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MOS 6502 Simulator
MOS 6502 Simulator is sort of an emulator for a 6502 chip. more>>
MOS 6502 Simulator is sort of an emulator for a 6502 chip. Theres virtually nothing apart from the CPU (minus BCD operations). It also bears no heed to instruction timings.
Whilst (apart from those two things) it successfully simulates the CPU there were a few design flaws, which led me not to continue with it:
- I wrote it in C++.
As the 6502 had no dedicated IO bus, everything was done via memory. I had the idea of having a pure virtual class which provided a generic interface, then as I wrote devices to sit in the memory space, they could just override portions of it, or trap on writes or something.
Whilst writing this, I kept getting the feeling I should have written it in asm instead Especially for manipulating flags and rotates and stuff. (as I could have just rotated AL, for example, rather than the mess I have in the C++ code.
- Sloppy instruction decoding.
I originally set out to decode the instructions properly, but there were lots of exceptions to the system used (esp. if I intended to support the 65C02 for example). This decended into a massive switch statement. I almost considered splitting it up to smaller files, and just #include them in the middle, just to make it more managable.
Also, as they are not in numerical order (grouped according to type, or addressing mode, cant remember atm) it wouldnt compile to a jump table. Does with optimisation on though.
The main thing that prompted me to write this was I found my BBC-B in the loft, and felt a pang of nostalgia for the hours wasted hunched over it in the lowest resolution text mode (IIRC mode 7 to save ram). I had the idea of writing a NES or BBC emulator, however it didnt get that far.
It has a pretty simple image format. The file must be >= 65536 bytes (64k) and that is simply the memory image for the system (16-bit address bus). There is a strange sort of ASCII text display at 0x200, which is ok enough for spewing a string to. As it was just thrown together in the space of 6 hours or so (took a long time to do the switch statement) its not very thouroughly documented, but hey.
<<lessWhilst (apart from those two things) it successfully simulates the CPU there were a few design flaws, which led me not to continue with it:
- I wrote it in C++.
As the 6502 had no dedicated IO bus, everything was done via memory. I had the idea of having a pure virtual class which provided a generic interface, then as I wrote devices to sit in the memory space, they could just override portions of it, or trap on writes or something.
Whilst writing this, I kept getting the feeling I should have written it in asm instead Especially for manipulating flags and rotates and stuff. (as I could have just rotated AL, for example, rather than the mess I have in the C++ code.
- Sloppy instruction decoding.
I originally set out to decode the instructions properly, but there were lots of exceptions to the system used (esp. if I intended to support the 65C02 for example). This decended into a massive switch statement. I almost considered splitting it up to smaller files, and just #include them in the middle, just to make it more managable.
Also, as they are not in numerical order (grouped according to type, or addressing mode, cant remember atm) it wouldnt compile to a jump table. Does with optimisation on though.
The main thing that prompted me to write this was I found my BBC-B in the loft, and felt a pang of nostalgia for the hours wasted hunched over it in the lowest resolution text mode (IIRC mode 7 to save ram). I had the idea of writing a NES or BBC emulator, however it didnt get that far.
It has a pretty simple image format. The file must be >= 65536 bytes (64k) and that is simply the memory image for the system (16-bit address bus). There is a strange sort of ASCII text display at 0x200, which is ok enough for spewing a string to. As it was just thrown together in the space of 6 hours or so (took a long time to do the switch statement) its not very thouroughly documented, but hey.
Download (0.046MB)
Added: 2007-03-05 License: BSD License Price:
972 downloads
Simulator 8085 0.9.0
Simulator 8085 is an 8085 μP simulator for KDE. more>>
Simulator 8085 is a simulator of the 8085 MP for KDE (3.1 and 3.2pre) that allows you write code in a text editor.
After assembling, the hex code is readable alongside the mnemonics. It can handle jumping labels and strings, and you can choose beetween a single or multiple window interface. All 8085 MP inclusive interrupts work.
<<lessAfter assembling, the hex code is readable alongside the mnemonics. It can handle jumping labels and strings, and you can choose beetween a single or multiple window interface. All 8085 MP inclusive interrupts work.
