Top Single-Board Computers Introduced this Year
eetimes.com
eetimes.com
1. Raspberry Pi Zero W -- $10
2. Asus Tinker Board -- $54.99
3. Marvell Espressobin -- $79.99
4. 96Boards HiKey 960 -- $239.99
5. PINE64 Rock64 -- $24.95
6. Orange Pi R1 -- $13.90
7. MYIR MYS-6ULX -- $24.80
8. LeMaker Banana Pi Pro -- $47.99
9. LattePanda -- $209
10. Sparkfun BBC micro:bit -- $17.50
Also, can anybody vouch for the Espressobin? 3 gigabit ports, usb3, and SATA. Nice.
If you buy more than one, it is over $10 each and increases based on quantity.
Of course, I am lured in every time I am near and have a few Ws, and definitely spend more than $5.
based on this: https://www.marvell.com/docs/embedded-processors/assets/marv...
"The Marvell® ARMADA® 3700 SoC family incorporates rich high-speed I/Os including USB 3.0, SATA 3.0, Gigabit Ethernet (1 GbE) and 2.5 GbE (NBASE-T) off ering two confi gurations: 88F3720 for dual-core and 88F3710 for single-core, both confi gurations have industrial temperature grade support. In addition, these devices feature a wide set of security and data acceleration engines suitable for innovative networking, storage, and computing applications. The ARMADA 3700 supports advanced power management technologies for switching the CPU cores, as well as per-core dynamic voltage and frequency scaling. This solution off ers a signifi cant reduction in power consumption under diff erent workloads and delivers an optimal Performance-per-Watt in the embedded markets."
$79USD ESPRESSObin board with 2GB DDR3
https://www.amazon.com/ESPRESSObin-SBUD102-Single-Computer-N...
see more:
* http://wiki.espressobin.net/tiki-index.php
* http://wiki.espressobin.net/tiki-index.php?page=Package+Pric...
I need one now. Thanks!
It would be soo important to have a way to enable people to learn stuff like low-level graphics programming on real hardware designs. One of the big failures of the GPL, we have all the software on top of the stack but little on the bottom.
Why not program an NES game? You can develop against any number of cycle-accurate emulators, and then test your completed program on any random $10 "Famiclone" device that has an SD card slot. (The only annoying part to using the NES to learn graphics programming is the time you waste wrapping your brain around the "mappers" concept, because it has no applicability to any other system.)
Alternatively, for around $30, you can get an original Nintendo DS + an R4i flash-cart, which is a pretty extensive and interesting graphics platform to target: it has tile-mode graphics, bitmap-mode graphics, sprites with hardware scaling/rotation/shearing, and a fixed-function 3D pipeline with UV mapping and lighting, all able to be active as different hardware-composited layers of the framebuffer—but all still directly addressed using pokes to MMIO registers, rather than there being any hardware abstraction layer. Pretty great for learning graphics, honestly.
A number of other gaming systems used similar mapping systems. And it's not so far conceptually from EMS on real-mode x86.
Mappers, in the context of NES programming, are regions of on-cart ROM or WRAM that were wired up through various custom ASICs (the eponymous "mapper" chips) to do things like, for example, have contiguous looping reads to the same 64-byte address sequence (so, one 8x8 tile's worth of nametable data) produce as output a sequence of animated frames, by having the ASIC switch which physical page is backing that region of the address space once per VBLANK, entirely transparently to the CPU and asynchronously to running code (i.e. not driven by a maskable interrupt.)
In other words, each cartridge essentially cobbled together its own MMU by throwing together random chips which could respond in completely arbitrary ways to specific masked read-lines from the address bus; and many of these chips did very domain-specific things to very small regions of memory, rather than being general-purpose (there have been more than 100 different mapper chips put into NES cartridges, some used by only one released game.) As far as I know, no other system has ever done anything quite so weird as that at a hardware level.
There are a couple hundred mappers and variants, but the 4 most common ones (thinking of cnrom, unrom, mmc1, mmc3) cover 90-something percent of all cartridges out there, and don't have the address increment that you're describing. Most of them just cover bank switching, or (like MMC3) add some IRQ stuff under certain conditions. There are cartridges with extra copy protection, extra audio channels, etc. As you said, the ASICs do basically arbitrary things, but it's not like you have to learn one of the really esoteric mappers.
The most common mapper behaviors are comparable to bank-switching on other systems.
I'd say that the SNES gives NES a run for its money, in terms of weirdness. The ASICs in many of the cartridges there included whole processor cores.
True. I guess I have console-manufacturer-coloured glasses on†; I was more thinking about what you'd have to know to be able to reimplement the NES mapper architecture yourself, such as in an emulator.
Though, also, if you want to do NES demoscene stuff, you're gonna want to understand the more esoteric mappers. And that's usually what amateur graphics programmers inevitably want to do when learning their first platform—use every feature to get a cool demo—which in the NES can result in a heavy focus on abusing mappers, which ends up not really giving you useful portable insight for anything else. (Except, maybe, for pixel shaders!)
† ala Raymond Chen's "kernel-colores glasses" — https://blogs.msdn.microsoft.com/oldnewthing/20110512-00/?p=...
I have toy-emulator-colored glasses ;-) I've got a few mappers written, but never tried to tackle MMC3 or MMC5, just because the CPU code isn't well-situated to handle most interrupts properly right now. It's been a while since I've thought about that part of the code, but I think that the mappers might be aware of the current PPU cycle (or could be easily wired to be) to support some kind of frame-dependent addressing.
It'd be more educational to just provide a framebuffer connected to a displayport controller and teach people software rendering.
At least for our use cases, a Mali GPU works OK.
It drives 2 external displays with GLES 3.1 on Linux, one of the displays has 4K resolution.
http://microbit.org/resellers/
Premier Farnell is the manufacturer
https://www.eetimes.com/document.asp?doc_id=1332763&print=ye...
Very annoying.
Maybe some sort of ad network dark pattern?
Probably a naughty tracking script.
I'm not sure if it's still true, but at one point, submitting a form (even via JavaScript) counted and let the site store cookies.
Not cheap without the 50% educational discount, but very powerful for some workloads. Then again if you have one of those workloads you probably are already using an FPGA...
From my POV, the Top 10 was disappointing and boring. AFAIC, there's no SBC competing with the XU4 in terms of perf/$. I'd hope to see something even better than the XU4 or C2.
I'm particularly interested in the 3 GB RAM but the description is ambiguous, still I'll check it out.
I missed the bottom: Basic @ $90 = 2 GiB, Pro @ $120 = 3 GiB.
That price is high and I was specifically talking about !/$ so this unfortunately doesn't really change the landscape.
Espressobin hard crashes over 1G ram, was that fixed?
Tinker board software released / OS stability usage? I'm guessing no graphics still?
HiKey seems to have lots of Linaro support, no idea on actual usage.
Heard good things above ROCK64 but heard software was very poor initially, not sure if that fixed.
The rest sound doomed to old kernels and the dustbin. Speaking from experience of working with SBCs for the past 5 years and testing tens if not hundreds of platforms.
Always check forums for the boards and your target OS to see what OS you can expect to run with any stability and do not assume it will ever get any better or be updated beyond where it is right now...
I feel like there are really too many to judge. I for one am a fan of the ODROID C2 and HC1.