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Homespring 0.1.0

Homespring 0.1.0


Homespring is a bizarre programming language in the spirit of INTERCAL and Befunge. more>>
Homespring is a bizarre programming language in the spirit of INTERCAL and Befunge.
Homespring project is designed to superficially resemble English, but hide beneath it a structure so needlessly complicated and ridiculously impractical that it brings tears to the eyes.
Instead of being an excessively low-level language, like most of these efforts are, Homespring aims to be excessively high-level, as you shall see.
Homespring stands for Hatchery Oblivion through Marshy Energy from Snowmelt Powers Rapids Insulated but Not Great. Once you see the language youll know why. One might also call it HOtMEfSPRIbNG, if one so desires. HS will do in a pinch.
Programming in Homespring is hard, mainly because it is so different from other languages. The language closest to Homespring is Hunter, in that it relies on autonomous agents to carry information. Although unlike Hunter, HS has the environment changing the agents, not the other way around. HS also has an extremely rigid structure that you basically have to work around.
As Ive said, its designed to resemble English. It doesnt cheat all that much either. Although its case insensitive, the periods are lexically significant, and most of the words you see are actually keywords.
Even though the most trivial programs can be fiendishly difficult to write in Homespring, programming it is still kind of interesting and fun. Its also fun to know youve written a working program that looks like the one just below.
Enhancements:
- This initial release includes a fast homespring interpreter, a graphical debugger, and several example Homespring programs.
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Added: 2006-01-03 License: GPL (GNU General Public License) Price:
1389 downloads
minmax_reMiXed 1.0

minmax_reMiXed 1.0


minmax_reMiXed is a system monitor SuperKaramba theme. more>>
minmax_reMiXed is my first MOD of Sanjay Kumars minmax theme.

I have tried to keep the spirit of the original theme intact -Minimum CPU usage, maximum information.

I added a few bars to indicate CPU usage, HDD info and XMMS slider. Heres what the theme contains :

Clock from Simplewidgets
CPU info
Network Load
XMMS information (no Controls)
HDD info
Outbound Processes info

Most things are from Sanjays theme, unmodified. I just integrated all themes into one (I am bad at coding !)

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Added: 2006-06-21 License: GPL (GNU General Public License) Price:
1220 downloads
nokjurnal 0.1

nokjurnal 0.1


Nokjurnal is a simple blog written in object-oriented Perl with HTML::Mason templating. more>>
Nokjurnal is a simple blog written in object-oriented Perl with HTML::Mason templating.

It is written in the spirit of blosxom, and in its current state is exceedingly simple.
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Added: 2005-06-30 License: Free To Use But Restricted Price:
1577 downloads
C++ Machine Objects 0.9.4

C++ Machine Objects 0.9.4


C++ Machine Objects class library supports a subset of the UML statechart notation. more>>
C++ Machine Objects class library supports a subset of the UML statechart notation for implementing hierarchical state machines in straight C++, similar in spirit to the GoF "State" design pattern.
The currently supported features are hierarchical states, entry and exit actions, state histories, and state variables.
Installation:
The class library as such does not need to be installed. Just include the header file Macho.hpp to make use of it. Prerequisite however is a C++ compiler with sane support for templates.
Included are the example state machines HelloWorld, Example, Microwave and Test. To make the examples run just compile them in the directory they are in, for example:
# GCC
g++ -o microwave Microwave.cpp
# MSVC7
cl /EHsc Microwave.cpp
I like the GoF "State" design pattern. It enables implementing the important concept of state machines with common programming language features. By utilising only basic language mechanisms it is easy to apply in real-life software development.
Another important property that stems from this simplicity is orthogonality, meaning that the pattern can be combined with other design elements, patterns and idioms in arbitrary ways.
In contrast stand the tool supported approaches to state machine creation (of which there is no shortage). Based on code generators and graphical editors, they tend to generate incomprehensible code and forfeit orthogonality by necessarily being outside the domain of the programming language.
Unfortunately the "State" pattern is limited in scope because it does not allow for hierarchical state machines. This is regrettable because flat state machines tend to become unwieldy when getting bigger, for the sheer number of states they produce.
Hierarchical state machines as defined by the statechart notation alleviate this problem by giving an additional structural element through grouping states into hierarchies.
The "State" pattern in its original form is not capable of modeling state hierarchies. The Macho class library extends the concept with this possibility, while keeping the properties of simplicity (there possible) and tool independence from its inspiration.
Enhancements:
- This release adds the feature of backtracking to previous states by using "Snapshots".
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Added: 2006-06-02 License: MIT/X Consortium License Price:
1240 downloads
Spirit Parser library 1.8.2

