omega is a complex rogue-style game of dungeon exploration. Unlike
other such games, there are a number of ways to "win", depending on
various actions taken during play. The ways you can get your name on
the hiscore board include becoming the highest ranked head of a guild,
sect, college, etc., as well as gaining the most points figured from
possessions and experience. The game (via the oracle) may impose some
structure on your exploration, but you need not follow all of the
oracle's advice. There *is* a "total winner" status, by the way.
omega offers a richness of playing detail that goes beyond a simple
game like rogue. However, the majority of gameplay is very similar to
rogue, hack, ultrarogue, larn, and other such games. The player is
represented by the highlighted "@" symbol, objects and terrain
features are represented by non-alphabetic symbols, monsters are
represented by the various upper and lower case letters, and other
humans are represented by a non-highlighted "@". It is recommended
that the novice read the man pages for rogue or some other such game
and perhaps play a few games before playing omega.
The game is very simple. There is an 8x8 array of jewels of 7 types. You
need to get 3 or more in a row horizontally or vertically in order to
score points. You can swap any two jewels that are next to each other
up and down or left and right. The mechanic is to click the mouse on the
first one, then drag in the direction to switch with. Then let up on the
mouse button, but this last isn't so critical.
Jewels can only be swapped if after the swap there is at least one 3 or more
in a row set created. Otherwise the jewels return to their original position.
There is a clock shown on the left. When it counts down to 0 the game is over.
You will probably be able to enter your name into the high score table.
Hit enter when done.
Hit F1 or spacebar to start a new game, or ESC to exit.
This game makes use of OpenGL. Without an OpenGL implementation it won't work.
If you only have software rendering you can still play but the frame rate
will be lower. The GLX module must be present as well.
XVmines is a simple minesweeper game for X Window System.
xvmines creates a rectangle on the screen, divided into equally sized
cells. Each cell may contain a mine (hence the name xvmines), contain a
number indicating the number of mines present in the 8-neighboring cells
or be empty.
Initially, all cells are covered with tiles. A tile can be removed,
uncovering the cell below, by clicking the left mouse button on it. In
addition, a cell can be marked as containing a mine by clicking the
right mouse button on it. Note however that marking a cell as containing
a mine does not necessarily mean that the cell really contains a mine!
Clicking the middle mouse button on a tile, marks it with a question
mark, acting as a reminder mechanism. The user can use the numbers in
the uncovered cells to find (or sometimes guess ...) which cells contain
mines and which do not.
A game ends when all cells not containing mines have been uncovered and
all cells containing mines have been marked, or when a cell containing a
mine is uncovered.
Scheme 48 is an implementation of the Scheme programming language as
described in the Revised^5 Report on the Algorithmic Language Scheme.
It is based on a compiler and interpreter for a virtual Scheme
machine. The name derives from our desire to have an implementation
that is simple and lucid enough that it looks as if it were written in
just 48 hours. We don't claim to have reached that stage yet; much
more simplification is necessary.
Scheme 48 is an implementation of the Scheme programming language as described
in the Revised5 Report on the Algorithmic Language Scheme [6]. It is based on
a compiler and interpreter for a virtual Scheme machine. Scheme 48 tries to be
faithful to the Revised5 Scheme Report, providing neither more nor less in the
initial user environment. (This is not to say that more isn't available in
other environments; see below.)
Scheme 48 is under continual development. Please report bugs, especially in
the VM, especially core dumps, to scheme-48-bugs@s48.org. Include the version
number x.yy from the "Welcome to Scheme 48 x.yy" greeting message in your bug
report. It is a goal of this project to produce a bullet-proof system; we want
no bugs and, especially, no crashes.
Archmbox is a simple email archiver written in Perl; it parses one or more
mailboxes, selects some or all messages and then performs specific actions
on the selected messages. Archmbox supports mbox and mbx mailbox formats.
Four different modes are available:
- List mode, which is useful to list all selected messages before
archmbox performs the real operations (archiving or deleting)
- Kill mode, if messages should be deleted from the mailbox(es) rather
than archived
- Archive mode, to archive the selected messages in a different mailbox
- Copy mode, to copy the selected messages from the source mailbox
Messages selection is based upon a date criteria; an absolute date or days
offset can be specified. It is also possible to refine the selection using
regular expressions on the header fields of the message.
All archived messages are stored in a new mailbox with the same name of the
original one plus .archived as extension (this is the default, but can be
changed); the archive mailbox can be saved in gz or bz2 compressed format
as well.
Dbmail is the name of a group of programs that enable the possibility of
storing and retrieving mail messages from a database (currently MySQL,
PostgreSQL or SQLite).
