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Derbrill Tutorials
Derbrill Tutorials are Free Tutorials For Writing Games and Multimedia Applications in Runtime Revolution with ArcadeEngine. more>>
Derbrill Tutorials are Free Tutorials For Writing Games and Multimedia Applications in Runtime Revolution with ArcadeEngine.
The tutorials come in a visually appealing e-book format which is both easy to read and use, the range of topics covered includes:
* The basics of Revolution such as: stacks, cards, scripts, messages and timers
* How to use geometric properties such as distances, angles and intersection rectangles
* Understanding and using different movements including linear, polygonal, circular and elliptic
* Advanced use of images
* Using the built-in collision detection
<<lessThe tutorials come in a visually appealing e-book format which is both easy to read and use, the range of topics covered includes:
* The basics of Revolution such as: stacks, cards, scripts, messages and timers
* How to use geometric properties such as distances, angles and intersection rectangles
* Understanding and using different movements including linear, polygonal, circular and elliptic
* Advanced use of images
* Using the built-in collision detection
Download (4.2MB)
Added: 2005-10-17 License: Freeware Price:
1470 downloads
Prima::tutorial 1.20
Prima::tutorial is an introductory tutorial. more>>
Prima::tutorial is an introductory tutorial.
Programming graphic interfaces is often considered somewhat boring, and not without a cause. It is a small pride in knowing that your buttons and scrollbars work exactly as millions of others buttons and scrollbars do, so whichever GUI toolkit is chosen, it is usually regarded as a tool of small importance, and the less obtrusive, the better.
Given that, and trying to live up to the famous Perl making easy things easy and hard things possible mantra, this manual page is an introductory tutorial meant to show how to write easy things easy. The hard things are explained in the other Prima manual pages ( see Prima ).
<<lessProgramming graphic interfaces is often considered somewhat boring, and not without a cause. It is a small pride in knowing that your buttons and scrollbars work exactly as millions of others buttons and scrollbars do, so whichever GUI toolkit is chosen, it is usually regarded as a tool of small importance, and the less obtrusive, the better.
Given that, and trying to live up to the famous Perl making easy things easy and hard things possible mantra, this manual page is an introductory tutorial meant to show how to write easy things easy. The hard things are explained in the other Prima manual pages ( see Prima ).
Download (1.4MB)
Added: 2006-08-24 License: Perl Artistic License Price:
1162 downloads
RiveScript::Tutorial 1.02
RiveScript::Tutorial is a beginners guide to creating their first RiveScript brain. more>>
RiveScript::Tutorial is a beginners guide to creating their first RiveScript brain.
This tutorial outlines the various capabilities of the RiveScript specification and offers some recommended pointers for creating a well-formed RiveScript brain. What you do with this knowledge is up to you; be creative!
Be sure to skim over the RiveScript manpage first, because this tutorial jumps right in to using the various RiveScript commands without always explaining what each of them do.
A Simple RiveScript Interpreter
Here is a simple Perl script for running a RiveScript interpreter. This assumes that the brains RS files will be stored in a directory called "tutorial", local to the Perl script. Youd want to edit certain parameters in this code if you see fit.
#!/usr/bin/perl -w
use strict;
use warnings;
use RiveScript;
# Create the RiveScript interpreter.
my $rive = new RiveScript();
# Load the RS tutorial brain.
$rive->loadDirectory ("./tutorial");
# Sort them.
$rive->sortReplies;
# Go into a chatting loop.
while (1) {
print "User> ";
my $msg = ;
chomp $msg;
# Grab a reply.
my @reply = $rive->reply (user,$msg);
print " Bot> $_n" foreach(@reply);
}
<<lessThis tutorial outlines the various capabilities of the RiveScript specification and offers some recommended pointers for creating a well-formed RiveScript brain. What you do with this knowledge is up to you; be creative!
Be sure to skim over the RiveScript manpage first, because this tutorial jumps right in to using the various RiveScript commands without always explaining what each of them do.
