Sunday, December 30, 2007

Nintendo Wii

The Wii (pronounced as the English pronoun we, IPA: /wiː/) is the fifth home video game console released by Nintendo. The console is the direct successor to the Nintendo GameCube. Nintendo states that its console targets a broader demographic than that of Microsoft's Xbox 360 and Sony's PlayStation 3, but it competes with both as part of the seventh generation of video game systems.

A distinguishing feature of the console is its wireless controller, the Wii Remote, which can be used as a handheld pointing device and can detect acceleration in three dimensions. Another is WiiConnect24, which enables it to receive messages and updates over the Internet while in standby mode.

Nintendo first spoke of the console at the 2004 E3 press conference and later unveiled the system at the 2005 E3. Satoru Iwata revealed a prototype of the controller at the September 2005 Tokyo Game Show. At E3 2006, the console won the first of several awards. By December 8, 2006, it had completed its launch in four key markets. During the week of September 12, 2007, the Financial Times declared that the Wii was the current sales leader of its generation.


Launch

On September 14, 2006, Nintendo announced release information for Japan, North and South America, Australasia (Oceania), Asia and Europe, including dates, prices, and projected unit distribution numbers. It was announced that the majority of the 2006 shipments would be allotted to the Americas, and that 33 titles would be available in the 2006 launch window. The United Kingdom suffered a large shortage of console units as many "high-street" and online stores were unable to fulfill all pre-orders when it was released on December 8, 2006. As of March 2007, some UK stores still had a shortage of consoles, and as of June 2007, demand still outpaced supply in the United States.

Nintendo announced that it would release its console in South Korea at the beginning of 2008.


Features

The console contains a number of internal features made available from its hardware and firmware components. The hardware allows for extendibility through expansion ports while the firmware can receive periodic updates via the WiiConnect24 service.

Wii Menu

The Wii Menu operating system interface is designed around the concept of television channels. Separate channels are graphically displayed in a grid and are navigated using the pointer capability of the Wii Remote. It is possible to change the arrangement of the channels by holding down the A and B buttons. There are six primary channels: the Disc Channel, Mii Channel, Photo Channel, Wii Shop Channel, Forecast Channel and News Channel. The latter two were initially unavailable at launch, but activated through firmware updates. Additional channels are available for download from the Wii Shop Channel and also appear with each Virtual Console title. These include the Everybody Votes Channel, Internet Channel and Check Mii Out Channel.

Backward Compatibility

The Wii console is backward compatible with all official Nintendo GameCube software, as well as Nintendo GameCube Memory Cards and controllers. Compatibility with software is achieved with the slot-loading drive's ability to accept Nintendo GameCube Game Discs. The console supports progressive-scan output in 480p-enabled GameCube titles. Peripherals can be connected via a set of four GameCube controller ports and two Memory Card slots concealed by removable flip-open panels. The console therefore retains connectivity with the Game Boy Advance and e-Reader through the Game Boy Advance Cable, which is used in the same manner as it was used with the GameCube. This feature can only be accessed on those select GameCube titles that previously utilized it.

A Wii console running a GameCube disc is restricted to GameCube functionality. As such, a GameCube controller is required to play GameCube titles, as neither the Wii Remote nor the Classic Controller functions in this capacity. A Nintendo GameCube Memory Card is also necessary to save, as the Wii internal flash memory will not save GameCube games.

Backward compatibility is limited in some areas. Online and LAN-enabled features for Nintendo GameCube titles are unavailable on the Wii, as the console lacks serial ports for the Broadband Adapter and Modem Adapter. The console uses a proprietary port for video output and is therefore incompatible with Nintendo GameCube composite video, S-Video and component video cables. The console also lacks the GameCube footprint and high-speed port needed for Game Boy Player support. The Wii was initially compatible with the GameCube Action Replay, which would work with GameCube titles. The firmware update to 3.0 has caused restrictions to this device along with various unlicensed freeloaders, however.

