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ProGuard 3.9 / 4.0 Beta

ProGuard 3.9 / 4.0 Beta


ProGuard is a Java class file shrinker and obfuscator. more>>
ProGuard is a free Java class file shrinker, optimizer, and obfuscator. ProGuard project can detect and remove unused classes, fields, methods, and attributes. It can then optimize bytecode and remove unused instructions.
Finally, it can rename the remaining classes, fields, and methods using short meaningless names. The resulting jars are smaller and harder to reverse-engineer.
More compact jar files also means smaller storage requirements, faster transfer of applications across networks, faster loading, and smaller memory footprints.
ProGuards main advantage compared to other Java obfuscators is probably its compact template-based configuration. A few intuitive command line options or a simple configuration file are usually sufficient. For instance, the following configuration option preserves all applets in a jar:
-keep public class * extends java.applet.Applet
The user manual explains all available options and shows more examples of this powerful configuration style.
ProGuard is fast. It only takes seconds to process programs and libraries of several megabytes. The results section presents actual figures for a number of applications.
ProGuard is a command-line tool with an optional graphical user interface. It also comes with plugins for Ant and for the J2ME Wireless Toolkit.
ProGuard is a Java class file shrinker, optimizer, and obfuscator. The shrinking step detects and removes unused classes, fields, methods, and attributes. The optimization step analyzes and optimizes the bytecode of the methods. The obfuscation step renames the remaining classes, fields, and methods using short meaningless names. The resulting jars are smaller and harder to reverse-engineer.
ProGuard can also be used to list unused fields and methods in an application, and to print out the internal structure of class files.
ProGuard typically reads the input jars (or wars, ears, zips, or directories). It then shrinks, optimizes, and obfuscates them. It then writes the results to one or more output jars (or wars, ears, zips, or directories). The input jars can optionally contain resource files. ProGuard copies all non-class resource files from the input jars to the output jars. Their names and contents remain unchanged.
ProGuard requires the library jars (or wars, ears, zips, or directories) of the input jars to be specified. It can then reconstruct class hierarchies and other class dependencies, which are necessary for proper shrinking, optimization, and obfuscation. The library jars themselves always remain unchanged. You should still put them in the class path of your final application.
In order to determine which code has to be preserved and which code can be discarded or obfuscated, you have to specify one or more entry points to your code. These entry points are typically classes with main methods, applets, midlets, etc.
- In the shrinking step, ProGuard starts from these seeds and recursively determines which classes and class members are used. All other classes and class members are discarded.
- In the optimization step, ProGuard further optimizes the code. Among other optimizations, classes and methods that are not entry points can be made final, and some methods may be inlined.
- In the obfuscation step, ProGuard renames classes and class members that are not entry points. In this entire process, keeping the entry points ensures that they can still be accessed by their original names.
Any classes or class members of your code that are created or invoked dynamically (that is, by name) have to be specified as entry points too. It is generally impossible to determine these cases automatically, but ProGuard will offer some suggestions if keeping some classes or class members appears necessary. For proper results, you should at least be somewhat familiar with the code that you are processing.
ProGuard does handle Class.forName("SomeClass") and SomeClass.class constructs automatically. The referenced classes are preserved in the shrinking phase, and the string arguments are properly replaced in the obfuscation phase. With variable string arguments, it is generally impossible to determine their possible values (they might be read from a configuration file, for instance).
However, as mentioned, ProGuard will note constructs like "(SomeClass)Class.forName(variable).newInstance()". These might be an indication that the class or interface SomeClass and/or its implementations may need to be preserved. You can then adapt your configuration accordingly.
Whats New in 3.9 Stable Release:
- This release fixes a number of bugs.
- Notably, ".class" constructs compiled in Java 6 are now handled correctly.
- The optimization step now avoids a possible division by 0 and correctly processes local variables with indices larger than 255.
- The documentation and examples have been updated.
Whats New in 4.0 Beta Development Release:
- Added preverifier for Java 6 and Java Micro Edition, with new option -dontpreverify.
- Added new option -target to modify java version of processed class files.
- Made -keep options more orthogonal and flexible, with option modifiers allowshrinking, allowoptimization, and allowobfuscation.
- Added support for configuration by means of annotations.
- Improved shrinking of unused annotations.
- Added check on modification times of input and output, to avoid unnecessary processing, with new option -forceprocessing.
- Added new options -flattenpackagehierarchy and -repackageclasses (replacing -defaultpackage) to control obfuscation of packages names.
- Added new options -adaptresourcefilenames and -adaptresourcefilecontents, with file filters, to update resource files corresponding to obfuscated class names.
- Now respecting naming rule for nested class names (EnclosingClass$InnerClass) in obfuscation step, if InnerClasses attributes or EnclosingMethod attributes are being kept.
- Added new inter-procedural optimizations: method inlining and propagation of constant fields, constant arguments, and constant return values.
- Added optimized local variable allocation.
- Added over 250 new peephole optimizations.
- Improved making classes and class members public or protected.
- Now printing notes on suspiciously unkept classes in parameters of specified methods.
- Now printing notes for class names that dont seem to be fully qualified.
- Added support for uppercase filename extensions.
- Rewritten class file I/O code.
- Updated documentation and examples.
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Added: 2007-06-27 License: GPL (GNU General Public License) Price:
905 downloads
Ice Hockey Manager 0.3