A Simple RiveScript Interpreter
Here is a simple Perl script for running a RiveScript interpreter. This assumes that the brains RS files will be stored in a directory called "tutorial", local to the Perl script. Youd want to edit certain parameters in this code if you see fit.
#!/usr/bin/perl -w
use strict;
use warnings;
use RiveScript;
# Create the RiveScript interpreter.
my $rive = new RiveScript();
# Load the RS tutorial brain.
$rive->loadDirectory ("./tutorial");
# Sort them.
$rive->sortReplies;
# Go into a chatting loop.
while (1) {
print "User> ";
my $msg = ;
chomp $msg;
# Grab a reply.
my @reply = $rive->reply (user,$msg);
print " Bot> $_n" foreach(@reply);
}
Download (0.20MB)
Added: 2006-12-06 License: Perl Artistic License Price:
1064 downloads
PDF::Reuse::Tutorial 0.11
PDF::Reuse::Tutorial is a Perl module that will teach you how to produce PDF-files with PDF::Reuse. more>>
PDF::Reuse::Tutorial is a Perl module that will teach you how to produce PDF-files with PDF::Reuse.
In this tutorial I will show some aspects of PDF::Reuse, so you should be able to use it in your own programs. Most important is how to produce and reuse PDF-code, and then if you are interested, you can look at Graphics and JavaScript, so you can to do special things.
Reusing code:
You can take advantage of what has been done before, it is not necessary to start from scratch every time you create a PDF-file. You use old PDF-files as a source for forms, images, fonts and texts. The components are taken as they are, or rearranged, and you add your own texts and you produce new output.
If you dont care too much about the size of your templates, you should make them with a commercial, visual tool, thats most practical; and then you should use PDF::Reuse to mass produce your files. In this tutorial I show in many places how create single files with PDF::Reuse. That is possible, but more of an exception. I do it here to show the technique. You will anyway need it to add texts and graphics to your templates.
Graphics:
With this module you get a good possibility to program directly with the basic graphic operators of PDF. This is perhaps an advanced level, and you can avoid it if you want. On the other hand, it is not very difficult, and if you take advantage of it, your possibilities to manage text and graphics increase very much. You should look at the "PDF-reference manual" which probably is possible to download from http://partners.adobe.com/asn/developer/acrosdk/docs.html. Look especially at chapter 4 and 5, Graphics and Text, and the Operator summary.
Whenever the function prAdd() is used in this tutorial, you can probably get more explanations in the "PDF-reference manual". The code, you add to the content stream with prAdd(), has to follow the PDF syntax completely.
JavaScript:
You can add JavaScript to your PDF-file programmatically. This works with Acrobat Reader 5.0.5 or Acrobat 5.0 and higher versions.
You should have the "Acrobat JavaScript Object Specification" by hand. If you havent got Acrobat, you can probably download it from http://partners.adobe.com/asn/developer/technotes/acrobatpdf.html. It is technical note # 5186. JavaScript for HTML and PDF differs so much that you need the manual, even if you know JavaScript very well.
<<lessIn this tutorial I will show some aspects of PDF::Reuse, so you should be able to use it in your own programs. Most important is how to produce and reuse PDF-code, and then if you are interested, you can look at Graphics and JavaScript, so you can to do special things.
Reusing code:
You can take advantage of what has been done before, it is not necessary to start from scratch every time you create a PDF-file. You use old PDF-files as a source for forms, images, fonts and texts. The components are taken as they are, or rearranged, and you add your own texts and you produce new output.
If you dont care too much about the size of your templates, you should make them with a commercial, visual tool, thats most practical; and then you should use PDF::Reuse to mass produce your files. In this tutorial I show in many places how create single files with PDF::Reuse. That is possible, but more of an exception. I do it here to show the technique. You will anyway need it to add texts and graphics to your templates.
Graphics:
With this module you get a good possibility to program directly with the basic graphic operators of PDF. This is perhaps an advanced level, and you can avoid it if you want. On the other hand, it is not very difficult, and if you take advantage of it, your possibilities to manage text and graphics increase very much. You should look at the "PDF-reference manual" which probably is possible to download from http://partners.adobe.com/asn/developer/acrosdk/docs.html. Look especially at chapter 4 and 5, Graphics and Text, and the Operator summary.
