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Virtual Object System 0.23.0

Virtual Object System 0.23.0


Virtual Object System projects goal is to develop a open platform for multi-user 3D virtual reality games. more>>
The Interreality project is a collection of Open Source, Free Software projects based on the Virtual Object System (VOS) platform. Virtual Object System projects goal is to develop a open platform for multi-user 3D virtual reality games, applications, and interactive, collaborative 3D virtual spaces. VOS is a powerful and generic network object framework designed to support a variety of high-performance applications. It is the basis for TerAngreal, a general-purpose browser application for entering and participating in 3D worlds.

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Added: 2006-04-17 License: LGPL (GNU Lesser General Public License) Price:
1287 downloads
All System Info

All System Info


All System Info is a system info SuperKaramba theme. more>>
All System Info is a system info SuperKaramba theme. Simple english version...
It shows:
- System Info
- CPU usage
- Network Usage
- Memory Load
- HDD usage
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Added: 2006-07-05 License: GPL (GNU General Public License) Price:
1210 downloads
Exception::System 0.0601

Exception::System 0.0601


Exception::System is the exception class for system or library calls. more>>
Exception::System is the exception class for system or library calls.

SYNOPSIS

# Loaded automatically if used as Exception::Bases argument
use Exception::Base
Exception::System,
Exception::File => { isa => Exception::System };

try Exception::Base eval {
my $file = "/notfound";
open FILE, $file
or throw Exception::File message=>"Can not open file: $file",
file=>$file;
};
if (catch Exception::System my $e) {
if ($e->isa(Exception::File)) { warn "File error:".$e->{errstr}; }
if ($e->with(errname=>ENOENT)) { warn "Catched not found error"; }
}

This class extends standard Exception::Base with handling system or library errors. The additional fields of the exception object are filled on throw and contain the error message and error codes.

FIELDS

Class fields are implemented as values of blessed hash.

errstr (ro)

Contains the system error string fetched at exception throw. It is the part of the string representing the exception object. It is the same as $! variable in string context.

eval { throw Exception::System message=>"Message"; };
catch Exception::System my $e
and print $e->{errstr};

errstros (ro)

Contains the extended system error string fetched at exception throw. It is the same as $^E variable.

eval { throw Exception::System message=>"Message"; };
catch Exception::System my $e and $e->{errstros} ne $e->{errstr}
and print $e->{errstros};

errno (ro)

Contains the system error number fetched at exception throw. It is the same as $! variable in numeric context.

eval { throw Exception::System message=>"Message"; };

errname (ro)

Contains the system error constant from the system error.h include file.

eval { throw Exception::System message=>"Message"; };
catch Exception::System my $e and $e->{errname} eq ENOENT
and $e->throw;

METHODS

stringify([$verbosity[, $message]])
Returns the string representation of exception object. The format of output is "message: error string".

eval { open F, "/notexisting"; throw Exception::System; };
print $@->stringify(1);
print "$@";

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Added: 2007-05-23 License: Perl Artistic License Price:
891 downloads
Open Object Rexx 8.0

Open Object Rexx 8.0


Open Object Rexx is a curses widget set for Tcl. more>>
This is an excellent widget set for Tcl which retains much of the Tk syntax, but uses curses to render the widgets in a character-cell terminal instead of X and a graphical display.

Installation

1. Type "./configure". This runs a configuration script made by GNU autoconf, which configures Ck for your system and creates a Makefile. The configure script allows you to customize the configuration to your local needs; for details how to do this, type "./configure --help" or refer to the autoconf documentation (not included here).

The following special switches are supported by "configure":

--enable-shared If this switch is specified Ck will compile itself as a shared library if configure can figure out how to do this on this platform.

--with-tcl Specifies the directory containing the Tcl binaries and Tcls platform-dependent configuration information. By default the Tcl distribution is assumed to be in "../../tcl8.0".

2. Type "make". This will create a library called "libck.a" or "libck8.0.so" and an interpreter application called "cwsh" that allows you to type Tcl commands interactively or execute scripts.

