Developing an application for the PS3 - ps3

Is it possible to create an application (not a game) on the PS3? I know that there are ways to install Linux and all that but I was hoping there's something which you can just download from the net and run. I'd want the app to run like a server/daemon and be able to access the network.

You might find the following to be of interest.
From StackOverflow:
Develop for Playstation 3 Linux
Development Resources for Mono on Playstation 3
How do I Code a Mono Daemon?
Programming high-performance applications on the Cell BE processor
Part 1: An introduction to Linux on the PLAYSTATION 3
Part 2: Program the synergistic processing elements of the Sony PLAYSTATION 3
Part 3: Meet the synergistic processing unit
Part 4: Program the SPU for performance
Interesting, but probably not what you're looking for:
Learn and Compete in Programming the PLAYSTATION®3 Cell Processor (source)

The only way you can program for the PS3 is through Linux. You don't get access to the "real" SDK unless you can secure a contract with Sony, and you're making a AAA game.
Everyone else have to target Linux.

You can also develop a BD-Java (BD-J) application for PS3.

Related

Developing apps for Xbox One?

I've heard that Xbox One application development is quite similar to Windows 8, but I haven't found much to suggest why, or what differences there are.
Is there any documentation about creating Xbox One applications (not games, apps.. like Netflix, etc), or even how to apply to obtain such information?
I've been trying to find more details myself. It sounds like the ability to develop apps is coming:
http://arstechnica.com/gaming/2013/10/wait-can-the-xbox-one-really-run-generalized-windows-8-apps/
Nothing to announce today, but when I talk about that common core,
you're seeing that common core in action, being able to target other
devices over time that run the Windows 8 engine.
If you want to know about how to get a head start about thinking about
developing for Xbox One, the logical thing to do is [to] go build
Windows 8 applications.
There are some additions in WinRT designed to allow interaction with Kinect:
http://www.oxm.co.uk/59024/features/what-its-actually-like-to-develop-for-xbox-one-microsoft-explains/?page=2
The applications are very similar to Windows 8, like we brought a lot
of the Windows 8 namespace - WinRT can be used for building those
applications, the time it takes to port a Windows 8 application to the
new Xbox? It's super, super easy. There's some things we added to the
platform for handling gestures, for handling voice and handling ten
foot UI paradigms.
Right now it appears the most you can do is try out your app ideas in WinRT and wait until an Xbox One SDK appears.
I've worked on a few of the launch apps for Xbox One. Unfortunately, you cannot get an app on the platform unless you've been invited (at this point in time), however rumour has it that MS may open up the platform a bit more in the next year or two.
All documentation and information regarding the development itself is all under strict NDA, so it's highly unlikely that you'll find any in depth details.
If you're interested, you can always try contacting the Xbox team for more information.
Important update on this topic:
Every Xbox One is now capable of going into developer mode via the Xbox Dev Mode App. Games and more importantly apps can now be developed by anyone.
FAQ on this topic: http://support.xbox.com/en-US/xbox-one/apps/developer-mode-activation-app-faq
Microsoft currently does not have any official documentation for Xbox One Apps, however it seems that if you go here: http://www.xbox.com/en-us/Developers/id You can register to become a developer for the Xbox One and get the development kit so you can develop apps for it.
Main information about developing for the Xbox can be found at http://www.xbox.com/en-US/developers, which includes how to register for an Xbox One development Kit
and the different tools and middleware that can be used to create games/apps for the Xbox. More documentation for the Xbox One will most likely get published by the end of this year.
To add to what I said, I recommend creating apps for the windows phones as it will show Microsoft that you can successfully build apps for their products. If your app gets enough downloads they will probably allow you to create an app for the Xbox One because you already have a track history
You could use Unity because it can use cross-platforms like Xbox, iPad, iPhone, PS4 and more. Also you can create 3D and 2D apps for development and to upload it to the phone you can use Xcode to build and run the unity project on the phone. If you get stuck you can always go to https://unity3d.com.