Whenever the function prAdd() is used in this tutorial, you can probably get more explanations in the "PDF-reference manual". The code, you add to the content stream with prAdd(), has to follow the PDF syntax completely.
JavaScript:
You can add JavaScript to your PDF-file programmatically. This works with Acrobat Reader 5.0.5 or Acrobat 5.0 and higher versions.
You should have the "Acrobat JavaScript Object Specification" by hand. If you havent got Acrobat, you can probably download it from http://partners.adobe.com/asn/developer/technotes/acrobatpdf.html. It is technical note # 5186. JavaScript for HTML and PDF differs so much that you need the manual, even if you know JavaScript very well.
Download (0.13MB)
Added: 2007-06-21 License: Perl Artistic License Price:
863 downloads
Tkx::Tutorial 1.04
Tkx::Tutorial Perl module contains a tutorial about how to use Tkx. more>>
Tkx::Tutorial Perl module contains a tutorial about how to use Tkx.
Tk is a toolkit that allows you to create applications with graphical interfaces for Windows, Mac OS X and X11. The Tk toolkit is native to the Tcl programming language, but its ease of use and cross-platform availability has made it the GUI toolkit of choice for many other dynamic languages as well.
Tkx is a Perl module that makes the Tk toolkit available to Perl programs. By loading the Tkx module Perl programs can create windows and fill them with text, images, buttons and other controls that make up the user interface of the application.
Hello World
Lets start with the mandatory exercise of creating an application that greats the world. Here we make the application window contain a single button which will shut down the application if clicked. The code to make this happen is:
use Tkx;
Tkx::button(".b",
-text => "Hello, world",
-command => sub { Tkx::destroy("."); },
);
Tkx::pack(".b");
Tkx::MainLoop()
Save this to a file called hello.pl and then run perl hello.pl to start up the application. A window with the text "Hello, world" should appear on your screen.
After the Tkx module has been loaded by the use Tkx statement the application will show an empty window called ".". We create a button with the name ".b" and tell the window to display the button with the call to Tkx::pack(). After the layout of the window has been set up we need to pass control back to Tk so that it can draw the window and invoke our callback if the button is clicked. This is achieved by the Tkx::MainLoop() call at the end. Clicking the button will invoke the subroutine registered with the -command option of the button. In this case the callback simply destroys the window, which in turn will terminate the application.
<<lessTk is a toolkit that allows you to create applications with graphical interfaces for Windows, Mac OS X and X11. The Tk toolkit is native to the Tcl programming language, but its ease of use and cross-platform availability has made it the GUI toolkit of choice for many other dynamic languages as well.
Tkx is a Perl module that makes the Tk toolkit available to Perl programs. By loading the Tkx module Perl programs can create windows and fill them with text, images, buttons and other controls that make up the user interface of the application.
Hello World
Lets start with the mandatory exercise of creating an application that greats the world. Here we make the application window contain a single button which will shut down the application if clicked. The code to make this happen is:
use Tkx;
Tkx::button(".b",
-text => "Hello, world",
-command => sub { Tkx::destroy("."); },
);
Tkx::pack(".b");
Tkx::MainLoop()
Save this to a file called hello.pl and then run perl hello.pl to start up the application. A window with the text "Hello, world" should appear on your screen.
After the Tkx module has been loaded by the use Tkx statement the application will show an empty window called ".". We create a button with the name ".b" and tell the window to display the button with the call to Tkx::pack(). After the layout of the window has been set up we need to pass control back to Tk so that it can draw the window and invoke our callback if the button is clicked. This is achieved by the Tkx::MainLoop() call at the end. Clicking the button will invoke the subroutine registered with the -command option of the button. In this case the callback simply destroys the window, which in turn will terminate the application.