Nintendo DS Connectivity

The Wii system supports wireless connectivity with the Nintendo DS without any additional accessories. This connectivity allows the player to use the Nintendo DS microphone and touchscreen as inputs for Wii games. The first example Nintendo has given of a game using Nintendo DS-Wii connectivity is that of Pokémon Battle Revolution. Players with either the Pokémon Diamond or Pearl Nintendo DS games are able to play battles using their Nintendo DS as a controller. It has also been announced that the Nintendo DS will be able to play game demos downloaded from the console, which they would receive from Nintendo, similar to a DS Download Station. The console is also able to expand Nintendo DS games.

Online Connectivity

The Wii console is able to connect to the Internet through its built-in 802.11b/g Wi-Fi or through a USB-to-Ethernet adapter, with both methods allowing players to access the established Nintendo Wi-Fi Connection service. Wireless encryption by WEP, WPA (TKIP/RC4) and WPA2 (CCMP/AES) are supported. AOSS support was discreetly added in firmware update 3.0. Just as for the Nintendo DS, Nintendo does not charge fees for playing via the service and the 12 digit Friend Code system controls how players connect to one another. Each Wii also has its own unique 16 digit Wii Code for use with Wii's non-game features. This system also implements console-based software including the Wii Message Board.

The service has several features for the console including the Virtual Console, WiiConnect24, Internet Channel, Forecast Channel, Everybody Votes Channel, News Channel and the Check Mii Out Channel. The console can also communicate and connect with other Wii systems through a self-generated wireless LAN, enabling local wireless multiplayer on different television sets. Battalion Wars 2 first demonstrated this feature for non-split screen multiplayer between two or more televisions.

Parental Controls

The console features parental controls, which can be used to prohibit younger users from playing games with content considered unsuitable for their age level. When playing a Wii or Virtual Console game is attempted, it reads the content rating encoded in the game data; if this rating is greater than the system's set age level the game will not load without a correct override password. The parental controls can also restrict Internet access, which blocks the Internet Channel and system update features. Since the console is restricted to GameCube functionality when playing Nintendo GameCube Game Discs, GameCube software is unaffected by Wii parental control settings.

European units mainly use the PEGI rating system, whereas North American units use the ESRB rating system. The Wii unit supports the native rating systems of many countries, including CERO in Japan, the USK in Germany, both the PEGI and BBFC in the United Kingdom and the OFLC in Australia and New Zealand.


Tuesday, December 25, 2007

Voice over Internet Protocol ( VoIP )

Voice over Internet Protocol (VoIP) is a protocol optimized for the transmission of voice through the Internet or other packet switched networks. VoIP is often used abstractly to refer to the actual transmission of voice (rather than the protocol implementing it). VoIP is also known as IP Telephony, Internet telephony, Broadband telephony, Broadband Phone and Voice over Broadband. "VoIP" is pronounced voyp.

Companies providing VoIP service are commonly referred to as providers, and protocols which are used to carry voice signals over the IP network are commonly referred to as Voice over IP or VoIP protocols. They may be viewed as commercial realizations of the experimental Network Voice Protocol (1973) invented for the ARPANET providers. Some cost savings are due to utilizing a single network to carry voice and data, especially where users have existing underutilized network capacity that can carry VoIP at no additional cost. VoIP to VoIP phone calls are sometimes free, while VoIP to public switched telephone networks, PSTN, may have a cost that is borne by the VoIP user.

Voice over IP protocols carry telephony signals as digital audio, typically reduced in data rate using speech data compression techniques, encapsulated in a data packet stream over IP.

There are two types of PSTN to VoIP services: Direct Inward Dialing (DID) and Access Numbers. DID will connect the caller directly to the VoIP user while access numbers require the caller to input the extension number of the VoIP user.


