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A practical lambda-calculator 2.2
A practical lambda-calculator is a Lambda-calculator with convenient commands and shortcuts. more>>
A practical lambda-calculator is a normal-order evaluator for the untyped lambda-calculus, extended with convenient commands and shortcuts to make programming in it more productive.
Shortcuts are distinguished constants that represent terms. Commands define new shortcuts, activate tracing of all reductions, compare terms modulo alpha-conversion, print all defined shortcuts and evaluation flags, etc.
Terms to evaluate and commands are entered at a read-eval-print-loop (REPL) "prompt" or "included" from a file by a special command. A Haskell branch is an embedding of the lambda calculator (as a domain-specific language) into Haskell. The calculator can be used interactively within Hugs or GHCi.
The present calculator implements what seems to be an efficient and elegant algorithm of normal order reductions. The algorithm is "more functional" than the traditionally used approach.
The algorithm seems identical to that employed by yacc sans one critical difference. The calculator also takes a more "functional" approach to the hygiene of beta-substitutions, which is achieved by coloring of identifiers where absolutely necessary. This approach is "more functional" because it avoids a global counter or the threading of the paint bucket through the whole the process. The integration of the calculator with Haskell lets us store terms in variables and easily and intuitively combine them.
The traditional recipe for normal-order reductions includes an unpleasant phrase "cook until done". The phrase makes it necessary to keep track of reduction attempts, and implies an ugly iterative algorithm. Were proposing what seems to be an efficient and elegant technique that can be implemented through intuitive re-writing rules.
Our calculator, like yacc, possesses a stack and works by doing a sequence of shift and reduce steps. The only significant difference from yacc is that the lambda-calculator "reparses" the result after the successful reduce step. The source and the target languages of our "parser" (lambda-calculator) are the same; therefore, the parser can indeed apply itself.
The parsing stack can be made implicit. In that case, the algorithm can be used for normalization of typed lambda-terms in Twelf.
The following examples show that lambda-calculus becomes a domain-specific language embedded into Haskell:
> c0 = f ^ x ^ x -- Church numeral 0
> succ = c ^ f ^ x ^ f # (c # f # x) -- Successor
> c1 = eval $ succ # c0 -- pre-evaluate other numerals
> c2 = eval $ succ # c1
> c3 = eval $ succ # c2
> c4 = eval $ succ # c3
It is indeed convenient to store terms in Haskell variables and pre-evaluate (i.e., normalize) them. They are indeed terms. We can always ask the interpreter to show the term. For example, show c4 yields (f. (x. f (f (f (f x))))).
let mul = a ^ b ^ f ^ a # (b # f) -- multiplication
eval $ mul # c1 ---> (b. b), the identity function
eval $ mul # c0 ---> (b. (f. (x. x))), which is "const 0"
These are algebraic results: multiplying any number by zero always gives zero. We can see now how lambda-calculus can be useful for theorem proving, even over universally-quantified formulas.
The calculator implements Dr. Fairbairns suggestion to limit the depth of printed terms. This makes it possible to evaluate and print some divergent terms (so-called tail-divergent terms):
Lambda_calc> let y_comb = f^((p^p#p) # (c ^ f#(c#c))) in eval $ y_comb#c
c (c (c (c (c (c (c (c (c (c (...))))))))))
It is amazing how well lambda-calculus and Haskell play together.
<<lessShortcuts are distinguished constants that represent terms. Commands define new shortcuts, activate tracing of all reductions, compare terms modulo alpha-conversion, print all defined shortcuts and evaluation flags, etc.
Terms to evaluate and commands are entered at a read-eval-print-loop (REPL) "prompt" or "included" from a file by a special command. A Haskell branch is an embedding of the lambda calculator (as a domain-specific language) into Haskell. The calculator can be used interactively within Hugs or GHCi.
The present calculator implements what seems to be an efficient and elegant algorithm of normal order reductions. The algorithm is "more functional" than the traditionally used approach.
The algorithm seems identical to that employed by yacc sans one critical difference. The calculator also takes a more "functional" approach to the hygiene of beta-substitutions, which is achieved by coloring of identifiers where absolutely necessary. This approach is "more functional" because it avoids a global counter or the threading of the paint bucket through the whole the process. The integration of the calculator with Haskell lets us store terms in variables and easily and intuitively combine them.
The traditional recipe for normal-order reductions includes an unpleasant phrase "cook until done". The phrase makes it necessary to keep track of reduction attempts, and implies an ugly iterative algorithm. Were proposing what seems to be an efficient and elegant technique that can be implemented through intuitive re-writing rules.
