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Game::Life 0.04
Game::Life - Plays Conways Game of Life. more>>
Game::Life - Plays Conways Game of Life.
SYNOPSIS
use Game::Life;
my $game = new Game::Life( 20 );
my $starting = [
[ 1, 1, 1 ],
[ 1, 0, 0 ],
[ 0, 1, 0 ]
];
$game->place_points( 10, 10, $starting );
for (1..20) {
my $grid = $game->get_grid();
foreach ( @$grid ) {
print map { $_ ? X : . } @$_;
print "n";
}
print "nn";
$game->process();
}
Conways Game of Life is a basic example of finding living patterns in rather basic rulesets (see NOTES). The Game of Life takes place on a 2-D rectangular grid, with each grid point being either alive or dead. If a living grid point has 2 or 3 neighbors within the surrounding 8 points, the point will remain alive in the next generation; any fewer or more will kill it. A dead grid point will become alive if there are exactly 3 living neighbors to it. With these simple rules, fascinating structures such as gliders that move across the grid, glider guns that generate these gliders, XOR gates, and others have been found.
This module simply provides a way to simulate the Game of Life in Perl.
In terms of coordinate systems as used in place_points, toggle_point and other functions, the first coodinate is the vertical direction, 0 being the top of the board, and the second is the horizontal direaction, 0 being the left side of the board. Thus, toggling the point of (3,2) will switch the state of the point in the 4th row and 3rd column.
The edges of the board are currently set as "flat"; cells on the edge do not have any neighbors, and thus will fall off the board. Future versions may allow for warp edges (if a cell moves off the left side it reappears on the right side).
<<lessSYNOPSIS
use Game::Life;
my $game = new Game::Life( 20 );
my $starting = [
[ 1, 1, 1 ],
[ 1, 0, 0 ],
[ 0, 1, 0 ]
];
$game->place_points( 10, 10, $starting );
for (1..20) {
my $grid = $game->get_grid();
foreach ( @$grid ) {
print map { $_ ? X : . } @$_;
print "n";
}
print "nn";
$game->process();
}
Conways Game of Life is a basic example of finding living patterns in rather basic rulesets (see NOTES). The Game of Life takes place on a 2-D rectangular grid, with each grid point being either alive or dead. If a living grid point has 2 or 3 neighbors within the surrounding 8 points, the point will remain alive in the next generation; any fewer or more will kill it. A dead grid point will become alive if there are exactly 3 living neighbors to it. With these simple rules, fascinating structures such as gliders that move across the grid, glider guns that generate these gliders, XOR gates, and others have been found.
This module simply provides a way to simulate the Game of Life in Perl.
In terms of coordinate systems as used in place_points, toggle_point and other functions, the first coodinate is the vertical direction, 0 being the top of the board, and the second is the horizontal direaction, 0 being the left side of the board. Thus, toggling the point of (3,2) will switch the state of the point in the 4th row and 3rd column.
The edges of the board are currently set as "flat"; cells on the edge do not have any neighbors, and thus will fall off the board. Future versions may allow for warp edges (if a cell moves off the left side it reappears on the right side).
Download (0.006MB)
Added: 2007-02-16 License: Perl Artistic License Price:
983 downloads
Wmlife 1.0.0
wmlife is a life and death dockapp. more>>
wmlife is a program launcher dockapp.
Wmlife is a dock app running Conways Game of Life (and program launcher). Life is played on a grid of square cells where a cell can be either live or dead. In the rules, you count the number of live neighbours for each cell to determine whether a cell lives or dies;
Birth A dead cell with exactly three live neighbours becomes a live cell.
Survival A live cell with two or three live neighbours stays alive.
Overcrowding / Loneliness In all other cases, a cell dies or remains dead.
Normally Life is implemented on an infinite board but due to size restraints wmlife implements the grid as a torus. In a torus, the grid wraps at the edges from top to bottom and left to right.
<<lessWmlife is a dock app running Conways Game of Life (and program launcher). Life is played on a grid of square cells where a cell can be either live or dead. In the rules, you count the number of live neighbours for each cell to determine whether a cell lives or dies;
Birth A dead cell with exactly three live neighbours becomes a live cell.
Survival A live cell with two or three live neighbours stays alive.
Overcrowding / Loneliness In all other cases, a cell dies or remains dead.
