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PHP Simple Informer 1.3
PHP Simple Informer is a very simple network services monitoring application written in PHP. more>>
PHP Simple Informer is a very simple network services monitoring application written in PHP. PHP Simple Informer can be run as a command line application (PHP compiled as cgi is required) or as a web php file.
Although is very simple, it does its function very well. Is very easy to configure with a single file and a couple of simple lines.
I dont know if this is going to be useful for anybody, but its for me. I have been testing several applications, and all of them are more complex that what I need or they dont perform so simple tasks.
Main features:
- Very simple installation and configuration: one single config file and done.
- Multiple hosts configuration
- Support for special features for services: mysql, http, https.
- Multiple contacts configuration
- Alerts are sent by email or with an executed external command.
- Logs issues to log file.
- Report / status web page.
<<lessAlthough is very simple, it does its function very well. Is very easy to configure with a single file and a couple of simple lines.
I dont know if this is going to be useful for anybody, but its for me. I have been testing several applications, and all of them are more complex that what I need or they dont perform so simple tasks.
Main features:
- Very simple installation and configuration: one single config file and done.
- Multiple hosts configuration
- Support for special features for services: mysql, http, https.
- Multiple contacts configuration
- Alerts are sent by email or with an executed external command.
- Logs issues to log file.
- Report / status web page.
Download (0.015MB)
Added: 2006-10-19 License: GPL (GNU General Public License) Price:
1100 downloads
Added: 2008-03-01 License: GPL Price: FREE
14 downloads
Snow-Apple
Snow-Apple provides an icon pack for Gnome. more>>
Snow-Apple provides an icon pack for Gnome.
Mark Finlay fairly converted the nautilus 2.0.x theme called Snow-Apple, to an icon theme for gnome 2.2.x. thanks to him.
<<lessMark Finlay fairly converted the nautilus 2.0.x theme called Snow-Apple, to an icon theme for gnome 2.2.x. thanks to him.
Download (0.50MB)
Added: 2007-01-27 License: GPL (GNU General Public License) Price:
1010 downloads
Xsnow 1.42
Xsnow is the X-windows application that will let it snow on the root, in between and on windows. more>>
Xsnow application is the X-windows application that will let it snow on the root, in between and on windows.
Santa and his reindeer will complete your festive-season feeling.
How to compile:
To build:
xmkmf
make depend
make
To run:
./xsnow
or:
./xsnow& (in the background)
To install (be root):
make install
make install.man
If xmkmf does not work and you cannot get a working Makefile that way then try compiling yourself, eh, xsnow this way:
cc -o xsnow snow.c -lXext -lX11 -lXpm -lm -lsocket -lnsl
gcc, SUN Solaris users without a C-compiler, but with gcc installed, try the following two commands. The first compiles Xsnow, the second links Xsnow.
gcc -c -O2 -I/usr/openwin/include -DSVR4 -DSYSV xsnow.c
gcc -o xsnow xsnow.o -O2 -L/usr/openwin/lib -lXext -lX11 -lXpm -lm -lsocket -lnsl
Note: Xsnow-1.41 needs the Xpm library. It is available from:
ftp://ftp.x.org/contrib/libraries/
The current Xpm version is xpm3.4k
Enhancements:
- All you KDE-users can now be even happier with a KDE-enabled Xsnow 1.42!
- The snow will magnificently wipe out your icons, but not to worry, theyre not really gone.
- By wiping with a window or something you can make them reappear.
- Car owners are used to this for years. Thanks to Robin Hogan who figured this out for xpenguin.
<<lessSanta and his reindeer will complete your festive-season feeling.
How to compile:
To build:
xmkmf
make depend
make
To run:
./xsnow
or:
./xsnow& (in the background)
To install (be root):
make install
make install.man
If xmkmf does not work and you cannot get a working Makefile that way then try compiling yourself, eh, xsnow this way:
cc -o xsnow snow.c -lXext -lX11 -lXpm -lm -lsocket -lnsl
gcc, SUN Solaris users without a C-compiler, but with gcc installed, try the following two commands. The first compiles Xsnow, the second links Xsnow.
gcc -c -O2 -I/usr/openwin/include -DSVR4 -DSYSV xsnow.c
gcc -o xsnow xsnow.o -O2 -L/usr/openwin/lib -lXext -lX11 -lXpm -lm -lsocket -lnsl
Note: Xsnow-1.41 needs the Xpm library. It is available from:
ftp://ftp.x.org/contrib/libraries/
The current Xpm version is xpm3.4k
Enhancements:
- All you KDE-users can now be even happier with a KDE-enabled Xsnow 1.42!
- The snow will magnificently wipe out your icons, but not to worry, theyre not really gone.
- By wiping with a window or something you can make them reappear.
- Car owners are used to this for years. Thanks to Robin Hogan who figured this out for xpenguin.
Download (0.055MB)
Added: 2006-04-13 License: Freeware Price:
1292 downloads
Snow Path Formation Simulator 0.5.3
Snow Path Formation Simulator it graphically displays the formation of paths in the snow formed by people. more>>
Snow Path Formation Simulator is a program that models the process of people forming very distinct, and yet not always altogether logical looking, paths in the snow as they walk across open spaces.