Our calculator, like yacc, possesses a stack and works by doing a sequence of shift and reduce steps. The only significant difference from yacc is that the lambda-calculator "reparses" the result after the successful reduce step. The source and the target languages of our "parser" (lambda-calculator) are the same; therefore, the parser can indeed apply itself.
The parsing stack can be made implicit. In that case, the algorithm can be used for normalization of typed lambda-terms in Twelf.
The following examples show that lambda-calculus becomes a domain-specific language embedded into Haskell:
> c0 = f ^ x ^ x -- Church numeral 0
> succ = c ^ f ^ x ^ f # (c # f # x) -- Successor
> c1 = eval $ succ # c0 -- pre-evaluate other numerals
> c2 = eval $ succ # c1
> c3 = eval $ succ # c2
> c4 = eval $ succ # c3
It is indeed convenient to store terms in Haskell variables and pre-evaluate (i.e., normalize) them. They are indeed terms. We can always ask the interpreter to show the term. For example, show c4 yields (f. (x. f (f (f (f x))))).
let mul = a ^ b ^ f ^ a # (b # f) -- multiplication
eval $ mul # c1 ---> (b. b), the identity function
eval $ mul # c0 ---> (b. (f. (x. x))), which is "const 0"
These are algebraic results: multiplying any number by zero always gives zero. We can see now how lambda-calculus can be useful for theorem proving, even over universally-quantified formulas.
The calculator implements Dr. Fairbairns suggestion to limit the depth of printed terms. This makes it possible to evaluate and print some divergent terms (so-called tail-divergent terms):
Lambda_calc> let y_comb = f^((p^p#p) # (c ^ f#(c#c))) in eval $ y_comb#c
c (c (c (c (c (c (c (c (c (c (...))))))))))
It is amazing how well lambda-calculus and Haskell play together.
Download (0.021MB)
Added: 2005-04-01 License: Public Domain Price:
1672 downloads
Theyre Coming to Get You Barbara 0.4
Theyre Coming to Get You Barbara is a spooky screensaver that uses SDL. more>>
Theyre Coming to Get You Barbara is a screensaver inspired by the horror movie, "Night of the Living Dead".
<<less Download (0.24MB)
Added: 2005-04-25 License: GPL (GNU General Public License) Price:
1644 downloads
Html To Xhtml Convertor 0.7.7
Html to Xhtml Convertor is a straight-forward Perl script to convert HTML pages into XHTML pages. more>>
Html to Xhtml Convertor is a straight-forward Perl script to convert HTML pages into XHTML pages.
It can process batches of files, convert Windows/Unix/Mac line breaks, and deal with attribute minimization, quoting of attribute values, and more.
Installation:
To install, simply run the following command as root: make install
Alternatively, simply move the htx file to wherever you would like. The command above installs it to /usr/local/bin/
Usage:
Use the following command to get usage information after installing:
htx --help
or if the htx file is in the current directory, try:
./htx --help
Example use:
htx --dos --verbose index.html index2.html
That will take a file with DOS line breaks, index.html, convert it
to XHTML as best it can and save the result as index2.html
Version restrictions:
- oes not check for closing < /p >, < /li > or other block-level tags.
- Assumes there are no < or > which are not part of tags, use < and >
- Does not distingish between block and inline tags.
Enhancements:
- Added the --tty option to dump output to STDOUT rather than a file
- Added detection of old ICRA data
- Improved handling of single quoted attribute values
- Removed updating of Pico version
- Fixed a typo with the years in the Changelog file
- Did a couple of very minor internal changes
<<lessIt can process batches of files, convert Windows/Unix/Mac line breaks, and deal with attribute minimization, quoting of attribute values, and more.
Installation:
To install, simply run the following command as root: make install
Alternatively, simply move the htx file to wherever you would like. The command above installs it to /usr/local/bin/
Usage:
Use the following command to get usage information after installing:
htx --help
or if the htx file is in the current directory, try:
./htx --help
Example use:
htx --dos --verbose index.html index2.html
That will take a file with DOS line breaks, index.html, convert it
to XHTML as best it can and save the result as index2.html
Version restrictions:
- oes not check for closing < /p >, < /li > or other block-level tags.
- Assumes there are no < or > which are not part of tags, use < and >
- Does not distingish between block and inline tags.
Enhancements:
- Added the --tty option to dump output to STDOUT rather than a file
- Added detection of old ICRA data
- Improved handling of single quoted attribute values
- Removed updating of Pico version
- Fixed a typo with the years in the Changelog file
- Did a couple of very minor internal changes
Download (0.010MB)
Added: 2005-08-06 License: GPL (GNU General Public License) Price:
1543 downloads
RTF to HTML convertor 3.6
The RTF to HTML convertor converts RTF files to HTML file. more>>
The RTF to HTML convertor converts RTF files (in Windows-1250 encoding) to HTML file (in ISO-8859-2 encoding).