Ice Hockey Manager 0.3


Ice Hockey Manager is a hockey simulator. more>>
Ice Hockey Manager is a hockey simulator which has the ultimate goal of creating a game that offers the most realistic simulation experience possible. Our focus is more on substance than style.
While we want the game to be intuitive, we arent looking to compete with the flashy 3D graphics you might see in games from EA or Sega. Theyve pretty much cornered the market when it comes to pretty graphics.
Were more interested in games that challenge your mind and not your hand-eye coordination. We plan to take hockey simulators (and perhaps sports simulators in general) to places theyve never gone before, The way we see it, the possibilities are limitless, much like real life hockey.
While IHM may not have photorealistic facial features for every player model in the NHL we do strive to create a game that really does make you feel like you are at the helm of your own hockey franchise.
We first started developing IHM in late 2001 and the development team consisted of two members, Bernhard von Gunten and Arik Dasen. The first real release of the game was version 0.1.1 in January of 2002. The game was playable but still very basic, more intended as a framework for future development. In July of 2002, version 0.1.2 was released with many updates to the game but after this release the project essentially went on hiatus until September/October of 2004.
Up until that time the project hadnt garnered much interest from the open source community, either the project was too localized to Swiss-style hockey or it perhaps just didnt get the exposure needed to get people to jump onboard, whatever the reason, IHM seemed to be more of a labor of love than a project that perpetuated itself. Fortunately, in October 2004, development kicked back into gear and all sorts of new and exciting features started to take shape. Some of these features include computer AI, multiplayer-support, trading/transfers, sponsoring/finances, full season/playoffs simulation, etc.
And the IHM team is currently working towards version 0.3, which has been dubbed a "Preview Release" to demonstrate a fully-operational playable game. Will this Preview Release set any kind of standard as far as hockey simulators are concerned? No, not yet. In fact, many elements within the game are still rather simplified, such as in-game simulation (which will begin development post-0.2), but we hope the Preview Release will compel other open source developers to help out with the project as there is still a lot to be done before IHM can be considered a complete game.
This website is intended to both introduce you to the game as well as to encourage you to participate and/or contribute to this project in some way. Whether you are a Java developer, a graphic artist, a beta tester, or something else entirely, we want to hear from you. IHM cant build itself, and while we have invested many hours into the games development we still have our limitations as to what we can achieve, both in time and resources. So if you think you can help out in some way, please let us know. Ideally, you should be a fan of hockey, but thats about the only prerequisite.
Main features:
- Game controller, based on a game calendar.
- Multiuser framework
- League framework (Swiss style leagues implemented, including playoffs and relegations).
- Teams, with statistics and informations.
- Players with attributes, statistics, contracts and informations.
- Simulated matches with generated plays and "radio" output.
- Training
- Injuries
- Contracts framework
- Sponsoring framework, based on contracts
- Financial framework
- Real Impacts (on teams & players)
- Transfers (Swiss style)
- Infrastructure framework (Arena implemented)
- Prospects
- Assistants
- and more ...
Technical stuff:
- Written in 100% pure Java
- Running under Linux and Windows and every other Java 1.5 platform
- Swing GUI
- More than 200 java classes
- More than 30000 lines of code
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Added: 2006-02-08 License: GPL (GNU General Public License) Price:
1365 downloads
IceHockey Manager 0.3