Normally Life is implemented on an infinite board but due to size restraints wmlife implements the grid as a torus. In a torus, the grid wraps at the edges from top to bottom and left to right.
Download (0.090MB)
Added: 2006-10-26 License: GPL (GNU General Public License) Price:
1093 downloads
Games::Console 0.04
Games::Console Perl module provide a 2D quake style in-game console. more>>
Games::Console Perl module provide a 2D quake style in-game console.
SYNOPSIS
use Games::Console;
my $console = Games::Console->new(
font => $font_object,
background_color => [ 1,1,0],
background_alpha => 0.4,
text_color => [ 1,1,1 ],
text_alpha => 1,
speed => 50, # in percent per second
height => 50, # fully opened, in percent of screen
width => 100, # fully opened, in percent of screen
backbuffer_size => 100, # keep so many messages
prompt => >,
cursor => _,
);
$console->screen_width($width);
$console->screen_height($height);
$console->toggle($current_time);
$console->message(Hello there!);
$console->input(a);
This package provides you with a quake-style console for your games. The console gathers messages and lets you scroll trough them. It also can display a command line.
This package is just a base class setting up everything, but doesnt actually render anything.
See Games::Console::SDL and Games::Console::OpenGL for subclasses that implement the actual rendering to the screen via SDL and OpenGL, respectively.
<<lessSYNOPSIS
use Games::Console;
my $console = Games::Console->new(
font => $font_object,
background_color => [ 1,1,0],
background_alpha => 0.4,
text_color => [ 1,1,1 ],
text_alpha => 1,
speed => 50, # in percent per second
height => 50, # fully opened, in percent of screen
width => 100, # fully opened, in percent of screen
backbuffer_size => 100, # keep so many messages
prompt => >,
cursor => _,
);
$console->screen_width($width);
$console->screen_height($height);
$console->toggle($current_time);
$console->message(Hello there!);
$console->input(a);
This package provides you with a quake-style console for your games. The console gathers messages and lets you scroll trough them. It also can display a command line.
This package is just a base class setting up everything, but doesnt actually render anything.
See Games::Console::SDL and Games::Console::OpenGL for subclasses that implement the actual rendering to the screen via SDL and OpenGL, respectively.
Download (0.021MB)
Added: 2007-07-25 License: Perl Artistic License Price:
822 downloads
Games::Irrlicht 0.04
Games::Irrlicht is a Perl module that use the Irrlicht 3D Engine in Perl. more>>
Games::Irrlicht is a Perl module that use the Irrlicht 3D Engine in Perl.
SYNOPSIS
package MyGame;
use strict;
use base Games::Irrlicht;
use Games::Irrlicht::Constants; get EDT_SOFTWARE etc
# override methods:
The Why
When building a game or screensaver displaying some continously running animation, a couple of basics need to be done to get a smooth animation and to care of copying with varying speeds of the system. Ideally, the animation displayed should be always the same, no matter how fast the system is.
This not only includes different systems (a PS/2 for instance would be slower than a 3 Ghz PC system), but also changes in the speed of the system over time, for instance when a background process uses some CPU time or the complexity of the scene changes.
In many old (especial DOS) games, like the famous Wing Commander series, the animation would be drawn simple as fast as the system could, meaning that if you would try to play such a game on a modern machine it we end before you had the chance to click a button, simple because it wizzes a couple 10,000 frames per second past your screen.
While it is quite simple to restrict the maximum framerate possible, care must be taken to not just "burn" surplus CPU cycles. Instead the application should free the CPU whenever possible and give other applications/thread a chance to run. This is especially important for low-priority applications like screensavers.
Games::Irrlicht makes this possible for you without you needing to worry about how this is done. It will restrict the frame rate to a possible maximum and tries to achive the average framerate as close as possible to this maximum.
Games::Irrlicht also monitors the average framerate and gives you access to this value, so that you can, for instance, adjust the scene complexity based on the current framerate. You can access the current framerate, averaged over the last second (1000 ms) by calling current_fps.
Frame-rate Independend Clock
Now that our application is drawing frames (via the method draw_frame, which you should override in a subclass), we need a method to decouple the animation speed from the framerate.
If we would simple put put an animation step every frame, we would get some sort of Death of the Fast Machine" effect ala Wing Commander. E.g. if the system manages only 10 FPS, the animation would be slower than when we do 60 FPS.