Main features:
- Bullets
- Superscript and subscript look bad in html document.
- Subscript is transformed to number. Superscript is transformed to "[number]".
- Text: bold, italic and underline
- Footnotes
- Alignments: left, center and right. "Justify" alignment
- looks bad - program use left alignment. Centered text is greater.
- Tables
- Links: text "aaa@bbb.cz" and "http://www.aaaaaa.cz" convert
- to html links.
- Unicode: Commentary with the character
- name is added to the non ISO Latin2 characters. The program htm2htm will
- convert html with commentaries to the unicode.
- Rtf commands sa and sb.
- (sa>0) or (sb>0) New paragraph - "p" html command
- (sa=0) and (sb=0) New paragraph (left aligned text) "< br >"
Enhancements:
- Processing was fixed in the RTF commands "fldinst", "fldrslt", "plain", "bkmkstart", and "bkmend".
<<lessMain features:
- Bullets
- Superscript and subscript look bad in html document.
- Subscript is transformed to number. Superscript is transformed to "[number]".
- Text: bold, italic and underline
- Footnotes
- Alignments: left, center and right. "Justify" alignment
- looks bad - program use left alignment. Centered text is greater.
- Tables
- Links: text "aaa@bbb.cz" and "http://www.aaaaaa.cz" convert
- to html links.
- Unicode: Commentary with the character
- name is added to the non ISO Latin2 characters. The program htm2htm will
- convert html with commentaries to the unicode.
- Rtf commands sa and sb.
- (sa>0) or (sb>0) New paragraph - "p" html command
- (sa=0) and (sb=0) New paragraph (left aligned text) "< br >"
Enhancements:
- Processing was fixed in the RTF commands "fldinst", "fldrslt", "plain", "bkmkstart", and "bkmend".
Download (0.041MB)
Added: 2005-11-01 License: GPL (GNU General Public License) Price:
1456 downloads
Not A Commander 1.0-SNAP-051109
Not A Commander is an X11 file manager. more>>
Not A Commander is yet another file manager modeled after the Norton Commander. Good integration with the command line is the primary goal.
This project is using the technology of Natural Stupidity for development: first get something working at all, then gradually improve it. My primary targets are the features that I personally would use. The features that I wont use anyway are not planned to be implemented at all (though if someone would contribute an implementation I would gladly accept it - as long as it does not break any of the things that I use).
Build
Run `make. That should build all the binary parts. The X11 headers are required for build. You may need to modify the Makefile for peculiarities of your particular system (directory names, libraries etc.).
Installation
Run `make install. By default the `nac binary is instaled into /usr/local/bin and the rest of files is installed into /usr/local/lib/nac (which is referred further as "the NAC directory").
These directory names can be changed in the Makefile. If the configuration file nac.sysrc was present in the NAC directory before installation, it will be moved into nac.sysrc.old.
Configuration
The default configuration of NAC can be changed with rc files. There are two rc files:
per system - nac.sysrc in the NAC directory per user - .nacrc in the users home directory
These files are common Tcl scripts that can be used to change the tunable values. NAC first sets the built-in values, then loads the system-wide rc file (if present), then loads the users rc file (if present). Thus the system-wide script can examine the built-in values and modify them was neccessary, and the users script can do the same thing with the result
of the system-wide script.
Be careful with the syntax, in case of an error in the rc scripts NAC wont start.
The list of the supported tunables and their values can be found at the top of tune.tcl. For now (the alpha phase of development) its expected to be quite liquid and change between snapshot releases. Probably some sort of versioning will be added after it stabilizes.
The sample system rc file included in a release contains only one setting - the name of font to use (most probably you dont have the font "koi9x16" which is the built-in default).
The default initial size of the window is defined by panel dimensions, variables named set panel:filespercolumn (number of rows in panels), panel:ncolumns (number of columns in panels), panel:columnwidth (width of a column in dots). The internal xterm is automatically resized to fit these dimensions. Alternative size in pixels or xterm characters can be
selected with command line options.
Enhancements:
- Various bugs were fixed and workarounds were included for bugs in glibc and Tk.
<<lessThis project is using the technology of Natural Stupidity for development: first get something working at all, then gradually improve it. My primary targets are the features that I personally would use. The features that I wont use anyway are not planned to be implemented at all (though if someone would contribute an implementation I would gladly accept it - as long as it does not break any of the things that I use).
