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  OpenJazz for Haiku (GCC4) 210609  
 miqlas - June 22nd 2009, 04:08 PM
OpenJazz is a free, open-source version of the classic Jazz Jackrabbit™ games. OpenJazz can be compiled on a wide range of operating systems, including Windows 98/Me/XP and Linux. To play, you will need the files from one of the original games.

With the demise of DOS-based operating systems, it has become necessary to use emulators to play old DOS games. Jazz Jackrabbit™ deserves more - and would benefit greatly from new features.

OpenJazz was started on the 23rd of August, 2005, by Alister Thomson. Academic pressures put the project on hold until late December 2005. The source code was released on the 25th, and the first version with a degree of playability was released on the 15th of January. Since then, a variety of ports have been released by other people.

More academic pressures meant there were few updates over the following few years, but in 2009 a multiplayer version was released.
About Jazz Jackrabbit™

Jazz Jackrabbit™ is a PC platform game. Produced by Epic Games (then Epic MegaGames), it was first released in 1994. The fast-paced, colourful gameplay proved popular, and the game won PC Format's Arcade Game of the Year award. Many people still recall the shareware versions.

The shareware releases are available at Haze's Hideout.

Please, read the attached readme file.

version 210609 details:
There's a new version available, with a bunch of minor changes.
License: Other Open Source License
  Paladin 1.0 Haiku GCC4  
 DarkWyrm - June 18th 2009, 10:30 AM
Paladin is an open source integrated development environment (IDE) modelled after BeOS' BeIDE. It provides features not present in BeIDE and is intended to be a complete replacement for the beloved, venerable tool.

If you like BeIDE, you'll like Paladin even better. The interface is streamlined, it has some features sorely missing from BeIDE, like running a project with command-line arguments, and has a bundled text editor based upon Pe.

version 1.0 details:
Initial release for Haiku GCC4.
License: BSD/MIT
  Paladin 1.0 Original  
 DarkWyrm - June 18th 2009, 10:25 AM
Paladin is an open source integrated development environment (IDE) modelled after BeOS' BeIDE. It provides features not present in BeIDE and is intended to be a complete replacement for the beloved, venerable tool.

If you like BeIDE, you'll like Paladin even better. The interface is streamlined, it has some features sorely missing from BeIDE, like running a project with command-line arguments, and has a bundled text editor based upon Pe.

version 1.0 details:
Official stable 1.0 release.

Changes since RC6

The user is now asked about what to do with missing libraries
The 5 key on the numeric doesn't show an OS Error message in certain situations
New drag and drop icon
Removed an occasional crash caused by the Error window
Paths are properly removed when asked in the Project Settings window
Multiple include paths can be removed at once
Fixed building shared library targets
Fixed missing object errors on SMP machines
Added a command to the Build menu to force dependency updates
GCC4 compilation fixes
Errors and warnings don't disappear if the error window is toggled
Fixed a bug with Option key plus Mouse Wheel scrolling too far
Removed a crash related to creating a new project file
Fixed a problem with starting a build from PalEdit when multiple copies of Paladin are installed
Added some small improvements to compiler error parsing
Fixed some strange behavior with local includes with relative paths
Fixed a bug for shared libraries in /boot/home/config/lib and the library window

License: BSD/MIT
  MUSCLE 4.62  
 Level Control Systems - June 17th 2009, 01:19 PM
The MUSCLE system is a robust, somewhat scalable, cross-platform client-server solution for dynamic distributed applications for BeOS and other operating systems. It's distributed in source code form, and includes a ready-to-compile server, utility classes, and example clients. Tested under BeOS and Linux, but should compile and run under any POSIX compliant OS with a C++ compiler.

With MUSCLE, you can:

- Use BMessage-like PortableMessages under any operating system.

- Send flattened PortableMessages from one computer to another over TCP streams, eliminating compatibility and protocol versioning hassles.

- Run a "muscled server" on a central machine, or write/download client programs to log in to the server and communicate through it. Once logged in, client programs can discover who else is logged in, send PortableMessages to other clients, and store PortableMessages in the server's RAM for other clients to download later. Clients can also "subscribe" to selected data on the server, and be automatically notified whenever it changes. Unicast, multicast, and broadcast messaging are all supported via an intelligent regular-expression based routing mechanism. Writing multiplayer games, IRC style chat applications, SETI style distributed calculation apps, or any other type of distributed software is made easy because MUSCLE handles all the dirty work for you!

- Customize the included "muscled" server by defining your own session logic or message-streaming protocol. (Note that this is only necessary for certain specialized applications--the standard server provides sufficient functionality for most things)

- Or just use the included message, string, dataIO, hashtable, dequeue, string-tokenizer, reference-count, regular expression parser, and object-pool classes by themselves, as handy cross platform utility classes. All source code is included, and you are free to use and abuse it any way you wish.

- See the Beginner's Guide to MUSCLE (available in the archive or on the support page) for a more detailed description of the system and its capabilites.

