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HTML Objects 1.2.4

HTML Objects 1.2.4


HTML Objects is a Perl module library for turning HTML tags into Perl objects. more>>
HTML Objects is a Perl module library for turning HTML tags into Perl objects. HTML Objects allows Web pages to be manipulated as a data structure rather than text.

Once manipulation is done, the entire page is generated via depth-first recursion.

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Added: 2006-05-09 License: GPL (GNU General Public License) Price:
1263 downloads
Math Objects 0.1.3

Math Objects 0.1.3


Math Objects is a math template library for C++ using generic programming techniques. more>>
Math Objects is a math template library written in C++ using generic programming techniques. In order to use the "Math Objects" library, the user only has to include the header files he needs (e.g. Matrix.h, Polynomial.h etc.).
In order to compile the library the user needs an ISO/IEC 14882:1998 standard compliant C++ compiler (e.g. one that supports partial template specializations).
The math library has math objects like matrices, polynomials, rational functions, extended precision numbers, complex numbers etc. that can be handled in a similar way like basic numerical types (e.g. integers or floating point numbers).
One can access properties of a mathematical type through a (partial) specialization of a traits class for that type (AlgebraicTraits). Having the traits classes to expose properties of mathematical objects, one can define for example matrices of polynomials having extended precision complex coefficients and apply to them basic linear algebra algorithms using normal C++ syntax.
This library also implements two functions using two deterministic algorithms that compute the Smith form for polynomial matrices, and the Smith-McMillan form of a transfer functions matrix also keeping track of the transformation matrices.
These algorithms can be used to describe a MIMO (multi input-multi output) system by means of its zeros and poles and also give the MFD (matrix fraction description) of the system.
Enhancements:
- Recoded the LongInt class aiming for better runtime efficiency.
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Added: 2006-02-21 License: GPL (GNU General Public License) Price:
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Python Web Objects 1.3

Python Web Objects 1.3


Python Web Objects is a dynamic page generation system that allows the developer to embed Python code inside HTML. more>>
Python Web Objects is a dynamic page generation system that allows the developer to embed Python code inside HTML. It is similar in function to what JSP is to Java. ts a module that runs under mod_python and the Apache webserver. It is designed to offer a good balance between a providing a clean way to integrate design content from code, while doing so as fast as possible.

Download the latest version, then read the documentation. If youre into antiques, you can always browse the archives, but theres no reason to use an old version.

To install PWO, first decompress the tarball you downloaded.
$ gunzip pwo-0.XX.tar.gz
$ tar xvf pwo-0.XX.tar

Then, copy the pwo.py module into some location in your PYTHONPATH. The proper location is usually /usr/local/lib/python2.x/site-packages/
$ cp pwo-0.XX/pwo.py /usr/local/lib/python2.2/site-packages/

PWO should now be ready to use.

To configure a directory to make PWO pages, you first need to make sure that the directory is visible on the web. Ask your friendly Apache sysadmin if you dont know what this means. In this document, the path youll be keeping your .pwo files in is called /path/to/pwodir/, and its corresponding URL is http://yourserver/url/to/pwodir/.
Let Apache and mod_python know that the pwo.py will be handling requests to .pwo files in that directory. Do this by adding a few lines to our entry in your httpd.conf file.


AddHandler python-program .pwo
PythonHandler pwo
PythonDebug On



The PythonDebug directive is optional, but you will most likely want it enabled while you are developing. It will make exceptions print tracebacks to the browser in plain-text format. For security reasons, you should comment it out on production systems.
Now a file /path/to/pwodir/some_file.pwo will generate its page at http://yourserver/url/to/pwodir/some_file.pwo. Try copying a simple one of the included samples, like hello.pwo, to this directory to test your installation.
If youve never used PWO before, learn the syntax, and/or check out some sample pages.
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Added: 2006-06-23 License: BSD License Price:
1218 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
Active Objects 2007-03-04