History

Voice over Internet Protocol has been a subject of interest almost since the first computer network. By 1973, voice was being transmitted over the early Internet. By Technology for transmitting voice conversations over the internet has been available to end users since at least the 1990's. For instance, in 1996, a shrink-wrapped software product called Vocaltec Internet Phone Release 4 provided VoIP, along with extra features such as voice mail and caller id. However, it did not offer a gateway to the analog POTS, so it was only possible to speak to other Vocaltec Internet Phone users. VocalTec is significant for their breakthroughs in realtime voice compression, which was vital at a time when the majority of users had at most a 28.8 kb/s dialup modem. In 1997, Level 3 began development of its first softswitch (a term they invented in 1998); softswitches were designed to replace a traditional hardware switchboards by serving as the gateway between two telephone networks.




Functionality

VoIP can facilitate tasks and provide services that may be more difficult to implement or expensive using the more traditional PSTN. Examples include:


  • The ability to transmit more than one telephone call down the same broadband-connected telephone line. This can make VoIP a simple way to add an extra telephone line to a home or office.
  • 3-way calling, call forwarding, automatic redial, and caller ID; features that traditional telecommunication companies (telcos) normally charge extra for.
  • Secure calls using standardized protocols (such as Secure Real-time Transport Protocol) Most of the difficulties of creating a secure phone over traditional phone lines, like digitizing and digital transmission are already in place with VoIP. It is only necessary to encrypt and authenticate the existing data stream.
  • Location independence. Only an internet connection is needed to get a connection to a VoIP provider. For instance, call center agents using VoIP phones can work from anywhere with a sufficiently fast and stable Internet connection.
  • Integration with other services available over the Internet, including video conversation, message or data file exchange in parallel with the conversation, audio conferencing, managing address books, and passing information about whether others (e.g. friends or colleagues) are available online to interested parties.

Monday, December 24, 2007

Sony Ericsson W910i

The Sony Ericsson W910 is an HSDPA Walkman phone that is designed for entertainment; whether music, 3D games, video, or high-speed Web access. It’s also geared to let you choose your music, your way. Select Shake control and just flick the phone to control games or skip and shuffle between tracks. Or opt for SensMe and discover music to match your mood and tempo. A potent combination of slim UMTS phone and high performance media player, the W960 Walkman phone packs enough punch for up to 8,000 songs and includes a Walkman player for finger-touch navigation around playlists on the large screen. The Sony Ericsson W910 Walkman phone will be available in either Hearty Red or Noble Black from Q4 2007.

Overview

Your portable sound machine

The Walkman player turns your phone into a powerful portable music device. Organize your favorite music via playlists, listen to audio books and access podcasts. Try new ways to choose track. SensMe lets you pick a song or create a playlist by mood. To randomly select a song by the flick of your wrist, use Shake control.Horizontal or vertical - your W910i lets you view and play as you like. Just make your choice and enjoy it on the bright, large and crystal-clear screen.

Shake control

Want to change track at the flick of your wrist? Move forward in your track list by flicking your phone one way, go back by flicking the other. Shake control also lets you change at random - you just shake to shuffle.


Walkman phone

Have your favourite sounds with you – always, whenever, wherever you go. Your Walkman phone is not only a mobile phone. It's a portable music device, too.


Flight mode

Function that inactivates radio transmitters and receivers so that some functions can be used in places such as planes and hospitals.


3-click music downloads

Audition and buy the Top Ten ringtones in three clicks. PlayNow is the fastest and easiest way to download a premium ringtone.


Integrated camera

Built-in digital camera with screen viewfinder, dedicated menus and direct interaction with in-phone imaging and messaging features.


Web wherever

Truly mobile Internet lets you enjoy browsing the Web and manage your email effectively with the convenience of your phone, wherever you are.