Spirit Parser library 1.8.2


Spirit Parser library is an object-oriented, recursive descent parser generator framework. more>>
Spirit is an object oriented recursive descent parser generator framework implemented using template meta-programming techniques. Expression templates allow us to approximate the syntax of Extended Backus Normal Form[1] (EBNF) completely in C++.
Parser objects are composed through operator overloading and the result is a backtracking LL(inf) parser that is capable of parsing rather ambiguous grammars.
The Spirit framework enables a target grammar to be written exclusively in C++. Inline EBNF grammar specifications can mix freely with other C++ code and, thanks to the generative power of C++ templates, are immediately executable. In retrospect, conventional compiler-compilers or parser-generators have to perform an additional translation step from the source EBNF code to C or C++ code.
Spirit is part of Boost Libraries, a peer-reviewed, open collaborative development effort.
Enhancements:
- Fixed bug where a match is a variant.
- added Jamfile/Jamrules from CVS to spirit-1.8.1/
- added boost-build.jam from boost to spirit-1.8.1/
- disabled template multi-threading in libs/spirit/test/Jamfile
- added a boost-header-include rule (from spirit-header-include) pointing to miniboost in libs/spirit/test/Jamfile
- Fixed if_p inconsistency
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Added: 2005-04-22 License: zlib/libpng License Price:
1647 downloads
Recording level monitor 0.2.1

Recording level monitor 0.2.1


Recording level monitor records analog audio from the sources you choose and plays it back simultaneously. more>>
Recording level monitor records analog audio from the sources you choose and plays it back simultaneously so that you can hear it, while monitoring the loudness (input) level of the recording.

Youll be able to hear and see whether the volume is too high (introducing analog distortion and digital clipping) or too low (letting through background noise and hiss) on your audio gear.

Do you use your computer to record audio regularly? Have you noticed how hard it is to get great quality sound when recording into a computer? Did you ever try to set volume levels in your gear while juggling with input levels on your sound cards? Then this program is for you.

In the same spirit, you can choose which sound card you want to record from, which sound card you want use to hear the recorded sound, choose a recording input line and a recording input level mixer, and adjust the input level (optionally having the program lower the level if the input is too loud).

This program is licensed to you under the GNU General Public License.
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Added: 2005-11-23 License: GPL (GNU General Public License) Price:
1442 downloads
Interstate Outlaws 0.1.3 Alpha

Interstate Outlaws 0.1.3 Alpha


Interstate Outlaws its a vehicular combat game in the spirit of the Interstate games. more>>
Interstate Outlaws its a vehicular combat game in the spirit of the Interstate games.
Interstate Outlaws (IO) is a vehicular death match based game created by mostly by college students from the United States, Great Britain, and Australia. It uses Crystal Space, CEL, and ODE. It is written in Python. Inspiration for this project came from old auto combat games the creators played when they were young. IO will be perpetually updated for an indefinite period of time.
The software is free under the GPL license, but the developers respectfully request donations through the website to support current and future operations.
In the future, the developers are planning numerous new features.
These include, but are not limited to: Sound; Pedestrian mode; More accurate physics modeling; More detailed vehicle models with functioning doors, hoods, and trunks; Storage for small arms and other items in the trunk of the vehicle; Much larger scale and detailed maps; Map Editor; Interchangeable power and drivetrains; Custom vehicle and pedestrian textures; Additional types of game play.
Main features:
- 5 unique vehicles with their own gear settings and weapon setups
- 2 different maps
- 6 weapons to be mounted
- Insanely complex damage model
- Aggressive (but stupid) AI
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Added: 2007-07-13 License: Freeware Price:
838 downloads
Mars24 5.5.0

Mars24 5.5.0


Mars24 is a Java program and browser applet which displays a Mars sunclock. more>>
Mars24 is a Java program and browser applet which displays a Mars "sunclock", a graphical representation of the planet Mars showing its current sun- and nightsides, along with a numerical readout of the time in 24-hour format.

Other displays include a plot showing the relative orbital positions of Mars and Earth and a diagram showing the solar angle for a given location on Mars.

Mars24 software runs on many different types of computers, including Windows, Mac OS X, Linux, and more.

