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Pizza Business project is a game in which you can create your own pizza business.
Pizza Business is a platform-independent restaurant simulation game written in object-oriented C++. It utilizes the WxWindows library.
Whats New in This Release:
· Corrected date errors in this Changelog file (it said "2002" instead of "2003" on recent releases) -tsarkon
· Save/Load feature has been buggy. This have been fixed in this version. -ares32585
· The binary file has been moved to the bin directory (Makefile controlled) -tsarkon
· Partial implementation of Linux UI installation script -tsarkon
Pizza Business is a platform-independent restaurant simulation game written in object-oriented C++. It utilizes the WxWindows library.
Whats New in This Release:
· Corrected date errors in this Changelog file (it said "2002" instead of "2003" on recent releases) -tsarkon
· Save/Load feature has been buggy. This have been fixed in this version. -ares32585
· The binary file has been moved to the bin directory (Makefile controlled) -tsarkon
· Partial implementation of Linux UI installation script -tsarkon
Pizza Game project is a 3D, real-time game in which you manage a pizza restaurant.
As manager, you must build a restaurant, buy the various objects and furniture that the restaurant requires, hire/fire/manage your employees, buy advertising, buy ingredients, set prices, and make sure your restaurant keeps your customers happy.
You start out with nothing more than an empty lot and a loan. Will you transform that lot into a thriving pizza business or fail to attract customers and watch your debt pile up?
Here are some key features of "Pizza Game":
· Build your restaurant by placing walls, putting in doorways, installing windows.
· Decorate your restaurant by choosing from numerous paint colors and wallpaper designs.
· Put in tiles for your floors by choosing from a large selection of colors and designs.
· Buy the items and objects that your restaurant needs: tables, chairs, ovens, lights, and various miscellaneous objects that can make your restaurant the pizza parlor of choice for customers.
· Hire (and fire) the right employees that will perform the necessary tasks for running a pizza restaurant.
· Manage advertising for your pizza business.
· Buy the necessary ingredients for making pizzas and selling money-making side orders.
· Choose the opening and closing times for your restaurant in order to have your restaurant operate most efficiently.
Linux users: if you downloaded the binary version, and get an error when attempting to run the game that is related to Plugin_GuiElements.so, perform the following steps to remedy it:
1) create an OGRE subdirectory in /usr/lib
2) copy the Plugin_GuiElements.so in the libs subdirectory in the pizzagame directory to the OGRE subdirectory you just created
As manager, you must build a restaurant, buy the various objects and furniture that the restaurant requires, hire/fire/manage your employees, buy advertising, buy ingredients, set prices, and make sure your restaurant keeps your customers happy.
You start out with nothing more than an empty lot and a loan. Will you transform that lot into a thriving pizza business or fail to attract customers and watch your debt pile up?
Here are some key features of "Pizza Game":
· Build your restaurant by placing walls, putting in doorways, installing windows.
· Decorate your restaurant by choosing from numerous paint colors and wallpaper designs.
· Put in tiles for your floors by choosing from a large selection of colors and designs.
· Buy the items and objects that your restaurant needs: tables, chairs, ovens, lights, and various miscellaneous objects that can make your restaurant the pizza parlor of choice for customers.
· Hire (and fire) the right employees that will perform the necessary tasks for running a pizza restaurant.
· Manage advertising for your pizza business.
· Buy the necessary ingredients for making pizzas and selling money-making side orders.
· Choose the opening and closing times for your restaurant in order to have your restaurant operate most efficiently.
Linux users: if you downloaded the binary version, and get an error when attempting to run the game that is related to Plugin_GuiElements.so, perform the following steps to remedy it:
1) create an OGRE subdirectory in /usr/lib
2) copy the Plugin_GuiElements.so in the libs subdirectory in the pizzagame directory to the OGRE subdirectory you just created
Cabextract menu is just a little service menu that I put together for extracting MS .cab files.