Download (0.024MB)
Added: 2007-07-21 License: Perl Artistic License Price:
836 downloads
PAR::Tutorial 0.941
PAR::Tutorial is a cross-platform Packaging and Deployment with PAR. more>>
PAR::Tutorial is a cross-platform Packaging and Deployment with PAR.
SYNOPSIS
This is a tutorial on PAR, first appeared at the 7th Perl Conference. The HTML version of this tutorial is available online as http://aut.dyndns.org/par-tutorial/.
On Deploying Perl Applications
% sshnuke.pl 10.2.2.2 -rootpw="Z1ON0101"
Perl v5.6.1 required--this is only v5.6.0, stopped at sshnuke.pl line 1.
BEGIN failed--compilation aborted at sshnuke.pl line 1.
Q: "Help! I cant run your program!"
A1: Install Perl & perl -MCPAN -einstall(...)
How do we know which modules are needed?
New versions of CPAN modules may break sshnuke.pl
A2: Install Perl & tar zxf my_perllib.tgz
Possibly overwriting existing modules; not cross-platform at all
A3: Use the executable generated by perlcc sshnuke.pl
Impossible to debug; perlcc usually does not work anyway
<<lessSYNOPSIS
This is a tutorial on PAR, first appeared at the 7th Perl Conference. The HTML version of this tutorial is available online as http://aut.dyndns.org/par-tutorial/.
On Deploying Perl Applications
% sshnuke.pl 10.2.2.2 -rootpw="Z1ON0101"
Perl v5.6.1 required--this is only v5.6.0, stopped at sshnuke.pl line 1.
BEGIN failed--compilation aborted at sshnuke.pl line 1.
Q: "Help! I cant run your program!"
A1: Install Perl & perl -MCPAN -einstall(...)
How do we know which modules are needed?
New versions of CPAN modules may break sshnuke.pl
A2: Install Perl & tar zxf my_perllib.tgz
Possibly overwriting existing modules; not cross-platform at all
A3: Use the executable generated by perlcc sshnuke.pl
Impossible to debug; perlcc usually does not work anyway
Download (0.19MB)
Added: 2006-07-20 License: Perl Artistic License Price:
1194 downloads
Album::Tutorial 1.05
Album::Tutorial is a Perl module on how to use the Album program. more>>
Album::Tutorial is a Perl module on how to use the Album program.
SYNOPSIS
This tutorial describes the basic use of the Album program to create and maintain browser based photo albums.
Getting started
To get started, create a new directory and cd to it. Create a subdirectory large and put some pictures there. If you have installed the album tool in your execution path, you can now execute it as follows:
$ album -v
No info.dat, adding images from large
info.dat: Cannot update (does not exist)
Number of entries = 7 (7 added)
mkdir thumbnails
mkdir icons
mkdir css
Creating icons: first-gr.png first.png ... sound.png movie.jpg
Creating style sheets: common.css index.css ... journal.css
im023.jpg: thumbnail OK
im024.jpg: thumbnail OK
im025.jpg: thumbnail OK
im026.jpg: thumbnail OK
im027.jpg: thumbnail OK
im028.jpg: thumbnail OK
im029.jpg: thumbnail OK
Creating pages for 7 images
(Needed to write 7 image pages)
Creating pages for 1 index
(Needed to write 1 index page)
Your results will vary, but be similar to this example run. What you can see is that album found 7 images in the large directory, created thumbnails, icons and css directories, created thumbnails by resizing the images, and finally created the HTML pages. You can inspect your first photo album by opening file index.html with your favorite browser. You can click on any image to see the larger version. Navigation buttons are provided to the left of the image.
It is interesting to run album again:
$ album -v
No info.dat, adding images from large
info.dat: Cannot update (does not exist)
Number of entries = 7 (7 added)
.......[7]
Creating pages for 7 images
(No image pages needed updating)
Creating pages for 1 index
(No index pages needed updating)
album tries to avoid doing unnecessary work as much as possible. In this case, all thumbnails and image and index pages are up to date. The line of periods shows progress, one period for each image processed.
