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Small device, big business: can a Raspberry Pi replace your desktop PC?

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In the latest episode of the Raspberry Pi Podcast, Ken Okolo sits down with Simon Burgess from Raspberry Pi’s commercial team to dig into how Raspberry Pi performs as a desktop PC. From Raspberry Pi 4 and 5 to the all-in-one keyboard computer Raspberry Pi 500+, Simon walks us through the full desktop line-up and explains why organisations like McDonald’s in South America and learning centres across the UK are deploying them at scale.

Whether you’re a home user curious about browsing and language learning, or a business wanting to cut hardware and energy costs, this episode is worth 15 minutes of your time.

When we launched our first computer in 2012, our goal was to democratise access to computing and reignite interest in programming and hardware tinkering, particularly among students. What surprised us was how many Raspberry Pis found their way onto people’s desks as genuine everyday PCs.

Yes, Raspberry Pi can be your PC

There’s a common misconception that Raspberry Pi is only used by hobbyists or as an educational tool, but as Simon explains:

“My mother-in-law uses a Raspberry Pi 5. She uses it for Duolingo and emails and she’s delighted with it.”

Raspberry Pi 4 and 5 both work well as desktop machines, despite their size. If you’re looking for something a little simpler to handle, then Raspberry Pi 400, 500, and 500+ are purpose-built keyboard computers that deliver a plug-and-play desktop experience. The computer itself sits inside the keyboard, so you get the added benefit of a clutter-free work station.

All of these devices can capably run services like Microsoft 365 and Google Workspace, meaning your day-to-day computing needs can be met.

Raspberry Pi 500, 400, and 500+

Three ways your business benefits from Raspberry Pi

Raspberry Pi is increasingly powering enterprise deployments — particularly as thin clients, where our hardware connects to a central server that handles data and applications instead of processing everything locally.

For organisations considering Raspberry Pi technology, Simon highlights three core advantages:

  1. Cost: The price–performance ratio is compelling, particularly at scale. Replacing hundreds or thousands of traditional PCs with Raspberry Pi thin clients delivers significant savings.
  2. Energy efficiency: Low power consumption matters enormously when you’re running a large fleet of devices. Reducing energy usage across an organisation isn’t just good for the bottom line — it’s also important from a sustainability standpoint.
  3. Long-term availability: This is perhaps the most underappreciated benefit. Raspberry Pi commits to keeping its products in production for years. Raspberry Pi 4 is guaranteed to be available until at least January 2034, and Raspberry Pi 5 until at least January 2036. For industrial customers who need to plan deployments and avoid mid-cycle hardware changes, this kind of commitment is rare and genuinely valuable.

Free software

One of the most attractive aspects of using a Raspberry Pi as a PC is the software cost, or rather the lack of it. Raspberry Pi OS is free, and every device ships with LibreOffice, a full-featured productivity suite that includes a word processor (Writer), a spreadsheet app (Calc), and a presentation app (Impress), all of which are compatible with Microsoft Office formats.

For users who prefer Microsoft or Google’s cloud applications, those remain accessible via a web browser, though the usual subscription fees apply.

Real-world deployments

There are loads of industrial success stories available on our website, but in this podcast episode, Simon hones in on two in particular:

McDonald’s, South America and the Caribbean: Arcos Dorados, the world’s largest McDonald’s franchisee, replaced approximately 2500 back-office PCs with Raspberry Pi–based thin clients, lowering capital costs and reducing energy consumption. Because our hardware mounts directly onto the back of monitors, the thin clients required a smaller physical footprint, freeing up valuable desk space.

Explore Learning, UK: This private tutoring company has learning centres across the UK. They replaced around 5000 PCs with Raspberry Pis and achieved similar benefits, including reduced costs, lower power usage, and an improved experience for staff and students.

Whether you’re a home user looking to cut costs or an enterprise IT manager evaluating your next hardware refresh, this latest episode will help you take a closer look at what Raspberry Pi can do for you.