3. Type "make install" to install Cks binaries, script files, and man pages in standard places. Youll need write permission on the install directories to do this. If you plan to install the libraries, executables, and script files whitout documentation, use "make install-binaries" and "make install-libraries".

4. Now you should be able to execute "cwsh". However, if you havent installed Ck then youll need to set the CK_LIBRARY environment variable to hold the full path name of the "library" subdirectory. If Ck has been built as shared library, you have to set the LD_LIBRARY_PATH to include the directory where "libck8.0.so" resides.

So far, Ck8.0 has been successfully tested on various Linux distributions, on FreeBSD 3.3 with manually adapted Makefile, and on Windows NT 4.0 with a modified PDCURSES library. The Ck8.0 source tree should be able to be combined with Tcl7.4, 7.5, 7.6, and 8.0. Older version of Ck (which use Tcl7.4 or Tcl7.5) are in use for several years on HP-UX, AIX, and DEC Unix.
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Added: 2005-04-14 License: BSD License Price:
1654 downloads
Ace::Object 1.89

Ace::Object 1.89


Ace::Object is a Perl module to manipulate Ace Data Objects. more>>
Ace::Object is a Perl module to manipulate Ace Data Objects.

SYNOPSIS

# open database connection and get an object
use Ace;
$db = Ace->connect(-host => beta.crbm.cnrs-mop.fr,
-port => 20000100);
$sequence = $db->fetch(Sequence => D12345);

# Inspect the object
$r = $sequence->at(Visible.Overlap_Right);
@row = $sequence->row;
@col = $sequence->col;
@tags = $sequence->tags;

# Explore object substructure
@more_tags = $sequence->at(Visible)->tags;
@col = $sequence->at("Visible.$more_tags[1]")->col;

# Follow a pointer into database
$r = $sequence->at(Visible.Overlap_Right)->fetch;
$next = $r->at(Visible.Overlap_left)->fetch;

# Classy way to do the same thing
$r = $sequence->Overlap_right;
$next = $sequence->Overlap_left;

# Pretty-print object
print $sequence->asString;
print $sequence->asTabs;
print $sequence->asHTML;

# Update object
$sequence->replace(Visible.Overlap_Right,$r,M55555);
$sequence->add(Visible.Homology,GR91198);
$sequence->delete(Source.Clone,MBR122);
$sequence->commit();

# Rollback changes
$sequence->rollback()

# Get errors
print $sequence->error;

Ace::Object is the base class for objects returned from ACEDB databases. Currently there is only one type of Ace::Object, but this may change in the future to support more interesting object-specific behaviors.

Using the Ace::Object interface, you can explore the internal structure of an Ace::Object, retrieve its content, and convert it into various types of text representation. You can also fetch a representation of any object as a GIF image.

If you have write access to the databases, add new data to an object, replace existing data, or kill it entirely. You can also create a new object de novo and write it into the database.

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Added: 2006-10-12 License: Perl Artistic License Price:
1108 downloads
Object Relational Membrane 2a5

Object Relational Membrane 2a5


Object Relational Membrane is a Python package that provides the functionality of an object relational layer like EJB. more>>
Object Relational Membrane is a Python package that provides the functionality of an object relational layer like EJB or other persistence storage systems.
Object Relational Membrane is a thin compatibility layer between SQL table layouts and Object Oriented Python. While providing a good deal of functionality, it tries to be as small and simple as possible. It currently works with PostgreSQL and Gadfly.
Adapters for Firebird and MySQL are planed.
Enhancements:
- A number of small changes and enhancements.
- The last release previous to a "beta" release.
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Added: 2007-01-23 License: GPL (GNU General Public License) Price:
1005 downloads
Rose::Object 0.84

Rose::Object 0.84


Rose::Object is a simple object base class. more>>
Rose::Object is a simple object base class.

SYNOPSIS

package MyObject;

use Rose::Object;
our @ISA = qw(Rose::Object);

sub foo { ... }
sub bar { ... }
...

my $o = MyObject->new(foo => abc, bar => 5);
...

Rose::Object is a generic object base class. It provides very little functionality, but a healthy dose of convention.

