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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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Added: 2006-04-07 License: GPL (GNU General Public License) Price:
1533 downloads
Windows tips and tricks 1.0

Windows tips and tricks 1.0


This is free collection of an authors advices. File format: chm.... more>> <<less
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Added: 2009-04-02 License: Freeware Price: Free
259 downloads
Shift Linux 0.5 RC1

Shift Linux 0.5 RC1


Shift Linux is designed to give the user an experience of being part of the Neowin community. more>>
Shift Linux is designed to give the user an experience of being part of the Neowin community as well as having a simple, easy-to-use Live CD that can be installed to your hard drive, if you enjoy the way our distribution works. Shift is a free, GPL-based Linux distribution that can be freely distributed or modified. There are no restrictions with Shift.
Shift Linux is a project that was created by the Neowin community (http://www.neowin.net). Based on Morphix Linux, Shift is Debian based, therefore it has access to all of the software and applications as other Debian distributions.
As we developed Shift, we decided to produce different versions of Shift for computers with lighter or more robust hardware configurations. We have produced Shift with Fluxbox as the predominant desktop manager, and Shift with Gnome, for heartier machines. We will also add a version that gives the user the opportunity continue to add different desktop managers as time goes on.
The project team consists of members with a wide variety of experiences and talents. Each has contributed in his / her own way. Whether team members have worked on the distribution itself, or the Shift website, their efforts have been dedicated to creating this quality product.
Enhancements:
- Shift Linux 0.5 (RC-1) is released. Shift Linux is a project that was created by the Neowin community. Neowins Shift Linux is designed to give the user an experience of being part of the Neowin community as well as having a simple, easy-to-use live CD that can be installed to a hard drive. Shift Linux 0.5 (RC-1) comes in three fully-branded editions: KDE, GNOME and Fluxbox, all live CDs. Included in this version are many popular packages, wireless support, and a desktop installer. Please feel free to try it out and post any bugs that you may find.
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Added: 2007-08-24 License: GPL (GNU General Public License) Price:
796 downloads
Games::Euchre::Trick 1.02

Games::Euchre::Trick 1.02


Games::Euchre::Trick is a trick class for Euchre card game. more>>
Games::Euchre::Trick is a trick class for Euchre card game.

Only one Trick instance is alive at one time per Euchre game. The Trick keeps track of which cards have been played, and provides useful functions to determine which cards are legal plays, as well as who is the winner of the trick.

The trick class makes the determination of which card beats which card, given the current trump and lead. The trick class knows how to handle an alone hand and it calls the playCard() method for each player in turn in its play() method, usually called from the Games::Euchre->playHand() method.

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Added: 2007-01-02 License: Perl Artistic License Price:
1026 downloads
Olive LiveCD 0.2