It creates a directory with the same base name in the same directory as the .cab file and extracts to it. To use it, you have to have cabextract installed (and can be found here http://www.kyz.uklinux.net/cabextract.php.
It creates a directory with the same base name in the same directory as the .cab file and extracts to it. To use it, you have to have cabextract installed (and can be found here http://www.kyz.uklinux.net/cabextract.php.
k-menu is a SuperKaramba theme that emulates KDE kicker.
XDG-Menu project is a ROX panel applet that displays an applications menu button. The menus it builds fit the XDG Menu Specification published by freedesktop.org.
Here are some key features of "XDG Menu":
· Applications menu based on XDG standards with capabilities to launch applications by mouse click and dragging items to pinboard, panel and file manager window.
· Configurable ROX applications submenu with capabilities to launch applications by mouse click, dragging items to pinboard, panel and file manager window, and context menu capabilities for each ROX-application.
· Logout menu item.
Here are some key features of "XDG Menu":
· Applications menu based on XDG standards with capabilities to launch applications by mouse click and dragging items to pinboard, panel and file manager window.
· Configurable ROX applications submenu with capabilities to launch applications by mouse click, dragging items to pinboard, panel and file manager window, and context menu capabilities for each ROX-application.
· Logout menu item.
Javascript::Menu is a NumberedTree that generates HTML and Javascript code for
a menu.
SYNOPSIS
use Javascript::Menu;
# Give it something to do (example changes the menus caption):
my $action = sub {
my $self = shift;
my ($level, $unique) = @_;
my $value = $self->getValue;
return "getElementById(caption_$unique).innerHTML=$value";
};
# Build the tree:
my $menu = Javascript::Menu->convert(tree => $otherTree, action => $action);
my $menu = Javascript::Menu->readDB(source_name => $table, source => $dbh,
action => $action);
my $menu = Javascript::Menu->new(value => Please select a parrot,
action => $action);
my $blue = $menu->append(value => Norwegian Blue);
$blue->append(value => Pushing up the daisies);
$menu->append(value => A Snail);
# Or maybe you just want a navigational menu?
my $menu = Javascript::Menu->new(value => Please select a prime minister);
$menu->append(value => Ariel Sharon,
URL => www.corruption.org/ariel_sharon.htm);
$menu->append(value => Benjamin Netanyahu,
URL => www.corruption.org/bibi.htm);
$menu->append(value => Shaul Mofaz, URL => www.martial_law.org);
# Print it out as a right-to-left menu:
my $css = $menu->buildCSS($menu->reasonableCSS);
print $cgi->start_html(-script => $menu->baseJS(rtl),
-style => $css); #CSS plays an important role.
print $tree->getHTML;
Javascript::Menu is an object that helps in creating the HTML, Javascript, and some of the CSS required for a table-based menu. There are a few other modules that deal with menus, But as I browsed through them, I found that none of them exactly fitted my needs. So I designed this module, with the following goals in mind:
Flexibility
The main feature of this module is the ability to supply all nodes or any specific node with a subroutine that is activated in time of the code generation to help decide what the item will do when it is clicked. This allows customisation far beyond associating a link with every item. Multy-level selection menus become very easy to do (and this is, in fact, what I needed when I started writing this).
I18n
Working with i18n (internationalization) can be a big headache. Working with Hebrew (or Arabic) forces you not only to change your charachters, but also to change your direction of writing. I incorporated into this module the ability to produce right-to-left menus and tested it using a legacy ASCII-based encoding (iso-8859-8).
Object Hierarchy
I designed the module to work with two other modules of mine, Tree::Numbered and Tree::Numbered::DB, which simplify the task of building the menu and allow for construction of a menu from database information.
The current version adds support for highlighting the item thats hovered over. Youll find that having made some preliminary steps, like tweaking the CSS to look the way you like it to, the rest is fairly easy.
a menu.
