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Made to Order Software Corporation

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Made to Order Software Corporation specializes in corporate consulting, analysis and development services, as well as cutting-edge professional developer tools, libraries, training, and support. Our team of passionate developers are dedicated to uncovering your perfect software solution to analyze, enhance, or improve your critical computer systems—large or small.

AJAX, CSS, HTML, XML, SOAP, LAMP… and now Web 2.0?

Dear reader,

Yes. With all these terms, it is quite easy to get lost.

As a developer, my skills are quite extensive. I started with Logo, learned assembly language, BASIC, C, C++… and all these other languages in between, those that most people pass by such as Ada, Eiffel, Icon… And the languages you kind of have to learn because you’re in it: Bourne Shell, configuration files for 100 different software, Makefile, etc.

And once you know all of these languages, you think you’re done. Well… Not quite!

The web has got it’s own set of languages! It

New Professional Developer Tools

Made to Order Software Corporation is proud to present three new products, announced at the Linux on Wall Street conference in New York City, New York!

  • molib™

A robust application toolkit library, molib gives you the power to develop cross-platform applications quickly and easily. It abstracts operating system calls through C++ objects (i.e. moFile and moDirectory abstract access to the file system, moDatabase to a database of your choice and moApplication to the system environment). This lets you write code once to create applications which compile and ...

Creating Turn Watcher — An Adventure Unto Itself

I think I'm like just about everyone else. I have the work 'me' and the play 'me'. Only difference is, the two once merged, and what was born was Turn Watcher.

I have played in D&D campaigns for many years, but never thought of running my own campaign until I got a very unusual present for my 40th birthday — the Dungeon Master's Guide. I started reading the book and was hooked. How fun I thought it would be to create encounters and intriguing situations and worlds for my players. It wasn't until I ran my first game that I realized that it would take more ...