Displaying 20 results from an estimated 2000 matches similar to: "Compiling R for the Sony Playstation 3?"
2008 Mar 18
4
PlayStation 3
As some of you probably already know, the PlayStation 3 supports Linux. That brings a question to me: can I run Wine on a PlayStation 3?
2007 Oct 27
2
Cell or PS3 Port
Hello,
I am interested in optimizing some of R's vector math functions to
utilize the SPE units of the Cell processor (commonly found in the
Playstation 3) and I am wondering if anyone has already done any work in
that area. I can't find anything using the search page or Google.
(Admittedly it is difficult to search for information on a
one-letter-named programming language whose
2010 Apr 14
0
[LLVMdev] Principal Compiler Engineer Opportunity - Sony Playstation
The Principal Software Engineer will help drive forward next generation technology through the use of compiler techniques. We are looking for proven, world class technical expertise in compiler optimization.
* Be a key contributor on SCEA 1st party's next generation PlayStation Tools and Technology team
* Provide technical leadership in a truly collaborative effort that brings out the
2012 Feb 23
0
[LLVMdev] Announcement: Summer 2012 Internship position with Sony PlayStation
Sony Computer Entertainment America is looking for an intern to work on LLVM and/or Clang. Please see the official listing for more details:
<http://playstation.taleo.net/careersection/jobdetail.ftl?job=34880>
Additionally, we're looking for folks for an interest in lower-level parts of our platforms:
<http://playstation.taleo.net/careersection/jobdetail.ftl?job=34864>
2011 Jan 11
0
[LLVMdev] Announcement: Summer 2011 internship with Sony PlayStation
Sony Computer Entertainment America is looking for an intern to work on LLVM and/or Clang. Please see the official listing for more details:
<http://playstation.taleo.net/careersection/sceaexternal1/jobdetail.ftl?lang=en&job=02232>
-----------------------------------------
Alex Rosenberg
Manager, Platform Architecture
Sony Computer Entertainment America, Inc.
2011 Mar 09
0
[LLVMdev] Announcement: another Summer 2011 Internship with Sony PlayStation
Sony Computer Entertainment America is looking for an intern to work on LLVM and/or Clang. The responses to our earlier internship posting were amazing and we've decided to open this additional internship. Please see the official listing for more details:
<http://playstation.taleo.net/careersection/sceaexternal1/jobdetail.ftl?lang=en&job=02354>
2012 Jul 14
0
[LLVMdev] Announcement: Fall 2012 Internship position with Sony PlayStation
Sony Computer Entertainment America is looking for an intern to work on LLVM and/or Clang. Please see the official listing for more details:
<http://playstation.taleo.net/careersection/sceaexternal1/jobdetail.ftl?job=03411>
-----------------------------------------
Alex Rosenberg
Manager, Platform Architecture
Sony Computer Entertainment America, Inc.
2012 Aug 13
0
[LLVMdev] Announcement: Fall 2012 Internship position with Sony PlayStation
Sony Computer Entertainment America is looking for an intern for this Fall. Work could be in one of many areas, including LLVM. Please see the official listing for more details:
<http://playstation.taleo.net/careersection/sceaexternal1/jobdetail.ftl?lang=en&job=03412>
-----------------------------------------
Alex Rosenberg
Manager, Platform Architecture
Sony Computer Entertainment
2010 May 27
1
[LLVMdev] Using LLVM to compile Objective-C on an Xbox 360
Just to be clear, nothing in the MS TCRs require that you use a certain compiler - it does, however, require that you link with the 360-specific C runtime libraries. That being said, I still believe that direct binary generation is not a feasible option, and the ObjC => C route is preferred.
Kevin, hate to be asking this but do you have access to the XDK or are you just "aiming" for
2007 Oct 19
1
Contribution to speex
Hello,
I'm Saad from Gamespy who makes use of the Library for Voice over IP on
the PS3. We would like to contribute back some code that added/modified
to compile and run on Sony's Playstation 3. What would be the process
to do this?