To achive this, SDL::App::FPS features a clock, which runs independed of the current frame rate (and actually, independend of the systems clock, but more on this in the next section).
You can access it via a call to current_time, and it will return the ticks e.g. the number of milliseconds elapsed since the start of the application.
To effectively decouple animation speed from FPS, get at each frame the current time, then move all objects (or animation sequences) according to their speed and display them at the location that matches the time at the start of the frame. See examples/ for an example on how to do this.
Note that it is better to draw all objects according to the time at the start of the frame, and not according to the time when you draw a particular object. Or in other words, treat the time like it is standing still when drawing a complete frame. Thus each frame becomes a snapshot in time, and you dont get nasty sideeffects like one object beeing always "behind" the others just because it gets drawn earlier.
Time Warp
Now that we have a constant animation speed independend from framerate or system speed, lets have some fun.
Since all our animation steps are coupled to the current time, we can play tricks with the current time.
The function time_warp lets you access a time warp factor. The default is 1.0, but you can set it to any value you like. If you set it, for instance to 0.5, the time will pass only half as fast as it used to be. This means instant slow motion! And when you really based all your animation on the current time, as you should, then it will really slow down your entire game to a crawl.
Likewise a time warp of 2 lets the time pass twice as fast. There are virtually no restrictions to the time warp.
For instance, a time warp greater than one lets the player pass boring moments in a game, for instance when you need to wait for certain events in a strategy game, like your factory beeing completed.
Try to press the left (fast forward), right (slow motion) and middle (normal) mousebuttons in the example application and watch the effect.
If you are very bored, press the b key and see that even negative time warps are possible...
Ramping Time Warp
Now, setting the time war to factor of N is nice, but sometimes you want to make dramatic effects, like slowly freezing the time into ultra slow motion or speeding it up again.
For this, ramp_time_warp can be used. You give it a time warp factor you want to reach, and a time (based on real time, not the warped, but you can of course change this). Over the course of the time you specified, the time warp factor will be adapted until it reaches the new value. This means it is possible to slowly speeding up or down.
You can also check whether the time warp is constant or currently ramping by using time_is_ramping. When a ramp is in effect, call ramp_time_warp without arguments to get the current parameters. See below for details.
The example application uses the ramping effect instead instant time warp.
Event handlers
This section describes events as external events that typically happen due to user intervention.
Such events are keypresses, mouse movement, mouse button presses, or just the flipping of the power switch. Of course the last event cannot be handled in a sane way by our framework.
All the events are checked and handled by Games::Irrlicht automatically. The event QUIT (which denotes that the application should shut down) is also carried out automatically. If you want to do some tidying up when this happens, override the method quit_handler.
The event checking and handling is done at the start of each frame. This means no event will happen while you draw the current frame. Well, it will happen, but the action caused by that event will delayed until the next frame starts. This simplifies the frame drawing routine tremendously, since you know that your world will be static until the next frame.
<<lessSYNOPSIS
package MyGame;
use strict;
use base Games::Irrlicht;
use Games::Irrlicht::Constants; get EDT_SOFTWARE etc
# override methods:
The Why
When building a game or screensaver displaying some continously running animation, a couple of basics need to be done to get a smooth animation and to care of copying with varying speeds of the system. Ideally, the animation displayed should be always the same, no matter how fast the system is.
This not only includes different systems (a PS/2 for instance would be slower than a 3 Ghz PC system), but also changes in the speed of the system over time, for instance when a background process uses some CPU time or the complexity of the scene changes.
In many old (especial DOS) games, like the famous Wing Commander series, the animation would be drawn simple as fast as the system could, meaning that if you would try to play such a game on a modern machine it we end before you had the chance to click a button, simple because it wizzes a couple 10,000 frames per second past your screen.
While it is quite simple to restrict the maximum framerate possible, care must be taken to not just "burn" surplus CPU cycles. Instead the application should free the CPU whenever possible and give other applications/thread a chance to run. This is especially important for low-priority applications like screensavers.
Games::Irrlicht makes this possible for you without you needing to worry about how this is done. It will restrict the frame rate to a possible maximum and tries to achive the average framerate as close as possible to this maximum.
Games::Irrlicht also monitors the average framerate and gives you access to this value, so that you can, for instance, adjust the scene complexity based on the current framerate. You can access the current framerate, averaged over the last second (1000 ms) by calling current_fps.