Download (0.70MB)
Added: 2005-04-22 License: GPL (GNU General Public License) Price:
1659 downloads
GNU 8085 Simulator 1.3
GNU 8085 Simulator is a graphical 8085 simulator and assembler with a debugger. more>>
GNUSim8085 is a graphical simulator for the Intel 8085 microprocessor.
GNUSim8085 is a simulator and assembler for the Intel 8085 Microprocessor, in GNOME environment.
GNU 8085 Simulator contains an inline assembler and a debugger.
Enhancements:
- New: Use gtksourceview as editor component.
- Fix: Syntax highlighting working again.
- Fix: About dialog does not close by pressing close button.
<<lessGNUSim8085 is a simulator and assembler for the Intel 8085 Microprocessor, in GNOME environment.
GNU 8085 Simulator contains an inline assembler and a debugger.
Enhancements:
- New: Use gtksourceview as editor component.
- Fix: Syntax highlighting working again.
- Fix: About dialog does not close by pressing close button.
Download (0.079MB)
Added: 2007-02-21 License: GPL (GNU General Public License) Price:
994 downloads
Network Simulator 2.31
Network Simulator is a discrete event simulator targeted at networking research. more>>
Network Simulator (Ns) is a discrete event simulator targeted at networking research. Ns provides substantial support for simulation of TCP, routing, and multicast protocols over wired and wireless (local and satellite) networks.
Ns began as a variant of the REAL network simulator in 1989 and has evolved substantially over the past few years. In 1995 ns development was supported by DARPA through the VINT project at LBL, Xerox PARC, UCB, and USC/ISI.
Currently ns development is support through DARPA with SAMAN and through NSF with CONSER, both in collaboration with other researchers including ACIRI. Ns has always included substantal contributions from other researchers, including wireless code from the UCB Daedelus and CMU Monarch projects and Sun Microsystems.
Enhancements:
- Major updates were made to the PackMime-HTTP HTTP/1.1 and WPAN modules.
- Solaris/Sun C compilation bugs were fixed.
<<lessNs began as a variant of the REAL network simulator in 1989 and has evolved substantially over the past few years. In 1995 ns development was supported by DARPA through the VINT project at LBL, Xerox PARC, UCB, and USC/ISI.
Currently ns development is support through DARPA with SAMAN and through NSF with CONSER, both in collaboration with other researchers including ACIRI. Ns has always included substantal contributions from other researchers, including wireless code from the UCB Daedelus and CMU Monarch projects and Sun Microsystems.
Enhancements:
- Major updates were made to the PackMime-HTTP HTTP/1.1 and WPAN modules.
- Solaris/Sun C compilation bugs were fixed.
Download (67.2MB)
Added: 2007-03-23 License: BSD License Price:
647 downloads
GTP server simulator 0.1
GTP server simulator is a simple responder for the GTP (GTP prime) protocol. more>>
GTP server simulator is a simple responder for the GTP (GTP prime) protocol that works with the Cisco Content Services Gateway to provide per-user traffic limits.
GTP` (GTP prime) server simulator (it permits any content and provide quadrants for every operation) binaries for Linux (run under Fedora Core 4 and 5).
The binary was tested with Cisco CSG.
<<lessGTP` (GTP prime) server simulator (it permits any content and provide quadrants for every operation) binaries for Linux (run under Fedora Core 4 and 5).
The binary was tested with Cisco CSG.
Download (0.017MB)
Added: 2006-12-19 License: Other/Proprietary License Price:
619 downloads
Unlimited Simulator Alpha 9
Unlimited Simulator project is a general purpose simulator. more>>
Unlimited Simulator project is a general purpose simulator.
Unlimited Simulator is not a game. Its a basis to create whatever simulations you want, from games to scientific simulations.
You only have to worry about physics, controls and how the world looks like. It can be at the same time a car simulator, a spaceships war game, or a scientific simulation.
While you can do these things on their own, Unlimited Simulator provides the ability to do all three at once. It allows interaction of completely different kinds of clients, thus achieving unprecedent realism and complexity.
Main features:
- multiplayer: many players by internet or two in your computer;
- create your own vehicles, tracks, terrains, sounds, objects;
- vehicles may have their own physical simulation functions, and interact with the game, creating new objects, destroying others. They can fly or float or move underwater; they can be animals, or surrealistic creations. You create.
