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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
Download (41KB)
Added: 2009-04-02 License: Freeware Price: Free
259 downloads
poink 1.6

poink 1.6


poink provides a TCP/IP-based ping tool. more>>
poink provides a TCP/IP-based ping tool.

poink is a TCP/IP-based ping implementation that does not require special privileges and is designed for multiuser shell systems. It is intended to be a secure replacement for the standard IPv4 network monitoring tool.

Not much to say... This is a nosuid, so quite secure, version of ping utility
for IPv4. It uses dirty trick - TCP linear SYN/RST challenge instead of
ICMP echo/echo reply. It wont allow any flood-pings (others than connect
flood you could achieve anyway), security compromises etc.

Currently, basic ping parameters are implemented (compatible with
original ping):

ping [ -i delay ] [ -c count ] [ -t timeout ] hostname

-i delay - delay between pings in seconds (default 1, min. 1)
-c count - number of packets to send (default: 0 - until break)
-t timeout - packet timeout in seconds (default: 4, min. 1)

NOTE: longer timeouts might result in slightly inaccurate results because of TCP/IP retransmits.

When finished or stopped with Ctrl+C (SIGINT), poink prints some statistics
about round-trip times, jest like the original ping does. Round-trip times
are displayed in miliseconds (1/1000 of second, ms), but unlike its setuid
counterpart, nosuid ping additionally displays time in microseconds
(1/1000000 of second, usec) if trip time is really low (well, I think that
more recent versions of ping are doing it now, too).

Currently, Linux is the only supported platform, but BSD port should
be really easy to develop.
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Added: 2007-02-28 License: GPL (GNU General Public License) Price:
969 downloads
ircbase 0.7

ircbase 0.7


Ircbase is a daemon (ircbase) that runs on a Unix server and performs actual IRC client operations. more>>
First, there is a daemon (ircbase) that runs on a Unix server and performs actual IRC client operations. It listens on an assigned TCP port for connections from the actual user, which will run another program. This other program (irc.exe for now) can run on Windows, and prThere is now limited support for connecting with conventional IRC clients.Povides graphical user interaction to the features contained in ircbase.
There is now limited support for connecting with another IRC clients. Such a solution will not be able to take full advantage of the features in ircbase, and is also currently rather flakey and ad hoc, but its provided anyway for people that want it while they wait for the native clients to be usable enough. When you do this, ircbase will behave like an advanced autonomous detachable ircbouncer.
Set up your IRC client to connect to the ircbase like it was an IRC server. The nick you setup in the client will map to ircbase session ID, and ircbase will connect to the actual IRC server with the session parameters (including nick) from the configuration file. It will then do some tricks to convince the IRC client of the actual nick in use after connecting/attaching, to avoid confusing it.
(The nick is used to select session ID rather than anything else in order to make it easy to use with ircII, which can specify the nick on the command line or in the /server and /window server commands.)
If you need to issue a command for interpretation by the ircbase parser, you can prefix it with /QUOTE I, e.g. for accepting a DCC on the ircbase end, use /QUOTE I /dcc get nick
and for changing servers, /QUOTE I /server irc.server
Main features:
- The above structure has the advantages that you can run ircbase on a shell account (warning, advertisement: Arctic Net can provide these) idling permanently on the IRC server very much like a bot, and yet, the user can, whenever he comes online, and from wherever he is, connect to it and use it for IRC-ing like any other IRC client.
-
- The ircbase keeps track of the most recent events, so when he does this, he will automatically receive its "scrollback buffer", so he can quickly catch up with what has happened just before he arrived. This is also an advantage if his modem is unstable and often drops the connection, since this way he wont miss anything, no matter how thoroughly the user machine itself crashes (provided he comes online again before the buffer is completely flushed, of course, but this buffer can be arbitrarily sized).
-
- Since ircbase allows scripts to run unattended at all times, it is meant to be able to replace any dedicated bots. Bots are a menace to the net, with their use of resources better spent on human clients, and the net would do so much better without them. With this system, even the most diehard childish moronic obnoxious bot-lover can do without them, simply because our design is superior, when completed.
-
- A system for interconnecting ircbases into an op-net (to replace the traditional bot-net) is also planned.
Enhancements:
- Finally gave a license to ircbase (irccli is still undecided, though).
- Finally ircbase is now under the GNU General Public License, version 2.
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Download (0.151MB)
Added: 2006-06-16 License: GPL (GNU General Public License) Price:
1225 downloads
Gimp::OO 1.211

Gimp::OO 1.211


Gimp::OO is a Perl module with pseudo-OO for Gimp functions. more>>
Gimp::OO is a Perl module with pseudo-OO for Gimp functions.

