God Save Gnu Screen. and the Emacs Regime
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The Elinks Manual the Elinks Manual Table of Contents Preface
The ELinks Manual The ELinks Manual Table of Contents Preface.......................................................................................................................................................ix 1. Getting ELinks up and running...........................................................................................................1 1.1. Building and Installing ELinks...................................................................................................1 1.2. Requirements..............................................................................................................................1 1.3. Recommended Libraries and Programs......................................................................................1 1.4. Further reading............................................................................................................................2 1.5. Tips to obtain a very small static elinks binary...........................................................................2 1.6. ECMAScript support?!...............................................................................................................4 1.6.1. Ok, so how to get the ECMAScript support working?...................................................4 1.6.2. The ECMAScript support is buggy! Shall I blame Mozilla people?..............................6 1.6.3. Now, I would still like NJS or a new JS engine from scratch. .....................................6 1.7. Feature configuration file (features.conf).............................................................................7 -
OM-Cube Project
OM-Cube project V. Hiribarren, N. Marchand, N. Talfer [email protected] - [email protected] - [email protected] Abstract. The OM-Cube project is composed of several components like a minimal operating system, a multi- media player, a LCD display and an infra-red controller. They should be chosen to fit the hardware of an em- bedded system. Several other similar projects can provide information on the software that can be chosen. This paper aims to examine the different available tools to build the OM-Multimedia machine. The main purpose is to explore different ways to build an embedded system that fits the hardware and fulfills the project. 1 A Minimal Operating System The operating system is the core of the embedded system, and therefore should be chosen with care. Because of its popu- larity, a Linux based system seems the best choice, but other open systems exist and should be considered. After having elected a system, all unnecessary components may be removed to get a minimal operating system. 1.1 A Linux Operating System Using a Linux kernel has several advantages. As it’s a popular kernel, many drivers and documentation are available. Linux is an open source kernel; therefore it enables anyone to modify its sources and to recompile it. Using Linux in an embedded system requires adapting the kernel to the hardware and to the system needs. A simple method for building a Linux embed- ded system is to create a partition on a development host and to mount it on a temporary mount point. This partition is filled as one goes along and then, the final distribution is put on the target host [Fich02] [LFS]. -
GNU Guix Cookbook Tutorials and Examples for Using the GNU Guix Functional Package Manager
GNU Guix Cookbook Tutorials and examples for using the GNU Guix Functional Package Manager The GNU Guix Developers Copyright c 2019 Ricardo Wurmus Copyright c 2019 Efraim Flashner Copyright c 2019 Pierre Neidhardt Copyright c 2020 Oleg Pykhalov Copyright c 2020 Matthew Brooks Copyright c 2020 Marcin Karpezo Copyright c 2020 Brice Waegeneire Copyright c 2020 Andr´eBatista Copyright c 2020 Christine Lemmer-Webber Copyright c 2021 Joshua Branson Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.3 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled \GNU Free Documentation License". i Table of Contents GNU Guix Cookbook ::::::::::::::::::::::::::::::: 1 1 Scheme tutorials ::::::::::::::::::::::::::::::::: 2 1.1 A Scheme Crash Course :::::::::::::::::::::::::::::::::::::::: 2 2 Packaging :::::::::::::::::::::::::::::::::::::::: 5 2.1 Packaging Tutorial:::::::::::::::::::::::::::::::::::::::::::::: 5 2.1.1 A \Hello World" package :::::::::::::::::::::::::::::::::: 5 2.1.2 Setup:::::::::::::::::::::::::::::::::::::::::::::::::::::: 8 2.1.2.1 Local file ::::::::::::::::::::::::::::::::::::::::::::: 8 2.1.2.2 `GUIX_PACKAGE_PATH' ::::::::::::::::::::::::::::::::: 9 2.1.2.3 Guix channels ::::::::::::::::::::::::::::::::::::::: 10 2.1.2.4 Direct checkout hacking:::::::::::::::::::::::::::::: 10 2.1.3 Extended example :::::::::::::::::::::::::::::::::::::::: -
Institutionen För Datavetenskap Department of Computer and Information Science