Note: All source code in this archive is Copyright 2000 Level Control Systems. However, it is released as open source with an unrestricted license.

version 4.62 details:
4.62 Released 6/17/2009
- Added a ThreadLocalStorage class to the muscle/system
sub-folder. This class makes it easy for each thread
to access its own local copy of a global object, without
any need for Mutex locking/unlocking overhead.
- Added a Thread::GetCurrentThread() static method, so that
any Thread can access its Thread object conveniently.
- Added additional fields to the PR_RESULT_PARAMETERS Message:
PR_NAME_SERVER_CURRENTTIMEUTC (server's GetCurrentTime(UTC))
PR_NAME_SERVER_CURRENTTIMELOCAL (server's GetCurrentTime(LOCAL))
PR_NAME_SERVER_RUNTIME (server's GetRunTime64())
- Added a AddApplicationSpecificParametersToParametersResultMessage()
method to the StorageReflectSession class. It allows a subclass
to add fields to the PR_RESULT_PARAMETERS Message before it
goes back to the client.
- Added an IsIPv4Address() function to NetworkUtilityFunctions.{cpp,h}
- Added GetSendDestinations() methods to the UDPSocketDataIO object.
With these methods you can have the UDPSocketDataIO object send the
same UDP packet to multiple destinations whenever Write() is called.
- Added a GetDefaultItem() method to the Queue class.
- Added GetDefaultKey() and GetDefaultValue() methods to the
Hashtable class.
- If TARGET_PLATFORM_XENOMAI is defined, GetRunTime64() now
uses Xenomai's rt_timer_read() function to determine its result.
- GetNetworkInterfaceInfos() and GetNetworkInterfaceAddresses() now
accept a bit-chord of GNII_INCLUDE_* bits as their second argument,
rather than a simple boolean. This allows the caller to express
in a bit more detail which sorts of interfaces he is interested in.
- Added a convenience constructor to the AndOrQueryFilter class.
o Added testthread.cpp back in to the test/Makefile.
o Modified testthread.cpp to test the ThreadLocalStorage class also.
o Reorganized the ObjectPool.h class implementation.
o Simplified the Qt implementation of the Thread class.
* system/Mutex.h now #includes support/MuscleSupport.h,
so that the Win32 build environment is detected properly
even when system/Mutex.h is the first #include.


License: BSD/MIT
  OpenJazz for Haiku (GCC4) 260509  
 miqlas - June 10th 2009, 11:50 AM
OpenJazz is a free, open-source version of the classic Jazz Jackrabbit™ games. OpenJazz can be compiled on a wide range of operating systems, including Windows 98/Me/XP and Linux. To play, you will need the files from one of the original games.

With the demise of DOS-based operating systems, it has become necessary to use emulators to play old DOS games. Jazz Jackrabbit™ deserves more - and would benefit greatly from new features.

OpenJazz was started on the 23rd of August, 2005, by Alister Thomson. Academic pressures put the project on hold until late December 2005. The source code was released on the 25th, and the first version with a degree of playability was released on the 15th of January. Since then, a variety of ports have been released by other people.

More academic pressures meant there were few updates over the following few years, but in 2009 a multiplayer version was released.
About Jazz Jackrabbit™

Jazz Jackrabbit™ is a PC platform game. Produced by Epic Games (then Epic MegaGames), it was first released in 1994. The fast-paced, colourful gameplay proved popular, and the game won PC Format's Arcade Game of the Year award. Many people still recall the shareware versions.

The shareware releases are available at Haze's Hideout.

Please, read the attached readme file.

version 260509 details:
Latest version for Haiku GCC4
License: Other Open Source License
  Stream 5.9  
 michael_s - June 06th 2009, 03:44 PM
STREAM is the de facto industry standard benchmark for measuring sustained memory bandwidth.

This program measures memory transfer rates in MB/s for simple computational kernels coded in C. These numbers reveal the quality of code generation for simple uncacheable kernels as well as showing the cost of floating-point operations relative to memory accesses.
License: Other Open Source License
  RGB Color List 1.0  
 BeSly Team - June 01st 2009, 09:56 AM
BeSly - RGB Color List

A little yab application with a list of RGB colors for developers.

version 1.0 details:
- List of 457 RGB Colors
- Zeta binary
- Source code


* This is a yab application, you need the library "ncurses.so" to run the applicaton.
* The package does not include a Haiku binary, because yab cant be compiled on Haiku at this moment. Start the app using the terminal (remove the WorkDir$ part out of the source file and enter at "directory$=" the Path to the applictaion folder).
License: Artistic License
  ooc language 0.1  
 Amos Wenger - May 28th 2009, 04:30 PM
ooc is an object-oriented programming language which is implemented with a source-to-source translator to pure C99. It supports classes, abstract functions, foreach, ranges, etc. It intends to be modern, modular, extensible, yet simple and fast.

ooc is an object-oriented programming language which is implemented with a source-to-source translator to pure C99. It supports classes, abstract functions, foreach, ranges, etc. It intends to be modern, modular, extensible, yet simple and fast.

ooc is trying to reconcile high-level concepts from Java and the speed and small footprint of C. It somehow falls into the same category as Vala, except that Vala is based on GLib, while ooc is independent.

ooc is for people thriving for object orientation and other high level paradigms without willing to bear the weight of C++ or the Java runtime environment. For that matter, the target language is currently C.

ooc looks like a mix of Java and C, and its primary implementation (source translator to C) is written in Java, for portability. It is planned to rewrite it in ooc itself, which would be quite logical, and cool, additionally

The standard library aims to be small, fast, portable, and modular. For now it contains a few I/O classes and basic bindings for GTK.

Exciting new features are planned for future versions of ooc, like just in time compilation *from source* (which would make ooc a truly ubiquitous language, being able to be compiled ahead of time for minimum overhead, compiled just in time, or interpreted only for maximum flexibility), generics/templates (or whatever you call them), etc. Without falling into feature creepism, there are cool things to be done.

