my $str = "1 + 2 * 3";
my $ast = $self->parse_expr($str);
# $ast looks like [[undef, +, 1, [[undef, *, 2, 3], 0]], 0]
parse_args
Allow for the multitudinous ways that TT parses arguments. This allows for positional as well as named arguments. Named arguments can be separated with a "=" or "=>", and positional arguments should be separated by " " or ",". This only returns an array of parsed variables. To get the actual values, you must call play_expr on each value.
dump_parse_tree
This method allows for returning a string of perl code representing the AST of the parsed tree.
It is mainly used for testing.
dump_parse_expr
This method allows for returning a Data::Dumper dump of a parsed variable. It is mainly used for testing.
parse_*
Methods by these names are used by parse_tree to parse the template. These are the grammar. They are used by all of the various template syntaxes Unless otherwise mentioned, these methods are not exposed via the role.
<<lessThe Template::Alloy::Parse role is reponsible for storing the majority of directive parsing code, as well as for delegating to the TT, HTE, Tmpl, and Velocity roles for finding variables and directives.
ROLE METHODS
parse_tree
Used by load_tree. This is the main grammar engine of the program. It delegates to the syntax found in $self->{SYNTAX} (defaults to alloy) and calls the function found in the $SYNTAX hashref. The majority of these syntaxes use methods found in the $DIRECTIVES hashref to parse different DIRECTIVE types for each particular syntax.
A template that looked like the following:
Foo
[%- GET foo -%]
[%- GET bar -%]
Bar
would parse to the following AST:
[
Foo,
[GET, 6, 15, [foo, 0]],
[GET, 22, 31, [bar, 0]],
Bar,
]
The "GET" words represent the directive used. The 6, 15 represent the beginning and ending characters of the directive in the document. The remaining items are the variables necessary for running the particular directive.
parse_expr
Used to parse a variable, an expression, a literal string, or a number. It returns a parsed variable tree. Samples of parsed variables can be found in the VARIABLE PARSE TREE section.
my $str = "1 + 2 * 3";
my $ast = $self->parse_expr($str);
# $ast looks like [[undef, +, 1, [[undef, *, 2, 3], 0]], 0]
parse_args
Allow for the multitudinous ways that TT parses arguments. This allows for positional as well as named arguments. Named arguments can be separated with a "=" or "=>", and positional arguments should be separated by " " or ",". This only returns an array of parsed variables. To get the actual values, you must call play_expr on each value.
dump_parse_tree
This method allows for returning a string of perl code representing the AST of the parsed tree.
It is mainly used for testing.
dump_parse_expr
This method allows for returning a Data::Dumper dump of a parsed variable. It is mainly used for testing.
parse_*
Methods by these names are used by parse_tree to parse the template. These are the grammar. They are used by all of the various template syntaxes Unless otherwise mentioned, these methods are not exposed via the role.
Download (0.14MB)
Added: 2007-07-14 License: Perl Artistic License Price:
832 downloads
Devel::GDB::Reflect 0.2
Devel::GDB::Reflect is a reflection API for GDB/C++. more>>
Devel::GDB::Reflect is a reflection API for GDB/C++.
SYNOPSIS
use Devel::GDB;
use Devel::GDB::Reflect;
my $gdb = new Devel::GDB( -file => $foo );
my $reflector = new Devel::GDB::Reflect( $gdb );
print $gdb->get( "b foo.c:123" );
$gdb->print( "myVariable" );
Devel::GDB::Reflect provides a reflection API for GDB/C++, which can be used to recursively print the contents of STL data structures (vector, set, map, etc.) within a GDB session. It is not limited to STL, however; you can write your own delegates for printing custom container types.
The module implements the functionality used by the gdb++ script, which serves as a wrapper around GDB. You should probably familiarize yourself with the basic functionality of this script first, before diving into the gory details presented here.
Global Variables
The following global variables control the behavior of the "print" method.
$Devel::GDB::Reflect::INDENT
The number of spaces to indent at each level of recursion. Defaults to 4.
$Devel::GDB::Reflect::MAX_DEPTH
The maximum recursion depth. Defaults to 5.
$Devel::GDB::Reflect::MAX_WIDTH
The maximum number of elements to show from a given container. Defaults to 10.
