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Geography::States 2.1
Geography::States is a Perl module with map states and provinces to their codes, and vice versa. more>>
Geography::States is a Perl module with map states and provinces to their codes, and vice versa.
SYNOPSIS
use Geography::States;
my $obj = Geography::States -> new (COUNTRY [, STRICT]);
EXAMPLES
my $canada = Geography::States -> new (Canada);
my $name = $canada -> state (NF); # Newfoundland.
my $code = $canada -> state (Ontario); # ON.
my ($code, $name) = $canada -> state (BC); # BC, British Columbia.
my @all_states = $canada -> state; # List code/name pairs.
This module lets you map states and provinces to their codes, and codes to names of provinces and states.
The Geography::States - new ()> call takes 1 or 2 arguments. The first, required, argument is the country we are interested in. Current supported countries are USA, Brazil, Canada, The Netherlands, and Australia. If a second non-false argument is given, we use strict mode. In non-strict mode, we will map territories and alternative codes as well, while we do not do that in strict mode. For example, if the country is USA, in non-strict mode, we will map GU to Guam, while in strict mode, neither GU and Guam will be found.
The state() method
All queries are done by calling the state method in the object. This method takes an optional argument. If an argument is given, then in scalar context, it will return the name of the state if a code of a state is given, and the code of a state, if the argument of the method is a name of a state. In list context, both the code and the state will be returned.
If no argument is given, then the state method in list context will return a list of all code/name pairs for that country. In scalar context, it will return the number of code/name pairs. Each code/name pair is a 2 element anonymous array.
Arguments can be given in a case insensitive way; if a name consists of multiple parts, the number of spaces does not matter, as long as there is some whitespace. (That is "NewYork" is wrong, but "new YORK" is fine.)
<<lessSYNOPSIS
use Geography::States;
my $obj = Geography::States -> new (COUNTRY [, STRICT]);
EXAMPLES
my $canada = Geography::States -> new (Canada);
my $name = $canada -> state (NF); # Newfoundland.
my $code = $canada -> state (Ontario); # ON.
my ($code, $name) = $canada -> state (BC); # BC, British Columbia.
my @all_states = $canada -> state; # List code/name pairs.
This module lets you map states and provinces to their codes, and codes to names of provinces and states.
The Geography::States - new ()> call takes 1 or 2 arguments. The first, required, argument is the country we are interested in. Current supported countries are USA, Brazil, Canada, The Netherlands, and Australia. If a second non-false argument is given, we use strict mode. In non-strict mode, we will map territories and alternative codes as well, while we do not do that in strict mode. For example, if the country is USA, in non-strict mode, we will map GU to Guam, while in strict mode, neither GU and Guam will be found.
The state() method
All queries are done by calling the state method in the object. This method takes an optional argument. If an argument is given, then in scalar context, it will return the name of the state if a code of a state is given, and the code of a state, if the argument of the method is a name of a state. In list context, both the code and the state will be returned.
If no argument is given, then the state method in list context will return a list of all code/name pairs for that country. In scalar context, it will return the number of code/name pairs. Each code/name pair is a 2 element anonymous array.
Arguments can be given in a case insensitive way; if a name consists of multiple parts, the number of spaces does not matter, as long as there is some whitespace. (That is "NewYork" is wrong, but "new YORK" is fine.)
Download (0.006MB)
Added: 2007-02-14 License: Perl Artistic License Price:
982 downloads
State Threads 1.8
State Threads project is a small library for designing scalable Internet applications. more>>
State Threads project is a small library for designing scalable Internet applications.
The State Threads is a small application library which provides a foundation for writing fast and highly scalable Internet applications (such as Web servers, proxy servers, mail transfer agents, etc.) on UNIX-like platforms.
It offers a threading API for structuring a network application as an event-driven state machine.
The State Threads library is a derivative of the Netscape Portable Runtime library (NSPR) and therefore is distributed under the Mozilla Public License (MPL) version 1.1 or the GNU General Public License (GPL) version 2 or later.
Enhancements:
- Added support for kqueue and epoll on platforms that support them.
- Added ability to choose the event notification system at program startup.
- Long-overdue public definitions of ST_UTIME_NO_TIMEOUT (-1ULL) and ST_UTIME_NO_WAIT (0) [bug 1514436].
- Documentation patch for st_utime() [bug 1514484].
- Documentation patch for st_timecache_set() [bug 1514486].