The ooc compiler is currently pretty usable, but need more unit tests/regression tests, and more real-life uses in real-life project! While it is certainly not ready for the enterprise, it is a very good candidate for the next language you want to learn and fiddle with.

I, Amos Wenger, am really open about discussing language design matters, etc. and I'm just craving for feedback about this piece of work, so don't hesitate to contact me at amoswenger@gmail.com



version 0.1 details:
This is the first rough, cutting edge, unstable version =)

So what is in that version? A lot, and I’m just gonna list a few:

* Support for packages, modules, classes
* Abstract classes, simple inheritance, “extends”, “implement” and “override” keywords
* Basic list structures: ArrayList, SparseList
* Basic I/O classes: FileWriter/FileReader, Scribe/Scanner, etc.
* Pointer to functions, callback hack
* Preliminary GTK bindings!
* GCC backend, GNU Make backend
* Automatic library management (with the “use” keyword)
* Circular dependencies handling
* Tested under Gentoo, Ubuntu, Redhat, MinGW on WinXP, FreeBSD! (Still waiting on OSX/BeOS/etc.)

It would be great to have some BeOS testers, for running the java implementat of the compiler under BeOS, and then trying to compile the generated C code with gcc or another compiler.
License: BSD/MIT
  MUSCLE 4.61  
 Level Control Systems - May 22nd 2009, 06:25 PM
The MUSCLE system is a robust, somewhat scalable, cross-platform client-server solution for dynamic distributed applications for BeOS and other operating systems. It's distributed in source code form, and includes a ready-to-compile server, utility classes, and example clients. Tested under BeOS and Linux, but should compile and run under any POSIX compliant OS with a C++ compiler.

With MUSCLE, you can:

- Use BMessage-like PortableMessages under any operating system.

- Send flattened PortableMessages from one computer to another over TCP streams, eliminating compatibility and protocol versioning hassles.

- Run a "muscled server" on a central machine, or write/download client programs to log in to the server and communicate through it. Once logged in, client programs can discover who else is logged in, send PortableMessages to other clients, and store PortableMessages in the server's RAM for other clients to download later. Clients can also "subscribe" to selected data on the server, and be automatically notified whenever it changes. Unicast, multicast, and broadcast messaging are all supported via an intelligent regular-expression based routing mechanism. Writing multiplayer games, IRC style chat applications, SETI style distributed calculation apps, or any other type of distributed software is made easy because MUSCLE handles all the dirty work for you!

- Customize the included "muscled" server by defining your own session logic or message-streaming protocol. (Note that this is only necessary for certain specialized applications--the standard server provides sufficient functionality for most things)

- Or just use the included message, string, dataIO, hashtable, dequeue, string-tokenizer, reference-count, regular expression parser, and object-pool classes by themselves, as handy cross platform utility classes. All source code is included, and you are free to use and abuse it any way you wish.

- See the Beginner's Guide to MUSCLE (available in the archive or on the support page) for a more detailed description of the system and its capabilites.

Note: All source code in this archive is Copyright 2000 Level Control Systems. However, it is released as open source with an unrestricted license.

version 4.61 details:
4.61 Released 5/22/2009
- Added GetTotalNumSignalsReceived() and
GetNumSignalsReceivedOfType() methods to the
SignalMultiplexer class.
- Added an IsCurrentThreadMainThread() function to
SetupSystem.{cpp,h}.
- Added support for a "catchsignals" keyword to
HandleStandardDaemonArgs(). This keyword, if
specified, will cause the main thread's
ReflectSession() (if any) to add a signal handler
session to itself.
- Added support for a MUSCLE_AVOID_SIGNAL_HANDLING compiler
flag that can be defined by applications that don't
want to compile in signal handling support.
- Added a SignalChildProcess() method to the
ChildProcessDataIO class.
- ChildProcessDataIO::WaitForChildProcessToExit()
now takes an optional timeout value, and returns
true if the child exited or false if it timed out.
- In the ChildProcessDataIO class, I replaced
SetKillChildOnClose() and SetWaitForChildOnClose() with
a single SetChildProcessShutdownBehavior() method which
provides for more flexibility, making it possible to
do a "soft shutdown with a hard kill after a timeout".
o Removed the "catchsignals" support from muscledMain()'s
setup code, since that support is now part of
HandleStandardDaemonArgs() instead.


License: BSD/MIT
  xicon 1.3-H Haiku version  
 Pete Goodeve - May 18th 2009, 05:41 PM
This little utility provides a couple of facilities for
executing a shell script via icon-click that are not available
otherwise: By default, a script is executed in a Terminal
window, so the user can see results and interact with it.
Other icons can be dragged and dropped onto the script icon
as arguments.
You can also invoke non-shell scripts (e.g.
Python) directly in the same way.

You don't execute xicon directly: it is invoked automatically by any
script that has been set up suitably, when you either double-click on
that script's icon, or drag other icons onto it. If you drag icons onto
a script icon, they will be presented as command-line arguments to the
script. (A 'script' is a textual command-sequence file that would
otherwise be executed by typing a command line in a Terminal window.
This is most commonly a standard shell (bash) script, but may be in
any language that has an available command-line-invoked interpreter.)
The utility is intended as a convenient GUI-based mechanism for executing
user-written scripts -- to perform common sequences of operations on
files, for example. The procedure for associating a script with xicon
is detailed in the documentation.

version 1.3-H details:
The Haiku version only has minor internal changes from the BeOS xicon 1.3. Usage is the same.
License: Freeware
  GMP 4.3.1 Haiku  
 scottmc - May 18th 2009, 02:44 PM
From their website: GMP is a free library for arbitrary precision arithmetic, operating on signed integers, rational numbers, and floating point numbers. There is no practical limit to the precision except the ones implied by the available memory in the machine GMP runs on.

