Have Fun on Andes Platform — Game Emulator an Overview
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A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
GNU/Linux AI & Alife HOWTO
GNU/Linux AI & Alife HOWTO GNU/Linux AI & Alife HOWTO Table of Contents GNU/Linux AI & Alife HOWTO......................................................................................................................1 by John Eikenberry..................................................................................................................................1 1. Introduction..........................................................................................................................................1 2. Symbolic Systems (GOFAI)................................................................................................................1 3. Connectionism.....................................................................................................................................1 4. Evolutionary Computing......................................................................................................................1 5. Alife & Complex Systems...................................................................................................................1 6. Agents & Robotics...............................................................................................................................1 7. Statistical & Machine Learning...........................................................................................................2 8. Missing & Dead...................................................................................................................................2 1. Introduction.........................................................................................................................................2 -
Magazine.Odroid.Com, Is Your Source for All Things Odroidian
Volumio 2 • Android ADB Debug • Android navigation using IR remote Year Four Issue #41 May 2017 ODROIDMagazine Repurpose your WithN64 the power of ODROID A complete walkthrough allowing you to use the classic Nintendo console case with your favorite board Offering Exploring Native RS485 ODROID-C2 communication Support on C1+ and C2 What we stand for. We strive to symbolize the edge of technology, future, youth, humanity, and engineering. Our philosophy is based on Developers. And our efforts to keep close relationships with developers around the world. For that, you can always count on having the quality and sophistication that is the hallmark of our products. Simple, modern and distinctive. So you can have the best to accomplish everything you can dream of. We are now shipping the ODROID-C2 and ODROID-XU4 devices to EU countries! Come and visit our online store to shop! Address: Max-Pollin-Straße 1 85104 Pförring Germany Telephone & Fax phone: +49 (0) 8403 / 920-920 email: [email protected] Our ODROID products can be found at http://bit.ly/1tXPXwe EDITORIAL o you have an old Nintendo or other gaming console that doesn’t work anymore? Don’t throw it away! You can re- Dfurbish it with an ODROID-XU4 running ODROID GameS- tation Turbo, RetroPie or Lakka and turn it into a multi-platform emulator station that can play thousands of different console games. Our main feature this month details how to fit everything into an N64 shell, breathing new life into an old dusty console case. ODROIDs are extremely versatile, and can be used for music playback, as de- scribed in our Volumio 2 article, developing Android apps, as Nanik demonstrates in his ar- ticle on the Android Debug Bridge, and process control, as shown by Charles and Neal in their discussion of the RS485 communication protocol. -
Redhawk Linux User's Guide
Linux® User’s Guide 0898004-520 May 2007 Copyright 2007 by Concurrent Computer Corporation. All rights reserved. This publication or any part thereof is intended for use with Concurrent products by Concurrent personnel, customers, and end–users. It may not be reproduced in any form without the written permission of the publisher. The information contained in this document is believed to be correct at the time of publication. It is subject to change without notice. Concurrent makes no warranties, expressed or implied, concerning the information contained in this document. To report an error or comment on a specific portion of the manual, photocopy the page in question