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Pascals Triangle 3D 24032003
Pascals Triangle 3D is a Java3d project which prints pascals triangle using both a recursive and iterative algorithm. more>>
Pascals Triangle 3D is a Java3d project which prints pascals triangle using both a recursive and iterative algorithm.
A friend needed a software to print pascals triangle using both a recursive and iterative algorithm. So I helped him with the code.
But then we got the idea to create a program to visualize the triangle in 3D. Well, hours of perusing Java3D documentation ensued (neither of us having ever before done anything in 3D).
The result, a hacked up version of several java3d examples that lets you rotate the triangle with your mouse and zoom in and out with keyboard.
<<lessA friend needed a software to print pascals triangle using both a recursive and iterative algorithm. So I helped him with the code.
But then we got the idea to create a program to visualize the triangle in 3D. Well, hours of perusing Java3D documentation ensued (neither of us having ever before done anything in 3D).
The result, a hacked up version of several java3d examples that lets you rotate the triangle with your mouse and zoom in and out with keyboard.
Download (0.008MB)
Added: 2006-11-23 License: GPL (GNU General Public License) Price:
1068 downloads
Math::Zap::Triangle 1.07
Math::Zap::Triangle module can build triangles in 3D space. more>>
Math::Zap::Triangle module can build triangles in 3D space.
Synopsis
Example t/triangle.t
#_ Triangle ___________________________________________________________
# Test 3d triangles
# philiprbrenan@yahoo.com, 2004, Perl License
#______________________________________________________________________
use Math::Zap::Vector;
use Math::Zap::Vector2;
use Math::Zap::Triangle;
use Test::Simple tests=>25;
$t = triangle
(vector( 0, 0, 0),
vector( 0, 0, 4),
vector( 4, 0, 0),
);
$u = triangle
(vector( 0, 0, 0),
vector( 0, 1, 4),
vector( 4, 1, 0),
);
$T = triangle
(vector( 0, 1, 0),
vector( 0, 1, 1),
vector( 1, 1, 0),
);
$c = vector(1, 1, 1);
#_ Triangle ___________________________________________________________
# Distance to plane
#______________________________________________________________________
ok($t->distance($c) == 1, Distance to plane);
ok($T->distance($c) == 0, Distance to plane);
ok($t->distance(2*$c) == 2, Distance to plane);
ok($t->distanceToPlaneAlongLine(vector(0,-1,0), vector(0,1,0)) == 1, Distance to plane towards a point);
ok($T->distanceToPlaneAlongLine(vector(0,-1,0), vector(0,1,0)) == 2, Distance to plane towards a point);
#_ Triangle ___________________________________________________________
# Permute the points of a triangle
#______________________________________________________________________
ok($t->permute == $t, Permute 1);
ok($t->permute->permute == $t, Permute 2);
ok($t->permute->permute->permute == $t, Permute 3);
#_ Triangle ___________________________________________________________
# Intersection of a line with a plane defined by a triangle
#______________________________________________________________________
#ok($t->intersection($c, vector(1, -1, 1)) == vector(1, 0, 1), Intersection of line with plane);
#ok($t->intersection($c, vector(-1, -1, -1)) == vector(0, 0, 0), Intersection of line with plane);
#_ Triangle ___________________________________________________________
# Test whether a point is in front or behind a plane relative to another
# point
#______________________________________________________________________
ok($t->frontInBehind($c, vector(1, 0.5, 1)) == +1, Front);
ok($t->frontInBehind($c, vector(1, 0, 1)) == 0, In);
ok($t->frontInBehind($c, vector(1, -0.5, 1)) == -1, Behind);
#_ Triangle ___________________________________________________________
# Parallel
#______________________________________________________________________
ok($t->parallel($T) == 1, Parallel);
ok($t->parallel($u) == 0, Not Parallel);
#_ Triangle ___________________________________________________________
# Coplanar
#______________________________________________________________________
#ok($t->coplanar($t) == 1, Coplanar);
#ok($t->coplanar($u) == 0, Not coplanar);
#ok($t->coplanar($T) == 0, Not coplanar);
#_ Triangle ___________________________________________________________
# Project one triangle onto another
#______________________________________________________________________
$p = vector(0, 2, 0);
$s = $t->project($T, $p);
ok($s == triangle
(vector(0, 0, 2),
vector(0.5, 0, 2),
vector(0, 0.5, 2),
), Projection of corner 3);
#_ Triangle ___________________________________________________________
# Convert space to plane coordinates and vice versa
#______________________________________________________________________
ok($t->convertSpaceToPlane(vector(2, 2, 2)) == vector(0.5,0.5,2), Space to Plane);
ok($t->convertPlaneToSpace(vector2(0.5, 0.5)) == vector(2, 0, 2), Plane to Space);
#_ Triangle ___________________________________________________________
# Divide
#______________________________________________________________________
$it = triangle # Intersects t
(vector( 0, -1, 2),
vector( 0, 2, 2),
vector( 3, 2, 2),
);
@d = $t->divide($it);
ok($d[0] == triangle(vector(0, -1, 2), vector(0, 0, 2), vector(1, 0, 2)));
ok($d[1] == triangle(vector(0, 2, 2), vector(0, 0, 2), vector(1, 0, 2)));
ok($d[2] == triangle(vector(0, 2, 2), vector(1, 0, 2), vector(3, 2, 2)));
$it = triangle # Intersects t
(vector( 3, 2, 2),
vector( 0, 2, 2),
vector( 0, -1, 2),
);
@d = $t->divide($it);
ok($d[0] == triangle(vector(0, -1, 2), vector(0, 0, 2), vector(1, 0, 2)));
ok($d[1] == triangle(vector(3, 2, 2), vector(1, 0, 2), vector(0, 0, 2)));
ok($d[2] == triangle(vector(3, 2, 2), vector(0, 0, 2), vector(0, 2, 2)));
$it = triangle # Intersects t
(vector( 3, 2, 2),
vector( 0, -1, 2),
vector( 0, 2, 2),
);
@d = $t->divide($it);
ok($d[0] == triangle(vector(0, -1, 2), vector(1, 0, 2), vector(0, 0, 2)));
ok($d[1] == triangle(vector(3, 2, 2), vector(1, 0, 2), vector(0, 0, 2)));
ok($d[2] == triangle(vector(3, 2, 2), vector(0, 0, 2), vector(0, 2, 2)));
<<lessSynopsis
Example t/triangle.t
#_ Triangle ___________________________________________________________
# Test 3d triangles
# philiprbrenan@yahoo.com, 2004, Perl License
#______________________________________________________________________
use Math::Zap::Vector;
use Math::Zap::Vector2;
use Math::Zap::Triangle;
