Windows CE Device Emulator Goes Shared Source 84
An anonymous reader writes "It seems that Microsoft has released their device emulator for Windows CE under a shared source license making it available to experimentation and teaching. From the article: 'The Device Emulator can be built as a standalone Windows application, or as the default emulator within Visual Studio 2005 running under the Device Emulator Manager, according to Microsoft. A 473 KB compressed file containing the Device Emulator shared source code is available for download' on the Microsoft site."
Not bad... (Score:3, Insightful)
Still nice to see things become a little more open, I suppose.
The first hit is always free. (Score:2, Insightful)
Get a generation interested (read addicted) and then sell up.
Lock in the hardware and software and wait for the developer productivity to pay it all back.
no, that's just called "evil" (Score:4, Insightful)
Unlike, say, Stallman, I have no problem with closed source software; I think closed source software will fail in the long run, but I also think it is perfectly legitimate for companies to attempt to make closed source software their business model.
In contrast, I think "shared source" is sleazy and evil: it's an attempt to entangle students and users in proprietary software licenses and to get people to work for Microsoft for free. Sun has tried to do the same thing with their "community licenses".
If someone offers you source code, don't look at it unless it comes under a genuine open source license; anything else is too risky.
Re:Enough for anybody! (Score:2, Insightful)
All software is full of assumptions that a particular path can never be taken. By placing ASSERT(0) in these places it alerts a developer running debug code that there is either a problem in their code or more likely a device driver is behaving badly.
It's a technique used by experienced mature developers..
Re:Not bad... (Score:4, Insightful)
Ths modifies all the above. It means unless you're under this category specifically, you don't have a license for the items you mentioned.
Re:DREAMCAST! (Score:4, Insightful)
have to come up with an SH4 emulator as this is for ARM/XScale versions of CE only, along with some way of emulating the behavior of a PowerVR chip because they didn't come up with DirectX for CE (It's part of the reason they use Embedded XP in the X-Box...).
Actually, DirectX has been a part of Windows CE for years now. It was originally part of Windows CE 2.12 with the optional DirectX Pak add-on, and available built in inside of WinCE 3.0 and onwards. WinCE4 (WinCE.NET) made it more visible, and I think WinCE 5 now supports Direct3D (Mobile).
Windows *MOBILE* only acquired DirectX as of WinMo 5 (Magneto) (the reason was to support DirectShow for camera support rather than try to do a Video4Windows thing). Of course, they didn't take the CE version of DirectX, but ported DirectX from Windows XP. Big PITA when you're trying to write a driver that supports Windows CE (part of Windows Embedded) and Windows Mobile because of these differences in DirectX.
Here's a bit from the Microsoft Windows CE 5.0 documentation on say, DirectDrawCreate()
Requirements
OS Versions: Windows CE 2.12 and later. Version 2.12 requires DXPAK 1.0 or later.
Header: Ddraw.h.
Link Library: Ddraw.lib.
http://msdn.microsoft.com/library/default.asp?url