METHODS

new PARAMS

Constructs a new, empty, hash-based object based on PARAMS, where PARAMS are name/value pairs, and then calls init (see below), passing PARAMS to it unmodified.

init PARAMS

Given a list of name/value pairs in PARAMS, calls the object method of each name, passing the corresponding value as an argument. The methods are called in the order that they appear in PARAMS. For example:

$o->init(foo => 1, bar => 2);

is equivalent to the sequence:

$o->foo(1);
$o->bar(2);

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Added: 2007-05-21 License: Perl Artistic License Price:
886 downloads
Object::InsideOut 3.17

Object::InsideOut 3.17


Object::InsideOut is a comprehensive inside-out object support module. more>>
Object::InsideOut is a comprehensive inside-out object support module.

SYNOPSIS

package My::Class; {
use Object::InsideOut;

# Numeric field
# With combined get+set accessor
my @data
:Field
:Type(numeric)
:Accessor(data);

# Takes INPUT (or input, etc.) as a mandatory parameter to ->new()
my %init_args :InitArgs = (
INPUT => {
Regex => qr/^input$/i,
Mandatory => 1,
Type => numeriC,
},
);

# Handle class-specific args as part of ->new()
sub init :Init
{
my ($self, $args) = @_;

# Put input parameter into data field
$self->set(@data, $args->{INPUT});
}
}

package My::Class::Sub; {
use Object::InsideOut qw(My::Class);

# List field
# With standard get_X and set_X accessors
# Takes INFO as an optional list parameter to ->new()
# Value automatically added to @info array
# Defaults to [ empty ]
my @info
:Field
:Type(list)
:Standard(info)
:Arg(Name => INFO, Default => empty);
}

package Foo; {
use Object::InsideOut;

# Field containing My::Class objects
# With combined accessor
# Plus automatic parameter processing on object creation
my @foo
:Field
:Type(My::Class)
:All(foo);
}

package main;

my $obj = My::Class::Sub->new(Input => 69);
my $info = $obj->get_info(); # [ empty ]
my $data = $obj->data(); # 69
$obj->data(42);
$data = $obj->data(); # 42

$obj = My::Class::Sub->new(INFO => help, INPUT => 86);
$data = $obj->data(); # 86
$info = $obj->get_info(); # [ help ]
$obj->set_info(qw(foo bar baz));
$info = $obj->get_info(); # [ foo, bar, baz ]

my $foo_obj = Foo->new(foo => $obj);
$foo_obj->foo()->data(); # 86

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Added: 2007-05-18 License: Perl Artistic License Price:
889 downloads
Basset::Object::Persistent 1.03

Basset::Object::Persistent 1.03


Basset::Object::Persistent is a subclass of Basset::Object that allows objects to be easily stored into a relational database. more>>
Basset::Object::Persistent is a subclass of Basset::Object that allows objects to be easily stored into a relational database. Presently only supports MySQL, but that may change in the future.

SYNOPSIS

(no synopsis, this is an abstract super class that should never be instantiated directly, it should be subclassed for all persistent objects and used through them)

Basset::Object is the uber module in my Perl world. All objects should decend from Basset::Object. It handles defining attributes, error handling, construction, destruction, and generic initialization. It also talks to Basset::Object::Conf to allow conf file use.
But, some objects cannot simply be recreated constantly every time a script runs. Sometimes you need to store the data in an object between uses so that you can recreate an object in the same form the last time you left it. Storing user information, for instance.

Basset::Object::Persistent allows you to do that transparently and easily. Persistent objects need to define several pieces of additional information to allow them to commit to the database, including their table definitions. Once these items are defined, youll have access to the load and commit methods to allow you to load and store the objects in a database.

It is assumed that an object is stored in the database in a primary table. The primary table contains a set of columns named the same as object attributes. The attributes are stored in those columns.

Some::Package->add_attr(foo);
my $obj = Some::Package->new();
$obj->foo(bar);
$obj->commit();

in the database, the foo column will be set to bar.

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Added: 2006-06-16 License: Perl Artistic License Price:
1225 downloads
Games::Object 0.11

Games::Object 0.11


Games::Object is a Perl module to provide a base class for game objects. more>>
Games::Object is a Perl module to provide a base class for game objects.