Institutionen för datavetenskap Department of Computer and Information Science Final thesis Simulation of Set-top box Components on an X86 Architecture by Implementing a Hardware Abstraction Layer by Faruk Emre Sahin Muhammad Salman Khan LITH-IDA-EX—10/050--SE 2010-12-25 Linköpings universitet Linköpings universitet SE-581 83 Linköping, Sweden 581 83 Linköping Linköping University Department of Computer and Information Science Final Thesis Simulation of Set-top box Components on an X86 Architecture by Implementing a Hardware Abstraction Layer by Faruk Emre Sahin Muhammad Salman Khan LITH-IDA-EX—10/050—SE 2010-12-25 Supervisors: Fredrik Hallenberg, Tomas Taleus R&D at Motorola (Linköping) Examiner: Prof. Dr. Christoph Kessler Dept. Of Computer and Information Science at Linköpings universitet Abstract The KreaTV Application Development Kit (ADK) product of Motorola en- ables application developers to create high level applications and browser plugins for the IPSTB system. As a result, customers will reduce develop- ment time, cost and supplier dependency. The main goal of this thesis was to port this platform to a standard Linux PC to make it easy to trace the bugs and debug the code. This work has been done by implementing a hardware abstraction layer(HAL)for Linux Operating System. HAL encapsulates the hardware dependent code and HAL APIs provide an abstraction of underlying architecture to the oper- ating system and to application software. So, the embedded platform can be emulated on a standard Linux PC by implementing a HAL for it. We have successfully built the basic building blocks of HAL with some performance degradation. -
Openbricks Embedded Linux Framework - User Manual I
OpenBricks Embedded Linux Framework - User Manual i OpenBricks Embedded Linux Framework - User Manual OpenBricks Embedded Linux Framework - User Manual ii Contents 1 OpenBricks Introduction 1 1.1 What is it ?......................................................1 1.2 Who is it for ?.....................................................1 1.3 Which hardware is supported ?............................................1 1.4 What does the software offer ?............................................1 1.5 Who’s using it ?....................................................1 2 List of supported features 2 2.1 Key Features.....................................................2 2.2 Applicative Toolkits..................................................2 2.3 Graphic Extensions..................................................2 2.4 Video Extensions...................................................3 2.5 Audio Extensions...................................................3 2.6 Media Players.....................................................3 2.7 Key Audio/Video Profiles...............................................3 2.8 Networking Features.................................................3 2.9 Supported Filesystems................................................4 2.10 Toolchain Features..................................................4 3 OpenBricks Supported Platforms 5 3.1 Supported Hardware Architectures..........................................5 3.2 Available Platforms..................................................5 3.3 Certified Platforms..................................................7 -
Audio Video Graphics Working Group Session
Audio Video Graphics Working Group Session San Jose meeting Pieter van de Meulen WG chair 26 January, 2005 CE Linux Forum Technical Conference 1 AVG WG – todays objective: Audio Video 2D 3D Renesas, Mitsubishi, Conexant DirectFB Philips, Samsung UH API P hilips Multi-FB …. OpenGL …. …. …. 26 January, 2005 CE Linux Forum Technical Conference 2 Recall: 25th/26th Presentations • DirectFB - Dennis Oliver Kropp; Convergence ● http://www.directfb.org/ • OpenGL ES, OpenVG and OpenMAX - Ed Plowman; ARM ● http://www.khronos.org/ • Graphics APIS for Linux - Matsubara, Hagiwara, Hisao Munakata; Renesas • Creating GTK+ based UI's for embedded devices - Markku Ursin, Movial ● http://www.gtk.org/ • Linux DVB - Michael Hunold; Convergence ● http://www.linuxtv.org/ • UHAPI (AV streaming) tutorial - John Vugts; Philips/Samsung ● http://www.uhapi.org/ 26 January, 2005 CE Linux Forum Technical Conference 3 Recall: Jan. 25th Demos • FB (Multi-framebuffer) ● Philips: PNX8550 running Linux; dual framebuffer and AV accel. • DirectFB ● Conexant: DVD processor running CELF Linux with DirectFB. ● Mitsubishi: ARIB plane model emulated on DirectFB window system ● Mitsubishi: MPEG4 Player (via GTK+) running on Renesas SH-4 ● Renesas: GTK+ and GUI without X11 • UHAPI (AV streaming): ● Philips open source demo on PC • DTV ● Toshiba America/Europe: DTV reference solution and Home Gateway. • 3D graphics ●Renesas: demo by SI-Electronics on SH-4 and Power VR ●Pioneer: OpenGL 26 January, 2005 CE Linux Forum Technical Conference 4 Linux APIs (2004/6 status) & CCEELLFF VV11..00 -
MX Linux Benutzerhandbuch V