use Test::Simple tests=>25;
$t = triangle
(vector( 0, 0, 0),
vector( 0, 0, 4),
vector( 4, 0, 0),
);
$u = triangle
(vector( 0, 0, 0),
vector( 0, 1, 4),
vector( 4, 1, 0),
);
$T = triangle
(vector( 0, 1, 0),
vector( 0, 1, 1),
vector( 1, 1, 0),
);
$c = vector(1, 1, 1);
#_ Triangle ___________________________________________________________
# Distance to plane
#______________________________________________________________________
ok($t->distance($c) == 1, Distance to plane);
ok($T->distance($c) == 0, Distance to plane);
ok($t->distance(2*$c) == 2, Distance to plane);
ok($t->distanceToPlaneAlongLine(vector(0,-1,0), vector(0,1,0)) == 1, Distance to plane towards a point);
ok($T->distanceToPlaneAlongLine(vector(0,-1,0), vector(0,1,0)) == 2, Distance to plane towards a point);
#_ Triangle ___________________________________________________________
# Permute the points of a triangle
#______________________________________________________________________
ok($t->permute == $t, Permute 1);
ok($t->permute->permute == $t, Permute 2);
ok($t->permute->permute->permute == $t, Permute 3);
#_ Triangle ___________________________________________________________
# Intersection of a line with a plane defined by a triangle
#______________________________________________________________________
#ok($t->intersection($c, vector(1, -1, 1)) == vector(1, 0, 1), Intersection of line with plane);
#ok($t->intersection($c, vector(-1, -1, -1)) == vector(0, 0, 0), Intersection of line with plane);
#_ Triangle ___________________________________________________________
# Test whether a point is in front or behind a plane relative to another
# point
#______________________________________________________________________
ok($t->frontInBehind($c, vector(1, 0.5, 1)) == +1, Front);
ok($t->frontInBehind($c, vector(1, 0, 1)) == 0, In);
ok($t->frontInBehind($c, vector(1, -0.5, 1)) == -1, Behind);
#_ Triangle ___________________________________________________________
# Parallel
#______________________________________________________________________
ok($t->parallel($T) == 1, Parallel);
ok($t->parallel($u) == 0, Not Parallel);
#_ Triangle ___________________________________________________________
# Coplanar
#______________________________________________________________________
#ok($t->coplanar($t) == 1, Coplanar);
#ok($t->coplanar($u) == 0, Not coplanar);
#ok($t->coplanar($T) == 0, Not coplanar);
#_ Triangle ___________________________________________________________
# Project one triangle onto another
#______________________________________________________________________
$p = vector(0, 2, 0);
$s = $t->project($T, $p);
ok($s == triangle
(vector(0, 0, 2),
vector(0.5, 0, 2),
vector(0, 0.5, 2),
), Projection of corner 3);
#_ Triangle ___________________________________________________________
# Convert space to plane coordinates and vice versa
#______________________________________________________________________
ok($t->convertSpaceToPlane(vector(2, 2, 2)) == vector(0.5,0.5,2), Space to Plane);
ok($t->convertPlaneToSpace(vector2(0.5, 0.5)) == vector(2, 0, 2), Plane to Space);
#_ Triangle ___________________________________________________________
# Divide
#______________________________________________________________________
$it = triangle # Intersects t
(vector( 0, -1, 2),
vector( 0, 2, 2),
vector( 3, 2, 2),
);
@d = $t->divide($it);
ok($d[0] == triangle(vector(0, -1, 2), vector(0, 0, 2), vector(1, 0, 2)));
ok($d[1] == triangle(vector(0, 2, 2), vector(0, 0, 2), vector(1, 0, 2)));
ok($d[2] == triangle(vector(0, 2, 2), vector(1, 0, 2), vector(3, 2, 2)));
$it = triangle # Intersects t
(vector( 3, 2, 2),
vector( 0, 2, 2),
vector( 0, -1, 2),
);
@d = $t->divide($it);
ok($d[0] == triangle(vector(0, -1, 2), vector(0, 0, 2), vector(1, 0, 2)));
ok($d[1] == triangle(vector(3, 2, 2), vector(1, 0, 2), vector(0, 0, 2)));
ok($d[2] == triangle(vector(3, 2, 2), vector(0, 0, 2), vector(0, 2, 2)));
$it = triangle # Intersects t
(vector( 3, 2, 2),
vector( 0, -1, 2),
vector( 0, 2, 2),
);
@d = $t->divide($it);
ok($d[0] == triangle(vector(0, -1, 2), vector(1, 0, 2), vector(0, 0, 2)));
ok($d[1] == triangle(vector(3, 2, 2), vector(1, 0, 2), vector(0, 0, 2)));
ok($d[2] == triangle(vector(3, 2, 2), vector(0, 0, 2), vector(0, 2, 2)));
Download (0.062MB)
Added: 2007-07-19 License: Perl Artistic License Price:
827 downloads
Math::Zap::Triangle2 1.07
Math::Zap::Triangle2 - triangles in 2D space. more>>
Math::Zap::Triangle2 - triangles in 2D space.
Synopsis
Example t/triangle2.t
#_ Triangle ___________________________________________________________
# Test 2d triangles
# philiprbrenan@yahoo.com, 2004, Perl License
#______________________________________________________________________
use Math::Zap::Triangle2;
use Math::Zap::Vector2;
use Test::Simple tests=>27;
$a = triangle2
(vector2(0, 0),
vector2(2, 0),
vector2(0, 2),
);
$b = triangle2
(vector2( 0, 0),
vector2( 4, 0),
vector2( 0, 4),
);
$c = triangle2
(vector2( 0, 0),
vector2(-4, 0),
vector2( 0, -4),
);
$d = $b - vector2(1,1);
$e = $c + vector2(1,1);
#print "a=$anb=$bnc=$cnd=$dne=$en";
ok($a->containsPoint(vector2( 1, 1)));
ok($a->containsPoint(vector2( 1, 1)));
ok($b->containsPoint(vector2( 2, 0)));
ok($b->containsPoint(vector2( 1, 0)));
ok($c->containsPoint(vector2(-1, 0)));
ok($c->containsPoint(vector2(-2, 0)));
ok($d->containsPoint(vector2( 1, -1)));
ok(!$a->containsPoint(vector2( 9, 1)));
ok(!$a->containsPoint(vector2( 1, 9)));
ok(!$b->containsPoint(vector2( 2, 9)));
ok(!$b->containsPoint(vector2( 9, 0)));
ok(!$c->containsPoint(vector2(-9, 0)));
ok(!$c->containsPoint(vector2(-2, 9)));
ok(!$d->containsPoint(vector2( 9, -1)));
ok( $a->containsPoint(vector2(0.5, 0.5)));
ok(!$a->containsPoint(vector2( -1, -1)));
ok(vector2(1,2)->rightAngle == vector2(-2, 1));
ok(vector2(1,0)->rightAngle == vector2( 0, 1));
ok($a->area == 2);
ok($c->area == 8);
eval { triangle2(vector2(0, 0), vector2(3, -6), vector2(-3, 6))};
ok($@ =~ /^Narrow triangle2/, Narrow triangle);
$t = triangle2(vector2(0,0),vector2(0,10),vector2( 10,0));
$T = triangle2(vector2(0,0),vector2(0,10),vector2(-10,10))+vector2(5, -2);
@p = $t->ring($T);
#print "$_n" for(@p);
ok($p[0] == vector2(0, 8), Ring 0);
ok($p[1] == vector2(2, 8), Ring 1);
ok($p[2] == vector2(5, 5), Ring 2);
ok($p[3] == vector2(5, 0), Ring 3);
ok($p[4] == vector2(3, 0), Ring 4);
ok($p[5] == vector2(0, 3), Ring 5);
<<lessSynopsis
Example t/triangle2.t