Thanks,
---------------------------
Saad Nader
Middleware Engineer
Powered By Gamespy, IGN
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2001 Sep 28
6
Vorbis for PlayStation
you can write your own software mixer that can decode MP3 on the PS2 so I
can't see why you can't do that with ogg, however, even mp3 is processor
intensive and programers are not going to give up that much processor power
which will decrease or detract from the rest of the game. However, I'm sure
there are some people out there that have been able to work around this.
Regardless, ps1
2003 Feb 05
2
vorbis on playstation 2
Hello,
I'm interested in getting vorbis up and running on the PlayStation 2. I'm
an official developer, not a ps2 linux developer, but the issues should be
roughly the same. I've gotten the code to compile but our setup
(intentionally) doesn't have libm so I'm seeing references to several
double-precision math functions.
Some of the issues I'm seeing:
- As reported on
2006 Oct 07
4
"pre-OS"
Ok, syslinux is what it is, and I love the way it just works.
I looked up linuxBios and found what I was looking for.
A project in 2000 called "LOBOS (Linux OS Boots Linux OS): Booting a Kernel in 32-bit Mode?
It looks like this would do what I need, but I can't find any working code.
I like the Idea of booting a simple fail safe system and restarting a production kernel. Yes,
2010 May 27
3
Borderlands
Hey all I'm new to the forums so please take it easy on me.
I've followed the steps provided for installing Borderlands. Installed Wine 1.1.42 I believe is the version. I'm running Ubuntu Lucid. I installed the d3dx9 the vmc2005 and 2008 threw winetricks. activated the game threw the website with the licenses and stuff. started the installer. Killed the vmc2008 redist package with
2003 May 06
4
bitmap images in tcltk
Dear R-help list members,
I'm writing a package using tcltk. Thanks to Peter Dalgaard's excellent
work on the tcltk package, almost everything has gone very smoothly. I'm
stymied, however, by the following problem:
I want to incorporate a bitmap image, stored as an xbm file, in a widget.
To take a simple example,
top <- tktoplevel()
tkgrid(tklabel(top,
2005 Apr 30
2
Problem with CPU usage on Playstation 2 when using Ogg Vorbis.
Hi,
Sometime ago i finished a port of Ogg Vorbis to Playstation 2.
The code is working just fine and the music sounds like it should, but
there is one problem.
I get CPU usage that looks like this (when i say frames i mean actually
rendering frames on the
Playstations 2 and you have 50 or 60 frames per second)
cpu usage: ~100% ~0% ~0% 0% ~100%
current
2009 Dec 18
2
[LLVMdev] Compilation problem with JIT/Interpreter
Jerome:
No, there are no plans to JIT to SPU. That's considerably more complicated
-- you'd have to figure out when to JIT to the SPU and live with all of the
constraints that the SPU imposes (data reformatting, r/w DMA, ensure your
code lives in 256K unless you can manage to interface with the virtual
I-cache work.)
Basically, it's not trivial and it doesn't quite fit into the
2003 Oct 26
1
HELP!: TDB - Samba 3.0 - Playstation 2
Hi,
When I try to execute the following:
smbclient -U% -L localhost
I receive the following error:
tdb(/usr/local/samba/var/locks/gencache.tdb): expand_file write of 1024
failed
(Invalid argument)
[2003/10/26 19:45:58, 0] lib/util_sock.c:read_socket_with_timeout(279)
read_socket_with_timeout: timeout read. read error = Broken pipe.
protocol negotiation failed
Any ideas anyone? I have
2007 Sep 25
3
/boot partition or not on C5
hello,
the last 3 times I installed C5, the MBR was unchanged and nothing was written into /boot/grub except splash.xbm.gz
there were no stage* files, nor a menu.lst
I know how to fix that.
Would I have better luck using a partition mounted as /boot?
Anyone succeded with Grub that way? I prefer not having to do surgery to get C5 to boot :)
--
Mark
New Packages for C5
---------
2018 Sep 07
2
Clang for the PlayStation 2
On Fri, 7 Sep 2018 at 16:59, Tim Northover <t.p.northover at gmail.com> wrote:
> $ clang -target mips64el-img-linux -mcpu=mips3 -S -o- -Os tmp.c
>
Actually, I just tried your flags; you're missing `-msingle-float`, which
is what reproduces the crash on my end. Without it there is no problem.
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