The associated MER Spirit/Opportunity Clock Applet requires only Java 1.1.8 and is compatible with many older web browsers, but it does not include the sunclock or other graphic displays of Mars24.

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Added: 2005-12-02 License: Freeware Price:
1424 downloads
Stendhal 0.61

Stendhal 0.61


Stendhal is a multiplayer online adventure game. more>>
Stendhal project is a full fledged multiplayer online adventures game (MMORPG) developed using the Arianne game development system.
Stendhal features a new, rich and expanding world in which you can explore towns, buildings, plains, caves and dungeons.
You will meet NPCs and acquire tasks and quests for valuable experience and cold hard cash.
Your character will develop and grow and with each new level up become stronger and better. With the money you acquire you can buy new items and improve your armour and weapons.
And for the blood thirsty of your; satisfy your killing desires by roaming the world in search of evil monsters!
Stendhal is totally platform independent, written using Java 1.5 and the Java2D environment.
This game is marked as BETA. This implies it is still under construction and may contain bugs or be feature incomplete, however it may still be playable so please have a go!
Enhancements:
- Houses in Kobold City (Wofol) have opened their doors, and include a weapons trader and a mountain dwarf who needs errands run.
- Ados Barracks buys good armor, shields, and legs, and Ados haunted house has a basement and a resident ghost who wants to know about other spirits.
- The quartermaster of the Mithrilbourgh army requires boots and helmets.
- A GM /gag command has been added to silence players (it works like /jail), and Push has been added to push players, creatures, etc.
- You can make a wish at Wishing Wells, to get money, gold nuggets, gems, wood, etc.
- Several new creatures for levels 30-90 have been added.
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Added: 2007-06-23 License: GPL (GNU General Public License) Price:
854 downloads
GetMeDone 0.6

GetMeDone 0.6


GetMeDone is a task manager in the spirit of Getting Things Done. more>>
GetMeDone is a task manager in the spirit of Getting Things Done. It uses PostgreSQL as a backend and is written in Tcl/Tk.
Currently only tested on Linux, it should be easy to extend to run on Mac OS and Windows.
It features easy filtering of contexts, priorities, and time, advanced recurrent tasks, linking tasks to projects, deadlines, an ideas list, and the ability to defer tasks to future dates.
Enhancements:
- Fix bug with editing task with today as the deadline
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Added: 2006-10-10 License: GPL (GNU General Public License) Price:
1111 downloads
Graphics::Simple 0.04

Graphics::Simple 0.04


Graphics::Simple is a simple , device-independent graphics API for Perl. more>>
Graphics::Simple is a simple , device-independent graphics API for Perl.

SYNOPSIS

use Graphics::Simple;

line 100,100,200,200;
circle 50,50,25;
stop(); clear(); # Wait for a button press, clear the page

Ever had a Commodore C-64 or Vic-20 or some other of the machines of that era? Where doing graphics was as simple as

line 20,20,50,30;

and you didnt have to go through things like XOpenDisplay etc.

This module tries to bring back the spirit of that era in a modern environment: this module presents a simple, unified API to several different graphics devices - currently X (using Gtk and Gnome) and PostScript.

The interface is primarily made easy-to-use, starting from the idea that the above line command must work. Therefore, it exports most of the primitives by default (you can turn this off).

However, everything is not sacrificed in the name of simplicity: believing in "simple things simple, complicated things possible", this module also allows multiple windows (all the primitives also work as methods of window objects) as well as raw access to the underlying devices - although the device-independence is then lost. In future plans are some sort of interactions with the devices with which it is possible as well as the addition of more devices.

The use command currently accepts the forms

use Graphics::Simple;
use Graphics::Simple qw/line circle/;
use Graphics::Simple 300,400; # portrait paper
use Graphics::Simple 300,400, qw/line circle/;

i.e. the optional size of the default window first and then normal Exporter arguments.

Graphics::Simple has several different back-ends, currently GnomeCanvas, TkCanvas, PostScript and (not fully working yet) Fig. Other backends are expected.
To start Graphics::Simple with a given backend, you should set the environment variable GSIMPL to the value, e.g. by running your script with the command

GSIMPL=PostScript perl gt1.pl

or by setting the environment variable permanently in your shell, by

GSIMPL=PostScript
export GSIMPL

or

setenv GSIMPL PostScript

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Added: 2006-07-19 License: Perl Artistic License Price:
1194 downloads
Dominion 2.8.2

Dominion 2.8.2


Dominion is a multi-playerworld simulation and role-playing game. more>>
Dominion is a multi-playerworld simulation and role-playing game. Each user controls a nation, making economic, political and military decisions for it.

