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Mock Objects for C++ 1.16.1

Mock Objects for C++ 1.16.1


mockpp is a platform-independent generic unit testing framework for C++. more>>
mockpp is a platform independent generic unit testing framework for C++. Mock Objects for C++ goal is to facilitate developing unit tests in the spirit of Mock Objects for Java, EasyMock and jMock.
Mock objects allow you to set up predictible behaviour to help you test your production code by emulating some functionality your code depends on. This might for example be a huge database which is too difficult and time consuming to maintain just for testing purposes.
Originally I started with a port of MockObjects to C++ and wanted to keep the same interfaces. But in the meanwhile I found out more about Java and its differencens to C++ (its funny reflection api for example ) and so I had to change a bunch of details.
Additionally I included the working method of EasyMock. From my limited understanding of Java there seems to be something similar in MockObjects but I guess EasyMock is easier to use and certainly was easier to port to C++.
Enhancements:
- This release fixes a compilation issue on Mac OS platforms and a parsing problem with mockpp2xml.
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Added: 2007-06-16 License: GPL (GNU General Public License) Price:
864 downloads
Falling 1.0 RC1

Falling 1.0 RC1


Falling is a fast-paced survival game involving a ball falling through wooden planks. more>>
Falling is a fast-paced survival game involving a ball falling through wooden planks.

Falling is a survival game where the user controls a small steel ball and tries to roll it through holes in floors which are constantly moving up.

Avoid being crushed between the top of the window and a floor, avoid mechanical sticks of TNT that explode on contact, and avoid magnetic balloons which pull you to the top of the screen.

Collect jewels for extra points. Try to survive as long as possible!

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Added: 2006-11-06 License: GPL (GNU General Public License) Price:
1083 downloads
Php Object Generator 3.0

Php Object Generator 3.0


PHP Object Generator (POG) is a PHP code generator which generates clean and tested object oriented code for your PHP4/PHP5. more>>
Php Object Generator on short POG is an open source PHP code generator which automatically generates clean & tested Object Oriented code for your PHP4/PHP5 application.
Over the years, we realized that a large portion of a PHP programmers time is wasted on repetitive coding of the Database Access Layer of an application simply because different applications require different objects.
By generating PHP objects with integrated CRUD methods, POG gives you a head start in any project and saves you from writing and testing SQL queries. The time you save can be spent on more interesting areas of your project. But dont take our word for it, give it a try!
Main features:
- Generates clean & tested code
- Generates CRUD methods
- Compatible with PHP4 & PHP5
- Compatible with PDO
- Free for personal use
- Free for commercial use
- Open Source
Enhancements:
- POG now fetches result set arrays where possible (which provides a big performance boost).
- Data encoding is handled within the database.
- A new plugin interface is used.
- A data encoding sanity check was added to setup.
- Siblings can be deleted without deleting children.
- Getlist() accepts column names as filters.
- Getlist(), GetChild(), and GetSibling() return all results if no arguments are passed.
- A database wrapper class for PDO was added.
- The PDO performance was improved.
- The plugin API, POG base API, and database API were made uniform to prevent plugin versioning.
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Added: 2007-07-26 License: BSD License Price:
516 downloads
C++ Machine Objects 0.9.4

C++ Machine Objects 0.9.4


C++ Machine Objects class library supports a subset of the UML statechart notation. more>>
C++ Machine Objects class library supports a subset of the UML statechart notation for implementing hierarchical state machines in straight C++, similar in spirit to the GoF "State" design pattern.
The currently supported features are hierarchical states, entry and exit actions, state histories, and state variables.
Installation:
The class library as such does not need to be installed. Just include the header file Macho.hpp to make use of it. Prerequisite however is a C++ compiler with sane support for templates.
Included are the example state machines HelloWorld, Example, Microwave and Test. To make the examples run just compile them in the directory they are in, for example:
# GCC
g++ -o microwave Microwave.cpp
# MSVC7
cl /EHsc Microwave.cpp
I like the GoF "State" design pattern. It enables implementing the important concept of state machines with common programming language features. By utilising only basic language mechanisms it is easy to apply in real-life software development.
Another important property that stems from this simplicity is orthogonality, meaning that the pattern can be combined with other design elements, patterns and idioms in arbitrary ways.
In contrast stand the tool supported approaches to state machine creation (of which there is no shortage). Based on code generators and graphical editors, they tend to generate incomprehensible code and forfeit orthogonality by necessarily being outside the domain of the programming language.
Unfortunately the "State" pattern is limited in scope because it does not allow for hierarchical state machines. This is regrettable because flat state machines tend to become unwieldy when getting bigger, for the sheer number of states they produce.
Hierarchical state machines as defined by the statechart notation alleviate this problem by giving an additional structural element through grouping states into hierarchies.
The "State" pattern in its original form is not capable of modeling state hierarchies. The Macho class library extends the concept with this possibility, while keeping the properties of simplicity (there possible) and tool independence from its inspiration.
Enhancements:
- This release adds the feature of backtracking to previous states by using "Snapshots".
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Added: 2006-06-02 License: MIT/X Consortium License Price:
1240 downloads
Database of Managed Objects 2.4 Beta