C two platform compiling

I want to run some C code targeted to run on a unique PIC micro based hardware setup in a PC windows environment as well. The objective is to emulate multiple instances of the hardware without the actual hardware. I expect to have to write the code upfront to account for this and to create low level functions in C or C# that emulate each of the PIC functions.
Does anyone know an environment that can support this?
What you're looking for is a microcontroller simulator. The simulator will run on the PC and execute the PIC code. In order to e.g. generate interrupts / simulate serial data / whatever you'll need to either configure the simulator settings or write a few custom function.
Your target code (for the PIC itself) shouldn't need to be aware of what environment it's running on.
Here's a few links, but you're best off searching for some variant of "PIC microcontroller simulator" or "microchip PIC simulator".
http://sourceforge.net/projects/gpsim/
http://sourceforge.net/projects/picsim/
I'm not sure that this question is about an instruction simulator. It seems to me that it is simply about the technique called "dual targeting". I've asked a similar question on StackOverflow before, please see: Prototyping and simulating embedded software on Windows . Recently, I've also made a blog post about dual targeting and rapid prototyping on Windows here: http://embeddedgurus.com/state-space/2013/04/dual-targeting-and-agile-prototyping-of-embedded-software-on-windows/ .
So, while the links should provide the answer to the original question, I'd like to add that the 8-bit PIC is probably no programmable in C++. In fact, it is so baroque that even C compilers for this "architecture" must cut many corners.

Rapid application development for Nokia E5 (Symbian S60 v3)

I often need simple personal apps on my phone and I'd like to make them. I know some programming (C++, Delphi, some Java, MATLAB, Visual Basic). I don't have any idea about where to start, what can I do, how the issue of "app signing" can impact on this.
One app should help to manage links between book pages, basically it has to handle a small database in which I can add books (title, ID) and linked pages (couples of numbers). The database must be obviously persistent.
The other app should let me program a number of time counters. I don't need persistence between app startups.
I tried Qt Creator, but let alone some problems about installation, it looks like it's made for S60 v5. I don't know where to start. I used to make small utilities for my computer in Delphi, which saved me much time; now that I have a small portable PC like the E5, it could be very useful to have, for example, a portable random number generator, or similar simple apps for personal use.
Someone please give me a kick-start!
Update: I've managed to make the timers application in J2ME, it took a week of investigation (1-2 hours a day)
I did software development for Symbian C++ for more then 6 years. I stopped it something like a year ago when Nokia declared that it is going to kill it. Symbian did not became never popular between application developers because it is EXTREMLY complicated to start developing on it. It will take long-long weeks, maybe months to get running something own for the first time. And that time maybe there will be no new Symbian devices sold... you better invest your time in something that has more future.
Qt is good, qt is MUCH easier to start with and the knowledge you gain you can use also for software development for desktop (Windows, OS-X, linux crossplatform) and other embedded (linux) devices. In one word it has some future.
Qt applications run also on 3.2 devices, just you will have to install the Qt runtime on your phone. You also don't have to use the latest SDK but 1.1.2, this has support for older platforms.
If you want to develop only for your own, you can create a "developer certificate" for free that you can use to sign your applications - they will install only on your phones (you have to specify the IMEI of the phone). You can find more info about signing at http://www.symbiansigned.com.
Take a look here: http://www.developer.nokia.com/Community/Wiki/Category:Symbian
There's a lot of information regarding development options available for S60.
I suggest you take a closer look at J2ME, reasons being:
J2ME is a mature & thriving language with a lot of documentation and examples available.
The midlets (apps) you produce can also be installed on S40 devices. S40 is currently the world's most widely used mobile phone platform.

How to access device settings on a Sony Ericsson mobile phone?