- Documentation patch for st_netfd_serialize_accept() [bug 1514494].
- Added st_writev_resid() [rfe 1538344].
- Added st_readv_resid() [rfe 1538768] and, for symmetry, st_readv().
<<lessThe State Threads is a small application library which provides a foundation for writing fast and highly scalable Internet applications (such as Web servers, proxy servers, mail transfer agents, etc.) on UNIX-like platforms.
It offers a threading API for structuring a network application as an event-driven state machine.
The State Threads library is a derivative of the Netscape Portable Runtime library (NSPR) and therefore is distributed under the Mozilla Public License (MPL) version 1.1 or the GNU General Public License (GPL) version 2 or later.
Enhancements:
- Added support for kqueue and epoll on platforms that support them.
- Added ability to choose the event notification system at program startup.
- Long-overdue public definitions of ST_UTIME_NO_TIMEOUT (-1ULL) and ST_UTIME_NO_WAIT (0) [bug 1514436].
- Documentation patch for st_utime() [bug 1514484].
- Documentation patch for st_timecache_set() [bug 1514486].
- Documentation patch for st_netfd_serialize_accept() [bug 1514494].
- Added st_writev_resid() [rfe 1538344].
- Added st_readv_resid() [rfe 1538768] and, for symmetry, st_readv().
Download (0.097MB)
Added: 2007-03-16 License: MPL (Mozilla Public License) Price:
953 downloads
UML::State 0.02
UML::State is an object oriented module which draws simple state diagrams. more>>
UML::State is an object oriented module which draws simple state diagrams.
SYNOPSIS
use UML::State;
my $diagram = UML::State->new(
$node_array,
$start_list,
$accept_list,
$edges
);
# You may change these defaults (doing so may even work):
$UML::State::ROW_SPACING = 75; # all numbers are in pixels
$UML::State::LEFT_MARGIN = 20;
$UML::State::WIDTH = 800;
$UML::State::HEIGHT = 800;
print $diagram->draw();
ABSTRACT
Are you tired of pointing and clicking to make simple diagrams? Do your wrists hurt thinking about making the pretty UML your boss likes so well? Consider using UML::State and UML::Sequence to make your life easier.
UML::State together with drawstate.pl allows you to easily generate state diagrams. You enter them in something like a cross between ASCII art and school room algebra. They come out looking like something from a drawing program like Visio. See drawstate.pl in the distribution for details about the input format and the samples directory for some examples of input and output.
You will probably use this class by running drawstate.pl or drawstatexml.pl which are included in the distribution. But you can use this package directly to gain control over the appearance of your pictures.
The two methods you need are new and draw (see below). If you want, you may change the dimensions by setting the package global variables as shown in the SYNOPSIS. Obviously, no error checking is done, so be careful to use reasonable values (positive numbers are good). All numbers are in pixels (sorry by Beziers in SVG seem to require pixels). I have not tried changing the numbers, so I dont have any idea if doing so makes reasonable changes to the output.
<<lessSYNOPSIS
use UML::State;
my $diagram = UML::State->new(
$node_array,
$start_list,
$accept_list,
$edges
);
# You may change these defaults (doing so may even work):
$UML::State::ROW_SPACING = 75; # all numbers are in pixels
$UML::State::LEFT_MARGIN = 20;
$UML::State::WIDTH = 800;
$UML::State::HEIGHT = 800;
print $diagram->draw();
ABSTRACT
Are you tired of pointing and clicking to make simple diagrams? Do your wrists hurt thinking about making the pretty UML your boss likes so well? Consider using UML::State and UML::Sequence to make your life easier.
UML::State together with drawstate.pl allows you to easily generate state diagrams. You enter them in something like a cross between ASCII art and school room algebra. They come out looking like something from a drawing program like Visio. See drawstate.pl in the distribution for details about the input format and the samples directory for some examples of input and output.
You will probably use this class by running drawstate.pl or drawstatexml.pl which are included in the distribution. But you can use this package directly to gain control over the appearance of your pictures.
The two methods you need are new and draw (see below). If you want, you may change the dimensions by setting the package global variables as shown in the SYNOPSIS. Obviously, no error checking is done, so be careful to use reasonable values (positive numbers are good). All numbers are in pixels (sorry by Beziers in SVG seem to require pixels). I have not tried changing the numbers, so I dont have any idea if doing so makes reasonable changes to the output.
