Which record and playback automation tool is good in the current market? - testing

We have been using the TestProject automation tool for the past one year but today they announced to discontinue it due to heavy maintenance work and they can not afford it anymore to provide it for free. Can you guys suggest me any free record and playback tool in the current market?
Do you guys know any record and playback tool in the market?

Related

Reducing the impact on diskspace when loading new software on a dev machine.

TL;DR
noob wants to setup dev machine/workspace on old hardware using windows 10 and load up 5+ software programs with similar file size and disk impact as Visual Studios. Wants reduce the impact these programs have on his already resource scarce laptop. Buying new hardware is the last resort, what is a viable workaround?
I have a laptop that I use for school and I am looking into using it as a development work space. (Visual Studio, SSMS, .NET, Jetbrains, Github Desktop, Infragistics Studio and the works) However I also don't want these programs to slow down my regular student workflow (Word, Excel, browser) and take up resources. Additionally some of the development programs I intend to only test drive during their trial period so I don't want them to stick around in my file system. A lot of the things these programs do overlaps so eventually I will be removing some of the programs that are not a good fit for what I am doing(Training for Web Development).
My area of concern is that Memory usage per Task manager floats around 50% and Disk hits 99% on a regular basis. My goal is to reduce the impact of loading even more software to my computer. It currently has the basic office programs for school but I think the cause of it being gloated is that it is a 4yr old computer (Lenovo Ideapad Z370) Intel Core i5-2410M dual-core/4GB DDR3-1333 RAM/500GB 5400RPM, which may not be the most optimal hardware to have windows 10 running on.
To address this problem, could I just load my development programs to a external hard drive and then connect it to the laptop only when I am in "developer workflow" ?
I've done some initial looking into and this solution is said to be non-viable solution because programs vary in portability. If this is the case, could you propose alternatives such as loading the programs to a VM and connecting to it when I need the programs? What are other possible solutions to my resource problem?
I have a dropbox account and a onedrive account and a $25 Azure Credit provided by the school which I have at my disposal. Solution should be cost-effective. Goal is to squeeze the last ounce of value of current hardware before upgrading.
Thanks in Advance! #noob
Hello All I found what I was looking for!
Azure Cloud has a "Developer Ready" image. The VM holds Visual studios and other helpful tools preloaded. However you need to have a MSDN subscription and a Window 10 Professional product key. I had neither so I went with another option of a VM with preloaded SQL Server. From there I was able to load up all the demoware and tools as well as SSMS. I can now access my tools through RDP from work, home, school, any other MS machine. Best of all, now I don't need to buy new hardware and the pay per minute use keeps the price within my allotted credits from Azure.
TL;DR
Free VM to tap into my dev space and develop from anywhere

Record system audio with Visual Basic.Net

I have been stuck on a issue about recording system audio in VB.Net for quite some time now. And I can't find any proper ways to do it. I have been able in the past to make it record the Stereo Mix channel. But as we all know: The quality is absolutely horrible.
I have looked into the Bass.net library, but find it incredibly hard to understand. And the licensing agreement does not fit my usage.
Is there a way to have it record the system audio (Audio played by the computer) properly with optimal audio quality where I can save the recorded audio as a .wav or .mp3?
naudio can do that and is disstributed under the Microsoft Public License (Ms-PL). Don't know if the licenses fits your needs but at least naudio will
This will help you accomplish what you need with no third party libraries required.
http://www.codeproject.com/Articles/770246/How-to-record-any-PC-sound-through-WASAPI-and-Audi

Good speech recognition engine for Mac, not iOS?

Sorry if this is a repeat question, but I didn't see it anywhere.
I'm working on a Mac program that will take voice commands, and NSSpeechRecognizer isn't quite doing it for me.
I want something a little more dynamic so I can set alarms, make dates, give more natural commands, etc.
Every open source speech engine I've found is tailored toward iOS. Do openears/vocalkit etc. still work just as fine for Mac programs?
Speech recognition is exceptionally non-trivial. The engines that are free are free for a reason. If you expect dictation in any amount (like an alarm label), you're out of luck. There are reasons Siri requires an entire data center. The open source packages available won't get you much further than simple telephone auto-attendants.
Unless you have an extensive statistics background and free time, I'd recommend that you pursue licensing a commercial library or server implementation.
pocket sphinx from Carnegie Melon is about the only option
http://cmusphinx.sourceforge.net/

iPhone4, iOS5 Networked, multiplayer Augmented reality (AR/VR) game. Where to start?

