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Urwid 0.9.8
Urwid is a curses-based user interface library. more>>
Urwid is a curses-based user interface library.
Main features:
- Fluid interface resizing (xterm window resizing / fbset on Linux console)
- Web application display mode using Apache and CGI [Live Demo]
- Support for 8-bit and CJK encodings
- Multiple text alignment and wrapping modes built-in
- Ability to register user-defined text alignment and wrapping modes
- Simple markup for setting text attributes
- Powerful list box that handles scrolling between different widget types
- List box contents may be managed with a user-defined class
- Flexible edit box for editing many different types of text
- Buttons, check boxes and radio boxes
- Customizable layout for all widgets
- Easy interface for creating HTML screen shots
Supported Encodings
Urwid supports the following character encodings:
- ISO-8859-*
- EUC-JP (JISX 0208 only)
- EUC-KR
- EUC-CN (aka CN-GB)
- EUC-TW (CNS 11643 plain 1 only)
- GB2312
- GBK
- BIG5
- UHC
Version restrictions:
- UTF-8 support will require non-backwards-compatible changes to the line translation structure returned by get_line_translation(..).
- curses cannot distinguish between bright foregrounds and bold text in xterm. A new display module that speaks control codes directly may be the only solution.
<<lessMain features:
- Fluid interface resizing (xterm window resizing / fbset on Linux console)
- Web application display mode using Apache and CGI [Live Demo]
- Support for 8-bit and CJK encodings
- Multiple text alignment and wrapping modes built-in
- Ability to register user-defined text alignment and wrapping modes
- Simple markup for setting text attributes
- Powerful list box that handles scrolling between different widget types
- List box contents may be managed with a user-defined class
- Flexible edit box for editing many different types of text
- Buttons, check boxes and radio boxes
- Customizable layout for all widgets
- Easy interface for creating HTML screen shots
Supported Encodings
Urwid supports the following character encodings:
- ISO-8859-*
- EUC-JP (JISX 0208 only)
- EUC-KR
- EUC-CN (aka CN-GB)
- EUC-TW (CNS 11643 plain 1 only)
- GB2312
- GBK
- BIG5
- UHC
Version restrictions:
- UTF-8 support will require non-backwards-compatible changes to the line translation structure returned by get_line_translation(..).
- curses cannot distinguish between bright foregrounds and bold text in xterm. A new display module that speaks control codes directly may be the only solution.
Download (0.10MB)
Added: 2007-03-26 License: LGPL (GNU Lesser General Public License) Price:
945 downloads
FlightGear 0.9.10
FlightGear is a free flight simulator project. more>>
The FlightGear flight simulator project is an open-source, multi-platform, cooperative flight simulator development project. Source code for the entire project is available and licensed under the GNU General Public License.
The goal of the FlightGear project is to create a sophisticated flight simulator framework for use in research or academic environments, for the development and pursuit of other interesting flight simulation ideas, and as an end-user application. We are developing a sophisticated, open simulation framework that can be expanded and improved upon by anyone interested in contributing.
There are many exciting possibilities for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.
FlightGear is a free flight simulator project. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with.
The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. A big problem with these simulators is their proprietariness and lack of extensibility. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects; however, commercial simulators do not lend themselves to modification and enhancement. The Flight Gear project is striving to fill these gaps.
There are a wide range of people interested and participating in this project. This is truly a global effort with contributors from just about every continent. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators.
Flight Dynamics Models
With FlightGear it is possible to choose between three primary Flight Dynamics Models. It is possible to add new dynamics models or even interface to external "proprietary" flight dynamics models:
1. JSBSim: JSBSim is a generic, 6DoF flight dynamics model for simulating the motion of flight vehicles. It is written in C++. JSBSim can be run in a standalone mode for batch runs, or it can be the driver for a larger simulation program that includes a visuals subsystem (such as FlightGear.) In both cases, aircraft are modeled in an XML configuration file, where the mass properties, aerodynamic and flight control properties are all defined.
2. YASim: This FDM is an integrated part of FlightGear and uses a different approach than JSBSim by simulating the effect of the airflow on the different parts of an aircraft. The advantage of this approach is that it is possible to perform the simulation based on geometry and mass information combined with more commonly available performance numbers for an aircraft. This allows for quickly constructing a plausibly behaving aircraft that matches published performance numbers without requiring all the traditional aerodynamic test data.
3. UIUC: This FDM is based on LaRCsim originally written by the NASA. UIUC extends the code by allowing aircraft configuration files instead and by adding code for simulation of aircraft under icing conditions.
UIUC (like JSBSim) uses lookup tables to retrieve the component aerodynamic force and moment coefficients for an aircraft... and then uses these coefficients to calculate the sum of the forces and moments acting on the aircraft.
Extensive and Accurate World Scenery Data Base
Over 20,000 real world airports included in the full scenery set.
Correct runway markings and placement, correct runway and approach lighting.
Taxiways available for many larger airports (even including the green center line lights when appropriate.)
Sloping runways (runways change elevation like they usually do in real life.)
Directional airport lighting that smoothly changes intensity as your relative view direction changes.
World scenery fits on 3 DVDs. (Im not sure thats a feature or a problem!) But it means we have pretty detailed coverage of the entire world.
Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.
Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.
Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.
Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.
Accurate and Detailed Sky Model
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If its dawn in Sydney right now, its dawn in the sim right now when you locate yourself in virtual Sidney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.
Flexible and Open Aircraft Modeling System
FlightGear has the ability to model a wide variety of aircraft. Currently you can fly the 1903 Wright Flyer, strange flapping wing "ornithopters", a 747 and A320, various military jets, and several light singles. FlightGear has the ability to model those aircraft and just about everything in between.
FlightGear has extremely smooth and fluid instrument animation that updates at the same rate as your out-the-window view updates (i.e. as fast as your computer can crank, and not artificially limited and chunky like in some sims.)
FlightGear has the infrastructure to allow aircraft designers to build fully animated, fully operational, fully interactive 3d cockpits (which even update and display correctly from external chase plane views.)
FlightGear realistically models real world instrument behavior. Instruments that lag in real life, lag correctly in FlightGear, gyro drift is modeled correctly, the magnetic compass is subject to aircraft body forces -- all those things that make real world flying a challenge.
FlightGear also accurately models many instrument and system failures. If the vacuum system fails, the HSI gyros spin down slowly with a corresponding degradation in response as well as a slowly increasing bias/error.
Moderate Hardware Requirements
The intention of FlightGear is to look nice, but not at the expense of other aspects of a realistic simulator. Our focus is not on competing in the "game" market and not on the ultra-flashy graphic tricks.