Active Objects 2007-03-04


Active Objects is an implementation of the Active Object concept based on the boost::thread, boost::bind, boost::function libs. more>>
Active Objects is an implementation of the Active Object concept based on the boost::thread, boost::bind, and boost::function libraries.
The point of the library is to make taking advantage of multiprocessor machines as easy as possible. The library provides two types of functionality. The first is the ability to execute a function in a separate thread and automatically synchronize with the thread when the return value is needed.
The second is the ability to easily create a message cue for any existing class, and have that class process its messages asynchronously.
Enhancements:
- Minor code cleanup and code documentation updates.
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Added: 2007-03-07 License: Other/Proprietary License with Source Price:
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Rose::HTML::Objects 0.547

Rose::HTML::Objects 0.547


Rose::HTML::Objects is a Perl object-oriented interfaces for HTML. more>>
Rose::HTML::Objects is a Perl object-oriented interfaces for HTML.

SYNOPSIS

use Rose::HTML::Form;

$form = Rose::HTML::Form->new(action => /foo,
method => post);

$form->add_fields
(
name => { type => text, size => 20, required => 1 },
height => { type => text, size => 5, maxlength => 5 },
bday => { type => datetime },
);

$form->params(name => John, height => 6ft, bday => 01/24/1984);

$form->init_fields();

$bday = $form->field(bday)->internal_value; # DateTime object

print $bday->strftime(%A); # Tuesday

print $form->field(bday)->html;

The Rose::HTML::Object::* family of classes represent HTML tags, or groups of tags. These objects allow HTML to be arbitrarily manipulated, then serialized to actual HTML (or XHTML). Currently, the process only works in one direction. Objects cannot be constructed from their serialized representations. In practice, given the purpose of these modules, this is not an important limitation.

Any HTML tag can theoretically be represented by a Rose::HTML::Object-derived class, but this family of modules was originally motivated by a desire to simplify the use of HTML forms.

The form/field object interfaces have been heavily abstracted to allow for input and output filtering, inflation/deflation of values, and compound fields (fields that contain other fields). The classes are also designed to be subclassed. The creation of custom form and field subclasses is really the "big win" for these modules.

There is also a simple image tag class which is useful for auto-populating the width and height attributes of img tags. Future releases may include object representations of other HTML tags. Contributions are welcome.

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Added: 2007-03-26 License: Perl Artistic License Price:
942 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
Mock Objects for C++ 1.16.1

Mock Objects for C++ 1.16.1


mockpp is a platform-independent generic unit testing framework for C++. more>>
mockpp is a platform independent generic unit testing framework for C++. Mock Objects for C++ goal is to facilitate developing unit tests in the spirit of Mock Objects for Java, EasyMock and jMock.
Mock objects allow you to set up predictible behaviour to help you test your production code by emulating some functionality your code depends on. This might for example be a huge database which is too difficult and time consuming to maintain just for testing purposes.
Originally I started with a port of MockObjects to C++ and wanted to keep the same interfaces. But in the meanwhile I found out more about Java and its differencens to C++ (its funny reflection api for example ) and so I had to change a bunch of details.
Additionally I included the working method of EasyMock. From my limited understanding of Java there seems to be something similar in MockObjects but I guess EasyMock is easier to use and certainly was easier to port to C++.
Enhancements:
- This release fixes a compilation issue on Mac OS platforms and a parsing problem with mockpp2xml.
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Added: 2007-06-16 License: GPL (GNU General Public License) Price:
864 downloads
Database of Managed Objects 2.4 Beta