and mark the correction or comment on the copy. Mail the copy (and any additional comments) to Concurrent Computer Corporation, 2881 Gateway Drive, Pompano Beach, Florida, 33069. Mark the envelope “Attention: Publications Department.” This publication may not be reproduced for any other reason in any form without written permission of the publisher. Concurrent Computer Corporation and its logo are registered trademarks of Concurrent Computer Corporation. All other Concurrent product names are trademarks of Concurrent while all other product names are trademarks or registered trademarks of their respective owners. Linux® is used pursuant to a sublicense from the Linux Mark Institute. Printed in U. S. A. Revision History: Date Level Effective With August 2002 000 RedHawk Linux Release 1.1 September 2002 100 RedHawk Linux Release 1.1 December 2002 200 RedHawk Linux Release 1.2 April 2003 300 RedHawk Linux Release 1.3, 1.4 December 2003 400 RedHawk Linux Release 2.0 March 2004 410 RedHawk Linux Release 2.1 July 2004 420 RedHawk Linux Release 2.2 May 2005 430 RedHawk Linux Release 2.3 March 2006 500 RedHawk Linux Release 4.1 May 2006 510 RedHawk Linux Release 4.1 May 2007 520 RedHawk Linux Release 4.2 Preface Scope of Manual This manual consists of three parts. -
Debugging Kernel Problems
Debugging Kernel Problems by GregLehey Edition for AsiaBSDCon 2004 Taipei, 13 March 2004 Debugging Kernel Problems by GregLehey([email protected]) Copyright © 1995-2004 GregLehey 3Debugging Kernel Problems Preface Debugging kernel problems is a black art. Not manypeople do it, and documentation is rare, in- accurate and incomplete. This document is no exception: faced with the choice of accuracyand completeness, I chose to attempt the latter.Asusual, time was the limiting factor,and this draft is still in beta status. This is a typical situation for the whole topic of kernel debugging: building debug tools and documentation is expensive,and the people who write them are also the people who use them, so there'satendencytobuild as much of the tool as necessary to do the job at hand. If the tool is well-written, it will be reusable by the next person who looks at a particular area; if not, it might fall into disuse. Consider this book a starting point for your own develop- ment of debugging tools, and remember: more than anywhere else, this is an area with ``some as- sembly required''. Debugging Kernel Problems 4 1 Introduction Operating systems fail. All operating systems contain bugs, and theywill sometimes cause the system to behave incorrectly.The BSD kernels are no exception. Compared to most other oper- ating systems, both free and commercial, the BSD kernels offer a large number of debugging tools. This tutorial examines the options available both to the experienced end user and also to the developer. In this tutorial, we’ll look at the following topics: • Howand whykernels fail. -
Linux Kernel and Driver Development Training Slides
Linux Kernel and Driver Development Training Linux Kernel and Driver Development Training © Copyright 2004-2021, Bootlin. Creative Commons BY-SA 3.0 license. Latest update: October 9, 2021. Document updates and sources: https://bootlin.com/doc/training/linux-kernel Corrections, suggestions, contributions and translations are welcome! embedded Linux and kernel engineering Send them to [email protected] - Kernel, drivers and embedded Linux - Development, consulting, training and support - https://bootlin.com 1/470 Rights to copy © Copyright 2004-2021, Bootlin License: Creative Commons Attribution - Share Alike 3.0 https://creativecommons.org/licenses/by-sa/3.0/legalcode You are free: I to copy, distribute, display, and perform the work I to make derivative works I to make commercial use of the work Under the following conditions: I Attribution. You must give the original author credit. I Share Alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under a license identical to this one. I For any reuse or distribution, you must make clear to others the license terms of this work. I Any of these conditions can be waived if you get permission from the copyright holder. Your fair use and other rights are in no way affected by the above. Document sources: https://github.com/bootlin/training-materials/ - Kernel, drivers and embedded Linux - Development, consulting, training and support - https://bootlin.com 2/470 Hyperlinks in the document There are many hyperlinks in the document I Regular hyperlinks: https://kernel.org/ I Kernel documentation links: dev-tools/kasan I Links to kernel source files and directories: drivers/input/ include/linux/fb.h I Links to the declarations, definitions and instances of kernel symbols (functions, types, data, structures): platform_get_irq() GFP_KERNEL struct file_operations - Kernel, drivers and embedded Linux - Development, consulting, training and support - https://bootlin.com 3/470 Company at a glance I Engineering company created in 2004, named ”Free Electrons” until Feb. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