Download (0.054MB)
Added: 2007-04-23 License: Perl Artistic License Price:
915 downloads
IP Tables State 2.2.0
IP Tables State implements the state top feature from IP Filter for IP Tables. more>>
Having worked with IP Filter on Solaris for a few years now, when I work on IP Tables in Linux I come to miss State Top. So I decided to write a version for IP Tables. IPTState is a state top along with a "single run" mode to quickly display states once. IP Tables State has customizable sorting (including reverse), customizable refresh rates, etc. etc. See the README, the man page and the -h option for details.
IPTState is now in the Debian, Redhat, Fedora Core, Mandrake, Gentoo, FloppyFW, and Devil Linux distributions as well as the pkgsrc project.
<<lessIPTState is now in the Debian, Redhat, Fedora Core, Mandrake, Gentoo, FloppyFW, and Devil Linux distributions as well as the pkgsrc project.
Download (0.027MB)
Added: 2007-03-19 License: zlib/libpng License Price:
949 downloads
FSA::Rules 0.26
FSA::Rules is a Perl module to build simple rules-based state machines in Perl. more>>
FSA::Rules is a Perl module to build simple rules-based state machines in Perl.
Synopsis
my $fsa = FSA::Rules->new(
ping => {
do => sub {
print "ping!n";
my $state = shift;
$state->result(pong);
$state->machine->{count}++;
},
rules => [
game_over => sub { shift->machine->{count} >= 20 },
pong => sub { shift->result eq pong },
],
},
pong => {
do => sub { print "pong!n" },
rules => [ ping => 1, ], # always goes back to ping
},
game_over => { do => sub { print "Game Overn" } }
);
$fsa->start;
$fsa->switch until $fsa->at(game_over);
This class implements a simple state machine pattern, allowing you to quickly build rules-based state machines in Perl. As a simple implementation of a powerful concept, it differs slightly from an ideal DFA model in that it does not enforce a single possible switch from one state to another. Rather, it short circuits the evaluation of the rules for such switches, so that the first rule to return a true value will trigger its switch and no other switch rules will be checked. (But see the strict attribute and parameter to new().) It differs from an NFA model in that it offers no back-tracking. But in truth, you can use it to build a state machine that adheres to either model--hence the more generic FSA moniker.
FSA::Rules uses named states so that its easy to tell what state youre in and what state you want to go to. Each state may optionally define actions that are triggered upon entering the state, after entering the state, and upon exiting the state. They may also define rules for switching to other states, and these rules may specify the execution of switch-specific actions. All actions are defined in terms of anonymous subroutines that should expect an FSA::State object itself to be passed as the sole argument.
FSA::Rules objects and the FSA::State objects that make them up are all implemented as empty hash references. This design allows the action subroutines to use the FSA::State object passed as the sole argument, as well as the FSA::Rules object available via its machine() method, to stash data for other states to access, without the possibility of interfering with the state or the state machine itself.
<<lessSynopsis
my $fsa = FSA::Rules->new(
ping => {
do => sub {
print "ping!n";
my $state = shift;
$state->result(pong);
$state->machine->{count}++;
},
rules => [
game_over => sub { shift->machine->{count} >= 20 },
pong => sub { shift->result eq pong },
],
},
pong => {
do => sub { print "pong!n" },
rules => [ ping => 1, ], # always goes back to ping
},
game_over => { do => sub { print "Game Overn" } }
);
$fsa->start;
$fsa->switch until $fsa->at(game_over);
This class implements a simple state machine pattern, allowing you to quickly build rules-based state machines in Perl. As a simple implementation of a powerful concept, it differs slightly from an ideal DFA model in that it does not enforce a single possible switch from one state to another. Rather, it short circuits the evaluation of the rules for such switches, so that the first rule to return a true value will trigger its switch and no other switch rules will be checked. (But see the strict attribute and parameter to new().) It differs from an NFA model in that it offers no back-tracking. But in truth, you can use it to build a state machine that adheres to either model--hence the more generic FSA moniker.
FSA::Rules uses named states so that its easy to tell what state youre in and what state you want to go to. Each state may optionally define actions that are triggered upon entering the state, after entering the state, and upon exiting the state. They may also define rules for switching to other states, and these rules may specify the execution of switch-specific actions. All actions are defined in terms of anonymous subroutines that should expect an FSA::State object itself to be passed as the sole argument.