Features

The Sony Ericsson W910i Black has features including:

  • Bluetooth for Voice
  • Bluetooth for Data
  • Video Camera
  • Video Downloads
  • Colour Screen

  • Java Technology
  • Music Player
  • Polyphonic Tones
  • FM Radio
  • Internet
  • Email
  • MMS
  • 2 mega pixel camera
  • Slide Phone
  • Digital Zoom
  • Video Messaging
  • MP3 Ringtones
  • USB
  • Wallpapers

Video : http://www.youtube.com/watch?v=TmkDkfVeTJ8

Thursday, December 20, 2007

Autodesk Maya

Maya is a high-end 3D computer graphics and 3D modeling software package originally developed by Alias Systems Corporation, but now owned by Autodesk as part of the Media and Entertainment division. Autodesk acquired the software in October 2005 upon purchasing Alias. Maya is used in the film and TV industry, as well as for computer and video games.

In 2003, Maya (then owned by Alias|Wavefront) won an Academy Award "for scientific and technical achievement", citing use "on nearly every feature using 3-D computer-generated images."



Overview

Maya is a popular, proprietary integrated node-based 3D software suite, evolved from Wavefront Explorer and Alias PowerAnimator using technologies from both. The software is released in two versions: Maya Complete (the less powerful package) and Maya Unlimited. Maya Personal Learning Edition (PLE) is available at no cost for non-commercial use, although rendered images are watermarked.

Maya was originally released for the IRIX operating system, and subsequently ported to the Microsoft Windows, Linux and Mac OS X operating systems. IRIX support was discontinued after the release of version 6.5. When Autodesk acquired Alias in October 2005, they continued Maya development. The latest version, 2008 (9.0), was released in September 2007.

An important feature of Maya is its openness to third-party software, which can strip the software completely of its standard appearance and, using only the kernel, can transform it into a highly customized version of the software. Apart from its intrinsic power and flexibility, this feature in itself made Maya appealing to large studios which tend to write custom code for their productions using the provided software development kit.

A Tcl-like cross-platform scripting language called Maya Embedded Language (MEL) is provided not only as a scripting language, but as means to customize Maya's core functionality (much of the environment and tools are written in the language). Additionally, user interactions are implemented and recorded as MEL scripting code which users can store on a toolbar, allowing animators to add functionality without experience in C or C++ programming and compilers, though that option is provided with the software development kit. Support for Python scripting was added in version 8.5.

The core of Maya itself is written in C++.

Project files, including all geometry and animation data, are stored as sequences of MEL operations which can be optionally saved as a 'human readable' file (.ma, for Maya ASCII), editable in any text editor outside of the Maya environment which allows for a tremendous level of flexibility when working with external tools.

A marking menu is built into larger menu system called Hotbox that provides instant access to a majority of features in Maya at the press of a key.


History

Maya is the culmination of three 3D software lines: Wavefront's The Advanced Visualizer (in California), Thomson Digital Image (TDI) Explore (in France) and Alias' Power Animator (in Canada). In 1993 Wavefront purchased TDI, and in 1995 Silicon Graphics Incorporated (SGI) purchased both Alias and Wavefront (due to pressure from Microsoft's purchase of Softimage earlier that year) and combined them into one working company, producing a single package from their collective source code. In the mid-1990s, the most popular pipeline in Hollywood films was a combination of tools: Alias Studio for modeling, Softimage for animation, and PhotoRealistic RenderMan for rendering. This combination was used for numerous films, such as Jurassic Park, The Abyss and Terminator 2: Judgement Day. The combined company was referred to as Alias|Wavefront. It took Alias|Wavefront two more years after the merger to release the highly anticipated Maya.

Both Alias and Wavefront were working on their next generation of software at the time of the merger. Alias had taken a Macintosh product, "Alias Sketch!", moved it to the SGI platform and added many features to it. The code name for this project was "Maya", the Sanskrit term for "illusion." The first scene ever animated with Maya was the cave-mouth from Disney's "Aladdin". Maya was developed in close collaboration with Disney and the GUI was all customizable as a requirement from Disney so they could set up their own GUI and workflow based on decades of animation experience and without giving up the technology to Alias. This had a large impact on the openness of Maya and later also help the software become the de-facto industry standard, this since most facilities implement extensive proprietary customization of the software to gain competitive advantage.

