How to write programs for Windows RT? - windows-8

I am wondering what i would need to write some programs for Windows RT. I am going to get a Surface RT (the one with the ARM Chip) for some school stuff and small experiments, because my Laptop i usually use for school broke. So, what IDE, SDKs and whatever do i need to do that?

It's me again, i have found the following on the XDA-Forums, which seems to be enough for me. I tried to write a store app, but that is a bit too much for my small brain.

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Modern language IDE similar to QBasic?

I'm trying to find a modern environment similar to what I found great about QBasic but making up for the flaws. The purpose of this is to code with my 6 year old son.
I'm looking for an IDE that uses a modern language, has the ability to draw graphics and play audio, and doesn't force the User to jump around much between coding and running their application.
In QBasic you had basically two modes: Edit and Run. There were no third party libraries required for creating graphics or generating Audio tones (that I remember). You never had more than one "window" opened at a time.
Is there a modern day equivalent IDE which uses a modern language that provides what I'm looking for?
I don't want him to have to jump around between various windows, try to wrap his mind around window toolkits, understand the command line, or use OOP just to get started. My end goal is to create simple graphical games with him -- not printing text out to the console.
(Preferably cross platform or useable on Mac OSX since that's what we have at the house. Preferably Python based since that's my language of choice.)
QBasic is a great option. You can purchase an old PC from a thrift store and run QBasic on it. There is the option of QB64 which can run on both Mac and Windows. Hope this is helpful.
I'd suggest QB64, almost 100% compatible with QBasic/QuickBasic but runs on Windows.
You could maybe try Small Basic, it aimed to recreate the ease-of-use and educational purposes of the old BASIC languages build into home computers from the 1980s
The Small Basic project was initiated following this article on Salon:
Why Johnny can’t code (David Brin, 2006)

Getting started with arcobjects, without aiming to be developer?

What is the best route or place to get started with arcobjects if one is not a developer and not aiming to become one?
I've been using gis professionally for a long time, almost two decades, arcinfo/arcgis for most of that; I'm pretty good. I'm learning software development, and even have a modestly successful small python application used in a public project; I'm not good! I don't want to become a full fledged software developer but I keep running into things I just can't do without programming (example). In the arcgis world this puts me pretty squarely in the python camp, which is fine by me since I like python, however python does not have straightforward access to arcobjects.
Soooo, I need to get started, but where? Arcgis help says to get started with the ESRI Developer Network but $1500/yr is definitely not in my budget, and sounds like using a sledge hammer to swat mosquito. And which language .NET, Visual Basic, or Visual C++?
Thanks for your thoughts.
Assuming you have desktop, I'd just install the SDK from the desktop installation DVD's and download the free VS2010 60 day eval (which can be extended).
VS Express is supported, but I've never used it.
For language, I'd stay away from C++. There's more sample code available for C# than VB.NET. Except for the yield keyword, VB.NET and C# are equal.

Which IDE to use for ATMega32 micro controller coding

I am involved in a project which requires designing a mini rover (mars rover types). I am using ATMega32 micro controller. I have other hardware like DC motors, IR sensors etc. My query is that is there any IDE that I can use to code the micro controller? It must be user friendly since I am new to the concept of micro controller coding, and also it must have simulators. I did look it up on the net, but there are so many terms associated with it, that it confused me in the end. I think a simple IDE where I can write code, test it using simulator would be enough. Any suggestions?
I would try the Arduino's IDE: http://www.arduino.cc/en/Main/Software
It supports a lot of things such as building and debugging and interfacing with avrdude all from inside the IDE, so definitely a good one for embedded work, though I've never used it myself.
Also, while you are there, you may want to give the Wiring libraries a try. They are really nice for new people and are specifically for the ATMega32(I think).
There's no silver bullet.
Start here http://www.atmel.com/dyn/products/tools_v2.asp?family_id=607
Look for some videos on Youtube to learn.
Arduino is also a very good choice like Earlz wrote.
The best IDE to use would be ATMEL STUDIO 6. You can find it here http://www.atmel.com/microsite/atmel_studio6/. Also you would need a ICSP programmer to burn the .hex file into the Atmega32. Note: The ICSP programmer can also be use to program other atmega chips