FSA::Rules objects and the FSA::State objects that make them up are all implemented as empty hash references. This design allows the action subroutines to use the FSA::State object passed as the sole argument, as well as the FSA::Rules object available via its machine() method, to stash data for other states to access, without the possibility of interfering with the state or the state machine itself.
Download (0.030MB)
Added: 2006-10-02 License: Perl Artistic License Price:
1117 downloads
Strasheela 0.8.3
Strasheela is a highly expressive constraint-based music composition system. more>>
Strasheela is a highly expressive constraint-based music composition system. The Strasheela user declaratively states a music theory and the computer generates music which complies with this theory.
A theory is formulated as a constraint satisfaction problem (CSP) by a set of rules (constraints) applied to a music representation in which some aspects are expressed by variables (unknowns).
Music constraint programming is style-independent and is well-suited for highly complex theories (e.g. a fully-fledged theory of harmony). The results can be output into various formats including MIDI, Lilypond, and Csound.
Enhancements:
- This release greatly extends the available documentation.
- It now comes with a tutorial (draft) and includes several examples with musical output, an explanation of their underlying music theory, remarks on their implementation, and the full source code.
- Substantial background information on Strasheela is given by a monograph.
- Also, many additions and bugfixes have been made to the system.
<<lessA theory is formulated as a constraint satisfaction problem (CSP) by a set of rules (constraints) applied to a music representation in which some aspects are expressed by variables (unknowns).
Music constraint programming is style-independent and is well-suited for highly complex theories (e.g. a fully-fledged theory of harmony). The results can be output into various formats including MIDI, Lilypond, and Csound.
Enhancements:
- This release greatly extends the available documentation.
- It now comes with a tutorial (draft) and includes several examples with musical output, an explanation of their underlying music theory, remarks on their implementation, and the full source code.
- Substantial background information on Strasheela is given by a monograph.
- Also, many additions and bugfixes have been made to the system.
Download (0.75MB)
Added: 2007-08-08 License: GPL (GNU General Public License) Price:
809 downloads
State Machine Compiler 4.4.0
State Machine Compiler takes a state machine stored in an .sm file and generates the state pattern classes. more>>
State Machine Compiler takes a state machine stored in an .sm file and generates the state pattern classes in nine programming languages.
Its features include default transitions, transition arguments, transition guards, push/pop transitions, and Entry/Exit actions. State Machine Compiler requires Java SE 1.4.1 or better.
Enhancements:
- This release cleans up C# and VB.net debug output using System.Diagnostics.Trace.
- It fixes a number of minor bugs.
<<lessIts features include default transitions, transition arguments, transition guards, push/pop transitions, and Entry/Exit actions. State Machine Compiler requires Java SE 1.4.1 or better.
Enhancements:
- This release cleans up C# and VB.net debug output using System.Diagnostics.Trace.
- It fixes a number of minor bugs.
Download (MB)
Added: 2007-02-19 License: MPL (Mozilla Public License) Price:
982 downloads
DBIx::EnumConstraints 0.01
DBIx::EnumConstraints is a Perl module that generates enum-like SQL constraints. more>>
DBIx::EnumConstraints is a Perl module that generates enum-like SQL constraints.
SYNOPSIS
use DBIx::EnumConstraints;
my $ec = DBIx::EnumConstraints->new({
name => kind, fields => [ [ k1, a, b ]
, [ k2, b ] ]
});
# get enum field definition
my $edef = $ec->enum_definition;
# $edef is now kind smallint not null check (kind > 0 and kind < 2)
# get constraints array
my @cons = $ec->constraints;
# @cons is now (
# constraint k1_has_a check (kind 1 or a is not null)
# , constraint k1_has_b check (kind 1 or a is not null)
# , constraint k2_has_b check (kind 2 or b is not null)
# , constraint k2_has_no_a check (kind 2 or a is null))
This module generates SQL statements for enforcing enum semantics on the database columns.
Enum columns is the column which can get one of 1 .. k values. For each of those values there are other columns which should or should not be null.
For example in the SYNOPSIS above, when kind column is 1 the row should have both of a and b columns not null. When kind column is 2 the row should have a but no b columns.
CONSTRUCTORS
$class->new($args)
$args should be HASH reference containing the following parameters:
name
The name of the enum.
fields
Array of arrays describing fields dependent on the enum. Each row is index is the possible value of enum minus 1 (e.g. row number 1 is for enum value 2).