The result is a simulator with moderate hardware requirements to run at smooth frame rates. You can be reasonably happy on a $500-1000 (USD) machine (possibly even less if you are careful) and dont necessarily need $3000 (USD) worth of new hardware like you do with the many of the newest games.
That said, the more hardware you throw at FlightGear, the better it looks and runs, so dont feel like you have to chuck your expensive new hardware if you just purchased it. :-)
Internal Properties EXPOSED!
FlightGear allows users and aircraft designers access to a very large number of internal state variables via numerous internal and external access mechanisms. These state variables are organized into a convenient hierarchal "property" tree.
Using the properties tree it is possible to monitor just about any internal state variable in FlightGear. Its possible to remotely control FlightGear from an external script. You can create model animations, sound effects, instrument animations and network protocols for about any situation imaginable just by editing a small number of human readable configuration files. This is a powerful system that makes FlightGear immensely flexible, configurable, and adaptable.
Networking options
A number of networking options allow FlightGear to communicate with other instances of FlightGear, GPS receivers, external flight dynamics modules, external autopilot or control modules, as well as other software such as the Open Glass Cockpit project and the Atlas mapping utility.
A generic input/output option allows for a user defined output protocol to a file, serial port or network client.
A multi player protocol is available for using FlightGear on a local network in a multi aircraft environment, for example to practice formation flight or for tower simulation purposes.
The powerful network options make it possible to synchronize several instances of FlightGear allowing for a multi-display, or even a cave environment. If all instances are running at the same frame rate consistently, it is possible to get extremely good and tight synchronization between displays.
Flight Gear and its source code have intentionally been kept open, available, and free. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. Contrast this with the traditional approach of commercial software vendors, who are limited by the collective ability of the people they can hire and pay. Our approach brings its own unique challenges and difficulties, but we are confident (and other similarly structured projects have demonstrated) that in the long run we can outclass the commercial "competition."
Contributing to Flight Gear can be educational and a lot of fun. A long time developer, Curtis Olson, had this to say about working on Flight Gear:
Personally, Flight Gear has been a great learning experience for me. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. If for no other reason, this alone makes it all worth while.
<<lessThe goal of the FlightGear project is to create a sophisticated flight simulator framework for use in research or academic environments, for the development and pursuit of other interesting flight simulation ideas, and as an end-user application. We are developing a sophisticated, open simulation framework that can be expanded and improved upon by anyone interested in contributing.
There are many exciting possibilities for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.
FlightGear is a free flight simulator project. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with.
The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. A big problem with these simulators is their proprietariness and lack of extensibility. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects; however, commercial simulators do not lend themselves to modification and enhancement. The Flight Gear project is striving to fill these gaps.
There are a wide range of people interested and participating in this project. This is truly a global effort with contributors from just about every continent. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators.
Flight Dynamics Models
With FlightGear it is possible to choose between three primary Flight Dynamics Models. It is possible to add new dynamics models or even interface to external "proprietary" flight dynamics models:
1. JSBSim: JSBSim is a generic, 6DoF flight dynamics model for simulating the motion of flight vehicles. It is written in C++. JSBSim can be run in a standalone mode for batch runs, or it can be the driver for a larger simulation program that includes a visuals subsystem (such as FlightGear.) In both cases, aircraft are modeled in an XML configuration file, where the mass properties, aerodynamic and flight control properties are all defined.
2. YASim: This FDM is an integrated part of FlightGear and uses a different approach than JSBSim by simulating the effect of the airflow on the different parts of an aircraft. The advantage of this approach is that it is possible to perform the simulation based on geometry and mass information combined with more commonly available performance numbers for an aircraft. This allows for quickly constructing a plausibly behaving aircraft that matches published performance numbers without requiring all the traditional aerodynamic test data.
3. UIUC: This FDM is based on LaRCsim originally written by the NASA. UIUC extends the code by allowing aircraft configuration files instead and by adding code for simulation of aircraft under icing conditions.
UIUC (like JSBSim) uses lookup tables to retrieve the component aerodynamic force and moment coefficients for an aircraft... and then uses these coefficients to calculate the sum of the forces and moments acting on the aircraft.
Extensive and Accurate World Scenery Data Base
Over 20,000 real world airports included in the full scenery set.
Correct runway markings and placement, correct runway and approach lighting.
Taxiways available for many larger airports (even including the green center line lights when appropriate.)
Sloping runways (runways change elevation like they usually do in real life.)
Directional airport lighting that smoothly changes intensity as your relative view direction changes.
World scenery fits on 3 DVDs. (Im not sure thats a feature or a problem!) But it means we have pretty detailed coverage of the entire world.
Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.
Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.
Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.
Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.
Accurate and Detailed Sky Model
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If its dawn in Sydney right now, its dawn in the sim right now when you locate yourself in virtual Sidney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.
Flexible and Open Aircraft Modeling System
FlightGear has the ability to model a wide variety of aircraft. Currently you can fly the 1903 Wright Flyer, strange flapping wing "ornithopters", a 747 and A320, various military jets, and several light singles. FlightGear has the ability to model those aircraft and just about everything in between.
FlightGear has extremely smooth and fluid instrument animation that updates at the same rate as your out-the-window view updates (i.e. as fast as your computer can crank, and not artificially limited and chunky like in some sims.)
FlightGear has the infrastructure to allow aircraft designers to build fully animated, fully operational, fully interactive 3d cockpits (which even update and display correctly from external chase plane views.)
FlightGear realistically models real world instrument behavior. Instruments that lag in real life, lag correctly in FlightGear, gyro drift is modeled correctly, the magnetic compass is subject to aircraft body forces -- all those things that make real world flying a challenge.
FlightGear also accurately models many instrument and system failures. If the vacuum system fails, the HSI gyros spin down slowly with a corresponding degradation in response as well as a slowly increasing bias/error.
Moderate Hardware Requirements
The intention of FlightGear is to look nice, but not at the expense of other aspects of a realistic simulator. Our focus is not on competing in the "game" market and not on the ultra-flashy graphic tricks.
The result is a simulator with moderate hardware requirements to run at smooth frame rates. You can be reasonably happy on a $500-1000 (USD) machine (possibly even less if you are careful) and dont necessarily need $3000 (USD) worth of new hardware like you do with the many of the newest games.
That said, the more hardware you throw at FlightGear, the better it looks and runs, so dont feel like you have to chuck your expensive new hardware if you just purchased it. :-)
Internal Properties EXPOSED!
FlightGear allows users and aircraft designers access to a very large number of internal state variables via numerous internal and external access mechanisms. These state variables are organized into a convenient hierarchal "property" tree.
Using the properties tree it is possible to monitor just about any internal state variable in FlightGear. Its possible to remotely control FlightGear from an external script. You can create model animations, sound effects, instrument animations and network protocols for about any situation imaginable just by editing a small number of human readable configuration files. This is a powerful system that makes FlightGear immensely flexible, configurable, and adaptable.