- track can contain structures as loops, bridges, banked curves, and anything you can do with polygons;
- creating a track can be done DRAWING on the terrain (not implemented yet);
- objects can be animated and intelligent!
- everything is modular: this means almost all the stuff is plugable! No need to recompile the code;
- last, but not least: GPLed!
Enhancements:
- big debugging in ulengine/primitives.c. Several allocation problems solved.
- review of network code: structs separated in a new header, shared/net.h, and other improvements in code itself.
- review of client plugin format (what functions, names, etc).
- wrappers for the not-so-standard standard C variable types in config.h.
- cosmetic changes in some places, specially ulengine.h.
- BIG debugging in ulengine/project.c and ulengine/graphic.c. Only a billion or so bugs left.
- improved ulengine/demo.c; tests now include graphic functions.
- fixed two small bugs in drawHLine due to rounding.
- added a new projection system. Not tested yet.
- graphics test phase started: drawPixel, drawHLine, drawLine, drawFlatTri and drawShadedTri are working.
- modified POLY_UL structure: SCREENP_UL *projected field was deleted. This field is really unecessary, and deleting it saves 2*sizeof(int) bytes for each vertex. Projections are not individually saved anymore (why should they be after all?). See ulengine/project.c:projectP() to see how projected points are handled.
- added ulengine/image.c, to handle image operations.
- added ulengine/effects.c.
- textures support implemented.
- several small optimizations in ulengine/graphic.c.
- work in the server communications system.
<<lessUnlimited Simulator is not a game. Its a basis to create whatever simulations you want, from games to scientific simulations.
You only have to worry about physics, controls and how the world looks like. It can be at the same time a car simulator, a spaceships war game, or a scientific simulation.
While you can do these things on their own, Unlimited Simulator provides the ability to do all three at once. It allows interaction of completely different kinds of clients, thus achieving unprecedent realism and complexity.
Main features:
- multiplayer: many players by internet or two in your computer;
- create your own vehicles, tracks, terrains, sounds, objects;
- vehicles may have their own physical simulation functions, and interact with the game, creating new objects, destroying others. They can fly or float or move underwater; they can be animals, or surrealistic creations. You create.
- track can contain structures as loops, bridges, banked curves, and anything you can do with polygons;
- creating a track can be done DRAWING on the terrain (not implemented yet);
- objects can be animated and intelligent!
- everything is modular: this means almost all the stuff is plugable! No need to recompile the code;
- last, but not least: GPLed!
Enhancements:
- big debugging in ulengine/primitives.c. Several allocation problems solved.
- review of network code: structs separated in a new header, shared/net.h, and other improvements in code itself.
- review of client plugin format (what functions, names, etc).
- wrappers for the not-so-standard standard C variable types in config.h.
- cosmetic changes in some places, specially ulengine.h.
- BIG debugging in ulengine/project.c and ulengine/graphic.c. Only a billion or so bugs left.
- improved ulengine/demo.c; tests now include graphic functions.
- fixed two small bugs in drawHLine due to rounding.
- added a new projection system. Not tested yet.
- graphics test phase started: drawPixel, drawHLine, drawLine, drawFlatTri and drawShadedTri are working.
- modified POLY_UL structure: SCREENP_UL *projected field was deleted. This field is really unecessary, and deleting it saves 2*sizeof(int) bytes for each vertex. Projections are not individually saved anymore (why should they be after all?). See ulengine/project.c:projectP() to see how projected points are handled.
- added ulengine/image.c, to handle image operations.
- added ulengine/effects.c.
- textures support implemented.
- several small optimizations in ulengine/graphic.c.
- work in the server communications system.
Download (0.18MB)
Added: 2006-11-29 License: GPL (GNU General Public License) Price:
1068 downloads
PHP Keno Simulator 0.5-alpha
PHP Keno Simulator project is a Keno payout ruleset simulator. more>>
PHP Keno Simulator project is a Keno payout ruleset simulator.
PHP Keno Simulator is a payout ruleset simulator for the classic game Keno.
You can tune the payout chart to fulfill your "house advantage" or you can just calculate for fun (predefining the correct payouts) what the odds of winning are and how much your local casino is making for its owners.