SYNOPSIS

use Gimp; # Gimp::OO is now part of Gimp.

As you might have noticed, you can sort most gimp functions fall into three groups, depending on the name-prefix: gimp_, plug_in_, extension_ etc..

Whats more, there are functions groups like gimp_image_ or gimp_selection_, operating on a common object, Images and Selection in this case.

If you only had the plain syntax, your scripts would quickly aquire the "vertical gimp syndrome":

gimp_palette_set_foreground(...)
gimp_layer_new(...)
gimp_palette_set_background(...)
gimp_image_add_layer(...)

etc. Of course, your fingers will suffer from severe injuries as well.

A solution to this situation is to use OO-syntax. Gimp plays some (very) dirty tricks and provides a number of classes, like Gimp::Image and Gimp::Palette that allow shorter identifiers to be used (all these appear with the Gimp:: prefix as well as without, i.e. Gimp::Palette is the same class as Palette).

If you call a method, Gimp tries to find a gimp function by prepending a number of prefixes until it finds a valid function:

$image = Gimp->image_new(...); # calls gimp_image_new(...)
$image = Image->new(...); # calls gimp_image_new as well
$image = new Image(...); # the same in green
Palette->set_foreground(...) # calls gimp_palette_set_foreground(..)

Return values from functions are automatically blessed (through The Magic Autobless feature ;) to their corresponding classes, i.e.

$image = new Image(...); # $image is now blessed to Gimp::Image
$image->height; # calls gimp_image_height($image)
$image->flatten; # likewise gimp_flatten($image)
$image->histogram(...); # calls gimp_histogram($image,...), since
# gimp_image_histogram does not exist
The class argument ($image in the above examples) is prepended to the argument list.

Another shortcut: many functions want a (redundant) image argument, like

$image->shear ($layer, ...)

Since all you want is to shear the $layer, not the $image, this is confusing as well. In cases like this, Gimp allows you to write:

$layer->shear (...)

And automatically infers the additional IMAGE-type argument.

As the (currently) last goodie, if the first argument is of type INT32, its name is "run_mode" and there are no other ambiguties, you can omit it, i.e. these three calls are equivalent:

plug_in_gauss_rle (RUN_NONINTERACTIVE, $image, $layer, 8, 1, 1);
plug_in_gauss_rle ($image, $layer, 8, 1, 1);
plug_in_gauss_rle ($layer, 8, 1, 1);

You can call all sorts of sensible and not-so-sensible functions, so this feature can be abused:

patterns_list Image; # will call gimp_patterns_list
quit Plugin; # will quit the Gimp, not an Plugin.

there is no image involved here whatsoever...

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Download (0.26MB)
Added: 2006-10-26 License: Perl Artistic License Price:
1093 downloads
Parrot::OpTrans 0.4.5

Parrot::OpTrans 0.4.5


Parrot::OpTrans is a Perl module that can transform Ops to C Code. more>>
Parrot::OpTrans is a Perl module that can transform Ops to C Code.

Parrot::OpTrans is the abstract superclass for the Parrot op to C transforms. Each transform contains various bits of information needed to generate the C code, and creates a different type of run loop. The methods defined here supply various default values and behaviour common to all transforms.

The subclass hierarchy is as follows:

OpTrans
|_________________________
| | |
C CGoto Compiled
| |
CPrederef |
| | |
| |_________|
| |
CSwitch CGP

Class Methods

new()

Returns a new instance.

Instance Methods

prefix()

Returns the default Parrot_ prefix.

Used by Parrot::Ops func_name() to individuate op function names.

suffix()

Implemented in subclasses to return a suffix with which to individuate variable names. This default implementation returns an empty string.

defines()

Implemented in subclasses to return the C #define macros required.

opsarraytype()

Returns the type for the array of opcodes. By default here its an array opcode_t, but the prederef runops core uses an array of void* to do its clever tricks.

core_type()

Implemented in subclasses to return the type of core created by the transform. This default implementation raises an exception indicating that the core type is missing. See the Parrot_Run_core_t enum in include/parrot/interpreter.h for a list of the core types.

core_prefix()

Implemented in subclasses to return a short prefix indicating the core type used to individuate core function names.

run_core_func_decl($base)

Optionally implemented in subclasses to return the C code for the run core function declaration. $base is the name of the main ops file minus the .ops extension.

ops_addr_decl($base_suffix)

