Hello I contacted CPUID support for CPUID SDK and they said 2500 USD, well thats quite a lot, is there cheaper or free alternatives to CPU-Z? Thank you
EDIT: Or can anyone give idea how CPU-Z works how do they access data that windows it self cannot see and where to begin?
A bit late here, but you can find the full version of the SDK here. (it's for C#.NET)
the git includes both the system information kit and the monitoring kit, good luck ;].
Related
I recently watched great google talks speech about Cling - C++ language interpreter. But I wonder if anyone except people at CERN (where it is developed) are using Cling, and how good it is from non-collider-physics-scientist point of view, can you write desktop apps with it?
There are some videos of uses cases different from the High Energy Physics: http://www.youtube.com/results?search_query=cling+c%2B%2B (I think first couple are the relevant ones)
It has the potential to be very useful, but it is very young. There is no documentation that I could find, no dedicated mailing list, no online tutorials. I was able to get small toy code to run, but couldn't figure out how to use it productively on a large library yet.
Cling project is well established one. You can find more information in their official website cling. They also have a forum
Thanks
I have question to ask you.
There are some open source robotic middleware out there that contains some libraries for robotic developers to do I/O works. They are really powerfull tools that save a lot of time.
They are such as OpenRTM, OROCOS, RSCA etc...
In a project, we will developing a robotic wheelchair that do some autonomous behaviors such as obstacle avoidance, move2goal, follow coridor etc. We'll use an RTOS to organize I/O stuff and selection operations for the behaviors.
What I'm wondering is if any of the RTOS(mcOS-II, QNX, Keil etc.) has port to these middlewares? Can I install them on to these RTOSes?
Sorry for my bad English. Hope you got what I mean.
My best regards..
I am OpenRTM-aist user.
OpenRTM-aist have QNX implementation.
http://www.openrtm.org/openrtm/ja/node/5056
Sorry, there is no english documentation for OpenRTM for QNX, please use google translate button on the site.
OpenRTM-aist is also available for Real-Time Linux (ART-Linux, real-time preemption kernel), T-Kernel (uITRON), VxWorks (developed by SEC CO. LTD.).
Sorry, they do not have english pages, but developers are of course available for english communication. Ask them in the mailiing list: I also recommend you to use openrtm-user mailing list. We had a similar question a couple days ago. You must be able to get some useful information on it.
You can find link on the official OpenRTM-aist website, described above.
Of course, english is welcome!
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Closed 11 years ago.
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Delphi 64-bit Preview Compiler available?
Hello!
I know this message will annoy some people, but anyway...
Does anybody know if something is going on with 64bit Delphi?
Does Embarcadero or anybody else developing compiler for 64 bit computers?
Can we expect something in near future?
I looked arround and found very different information, but it would be good to know
to be prepared when everybody will start using 64 bit computers.
Any information will be much appreciated.
Petra.
If you're willing to give up dependence on the VCL, FPC and Lazarus can build 64-bit code.
The official statement for 64-Bit is here: http://edn.embarcadero.com/article/39174
In short: 64-Bit requires many changes to the compiler and they are working on it.
Officially, information about future editions of Delphi and C++ Builder is presented in "Roadmaps". The latest Roadmap can be found here:
http://edn.embarcadero.com/article/39934
This is a slide from the presentation:
(source: embarcadero.com)
"64 bit computers" run current 32bit Delphi executables just fine.
Some people need 64bit executables to access more memory and/or to write drivers, but in my opinion most people don't need 64bit Delphi.
As Andreas pointed out, the most recent word is that they're planning on having a 64-bit compiler in the next preview. With so much to be done, I wouldn't be surprised if the beta cycle for it started real soon, maybe even before the new year.
Keep checking the forums and the Embarcadero blogs (DelphiFeeds.com is a good place to keep abreast of all the news) and you'll probably hear about it starting soon enough. Sign up for the beta and you'll get a chance to test out the 64-bit Delphi system and provide feedback that may even shape the development of the product.
It's gotta be free. It's hobby, after all, not a business!. Creating for-profit software isn't an issue, but anything that requires a hardware mod is out.