Build
Run `make. That should build all the binary parts. The X11 headers are required for build. You may need to modify the Makefile for peculiarities of your particular system (directory names, libraries etc.).
Installation
Run `make install. By default the `nac binary is instaled into /usr/local/bin and the rest of files is installed into /usr/local/lib/nac (which is referred further as "the NAC directory").
These directory names can be changed in the Makefile. If the configuration file nac.sysrc was present in the NAC directory before installation, it will be moved into nac.sysrc.old.
Configuration
The default configuration of NAC can be changed with rc files. There are two rc files:
per system - nac.sysrc in the NAC directory per user - .nacrc in the users home directory
These files are common Tcl scripts that can be used to change the tunable values. NAC first sets the built-in values, then loads the system-wide rc file (if present), then loads the users rc file (if present). Thus the system-wide script can examine the built-in values and modify them was neccessary, and the users script can do the same thing with the result
of the system-wide script.
Be careful with the syntax, in case of an error in the rc scripts NAC wont start.
The list of the supported tunables and their values can be found at the top of tune.tcl. For now (the alpha phase of development) its expected to be quite liquid and change between snapshot releases. Probably some sort of versioning will be added after it stabilizes.
The sample system rc file included in a release contains only one setting - the name of font to use (most probably you dont have the font "koi9x16" which is the built-in default).
The default initial size of the window is defined by panel dimensions, variables named set panel:filespercolumn (number of rows in panels), panel:ncolumns (number of columns in panels), panel:columnwidth (width of a column in dots). The internal xterm is automatically resized to fit these dimensions. Alternative size in pixels or xterm characters can be
selected with command line options.
Enhancements:
- Various bugs were fixed and workarounds were included for bugs in glibc and Tk.
Download (0.20MB)
Added: 2005-11-10 License: BSD License Price:
1445 downloads
C to C++ 1.4.0
C to C++ is a Python script that converts C code to C++ code. more>>
C to C++ is a Python script that converts C code to C++ code.
The main program is ctocpp.py that performs successive stages for converting C to C++. A script, ctocpp gives it as parameter to the python interpreter with options you add.
The archive also includes scripts that may help you:
- mover.py changes the location of a project.
- search.py performs searches and replacements.
- mkheader.py corrects a header file.
The C to C++ program with all the python sources is under the GNU GPL license,
that minds you may use it and distribute it freely, providing the copyright is unchanged.
See at the COPYING file for details. This doesnt mean GNU encourages you to convert your C sources to C++. In fact, most of the tools here included may help C programmers outside C++ conversion.
Installing:
Type:
./configure
./setup
mkdoc ...this will generate an html and info manuals.
<<lessThe main program is ctocpp.py that performs successive stages for converting C to C++. A script, ctocpp gives it as parameter to the python interpreter with options you add.
The archive also includes scripts that may help you:
- mover.py changes the location of a project.
- search.py performs searches and replacements.
- mkheader.py corrects a header file.
The C to C++ program with all the python sources is under the GNU GPL license,
that minds you may use it and distribute it freely, providing the copyright is unchanged.
See at the COPYING file for details. This doesnt mean GNU encourages you to convert your C sources to C++. In fact, most of the tools here included may help C programmers outside C++ conversion.
Installing:
Type:
./configure
./setup
mkdoc ...this will generate an html and info manuals.
Download (0.10MB)
Added: 2005-12-02 License: GPL (GNU General Public License) Price:
1423 downloads
Scriptol to binary Compiler
Scriptol to binary Compiler is a C++ native compiler. more>>
Scriptol to binary Compiler is a C++ native compiler.
Installation:
It is better to install Scriptol at root of a disk, for example:
c:scriptolc
Once the archive is extracted into the scriptolc directory, you have just to change to this directory to run the compiler.
To use the compiler at command line from any directory, you have to put the compiler into the path variable.
The setup script installs required file into sub-directories, or into the directory given as argument. Before to use the compiler, you have to read the licence, in the doc
directory: licence.html.
Usage:
Just type:
./solc mysource
Type "solc" only to list the options.
If your program is a multi-file project, the source given as parameter must be the main source file, the compiler will know dependencies from "include" statements and will build what is needed.
Exemples:
Type from the main scriptol directory:
./solc -bre demosfibo
Configuring:
By editing the solc.ini file, you may change the second pass compiler (you may have to rebuild the libsol library for this compiler), change the options of the compiler or add header files to include.
To add header files, just add "header=someheader.hpp" lines into the config file.
A xxx.cfg file may be written for each project main source beeing xxx, and if present, it overloads the solc.ini file.
<<lessInstallation:
It is better to install Scriptol at root of a disk, for example:
c:scriptolc
Once the archive is extracted into the scriptolc directory, you have just to change to this directory to run the compiler.