Olive LiveCD 0.2


Olive is (yet another) GNU/Linux Live distribution. more>>
Olive is (yet another) GNU/Linux Live distribution. Olive LiveCD distirbution offers quite a good deal of new technologies, hardly witnessed ever before, as well as some of the more common pieces of software. Its size is approx. 110MiB, yet it allows a lot of software to be used.
Olives whole point is to display how easy to use Linux may be, yet without losing any of the features required for heavy-duty work. Its also supposed to show various unusual new technologies, not widely known or accepted.
Please note that Olive was, partially, built as graduation work at SPSST Panska. Once presented, a release built specifically for school will be available upon personal request.
Main features:
Media
Olive features MPlayer for playing of your favourite movies. It plays most MPEG, VOB, AVI, OGG/OGM, VIVO, ASF/WMA/WMV, QT/MOV/MP4, FLI, RM, NuppelVideo, Matroska files. You can also watch Theora, MPEG4 (DivX/XviD), Real Media, DVD, VideoCD, SVCD movies. MPlayer also supports various filters for better experience. Mencoder is bundled with MPlayer and it allows you to encode movies into virtually any of the formats mentioned above.
Although you can use MPlayer to play your music, theres also an application that was written just for that: Audacious. Audacious is a fork of Beep Media Player (now discontinued), which is in turn fork of the very famous XMMS. It supports various audio formats, including MPEG layer 1, 2, and 3, Ogg Vorbis, Ogg FLAC, Musepack, WAV files and Windows Media, as well as many sequenced formats including MIDI, and a host of different module formats. In addition, Audacious uses Winamp-like skins (and supports Winamp "classic" skins), to provide a familiar and friendly user interface.
You can of course view photos and pictures using GQview, an intuitive image browser. It can generate thumbnails of your pictures, its capable of reading EXIF metadata, has advanced image search function and much more.
Internet
The Internet is part of everyday life for all of us; was it not for the Internet, you wouldnt be able to read this webpage. Olive features Mozilla Firefox web browser, currently the most common web browser used on Linux. For browsing in console, ELinks is a must-have. There is also Sylpheed e-mail client, small, fast and incredibly useful.
These days, Instant Messaging is a common part of our lives. Therefore, Olive sports GAIM2 (beta2) multi-protocol instant messaging client, which is compatibile with protocols such as ICQ, MSN Messenger,Yahoo!, IRC, Jabber or Gadu-Gadu. There is also a client dedicated solely to Internet Relay Chat (IRC), which is X-Chat. As usually, there are console alternatives, which would be CenterICQ and irssi.
You can use Kismet to look for Wi-Fi hotspots. Basic utilities such as telnet or ssh client and server (Dropbear, used in various embedded systems) are not missing as well.
General work
You can perform some elementary office work in Olive as well. Although its obvious that you wont be doing most of your office work on Olive, its quite reasonable to believe it can come in handy. Therefore, Olive has AbiWord word processor to allow you to read and write documents, in various languages, in various characters, without any problem.
AbiWord can also handle various document formats, which includes Microsoft Word or WordPerfect documents. You can also export your documents into HTML for further processing or publication. You can also read Adobe PDF format using Evince, a Gnome/GTK2 document viewer whose PDF backend is based on the Poppler library, which is based on the well-known XPDF. Utilities that allow you export of PDF documents into eg. HTML are also included.
System control
Considering the differences in approach to configuration in various distributions, it may be often hard to configure several things at yet another distribution, such as the X server or preferences of software alternatives. Therefore, Olive features a trivial control panel, allowing any application to be merged in as a new panel. Although it still misses few more desired panels (most notable for network configuration), it already is quite useful for every day usage.
Eye candy
Good-looking environment always helps users to better orientate on the workplace, as well as consider the time they spend with the system more enjoyable. Transparency can be achieved using XComposite extension and xcompmgr + transset.
Though XGL and AIGLX were considered, the decision was made not to use them for their lack of testing and for the demand for support of as many platforms as possible. Please note that even XComposite may have its own issues with other software, most notably Enlightenment and MPlayer, and for this reason xcompmgr is not run by default.
Lightweight
If you consider the above features way too much for you and strive for something lighter, then you can use the FluxBox window manager. FluxBox was finetuned to look and feel as much as Enlightenment as possible, making the transition simple. There are also lightweight versions of some of the software, as mentioned above, such as irssi, CenterICQ or ELinks.
Enhancements:
- A significant bug was found in v0.1, causing ramdisk for people who have 1GiB of RAM or more broken. Please, upgrade to 0.2.
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Added: 2006-03-14 License: GPL (GNU General Public License) Price:
1327 downloads
Worminator 3.0R2.1