The evolving condition of the snow is displayed graphically. This project may eventually mature into a screensaver.
<<lessThe evolving condition of the snow is displayed graphically. This project may eventually mature into a screensaver.
Download (0.10MB)
Added: 2005-04-25 License: GPL (GNU General Public License) Price:
1646 downloads
Worminator 3.0R2.1
Worminator 3 is akin to many Apogee Software and ID Software classic action games such as Duke Nukem and Commander Keen. more>>
Worminator 3 is akin to many Apogee Software and ID Software classic action games such as Duke Nukem and Commander Keen.
In Worminator game, you play as The Worminator (or as several other optional characters) and fight your way through many levels of madness and mayhem.
It features nine unique weapons, visible character damage, multiple supported resolutions, full screen scrolling, sound and music, and more.
Original Worminator story...
The year is 2028, 14 years after the start of the deadliest war in the history of worm kind. Much has changed... In the year 2012; a brilliant American scientist discovered how to make W.O.R.M. (Wormborg Operated Remote Missile) Weaponry, and to work them, the "WormBorgs" cyborg fighting machines.
These so called "WormBorgs" were the elite fighting force and the pride of the United Worms of America. Their life-like roles soon became far too life-like. They thought on their own, and acted on their own whims, under their own leader "DirtNet." No one exactly knows who or what "DirtNet" is, but it soon began to take over.
First, it launched the W.O.R.M.s at the Woroviet Union, in the hopes that they would retaliate and initiate a war between the Woroviet Union and the UWA. However, "DirtNet" obviously had a few bugs to work out, and the W.S.S.R was obliterated into millions of radioactive hunks of mud and dirt. Despite the fact that no one liked Wormunism anyway, all of Wormurope retaliated against the UWA.
Soon, the world was turned into a nuclear wasteland. Nuke drops became daily ordeals, and the giant bombs turning whole forests into matchsticks was to be expected. As if the sewers werent loaded with enough mutated alligators as it was, the hunks of radioactive material combined with the primordial soup of the sewers are said to have created blobs of sewage ooze, powerful enough that they fed off the mutated alligators for lunch.
After what was left of Wormurope had realized what tricks had been played on them by "DirtNet," they began to rally and fight back. For 8 years, the WormBorgs dominated the lands, crushing the rebels... until one faithful day, when the now famous rebel hero emerged. It was Wrom Conner.
No longer acting as individual factions, countries or nations, the rebels struck quickly and fiercely under Wroms command, using tactics that even the powerful W-1000s processors could not predict. The tide of the war had turned.
Over the next 5 years, the rebels devastated the WormBorgs. Using guerilla tactics and reprogrammed WormBorgs to fight for them, the rebels were a resourceful army indeed. Now, in desperation, "DirtNet" has just brought its proto-type WormBorg online, equipped with the latest in armor and weaponry, in one last attempt to regain control...
Main features:
- Fast, fluid scrolling
- 12 unique weapons, and many types of ammo
- Lots of gibs and shrapnel (all cartoonish, though)
- Visible character damage (as you get hurt, the Worminator actually becomes bloody)
- Visible weapons (every weapon actually appears differently on the Worminator. Most platform games have a single weapon graphic that shoots every type of projectile)
- Over 12 fully animated enemies
- Comes with over 16 levels, and a level editor is included so you can make your own
- Keycards, doors, special items, switches, lever, extending bridges, floating platforms, and more!
- Earthquakes rip the ground apart, while snow and rain fall around you
- Great MIDI tunes by Garret Thomson (garret_t@sympatico.ca, www.sirsonic.com)
- Many sound effects (All from Internet sites such as Sound America and Meanrabbit. Let me know if there are any copyright problems, and I will deal with them immediately)
- Parallax scrolling, plus four data layers in every map. This makes the engine very flexible
- Game includes a campaign game with special scripted events, as well as an option to load custom maps
- Stereo sound effects (where available)
- Limited skins support; you can play as different characters!
- Built using Allegro + DJGPP. Source code may be made available if the demand is there
- If you wish to use the Worminator engine, contact me and we will discuss it (I would never charge any money for it, so if your interested, drop me an email. You have nothing to loose)
- Totally Freeware!
Enhancements:
- made worminator compile and run on Linux (Unix)
- made worminator yield the cpu when its idle
- save settings in textfile format under $HOME/.worm3.cfg instead of as binary blob in cwd
- save / load game to / from $HOME/.worm3.sav
- load datafile from DATADIR as defined during compilation instead of from cwd
- speedup: dont redraw borders and statuspanel unless nescesarry
- check all file accesses and give an error and continue when possible instead of just segfaulting
- fix a crash when changing audio options after loading a savegame of a custom-level or the tutorial
- fix a crash (unix only?) when changing video options and one similar on exit
- fix crash on exit caused by a few double frees on exit
- dont ask for confirmation on load/play_demo/exit when their is no game in progress
- show a message when trying to save when no game is in progress, instead of just silenty ignoring the request
- when clicking on another submenu when in one not only close the current one, but also open the new one
- fix map / savegame / demo read/write routines so that they work on Big Endian archs like PPC too
<<lessIn Worminator game, you play as The Worminator (or as several other optional characters) and fight your way through many levels of madness and mayhem.