MX Linux Benutzerhandbuch v. 20210327 manual AT mxlinux DOT org MX Linux Webseite MX Linux deutschsprachiges Forum Strg-F = Dieses Handbuch durchsuchen Pos1 / Home = Zum Anfang des Dokuments Translation: Sigi Vranšak – SpinBit Informatik Schaan, 27.03.2021 Tools: LibreOffice 7.0.4, deepl.com Rückmeldungen zu diesem deutschsprachigen Handbuch bitte an: [email protected] OpenPGP 51F0D5C53CF46E29 Titel des englischen Originals: MX Linux Users Manual v. 20200801 Inhalt 1 Einleitung.........................................................................................................................................7 1.1 Über MX Linux..........................................................................................................................7 1.2 Über dieses Handbuch.............................................................................................................7 1.3 Systemanforderungen..............................................................................................................8 1.4 Unterstützung und «Lebensdauer» (EOL, End Of Life)...........................................................8 1.5 Fehler, Probleme und Anfragen, Anträge.................................................................................9 1.6 Migration, Upgrade (Aktualisierung nächste Hauptversion)..................................................10 1.7 Unsere Standpunkte...............................................................................................................10 1.7.1 Systemd..........................................................................................................................10 -
Programmable Image-Based Light Capture for Previsualization
ii Abstract Previsualization is a class of techniques for creating approximate previews of a movie sequence in order to visualize a scene prior to shooting it on the set. Often these techniques are used to convey the artistic direction of the story in terms of cinematic elements, such as camera movement, angle, lighting, dialogue, and char- acter motion. Essentially, a movie director uses previsualization (previs) to convey movie visuals as he sees them in his ”minds-eye”. Traditional methods for previs include hand-drawn sketches, Storyboards, scaled models, and photographs, which are created by artists to convey how a scene or character might look or move. A recent trend has been to use 3D graphics applications such as video game engines to perform previs, which is called 3D previs. This type of previs is generally used prior to shooting a scene in order to choreograph camera or character movements. To visualize a scene while being recorded on-set, directors and cinematographers use a technique called On-set previs, which provides a real-time view with little to no processing. Other types of previs, such as Technical previs, emphasize accurately capturing scene properties but lack any interactive manipulation and are usually employed by visual effects crews and not for cinematographers or directors. This dissertation’s focus is on creating a new method for interactive visualization that will automatically capture the on-set lighting and provide interactive manipulation of cinematic elements to facilitate the movie maker’s artistic expression, validate cine- matic choices, and provide guidance to production crews. Our method will overcome the drawbacks of the all previous previs methods by combining photorealistic ren- dering with accurately captured scene details, which is interactively displayed on a mobile capture and rendering platform. -
Securing Debian HOWTO
Securing Debian HOWTO Javier Fernández-Sanguino Peña <[email protected]> v1.92 6 noviembre 2001Tue Oct 23 00:59:57 CEST 2001 Abstract This document describes the process of securing and hardening the default Debian installation. It covers some of the common taks to setup a secure network environment using Debian GNU/Linux. Copyright Notice Copyright c 2001 Alexander Reelsen, Javier Fernández-Sanguino Peña Copyright c 2000 Alexander Reelsen however it is distributed under the terms of the GNU free documentation license. This document is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY. i Contents 1 Introduction 1 1.1 Download the HOWTO ................................... 1 1.2 Organizational Notes/Feedback ............................... 2 1.3 Prior knowledge ....................................... 2 1.4 Things that need to be written (TODO) ........................... 2 1.5 Changelog .......................................... 4 1.5.1 Version 1.92 .................................... 4 1.5.2 Version 1.91 .................................... 4 1.5.3 Version 1.9 ..................................... 4 1.5.4 Version 1.8 ..................................... 5 1.5.5 Version 1.7 ..................................... 5 1.5.6 Version 1.6 ..................................... 5 1.5.7 Version 1.5 ..................................... 6 1.5.8 Version 1.4 ..................................... 6 1.5.9 Version 1.3 ..................................... 6 1.5.10 Version 1.2 ..................................... 6 1.5.11 Version 1.1 ..................................... 6 1.5.12 Version 1.0 ..................................... 6 1.6 Credits ............................................ 7 2 Before you begin 9 2.1 What do you want this system for? ............................. 9 2.2 Be aware of general security problems ........................... 9 2.3 How does Debian handle security? ............................. 11 CONTENTS ii 3 Before and during the installation 13 3.1 Choose a BIOS password ................................. -