Database of Managed Objects 2.4 Beta


DMO stands for Database of Managed Objects. more>>
DMO stands for "Database of Managed Objects." This is a tool for documenting all objects within a data center.
Database of Managed Objects provides an object-based overlay on a MySQL database, with a Web-based interface, which allows new objects to be defined in a hierarchy.
Each object can have attributes defined, which are inherited by objects below in the hierarchy. Information can be imported in CSV or XML format, and reports can be produced in XML, CSV, PDF and HTML formats.
DMO uses PHP and MySQL to support documentation of all network and system objects within your computing environment. It offers a Web interface that enables easy navigation through objects, instances and attributes, with XML and access controls.
Enhancements:
- This is the first significant release of DMO for nearly two years.
- It works with Linux and Windows (XAMPP), but should work well with any LAMP stack including PHP4.
- New features include much more graphical viewing, as well as mapping objects onto maps with drill-down to additional layers of maps following dependency trails, a new Flash viewer for browsing through objects, and the ability to create chains of objects based on any attribute type (where any other object can be an attribute of any other object).
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Added: 2007-08-01 License: GPL (GNU General Public License) Price:
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PObject 0.90

PObject 0.90


PObject is a base class for perl objects, takes the irritation out of creating properties for objects. more>>
PObject is a base class for perl objects, takes the irritation out of creating properties for objects. Allows quick creation of attributes and easy inheritance. I have stopped developing this class in favor of Class::Accessor, please use that instead.
To install, the good old method:
perl Makefile.PL
make
make test
make install
Enhancements:
- Changed handling to be case sensitive for object methods. Also added support for package defaults and allowing changes to them. **NOTE any modules made with PObject < 0.90 WILL NEED TO BE CHANGED. The AUTOFIELDS hash needs to be updated and all method
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Added: 2006-07-17 License: GPL (GNU General Public License) Price:
1194 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
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::LocalVars 0.16

Object::LocalVars 0.16


Object::LocalVars is a Perl module with outside-in objects with local aliasing of $self and object variables. more>>
Object::LocalVars is a Perl module with outside-in objects with local aliasing of $self and object variables.
SYNOPSIS
package My::Object;
use strict;
use Object::LocalVars;
give_methods our $self; # this exact line is required
our $field1 : Prop;
our $field2 : Prop;
sub as_string : Method {
return "$self has properties $field1 and $field2";
}
This is a development release. The API may change slightly. Do not use for production purposes. Comments appreciated.
This module helps developers create "outside-in" objects. Properties (and $self) are declared as package globals. Method calls are wrapped such that these globals take on a local value that is correct for the specific calling object and the duration of the method call. I.e. $self is locally aliased to the calling object and properties are locally aliased to the values of the properties for that object. The package globals themselves only declare properties in the package and hold no data themselves. Data are stored in a separate namespace for each property, keyed off the reference memory addresses of the objects.
Outside-in objects are similar to "inside-out" objects, which store data in a single lexical hash (or closure) for each property, which is keyed off the reference memory addresses of the objects. Both differ from classic Perl objects, which hold data for the object directly using a blessed reference or closure to a data structure, typically a hash. For both outside-in and inside-out objects, data are stored centrally and the blessed reference is simply a key to look up the right data in the central data store.
The use of package variables for outside-in objects allows for the use of dynamic symbol table manipulation and aliasing. As a result, Object::LocalVars delivers a variety of features -- though with some corresponding drawbacks.
Main features:
- Provides $self automatically to methods without my $self = shift and the like
- Provides dynamic aliasing of properties within methods -- methods can access properties directly as variables without the overhead of calls to accessors or mutators, eliminating the overhead of these calls in methods
- Array and hash properties may be accessed via direct dereference of simple variables, allowing developers to push, pop, splice, etc. without the usual tortured syntax to dereference an accessor call
- Properties no longer require accessors to have compile time syntax checking under strictures (i.e. use strict); public properties have accessors automatically provided as needed
- Uses attributes to mark properties and methods, but only in the BEGIN phase so should be mod_perl friendly (though this has not been tested yet)
- Provides attributes for public, protected and private properties, class properties, and methods
- Orthogonality -- can subclass just about any other class, regardless of implementation.
- Multiple inheritance supported in initializers and destructors (though only one superclass can be of a special, orthogonal type)
- Minimally thread-safe under Perl 5.8 or greater -- objects are safely cloned across thread boundaries (or a pseudo-fork on Win32)
- Achieves these features without source filtering
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Added: 2007-06-22 License: Perl Artistic License Price:
854 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
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:
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