It features nine unique weapons, visible character damage, multiple supported resolutions, full screen scrolling, sound and music, and more.
Original Worminator story...
The year is 2028, 14 years after the start of the deadliest war in the history of worm kind. Much has changed... In the year 2012; a brilliant American scientist discovered how to make W.O.R.M. (Wormborg Operated Remote Missile) Weaponry, and to work them, the "WormBorgs" cyborg fighting machines.
These so called "WormBorgs" were the elite fighting force and the pride of the United Worms of America. Their life-like roles soon became far too life-like. They thought on their own, and acted on their own whims, under their own leader "DirtNet." No one exactly knows who or what "DirtNet" is, but it soon began to take over.
First, it launched the W.O.R.M.s at the Woroviet Union, in the hopes that they would retaliate and initiate a war between the Woroviet Union and the UWA. However, "DirtNet" obviously had a few bugs to work out, and the W.S.S.R was obliterated into millions of radioactive hunks of mud and dirt. Despite the fact that no one liked Wormunism anyway, all of Wormurope retaliated against the UWA.
Soon, the world was turned into a nuclear wasteland. Nuke drops became daily ordeals, and the giant bombs turning whole forests into matchsticks was to be expected. As if the sewers werent loaded with enough mutated alligators as it was, the hunks of radioactive material combined with the primordial soup of the sewers are said to have created blobs of sewage ooze, powerful enough that they fed off the mutated alligators for lunch.
After what was left of Wormurope had realized what tricks had been played on them by "DirtNet," they began to rally and fight back. For 8 years, the WormBorgs dominated the lands, crushing the rebels... until one faithful day, when the now famous rebel hero emerged. It was Wrom Conner.
No longer acting as individual factions, countries or nations, the rebels struck quickly and fiercely under Wroms command, using tactics that even the powerful W-1000s processors could not predict. The tide of the war had turned.
Over the next 5 years, the rebels devastated the WormBorgs. Using guerilla tactics and reprogrammed WormBorgs to fight for them, the rebels were a resourceful army indeed. Now, in desperation, "DirtNet" has just brought its proto-type WormBorg online, equipped with the latest in armor and weaponry, in one last attempt to regain control...
Main features:
- Fast, fluid scrolling
- 12 unique weapons, and many types of ammo
- Lots of gibs and shrapnel (all cartoonish, though)
- Visible character damage (as you get hurt, the Worminator actually becomes bloody)
- Visible weapons (every weapon actually appears differently on the Worminator. Most platform games have a single weapon graphic that shoots every type of projectile)
- Over 12 fully animated enemies
- Comes with over 16 levels, and a level editor is included so you can make your own
- Keycards, doors, special items, switches, lever, extending bridges, floating platforms, and more!
- Earthquakes rip the ground apart, while snow and rain fall around you
- Great MIDI tunes by Garret Thomson (garret_t@sympatico.ca, www.sirsonic.com)
- Many sound effects (All from Internet sites such as Sound America and Meanrabbit. Let me know if there are any copyright problems, and I will deal with them immediately)
- Parallax scrolling, plus four data layers in every map. This makes the engine very flexible
- Game includes a campaign game with special scripted events, as well as an option to load custom maps
- Stereo sound effects (where available)
- Limited skins support; you can play as different characters!
- Built using Allegro + DJGPP. Source code may be made available if the demand is there
- If you wish to use the Worminator engine, contact me and we will discuss it (I would never charge any money for it, so if your interested, drop me an email. You have nothing to loose)
- Totally Freeware!
Enhancements:
- made worminator compile and run on Linux (Unix)
- made worminator yield the cpu when its idle
- save settings in textfile format under $HOME/.worm3.cfg instead of as binary blob in cwd
- save / load game to / from $HOME/.worm3.sav
- load datafile from DATADIR as defined during compilation instead of from cwd
- speedup: dont redraw borders and statuspanel unless nescesarry
- check all file accesses and give an error and continue when possible instead of just segfaulting
- fix a crash when changing audio options after loading a savegame of a custom-level or the tutorial
- fix a crash (unix only?) when changing video options and one similar on exit
- fix crash on exit caused by a few double frees on exit
- dont ask for confirmation on load/play_demo/exit when their is no game in progress
- show a message when trying to save when no game is in progress, instead of just silenty ignoring the request
- when clicking on another submenu when in one not only close the current one, but also open the new one
- fix map / savegame / demo read/write routines so that they work on Big Endian archs like PPC too
Download (0.17MB)
Added: 2006-03-06 License: GPL (GNU General Public License) Price:
1334 downloads
Tux Racer 0.61
Tux Racer is a very fun arcade game for Linux. more>>
Tux Racer is a very fun arcade game for Linux.