To use the compiler at command line from any directory, you have to put the compiler into the path variable.
The setup script installs required file into sub-directories, or into the directory given as argument. Before to use the compiler, you have to read the licence, in the doc
directory: licence.html.
Usage:
Just type:
./solc mysource
Type "solc" only to list the options.
If your program is a multi-file project, the source given as parameter must be the main source file, the compiler will know dependencies from "include" statements and will build what is needed.
Exemples:
Type from the main scriptol directory:
./solc -bre demosfibo
Configuring:
By editing the solc.ini file, you may change the second pass compiler (you may have to rebuild the libsol library for this compiler), change the options of the compiler or add header files to include.
To add header files, just add "header=someheader.hpp" lines into the config file.
A xxx.cfg file may be written for each project main source beeing xxx, and if present, it overloads the solc.ini file.
Added: 2005-12-02 License: Freeware Price:
1423 downloads
Scriptol to Php Compiler
Scriptol to Php Compiler is a scriptol program that may be interpreted by the Php interpreter. more>>
Scriptol to Php Compiler is a scriptol program that may be interpreted by the Php interpreter and it may be also compiled either to C++ or directly as an executable.
The Php interpreter is required by solp (download it at www.php.net or get it on the Scriptol CD).
Installation:
It is better to install Scriptol at root of a disk, for example:
/home/user/scriptolp
Once the archive is extracted into the scriptolp directory, you have just to go to this directory from the console to run the compiler.
To use the compiler at command line from any directory, you have to put the compilers into the path, in the usr directory for exemple, or any directory assigned to the path variable (see .bashrc or equivalent). You may also add the scriptol directory to list of paths. Before to use the compiler, you have to read the licence, in the doc directory: licence.html.
Usage:
Type the source of your program in a text editor and save it as mysource.sol or any other name with the sol extension.
Then just type:
./solp mysource
To know the compilers options, type solp without argument, at command line.
Examples:
Type from the main scriptol directory:
./solp demos/helloyou
<<lessThe Php interpreter is required by solp (download it at www.php.net or get it on the Scriptol CD).
Installation:
It is better to install Scriptol at root of a disk, for example:
/home/user/scriptolp
Once the archive is extracted into the scriptolp directory, you have just to go to this directory from the console to run the compiler.
To use the compiler at command line from any directory, you have to put the compilers into the path, in the usr directory for exemple, or any directory assigned to the path variable (see .bashrc or equivalent). You may also add the scriptol directory to list of paths. Before to use the compiler, you have to read the licence, in the doc directory: licence.html.
Usage:
Type the source of your program in a text editor and save it as mysource.sol or any other name with the sol extension.
Then just type:
./solp mysource
To know the compilers options, type solp without argument, at command line.
Examples:
Type from the main scriptol directory:
./solp demos/helloyou
Download (0.29MB)
Added: 2005-12-02 License: Freeware Price:
1421 downloads
Transfer to Media Device 0.8
Transfer to Media Device is a script for transferring selected playlist items to your iPod. more>>
Transfer to Media Device is a script that creates a new Playlist Right Click Menu item for transferring selected playlist items to your iPod via the Media Device Browser.
This script now also supports generic copy to operation for USB mass storage devices. Currently the script will prompt for a destination directory on first copy, in the future this setting will be saved in a configuration file.
This script works with amaroK 1.3beta3 and above.
Usage:
Run from the amaroK script manager. A new menu item will appear in the Playlist right mouse button menu.
Select files in the playlist and Right click -> Transfer to -> iPod for transfering to an iPod.
Select files in the playlist and Right click -> Transfer to -> USB Device for transfering to a USB device.
Enhancements:
- Add support for Creative Nomad Jukebox devices using the kionjb kioslave. Thanks to Ralf T for the patch.
<<lessThis script now also supports generic copy to operation for USB mass storage devices. Currently the script will prompt for a destination directory on first copy, in the future this setting will be saved in a configuration file.
This script works with amaroK 1.3beta3 and above.
Usage:
Run from the amaroK script manager. A new menu item will appear in the Playlist right mouse button menu.
Select files in the playlist and Right click -> Transfer to -> iPod for transfering to an iPod.
Select files in the playlist and Right click -> Transfer to -> USB Device for transfering to a USB device.
Enhancements:
- Add support for Creative Nomad Jukebox devices using the kionjb kioslave. Thanks to Ralf T for the patch.