I'm working on a pretty complicated app right now, but I just got a really good, niche market idea for an AR game for iPhone. I would love to get some preliminary research done on whether or not it is worth the effort. I got a few (about 4 days) in which to code this. Is this a realistic timeline for what I'm trying to accomplish?
While I'm pretty familiar with the CMDeviceMotion, and can get location updates from GPS, there are 4 features that I think may take a colossal amount of work:
1) Working with camera in real time to draw augmented reality controls. Are there any good tutorials on how to overlay a view on top of a live camera feed?
2)Making the app work when GPS reception is spotty. It seems that some apps know how to keep updating the location based on accelerometer/gyroscope from the last known location. Where would I start on this front?
3)The networking component. I'm very new to multiplayer games. I got a website that can run PHP. Should I abandon my networking idea until I get a web server? Or is there some way I can run this in P2P over 3G without a base station?
4)Google maps integration for fast updates. Does this take a lot of effort?
I'm sorry if any of these questions are too broad and vague. I'm very excited about this idea, but would like to know what I'm dealing with before spending time on the app and realizing that I'm dealing with a monumental task!
I think you are dealing with a monumental task (especially the multiplayer part, where you'll encounter issues like lag/timing).
For the augmented reality part of your project, you can take a look at mixare augmented reality engine. It's free and open source software and the code is available on github: https://github.com/mixare/
Be aware that if you base your code upon mixare, you'll have to release your app under the same GPLv3 license as mixare.
Good luck for your project!
HTH,
Daniele