Worminator 3.0R2.1


Worminator 3 is akin to many Apogee Software and ID Software classic action games such as Duke Nukem and Commander Keen. more>>
Worminator 3 is akin to many Apogee Software and ID Software classic action games such as Duke Nukem and Commander Keen.
In Worminator game, you play as The Worminator (or as several other optional characters) and fight your way through many levels of madness and mayhem.
It features nine unique weapons, visible character damage, multiple supported resolutions, full screen scrolling, sound and music, and more.
Original Worminator story...
The year is 2028, 14 years after the start of the deadliest war in the history of worm kind. Much has changed... In the year 2012; a brilliant American scientist discovered how to make W.O.R.M. (Wormborg Operated Remote Missile) Weaponry, and to work them, the "WormBorgs" cyborg fighting machines.
These so called "WormBorgs" were the elite fighting force and the pride of the United Worms of America. Their life-like roles soon became far too life-like. They thought on their own, and acted on their own whims, under their own leader "DirtNet." No one exactly knows who or what "DirtNet" is, but it soon began to take over.
First, it launched the W.O.R.M.s at the Woroviet Union, in the hopes that they would retaliate and initiate a war between the Woroviet Union and the UWA. However, "DirtNet" obviously had a few bugs to work out, and the W.S.S.R was obliterated into millions of radioactive hunks of mud and dirt. Despite the fact that no one liked Wormunism anyway, all of Wormurope retaliated against the UWA.
Soon, the world was turned into a nuclear wasteland. Nuke drops became daily ordeals, and the giant bombs turning whole forests into matchsticks was to be expected. As if the sewers werent loaded with enough mutated alligators as it was, the hunks of radioactive material combined with the primordial soup of the sewers are said to have created blobs of sewage ooze, powerful enough that they fed off the mutated alligators for lunch.
After what was left of Wormurope had realized what tricks had been played on them by "DirtNet," they began to rally and fight back. For 8 years, the WormBorgs dominated the lands, crushing the rebels... until one faithful day, when the now famous rebel hero emerged. It was Wrom Conner.
No longer acting as individual factions, countries or nations, the rebels struck quickly and fiercely under Wroms command, using tactics that even the powerful W-1000s processors could not predict. The tide of the war had turned.
Over the next 5 years, the rebels devastated the WormBorgs. Using guerilla tactics and reprogrammed WormBorgs to fight for them, the rebels were a resourceful army indeed. Now, in desperation, "DirtNet" has just brought its proto-type WormBorg online, equipped with the latest in armor and weaponry, in one last attempt to regain control...
Main features:
- Fast, fluid scrolling
- 12 unique weapons, and many types of ammo
- Lots of gibs and shrapnel (all cartoonish, though)
- Visible character damage (as you get hurt, the Worminator actually becomes bloody)
- Visible weapons (every weapon actually appears differently on the Worminator. Most platform games have a single weapon graphic that shoots every type of projectile)
- Over 12 fully animated enemies
- Comes with over 16 levels, and a level editor is included so you can make your own
- Keycards, doors, special items, switches, lever, extending bridges, floating platforms, and more!
- Earthquakes rip the ground apart, while snow and rain fall around you
- Great MIDI tunes by Garret Thomson (garret_t@sympatico.ca, www.sirsonic.com)
- Many sound effects (All from Internet sites such as Sound America and Meanrabbit. Let me know if there are any copyright problems, and I will deal with them immediately)
- Parallax scrolling, plus four data layers in every map. This makes the engine very flexible
- Game includes a campaign game with special scripted events, as well as an option to load custom maps
- Stereo sound effects (where available)
- Limited skins support; you can play as different characters!
- Built using Allegro + DJGPP. Source code may be made available if the demand is there
- If you wish to use the Worminator engine, contact me and we will discuss it (I would never charge any money for it, so if your interested, drop me an email. You have nothing to loose)
- Totally Freeware!
Enhancements:
- made worminator compile and run on Linux (Unix)
- made worminator yield the cpu when its idle
- save settings in textfile format under $HOME/.worm3.cfg instead of as binary blob in cwd
- save / load game to / from $HOME/.worm3.sav
- load datafile from DATADIR as defined during compilation instead of from cwd
- speedup: dont redraw borders and statuspanel unless nescesarry
- check all file accesses and give an error and continue when possible instead of just segfaulting
- fix a crash when changing audio options after loading a savegame of a custom-level or the tutorial
- fix a crash (unix only?) when changing video options and one similar on exit
- fix crash on exit caused by a few double frees on exit
- dont ask for confirmation on load/play_demo/exit when their is no game in progress
- show a message when trying to save when no game is in progress, instead of just silenty ignoring the request
- when clicking on another submenu when in one not only close the current one, but also open the new one
- fix map / savegame / demo read/write routines so that they work on Big Endian archs like PPC too
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Added: 2006-03-06 License: GPL (GNU General Public License) Price:
1334 downloads
Object::PerlDesignPatterns 0.03

Object::PerlDesignPatterns 0.03


Object::PerlDesignPatterns is a Perl architecture for structuring and refactoring large programs. more>>
Object::PerlDesignPatterns is a Perl architecture for structuring and refactoring large programs.

