KCrypto is a KDE2 file encryptor. It uses the Rijndael public domain C++ class implementation, and is capable of encrypting and decrypting every kind of file (text and binary) in CBC mode with a 32-byte key (256 bits) very quickly. Its purpose is to provide a more secure alternative to passworded .zip files or giving the user the chance to store or send a file via the Internet in reasonable security.
DataReel is a free, cross-platform database and communications toolkit. It can be used to rapidly develop and deploy multi-threaded database and communications applications. The DataReel toolkit is composed of a modular C++ library designed to build cross-platform infrastructures for end-user applications, embedded systems, and reusable libraries. DataReel's unique modular design simplifies adaptation, allowing you to determine the level of complexity. DataReel makes Internet connectivity and database programming easy.
The Quickmake system is a set of makefiles and templates allowing rapid setup of heirarchial build directories, allowing the user to focus on application development rather than on the details of makefile construction and dependancy generation. It automatically generates dependancy information and automates the entire build system, right up to packaging.
Dynamic Probe Class Library (DPCL) is an object-based C++ class library that provides the necessary infrastructure to allow tool developers and sophisticated tool users to build parallel and serial tools through technology called dynamic instrumentation. DPCL takes the basic components needed by tool developers and encapsulates them into C++ classes. Each of these classes provide the member functions necessary to interact and dynamically instrument a running application with software patches called probes. Dynamic instrumentation provides the flexibility for tools to insert probes into applications as the application is running and only where it is needed.
s3d is an XML schema for 3d scenes, objects, and so forth (intended primarily but not exclusively for computer games). The problem is that often as a games developer you need to work with many 3d editing tools and rendering engines, and there should be an easy and portable way to move objects, levels, etc. around. By having a common intermediate file format, you only need to write one exporter per tool and one importer per graphics engine. Also, you can develop generic tools which are not tied to any particular engine.