The main goal in Tux Racer is to have fun! Race down mountainous terrain as quickly as possible, while collecting herring to increase your score!
Main features:
- Fun, easy to learn
- Exciting 3D courses
- Sophisticated physics result in thrilling rides down the mountains
- Collect herring while avoiding obstacles for high scores
- Race over a variety of surfaces, including fluffy snow and slick ice
- Race in various weather conditions and lighting conditions
- Create your own courses using any paint program such as The GIMP (no 3D modeller required)
- Suitable for all ages.
<<lessThe main goal in Tux Racer is to have fun! Race down mountainous terrain as quickly as possible, while collecting herring to increase your score!
Main features:
- Fun, easy to learn
- Exciting 3D courses
- Sophisticated physics result in thrilling rides down the mountains
- Collect herring while avoiding obstacles for high scores
- Race over a variety of surfaces, including fluffy snow and slick ice
- Race in various weather conditions and lighting conditions
- Create your own courses using any paint program such as The GIMP (no 3D modeller required)
- Suitable for all ages.
Download (0.62MB)
Added: 2005-12-21 License: GPL (GNU General Public License) Price:
1425 downloads
PlanetPenguin Racer 0.5 alpha
PlanetPenguin Racer is an OpenGL racing game featuring Tux, the Linux mascot. more>>
PlanetPenguin Racer is an FREE OpenGL racing game featuring Tux, the Linux mascot.
The goal of the game is to slide down a snow- and ice-covered mountain as quickly as possible. It is based on the GPL version of TuxRacer.
<<lessThe goal of the game is to slide down a snow- and ice-covered mountain as quickly as possible. It is based on the GPL version of TuxRacer.
Download (6.4MB)
Added: 2005-09-26 License: GPL (GNU General Public License) Price:
1488 downloads
blueMarine 0.9.RC1
blueMarine project is about an open source workflow for digital photography. more>>
blueMarine project is about an open source workflow for digital photography.
What does it mean?
Start thinking of an opensource application like Aperture or Lightroom that enables you to organize, develop, print and publish your photos. Pretty standard stuff nowadays. Opensource, at first sight, means that the application is free. Now think of an application written with the Java™ language: the application runs everywhere, Mac OS X, Linux, Windows. Now think of a community of people that adds code, plugins, crazy ideas, integrating some of the latest, cool technologies around, such as GPS positioning or geo-mapping.
Well, this is just the core concept of the blueMarine project.
Lets go on and lets think of the workflow. For the existing commercial applications the workflow starts just after shooting the photo and ends with a print on paper, the photo archived and maybe a web gallery published.
Just for a starter, we could do these things in innovative ways. For instance, trip reports could take advantage of GPS positioning data and Google Maps. Galleries could be presented in form of a virtual 3d gallery with walls and pictures hang on them.
Thinking of it twice, there are holes in workflows supported by current commercial applications. For instance, if you want to filter your images with a sophisticated noise reduction algorithm or if you want to create a bigger composite photo out of several shots, you likely have to use an external application. Some communities, such as amateur astrophotographers, need some very special processing that is usually performed by means of specific software. Wouldnt be better to have all of these facilities integrated in a single front end?
Now, lets broaden our workflow horizon. It can extend well beyond the print or the archival. For instance, an ornithologist usually manages field notes about the bird observed and photographed: directly binding them to photos and maybe GPS positioning data is much better than keeping a separate Excel sheet. It can also start much before shooting the photo. Think of trip planning: maybe you travel to nice places and spot interesting subjects, but not all the conditions are favorable: the weather, the light, the sun position, or the season (snow, blossomed flowers, foliage colors). Maybe you take some photos but at home you decide: hey, Im going to return there next Fall when the trees are reddish. Wouldnt be cool if a software application could allow you to easily manage all of these wanna-shoot-again photos, maybe providing assistance to guess which will be the sun position in a certain day and hour and integrating weather forecasts? And synthetising a trip program that can be uploaded on your palm gear?
Theres a further point with opensource photo workflow. Its related to the world of camera raw formats, that is the way professional DSLR cameras work. They provide you with the raw bits from the sensor that need to be extensively cooked, or developed, for getting a good image. This approach gives a tremendous amount of control to the photographers - too bad that most formats are proprietary and not documented. blueMarine supports the OpenRAW initiative and provide an opensource implementation of developing tools for camera raw formats from an ever increasing number of vendors.
Well, all of this and more is the aim of the blueMarine project.
<<lessWhat does it mean?
Start thinking of an opensource application like Aperture or Lightroom that enables you to organize, develop, print and publish your photos. Pretty standard stuff nowadays. Opensource, at first sight, means that the application is free. Now think of an application written with the Java™ language: the application runs everywhere, Mac OS X, Linux, Windows. Now think of a community of people that adds code, plugins, crazy ideas, integrating some of the latest, cool technologies around, such as GPS positioning or geo-mapping.
Well, this is just the core concept of the blueMarine project.
Lets go on and lets think of the workflow. For the existing commercial applications the workflow starts just after shooting the photo and ends with a print on paper, the photo archived and maybe a web gallery published.