After much discussion it was decided to adopt Alias' "Maya" architecture, and merge Wavefront's code with it.

In the early days of development, Maya used Tcl as the scripting language. After the merger, there was debate amongst those who supported Tcl, Perl and Sophia. Sophia was much faster than the others and won out. However, once error checking was added, it ended up being equally slow.

Upon its release in 1998, Alias|Wavefront discontinued all previous animation-based software lines including Alias Power Animator, encouraging consumers to upgrade to Maya. It succeeded in expanding its product line to take over a great deal of market share, with leading visual effects companies such as Industrial Light and Magic and Tippett Studio switching from Softimage to Maya for the animation software.

Later Alias|Wavefront was renamed Alias. In 2005 Alias was sold by the cash-strapped SGI to the Teachers' pension fund of Ontario and the private equity investment firm Accel-KKR. In October 2005, Alias was sold again, this time to Autodesk, and on January 10, 2006, Autodesk completed the acquisition and Alias Maya is now known as Autodesk Maya.

Maya has been used to animate popular television shows. It is used in combination with CorelDRAW to animate the cartoon South Park, and has been used to make 3D segments on Futurama and games such as Xenosaga, Resident Evil, and character models in F.E.A.R. Every episode of VeggieTales after Larry-Boy and the Rumor Weed was animated using Maya. It is now used to do the 3D modeling in Channel 4's Grand Designs.

Maya has also been Crystal Dynamics' (US game designers) main software, creating such titles as Tomb Raider: Legend, Tomb Raider: Anniversary and Prince of Persia. The software was also used to create the best selling game The Sims.

Official Maya Learning Tools

Along with the history of Maya the company has produced Maya learning tools which date back to the earlier Alias days. Beginning with an internally produced newsletter on Maya software techniques and workflows, the tradition continued with the internally produced Art of Maya book and training videos and tutorials. In response to strong user demand the company's education department further developed instructional books and video-based learning content referred to as learning tools. Autodesk continues to develop learning tools with content developed both by internal product specialists as well as industry professionals. The company's video-based learning tools have recently moved away from physical production and are now strictly available as digital downloads from the Autodesk site.

Monday, December 17, 2007

Vodafone Essar

Vodafone Essar, previously Hutchison Essar is a cellular operator in India that covers 16 telecom circles in India . Despite the name of the company, the marketing brand used is simply Vodafone. It offers both prepaid and postpaid GSM cellular phone coverage throughout India and is especially strong in the major metros.

Vodafone Essar provides 2G services based on 900Mhz and 1800Mhz digital GSM technology, offering voice and data services in 16 of the countries 23 licence areas.

Ownership

Vodafone Essar is owned by Vodafone 52%, Essar Group 33%, and other Indian nationals, 15%.

On 11 February 2007, Vodafone agreed to acquire the controlling interest of 67% held by Li Ka Shing Holdings in Hutch-Essar for US$11.1 billion, pipping Reliance Communications, Hinduja Group, and Essar Group, which is the owner of the remainding 33%. The whole company was valued at USD 18.8 billion . The transaction closed on 8 May 2007.


Previous Brands

In December 2006, Hutch Essar re-launched the "Hutch" brand nationwide, consolidating its services under a single identity. The Company entered into agreement with NTT DoCoMo to launch i-mode™ mobile Internet service in India during 2007.

The company used to be named Hutchison Essar, reflecting the name of its previous owner, Hutchison. However, the brand was marketed as Hutch. After getting the necessary government approvals with regards to the acquisition of a majority by the Vodafone Group, the company was rebranded as Vodafone Essar. The marketing brand was officially changed to Vodafone on 20 September 2007.

In Mumbai, it was earlier known by the name Orange, a brand that used to be marketed by its former owner, Hutchison. Still earlier it was known as Max Touch and AceTel even before that.

On September 20, 2007 Hutch becomes Vodafone in one of the biggest brand transition exercises in recent times.

