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wingS 3.0

wingS 3.0


wingS is a servlet development framework for Web applications. more>>
wingS is a servlet development framework for Web applications. wingS project features Swing-like components and utilizes Swing models, Swing events, and a very similar API.
A special LayoutManager allows you to place components using designer provided HTML templates. The HTML code generation of the components themself supports PLAF (Pluggable Look and Feel), so it is possible to create a different output, like plain HTML, HTML+CSS, and WML.
Enhancements:
- [WGS-198] - Exception in SSLider
- [WGS-214] - Redirects and Error Page handling broken
- [WGS-189] - Fix cookie- less session management
- [WGS-196] - Documentation Update
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Download (7.5MB)
Added: 2007-07-18 License: LGPL (GNU Lesser General Public License) Price:
506 downloads
Wings 3D 0.98.36

Wings 3D 0.98.36


Wings 3D is a subdivision modeler inspired by Nendo and Mirai from Izware. more>>
Wings 3D is a subdivision modeler inspired by Nendo and Mirai from Izware.
Wings 3D is possible to assign materials, vertex color, UV coordinates and textures, but there will be improvements in those features before Wings goes 1.0.
There is no support in Wings for doing animations.
Export Formats
- Nendo (NDO)
- 3D Studio (3DS)
- Wavefront (OBJ)
- VRML (WRL)
- Renderware (RWX)
- FBX (on Windows and Mac OS X)
- Yafray
- Toxic
Import Formats
- Nendo (NDO)
- 3D Studio (3DS)
- Wavefront (OBJ)
- FBX (on Windows and Mac OS X)
- Adobe Illustrator 8 (AI)
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Download (2.4MB)
Added: 2006-11-22 License: GPL (GNU General Public License) Price:
1454 downloads
intel-wings Driver 0.2

intel-wings Driver 0.2


The intel-wings project is a Linux driver for the Intel Wireless Series of input devices. more>>
The intel-wings project is a Linux driver for the Intel Wireless Series of input devices.
Somehow, Intel managed to avoid using the USB Human Interface Device standards with their wireless gamepads.
All other USB gamepads work out-of-the-box: plug it in, and the computer knows that it has an X axis, a Y axis, and six buttons. Not Intel. Thats where intel-wings comes in.
Wireless Series?
Yes, youve seen them. Everyone hated them. The keyboards were of poor manufacturing, the mice eat batteries like theres no tomorrow, and the whole system was ridiculously expensive. They were killed off by Intel several years ago -- after hitting the shelves and getting a lukewarm reaction, manufacturing was stopped, and support was terminated 18 months after release.
All of these complaints are valid. On the other hand, when used infrequently, the mice last a few months, and work great on a glass coffee table in my living room. (A newer wireless optical mouse wouldnt work.)
The gamepads are actually pretty fun, in my opinion: you can have a whole bunch of them attached to one base station, which is great for playing old console games with friends. You can get a complete set of devices for $10 on eBay, and with Linux-based PVRs becoming increasingly common, I find my devices to be a great addition to my living room.
Note that I wouldnt recommend the mice to anyone that uses their computer on a regular basis, but its easier for navigating menus than a remote control. In my opinion, the Intel Wireless Series devices on Linux PVRs are the way to go.
Enhancements:
- Preliminary keyboard support was added.
- The Intel wireless keyboards are at least partially functional.
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Download (0.008MB)
Added: 2005-10-24 License: GPL (GNU General Public License) Price:
1464 downloads
Wings 3D for Linux 0.99.02

Wings 3D for Linux 0.99.02


Wings 3D is a free subdivision modeler inspired by Nendo and Mirai from Izware. more>> Wings 3D is a subdivision modeler inspired by Nendo and Mirai from Izware.
It is possible to assign materials, vertex color, UV coordinates and textures, but there will be improvements in those features before Wings goes 1.0. There is no support in Wings for doing animations.
Export Formats
-Nendo (NDO)
-3D Studio (3DS)
-Wavefront (OBJ)
-VRML (WRL)
-Renderware (RWX)
-FBX (on Windows and Mac OS X)
-Yafray
-Toxic
-Povray
Import Formats:
-Nendo (NDO)
-3D Studio (3DS)
-Wavefront (OBJ)
-FBX (on Windows and Mac OS X)
-Adobe Illustrator 8 (AI)
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Download (3.86MB)
Added: 2009-04-12 License: Freeware Price: Free
194 downloads
No Gravity 2.0

No Gravity 2.0


No Gravity is a 3D arcade space shooter. more>>
No Gravity game is a futuristic and fantastic universe made of five intergalactic worlds. An arcade type game with great playability, where it is easy to plunge into space battles against spacefighters, space stations and more !