<<lessPHP Keno Simulator is a payout ruleset simulator for the classic game Keno.
You can tune the payout chart to fulfill your "house advantage" or you can just calculate for fun (predefining the correct payouts) what the odds of winning are and how much your local casino is making for its owners.
Download (0.001MB)
Added: 2007-01-10 License: GPL (GNU General Public License) Price:
1022 downloads
Jimsim Network Simulator 1.1
Jimsim is an application that emulates several routers connected via virutal networks. more>>
Jimsim Network Simulator project can emulate several routers connected via virutal networks. You can connect to the routers with your own favorite telnet program.
Connecting to the Virtual Routers
Use your favorite telnet program to connect to each of the virtual routers. For example:
For router 1 type:
C:>telnet localhost 10000
For router 2 type:
C:>telnet localhost 10001
For router 3 type:
C:>telnet localhost 10002
Network Layout
Currently the network is configured like this:
access-list [1-99] [permit/deny] [ ip wildcard-mask | host a.b.c.d | any ]
ip acccess-list [standard] [name]
ip access-group
show access-list
show ip interface
show ip interface brief
debug interface
encapsulation [hdlc,ppp] (serial interfaces only)
bandwidth
clock rate (serial interfaces)
interface loopback0
User commands:
?
enable
exit
ping ip
show cdp
show cdp neigh
show cdp neigh detail
show interface
show interface e0,eth0,etc
show ip route
show version
Enable commands:
clear counters
clear counters interface
config terminal
copy running startup
copy startup running
debug all
debug ip routing
debug ip eigrp
debug cdp
disable
exit
reload
show run
show startup
show ip eigrp neighbors
show ip eigrp topology
traceroute ip
undebug all
undebug ip routing
undebug ip eigrp
undebug cdp
Config commands:
cdp run
enable password password
end
hostname
banner motd delimiter
banner exec delimiter
banner login delimiter
ip route network netmask dest
interface e0,eth0,etc
bandwidth value
ip address addr netmask
description
cdp enable
shutdown
line con0, console0, console 0
login
login local
password passwd
router eigrp number
network a.b.c.d
service password-encryption
user username password password
Version restrictions:
- The EIGRP support is very basic. Just the network command for now. (Neighbors dont expire.) You can disable EIGRP with "no router eigrp process_id"
- The routing table isnt 100% correct. It doesnt summarize subnets. Nor does it understand multiple routes to the same destination. This will be fixed in the next version.
- Traceroute seems to count extra hops. Its counting each remote interface on a router as a hop. So, when you traceroute from router1 to router3, it counts router2 twice (once for 192.168.1.2 and 10.1.1.1)
<<lessConnecting to the Virtual Routers
Use your favorite telnet program to connect to each of the virtual routers. For example:
For router 1 type:
C:>telnet localhost 10000
For router 2 type:
C:>telnet localhost 10001
For router 3 type:
C:>telnet localhost 10002
Network Layout
Currently the network is configured like this:
access-list [1-99] [permit/deny] [ ip wildcard-mask | host a.b.c.d | any ]
ip acccess-list [standard] [name]
ip access-group
show access-list
show ip interface
show ip interface brief
debug interface
encapsulation [hdlc,ppp] (serial interfaces only)
bandwidth
clock rate (serial interfaces)
interface loopback0
User commands:
?
enable
exit
ping ip
show cdp
show cdp neigh
show cdp neigh detail
show interface
show interface e0,eth0,etc
show ip route
show version
Enable commands:
clear counters
clear counters interface
config terminal
copy running startup
copy startup running
debug all
debug ip routing
debug ip eigrp
debug cdp
disable
exit
reload
show run
show startup
show ip eigrp neighbors
show ip eigrp topology
traceroute ip
undebug all
undebug ip routing
undebug ip eigrp
undebug cdp
Config commands:
cdp run
enable password password
end
hostname
banner motd delimiter
banner exec delimiter
banner login delimiter
ip route network netmask dest
interface e0,eth0,etc
bandwidth value
ip address addr netmask
description
cdp enable
shutdown
line con0, console0, console 0
login
login local
password passwd
router eigrp number
network a.b.c.d
service password-encryption
user username password password
Version restrictions:
- The EIGRP support is very basic. Just the network command for now. (Neighbors dont expire.) You can disable EIGRP with "no router eigrp process_id"
- The routing table isnt 100% correct. It doesnt summarize subnets. Nor does it understand multiple routes to the same destination. This will be fixed in the next version.