SYNOPSIS
use Javascript::Menu;
# Give it something to do (example changes the menus caption):
my $action = sub {
my $self = shift;
my ($level, $unique) = @_;
my $value = $self->getValue;
return "getElementById(caption_$unique).innerHTML=$value";
};
# Build the tree:
my $menu = Javascript::Menu->convert(tree => $otherTree, action => $action);
my $menu = Javascript::Menu->readDB(source_name => $table, source => $dbh,
action => $action);
my $menu = Javascript::Menu->new(value => Please select a parrot,
action => $action);
my $blue = $menu->append(value => Norwegian Blue);
$blue->append(value => Pushing up the daisies);
$menu->append(value => A Snail);
# Or maybe you just want a navigational menu?
my $menu = Javascript::Menu->new(value => Please select a prime minister);
$menu->append(value => Ariel Sharon,
URL => www.corruption.org/ariel_sharon.htm);
$menu->append(value => Benjamin Netanyahu,
URL => www.corruption.org/bibi.htm);
$menu->append(value => Shaul Mofaz, URL => www.martial_law.org);
# Print it out as a right-to-left menu:
my $css = $menu->buildCSS($menu->reasonableCSS);
print $cgi->start_html(-script => $menu->baseJS(rtl),
-style => $css); #CSS plays an important role.
print $tree->getHTML;
Javascript::Menu is an object that helps in creating the HTML, Javascript, and some of the CSS required for a table-based menu. There are a few other modules that deal with menus, But as I browsed through them, I found that none of them exactly fitted my needs. So I designed this module, with the following goals in mind:
Flexibility
The main feature of this module is the ability to supply all nodes or any specific node with a subroutine that is activated in time of the code generation to help decide what the item will do when it is clicked. This allows customisation far beyond associating a link with every item. Multy-level selection menus become very easy to do (and this is, in fact, what I needed when I started writing this).
I18n
Working with i18n (internationalization) can be a big headache. Working with Hebrew (or Arabic) forces you not only to change your charachters, but also to change your direction of writing. I incorporated into this module the ability to produce right-to-left menus and tested it using a legacy ASCII-based encoding (iso-8859-8).
Object Hierarchy
I designed the module to work with two other modules of mine, Tree::Numbered and Tree::Numbered::DB, which simplify the task of building the menu and allow for construction of a menu from database information.
The current version adds support for highlighting the item thats hovered over. Youll find that having made some preliminary steps, like tweaking the CSS to look the way you like it to, the rest is fairly easy.
encFS service menu one little KDE service menu for encFS directory.
Installation:
ungzip and copy in ~/.kde/share/apps/konqueror/servicemenus
Usage:
Click on encFS directory and click on mount.
For unmounting, click on origin directory and click on umount, this unmount and remove destination directory.
READ THIS PLEASE:
This script create a directory in your home with name encFS_$DIR. For to mount correctly, this directory must not exist.
Installation:
ungzip and copy in ~/.kde/share/apps/konqueror/servicemenus
Usage:
Click on encFS directory and click on mount.
For unmounting, click on origin directory and click on umount, this unmount and remove destination directory.
READ THIS PLEASE:
This script create a directory in your home with name encFS_$DIR. For to mount correctly, this directory must not exist.
AI::Menu is a Perl object that generates Tree::Nary objects from directed graphs or a description of the function set.
The algorithm is not very efficient (approximately O(F^6), F being the number of functions). It is also not quite as intelligent as it should be. You should cache the results instead of repeatedly calculating them.
As the algorithm is optimized or more efficient algorithms are found, they will be incorporated. The interface for generating the trees should not change too much. The resulting object might become a Tree::Nary object encased in an AI::Menu object.
SYNOPSIS
use AI::Menu;
my $factory = new AI::Menu::Factory;
my $menu = $factory->generate($hash_of_functions);
my $menu = $factory->generate($hash_of_functions, $hash_of_categories);
my $menu = $factory->generate($graph);
METHODS
All of the following methods (except generate) are available in the new function when creating the AI::Menu::Factory object.
generate
This function does some housekeeping before calling a configurable module to generate the tree.