Download (0.003MB)
Added: 2005-12-23 License: GPL (GNU General Public License) Price:
1409 downloads
A-Gen 0.1.2
A-Gen is a web album generator tool that generates static web pages from templates. more>>
A-Gen is a web album generator tool that generates static web pages from templates. Templates are just like normal HTML-files with some minor markup for the template processor. A-Gen project takes a template and a set of pictures and outputs a directory containing a web album consisting of static HTML pages.
With A-Gen you can create static web albums feasible for use directly from a directory. Therefore you are not bound to using a webserver (although you can of course put such an album into a directory served by a webserver).
As the album consists of static HTML files only, no further software is needed (apart from a browser of course). These albums should be so easy to use, you could even send one your mother-in-law without getting badly hurt (ok, depends on the contents of your album).
Main features:
- No special software required to view the albums (webbrowser only)
- Low performance requirements (as the albums are static HTML pages, serving can be done without much memory or processor power)
- Decent template system for creation of album themes (templates are based on HTML with a handful of simple template commands)
- standards conformance (depending on the template used, webalbums will comply with HTML or XHTML standards)
- fast (the software is written in C++ so creation of the albums does not depend on some heavy weight interpreter)
Enhancements:
- This release fixes compilation bugs with GCC 4.x (already done in the unreleased 0.1.1 version).
- It fixes dependency problems on Ubuntu and Debian unstable.
<<lessWith A-Gen you can create static web albums feasible for use directly from a directory. Therefore you are not bound to using a webserver (although you can of course put such an album into a directory served by a webserver).
As the album consists of static HTML files only, no further software is needed (apart from a browser of course). These albums should be so easy to use, you could even send one your mother-in-law without getting badly hurt (ok, depends on the contents of your album).
Main features:
- No special software required to view the albums (webbrowser only)
- Low performance requirements (as the albums are static HTML pages, serving can be done without much memory or processor power)
- Decent template system for creation of album themes (templates are based on HTML with a handful of simple template commands)
- standards conformance (depending on the template used, webalbums will comply with HTML or XHTML standards)
- fast (the software is written in C++ so creation of the albums does not depend on some heavy weight interpreter)
Enhancements:
- This release fixes compilation bugs with GCC 4.x (already done in the unreleased 0.1.1 version).
- It fixes dependency problems on Ubuntu and Debian unstable.
Download (0.061MB)
Added: 2005-12-22 License: BSD License Price:
1405 downloads
Add Podcast to amaroK 1.0
Add Podcast to amaroK is a script that allow you to add Podcasts to amaroK with just 3 clicks. more>>
This script is adding a new action item to Konqueror, this will allow you to add Podcasts to amaroK with just 3 clicks.
The item is adding the selected URL to amaroKs Podcast database.
Note that the script is not very dynamic. It will not be able to recognize PHP based Podcasts if its not having the correct mimetype (RDF/RSS/XML).
<<lessThe item is adding the selected URL to amaroKs Podcast database.
Note that the script is not very dynamic. It will not be able to recognize PHP based Podcasts if its not having the correct mimetype (RDF/RSS/XML).
Download (0.008MB)
Added: 2005-12-29 License: GPL (GNU General Public License) Price:
1397 downloads
Send to Coppermine 1.0
Send to Coppermine is a service menu for send a jpeg/gif/png file to a Coppermine gallery install. more>>
Send to Coppermine is a service menu for send a jpeg/gif/png file to a Coppermine gallery install.
The add-on has been tested on Fedora core 2 and 3 (should work with FC4)
PNG and GIF support depends on your coppermine settings.
You can add keywords and description for the image while uploading.
This add-on requires the Coppermine API which we have already released.
The attached tarball contains a copy of API and two other files needed.
Installation:
1. Untar the attached tarball.
2. Copy the api folder to your coppermines root directory.
3. Copy kdesh to your home directory.
4. Copy Send2Coppermine.desktop to your/home/.kde/share/apps/konqueror/servicemenus (create servicemenus folder if not already there)
5. Now open kdesh in your favourite editor and modify the values of aid, username, password and URL to your coppermine installation.
Currently, the album id where photo is uploaded needs to be hardcoded in this file. The future version may allow choose album for each picture.
<<lessThe add-on has been tested on Fedora core 2 and 3 (should work with FC4)
PNG and GIF support depends on your coppermine settings.
You can add keywords and description for the image while uploading.
This add-on requires the Coppermine API which we have already released.
The attached tarball contains a copy of API and two other files needed.
Installation:
1. Untar the attached tarball.
2. Copy the api folder to your coppermines root directory.
3. Copy kdesh to your home directory.
4. Copy Send2Coppermine.desktop to your/home/.kde/share/apps/konqueror/servicemenus (create servicemenus folder if not already there)
5. Now open kdesh in your favourite editor and modify the values of aid, username, password and URL to your coppermine installation.
