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TimeTrack 1.1.4
TimeTrack is a program to track time in a modular, project- oriented way. more>>
TimeTrack is a program to track time in a modular, project-oriented way. A single timer has the ability to help you track your time over a whole project through maintaining a list of tripels that consist of starttime,endtime and a description field.
You can arrange your timers over several tabs, just as you like. Saving and loading happens through XML Files. Timetracker also has the ability to import single timers from other files to merge your timerdata with other timerdata.
Main features:
New Timer:
- This button spawns a new Timer on the current tab. Just click it and you can start tracking.
New Tab:
- This buttons spawns a new Tab. Youll be asked for the name of the new tab before it is created.
Rename Tab:
- This button renames the current Tab.
Close all:
- This button closes all tabs and running timers WITHOUT saving.
One of the new functions of 1.1 is the ability to save a running timer which will pe persistent even through reboots and shutdowns through the usage of timestamps. This is a useful feature especially for notebook users with limited energy resources.
Starting with V1.1.1, TimeTrack is featuring a generic report generator, which aids you in your documentation needs by - well - simply building reports out of your tracked time data.
<<lessYou can arrange your timers over several tabs, just as you like. Saving and loading happens through XML Files. Timetracker also has the ability to import single timers from other files to merge your timerdata with other timerdata.
Main features:
New Timer:
- This button spawns a new Timer on the current tab. Just click it and you can start tracking.
New Tab:
- This buttons spawns a new Tab. Youll be asked for the name of the new tab before it is created.
Rename Tab:
- This button renames the current Tab.
Close all:
- This button closes all tabs and running timers WITHOUT saving.
One of the new functions of 1.1 is the ability to save a running timer which will pe persistent even through reboots and shutdowns through the usage of timestamps. This is a useful feature especially for notebook users with limited energy resources.
Starting with V1.1.1, TimeTrack is featuring a generic report generator, which aids you in your documentation needs by - well - simply building reports out of your tracked time data.
Download (0.26MB)
Added: 2005-05-25 License: GPL (GNU General Public License) Price:
4370 downloads
SODIUM 1.5.1
SODIUM it arranges ions around biological macromolecules. more>>
This program places the required number of sodium ions around a system of electric charges, e.g., the atoms of a biological macromolecule (protein, DNA, protein/DNA complex).
The ions are placed in the nodes of a cubic grid, in which the electrostatic energy achieves the smallest values. The energy is re-computed after placement of each ion. A simple Coulombic formula is used for the energy:
Energy(R) = Sum(i_atoms,ions) Q_i / |R-R_i|
All the constants are dropped out from this formula, resulting in some weird energy units; that doesnt matter for the purpose of energy comparison. To speed the program up, the atoms of the macromolecule are re-located to the grid nodes, closest to their original locations.
The resulting error is believed to be minor, compared to that resulting from the one-by-one ions placement, or from using the simplified energy function. The coordinates of the placed ions are printed out in the PDB format for further usage.
It is recommended that the placed ions are equilibrated in a separate Monte Carlo or Molecular Dynamics simulation. Trivial modifications to the program should allow the placement of any combination of multivalent ions of different charges.
<<lessThe ions are placed in the nodes of a cubic grid, in which the electrostatic energy achieves the smallest values. The energy is re-computed after placement of each ion. A simple Coulombic formula is used for the energy:
Energy(R) = Sum(i_atoms,ions) Q_i / |R-R_i|
All the constants are dropped out from this formula, resulting in some weird energy units; that doesnt matter for the purpose of energy comparison. To speed the program up, the atoms of the macromolecule are re-located to the grid nodes, closest to their original locations.
The resulting error is believed to be minor, compared to that resulting from the one-by-one ions placement, or from using the simplified energy function. The coordinates of the placed ions are printed out in the PDB format for further usage.
It is recommended that the placed ions are equilibrated in a separate Monte Carlo or Molecular Dynamics simulation. Trivial modifications to the program should allow the placement of any combination of multivalent ions of different charges.
Download (0.40MB)
Added: 2005-04-01 License: Free To Use But Restricted Price:
1699 downloads
LBreakout 010315
LBreakout is a Breakout-style arcade game using SDL. more>>
LBreakout is a breakout-style arcade game in the manner of Arkanoid. Use your paddle to aim a ball at bricks until all bricks are destroyed.
Lots of power-ups will help you with that task: extra balls, energy balls, extra lifes, weapons, glue, bonus floors, paddle expansion and extra score. Your best results are saved in a highscore chart.
Note that this game is no longer maintained. If you find any bugs dont even bother to mail me. Grab LBreakout2 instead which features the original levelset now. In fact, I just keep this game to explain the 2 in LBreakout2.
<<lessLots of power-ups will help you with that task: extra balls, energy balls, extra lifes, weapons, glue, bonus floors, paddle expansion and extra score. Your best results are saved in a highscore chart.
Note that this game is no longer maintained. If you find any bugs dont even bother to mail me. Grab LBreakout2 instead which features the original levelset now. In fact, I just keep this game to explain the 2 in LBreakout2.
Download (0.64MB)
Added: 2005-04-02 License: GPL (GNU General Public License) Price:
1669 downloads
Jaffa 2.1.0
Jaffa (Java Application Framework For All) is an enterprise-focused Java framework for rapid application development. more>>
Jaffa (Java Application Framework For All) is an enterprise-focused Java framework for rapid application development. It provides a complete Java Web application development stack, extending exsiting projects like Tomcat and Struts at the frontend with MVC-based web widgets, all the way through to a high-performance lightweight O/R persistence engine, with plenty of rich features in between including rules engines, declarative application, and data security. In addition to the runtime framework, there is a suite of component templates and other tools for rapid application development, including a TogetherSoft plug-in for UML intergration.
JAFFA is aimed at Software development projects that want to focus their energy on building Business Functionality, without spending time on developing the underlying architecture.
The JAFFA Project intends to provide a real world application framework, and then build a community of developers around that, who all want an open standards based framework that they can invest in, for building their specific applications on.
Enhancements:
- Native Tomcat 5.0 support, including jsp precompiling
- Full relational integrity supported in the v1.1 domain pattern
- New bean moulding framework for updating and retrieving graphs of domain objects, idea for complex web services
- Two new database schema importers, we can now import domain models from the database schema, ErWin CASE tool as well as Uniface
<<lessJAFFA is aimed at Software development projects that want to focus their energy on building Business Functionality, without spending time on developing the underlying architecture.