Networking options
A number of networking options allow FlightGear to communicate with other instances of FlightGear, GPS receivers, external flight dynamics modules, external autopilot or control modules, as well as other software such as the Open Glass Cockpit project and the Atlas mapping utility.
A generic input/output option allows for a user defined output protocol to a file, serial port or network client.
A multi player protocol is available for using FlightGear on a local network in a multi aircraft environment, for example to practice formation flight or for tower simulation purposes.
The powerful network options make it possible to synchronize several instances of FlightGear allowing for a multi-display, or even a cave environment. If all instances are running at the same frame rate consistently, it is possible to get extremely good and tight synchronization between displays.
Flight Gear and its source code have intentionally been kept open, available, and free. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. Contrast this with the traditional approach of commercial software vendors, who are limited by the collective ability of the people they can hire and pay. Our approach brings its own unique challenges and difficulties, but we are confident (and other similarly structured projects have demonstrated) that in the long run we can outclass the commercial "competition."
Contributing to Flight Gear can be educational and a lot of fun. A long time developer, Curtis Olson, had this to say about working on Flight Gear:
Personally, Flight Gear has been a great learning experience for me. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. If for no other reason, this alone makes it all worth while.
Download (2.0MB)
Added: 2006-04-07 License: GPL (GNU General Public License) Price:
1533 downloads
FLTK 1.1.7
FLTK a C++ user interface toolkit for X11, Win32, and MacOS X. more>>
FLTK project includes all of the usual widgets to develop your applications, and new widgets can be created easily through C++ subclassing. All widgets support keyboard shortcuts and can be controlled both via the keyboard or mouse.
The Fl_Button class supports push, check (Fl_Check_Button), round (Fl_Round_Button), and "light" (Fl_Light_Button) button styles; all styles can operate in momentary (press and release), toggle (press on, press off), or radio (press one of many) modes, so it is possible to create almost any kind of button from a single widget.
The Fl_Input_, Fl_Text_Display, and Fl_Help_View widgets provide simple to complex text input and output facilities. The Fl_Text_Display widget is based on a C++ version of the NEdit softwares extensible text editor API.
The Fl_Valuator class provides a variety of numeric input controls including scrollbars (Fl_Scrollbar) and sliders (Fl_Slider).
The Fl_Menu_ class provides several menu-based controls including menubars (Fl_Menu_Bar) and combo boxes (Fl_Choice).
The Fl_Browser_ class is the basis for list controls. The Fl_Browser widget shown at right lists lines of plain text. Other widgets list files, widgets, and so forth.
User interfaces can be organized using scroll areas (Fl_Scroll), tabs (Fl_Tabs), tiles (Fl_Tile), and wizards (Fl_Wizard).
FLTK also provides standard dialogs for alerts, button choosers, color choosers, file choosers, help browsers, messages, passwords, and text input.
Finally, FLTK 1.1.x offers two appearance schemes: "standard" and "plastic". FLTK 2.0 will extend this to include platform schemes as well as user-defined schemes. Colors and fonts automatically adjust to the current user preferences.
Enhancements:
- This release fixes many bugs, adds some new example programs, and adds many new improvements to the FLUID software, including multi-level undo, syntax highlighting in all code fields, widget alignment and sizing guides, dialog templates, widget subclasses, and printing and testing of user interfaces within FLUID.
<<lessThe Fl_Button class supports push, check (Fl_Check_Button), round (Fl_Round_Button), and "light" (Fl_Light_Button) button styles; all styles can operate in momentary (press and release), toggle (press on, press off), or radio (press one of many) modes, so it is possible to create almost any kind of button from a single widget.
The Fl_Input_, Fl_Text_Display, and Fl_Help_View widgets provide simple to complex text input and output facilities. The Fl_Text_Display widget is based on a C++ version of the NEdit softwares extensible text editor API.
The Fl_Valuator class provides a variety of numeric input controls including scrollbars (Fl_Scrollbar) and sliders (Fl_Slider).
The Fl_Menu_ class provides several menu-based controls including menubars (Fl_Menu_Bar) and combo boxes (Fl_Choice).
The Fl_Browser_ class is the basis for list controls. The Fl_Browser widget shown at right lists lines of plain text. Other widgets list files, widgets, and so forth.
User interfaces can be organized using scroll areas (Fl_Scroll), tabs (Fl_Tabs), tiles (Fl_Tile), and wizards (Fl_Wizard).
FLTK also provides standard dialogs for alerts, button choosers, color choosers, file choosers, help browsers, messages, passwords, and text input.
Finally, FLTK 1.1.x offers two appearance schemes: "standard" and "plastic". FLTK 2.0 will extend this to include platform schemes as well as user-defined schemes. Colors and fonts automatically adjust to the current user preferences.
Enhancements:
- This release fixes many bugs, adds some new example programs, and adds many new improvements to the FLUID software, including multi-level undo, syntax highlighting in all code fields, widget alignment and sizing guides, dialog templates, widget subclasses, and printing and testing of user interfaces within FLUID.
Download (2.2MB)
Added: 2006-01-18 License: LGPL (GNU Lesser General Public License) Price:
1378 downloads
Freewheeling 0.5pre4
FreeWheeling is an audio tool for live looping. more>>
FreeWheeling is an audio tool for live looping. It provides a highly configurable, fluid user interface for instrumentalists to capture loops in real-time. Based on the JACK, ALSA, and SDL libraries, it integrates with FluidSynth, a software synthesizer.
Freewheeling empowers the trance of immediate creativity by bringing us into a circular process. Time is utterly relative, and we are freed from the future-oriented mindset of product sequencing. If inspiration flows, later arranging and editing on a timeline can be done with other tools.
New user interface:
Mouse support
Click on loops triggers them. This can be configured.
See loop-clicked in .fweelin.rc.
Joystick support
Joystick buttons can now trigger events.
For example, I have used FW with a DDR dance mat to trigger loops.
See joybutton in .fweelin.rc.
New engage and shot options in trigger-loop.
Engage forces a loop to ON or OFF, overriding the default toggle behavior.
You can use it to create triggers that play short bursts, rather than long loops.
"Shot to be implemented.
Stability improvements
Better thread safety and design improvements to the real-time memory manager have improved stability.
Significant improvements to loop/scene management and browsing
You can now give loops and scenes your own names
New names are stored within the filename of library files
Expanded browser window shows several items at once
Browser now sorts so that newer loops and scenes are first
Better handling of looppoints
Resolved issue with clicking at the looppoint on reloaded loops.
Resolved sporadic clicks on syncronized loops.
Better handling of loading/saving loops
Adjustable video loop delay
You can now adjust the performance of FreeWheeling by changing the delay between video refreshes. Several people asked for this feature, because FW is processor-heavy on the video side.