Edited on April 29th, content changed
Hello everyone,
I recently bought a Sony Ericsson mobile phone and I would like to add a missing feature myself. In fact I cannot actually disable Internet connection in an easy way when roaming, which cost me a lot of money last time I moved away ... So I would like to develop a little application that would just replace the actual Internet configuration with a fake configuration to avoid auto-connections.
So what I would like to know is how can I access programmatically to my phone settings? I know that Sony Ericsson provides a SDK to run Java applications on its customised JVM. So what I am actually looking for is to know if they extended the J2ME functionality to fit their devices requirements.
This is not well documented so I am asking this question with the hope that someone here already had experience with development targeted for Sony Ericsson devices.
Thanks.
NB: This is a Sony Ericsson Elm which is based on the Sony Ericsson OS with SE Java Platform 8.5.
Edit: I accepted QuickRecipesOnSymbianOS answer as it gave me a clue on the only feature that could have helped me, but which is unfornatunately missing. The Sony Ericsson Java Platform is the only API I could use to develop real programs on my phone. But the JP-8.5 does not implement the JSR-307 package which could help me in managing APN. Thanks everyone for your help.
Well, I hope you got the great Vivaz phone, not the Satio.
In order to learn about Symbian OS C++, first go to the Foundation website.
Relevant plug: the latest introduction to Symbian OS C++ in book form is Quick Recipes on Symbian OS
For now, you won't find a better way than Symbian OS C++ to manipulate your handset access points.
JavaME simply doesn't have the correct APIs for this, at least not until JSR-307 is implemented.
I believe Qt isn't integrated quite tightly enough just yet either but that should change soon enough. Keep an eye on it.
Extending the Symbian Python runtime to do what you want would require some Symbian OS C++ anyway.
Yes you will need to use Symbian C++ to modify the CommDB, which holds the list of connections. It is quite painful to work with it directly, but there are some utility classes that can help you out. Take a look at CApSelect, CApDataHandler and CApAccessPointItem, all in the developer library.
And yes, these will work on all modern Symbian handsets, independent of brand.
Note: My answer below assumed it was about a symbian device. Since it was actually a J2me device none of the below applies
The easiest way to achieve what you want to do is probably to just remove all the "destinations" when you want to prevent auto connections. Otherwise the device will test each destination in turn until it finds one that works.
You can also set up your destinations so that they are not allowed to be used automatically. This setting must be done individually for each destination.
You can also group your destinations and set one of the groups to the default. If you set the default to an empty group you should not get any automatic connections.
Note that I have not tested any of these methods myself. When I roam I turn off automatic updates in the apps that use them. Some apps can even detect when you are roaming and avoid auto connects.
There are S60 apps available that improves the connection management of vanilla S60, but I do not know if any of them can help you with your problem.
If you are dead set on doing the programming yourself you have to use the C++ SDK for Symbian S60 available from Forum Nokia. Java ME does not allow you to manipulate the destinations of the device.
The Elm device should have (I haven't verified this) the access point API originally designed by Nokia. Not sure whether you can use it for the purpose you want though. The J2me developer guidelines available from developer.sonyericsson.com should have all the information you need.

cross platform development [closed]