* Scalability.
Dbmail is as scalable as the database system that is used for the mail
storage. In theory millions of accounts can be managed using dbmail. One
could, for example, run 4 different servers with the pop3 daemon each
connecting to the same database (cluster) server.
* Manageability.
Dbmail is based upon a database. Dbmail can be managed by changing settings
in the database (f.e. using PHP/Perl/SQL), without needing shell access.
* Speed.
Dbmail uses very efficient, database specific queries for retrieving mail
information. This is much faster then parsing a filesystem.
* Security.
Dbmail has got nothing to do with the filesystem or interaction with other
programs in the Unix environment which need special permissions. Dbmail is
as secure as the database it's based upon.
* Flexibility.
Changes on a Dbmail system (adding of users, changing passwords etc.) are
effective immediately.
Dbmail is the name of a group of programs that enable the possibility of
storing and retrieving mail messages from a database (currently MySQL,
PostgreSQL or SQLite).
* Scalability.
Dbmail is as scalable as the database system that is used for the mail
storage. In theory millions of accounts can be managed using dbmail. One
could, for example, run 4 different servers with the pop3 daemon each
connecting to the same database (cluster) server.
* Manageability.
Dbmail is based upon a database. Dbmail can be managed by changing settings
in the database (f.e. using PHP/Perl/SQL), without needing shell access.
* Speed.
Dbmail uses very efficient, database specific queries for retrieving mail
information. This is much faster then parsing a filesystem.
* Security.
Dbmail has got nothing to do with the filesystem or interaction with other
programs in the Unix environment which need special permissions. Dbmail is
as secure as the database it's based upon.
* Flexibility.
Changes on a Dbmail system (adding of users, changing passwords etc.) are
effective immediately.
This program is a very basic interface to Paul Vixie's RBL filter. The
basic idea of the filter is that when someone is blacklisted for an email
abuse, a new domain name is resolved in the form of
"a.b.c.d.rbl.maps.vix.com", where "a.b.c.d" is actually the IP address
"d.c.b.a". For example, if the IP address 127.0.0.2 were listed as a
blacklisted address, "2.0.0.127.rbl.maps.vix.com" would have a DNS entry
(this is a real example; that address is in place as a verification
mechanism).
For more information about the RBL blacklist, please take a look at
http://maps.vix.com/rbl/ . For more information about BIND, drop by
http://www.isc.org/bind.html . The official home page for rblcheck is at
http://www.xnet.com/~emarshal/rblcheck/ .
Any ideas, bugfixes, or porting notes should be sent to me at
"emarshal@logic.net". Don't bug the MAPS people about this; they didn't
write it, and probably wouldn't like getting a bunch of mail about it.
At the suggestion of Linas Vepstas on the Gnu Scientific Library (GSL) list,
this GPL'd suite of random number tests will be named "Dieharder". Using a
movie sequel pun for the name is a double tribute to George Marsaglia, whose
"Diehard battery of tests" of random number generators has enjoyed years of
enduring usefulness as a test suite.
The dieharder suite is more than just the diehard tests cleaned up and given a
pretty GPL'd source face in native C: tests from the Statistical Test Suite
(STS) developed by the National Institute for Standards and Technology (NIST)
are being incorporated, as are new tests developed by rgb. Where possible,
tests are parametrized and controllable so that failure, at least, is
unambiguous.
A further design goal is to provide some indication of *why* a generator fails
a test, where such information can be extracted during the test process and
placed in usable form. For example, the bit-distribution tests should
(eventually) be able to display the actual histogram for the different bit
n-tuplets.
Dieharder is by design extensible. It is intended to be the "Swiss army knife
of random number test suites", or if you prefer, "the last suite you'll ever
ware" for testing random numbers.
Spar is a modular math parser that comes with a fully featured text frontend,
something like an interactive calculator. It also provides a simple but
complete API for C/C++ programmers. This API provide a complete interface to
a top down parser that supports: variables, constants, functions, modules and
a libc based math library. This math library overrides standard functions with
a "custom" version (such as. deg, rad auto conversion, infinite symbol,
function domain...).
Spar, can be easily extended with modules. A module is a "user" extensions,
written in C/C++, to the basic features of the Simple Parser. Here you can
find the module definition: is a C structure that contains only few data
member:
- module name
- module version
- module description
- a pointer to the module main function
The modules are loaded at run-time by the module loader (that is a high level
layer of the module manager): you can load your modules, simply, coping theirs
paths into the .spar_modules (or any other file, with the -c option).