First item in the array is the state name. The rest of the items are field names. There is a possibility to mark optional fields by using trailing ? (e.g. b? denotes an optional b field.
METHODS
$self->enum_definition
Returns the definition of enum column. See SYNOPSIS for example.
$self->for_each_kind($callback)
Runs $callback over registered enum states. For each state passes state name, fields which are in the state and fields which are out of the state.
The fields are passed as ARRAY references.
$self->constraints
Returns the list of generated constraints. See SYNOPSIS above for an example.
<<lessSYNOPSIS
use DBIx::EnumConstraints;
my $ec = DBIx::EnumConstraints->new({
name => kind, fields => [ [ k1, a, b ]
, [ k2, b ] ]
});
# get enum field definition
my $edef = $ec->enum_definition;
# $edef is now kind smallint not null check (kind > 0 and kind < 2)
# get constraints array
my @cons = $ec->constraints;
# @cons is now (
# constraint k1_has_a check (kind 1 or a is not null)
# , constraint k1_has_b check (kind 1 or a is not null)
# , constraint k2_has_b check (kind 2 or b is not null)
# , constraint k2_has_no_a check (kind 2 or a is null))
This module generates SQL statements for enforcing enum semantics on the database columns.
Enum columns is the column which can get one of 1 .. k values. For each of those values there are other columns which should or should not be null.
For example in the SYNOPSIS above, when kind column is 1 the row should have both of a and b columns not null. When kind column is 2 the row should have a but no b columns.
CONSTRUCTORS
$class->new($args)
$args should be HASH reference containing the following parameters:
name
The name of the enum.
fields
Array of arrays describing fields dependent on the enum. Each row is index is the possible value of enum minus 1 (e.g. row number 1 is for enum value 2).
First item in the array is the state name. The rest of the items are field names. There is a possibility to mark optional fields by using trailing ? (e.g. b? denotes an optional b field.
METHODS
$self->enum_definition
Returns the definition of enum column. See SYNOPSIS for example.
$self->for_each_kind($callback)
Runs $callback over registered enum states. For each state passes state name, fields which are in the state and fields which are out of the state.
The fields are passed as ARRAY references.
$self->constraints
Returns the list of generated constraints. See SYNOPSIS above for an example.
Download (0.010MB)
Added: 2007-07-24 License: Perl Artistic License Price:
822 downloads
Geo::StreetAddress::US 0.99
Geo::StreetAddress::US is a Perl extension for parsing US street addresses. more>>
Geo::StreetAddress::US is a Perl extension for parsing US street addresses.
SYNOPSIS
use Geo::StreetAddress::US;
my $hashref = Geo::StreetAddress::US->parse_location(
"1005 Gravenstein Hwy N, Sebastopol CA 95472" );
my $hashref = Geo::StreetAddress::US->parse_location(
"Hollywood & Vine, Los Angeles, CA" );
my $hashref = Geo::StreetAddress::US->parse_address(
"1600 Pennsylvania Ave, Washington, DC" );
my $hashref = Geo::StreetAddress::US->parse_intersection(
"Mission Street at Valencia Street, San Francisco, CA" );
my $normal = Geo::StreetAddress::US->normalize_address( %spec );
# the parse_* methods call this automatically...
Geo::StreetAddress::US is a regex-based street address and street intersection parser for the United States. Its basic goal is to be as forgiving as possible when parsing user-provided address strings.
Geo::StreetAddress::US knows about directional prefixes and suffixes, fractional building numbers, building units, grid-based addresses (such as those used in parts of Utah), 5 and 9 digit ZIP codes, and all of the official USPS abbreviations for street types and state names.
<<lessSYNOPSIS
use Geo::StreetAddress::US;
my $hashref = Geo::StreetAddress::US->parse_location(
"1005 Gravenstein Hwy N, Sebastopol CA 95472" );
my $hashref = Geo::StreetAddress::US->parse_location(
"Hollywood & Vine, Los Angeles, CA" );
my $hashref = Geo::StreetAddress::US->parse_address(
"1600 Pennsylvania Ave, Washington, DC" );
my $hashref = Geo::StreetAddress::US->parse_intersection(
"Mission Street at Valencia Street, San Francisco, CA" );
my $normal = Geo::StreetAddress::US->normalize_address( %spec );
# the parse_* methods call this automatically...
Geo::StreetAddress::US is a regex-based street address and street intersection parser for the United States. Its basic goal is to be as forgiving as possible when parsing user-provided address strings.