#_ Triangle ___________________________________________________________
# Test 2d triangles
# philiprbrenan@yahoo.com, 2004, Perl License
#______________________________________________________________________
use Math::Zap::Triangle2;
use Math::Zap::Vector2;
use Test::Simple tests=>27;
$a = triangle2
(vector2(0, 0),
vector2(2, 0),
vector2(0, 2),
);
$b = triangle2
(vector2( 0, 0),
vector2( 4, 0),
vector2( 0, 4),
);
$c = triangle2
(vector2( 0, 0),
vector2(-4, 0),
vector2( 0, -4),
);
$d = $b - vector2(1,1);
$e = $c + vector2(1,1);
#print "a=$anb=$bnc=$cnd=$dne=$en";
ok($a->containsPoint(vector2( 1, 1)));
ok($a->containsPoint(vector2( 1, 1)));
ok($b->containsPoint(vector2( 2, 0)));
ok($b->containsPoint(vector2( 1, 0)));
ok($c->containsPoint(vector2(-1, 0)));
ok($c->containsPoint(vector2(-2, 0)));
ok($d->containsPoint(vector2( 1, -1)));
ok(!$a->containsPoint(vector2( 9, 1)));
ok(!$a->containsPoint(vector2( 1, 9)));
ok(!$b->containsPoint(vector2( 2, 9)));
ok(!$b->containsPoint(vector2( 9, 0)));
ok(!$c->containsPoint(vector2(-9, 0)));
ok(!$c->containsPoint(vector2(-2, 9)));
ok(!$d->containsPoint(vector2( 9, -1)));
ok( $a->containsPoint(vector2(0.5, 0.5)));
ok(!$a->containsPoint(vector2( -1, -1)));
ok(vector2(1,2)->rightAngle == vector2(-2, 1));
ok(vector2(1,0)->rightAngle == vector2( 0, 1));
ok($a->area == 2);
ok($c->area == 8);
eval { triangle2(vector2(0, 0), vector2(3, -6), vector2(-3, 6))};
ok($@ =~ /^Narrow triangle2/, Narrow triangle);
$t = triangle2(vector2(0,0),vector2(0,10),vector2( 10,0));
$T = triangle2(vector2(0,0),vector2(0,10),vector2(-10,10))+vector2(5, -2);
@p = $t->ring($T);
#print "$_n" for(@p);
ok($p[0] == vector2(0, 8), Ring 0);
ok($p[1] == vector2(2, 8), Ring 1);
ok($p[2] == vector2(5, 5), Ring 2);
ok($p[3] == vector2(5, 0), Ring 3);
ok($p[4] == vector2(3, 0), Ring 4);
ok($p[5] == vector2(0, 3), Ring 5);
Download (0.062MB)
Added: 2007-08-11 License: Perl Artistic License Price:
804 downloads
TriMines 1.3.0
TriMines is a mine sweeper game that uses triangles instead of squares. more>>
TriMines is a mine sweeper game that uses triangles instead of squares.
<<less Download (0.087MB)
Added: 2006-05-17 License: GPL (GNU General Public License) Price:
1255 downloads
Misfit Model 3D 1.3.5
Misfit Model 3D is an OpenGL-based 3D model editor. more>>
Misfit Model 3D is an OpenGL-based 3D model editor that works with triangle-based models. Misfit Model 3D supports multi-level undo, skeletal animations, simple texturing, scripting, command-line batch processing, and a plugin system for adding new model and image filters.
Complete online help is included. It is designed to be easy to use and easy to extend with plugins and scripts.
Misfit Model 3D was written and tested on Linux (2.4 and 2.6 kernels) and has been compiled and tested on most major Linux distributions.
It is not endian-safe so it is unlikely to run on non-x86 hardware platforms--this will probably not change soon unless I get requests for a version thats usable on big-endian archs.
Enhancements:
- The menus have been re-organized. There is a new command to make normals face outward. The texture coordinate window now has a rotate tool. Material support for COB has been improved. Many animation bugs have been fixed. A "File | Export" command has been added to indicate which formats have less reliable write support.
<<lessComplete online help is included. It is designed to be easy to use and easy to extend with plugins and scripts.
Misfit Model 3D was written and tested on Linux (2.4 and 2.6 kernels) and has been compiled and tested on most major Linux distributions.
It is not endian-safe so it is unlikely to run on non-x86 hardware platforms--this will probably not change soon unless I get requests for a version thats usable on big-endian archs.
Enhancements:
- The menus have been re-organized. There is a new command to make normals face outward. The texture coordinate window now has a rotate tool. Material support for COB has been improved. Many animation bugs have been fixed. A "File | Export" command has been added to indicate which formats have less reliable write support.
Download (0.71MB)
Added: 2007-07-16 License: GPL (GNU General Public License) Price:
832 downloads
SLFFEA 1.4
SLFFEA stands for San Les Free Finite Element Analysis. more>>
SLFFEA stands for San Les Free Finite Element Analysis. SLFFEA is a package of scientific software and graphical user interfaces for use in finite element analysis. It is written in ANSI C by San Le and distributed under the terms of the GNU license.
SLFFEA includes:
9 of the basic finite element types:
- 3-D 2 node beam
- 3-D 8 node brick
- 2-D 4 node plate
- 2-D 4 node quad (plane stress and plane strain)
- 3-D 4 node doubly curved shell (individual element defined by 4 or 8 nodes)
- 3-D 4 node tetrahedron
- 2-D 3 node triangle
- 3-D 2 node truss
- 3-D 6 node wedge
non-linear large deformation element:
- 3-D 8 node brick - Updated Lagrange formulation with Jaumann Stress Rate
And 1 thermal element:
- 3-D 8 node brick - It can handle thermal loads as well as orthotropy.
9 Graphical User Interfaces for each element type.
- Example of brick GUI
- Example of beam GUI
SLFFEA is dedicated to Richard Stallman , Granddaddy of the Free Software Movement, Linus Torvalds, its prodigal son, and everyone on comp.os.linux.setup .
<<lessSLFFEA includes:
9 of the basic finite element types:
- 3-D 2 node beam
- 3-D 8 node brick
- 2-D 4 node plate
- 2-D 4 node quad (plane stress and plane strain)
- 3-D 4 node doubly curved shell (individual element defined by 4 or 8 nodes)
- 3-D 4 node tetrahedron
- 2-D 3 node triangle
- 3-D 2 node truss
- 3-D 6 node wedge
non-linear large deformation element:
- 3-D 8 node brick - Updated Lagrange formulation with Jaumann Stress Rate
And 1 thermal element:
- 3-D 8 node brick - It can handle thermal loads as well as orthotropy.
9 Graphical User Interfaces for each element type.
- Example of brick GUI
- Example of beam GUI
SLFFEA is dedicated to Richard Stallman , Granddaddy of the Free Software Movement, Linus Torvalds, its prodigal son, and everyone on comp.os.linux.setup .
Download (1.0MB)
Added: 2006-11-16 License: LGPL (GNU Lesser General Public License) Price:
1076 downloads
Math::Cephes 0.44
Math::Cephes is a Perl interface to the cephes math library. more>>
Math::Cephes is a Perl interface to the cephes math library.
