CS::SkipList Library is a C++ template library of containers based on skip lists. These containers work like sets and maps, but can also be accessed via numerical index. This collection has vector-like containers where all operations work in logarithmic time. It also has a composite container where you can order the same elements in many different ways at the same time.
Capsule Tree is a general purpose, self-balancing tree data structure for large, ordered data sets. It is designed to provide the same characteristics as B-trees and B+trees, but built from the ground up for in-memory usage. In other words, there are no provisions for “slow” I/O cases. The original motivation for this tree was a better backend for memory managers. However, the end result was a new sub-category of trees.
Click'n'Drag is a Python module that introduces the "Plane" class, which extends PyGame's "Surface" functionality, offering a hierarchy of mouse-sensitive, draggable Surfaces that can be used as sprites, windows, icons, or other interactive elements. In addition, the clickndrag.gui module uses clickndrag to provide basic GUI elements like container, label, text box, option list, and button.
Cling is a complete, clean, and very flexible Java implementation of the UPnP Device Architecture specification. Additional UPnP service modules and graphical tools are also part of this project. Cling helps you create, control, and monitor UPnP-compatible services on your local network. Cling can be used as an UPnP/DLNA library for Android application development.
ClusterShell is a set of tools and an event-based Python library to execute commands on local or remote cluster nodes in parallel. The framework also provides advanced methods for handling node sets and node groups to ease and improve administration of large compute clusters or server farms. Three convenient command line utilities, clush, clubak, and nodeset, allow traditional shell scripts to benefit some useful features offered by the library.
Components 4 Java is a development tool for Java. It provides a framework to organize and separate different parts of code, and fills the gap between the class level and the library level as provided by the Java SE architecture. Additionally, you can organize your classes in well-separated and loosely coupled components. Those can be stuck together graphically into larger compositions. Finally, components and compositions will be distributed among Java archives as specified in assemblies.
The Crossplex package of make macros simplifies the creation of embedded systems, and is powerful enough for large organizations to use for developing elaborate product lines. It allows you to organize many different products under a logical structure, making systems of any complexity easy to specify. When you have many different target platforms, each with multiple different software configurations, Crossplex keeps those configurations from stepping on each other, without requiring redundancy in your source tree. Crossplex allows you to use a single dependency tree encompassing both in-house software and third-party packages, and it is particularly suited to build automation. Crossplex makes it easy to shield your build from the host environment, setting all shell variables explicitly, and giving you complete control over the path that is used at any point in the build. This is nice when you want to support building on a variety of development platforms. Crossplex scales to your needs. You can dabble in the unpacking and patching features as you need them, or you can base your entire system from the ground up on the Crossplex framework. Crossplex supports creation and use of glibc and uClibc toolchains.
D:GameVFS is a minimalist virtual filesystem library for the D programming language oriented at game developers. It provides an easy-to-use API for filesystem-independent file/directory manipulation. It supports basic VFS functionality. Files and directories can be created, read, and written, but not deleted. There are no security features (e.g., D:GameVFS can't handle a situation in which a file it's working with is deleted outside the program).