Just for a starter, we could do these things in innovative ways. For instance, trip reports could take advantage of GPS positioning data and Google Maps. Galleries could be presented in form of a virtual 3d gallery with walls and pictures hang on them.
Thinking of it twice, there are holes in workflows supported by current commercial applications. For instance, if you want to filter your images with a sophisticated noise reduction algorithm or if you want to create a bigger composite photo out of several shots, you likely have to use an external application. Some communities, such as amateur astrophotographers, need some very special processing that is usually performed by means of specific software. Wouldnt be better to have all of these facilities integrated in a single front end?
Now, lets broaden our workflow horizon. It can extend well beyond the print or the archival. For instance, an ornithologist usually manages field notes about the bird observed and photographed: directly binding them to photos and maybe GPS positioning data is much better than keeping a separate Excel sheet. It can also start much before shooting the photo. Think of trip planning: maybe you travel to nice places and spot interesting subjects, but not all the conditions are favorable: the weather, the light, the sun position, or the season (snow, blossomed flowers, foliage colors). Maybe you take some photos but at home you decide: hey, Im going to return there next Fall when the trees are reddish. Wouldnt be cool if a software application could allow you to easily manage all of these wanna-shoot-again photos, maybe providing assistance to guess which will be the sun position in a certain day and hour and integrating weather forecasts? And synthetising a trip program that can be uploaded on your palm gear?
Theres a further point with opensource photo workflow. Its related to the world of camera raw formats, that is the way professional DSLR cameras work. They provide you with the raw bits from the sensor that need to be extensively cooked, or developed, for getting a good image. This approach gives a tremendous amount of control to the photographers - too bad that most formats are proprietary and not documented. blueMarine supports the OpenRAW initiative and provide an opensource implementation of developing tools for camera raw formats from an ever increasing number of vendors.
Well, all of this and more is the aim of the blueMarine project.
Download (18.7MB)
Added: 2007-08-10 License: MIT/X Consortium License Price:
807 downloads
Imager::Color 0.54
Imager::Color is a Perl module with color handling for Imager. more>>
Imager::Color is a Perl module with color handling for Imager.
SYNOPSIS
$color = Imager::Color->new($red, $green, $blue);
$color = Imager::Color->new($red, $green, $blue, $alpha);
$color = Imager::Color->new("#C0C0FF"); # html color specification
$color->set($red, $green, $blue);
$color->set($red, $green, $blue, $alpha);
$color->set("#C0C0FF"); # html color specification
($red, $green, $blue, $alpha) = $color->rgba();
@hsv = $color->hsv(); # not implemented but proposed
$color->info();
if ($color->equals(other=>$other_color)) {
...
}
This module handles creating color objects used by imager. The idea is that in the future this module will be able to handle colorspace calculations as well.
new
This creates a color object to pass to functions that need a color argument.
set
This changes an already defined color. Note that this does not affect any places where the color has been used previously.
rgba
This returns the rgba code of the color the object contains.
info
Calling info merely dumps the relevant colorcode to the log.
equals(other=>$other_color)
equals(other=>$other_color, ignore_alpha=>1)
Compares $self and color $other_color returning true if the color components are the same.
Compares all four channels unless ignore_alpha is set. If ignore_alpha is set only the first three channels are compared.
You can specify colors in several different ways, you can just supply simple values:
simple numeric parameters - if you supply 3 or 4 numeric arguments, you get a color made up of those RGB (and possibly A) components.
a six hex digit web color, either RRGGBB or #RRGGBB
an eight hex digit web color, either RRGGBBAA or #RRGGBBAA.
a 3 hex digit web color, #RGB - a value of F becomes 255.
a color name, from whichever of the gimp Named_Colors file or X rgb.txt is found first. The same as using the name keyword.
You can supply named parameters:
red, green and blue, optionally shortened to r, g and b. The color components in the range 0 to 255.
# all of the following are equivalent
my $c1 = Imager::Color->new(red=>100, blue=>255, green=>0);
my $c2 = Imager::Color->new(r=>100, b=>255, g=>0);
my $c3 = Imager::Color->new(r=>100, blue=>255, g=>0);
hue, saturation and value, optionally shortened to h, s and v, to specify a HSV color. 0 new(hue=>120, value=>1, saturation=>0.5);
web, which can specify a 6 or 3 hex digit web color, in any of the forms #RRGGBB, #RGB, RRGGBB or RGB.
my $c1 = Imager::Color->new(web=>#FFC0C0); # pale red
gray or grey which specifies a single channel, from 0 to 255.
# exactly the same
my $c1 = Imager::Color->new(gray=>128);
my $c1 = Imager::Color->new(grey=>128);
rgb which takes a 3 member arrayref, containing each of the red, green and blue values.
# the same
my $c1 = Imager::Color->new(rgb=>[255, 100, 0]);
my $c1 = Imager::Color->new(r=>255, g=>100, b=>0);
hsv which takes a 3 member arrayref, containting each of hue, saturation and value.