The JAFFA Project intends to provide a real world application framework, and then build a community of developers around that, who all want an open standards based framework that they can invest in, for building their specific applications on.
Enhancements:
- Native Tomcat 5.0 support, including jsp precompiling
- Full relational integrity supported in the v1.1 domain pattern
- New bean moulding framework for updating and retrieving graphs of domain objects, idea for complex web services
- Two new database schema importers, we can now import domain models from the database schema, ErWin CASE tool as well as Uniface
Download (7.66MB)
Added: 2005-04-13 License: LGPL (GNU Lesser General Public License) Price:
1656 downloads
Uncle Unc 0.25.5
Uncle Unc is a generic framework for network-based services. more>>
Uncle Unc is an application that provides an integrated view of structured data sources. Using a very flexible and powerful representation model, many services can be represented in Uncle Unc.
Uncle Unc is a framework for network data-sharing, enabling remote administration and access to a range of services from a range of clients, using a simple text-based protocol that isnt tied to any platform, operating system or programming language.
Uncle Unc is a toolkit for agile development of interfaces to network services that are easy to maintain, and will grow as the service grows.
At the heart of Uncle Unc is a small generic specification of what a information-based network service might look like. This specification is very generic, and free of reference to any specific technologies or buzz-words.
It is based on the simple observation that much of the time we spend with computers is spent organising and categorising data, pushing data from one box to another, and invoking actions on that data. Most user interfaces attempt to represent this activity for a single type of data, such as a mailbox, a filesystem, a relational database, a network of computers or a music collection. Uncle Unc provides a framework that makes it easy to interact with any data source.
If you feel constrained by the user interfaces you are using (or developing!), or frustrated by having to use a poorly-designed user interface for a particular task, then Uncle Unc may turn out to be a good friend!
Uncle Unc is based on the simple observation that much of the time we spend with computers is spent organising and categorising data, pushing data from one box to another, and invoking actions on that data. Arguably, we ought to spend less time doing this sort of thing and get out into the fresh air more! At the very least, we should be able to do it efficiently and effectively. The more energy we expend on wrestling with the user interface in order to get these low-level jobs done, the less we will have to deal with the high-level problem-solving tasks that can make the difference between work and gainful productivity.
Lets call this low-level categorisation activity as stamp collecting, at the risk of offending philatelists. Most user interfaces attempt to represent stamp-collecting activities for a single type of data, such as a mailbox, a filesystem, a relational database, a network of computers or a music collection. Uncle Unc provides a framework that makes it easy to interact with any data source at this level.By doing it once, we can take the time and effort to do it well, so that it doesnt intrude on the users activities unduly.
Computing is a rapidly changing field, full of powerful new uses for computers such as digital multimedia, realistic graphics and artificial intelligence. And yet much of the time that we use computers, we are performing essentially the same stamp-collecting tasks that we did twenty years ago.
Even when dealing with the new high-powered uses of computers, this is the case. How much of a digital music player programs code is devoted to playing the music, compared to sorting through and organising album playtracks (and which does the user spend most of their time doing?). 3D graphics and neural network designer applications have a similar requirement to present their internal information in a useful way to the end-user.
There is currently little cohesion in the way that software developers address these tasks. Each application codes its own listings widgets. Some have sortable fields. Some have filters. Some can divide the results into pages. Most do some things quite well, some badly, and some not at all. Most will present the interface in a single medium - as a desktop application, or a HTML web interface, a java applet, a flash movie, or whatever. Most will run on a limited number of platforms, Operating Systems or browsers.
This situation restricts the exposure of the application behind the interface, by tying it to that interface. It also limits the exposure of a front-end to a single application. The proverbial wheel is frequently re-invented, and often under tight pressures of time and resources, with less than desirable results.
Uncle Unc is an attempt to develop a generic component framework that allows many different structured data-sorting tasks to be harnessed in a manageable way. A small central set of open interfaces serve as a broker between any client and any service, giving the owners of the network the maximum degree of flexibility. In the language of Desiogn Patterns, Uncle Unc implements a bridge pattern between list-like clients and list-like servers.
Main features:
- A common set of interfaces are provided in the java programming language, and the framework has been developed to make it easy to expose any java object as an Uncle Unc service, and to control what gets exposed and how.
- Network communication between clients and severs is done using XML, opening the door to non-java programs. Over time, we may develop more detailed frameworks for interoperability using PHP, Python, .NET or other popular programming languages.
- Clients and servers are decoupled. That is, a client that can understand one service can understand any service. A service that can talk to one client can talk to any client. This results in a very efficient path to network-enabling a service across a range of platforms, or allowing access to network resources from a new type of client.
- This increases the incentive for developers to provide new capabilities to the system. A widget set that provides a better view of a list of items does so for files, mail, log file entries, databases, newsgroups, etc. without any reworking. Similarly, a new backend service that delivers an Uncle Unc interface will enjoy exposure on all Uncle Unc client platforms (with plans afoot to cover web front-ends, smartphones, and scripting language access as well as the desktop clients).
- The content of the user interface layer is directly defined by the properties and methods of the back-end service. As the back-end service evolves, there is no need to recode the GUI (or other UI), simplky the skeleton used to support it. Even this can be automatically generated from the back-end systems objects. Agile development is supported and encouraged in this way.
- Defining the UI structure directly from the back-end has the further advantage of providing a good fit between the two. A hand-coded UI may omit certain capabilities of the back-end, because they are hard to express using an ad-hoc composition of low-level widgets such as textboxes, tick boxes and drop-down lists.
- The UI is built around an open-ended description of the structure of the service that one is interacting with, rather than expressing a set of fixed pathways of interaction. As such, it supports a flexible, problem-solving approach by the end-user, rather than a purely mechanistic one.
<<lessUncle Unc is a framework for network data-sharing, enabling remote administration and access to a range of services from a range of clients, using a simple text-based protocol that isnt tied to any platform, operating system or programming language.
Uncle Unc is a toolkit for agile development of interfaces to network services that are easy to maintain, and will grow as the service grows.
At the heart of Uncle Unc is a small generic specification of what a information-based network service might look like. This specification is very generic, and free of reference to any specific technologies or buzz-words.