Leave a comment to let us know which topics you’d like to hear about next, or to share details of your own Raspberry Pi setup. And don’t forget to subscribe to the Raspberry Pi Podcast on SpotifyAmazon, or Apple Podcasts. We’ll also be releasing each episode on our YouTube channel, where you can watch for free. (Here’s a handy RSS feed for those asking!)

The post Small device, big business: can a Raspberry Pi replace your desktop PC? appeared first on Raspberry Pi.

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go/v1.0.1

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Java codegen: clean output directory before generating to prevent o…

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rust/v1.0.1

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What's Changed

  • De-flake builtin_tools E2E tests with a longer send timeout by @stephentoub in #1538
  • Update java README with accurate validation steps by @edburns in #1541
  • Java SDK: Update @github/copilot dependency to ^1.0.57 by @edburns in #1546
  • Edburns/remove pr 1524 test java publish update notes to point to docs by @edburns in #1543
  • java: disable ModeHandlersTest pending snapshot re-recording (#1547) by @edburns in #1548
  • Refine Go SDK pre-GA API surfaces by @qmuntal in #1549
  • Resolve Vitest security alerts by @stephentoub in #1550
  • Fix MCP E2E send wait race by @stephentoub in #1556
  • Cleanup Java README.md by removing outdated sections by @brunoborges in #1558
  • Java: make it so deps are correctly updated at release by @edburns in #1560
  • Preserve Java commit authorship from standalone repo by @edburns in #1561
  • On branch edburns/1511-codeql-quality-and-security by @edburns in #1566
  • Bump the java-maven-deps group in /java with 7 updates by @dependabot[bot] in #1568
  • Normalize shell completion markers in replay proxy by @stephentoub in #1572
  • [java] Update project description and developer information by @brunoborges in #1574
  • Include Java in the @github/copilot version-bump workflow by @edburns in #1576
  • Update Java JaCoCo coverage badge by @github-actions[bot] in #1501
  • Java: Fix items from traversal of Phase 08 checklist. Rust came along for the ride for issue-triage and sdk-consistency-review. by @edburns in #1581
  • Java: adr recording decision to keep everything in one module by @edburns in #1588
  • Edburns/ghcp 1573 java ensure zod metadata shows thru by @edburns in #1591
  • java: eliminate git clone into target/ — use monorepo directly by @edburns in #1592
  • Stop compiling Java in dependency update workflow by @stephentoub in #1594
  • Fix Go and Rust generator edge cases by @stephentoub in #1596
  • Update grep replay snapshot for absolute paths by @stephentoub in #1598
  • Fix flaky SessionFs workspace metadata E2E test by @stephentoub in #1599
  • Update @github/copilot to 1.0.60 by @github-actions[bot] in #1597
  • Handle session.canvas.closed by removing from open_canvases snapshot by @jmoseley in #1604
  • Add @CopilotExperimental compile-time gate for experimental APIs by @edburns in #1601
  • Add E2E coverage for newly added RPC methods across all SDKs by @stephentoub in #1610
  • Update @github/copilot to 1.0.61 by @github-actions[bot] in #1612
  • Java codegen: clean output directory before generating to prevent orphan accumulation by @edburns in #1623

Full Changelog: rust/v1.0.0-beta.12...rust/v1.0.1

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GitHub Copilot SDK for Java 1.0.1

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Installation

⚠️ Artifact versioning plan: Releases of this implementation track releases of the reference implementation. For each release of the reference implementation, there may follow a corresponding release of this implementation with the same number as the reference implementation. Release identifiers of the reference implementation are in the form vMaj.Min.Micro. For example v0.1.32. The corresponding maven version for the release will be Maj.Min.Micro-java.N, where Maj, Min and Micro are the corresponding numbers for the reference implementation release, and N is a monotonically increasing sequence number starting with 0 for each release. See the corresponding architectural decision record for more information in the docs/adr directory of the source code.