Database of Managed Objects 2.4 Beta


DMO stands for Database of Managed Objects. more>>
DMO stands for "Database of Managed Objects." This is a tool for documenting all objects within a data center.
Database of Managed Objects provides an object-based overlay on a MySQL database, with a Web-based interface, which allows new objects to be defined in a hierarchy.
Each object can have attributes defined, which are inherited by objects below in the hierarchy. Information can be imported in CSV or XML format, and reports can be produced in XML, CSV, PDF and HTML formats.
DMO uses PHP and MySQL to support documentation of all network and system objects within your computing environment. It offers a Web interface that enables easy navigation through objects, instances and attributes, with XML and access controls.
Enhancements:
- This is the first significant release of DMO for nearly two years.
- It works with Linux and Windows (XAMPP), but should work well with any LAMP stack including PHP4.
- New features include much more graphical viewing, as well as mapping objects onto maps with drill-down to additional layers of maps following dependency trails, a new Flash viewer for browsing through objects, and the ability to create chains of objects based on any attribute type (where any other object can be an attribute of any other object).
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Added: 2007-08-01 License: GPL (GNU General Public License) Price:
814 downloads
HTML Objects 1.2.4

HTML Objects 1.2.4


HTML Objects is a Perl module library for turning HTML tags into Perl objects. more>>
HTML Objects is a Perl module library for turning HTML tags into Perl objects. HTML Objects allows Web pages to be manipulated as a data structure rather than text.

Once manipulation is done, the entire page is generated via depth-first recursion.

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Added: 2006-05-09 License: GPL (GNU General Public License) Price:
1263 downloads
Falling Up 004

Falling Up 004


Falling Up its another tetris clone. more>>
Falling Up its another tetris clone. No, Im not trying to make any money off of it or claim it as particularly unique. It is fun. Try it. Its evil. Im told that frequently.
People have even praised it. I wrote it as a precursor to other games, a way to learn new technologies (GLUT, OpenGL, OpenAL, NSIS, ...), and to brush up on old ones (c, for that matter).
The source code is essentially free to do with as you please, if you like. If you "steal" most of it, Id prefer you give credit back to here, but really... whatever. I learned from lots of places and anything I can do to pay that back is cool.
The game is... tetris. You have the same old blocks, and they fall down. You use left and right to move blocks left and right, up to rotate, down to move down a line, and spacebar to drop.
Theres a next item (optional), sound (optional), and... stuff like that. Please, just download it and play it already! Geeze! Youd think I was just rambling...
Enhancements:
- The score file was adding 1 to the "level" the score was attained at every time a new high score was made, give or take; that is fixed.
- I added a background image (doesnt work with trails, may slow down on slower systems), and made F4 quit out of playing the game.
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Added: 2005-12-06 License: GPL (GNU General Public License) Price:
1422 downloads
Active Objects 2007-03-04

Active Objects 2007-03-04


Active Objects is an implementation of the Active Object concept based on the boost::thread, boost::bind, boost::function libs. more>>
Active Objects is an implementation of the Active Object concept based on the boost::thread, boost::bind, and boost::function libraries.
The point of the library is to make taking advantage of multiprocessor machines as easy as possible. The library provides two types of functionality. The first is the ability to execute a function in a separate thread and automatically synchronize with the thread when the return value is needed.
The second is the ability to easily create a message cue for any existing class, and have that class process its messages asynchronously.
Enhancements:
- Minor code cleanup and code documentation updates.
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Added: 2007-03-07 License: Other/Proprietary License with Source Price:
961 downloads
XLObject 2.0.2a