<<lessSYNOPSIS
This tutorial describes the basic use of the Album program to create and maintain browser based photo albums.
Getting started
To get started, create a new directory and cd to it. Create a subdirectory large and put some pictures there. If you have installed the album tool in your execution path, you can now execute it as follows:
$ album -v
No info.dat, adding images from large
info.dat: Cannot update (does not exist)
Number of entries = 7 (7 added)
mkdir thumbnails
mkdir icons
mkdir css
Creating icons: first-gr.png first.png ... sound.png movie.jpg
Creating style sheets: common.css index.css ... journal.css
im023.jpg: thumbnail OK
im024.jpg: thumbnail OK
im025.jpg: thumbnail OK
im026.jpg: thumbnail OK
im027.jpg: thumbnail OK
im028.jpg: thumbnail OK
im029.jpg: thumbnail OK
Creating pages for 7 images
(Needed to write 7 image pages)
Creating pages for 1 index
(Needed to write 1 index page)
Your results will vary, but be similar to this example run. What you can see is that album found 7 images in the large directory, created thumbnails, icons and css directories, created thumbnails by resizing the images, and finally created the HTML pages. You can inspect your first photo album by opening file index.html with your favorite browser. You can click on any image to see the larger version. Navigation buttons are provided to the left of the image.
It is interesting to run album again:
$ album -v
No info.dat, adding images from large
info.dat: Cannot update (does not exist)
Number of entries = 7 (7 added)
.......[7]
Creating pages for 7 images
(No image pages needed updating)
Creating pages for 1 index
(No index pages needed updating)
album tries to avoid doing unnecessary work as much as possible. In this case, all thumbnails and image and index pages are up to date. The line of periods shows progress, one period for each image processed.
Download (0.049MB)
Added: 2006-11-17 License: Perl Artistic License Price:
1071 downloads
Webmasters Tools
Webmasters Tools is a set of free open-source tools to do the work of the webmaster, under the OSS licence. more>>
Webmasters Tools is a set of free open-source tools to do the work of the webmaster,
under the OSS licence.
Programs included:
metagen Program to generate meta-tags for your web pages.
metarep Report meta-tags and links in web pages.
updater Copy a part of a web page to all others.
outline Build a tutorial from simple unformatted text files.
makelist Build a page made of the list of links from a directory.
Web tools are free software; you can redistribute the archive and/or modify the programs under the terms of the OSS licence.
<<lessunder the OSS licence.
Programs included:
metagen Program to generate meta-tags for your web pages.
metarep Report meta-tags and links in web pages.
updater Copy a part of a web page to all others.
outline Build a tutorial from simple unformatted text files.
makelist Build a page made of the list of links from a directory.
Web tools are free software; you can redistribute the archive and/or modify the programs under the terms of the OSS licence.
Download (0.37MB)
Added: 2005-12-02 License: Open Software License Price:
1422 downloads
Task::Catalyst::Tutorial 0.03
Task::Catalyst::Tutorial is a Perl module that installs everything you need to learn Catalyst. more>>
Task::Catalyst::Tutorial is a Perl module that installs everything you need to learn Catalyst.
SYNOPSIS
Installs the example "MyApp" described in Catalyst::Manual::Tutorial, and all its dependencies.
<<lessSYNOPSIS
Installs the example "MyApp" described in Catalyst::Manual::Tutorial, and all its dependencies.
Download (0.073MB)
Added: 2007-03-26 License: Perl Artistic License Price:
945 downloads
Sub::Exporter::Tutorial 0.970
Sub::Exporter::Tutorial is a friendly guide to exporting with Sub::Exporter. more>>
Sub::Exporter::Tutorial is a friendly guide to exporting with Sub::Exporter.
Whats an Exporter?
When you use a module, first it is required, then its import method is called. The Perl documentation tells us that the following two lines are equivalent:
use Module LIST;
BEGIN { require Module; Module->import(LIST); }
The import method is the modules exporter.
The Basics of Sub::Exporter
Sub::Exporter builds a custom exporter which can then be installed into your module. It builds this method based on configuration passed to its setup_exporter method.