IceHockey Manager 0.3


Ice Hockey Manager project is a hockey franchise management and simulation game. more>>
Ice Hockey Manager project is a hockey franchise management and simulation game.
Ice Hockey Manager (IHM) is a hockey franchise management and simulation game. It features a highly realistic in-game play-by-play simulation engine, simulates full regular seasons and playoffs, has completely customizable gameplay (edit teams, players, settings), and much more.
Currently, the game focuses on the Swiss Leagues, but there are plans for an NHL add-on pack in the very near future.
Main features:
Incomplete list of implemented game features today:
- Game controller, based on a game calendar.
- Multiuser framework
- League framework (Swiss style leagues implemented, including playoffs and relegations).
- Teams, with statistics and informations.
- Players with attributes, statistics, contracts and informations.
- Simulated matches with generated plays and "radio" output.
- Training
- Injuries
- Contracts framework
- Sponsoring framework, based on contracts
- Financial framework
- Real Impacts (on teams & players)
- Transfers (Swiss style)
- Infrastructure framework (Arena implemented)
- Prospects
- Assistants
- and more ...
Technical stuff:
- Written in 100% pure Java
- Running under Linux and Windows and every other Java 1.5 platform
- Swing GUI
- More than 200 java classes
- More than 30000 lines of code
Enhancements:
General:
- IHM is now able to support multiple match engines and match presentations
- A lot of small changes
Game:
- Improved sponsoring (sponsors xml, new types and negotiations)
- Improved infrastructure (better support of multiple infrastructures, condition lowers)
- Improved arena infrastructure (created arena categories with seats, comfort & conditions)
- Improved accounting/bookings
GUI:
- Improved panel for sponsoring
- Created panel for arena infrastructure, including arena categories dialog
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Added: 2006-11-21 License: GPL (GNU General Public License) Price:
1085 downloads
Paradise 2000 Netrek Client RC5