The video thread does run at a low priority, and so it should not affect the performance of other realtime audio threads. However, the system may get sluggish, and if this happens, you may want to increase the delay in .fweelin.rc:
< var videodelay="20"/ >
Fixes
Fixed pure virtual method called segfault
Fixed segfault when browsing past end of FluidSynth patch list
Various fixes to reduce CPU hogging
Merged patches from Piems debian package:
MaxVol, compile fixes for GCC 4.0, and removal of non-free elements
FW can now run without physical JACK inputs or outputs. Thanks to Piem for this patch.
<<lessFreewheeling empowers the trance of immediate creativity by bringing us into a circular process. Time is utterly relative, and we are freed from the future-oriented mindset of product sequencing. If inspiration flows, later arranging and editing on a timeline can be done with other tools.
New user interface:
Mouse support
Click on loops triggers them. This can be configured.
See loop-clicked in .fweelin.rc.
Joystick support
Joystick buttons can now trigger events.
For example, I have used FW with a DDR dance mat to trigger loops.
See joybutton in .fweelin.rc.
New engage and shot options in trigger-loop.
Engage forces a loop to ON or OFF, overriding the default toggle behavior.
You can use it to create triggers that play short bursts, rather than long loops.
"Shot to be implemented.
Stability improvements
Better thread safety and design improvements to the real-time memory manager have improved stability.
Significant improvements to loop/scene management and browsing
You can now give loops and scenes your own names
New names are stored within the filename of library files
Expanded browser window shows several items at once
Browser now sorts so that newer loops and scenes are first
Better handling of looppoints
Resolved issue with clicking at the looppoint on reloaded loops.
Resolved sporadic clicks on syncronized loops.
Better handling of loading/saving loops
Adjustable video loop delay
You can now adjust the performance of FreeWheeling by changing the delay between video refreshes. Several people asked for this feature, because FW is processor-heavy on the video side.
The video thread does run at a low priority, and so it should not affect the performance of other realtime audio threads. However, the system may get sluggish, and if this happens, you may want to increase the delay in .fweelin.rc:
< var videodelay="20"/ >
Fixes
Fixed pure virtual method called segfault
Fixed segfault when browsing past end of FluidSynth patch list
Various fixes to reduce CPU hogging
Merged patches from Piems debian package:
MaxVol, compile fixes for GCC 4.0, and removal of non-free elements
FW can now run without physical JACK inputs or outputs. Thanks to Piem for this patch.
Download (0.002MB)
Added: 2006-02-01 License: GPL (GNU General Public License) Price:
1361 downloads
pyFLTK 1.1.1
pyFLTK is a Python wrapper for the Fast Light Tool Kit cross-platform graphical user-interface library. more>>
Were using SWIG to create the Python wrapper. Perl support has been discontinued for the time being.
TCL, Guile, and Java support should not be that hard to add (this is left as an exercise for the reader).
There are two packages in this project: pyFLTK and pyFLTK2. They wrap FLTK (version 1.1) and FLTK2, respectively. While FLTK and with it pyFLTK is quite stable, FLTK2 is still a moving target and rather instable. The package pyFLTK2 is therefore a proof of concept, rather than a fully working Python extension.
A utility named flconvert is also provided that allows for the conversion of fluid files to Python code. fluid is an interactve GUI builder for the FLTK toolkit and comes with the distribution of FLTK.
Main features:
- Cross platform GUI toolkit (Windows, Linux, Unix, Mac, ...)
- Easily deployable using py2exe.
- Small footprint as compared to other toolkits.
Enhancements:
- Fixed memory leak in Fl_Preferences result strings.
- Added V3.12 of Fl_Table, courtesy of Gregg Ercolano. Note: the syntax of find_cell has changed, the parameters X, Y, W, H are now output only (used to be in/out).
- Added some documentation, see docs/preface.html!
- Added test/editor.py and test/simple_table.py.
- Implemented Fl_Text_Display.highlight_data.
- Fixed bug in Fl_Text_Buffer.remove_modify_callback()
- Added possibility to register multiple modify callbacks with Fl_text_Buffer.
- Fixed missing output parameter for Fl_Text_Buffer: findchar_forward, findchar_backward, search_forward, search_backward, etc
- Fixed compilation issue for MinGW (wrongly linked with msvcrt instead of mscvr71).
- Fixed compilation issue for g++ 4.1.1 (ListSelect).
- Added typemap to convert Fl_Button.value() from char to int.
- Added funtion mt_run.
- Added wrappings for Fl.repeat_timeout and Fl.remove_timeout.
- Fixed bug in OpenGL part of compilation.
- Fixed Cygwin compilation issue by adding -DNOMINMAX.
- Redesigned memory management. Removed postprocessing step and added all memory management to interface files. Ownership of objects should now be properly transferred between fltk and Python.
- Added interface files to distribution.
- Added auto configuration to setup.py. Missing OpenGL and Forms libraries should be recognized now.
- Added command line switches --disable-gl and --disable-forms to setup.py
- Added stubs for missing OpenGL and Forms libraries.
- Added compilation support for Sun Solaris.
<<lessTCL, Guile, and Java support should not be that hard to add (this is left as an exercise for the reader).
There are two packages in this project: pyFLTK and pyFLTK2. They wrap FLTK (version 1.1) and FLTK2, respectively. While FLTK and with it pyFLTK is quite stable, FLTK2 is still a moving target and rather instable. The package pyFLTK2 is therefore a proof of concept, rather than a fully working Python extension.
A utility named flconvert is also provided that allows for the conversion of fluid files to Python code. fluid is an interactve GUI builder for the FLTK toolkit and comes with the distribution of FLTK.
Main features:
- Cross platform GUI toolkit (Windows, Linux, Unix, Mac, ...)
- Easily deployable using py2exe.
- Small footprint as compared to other toolkits.
Enhancements:
- Fixed memory leak in Fl_Preferences result strings.
- Added V3.12 of Fl_Table, courtesy of Gregg Ercolano. Note: the syntax of find_cell has changed, the parameters X, Y, W, H are now output only (used to be in/out).
- Added some documentation, see docs/preface.html!
- Added test/editor.py and test/simple_table.py.
- Implemented Fl_Text_Display.highlight_data.
- Fixed bug in Fl_Text_Buffer.remove_modify_callback()
- Added possibility to register multiple modify callbacks with Fl_text_Buffer.
- Fixed missing output parameter for Fl_Text_Buffer: findchar_forward, findchar_backward, search_forward, search_backward, etc
- Fixed compilation issue for MinGW (wrongly linked with msvcrt instead of mscvr71).
- Fixed compilation issue for g++ 4.1.1 (ListSelect).