📦 [View on Maven Central]((central.sonatype.com/redacted)

📖 [Documentation]((github.github.io/redacted) · [Javadoc]((github.github.io/redacted)

Maven

<dependency>
    <groupId>com.github</groupId>
    <artifactId>copilot-sdk-java</artifactId>
    <version>1.0.1</version>
</dependency>

Gradle (Kotlin DSL)

implementation("com.github:copilot-sdk-java:1.0.1")

Gradle (Groovy DSL)

implementation 'com.github:copilot-sdk-java:1.0.1'

Feature: @CopilotExperimental compile-time gate for experimental APIs

Experimental SDK APIs are now guarded by the @CopilotExperimental annotation. Using them causes a compile error by default; opt in by annotating the consuming class or method with @AllowCopilotExperimental, or pass -Acopilot.experimental.allowed=true to the Java compiler. (#1601)

`@AllowCopilotExperimental`
public class MyHandler {
    // may use `@CopilotExperimental` APIs here
}

Feature: open-canvases snapshot on CopilotSession

CopilotSession.getOpenCanvases() now returns the live set of canvas instances open for the session, bringing the Java SDK to parity with the other SDK languages. The snapshot is seeded from the session create/resume response and kept current via session.canvas.opened and session.canvas.closed events. (#1606)

List<OpenCanvasInstance> open = session.getOpenCanvases();

Other changes

  • improvement: propagate @Deprecated and experimental @apiNote Javadoc annotations from the schema into generated Java types (#1591)

Generated by Release Changelog Generator · sonnet46 1.8M

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v1.0.1

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Feature: @CopilotExperimental compile-time gate for Java SDK

The Java SDK now ships a @CopilotExperimental annotation and a JSR 269 annotation processor that causes compilation to fail when experimental SDK APIs are referenced without opting in. Annotate a class or method with @AllowCopilotExperimental, or pass -Acopilot.experimental.allowed=true to the compiler to acknowledge the experimental status. (#1601)

// Opt in at the declaration level
`@AllowCopilotExperimental`
public class MyApp {
    // experimental SDK types and methods may be used here
}
<!-- Or opt in for the entire compilation unit via Maven -->
<compilerArgs>
    <arg>-Acopilot.experimental.allowed=true</arg>
</compilerArgs>

Other changes

  • bugfix: [Node, Python, Go, .NET, Rust] open_canvases snapshot now correctly shrinks when session.canvas.closed is emitted — previously closed canvases were never removed (#1604)
  • bugfix: [Go] generator no longer produces discriminator accessor names that collide with struct field names (#1596)
  • bugfix: [Rust] generator now scopes RPC methods that reference internal schemas as pub(crate) instead of pub (#1596)
  • improvement: [Java] generated types now propagate schema stability and deprecation metadata — experimental items gain @apiNote Javadoc and deprecated items gain @Deprecated (#1591)

Generated by Release Changelog Generator · sonnet46 1.9M

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Halo: Campaign Evolved Hands-On Demo – It’s The Halo You Love, But Even Better

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Halo: Campaign Evolved Hands-On Demo – It’s The Halo You Love, But Even Better

Summary

  • We went hands-on with Halo: Campaign Evolved’s remake of Assault on the Control Room, Combat Evolved’s memorable fifth – and longest – campaign level.
  • Halo: Campaign Evolved Creative Director Max Szlagor joins us to share why the team wanted to showcase this level, and highlights the big changes.
  • Halo: Campaign Evolved arrives on July 28 – pre-orders are available now. It will be available for XBOX Series X|S, XBOX on PC, cloud, and included with Game Pass. Play it on both console and PC at no additional cost with XBOX Play Anywhere. Also available on Steam and PlayStation 5.

After a solid five minutes of playing cat-and-mouse with an invisible Covenant Elite, having to quietly duck around corners and constantly watching my back, before finishing him off and then taking his sword as the prize, it became clear that to me that this is still the classic Halo experience I know and love. However, technological leaps and 20+ years of hindsight from both the community and the studio itself have built an experience that sits truly at home in the modern gaming landscape. Here’s what we know.