XLObject 2.0.2a


XLObject is a clone of basic services offered by the Qt object model, redesigned around modern features of the C++ language. more>>
XLObject is a clone of basic services offered by the Qt object model, redesigned around modern features of the C++ language. Signals and slots are used for communication between objects. There are instances when we want some objects to know the changes of a particular object without having to write code for each interested object.
This design is common in GUI programming, where another widget needs to be notified implicitly of the change of one widget. Since the widget needs to be usable everywhere, the design should be as generic as possible. The event-generating widget should not need to know how or which widgets are informed of the event.
In older C-based toolkits, this functionality is achieved by using "callbacks" - registering pointers to functions to a processing function. The problem with callbacks is that they are not type safe, prone to crashes, and are strongly tied to the processing function.
Signal and Slots is an implementation of the Observer design pattern made popular by the Qt toolkit. It provides a much safer alternative to callbacks in addition to being built on the principles of object-oriented programming. Qt implemented this feature by dynamically adding extra information to classes during compile time with the help of an external meta object compiler.
XL Signal and Slots achieves the same functionality without the meta compiler by taking advantage of C++ templates. This direct approach is very fast compared to Qts string-based approach with the added benefit of:
Allowing all member functions to be treated as slots.
No longer needing specification of non-standard macros during class definitions.
At the same time, the library tries to follow the design of Qt as closely as possible where it:
Automatically severs the connection if either receiver or sender is destroyed so your program does not crash during the process of emitting a signal.
Lets receiver objects know which sender Object emitted the signal
Lets the compiler catch type mismatches.
Allows a slot to have a shorter signature than the signal without having to rebind types.
Optionally allows objects to be organized as object trees and achieving a concept that is more or less similar to garbage-collection.
The library aims to achieve the core signal and slots functionality very well and at the same time be as less complicated as possible. In around a thousand lines of code, the library is capable of being embedded into the application in a very tiny amount of space.
Enhancements:
- This release fixes a severe memory leak in the thread class.
- The documentation was improved in some of the utility classes.
- Options are provided to specify an optional address in server sockets.
- Some additional fixes were made in the core socket classes.
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Added: 2006-09-18 License: GPL (GNU General Public License) Price:
1132 downloads
Reflection Package for C++(unix) 1.02

Reflection Package for C++(unix) 1.02


Extracting type descriptors from debug information more>> Reflection is a mechanism making it possible to investigate yourself. If we are speaking about programming languages, reflection is used to investigate format of objects at runtime, invoke methods and access fields of these objects. Reflection is required if you want to implement some generic code which can work with objects of unknown (at the time of creation of this code) types. There are several tasks in which reflection can be used: remote method invocation, serialization, object dumps, database interfaces. How it works? Given some object we first should ask for its type. As a result we are given class descriptor, which provides information about class methods and fields. We can use these field descriptors to fetch/store object fields and can use method descriptors to lookup and invoke methods.
Many programming languages provide built-in reflection mechanism. For example, in Java there is special package java.lang.reflect . But unfortunately C++ doesnt support reflection. Not so long ago first step was made in this direction - RTTI support was added to the language. But RTTI provides only very restricted subset of reflection: it allows to get object compile-time and runtime type (it is possible to get object runtime type only if object class contains virtual functions). You can compare types and you can get type name - and that is all you can do with RTTI.
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Added: 2009-04-14 License: Freeware Price: Free
196 downloads
LibQtPod 0.3 RC1

