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spConfig 0.1.3

spConfig 0.1.3


spConfig is a C library for parsing configuration files with a syntax similar to XML. more>>
spConfig is a C library made for parsing configuration files with a syntax similar to XML.
spConfig is a configuration file parsing library intended to allow one to add configuration file functionality to an application with relative ease. Configuration files use an XML-like syntax with some additional preprocessor-style commands.
Installation:
unpack the archive, cd to spconfig-0.1.3
./configure
make
make install
After installation, youll need to run ldconfig before you start linking to it. You probably need to be root to run it.
Enhancements:
- new build system
- [else] directive
- bugfixes
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Download (0.057MB)
Added: 2006-03-22 License: BSD License Price:
1313 downloads
CinePaint 0.22.1

CinePaint 0.22.1


CinePaint is painting and retouching software primarily used for motion picture. more>>
CinePaint is painting and retouching software primarily used for motion picture frame-by-frame retouching and dust-busting. CinePaint has been used on many feature films, including THE LAST SAMURAI where it was used to add flying arrows.

CinePaint is different from other painting tools because it supports deep color depth image formats up to 32-bit per channel deep. For comparison, GIMP is limited to 8-bit, and Photoshop to 16-bit.

CinePaint is free open source software. The generosity and commitment of its developers, users and sponsors make CinePaint possible.

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Download (11.5MB)
Added: 2007-06-12 License: GPL (GNU General Public License) Price:
1823 downloads
FlightGear 0.9.10

FlightGear 0.9.10


FlightGear is a free flight simulator project. more>>
The FlightGear flight simulator project is an open-source, multi-platform, cooperative flight simulator development project. Source code for the entire project is available and licensed under the GNU General Public License.

The goal of the FlightGear project is to create a sophisticated flight simulator framework for use in research or academic environments, for the development and pursuit of other interesting flight simulation ideas, and as an end-user application. We are developing a sophisticated, open simulation framework that can be expanded and improved upon by anyone interested in contributing.

There are many exciting possibilities for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.

FlightGear is a free flight simulator project. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with.

The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. A big problem with these simulators is their proprietariness and lack of extensibility. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects; however, commercial simulators do not lend themselves to modification and enhancement. The Flight Gear project is striving to fill these gaps.

There are a wide range of people interested and participating in this project. This is truly a global effort with contributors from just about every continent. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators.

Flight Dynamics Models

With FlightGear it is possible to choose between three primary Flight Dynamics Models. It is possible to add new dynamics models or even interface to external "proprietary" flight dynamics models:

1. JSBSim: JSBSim is a generic, 6DoF flight dynamics model for simulating the motion of flight vehicles. It is written in C++. JSBSim can be run in a standalone mode for batch runs, or it can be the driver for a larger simulation program that includes a visuals subsystem (such as FlightGear.) In both cases, aircraft are modeled in an XML configuration file, where the mass properties, aerodynamic and flight control properties are all defined.

2. YASim: This FDM is an integrated part of FlightGear and uses a different approach than JSBSim by simulating the effect of the airflow on the different parts of an aircraft. The advantage of this approach is that it is possible to perform the simulation based on geometry and mass information combined with more commonly available performance numbers for an aircraft. This allows for quickly constructing a plausibly behaving aircraft that matches published performance numbers without requiring all the traditional aerodynamic test data.

3. UIUC: This FDM is based on LaRCsim originally written by the NASA. UIUC extends the code by allowing aircraft configuration files instead and by adding code for simulation of aircraft under icing conditions.

UIUC (like JSBSim) uses lookup tables to retrieve the component aerodynamic force and moment coefficients for an aircraft... and then uses these coefficients to calculate the sum of the forces and moments acting on the aircraft.

Extensive and Accurate World Scenery Data Base

Over 20,000 real world airports included in the full scenery set.
Correct runway markings and placement, correct runway and approach lighting.
Taxiways available for many larger airports (even including the green center line lights when appropriate.)
Sloping runways (runways change elevation like they usually do in real life.)
Directional airport lighting that smoothly changes intensity as your relative view direction changes.
World scenery fits on 3 DVDs. (Im not sure thats a feature or a problem!) But it means we have pretty detailed coverage of the entire world.
Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.
Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.
Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.
Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.

Accurate and Detailed Sky Model

FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If its dawn in Sydney right now, its dawn in the sim right now when you locate yourself in virtual Sidney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.

