While ANSI color escape codes are fairly simple, it can be hard to
remember the codes for all of the attributes and the code resulting
from hard-coding them into your script is definitely difficult to
read. This module is designed to fix those problems, as well as
provide a convenient interface to do a few things for you
automatically (like resetting attributes after the text you print out
so that you don't accidentally leave attributes set).
Despite its name, this module can also handle non-color ANSI text
attributes (bold, underline, reverse video, and blink). It uses either
of two interfaces, one of which uses "constants" for each different
attribute and the other of which uses two subs which take strings of
attributes as arguments.
HTML_Template_IT:
Simple template API.
The Isotemplate API is somewhat tricky for a beginner although it is the best
one you can build. template::parse() [phplib template = Isotemplate] requests
you to name a source and a target where the current block gets parsed into.
Source and target can be block names or even handler names.
Features :
* Nested blocks
* Include external file
* Custom tags format (default {mytag})
HTML_Template_ITX :
With this class you get the full power of the phplib template class.
You may have one file with blocks in it but you have as well one main file
and multiple files one for each block. This is quite useful when you have
user configurable websites. Using blocks not in the main template allows
you to modify some parts of your layout easily.
Flexmock is a mock/stub/spy library for Python.
Its API is inspired by a Ruby library of the same name.
However, it is not a goal of Python Flexmock to be a clone of
the Ruby version. Instead, the focus is on providing full support
for testing Python programs and making the creation of fake
objects as unobtrusive as possible.
As a result, Python Flexmock removes a number of redandancies in
the Ruby Flexmock API, alters some defaults, and introduces a
number of Python-only features.
Flexmock declarations are structured to read more like English
sentences than API calls, and it is possible to chain them
together in any order to achieve high degree of expressiveness
in a single line of code.
A "public suffix" is a domain name under which Internet users can directly
register own names.
Browsers and other web clients can use it to
- avoid privacy-leaking "supercookies"
- avoid privacy-leaking "super domain" certificates [1]
- domain highlighting parts of the domain in a user interface
- sorting domain lists by site
Libpsl...
- has built-in PSL data for fast access
- allows to load PSL data from files
- checks if a given domain is a "public suffix"
- provides immediate cookie domain verification
- finds the longest public part of a given domain
- finds the shortest private part of a given domain
- works with international domains (UTF-8 and IDNA2008 Punycode)
- is thread-safe
- handles IDNA2008 UTS#46 (libicu is used by psl2c if installed)
[1] http://lists.gnu.org/archive/html/bug-wget/2014-03/msg00093.html
APEL stands for "A Portable Emacs Library" and contains these modules:
apel
- alist: utility for Association-list
- calist: utility for condition tree and condition/situation-alist
- filename: utility to make file-name
- install: utility to install emacs-lisp package
- mule-caeser: ROT 13-47-48 Caesar rotation utility
- path-util: utility for path management or file detection
emu
- broken: provide information of broken facilities of Emacs.
- invisible: provide features about invisible region
- mcharset: provide MIME charset related features
- pces: provide portable character encoding scheme features
- pccl: utility to write portable CCL program
- pcustom: provide portable custom environment
- poe: emulation module for basic functions and special forms/macros
- poem: provide basic functions to write portable MULE programs
- static: utility for static evaluation
To use apel, put the following setup into your ~/.emacs:
(require 'apel-setupel)
This ports contains multilingualized nex/nvi.
nex/nvi is a freely redistributable implementation of ex/vi text
editors originally distributed as part of the Fourth Berkeley
Software Distribution (4BSD), by the University of California,
Berkeley.
Multilingual patch enables you to use the following multilingual
encoding methods, such as:
none iso-8859-[1234789] latin1 latin2
euc-jp-1978 euc-jp euc-jp-1983 euc-jp-1990 euc-cn euc-kr
iso-2022-cn iso-2022-jp iso-2022-kr
iso-2022-7-1 iso-2022-7-2 iso-2022-8-2
sjis big5 hz euc-tw
Multilingual support has been set up to use some of the above (guess from
the name of the ports/packages) as default value.
You can change encoding style on the fly, or by setting up ~/.exrc.
With configurations, for Japanese encodings, you can also enjoy the
embedded canna support.
See /usr/local/share/vi/README.* for details of multilingual patch.
SLIME is a new Emacs mode for Common Lisp development. Inspired by
existing systems such Emacs Lisp and ILISP, we are working to create a
fresh new environment for hacking Common Lisp in.
Features:
* slime-mode: An Emacs minor-mode to enhance lisp-mode with:
o Code evaluation, compilation, and macroexpansion.
o Online documentation (describe, apropos, hyperspec).
o Definition finding (aka Meta-Point aka M-.).
o Symbol and package name completion.
o Automatic macro indentation based on &body.
o Cross-reference interface (WHO-CALLS, etc).
o ... and more.
* SLDB: Common Lisp debugger with an Emacs-based user interface.
* REPL: The Read-Eval-Print Loop ("top-level") is written in Emacs
Lisp for tighter integration with Emacs. The REPL also has
builtin "shortcut" commands similar those of the McCLIM
Listener.
* Compilation notes: SLIME is able to take compiler messages and
annotate them directly into source buffers.
* Inspector: Interactive object-inspector in an Emacs buffer.
"A Tron clone in 3D"
This has been the tagline of Armagetron, since, well, a very long time, and is
probably the shortest and most accurate description possible. Tron was an
arcade game based on the movie of the same name, release by Disney in 1982. The
original game consisted of 4 sub-games, the only one of concern is the 'Light
Cycles' one, in which the player uses a left/right joystick to control a 'Light
Cycle' which leaves a wall behind it wherever the cycle it goes, turning only
at 90 degree angles (well, on most servers anyways). The player must then force
his opponents to crash into their wall while avoiding his opponents walls.
Those were the humble beginnings of Armagetron Advanced's game play, which has
now blossomed into 16 player mayhem, with highly advanced AI, network game
play, and of course all in a 3D environment.
Despite the name, it has nothing to do with apricots. It's a game
where you fly a little plane around the screen and shoot things and
drop bombs on enemy targets, and it's meant to be quick and fun.
There can be up to 6 planes, at most two human-controlled. All
others will be computer-controlled. Network support is in to do
list.
You must shoot at another's planes, destroy others' base and try
to keep alive. You may return to your base to refill your ammo. The
scenery is randomly generated.
Currently the game has no menus. You run it, play it, and it exits
at end. To fix this is also in to do list.
Please take a look at apricots.cfg file. You will found some good
options there. (currently this is the only way of changing game
options)
ICBM3D ("Inter-Continental Ballistic Missiles, 3D") is a 3D game of defense.
Like the original "Missile Command" and its clones, this game places you in
control of Anti-ICBM weapons which you use to destroy an onslaught of
missiles (and other nasties) which are dropping onto your nation.
The game ends when your cities have all been destroyed. You only gain
replacement cities by acheiving certain score thresholds during each attack
(level).
The main difference between this game and Missile Command is that ICBM3D,
as the name suggests, provides a 3D perspective. You take advantage of
X-Window's 3-button mouse to control your firing sight ("cross-hair")
in 3-dimensions, and change your viewpoint.