If called with a single hash reference, the hash is assumed to be a list of functions mapping to array references containing a list of categories. It is further assumed that the sets of function names and category names are disjoint. A closure is created for the leaf_q function which returns true if its argument is a key in the hash reference. The complete graph is created from this single hash reference: if a category can reach another category through a function, then an edge is inserted between the two categories. This edge is bidirectional.
If called with two hash references, the first hash is treated as before, but the second hash reference is considered a mapping of categories to categories. This second hash is used instead of automatically generating the information from the first hash.
If called with a single object that is not a hash reference, then the argument is considered a graph object (usually of Graph::Directed). The leaf_q function will need to be defined.
leaf_q
This function returns true if the argument represents a function (leaf in the graph). It returns false if the argument represents a category. This may be set either when the AI::Menu::Factory object is created or through a method call. The method call with no argument returns the current function.
maker
This is the package used to create the menu from the graph. The following call is made:
my $menu = $self -> {maker} -> new(
width => $self->{width},
weight_f => $self -> {weight_f},
leaf_q => $leafq,
);
return $menu -> generate_tree($g, $optscore);
The $optscore value is the score for the optimum tree. Once a tree is found with this score, searching should stop.
new
Creates an AI::Menu::Factory object. Optional arguments are key/value pairs taken from this list of methods except for generate and new.
weight_f
This function is used to calculate the edge weights in the graph. It is called with four arguments: the object generating the tree, the graph object, the originating vertex, the destination vertex. The function should return undef for an infinite weight.
width
This is the desired number of children per node. The optimal number (and default) is three.
The algorithm is not very efficient (approximately O(F^6), F being the number of functions). It is also not quite as intelligent as it should be. You should cache the results instead of repeatedly calculating them.
As the algorithm is optimized or more efficient algorithms are found, they will be incorporated. The interface for generating the trees should not change too much. The resulting object might become a Tree::Nary object encased in an AI::Menu object.
SYNOPSIS
use AI::Menu;
my $factory = new AI::Menu::Factory;
my $menu = $factory->generate($hash_of_functions);
my $menu = $factory->generate($hash_of_functions, $hash_of_categories);
my $menu = $factory->generate($graph);
METHODS
All of the following methods (except generate) are available in the new function when creating the AI::Menu::Factory object.
generate
This function does some housekeeping before calling a configurable module to generate the tree.
If called with a single hash reference, the hash is assumed to be a list of functions mapping to array references containing a list of categories. It is further assumed that the sets of function names and category names are disjoint. A closure is created for the leaf_q function which returns true if its argument is a key in the hash reference. The complete graph is created from this single hash reference: if a category can reach another category through a function, then an edge is inserted between the two categories. This edge is bidirectional.
If called with two hash references, the first hash is treated as before, but the second hash reference is considered a mapping of categories to categories. This second hash is used instead of automatically generating the information from the first hash.
If called with a single object that is not a hash reference, then the argument is considered a graph object (usually of Graph::Directed). The leaf_q function will need to be defined.
leaf_q
This function returns true if the argument represents a function (leaf in the graph). It returns false if the argument represents a category. This may be set either when the AI::Menu::Factory object is created or through a method call. The method call with no argument returns the current function.
maker
This is the package used to create the menu from the graph. The following call is made:
my $menu = $self -> {maker} -> new(
width => $self->{width},
weight_f => $self -> {weight_f},
leaf_q => $leafq,
);
return $menu -> generate_tree($g, $optscore);
The $optscore value is the score for the optimum tree. Once a tree is found with this score, searching should stop.
new
Creates an AI::Menu::Factory object. Optional arguments are key/value pairs taken from this list of methods except for generate and new.
weight_f
This function is used to calculate the edge weights in the graph. It is called with four arguments: the object generating the tree, the graph object, the originating vertex, the destination vertex. The function should return undef for an infinite weight.
width
This is the desired number of children per node. The optimal number (and default) is three.
iPodDB::Menu::Help is the help menu.