GMP is a free library for arbitrary precision arithmetic, operating on signed integers, rational numbers, and floating point numbers. There is no practical limit to the precision except the ones implied by the available memory in the machine GMP runs on. GMP has a rich set of functions, and the functions have a regular interface.

The main target applications for GMP are cryptography applications and research, Internet security applications, algebra systems, computational algebra research, etc.

GMP is carefully designed to be as fast as possible, both for small operands and for huge operands. The speed is achieved by using fullwords as the basic arithmetic type, by using fast algorithms, with highly optimized assembly code for the most common inner loops for a lot of CPUs, and by a general emphasis on speed.

GMP is faster than any other bignum library. The advantage for GMP increases with the operand sizes for many operations, since GMP uses asymptotically faster algorithms.

version 4.3.1 details:
From GMP's site:
Changes in GMP 4.3.1
Bugs:
* Fixed bug in mpn_gcdext, affecting also mpz_gcdext and mpz_invert. The bug could cause a cofactor to have a leading zero limb, which could lead to crashes or miscomputation later on.
* Fixed some minor documentation issues.
Speedups:
* None.
Features:
* Workarounds for various issues with Mac OS X's build tools.
* Recognise more IBM "POWER" processor variants.

Changes in GMP 4.3.0
Bugs:
* Fixed bug in mpz_perfect_power_p with recognition of negative perfect powers that can be written both as an even and odd power.
* We might accidentally have added bugs since there is a large amount of new code in this release.
Speedups:
* Vastly improved assembly code for x86-64 processors from AMD and Intel.
* Major improvements also for many other processor families, such as Alpha, PowerPC, and Itanium.
* New sub-quadratic mpn_gcd and mpn_gcdext, as well as improved basecase gcd code.
* The multiply FFT code has been slightly improved.
* Balanced multiplication now uses 4-way Toom in addition to schoolbook, Karatsuba, 3-way Toom, and FFT.
* Unbalanced multiplication has been vastly improved.
* Improved schoolbook division by means of faster quotient approximation.
* Several new algorithms for division and mod by single limbs, giving many-fold speedups.
* Improved nth root computations.
* The mpz_nextprime function uses sieving and is much faster.
* Countless minor tweaks.
Features:
* Updated support for fat binaries for x86_32 include current processors
* Lots of new mpn internal interfaces. Some of them will become public in a future GMP release.
* Support for the 32-bit ABI under x86-apple-darwin.
* x86 CPU recognition code should now default better for future processors.
* The experimental nails feature does not work in this release, but it might be re-enabled in the future.
License: LGPL
  MUSCLE 4.60  
 Level Control Systems - May 15th 2009, 01:56 PM
The MUSCLE system is a robust, somewhat scalable, cross-platform client-server solution for dynamic distributed applications for BeOS and other operating systems. It's distributed in source code form, and includes a ready-to-compile server, utility classes, and example clients. Tested under BeOS and Linux, but should compile and run under any POSIX compliant OS with a C++ compiler.

With MUSCLE, you can:

- Use BMessage-like PortableMessages under any operating system.

- Send flattened PortableMessages from one computer to another over TCP streams, eliminating compatibility and protocol versioning hassles.

- Run a "muscled server" on a central machine, or write/download client programs to log in to the server and communicate through it. Once logged in, client programs can discover who else is logged in, send PortableMessages to other clients, and store PortableMessages in the server's RAM for other clients to download later. Clients can also "subscribe" to selected data on the server, and be automatically notified whenever it changes. Unicast, multicast, and broadcast messaging are all supported via an intelligent regular-expression based routing mechanism. Writing multiplayer games, IRC style chat applications, SETI style distributed calculation apps, or any other type of distributed software is made easy because MUSCLE handles all the dirty work for you!

- Customize the included "muscled" server by defining your own session logic or message-streaming protocol. (Note that this is only necessary for certain specialized applications--the standard server provides sufficient functionality for most things)

- Or just use the included message, string, dataIO, hashtable, dequeue, string-tokenizer, reference-count, regular expression parser, and object-pool classes by themselves, as handy cross platform utility classes. All source code is included, and you are free to use and abuse it any way you wish.

- See the Beginner's Guide to MUSCLE (available in the archive or on the support page) for a more detailed description of the system and its capabilites.