- Added typemap to convert Fl_Button.value() from char to int.
- Added funtion mt_run.
- Added wrappings for Fl.repeat_timeout and Fl.remove_timeout.
- Fixed bug in OpenGL part of compilation.
- Fixed Cygwin compilation issue by adding -DNOMINMAX.
- Redesigned memory management. Removed postprocessing step and added all memory management to interface files. Ownership of objects should now be properly transferred between fltk and Python.
- Added interface files to distribution.
- Added auto configuration to setup.py. Missing OpenGL and Forms libraries should be recognized now.
- Added command line switches --disable-gl and --disable-forms to setup.py
- Added stubs for missing OpenGL and Forms libraries.
- Added compilation support for Sun Solaris.
Download (0.30MB)
Added: 2006-11-17 License: GPL (GNU General Public License) Price:
1075 downloads
Synfig 0.61.06
Synfig is a powerful, industrial-strength vector-based 2D animation software package. more>>
Synfig application is a powerful, industrial-strength vector-based 2D animation software package, designed from the ground-up for producing feature-film quality animation with fewer people and resources.
While there are many other programs currently on the market to aid with the efficient production of 2D animation, we are currently unaware of any other software that can do what our software can.
2D Animation has traditionally been very expensive because every frame must be drawn by hand. Even with todays digital inking and painting software, the process still relies on individuals hand-drawing each frame. This laborious task is called "tweening".
Our animation technology eliminates the task of manual tweening, producing smooth, fluid motion without the animator having to draw out each frame individually.
This allows you to produce 2D animation with fewer people while producing a product of a higher quality.
Please keep in mind that this release of Synfig Studio is considered a developer preview. IE: It is targeted at developers, not end users. That being said, feel free to play around with it -- just be sure to give it another chance later on down the road if you find yourself a bit frustrated.
<<lessWhile there are many other programs currently on the market to aid with the efficient production of 2D animation, we are currently unaware of any other software that can do what our software can.
2D Animation has traditionally been very expensive because every frame must be drawn by hand. Even with todays digital inking and painting software, the process still relies on individuals hand-drawing each frame. This laborious task is called "tweening".
Our animation technology eliminates the task of manual tweening, producing smooth, fluid motion without the animator having to draw out each frame individually.
This allows you to produce 2D animation with fewer people while producing a product of a higher quality.
Please keep in mind that this release of Synfig Studio is considered a developer preview. IE: It is targeted at developers, not end users. That being said, feel free to play around with it -- just be sure to give it another chance later on down the road if you find yourself a bit frustrated.
Download (0.28MB)
Added: 2007-06-20 License: GPL (GNU General Public License) Price:
863 downloads
QuickyPix 1.3.0
QuickyPix is thumbnail Web photo gallery software. more>>
QuickyPix project is thumbnail Web photo gallery software which features use of the underlying filesystem structure, meaningful URLs, and nicely-styled output.
QuickyPix is not for everyone. If you dont know anything about web and CGI applications yet want a kitchen sink of features in your web gallery, I recommend Gallery.
If you want a very small base for developing your own gallery software you might try Pix, on which QuickyPix was originally based.
Main features:
Thumbnails
Album highlight with outset border
Movie thumbnails, with distinctive "movie" label
"Instant-on"
No import needed: add pictures simply by copying to the photo directory
Cached, on-demand image resizing
Meaningful URLs
Web hierarchy reflects file system hierarchy
The photo tree is untouched (except when editing metadata)
Cache data goes in a separate tree
Thus, you can easily backup the entire photo tree
Supported formats
jpg, png, gif, etc.; avi, mpg
Picture info
Image dimensions, picture-taken timestamp, movie length, codec, etc.
Metadata
album title, album comment, picture comment, album highlight
Admin mode
Resizing, rotating (including movies), transcoding, deleting, editing captions, changing highlight
Template engine using XHTML and CSS
Fluid-yet-aligned thumbnail arrangement (no tables)
Validated XHTML 1.0 Strict, CSS
Enhancements:
- Various bugfixes and minor feature enhancements were made.
<<lessQuickyPix is not for everyone. If you dont know anything about web and CGI applications yet want a kitchen sink of features in your web gallery, I recommend Gallery.
If you want a very small base for developing your own gallery software you might try Pix, on which QuickyPix was originally based.
Main features:
Thumbnails
Album highlight with outset border
Movie thumbnails, with distinctive "movie" label
"Instant-on"
No import needed: add pictures simply by copying to the photo directory
Cached, on-demand image resizing
Meaningful URLs
Web hierarchy reflects file system hierarchy
The photo tree is untouched (except when editing metadata)
Cache data goes in a separate tree
Thus, you can easily backup the entire photo tree
Supported formats
jpg, png, gif, etc.; avi, mpg
Picture info
Image dimensions, picture-taken timestamp, movie length, codec, etc.
Metadata
album title, album comment, picture comment, album highlight
Admin mode
Resizing, rotating (including movies), transcoding, deleting, editing captions, changing highlight
Template engine using XHTML and CSS
Fluid-yet-aligned thumbnail arrangement (no tables)
Validated XHTML 1.0 Strict, CSS
Enhancements:
- Various bugfixes and minor feature enhancements were made.
Download (0.50MB)
Added: 2005-12-16 License: GPL (GNU General Public License) Price:
1407 downloads
Download (0.13MB)
Added: 2006-10-12 License: Other/Proprietary License with Source Price:
1109 downloads
Channelflow 1.1.2
Channelflow is a direct numerical simulator for incompressible Navier-Stokes channel flow, written in C++. more>>
Channelflow is a direct numerical simulator for incompressible Navier-Stokes channel flow, written in C++.
Channelflow application simulates fluid flow in a rectangular box, with no-slip boundary conditions on the upper and lower surfaces of the box, and periodic boundary conditions in the stream and spanwise directions.
Channelflow uses a spectral discretization in spatial directions (Fourier x Chebyshev x Fourier) and finite-differencing in time, on primitive variables (3D velocity and pressure).
Main features:
Flexible object-oriented programming
- Channelflow is written as a C++ class library. The classes act as building blocks for expressing particular channel-flow simulations and associated data analysis, and underneath these, the mathematical structures needed to perform the calculations. Channelflow provides classes for representing Chebyshev expansions, Fourier x Chebyshev x Fourier expansions, DNS algorithms, and a number of differential equations. Each class has automatic memory management and a set of high-level elemental operations, so that auxiliary data fields and computations can be added to a program with a few lines of code.
- In channelflow, even the DNS algorithm is an object. This greatly increases the flexibility of DNS computations. For example, a DNS can be reparameterized and restarted multiple times within a single program, multiple independent DNS computations can run side-by-side within the same program, and DNS computations can run as small components within a larger, more complex computations. As a result, comparative calculations that formerly required coordination of several programs through shell scripts and saved data files can be done within single channelflow program.
