Programming Languages for Windows [closed] - language-agnostic

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I am compiling a list of programming languages for Windows. I am aware of Wikipedia the like, which has comprehensive lists of Languages available on Windows.
But what I am most interested in, are Programming Languages that can be used to create GUI Desktop apps for Windows, and those languages that are not listed in these places that list languages.
I know there are many, many more languages out there that aren't on the lists. But what are they?

You are not looking for just languages, but also for frameworks. Any language that can access and call DLL functions can make Windows GUIs, since the Win32 API is just a series of DLLs. But there are tons of GUI frameworks that sit on top of the Win32 API, and are written in tons of different languages.

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Platform vs Software Framework [closed]

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CUDA advertises itself as a parallel computing platform. However, I'm having trouble seeing how it's any different from a software framework (a collection of libraries used for some functionality). I am using CUDA in class and all I'm seeing is that it provides libraries in C for - functions that help in parallel computing on the GPU - which fits my definition of a framework. So tell me, how is a platform like CUDA different from a framework? Thank you.
CUDA the hardware platform, is the actual GPU and its scheduler ("CUDA architecture"). However CUDA is also a programming language, which is very close to C. To work with the software written in CUDA you also need an API for calling these functions, allocating memory etc. from your host language. So CUDA is a platform, a language and a set of APIs.
If the latter (a set of APIs) matches your definition of a software framework, then the answer is simply yes, as both options are true.

Autodesk Scaleform for game development [closed]

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I'm curious what advantages if any the Autodesk Scaleform framework has for game development in actionscript? When compared to say, Starling? I assume it also uses Stage3D.
You can`t really compare Scaleform and Starling, because both use different runtimes.
Scaleform is a tool for creating GPU accelerated user interfaces for games. You can use Adobe Flash IDE to create your interactive interface but once it is done, the interface is handled by Scaleform runtime. As far as i understand it uses classical display list but renders it using GPU (pretty much like renderMode=GPU in Flash runtime). So if you create a Scaleform app it will not run on regular Flash Player or AIR.

Does the GameEngine you plan to use need to be written in the same language you are programming the game in? [closed]

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While my common sense says "Yeah. Duh.", I thought I read something somewhere long long ago that referenced the ability to use different programming languages in harmony and wondered if something like that applied here.
IE, if a game engine is written in C++, but the game I'm developing has been written in C#/XNA, can that game engine be utilized for this game?
Usually the language you use to write game engines aims for efficiency and speed. The language you use to write games aims for simplicity and expressiveness. So, it totally makes sense to use a different language for each purpose.
How they will work together is a different story. Usually, the engine's API will be given a convenient interface to be used in the game "scripting" language, so the latter will interact with the engine through successive API calls. The "heavy lifting" will be all done by the engine though...

Getting started in Firmware development [closed]

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I am a software development guy. Lately I was thinking of trying out some firmware development, as the company I work for is trying to enter that domain.
I have many questions regarding firmware devlopment - like:
What are the tools used - like IDE?
In which language is most of the code written in?
How to port the code into microcontroller?
How to code for different microcontrollers?
How to determine things I would need for building a specific application(choosing the microcontroller etc.)?
Anything else I should know about and where do I start? Sorry if this question is too basic, but I could not find out any satisfactory answers elsewhere.
Most microcontrollers have decent C compilers so are best coded for in C, although you might need to delve into assembly routines for occassional high performance routines. The choice of microcontroller is usually determined by the hardware demands, on board peripherals, performance and cost constraints.
You wouldn't generally be porting code from a Windows/Linux/Mac environment to a microcontroller one; you would generally be writing directly for the microcontroller, so strictly the compiler is a cross compiler - compiling on your PC to run on a different processor. You typically get debuggers, emulators and full editor capabilities in the IDE, so its a similar experience to writing code in a PC environment, but it runs slower, and has to be downloaded to the target hardware or emulated to be tested.
A great authority to start reading about embedded development is Jack Gansle and his firmware handbook. Also www.embedded.com for general articles.

Simple Interpreted Language Design & Implementation [closed]

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I need some resources for implementing a simple virtual machine and interpreted language. Something that is pratical is most useful. I have read the Virtual Machine Implementation book and found that it is quite old and doesn't represent the vms I see today. Also if someone know of a fairly simplistic language that would be great as well.
check The implementation of Lua 5.0
You don't say if this is for a new project, to work with an existing project, for learning, or what target environment, language, and OS you're using.
If you want to learn about implementing your own VM and scripting language, get the book Game Scripting Mastery. Despite its title, it is actually about implementing your own virtual machine and scripting language. The source code is for Win32, but the concepts can be applied to .Net or Linux.
As a bonus, when you're done you will have a playable, scriptable, 2D adventure game.