Frame-rate Independend Clock
Now that our application is drawing frames (via the method draw_frame, which you should override in a subclass), we need a method to decouple the animation speed from the framerate.
If we would simple put put an animation step every frame, we would get some sort of Death of the Fast Machine" effect ala Wing Commander. E.g. if the system manages only 10 FPS, the animation would be slower than when we do 60 FPS.
To achive this, SDL::App::FPS features a clock, which runs independed of the current frame rate (and actually, independend of the systems clock, but more on this in the next section).
You can access it via a call to current_time, and it will return the ticks e.g. the number of milliseconds elapsed since the start of the application.
To effectively decouple animation speed from FPS, get at each frame the current time, then move all objects (or animation sequences) according to their speed and display them at the location that matches the time at the start of the frame. See examples/ for an example on how to do this.
Note that it is better to draw all objects according to the time at the start of the frame, and not according to the time when you draw a particular object. Or in other words, treat the time like it is standing still when drawing a complete frame. Thus each frame becomes a snapshot in time, and you dont get nasty sideeffects like one object beeing always "behind" the others just because it gets drawn earlier.
Time Warp
Now that we have a constant animation speed independend from framerate or system speed, lets have some fun.
Since all our animation steps are coupled to the current time, we can play tricks with the current time.
The function time_warp lets you access a time warp factor. The default is 1.0, but you can set it to any value you like. If you set it, for instance to 0.5, the time will pass only half as fast as it used to be. This means instant slow motion! And when you really based all your animation on the current time, as you should, then it will really slow down your entire game to a crawl.
Likewise a time warp of 2 lets the time pass twice as fast. There are virtually no restrictions to the time warp.
For instance, a time warp greater than one lets the player pass boring moments in a game, for instance when you need to wait for certain events in a strategy game, like your factory beeing completed.
Try to press the left (fast forward), right (slow motion) and middle (normal) mousebuttons in the example application and watch the effect.
If you are very bored, press the b key and see that even negative time warps are possible...
Ramping Time Warp
Now, setting the time war to factor of N is nice, but sometimes you want to make dramatic effects, like slowly freezing the time into ultra slow motion or speeding it up again.
For this, ramp_time_warp can be used. You give it a time warp factor you want to reach, and a time (based on real time, not the warped, but you can of course change this). Over the course of the time you specified, the time warp factor will be adapted until it reaches the new value. This means it is possible to slowly speeding up or down.
You can also check whether the time warp is constant or currently ramping by using time_is_ramping. When a ramp is in effect, call ramp_time_warp without arguments to get the current parameters. See below for details.
The example application uses the ramping effect instead instant time warp.
Event handlers
This section describes events as external events that typically happen due to user intervention.
Such events are keypresses, mouse movement, mouse button presses, or just the flipping of the power switch. Of course the last event cannot be handled in a sane way by our framework.
All the events are checked and handled by Games::Irrlicht automatically. The event QUIT (which denotes that the application should shut down) is also carried out automatically. If you want to do some tidying up when this happens, override the method quit_handler.
The event checking and handling is done at the start of each frame. This means no event will happen while you draw the current frame. Well, it will happen, but the action caused by that event will delayed until the next frame starts. This simplifies the frame drawing routine tremendously, since you know that your world will be static until the next frame.
Download (0.039MB)
Added: 2006-09-30 License: Perl Artistic License Price:
1126 downloads
Web of Life 1.0
Web of Life is a life simulation game. more>>
Web of Life is a life simulation game.
An isometric game done with C++ and SDL.
In this game you control some beings in an ecosystem, the goal is to make only that the beings you control survive.
Your beings should survive fighting with other beings, reproducting to make a massive attack and eating.
But sometimes you will have to eat some of your own live beings so that others could stay alive, well its life.
<<lessAn isometric game done with C++ and SDL.
In this game you control some beings in an ecosystem, the goal is to make only that the beings you control survive.
Your beings should survive fighting with other beings, reproducting to make a massive attack and eating.
But sometimes you will have to eat some of your own live beings so that others could stay alive, well its life.