Paradise 2000 Netrek Client RC5


Paradise 2000 represents my bend of the Paradise Netrek client. more>>
Paradise 2000 represents my bend of the Paradise Netrek client. Paradise 2000 Netrek Client is not a fork, because that would imply parallel development, but no one else has done anything with the client since about five years ago.
Paradise 2000 is in fact one of the most, if not the most, actively developed Netrek clients available today. It is for Linux (and FreeBSD) only, and is not open source*. Dont let the Paradise name fool you, it works just fine on standard bronco servers. Nobody has even played a game of Paradise Netrek for years!
The biggest new feature of the client, not found in any other, is the sound system. While the old Paradise client, Ted Turner, COW, and COW ports (Netrek1999,2000) have a simple sound effect system, its crap. Especially the one used by COW. The Paradise/Ted Turner one is better, and is partially written by me, though you wouldnt know that*.
The Paradise 2000 sound system has psychoacoustic stereo effects that place sounds based on where they happen. If someone on the left blows up, you can tell they are on the left just from the sound. The newest version of Paradise-2000 has a sound system with speech output using IBMs ViaVoice TTS. If a teammate sends a carrying message, the client will actually say something like, "F one carrying five to org."
Main features:
- See weapons on galactic map
- Auto-rotate galaxy to put playing teams on left side
- Dashboard timer to show repair or refit time remaining
- See the army count for the planet your are orbiting
- Remap your keys via the help window. Just push the key you want over the name of the function you want to assign to it.
- Use the same key for both bombing armies and picking armies. The client can tell by context with one would make sense.
- You can set configuration options to different values for different server types.
- Double buffering support for graphics. When turned on, eliminates flicker. Very useful for LCD monitors.
- Extensive support for enhanced observer mode:
- See all players tractors and pressors while observing.
- You can lock onto a cloaked player and observe them.
- All your ship stats will reflect the player you are observing. Even torps out, kills, and army capacity.
- Your ship and player letter dont get drawn on top of the player you are observings ship and letter.
- Observers wont have stats shown in your player list, cluttering it up unnecessarily..
- Stereo sound effects!
- Highly configurable speech synthesis!
- Option to omit the team letter of ships on the galactic. Just show 0 instead of F0, since you can tell the team by the color of the letter.
- Game score on hockey servers calculated and put on the galactic for easy reference.
- Cool looking streaking background stars when transwarping on Bronco servers.
- Flags on the dashboard gauges indicating the fuel/shields/hull needed to refit or transwarp.
- Single key transwarp on Bronco servers. Push - to automatically lock onto your base and warp to it!
- 19FLAGS protocol enhancement. Reduces messed up flags from packetloss. Hockey players, this will eliminate stuck tractors and pressors.
- Works with WindowMaker. Window manager delete buttons work.
- Hockey bug fix, puck doesnt cloak at warp 15 or 31.
- Support for short packets 2. Reduces bandwidth and improves playability with packetloss.
- Supports SBHOURS feature, see how many base hours someone has.
- Shrink phasers, like BRMH.
- Support for wheel mice. The wheel will scroll the message windows, and can be bound to actions like other mouse buttons.
- Re-enter the game after dying by pushing the spacebar, instead of clicking on the right team window. Faster and prevents selecting the wrong team on accident in 4v4 hockey games.
- 32 position ship bitmaps. Your ship rotations will look smoother.
- Small red circle around ship shows det radius.
- Tic marks to show exact ship heading.
- Arrow on puck to indicate direction.
- ID of player you are tractoring displayed next to your ship.
- Configure what columns are in the player list, both the one-column and two-column list. You can also change the width of the each field, so show fewer digits for instance.
- UDP portswap option that lets the client work through NAT firewalls, like Linux IP_MASQ, without a special module.
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Download (0.97MB)
Added: 2006-07-12 License: GPL (GNU General Public License) Price:
1207 downloads
Generator 0.35

Generator 0.35


Generator project is a Sega Genesis (MegaDrive) emulator. more>>
Generator project is a Sega Genesis (MegaDrive) emulator.
Generator is a portable Sega Genesis (Mega Drive) emulator with gtk/SDL, SVGAlib and Tcl/Tk user interfaces.
It features its own unique portable 68000 core processor emulation enhanced by recompilation techniques.
Enhancements:
- [CORE] Support for Genecyst patch files / Game Genie
- [CORE] Support for AVI uncompressed and MJPEG output
- [68000] Re-added busy wait removal that got lost
- [SOUND] Added configurable single-pole low-pass filter
- [CORE] Added autoconf/automake version checks
- [VDP] Fix FIFO busy flag (Nicholas Van Veen)
- [SOUND] Various further endian improvements from Bastien Nocera
- and andi@fischlustig.de (Debian)
- [SOUND] Various BSD compatibility improvements from
- Alistair Crooks and Michael Core (NetBSD)
- [UI] SDL Joystick support from Matthew N. Dodd (FreeBSD)
- [68000] Do pre-decrement with two reads (Steve Snake)
- [68000] Make TAS not write (Steve Snake) fixes Gargoyles, Ex Mutant
- [68000] Re-write ABCD,etc based on info from Bart Trzynadlowski
- [68000] Implement missing BTST op-code (fixes NHL Hockey 94)
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Download (0.45MB)
Added: 2006-11-07 License: GPL (GNU General Public License) Price:
1094 downloads
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