A very basic use case might look like this:
package Addition;
use Sub::Exporter;
Sub::Exporter::setup_exporter({ exports => [ qw(plus) ]});
sub plus { my ($x, $y) = @_; return $x + $y; }
This would mean that when someone used your Addition module, they could have its plus routine imported into their package:
use Addition qw(plus);
my $z = plus(2, 2); # this works, because now plus is in the main package
That syntax to set up the exporter, above, is a little verbose, so for the simple case of just naming some exports, you can write this:
use Sub::Exporter -setup => { exports => [ qw(plus) ] };
...which is the same as the original example -- except that now the exporter is built and installed at compile time. Well, that and you typed less.
Using Export Groups
You can specify whole groups of things that should be exportable together. These are called groups. Exporter calls these tags. To specify groups, you just pass a groups key in your exporter configuration:
package Food;
use Sub::Exporter -setup => {
exports => [ qw(apple banana beef fluff lox rabbit) ],
groups => {
fauna => [ qw(beef lox rabbit) ],
flora => [ qw(apple banana) ],
}
};
Now, to import all that delicious foreign meat, your consumer needs only to write:
use Food qw(:fauna);
use Food qw(-fauna);
Either one of the above is acceptable. A colon is more traditional, but barewords with a leading colon cant be enquoted by a fat arrow. Well see why that matters later on.
Groups can contain other groups. If you include a group name (with the leading dash or colon) in a group definition, it will be expanded recursively when the exporter is called. The exporter will not recurse into the same group twice while expanding groups.
There are two special groups: all and default. The all group is defined by default, and contains all exportable subs. You can redefine it, if you want to export only a subset when all exports are requested. The default group is the set of routines to export when nothing specific is requested. By default, there is no default group.
<<lessWhats an Exporter?
When you use a module, first it is required, then its import method is called. The Perl documentation tells us that the following two lines are equivalent:
use Module LIST;
BEGIN { require Module; Module->import(LIST); }
The import method is the modules exporter.
The Basics of Sub::Exporter
Sub::Exporter builds a custom exporter which can then be installed into your module. It builds this method based on configuration passed to its setup_exporter method.
A very basic use case might look like this:
package Addition;
use Sub::Exporter;
Sub::Exporter::setup_exporter({ exports => [ qw(plus) ]});
sub plus { my ($x, $y) = @_; return $x + $y; }
This would mean that when someone used your Addition module, they could have its plus routine imported into their package:
use Addition qw(plus);
my $z = plus(2, 2); # this works, because now plus is in the main package
That syntax to set up the exporter, above, is a little verbose, so for the simple case of just naming some exports, you can write this:
use Sub::Exporter -setup => { exports => [ qw(plus) ] };
...which is the same as the original example -- except that now the exporter is built and installed at compile time. Well, that and you typed less.
Using Export Groups
You can specify whole groups of things that should be exportable together. These are called groups. Exporter calls these tags. To specify groups, you just pass a groups key in your exporter configuration:
package Food;
use Sub::Exporter -setup => {
exports => [ qw(apple banana beef fluff lox rabbit) ],
groups => {
fauna => [ qw(beef lox rabbit) ],
flora => [ qw(apple banana) ],
}
};
Now, to import all that delicious foreign meat, your consumer needs only to write:
use Food qw(:fauna);
use Food qw(-fauna);
Either one of the above is acceptable. A colon is more traditional, but barewords with a leading colon cant be enquoted by a fat arrow. Well see why that matters later on.
Groups can contain other groups. If you include a group name (with the leading dash or colon) in a group definition, it will be expanded recursively when the exporter is called. The exporter will not recurse into the same group twice while expanding groups.
There are two special groups: all and default. The all group is defined by default, and contains all exportable subs. You can redefine it, if you want to export only a subset when all exports are requested. The default group is the set of routines to export when nothing specific is requested. By default, there is no default group.