SYNOPSIS
use Math::Cephes qw(:all);
This module provides an interface to over 150 functions of the
cephes math library of Stephen Moshier. No functions are exported
by default, but rather must be imported explicitly, as in
use Math::Cephes qw(sin cos);
There are a number of export tags defined which allow
importing groups of functions:
use Math::Cephes qw(:constants);
imports the variables
$PI : 3.14159265358979323846 # pi
$PIO2 : 1.57079632679489661923 # pi/2
$PIO4 : 0.785398163397448309616 # pi/4
$SQRT2 : 1.41421356237309504880 # sqrt(2)
$SQRTH : 0.707106781186547524401 # sqrt(2)/2
$LOG2E : 1.4426950408889634073599 # 1/log(2)
$SQ2OPI : 0.79788456080286535587989 # sqrt( 2/pi )
$LOGE2 : 0.693147180559945309417 # log(2)
$LOGSQ2 : 0.346573590279972654709 # log(2)/2
$THPIO4 : 2.35619449019234492885 # 3*pi/4
$TWOOPI : 0.636619772367581343075535 # 2/pi
As well, there are 4 machine-specific numbers available:
$MACHEP : machine roundoff error
$MAXLOG : maximum log on the machine
$MINLOG : minimum log on the machine
$MAXNUM : largest number represented
use Math::Cephes qw(:trigs);
imports
acos: Inverse circular cosine
asin: Inverse circular sine
atan: Inverse circular tangent (arctangent)
atan2: Quadrant correct inverse circular tangent
cos: Circular cosine
cosdg: Circular cosine of angle in degrees
cot: Circular cotangent
cotdg: Circular cotangent of argument in degrees
hypot: hypotenuse associated with the sides of a right triangle
radian: Degrees, minutes, seconds to radians
sin: Circular sine
sindg: Circular sine of angle in degrees
tan: Circular tangent
tandg: Circular tangent of argument in degrees
cosm1: Relative error approximations for function arguments near unity
use Math::Cephes qw(:hypers);
imports
acosh: Inverse hyperbolic cosine
asinh: Inverse hyperbolic sine
atanh: Inverse hyperbolic tangent
cosh: Hyperbolic cosine
sinh: Hyperbolic sine
tanh: Hyperbolic tangent
use Math::Cephes qw(:explog);
imports
exp: Exponential function
expxx: exp(x*x)
exp10: Base 10 exponential function (Common antilogarithm)
exp2: Base 2 exponential function
log: Natural logarithm
log10: Common logarithm
log2: Base 2 logarithm
log1p,expm1: Relative error approximations for function arguments near unity.
use Math::Cephes qw(:cmplx);
imports
new_cmplx: create a new complex number object
cabs: Complex absolute value
cacos: Complex circular arc cosine
cacosh: Complex inverse hyperbolic cosine
casin: Complex circular arc sine
casinh: Complex inverse hyperbolic sine
catan: Complex circular arc tangent
catanh: Complex inverse hyperbolic tangent
ccos: Complex circular cosine
ccosh: Complex hyperbolic cosine
ccot: Complex circular cotangent
cexp: Complex exponential function
clog: Complex natural logarithm
cadd: add two complex numbers
csub: subtract two complex numbers
cmul: multiply two complex numbers
cdiv: divide two complex numbers
cmov: copy one complex number to another
cneg: negate a complex number
cpow: Complex power function
csin: Complex circular sine
csinh: Complex hyperbolic sine
csqrt: Complex square root
ctan: Complex circular tangent
ctanh: Complex hyperbolic tangent
use Math::Cephes qw(:utils);
imports
cbrt: Cube root
ceil: ceil
drand: Pseudorandom number generator
fabs: Absolute value
fac: Factorial function
floor: floor
frexp: frexp
ldexp: multiplies x by 2**n.
lrand: Pseudorandom number generator
lsqrt: Integer square root
pow: Power function
powi: Real raised to integer power
round: Round double to nearest or even integer valued double
sqrt: Square root
use Math::Cephes qw(:bessels);
imports
i0: Modified Bessel function of order zero
i0e: Modified Bessel function of order zero, exponentially scaled
i1: Modified Bessel function of order one
i1e: Modified Bessel function of order one, exponentially scaled
iv: Modified Bessel function of noninteger order
j0: Bessel function of order zero
j1: Bessel function of order one
jn: Bessel function of integer order
jv: Bessel function of noninteger order
k0: Modified Bessel function, third kind, order zero
k0e: Modified Bessel function, third kind, order zero, exponentially scaled
k1: Modified Bessel function, third kind, order one
k1e: Modified Bessel function, third kind, order one, exponentially scaled
kn: Modified Bessel function, third kind, integer order
y0: Bessel function of the second kind, order zero
y1: Bessel function of second kind of order one
yn: Bessel function of second kind of integer order
yv: Bessel function Yv with noninteger v
use Math::Cephes qw(:dists);
imports
bdtr: Binomial distribution
bdtrc: Complemented binomial distribution
bdtri: Inverse binomial distribution
btdtr: Beta distribution
chdtr: Chi-square distribution
chdtrc: Complemented Chi-square distribution
chdtri: Inverse of complemented Chi-square distribution
fdtr: F distribution
fdtrc: Complemented F distribution
fdtri: Inverse of complemented F distribution
gdtr: Gamma distribution function
gdtrc: Complemented gamma distribution function
nbdtr: Negative binomial distribution
nbdtrc: Complemented negative binomial distribution
nbdtri: Functional inverse of negative binomial distribution
ndtr: Normal distribution function
ndtri: Inverse of Normal distribution function
pdtr: Poisson distribution
pdtrc: Complemented poisson distribution
pdtri: Inverse Poisson distribution
stdtr: Students t distribution
stdtri: Functional inverse of Students t distribution
use Math::Cephes qw(:gammas);
imports
fac: Factorial function
gamma: Gamma function
igam: Incomplete gamma integral
igamc: Complemented incomplete gamma integral
igami: Inverse of complemented imcomplete gamma integral
psi: Psi (digamma) function
rgamma: Reciprocal gamma function
use Math::Cephes qw(:betas);
imports
beta: Beta function
incbet: Incomplete beta integral
incbi: Inverse of imcomplete beta integral
lbeta: Natural logarithm of |beta|
use Math::Cephes qw(:elliptics);
imports
ellie: Incomplete elliptic integral of the second kind
ellik: Incomplete elliptic integral of the first kind
ellpe: Complete elliptic integral of the second kind
ellpj: Jacobian Elliptic Functions
ellpk: Complete elliptic integral of the first kind
use Math::Cephes qw(:hypergeometrics);
imports
hyp2f0: Gauss hypergeometric function F
hyp2f1: Gauss hypergeometric function F
hyperg: Confluent hypergeometric function
onef2: Hypergeometric function 1F2
threef0: Hypergeometric function 3F0
use Math::Cephes qw(:misc);
imports
airy: Airy function
bernum: Bernoulli numbers
dawsn: Dawsons Integral
ei: Exponential integral
erf: Error function
erfc: Complementary error function
expn: Exponential integral En
fresnl: Fresnel integral
plancki: Integral of Plancks black body radiation formula
polylog: Polylogarithm function
shichi: Hyperbolic sine and cosine integrals
sici: Sine and cosine integrals
simpson: Simpsons rule to find an integral
spence: Dilogarithm
struve: Struve function
vecang: angle between two vectors
zeta: Riemann zeta function of two arguments
zetac: Riemann zeta function
use Math::Cephes qw(:fract);
imports
new_fract: create a new fraction object
radd: add two fractions
rmul: multiply two fractions
rsub: subtracttwo fractions
rdiv: divide two fractions
euclid: finds the greatest common divisor
<<lessSYNOPSIS
use Math::Cephes qw(:all);
This module provides an interface to over 150 functions of the
cephes math library of Stephen Moshier. No functions are exported
by default, but rather must be imported explicitly, as in
use Math::Cephes qw(sin cos);
There are a number of export tags defined which allow
importing groups of functions:
use Math::Cephes qw(:constants);
imports the variables
$PI : 3.14159265358979323846 # pi
$PIO2 : 1.57079632679489661923 # pi/2
$PIO4 : 0.785398163397448309616 # pi/4
$SQRT2 : 1.41421356237309504880 # sqrt(2)
$SQRTH : 0.707106781186547524401 # sqrt(2)/2
$LOG2E : 1.4426950408889634073599 # 1/log(2)
$SQ2OPI : 0.79788456080286535587989 # sqrt( 2/pi )
$LOGE2 : 0.693147180559945309417 # log(2)
$LOGSQ2 : 0.346573590279972654709 # log(2)/2
$THPIO4 : 2.35619449019234492885 # 3*pi/4
$TWOOPI : 0.636619772367581343075535 # 2/pi
As well, there are 4 machine-specific numbers available:
$MACHEP : machine roundoff error
$MAXLOG : maximum log on the machine
$MINLOG : minimum log on the machine
$MAXNUM : largest number represented
use Math::Cephes qw(:trigs);
imports
acos: Inverse circular cosine
asin: Inverse circular sine
atan: Inverse circular tangent (arctangent)
atan2: Quadrant correct inverse circular tangent
cos: Circular cosine
cosdg: Circular cosine of angle in degrees
cot: Circular cotangent
cotdg: Circular cotangent of argument in degrees
hypot: hypotenuse associated with the sides of a right triangle
radian: Degrees, minutes, seconds to radians
sin: Circular sine
sindg: Circular sine of angle in degrees
tan: Circular tangent
tandg: Circular tangent of argument in degrees
cosm1: Relative error approximations for function arguments near unity
use Math::Cephes qw(:hypers);
imports
acosh: Inverse hyperbolic cosine
asinh: Inverse hyperbolic sine
atanh: Inverse hyperbolic tangent
cosh: Hyperbolic cosine
sinh: Hyperbolic sine
tanh: Hyperbolic tangent
use Math::Cephes qw(:explog);
imports
exp: Exponential function
expxx: exp(x*x)
exp10: Base 10 exponential function (Common antilogarithm)
exp2: Base 2 exponential function
log: Natural logarithm
log10: Common logarithm
log2: Base 2 logarithm
log1p,expm1: Relative error approximations for function arguments near unity.