- Traceroute seems to count extra hops. Its counting each remote interface on a router as a hop. So, when you traceroute from router1 to router3, it counts router2 twice (once for 192.168.1.2 and 10.1.1.1)
Download (0.65MB)
Added: 2006-03-08 License: Free for non-commercial use Price:
1325 downloads
Hardware::Simulator 0000_0005
Hardware::Simulator is a Perl extension for Perl Hardware Descriptor Language. more>>
Hardware::Simulator is a Perl extension for Perl Hardware Descriptor Language.
SYNOPSIS
use Hardware::Simulator;
# NewSignal( perl_variable [, initial_value]);
# create a signal called $in_clk, give it an initial value of 1
NewSignal(my $in_clk,1);
# Repeater ( time_units , code_ref)
# every time_units, call the code reference, starting at the current time
Repeater ( 5, sub{if ( $in_clk==0) { $in_clk=1;} else { $in_clk=0;}});
# Responder ( [signal_name ... signal_name], code_ref );
# respond to any changes to signals by calling code reference.
# any time out_clk changes, print value of clock and simulation time.
Responder ( $out_clk, sub
{
my $time = SimTime();
print "out_clk = $out_clk. time=$timen";
});
# start processing of events and event scheduling.
EventLoop();
Hardware::Simulator ==> a Perl Hardware Descriptor Language
Hardware::Simulator is a lightweight version of VHDL or Verilog HDL. All of these languages were developed as means to describe hardware.
Hardware::Simulator was created as a means to quickly prototype a basic hardware design and simulate it. VHDL and Verilog are both restrictive in their own ways. Hardware::Simulator was created to quickly put something together as a "proof of concept", to show that a design concept would work or not. and then the design could be translated to VHDL or Verilog.
The problem that started all of this was designing a fifo for a video scaling asic. The chip used a buffer to store incoming video data. The asic read the buffer to generate the outgoing video image. We estimated how large we thought the buffer needed to be, but we wanted to confirm that our numbers were right by running simulations.
The problem was we needed to run hundreds of different simulations, given the permutations of input image formats, output image formats, and input/output clock frequencies. We also had text files containing valid formats and frequencies. A text file as input called for perl to manipulate, split, format, and extract the data properly.
This data then had to be translated onto the a HDL simulation. The problem was that there was no easy way to write a perl script that would simulate hardware, so the only solution was to have perl drive a Verilog simulator and pass all these parameters via command line parameters. so then verilog files had to be created, and the simulator had to be driven, and the end result was a lot of work to simulate a simple fifo.
Time contraints did not allow me to develop a HDL package for perl to solve the original problem, but I took it on in my spare time. and eventually Hardware::Simulator was born.
<<lessSYNOPSIS
use Hardware::Simulator;
# NewSignal( perl_variable [, initial_value]);
# create a signal called $in_clk, give it an initial value of 1
NewSignal(my $in_clk,1);
# Repeater ( time_units , code_ref)
# every time_units, call the code reference, starting at the current time
Repeater ( 5, sub{if ( $in_clk==0) { $in_clk=1;} else { $in_clk=0;}});
# Responder ( [signal_name ... signal_name], code_ref );
# respond to any changes to signals by calling code reference.
# any time out_clk changes, print value of clock and simulation time.
Responder ( $out_clk, sub
{
my $time = SimTime();
print "out_clk = $out_clk. time=$timen";
});
# start processing of events and event scheduling.
EventLoop();
Hardware::Simulator ==> a Perl Hardware Descriptor Language
Hardware::Simulator is a lightweight version of VHDL or Verilog HDL. All of these languages were developed as means to describe hardware.
Hardware::Simulator was created as a means to quickly prototype a basic hardware design and simulate it. VHDL and Verilog are both restrictive in their own ways. Hardware::Simulator was created to quickly put something together as a "proof of concept", to show that a design concept would work or not. and then the design could be translated to VHDL or Verilog.