Download (0.034MB)
Added: 2006-10-16 License: Perl Artistic License Price:
1104 downloads
Test::Unit::Tutorial 0.14
Test::Unit::Tutorial is a Perl module that contains a tutorial on unit testing. more>>
Test::Unit::Tutorial is a Perl module that contains a tutorial on unit testing.
SYNOPSIS
perldoc Test::Unit::Tutorial
Here should be extensive documentation on what unit testing is, why it is useful, and how to do it with the Test::Unit collection of modules.
Sorry for not implementing this yet.
Please have a look at the examples in the examples directory and read the README file that came with this distribution.
A short tutorial on how to use the unit testing framework is included in Test::Unit::TestCase.
Further examples can be found by looking at the self test collection, starting in Test::Unit::tests::AllTests.
<<lessSYNOPSIS
perldoc Test::Unit::Tutorial
Here should be extensive documentation on what unit testing is, why it is useful, and how to do it with the Test::Unit collection of modules.
Sorry for not implementing this yet.
Please have a look at the examples in the examples directory and read the README file that came with this distribution.
A short tutorial on how to use the unit testing framework is included in Test::Unit::TestCase.
Further examples can be found by looking at the self test collection, starting in Test::Unit::tests::AllTests.
Download (0.044MB)
Added: 2007-06-13 License: Perl Artistic License Price:
863 downloads
yagg::Tutorial 1.4001
yagg::Tutorial is a Perl module that contains a tutorial for yagg. more>>
yagg::Tutorial is a Perl module that contains a tutorial for yagg.
SYNOPSIS
# To use the generator
./yagg -m nonterminals.yg terminals.lg
./output/progs/generate 5
This tutorial will show you how to use yagg, by way of two examples. In the first example, we create a simple logical expression generator from scratch. In the second example, we create a more sophisticated logical expression generator from existing parser/lexer input files, such as those used by YACC/Bison and LEX/FLEX. These examples, plus another more sophisticated fault tree generator are included with the distribution in the examples/ directory.
It is assumed that the reader knows a little about formal grammars. Ideally, the reader would have some experience writing grammars for input to parser generators like YACC and Bison.
<<lessSYNOPSIS
# To use the generator
./yagg -m nonterminals.yg terminals.lg
./output/progs/generate 5
This tutorial will show you how to use yagg, by way of two examples. In the first example, we create a simple logical expression generator from scratch. In the second example, we create a more sophisticated logical expression generator from existing parser/lexer input files, such as those used by YACC/Bison and LEX/FLEX. These examples, plus another more sophisticated fault tree generator are included with the distribution in the examples/ directory.
It is assumed that the reader knows a little about formal grammars. Ideally, the reader would have some experience writing grammars for input to parser generators like YACC and Bison.
Download (0.21MB)
Added: 2007-07-05 License: Perl Artistic License Price:
845 downloads
Imager::Tutorial 0.54
Imager::Tutorial is an introduction to Imager. more>>
Imager::Tutorial is an introduction to Imager.
Before you start
If you have the necessary knowledge, install the image format libraries you want Imager image file support for, and Imager itself, otherwise arrange to have it done.
You will also want some sort of image viewer tool, whether an image editor like Photoshop or the GIMP, or a web browser.
Hello Boxes! - A Simple Start
As with any perl program its useful to start with a #! line, and to enable strict mode:
#!/usr/bin/perl -w
# you might to use warnings; instead of the -w above
use strict;
These lines will be omitted in further examples.
As with any module, you need to load it:
use Imager;
Now create a image to draw on:
my $image = Imager->new(xsize => 100, ysize => 100);
and draw a couple of filled rectangles on it:
$image->box(xmin => 0, ymin => 0, xmax => 99, ymax => 99,
filled => 1, color => blue);
$image->box(xmin => 20, ymin => 20, xmax => 79, ymax => 79,
filled => 1, color => green);
Since the first box fills the whole image, it can be simplified to:
$image->box(filled => 1, color => blue);
and save it to a file:
$image->write(file=>tutorial1.ppm)
or die Cannot save tutorial1.ppm: , $image->errstr;
So our completed program is:
use Imager;
my $image = Imager->new(xsize => 100, ysize => 100);
$image->box(filled => 1, color => blue);
$image->box(xmin => 20, ymin => 20, xmax => 79, ymax => 79,
filled => 1, color => green);
$image->write(file=>tutorial1.ppm)
or die Cannot save tutorial1.ppm: , $image->errstr;
<<lessBefore you start
If you have the necessary knowledge, install the image format libraries you want Imager image file support for, and Imager itself, otherwise arrange to have it done.