<<lessSYNOPSIS
use Devel::GDB;
use Devel::GDB::Reflect;
my $gdb = new Devel::GDB( -file => $foo );
my $reflector = new Devel::GDB::Reflect( $gdb );
print $gdb->get( "b foo.c:123" );
$gdb->print( "myVariable" );
Devel::GDB::Reflect provides a reflection API for GDB/C++, which can be used to recursively print the contents of STL data structures (vector, set, map, etc.) within a GDB session. It is not limited to STL, however; you can write your own delegates for printing custom container types.
The module implements the functionality used by the gdb++ script, which serves as a wrapper around GDB. You should probably familiarize yourself with the basic functionality of this script first, before diving into the gory details presented here.
Global Variables
The following global variables control the behavior of the "print" method.
$Devel::GDB::Reflect::INDENT
The number of spaces to indent at each level of recursion. Defaults to 4.
$Devel::GDB::Reflect::MAX_DEPTH
The maximum recursion depth. Defaults to 5.
$Devel::GDB::Reflect::MAX_WIDTH
The maximum number of elements to show from a given container. Defaults to 10.
Download (0.015MB)
Added: 2007-05-08 License: Perl Artistic License Price:
899 downloads
AgileWiki 3.5.0.12
AgileWiki is a Java-based wiki that provides a virtual wiki for each registered user, complete with access control. more>>
AgileWiki is a Java-based wiki that provides a virtual wiki for each registered user, complete with access control and versioning.
The backend includes a built-in database (which uses flat files) and communicates via RMI to either a Servlet (packaged as a WAR file) or to a Swing client. AgileWiki is also both an application platform and a knowledge management system.
The goal is to build an extensible wiki application server based on Rolonics, which is a theory of knowledge developed by Norman Kashdan. Ths work has been on-going for about 6 years now, and open source for the last two.
Prior versions were implemented in Python, the switch to Java being driven by a need for a faster database. (A custom OODBMS has already been developed in Java. It supports 50K/sec inserts and handles nested transactions at the rate of 500/sec.)
At present, Swing, text and Servlet clients have been implemented, with all communication with the application server via XML over RMI. Both the Swing client and web access support a Wiki and a Rolonic interface.
AgileWiki supports virtual wikis, each user having their own space, full access control and the ability to delegate access through the definition of user groups.
This project self-hosts its own documentation, includes support for installing and deploying application code, offers some agility for managing content and provides transactional support for table updates as well.
The next phase of the project is to work on classifiers (half a dozen different kinds) which are used to customize the namespace for each Rolon (node). The deep knowledge structures supported by the AgileWiki database make use of late binding, with the namespace of each Rolon used to resolve references to other nodes.
Enhancements:
- Wiki text is now automaticly updated by refactoring operations.
<<lessThe backend includes a built-in database (which uses flat files) and communicates via RMI to either a Servlet (packaged as a WAR file) or to a Swing client. AgileWiki is also both an application platform and a knowledge management system.
The goal is to build an extensible wiki application server based on Rolonics, which is a theory of knowledge developed by Norman Kashdan. Ths work has been on-going for about 6 years now, and open source for the last two.
Prior versions were implemented in Python, the switch to Java being driven by a need for a faster database. (A custom OODBMS has already been developed in Java. It supports 50K/sec inserts and handles nested transactions at the rate of 500/sec.)
At present, Swing, text and Servlet clients have been implemented, with all communication with the application server via XML over RMI. Both the Swing client and web access support a Wiki and a Rolonic interface.
AgileWiki supports virtual wikis, each user having their own space, full access control and the ability to delegate access through the definition of user groups.
This project self-hosts its own documentation, includes support for installing and deploying application code, offers some agility for managing content and provides transactional support for table updates as well.
The next phase of the project is to work on classifiers (half a dozen different kinds) which are used to customize the namespace for each Rolon (node). The deep knowledge structures supported by the AgileWiki database make use of late binding, with the namespace of each Rolon used to resolve references to other nodes.
Enhancements:
- Wiki text is now automaticly updated by refactoring operations.
Download (2.5MB)
Added: 2006-11-04 License: Common Public License Price:
1084 downloads
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