# the same
my $c1 = Imager::Color->new(hsv=>[120, 0.5, 1]);
my $c1 = Imager::Color->new(hue=>120, v=>1, s=>0.5);
gimp which specifies a color from a GIMP palette file. You can specify the filename of the palette file with the palette parameter, or let Imager::Color look in various places, typically "$HOME/gimp-1.x/palettes/Named_Colors" with and without the version number, and in /usr/share/gimp/palettes/. The palette file must have color names.
my $c1 = Imager::Color->new(gimp=>snow);
my $c1 = Imager::Color->new(gimp=>snow, palette=>testimg/test_gimp_pal);
xname which specifies a color from an X11 rgb.txt file. You can specify the filename of the rgb.txt file with the palette parameter, or let Imager::Color look in various places, typically /usr/lib/X11/rgb.txt.
my $c1 = Imager::Color->new(xname=>blue) # usually RGB(0, 0, 255)
builtin which specifies a color from the built-in color table in Imager::Color::Table. The colors in this module are the same as the default X11 rgb.txt file.
my $c1 = Imager::Color->new(builtin=>black) # always RGB(0, 0, 0)
name which specifies a name from either a GIMP palette, an X rgb.txt file or the built-in color table, whichever is found first.
channel0, channel1, etc, each of which specifies a single channel. These can be abbreviated to c0, c1 etc.
channels which takes an arrayref of the channel values.
Optionally you can add an alpha channel to a color with the alpha or a parameter.
These color specifications can be used for both constructing new colors with the new() method and modifying existing colors with the set() method.
<<lessSYNOPSIS
$color = Imager::Color->new($red, $green, $blue);
$color = Imager::Color->new($red, $green, $blue, $alpha);
$color = Imager::Color->new("#C0C0FF"); # html color specification
$color->set($red, $green, $blue);
$color->set($red, $green, $blue, $alpha);
$color->set("#C0C0FF"); # html color specification
($red, $green, $blue, $alpha) = $color->rgba();
@hsv = $color->hsv(); # not implemented but proposed
$color->info();
if ($color->equals(other=>$other_color)) {
...
}
This module handles creating color objects used by imager. The idea is that in the future this module will be able to handle colorspace calculations as well.
new
This creates a color object to pass to functions that need a color argument.
set
This changes an already defined color. Note that this does not affect any places where the color has been used previously.
rgba
This returns the rgba code of the color the object contains.
info
Calling info merely dumps the relevant colorcode to the log.
equals(other=>$other_color)
equals(other=>$other_color, ignore_alpha=>1)
Compares $self and color $other_color returning true if the color components are the same.
Compares all four channels unless ignore_alpha is set. If ignore_alpha is set only the first three channels are compared.
You can specify colors in several different ways, you can just supply simple values:
simple numeric parameters - if you supply 3 or 4 numeric arguments, you get a color made up of those RGB (and possibly A) components.
a six hex digit web color, either RRGGBB or #RRGGBB
an eight hex digit web color, either RRGGBBAA or #RRGGBBAA.
a 3 hex digit web color, #RGB - a value of F becomes 255.
a color name, from whichever of the gimp Named_Colors file or X rgb.txt is found first. The same as using the name keyword.
You can supply named parameters:
red, green and blue, optionally shortened to r, g and b. The color components in the range 0 to 255.
# all of the following are equivalent
my $c1 = Imager::Color->new(red=>100, blue=>255, green=>0);
my $c2 = Imager::Color->new(r=>100, b=>255, g=>0);
my $c3 = Imager::Color->new(r=>100, blue=>255, g=>0);
hue, saturation and value, optionally shortened to h, s and v, to specify a HSV color. 0 new(hue=>120, value=>1, saturation=>0.5);
web, which can specify a 6 or 3 hex digit web color, in any of the forms #RRGGBB, #RGB, RRGGBB or RGB.
my $c1 = Imager::Color->new(web=>#FFC0C0); # pale red
gray or grey which specifies a single channel, from 0 to 255.
# exactly the same
my $c1 = Imager::Color->new(gray=>128);
my $c1 = Imager::Color->new(grey=>128);
rgb which takes a 3 member arrayref, containing each of the red, green and blue values.
# the same
my $c1 = Imager::Color->new(rgb=>[255, 100, 0]);
my $c1 = Imager::Color->new(r=>255, g=>100, b=>0);
hsv which takes a 3 member arrayref, containting each of hue, saturation and value.