Note: All source code in this archive is Copyright 2000 Level Control Systems. However, it is released as open source with an unrestricted license.

version 4.60 details:
4.60 Released 5/15/2009
- The Message class now derives from Cloneable.
- The Message::FindInt*() methods class now accept both
signed and unsigned value arguments, so that dangerous
C-style casting is no longer necessary when retrieving
unsigned integer values.
- Added a set of Message::Get*() methods that are similar to
Message::Find*() except that they return the found value
instead of a status code. (if the requested value is not found,
they return a user-provided default value instead)
- The Message::Find*() methods now take their value parameters
by reference instead of by pointer.
(e.g. msg.FindInt8("foo", x) instead of msg.FindInt8("foo", &x).
The old by-pointer style is still supported, but is deprecated.
- Added a Queue::LastIndexOf() method that does a reverse
search in a Queue, optionally within a specified index range.
- Added a Flattenable::UnflattenFromByteBuffer() method
that takes a ConstByteBufferRef argument, per Mika's request.
- Added SetLowBits(), SetHighBits() to the IPv6 ip_address class.
- When MUSCLE_USE_IPV6 is defined, the ip_address class now
includes an interface-address field. Inet_AtoN() and Inet_NtoA()
now append/expect this field at the end of the string if the
interface is non-zero (e.g. "fe80::1@3")
- Upgraded the multicast API to properly support IPv6 multicast.
In particular, when MUSCLE_USE_IPV6 is defined,
AddSocketToMulticastGroup() and RemoveSocketFromMulticastGroup()
no longer take an interface IP address (instead they use the
interface index included in the groupAddress argument).
Also SetSocketMulticastSendInterfaceAddress() and
GetSocketMulticastSendInterfaceAddress() are replaced by
SetSocketMulticastSendInterfaceIndex() and
GetSocketMulticastSendInterfaceIndex(). This is necessary
because IPv6 doesn't identify interfaces by IP address,
rather it identifies them with integers.
- Added a broadcastIP_IPv4 constant to NetworkUtilityFunctions.h
to allow IPv4 braodcasts even in IPv6 mode.
- Added a localhostIP_IPv4 constant to NetworkUtilityFunctions.h
to allow references to the IPv4 localhost device in IPv6 mode.
- Added a GetHashCodeForIPAddress() function to
NetworkUtilityFunctions.h, to avoid #ifdefs in application code.
- Added a IsMulticastIPAddress(const ip_address &) function
to NetworkUtilityFunctions.{cpp,h} that returns true iff the
specified address is a multicast addess.
- Added a IsStandardLoopbackDeviceAddress(const ip_address &)
function to NetworkUtilityFunctions.h, since under IPv6
localhostIP has several names and thus doing a literal
numeric comparison to (localhostIP) can be error-prone.
- Added a GetConnectString(const String &, uint16) convenience
function to MiscUtilityFunctions.{cpp,h}, to generate strings
like "localhost:9999" or "[ff05::1]:9999" correctly.
- Added an ExecuteSynchronousMessageRPCCall() function to
MessageIOGateway.{cpp,h}. This function connects to a
server via TCP, sends a Message, received a Message,
and returns the received Message, so that you can "call"
a server, RPC-style, as if it was a local function.
- Added a GetLocalHostName() function to
NetworkUtilifyFunctions.{cpp,h}.
- Added a HashCode64() method to the String class, and a
CStringHashFunc64() function that it calls.
- Added a ToString() method to the NetworkInterfaceInfo class.
- Improved the parsing of IPAddressAndPort and ParseConnectArg()
so that they now properly handle IPv6 hostname-and-port
strings that don't contain brackets, when possible.
- Added a version of ParseConnectArg() that takes a direct
String (instead of a Message and field name)
- Rewrite the Win32 implementation of GetNetworkInterfaceInfos()
to use GetAdaptersAddresses() instead of GetIpAddrTable(),
so that it can detect IPv6 addresses as well as IPv4.
- Added an optional (preferIPv4Style) argument to Inet_NtoA()
so that if you prefer, IPv4 addresses can be returned in the
classic style ("192.168.1.1") instead of new-style ("::192.168.1.1")
- Added support for the MUSCLE_INCLUDE_SOURCE_LOCATION_IN_LOGTIME
compiler flag, which if specified will cause every call to
LogTime() to include location info (source file name and line
number) in the log information. This can be useful for
tracking down exactly where a particular log message came from.
- When MUSCLE_INCLUDE_LOCATION_IN_LOGTIME is defined, the
standard log-line preamble now includes the string returned
by GetStandardLogLinePreamble().
- Added GenerateSourceCodeLocationKey(),
SourceCodeLocationKeyToString(), and
SourceCodeLocationKeyFromString() functions to Syslog.{cpp,h}
- Added a utility called "findsourcelocations" to the tests folder.
This utility will find possible locations for source code keys
in the specified directory hierarchy.
- Added a HashCode() method to the NetworkInterfaceInfo class.
- The Directory class is now a subclass of RefCountable.
- Added a GetPath() method to the Directory class.
- Added FileExists(), RenameFile(), CopyFile(), and DeleteFile()
utility functions to util/MiscUtilityFunctions.{cpp,h}.
- Added an MEXIT(ret,msg) macro to MuscleSupport.h. It's
the same as MCRASH, but it doesn't crash, it merely ends
the process (by calling ExitWithoutCleanup(ret)).
- Added a Reset() method to the StringMatcher class.
- Added a WasConnected() method to AbstractReflectSession,
so that subclasses can find out if the session ever was
connected to its remote peer.
- ExpandLocalhostAddress() now caches its first result from
GetNetworkInterfaceInfos() so that it no longer has to
call GetNetworkInterfaceInfos() every time it is called.
- Added a GetServerSessionID() method to the ReflectServer
class, and a PR_NAME_SERVER_SESSION_ID field to the
standard parameters set, so that clients can access a
64-bit value that is unique to the current server instance.
- Added a SignalMultiplexer class that deals with POSIX
signals or Windows Console signalling in a unified manner.
- Added a QSignalHandler class that can emit a Qt signal
when a POSIX/Windows signal is received.
- Added a SignalHandlerSession class that you can add
to your ReflectServer if you want signals to result
in a graceful shutdown (or other custom behavior)
- The Python MessageTransceiverThread class constructor
now takes a boolean argument which indicates whether or
not it should use IPv6 networking.
- Added a GetHumanReadableProgramNameFromArgv0(const char *)
convenience function to MiscUtilityFunctions.{cpp,h}.
- Added a Win32AllocateStdioConsole() function that allocates
a console window for stdio to use under Windows.
- Added CleanupDNSLabel() and CleanupDNSPath() functions to
MiscUtilityFunctions.{cpp,h}. These are handy for removing
errors from user-entered DNS hostnames (e.g. "www.foo.com").
- Rewrote String::LastIndexOf(char) and the String -=
operators to be more efficient.
o The arguments to the Log() method in the LogCallback API
are now consolidated into a single LogCallbackArgs object,
for efficiency and cleaner code.
o The GetStandardLogLinePreamble() function now takes a
single LogCallbackArgs argument instead of separate args also.
o Removed support for the MUSCLE_AVOID_NAMESPACES,
BEGIN_NAMESPACE, END_NAMESPACE, and USING_NAMESPACE
macros, since they aren't necessary and use of macros to
control namespaces can confuse Qt's moc utility.
o Rewrote portablereflectclient to use StdinDataIO instead
of accessing stdin directly. This allows it to work
correctly under Windows, and simplifies the code.
o Queue::IndexOf() was defined as returning the last
matching item, which was inconsistent. Replaced it with
a new IndexOf() implementation that does a forward search,
optionally within a specified index range.
o Suppressed a warning in zip.c
o Removed the explicit signal handling from the ReflectServer
class (SetSignalHandlingEnabled() and WasSignalCaught() are
gone now). This functionality is now handled by the
SignalHandlerSession class instead.
* The Win32 "console" keyword wasn't redirecting stdin. Fixed.
* Fixed a syntax error in the EnsureRefIsPrivate() method.
* Updated the VC++ project files so they build again.
* ParseConnectArg() now handles the "[ipv6::addr]:port"
syntax properly when MUSCLE_USE_IPV6 is defined.
* Fixed a bug in the PulseChild class that would sometimes
prevent the GetPulseTime() method of grandchild PulseChild
nodes from getting called after InvalidatePulseTime() was
called on them.
* AbstractReflectClient::Reconnect() now sets the _wasConnected
flag to false.
* Fixed a bug in MessageTransceiverThread::AddNewWorkerConnectSession()
that was causing disconnect notifications not to be sent for
connect-sessions whose connections failed synchronously.
* IntCompareFunc() was taking an int8 argument by mistake. Fixed.