use Math::Cephes qw(:cmplx);
imports
new_cmplx: create a new complex number object
cabs: Complex absolute value
cacos: Complex circular arc cosine
cacosh: Complex inverse hyperbolic cosine
casin: Complex circular arc sine
casinh: Complex inverse hyperbolic sine
catan: Complex circular arc tangent
catanh: Complex inverse hyperbolic tangent
ccos: Complex circular cosine
ccosh: Complex hyperbolic cosine
ccot: Complex circular cotangent
cexp: Complex exponential function
clog: Complex natural logarithm
cadd: add two complex numbers
csub: subtract two complex numbers
cmul: multiply two complex numbers
cdiv: divide two complex numbers
cmov: copy one complex number to another
cneg: negate a complex number
cpow: Complex power function
csin: Complex circular sine
csinh: Complex hyperbolic sine
csqrt: Complex square root
ctan: Complex circular tangent
ctanh: Complex hyperbolic tangent
use Math::Cephes qw(:utils);
imports
cbrt: Cube root
ceil: ceil
drand: Pseudorandom number generator
fabs: Absolute value
fac: Factorial function
floor: floor
frexp: frexp
ldexp: multiplies x by 2**n.
lrand: Pseudorandom number generator
lsqrt: Integer square root
pow: Power function
powi: Real raised to integer power
round: Round double to nearest or even integer valued double
sqrt: Square root
use Math::Cephes qw(:bessels);
imports
i0: Modified Bessel function of order zero
i0e: Modified Bessel function of order zero, exponentially scaled
i1: Modified Bessel function of order one
i1e: Modified Bessel function of order one, exponentially scaled
iv: Modified Bessel function of noninteger order
j0: Bessel function of order zero
j1: Bessel function of order one
jn: Bessel function of integer order
jv: Bessel function of noninteger order
k0: Modified Bessel function, third kind, order zero
k0e: Modified Bessel function, third kind, order zero, exponentially scaled
k1: Modified Bessel function, third kind, order one
k1e: Modified Bessel function, third kind, order one, exponentially scaled
kn: Modified Bessel function, third kind, integer order
y0: Bessel function of the second kind, order zero
y1: Bessel function of second kind of order one
yn: Bessel function of second kind of integer order
yv: Bessel function Yv with noninteger v
use Math::Cephes qw(:dists);
imports
bdtr: Binomial distribution
bdtrc: Complemented binomial distribution
bdtri: Inverse binomial distribution
btdtr: Beta distribution
chdtr: Chi-square distribution
chdtrc: Complemented Chi-square distribution
chdtri: Inverse of complemented Chi-square distribution
fdtr: F distribution
fdtrc: Complemented F distribution
fdtri: Inverse of complemented F distribution
gdtr: Gamma distribution function
gdtrc: Complemented gamma distribution function
nbdtr: Negative binomial distribution
nbdtrc: Complemented negative binomial distribution
nbdtri: Functional inverse of negative binomial distribution
ndtr: Normal distribution function
ndtri: Inverse of Normal distribution function
pdtr: Poisson distribution
pdtrc: Complemented poisson distribution
pdtri: Inverse Poisson distribution
stdtr: Students t distribution
stdtri: Functional inverse of Students t distribution
use Math::Cephes qw(:gammas);
imports
fac: Factorial function
gamma: Gamma function
igam: Incomplete gamma integral
igamc: Complemented incomplete gamma integral
igami: Inverse of complemented imcomplete gamma integral
psi: Psi (digamma) function
rgamma: Reciprocal gamma function
use Math::Cephes qw(:betas);
imports
beta: Beta function
incbet: Incomplete beta integral
incbi: Inverse of imcomplete beta integral
lbeta: Natural logarithm of |beta|
use Math::Cephes qw(:elliptics);
imports
ellie: Incomplete elliptic integral of the second kind
ellik: Incomplete elliptic integral of the first kind
ellpe: Complete elliptic integral of the second kind
ellpj: Jacobian Elliptic Functions
ellpk: Complete elliptic integral of the first kind
use Math::Cephes qw(:hypergeometrics);
imports
hyp2f0: Gauss hypergeometric function F
hyp2f1: Gauss hypergeometric function F
hyperg: Confluent hypergeometric function
onef2: Hypergeometric function 1F2
threef0: Hypergeometric function 3F0
use Math::Cephes qw(:misc);
imports
airy: Airy function
bernum: Bernoulli numbers
dawsn: Dawsons Integral
ei: Exponential integral
erf: Error function
erfc: Complementary error function
expn: Exponential integral En
fresnl: Fresnel integral
plancki: Integral of Plancks black body radiation formula
polylog: Polylogarithm function
shichi: Hyperbolic sine and cosine integrals
sici: Sine and cosine integrals
simpson: Simpsons rule to find an integral
spence: Dilogarithm
struve: Struve function
vecang: angle between two vectors
zeta: Riemann zeta function of two arguments
zetac: Riemann zeta function
use Math::Cephes qw(:fract);
imports
new_fract: create a new fraction object
radd: add two fractions
rmul: multiply two fractions
rsub: subtracttwo fractions
rdiv: divide two fractions
euclid: finds the greatest common divisor
Download (0.29MB)
Added: 2007-06-27 License: Perl Artistic License Price:
850 downloads
Mesh Viewer 0.3.1
Mesh Viewer is an easy to use lightweight application to display triangular meshes from a variety of file formats. more>>
Mesh Viewer is an easy to use lightweight application to display triangular meshes from a variety of file formats (see 3D formats).