# the same
my $c1 = Imager::Color->new(hsv=>[120, 0.5, 1]);
my $c1 = Imager::Color->new(hue=>120, v=>1, s=>0.5);
gimp which specifies a color from a GIMP palette file. You can specify the filename of the palette file with the palette parameter, or let Imager::Color look in various places, typically "$HOME/gimp-1.x/palettes/Named_Colors" with and without the version number, and in /usr/share/gimp/palettes/. The palette file must have color names.
my $c1 = Imager::Color->new(gimp=>snow);
my $c1 = Imager::Color->new(gimp=>snow, palette=>testimg/test_gimp_pal);
xname which specifies a color from an X11 rgb.txt file. You can specify the filename of the rgb.txt file with the palette parameter, or let Imager::Color look in various places, typically /usr/lib/X11/rgb.txt.
my $c1 = Imager::Color->new(xname=>blue) # usually RGB(0, 0, 255)
builtin which specifies a color from the built-in color table in Imager::Color::Table. The colors in this module are the same as the default X11 rgb.txt file.
my $c1 = Imager::Color->new(builtin=>black) # always RGB(0, 0, 0)
name which specifies a name from either a GIMP palette, an X rgb.txt file or the built-in color table, whichever is found first.
channel0, channel1, etc, each of which specifies a single channel. These can be abbreviated to c0, c1 etc.
channels which takes an arrayref of the channel values.
Optionally you can add an alpha channel to a color with the alpha or a parameter.
These color specifications can be used for both constructing new colors with the new() method and modifying existing colors with the set() method.
Download (0.83MB)
Added: 2006-10-27 License: Perl Artistic License Price:
1092 downloads
Carrera So-o 1.0
Carrera So-o is a simple yet challenging racing game to make time go by in boring moments. more>>
Carrera So-o is a simple yet challenging racing game to make time go by in boring moments.
Carrera So-o counts with 2 tracks to choose (grass and snow) with a simple objective... be the first to get to the finish line in order to win the game.
<<lessCarrera So-o counts with 2 tracks to choose (grass and snow) with a simple objective... be the first to get to the finish line in order to win the game.
Download (0.83MB)
Added: 2007-04-20 License: Freeware Price:
923 downloads
Debt Payoff Calculator 0.0
Debt Payoff Calculator is a simple set of PHP (5) scripts that will allow users of a web site to enter their monthly income. more>>
Debt Payoff Calculator is a simple set of PHP (5) scripts that will allow users of a web site to enter their monthly income, monthly budget, and outstanding debts.
The system can then generate a debt payoff report predicting how long it will take to pay off the debts.
The algorithm is:
1. Get total monthly income.
2. Get total monthly expenses.
3. Amount available for debt service is income - expenses;
4. Compute the "kicker" as %20 of Available, reduce available by this amount.
5. Compute the ratio of each debt to total debts.
6. Multiply Available by each ratio to get the potential payment.
7. For the smallest debt, add the kicker.
8. Test if any debts would be paid off
8a. If a debt could be paid off, make the payment, adjust the last debt pointer.
8b. Add any excess funds to the other potentials, using ratio2 which excludes the debt to be paid off.
8b. Repeat 8.
9. Make the remaining payments for debts not paid off.
Repeat 5-9 until all debts paid off.
Print the table of payments.
Enhancements:
- This release has been tested with Internet Explorer and Mozilla as clients.
<<lessThe system can then generate a debt payoff report predicting how long it will take to pay off the debts.
The algorithm is:
1. Get total monthly income.
2. Get total monthly expenses.
3. Amount available for debt service is income - expenses;
4. Compute the "kicker" as %20 of Available, reduce available by this amount.
5. Compute the ratio of each debt to total debts.
6. Multiply Available by each ratio to get the potential payment.
7. For the smallest debt, add the kicker.
8. Test if any debts would be paid off
8a. If a debt could be paid off, make the payment, adjust the last debt pointer.
8b. Add any excess funds to the other potentials, using ratio2 which excludes the debt to be paid off.
8b. Repeat 8.
9. Make the remaining payments for debts not paid off.
Repeat 5-9 until all debts paid off.
Print the table of payments.
Enhancements:
- This release has been tested with Internet Explorer and Mozilla as clients.
Download (0.007MB)
Added: 2006-03-28 License: GPL (GNU General Public License) Price:
1309 downloads
Root-Portal 0.5.2
Root-Portal is a GNOME program that monitors files, processes etc and displays changes. more>>
Root-Portal is a GNOME program that monitors files, processes etc and displays changes either directly to the desktop or in a transparent border-less window. This is useful for monitoring system logs and for providing feedback on system activities.
Root Portal is a way to do stuff on your desktop in the background. We find it useful as a monitor of system log files such as /var/log/messages and /var/log/xferlog and /var/log/httpd/access_log etc etc.
You can have as many spots, or portals of text on the screen as you want in varying size and varying font and colour and practically any other property you care to think of. They can have the added advantage of being transcient so that you can still see your background picture underneith the text.
As well as this, using the roottext module, you can run programs such as xsnow and the snow flakes will not disappear because of the text, they will pass through it. Using the module such as gnometext allows you to shade the background and put alternate images as backgrounds for your portals.
You may also shade these custom backgrounds, the only disadvantage to this system is that programs such as xsnow cannot mix their graphics with this and disappear behind them. The only other difference between the two is that the root text can handle non-fixed sized fonts with a breeze.
Because the gnome module is using zvt, it currently does no like non-fixed sized fonts too much at all. We are hoping the author of zvt will change this in later releases of his library. As well as the file tailing facility to monitor log files, there is also a loading monitor, to show you when a new process has been created and when a process has been destroyed.