No Gravity is a space shooter in 3D a la Wing Commander. The player is controlling a space ship view from the first person. In each mission, the player need to accomplish some objectives, like shoot and destroys enemy ships or base, escorting some ships, clearing mine field, etc....

A brief description of the objectives is given at the beginning of a mission. In some situations, the player has some wingmen, and it can controls them by giving order like attack enemy, retreat, protect the base etc... A mission is composed of different sectors which has differents objectives.

When the objectives of the current sector is complete, the player needs to go the nearest NAV point, when he can wrap to the next sector. In the last sector, a warp gate is apparearing and the player need to go through it and complete the level. At the end of each episodes (one episode is 10 missions), there is a large base station to destroy.

When the player complete all the episodes (5 episodes), the game ends. The mission fails if : - The player got destroyed or - if an objective is not complete (like an important ship being destroyed by enemy).

Installation:

For Linux users, Download the No Gravity (Combo Bin+Data - Win32/Mac/Linux only)
for Linux i386 package and run the autopackage.
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Download (31.6MB)
Added: 2006-02-16 License: GPL (GNU General Public License) Price:
1351 downloads
Privateer Gemini Gold 1.02a

Privateer Gemini Gold 1.02a


Privateer Gemini Gold is a remake of Wing Commander Privateer. more>>
Privateer Gemini Gold is a remake of Wing Commander Privateer.
Back in 1993 Privateer was released as part of the Wing Commander series and became a great success in the gaming industry. Over 10 years later a small group of privateer enthusiasts reintroduce the game with a new graphic engine and real 3d spaceflight.
As Grayson Burrows you inherited a small old scout class ship from your grandfather, to start over as a Privateer in a new and sparsely populated sector of the Confederation. Take your chance and become a pirate, merchant or hunter upgrade your ship and experience the hard truth in a border sector where noone has anything to give away...
This project is different from Privateer Remake in that it focuses on recreating the original Privateer without additional fan created content, it however shares the source with Privateer Remake.
Enhancements:
- new paradigm model with turrets
- new "New Constantinople Superbase" model
Bugfixes:
- "bounce back bug" which prevents you from landing
- Lynn Murphy mission: hostile militia wingmen
- Lynn Murphy mission: no mission payment
- Search for Mordichai Jones: Pirate doesnt deliver message
- cargo space calculation bug when using cargo expansion
- missing linux/ubuntu dependencies
- npcs are always hostile (linux)
- impossible rescue missions
- sound issues (linux)
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Download (278MB)
Added: 2007-07-24 License: GPL (GNU General Public License) Price:
506 downloads
 
Other version of Privateer Gemini Gold
Privateer Gemini Gold 1.01 PatchPrivateer Gemini Gold Team - Privateer Gemini Gold is a remake of Wing Commander Privateer. Privateer Gemini Gold. Privateer Gemini Gold is a remake of Wing Commander
License:GPL (GNU General Public License)
Download (25.8MB)
1195 downloads
Added: 2006-07-19
FlightGear 0.9.10

FlightGear 0.9.10


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

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

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

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

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

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

Flight Dynamics Models

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

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

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

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

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

Extensive and Accurate World Scenery Data Base

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

Accurate and Detailed Sky Model

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

Flexible and Open Aircraft Modeling System

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

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

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

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

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

Moderate Hardware Requirements

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

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

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

Internal Properties EXPOSED!