LibQtPod 0.3 RC1


LibQtPod provides access to the contents of an Apple iPod. more>>
LibQtPod provides access to the contents of an Apple iPod. The code was formerly part of the kio ipodslave, but is now a separate Qt-based library.
LibQtPod library features reading and writing of the iTunesDB music database and provides access to hardware specific information like disc space statistics.
Main features:
- Reading/Writing the iTunesDB Music database
- access to hardware specific information like disc space statistics
Bugs/noticable problems:
- please report any problem you encounter with the software to the sourceforge project page at http://sourceforge.net/projects/kpod
- Since podcasts and smart playlists are unsupported at the moment youll lose them when synchronizing the database.
Installation:
1. `cd to the directory containing the packages source code and type `qmake to configure the package for your system and to create the Makefiles. qmake can be found in the bin directory of your Qt installation. You may have to add the directory to your PATH before running it.
2. Type `make to compile the package.
3. Type `make install to install the programs and any data files and documentation.
4. You can remove the program binaries and object files from the source code directory by typing `make clean.
Whats New in 0.2 Stable Release:
- This version contains lots of fixes and code cleanups.
- On the functional side, this release adds playlist sorting by setting one of the predefined sort order criteria and a new track(list) search implementation with user definable predicates.
- Browsing while on the go was speeded up by writing out type 52 MHODs; this may also result in smaller gaps between songs.
Whats New in 0.3 RC1 Development Release:
- Documentation fixes
- added trackNumber to ITunesDB::findTrack and TrackPredicated::ByFullInfo
- changed ITunesDB::findFirstTrackBy() and ::getTracksBy() to use a reference instead of a pointer to the predicate
- implemented Smart Playlists
- fixed DBID generation
- fixed ordering artists with a "The" in the name
- create backup copies for all DB files when writing
- implemented ipod initialization for pristine devices
- lots of small fixes - code + design
- builds with gcc-4.1
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Added: 2006-07-08 License: GPL (GNU General Public License) Price:
1203 downloads
Free Myspace Layouts 1

Free Myspace Layouts 1


Myspace layouts, free myspace layouts with myspace codes at Acelayouts.com. We offer a very fantastic collection of myspace layouts, free myspace layo... more>> <<less
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Added: 2009-04-08 License: Freeware Price: Free
206 downloads
Locale::Object::Currency::Converter 0.74

Locale::Object::Currency::Converter 0.74


Locale::Object::Currency::Converter is a Perl module that can convert between currencies. more>>
Locale::Object::Currency::Converter is a Perl module that can convert between currencies.

Locale::Object::Currency::Converter allows you to convert between values of currencies represented by Locale::Object::Currency objects.

SYNOPSIS

use Locale::Object::Currency;
use Locale::Object::Currency::Converter;

my $usd = Locale::Object::Currency->new( code => USD );
my $gbp = Locale::Object::Currency->new( code => GBP );
my $eur = Locale::Object::Currency->new( code => EUR );
my $jpy = Locale::Object::Currency->new( code => JPY );

my $converter = Locale::Object::Currency::Converter->new(
from => $usd,
to => $gbp,
service => XE
);

my $result = $converter->convert(5);
my $rate = $converter->rate;
my $timestamp = $converter->timestamp;

print $converter->use_xe;
print $converter->use_yahoo;

$converter->from($eur);
$converter->to($jpy);
$converter->service(Yahoo);

$converter->refresh;

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Added: 2006-08-07 License: Perl Artistic License Price:
1174 downloads
C++ XML Objects 1.0.0.7

C++ XML Objects 1.0.0.7


C++ XML Objects is a framework for persisting hierarchies of C++ objects to and from XML. more>>
C++ XML Objects is a framework for persisting hierarchies of C++ objects to and from XML. Boost, The STL and Patterns are used extensively. All platforms which support Boost will be supported.
Sometimes there is a need to save hierarchies of C++ objects to a file (or DB etc), and then retrieve them at a later date. This project allows your classes to derive from a single object (called "xmlobj"), provide a few extra methods which allow the visitor pattern to work on them and register them so that they can be read or written to an XML stream.
The only overhead is a per-class type and name of each object (as std::string). The members dont need to be wrapped which means that your memory footprint wont really get any larger.
There are actually 2 separate projects which are combined to make "cppxmlobj". The first is a called "cppreflect" and provides a framework for providing reflection to C++ objects. Reflection is the mechanism by which your class members can be referenced by a string name. To achieve this, "cppreflect" uses the visitor pattern. The other project is "cpppersist" which adds the right methods to each object so that it can be read or written to some type of stream.
These projects are included as part of this (they arent separate SourceForge projects), but they are completely independent of each other, so you could build your own scheme to persist your objects to a different type of file, or provide some other type of mechanism to read and write your objects data.
To interoperate, these two projects share a common base class which is provided by another independent project called "cppcommon". This is a simple class which provides the abstract interfaces necessary for an object to provide different types of facilities.
The project uses all the facilities of Boost for the build system (and for a bunch of the implementation) so you will need to get and build it. It uses the same license as Boost which means you can freely use it (its really only useful as source code anywhere), as long as you dont change the copyright message at the top of the files.
If you find it useful, or find some bugs (and fix them, then get back to me and Ill incorporate the changes. If you do this through SourceForge, then we can track the bugs etc.
Enhancements:
- Added in delayed loading. This allows a system to only load in an object in an XML file when the object is actually referenced. Added in "platforms" to documentation for supported platforms. Now builds on OS X Tiger, GCC 4.0 and latest BOOST (1.33.1). Also builds on latest Linux. Change the documentation layout (thanks Spirit), and added Generic objects. Also changed to use a single license.txt referenced at the top of each file. Since this code has been stable and working for a while, next release will be beta if I can build on a few more systems.
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Added: 2006-04-05 License: Freeware Price:
736 downloads
Net::DBus::Tutorial::ExportingObjects 0.33.4