Building Cross Platform app - recommendation

I need to build a fairly simple app but it needs to work on both PC and Mac.
It also needs to be redistributable on a disc or usb drive as a standalone desktop app.
Initially I thought AIR would be perfect for this (it ticks all the API requirements), but the difficulty is making it distributable, as the app would require the AIR runtime to be installed to run.
I came across Shu Player as an option as it seems to be able to package the AIR runtime with the app and do a (silent?) install.
However this seems to break the T&C from Adobe (as outlined here) so I'm not sure about the legality.
Another option could be Zinc but I haven't tested it so I'm not sure how well it'll fit the bill.
What would you recommend or suggest I check out?
Any suggestion much appreciated
EDIT:
There's a few more discussions on mono usage (though no real conclusion):
Here and Here
EDIT2:
Titanium could also fit the bill maybe, will check it out.
Any more comments from anyone?
EDIT3 (one year on): It's actually been almost a year since I posted that question but it seems some people still come across it every now and then, and even contribute an answer, even a year later.
Thought I'd update the question a bit. I did not get around to try the tcl/tk option at the end, time constraint and the uncertainty of the compatibility to different os versions led me to discard that as an option.
I did try Titanium for a bit but though the first impressions were ok, they really are pushing the mobile platform more than anything, and imho, the desktop implementation suffers a bit from that lack of attention. There are also some report of problems with some visual studio runtime on some OSs (can't remember the details now though).. So discarded that too.
I ended up going with XULRunner. The two major appeals were:
Firefox seems to work out of the box on most OS version, so I took it as good faith that a XULRunner app would likely be compatible with most system. Saved me a lot of testing and it turned out that it did run really well on all platforms, there hasn't been a single report of not being able to start the app
It's Javascript baby! Language learning curve was minimal. The main thing to work out is what the additional xpcom interfaces are and how to query them.
On the down side:
I thought troubleshooting errors was a sometimes difficult task, the venkman debugger is kinda clunky, ended up using the console more than anything.
The sqlite interface is a great asset for a desktop app but I often struggled to find relevant error infos when something didn't work - maybe i was doing it wrong.
It took a little while to work out how to package the app as a standalone app for both PC and Mac. The final approach was to have a "shell" mac app and a shell pc app and a couple of "compile" script that would copy the shells and add the custom source code onto it in the correct location.
One last potential issue for some, due to the nature of xulrunner apps, your source code will be deployed with the app, you can use obfuscation if you want but that's something to keep in mind if you want to protect your intellectual property
All in all, great platform for a cross-platform app. I'd highly recommend it.
Tcl/Tk has one of the best packaging solutions out there. You can easily wrap a cross-platform application (implemented in a fully working virtual filesystem) with a platform-specific binary to get a single file executable for just about any modern desktop system. Search google for the terms starkit, starpack and tclkit. Such wrapped binaries are tiny in comparison to many executables these days.
Many deride Tk as being "old" or "immature" but it's one of the oldest, most stable toolkits out there. It uses native widgets when such widgets exist.
One significant drawback of Tcl/Tk, however, is that it lacks any sort of printing support. If your application needs to print you'll have to be a bit creative. There are platform-specific solutions, and the ability to generate postscript documents, and libraries to create pdfs, but it takes a little extra effort.
Java is probably your best bet, although not all Windows PCs will necessarily have Java (most should). JavaFX is new enough you can't count on it - you'll probably find a lot of machines running Java 1.5 or (shudder) 1.4. I believe recent Mac OS still ships with 1.5 (latest version may have changed to 1.6).
Consider JavaFX
It would run everywhere with a modern JRE ..!
AIR could be an option, but only if you don't mind distributing two different files (the offline runtime installer and your app), and expecting the user to run one and then the other. You do have to submit an online form at Adobe's site saying you agree to distribute the offline installer as-is, rather than digging out individual DLLs or whatever, before they give you the installer.
Unfortunately there's currently no way to get both an AIR app and the runtime to install from one file though. I'm not sure what the deal with Shu is, or whether it's doing anything that isn't kosher.
i would recommended zink. it has all the functionalities you require for desktop. however, the las time i used it it was a bit glitchy.
i was hung up by trying to write a 6M file to the disk. thought it trough and changed the code to write 512K chunks at a time (3min work, fast).
probably it still has some little annoying glitches like making you think on root lvl but the ease of use and the features are just way too sweet to ignore.

