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Bio::Genex::Software 2.6.0

Bio::Genex::Software 2.6.0


Bio::Genex::Software is Perl module with methods for processing data from the GeneX DB table: Software. more>>
Bio::Genex::Software is Perl module with methods for processing data from the GeneX DB table: Software.

SYNOPSIS

use Bio::Genex::Software;

# instantiating an instance
my $Software = Bio::Genex::Software->new(id=>47);

# retrieve data from the DB for all columns
$Software->fetch();

# creating an instance, without pre-fetching all columns
my $Software = new Bio::Genex::Software(id=>47);

# creating an instance with pre-fetched data
my $Software = new Bio::Genex::Software(id=>47, fetch_all=>1);

# retrieving multiple instances via primary keys
my @objects = Bio::Genex::Software->get_objects(23,57,98)


# retrieving all instances from a table
my @objects = Bio::Genex::Software->get_all_objects();

# retrieving the primary key for an object, generically
my $primary_key = $Software->id();

# or specifically
my $sw_pk_val = $Software->sw_pk();

# retreving other DB column attributes
my $name_val = $Software->name();
$Software->name($value);

my $version_val = $Software->version();
$Software->version($value);

my $type_val = $Software->type();
$Software->type($value);

my $con_fk_val = $Software->con_fk();
$Software->con_fk($value);

Each Genex class has a one to one correspondence with a GeneX DB table of the same name (i.e. the corresponding table for Bio::Genex::Software is Software).
Most applications will first create an instance of Bio::Genex::Software and then fetch the data for the object from the DB by invoking fetch().

However, in cases where you may only be accessing a single value from an object the built-in delayed fetch mechanism can be used. All objects are created without pre-fetching any data from the DB. Whenever an attribute of the object is accessed via a getter method, the data for that attribute will be fetched from the DB if it has not already been. Delayed fetching happens transparently without the user needing to enable or disable any features.

Since data is not be fetched from the DB until it is accessed by the calling application, it could presumably save a lot of access time for large complicated objects when only a few attribute values are needed.

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Added: 2007-01-08 License: Perl Artistic License Price:
1022 downloads
Software::Packager::Aix 0.10

Software::Packager::Aix 0.10


Software::Packager::Aix is the Software::Packager extension for AIX 4.1 and above. more>>
Software::Packager::Aix is the Software::Packager extension for AIX 4.1 and above.

SYNOPSIS

use Software::Packager;
my $packager = new Software::Packager(aix);

This module is used to create software packages in a Backup-format file (bff) suitable for installation with installp.

This module creates packages for AIX 4.1 and higher only. Due to the compatability requirements of Software::Packager multiple components in the same package are not supported. This may be changed at some point in the future.

This module is in part a baised on the workings of the lppbuild scripts. Where possible Ive worked from the standards, where I had no idea what they were talking about I refered to the lppbuild scripts for an understanding.

As such Id like to thank the writers of lppbuild version 2.1. I believe these scripts to be written by Jim Abbey. Who ever it was thanks for your work. It has proven envaluable. lppbuild is available from http://aixpdslib.seas.ucla.edu/

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Added: 2007-01-09 License: Perl Artistic License Price:
1019 downloads
Snort-rep 1.10

Snort-rep 1.10


snort-rep is a Snort reporting tool that can produce text or HTML output from a syslog file. more>>
snort-rep is a Snort reporting tool that can produce text or HTML output from a syslog file.
The reports contain:
Portscan summary
Alert Summary by ID
Alert summary by remote host and ID
Alert summary by local host and ID
Alert summary by local port and ID
It is designed to be used for daily e-mail reports to the system administrators (see snort-rep-mail for an example script that generates daily e-mails). The HTML code output contains direct links to the IDS descriptions of whitehats.com.
Enhancements:
- release 1.10
- fix off-by-one hour error in syslog parsing when changing from daylight saving time
- support portscan2 (Snort 1.9.0)
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Added: 2006-06-28 License: GPL (GNU General Public License) Price:
1216 downloads
ipidscan 0.2

ipidscan 0.2


ipidscan project consists in a portscanner using the ip.id method. more>>
ipidscan project consists in a portscanner using the ip.id method.
A portscanner using the ip.id method described by antirez on bugtraq on dec 15 1998. First public port scanner (that Im aware of) was published on bugtraq on dec 3 1999. This program was made public as a response to that on dec 4 1999.
The scanner does not directly contact the target host and is therefore practically untracable.
Main features:
- Default is to send null packets for echo:ing, some firewalls block them. Override with -F
- Lots of options. All nice.
- Use -e instead of -o 256 if silent host is a windows box
- Works on big and little endian boxen
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Added: 2007-04-20 License: GPL (GNU General Public License) Price:
921 downloads
DBIx::OO::Tree 0.0.4