Geo::StreetAddress::US knows about directional prefixes and suffixes, fractional building numbers, building units, grid-based addresses (such as those used in parts of Utah), 5 and 9 digit ZIP codes, and all of the official USPS abbreviations for street types and state names.
Download (0.010MB)
Added: 2006-09-25 License: Perl Artistic License Price:
1124 downloads
Games::3D 0.09
Games::3D is a package containing an object system for (not only) 3D games. more>>
Games::3D is a package containing an object system for (not only) 3D games.
SYNOPSIS
use Games::3D::World;
my $world = Games::3D::World->new();
$world->save_to_file( $filename );
my $loaded = Games::3D::world->load_from_file( $filename );
my $thing1 = $world->add ( Games::3D::Thingy->new( ... ) );
my $thing2 = $world->add ( Games::3D::Thingy->new( ... ) );
$world->link($thing1, $thing2);
Games::3D::World provides you with a container class that will contain every object in your game object system. This are primarily objects that have states, change these states and need to announce the states to other objects.
The Games::3D::World container also enables you to save and restore snapshots of your objects system.
Basic things that you object system contains are derived from a class called Games::3D::Thingy. These can represent physical objects (buttons, levers, doors, lights etc) as well as virtual objects (trigger, sensors, links, markers, sound sources etc).
You can link Thingys together, either directly or via Games::3D::Links. The links have some more features than direct linking, which are explained below.
This package also provides you with Games::3D::Sensor, a class for objects that sense state changes and act upon them. Or not, depending on the sensor. Sensors are primarily used to watch for certain conditions and then act when they are met. Examples are the death of an object, values that go below a certain threshold etc.
State changes are transported in the object system with signals.
<<lessSYNOPSIS
use Games::3D::World;
my $world = Games::3D::World->new();
$world->save_to_file( $filename );
my $loaded = Games::3D::world->load_from_file( $filename );
my $thing1 = $world->add ( Games::3D::Thingy->new( ... ) );
my $thing2 = $world->add ( Games::3D::Thingy->new( ... ) );
$world->link($thing1, $thing2);
Games::3D::World provides you with a container class that will contain every object in your game object system. This are primarily objects that have states, change these states and need to announce the states to other objects.
The Games::3D::World container also enables you to save and restore snapshots of your objects system.
Basic things that you object system contains are derived from a class called Games::3D::Thingy. These can represent physical objects (buttons, levers, doors, lights etc) as well as virtual objects (trigger, sensors, links, markers, sound sources etc).
You can link Thingys together, either directly or via Games::3D::Links. The links have some more features than direct linking, which are explained below.
This package also provides you with Games::3D::Sensor, a class for objects that sense state changes and act upon them. Or not, depending on the sensor. Sensors are primarily used to watch for certain conditions and then act when they are met. Examples are the death of an object, values that go below a certain threshold etc.
State changes are transported in the object system with signals.
Download (0.032MB)
Added: 2006-10-02 License: Perl Artistic License Price:
1124 downloads
Maps 1.0
Maps project is a topographal map and aerial photo generator and viewer. more>>
Maps project is a topographal map and aerial photo generator and viewer.
Maps allows users to generate topographical maps and aerial photographs of any region in the United States.
It uses data provided by the USGS through the geoserver system.
The interactive view lets you move around, zoom in and out, and locate named geographical features.
<<lessMaps allows users to generate topographical maps and aerial photographs of any region in the United States.
It uses data provided by the USGS through the geoserver system.
The interactive view lets you move around, zoom in and out, and locate named geographical features.
Download (0.011MB)
Added: 2006-10-31 License: GPL (GNU General Public License) Price:
1167 downloads
YASP 0.4
YASP project is a lightweight network protocol for micro controllers. more>>
YASP project is a lightweight network protocol for micro controllers.
YASP is a simple and open protocol for building networks with small microcontrollers. It is designed to have a small footprint for easy implementation with minimal hardware resources, but without sacrifice advanced features and future growth.
The protocol scalability is implemented using variable length fields.
The physical layer use the NRZ encoding as in RS-232, but using dominant and recessive bus states to provide a reliable way to detect collisions.