License: BSD/MIT
  OpenTerminal 1.1  
 Chris Roberts - May 06th 2009, 11:56 PM
A Tracker add-on to open a terminal and set the working directory to the selected folder(s).

This add-on was formerly known as TermHere.

NOTE: You are required to edit /etc/profile in order for this software to work properly. More details are in the included ReadMe file.

version 1.1 details:
* No longer uses a hard coded path for the Terminal application. This fixes use with recent versions of Haiku.

* Minor fix/improvement which saves and restores the working directory for Tracker.
License: BSD/MIT
  MDX Suite for Haiku Release 2 Rev 2 Developer Release  
 SHINTA - May 06th 2009, 08:20 AM
Software pack to treat MDX sound files.

MDX Suite for BeOS is a software pack to treat MDX sound files.
MDX (Music Data for mXdrv) is SHARP X68000 sound file.
MDX Suite for BeOS contains the follow softwares.

<< Media Kit reader (MDX reader) >>

Add-on for Media Kit. It enables applications that use Media Kit (ex. Media Player) to handle MDX sound files.

<< MDX reader Controller >>

Settings for playing MDX.
Live Monitor is also available.

<< Marble MDX Converter >> (not available currently yet)

Marble MDX Converter converts MDX sound files to WAVE/MIDI format.


Release 2 Rev 2 Developer Release details:
Test release for Haiku.
License: Freeware
  MacFile Server 1.7  
 some-guy - May 01st 2009, 10:46 PM
Macintosh File Server

Share all your BeOS/Haiku files with Macintosh computers! This is a fully functional Apple Filing Protocol (AFP) Server for the BeOS that is AFP 3.2 compliant. This means you'll enjoy things like long file name support, server re-connections and more in MacOS X.

Mount shared BeOS/Haiku directories directly on your Macintosh. With the MacFile Server, you can use your BeOS/Haiku machines as Mac file servers.

version 1.7 details:
Version 1.7 adds support for Apple's native DHCAST128 user authentication which provides for a high security logon to AFP servers as well as change password functionality from the Mac client. With this support, the BeUAM has now been deprecated and the server will no longer recognize or use it.

If you were running MacOS X 10.5 and had trouble logging into the MacFile server in the past, you should give this version a try.

Additionally, the MacFile server has been enhanced to be more secure in file operations and the configuration panel received a small update.

See the release notes on the website for more details.
License: Freeware
  Yasm 0.8.0  
 scottmc - April 24th 2009, 04:59 PM
Yasm is a complete rewrite of the NASM assembler under the BSD License (some portions are under other licenses, see COPYING for details).

version 0.8.0 details:
Here's a Haiku gcc2 built yasm version 0.8.0, other builds may be available soon.
License: BSD/MIT
  Monkey's Audio Suite for Haiku Release 7 Rev 3  
 SHINTA - April 21st 2009, 12:34 PM
Software pack to treat Monkey's Audio format (APE) files.