Developing for iPhone on a PC? [duplicate]

This question already exists:
Closed 11 years ago.
Possible Duplicate:
iPhone development on Windows
Is it possible to create iPhone apps using a PC? I'm running windows vista and I want to learn objective-c, what better way can you be motivated then the potential to create something that someone, somewhere might use.
Are there any hacks that allow would allow me to make the apps?
Unfortunately this is not supported. Developing for the iPhone requires Xcode and Apple's gcc tool chain, and it is only supported on Intel Mac OS X (although some have gotten it to work on PPC Mac OS X).
NilObject is right that you can only develop for the iPhone officially on a recent (last few years) Mac with OS X.
That said, Objective-C isn't tied to the iPhone. You can write programs for your PC in Objective-C, which would give you experience without needing the iPhone and Mac. Objective-C is a standard part of the GNU Compiler Collection (GCC). It's rather easy to install with Cygwin.
If you really want to make iPhone applications, you should consider a Mac. You'll get all sorts of experience and can also program for OS X then. Since laptops were just released, many people are selling their previous models because they have upgraded. If you can find an old Intel chip based Mac Mini, it won't cost you much at all (a few hundred), but it won't be fast. The recent Minis haven't been updated in a very long time and are not a very good value anymore for their new price (in my opinion), but they may be available cheap too.
actually, there's an unofficial toolchain that works in windows and linux. you'll need cygwin installed on your pc to be able to work with it in windows.
here's a link to the basic setup: link
though this will not allow you to publish to the AppStore, it's just a good way to mess around with the SDK. Also, whenever Apple updates the iPhone firmware, you'll need to find/wait for the updated toolchain or do some hacking of your own to get the updates headers, etc...
Don't bother. I had a hackintosh and while it worked, Apple can (and does) regularly update the SDK's minimum platform requirement, which means your hackintosh won't be able to keep pace with the new cool features in the SDK, since Kalyway and whoever else need time to reverse engineer kexts or whatever to figure out the new OS.
If you're serious about iPhone, get a Mac. You could probably find a first gen Mac mini (intel) for a couple hundred bucks. Or spring for a macbook and be psyched. The new ones are awfully nice.
Lucas Aardvark wrote:
I am going to get a mac. Just gotta save up a little money ;-)
Although I thoroughly agree with the consensus: get a Mac, I just wanted to add a little based on this comment you left:
If you are planning to enter the iPhone arena to do one of those Cinderella ten-million downloads at a buck a pop stories you hear about, you'll need a killer app, something new and exciting. Good luck with that; I'm not gonna share my ideas with you, 'cause I'm trying to do the same. :)
That said, I'm in the same boat as you -- I don't have the extra green to buy a Mac -- so I will share some general advice that might help.
Rather than enter the iPhone arena, I've been looking into leveraging my Java skills on the Android phone first. Once I make a few bucks doing that, I'll buy a Mac and learn Objective-C and port my program(s) over. Since Android uses Java and is free/open source, I'm only out the twenty-five bucks to create a publisher account; I can do the rest with Eclipse on any platform I have.
I don't know if it will help you much, but it might be a more cost-effective way to write your Cinderella story. :)