The problem that started all of this was designing a fifo for a video scaling asic. The chip used a buffer to store incoming video data. The asic read the buffer to generate the outgoing video image. We estimated how large we thought the buffer needed to be, but we wanted to confirm that our numbers were right by running simulations.
The problem was we needed to run hundreds of different simulations, given the permutations of input image formats, output image formats, and input/output clock frequencies. We also had text files containing valid formats and frequencies. A text file as input called for perl to manipulate, split, format, and extract the data properly.
This data then had to be translated onto the a HDL simulation. The problem was that there was no easy way to write a perl script that would simulate hardware, so the only solution was to have perl drive a Verilog simulator and pass all these parameters via command line parameters. so then verilog files had to be created, and the simulator had to be driven, and the end result was a lot of work to simulate a simple fifo.
Time contraints did not allow me to develop a HDL package for perl to solve the original problem, but I took it on in my spare time. and eventually Hardware::Simulator was born.
Download (0.010MB)
Added: 2007-07-20 License: Perl Artistic License Price:
840 downloads
Open Pinball Simulator 0.0.6b
Open Pinball Simulator project is an pinball simulator. more>>
Open Pinball Simulator project is an pinball simulator.
The program is divided into two processes. The main process takes care of interpreting the .table description files and controls the balls movements according to physical laws.
It communicates the balls coordinates to another process (renderer) which renders the table (taken from the same .table file) and the ball as it moves around.
The main process must also communicate status for objects it hits so that renderer can produce sounds and count scoring.
The rendering process is currently a 2D renderer.
<<lessThe program is divided into two processes. The main process takes care of interpreting the .table description files and controls the balls movements according to physical laws.
It communicates the balls coordinates to another process (renderer) which renders the table (taken from the same .table file) and the ball as it moves around.
The main process must also communicate status for objects it hits so that renderer can produce sounds and count scoring.
The rendering process is currently a 2D renderer.
Download (0.10MB)
Added: 2007-01-10 License: GPL (GNU General Public License) Price:
1033 downloads
SigmaPi Neurosimulator 1.3
SigmaPi Neurosimulator is a simulator for recurrent neural networks. more>>
The SigmaPi Neural Network Simulator is designed for time-series processing and neural network research on Unix/X11. Since version 0.5, it uses the LSTM neuron model, the RTRL training algorithm and a heuristic learning rate adaptation based on local update sign-changes. It is GPL-covered, so you can use it for free (read the license for more information)
The current version runs with the Trolltech QT 3.x API and is therefore platform-independent.
SigmaPi is no end-user software. It allows the user to change every possible network parameter, and it wont tell you whether a setting is nonsense or not.
<<lessThe current version runs with the Trolltech QT 3.x API and is therefore platform-independent.
SigmaPi is no end-user software. It allows the user to change every possible network parameter, and it wont tell you whether a setting is nonsense or not.
Download (0.20MB)
Added: 2005-04-19 License: GPL (GNU General Public License) Price:
1651 downloads
Visual Automata Simulator 1.2
Visual Automata Simulator is a DFA, NFA and TM simulator. more>>
Visual Automata Simulator is a tool for simulating, visualizing and transforming finite state automata and Turing Machines.
Visual Automata Simulator is a DFA, NFA and TM simulator.
Main features:
- Creates, simulates and transforms DFA and NFA machines
- Creates and simulates TM
- Batch tests for TM: useful features to test a bunch of files quickly!
- Easy-to-use GUI interface (multi-documents)
- Smart links between objects
- Machines can be drawn using the mouse - and resized at any time
- Multiple machines can be created in a single document
- Multiple documents can be opened at the same time
- Documents can be saved and reloaded from disk
- Debug mode to see exactly how the machine is working (each step has a different color)
- MacOS X GUI compliant.
Enhancements:
- FA and TM machine can be exported to EPS file
- integrated update manager
- preferences: can specify the character used to define an epsilon transition
- fixed a bug where epsilon transition were not considered when starting directly from a state instead of following a non-epsilon transition.
<<lessVisual Automata Simulator is a DFA, NFA and TM simulator.