Download (MB)
Added: 2007-03-01 License: GPL (GNU General Public License) Price:
971 downloads
imsniff 0.04
imsniff is a pcap-based instant messaging sniffer. more>>
imsniff is a pcap-based instant messaging sniffer. It captures the IM traffic in the network and is able to log conversations, contact lists, profile information, incoming email notifications, other MSN events, etc. Tested in Linux and Windows.
You can configure it via command line parameters or via a file called imsniff.conf either in the current directory or in /etc. If for some reason you rename the IMsniff
execute, you need to rename the config file as well. A sample imsniff.conf.sample file is included.
The only required parameter is the interface name to taht will be listened.
Enhancements:
- Allows to be configured via configuration file.
- Added support to non-ethernet interfaces.
- Added profile information capture.
- Added support for initial email notification.
- Added support for new email notification.
<<lessYou can configure it via command line parameters or via a file called imsniff.conf either in the current directory or in /etc. If for some reason you rename the IMsniff
execute, you need to rename the config file as well. A sample imsniff.conf.sample file is included.
The only required parameter is the interface name to taht will be listened.
Enhancements:
- Allows to be configured via configuration file.
- Added support to non-ethernet interfaces.
- Added profile information capture.
- Added support for initial email notification.
- Added support for new email notification.
Download (0.13MB)
Added: 2006-07-08 License: GPL (GNU General Public License) Price:
1220 downloads
mediadbs 0.04
mediadbs is a digital media database system. more>>
mediadbs is a project that aims to produce a flexible database system for tracking and searching for multiple forms of electronic media (eg mp3, divx, ogg) distributed on multiple servers in a local network. It currently only supports mp3 format files.
<<less Download (0.020MB)
Added: 2006-10-17 License: GPL (GNU General Public License) Price:
1102 downloads
Games::Blackjack 0.04
Games::Blackjack is a Perl module with Blackjack Utility Classes. more>>
Games::Blackjack is a Perl module with Blackjack Utility Classes.
SYNOPSIS
use Games::Blackjack;
# Create new shoe of cards
my $shoe = Games::Blackjack::Shoe->new(nof_decks => 4);
# Create two hands, player/dealer
my $player = Games::Blackjack::Hand->new(shoe => $shoe);
my $dealer = Games::Blackjack::Hand->new(shoe => $shoe);
# Two dealer cards
$dealer->draw();
print "Dealer: ", $dealer->as_string(), "n";
$dealer->draw(); # 2nd card not shown
$player->draw();
$player->draw();
print "Player: ", $player->as_string, "(",
$player->count_as_string, ")n";
# Lets assume player decides to stand. Dealers turn.
# Dealer plays Las Vegas rules
while(!$dealer->busted() and
$dealer->count("soft") < 17) {
$dealer->draw();
}
# Show winner (-1: Dealer, 1: Player, 1.5: Player Blackjack)
print "Player score: ", $player->score($dealer), "n";
<<lessSYNOPSIS
use Games::Blackjack;
# Create new shoe of cards
my $shoe = Games::Blackjack::Shoe->new(nof_decks => 4);
# Create two hands, player/dealer
my $player = Games::Blackjack::Hand->new(shoe => $shoe);
my $dealer = Games::Blackjack::Hand->new(shoe => $shoe);
# Two dealer cards
$dealer->draw();
print "Dealer: ", $dealer->as_string(), "n";
$dealer->draw(); # 2nd card not shown
$player->draw();
$player->draw();
print "Player: ", $player->as_string, "(",
$player->count_as_string, ")n";
# Lets assume player decides to stand. Dealers turn.
# Dealer plays Las Vegas rules
while(!$dealer->busted() and
$dealer->count("soft") < 17) {
$dealer->draw();
}
# Show winner (-1: Dealer, 1: Player, 1.5: Player Blackjack)
print "Player score: ", $player->score($dealer), "n";
Download (0.006MB)
Added: 2006-12-28 License: Perl Artistic License Price:
1035 downloads
JSlife 2.0.0.0
JSlife project is a Javascript/DHTML implementation of Conways classic game of life. more>>
NOTE: It isnt really a game and bears no resemblance to the popular board game of the same name.
Life plays out on a grid of squares where each cell is born, lives and dies according to the number of neighbors it has. A cells "neighbors" are the eight squares immediately adjacent to it. If a dead cell is surrounded by exactly three living neighbors, it is "born" and is considered "living" at the start of the next turn. If a living cell has two or three living neighbors, it remains "alive" at the start of the next turn. If a living cell has any other number of living neighbors, it "dies" and is considered "dead" at the start of the next turn.