Organized, readable library code
- Channelflow uses object-oriented programming and data abstraction to maximize the organization and readability of its library code. Channelflow defines about a dozen C++ classes that act as abstract data types for the major components of spectral channel-flow simulation (diagram of class libraries). Each class forms a level of abstraction in which a set of mathematical operations are performed in terms of lower-level abstractions, from time-stepping equations at the top to linear algebra at the bottom. The channelflow library code thus naturally reflects mathematical algorithm, both in overall structure and line-by-line. One can look at any part of the code and quickly understand what role it plays in the overall algorithm. One can learn the algorithm in stages, either top-down or bottom-up, by focusing on one level of abstraction at a time.
- Moderately general: Channelflow provides elemental algebraic and differential operators for its mathematical classes, so that most quantities of interest can be calculated with a few lines of code. However, Channelflow is not general regarding geometry: it works only with rectangular geometries with two periodic and one nonhomogeneous direction.
- Configurable: For example, channelflows DNS algorithms implement a variety of time-stepping schemes, external constraints, and methods of calculating nonlinear terms.
- Extendable: The library code is structured to take small-scale extensions such as additional time-stepping schemes. Channelflows object-oriented, modular structure allows channelflow simulations to be embedded as small components within larger, more complex computations.
- Verifiable: The source distribution contains a test suite that verifies the correct behavior of major classes.
- Documented: The Channelflow Users Manual contains annotated program examples, discussion of design, an overview of the main classes from a users perspective, and a review of the mathematical algorithm.
- Supported: Channelflow has a support website. with public CVS access, support-request and bug-tracking systems, etc.
- Fast: Channelflow is as fast as comparable Fortran codes
<<lessChannelflow application simulates fluid flow in a rectangular box, with no-slip boundary conditions on the upper and lower surfaces of the box, and periodic boundary conditions in the stream and spanwise directions.
Channelflow uses a spectral discretization in spatial directions (Fourier x Chebyshev x Fourier) and finite-differencing in time, on primitive variables (3D velocity and pressure).
Main features:
Flexible object-oriented programming
- Channelflow is written as a C++ class library. The classes act as building blocks for expressing particular channel-flow simulations and associated data analysis, and underneath these, the mathematical structures needed to perform the calculations. Channelflow provides classes for representing Chebyshev expansions, Fourier x Chebyshev x Fourier expansions, DNS algorithms, and a number of differential equations. Each class has automatic memory management and a set of high-level elemental operations, so that auxiliary data fields and computations can be added to a program with a few lines of code.
- In channelflow, even the DNS algorithm is an object. This greatly increases the flexibility of DNS computations. For example, a DNS can be reparameterized and restarted multiple times within a single program, multiple independent DNS computations can run side-by-side within the same program, and DNS computations can run as small components within a larger, more complex computations. As a result, comparative calculations that formerly required coordination of several programs through shell scripts and saved data files can be done within single channelflow program.
Organized, readable library code
- Channelflow uses object-oriented programming and data abstraction to maximize the organization and readability of its library code. Channelflow defines about a dozen C++ classes that act as abstract data types for the major components of spectral channel-flow simulation (diagram of class libraries). Each class forms a level of abstraction in which a set of mathematical operations are performed in terms of lower-level abstractions, from time-stepping equations at the top to linear algebra at the bottom. The channelflow library code thus naturally reflects mathematical algorithm, both in overall structure and line-by-line. One can look at any part of the code and quickly understand what role it plays in the overall algorithm. One can learn the algorithm in stages, either top-down or bottom-up, by focusing on one level of abstraction at a time.
- Moderately general: Channelflow provides elemental algebraic and differential operators for its mathematical classes, so that most quantities of interest can be calculated with a few lines of code. However, Channelflow is not general regarding geometry: it works only with rectangular geometries with two periodic and one nonhomogeneous direction.
- Configurable: For example, channelflows DNS algorithms implement a variety of time-stepping schemes, external constraints, and methods of calculating nonlinear terms.
- Extendable: The library code is structured to take small-scale extensions such as additional time-stepping schemes. Channelflows object-oriented, modular structure allows channelflow simulations to be embedded as small components within larger, more complex computations.
- Verifiable: The source distribution contains a test suite that verifies the correct behavior of major classes.
- Documented: The Channelflow Users Manual contains annotated program examples, discussion of design, an overview of the main classes from a users perspective, and a review of the mathematical algorithm.
- Supported: Channelflow has a support website. with public CVS access, support-request and bug-tracking systems, etc.
- Fast: Channelflow is as fast as comparable Fortran codes
Download (0.43MB)
Added: 2007-08-11 License: GPL (GNU General Public License) Price:
844 downloads
HTML::Truncate 0.11
HTML::Truncate is a Perl module that can truncate HTML by percentage or character count while preserving well-formedness. more>>
HTML::Truncate is a Perl module (beta software) that can truncate HTML by percentage or character count while preserving well-formedness.
ABSTRACT
When working with text it is convenient and common to want to truncate strings to make them fit a desired context. E.g., you might have a menu that is only 100px wide and prefer text doesnt wrap so youd truncate it around 15-30 characters, depending on preference and typeface size. This is trivial with plain text using substr but with HTML it is somewhat difficult because whitespace has fluid significance and open tags that are not properly closed destroy well-formedness and can wreck an entire layout.
HTML::Truncate attempts to account for those two problems by padding truncation for spacing and entities and closing any tags that remain open at the point of truncation.
SYNOPSIS
use strict;
use HTML::Truncate;
my $html =
my $html_truncate = HTML::Truncate->new();
$html_truncate->chars(20);
$html_truncate->ellipsis($readmore);
print $html_truncate->truncate($html), $/;
# or
my $ht = HTML::Truncate->new(utf => 1,
chars => 1_000,
);
print $ht->truncate($html), $/;
<<lessABSTRACT
When working with text it is convenient and common to want to truncate strings to make them fit a desired context. E.g., you might have a menu that is only 100px wide and prefer text doesnt wrap so youd truncate it around 15-30 characters, depending on preference and typeface size. This is trivial with plain text using substr but with HTML it is somewhat difficult because whitespace has fluid significance and open tags that are not properly closed destroy well-formedness and can wreck an entire layout.
HTML::Truncate attempts to account for those two problems by padding truncation for spacing and entities and closing any tags that remain open at the point of truncation.
SYNOPSIS
use strict;
use HTML::Truncate;
my $html =
We have to test something.