You will also want some sort of image viewer tool, whether an image editor like Photoshop or the GIMP, or a web browser.
Hello Boxes! - A Simple Start
As with any perl program its useful to start with a #! line, and to enable strict mode:
#!/usr/bin/perl -w
# you might to use warnings; instead of the -w above
use strict;
These lines will be omitted in further examples.
As with any module, you need to load it:
use Imager;
Now create a image to draw on:
my $image = Imager->new(xsize => 100, ysize => 100);
and draw a couple of filled rectangles on it:
$image->box(xmin => 0, ymin => 0, xmax => 99, ymax => 99,
filled => 1, color => blue);
$image->box(xmin => 20, ymin => 20, xmax => 79, ymax => 79,
filled => 1, color => green);
Since the first box fills the whole image, it can be simplified to:
$image->box(filled => 1, color => blue);
and save it to a file:
$image->write(file=>tutorial1.ppm)
or die Cannot save tutorial1.ppm: , $image->errstr;
So our completed program is:
use Imager;
my $image = Imager->new(xsize => 100, ysize => 100);
$image->box(filled => 1, color => blue);
$image->box(xmin => 20, ymin => 20, xmax => 79, ymax => 79,
filled => 1, color => green);
$image->write(file=>tutorial1.ppm)
or die Cannot save tutorial1.ppm: , $image->errstr;
Download (0.83MB)
Added: 2006-10-27 License: Perl Artistic License Price:
1094 downloads
XML::Smart::Tutorial 1.6.9
XML::Smart::Tutorial is a Perl module with tutorials and examples for XML::Smart. more>>
XML::Smart::Tutorial is a Perl module with tutorials and examples for XML::Smart.
SYNOPSIS
This document is a tutorial for XML::Smart and shows some examples of usual things.
<<lessSYNOPSIS
This document is a tutorial for XML::Smart and shows some examples of usual things.
Download (0.049MB)
Added: 2006-09-12 License: GPL (GNU General Public License) Price:
1144 downloads
Gantry::Docs::Tutorial 3.40
Gantry::Docs::Tutorial is a Perl module for The Gantry Tutorial. more>>
Gantry::Docs::Tutorial is a Perl module for The Gantry Tutorial.
Gantry is a mature web framework, released in late 2005 onto an unsuspecting world. For more information on the framework, its features and history, see Gantry::Docs::About.
Here we will explore the basic workings of Gantry by constructing a very simple application. Dont let the simplicity of this example fool you -- this framework has extreme flexibility in delivering applications with web and scripted components. The example in this document is only to get you started.
This document begins by describing a simple one-table management application. It walks through the process of building the application. Then, it shows a tool -- called Bigtop -- which can be used to build the application from a relatively small configuration file. Finally, it shows how to add another table and regenerate the app via Bigtop.
<<lessGantry is a mature web framework, released in late 2005 onto an unsuspecting world. For more information on the framework, its features and history, see Gantry::Docs::About.
Here we will explore the basic workings of Gantry by constructing a very simple application. Dont let the simplicity of this example fool you -- this framework has extreme flexibility in delivering applications with web and scripted components. The example in this document is only to get you started.
This document begins by describing a simple one-table management application. It walks through the process of building the application. Then, it shows a tool -- called Bigtop -- which can be used to build the application from a relatively small configuration file. Finally, it shows how to add another table and regenerate the app via Bigtop.
Download (0.19MB)
Added: 2006-09-26 License: Perl Artistic License Price:
1123 downloads
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