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

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

Networking options

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

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

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

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

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

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

Personally, Flight Gear has been a great learning experience for me. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. If for no other reason, this alone makes it all worth while.
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Download (2.0MB)
Added: 2006-04-07 License: GPL (GNU General Public License) Price:
1533 downloads
Games::Irrlicht 0.04

Games::Irrlicht 0.04


Games::Irrlicht is a Perl module that use the Irrlicht 3D Engine in Perl. more>>
Games::Irrlicht is a Perl module that use the Irrlicht 3D Engine in Perl.

SYNOPSIS

package MyGame;
use strict;

use base Games::Irrlicht;

use Games::Irrlicht::Constants; get EDT_SOFTWARE etc

# override methods:

The Why

When building a game or screensaver displaying some continously running animation, a couple of basics need to be done to get a smooth animation and to care of copying with varying speeds of the system. Ideally, the animation displayed should be always the same, no matter how fast the system is.

This not only includes different systems (a PS/2 for instance would be slower than a 3 Ghz PC system), but also changes in the speed of the system over time, for instance when a background process uses some CPU time or the complexity of the scene changes.

In many old (especial DOS) games, like the famous Wing Commander series, the animation would be drawn simple as fast as the system could, meaning that if you would try to play such a game on a modern machine it we end before you had the chance to click a button, simple because it wizzes a couple 10,000 frames per second past your screen.

While it is quite simple to restrict the maximum framerate possible, care must be taken to not just "burn" surplus CPU cycles. Instead the application should free the CPU whenever possible and give other applications/thread a chance to run. This is especially important for low-priority applications like screensavers.

Games::Irrlicht makes this possible for you without you needing to worry about how this is done. It will restrict the frame rate to a possible maximum and tries to achive the average framerate as close as possible to this maximum.

Games::Irrlicht also monitors the average framerate and gives you access to this value, so that you can, for instance, adjust the scene complexity based on the current framerate. You can access the current framerate, averaged over the last second (1000 ms) by calling current_fps.

Frame-rate Independend Clock

Now that our application is drawing frames (via the method draw_frame, which you should override in a subclass), we need a method to decouple the animation speed from the framerate.
If we would simple put put an animation step every frame, we would get some sort of Death of the Fast Machine" effect ala Wing Commander. E.g. if the system manages only 10 FPS, the animation would be slower than when we do 60 FPS.

To achive this, SDL::App::FPS features a clock, which runs independed of the current frame rate (and actually, independend of the systems clock, but more on this in the next section).
You can access it via a call to current_time, and it will return the ticks e.g. the number of milliseconds elapsed since the start of the application.

To effectively decouple animation speed from FPS, get at each frame the current time, then move all objects (or animation sequences) according to their speed and display them at the location that matches the time at the start of the frame. See examples/ for an example on how to do this.

Note that it is better to draw all objects according to the time at the start of the frame, and not according to the time when you draw a particular object. Or in other words, treat the time like it is standing still when drawing a complete frame. Thus each frame becomes a snapshot in time, and you dont get nasty sideeffects like one object beeing always "behind" the others just because it gets drawn earlier.

Time Warp

Now that we have a constant animation speed independend from framerate or system speed, lets have some fun.

Since all our animation steps are coupled to the current time, we can play tricks with the current time.

The function time_warp lets you access a time warp factor. The default is 1.0, but you can set it to any value you like. If you set it, for instance to 0.5, the time will pass only half as fast as it used to be. This means instant slow motion! And when you really based all your animation on the current time, as you should, then it will really slow down your entire game to a crawl.

Likewise a time warp of 2 lets the time pass twice as fast. There are virtually no restrictions to the time warp.

For instance, a time warp greater than one lets the player pass boring moments in a game, for instance when you need to wait for certain events in a strategy game, like your factory beeing completed.

Try to press the left (fast forward), right (slow motion) and middle (normal) mousebuttons in the example application and watch the effect.

If you are very bored, press the b key and see that even negative time warps are possible...

Ramping Time Warp

Now, setting the time war to factor of N is nice, but sometimes you want to make dramatic effects, like slowly freezing the time into ultra slow motion or speeding it up again.