This week, I was able to spend some time with a new demo from the upcoming Halo: Campaign Evolved – specifically, the game’s version of ‘Assault on the Control Room’ – the memorable fifth level from the original Halo: Combat Evolved’s original campaign, and the longest level in the game by quite a margin. This level became memorable for the spaces and combat opportunities it introduced in the original game. Its snowy, open landscapes are linear in design, but grant players total freedom in how to approach them, with almost every weapon in the game on offer to use throughout its duration.

“This is one of the all-time iconic and beloved missions from Halo: Combat Evolved that really exemplifies the core sandbox experience,” says Max Szlagor, Creative Director on Halo: Campaign Evolved. “The snowy valleys provide a nice contrast to the beach of ‘Silent Cartographer’ and also present the opportunity to pilot a wide range of different vehicles in a large environment.”

It also became somewhat memorable for its sprawling interior sections – winding, repetitive Covenant corridors leading into small rooms full of close-quarters combat and few supplies – something that the Halo Studios team knew it could improve upon, without completely changing the flow of the level.

Needless to say – it looks absolutely fantastic. Everything you see has been recrafted with the utmost care – from the wider environment, to the tiniest details tucked away inside it. The Forerunner spaces that once felt like grey voids are now striking, complex tapestries that reflect not just how far technology has come, but how much detail the Halo universe offers in terms of filling them –   not to mention how much consideration has gone into ensuring they feel correct while looking brand-new., That attention to detail applies to every cog in the machine here, from enemy encounters, to combat, and even a more thoughtful, reorganized UI.

The original spirit of the level feels entirely retained, but with several updates and tweaks that make it feel more streamlined than ever before. Szlagor notes that the most iconic moments throughout the level are preserved as they were, like the battle with the Zealot on the first bridge, the introduction of the Scorpion and a subsequent battle on the narrow bridge, and the race against the Elite for the Banshee.

“We ultimately decided to make more targeted improvements to areas of frustration, slow pacing, or navigation confusion based on where players wanted to see adjustments,” Szlagor says. Effectively, the set pieces we remember best remain, but the gaps between them have been tightened, polished, and refined.

For example, there are fewer interior sections than in the original level, and a short voice line offers immediate guidance on how to navigate them that doesn’t feel too intrusive to exploration. They’re not all the same layout, either – these rooms have been trimmed down and configured differently, making each one feel like a fresh combat puzzle to solve.

That environmental direction feels prevalent across the level – in the outside areas, which feel more sprawling and impressive than ever – you’re quietly nudged towards the next checkpoint by way of thawed patches of snow, openings in trees, and an excellent use of lighting that the original Combat Evolved couldn’t have made work in 2001.

Long-time fans will remember that this level is where you’ll find the Scorpion Tank for the first time – alongside a handful of Marines. Here is where we see Halo Studios not just tweaking, but improving  – Chief can now equip Marines with different weapons, including the rocket launcher and sniper rifle, and they can all ride on the tank alongside you offering heavy support in mowing down waves of enemies, rather than running alongside it with no defence. It’s a true upgrade – one that makes the fight feel like a newly collaborative effort between Chief and the Marines. Their stacked arsenal also means you can take the weapons from them if you need them later. A much better option than the ultimate last resort – having to use a Plasma Pistol.

You’ll need that variation of weapons, too – because The Covenant feel more intuitive and reactive than ever before, which feels magnificent in practice. Enemy aggression and spawn rate are now altered by difficulty – not only are your foes tougher and smarter, there’s also more of them. Some enemy units like Elites and Hunters will pursue you relentlessly, on foot, on vehicles, and from every conceivable angle, prompting constant vigilance and careful treading, both indoors and outdoors.

That snow-coated battlefield is made even more fun with the ability to hijack and drive Covenant vehicles, a feature originally introduced in Halo 2. Of course, there’s still a Warthog and a Scorpion to plough through enemies with – but when your tank gets blown up – which mine inevitably does – there’s a new array of traversal outside of simply running through the level. Chief can also operate Ghosts, Wraiths, and of course, the flying Banshees from the original. There’s even a conveniently parked Wraith that players can pick up – either as a fresh tank if you’ve destroyed your first one, or an additional tank that your co-op partners can take.