SYNOPSIS

package MyGameObject;
use Games::Object;
use vars qw(@ISA);
@ISA = qw(Games::Object);

sub new {
# Create object
my $proto = shift;
my $class = ref($proto) || $proto;
my $self = $class->SUPER::new(@_);
bless $self, $class;

# Add attributes
$self->new_attr(-name => "hit_points",
-type => int,
-value => 20,
-tend_to_rate => 1);
$self->new_attr(-name => "strength",
-type => int,
-value => 12,
-minimum => 3,
-maximum => 18);
...

return $self;
}

package MyObjectManager;
use Games::Object::Manager;
use vars qw(@ISA);
@ISA = qw(Games::Object::Manager);

sub new {
my $proto = shift;
my $class = ref($proto) || $proto;
my $self = $class->SUPER::new( , @_);
bless $self, $class;
...
return $self;
}


my $world = new MyObjectManager;
my $object = new MyGameObject;
$world->add($object);

ABSTRACT

The purpose of this module is to allow a programmer to write a game in Perl easily by providing a basic framework in the form of a module that can be either subclassed to a module of your own or used directly as its own object class. The most important items in this framework are:

Attributes

You can define arbitrary attributes on objects with rules on how they may be updated, as well as set up automatic update of attributes whenever the objects process() method is invoked. For example, you could set an attribute on an object such that:

It ranges from 0 to 100.

Internally it tracks fractional changes to the value but accessing the attribute will always round the result to an integer.

It will automatically tend towards the maximum by 1 every time process() is called on the object.

A method in your subclass will be invoked automatically if the value falls to 0.
This is just one example of what you can do with attributes.

Flags

You can define any number of arbitrarily-named flags on an object. A flag is a little like a boolean attribute, in that it can have a value of either true or false. Like attributes, flags can be created independently on different objects. No "global" flag list is imposed.

Load/Save functionality

Basic functionality is provided for saving data from an object to a file, and for loading data back into an object. This handles the bulk of load game / save game processing, freeing the programmer to worry about the mechanics of the game itself.

The load functionality can also be used to create objects from object templates. An object template would be a save file that contains a single object.

Object Managers

New to version 0.10 of this module is object managers. An object manager is a Perl object that allows you to manage groups of related game objects. The object manager allows you to relate objects together (for example, you could define a relationship that allows certain objects to act as containers for other objects). In effect, the object manager acts as your world or universe.
Like the game object class, the manager class can be subclassed, allowing you augment its functionality. An object manager can be loaded and saved, which in turn performs a load or save of the objects being managed by it.

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Added: 2006-09-30 License: Perl Artistic License Price:
1119 downloads
Object::Trampoline 1.25

Object::Trampoline 1.25


Object::Trampoline is a Perl module for delay object construction. more>>
Object::Trampoline is a Perl module for delay object construction, and optionally using the class module, until a method is actually dispatched, simplifies runtime definition of handler classes.

SYNOPSIS

# adding "use_class" will perform an "eval use $class"
# at the point where the object is first accessed.

use Object::Trampoline;

# the real class name is added to the normal constructor
# and Object::Trampoline used instead. the destination
# class constructor is called when object is actually
# used for something.

my $dbh = Object::Trampoline->connect( DBI, $dsn, $user, $pass, $conf );

my $sth = $dbh->prepare( select foo from bar );

# or specify the package and args from a config file
# or via inherited data.
#
# the constructor lives in the destination class
# and has nothing to do with Object::Trampoline.

my %config = Config->read( $config_file_path );

my ( $class, $const, @argz )
= @config{ qw( class const args ) };

my $handle = Object::Trampoline->$const( $class, @argz );

# at this point ref $handle is Object::Trampoline::Bounce.

$handle->frobnicate( @stuff );

# at this point ref $handle is $class

# there are times when it is helpful to delay using
# the objects class module until the object is
# instantiated. O::T::U adds the callers package
# and a "use $class" before the constructor.

my $lazy = Object::Trampoline::Use->frobnicate( $class, @stuff );

my $result = $lazy->susan( dessert );

There are times when constructing an object is expensive or has to be delayed -- database handles in heavily forked apache servers are one example. This module creates a "trampoline" object: when called it replaces the object you have with the object you want. The module itself consists only of two AUTOLOADS: one with captures the constructor call, the other the first method call. The first class blesses a closure which creates the necessary object into the second class, which replces $_[0] with a new object and re-dispatches the call into the proper class.

