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A set of bindings (for C, C++, Pascal and Object Pascal) for the GEM desktop environment on MS-DOS, Atari TOS and Linux (GEMIX) as well as an application framework for C++ and Object Pascal optimized for developing GEM desktop applications.
Hinge3D is an component based message system developed for rapid game prototyping, game development and game design testing. Is has semi automated multithreading and uses different open source projects as codebase, like Ogre3D,OIS,Lua and Boost.
A cross-platform framework built in C with multiple language bindings, easing the transition between languages and platforms, while maintaining ABI compatibility.
COWL is a c++ framework providing everything you need to implement fast dynamic web pages. --- Currently COWL is in a very early stage. It may contain errors and is not yet fully implemented. You should only use it for testing purposes.
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Expatpp is a simple C++ layer to make using the open source expat XML parsing library vastly easier for complex schemas. It has been used widely in industry including the Valve Steam project.
XML Simple Parser is a parser and generator for xml files which is kept as easy and lightweight as possible. Its intended for use in games or other applications to store data in xml files and for sure also for reading it from there.
A C++ RAII ( Resource Allocation Is Initialization ) implementation of an automatic pointer/reference. Pointable/Referenced objects are handled in a manner similar to Python. Strives to have the simplest syntax possible.
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This Quaternion based 3D Camera is designed from the ground up to be robust, but most importantly, it's geared toward new programmers, so its primary focus is for it to be the easiest possible to get into your project and start using.
Relational Object Mapping In C++, is a library that maps database tables to C++ classes seamlessly so that members will be populated by and in return will populate db columns. Also provides many std db operations, directly on the table interface.
Library to define Tcl commands which manipulate C++ class and structure objects in manners similar to the way Tk manages widgets. Objects can then be manipulated from either C++ or Tcl. Based on the original TclObjectCommand
Beach is a group of C++ frameworks that are 100% platform-independent, implementing many useful object-oriented design patterns and general purpose mechanisms that provide the fundamental building blocks for applications and higher level frameworks.
The CoreLibrary is a multiplatform object library for C++ (Linux, Win32, MacOSX, PocketPC).
It provides many of the common objects found in Java (Strings, Threads, Collections, etc.) and has the ability to send objects across the network like CORBA.
A library with implementation of algorithms for solving Lot Sizing problems. The main focus of the library is on ease of use, while also attempting to keep it as efficient as possible.
In all , I want to implement a slab cached memory management in application layer instead of linux kernel layer. That memory mechanism is to serve for one type of object which needs frequently allocating and deallocating.
The command pattern and chain of responsibility pattern lends itself elegantly for the implementation of the Thread Pool design. Wrap the method using the command object and submit it to the tread pool;there is no needd to change the existing source
The project implement a framework of modular compilers that allows compile time programming for .NET, Java and other platforms. Languages on this framework are multi-paradigm and can be extended by programming new semantic structures or DSL.
Small simulation that can drive a CIGI compliant IG to do EOIR sensor simulation. This is based on the OpenEaagles framework (HOST) and the MultiPurposeViewer (IG).
Complex list management with an extremely versatile interface. Built-in sorting (with abstract variants), finding, iteration, and element manipulation. Supports const-interface elements. Transparent 'virtual array storage' (VAS) for large element types
Artridis is an OpenGL application meant to display wavefront objects in a 3D world.
The finality of this project is to be able to take "artistic" snapshot of this world.