Optionally implemented in subclasses to return the C code for the ops address declaration. $base_suffix is the name of the main ops file minus the .ops extension with suffix() and an underscore appended.

run_core_func_decl($base)

Optionally implemented in subclasses to return the C code for the run core function declaration. $base is the same as for run_core_func_decl().

run_core_func_start()

Implemented in subclasses, if run_core_func_decl() is implemented, to return the C code prior to the run core function.

run_core_after_addr_table($base_suffix)

Optionally implemented in subclasses to return the run core C code for section after the address table. $base_suffix is the same as for ops_addr_decl().

run_core_finish($base)

Implemented in subclasses to return the C code following the run core function. $base is the same as for run_core_func_decl().

init_func_init1($base)

Optionally implemented in subclasses to return the C code for the cores init function. $base is the same as for run_core_func_decl().

init_set_dispatch($base_suffix)

Optionally implemented in subclasses to return the C code for initializing the dispatch mechanism within the cores init function. $base_suffix is the same as for ops_addr_decl().

Macro Substitutions

The following methods are called by Parrot::OpFile to perform ops file macro substitutions.

access_arg($type, $value, $op)

Implemented in subclasses to return the C code for the specified op argument type and value. $op is an instance of Parrot::Op.

gen_goto($where)

The various goto_X methods below call this method with the return value of an expr_X method (implemented in subclass).

restart_address($address)

Implemented in subclasses to return the C code for restart ADDRESS($address).

restart_offset($offset)

Implemented in subclasses to return the C code for restart OFFSET($offset).

goto_address($address)

Transforms the goto ADDRESS($address) macro in an ops file into the relevant C code.

goto_offset($offset)

Transforms the goto OFFSET($offset) macro in an ops file into the relevant C code.

goto_pop()

Transforms the goto POP($address) macro in an ops file into the relevant C code.

expr_offset($offset)

Implemented in subclasses to return the C code for OFFSET($offset). Called by goto_offset().

expr_address($address)

Implemented in subclasses to return the C code for ADDRESS($address). Called by goto_address().

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Download (3.1MB)
Added: 2006-07-06 License: Perl Artistic License Price:
1205 downloads
Zoids Quest 0.0.1

Zoids Quest 0.0.1


Zoids Quest is a jump-and-run platform game. more>>
Zoids Quest project is a jump-and-run platform game.

Zoids Quest is a platform game in the style of old console games such as Super Mario World and Sonic the Hedgehog.

Players must help Zoid on his Quest by guiding him through many worlds containing tricks, traps, and monsters.

On the way Zoid can collect special magic runes which enhance his abilities and help defend against the many deadly foes.

This is the first public release.
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Download (6.2MB)
Added: 2006-12-09 License: GPL (GNU General Public License) Price:
1075 downloads
strobe-classb 1.8

strobe-classb 1.8


strobe-classb is a small and fast network scanner for Linux. more>>
strobe-classb is a small and fast network scanner for Linux. It works best on kernel 2.0.36. It was originally designed for scanning for open e-mail relays on your LAN. Version 1.8 works on Linux 2.0.35 and later and Linux 2.2.8 and later.

Also here is RH5.0-5.2-patchscript - a script to fix a problem in RedHat 5.0 to 5.2s relaying rulesets where certain envelope recipients could be used to trick the anti-relaying rulesets.

relay-check.pl is included as an example use of the program. It is how I use the program - to scan my Universitys class B network on a regular basis to detect spam relays, which I then use list-hosts.pl to list sorted by network so that I can notify the individual network admins.

I also use this program to detect other, more serious security problems locally. I will not be releasing any of the code I use for this (both because it isnt "production-quality" and because I find so much with these checks that I dont want others to use them). Consider relay-check.pl to be the example of how the code *should* be used, and develop what checks you wish to use locally. If you want a security scanner, http://www.nessus.org/ seems quite promising.

Each perl script has brief documentation at the start of it. If you do not understand this documentation then read the code. If you do not understand the code then you should not be running the program.

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Added: 2006-07-06 License: GPL (GNU General Public License) Price:
1207 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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Download (0.021MB)
Added: 2007-01-02 License: Perl Artistic License Price:
1026 downloads
Dialog 0.03

Dialog 0.03


Dialog is a Perl interface to dialog(3). more>>
Dialog is a Perl interface to dialog(3).