IT Acronyms.Docx
List of computing and IT abbreviations /.—Slashdot 1GL—First-Generation Programming Language 1NF—First Normal Form 10B2—10BASE-2 10B5—10BASE-5 10B-F—10BASE-F 10B-FB—10BASE-FB 10B-FL—10BASE-FL 10B-FP—10BASE-FP 10B-T—10BASE-T 100B-FX—100BASE-FX 100B-T—100BASE-T 100B-TX—100BASE-TX 100BVG—100BASE-VG 286—Intel 80286 processor 2B1Q—2 Binary 1 Quaternary 2GL—Second-Generation Programming Language 2NF—Second Normal Form 3GL—Third-Generation Programming Language 3NF—Third Normal Form 386—Intel 80386 processor 1 486—Intel 80486 processor 4B5BLF—4 Byte 5 Byte Local Fiber 4GL—Fourth-Generation Programming Language 4NF—Fourth Normal Form 5GL—Fifth-Generation Programming Language 5NF—Fifth Normal Form 6NF—Sixth Normal Form 8B10BLF—8 Byte 10 Byte Local Fiber A AAT—Average Access Time AA—Anti-Aliasing AAA—Authentication Authorization, Accounting AABB—Axis Aligned Bounding Box AAC—Advanced Audio Coding AAL—ATM Adaptation Layer AALC—ATM Adaptation Layer Connection AARP—AppleTalk Address Resolution Protocol ABCL—Actor-Based Concurrent Language ABI—Application Binary Interface ABM—Asynchronous Balanced Mode ABR—Area Border Router ABR—Auto Baud-Rate detection ABR—Available Bitrate 2 ABR—Average Bitrate AC—Acoustic Coupler AC—Alternating Current ACD—Automatic Call Distributor ACE—Advanced Computing Environment ACF NCP—Advanced Communications Function—Network Control Program ACID—Atomicity Consistency Isolation Durability ACK—ACKnowledgement ACK—Amsterdam Compiler Kit ACL—Access Control List ACL—Active Current -
Appendix B Development Tools
Appendix B Development Tools Problem Statement Although more proprietary packages are available, there are abundant open source packages, giving its users unprecedented flexibility and freedom of choice, that most users can find an application that exactly meets their needs. However, it is also this pool of choices that drive individuals to share a wide range of preferences and biases. As a result, Linux/Open source packages (and softeware in general) is flooded with religious wars over programming languages, editors, licences, etc. Some are worthwhile debates, others are meaningless flamewars. Throughout Appendix B and next chapter, Appendix C, we intend to summarize a few essential tools (from our point of view) that may help readers to know the aspects and how-to of (1) development tools including programming, debugging, and maintaining, and (2) network experiment tools including name-addressing, perimeter probing, traffic-monitoring, benchmarking, simulating/emulating, and finally hacking. Section B.1 guides readers to begin the developing journey with programming tools. A good first step would be writing the first piece of codes using a Visual Improved (vim) text editor. Then compiling it to binary executables with GNU C compiler (gcc), and furthermore offloading some repetitive compiling steps to the make utility. The old 80/20 rule still works on programming where 80% of your codes come from 20% of your efforts leaving 80% of your efforts go buggy about your program. Therefore you would need some debugging tools as dicussed in Section 1.2. including source-level debugging, GNU Debugger (gdb), or a GUI fasion approach, Data Display Debugger (ddd), and debug the kernel itself using remote Kernel GNU Debugger (kgdb). -
Devt: Let the Device Talk