DBIx::OO::Tree 0.0.4


DBIx::OO::Tree is a Perl module to manipulate hierarchical data using the nested sets model. more>>
DBIx::OO::Tree is a Perl module to manipulate hierarchical data using the "nested sets" model.

SYNOPSYS

CREATE TABLE Categories (
id INTEGER UNSIGNED AUTO_INCREMENT PRIMARY KEY,
label VARCHAR(255),

-- these columns are required by DBIx::OO::Tree
parent INTEGER UNSIGNED,
lft INTEGER UNSIGNED NOT NULL,
rgt INTEGER UNSIGNED NOT NULL,
mvg TINYINT DEFAULT 0,

INDEX(lft),
INDEX(rgt),
INDEX(mvg),
INDEX(parent)
);

* * *

package Category;
use base DBIx::OO;
use DBIx::OO::Tree;

__PACKAGE__->table(Categories);
__PACKAGE__->columns(P => [ id ],
E => [ label, parent ]);

# note its not necessary to declare lft, rgt, mvg or parent. We
# declare parent simply because it might be useful, but
# DBIx::OO:Tree works with low-level SQL therefore it doesnt
# require that the DBIx::OO object has these fields.

# the code below creates the structure presented in [1]

my $electronics = Category->tree_append({ label => electronics });
my $tvs = $electronics->tree_append({ label => televisions });
my $tube = $tvs->tree_append({ label => tube });
my $plasma = $tvs->tree_append({ label => plasma });
my $lcd = $plasma->tree_insert_before({ label => lcd });
my $portable = $tvs->tree_insert_after({ label => portable electronics });
my $mp3 = $portable->tree_append({ label => mp3 players });
my $flash = $mp3->tree_append({ label => flash });
my $cds = $portable->tree_append({ label => cd players });
my $radios = Category->tree_append($portable->id,
{ label => 2 way radios });

# fetch and display a subtree

my $data = $electronics->tree_get_subtree({
fields => [qw( label lft rgt parent )]
});
my $levels = Category->tree_compute_levels($data);

foreach my $i (@$data) {
print x $levels->{$i->{id}}, $i->{label}, "n";
}

## or, create DBIx::OO objects from returned data:

my $array = Category->init_from_data($data);
print join("n", (map { x $levels->{$_->id} . $_->label } @$array));

# display path info

my $data = $flash->tree_get_path;
print join("n", (map { $_->{label} } @$data));

# move nodes around

$mp3->tree_reparent($lcd->id);
$tvs->tree_reparent($portable->id);
$cds->tree_reparent(undef);

$plasma->tree_move_before($tube->id);
$portable->tree_move_before($electronics->id);

# delete nodes

$lcd->tree_delete;

This module is a complement to DBIx::OO to facilitate storing trees in database using the "nested sets model", presented in [1]. Its main ambition is to be extremely fast at retrieving data (sacrificing for this the performance of UPDATE-s, INSERT-s or DELETE-s). Currently this module requires you to have these columns in the table:

- id: primary key (integer)
- parent: integer, references the parent node (NULL for root nodes)
- lft, rgt: store the node position
- mvg: used only when moving nodes

"parent" and "mvg" are not esentially required by the nested sets model as presented in [1], but they are necessary for this module to work. In particular, "mvg" is only required by functions that move nodes, such as tree_reparent(). If you dont want to move nodes around you can omit "mvg".

Retrieval functions should be very fast (one SQL executed). To further promote speed, they dont return DBIx::OO blessed objects, but an array of hashes instead. Its easy to create DBIx::OO objects from these, if required, by calling DBIx::OO->init_from_data() (see DBIx::OO for more information).

Insert/delete/move functions, however, need to ensure the tree integrity. Heres what happens currently:

- tree_append, tree_insert_before, tree_insert_after -- these execute
one SELECT and two UPDATE-s (that potentially could affect a lot of
rows).

- tree_delete: execute one SELECT, one DELETE and two UPDATE-s.