Flexible and Open Aircraft Modeling System

FlightGear has the ability to model a wide variety of aircraft. Currently you can fly the 1903 Wright Flyer, strange flapping wing "ornithopters", a 747 and A320, various military jets, and several light singles. FlightGear has the ability to model those aircraft and just about everything in between.

FlightGear has extremely smooth and fluid instrument animation that updates at the same rate as your out-the-window view updates (i.e. as fast as your computer can crank, and not artificially limited and chunky like in some sims.)

FlightGear has the infrastructure to allow aircraft designers to build fully animated, fully operational, fully interactive 3d cockpits (which even update and display correctly from external chase plane views.)

FlightGear realistically models real world instrument behavior. Instruments that lag in real life, lag correctly in FlightGear, gyro drift is modeled correctly, the magnetic compass is subject to aircraft body forces -- all those things that make real world flying a challenge.

FlightGear also accurately models many instrument and system failures. If the vacuum system fails, the HSI gyros spin down slowly with a corresponding degradation in response as well as a slowly increasing bias/error.

Moderate Hardware Requirements

The intention of FlightGear is to look nice, but not at the expense of other aspects of a realistic simulator. Our focus is not on competing in the "game" market and not on the ultra-flashy graphic tricks.

The result is a simulator with moderate hardware requirements to run at smooth frame rates. You can be reasonably happy on a $500-1000 (USD) machine (possibly even less if you are careful) and dont necessarily need $3000 (USD) worth of new hardware like you do with the many of the newest games.

That said, the more hardware you throw at FlightGear, the better it looks and runs, so dont feel like you have to chuck your expensive new hardware if you just purchased it. :-)

Internal Properties EXPOSED!

FlightGear allows users and aircraft designers access to a very large number of internal state variables via numerous internal and external access mechanisms. These state variables are organized into a convenient hierarchal "property" tree.

Using the properties tree it is possible to monitor just about any internal state variable in FlightGear. Its possible to remotely control FlightGear from an external script. You can create model animations, sound effects, instrument animations and network protocols for about any situation imaginable just by editing a small number of human readable configuration files. This is a powerful system that makes FlightGear immensely flexible, configurable, and adaptable.

Networking options

A number of networking options allow FlightGear to communicate with other instances of FlightGear, GPS receivers, external flight dynamics modules, external autopilot or control modules, as well as other software such as the Open Glass Cockpit project and the Atlas mapping utility.

A generic input/output option allows for a user defined output protocol to a file, serial port or network client.

A multi player protocol is available for using FlightGear on a local network in a multi aircraft environment, for example to practice formation flight or for tower simulation purposes.

The powerful network options make it possible to synchronize several instances of FlightGear allowing for a multi-display, or even a cave environment. If all instances are running at the same frame rate consistently, it is possible to get extremely good and tight synchronization between displays.

Flight Gear and its source code have intentionally been kept open, available, and free. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. Contrast this with the traditional approach of commercial software vendors, who are limited by the collective ability of the people they can hire and pay. Our approach brings its own unique challenges and difficulties, but we are confident (and other similarly structured projects have demonstrated) that in the long run we can outclass the commercial "competition."

Contributing to Flight Gear can be educational and a lot of fun. A long time developer, Curtis Olson, had this to say about working on Flight Gear:

Personally, Flight Gear has been a great learning experience for me. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. If for no other reason, this alone makes it all worth while.
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Download (2.0MB)
Added: 2006-04-07 License: GPL (GNU General Public License) Price:
1533 downloads
fping 2.4b2

fping 2.4b2


fping is a ping like program which uses the Internet Control Message Protocol (ICMP) echo request to determine if a host is up. more>>
fping is a ping like program which uses the Internet Control Message Protocol (ICMP) echo request to determine if a host is up. fping is different from ping in that you can specify any number of hosts on the command line, or specify a file containing the lists of hosts to ping.

Instead of trying one host until it timeouts or replies, fping will send out a ping packet and move on to the next host in a round-robin fashion.

If a host replies, it is noted and removed from the list of hosts to check. If a host does not respond within a certain time limit and/or retry limit it will be considered unreachable.

Unlike ping, fping is meant to be used in scripts and its output is easy to parse.

Problem and Issues:

With a large a number of IP addresses in use, its becomes more and more time consuming to check on which IP addresses are actively in use, and which critical machines (routers, bridges, servers, etc) are reachable. One example is we have a program which goes through all of our routers arp caches looking for IP addresses that are in use. After finding a list of IP addresses that arent in any arp caches fping can then be used to see if these IP addresses really arent being used, or are just behind the routers. Checking 2500 hosts (99% of which are unreachable) via ping can take hours.

fping was written to solve the problem of pinging N number of hosts in an efficient manner. By sending out pings in a round-robin fashion and checking on responses as they come in at random, a large number of hosts can be checked at once.