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I have questions on true cross platform development and if it is possible to use ONE platform to develop software.
I have a few applications that I write that work on OS X, Windows and Linux. They all use native platform toolkits with some shared source across platforms. I have to boot to each platform, checkout, compile, etc.
I have in the past tried GUI toolkits like QT (I bought a commercial license for Win, mac, Linus, but very expensive and paying it year after year became hard). I have tried WxWidgets, development moves slow.
So what I am thinking about is there a way to run a single platform and cross compile for other platforms so I can build my products from a single platform.
I favor OS X, is there a way to write apps for OS X, Windows, Linux from OS X where I just need to test on each platform respectively. I have found information on cross compilers, stub compiling, etc, etc.
Does anyone have any thoughts? Is this even possible? Would someone make a killing creating such a beast?
In my company, we use the Mozilla Framework to develop cross platform dictionary products. These applications are based on the Gecko/Necko Browser and most of the development is done via Javascript, HTML, CSS, XSL, XUL,... Of course, our homebrew Search engine had to be cross compiled to the three platforms (with some other code which was first done in JS and then ported to moz' C++ for speed reasons).
In the end, we have a reasonnably cross-platform solution: Our developers mostly work like power web-developers (think client and server side at the same time). Because the Gecko is the same on the three platform, we know it will predictably look and behave the same way (except when there are bugs, but the platform is now quite mature on this point of view).
Our R&D knows how to port slow javascript code to rather quick portable C++ code (you do Mozilla code using the NSPR library, a cross-platform lib). Testing has always to be done on the three platform however, although with time and experience, you get to know what will break where (Font support, Audio support, Flash Support)...
Today, you should probably have a look at XULRunner which is really the Mozilla without any real browser interface (in 2002, we had to dismantle the Mozilla Browser to repaint it in our first product colour). Of course, it works well for simple applications but if you wish to make OpenGL, 3D Audio and other nifty things, XULRunner will appear too limited.
I believe Blizzard has some cross-platform framework for that kind of thing... :)
Good luck!
Pierre.
Trying to develop applications on a single platform that will be used on many platforms isn't a good approach. At best you'll make applications which feel alien to users of the platforms that you didn't develop for.
More likely, you'll run into subtle compatibility problems in areas which you never forsaw. Java is probably the best way to go if you want to go down this route. Cross compiling will lead to autogenerated code that will be a nightmare to debug and maintain.
Certainly, you may be able to use tools for porting in some cases, but I don't think that this is a problem that you can just provide an automated solution for in general.
Well, to be honest, the only guaranteed way to build an app to be cross platform in one go is to use Java, but it requires a rather large runtime to be installed first.
However, if that's not an option, I would recommend keeping an eye on recent developments in Qt - it is now available (or should be soon) under the LGPL, which presumably means you don't need to pay for it anymore. Using GCC with Qt, I've found, works perfectly when cross-compiling on different platforms, as long as you only use Qt's classes/code/objects and make sure that any non-Qt code you create or use is capable of being compiled cross-platform.
You don't mention any specific programming language (but I'm guessing C or C++ because of the GUI toolkits), so it's kinda hard to give a good answer to what you are actually asking.
If you want "true" cross platform, I would first consider if it is possible to solve your problem using a language that is less platform bound. Python, Java and plenty of others allow you to write on one platform, and run on many.
If you still want to use C/C++, GCC gives you the option of cross-compiling, and if you combine that with QT (which will soon be available under the LGPL) you should be able to get something working.
Java has tried to do the write once, run anywhere. It works well in some situations, but there are too many "unique" things in an OS. GCC provided the ability to cross-compile applications, but you run into the same sort of problems. The code will just have better performance. The RIA approach seems to work, but it doesn't feel like a native application.
Even using a cross platform GUI toolkit will not remove all your cross platform problems. There's more to an app than GUI, after all. Cross compiling will never be able to catch all the issues that a native build will catch, either. If you're going to support multiple platforms, you're going to have to at least test on each platform. But hopefully you can perform native builds with all warnings turned on, in addition to testing.
In the past few months, I found a few great videos exploring this topic of cross platform development. I hope you find them useful as well.
QTCreator
http://www.youtube.com/watch?v=aYiPvM7ZRHA&feature=channel
FlexBuilder
http://www.youtube.com/watch?v=_O_xDXRsh3Y&feature=channel
Mono / MonoDevelop
http://www.youtube.com/watch?v=U6VG_Z0aRek
I've personally had success using Silverlight / MacOS X
http://screencast.com/t/if8xenkt
RealBasic
http://www.youtube.com/watch?v=GWipoBeKSRk
For Cross Platform Development you can use Phone Gap, Appcelerator (Titanium), Corona... This all provides a framework based on JavaScript and finally able to run on different platforms. What I am using is Titanium for Mobile Development which allows us to develop applications with Native Codes.... (which is very good advantage). Phone Gap is giving a web app which is not native in general... This softwares are used for development of cross platform supports... with support on Windows, Linux and Mac OS.
Based upon my personal experience, I believe you should adopt Java: you will avoid many headaches.
You develop in whatever platform you like and you deploy in all other platforms with no need of compiling for each target platform, as you mentioned.
For example, I develop under linux, I hit "compile" only once and the resulting file is ready to be run anywhere (windows, mac, solaris, z/OS, you name it). A double click will run it on any platform (Java runtime must me installed, but most users have it installed already and if not, it's a matter of downloading, installing, "Next>", "Next>", "OK").
If you choose the "Java Web Start" deployment method, it gets even easier: the user just clicks the launch button on a webpage and the application runs (if the proper JVM is installed according to what specified in the JNLP descriptor) or the user gets redirected to the Java download page (if no suitable JVM is found).
GUI development (with Swing toolkit) is easy and powerful, especially if you use the right tool (i.e. Netbeans IDE).