SYNOPSIS

lynx perldesignpatterns.html
perldoc Object::PerlDesignPatterns

ABSTRACT

Documentation: Ideas for keeping programs fun to hack on even after they grow large. Object, lambda, hybrid structures, Perl specific methods of refactoring, object tricks, anti-patterns, non-structural recurring code patterns.

PerlDesignPatterns is a free book sporting:

Ideas for keeping programs fun to hack on even after they grow large. Object, lambda, hybrid structures, Perl specific methods of refactoring, object tricks, anti-patterns, non-structural recurring code patterns.

Feel free to jump right in and make corrections, suggestions, ask questions, play editor, or just rant. Start in http://www.perldesignpatterns.com/?TinyWiki to learn about the TinyWiki software, make a page for yourself, play with editing that, perhaps make a link from the GuestLog to your page. The markup language is ASCII based - it couldnt be any easier.

This document is a snapshot of the current state of the Wiki, automatically compiled from hundreds of individual sections by a Perl script.

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Added: 2006-07-31 License: Perl Artistic License Price:
1180 downloads
PowerTop 1.7

PowerTop 1.7


PowerTop detects which Linux programs and kernel tunables are resulting in the largest power consumption and use of battery time more>>
PowerTop project detects which Linux programs and kernel tunables are resulting in the largest power consumption and use of battery time.
Power usage is a hot topic for computer users everywhere. For some, its a matter of how long a laptop lasts without being plugged in. For others, its controlling the temperature of hundreds of systems within a datacenter. For all of us, its about keeping the electricity bill under control and being kind to the environment.
Getting your computer to use the least amount of power can be problematic. This site provides information on reducing power usage, tips, and tricks for Intel-based computers running Linux*.
As a first step, Intel is releasing PowerTOP, a tool that helps you find what software is using the most power. By fixing (or closing) these applications or processes, you can immediately see the power savings in the tool. Youll also see the estimated time left for battery power if you are running a laptop. The Tips&Tricks page has fixes for a lot of the issues that are already found. Join our mailing list to participate in this effort to get Linux to use less power.
Building:
Just type make and then run the program...
tar -zxf powertop-1.1.tar.gz
cd powertop
make
./powertop
Enhancements:
- This release shows P-states (frequencies).
- A suggestion to disable TV-out and to disable Wake-On-LAN for unused ethernet has been added.
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Added: 2007-06-21 License: GPL (GNU General Public License) Price:
856 downloads
Plugins for Aero-AIO 0.8e

Plugins for Aero-AIO 0.8e


Plugins for Aero-AIO contains amaroK and notes plugins for Aero-AIO. more>>
Plugins for Aero-AIO contains amaroK and notes plugins for Aero-AIO.
Plugins are from Kaisermart @ http://www.kde-look.org/content/show.php?content=31321 Credits to him plz!
I just optimized this two for the AIO 0.8e version by optimizing the code and making *.aiz files for an easier installation. (Because I had some trouble with his original files...) Hope they can help you!
If you have some tipps and tricks for improving (in particular) the amarok-audio-plugin please let me know! And if someone knows something about using click and drag of the audio slider bar or clicknHold for buttons...mail me plz! thx...
Install Notes:
- Download
- Unzip
- And then use the AIO Configuration utility for installing the plugins.
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Added: 2006-06-21 License: GPL (GNU General Public License) Price:
1221 downloads
Virge 3.04rc3