Basically this is a pretty anti-paranoia program for people who sit at their desktops and wonder who is doing what to them from the outside, what is running what on their system, and why their harddisk is suddenly ticking over for no reason *aha, crond is doing something weird*
<<lessRoot Portal is a way to do stuff on your desktop in the background. We find it useful as a monitor of system log files such as /var/log/messages and /var/log/xferlog and /var/log/httpd/access_log etc etc.
You can have as many spots, or portals of text on the screen as you want in varying size and varying font and colour and practically any other property you care to think of. They can have the added advantage of being transcient so that you can still see your background picture underneith the text.
As well as this, using the roottext module, you can run programs such as xsnow and the snow flakes will not disappear because of the text, they will pass through it. Using the module such as gnometext allows you to shade the background and put alternate images as backgrounds for your portals.
You may also shade these custom backgrounds, the only disadvantage to this system is that programs such as xsnow cannot mix their graphics with this and disappear behind them. The only other difference between the two is that the root text can handle non-fixed sized fonts with a breeze.
Because the gnome module is using zvt, it currently does no like non-fixed sized fonts too much at all. We are hoping the author of zvt will change this in later releases of his library. As well as the file tailing facility to monitor log files, there is also a loading monitor, to show you when a new process has been created and when a process has been destroyed.
Basically this is a pretty anti-paranoia program for people who sit at their desktops and wonder who is doing what to them from the outside, what is running what on their system, and why their harddisk is suddenly ticking over for no reason *aha, crond is doing something weird*
Download (0.42MB)
Added: 2005-10-21 License: GPL (GNU General Public License) Price:
1463 downloads
flickr-karamba 0.1
Flickr-karamba will automatically download pictures from Flickr.com and show them on your Desktop. more>>
Flickr-karamba will automatically download pictures from Flickr.com and show them on your Desktop. They are filtered with tags(you can search for serveral tags, sepperated by comma [beach, snow]).
In this early version, you can only see public photos. Oh, and please be aware: python+flickr api=slooow performance...
Requires:
- Python Imaging Library
flickr-karamba uses flickr.py
And now enjoy my first superkaramba theme, and feel free to post bugs/comments.
<<lessIn this early version, you can only see public photos. Oh, and please be aware: python+flickr api=slooow performance...
Requires:
- Python Imaging Library
flickr-karamba uses flickr.py
And now enjoy my first superkaramba theme, and feel free to post bugs/comments.
Download (0.013MB)
Added: 2006-06-23 License: GPL (GNU General Public License) Price:
1220 downloads
JPHS 0.3
JPHIDE and JPSEEK are programs which allow you to hide a file in a jpeg visual image. more>>
JPSEEK and JPHIDE are 2 programs that allows you to hide a file in a jpeg visual image. There are lots of versions of similar programs available on the internet but JPHIDE and JPSEEK are rather special.
The design objective was not simply to hide a file but rather to do this in such a way that it is impossible to prove that the host file contains a hidden file. Given a typical visual image, a low insertion rate (under 5%) and the absence of the original file, it is not possible to conclude with any worthwhile certainty that the host file contains inserted data.
As the insertion percentage increases the statistical nature of the jpeg coefficients differs from "normal" to the extent that it raises suspicion. Above 15% the effects begin to become visible to the naked eye. Of course some images are much better than others when used a host file - plenty of fine detail is good. A cloudless blue sky over a snow covered ski paradise is bad. A waterfall in a forest is probably ideal.
Instructions:
jphide input-jpeg-file output-jpeg-file file-to-be-hidden
jpseek input-jpeg-file output-hidden-file
Building the programs:
Get the sources for the jpeg library jpeg-6a.
I got mine from a RedHat cd.
Compile them following the instructions that came with them.
Check them out - there is a "make test".
Use tar to put the new programs into the directory containing
the standard jpeg-6a sources:
tar -xzf jphs.tgz
Patch the makefile:
patch<<less
The design objective was not simply to hide a file but rather to do this in such a way that it is impossible to prove that the host file contains a hidden file. Given a typical visual image, a low insertion rate (under 5%) and the absence of the original file, it is not possible to conclude with any worthwhile certainty that the host file contains inserted data.
As the insertion percentage increases the statistical nature of the jpeg coefficients differs from "normal" to the extent that it raises suspicion. Above 15% the effects begin to become visible to the naked eye. Of course some images are much better than others when used a host file - plenty of fine detail is good. A cloudless blue sky over a snow covered ski paradise is bad. A waterfall in a forest is probably ideal.
Instructions:
jphide input-jpeg-file output-jpeg-file file-to-be-hidden
jpseek input-jpeg-file output-hidden-file
Building the programs:
Get the sources for the jpeg library jpeg-6a.
I got mine from a RedHat cd.
Compile them following the instructions that came with them.
Check them out - there is a "make test".
Use tar to put the new programs into the directory containing
the standard jpeg-6a sources:
tar -xzf jphs.tgz
Patch the makefile:
patch<<less
Download (0.015MB)
Added: 2006-03-23 License: Freeware Price:
763 downloads
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