- tree_reparent -- executes 2 SELECT-s and 7 UPDATE-s. I know, this
sounds horrible--if you have better ideas Id love to hear them.

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Download (0.023MB)
Added: 2007-01-13 License: Perl Artistic License Price:
594 downloads
Alien Arena 2007 6.05

Alien Arena 2007 6.05


Alien Arena 2006 is the ultimate freeware deathmatch game. more>>
Alien Arena 2006 is the ultimate freeware deathmatch game!

Included are 25 total levels, 9 detailed characters, 8 weapons, 2 vehicles, 5 gameplay modes(DM, TDM, CTF, All Out Assault, Deathball), and much more!

New for Alien Arena 2006 are five mutators(instagib, regeneration, vampire, rocket arena, and low grav), and Deathball, a mode in which you get points by capturing a ball and firing in into a goal.

Eight new levels have been added, as well as alternate firing modes for several of the weapons. The game now runs on version 4.03 of the CRX engine, based on the id Software GPL source codes, and adding nextgen features such as reflective water, shaders, light bloom, improved lighting, and much more, while optimizations allow it to still run extremely fast even on modest systems.

The game now features colored names, an improved console, and an enhanced in-game server browser.

Also available is the "Nightmare Bots" patch, which adds a fourth skill level to the in-game bots, which will challenge even the best players.
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Download (208.33MB)
Added: 2007-06-17 License: GPL (GNU General Public License) Price:
866 downloads
SQLitepp

SQLitepp


SQLitepp is a multilanguage object oriented wrapper to the sqlite library. more>>
SQLitepp is a C/C++/Python wrapper to sqlite library for database management. It implements an object oriented way to manipulate the database in every supported language.

SQLitepp supports selfupdatable queries and a straight SQL code query system without using strange things for querying the database, letting you manipulate it directly in SQL but also exposing simple object oriented methods to manipulate the result of the queries and updating them.

Python EXAMPLE:

db = SQLDatabase("database.db")
q = db.query("Tablename", "SELECT Name,Id FROM %t")
if len(q):
tuple1 = q[0]
tuple1["Name"] = "Foobar"
tuple1.commit()
del db

C++ EXAMPLE:

SQLDatabase db("database.db");
SQLQuery *q = db.query("Tablename", "SELECT Name,Id FROM %t");
if(q->numberOfTuples()) {
SQLRow *tuple1 = q->getRow(0);
tuple1->set("Name", "Foobar");
tuple1->commit();
}
delete q;

C EXAMPLE:

void *db = new_SQLDatabase("database.db");
void *q = SQLDatabase_query(db, "Tablename", "SELECT Name,Id FROM %t");
if(SQLQuery_numberOfTuples(q)) {
void *tuple1 = SQLQuery_getRow(q, 0);
SQLRow_set(tuple1, "Name", "Foobar");
SQLRow_commit(tuple1);
}
delete_SQLQuery(q);
delete_SQLDatabase(db);
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Added: 2005-09-26 License: LGPL (GNU Lesser General Public License) Price:
1489 downloads
StandAloneQ3 0.1

StandAloneQ3 0.1


StandAloneQ3 is a modified version of the GPL engine of Quake3. more>>
StandAloneQ3 is a modified version of the GPL engine of Quake3 which allows the player to start mods without the need of the Quake3 original CD

StandAloneQ3 is free software released under the GPL license.

To run saq3 you need to launch the mod from the command line like that:

- for windows: quake3.exe +set sf_name fname

- for linux: quake3 +set sf_name fname

Where fname is the folder name of the mod you want to run.

Known working mods are:

- World of Pandam ( http://www.worldofpadman.com/ )
- Western Quake 3 ( http://www.westernquake3.net/ )

If most of the mods will run, some shaders and/or textures used by mods may be missing, displaying errors in the game window.

When the game and maps are loaded missing textures/shaders are logged in the file "missing_shader-textures.log".

It has been reported that using the "pak0.pk3" file provided in Quake3 Arena Demo ( you need to create the folder "baseq3" in the software directory then copy pak0.pk3 in) may solve most of the shader/texture problems found in several mods and will allow bots to work.