Virge 3.04rc3


Virge is mail scanner written in C. more>>
Virge is mail scanner written in C, which replaces/substitutes procmail for a while, checks the incoming mail, and then sends the mail to the procmail. It will check mail for viruses and/or attachment names. Check the FEATURES/README/NEWS files for more details. Virge requires Sendmail and (optionally) AVPDaemon, Sophie or Trophie (to check attachments for viruses).
Virge replaces temporarily procmail. When new mail comes in, Sendmail will pass the contents of the mail to Virge. At that point, Virge performs set of checks:
Checks if the mail has attachments. If it does not, it sends it to procmail for delivery.
If mail has attachments, Virge creates temporary directory, unpacks attachments there, and asks AVP/Sophie/Trophie to scan the temporary directory for viruses. Virge was created with 2 things in mind: performance and security. Because of performance issues, it was not feasible to use any command line scanners like TrendMicro of McAfee ones.
AVP/Sophie/Trophie are instructed to scan attachments for viruses next. If it finds any viruses, mail is immediately isolated in a directory not (hopefully) accessible to anyone except administrators.
If no viruses were found, Virge will then perform attachment check, and see if any of the attachments are not allowed to be sent to the end user. A configuration file is consulted for list of extensions (or full filenames) that should not be allowed in. If any such attachments were found, tricky part comes - Virge will *hopefully* properly "rewrite" the whole email, and strip the attachments that are not allowed. Small notice is attached at the end of the mail, with names of stripped attachments. Mail is also isolated, in case poor overworked sysadmin ever gets some free time to take a closer look.
IMPORTANT: Please, keep in mind that Virge will *NOT* rewrite & send mails when virus has been found. I will *NOT* implement any such features, since it doesnt make any sense (I havent seen a mail with virus that actually had some valuable content in it for many months - maybe even years).
If AVP/Sophie/Trophie are not available (daemon is down), Virge will still deliver mails and annoy admins through syslog messages. Attachment check is still performed.
Users for which no checks should be performed can also be configured. Location of the file can be specified in the configuration file.
Virge is definitelly trying to not let any lame script kiddies abuse it in any way. It is trying to resist to race conditions, buffer overflows, and similar neat tricks. No guarantees, of course, that there are no security problems in Virge.
Virge tries to be as fast as possible, and not waste CPU time or any other resources. It is still possible to make it perform even better, although I presume it would be in 1-5% range. Will take some more time later, and try to fix all the small performance problems.
And yes - Virge *is* fast. I have made a complete Virge V1 in Perl some time ago, but it was absolute failure. Although I tried to use as little modules as possible and make it as fast as possible... it was crap. 2 minutes after I started a script that sends 3-5 mails per second, I started wondering "Why the hell cant I login to the mailserver anymore?". Perl is nice, but its not good for tools like this. Not at all (except if you have low traffic on your mailserver).
And Virge still needs a *lot* of testing. I have tried to test Virge with many different mail (MIME) formats and tried different tricks in order to bypass its decoding techniques (in order to send a virus or .exe to users), but it handles things pretty well. There are cases, though, when it is possible to trick librfc2045 and send attachments that dont get caught, but those attachments are violating RFCs anyway. If your mail client is so stupid to decode invalid/malformed attachments/mails - you deserved it. Dont use stupid mail clients then. Im not going to start adding all those crappy features into Virge that would let someone detect all possible tricks which can be used. Use good mail clients, dont rely on Virge to save you.
Main features:
- Virge can check every incoming mail for attachments, and can remove attachments that are considered dangerous.
- "Dangerous" can be defined:
- email with specific kinds of attachments (e.g., .EXE, .COM, etc.)
- email that contains a virus as identified by Sophie ( http://www.vanja.com )
- email that contains a virus as identified by trophie ( http://www.vanja.com )
- email that contains a virus as identified by AVPDaemon (http://www.avp.ch)
- Any combination of the above.
- Dangerous email can trigger:
- rewriting that removes virus.
- alert back to sender.
- alert to recepient.
- alert to system manager.
- rewrite to remove virus.
- All offending mail messages can be isolated for later reviewing.
- Written in C, so it is very fast, doesnt waste resources, and doesnt depend on a complicated perl installation (which is subject to breaking).
- Notification can be sent (configurable) to sender/recipient of suspicious/infected mail. Templates can be used to define the layout of the mail.
- Regular expressions can be used for filename matching
- Virge was made with security in mind, and should be hard to abuse
- Can be configured to fail open or fail closed if load on the machine goes too high.
- Virge 3.0 designed for easy integration with Postfix
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Added: 2006-07-10 License: BSD License Price:
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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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Added: 2006-09-30 License: Perl Artistic License Price:
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Object::Realize::Later 0.16

Object::Realize::Later 0.16


Object::Realize::Later is a Perl module with delayed creation of objects. more>>
Object::Realize::Later is a Perl module with delayed creation of objects.