;my $html_truncate = HTML::Truncate->new();
$html_truncate->chars(20);
$html_truncate->ellipsis($readmore);
print $html_truncate->truncate($html), $/;
# or
my $ht = HTML::Truncate->new(utf => 1,
chars => 1_000,
);
print $ht->truncate($html), $/;
Download (0.010MB)
Added: 2007-01-10 License: Perl Artistic License Price:
1017 downloads
Adevs 2.0.5
adevs is a C++ library for developing discrete event simulations based on the Parallel DEVS and DSDEVS formalisms. more>>
adevs is a C++ library for developing discrete event simulations based on the Parallel DEVS and DSDEVS formalisms.
DEVS has been applied to the study of social systems, ecological systems, computer networks and computer architecture, military systems at the tactical and theater levels, and in many other areas.
Recent advances in quantized approximations of continuous systems suggest promising computational techniques for high performance scientific computing (e.g. in the field of computational fluid dynamics).
Enhancements:
- This version corrects an error in the dynamic structure feature (this error only affected models that use component migration).
- A limited adevs-1.x backwards compatibility module is available.
<<lessDEVS has been applied to the study of social systems, ecological systems, computer networks and computer architecture, military systems at the tactical and theater levels, and in many other areas.
Recent advances in quantized approximations of continuous systems suggest promising computational techniques for high performance scientific computing (e.g. in the field of computational fluid dynamics).
Enhancements:
- This version corrects an error in the dynamic structure feature (this error only affected models that use component migration).
- A limited adevs-1.x backwards compatibility module is available.
Download (0.40MB)
Added: 2006-10-24 License: LGPL (GNU Lesser General Public License) Price:
1095 downloads
The Gerris Flow Solver 0.9.2
Gerris is an Open Source Free Software library for the solution of the partial differential equations describing fluid flow. more>>
Gerris project is an Open Source Free Software library for the solution of the partial differential equations describing fluid flow.
Gerris is supported by NIWA (National Institute of Water and Atmospheric research) and by the Marsden Fund of the Royal Society of New Zealand.
The code is written entirely in C and uses both the GLib Library and the GTS Library for geometrical functions and object-oriented programming.
Main features:
- The same code base is compiled with 2D and 3D support.
- Quadtree-based (Octree in 3D) spatial discretisation with automatic and dynamic local refinement.
- Multigrid Poisson solver.
- Second-order Godunov type advection scheme.
- Solves the time-dependent incompressible variable-density Euler, Stokes or Navier-Stokes equations or the 2D shallow-water and 3D hydrostatic oceanic equations.
- Support for complex solid boundaries (automatic locally-refined mesh generation).
- Semi-implicit multigrid diffusion solver with support for complex boundaries and associated boundary conditions in 2D and 3D.
- Semi-implicit multigrid barotropic solver for the oceanic equations.
- Adaptive mesh refinement: the resolution is adapted dynamically to the features of the flow.
- Flexible and powerful specifications of parameters.
- Flexible object-oriented custom specification of initial and boundary conditions, source terms, outputs etc...
- Portable parallel support using the MPI library.
- Volume of Fluid advection scheme for interfacial flows.
Enhancements:
- Bugfixes and significant speedups in the multilevel Poisson solver.
- Support for variable mesh resolution along solid boundaries.
- Improvements have been made to the robustness of very complex solid boundaries.
- Adaptive refinement of VOF-advected tracers has been added, as well as a preliminary implementation of CSF surface tension using Renardy El Ab.
- "proper discretisation".
- Solid boundaries can be refined according to the local curvature.
- Implicit Coriolis terms work with the Navier-Stokes solver.
- There is support for "thin" 3D domains.
<<lessGerris is supported by NIWA (National Institute of Water and Atmospheric research) and by the Marsden Fund of the Royal Society of New Zealand.
The code is written entirely in C and uses both the GLib Library and the GTS Library for geometrical functions and object-oriented programming.
Main features:
- The same code base is compiled with 2D and 3D support.
- Quadtree-based (Octree in 3D) spatial discretisation with automatic and dynamic local refinement.
- Multigrid Poisson solver.
- Second-order Godunov type advection scheme.
- Solves the time-dependent incompressible variable-density Euler, Stokes or Navier-Stokes equations or the 2D shallow-water and 3D hydrostatic oceanic equations.
- Support for complex solid boundaries (automatic locally-refined mesh generation).
- Semi-implicit multigrid diffusion solver with support for complex boundaries and associated boundary conditions in 2D and 3D.
- Semi-implicit multigrid barotropic solver for the oceanic equations.
- Adaptive mesh refinement: the resolution is adapted dynamically to the features of the flow.
- Flexible and powerful specifications of parameters.
- Flexible object-oriented custom specification of initial and boundary conditions, source terms, outputs etc...
- Portable parallel support using the MPI library.
- Volume of Fluid advection scheme for interfacial flows.
Enhancements:
- Bugfixes and significant speedups in the multilevel Poisson solver.
- Support for variable mesh resolution along solid boundaries.
- Improvements have been made to the robustness of very complex solid boundaries.
- Adaptive refinement of VOF-advected tracers has been added, as well as a preliminary implementation of CSF surface tension using Renardy El Ab.
- "proper discretisation".
- Solid boundaries can be refined according to the local curvature.
- Implicit Coriolis terms work with the Navier-Stokes solver.
- There is support for "thin" 3D domains.
Download (3.9MB)
Added: 2006-10-26 License: GPL (GNU General Public License) Price:
1106 downloads
VULCAN 6.0.0
VULCAN project provides computational fluid dynamics analysis. more>>
VULCAN project provides computational fluid dynamics analysis.
VULCAN (Viscous Upwind aLgorithm for Complex flow ANalysis) offers computational fluid dynamics for subsonic speed through hypersonic turbulent reacting and non-reacting flows on a variety of serial and parallel computational platforms.
The computational cost of propulsion flow analysis is reduced through the use of special turbulent wall treatments, multi-grid methods for elliptic and space marching schemes, and conditioning of the governing equations to reduce numerical stiffness.
Physical modeling capabilities are improved through the inclusion of models for compressibility, Reynolds stress anisotropies, turbulent diffusivity, finite rate chemistry, and turbulence/chemistry interaction effects.
VULCAN can simulate two-dimensional, three-dimensional, or axi-symmetric multi-block problems.
Enhancements:
- This release adds logic to force the correct asymptotic behavior of the turbulence kinetic energy and the turbulence frequency (omega) for surface cell y+ values that are below the log layer portion of the boundary layer.
- It adds the output of reference stagnation conditions and dynamic pressure.
- There are numerous bugfixes, code cleanups, and fixes for setting initial conditions.
- There are minor GUI enhancements.
<<lessVULCAN (Viscous Upwind aLgorithm for Complex flow ANalysis) offers computational fluid dynamics for subsonic speed through hypersonic turbulent reacting and non-reacting flows on a variety of serial and parallel computational platforms.