Unlike ping, fping is meant to be used in scripts and its output is easy to parse.
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Download (0.059MB)
Added: 2006-03-10 License: GPL (GNU General Public License) Price:
1347 downloads
Sound Studio 1.0.6

Sound Studio 1.0.6


Sound Studio is a Sound Editing Tool. more>>
Sound Studio is a Tcl/Tk application written by Paul Sharpe as his third year individual project, for which he received the Microsoft Prize for Software Engineering. It was subsequently improved by Robin Whitehead.

It enables recording, playback and simple cut & paste editing of sound files of diverse formats on a PC equipped with a soundcard and the OSS (formally VoxWare) sound drivers.

It uses Lance Norskogs Sox for format conversion; the version weve used is bundled together with this software in its entirety to prevent incompatibility problems, although you should try it with your own sox if you have a more recent one.

Sound Studio is now "finished", but no doubt there are loads of bugs still to be found and features to be added.
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Download (0.64MB)
Added: 2005-08-24 License: GPL (GNU General Public License) Price:
1584 downloads
Aranha server monitor 0.1.0

Aranha server monitor 0.1.0


Aranha server monitor is an application using rrdtool and XML-RPC to monitor servers with a XUL GUI. more>>
Aranha is an application that uses an XML-RPC layer to retrieve information from one or more servers. The type of information gathered is implemented via plugins, and can be displayed or archived in several different ways.

The data is gathered in Round Robin Databases (integrated with rrdtool) and can be accessed using a XUL interface available from the system. Plugins are very easy to write.

Configuration

To configure this module, either pass specific configuration values to
Makefile.PL like this:

perl Makefile.PL CONFIG_VAR="config val"
or
edit the %DEFAULTS variable on the toplevel Makefile.PL

Installation

To install this module type the following:

perl Makefile.PL
make
make test
make install

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Download (0.080MB)
Added: 2005-04-12 License: GPL (GNU General Public License) Price:
1656 downloads
XPenguins 2.2

XPenguins 2.2


Xpenguins makes cute little penguins fall from the top of your screen and walk on the top of your windows under X11. more>>
Ever wanted cute little penguins walking along the tops of your windows? Ever wanted to send an army of cute little penguins to invade the screen of someone else on your network? Probably not, but why not try this program out anyway - its free (licensed under the GNU GPL).
Xpenguins makes cute little penguins fall from the top of your screen and walk on the top of your windows under X11.
You need something that runs the X Window System (Linux, Unix etc), and have the ubiquitous XPM library installed.
Enhancements:
- The squish option: kill toons with your mouse!
- The themes Bill (images from XBill) and Big Penguins.
- The ability to run several themes simultaneously.
- Redraws erased desktop icons.
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Download (0.22MB)
Added: 2005-09-05 License: GPL (GNU General Public License) Price:
1511 downloads
XML::SAX::Writer 0.50

XML::SAX::Writer 0.50


XML::SAX::Writer is a Perl module with SAX2 Writer. more>>
XML::SAX::Writer is a Perl module with SAX2 Writer.

SYNOPSIS

use XML::SAX::Writer;
use XML::SAX::SomeDriver;

my $w = XML::SAX::Writer->new;
my $d = XML::SAX::SomeDriver->new(Handler => $w);

$d->parse(some options...);

Why yet another XML Writer ?

A new XML Writer was needed to match the SAX2 effort because quite naturally no existing writer understood SAX2. My first intention had been to start patching XML::Handler::YAWriter as it had previously been my favourite writer in the SAX1 world.

However the more I patched it the more I realised that what I thought was going to be a simple patch (mostly adding a few event handlers and changing the attribute syntax) was turning out to be a rewrite due to various ideas Id been collecting along the way. Besides, I couldnt find a way to elegantly make it work with SAX2 without breaking the SAX1 compatibility which people are probably still using. There are of course ways to do that, but most require user interaction which is something I wanted to avoid.

So in the end there was a new writer. I think its in fact better this way as it helps keep SAX1 and SAX2 separated.

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Download (0.012MB)
Added: 2006-09-21 License: Perl Artistic License Price:
1128 downloads
Games::Tournament::RoundRobin 0.01

Games::Tournament::RoundRobin 0.01


Games::Tournament::RoundRobin is a Perl module for Round-Robin Tournament Schedule Pairings. more>>
Games::Tournament::RoundRobin is a Perl module for Round-Robin Tournament Schedule Pairings.