For this, ramp_time_warp can be used. You give it a time warp factor you want to reach, and a time (based on real time, not the warped, but you can of course change this). Over the course of the time you specified, the time warp factor will be adapted until it reaches the new value. This means it is possible to slowly speeding up or down.

You can also check whether the time warp is constant or currently ramping by using time_is_ramping. When a ramp is in effect, call ramp_time_warp without arguments to get the current parameters. See below for details.

The example application uses the ramping effect instead instant time warp.

Event handlers

This section describes events as external events that typically happen due to user intervention.
Such events are keypresses, mouse movement, mouse button presses, or just the flipping of the power switch. Of course the last event cannot be handled in a sane way by our framework.

All the events are checked and handled by Games::Irrlicht automatically. The event QUIT (which denotes that the application should shut down) is also carried out automatically. If you want to do some tidying up when this happens, override the method quit_handler.

The event checking and handling is done at the start of each frame. This means no event will happen while you draw the current frame. Well, it will happen, but the action caused by that event will delayed until the next frame starts. This simplifies the frame drawing routine tremendously, since you know that your world will be static until the next frame.

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Download (0.039MB)
Added: 2006-09-30 License: Perl Artistic License Price:
1126 downloads
AIM for Linux 1.5.286

AIM for Linux 1.5.286


AOL Instant Messenger, AIM, is a free online chat service for linux. more>> AOL Instant Messenger, AIM, is a free online chat service for linux.
key features:
Improved Popups Preferences
The wireless icon is the visual indication on the buddy list that a buddy is using a mobile device.
File Transfer (with Drag&Drop support)
Displays idle time
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Download (1.07MB)
Added: 2009-04-14 License: Freeware Price: Free
192 downloads
GNU Go 3.6

GNU Go 3.6


GNU Go is a free program that plays the game of Go. more>>
GNU Go is a free program that plays the game of Go. GNU Go has played thousands of games on the NNGS Go server.

GNU Go is now also playing regularly on the Legend Go Server in Taiwan, on the WING server in Japan, and many volunteers run GNU Go clients on KGS. GNU Go has established itself as the leading non-commercial go program in the recent tournaments that it has taken part in.
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Download (2.6MB)
Added: 2005-09-06 License: GPL (GNU General Public License) Price:
1513 downloads
A Sudoku Solver in C 1.11