SYNOPSIS

B< use Dialog; >

#now we are creating the new dialog window

$dlg = Dialog->new(title, y,x,height,width);

#inserting input line

$line = $dlg->inputline(name, y, x, width, text);

#adding button

$btn = $dlg->button(name, y, x, text, result);

#and text label

$labl = $dlg->label(name, y, x, text);

#and now running all the stuff

$res = $dlg->run;

Debauched Perl interface to dialog(3). Seems to work somehow. At least its been working as v0.01 for 3-4 years at http://www.vlink.ru/ before I decided to donate it free as v0.02.

The idea itself of $dlg->run, $obj->draw etc was stolen cynically from Borland Turbo Vision library. Sorry, guys, and if it breaks any copyrights, please, let me know. Trust me, I havent got any profit from this stuff yet. Hopefully will havent.
Read "SEE ALSO" and maybe it helps.

Besides "SYNOPSIS" the next OOP tricks are available:

$dlg->redraw;
$mr = $dlg->modalresult;
$dlg->modalresult(number);
$obj = $dlg->object(name);
$obj = $dlg->current;
$dlg->current(name);
$dlg->current($obj);
$text = $obj->data;
$obj->data(newtext);
$tabstop = $obj->tabstop;
$obj->tabstop(boolean);
$name = $obj->name;

And, of course, good ancient non-OOP functions:

Dialog::< many-many-consts >;
Dialog::Const::< yet-same-and-other-consts >;
void Dialog::Init(); /* only use it if there are no Dialog->new statements */
void Dialog::Exit(); /* the same note */
void Dialog::draw_shadow(y, x, h, w, win=stdscr);
void Dialog::draw_box(y, x, h, w, box, border, win=stdscr);
int Dialog::line_edit(y, x, w, box, border, win=stdscr);
WINDOW *Dialog::stdscr();
void Dialog::refresh();
int Dialog::ungetch(ch);
void Dialog::attrset(attr);
void Dialog::mvprintw(y, x, s);
void Dialog::gotoyx(y, x);
int Dialog::getch();
int Dialog::YesNo(title, prompt, h, w);
int Dialog::PrgBox(title, line, h, w, pause, use_shell);
int Dialog::MsgBox(title, prompt, h, w, pause);
int Dialog::TextBox(title, file, h, w);
str Dialog::Menu(title, prompt, h, w, menu_h, ...);
str Dialog::RadioList(title, prompt, h, w, list_h, ...);
array Dialog::CheckList(title, prompt, h, w, list_h, ...);
str Dialog::InputBox(title, prompt, h, w, str);
int Dialog::Y();
int Dialog::X();

Strings passed to Menu, CheckList and RadioList may contain single zero char (ASCII 0) which delimites menu columns. You may, of course, pass such strings into other routines, but it will be your pain yet.

And, at all, see test.pl and try to understand anything.

If you have any suggestions and/or contributions, please, dont hesitate to send me.

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Download (0.008MB)
Added: 2007-05-09 License: Perl Artistic License Price:
902 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
php-js 0.1.2

php-js 0.1.2


php-js is an experimental PHP extension which embeds the Mozilla SpiderMonkey JavaScript engine into PHP. more>>
php-js application is an experimental PHP extension which embeds the Mozilla SpiderMonkey JavaScript engine into PHP.
Installation and Usage:
A simple ./configure; make; make install should do the trick. Make sure to add an extension=js.so line to your php.ini/php.d. Note: you need to install libjs first. If youre using a Redhat-esque system, you can use the SRPM provided above, else, use the TBZ.
Then, just use js_eval to evaluate your JavaScript. js_eval returns the value returned by the JavaScript interpreter to PHP.
For example:
js_eval("var a = 123;");
js_eval("var b = 456;");
$c = js_eval("[a, b];");
echo "a is ".$c[0]."n";
echo "b is ".$c[1]."n";
js_eval("var sum = function(x, y) { return x + y; }");
$d = js_eval("sum(a, b);");
echo "The sum of a and b is ".$d."n";
Would produce:
a is 123
b is 456
The sum of a and b is 579
js_eval takes an optional boolean argument, assoc, which returns objects as associative arrays instead of PHP objects.
The php-js execution environment provides two built-in JavaScript system functions:
print
gc
print outputs its argument to the php output stream.
gc forces garbage collection within the JavaScript environment.
Enhancements:
- A session shutdown issue has been fixed.
- There is better handling of null objects.
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Download (0.13MB)
Added: 2006-04-17 License: The PHP License Price:
1285 downloads
PDL::Primitive 2.4.3

PDL::Primitive 2.4.3


PDL::Primitive Perl module contains primitive operations for pdl. more>>
PDL::Primitive Perl module contains primitive operations for pdl.

This module provides some primitive and useful functions defined using PDL::PP and able to use the new indexing tricks.