It is based on the simple observation that much of the time we spend with computers is spent organising and categorising data, pushing data from one box to another, and invoking actions on that data. Most user interfaces attempt to represent this activity for a single type of data, such as a mailbox, a filesystem, a relational database, a network of computers or a music collection. Uncle Unc provides a framework that makes it easy to interact with any data source.
If you feel constrained by the user interfaces you are using (or developing!), or frustrated by having to use a poorly-designed user interface for a particular task, then Uncle Unc may turn out to be a good friend!
Uncle Unc is based on the simple observation that much of the time we spend with computers is spent organising and categorising data, pushing data from one box to another, and invoking actions on that data. Arguably, we ought to spend less time doing this sort of thing and get out into the fresh air more! At the very least, we should be able to do it efficiently and effectively. The more energy we expend on wrestling with the user interface in order to get these low-level jobs done, the less we will have to deal with the high-level problem-solving tasks that can make the difference between work and gainful productivity.
Lets call this low-level categorisation activity as stamp collecting, at the risk of offending philatelists. Most user interfaces attempt to represent stamp-collecting activities for a single type of data, such as a mailbox, a filesystem, a relational database, a network of computers or a music collection. Uncle Unc provides a framework that makes it easy to interact with any data source at this level.By doing it once, we can take the time and effort to do it well, so that it doesnt intrude on the users activities unduly.
Computing is a rapidly changing field, full of powerful new uses for computers such as digital multimedia, realistic graphics and artificial intelligence. And yet much of the time that we use computers, we are performing essentially the same stamp-collecting tasks that we did twenty years ago.
Even when dealing with the new high-powered uses of computers, this is the case. How much of a digital music player programs code is devoted to playing the music, compared to sorting through and organising album playtracks (and which does the user spend most of their time doing?). 3D graphics and neural network designer applications have a similar requirement to present their internal information in a useful way to the end-user.
There is currently little cohesion in the way that software developers address these tasks. Each application codes its own listings widgets. Some have sortable fields. Some have filters. Some can divide the results into pages. Most do some things quite well, some badly, and some not at all. Most will present the interface in a single medium - as a desktop application, or a HTML web interface, a java applet, a flash movie, or whatever. Most will run on a limited number of platforms, Operating Systems or browsers.
This situation restricts the exposure of the application behind the interface, by tying it to that interface. It also limits the exposure of a front-end to a single application. The proverbial wheel is frequently re-invented, and often under tight pressures of time and resources, with less than desirable results.
Uncle Unc is an attempt to develop a generic component framework that allows many different structured data-sorting tasks to be harnessed in a manageable way. A small central set of open interfaces serve as a broker between any client and any service, giving the owners of the network the maximum degree of flexibility. In the language of Desiogn Patterns, Uncle Unc implements a bridge pattern between list-like clients and list-like servers.
Main features:
- A common set of interfaces are provided in the java programming language, and the framework has been developed to make it easy to expose any java object as an Uncle Unc service, and to control what gets exposed and how.
- Network communication between clients and severs is done using XML, opening the door to non-java programs. Over time, we may develop more detailed frameworks for interoperability using PHP, Python, .NET or other popular programming languages.
- Clients and servers are decoupled. That is, a client that can understand one service can understand any service. A service that can talk to one client can talk to any client. This results in a very efficient path to network-enabling a service across a range of platforms, or allowing access to network resources from a new type of client.
- This increases the incentive for developers to provide new capabilities to the system. A widget set that provides a better view of a list of items does so for files, mail, log file entries, databases, newsgroups, etc. without any reworking. Similarly, a new backend service that delivers an Uncle Unc interface will enjoy exposure on all Uncle Unc client platforms (with plans afoot to cover web front-ends, smartphones, and scripting language access as well as the desktop clients).
- The content of the user interface layer is directly defined by the properties and methods of the back-end service. As the back-end service evolves, there is no need to recode the GUI (or other UI), simplky the skeleton used to support it. Even this can be automatically generated from the back-end systems objects. Agile development is supported and encouraged in this way.
- Defining the UI structure directly from the back-end has the further advantage of providing a good fit between the two. A hand-coded UI may omit certain capabilities of the back-end, because they are hard to express using an ad-hoc composition of low-level widgets such as textboxes, tick boxes and drop-down lists.
- The UI is built around an open-ended description of the structure of the service that one is interacting with, rather than expressing a set of fixed pathways of interaction. As such, it supports a flexible, problem-solving approach by the end-user, rather than a purely mechanistic one.
Download (1.55MB)
Added: 2005-05-05 License: GPL (GNU General Public License) Price:
1633 downloads
Gravit 0.4.2
Gravit is a gravity simulator which runs under Linux. more>>
Gravit is a gravity simulator which runs under Linux, Windows and Mac OS X. Its released under the GNU General Public License which makes it free. It uses Newtonian physics using the Barnes-Hut N-body algorithm.
Although the main goal of Gravit is to be as accurate as possible, it also creates beautiful looking gravity patterns. It records the history of each particle so it can animate and display a path of its travels.
At any stage you can rotate your view in 3D and zoom in and out. Gravit uses OpenGL with Lua, SDL, SDL_ttf and SDL_image.
Main features:
- It looks pretty :)
- View the simulation in 3D using stereoscopic imaging!
- Can be installed as a screen saver in Windows
- You can record, then play back at any speed
- Stores every particles position for every frame in memory
- Compresses history when needed, for very long recordings
- Mouse controllable rotation
- Console with script execution
- Colours can be based on mass, velocity, acceleration, momentum or kinetic energy
- See an octtree being created in real-time
- Save/Load functionality
- Update display/input while recording a frame
It is written in C and uses Lua, SDL, SDL_ttf, SDL_image and OpenGL.
It uses the Barnes-Hut Algorithm (with room for optimisation).
Gravit was called Graviton, but i changed the name because someone already used Graviton for their project!
Enhancements:
- Console tab completion
- Added Q and W keys for lowering and increasing frameskip
- added S key to toggle stereo mode
- added D and F to decrease and increase stereoseparation
- Reorganised F1 help
- Added stereoosd to make the osd shown in stereo (but stretched for now)
- When drawosd is 0, the console and console log will be displayed when you activate the console
- Fixed a bug with the octree (and others) sometimes not being drawn
- Fixed colour scheme bug with one colour
<<lessAlthough the main goal of Gravit is to be as accurate as possible, it also creates beautiful looking gravity patterns. It records the history of each particle so it can animate and display a path of its travels.