A Sudoku Solver in C 1.11


A Sudoku Solver in C is a console-based Linux program, written in C language, that solves Su Doku puzzles using deductive logic. more>>
A Sudoku Solver in C is a console-based Linux program, written in C language, that solves Su Doku puzzles using deductive logic. It will only resort to trial-and-error and backtracking approaches upon exhausting its deductive moves.
Puzzles must be of the standard 9x9 variety using the (ASCII) characters 1 through 9 for the puzzle symbols. Puzzles should be submitted as 81 character strings which, when read left-to-right will fill a 9x9 Sudoku grid from left-to-right and top-to-bottom. In the puzzle specification, the characters 1 - 9 represent the puzzle givens or clues. Any other non-blank character represents an unsolved cell.
The puzzle solving algorithm is home grown. I did not borrow any of the usual techniques from the literature, e.g. Donald Knuths "Dancing Links." Instead I rolled my own from scratch as a personal challenge. As such, its performance can only be blamed on yours truly. Still, I feel it is quite fast. On a 333 MHz Pentium II Linux box it solves typical medium force puzzles in approximately 800 microseconds or about 1,200 puzzles per second, give or take. On an Athlon XP 3000 it solves about 6,600 puzzles per sec. (Solving time is dependent upon degree of difficulty, so YMMV.)
Description of Algorithm:
The puzzle algorithm initially assumes every unsolved cell can assume every possible value. It then uses the placement of the givens to refine the choices available to each cell. I call this the markup phase.
After markup completes, the algorithm then looks for singleton cells with values that, due to constraints imposed by the row, column, or 3x3 region, may only assume one possible value. Once these cells are assigned values, the algorithm returns to the markup phase to apply these changes to the remaining candidate solutions. The markup/singleton phases alternate until either no more changes occur, or the puzzle is solved. I call the markup/singleton elimination loop the Simple Solver because in a large percentage of cases it solves the puzzle.
If the simple solver portion of the algorithm doesnt produce a solution, then more advanced deductive rules are applied.
Ive implemented two additional rules as part of the deductive puzzle solver. The first is subset elimination wherein a row/column/region is scanned for X number of cells with X number of matching candidate solutions. If such subsets (or tuples) are found in the row, column, or region, then the candidates values from the subset may be eliminated from all other unsolved cells within the row, column, or region, respectively.
The next deductive rule examines each region looking for candidate values that exclusively align themselves along a single row or column, i.e. a vector. If such candidate values are found, then they may be eliminated from the cells outside of the region that are part of the aligned row or column.
Note that each of the advanced deductive rules calls all preceeding rules, in order, if that advanced rule has effected a change in puzzle markup.
Finally, if no solution is found after iteratively applying all deductive rules, then we begin trial-and-error using recursion for backtracking. A working copy is created from our puzzle, and using this copy the first cell with the smallest number of candidate solutions is chosen. One of the solutions values is assigned to that cell, and the solver algorithm is called using this working copy as its starting point. Eventually, either a solution, or an impasse is reached.
If we reach an impasse, the recursion unwinds and the next trial solution is attempted. If a solution is found (at any point) the values for the solution are added to a list. Again, so long as we are examining all possibilities, the recursion unwinds so that the next trial may be attempted. It is in this manner that we enumerate puzzles with multiple solutions.
Note that it is certainly possible to add to the list of applied deductive rules. The techniques known as "X-Wing" and "Swordfish" come to mind. On the other hand, adding these additional rules will, in all likelihood, slow the solver down by adding to the computational burden while producing very few results. Ive seen the law of diminishing returns even in some of the existing rules, e.g. in subset elimination I only look at two and three valued subsets because taking it any further than that degraded performance.
Enhancements:
- Code optimization has resulted in a 30% increase in speed.
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Added: 2006-03-27 License: GPL (GNU General Public License) Price:
1332 downloads
AScd 0.13.2

AScd 0.13.2


AScd is a CD player that can be docked with Afterstep and Window Maker. more>>
AScd is a CD player that can be "docked" with Afterstep and Window Maker with the following features:
Main features:
Advanced CD Player:
- Several modes including loops, intro scan, autoplay, autorepeat
- Hardware volume control with mute and auto-fade in/out
- WorkMan database support with song name scrolling
- all settings can be saved and loaded at startup
- Hardware control based on LibWorkMan
- Multi-platform: tested with FreeBSD, Linux, Solaris, AIX
Fully customizable interface:
- Multiple theme support
- 100% customizable screen layout
- Not restricted to "dockable" sized windows, themes support any window size
- Multi-panels support
- Up to 200 elements per theme
- Horizontal and vertical sliders to use for CD direct access, mixer controls or hardware volume
- Separate designs for main and icon windows
Optional features:
- configuration window using WINGs toolkit
- Workmans database edition
- mixer support (tested with FreeBSD and Linux)
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Download (0.28MB)
Added: 2006-10-03 License: GPL (GNU General Public License) Price:
1117 downloads
DOSBox 0.71