Vodafone Essar is spending somewhere in the region of Rs 250 crores on this high-profile transition being unveiled today. Along with the transition, cheap cell phones have been launched in the Indian market under the Vodafone brand. There are plans to launch co-branded handsets sourced from global vendors as well.

A popular daily quoted a Vodafone Essar director as saying that "the objective is to leverage Vodafone Group's global scale in bringing millions of low-cost handsets from across-the-world into India."

While there is no revealing the prices of the low-cost Vodafone handsets, the industry is abuzz that prices might start at Rs 666, undercutting Reliance Communications' much-hyped 'Rang Barse' with cheap handsets beginning at Rs 777.

Meanwhile, Vodafone Essar sources said there would be no discounts or subsidized handset offers -- rather handset-bundled schemes for customers.

Incidentally, China's ZTE, which is looking to set-up a manufacturing unit in the country, is expected to provide several Vodafone handsets in India. Earlier this year, Vodafone penned a global low-cost handset procurement deal with ZTE.


Growth of the company as Hutchison Essar

In 1992 Hutchison Whampoa and its Indian business partner established a company that in 1994 was awarded a licence to provide mobile telecommunications services in Mumbai (formerly Bombay) and launched commercial service as Hutchison Max in November 1995. Analjit Singh of Max still holds 12% in company.

By the time of Hutchison Telecom's Initial Public Offering in 2004, Hutchison Whampoa had acquired interests in six mobile telecommunications operators providing service in 13 of India's 23 licence areas and following the completion of the acquisition of BPL that number increased to 16. In 2006, it announced the acquisition of a company that held licence applications for the seven remaining licence areas.


In a country growing as fast as India, a strategic and well managed business plan is critical to success. Initially, the company grew its business in the largest wireless markets in India - in cities like Mumbai, Delhi and Kolkata. In these densely populated urban areas it was able to establish a robust network, well known brand and large distribution network -all vital to long-term success in India. Then it also targeted business users and high-end post-paid customers which helped Hutchison Essar to consistently generate a higher Average Revenue Per User ("ARPU") than its competitors. By adopting this focused growth plan, it was able to establish leading positions in India's largest markets providing the resources to expand its footprint nationwide.

In February 2007, Hutchison Telecom announced that it had entered into a binding agreement with a subsidiary of Vodafone Group Plc to sell its 67% direct and indirect equity and loan interests in Hutchison Essar Limited for a total cash consideration (before costs, expenses and interests) of approximately US$11.1 billion or HK$87 billion.

1992: Hutchison Whampoa and Max Group established Hutchison Max

2000: Acquisition of Delhi operations Entered Calcutta and Gujarat markets through ESSAR acquisition

2001: Won auction for licences to operate GSM services in Karnataka, Andhra Pradesh and Chennai

2003: Acquired AirCel Digilink (ADIL) which operated in Rajastan, Uttar Pradesh East and Haryana telecom circles and renamed it under Hutch brand

2004: Launched in three additional telecom circles of India namely 'Punjab', 'Uttar Pradesh West' and 'West Bengal'

2005: Acquired BPL, another mobile service provider in India

Hutch was often praised for its award winning advertisements which all follow a clean, minimalist look. A recurrent theme is that its message Hello stands out visibly though it uses only white letters on red background. Another recent successful ad campaign in 2003 featured a pug named Cheeka following a boy around in unlikely places, with the tagline, Wherever you go, our network follows. The simple yet powerful advertisement campaigns won it many admirers.


Turbo C++ Compiler



Turbo C++ is a Borland C++ compiler and Integrated Development Environment (IDE), famous for its high compilation & linkage speed - hence the term "Turbo". It was a part of Borland's highly popular family of compilers including Turbo Pascal, Turbo Basic, Turbo Prolog and Turbo C. Turbo C++ was a successor of Turbo C, expanding the compiler similarly to how Turbo Pascal 5.5 added object functionality to the earlier Turbo Pascal versions. Unlike Turbo Pascal, however, Turbo C++ always adhered to C++ language standards of its time. The MS-DOS product was never capable of compiling ISO-standard C++, however, because development on it was discontinued before the standard was completed.