Main features:
- Node adresses: 1 to n bytes
- Medium access: CDMA/CS/NDA (Carrier Sense Multiple Access / Collision Detection / Non-Destructive Arbitration)
- Addressing modes: unicast, broadcast and multicast
- Smallest frame: 6 bytes
- Error detection: CRC16
- Bus signaling: 1-wire "open collector" or 2-wire diferential (CAN transceiver)
- Current PIC implementation: about 480 words of code and 25 bytes of RAM (interrupt driven)
Enhancements:
- Fixed minor framing bugs that affect reception of consecutive frames.
- Added sample code for analog inputs node using 16f876.
<<lessYASP is a simple and open protocol for building networks with small microcontrollers. It is designed to have a small footprint for easy implementation with minimal hardware resources, but without sacrifice advanced features and future growth.
The protocol scalability is implemented using variable length fields.
The physical layer use the NRZ encoding as in RS-232, but using dominant and recessive bus states to provide a reliable way to detect collisions.
Main features:
- Node adresses: 1 to n bytes
- Medium access: CDMA/CS/NDA (Carrier Sense Multiple Access / Collision Detection / Non-Destructive Arbitration)
- Addressing modes: unicast, broadcast and multicast
- Smallest frame: 6 bytes
- Error detection: CRC16
- Bus signaling: 1-wire "open collector" or 2-wire diferential (CAN transceiver)
- Current PIC implementation: about 480 words of code and 25 bytes of RAM (interrupt driven)
Enhancements:
- Fixed minor framing bugs that affect reception of consecutive frames.
- Added sample code for analog inputs node using 16f876.
Download (0.19MB)
Added: 2007-01-16 License: LGPL (GNU Lesser General Public License) Price:
1014 downloads
Ragel State Machine Compiler 5.23
Ragel State Machine Compiler compiles state machines from regular languages. more>>
Ragel State Machine Compiler compiles finite state machines from regular languages into executable C/C++/Objective-C code. Ragel state machines can not only recognize byte sequences as regular expression machines do, but can also execute code at arbitrary points in the recognition of a regular language.
Ragel can also be thought of as a finite state transducer compiler where output symbols represent blocks of code that get executed instead of written to the output stream.
When you wish to write down a regular language you start with some simple regular language and build a bigger one using the regular language operators union, concatenation, kleene star, intersection and subtraction.
This is precisely the way you describe to Ragel how to compile your finite state machines. Ragel also understands operators that embed actions into machines and operators that control any non-determinism in machines.
Ragel FSMs are closed under all of Ragels regular language, action specification and priority assignment operators. This property allows arbitrary regular languages to be described. Complexity is limited only by available processing resources.
For example, you can make one machine that picks out specially formatted comments in C code, another machine that builds a list all function declarations and a third that identifies string constants then "or" them all together to make a single machine that performs all of these tasks concurrently and independently on one pass of the input.
Main features:
- Describe arbitrary state machines using regular language operators and/or state tables.
- NFA to DFA conversion.
- Hopcrofts state minimization.
- Embed any number of actions into machines at arbitrary places.
- Control non-determinism using priorities on transitions.
- Visualize output with Graphviz.
- Use byte, double byte or word sized alphabets.
- Generate C/C++/Objective-C code with no dependencies.
- Choose from table or control flow driven output.
Enhancements:
- The documentation and the Ruby code generator were improved.
<<lessRagel can also be thought of as a finite state transducer compiler where output symbols represent blocks of code that get executed instead of written to the output stream.
When you wish to write down a regular language you start with some simple regular language and build a bigger one using the regular language operators union, concatenation, kleene star, intersection and subtraction.
This is precisely the way you describe to Ragel how to compile your finite state machines. Ragel also understands operators that embed actions into machines and operators that control any non-determinism in machines.
Ragel FSMs are closed under all of Ragels regular language, action specification and priority assignment operators. This property allows arbitrary regular languages to be described. Complexity is limited only by available processing resources.
For example, you can make one machine that picks out specially formatted comments in C code, another machine that builds a list all function declarations and a third that identifies string constants then "or" them all together to make a single machine that performs all of these tasks concurrently and independently on one pass of the input.
Main features:
- Describe arbitrary state machines using regular language operators and/or state tables.
- NFA to DFA conversion.
- Hopcrofts state minimization.
- Embed any number of actions into machines at arbitrary places.
- Control non-determinism using priorities on transitions.
- Visualize output with Graphviz.
- Use byte, double byte or word sized alphabets.