Some implementations extend this idea by giving the cells ages, so they will not die immediately if abandoned or overcrowded. This implementation does not do this -- cells are bits; alive or dead. Living cells are gray, dead cells are white.
In this implementation, clicking a cell at any time will reverse its state (living cells become dead and vice-versa). The action can be started by clicking "Start" and will run until the number of remaining iterations reaches 0. An "iteration" calculates a number of rounds and updates the display to show the results. The most interactive way to run the simulation is to perform one round per iteration (the default) so the screen will update constantly. Because updating the screen is slow, more rounds can be performed between updates by increasing the number of rounds per iteration.
There are several counters shown on the screen to display some performance data if youre interested in how fast your browser runs Javascript.
Note that if your screen does not update after every iteration, try setting the delay to a number greater than 0. The grid size can be increased by editing the top of the source file.
<<lessLife plays out on a grid of squares where each cell is born, lives and dies according to the number of neighbors it has. A cells "neighbors" are the eight squares immediately adjacent to it. If a dead cell is surrounded by exactly three living neighbors, it is "born" and is considered "living" at the start of the next turn. If a living cell has two or three living neighbors, it remains "alive" at the start of the next turn. If a living cell has any other number of living neighbors, it "dies" and is considered "dead" at the start of the next turn.
Some implementations extend this idea by giving the cells ages, so they will not die immediately if abandoned or overcrowded. This implementation does not do this -- cells are bits; alive or dead. Living cells are gray, dead cells are white.
In this implementation, clicking a cell at any time will reverse its state (living cells become dead and vice-versa). The action can be started by clicking "Start" and will run until the number of remaining iterations reaches 0. An "iteration" calculates a number of rounds and updates the display to show the results. The most interactive way to run the simulation is to perform one round per iteration (the default) so the screen will update constantly. Because updating the screen is slow, more rounds can be performed between updates by increasing the number of rounds per iteration.
There are several counters shown on the screen to display some performance data if youre interested in how fast your browser runs Javascript.
Note that if your screen does not update after every iteration, try setting the delay to a number greater than 0. The grid size can be increased by editing the top of the source file.
Download (MB)
Added: 2007-03-09 License: GPL (GNU General Public License) Price:
960 downloads
Locale::Memories 0.04
Locale::Memories is a Perl module for L10N Message Retrieval. more>>
Locale::Memories is a Perl module for L10N Message Retrieval.
SYNOPSIS
my $lm = Locale::Memories->new();
$lm->load_index(path_to_index);
$lm->index_msg($locale, $msg_id, $msg_str);
$lm->translate_msg($locale, $msg_id);
This module is specialized module for indexing and retrieving .po messages.
<<lessSYNOPSIS
my $lm = Locale::Memories->new();
$lm->load_index(path_to_index);
$lm->index_msg($locale, $msg_id, $msg_str);
$lm->translate_msg($locale, $msg_id);
This module is specialized module for indexing and retrieving .po messages.
Download (0.023MB)
Added: 2007-06-12 License: Perl Artistic License Price:
864 downloads
XML::Conf 0.04
XML::Conf is a simple configuration module based on XML. more>>
XML::Conf is a simple configuration module based on XML.
SYNOPSIS
Here follows some examples as the tests are done.
use XML::Conf;
my $c = XML::Conf->new($filename);
$w = $c->FIRSTKEY();
$v = $c->NEXTKEY();
$c->EXISTS($v);
$c->DELETE($v);
$c->CLEAR();
This is the description of the class, currently it only containg only the descriptions of the private and public methods and attributes.
<<lessSYNOPSIS
Here follows some examples as the tests are done.
use XML::Conf;
my $c = XML::Conf->new($filename);
$w = $c->FIRSTKEY();
$v = $c->NEXTKEY();
$c->EXISTS($v);
$c->DELETE($v);
$c->CLEAR();
This is the description of the class, currently it only containg only the descriptions of the private and public methods and attributes.
Download (0.006MB)
Added: 2006-09-08 License: Perl Artistic License Price:
1141 downloads
Preppi 0.04
Preppi is a simple graphical EPP client for Unix and Linux systems. more>>
Preppi is a simple graphical EPP client for Unix and Linux systems. Preppi is written in Perl and makes use of the GTK+ and GNOME bindings for Perl, and our own EPP libraries.