SYNOPSIS

$schedule = Games::Tournament::RoundRobin->new;

$pairings = $schedule->indexesInRound($roundm);
$round = $schedule->meeting($member1, [$member2, $member3]);
...

Every member of a league of 2n players can be paired with every other member in 2n-1 rounds.

If the league members are (Inf, 1 .. 2n-1), then in round i, i can be paired with Inf, and a can meet b, where a+b = 2i (mod 2n-1).

METHODS

new

Games::Tournament::RoundRobin->new( v => 5, league => [Ha, Be, He])
Games::Tournament::RoundRobin->new( league => {A => $a, B => $b, C => $c})
where v (optional) is the number of league members, and league (optional) is a list (or a hash) reference to the individual unique league members. One of v, or league (which takes precedence) is necessary, and if league is not given, the members are identified by the numbers 0 .. n-1.

If the league is a list (or hash) of n objects, they should be instances of a class that overloads both string quoting with a name method and arithmetical operations with an index method. The index method, called on the n objects in order, should return the n numbers, 0 .. n-1, and in that order if they are presented as an array. If they are presented as a hash, the hash is stored internally as an array and the keys are discarded.

If the league is a list of strings or numbers, indexes are constructed for the values on the basis of their positions in the list, and if a hash of strings or numbers, on the basis of the lexicographic order of their keys. Each string is expected to be unique.
If n is odd, an additional n-1, Bye or object (a Games::League::Member object, by default) member, depending on the type of the first member in the league, is added at the end and n is increased by 1.
indexesInRound

$schedule->indexesInRound($m)

Returns an array reference of the pairings in round $m. This method is useful if you are using numbers to represent your league members. It is not so useful if you are using strings or objects and you dont know their index numbers. Positions in the array represent members. The values represent their partners. Each member is thus represented twice.

roundsInTournament

$t = $schedule-> roundsInTournament;
$round1 = $t[0];
$inRound1FourthWith = $t->[0]->[3];
$inLastRoundLastWith = $$t[-1][-1];

Returns, as a reference to an array of arrays, the pairings in all rounds of the tournament. This method is useful if you are using the algorithm indexes.
partner

$schedule->partner($member, $m)

Returns the partner of $member in round $m.

membersInRound

$schedule->membersInRound($m)

Returns an hash reference of the pairings in round $m. This method is useful if you are using strings or objects. Keys in the hash represent league members. If the league members are objects, their names are used as keys. If 2 names are the same, the names are changed to $name.1, $name.2 etc. The values are their partners. Each player is thus represented twice.

memberSchedule

$schedule->memberSchedule($member)

Returns, as an array reference, the partners who $member is matched with in the order in which they meet, ie round by round.

meeting

$schedule->meeting($member,$partner)

Returns the rounds (TODO and the venue) at which $member meets $partner.

meetings

$schedule->meetings($member1,[$member2,$member3,...])

Returns, as an array reference, the rounds (TODO and the venue) at which $member1 meets $member2, $member3, ...

index

$schedule->index($member)

Returns $members index, the number which is used to pair it with other members. The index is the position, 0..n-1, of the $member in the league argument to the constructor (if an array) or the constructed array (if a hash.)
If $member is not a member of the array, or is itself an index, undef is returned.

member

$schedule->member($index)
$schedule->member($name)
$bye = $schedule->member( $schedule->size-1 )

Returns the member represented by $index, a number which ranges from 0..n-1, or by $name, a string. If there is no such member, undef is returned.

partners

$schedule->partners($index)
$schedule->partners($name)

Returns an array reference of all the partners of the $indexed or $named member, in index order, or the order in the league argument.

realPartners

$schedule->realPartners($index)

Returns an array reference of all the partners of the $indexed member, excluding the Bye member. Dont use this if you have no Bye member, as it just leaves off the last member.

size

$schedule->size

Returns the number of members in the round robin. Sometimes this may not be the same as the number of league members specified, because the array of league members takes precedence if supplied, and a bye is added if the number is odd.

rounds

$schedule->rounds

Returns the number of rounds in the round robin. This equals the number of league members, minus 1.