While I played this demo on my own, the prospect of four-player co-op sat at the forefront of my head. These spaces weren’t originally built to accommodate so many players, but they’ve been rebuilt to ensure that no Chief is left behind.

“Every level requires thoughtful consideration of checkpoints for single player and co-op scenarios; navigation markers, co-op catch up points, as well as enemy and weapon placements for different player counts and difficulty levels,” Szlagor adds. “We also evaluated the size of interior spaces and made targeted adjustments based on player flow through spaces while trying to preserve the feel of locations that are intended to be more intimate combat scenarios. Our goal is to provide something unique for each player to do in each canyon.”

The final section of the level – which sees Chief fighting his way up a pyramid to the entrance of the control room, really felt like a true example of where Halo: Campaign Evolved has been rebuilt to shine. Even on normal difficulty, the battle to get to the top of the pyramid – if you choose not to use a Banshee to fly to the top – is punctuated by enemy encounters, and a real struggle for resources and ammo. By the end, my UNSC loadout was completely exhausted, which led to me precariously trying to take down a lone Hunter with two Plasma Pistols and a dream. This for me, is also the spirit of Halo – taking care of business with whatever’s leftover after a huge firefight, and getting to the end no matter what.

It could be considered a bold manoeuvre to make such noticeable changes to such a familiar, beloved Halo level, but my experience fills me with confidence that the redesign is nothing but a good thing – making it look visually striking, implementing ideas that didn’t or couldn’t make it into the original vision, and most importantly, bottling the impact of seeing these spaces for the first time, and delivering it to seasoned and brand-new players alike.

Halo: Campaign Evolved presents the original vision with stunning accuracy, showing that the bones of this 25-year old XBOX titan can still stand tall among its modern peers without the need for significant change – just a few practical, modular tweaks pulled from later Halo games that only make the debut experience even better.

Halo: Campaign Evolved launches globally on July 28, 2026, with early access beginning July 23 for Premium Edition owners. It will be available for XBOX Series X|S, XBOX on PC, cloud, and included with Game Pass. Play it on both console and PC at no additional cost with XBOX Play Anywhere. Also available on Steam and PlayStation 5.  The game supports cross-play and cross-progression across XBOX Series X|S, Windows PC, Steam, and PlayStation 5.

Halo: Campaign Evolved – Standard Edition

Xbox Game Studios

135
$49.99
Pre-purchase Halo: Campaign Evolved and get the Foundry Armory Pack, featuring legendary looks for the Master Chief’s iconic Mark V Mjolnir armor. PRE-PURCHASE INCLUDES: • Classic 2001 Mark V Armor skin • Classic 2001 Assault Rifle skin • Gilded Onyx Armor style • Gilded Onyx Assault Rifle style EXPERIENCE WHERE THE LEGEND BEGINS Halo: Campaign Evolved is a faithful yet modernized remake of Halo: Combat Evolved’s campaign. Experience the original story rebuilt with high-definition visuals, updated cinematics, refined controls, plus a brand-new three-mission adventure featuring the Master Chief and Sgt. Johnson. A broader arsenal of weapons, vehicles, enemies, and gameplay-modifying “Skulls” – optional modifiers that change combat in fun and challenging ways – add fresh tactics and endless replayability. Play it your way: solo or up to 4-player online co-op with full crossplay and cross-progression support. Whether you’re discovering Halo for the first time or returning to the ring after 25 years, Halo: Campaign Evolved delivers an adventure that feels both timeless and brand new. DISCOVER THE RINGWORLD: After crash landing on a mysterious ringworld known as Halo, the Master Chief is tasked with helping the remaining humans survive against overwhelming Covenant forces. Alongside his AI companion Cortana, he uncovers Halo’s dark secrets and fights to avert the annihilation of all life in the galaxy. THE COMPLETE CAMPAIGN, REBUILT: Battle through the original missions, remade with high-def visuals, updated cinematics, and refined level design. CINEMATICS AND AUDIO OVERHAULED: All-new visuals and animations, plus a remastered soundtrack and fully rebuilt sound design for deeper immersion. COMBAT AND WEAPONS EXPANDED: Classic Halo combat feels sharper than ever, now with 9 additional iconic weapons from across the series to add to your arsenal. THREE NEW MISSIONS: Play as the Master Chief alongside Sgt. Johnson in Operation: Meteorite, a standalone combat operation featuring new environments, gameplay, and enemies. PLAY SOLO OR WITH FRIENDS: Experience the complete campaign your way, solo or in 4-player online co-op, complete with crossplay and shared progression across console and PC. DRIVE, HIJACK, WREAK HAVOC: Halo’s iconic vehicles return with more ways to create unforgettable chaos. For the first time in Halo: CE, hijack enemy vehicles and pilot a fully drivable Wraith tank. ENDLESS REPLAYABILITY: Remix every mission with optional “Skull” modifiers that add variety and challenge with randomized weapons, enemies, and environments.