In fact, any .pk3 file you have obtained legally can be added in baseq3 folder to complete missing textures or shaders. You must increment pak number every time you add a new one (pak0.pk3, pak1.pk3, pak2.pk3, etc... )

Quake, Quake 3 and Quake 3 Arena are trade marks of Id Software.
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Added: 2006-01-11 License: GPL (GNU General Public License) Price:
1383 downloads
Noid 0.424

Noid 0.424


Noid is a Perl module that contains routines to mint and manage nice opaque identifiers. more>>
Noid is a Perl module that contains routines to mint and manage nice opaque identifiers.

SYNOPSIS

use Noid; # import routines into a Perl script

$dbreport = Noid::dbcreate( # create minter database & printable
$dbdir, $contact, # report on its properties; $contact
$template, $term, # is string identifying the operator
$naan, $naa, # (authentication information); the
$subnaa ); # report is printable

$noid = Noid::dbopen( $dbname, $flags ); # open a minter, optionally
$flags = 0 | DB_RDONLY; # in read only mode

Noid::mint( $noid, $contact, $pepper ); # generate an identifier

Noid::dbclose( $noid ); # close minter when done

Noid::checkchar( $id ); # if id ends in +, replace with new check
# char and return full id, else return id
# if current check char valid, else return
# undef

Noid::validate( $noid, # check that ids conform to template ("-"
$template, # means use minters template); returns
@ids ); # array of corresponding strings, errors
# beginning with "iderr:"

$n = Noid::bind( $noid, $contact, # bind data to identifier; set
$validate, $how, # $validate to 0 if id. doesnt
$id, $elem, $value ); # need to conform to a template

Noid::note( $noid, $contact, $key, $value ); # add an internal note

Noid::fetch( $noid, $verbose, # fetch bound data; set $verbose
$id, @elems ); # to 1 to return labels

print Noid::dbinfo( $noid, # get minter information; level
$level ); # brief (default), full, or dump
Noid::getnoid( $noid, $varname ); # get arbitrary named internal
# variable

Noid::hold( $noid, $contact, # place or release hold; return
$on_off, @ids ); # 1 on success, 0 on error
Noid::hold_set( $noid, $id );
Noid::hold_release( $noid, $id );

Noid::parse_template( $template, # read template for errors, returning
$prefix, $mask, # namespace size (NOLIMIT=unbounded)
$gen_type, # or 0 on error; $message, $gen_type,
$message ); # $prefix, & $mask are output params

Noid::queue( $noid, $contact, # return strings for queue attempts
$when, @ids ); # (failures start "error:")

Noid::n2xdig( $num, $mask ); # show identifier matching ord. $num

Noid::sample( $noid, $num ); # show random ident. less than $num

Noid::scope( $noid ); # show range of ids inside the minter

print Noid::errmsg( $noid, $reset ); # print message from failed call
$reset = undef | 1; # use 1 to clear error message buffer

Noid::addmsg( $noid, $message ); # add message to error message buffer

Noid::logmsg( $noid, $message ); # write message to minter log

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Download (0.13MB)
Added: 2007-05-15 License: BSD License Price:
893 downloads
TUR.ID. 0.1

TUR.ID. 0.1


TUR.ID. means TURing human IDentification is a textual, highly accessible alternative to visual CAPTCHAs. more>>
TUR.ID. means TURing human IDentification is a textual, highly accessible alternative to visual CAPTCHAs involving the completion of simple phrases and based on the language recognition features of the user.
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Download (0.037MB)
Added: 2007-05-03 License: LGPL (GNU Lesser General Public License) Price:
906 downloads
runsuid 1.5

runsuid 1.5


runsuid runs a script with another user-id/group-id, when the user has the right to do so according to the configuration file. more>>
runsuid runs a script with another user-id/group-id, when the user has the right to do so according to the configuration file.
If used in the right combination with access restrictions this can ease the life of system administrators. Additionally, it can be used for running CGI-scripts as different fixed users.
Enhancements:
- A stupid options parsing bug and a memory leak (with no security implications) were fixed.
- Spelling corrections were made.
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Download (0.020MB)
Added: 2007-01-24 License: GPL (GNU General Public License) Price:
1003 downloads
SQLayer 1.1

SQLayer 1.1


SQLayer is a Perl interface to DB. more>>
SQLayer is a Perl interface to DB.