Monkey's Audio Suite for Haiku is a software pack to treat Monkey's Audio format (APE) files.
Monkey's Audio is a compression format for sound, made by Mr. Matthew T. Ashland. It's lossless! See
http://www.monkeysaudio.com/
for more information.
Monkey's Audio Suite for Haiku contains the follow softwares.

<< APE-O-Matic >>

Easy-to-use APE encoder. Adds APE tags automatically. Runs as not only stand alone application but also Tracker add-on.

<< Command line tools >>

APE Encode creates APE file from WAVE file.
APE Decode creates WAVE file from APE file.
APE Tag shows/adds/removes APE tags.
APE Verify checks whether APE file is broken or not.

<< Install script >>

To install this suite, simply run this script from Terminal.

<< AllKeys.txt >>

AllKeys.txt, which has the list of the words used by this suite, is included. It is convenient for making your language's locale file. If you make a locale file, please send it to me. I'll be very glad.


Release 7 Rev 3 details:
Initial public release for Haiku.
License: Freeware
  FileDialog 1.0  
 Tanausu - April 19th 2009, 05:34 AM
FileDialog is a Little Tool for script writers.

In the revision 30297 mmu_man add a filepanel app, written in 2003 by Francois Revol, which was part of the haiku project but was not included even in the system images.

2 people doing something similar is wasting time then, FileDialog that is now an abandoned project:)
------------------------------------------------------

The Program open a File Selection Dialog and show the results in the terminal
Useful for scripts :)

Usage: fldlg Title of tab .f folder
example: fldlg Select File for remove .f /boot/home/config

Max 6 words + .f command or 8 words without .f (home is the default dir)

if you only use fldlg the title of tab are "Select File"
and the start folder is "/boot/home".

Yab for haiku is still unstable. Sometimes the program crash on startup.


License: Freeware
  BeInput 1.0  
 Tanausu - April 18th 2009, 05:20 AM
BeInput is like a terminal's read command but in graphic mode written in yab. Util for Script Writers. Yab for haiku is still unstable, sometimes the program crash on startup.
License: Freeware
  shc 3.8.6  
 Tanausu - April 18th 2009, 05:16 AM
shc creates a stripped binary executable version of the script specified with -f on the command line.

(USE ALWAYS -T COMMAND)

shc creates a stripped binary executable version of the
script specified with -f on the command line.

The binary version will get a .x extension appended and will
usually be a bit larger in size than the original ascii
code. Generated C source code is saved in a file with the
extension .x.c

If you supply an expiration date with the -e option the com-
piled binary will refuse to run after the date specified.
The message "Please contact your provider" will be displayed
instead. This message can be changed with the -m option.

You can compile any kind of shell script, but you need to
supply valid -i, -x and -l options.

The compiled binary will still be dependent on the shell
specified in the first line of the shell code (i.e.
#!/bin/sh), thus shc does not create completely independent
binaries.

shc itself is not a compiler such as cc, it rather encodes
and encrypts a shell script and generates C source code with
the added expiration capability. It then uses the system
compiler to compile a stripped binary which behaves exactly
like the original script. Upon execution, the compiled
binary will decrypt and execute the code with the shell -c
option. Unfortunatelly, it will not give you any speed
improvement as a real C program would.

shc's main purpose is to protect your shell scripts from
modification or inspection. You can use it if you wish to
distribute your scripts but don't want them to be easily
readable by other people.

License: GPL
  Status 1.1 (Haiku)  
 Oliver Ruiz Dorantes - April 17th 2009, 12:54 PM
Status is a command line tool to show a little window on screen with a ProgressBar and a Label, useful to give feedback to the user of what is doing a bash script.

Read the documentation file for typical Usage, currently the binary is compiled ZETA and Haiku.

version 1.1 (Haiku) details:
This version includes:
- Binaries compiled for Haiku
- Add a Cancel button to allow the user close the dialog

License: Artistic License
  MacFile Server 1.6  
 some-guy - April 16th 2009, 02:26 AM
Macintosh File Server

Share all your BeOS/Haiku files with Macintosh computers! This is a fully functional Apple Filing Protocol (AFP) Server for the BeOS that is AFP 3.2 compliant. This means you'll enjoy things like long file name support, server re-connections and more in MacOS X.

Mount shared BeOS/Haiku directories directly on your Macintosh. With the MacFile Server, you can use your BeOS/Haiku machines as Mac file servers.

version 1.6 details:
Version 1.6 is built specifically for Haiku and will run only on Haiku. See the website for complete release notes on what has been updated.
License: Freeware
  Axel 2.3  
 miqlas - April 15th 2009, 04:50 AM
Axel tries to accelerate HTTP/FTP downloading process by using multiple connections for one file.

It can use multiple mirrors for a download. Axel has no dependencies and is lightweight, so it might be useful as a wget clone on byte-critical systems.

Compiled for Haiku!
License: GPL
  Bomberclone 0.11.8  
 miqlas - April 15th 2009, 04:44 AM
This game, i hope it will soon be a good Clone of the game AtomicBomberMan or even something new, depends on what you all want to have.

The Network will support from the beginning only TCP/IP (UDP Port 11000 for the Game and UDP Port 11111 for the OpenGameCache Server). So everyone can play it over the internet.

You can find me and some other people who are playing and helping working on that game on the IRC-Server: irc.d-t-net.de Channel: #bomberclone. If you have any questions ask me in the channel, drop me an email steffen@bomberclone.de or send your question to the mailinglist.