The Linux Gamers' HOWTO
The Linux Gamers’ HOWTO Peter Jay Salzman Frédéric Delanoy Copyright © 2001, 2002 Peter Jay Salzman Copyright © 2003, 2004 Peter Jay SalzmanFrédéric Delanoy 2004-11-13 v.1.0.6 Abstract The same questions get asked repeatedly on Linux related mailing lists and news groups. Many of them arise because people don’t know as much as they should about how things "work" on Linux, at least, as far as games go. Gaming can be a tough pursuit; it requires knowledge from an incredibly vast range of topics from compilers to libraries to system administration to networking to XFree86 administration ... you get the picture. Every aspect of your computer plays a role in gaming. It’s a demanding topic, but this fact is shadowed by the primary goal of gaming: to have fun and blow off some steam. This document is a stepping stone to get the most common problems resolved and to give people the knowledge to begin thinking intelligently about what is going on with their games. Just as with anything else on Linux, you need to know a little more about what’s going on behind the scenes with your system to be able to keep your games healthy or to diagnose and fix them when they’re not. 1. Administra If you have ideas, corrections or questions relating to this HOWTO, please email me. By receiving feedback on this howto (even if I don’t have the time to answer), you make me feel like I’m doing something useful. In turn, it motivates me to write more and add to this document. -
JPEG Image Compression2.Pdf
JPEG image compression FAQ, part 2/2 2/18/05 5:03 PM Part1 - Part2 - MultiPage JPEG image compression FAQ, part 2/2 There are reader questions on this topic! Help others by sharing your knowledge Newsgroups: comp.graphics.misc, comp.infosystems.www.authoring.images From: [email protected] (Tom Lane) Subject: JPEG image compression FAQ, part 2/2 Message-ID: <[email protected]> Summary: System-specific hints and program recommendations for JPEG images Keywords: JPEG, image compression, FAQ, JPG, JFIF Reply-To: [email protected] Date: Mon, 29 Mar 1999 02:24:34 GMT Sender: [email protected] Archive-name: jpeg-faq/part2 Posting-Frequency: every 14 days Last-modified: 28 March 1999 This article answers Frequently Asked Questions about JPEG image compression. This is part 2, covering system-specific hints and program recommendations for a variety of computer systems. Part 1 covers general questions and answers about JPEG. As always, suggestions for improvement of this FAQ are welcome. New since version of 14 March 1999: * Added entries for PIE (Windows digicam utility) and Cameraid (Macintosh digicam utility). * New version of VuePrint (7.3). This article includes the following sections: General info: [1] What is covered in this FAQ? [2] How do I retrieve these programs? Programs and hints for specific systems: [3] X Windows [4] Unix (without X) [5] MS-DOS [6] Microsoft Windows [7] OS/2 [8] Macintosh [9] Amiga [10] Atari ST [11] Acorn Archimedes [12] NeXT [13] Tcl/Tk [14] Other systems Source code for JPEG: [15] Freely available source code for JPEG Miscellaneous: [16] Which programs support progressive JPEG? [17] Where are FAQ lists archived? This article and its companion are posted every 2 weeks. -
Directfb Internals Internals
DirectFB Internals --ThinThings You Need to Know to Write Your DirectFBgfxdriver TakanariHayama, HisaoMunakata and Denis Oliver Kropp 1 What is DirectFB?DirectFB? Thin Graphics Library – Light weight and small footprint (< 700KB Library for SH4) – Not server/client model like X11 Hardware Abstraction Layer for Hardware Graphics Acceleration – Anyygthing not supp ppyorted by Hardware still su ppypported by software, i.e. utilize hardware where possible Multi-process support And others, e.g. build-in Window Manager etc. 15-17 April, 2008 ELC 2008 2 The First Embedded Chip Support by the Mainline DirectFB – Renesas SH7722 15-17 April, 2008 ELC 2008 3 df_andi and SawMan running on SH7722 15-17 April, 2008 ELC 2008 4 DirectFB Software Architecture for Renesas SH4 Platform Applications Direct FB gfxdriver for system module – Renesas’s Platform devmem Existing Code Linux Kernel Kernel Module Custom Code Video Memory and Hardware Accelerator Hardware Hardware 15-17 April, 2008 ELC 2008 5 Important Terms in DirectFB Layers – Represents independent graphics buffers. Most of embedded devices have more than one layer. They get layered with appropriate alpha blending by hardware, and displayed. Surface – Reserved memory region to hold pixel data. Drawing and blitting operation in DirectFB is performed from/to surfaces. Memory of surfaces could be allocated from video memory or system memory depending on the given constraints. Primary Surface – Special s urface that represents frame bu ffer of particu lar lay er. If the primary surface is single buffered, any operation to this primary surface is directly visible to the screen. 15-17 April, 2008 ELC 2008 6 Concept of Layers Each represents layer On the screen they are layered.