Hi, I've been following the project for years and I've even used explorer
implementation on Windows. I also went to the Montreal event.
I'm a linux user so I won't be a full time user any time soon.
What I think would make a really good Kickstarter, having watched the
Thorium Core progress:
Developers Delight:
What ReactOS or Thorium D has going for it is fully debugable and
fundamental understanding of how Windows works. Microsoft has Visual
Studio Online but it's pretty bad, at least at the moment it's a mess to
set
up.
Having a way to run your MinGW-w64 projects, possible compile them.
Having support for Clang msvc implementation.
And last and not the least is the Visual Studio, which of course is the
hardest. Even without that it's going to be really solid.
An extra plus is being able to make Windows Embedded development
stack running, because Trimble are really tied to that. Also Delphi and
what ever other development you can think of.
Having git support with CI type workflow is going to be great and with
kernel level debug reports what could be better.
The MingGW-w64 is going to great for all the open source software
developers that need something to develop windows software without
touching windows.
You should talk with OpenShot they were having problems with that
kind of development.
This is going to be a double benefit for you guys, not only will it
provide you with information about what people are using and what
bugs are in your system but also provide a lot of foss software on
your platform.
Embedded dreams:
Now that XP is through people need an embedded version, Windows
Embedded isn't it, because it has a really weird api. Vista isn't really
there or 7 so, where is your chance. Banks are paying Microsoft to
extend XP for their ATMs but not every one can afford it. Enter
Thorium E, for all those kiosks and POS. You have greater control
so you can build a kit for Embedded user where they decide what's
going to be included and what comes up, like not having a screen
saver, virus software, IE, only allowing one or two exe files to run
and only certain dlls. This would also be perfect to make single
use virtual images with only one program running.
If you need any help with making the video or with the campaign I
would love to help.
Regards,
Olaf
Hi developers,
Passed a week after I provided a ready for review and apply patch, a
simplest solution for simplest bug.
Could anyone review, test, and apply it?
https://jira.reactos.org/browse/CORE-7969
Thanks
Hi all !
ReactOS severely needs to be self-hostable for many reasons, one of it
because it could allow people who only have Linux to be able to program /
debug ReactOS with Windows tools (e.g. we have some people here and there
complaining that they cannot use powerful debugging programs for debugging
ReactOS (e.g. WinDbg and so on with MSVC builds of ReactOS) and therefore
restrain themselves in using the Goode Olde GCC + DPRINT method, because
they are running only on Linux). Something more personal is that I really
want to program ReactOS on itself (in a VM) when it becomes self-hostable.
But there are *only* few steps remaining before ReactOS can really be in
such situation !!
Ive already tested RosBE on it and I was able to download and configure a
build. But there *are still* problems.
Here is my setup on a VM: main HDD of letter drive C: with ReactOS, second
HDD of letter drive D: with ROS source code in D:\rossrc, third HDD of
letter drive E: with build output files in E:\rosbuild .
After having successfully configured a build in the usual way (E:\rosbuild>
D:\rossrc\configure.cmd), I first tried to compile the host-tools (cd
host-tools && ninja). The first thing that Ive noticed is that doing so
retriggered a configure, then the compilation as wanted. I retried again,
and again it reconfigured the build before actually rebuilding the
host-tools. The same phenomenon appears then when trying to build ReactOS
proper.
After analyzing produced files by the configuration step and comparing with
a clean build on windows 2k3, it became clear that few files were missing,
because obviously not generated:
E:\rosbuild\host-tools\CMakeFiles\2.8.10.2-ReactOS\CMakeCCompiler.cmake and
CMakeCXXCompiler.cmake . The other .cmake files that should also be present
here (CMakeRCCompiler.cmake and CMakeSystem.cmake) as well as two .bin files
and two subdirectories where present (and contain the same things).
I was suggesting it might be a problem with the command-line interpreter, so
I changed our cmd.exe with the one of windows 2000 (not win2k3, because the
latter makes extra calls to some security APIs of advapi32 not implemented
on ReactOS before running .bat / .cmd files, and it fails), but nothing
changed, the files were not still present.
After having enabled extra debug output of cmake (that is called when
configuring a build) by adding the flags --debug-output --trace (without
quotes) in the cmake calls in configure.cmd (and after redirecting console
stdout + stderr to a file when retrigerring a clean configuration), doing
that on ReactOS *and* on win2k3 for comparison purposes, I saw that, at some
point, some cmake flags concerning compiler recognition (à la:
CMAKE_GCC_EXISTS for example) werent set to TRUE or FALSE, but were kept
empty.
So Im wondering whether it is actually some issue, either concerning our C
runtime library (e.g. some called sprintf-like function fails or whatever)
is buggy and something fails, OR, something file-system related. Concerning
file-system, you know that we have LOTS of kernel32:file winetests failing,
about problems for deleting files, recreating (or just creating) them, and
so on Maybe for some reason cmake fails to create those
CMake(C/CXX)Compiler.cmake files for the same reason one of the
kernel32:file tests fail ?
I dont know, this previous point being speculative since I didnt test
anything regarding that.
Therefore it would be very nice *to see you all* trying to uncover where
this bug comes from so that you can *finally* declare ReactOS self-hostable
before, maybe, the next release !!
Cheers,
Hermès
Valve has publushed Direct3D -> OpenGL translation layer with BSD like license
https://github.com/ValveSoftware/ToGL
Taken directly from the DOTA2 source tree; supports:
Limited subset of Direct3D 9.0c
Bytecode-level HLSL -> GLSL translator
Some SM3 support: Multiple Render Targets, no Vertex Texture Fetch
This most likely won't build by itself and is provided as-is and completely unsupported. Feel free to use it for your reference, incorporate it into your projects or send us modifications.
Be wary that some parts are hardcoded to match Source Engine behavior; see CentroidMaskFromName() and ShadowDepthSamplerMaskFromName() in dxabstract.cpp.
Please refer to the LICENSE file for more information.
--
Best regards
Alexander Rechitskiy
Hello,
I need to use NDIS NdisIMRegisterLayeredMiniport functions to provide a virtual ethernet card. I read the documentation on MSDN and it seems that this functions is required to build an adapter without physical link (eg, with no hardware IRQ).
The problem is that this function is not implemented yet on reactos (svn rev. 62083). Is someone can tell me if it's implementable or if there is an alternative to build a virtual ethernet adapter with current implementation of NDIS.
Thanks.
--
Daniel Maxime
Linux version 3.6.9-maxux64 (emy) (gcc version 4.7.3 (Gentoo 4.7.3-r1 p1.4, pie-0.5.5) ) #3 SMP PREEMPT Wed Feb 19 16:40:22 CET 2014
14:02:53 up 1 day, 21:38, 1 user, load average: 0.17, 0.26, 0.23
Hi guys !
It seems to appear that some games need standard APIs hotpatchable, in the
sense of MS: few extra bytes present in the prologue of the functions that
allow somebody to detour the API. I knew that this feature was useful for
windows updates, but what I didnt know is that there are other programs
that use it: see this answer from James on the Epic Win! forum thread:
http://www.reactos.org/forum/viewtopic.php?f=2
<http://www.reactos.org/forum/viewtopic.php?f=2&t=10972&p=106823#p106814>
&t=10972&p=106823#p106814 , and the following post is something that Ive
found about this subject, and the fact that Wine already have done something
about that.
So my question: should we support/create hotpatchable images (of the
standard dlls and maybe ?? exes) in ReactOS ? Is it already done ? If not,
what needs to be added ? It seems that MSVC and GCC handle that a bit
differently.
Cheers,
Hermès BÉLUSCA - MAÏTO