Category: Software Development

When it comes to software developers, there are a few distinct types. For example, the extroverted, chatty type, who is always going out there to share the latest and newest libraries and projects with everyone, and is very much into bouncing ideas off others, regardless of whether they know what you’re talking about. Then there […]
If you miss the days when you used Basic on your classic computer or wrote embedded software with a Basic Stamp, then maybe dust off your Arduino UNO or any similar AVR board and try nanoBASIC_UNO from [shachi-lab]. Apparently, the original code was meant for the STM8S, but this port targets the ATmega328P. It is […]
Ever since it was called OpenBeOS, Haiku has targeted the x86 platform. That makes good sense: it’s hard enough maintaining a niche system on ubiquitous hardware. But x86 isn’t the only game in town anymore. Apple’s doing very well on ARM, Linux runs on oodles of ARM SBCs, and even Windows uh, exists, on that […]
Emulating a 6502 shouldn’t be that hard on a modern computer. Maybe that’s why [lasect] decided to make it a bit harder. The PG_6502 emulator uses PostgreSQL. All the CPU resources are database tables, and all opcodes are stored procedures. Huh. The database is pretty simple. The pg6502.cpu table has a single row that holds […]
It’s fair to say that the topic of so-called ‘AI coding assistants’ is somewhat controversial. With arguments against them ranging from code quality to copyright issues, there are many valid reasons to be at least hesitant about accepting their output in a project, especially one as massive as the Linux kernel. With a recent update […]
Long ago, in the aftermath of the UNIX wars, three kernels emerged from the rubble: BSD, Linux, and Hurd. BSD, being UNIX, was held back by legal wrangling in the aftermath of the wars, and that allowed Linux to pull ahead to a pole position it still enjoys to this day. BSD has its following, […]
Kiki bills itself as the “array programming system of unknown origin.” We thought it reminded us of APL which, all by itself, isn’t a bad thing. The announcement post is decidedly imaginative. However, it is a bit sparse on details. So once you’ve read through it, you’ll want to check out the playground, which is […]
Anyone who has ever played Nintendo 64 games is probably familiar with the ways that large worlds in these games got split up, with many loading zones. Another noticeable aspect is that of the limited drawing distance, which is why even a large open area such as in Ocarina of Time‘s Hyrule Field has many features […]
Pocket computers like Sharp’s 8-bit computing marvels were a big part of the 1980s, providing super-portable processing power to anyone who wanted a bit more than what something like a scientific calculator could provide at the time. These days they are mostly just a collector’s item for retrocomputing enthusiasts, which also means that a lot […]
How often have you pulled out old MCU-based project that still works fine, but you have no idea where the original source code has gone? Having the binary image and the source code as separate things to keep track of usually isn’t a problem, but there’s something to be said for adding the source — […]