See PDL::Indexing for how to use indices creatively. For explanation of the signature format, see PDL::PP.

Inner product over one dimension

c = sum_i a_i * b_i
, BadDoc => If a() * b() contains only bad data, c() is set bad. Otherwise c() will have its bad flag cleared, as it will not contain any bad values., ); # pp_def( inner )

pp_def( outer, HandleBad => 1, Pars => a(n); b(m); [o]c(n,m);, Code => loop(n,m) %{ $c() = $a() * $b(); %}, BadCode => loop(n,m) %{ if ( $ISBAD(a()) || $ISBAD(b()) ) { $SETBAD(c()); } else { $c() = $a() * $b(); } %}, Doc => =for ref

outer product over one dimension

Naturally, it is possible to achieve the effects of outer product simply by threading over the "*" operator but this function is provided for convenience.
); # pp_def( outer )

pp_addpm( $c = pdl([[3],[4]]); # A column vector
perldl> $c = pdl(3,4)->(*1); # A column vector, using NiceSlice
perldl> $m = pdl([[1,2],[3,4]]); # A 2x2 matrix
Now that we have a few objects prepared, here is how to matrix-multiply them:
perldl> print $r x $m # row x matrix = row
[
[ 7 10]
]

perldl> print $m x $r # matrix x row = ERROR
PDL: Dim mismatch in matmult of [2x2] x [2x1]: 2 != 1

perldl> print $m x $c # matrix x column = column
[
[ 5]
[11]
]

perldl> print $m x 2 # Trivial case: scalar mult.
[
[2 4]
[6 8]
]

perldl> print $r x $c # row x column = scalar
[
[11]
]

perldl> print $c x $r # column x row = matrix
[
[3 6]
[4 8]
]

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Added: 2007-06-28 License: Perl Artistic License Price:
848 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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Download (0.055MB)
Added: 2007-06-21 License: GPL (GNU General Public License) Price:
856 downloads
Coinflip 1.1

Coinflip 1.1


Coinflip provides a cryptographically secure server/client program and protocol for choosing random bits. more>>
Coinflip provides a cryptographically secure server/client program and protocol for choosing random bits.

Coinflip is a client/server based program that can generate random bits for 2 people over the internet. The 2 people dont have to trust each other in order to convince each other that the bit is truly a random bit.

Its called coinflip, of course, because flipping a coin in the real world is the equivalent of generating a random bit on a computer. (Its either heads or tails. Its either a 1 or a 0.)

Coinflip uses a slightly modified version of the "Coin Flipping Using One-Way
Functions" protocol outlined in Bruce Schneiers Applied Cryptography 2nd
edition.

This attack would work everytime Alice acted as the server in a coinflip procedure, providing Bob never realized that Alice was sending him the same y value every time. Or she could us it to trick multiple Bobs.

While it is supposed to be computationally infeasible to compute collisions in one-way hash functions, recent papers suggest that if you have enough money and time, collisions can be precalculated. P. van Oorschot and M. Wiener in their paper, "Parallel collision search with application to hash functions and discreet logarithms", estimate that for $10 million (in 1994 US dollars), a collision could be found for MD5 in 24 days on average. (Thanks for the info, defrost).

The solution is actually quite simple: Have both parties choose part of the random data, and use whatever size random number you like. Since Bob is expecting to see x contain his random data, Alices collision attack is nullified, and since Alice gets to put in her own data, she can make Bobs array attack infeasible.

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Added: 2007-04-20 License: GPL (GNU General Public License) Price:
919 downloads
TuxArcade 0.2

TuxArcade 0.2


TuxArcade project is a multi-emulator frontend. more>>
TuxArcade project is a multi-emulator frontend.
Its designed for arcade cabinets, so it doesnt need a keyboard and a mouse, but is completely configurable via joystick. It includes theme support.
Main features:
- designed for arcade cabinet, so no need keyboard/mouse ...its completly configurable via joystick
- multi emulator front end
- game image preview
- preferred game list and game type/num of player
- theme support
- install/remove roms
- Sound effect and Background(wav/mp3)
Enhancements:
- setup menu was reorganized
- some buttons of the console are now bindable with preferred functions
- performance improved when build rom list.
- added reConfigure keys on setup
- added configure volume on setup
- added about on setup :P
- better themable support
- fix crash on game execution if its launced with fullscreen option
- fix save key at first execution
- fix remove roms didnt work
- removed all back tricks from code
- minor bugfix
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Download (0.98MB)
Added: 2006-11-14 License: GPL (GNU General Public License) Price:
1074 downloads
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