DOSBox 0.71


DOSBox is a DOS-emulator that uses the SDL-library which makes DOSBox very easy to port to different platforms. more>>
DOSBox is a DOS-emulator that uses the SDL-library which makes DOSBox very easy to port to different platforms. DOSBox has already been ported to many different platforms, such as Windows, BeOS, Linux, MacOS X...
DOSBox also emulates CPU:286/386 realmode/protected mode, Directory FileSystem/XMS/EMS, Tandy/Hercules/CGA/EGA/VGA/VESA graphics, a SoundBlaster/Gravis Ultra Sound card for excellent sound compatibility with older games...
You can "re-live" the good old days with the help of DOSBox, it can run plenty of the old classics that dont run on your new computer!
DOSBox is totally free of charge and OpenSource.
Enhancements:
- Add a new recompiling cpu core, which should be easier to port.
- Add 64 bit version of the recompiling core.
- Add mipsel 32 bit version of the recompiling core.
- Fix a few small problems with FCBs. (fixes Jewels of darkness and cyrus chess)
- Raise some more exceptions. (fixes vbdos)
- Fix a few problems with the dynamic core. (fixes Inner Words, Archmimedean Dynasty and others)
- Improve/Fix fallback code for certain graphics cards.
- Fix a few cd audio related bugs.
- Add an undocumented MSCDEX feature. (Fixes Ultimate Domain)
- Fix some pcspeaker mode. (fixes Test Drive and similar games)
- Improve dos keyinput handling. (fixes Wing Commander 3 exit dialog)
- Remove Exit condition on fully nested mode. (fixes some demo)
- Add image file size detection.
- Add/Fix some ansi codes. (fixes PC Larn and certain versions of infocom games)
- Several general DOS fixes. (fixes nba95, hexit and various other games)
- Add some valid input checks. (fixes 3d body adventure and similar games)
- Fix digital joystick centering problem.
- Reenable textmode 54 and 55.
- Fix a pelmask problem with univbe 5.0 lite. (fixes Panzer General)
- Fix minor mixer underflow.
- Some general image and bios disk emulation fixes.
- Hopefully fix compilation on BSD and darwin.
- Try using ioctl cdrom access by default if possible.
- Fix some svga detection routine. (fixes Grandest Fleet 2 and Bobby Fischer Teaches Chess)
- You can now close DOSBox using the status window in win32.
- Add support for NX enabled systems.
- Fix a casting error which only showed with certain compilers. (fixes various games under mac os x and 64 bit linux)
- Improve timer and add gate 2 support. (fixes various games and joystick problems)
- Improve mouse. Add undocumented backdoor. (fixes Last half of Darkness, PC-BLOX and others)
- Add/improve support for ~ and ~username in all commands.
- Fix a font problem with the pcjr/tandy. (fixes personal deskmate 2)
- Change dma routine a bit. (fixes ticks in sound in various games)
- Allow read-only diskimages to be booted. (fixes various booter games)
- Add basic hidden file support on cdrom images. (fixes Player Manager 2)
- Add some rarely used functionality to the int10 mode setup. (fixes WW2 Battles of the South pacific)
- Add ability to force scaler usage.
- Speed up flag generation and make it more 386-like.
- Some colourful feedback in the mapper.
- General code cleanup.
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Added: 2007-07-30 License: GPL (GNU General Public License) Price:
851 downloads
Sudognu 1.03

Sudognu 1.03


Sudognu is a command line sudoku solver and creator. more>>
Sudognu is a command line sudoku solver and creator. Sudognu can display the logical steps it uses to find the solution. It can print four sudokus to a pdf page and it comes with example cgi scripts for integration into www sites (see sudognu @ work below).
This project is written in C and tested on Linux. In order to compile and install sudognu you need Haru Free PDF library.
Enhancements:
- This release applies the forcing chain after X-wing, swordfish, and jellyfish, improves the documentation, adds a -P option for reordering solution techniques, facilitates browsing of sudoku solutions, and adds minor bugfixes.
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Added: 2007-06-21 License: GPL (GNU General Public License) Price:
855 downloads
ACFTools 0.62a

ACFTools 0.62a


ACFTools is an utility for manipulating X-Plane ACF and WPN files. more>>
ACFTools project is an utility for manipulating X-Plane ACF and WPN files.

ACFTools is a utility for manipulating X-Plane flight simulator aircraft and weapon models without using its Plane Maker. It can decode both Apple and Intel ACF/WPN formats into plain text files with a syntax similar to C, which can be edited and then re-converted into binary data.

It is able to extract almost complete 3D models of aircraft (fuselage, floats, tanks, wings, stabs, propellers, engines) and write it in AC3D modeler format. Edited 3D parts can then be merged into plain text and consequently converted into binary ACF files.

Allows you to:
- export X-Plane (www.x-plane.com) aircraft data files to human-editable plaintext format and 3D mesh editable in AC3D modeler (www.ac3d.org).

- import plaintext/3D mesh back to ACF file.

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Added: 2007-01-10 License: GPL (GNU General Public License) Price:
1025 downloads
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