This is a world simulation game developed initially by students at SUNY at Stony Brook, and then by students at Stony Brook and other universities. The intention is to write a game which offers the role playing potential and complexity of relations found in conquer (written by Ed Barlow, then picked up by Adam Bryant). The plan is to
extend the game by offering general descriptions of many features (such as races, magic spells, armies, spirits and technology powers). For example, the races of the world are not limited to 4 hard-coded races, but are described in a file which can be modified at any point in the game by the Game Master. The same goes for army and spirit types.

Dominion is *not* another version of conquer; things work quite differently, and we have *never* looked at the conquer source. Still, we acknowledge this most creative game which gave us our inspiration. In September 1990, the author of conquer version 5 has heard of many of the features of dominion, and has included them in conquer version 5. He has acknowledged that these ideas come from Dominion.

The Game Master is given a nation, but this nation is sort of "fragile", since it has no sectors, and such stuff. We should make it more solid, but meanwhile it is to be used mostly for its [E] command, which allows the Game Master (who logs into the game as "Gamemaster") to change the properties of a sector or of a nation.

Dominion development started in the spring of 1990, when Mark Galassi was running a game of conquer for graduate and undergraduate students at at Stony Brook. After the data file kept crashing, and a whole lot of inconsistencies were discovered, and we found that the source was too complex to be fixed, we decided to write our own replacement. Ed Barlow did a great job with conquer, and it is a great game, but it
was his first C program, and people who added to it kept the endless case statements, and the special cases, and worked on new features rather than re-writing. The original name of Dominion was Stony Brook World (sbw), but it has been named Dominion since version 1.02.

In many ways Dominion was a teaching project intended to teach many Stony Brook undergraduate CS majors to work on a large software development project. Once the project reached a certain size, people from other universities joined in the development.

One goal of dominion is that the ruler of a nation should always have many choices available on how to invest resources, each one presenting strong but distinct advantages. Conquer contains both a good and a bad example of this: you can invest metal in cities, ships or armies. Either way you get advantages, and you have to choose. On the other hand, jewels are really not used for much else than getting magic powers. You can also use them to support monsters, but that is a different order of magnitude, and few players get the monsters. In dominion, there should be several decisions you can make to invest all your resources.

Kevin Hart has been working on the CN code which allows the computer to play various nations. Starting with version 1.05, the computer-played CNs have begun posing a real challenge in the game.
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Added: 2006-06-08 License: GPL (GNU General Public License) Price:
1239 downloads
Labyrinth of Worlds 0.4

Labyrinth of Worlds 0.4


Labyrinth of Worlds project is an Ultima Underworld II rewrite. more>>
Labyrinth of Worlds project is an Ultima Underworld II rewrite.
LoW is a rewrite of the first-person role-playing game Ultima Underworld II: Labyrinth of Worlds that came out in the early 1990s. One of the most celebrated game of its genre, this rewrite attempts to recapture the minutiae and spirit of the original.
At the moment, the tech demo allows you to walk (and jump) around all the Underworld II levels and worlds, has all NPCs and most monsters. You also get to see and manipulate all the dynamic objects of the game, and peek inside containers. The paperdoll has been implemented, too, and lets you access your inventory as well as wear/wield armor and weapons.
It is now possible to converse with the various NPCs. While not all the conversations work correctly (or at all) most do for the most part and it is now possible to actually understand the storyline. :) NPCs are also able to give items, now.
Another worthy project you might want to go take a look at is Underworld Adventures which seeks to recreate the first installement of that series and is doing a darn good job of it.
If you are an Ultima VII fan, then Exult is going to tickle you pink! The freshly released version 1.0 will allow you to play Black Gate and Serpent Isle with the addons on modern architectures, with a few gameplay improvements to boot!
Enhancements:
- Fixed executables
- new gameplay features, including wearable items
- improved user interface
- performance improvements
- more complete conversation support (including being given items),
- working keys and locks
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Added: 2007-01-03 License: Open Software License Price:
1027 downloads
C++ XML Objects 1.0.0.7