Net::DBus::Tutorial::ExportingObjects 0.33.4


Net::DBus::Tutorial::ExportingObjects is a Perl module that contains tutorials on providing a DBus service. more>>
Net::DBus::Tutorial::ExportingObjects is a Perl module that contains tutorials on providing a DBus service.

This document provides a tutorial on providing a DBus service using the Perl Net::DBus application bindings. This examples in this document will be based on the code from the Music::Player distribution, which is a simple DBus service providing a music track player.

CREATING AN OBJECT

The first step in creating an object is to create a new package which inherits from Net::DBus::Object. The Music::Player::Manager object provides an API for managing the collection of music player backends for different track types. To start with, lets create the skeleton of the package & its constructor. The constructor of the super type, Net::DBus::Object expects to be given to parameters, a handle to the Net::DBus::Service owning the object, and a path under which the object shall be exported. Since the manager class is intended to be a singleton object, we can hard code the path to it within the constructor:

package Music::Player::Manager;

use base qw(Net::DBus);

sub new {
my $class = shift;
my $service = shift;
my $self = $class->SUPER::new($service, "/music/player/manager");

bless $self, $class;

return $self;
}

1;

Now, as mentioned, the manager with handle a number of different player backends. So we need to provide methods for registering new backends, and querying for backends capable of playing a particular file type. So modifying the above code we add a hash table in the constructor, to store the backends:

sub new {
my $class = shift;
my $service = shift;
my $self = $class->SUPER::new($service, "/music/player/manager");

$self->{backends} = {};

bless $self, $class;

return $self;
}

And now a method to register a new backend. This takes a Perl module name and uses it to instantiate a backend. Since the backends are also going to be DBus objects, we need to pass in a reference to the service we are attached to, along with a path under which to register the backend.

We use the get_service method to retreieve a reference to the service the manager is attached to, and attach the player backend to this same service: When a method on DBus object is invoked, the first parameter is the object reference ($self), and the remainder are the parameters provided to the method call. Thus writing a method implementation on a DBUs is really no different to normal object oriented Perl (cf perltoot):

sub register_backend {
my $self = shift;
my $name = shift;
my $module = shift;

eval "use $module";
if ($@) {
die "cannot load backend $module: $@" ;
}

$self->{backends} = $module->new($self->get_service,
"/music/player/backend/$name");
}

Looking at this one might wonder what happens if the die method is triggered. In such a scenario, rather than terminating the service process, the error will be caught and propagated back to the remote caller to deal with.

The player backends provide a method get_track_types which returns an array reference of the music track types they support. We can use this method to provide an API to allow easy retrieval of a backend for a particular track type. This method will return a path with which the backend object can be accessed

sub find_backend {
my $self = shift;
my $extension = shift;

foreach my $name (keys %{$self->{backends}}) {
my $backend = $self->{backends}->{$name};
foreach my $type (@{$backend->get_track_types}) {
if ($type eq $extension) {
return $backend->get_object_path;
}
}
}

die "no backend for type $extension";
}

Lets take a quick moment to consider how this method would be used to play a music track. If youve not already done so, refresh your memory from Net::DBus::Tutorial::UsingObjects. Now, we have an MP3 file which we wish to play, so we search for the path to a backend, then retrieve the object for it, and play the track:

...get the music player service...
# Ask for a path to a player for mp3 files
my $path = $service->find_backend("mp3");
# $path now contains /music/player/backend/mpg123
# and we can get the backend object
my $backend = $service->get_object($path);
# and finally play the track
$backend->play("/vol/music/beck/guero/09-scarecrow.mp3");

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Added: 2006-11-13 License: Perl Artistic License Price:
1075 downloads
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