Plattform (Computer) (German Wikipedia)

Analysis of information sources in references of the Wikipedia article "Plattform (Computer)" in German language version.

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cenit.com

redirecter.toolforge.org

  • Michael Simms: Handling misbehaving libraries in binary products. Linux Game Publishing, 18. August 2009, archiviert vom Original am 22. Februar 2014; abgerufen am 15. Januar 2012 (englisch): „It is a bit of an arcane artform, making a game that runs on all Linux versions. […] [libraries] will load their own dependencies in a way we cannot control.The biggest problem is that OpenAL and SDL try to dlopen libasound, and on some machines, libasound doesn’t work with our binaries. On others, it can actually crash the whole game due to incompatibilities. This is a common issue when dealing with unknown system configurations when sending out a binary-only product into the world.“
  • Troy Hepfner: Linux Game Development Part 2 – Distributable Binaries. gamedev.net, 1. Oktober 2007, archiviert vom Original am 13. Oktober 2007; abgerufen am 19. Dezember 2011 (englisch): „Creating an executable that works on almost all Linux distributions is a challenge. There are a number of factors that contribute to the problem […]
  • Ian Murdock: On the importance of backward compatibility. 17. Januar 2007, archiviert vom Original am 14. Januar 2012; abgerufen am 4. Januar 2012 (englisch).
  • Raymond Chen: What about BOZOSLIVEHERE and TABTHETEXTOUTFORWIMPS? In: The Old New Thing. 15. Oktober 2003, archiviert vom Original am 3. Juli 2004; abgerufen am 4. Januar 2012 (englisch).
  • Simon Peter: AppImageKit Documentation 1.0. (PDF; 38 kB) PortableLinuxApps.org, 2010, S. 2–3, archiviert vom Original am 29. November 2010; abgerufen am 29. Juli 2011 (englisch): „A critical distinction between the approach known from Windows and the Mac and the one known from UNIX and Linux is the „platform“: While Windows and the Mac are seen as platforms to run software on, most Linux distributions see themselves as the system that includes the applications.

vbw-bayern.de

web.archive.org

  • Michael Simms: Handling misbehaving libraries in binary products. Linux Game Publishing, 18. August 2009, archiviert vom Original am 22. Februar 2014; abgerufen am 15. Januar 2012 (englisch): „It is a bit of an arcane artform, making a game that runs on all Linux versions. […] [libraries] will load their own dependencies in a way we cannot control.The biggest problem is that OpenAL and SDL try to dlopen libasound, and on some machines, libasound doesn’t work with our binaries. On others, it can actually crash the whole game due to incompatibilities. This is a common issue when dealing with unknown system configurations when sending out a binary-only product into the world.“
  • Troy Hepfner: Linux Game Development Part 2 – Distributable Binaries. gamedev.net, 1. Oktober 2007, archiviert vom Original am 13. Oktober 2007; abgerufen am 19. Dezember 2011 (englisch): „Creating an executable that works on almost all Linux distributions is a challenge. There are a number of factors that contribute to the problem […]
  • Ian Murdock: On the importance of backward compatibility. 17. Januar 2007, archiviert vom Original am 14. Januar 2012; abgerufen am 4. Januar 2012 (englisch).
  • Raymond Chen: What about BOZOSLIVEHERE and TABTHETEXTOUTFORWIMPS? In: The Old New Thing. 15. Oktober 2003, archiviert vom Original am 3. Juli 2004; abgerufen am 4. Januar 2012 (englisch).
  • Simon Peter: AppImageKit Documentation 1.0. (PDF; 38 kB) PortableLinuxApps.org, 2010, S. 2–3, archiviert vom Original am 29. November 2010; abgerufen am 29. Juli 2011 (englisch): „A critical distinction between the approach known from Windows and the Mac and the one known from UNIX and Linux is the „platform“: While Windows and the Mac are seen as platforms to run software on, most Linux distributions see themselves as the system that includes the applications.