At any stage you can rotate your view in 3D and zoom in and out. Gravit uses OpenGL with Lua, SDL, SDL_ttf and SDL_image.
Main features:
- It looks pretty :)
- View the simulation in 3D using stereoscopic imaging!
- Can be installed as a screen saver in Windows
- You can record, then play back at any speed
- Stores every particles position for every frame in memory
- Compresses history when needed, for very long recordings
- Mouse controllable rotation
- Console with script execution
- Colours can be based on mass, velocity, acceleration, momentum or kinetic energy
- See an octtree being created in real-time
- Save/Load functionality
- Update display/input while recording a frame
It is written in C and uses Lua, SDL, SDL_ttf, SDL_image and OpenGL.
It uses the Barnes-Hut Algorithm (with room for optimisation).
Gravit was called Graviton, but i changed the name because someone already used Graviton for their project!
Enhancements:
- Console tab completion
- Added Q and W keys for lowering and increasing frameskip
- added S key to toggle stereo mode
- added D and F to decrease and increase stereoseparation
- Reorganised F1 help
- Added stereoosd to make the osd shown in stereo (but stretched for now)
- When drawosd is 0, the console and console log will be displayed when you activate the console
- Fixed a bug with the octree (and others) sometimes not being drawn
- Fixed colour scheme bug with one colour
Download (0.20MB)
Added: 2005-07-05 License: GPL (GNU General Public License) Price:
1578 downloads
the Better Eggdrop Management Suite 1.0
the Better Eggdrop Management Suite allows easy installation, removal and configuration of eggdrop bots. more>>
the Better Eggdrop Management Suite , or tBEMS, is a collection of utilities to allow easy installation, removal and configuration of eggdrop bots, while saving space, energy, bandwidth and time.
Enhancements:
Eggdrop-base-install
- Uses tar.bz2 and retrys once if download fails
Eggdrop-install
-
- Fixed bug that didnt check right directory to see if eggdrop was installed already
<<lessEnhancements:
Eggdrop-base-install
- Uses tar.bz2 and retrys once if download fails
Eggdrop-install
-
- Fixed bug that didnt check right directory to see if eggdrop was installed already
Download (0.050MB)
Added: 2005-09-02 License: GPL (GNU General Public License) Price:
1513 downloads
Overslack 0.5
Overslack is a slackline simulator/game. more>>
Overslack is a slackline simulator/game. A configurable model world containing a slackline, a slacker and ground is visualized and its time evolution is calculated while the user controls the slacker using the mouse. Just like with real slacklining there is no predefined goal, but it keeps track of the time you stand on the line.
The simulated world has only two dimensions. Although the forward direction offers many possibilities on a real slackline, it has very little to do with balancing and is quite uninteresting to simulate. Slow speeds are assumed, so the air resistance is neglected. The time evolution is calculated by applying Newtonian physics numerically as many times per second as the machine can handle.
The speed of the simulated world is configurable, making it run five times as slow as the real world makes it slow enough to be manageable and fast enough to keep the attention up. Unlike normal grass ground, the ground in the simulation is bouncy and doesnt cause injuries. It is (unfortunately) a bit unrealistic, but makes it more fun.
The simulated line behaves according to a quite simple model. An ideal spring between the lines point of equilibrium and the slackers feet makes a good approximation, but an ideal spring gives back all energy it stores, which would cause you to bounce forever without helping with your legs. To simulate some friction, it has a somewhat different spring constant depending on whether its extending or compressing. It is of course fully configurable, so anything from an ideal spring to an old, tired and non-elastic line are possible to simulate.
The slacker is controlled with the mouse. Move the mouse down to extend the legs, and move it up to crouch. Move the mouse to the right to lower your right arm and raise your left, and to the left to do the opposite. This is pretty much all you can do on a real slackline too, except that you can move more than just your arms, but thats just a question of terminology.
The slacker is infinitely fast and strong, if you move the mouse the slacker will move instantly to the new position regardless of the force and energy required.
It is possible to jump off the line and land on it again, with or without bouncing on the ground in between, but to make it simpler the slacker is moved to a perfectly balanced position whenever you press the right mouse button.
In addition to the line, slacker and some on-screen numerical physical information, vectors visualizing location (white), speed (green) and acceleration (red), both translational and rotational, are shown.
<<lessThe simulated world has only two dimensions. Although the forward direction offers many possibilities on a real slackline, it has very little to do with balancing and is quite uninteresting to simulate. Slow speeds are assumed, so the air resistance is neglected. The time evolution is calculated by applying Newtonian physics numerically as many times per second as the machine can handle.
The speed of the simulated world is configurable, making it run five times as slow as the real world makes it slow enough to be manageable and fast enough to keep the attention up. Unlike normal grass ground, the ground in the simulation is bouncy and doesnt cause injuries. It is (unfortunately) a bit unrealistic, but makes it more fun.
The simulated line behaves according to a quite simple model. An ideal spring between the lines point of equilibrium and the slackers feet makes a good approximation, but an ideal spring gives back all energy it stores, which would cause you to bounce forever without helping with your legs. To simulate some friction, it has a somewhat different spring constant depending on whether its extending or compressing. It is of course fully configurable, so anything from an ideal spring to an old, tired and non-elastic line are possible to simulate.
The slacker is controlled with the mouse. Move the mouse down to extend the legs, and move it up to crouch. Move the mouse to the right to lower your right arm and raise your left, and to the left to do the opposite. This is pretty much all you can do on a real slackline too, except that you can move more than just your arms, but thats just a question of terminology.
The slacker is infinitely fast and strong, if you move the mouse the slacker will move instantly to the new position regardless of the force and energy required.
It is possible to jump off the line and land on it again, with or without bouncing on the ground in between, but to make it simpler the slacker is moved to a perfectly balanced position whenever you press the right mouse button.
In addition to the line, slacker and some on-screen numerical physical information, vectors visualizing location (white), speed (green) and acceleration (red), both translational and rotational, are shown.