- Generate C/C++/Objective-C code with no dependencies.
- Choose from table or control flow driven output.
Enhancements:
- The documentation and the Ruby code generator were improved.
Download (0.52MB)
Added: 2007-07-25 License: GPL (GNU General Public License) Price:
824 downloads
Authen::OTP 1.0.0
Authen::OTP is a One Time Password perl module implementing RFC 2289. more>>
Authen::OTP is a One Time Password perl module implementing RFC 2289.
It goes beyond computing the nth OTP. It helps admins maintain users OTP passwords, authenticates users, updates their current states, provides the challenges, etc. It can also be used by clients to compute their Nth OTPs given a challenge.
Eventually Ill add POD and create the standard install style package for CPAN, but for now, feel free to download and manually place it where you want.
<<lessIt goes beyond computing the nth OTP. It helps admins maintain users OTP passwords, authenticates users, updates their current states, provides the challenges, etc. It can also be used by clients to compute their Nth OTPs given a challenge.
Eventually Ill add POD and create the standard install style package for CPAN, but for now, feel free to download and manually place it where you want.
Download (0.017MB)
Added: 2006-06-13 License: GPL (GNU General Public License) Price:
1230 downloads
Language::Zcode::Runtime::State 0.8
Language::Zcode::Runtime::State is a Perl module to handle saving, restoring, etc. the game state. more>>
Language::Zcode::Runtime::State is a Perl module to handle saving, restoring, etc. the game state.
restoring
Getter/setter: currently in the process of restoring or not?
start_machine
Start executing the Z-machine.
In the normal case (starting a new game, or restarting), this is as simple as calling the Z-machine subroutine whose address is stored in the header.
If were restoring from a save file, its more complicated. See "resume_execution".
z_call
Wrapper around Z-code subroutine calls. The main reason we need it is for save/restore.
In the normal case, z_call just calls the Z-code subroutine at address arg0 with the given args (arg5-argn), if any. Args 1-4 arent used by z_call, but (hack alert!) they go into the Perl call stack, which is needed for saving Z-machine state.
Input: subroutine address to call, local variables & eval stack (arrayrefs), next PC, store variable, args to the Z-sub.
See "The call stack" for far more detail on this sub and save/restore.
save_state
Implement the @save opcode, saving the current Z-machine state (as opposed to writing a table to a file, the other use of the @save opcode)
Note that this sub also gets called at the very end of the restoring process.
Returns 0 for failed save, 1 for successful save, 2 for "just finished restoring".
build_save_stack
Create a Z-machine call stack by peeking at the Perl call stack.
When calling Z_machine subroutines, we call z_call with all the information contained in a Z stack frame. We retrieve that information from the Perl call stack and build a Z-machine call stack with it.
restore_state
Implement the @restore opcode, restoring the current Z-machine state (as opposed to reading a table from a file, the other use of the @restore opcode)
<<lessrestoring
Getter/setter: currently in the process of restoring or not?
start_machine
Start executing the Z-machine.
In the normal case (starting a new game, or restarting), this is as simple as calling the Z-machine subroutine whose address is stored in the header.
If were restoring from a save file, its more complicated. See "resume_execution".
z_call
Wrapper around Z-code subroutine calls. The main reason we need it is for save/restore.
In the normal case, z_call just calls the Z-code subroutine at address arg0 with the given args (arg5-argn), if any. Args 1-4 arent used by z_call, but (hack alert!) they go into the Perl call stack, which is needed for saving Z-machine state.
Input: subroutine address to call, local variables & eval stack (arrayrefs), next PC, store variable, args to the Z-sub.
See "The call stack" for far more detail on this sub and save/restore.
save_state
Implement the @save opcode, saving the current Z-machine state (as opposed to writing a table to a file, the other use of the @save opcode)
Note that this sub also gets called at the very end of the restoring process.
Returns 0 for failed save, 1 for successful save, 2 for "just finished restoring".
build_save_stack
Create a Z-machine call stack by peeking at the Perl call stack.
When calling Z_machine subroutines, we call z_call with all the information contained in a Z stack frame. We retrieve that information from the Perl call stack and build a Z-machine call stack with it.
restore_state
Implement the @restore opcode, restoring the current Z-machine state (as opposed to reading a table from a file, the other use of the @restore opcode)
Download (0.29MB)
Added: 2007-07-05 License: Perl Artistic License Price:
844 downloads
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