Borland has recently brought back the "Turbo" product line with all-new versions of Turbo C++, Turbo Delphi (including a special .Net compatible version), and Turbo C# for Win32 and .NET programming.


Version History

The first release of Turbo C++ was made available during the MS-DOS reign on personal computers. It came up in versions 1.0, running on OS/2 and version 1.01, released on February 28, 1991 , running on MS-DOS. The latter was able to generate both COM and EXE programs, and was shipped with Borland's Turbo Assembler compiler for Intel x86 processors. The initial version of the Turbo C++ compiler was based on a front end developed by TauMetric (TauMetric was later acquired by Sun Microsystems and their front end was incorporated in Sun C++ 4.0, which shipped in 1994). This compiler supported the AT&T 2.0 release of C++.

Turbo C++ 3.0 was released in 1991 (shipping on November 20), and came in amidst expectations of the coming release of Turbo C++ for Microsoft Windows. Turbo C++ v3.0 first came as an MS-DOS compiler, supporting C++ templates, generation of DOS & protected mode executables, as well as generation of code targeting specific legacy CPUs, such as Intel 80186. The language implementation was updated to the latest AT&T release of C++.

After Windows 3.0 became available, Turbo C++ was sold with MS-Windows support. First Windows-based IDE was Turbo C++ 3.0 for Windows, followed by Turbo C++ 3.1 and Turbo C++ 4.5. It's possible that the jump from version 1.x to version 3.x was in part an attempt to link Turbo C++ release numbers with Microsoft Windows versions; however, it seems more likely that this jump was simply to synchronize Turbo C and Turbo C++, since Turbo C 2.0 (1989) and Turbo C++ 1.0 (1990) had come out roughly at the same time, and the next generation 3.0 was a merger of both the C and C++ compiler.

With version 3.0, Borland introduced a distinction between "Turbo C++" and "Borland C++". The former was marketed as a somewhat low-end product, while the latter was geared toward professional applications (it included additional tools and a stronger optimizer).

Version 4.0 was released in November 1993 and was notable (among other things) for its robust support of templates. In particular, it was instrumental in the development of the Standard Template Library, expression templates, and the first advanced applications of template metaprogramming. With the success of Delphi, Borland ceased work on their Borland C++ suite and concentrated on C++ Builder for Windows, which used the same rapid application framework as Delphi but largely the same back-end compiler technology, and that change in emphasis led to the end of active development on Borland C++/Turbo C++ (until 2006, see below).

Turbo C++ v1.01 for DOS is currently freely distributed by Borland, and can be downloaded from their Antique Software web site.
Currently, Borland also offers Borland Turbo C++ 4.5 in a package called Borland Turbo C++ Suite in their shop. This suite categorized in their Classic Products.

Turbo C++ 2006, a subset version of Borland C++ Builder, was released on September 5, 2006 and is available in 'Explorer' and 'Professional' editions. The Explorer edition is free to download and distribute while the Professional edition is a commercial product.

StyleXP

StyleXP is a computer program designed to modify the graphical user interface of Windows XP. As of version 3.19 features include modifying themes, explorer bar, backgrounds, logon screens, icons, boot screens, transparency, cursors and screensavers.

Created by TGTSoft, StyleXP is an alternative to other skinning programs such as Stardock's WindowBlinds and Object Desktop.


How It Works

StyleXP works by patching a DLL file named uxtheme.dll. Uxtheme.dll by default prevents users from installing themes that are not digitally signed by Microsoft. By patching this DLL, StyleXP can install themes that are not digitally signed. Earlier versions of the program patched the uxtheme.dll file on disk, while newer ones do so in memory.


Popularity

The program's popularity has risen in the last several years, with several sites opening up that provide free skins to the public. These skins have also become more popular after a patched uxtheme DLL file was released that does not require the user to purchase StyleXP to use the skins.