The computational cost of propulsion flow analysis is reduced through the use of special turbulent wall treatments, multi-grid methods for elliptic and space marching schemes, and conditioning of the governing equations to reduce numerical stiffness.
Physical modeling capabilities are improved through the inclusion of models for compressibility, Reynolds stress anisotropies, turbulent diffusivity, finite rate chemistry, and turbulence/chemistry interaction effects.
VULCAN can simulate two-dimensional, three-dimensional, or axi-symmetric multi-block problems.
Enhancements:
- This release adds logic to force the correct asymptotic behavior of the turbulence kinetic energy and the turbulence frequency (omega) for surface cell y+ values that are below the log layer portion of the boundary layer.
- It adds the output of reference stagnation conditions and dynamic pressure.
- There are numerous bugfixes, code cleanups, and fixes for setting initial conditions.
- There are minor GUI enhancements.
Download (MB)
Added: 2007-06-02 License: Other/Proprietary License Price:
881 downloads
Iter Vehemens ad Necem 0.50
Iter Vehemens ad Necem project is a graphical roguelike game. more>>
Iter Vehemens ad Necem project is a graphical roguelike game.
Iter Vehemens ad Necem (IVAN) is a graphical roguelike game which currently runs in Windows, DOS, and Linux. It features advanced bodypart and material handling, multi-colored lighting and, above all, deep gameplay.
Fellow adventurer, turn back while you can! For here begins the roguelike Iter Vehemens ad Necem, a Violent Road to Death. If you choose to travel along it, you will dive into countless exciting adventures to gain items of great magic, attain powerful equipment made of mysterious materials, bathe in the blessings of mighty gods and recruit loyal allies of various shapes and sizes.
Unfortunately, along the way you will also often be dangerously injured, poisoned, catch numerous diseases, lose several limbs and transform into manifold different kinds of pitiful creatures in the darkest depths of hostile dungeons. And, at the end of the road, you are bound to perish in a most gruesome and painful way. Dont say we didnt warn you.
Enhancements:
- fluids can now cover items and characters and interact with them
- items made of iron alloys can now rust
- added directional light and day and night which use it
- added some cosmetical weather effects
- New Attnam has now many new NPCs, for instance a sumo wrestler who can be challenged
- polymorph control is now more interesting; you need to see a monster once before you can polymorph into it, and more powerful ones require more intelligence
- added wands of acid rain, mirroring and necromancy
- added scrolls of detect material, harden material and golem creation
- added several new monsters, eg. powerful named archangels for each god and necromancers who raise skeletons and zombies to do their bidding
- one can now give pets tactical commands, change their equipment and use them to carry extra stuff (these are accessed using Chat and Issue commands keys)
- the player can now panic if he gets hit too much, like the monsters have done in previous versions
- the player can now become exhausted if he fights for too long and/or uses the new run command too much
- spiders are now able to make webs
- you can now get stuck to slime
- badly hurt/trapped bodyparts now become unusable until they regain some HP/become untrapped
- it is now possible to browse detailed death reasons of individual monsters in the postgame massacre lists
- added many new informative graphical details, for instance recently altered attributes are shown with a different color for some time
- gloomy cave is now longer and has more special levels and rooms
- all the endgame battles are more complex
- added leprosy, a nasty disease which causes your limbs to drop off randomly
<<lessIter Vehemens ad Necem (IVAN) is a graphical roguelike game which currently runs in Windows, DOS, and Linux. It features advanced bodypart and material handling, multi-colored lighting and, above all, deep gameplay.
Fellow adventurer, turn back while you can! For here begins the roguelike Iter Vehemens ad Necem, a Violent Road to Death. If you choose to travel along it, you will dive into countless exciting adventures to gain items of great magic, attain powerful equipment made of mysterious materials, bathe in the blessings of mighty gods and recruit loyal allies of various shapes and sizes.
Unfortunately, along the way you will also often be dangerously injured, poisoned, catch numerous diseases, lose several limbs and transform into manifold different kinds of pitiful creatures in the darkest depths of hostile dungeons. And, at the end of the road, you are bound to perish in a most gruesome and painful way. Dont say we didnt warn you.
Enhancements:
- fluids can now cover items and characters and interact with them
- items made of iron alloys can now rust
- added directional light and day and night which use it
- added some cosmetical weather effects
- New Attnam has now many new NPCs, for instance a sumo wrestler who can be challenged
- polymorph control is now more interesting; you need to see a monster once before you can polymorph into it, and more powerful ones require more intelligence
- added wands of acid rain, mirroring and necromancy
- added scrolls of detect material, harden material and golem creation
- added several new monsters, eg. powerful named archangels for each god and necromancers who raise skeletons and zombies to do their bidding
- one can now give pets tactical commands, change their equipment and use them to carry extra stuff (these are accessed using Chat and Issue commands keys)
- the player can now panic if he gets hit too much, like the monsters have done in previous versions
- the player can now become exhausted if he fights for too long and/or uses the new run command too much
- spiders are now able to make webs
- you can now get stuck to slime
- badly hurt/trapped bodyparts now become unusable until they regain some HP/become untrapped
- it is now possible to browse detailed death reasons of individual monsters in the postgame massacre lists
- added many new informative graphical details, for instance recently altered attributes are shown with a different color for some time
- gloomy cave is now longer and has more special levels and rooms
- all the endgame battles are more complex
- added leprosy, a nasty disease which causes your limbs to drop off randomly
Download (MB)
Added: 2007-01-03 License: GPL (GNU General Public License) Price:
1029 downloads
Tk::Help 0.2
Tk::Help is simple widget for creating a help system for Perl/Tk applications. more>>
Tk::Help is simple widget for creating a help system for Perl/Tk applications.
SYNOPSIS
use Tk::Help;
my $help = $main->Help(-variable => @array);
This is an answer to a personal need to be able to create help systems for my Perl/Tk applications. Originally, I just created a really big dialog and formatted all the text, which was tedious and clumsy.
I wanted to create something that looked similar to the Windows help. This is by no means as featured or fluid as the Windows help, but it should provide a (somewhat) simple means to create a help dialog where all someone should need to do is create the array with their help content.
<<lessSYNOPSIS
use Tk::Help;
my $help = $main->Help(-variable => @array);
This is an answer to a personal need to be able to create help systems for my Perl/Tk applications. Originally, I just created a really big dialog and formatted all the text, which was tedious and clumsy.
I wanted to create something that looked similar to the Windows help. This is by no means as featured or fluid as the Windows help, but it should provide a (somewhat) simple means to create a help dialog where all someone should need to do is create the array with their help content.
Download (0.005MB)
Added: 2006-10-27 License: Perl Artistic License Price:
1092 downloads
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