SYNOPSIS
my $help = iPodDB::Menu::Help->new( $frame );
This is the Help menu portion of the menu bar.
SYNOPSIS
my $help = iPodDB::Menu::Help->new( $frame );
This is the Help menu portion of the menu bar.
10
Desktop-Environment -> Window-Managers
GPL GNU General Public License
Hide show
Openbox menu editor program is a tool that simplifies the process of editing Openboxs complex XML-based menu file.
GamesForum Menu provides a Menu Bar to allow the navigation in the different subforums.
The GamesForum Menu Button Add-On adds a new button in the Menu Bar to allow the navigation in the different subforums of the Gamesforum.it community.
The GamesForum Menu Button Add-On adds a new button in the Menu Bar to allow the navigation in the different subforums of the Gamesforum.it community.
WebHostingTalk.com Menu is a Firefox extension that lets you browse WHT from Firefox!
DOM Menu allows developers to add dynamic, hierarchical popup menus on their web pages. The direction of the menu can either be horizontal or vertical and the menu can open (or popout) in either direction. It has both screen edge detection and < select > element detection (for browsers that cannot hide these form elements).
The styles for the menu items are contr olled almost entirely through CSS and the menus are created/hidden using the DOM (Document Object M odel).
Menu configuration is done using a custom Hash() class and is very portable from a PHP type array structure. The menus attempt to follow the look and feel of well known GUI toolkit menus.
Limitations:
· cannot use opposite direction to open
· opera 7 having difficulty with table (need to work around)
Whats New in This Release:
· added support for IE 5.0
· fixed problem when submenu was deactivated and parent would highlight
· added a converter from phplayersmenu
The styles for the menu items are contr olled almost entirely through CSS and the menus are created/hidden using the DOM (Document Object M odel).
Menu configuration is done using a custom Hash() class and is very portable from a PHP type array structure. The menus attempt to follow the look and feel of well known GUI toolkit menus.
Limitations:
· cannot use opposite direction to open
· opera 7 having difficulty with table (need to work around)
Whats New in This Release:
· added support for IE 5.0
· fixed problem when submenu was deactivated and parent would highlight
· added a converter from phplayersmenu
Personal Menu allows your menus to look more compact and personal.
Feel tired of the conservative menus, and have tried many extensions to make them look more compact and personal?
With the Personal Menu, you can hide the menus in Menus Toolbar (even the Menus Toolbar), and design your own menu with just few settings.
It also offers a History Button and a Bookmarks Button. You can set how many hitory items show in the menu, and what will happen when you middle/right click the buttons.
Limitations:
· The current version 2.3 has a known bug, which makes the option panel hangs when using Firefox 1.5.
· Itll be fixed in the new version 2.5.1, or you can use the previous version 2.1.3 temporarily.
Feel tired of the conservative menus, and have tried many extensions to make them look more compact and personal?
With the Personal Menu, you can hide the menus in Menus Toolbar (even the Menus Toolbar), and design your own menu with just few settings.
It also offers a History Button and a Bookmarks Button. You can set how many hitory items show in the menu, and what will happen when you middle/right click the buttons.
Limitations:
· The current version 2.3 has a known bug, which makes the option panel hangs when using Firefox 1.5.
· Itll be fixed in the new version 2.5.1, or you can use the previous version 2.1.3 temporarily.
Thunderbird Service Menu is a service menu that will allow you to right click on a file and attach it to a new E-mail from Thunderbird.
Just extract the "AttachToThunderbirdMail" config file to "/usr/share/apps/konqueror/servicemenus" and it should work.
Just extract the "AttachToThunderbirdMail" config file to "/usr/share/apps/konqueror/servicemenus" and it should work.
Copyright Notice:
Software piracy is theft, Using crack, password, serial numbers, registration codes, key generators is illegal and prevent future software development. The above pizza hut menu search only lists software in full, demo and trial versions for free download. Download links are directly from our mirror sites or publisher sites, torrent files or links from rapidshare.com, yousendit.com or megaupload.com are not allowed
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