Download (0.010MB)
Added: 2005-09-07 License: GPL (GNU General Public License) Price:
1507 downloads
Open BEAGLE 3.0.1
Open BEAGLE is an evolutionary computation framework in C++. more>>
Open BEAGLE is a C++ Evolutionary Computation (EC) framework. It provides an high-level software environment to do any kind of EC, with support for tree-based genetic programming, bit string and real-valued genetic algorithms, and evolution strategy.
The Open BEAGLE architecture follows strong principles of object oriented programming, where abstractions are represented by loosely coupled objects and where it is common and easy to reuse code.
Open BEAGLE is designed to provide an EC environment that is generic, user friendly, portable, efficient, robust, elegant and free.
With Open BEAGLE, the user can execute any kind of EC, as far as it fulfills some minimum requirements. The only necessary condition is to have a population of individuals to which a sequence of evolving operations is iteratively applied.
So far, Open BEAGLE supports most mainstream EC flavors such genetic programming, bit string and real-values genetic algorithms, and evolution strategy. It also includes support for advanced EC techniques such multiobjective optimization and co-evolution.
The user can take any of these specialized frameworks and modify them further to create his own specialized flavor of evolutionary algorithms.
Main features:
User Friendliness
- Considerable efforts were deployed to make the use of Open BEAGLE as easy and pleasant as possible. Open BEAGLE possesses several mechanisms that offer a user friendly programming interface. For example, the memory management of dynamically allocated objects is greatly simplified by the use of reference counting and automatic garbage collection. The programming style promoted is high-level and allows rapid prototyping of applications.
Portability
- The Open BEAGLE code is compliant with the C++ ANSI/ISO 3 standard. It requires the Standard Template Library (STL). No specific call in the core libraries are made to the operating system nor to the hardware.
Efficiency
- To insure efficient execution, particular attention was given to optimization of critical code sections. Detailed execution profiles of these sections were done. Also, the fact that Open BEAGLE is written in C++ contributes to its overall good performance.
Robustness
- Many verification and validation statements are embedded into the code to ensure correct operation and to inform the user when there is a problem. Robust mechanisms for periodically saving the current evolution state have also been implemented in order to enable automatic restart of interrupted evolutions.
Elegance
- The interface of Open BEAGLE was developed with care. Great energy was invested in designing a coherent software package that follows good OO and generic programming principles. Moreover, strict programming rules were enforced to make the C++ code easy to read, understand and, eventually, modify. The use of XML as file format is also a central aspect of Open BEAGLE, which provide a common ground for tools development to analyze and generate files, and to integrate the framework with other systems.
Free Sourceness
- The source code of Open BEAGLE is free, available under the GNU Lesser General Public License (LGPL). Thus, it can be distributed and modified without any fee. (See section copyright for further details.
Enhancements:
- Several fixes to allow compilation on Mac OS X
- Fixes in headers inclusion to allow precompiled headers
<<lessThe Open BEAGLE architecture follows strong principles of object oriented programming, where abstractions are represented by loosely coupled objects and where it is common and easy to reuse code.
Open BEAGLE is designed to provide an EC environment that is generic, user friendly, portable, efficient, robust, elegant and free.
With Open BEAGLE, the user can execute any kind of EC, as far as it fulfills some minimum requirements. The only necessary condition is to have a population of individuals to which a sequence of evolving operations is iteratively applied.
So far, Open BEAGLE supports most mainstream EC flavors such genetic programming, bit string and real-values genetic algorithms, and evolution strategy. It also includes support for advanced EC techniques such multiobjective optimization and co-evolution.
The user can take any of these specialized frameworks and modify them further to create his own specialized flavor of evolutionary algorithms.
Main features:
User Friendliness
- Considerable efforts were deployed to make the use of Open BEAGLE as easy and pleasant as possible. Open BEAGLE possesses several mechanisms that offer a user friendly programming interface. For example, the memory management of dynamically allocated objects is greatly simplified by the use of reference counting and automatic garbage collection. The programming style promoted is high-level and allows rapid prototyping of applications.
Portability
- The Open BEAGLE code is compliant with the C++ ANSI/ISO 3 standard. It requires the Standard Template Library (STL). No specific call in the core libraries are made to the operating system nor to the hardware.
Efficiency
- To insure efficient execution, particular attention was given to optimization of critical code sections. Detailed execution profiles of these sections were done. Also, the fact that Open BEAGLE is written in C++ contributes to its overall good performance.
Robustness
- Many verification and validation statements are embedded into the code to ensure correct operation and to inform the user when there is a problem. Robust mechanisms for periodically saving the current evolution state have also been implemented in order to enable automatic restart of interrupted evolutions.
Elegance
- The interface of Open BEAGLE was developed with care. Great energy was invested in designing a coherent software package that follows good OO and generic programming principles. Moreover, strict programming rules were enforced to make the C++ code easy to read, understand and, eventually, modify. The use of XML as file format is also a central aspect of Open BEAGLE, which provide a common ground for tools development to analyze and generate files, and to integrate the framework with other systems.
Free Sourceness
- The source code of Open BEAGLE is free, available under the GNU Lesser General Public License (LGPL). Thus, it can be distributed and modified without any fee. (See section copyright for further details.
Enhancements:
- Several fixes to allow compilation on Mac OS X
- Fixes in headers inclusion to allow precompiled headers
Download (4.7MB)
Added: 2005-10-10 License: LGPL (GNU Lesser General Public License) Price:
1477 downloads
PHPrbl 0.4
PHPrbl is a quick and easy tool that keeps clients using open proxies away from your site in order to reduce referrer spam. more>>
PHPrbl is a quick and easy tool that keeps clients using open proxies away from your site in order to reduce referrer spam.
Ever had those annoying referrer spammers ruin your websites statistics? If you run a big website, or a weblog, you must be getting fed up with this blasted referrer spam.
Youre not alone, I have this problem as well and got fed up with the whole thing. After weeks of playing with the idea of blocking referrer spammers using rewrite rules, I got fed up wit the high amount of energy it would demand of me just to block IP addresses that seemed to be open proxies anyway.
Enhancements:
- Streamlined the code based on input given by Steven Lynn. Fewer queries are now used to do the same thing. Thanks!
- New feature: keywords checking; referrers are now matched to keywords given by the site admin. If a match occurs, the client will be blocked. (For myself this feature has already proven to be very, very effective)
- First start of an admin area for PHPrbl, for now, only the ability to add and removed keywords is present. Whitelisting and local IP blocklist management will be added soon.