SYNOPSIS

package MyLazyObject;

use Object::Realize::Later
becomes => MyRealObject,
realize => load;

The Object::Realize::Later class helps with implementing transparent on demand realization of object data. This is related to the tricks on autoloading of data, the lesser known cousin of autoloading of functionality.

On demand realization is all about performance gain. Why should you spent costly time on realizing an object, when the data on the object is never (or not yet) used? In interactive programs, postponed realization may boost start-up: the realization of objects is triggered by the use, so spread over time.

METHODS

Construction

use(Object::Realize::Later OPTIONS)

When you invoke (use) the Object::Realize::Later package, it will add a set of methods to your package (see section "Added to YOUR class").

Option --Default
becomes < required >
believe_caller < false >
realize < required >
source_module < becomes >
warn_realization < false >
warn_realize_again < false >
. becomes CLASS

Which type will this object become after realization.

. believe_caller BOOLEAN

When a method is called on the un-realized object, the AUTOLOAD checks whether this resolves the need. If not, the realization is not done. However, when realization may result in an object that extends the functionality of the class specified with becomes, this check must be disabled. In that case, specify true for this option.

. realize METHOD|CODE

How will transform. If you specify a CODE reference, then this will be called with the lazy-object as first argument, and the requested method as second.
After realization, you may still have your hands on the lazy object on various places. Be sure that your realization method is coping with that, for instance by using Memoize. See examples below.

. source_module CLASS

if the class (a package) is included in a file (module) with a different name, then use this argument to specify the file name. The name is expected to be the same as in the require call which would load it.

. warn_realization BOOLEAN

Print a warning message when the realization starts. This is for debugging purposes.

. warn_realize_again BOOLEAN

When an object is realized, the original object -which functioned as a stub- is reconstructed to work as proxy to the realized object. This option will issue a warning when that proxy is used, which means that somewhere in your program there is a variable still holding a reference to the stub. This latter is not problematic at all, although it slows-down each method call.

Added to YOUR class

$obj->AUTOLOAD

When a method is called which is not available for the lazy object, the AUTOLOAD is called.

$obj->can(METHOD)

Object::Realize::Later->can(METHOD)

Is the specified METHOD available for the lazy or the realized version of this object? It will return the reference to the code.

Example:

MyLazyObject->can(lazyWork) # true
MyLazyObject->can(realWork) # true

my $lazy = MyLazyObject->new;
$lazy->can(lazyWork); # true
$lazy->can(realWork); # true
$obj->forceRealize

You can force the load by calling this method on your object. It returns the realized object.

Object::Realize::Later->isa(CLASS)

Is this object a (sub-)class of the specified CLASS or can it become a (sub-)class of CLASS.

Example:

MyLazyObject->isa(MyRealObject) # true
MyLazyObject->isa(SuperClassOfLazy); # true
MyLazyObject->isa(SuperClassOfReal); # true

my $lazy = MyLazyObject->new;
$lazy->isa(MyRealObject); # true
$lazy->isa(SuperClassOfLazy); # true
$lazy->isa(SuperClassOfReal); # true
$obj->willRealize

Returns which class will be the realized to follow-up this class.

Object::Realize::Later internals

The next methods are not exported to the class where the `use took place. These methods implement the actual realization.

Object::Realize::Later->import(OPTIONS)

The OPTIONS used for import are the values after the class name with use. So this routine implements the actual option parsing. It generates code dynamically, which is then evaluated in the callers name-space.

Object::Realize::Later->realizationOf(OBJECT [,REALIZED])

Returns the REALIZED version of OBJECT, optionally after setting it first. When the method returns undef, the realization has not yet taken place or the realized object has already been removed again.