C++ XML Objects 1.0.0.7


C++ XML Objects is a framework for persisting hierarchies of C++ objects to and from XML. more>>
C++ XML Objects is a framework for persisting hierarchies of C++ objects to and from XML. Boost, The STL and Patterns are used extensively. All platforms which support Boost will be supported.
Sometimes there is a need to save hierarchies of C++ objects to a file (or DB etc), and then retrieve them at a later date. This project allows your classes to derive from a single object (called "xmlobj"), provide a few extra methods which allow the visitor pattern to work on them and register them so that they can be read or written to an XML stream.
The only overhead is a per-class type and name of each object (as std::string). The members dont need to be wrapped which means that your memory footprint wont really get any larger.
There are actually 2 separate projects which are combined to make "cppxmlobj". The first is a called "cppreflect" and provides a framework for providing reflection to C++ objects. Reflection is the mechanism by which your class members can be referenced by a string name. To achieve this, "cppreflect" uses the visitor pattern. The other project is "cpppersist" which adds the right methods to each object so that it can be read or written to some type of stream.
These projects are included as part of this (they arent separate SourceForge projects), but they are completely independent of each other, so you could build your own scheme to persist your objects to a different type of file, or provide some other type of mechanism to read and write your objects data.
To interoperate, these two projects share a common base class which is provided by another independent project called "cppcommon". This is a simple class which provides the abstract interfaces necessary for an object to provide different types of facilities.
The project uses all the facilities of Boost for the build system (and for a bunch of the implementation) so you will need to get and build it. It uses the same license as Boost which means you can freely use it (its really only useful as source code anywhere), as long as you dont change the copyright message at the top of the files.
If you find it useful, or find some bugs (and fix them, then get back to me and Ill incorporate the changes. If you do this through SourceForge, then we can track the bugs etc.
Enhancements:
- Added in delayed loading. This allows a system to only load in an object in an XML file when the object is actually referenced. Added in "platforms" to documentation for supported platforms. Now builds on OS X Tiger, GCC 4.0 and latest BOOST (1.33.1). Also builds on latest Linux. Change the documentation layout (thanks Spirit), and added Generic objects. Also changed to use a single license.txt referenced at the top of each file. Since this code has been stable and working for a while, next release will be beta if I can build on a few more systems.
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Added: 2006-04-05 License: Freeware Price:
736 downloads
Madagascar 0.9.4

Madagascar 0.9.4


Madagascar is an open-source software package for geophysical data processing and reproducible numerical experiments. more>>
Madagascar (formerly known as RSF) is an open-source software package for geophysical data processing and reproducible numerical experiments.
- a convenient and powerful environment
- a convenient technology transfer tool
for researchers working with digital image and data processing. The technology developed using the Madagascar project management system is transferred in the form of recorded processing histories, which become "computational recipes" to be verified, exchanged, and modified by users of the system.
Main features:
- Madagascar is a new package. It started in 2003 and was developed entirely from scratch. Being a new package, it follows modern software engineering practices such as module encapsulation and test-driven development. A rapid development of a project of this scope (more than 300 main programs and more than 3000 tests) would not be possible without standing on the shoulders of giants and learning from the 30 years of previous experience in open packages such as SEPlib and Seismic Unix. We have borrowed and reimplemented functionality and ideas from these packages.
- Madagascar is a test-driven package. Test-driven development is not only an agile software programming practice but also a way of bringing scientific foundation to geophysical research that involves numerical experiments. Bringing reproducibility and peer review, the backbone of any real science, to the field of computational geophysics is the main motivation for RSF development. The package consists of two levels: low-level main programs (typically developed in the C programming language and working as data filters) and high-level processing flows (described with the help of the Python programming language) that combine main programs and completely document data processing histories for testing and reproducibility. Experience shows that high-level programming is easily mastered even by beginning students that have no previous programming experience.
- Madagascar is an open-source package. It is distributed under the standard GPL open-source license, which places no restriction on the usage and modification of the code. Access to modifying the source repository is not controlled by one organization but shared equally among different developers. This enables an open collaboration among different groups spread all over the world, in the true spirit of the open source movement.
- Magadascar uses a simple, flexible, and universal data format that can handle very large datasets but is not tied specifically to seismic data or data of any other particular kind. This "regularly sampled" format is borrowed from the traditional SEPlib and is also related to the DDS format developed by Amoco and BP. A universal data format allows us to share general-purpose data processing tools with scientists from other disciplines such as petroleum engineers working on large-scale reservoir simulations.
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Added: 2007-03-15 License: GPL (GNU General Public License) Price:
959 downloads
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