<<lessEver had those annoying referrer spammers ruin your websites statistics? If you run a big website, or a weblog, you must be getting fed up with this blasted referrer spam.
Youre not alone, I have this problem as well and got fed up with the whole thing. After weeks of playing with the idea of blocking referrer spammers using rewrite rules, I got fed up wit the high amount of energy it would demand of me just to block IP addresses that seemed to be open proxies anyway.
Enhancements:
- Streamlined the code based on input given by Steven Lynn. Fewer queries are now used to do the same thing. Thanks!
- New feature: keywords checking; referrers are now matched to keywords given by the site admin. If a match occurs, the client will be blocked. (For myself this feature has already proven to be very, very effective)
- First start of an admin area for PHPrbl, for now, only the ability to add and removed keywords is present. Whitelisting and local IP blocklist management will be added soon.
Download (0.016MB)
Added: 2005-10-26 License: GPL (GNU General Public License) Price:
1458 downloads
M.U.L.E 0.61
M.U.L.E is a linux port of clone of old MULE for C64 & PC. more>>
M.U.L.E is a linux port of clone of old MULE for C64 & PC.
This is a Linux/SDL port of a MULE clone. For those unfamiliar, MULE is an early resource strategy game.
You play a colonist on the moon, you acquire territory, and decide how to use it, by either farming, mining ore, collecting solar energy or mining crystals.
You compete with 3 other players, most points at the end of a preset number of months wins.
<<lessThis is a Linux/SDL port of a MULE clone. For those unfamiliar, MULE is an early resource strategy game.
You play a colonist on the moon, you acquire territory, and decide how to use it, by either farming, mining ore, collecting solar energy or mining crystals.
You compete with 3 other players, most points at the end of a preset number of months wins.
Download (1.3MB)
Added: 2005-11-23 License: GPL (GNU General Public License) Price:
1443 downloads
Unreal Tournament 2004 BONUS MEGAPACK
Unreal Tournament 2004 BONUS MEGAPACK contains many missions for Unreal Turnament 2004. more>>
Unreal Tournament 2004 BONUS MEGAPACK contains many missions for Unreal Turnament 2004.
This pack is our way of saying "Thanks" for purchasing UT2004. We hope you enjoy it!
This bonus pack includes everything you need to update UT2004 to the most current version, including the latest patch, and the content from the first (Editors Choice Edition) bonus pack for UT2004. You can install this bonus pack on any version of UT2004.
The MegaPack includes the following maps:
Assault:
AS-BP2-Acatana
Intense space fighting and on-foot combat combine in this recreation of the historic Skaarj invasion of the Acatana asteroid belt.
AS-BP2-Jumpship
Be part of the elite team that infiltrated and hijacked the first warp capable Jumpship.
AS-BP2-Outback
City slickers just took over the outback’s top brewery – get over there pronto and stop the production of their tasteless Zero Beer before it takes over Oz!
AS-BP2-SubRosa
Fight your way into a Liandri research facility and steal the original plans for the Redeemer.
AS-BP2-Thrust
A recreation of the infamous destruction of the Saturn IX rocket where a team of rebel fighters launched it unguided and half fueled into hostile waters.
CTF:
CTF-BP2-Concentrate
Tall spires tower over this Capture the Flag battle set on a derelict outpost deep in the Elorean Seas.
CTF-BP2-Pistola
This twin complex of concrete and metal combines the beauty of nature with the harsh lines of industrial architecture to create a fierce battle arena.
Deathmatch:
DM-BP2-Calandras
The courtyards of Calandras were once beautiful and welcoming. While the Temple’s interiors have been preserved, a new less-inviting use has been found for the exteriors.
DM-BP2-GoopGod
For centuries the Nali monks managed to keep this sacred burial ground hidden until Liandri satellites discovered the location during a routine satellite sweep. The area was mined, and what remained was converted into a tournament arena, corpses and all.
The content from the first bonuspack, also included, is:
Onslaught:
ONS-Adara
ONS-IslandHop
ONS-Tricky
ONS-Urban
Three new vehicles:
SPMA (Self Propelled Mobile Artillery)
The SPMA is a two person vehicle, with the driver controlling a long range artillery piece. Alt-fire deploys the spotter camera. Enemies will want to shoot down the spotter camera as soon as they see it, to keep the SPMA from raining destruction from afar. An AVRiL at the spotter camera will automatically re-direct toward the SPMA if it ever becomes visible to the AVRiL.
Paladin
The Paladin is a defense focused vehicle, with a powerful energy projectile cannon and a defensive shield alt-fire. Firing the cannon while the shield is deployed will heavily damage nearby players.
Cicada
The two-man Cicada ground attack bomber is a powerful weapon against ground targets, but is easy prey for Raptors. The pilot can fire missiles, or use the alt-fire to specify a target. While holding alt-fire, multiple missiles are loaded up, and released when alt-fire is released. These missiles will all track toward the specified target location, so the alt-fire can be used to avoid enemy fire while loading up missiles. The second seat in the Cicada is an energy beam turret located on the belly of the Cicada. Its alt-fire is chaff that can be used to confuse incoming AVRiLs.
Six new characters:
Mekkor (Skaarj)
Mekkor is from the Black Fist Clan, sworn enemies of the Iron Skull Clan. Severely injured in battle, he is testing his new cybernetic armor in the Tournament.
Skrilax (Skaarj)
Skrilax is from the Black Fist Clan, sworn enemies of the Iron Skull Clan. Alongside his brother Mekkor, he was severely injured while fighting the Iron Skull Clan."
Barktooth (Iron Guard)
Barktooth would rather rip an opponent to shreds with his bare hands than fight from afar. He also finds close range Flak shots very satisfying."
Karag (Iron Guard)
Before joining the Iron Guard, Karag honed his weapon handling skills during a long stint as a Marshall for the Terran Colonial Authority. His style and panache already have the the Tournament audience abuzz."
Kragoth (Necris)
After an absence of several years, the Necris are preparing a return to the Tournament. Known as the Star Slayer, Kragoth is a dread Necris Phayder assassin. He is rumored to have single handedly killed the entire crew of an ICV Star Cruiser."
Thannis (Necris)
After an absence of several years, the Necris are preparing a return to the Tournament. Thannis is participating to scout the competition."