Main features:
- Creates, simulates and transforms DFA and NFA machines
- Creates and simulates TM
- Batch tests for TM: useful features to test a bunch of files quickly!
- Easy-to-use GUI interface (multi-documents)
- Smart links between objects
- Machines can be drawn using the mouse - and resized at any time
- Multiple machines can be created in a single document
- Multiple documents can be opened at the same time
- Documents can be saved and reloaded from disk
- Debug mode to see exactly how the machine is working (each step has a different color)
- MacOS X GUI compliant.
Enhancements:
- FA and TM machine can be exported to EPS file
- integrated update manager
- preferences: can specify the character used to define an epsilon transition
- fixed a bug where epsilon transition were not considered when starting directly from a state instead of following a non-epsilon transition.
Added: 2005-11-14 License: Freeware Price:
1447 downloads
Elfelli Flux Line Simulator 0.3
Elfelli is a tool to simulate and visualize electric flux lines around arbitrary positioned, electrically charged bodies. more>>
Elfelli is a tool to simulate and visualize electric flux lines around arbitrary positioned, electrically charged bodies.
The project is able to export PNG files of the current canvas. Elfelli is written in C++ and uses gtkmm.
Compiling:
To compile Elfelli, you need SCons. In many distributions you will also need the development package of gtkmm (in Debian this is libgtkmm-2.4-dev).
Compiling itself is very simple:
$ scons
Installation:
To install Elfelli, simply type:
$ scons install
By default, it is installed in /usr/local. If you want to change that prefix, alter the install command to:
$ scons install prefix=/install/prefix
Enhancements:
- Its now possible to save and load the current scene as well as changing a bodys charge.
<<lessThe project is able to export PNG files of the current canvas. Elfelli is written in C++ and uses gtkmm.
Compiling:
To compile Elfelli, you need SCons. In many distributions you will also need the development package of gtkmm (in Debian this is libgtkmm-2.4-dev).
Compiling itself is very simple:
$ scons
Installation:
To install Elfelli, simply type:
$ scons install
By default, it is installed in /usr/local. If you want to change that prefix, alter the install command to:
$ scons install prefix=/install/prefix
Enhancements:
- Its now possible to save and load the current scene as well as changing a bodys charge.
Download (0.028MB)
Added: 2007-02-06 License: GPL (GNU General Public License) Price:
990 downloads
FLAN Network Simulator 1.1 beta
FLAN Network Simulator project is a Java (IP) network simulator. more>> <<less
Download (0.96MB)
Added: 2006-11-03 License: GPL (GNU General Public License) Price:
1097 downloads
Vamos Automotive Simulator 0.5.7
Vamos is an automotive simulation framework with an emphasis on thorough physical modeling and good C++ design. more>>
Vamos Automotive Simulator project, as the name suggest is an automotive simulation framework with an emphasis on thorough physical modeling and good C++ design. Vamos includes a real-time, first-person, 3D driving application.
Vamos is young and its goals are only partially met. I invite anyone whos interested to contribute.
Thorough physical modeling
Vamos models most major systems of a car. The drivetrain includes a simulation of the engine, clutch, transmission and a limited-slip differential. Tires and suspension are also modeled. If I missed something, let me know.
Good C++ Design
The geometry, track, car and world modules are in their own namespaces. Care has been taken to avoid cyclic dependencies. Standard Library components like strings, vectors and maps are favored over arrays. Some of the modules and classes have aged more gracefully than others. If you see a design area that needs improvement, feel free to pitch in.
<<lessVamos is young and its goals are only partially met. I invite anyone whos interested to contribute.
Thorough physical modeling
Vamos models most major systems of a car. The drivetrain includes a simulation of the engine, clutch, transmission and a limited-slip differential. Tires and suspension are also modeled. If I missed something, let me know.
Good C++ Design
The geometry, track, car and world modules are in their own namespaces. Care has been taken to avoid cyclic dependencies. Standard Library components like strings, vectors and maps are favored over arrays. Some of the modules and classes have aged more gracefully than others. If you see a design area that needs improvement, feel free to pitch in.
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Added: 2007-06-11 License: GPL (GNU General Public License) Price:
872 downloads
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