new(database => DBI:mysql:database=phorum;host=localhost;port=3306, user => user, passowrd => somepass);

my $PAllRowsArrayRef = $D -> all_rows("SELECT a, b FROM dum"); # pointer to array

my @AOneColumnArray = $D -> column("SELECT a FROM dum"); # array

$D -> commit; # is equal to $D -> proc("COMMIT");

my $NConnectStatus = $D -> connect_status; # returns 1 if connected

$D -> DEBUG(1); # warn query only
$D -> DEBUG($n); # set trace level to $n-1

$D -> enable_transactions; # enable transactions if possible
$D -> errstr; # returns error code

my %HHashNameById = $D -> hash_all("SELECT id, name FROM dum"); #

my $PHashOneByFieldsNameRef = $D -> hash_row("SELECT a, b, c FROM dum WHERE id = 1"); # pointer to hash

my %HHashOneByFieldsName = $D -> hash_var("SELECT a, b, c FROM dum WHERE id = 1"); # hash

$D -> nodebug; # No warn query and clear tracing

$NAffectedRowsNum = $D -> proc("DELETE FROM dum WHERE a = b"); # affected rows

my @AOneRowArray = $D -> row("SELECT a, b, c FROM dum WHERE id = 1"); # array
my $NVvalue = $D -> row("SELECT a FROM dum WHERE id = 1 "); # one value

my $PRowOfHashRef = $D -> row_hash("SELECT a, b, c FROM dum"); # pointer to array of hashes

$SQuoted = $D -> quote($SSomeVar); # same as DBI method

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Download (0.003MB)
Added: 2007-07-18 License: Perl Artistic License Price:
828 downloads
Lingua::ID::Nums2Words 0.01

Lingua::ID::Nums2Words 0.01


Lingua::ID::Nums2Words is a Perl module to convert number to Indonesian verbage. more>>
Lingua::ID::Nums2Words is a Perl module to convert number to Indonesian verbage.

SYNOPSIS

use Lingua::ID::Nums2Words ;

print nums2words(123) ; # "seratus dua puluh tiga"
print nums2words_simple(123) ; # "satu dua tiga"

nums2words currently can handle real numbers in normal and scientific form in the order of hundreds of trillions. It also preserves formatting in the number string (e.g, given "1.00" nums2words will pronounce the zeros).

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Download (0.003MB)
Added: 2006-08-23 License: Perl Artistic License Price:
1157 downloads
FreeDoom 0.5

FreeDoom 0.5


Freedoom is a project to create a complete Doom II-compatible IWAD file which is Free Software. more>>
FreeDoom is free content for free Doom engines.

Id Software have released the source code to their classic game, Doom, under the GNU GPL. This means that the engine which powers Doom is Free Software. However, the game engine is only one component of a complete game.

The Doom engine uses an "IWAD" file to store all of its game data. This contains the raw data used by the game - the artwork, sound effects, levels, everything which defines Doom as a game. Until now, one of the original proprietary files was still needed in order to play Doom.

The Freedoom project aims at collaboratively creating a Free IWAD file. Combined with the Free source code, this results in a complete game based on the Doom engine which is Free Software.

Freedoom has multiple purposes:

- To create a complete Free game based on the Doom engine.
A large library exists of modifications which have been created for Doom over the past ten years; Freedoom maintains compatibility with the original IWAD files so that these modifications can be played.
- To create a pool of Free game material for people to reuse in their own projects.
All material in the Freedoom project is released under the modified BSD license, allowing people to reuse it as they wish. Freedoom contains a large collection of material. This includes Doom levels, sound effects, graphics and music.
- To serve as a demonstration of the talent and creativity of the Doom community.
Despite its age, Doom has retained a surprisingly large community of fans. Freedoom is developed collaboratively by fans of the original Doom games.

Freedoom is currently beta-quality material. Please report bugs you encounter. Be sure to mention the source port you are using and how to reproduce the problem.

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Download (11.2MB)
Added: 2006-09-03 License: GPL (GNU General Public License) Price:
1160 downloads
SSHatter 0.2

SSHatter 0.2


SSHatter uses a brute force technique to determine the how to log into an SSH server. more>>
SSHatter uses a brute force technique to determine the how to log into an SSH server. The project simply tries each combination in a list of usernames and passwords to determine which ones successfully log in.
Enhancements:
- Modified to allow multiple hostnames and usernames
- Added passwords (taken from http://www.nth-dimension.org.uk/downloads.php?id=30)
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Download (0.003MB)
Added: 2007-08-16 License: BSD License Price:
812 downloads
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