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Download (0.010MB)
Added: 2007-01-05 License: Perl Artistic License Price:
1024 downloads
CSS::SAC::LexicalUnit 0.06

CSS::SAC::LexicalUnit 0.06


CSS::SAC::LexicalUnit is a Perl module that contains SAC units. more>>
CSS::SAC::LexicalUnit is a Perl module that contains SAC units.
SYNOPSIS
use CSS::SAC::LexicalUnit qw(:constants);
foo if $lu->is_type(LU_TYPE_CONSTANT);
In the SAC spec, LexicalUnit is a linked list, that is, you only ever hold one LexicalUnit, and you ask for the next of for the previous one when you want to move on.
Such a model seems awkward, though Im sure it makes sense somehow in Java, likely for a Java-specific reason.
In the Perl implementation, I have changed this. A LexicalUnit is an object that stands on its own and has no next/previous objects. Instead, the $handler->property callback gets called with a LexicalUnitList, which is in fact just an array ref of LexicalUnits.
We also dont differentiate between IntegerValue, FloatValue, and StringValue, its always Value in Perl. This also applies to Parameters and SubValues. Both are called as Value and return an array ref of LexicalUnits.
I added the is_type() method, see CSS::SAC::Condition for advantages of that approach.
CONSTANTS
- ATTR
- CENTIMETER
- COUNTER_FUNCTION
- COUNTERS_FUNCTION
- DEGREE
- DIMENSION
- EM
- EX
- FUNCTION
- GRADIAN
- HERTZ
- IDENT
- INCH
- INHERIT
- INTEGER
- KILOHERTZ
- MILLIMETER
- MILLISECOND
- OPERATOR_COMMA
- OPERATOR_EXP
- OPERATOR_GE
- OPERATOR_GT
- OPERATOR_LE
- OPERATOR_LT
- OPERATOR_MINUS
- OPERATOR_MOD
- OPERATOR_MULTIPLY
- OPERATOR_PLUS
- OPERATOR_SLASH
- OPERATOR_TILDE
- PERCENTAGE
- PICA
- PIXEL
- POINT
- RADIAN
- REAL
- RECT_FUNCTION
- RGBCOLOR
- SECOND
- STRING_VALUE
- SUB_EXPRESSION
- UNICODERANGE
- URI
METHODS
CSS::SAC::LexicalUnit->new($type,$text,$value) or $lu->new($type,$text,$value)
Creates a new unit. The $type must be one of the type constants, the text depends on the type of unit (unit text, func name, etc...), and the value is the content of the lu.
$lu->DimensionUnitText([$dut]) or getDimensionUnitText
get/set the text of the dimension unit (eg cm, px, etc...)
$lu->FunctionName([$fn]) or getFunctionName
get/set the name of the function (eg attr, uri, etc...)
$lu->Value([$value]) or getValue
get/set the value of the lu (which may be another lu, or a lu list)
$lu->LexicalUnitType([$type]) or getLexicalUnitType
get/set the type of the lu
$lu->is_type($lu_constant)
returns true is this lu is of type $lu_constant
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Download (0.037MB)
Added: 2007-06-20 License: Perl Artistic License Price:
856 downloads
Want 0.14

Want 0.14


Want is a Perl module created to implement the `want command. more>>
Want is a Perl module created to implement the `want command.

SYNOPSIS

use Want;
sub foo :lvalue {
if (want(qwLVALUE ASSIGN)) {
print "We have been assigned ", want(ASSIGN);
lnoreturn;
}
elsif (want(LIST)) {
rreturn (1, 2, 3);
}
elsif (want(BOOL)) {
rreturn 0;
}
elsif (want(qwSCALAR !REF)) {
rreturn 23;
}
elsif (want(HASH)) {
rreturn { foo => 17, bar => 23 };
}
return
}

This module generalises the mechanism of the wantarray function, allowing a function to determine in some detail how its return value is going to be immediately used.

...

EXAMPLES

use Carp croak;
use Want howmany;
sub numbers {
my $count = howmany();
croak("Cant make an infinite list") if !defined($count);
return (1..$count);
}
my ($one, $two, $three) = numbers();


use Want want;
sub pi () {
if (want(ARRAY)) {
return [3, 1, 4, 1, 5, 9];
}
elsif (want(LIST)) {
return (3, 1, 4, 1, 5, 9);
}
else {
return 3;
}
}
print pi->[2]; # prints 4
print ((pi)[3]); # prints 1


sub backstr :lvalue {
if (want(qwLVALUE ASSIGN)) {
my ($a) = want(ASSIGN);
$_[0] = reverse $a;
return undef;
}
elsif (want(RVALUE)) {
my $t = scalar reverse $_[0];
}
else {
carp("Not in ASSIGN context");
}
return
}

print "foo -> ", backstr("foo"), "n"; # foo -> oof
backstr(my $robin) = "nibor";
print "$robin is now $robinn"; # $robin is now robin