Nope, I don't think so. The only other .NET environment for consoles I know costs money and is called unity3d: http://unity3d.com/
I think it supports the iPhone and the Wii and uses Mono as runtime environment. 200 bucks and you are in :)
No, all of the major consoles, except for the Xbox 360, do not have open development environments. There are various homebrew kits you can get, but these aren't sanctioned by the console makers (Nintendo, Sony, and Microsoft), so at best, you'll only be able to give away ROMs of what you make for free. If you try to sell anything, you'll get sued into the ground.
As Adam said, homebrew is pretty much the only way to do what it sounds like you want to do. A lot of times, using homebrew kits also involves modifying the console in some manner.
There is a Linux-based portable game device called the GP2X that might interest you, but I think that open source game development (or at least game development using open source tools) is more of a PC thing.
If you are a student at an accredited university, you can get a free 12-month trial subscription to the XNA Creator's Club through the Dreamspark site.
Free and official? No. And XNA isn't free in the respect that you have to pay $99 to use it on the 360.
You're pretty much limited to hacked, homebrew development, coupled with hardware modification. There's at least one console out there where the hardware modification is not required but I'm not sure if we can talk about it.
On a historical note, Sony released something in Japan called Yarouze on the PSX which had a similar situation to the XNA Creators Club on the 360 (paid kit, only for hobbyists) but it never came to the USA.
Not as widely documented and supported as XNA, but here are some libraries with documentation/wiki's for the handheld consoles.
GameBoy Advance: HAM
Nintendo DS: PAlib, devkitPro (the basis for pretty much all homebrew on the DS)
You may still be able to find a "PS2 Linux" kit available - but the games you make there will only run on other instances of PS2 Linux - a limited audience.
It depends what you classifies as a console. The iPod Touch and the iPhone has got the iPhone SDK with which it should be possible to develop quite good games and when you're done they can easily be distributed through App Store either fer free or for a price of which you will be given 70%.
as bhinks mentioned, there's the GP2X, but has been around for a bit, and there's a huge community of homebrew game developers for it. the GP2X has now ceased production, and it has 2 successors on the way, the WIZ by the same company, Game Park and the Pandora which is a proper enthusiast device.
the beauty is you can do games in SDL and build for all devices, including the PC
Just pay your $200 for the Unity3D indie license and you can create games for Pc, Mac, the browser, iPhone and Wii. It's arguably a more powerful enigne than XNA because it has built-in collision detection, physics etc
Every indication I have, based on my experience in embedded computing is that doing something like this would require expensive equipment to get access to the platform (ICE debuggers, JTAG probes, I2C programmers, etc, etc), but I've always wondered if some ambitious hacker out there has found a way to load native code on a Blackberry device. Anyone?
Edit: I'm aware of the published SDK and it's attendant restrictions. I'm curious if anyone has attempted to get around them, and if so, how far they got.
I've seen this question pop up in a number of different forums over time. The original Blackberries were programmable in C++ but I think that RIM ran up against the problems of trying to implement a secure platform in the C/C++ compile to native paradigm.
The devices do have JTAG ports, but unless one could get hands on the RIM code as a place to start the problem is enormous.
I also have to wonder how useful a Blackberry with a replacement FOSS operating system would be, since it would not likely have the protocols to connect to BES or BIS, send PIN's etc. If one was simply looking for a the power of the hand held computing platform I suspect there are many more likely candidates available.
No, C++ is no longer a supported RIM development tool, as they phased it out a number of years ago. Client applications can be developed in Java (or one of a few 5GL frameworks), and web + sever-side apps can be developed using standard tools.
For those looking for updated information, the new Playbook os, also known as QNX, also known as Blackberry 10 (or it will be when the phones running it come out) is in fact c/c++ based, also using QML and a C++ add on called Cascades.
Unfortunately the official SDK website only seems to mention Java. According to wikipedia, different versions of the BlackBerry use different processors. Combined with the fact that RIM uses a proprietary operating system for the devices, it becomes pretty difficult to develop native code without official tools. There is also a partial API-level security restriction which would further prohibit advanced tinkering.
Just randomly searching for an answer to this and came across http://supportforums.blackberry.com/t5/Tablet-OS-SDK-for-Adobe-AIR/Native-C-C-SDK/td-p/778009 which mentions that BB intend to release a C/C++ SDK soon, more details will be provided at the 2011 Game Developer Conference.