Halo: Campaign Evolved – Premium Edition

Xbox Game Studios

144
$69.99
Pre-order the Premium Edition and get up to 5 days early access and the Foundry Armory Pack, featuring legendary looks for the Master Chief’s iconic Mark V Mjolnir armor. PRE-ORDER INCLUDES: • Up to 5 days early access, beginning July 23, 2026 • Classic 2001 Mark V Armor skin • Classic 2001 Assault Rifle skin • Gilded Onyx Armor style • Gilded Onyx Assault Rifle style PREMIUM EDITION INCLUDES: • Halo: Campaign Evolved game • Alpha Halo Armory Pack, featuring 5 Master Chief Armor skins & 6 weapon skins • Art of Halo: Campaign Evolved Digital Artbook • Halo: Hungry Buzzards Digital Short Story • Digital Game Manual EXPERIENCE WHERE THE LEGEND BEGINS Halo: Campaign Evolved is a faithful yet modernized remake of Halo: Combat Evolved’s campaign. Experience the original story rebuilt with high-definition visuals, updated cinematics, refined controls, plus a brand-new three-mission adventure featuring the Master Chief and Sgt. Johnson. A broader arsenal of weapons, vehicles, enemies, and gameplay-modifying “Skulls” – optional modifiers that change combat in fun and challenging ways – add fresh tactics and endless replayability. Play it your way: solo, in 2-player split-screen co-op (console only), or up to 4-player online co-op with full crossplay and cross-progression support.* Whether you’re discovering Halo for the first time or returning to the ring after 25 years, Halo: Campaign Evolved delivers an adventure that feels both timeless and brand new. DISCOVER THE RINGWORLD: After crash landing on a mysterious ringworld known as Halo, the Master Chief is tasked with helping the remaining humans survive against overwhelming Covenant forces. Alongside his AI companion Cortana, he uncovers Halo’s dark secrets and fights to avert the annihilation of all life in the galaxy. THE COMPLETE CAMPAIGN, REBUILT: Battle through the original missions, remade with high-def visuals, updated cinematics, and refined level design. CINEMATICS AND AUDIO OVERHAULED: All-new visuals and animations, plus a remastered soundtrack and fully rebuilt sound design for deeper immersion. COMBAT AND WEAPONS EXPANDED: Classic Halo combat feels sharper than ever, now with 9 additional iconic weapons from across the series to add to your arsenal. THREE NEW MISSIONS: Play as the Master Chief alongside Sgt. Johnson in Operation: Meteorite, a standalone combat operation featuring new environments, gameplay, and enemies. PLAY SOLO OR WITH FRIENDS: 2-player split-screen (console only) or 4-player online co-op, with crossplay and cross-progression across console and PC. DRIVE, HIJACK, WREAK HAVOC: Halo’s iconic vehicles return with more ways to create unforgettable chaos. For the first time in Halo: CE, hijack enemy vehicles and pilot a fully drivable Wraith tank. ENDLESS REPLAYABILITY: Remix every mission with optional “Skull” modifiers that add variety and challenge with randomized weapons, enemies, and environments.

The post Halo: Campaign Evolved Hands-On Demo – It’s The Halo You Love, But Even Better appeared first on XBOX Wire.

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