<<less Download (0.023MB)
Added: 2007-02-09 License: GPL (GNU General Public License) Price:
988 downloads
Kmenc15 0.04
Kmenc15 is an advanced MEncoder frontend, generally designed to be a VirtualDub replacement for Linux. more>>
Kmenc15 is an advanced Qt/KDE MEncoder frontend, generally designed to be a VirtualDub replacement for Linux. It is most useful for editing and encoding large high quality AVIs capped from TV.
It allows cutting and merging at exact frames, applying any MPlayer/MEncoder filter, with preview.
It can also create shell scripts instead of doing the encode itself, so MEncoder is not essential for it to run. MPlayer is essential though, without it the program will not even open files and cannot create shell scripts without the files.
The program is not quite complete, still a few features disabled, none of which are horribly essential. It does not support opening MPEGs. Only AVIs.
<<lessIt allows cutting and merging at exact frames, applying any MPlayer/MEncoder filter, with preview.
It can also create shell scripts instead of doing the encode itself, so MEncoder is not essential for it to run. MPlayer is essential though, without it the program will not even open files and cannot create shell scripts without the files.
The program is not quite complete, still a few features disabled, none of which are horribly essential. It does not support opening MPEGs. Only AVIs.
Download (0.23MB)
Added: 2005-06-16 License: GPL (GNU General Public License) Price:
1592 downloads
Inline::Lua 0.04
Inline::Lua is a Perl extension for embedding Lua scripts into Perl code. more>>
Inline::Lua is a Perl extension for embedding Lua scripts into Perl code.
SYNOPSIS
use Inline Lua;
print "The answer to life, the universe and everything is ", answer(6, 7), "n";
__END__
__Lua__
function answer (a, b)
return a*b
end
Inline::Lua allows you to write functions in Lua. Those of you who are not yet familiar with Lua should have a cursory glance at http://www.lua.org/ to get a taste of this language. In short:
Lua was designed to be embedded into other applications and not so much as a language on its own. However, despite its small set of language features, it is an extremely powerful and expressive language. Its strong areas are an elegant and yet concise syntax, good overall performance and a beautiful implementation of some concepts from the world of functional programming.
<<lessSYNOPSIS
use Inline Lua;
print "The answer to life, the universe and everything is ", answer(6, 7), "n";
__END__
__Lua__
function answer (a, b)
return a*b
end
Inline::Lua allows you to write functions in Lua. Those of you who are not yet familiar with Lua should have a cursory glance at http://www.lua.org/ to get a taste of this language. In short:
Lua was designed to be embedded into other applications and not so much as a language on its own. However, despite its small set of language features, it is an extremely powerful and expressive language. Its strong areas are an elegant and yet concise syntax, good overall performance and a beautiful implementation of some concepts from the world of functional programming.
Download (0.024MB)
Added: 2007-07-03 License: Perl Artistic License Price:
844 downloads
Perl6::Take 0.04
Perl6::Take is a Perl module to gather/take in Perl 5. more>>
Perl6::Take is a Perl module to gather/take in Perl 5.
SYNOPSIS
use Perl6::Take;
my @foo = gather {
take 5;
};
EXPORT
gather
Accepts a block. take statements inside the dynamic scope of the block are used to accumulate a list, which is gathered as the return value of the block.
take
Accumulates its argument (or list of arguments) on to the nearest gather in the dynamic scope. Arguments are evaluated in list context. The arguments may be passed on to a variable, but note that this assignment should usually be done in list context, as per usual context rules:
$answer = take 42; # 1
($answer) = take 42; # 42
<<lessSYNOPSIS
use Perl6::Take;
my @foo = gather {
take 5;
};
EXPORT
gather
Accepts a block. take statements inside the dynamic scope of the block are used to accumulate a list, which is gathered as the return value of the block.
take
Accumulates its argument (or list of arguments) on to the nearest gather in the dynamic scope. Arguments are evaluated in list context. The arguments may be passed on to a variable, but note that this assignment should usually be done in list context, as per usual context rules:
$answer = take 42; # 1
($answer) = take 42; # 42
Download (0.021MB)
Added: 2007-02-14 License: MIT/X Consortium License Price:
982 downloads
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