Mesh Viewer uses the OpenGL API to render the models. The program was born under the need for quickly displaying reconstructed triangulated meshes. The Mesh Viewer based on an idea and an early elementary implementation from Craig Robertson.
The current version was developed by Helmut Cantzler. Triangular meshes can be displayed texture mapped (optional with bilinear filtering), solid or as a skeleton (full or just the front lines).
The surface normals of the triangles can be displayed optionally. Features (from a different data file) like edges and points can be displayed into the mesh. Loaded models can be rotated, translated and scaled (all done with the mouse). The model is lighted by multiple light sources.
Viewpoints can be saved. Screenshots of the model can be taken (as BMP, JPEG, PNG and so on). The program is able to calculate the texture map for the 3D model (experimental!).
It can read:
- PMesh files (used at the Vision group of the University of Edinburgh)
- GTS files (from the Gnu Triangulation Library)
- Geomview files (only format "OFF")
- PLY files (only ASCII format)
- VRML 1 files (no texture mapping)
- VRML 2 files
- Feature file
- List file
File format descriptions:
The PMesh format begins optional with a header. The first header line consists of "#pmesh". The header ends with the first line not starting with a "#". The data starts with nv lines of the format "v float float float" for the vertices. Follows nf lines of the format "p 3 int int int" for the triangles. Each line contains the three indices of the vertices. The index of the vertices starts at one.
The GTS format is describe shortly. The first line contains three unsigned integers separated by spaces. The first integer is the number of vertices, nv, the second is the number of edges, ne and the third is the number of faces, nf. Follows nv lines containing the x, y and z coordinates of the vertices. Follows ne lines containing the two indices (starting from one) of the vertices of each edge. Follows nf lines containing the three ordered indices (also starting from one) of the edges of each face.
The Geomview formal starts with a header consisting of the format line "OFF" and a second line with three integer numbers. The first integer is the number of vertices, nv, the second is the number of polygons, np, and the third number is typically "0". Following are the nv lines of vertices (each consists of three floats). The other part of the file are np lines of polygons. The first number of each line stands for the size of the polygon. Mesh Viewer just reads polygons consisting of 2 or 3 vertices. Following are a number of indices of the vertices depending on the size of the polygon. The index of the vertices starts at zero.
VRML is only supported partly. The Mesh Viewer extracts only vertices and triangles from VRML files and ignores all other shapes. Shapes in VRML 2.0 are rotated, scaled and translated if necessary. The file name for JPEG texture and texture coordinates are read from VRML 2.0 files if existent.
The Feature file is used to store vertices and edges. A feature file can be loaded beside the mesh to display vertices or edges into the mesh. The first header line consists of "#list". The header ends with the first line not starting with a "#". The lines consists of either vertices or edges. A vertex line consists of the format "fv float float float". A edge line starts with "fe" followed by the x, y and z coordinates for the start and the end vertex.
The List file is only a text file listing n mesh files, which a loaded subsequently as different shapes into one mesh. Lists are useful for displaying a segmentation of a mesh. The first header line consists of "#list". The header ends with the first line not starting with a "#". The following n lines consists of the names for the mesh files (one per line).
<<lessMesh Viewer uses the OpenGL API to render the models. The program was born under the need for quickly displaying reconstructed triangulated meshes. The Mesh Viewer based on an idea and an early elementary implementation from Craig Robertson.
The current version was developed by Helmut Cantzler. Triangular meshes can be displayed texture mapped (optional with bilinear filtering), solid or as a skeleton (full or just the front lines).
The surface normals of the triangles can be displayed optionally. Features (from a different data file) like edges and points can be displayed into the mesh. Loaded models can be rotated, translated and scaled (all done with the mouse). The model is lighted by multiple light sources.
Viewpoints can be saved. Screenshots of the model can be taken (as BMP, JPEG, PNG and so on). The program is able to calculate the texture map for the 3D model (experimental!).
It can read:
- PMesh files (used at the Vision group of the University of Edinburgh)
- GTS files (from the Gnu Triangulation Library)
- Geomview files (only format "OFF")
- PLY files (only ASCII format)
- VRML 1 files (no texture mapping)
- VRML 2 files
- Feature file
- List file
File format descriptions:
The PMesh format begins optional with a header. The first header line consists of "#pmesh". The header ends with the first line not starting with a "#". The data starts with nv lines of the format "v float float float" for the vertices. Follows nf lines of the format "p 3 int int int" for the triangles. Each line contains the three indices of the vertices. The index of the vertices starts at one.
The GTS format is describe shortly. The first line contains three unsigned integers separated by spaces. The first integer is the number of vertices, nv, the second is the number of edges, ne and the third is the number of faces, nf. Follows nv lines containing the x, y and z coordinates of the vertices. Follows ne lines containing the two indices (starting from one) of the vertices of each edge. Follows nf lines containing the three ordered indices (also starting from one) of the edges of each face.
The Geomview formal starts with a header consisting of the format line "OFF" and a second line with three integer numbers. The first integer is the number of vertices, nv, the second is the number of polygons, np, and the third number is typically "0". Following are the nv lines of vertices (each consists of three floats). The other part of the file are np lines of polygons. The first number of each line stands for the size of the polygon. Mesh Viewer just reads polygons consisting of 2 or 3 vertices. Following are a number of indices of the vertices depending on the size of the polygon. The index of the vertices starts at zero.
VRML is only supported partly. The Mesh Viewer extracts only vertices and triangles from VRML files and ignores all other shapes. Shapes in VRML 2.0 are rotated, scaled and translated if necessary. The file name for JPEG texture and texture coordinates are read from VRML 2.0 files if existent.
The Feature file is used to store vertices and edges. A feature file can be loaded beside the mesh to display vertices or edges into the mesh. The first header line consists of "#list". The header ends with the first line not starting with a "#". The lines consists of either vertices or edges. A vertex line consists of the format "fv float float float". A edge line starts with "fe" followed by the x, y and z coordinates for the start and the end vertex.
The List file is only a text file listing n mesh files, which a loaded subsequently as different shapes into one mesh. Lists are useful for displaying a segmentation of a mesh. The first header line consists of "#list". The header ends with the first line not starting with a "#". The following n lines consists of the names for the mesh files (one per line).
Download (0.62MB)
Added: 2006-08-24 License: LGPL (GNU Lesser General Public License) Price:
1171 downloads
The Ark Roleplaying Kernel 0.1.4
The Ark Roleplaying Kernel is a 3D multiplayer roleplaying engine. more>>
The Ark Roleplaying Kernel project is a 3D multiplayer roleplaying engine.
The Ark Roleplaying Kernel is a roleplaying engine that will allow game developers to create a full- featured role playing game, without having to write a single line of C++. All they have to do is to create game data (models, textures, world), and define the behaviour NPCs, in Lua. The engine contains a full outdoor 3D engine, with support for skeletal animation, and triangle- accurate collision detection. It also contains tools to create world and quests, and loaders for the most common low-polygon 3D formats.
After an never-ending war which had begun because of the arrival of the daphyrings (insect-like creatures) which some humans feared, the planet sank bit by bit into a Middle-Age-like ignorance. From the bits of a rich and united nation were born numerous empires ever waging war between themselves. Humans having forgotten all their knowledge use the seldom-found devices of the ancient civilization such as magical artifacts, for they now know only how to forge old-fashioned weapons such as swords, axes, bows...
