Ell is a library to write EBNF grammars as C++ code for quick development of LL(n) parsers or similar applications. It is not a tool to generate parsers (like ANTLR): the grammar you write is directly embedded into your C++ code. The core library is very light (less than 2000 lines of headers) and written in generation templates to achieve the fastest execution. The service provided by Ell is very similar to what Boost Spirit provides, but with a simpler object model, and without the need of the Boost library (it only depends on STL).
Glint effect is a standalone script or jQuery plugin to create a glint light effect on HTML page elements. It creates a canvas object to render a glint light image effect that is going to be displayed on top of a given HTML Web page element. The object periodically changes the position of the glint image to give the sensation of a light being moved over the target page element. The glint image can be animated horizontally or vertically. The animation speed and the glint image color and angle are configurable parameters.
Light source is an object which can apply a shadow to page elements based on the position of a light. It takes the identifier of a page element and changes its CSS atttributes which define shadow parameters depending on the position of a light source relative to the target element and its children elements. The shadow can be generated either with the shape of the text elements or the whole box of the target element.
PodSixNet is a lightweight network layer designed to make it easy to write multiplayer games in Python. It uses Python's built in asyncore library and rencode.py (included) to asynchronously serialize network events and arbitrary data structures, and delivers them to your high level classes through simple callback methods. Each class within your game client that wants to receive network events subclasses the ConnectionListener class and then implements Network_* methods to catch specific user-defined events from the server. You don't have to wait for buffers to fill, check sockets for waiting data, etc. Just do connection.Pump() once per game loop and the library will handle everything else for you, passing off events to all classes that are listening. Sending data back to the server is just as easy by using connection.Send(mydata). Likewise on the server side, events are propagated to Network_* method callbacks and data is sent back to clients with the client.Send(mydata) method.
SpotlightJS shows a spotlight over a Web page. It can create a transparent canvas on the top of the Web page with a dark area and a light rounded spot area which make the content below it appear as if it highlighted by a spotlight. The spotlight can be animated so it can move at a given speed. Callback functions may be invoked when the user drags the mouse over or clicks in the spotlight or the canvas area, as well when the animation starts and ends.
Urban Lightscape is a photo filter for exposure correction, localized brightness adjustments, dodging and burning, and the introduction of synthetic lighting to a photo. A simple "double-click-and-drag" paradigm is used to place control points on a photo, and clever edge detection localises and interpolates lightness adjustments around and between these points. Results are rapid, with additional controls for more subtle refinements.