<<lessThis pack is our way of saying "Thanks" for purchasing UT2004. We hope you enjoy it!
This bonus pack includes everything you need to update UT2004 to the most current version, including the latest patch, and the content from the first (Editors Choice Edition) bonus pack for UT2004. You can install this bonus pack on any version of UT2004.
The MegaPack includes the following maps:
Assault:
AS-BP2-Acatana
Intense space fighting and on-foot combat combine in this recreation of the historic Skaarj invasion of the Acatana asteroid belt.
AS-BP2-Jumpship
Be part of the elite team that infiltrated and hijacked the first warp capable Jumpship.
AS-BP2-Outback
City slickers just took over the outback’s top brewery – get over there pronto and stop the production of their tasteless Zero Beer before it takes over Oz!
AS-BP2-SubRosa
Fight your way into a Liandri research facility and steal the original plans for the Redeemer.
AS-BP2-Thrust
A recreation of the infamous destruction of the Saturn IX rocket where a team of rebel fighters launched it unguided and half fueled into hostile waters.
CTF:
CTF-BP2-Concentrate
Tall spires tower over this Capture the Flag battle set on a derelict outpost deep in the Elorean Seas.
CTF-BP2-Pistola
This twin complex of concrete and metal combines the beauty of nature with the harsh lines of industrial architecture to create a fierce battle arena.
Deathmatch:
DM-BP2-Calandras
The courtyards of Calandras were once beautiful and welcoming. While the Temple’s interiors have been preserved, a new less-inviting use has been found for the exteriors.
DM-BP2-GoopGod
For centuries the Nali monks managed to keep this sacred burial ground hidden until Liandri satellites discovered the location during a routine satellite sweep. The area was mined, and what remained was converted into a tournament arena, corpses and all.
The content from the first bonuspack, also included, is:
Onslaught:
ONS-Adara
ONS-IslandHop
ONS-Tricky
ONS-Urban
Three new vehicles:
SPMA (Self Propelled Mobile Artillery)
The SPMA is a two person vehicle, with the driver controlling a long range artillery piece. Alt-fire deploys the spotter camera. Enemies will want to shoot down the spotter camera as soon as they see it, to keep the SPMA from raining destruction from afar. An AVRiL at the spotter camera will automatically re-direct toward the SPMA if it ever becomes visible to the AVRiL.
Paladin
The Paladin is a defense focused vehicle, with a powerful energy projectile cannon and a defensive shield alt-fire. Firing the cannon while the shield is deployed will heavily damage nearby players.
Cicada
The two-man Cicada ground attack bomber is a powerful weapon against ground targets, but is easy prey for Raptors. The pilot can fire missiles, or use the alt-fire to specify a target. While holding alt-fire, multiple missiles are loaded up, and released when alt-fire is released. These missiles will all track toward the specified target location, so the alt-fire can be used to avoid enemy fire while loading up missiles. The second seat in the Cicada is an energy beam turret located on the belly of the Cicada. Its alt-fire is chaff that can be used to confuse incoming AVRiLs.
Six new characters:
Mekkor (Skaarj)
Mekkor is from the Black Fist Clan, sworn enemies of the Iron Skull Clan. Severely injured in battle, he is testing his new cybernetic armor in the Tournament.
Skrilax (Skaarj)
Skrilax is from the Black Fist Clan, sworn enemies of the Iron Skull Clan. Alongside his brother Mekkor, he was severely injured while fighting the Iron Skull Clan."
Barktooth (Iron Guard)
Barktooth would rather rip an opponent to shreds with his bare hands than fight from afar. He also finds close range Flak shots very satisfying."
Karag (Iron Guard)
Before joining the Iron Guard, Karag honed his weapon handling skills during a long stint as a Marshall for the Terran Colonial Authority. His style and panache already have the the Tournament audience abuzz."
Kragoth (Necris)
After an absence of several years, the Necris are preparing a return to the Tournament. Known as the Star Slayer, Kragoth is a dread Necris Phayder assassin. He is rumored to have single handedly killed the entire crew of an ICV Star Cruiser."
Thannis (Necris)
After an absence of several years, the Necris are preparing a return to the Tournament. Thannis is participating to scout the competition."
Download (194MB)
Added: 2005-12-19 License: Freeware Price:
1404 downloads
NeverNoid 1.2
NeverNoid is an Arkanoid clone. more>>
NeverNoid is an Arkanoid clone. Although there are tons of free games of this type I felt I could do better (Any programmer can second that)
The name NeverNoid is a bit of a wordjoke :) "Nooit" is dutch for "Never" and is pronounced the same way as "Noid". "Never nooit" is also an expression you hear in The Netherlands sometimes and simply means "Never ever".
The game itself hardly needs explanation, but heres some general hints.
NeverNoid features 12 types of powerups/downs.
At some level in the game one or more floaters will enter the game. When hit your ball will instantly change direction. All they do is nag you.
A unique feature is the energy bar. Every time you pick up a powerup (or powerdown) the energy bar charges fully. During play the energy slowly drops and once its depleted your powers go with it.
There are 40 unique maps with 5 levels of difficulty. After playing all maps on a difficulty levels you will start over at a more difficult level. Even though you can choose a new game at only 5 levels the difficulty will keep increasing during gameplay. Thats 200+ levels of fun !
NeverNoid can be played with a mouse or using the keyboard (which makes it more difficult).
<<lessThe name NeverNoid is a bit of a wordjoke :) "Nooit" is dutch for "Never" and is pronounced the same way as "Noid". "Never nooit" is also an expression you hear in The Netherlands sometimes and simply means "Never ever".
The game itself hardly needs explanation, but heres some general hints.
NeverNoid features 12 types of powerups/downs.
At some level in the game one or more floaters will enter the game. When hit your ball will instantly change direction. All they do is nag you.
A unique feature is the energy bar. Every time you pick up a powerup (or powerdown) the energy bar charges fully. During play the energy slowly drops and once its depleted your powers go with it.
There are 40 unique maps with 5 levels of difficulty. After playing all maps on a difficulty levels you will start over at a more difficult level. Even though you can choose a new game at only 5 levels the difficulty will keep increasing during gameplay. Thats 200+ levels of fun !
NeverNoid can be played with a mouse or using the keyboard (which makes it more difficult).
Download (1.2MB)
Added: 2005-12-22 License: Freeware Price:
1401 downloads
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.