Fauna and flora themselves have been modified, because of the cataclysms (nuclear incidents) which occurred during the Great War. These accidents have also divided humans into many clans yet having a common religion. It is in this world, named Arkhart, that the game named for the moment ArkhartRPG (ah, such originality!) takes place.
<<lessThe Ark Roleplaying Kernel is a roleplaying engine that will allow game developers to create a full- featured role playing game, without having to write a single line of C++. All they have to do is to create game data (models, textures, world), and define the behaviour NPCs, in Lua. The engine contains a full outdoor 3D engine, with support for skeletal animation, and triangle- accurate collision detection. It also contains tools to create world and quests, and loaders for the most common low-polygon 3D formats.
After an never-ending war which had begun because of the arrival of the daphyrings (insect-like creatures) which some humans feared, the planet sank bit by bit into a Middle-Age-like ignorance. From the bits of a rich and united nation were born numerous empires ever waging war between themselves. Humans having forgotten all their knowledge use the seldom-found devices of the ancient civilization such as magical artifacts, for they now know only how to forge old-fashioned weapons such as swords, axes, bows...
Fauna and flora themselves have been modified, because of the cataclysms (nuclear incidents) which occurred during the Great War. These accidents have also divided humans into many clans yet having a common religion. It is in this world, named Arkhart, that the game named for the moment ArkhartRPG (ah, such originality!) takes place.
Download (0.70MB)
Added: 2007-01-03 License: GPL (GNU General Public License) Price:
1025 downloads
Cheops 0.61
Cheops is an Open Source Network User Interface. more>>
Cheops is an Open Source Network User Interface. It is designed to be the network equivalent of a swiss-army knife, unifying your network utilities. Cheops is for the network what a file manager is for your filesystem.
Main features:
- Organize your network into convenient pages so you can place relevant portions together, and quickly go to a specific area or specific network.
- Cheops can optionally determine the OS of hosts on the network, selecting appropriate icons for them.
- Cheops can show you the routes taken to access areas of your network. (This feature is designed for larger networks, with routers, subnets, etc. If you only have a simple LAN where all your hosts are connected with hubs, then itll just draw a bunch of lines between you and the other computers) This mapping not only makes heirarchy clearer, but can show unusual routing issues, like this unusual router triangle. Unfortunately, you have to place the machines yourself, but cheops handles the interconnections.
- Right clicking on a host quickly shows you a list of common services it supports, and rapid, easy access to them.
- For large networks, you can view the network with smaller icons, or even as a simple list of networks. Layout is arrangeable by domain, hostname, IP address, etc and searching is supported in both iconic and list formats.
- Cheops includes a generalized TCP port scanner to see what ports on your network are in use.
- Retrieve version information for certain services, to be sure any given host is up-to-date with the latest revision of its services.
- Cheops is highly configurable both through text-based configuration files and through a graphical "Options" dialog box.
- Cheops includes a simple integrated SNMP browser, including write capability, using the UCD SNMP library. Cheops also supports a plugin interface, which includes support for SNMP plugins, similar in concept to those of HP Openview.
- Cheops can monitor your critical servers, and immediately notify you through its event log, standard e-mail, and soon via paging, when things go wrong. Know exactly whats up or down, and just when problems occur.
<<lessMain features:
- Organize your network into convenient pages so you can place relevant portions together, and quickly go to a specific area or specific network.
- Cheops can optionally determine the OS of hosts on the network, selecting appropriate icons for them.
- Cheops can show you the routes taken to access areas of your network. (This feature is designed for larger networks, with routers, subnets, etc. If you only have a simple LAN where all your hosts are connected with hubs, then itll just draw a bunch of lines between you and the other computers) This mapping not only makes heirarchy clearer, but can show unusual routing issues, like this unusual router triangle. Unfortunately, you have to place the machines yourself, but cheops handles the interconnections.
- Right clicking on a host quickly shows you a list of common services it supports, and rapid, easy access to them.
- For large networks, you can view the network with smaller icons, or even as a simple list of networks. Layout is arrangeable by domain, hostname, IP address, etc and searching is supported in both iconic and list formats.
- Cheops includes a generalized TCP port scanner to see what ports on your network are in use.
- Retrieve version information for certain services, to be sure any given host is up-to-date with the latest revision of its services.
- Cheops is highly configurable both through text-based configuration files and through a graphical "Options" dialog box.
- Cheops includes a simple integrated SNMP browser, including write capability, using the UCD SNMP library. Cheops also supports a plugin interface, which includes support for SNMP plugins, similar in concept to those of HP Openview.
- Cheops can monitor your critical servers, and immediately notify you through its event log, standard e-mail, and soon via paging, when things go wrong. Know exactly whats up or down, and just when problems occur.
Download (0.31MB)
Added: 2006-07-03 License: GPL (GNU General Public License) Price:
1295 downloads
QuesoGLC 0.6
QuesoGLC is a free implementation of the OpenGL Character Renderer (GLC). more>>
QuesoGLC is a free implementation of the OpenGL Character Renderer (GLC). QuesoGLC project is based on the FreeType library, provides Unicode support and is designed to be easily ported to any platform that supports both FreeType and OpenGL API.
QuesoGLC is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
The OpenGL Character Renderer (GLC) is a state machine that provides OpenGL programs with character rendering services via an application programming interface (API).
The character rendering services provided by GLC has some significant advantages over platform specific interface such as GLX or WGL :
The GLC API is platform independent. Since most nontrivial GL applications render characters, GLC is an important step toward the goal of truly portable GL applications.
The GLC is simpler to use. Only two lines of GLC commands are required to prepare for rendering characters.
GLC provides more ways to exploit the rendering power of OpenGL. For example, a glyph can be drawn as a bitmap, a set of lines, a set of triangles, or a textured rectangle.
GLC provides better support for glyph transformations. For example, GLC supports rotated text, which is unavailable in GLX.
GLC provides better support for the large coded character set defined by the standards ISO/IEC 10646:2003 and Unicode 4.0.1
GLC is a library that has been designed by SGI and that was only available on SGI workstations under IRIX 6.2 and later. The draft of the GLC specifications can be downloaded here. As far as I know, SGI dropped the development of GLC and the draft of its specifications has not evolved since late 1996.
<<lessQuesoGLC is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
The OpenGL Character Renderer (GLC) is a state machine that provides OpenGL programs with character rendering services via an application programming interface (API).
The character rendering services provided by GLC has some significant advantages over platform specific interface such as GLX or WGL :
The GLC API is platform independent. Since most nontrivial GL applications render characters, GLC is an important step toward the goal of truly portable GL applications.
The GLC is simpler to use. Only two lines of GLC commands are required to prepare for rendering characters.
GLC provides more ways to exploit the rendering power of OpenGL. For example, a glyph can be drawn as a bitmap, a set of lines, a set of triangles, or a textured rectangle.
GLC provides better support for glyph transformations. For example, GLC supports rotated text, which is unavailable in GLX.
GLC provides better support for the large coded character set defined by the standards ISO/IEC 10646:2003 and Unicode 4.0.1
GLC is a library that has been designed by SGI and that was only available on SGI workstations under IRIX 6.2 and later. The draft of the GLC specifications can be downloaded here. As far as I know, SGI dropped the development of GLC and the draft of its specifications has not evolved since late 1996.
Download (0.22MB)
Added: 2007-03-12 License: LGPL (GNU Lesser General Public License) Price:
957 downloads
SDL_prim 0.3.0
SDL_prim is a set of simple drawing primitives for use with the SDL Library. more>>
SDL_prim is a set of simple drawing primitives for use with the SDL Library.