Object::Realize::Later->realize(OPTIONS)

This method is called when a $object-forceRealize()> takes place. It checks whether the realization has been done already (is which case the realized object is returned)

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Added: 2007-05-19 License: Perl Artistic License Price:
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cbrPager 0.9.15

cbrPager 0.9.15


cbrPager is a no-nonsense, simple to use, small viewer for cbr (comic book archive) files. more>>
cbrPager project is a no-nonsense, simple to use, small viewer for cbr (comic book archive) files. As it is written in C, the executable is small and fast. It views jpg (or jpeg), gif and png images, and you can zoom in and out.
Main features:
- Simple usage: A navigation bar stays on top of the pages.
- It works on any RAR-compressed image archive - normally the extension would be .cbr or .cbz, but other extensions work too.
- Advance/backup pages, and go to the begin and end.
- Zoom in and zoom out (10% steps) and return to 1:1.
- It should manage jpeg (jpg), png and gif images.
- A configuration window permits defining a few slightly more advanced tricks:
- When advancing go to the top of the next page (or bottom or stay where you are.)
- Same possibilities when paging backwards.
- Remember the last directory visited on startup, or always start in a defineable directory.
- Determine the initial size of the pager.
- Define where the navigation bar should be and its orientation.
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Added: 2007-06-02 License: GPL (GNU General Public License) Price:
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SimpleAlias 1.1

SimpleAlias 1.1


SimpleAlias is a product which allows you to create shortcuts to portal content. more>>
SimpleAlias is a product which allows you to create shortcuts to portal content.

SimpleAlias is a product that lets you create aliases or shortcuts to content somewhere in your portal. It behaves similar to an alias in the filesystem. In many cases you want to have such a link in a folder to some object elsewhere in the portal without having to recreate that object. Of course you can use the Link object but that is rather primitive.

SimpleAlias introduces a new content type: Alias. Once you create the Alias, you can create a reference to another object in the portal and the Alias will copy the title and description of this target object. When you view the alias, it shows the object within the context of the Alias and it presents the user a link to the target object itself. So, no scary traversal tricks. You remain in the context of the Alias. The Alias will have the same icon as the target object (with a small arrow layed over it for recognition, see readme.txt).

Another way to create an Alias to an object is to copy that object in the contents view of the objects container and then to go to the location where you want the Alias and click on Paste as alias in the contents view.

Its as simple as that. So yes, it is easy to use.

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Added: 2007-02-15 License: GPL (GNU General Public License) Price:
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Alpha Crucis 2.3

Alpha Crucis 2.3


Alpha Crucis is a live Linux CD based on CRUX the Linux Live Scripts. more>>
Alpha Crucis is a live Linux CD based on CRUX the Linux Live Scripts.

Why yet another Linux live cd, arent there enough?

But there is always room for one more, if it has some uniqueness. I do not see many live distros based on my favorite, CRUX. What I want is an i686 optimized live cd based on CRUX Linux, so I can use CRUX on any box wherever I go. No longer having to wait to get home to try out ports and such. This live cd is made with the Linux Live scripts and CRUX Linux.

Features include XFCE 4.4.1, Thunar with autodetecting and mounting of media; window managers JWM, Fluxbox, and Icewm for lighter machines; Rox-Filer, Leafpad editor, Stella and Snex9x emulators, NTFS-3g, the Gimp, Gftp, Gpview, Xine with codecs, XMMS, 2.6.21.2 i686 optimized Linux kernel with full driver support, Dillo, Xchat, Eterm, and more.

The main focus of CRUX is simplicity, and I tried not to stray too far in that area. But unlike a CRUX install, most configuration is taken care of for you with this cd. Running Alpha Crucis is not much different that running Xubuntu Live. This cd is made in hopes that it will be fun to use, but it is of course not related to, condoned, nor authorized by the CRUX project. CRUX is simply a fine Linux distro I use and recommend.

Why the strange name?

Most Linux distros have strange names. Alpha Crucis is also known as "Acrux", and means "at the foot of the cross". It is the brightest star in the Crux constellation. I did not want to name my project Jasonix, nor any version of the word CRUX. I like the name Acrux, but I will not use it out of respect of the CRUX project.

Download link:

http://www.bigupload.com/d=4BA5ABBF (Username crux Password crux Username root Password crux.)
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Added: 2007-06-12 License: GPL (GNU General Public License) Price:
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