<<lessHomespring 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.
Download (0.042MB)
Added: 2006-01-03 License: GPL (GNU General Public License) Price:
1389 downloads
Jaaa 0.1.2
Jaaa is an audio signal generator and spectrum analyser designed to make accurate measurements. more>>
Jaaa is short from JACK and ALSA Audio Analyser, is an audio signal generator and spectrum analyser designed to make accurate measurements.
Frequency and Amplitude
These two sets of buttons set the display view. One of these six buttons, or Bandw, Peak, or Noise discussed below, has an orange LED at its left side. The LED indicates the currenty selected parameter that usually can be modified in three ways:
- by typing a new value into the text widget, followed by ENTER,
- by using the < or > buttons to decrement or increment,
- by mouse gestures.
Frequency:
Min and Max set the min and max displayed frequencies. If either of these is selected then
a horizontal Drag Left changes Min,
a horizontal Drag Right changes Max.
Cent is the frequency at the middle of the x-axis.
Span is Max - Min, changing this value preserves Cent.
If either of these is selected then
a horizontal Drag Left changes Cent,
a horizontal Drag Right changes Span.
Cent can also be set by Clicking in the frequency axis scale.
Amplitude:
Max is the maximum value on the y-axis.
Range is the range of the y-axis.
If either of these is selected then
a vertical Drag Left changes Max,
a vertical Drag Right changes Range,
So for the last four mouse gestures, a Drag Left will scroll the display, while a Drag Right will zoom in or out. Maybe I will add and automatic selection of the axis based on the direction of the mouse gesture.
Analyser
The analyser is based on a windowed FFT. Actually the windowing is performed by convolution after the FFT, and combined with interpolation. The windowing and interpolation ensure that displayed peaks will be accurate to 0.25 dB even if the peak falls between the FFT bins. More accurate measurements can be made using the markers (see below).
Bandw sets the FFT length, and hence the bandwidth of the analyser. Depending
on this value, the size of the display and the frequency range, you may sometimes
see two traces. This happens when the resolution of the analyser is better than the
display, so that one pixel contains more than one analyser value. In that case, the
blue trace is the peak value over the frequency range represented by each pixel, and
the gray one is the average value. The first one is correct for discrete frequencies,
and the latter should be used to read noise densities. There is no mouse gesture to change the bandwidth.
VidAv or video average, when switched on, averages the measured energy over time.
This is mainly used to measure noise. The averaging lenght increases over time, to
a maxumum of 1000 iterations. Changing the input or bandwidth resets and restarts
the averaging.
Freeze freezes the analyser, but not the display, so you can still scroll and zoom or use the markers discussed below.
Markers
Markers are used in order to accurately read off values in the display. There can be
up to two markers, set by clicking at the desired frequency inside the display.
When there are two markers, the second one will move with each click, while the first
remains fixed. Measured values for the two markers, and their difference in frequency
and level are displayed in the upper left corner of the display.
Clear clears the markers.
When Peak is selected, clicking inside the display will set a marker at the nearest
peak. The exact frequency and level of the peak are found by interpolation, so the
frequency can be much more accurate than the FFT step, and the level corresponds to the true peak value regardless of display or analyser resolution.
When Noise is selected, clicking inside the display will set a noise marker. The noise density (energy per Hz) is calculated and displayed.
<<lessFrequency and Amplitude
These two sets of buttons set the display view. One of these six buttons, or Bandw, Peak, or Noise discussed below, has an orange LED at its left side. The LED indicates the currenty selected parameter that usually can be modified in three ways:
- by typing a new value into the text widget, followed by ENTER,
- by using the < or > buttons to decrement or increment,
- by mouse gestures.
Frequency:
Min and Max set the min and max displayed frequencies. If either of these is selected then
a horizontal Drag Left changes Min,
a horizontal Drag Right changes Max.
Cent is the frequency at the middle of the x-axis.
Span is Max - Min, changing this value preserves Cent.
If either of these is selected then
a horizontal Drag Left changes Cent,
a horizontal Drag Right changes Span.
Cent can also be set by Clicking in the frequency axis scale.
Amplitude:
Max is the maximum value on the y-axis.
Range is the range of the y-axis.
If either of these is selected then
a vertical Drag Left changes Max,
a vertical Drag Right changes Range,
So for the last four mouse gestures, a Drag Left will scroll the display, while a Drag Right will zoom in or out. Maybe I will add and automatic selection of the axis based on the direction of the mouse gesture.
Analyser
The analyser is based on a windowed FFT. Actually the windowing is performed by convolution after the FFT, and combined with interpolation. The windowing and interpolation ensure that displayed peaks will be accurate to 0.25 dB even if the peak falls between the FFT bins. More accurate measurements can be made using the markers (see below).
Bandw sets the FFT length, and hence the bandwidth of the analyser. Depending
on this value, the size of the display and the frequency range, you may sometimes
see two traces. This happens when the resolution of the analyser is better than the
display, so that one pixel contains more than one analyser value. In that case, the
blue trace is the peak value over the frequency range represented by each pixel, and
the gray one is the average value. The first one is correct for discrete frequencies,
and the latter should be used to read noise densities. There is no mouse gesture to change the bandwidth.
VidAv or video average, when switched on, averages the measured energy over time.
This is mainly used to measure noise. The averaging lenght increases over time, to
a maxumum of 1000 iterations. Changing the input or bandwidth resets and restarts
the averaging.
Freeze freezes the analyser, but not the display, so you can still scroll and zoom or use the markers discussed below.
Markers
Markers are used in order to accurately read off values in the display. There can be
up to two markers, set by clicking at the desired frequency inside the display.
When there are two markers, the second one will move with each click, while the first
remains fixed. Measured values for the two markers, and their difference in frequency
and level are displayed in the upper left corner of the display.
Clear clears the markers.
When Peak is selected, clicking inside the display will set a marker at the nearest
peak. The exact frequency and level of the peak are found by interpolation, so the
frequency can be much more accurate than the FFT step, and the level corresponds to the true peak value regardless of display or analyser resolution.
When Noise is selected, clicking inside the display will set a noise marker. The noise density (energy per Hz) is calculated and displayed.
Download (0.023MB)
Added: 2006-02-03 License: GPL (GNU General Public License) Price:
1358 downloads
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