Using an autoload as the constructor allows Object::Trampoline to use whatever constructor name the "real" class uses without having to pass it as another argument.

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Added: 2007-05-19 License: Perl Artistic License Price:
888 downloads
Making-Money-System 1.0

Making-Money-System 1.0


The Ultimate Safe Money Guide -Free Online Money Guide Make Your Online Money The Safe Way And Generate a Daily Income Stream. The best thing I came ... more>> <<less
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Added: 2009-04-04 License: Freeware Price: Free
207 downloads
Basset::Object 1.04

Basset::Object 1.04


Basset::Object is a Perl module used to create objects. more>>
Basset::Object is a Perl module used to create objects.

This is my ultimate object creation toolset to date. It has roots in Mail::Bulkmail, Text::Flowchart, and the unreleased abstract object constructors that Ive tooled around with in the past.

If you want an object to be compatible with anything else Ive written, then subclass it off of here.

Of course, you dont have to use this to create subclasses, but youll run the risk of making something with an inconsistent interface vs. the rest of the system. Thatll confuse people and make them unhappy. So I recommend subclassing off of here to be consistent. Of course, you may not like these objects, but they do work well and are consistent. Consistency is very important in interface design, IMHO.

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Added: 2007-06-20 License: GPL (GNU General Public License) Price:
856 downloads
Perlbug::Object 2.93

Perlbug::Object 2.93


Perlbug::Object is a object handler for Perlbug database. more>>
Perlbug::Object is a object handler for Perlbug database.

Handles Perlbug database objects, typically bug, group, message, patch, note, test, user, and severity, status etc....

Methods included to recognise objects by their id or by their also unique name.

SYNOPSIS

my $o_obj = Perlbug::Object->new(%init); # see L

$o_obj = $o_obj->read($oid); # data

my $name = $o_obj->data(name); # Bug

# ALL bugids (optionally) constrained by sql where clause
my @ids = $o_obj->ids($where); # where

# Relation ids
my @patchids = $o_obj->rel_ids(patch); # relids

print = $o_obj->format(h);

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Added: 2007-07-08 License: Perl Artistic License Price:
841 downloads
Object::Declare 0.13

Object::Declare 0.13


Object::Declare is a Perl module for declarative object constructor. more>>
Object::Declare is a Perl module for declarative object constructor.

SYNOPSIS

use Object::Declare [MyApp::Column, MyApp::Param];

my %objects = declare {

param foo =>
!is global,
is immutable,
valid_values are qw( more values );

column bar =>
field1 is value,
field2 is some_other_value;

};

print $objects{foo}; # a MyApp::Param object
print $objects{bar}; # a MyApp::Column object

This module exports one function, declare, for building named objects with a declarative syntax, similar to how Jifty::DBI::Schema defines its columns.

In list context, declare returns a list of name/object pairs in the order of declaration (allowing duplicates), suitable for putting into a hash. In scalar context, declare returns a hash reference.
Using a flexible import interface, one can change exported helper functions names (declarator), words to link labels and values together (copula), and the table of named classes to declare (mapping):

use Object::Declare
declarator => [declare], # list of declarators
copula => { # list of words, or a map
is => , # from copula to prefixes for
are => , # labels built with that copula
}
aliases => { # list of label aliases:
more => less, # turns "is more" into "is less"
# and "more is 1" into "less is 1"
},
mapping => {
column => MyApp::Column, # class name to call ->new to
param => sub { # arbitrary coderef also works
bless(@_, MyApp::Param);
},
};

After the declarator block finishes execution, all helper functions are removed from the package. Same-named functions (such as &is and &are) that existed before the declarators execution are restored correctly.

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Added: 2006-10-18 License: Perl Artistic License Price:
1101 downloads
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