Iowa State University Capstones, Theses and Creative Components Dissertations Summer 2020 DevT: Let the Device Talk Chander Bhushan Gupta Follow this and additional works at: https://lib.dr.iastate.edu/creativecomponents Part of the Data Storage Systems Commons Recommended Citation Gupta, Chander Bhushan, "DevT: Let the Device Talk" (2020). Creative Components. 585. https://lib.dr.iastate.edu/creativecomponents/585 This Creative Component is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Creative Components by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. DevT: Let the Device Talk by Chander Bhushan Gupta A Creative Component submitted to the graduate faculty in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Major: Computer Engineering Program of Study Committee: Mai Zheng, Major Professor The student author, whose presentation of the scholarship herein was approved by the program of study committee, is solely responsible for the content of this creative component. The Graduate College will ensure this creative component is globally accessible and will not permit alterations after a degree is conferred. Iowa State University Ames, Iowa 2020 Copyright c Chander Bhushan Gupta, 2020. All rights reserved. ii TABLE OF CONTENTS Page LIST OF TABLES . iv LIST OF FIGURES . .v ACKNOWLEDGMENTS . vii ABSTRACT . viii CHAPTER 1. INTRODUCTION . .1 1.1 Motivation . .3 1.2 Related Work . .5 1.3 Outline . .6 CHAPTER 2. REVIEW OF LITERATURE . .7 2.1 Why FEMU? . -
Copyrighted Material
Index abld build 36 AVRecorder 270 with C 40 abld freeze 226 IDE 32 abort() 74, 400, 402 MFC 214 abstract base class 46 Base Class Library (BCL) Mutex 388–391 active objects 31, 94–99, 237 C classes 53, 79, 85, 87 381 battery 10, 14, 43 C Wrappers 339–340 Active Template Library Bazaar 392–393 CActive 95, 97 (ATL) 134 BCL. See Base Class Library CActiveScheduler Adapter pattern 384 Binary Runtime Environment Add() 95–96 Alerts API 166 for Wireless Start() 141 AllFiles 130, 349, 355 (BREW) 253–254 CAknAppUi 155 Alloc() 64 Blackberry 11, 17–18 calendar 186, 251 ALLOC panic 45–46, 399 bld.inf 35, 36, 38, callbacks 147, 324, 381 AllocL() 64 115–116, 186, camera 165, 185, 253 All-Tcb 117 211, 292, 293, 316 Cancel() 98 Android 11, 12, 17–18, bldmake 36, 211 capabilities 228, 348–355 244–253, Bluetooth 127, 138 Android 369–371 369–371 Boost 107, 197 trusted applications ANSI C++ standardCOPYRIGHTED 386 BREW. See Binary MATERIAL Runtime 362–363 APIs 68–71, 103–131 Environment for untrusted applications applications, portable Wireless 363–364 375–396 CAPABILITY 37, 355 ARM RealView Compilation capitalization guidelines Tools (RVCT) 34, C 21, 28, 40, 103–131, 50–51 112 214 Carbide.c++ 32, 38, 72, ATL See Active Template C++ 21, 28, 31, 50, 59, 147, 211, 214, Library 61–66, 103–131, 368–369 auto_ptr 85, 143, 144 CArray 58 391–392 abstract base class 46 CArrayFixFlat 58 412 INDEX CArrayFixSeg 58 Common Language Runtime DLL. See dynamic link CArrayVarSeg 58 (CLR) 236 library CArrayXSeg 58 compilers 34, 39–40, Document Object Model catch 72 318–322 (DOM) 184 CBase 53, 54, 82, Component Object Model DOM. -
Foreign Library Interface by Daniel Adler Dia Applications That Can Run on a Multitude of Plat- Forms
30 CONTRIBUTED RESEARCH ARTICLES Foreign Library Interface by Daniel Adler dia applications that can run on a multitude of plat- forms. Abstract We present an improved Foreign Function Interface (FFI) for R to call arbitary na- tive functions without the need for C wrapper Foreign function interfaces code. Further we discuss a dynamic linkage framework for binding standard C libraries to FFIs provide the backbone of a language to inter- R across platforms using a universal type infor- face with foreign code. Depending on the design of mation format. The package rdyncall comprises this service, it can largely unburden developers from the framework and an initial repository of cross- writing additional wrapper code. In this section, we platform bindings for standard libraries such as compare the built-in R FFI with that provided by (legacy and modern) OpenGL, the family of SDL rdyncall. We use a simple example that sketches the libraries and Expat. The package enables system- different work flow paths for making an R binding to level programming using the R language; sam- a function from a foreign C library. ple applications are given in the article. We out- line the underlying automation tool-chain that extracts cross-platform bindings from C headers, FFI of base R making the repository extendable and open for Suppose that we wish to invoke the C function sqrt library developers. of the Standard C Math library. The function is de- clared as follows in C: Introduction double sqrt(double x); We present an improved Foreign Function Interface The .C function from the base R FFI offers a call (FFI) for R that significantly reduces the amount of gate to C code with very strict conversion rules, and C wrapper code needed to interface with C.