Official Kinect SDK vs. Open-source alternatives

Where do they differ?
What are the advantages of choosing libfreenect or OpenNI+SensorKinect, for example, over the Official SDK, and vice-versa?
What are the disadvantages?
Please note that the below answer is per date and some facts may very well be outdated in the near future. Current state of the Official Kinect SDK is beta 1.00.12.
The first obvious difference is that the official SDK is maintained by the Microsoft Research team while OpenKinect is an open source SDK maintained by the open source community. Both has its cons and pros.
The Official SDK is developed by Microsoft which also develops the hardware and therefore should know internal information about the device that the open source society must reverse engineer. Obviously this is to Microsoft's advantage.
Microsoft is pouring a lot of money into this device and I am sure that they will do what they feel is necessary to keep their SDK up to par. Having economy behind it gives many advantages.
On the other hand, never underestimate the force of the open source society: "The OpenKinect community consists of over 2000 members contributing their time and code to the Project. Our members have joined this Project with the mission of creating the best possible suite of applications for the Kinect. OpenKinect is a true "open source" community!" - http://openkinect.org/wiki/Main_Page.
OpenKinect was released long before the official SDK as the kinect device was hacked on the first or second day of its release. Kudos to OpenKinect!
Programming languages supported:
Official SDK: C++, C#, or Visual Basic by using Microsoft Visual Studio 2010.
OpenKinect: Python, C, C++, C#, Java, Lisp and more! Obviously not requiring Visual Studio.
Operating systems support:
Official SDK: only installs on Windows 7.
OpenKinect: runs on Linux, OS X and Windows
Clearly advantage OpenKinect.
License:
The Official SDK is in its current beta state only for testing. The SDK has been developed specifically to encourage wide exploration and experimentation by academic, research and enthusiast communities. commercial applications are not permitted. Note however that this will probably change in future releases of the SDK. Visit the FAQ for more information
OpenKinect appers to be open for commercial usage, but online sources state that it may not be that simple. I would take a good look at the terms before releasing any commercial apps with it. Read Kinect – Licensing implications of open hardware projects for more info.
Documentation and support:
Official SDK: well documented and provides a support forum
OpenKinect: appears to have a mailing list, twitter and irc. but no official forum/QA? Documentation on website is not as rich as I would like it to be.
Device calibration:
Different Kinect devices may differ slightly depending on the batch that they were produced in. Thus device calibration is sometimes required. But:
the Official SDK does not provide any calibration settings but I have so far not had to calibrate the device I am working on. According to something I read online (link lost) at production time the calibration parameters are written to the kinect device, so with the Official SDK calibration is not needed.
OpenKinect features device calibration: http://openkinect.org/wiki/Calibration. Thus I believe that you should calibrate your device if you go with OpenKinect.
If its true that calibration is only needed for OpenKinect that is a big advantage for the official SDK as it is easier to distribute and install applications without such need.
Personally, after a failed try with the OpenKinect SDK I went with the official SDK, which
came with drivers that installed out of the box
came with examples and code for easy getting into business
All-in-all: I could start my own development within 15 minutes or so.
Now, after working with the Kinect for a few months, I have to say that I am quite satisfied with the API provided. I cannot however compare it to the OpenKinect SDK as I in fact never got it working (but perhaps it didn't give it a fair try).
UPDATE: As of February 1st 2012 there is a commercial license for the official SDK:
"The commercial license for this release authorizes development and distribution of commercial applications. The prior SDK was a beta, and as a result was appropriate only for research, testing and experimentation, and was not suitable for use with a final, commercial product. The new license will enable developers to create and sell their Kinect for Windows applications to end user customers using Kinect for Windows hardware on Windows platforms."
Developer Frequently Asked Questions
As explained by Avada Kedavra in his/her answer, these are some interesting differences:
supported operating systems: you can only use Microsoft SDK on Windows, while open source solutions are usually able to work on other operating systems;
programming languages: you have a wider choice with open source solutions, while Microsoft only supports C++ and C# (Visual Basic is no more supported with SDK 2.0);
documentation and support: Microsoft offer a good forum and a well done documentation (with a lot of samples); but there are several open source solution well documented;
license: Microsoft is less or more proprietary, open source is less or more free. Consider also that open source ideas have sometimes been bought by big companies, and transformed in something that is no more open. Probably yours will not be the case, but keep in mind this additional eventuality.
In my personal opinion, the most significant difference between open source solutions and Microsoft SDKs is strictly related to the skeletal tracking algorithm.
While depth and RGB data can be effectively provided by both open/free APIs and Microsoft SDKs, implementing skeletal tracking capabilities is not only a matter of reverse engineering.
To implement such an algorithm, developers must have strong competences in pattern recognition and machine learning areas, and I am quite sure that such kind of knowledge is available among the open source community. But the implementation of skeletal tracking is based on a "trained" algorithm, that requires a lot of experiments to collect very large amount of data. These data are then used to "train" the algorithm, that can recognize the skeletal joints.
Getting enough data, but also adjusting and properly using them, requires a lot of time and money. Microsoft researchers and developers are in the best conditions to work on this kind of stuff, simply because it is their job.
In my previous experiences, I noticed that open source solutions provide good skeletal tracking capabilities, but they are not at the same level of what Microsoft offers with its SDK.
Remember also that Microsoft SDK provide a lot of additional capabilities, like facial recognition or joint orientation, and several widgets very useful if you want to fastly build a gestural GUI.
So what I suggest is: if you are working on a project in which you simply need depth and/or RGB data, or if you have the necessity to use a programming language that is not supported by Microsoft SDK, then you should opt for open source solution. Otherwise, Microsoft SDK would be my best choice.
I would strongly recommend the Cinder framework. (libcinder.org)
It supports both OpenNI and Kinect develoment, if you're using C++. It now supports Kinect SDK 1.7 and OpenNI 2, via these Cinderblocks:
MS Kinect SDK 1.7 (stable)
https://github.com/BanTheRewind/Cinder-MsKinect
OpenNI 2 / NITE 2.2 (alpha)
https://github.com/wieden-kennedy/Cinder-OpenNI
Both can do skeletal tracking out of the boz, OpenNI being capable of tracking up to six skeletons simultaneously. OpenNI 2 is gaining rapidly on the Kinect, although the new Kinect will probably change that when it comes out next month. However the basic underlying principles are unlikely to change.
The main drawback with the initial release of OpenNI was that it required a full body activation pose to recognise a user, which was a deal breaker for a lot of applications - however this seems to have been solved in the newer versions and OpenNI 2 also supports robust hand tracking at close range, although it still requires a focus gesture initially. If you work on Mac or Linux, it's pretty much your only choice.