Currently, SDL_prim supports lines, circles, and triangles, with support for anti-aliasing and alpha-blending. Circles and Triangles also have support for filling.
<<lessCurrently, SDL_prim supports lines, circles, and triangles, with support for anti-aliasing and alpha-blending. Circles and Triangles also have support for filling.
Download (0.014MB)
Added: 2006-08-23 License: Public Domain Price:
1157 downloads
DOLFIN 0.7.0-1
DOLFIN is the C++ interface of the FEniCS project. more>>
DOLFIN project is the C++ interface of FEniCS, providing a consistent PSE (Problem Solving Environment) for solving ordinary and partial differential equations.
Main features:
- Simple, consistent and intuitive object-oriented API
- Automatic and efficient evaluation of variational forms through FFC
- Automatic and efficient assembly of linear systems
- Support for general families of finite elements, including continuous and discontinuous Lagrange finite elements of arbitrary order on triangles and tetrahedra through FIAT
- Support for arbitrary mixed elements, including Taylor-Hood
- High-performance parallel linear algebra through PETSc with simple C++ wrappers
- Triangular and tetrahedral meshes, including adaptive mesh refinement and mesh hierarchies
- Multi-adaptive mcG(q)/mdG(q) and mono-adaptive cG(q)/dG(q) ODE solvers
- Support for a range of output formats for post-processing, including DOLFIN XML, MATLAB, Octave, OpenDX, GiD, Tecplot and Paraview/VTK
- SWIG-generated Python interface PyDOLFIN (experimental) in addition to the standard C++ interface
<<lessMain features:
- Simple, consistent and intuitive object-oriented API
- Automatic and efficient evaluation of variational forms through FFC
- Automatic and efficient assembly of linear systems
- Support for general families of finite elements, including continuous and discontinuous Lagrange finite elements of arbitrary order on triangles and tetrahedra through FIAT
- Support for arbitrary mixed elements, including Taylor-Hood
- High-performance parallel linear algebra through PETSc with simple C++ wrappers
- Triangular and tetrahedral meshes, including adaptive mesh refinement and mesh hierarchies
- Multi-adaptive mcG(q)/mdG(q) and mono-adaptive cG(q)/dG(q) ODE solvers
- Support for a range of output formats for post-processing, including DOLFIN XML, MATLAB, Octave, OpenDX, GiD, Tecplot and Paraview/VTK
- SWIG-generated Python interface PyDOLFIN (experimental) in addition to the standard C++ interface
Download (6.5MB)
Added: 2007-06-24 License: GPL (GNU General Public License) Price:
852 downloads
PolyPuzzle 1.6.2
PolyPuzzle project is a cute game, based on the original puzzle #0. more>>
PolyPuzzle project is a cute game, based on the original puzzle #0.
Poly Puzzle is my first original program to make use of Tks canvas widget. It was inspired by a plastic puzzle named Beat The Computer which came in an array of
sizes and loud colours.
It now has trays with polygons based on hexagons, squares and equilateral triangles. The new round tray is based on smooth triangles, and isnt quite as cute as
the original puzzle #0.
I had planned to incorporate a computer solution feature. This would be handy for the actual plastic game - which you have to put away at the end of the day - but
on the computer there are no little pieces to lose under the carpet ;>. More to the point - it would require quite a bit of programming / math!
<<lessPoly Puzzle is my first original program to make use of Tks canvas widget. It was inspired by a plastic puzzle named Beat The Computer which came in an array of
sizes and loud colours.
It now has trays with polygons based on hexagons, squares and equilateral triangles. The new round tray is based on smooth triangles, and isnt quite as cute as
the original puzzle #0.
I had planned to incorporate a computer solution feature. This would be handy for the actual plastic game - which you have to put away at the end of the day - but
on the computer there are no little pieces to lose under the carpet ;>. More to the point - it would require quite a bit of programming / math!
Download (MB)
Added: 2006-11-22 License: GPL (GNU General Public License) Price:
1067 downloads
streamixer 1.20.0
streamixer contains an audio stream mixer server, tools for monitoring and feeding the server. more>>
streamixer contains an audio stream mixer server, tools for monitoring and feeding the server, and a stream resampling tool with various different interpolation models.
mixer is a stream mixing server.
resample v1.20.0 - Copyright (C) 1992,2006 Bisqwit (http://iki.fi/bisqwit/)
Portions copyright (C) 2001 ImageMagick Studio.
This program is under GPL. streamixer-1.20.0.tar.{gz,bz2}
are available at the homepage of the author.
Usage: /usr/local/bin/resample [ ...]
Reads stdin, writes stdout.
input- and outputspec:
b=8-bit, m=mono, rxxx=xxx Hz, examples:
"" = 16-bit 44100 Hz stereo
m = 16-bit 44100 Hz mono
b = 8-bit 44100 Hz stereo
mb = 8-bit 44100 Hz mono
mr22050 = 16-bit 22050 Hz mono
br22050 = 8-bit 22050 Hz stereo
etc. - must not be used.
Options:
--help, -h Help
--version, -V Version information
--blur, -b Blur: 0=normal, >0=blur (cpu intensive)
--lflip, -L Flip left channel
--rflip, -R Flip right channel
--ldouble Multiply left channel amplitude by 2
--rdouble Multiply right channel amplitude by 2
--sharpen, -s Equivalent to giving negative number to --blur
--filter, -f Select filter (interpolation scheme)
Available filters:
none, linear, triangle, hermite, hanning, hamming,
blackman, gaussian, quadratic, cubic, catrom, mitchell,
lanczos, bessel, sinc
Recommended filters: linear, lanczos, none
Enhancements:
- This release fixes the programs to work on the x86_64 architecture.
- The latency of the resample program was decreased by decreasing the buffer sizes.
<<lessmixer is a stream mixing server.
resample v1.20.0 - Copyright (C) 1992,2006 Bisqwit (http://iki.fi/bisqwit/)
Portions copyright (C) 2001 ImageMagick Studio.
This program is under GPL. streamixer-1.20.0.tar.{gz,bz2}
are available at the homepage of the author.
Usage: /usr/local/bin/resample [ ...]
Reads stdin, writes stdout.
input- and outputspec:
b=8-bit, m=mono, rxxx=xxx Hz, examples:
"" = 16-bit 44100 Hz stereo
m = 16-bit 44100 Hz mono
b = 8-bit 44100 Hz stereo
mb = 8-bit 44100 Hz mono
mr22050 = 16-bit 22050 Hz mono
br22050 = 8-bit 22050 Hz stereo
etc. - must not be used.
Options:
--help, -h Help
--version, -V Version information
--blur, -b Blur: 0=normal, >0=blur (cpu intensive)
--lflip, -L Flip left channel
--rflip, -R Flip right channel
--ldouble Multiply left channel amplitude by 2
--rdouble Multiply right channel amplitude by 2
--sharpen, -s Equivalent to giving negative number to --blur
--filter, -f Select filter (interpolation scheme)
Available filters:
none, linear, triangle, hermite, hanning, hamming,
blackman, gaussian, quadratic, cubic, catrom, mitchell,
lanczos, bessel, sinc
Recommended filters: linear, lanczos, none
Enhancements:
- This release fixes the programs to work on the x86_64 architecture.
- The latency of the resample program was decreased by decreasing the buffer sizes.
Download (0.046MB)
Added: 2006-08-10 License: GPL (GNU General Public License) Price:
1171 downloads
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