Currently, the album id where photo is uploaded needs to be hardcoded in this file. The future version may allow choose album for each picture.
Download (0.012MB)
Added: 2006-01-04 License: GPL (GNU General Public License) Price:
1390 downloads
A Jacks Game 1.0
A Jacks Game is a real-time game that runs in a Web browser using the AJAX technology. more>>
A Jacks Game is a real-time game that runs in a Web browser using the AJAX (Asynchronous JavaScript and XML) technology.
Multiple users can login in A Jacks Game to explore a common map and earn a common currency as their score.
A Jacks Game is free software released under GNU/GPL Open Source License.
<<lessMultiple users can login in A Jacks Game to explore a common map and earn a common currency as their score.
A Jacks Game is free software released under GNU/GPL Open Source License.
Download (0.014MB)
Added: 2006-01-05 License: GPL (GNU General Public License) Price:
1389 downloads
OO Text To Speech 0.1
OO Text To Speech is a text-to speech macro for OpenOffice.org. more>>
OO Text To Speech is a text-to speech macro for OpenOffice.org.
Its a syllable analyzer: using a reading motor, it reads a document and translates it into a vocal message.
About OpenOffice
OpenOffice.org is a multiplatform and multilingual office suite and an open-source project. Compatible with all other major office suites, the product is free to download, use, and distribute.
It is an international office suite that will run on all major platforms and provide access to all functionality and data through open-component based APIs and an XML- based file format.
<<lessIts a syllable analyzer: using a reading motor, it reads a document and translates it into a vocal message.
About OpenOffice
OpenOffice.org is a multiplatform and multilingual office suite and an open-source project. Compatible with all other major office suites, the product is free to download, use, and distribute.
It is an international office suite that will run on all major platforms and provide access to all functionality and data through open-component based APIs and an XML- based file format.
Download (4.8MB)
Added: 2006-03-01 License: GPL (GNU General Public License) Price:
1347 downloads
A Sudoku Solver in C 1.11
A Sudoku Solver in C is a console-based Linux program, written in C language, that solves Su Doku puzzles using deductive logic. more>>
A Sudoku Solver in C is a console-based Linux program, written in C language, that solves Su Doku puzzles using deductive logic. It will only resort to trial-and-error and backtracking approaches upon exhausting its deductive moves.
Puzzles must be of the standard 9x9 variety using the (ASCII) characters 1 through 9 for the puzzle symbols. Puzzles should be submitted as 81 character strings which, when read left-to-right will fill a 9x9 Sudoku grid from left-to-right and top-to-bottom. In the puzzle specification, the characters 1 - 9 represent the puzzle givens or clues. Any other non-blank character represents an unsolved cell.
The puzzle solving algorithm is home grown. I did not borrow any of the usual techniques from the literature, e.g. Donald Knuths "Dancing Links." Instead I rolled my own from scratch as a personal challenge. As such, its performance can only be blamed on yours truly. Still, I feel it is quite fast. On a 333 MHz Pentium II Linux box it solves typical medium force puzzles in approximately 800 microseconds or about 1,200 puzzles per second, give or take. On an Athlon XP 3000 it solves about 6,600 puzzles per sec. (Solving time is dependent upon degree of difficulty, so YMMV.)
Description of Algorithm:
The puzzle algorithm initially assumes every unsolved cell can assume every possible value. It then uses the placement of the givens to refine the choices available to each cell. I call this the markup phase.
After markup completes, the algorithm then looks for singleton cells with values that, due to constraints imposed by the row, column, or 3x3 region, may only assume one possible value. Once these cells are assigned values, the algorithm returns to the markup phase to apply these changes to the remaining candidate solutions. The markup/singleton phases alternate until either no more changes occur, or the puzzle is solved. I call the markup/singleton elimination loop the Simple Solver because in a large percentage of cases it solves the puzzle.
If the simple solver portion of the algorithm doesnt produce a solution, then more advanced deductive rules are applied.
Ive implemented two additional rules as part of the deductive puzzle solver. The first is subset elimination wherein a row/column/region is scanned for X number of cells with X number of matching candidate solutions. If such subsets (or tuples) are found in the row, column, or region, then the candidates values from the subset may be eliminated from all other unsolved cells within the row, column, or region, respectively.
The next deductive rule examines each region looking for candidate values that exclusively align themselves along a single row or column, i.e. a vector. If such candidate values are found, then they may be eliminated from the cells outside of the region that are part of the aligned row or column.
Note that each of the advanced deductive rules calls all preceeding rules, in order, if that advanced rule has effected a change in puzzle markup.