!!!!!!!!!!!!!!!!!!!!!!!!!

Compiled for Haiku, You need SDL library, and some others. Try to run from Terminal, and it will tell what missing (You can get the missing files from here: http://ports.haiku-files.org/wiki/Downloads )

Extract it to /boot!
License: Artistic License
  Paladin 1.0 RC6 Original  
 DarkWyrm - April 13th 2009, 07:00 PM
Paladin is an open source integrated development environment (IDE) modelled after BeOS' BeIDE. It provides features not present in BeIDE and is intended to be a complete replacement for the beloved, venerable tool.

If you like BeIDE, you'll like Paladin even better. The interface is streamlined, it has some features sorely missing from BeIDE, like running a project with command-line arguments, and has a bundled text editor based upon Pe.

version 1.0 RC6 details:
More patches and more stability :)

Fixes:
Extra compiler and linker options are saved when set
Fixed the file-opening bug introduced in RC5 - I *hate* regressions
Fixed a problem with Run in Debugger under Zeta
Fixed an issue with File | New and Open Selection in PalEdit not working
Fixed a problem with application flags
Fixed a drawing issue with ProjectWindow while building a project
The gcc -W options now work when used in the extra compiler settings

License: BSD/MIT
  BeMines 1.0 Beta 2  
 DarkWyrm - April 13th 2009, 05:57 PM
BeMines is a themable, open-source rendition of Minesweeper for BeOS, Zeta, and Haiku.

BeMines comes with 4 different good-looking themes, complete with sounds and including a faithful rendition of the Windows classic game, and the ability to create more. It also adds a Sonar Ping which eliminates the requirement to guess on more complex puzzles. See the README for more details.

NOTE: Clicking with both buttons does not work on BeOS R5. This is a problem with R5 and not BeMines. Shift-clicking is provided as an alternative for this on all platforms.


version 1.0 Beta 2 details:
Fixes some bugs:
The game window was accidentally made resizable, but it shouldn't be
Smiley button is set to the proper look if the style is changed after a game is won or lost
Fixed several redraw issues, such as when losing a game larger than the size for Beginner difficulty
Made some changes to speed of the final reveal of a lost game
Tweaked the calculations for the maximum height for custom games

License: BSD/MIT
  BeMines 1.0 Beta 1  
 DarkWyrm - April 12th 2009, 10:08 AM
BeMines is a themable, open-source rendition of Minesweeper for BeOS, Zeta, and Haiku.

BeMines comes with 4 different good-looking themes, complete with sounds and including a faithful rendition of the Windows classic game, and the ability to create more. It also adds a Sonar Ping which eliminates the requirement to guess on more complex puzzles. See the README for more details.

NOTE: Clicking with both buttons does not work on BeOS R5. This is a problem with R5 and not BeMines. Shift-clicking is provided as an alternative for this on all platforms.


version 1.0 Beta 1 details:
Initial release.
License: BSD/MIT
  waku-WAK KARAOKE Player 3.3 Release 2  
 SHINTA - April 11th 2009, 01:33 AM
Media player with karaoke view. Lyrics are wiped like karaoke, enjoy your home karaoke!

waku-WAK KARAOKE Player is a media player with karaoke view. Lyrics are wiped like karaoke, enjoy your home karaoke!

waku-WAK KARAOKE Player is time-tag (karaoke-tag) standard compliant. Time tag standard is published by dagashiya honpo:
http://hp.vector.co.jp/authors/VA023256/

[ Features ]

+ Supports time-tag standard (including karaoke tag).
+ Also supports time tag ruby extension.
+ Overlay output karaoke strings with movie and image.
+ Extra media features (plays foo.jpg with foo.mp3, for example).
+ Skin features.
+ Multilingual powered by ZETA compatible Locale Kit.

[ Target OS ]

Haiku

[ Sample ]

Sample karaoke files are:
http://www42.tok2.com/home/shinta0806/#Karaoke (Japanese/English billingual)


version 3.3 Release 2 details:
+ Karaoke plugin improvements.
License: Freeware
  Crimson Fields 0.5.3  
 Begasus - April 06th 2009, 02:09 PM
Crimson Fields is a tactical war game in the tradition of Battle Isle developed by Jens Granseuer.

The outcome of the war lies in your hands. You decide which units are sent to the front lines, and when to unleash the reserves. Your mission objectives range from defending strategically vital locations to simply destroying all enemy forces in the area. Protect supply convoys or raid enemy facilities to uncover technological secrets or fill your storage bays so you can repair damaged units or build new ones in your own factories. Lead your troops to victory!

Tools are available to create custom maps and campaigns. You can also play the original Battle Isle maps if you have a copy of the game.

You can pit yourself against another human player either in hot-seat mode in front of the same machine or via e-mail, or against the computer.

Crimson Fields is distributed under the terms of the GNU General Public License (GPL).



version 0.5.3 details:
* 0.5.3 (01-03-2009)
- fix possible crash with invalid mission files
- added partial Turkish translation
License: GPL
  Status 1.0  
 Oliver Ruiz Dorantes - April 06th 2009, 02:04 PM
Status is a command line tool to show a little window on screen with a ProgressBar and a Label, useful to give feedback to the user of what is doing a bash script.

Read the documentation file for typical Usage, currently the binary is compiled ZETA and Haiku.

version 1.0 details:
Initial version for ZETA
License: Freeware
 
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