<<less
Download (0.017MB)
Added: 2007-05-05 License: Perl Artistic License Price:
902 downloads
CTF Beta2

CTF Beta2


CTF project is a multi-agent capture-the-flag framework for education. more>>
CTF project is a multi-agent capture-the-flag framework for education.
This project was started by Jason Rohrer during the fall of 2000 and was initially used to teach CS 472, Introduction to AI, at Cornell University.
A homework assignment was given that asked students to design a CTF agent for the framework.
Students in the class responded to the assignment with great enthusiasm, and many of their final agents far exceeded our expectations (one student group went so far as to design a genetic algorithm to evolve a team of agents).
CTF forces students to explore the issues surrounding agents that operate in a limited information environments.
The framework is flexible enough to allow almost any possible implementation of agent control, from the simplest reactive agents, to agents that query powerful knowledge bases, to neural network agents that are trained by back propagation or reinforcement methods.
When using this framework at Cornell, we left the assignment open-ended. However, you can use this framework in your own class to teach a specific agent control concept (by forcing every student to implement a reinforcement learning system, for example).
Main features:
- Runtime loading of agent classes-- plugging new agents into the framework is incredibly easy
- Runtime loading of obstacle maps
- Automatic round-robin tournament system
- Automatic grading-- an email-ready message is generated for each student team at the end of the tournament (a script for sending out the email messages is included); the point system can be completely configured
- Assignment handout-- click here to see an example of the instructions we handed out to students for CS 472 at Cornell
- Licensed under GPL-- if the framework doesnt work for you as is, you can improve it yourself
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Download (0.11MB)
Added: 2006-10-30 License: GPL (GNU General Public License) Price:
1097 downloads
FastNZB pre-alpha8

FastNZB pre-alpha8


FastNZB is a client for the popular nzbget server. more>>
FastNZB is a client for the popular nzbget server. It makes sending NZB (*.nzb) files to your NZBget server easy.

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Download (0.26MB)
Added: 2005-11-02 License: GPL (GNU General Public License) Price:
1453 downloads
RRDTool 1.2.21 / 1.3 Beta 1

RRDTool 1.2.21 / 1.3 Beta 1


RRD is a system to store and display time-series data. more>>
RRD is the Acronym for Round Robin Database. RRD is a system to store and display time-series data (i.e. network bandwidth, machine-room temperature, server load average).
RRDTool project stores the data in a very compact way that will not expand over time, and it presents useful graphs by processing the data to enforce a certain data density.
It can be used either via simple wrapper scripts (from shell or Perl) or via frontends that poll network devices and put a friendly user interface on it.
Whats New in 1.2.21 Stable Release:
- More graph config options.
- An ABS operator for CDEF.
- Several segfaults have been fixed.
- More robust Ruby and Python extension builds.
- Netware and Win32 Makefile updates.
Whats New in 1.3 Beta 1 Development Release:
- Performance was improved with memory mapped IO, fadvise, and madvise.
- Graphing was enhanced by using cairo and pango.
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Download (1.0MB)
Added: 2007-08-08 License: GPL (GNU General Public License) Price:
819 downloads
Pen 0.17.1

Pen 0.17.1


Pen is a load balancer for TCP. more>>
Pen is a load balancer for "simple" TCP-based protocols such as HTTP or SMTP. Pen project allows several servers to appear as one to the outside.
It automatically detects servers that are down and distributes clients among the available servers. This gives high availability and scalable performance.
The load balancing algorithm keeps track of clients and will try to send them back to the server they visited the last time. The client table has a number of slots (default 2048, settable through command-line arguments). When the table is full, the least recently used one will be thrown out to make room for the new one.
This is superior to a simple round-robin algorithm, which sends a client that connects repeatedly to different servers. Doing so breaks applications that maintain state between connections in the server, including most modern web applications.
When pen detects that a server is unavailable, it scans for another starting with the server after the most recently used one. That way we get load balancing and "fair" failover for free.
Correctly configured, pen can ensure that a server farm is always available, even when individual servers are brought down for maintenance or reconfiguration. The final single point of failure, pen itself, can be eliminated by running pen on several servers, using vrrp to decide which is active.
Enhancements:
- This release fixes a bug in the weighted server selection: server_by_weight would never consider blacklisted servers, which kept them blacklisted indefinitely.
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Added: 2006-06-27 License: GPL (GNU General Public License) Price:
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