Finally, if no solution is found after iteratively applying all deductive rules, then we begin trial-and-error using recursion for backtracking. A working copy is created from our puzzle, and using this copy the first cell with the smallest number of candidate solutions is chosen. One of the solutions values is assigned to that cell, and the solver algorithm is called using this working copy as its starting point. Eventually, either a solution, or an impasse is reached.
If we reach an impasse, the recursion unwinds and the next trial solution is attempted. If a solution is found (at any point) the values for the solution are added to a list. Again, so long as we are examining all possibilities, the recursion unwinds so that the next trial may be attempted. It is in this manner that we enumerate puzzles with multiple solutions.
Note that it is certainly possible to add to the list of applied deductive rules. The techniques known as "X-Wing" and "Swordfish" come to mind. On the other hand, adding these additional rules will, in all likelihood, slow the solver down by adding to the computational burden while producing very few results. Ive seen the law of diminishing returns even in some of the existing rules, e.g. in subset elimination I only look at two and three valued subsets because taking it any further than that degraded performance.
Enhancements:
- Code optimization has resulted in a 30% increase in speed.
<<lessPuzzles must be of the standard 9x9 variety using the (ASCII) characters 1 through 9 for the puzzle symbols. Puzzles should be submitted as 81 character strings which, when read left-to-right will fill a 9x9 Sudoku grid from left-to-right and top-to-bottom. In the puzzle specification, the characters 1 - 9 represent the puzzle givens or clues. Any other non-blank character represents an unsolved cell.
The puzzle solving algorithm is home grown. I did not borrow any of the usual techniques from the literature, e.g. Donald Knuths "Dancing Links." Instead I rolled my own from scratch as a personal challenge. As such, its performance can only be blamed on yours truly. Still, I feel it is quite fast. On a 333 MHz Pentium II Linux box it solves typical medium force puzzles in approximately 800 microseconds or about 1,200 puzzles per second, give or take. On an Athlon XP 3000 it solves about 6,600 puzzles per sec. (Solving time is dependent upon degree of difficulty, so YMMV.)
Description of Algorithm:
The puzzle algorithm initially assumes every unsolved cell can assume every possible value. It then uses the placement of the givens to refine the choices available to each cell. I call this the markup phase.
After markup completes, the algorithm then looks for singleton cells with values that, due to constraints imposed by the row, column, or 3x3 region, may only assume one possible value. Once these cells are assigned values, the algorithm returns to the markup phase to apply these changes to the remaining candidate solutions. The markup/singleton phases alternate until either no more changes occur, or the puzzle is solved. I call the markup/singleton elimination loop the Simple Solver because in a large percentage of cases it solves the puzzle.
If the simple solver portion of the algorithm doesnt produce a solution, then more advanced deductive rules are applied.
Ive implemented two additional rules as part of the deductive puzzle solver. The first is subset elimination wherein a row/column/region is scanned for X number of cells with X number of matching candidate solutions. If such subsets (or tuples) are found in the row, column, or region, then the candidates values from the subset may be eliminated from all other unsolved cells within the row, column, or region, respectively.
The next deductive rule examines each region looking for candidate values that exclusively align themselves along a single row or column, i.e. a vector. If such candidate values are found, then they may be eliminated from the cells outside of the region that are part of the aligned row or column.
Note that each of the advanced deductive rules calls all preceeding rules, in order, if that advanced rule has effected a change in puzzle markup.
Finally, if no solution is found after iteratively applying all deductive rules, then we begin trial-and-error using recursion for backtracking. A working copy is created from our puzzle, and using this copy the first cell with the smallest number of candidate solutions is chosen. One of the solutions values is assigned to that cell, and the solver algorithm is called using this working copy as its starting point. Eventually, either a solution, or an impasse is reached.
If we reach an impasse, the recursion unwinds and the next trial solution is attempted. If a solution is found (at any point) the values for the solution are added to a list. Again, so long as we are examining all possibilities, the recursion unwinds so that the next trial may be attempted. It is in this manner that we enumerate puzzles with multiple solutions.
Note that it is certainly possible to add to the list of applied deductive rules. The techniques known as "X-Wing" and "Swordfish" come to mind. On the other hand, adding these additional rules will, in all likelihood, slow the solver down by adding to the computational burden while producing very few results. Ive seen the law of diminishing returns even in some of the existing rules, e.g. in subset elimination I only look at two and three valued subsets because taking it any further than that degraded performance.
Enhancements:
- Code optimization has resulted in a 30% increase in speed.
Download (0.025MB)
Added: 2006-03-27 License: GPL (GNU General Public License) Price:
1332 downloads
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