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Porting a Window Manager from Xlib to XCB
Porting a Window Manager from Xlib to XCB Arnaud Fontaine (08090091) 16 May 2008 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 pub- lished 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". Contents List of figures i List of listings ii Introduction 1 1 Backgrounds and Motivations 2 2 X Window System (X11) 6 2.1 Introduction . .6 2.2 History . .6 2.3 X Window Protocol . .7 2.3.1 Introduction . .7 2.3.2 Protocol overview . .8 2.3.3 Identifiers of resources . 10 2.3.4 Atoms . 10 2.3.5 Windows . 12 2.3.6 Pixmaps . 14 2.3.7 Events . 14 2.3.8 Keyboard and pointer . 15 2.3.9 Extensions . 17 2.4 X protocol client libraries . 18 2.4.1 Xlib . 18 2.4.1.1 Introduction . 18 2.4.1.2 Data types and functions . 18 2.4.1.3 Pros . 19 2.4.1.4 Cons . 19 2.4.1.5 Example . 20 2.4.2 XCB . 20 2.4.2.1 Introduction . 20 2.4.2.2 Data types and functions . 21 2.4.2.3 xcb-util library . 22 2.4.2.4 Pros . 22 2.4.2.5 Cons . 23 2.4.2.6 Example . 23 2.4.3 Xlib/XCB round-trip performance comparison . -
High Speed Visualization in the Jetos Aviation Operating System Using Hardware Acceleration*
High Speed Visualization in the JetOS Aviation Operating System Using Hardware Acceleration* Boris Barladian[0000-0002-2391-2067], Nikolay Deryabin[0000-0003-1248-6047], Alexey Voloboy[0000-0003-1252-8294], Vladimir Galaktionov[0000-0001-6460-7539], and Lev Shapiro[0000-0002-6350-851X] The Keldysh Institute of the Applied Mathematics of RAS, Moscow, Russia [email protected],{voloboy, vlgal, pls}@gin.keldysh.ru Abstract. The paper discusses details of the pilot display visualization that uses the hardware acceleration capabilities of the Vivante graphics processor in the JetOS aviation operating system. Previously the OpenGL Safety Critical library was implemented without hardware acceleration. This was done in such a way because software library is easier to certify in accordance with the avionics re- quirements. But usage of the software OpenGL does not provide acceptable visualization speed for modern Flight Display and 3D relief applications. So more complex visualization approach utilized the GPU acceleration capabilities was elaborated. Although the OpenGL library was implemented for a specific GPU and took into account its specificity, the described approach to adapt the MESA open source library can be used for other GPUs. An effective algorithm for multi-window visualization using the implemented library with hardware acceleration is present. The described approach allows you to achieve the visu- alization speed acceptable for the pilot display of the aircraft. Keywords: Pilot Display, Embedded Systems, Real-time Operating System, OpenGL Safety Critical, Multi-windowing. 1 Introduction In [1] requirements were formulated for a real-time operating system (RTOS) de- signed to work with integrated modular avionics. In particular, the RTOS should comply with the ARINC 653 standard [2]. -
The Next Generation Cloud: the Rise of the Unikernel
The Next Generation Cloud: The Rise of the Unikernel A Xen Project publication April 2015 xenproject.org Docker and Linux container technologies dominate headlines today as a powerful, easy way to package applications, especially as cloud computing becomes more mainstream. While still a work-in-progress, they offer a simple, clean and lean way to distribute application workloads. With enthusiasm continuing to grow for container innovations, a related technology called unikernels is also beginning to attract attention. Known also for their ability to cleanly separate functionality at the component level, unikernels are developing a variety of new approaches to deploy cloud services. Traditional operating systems run multiple applications on a single machine, managing resources and isolating applications from one another. A unikernel runs a single application on a single virtual machine, relying instead on the hypervisor to isolate those virtual machines. Unikernels are constructed by using “library operating systems,” from which the developer selects only the minimal set of services required for an application to run. These sealed, fixed-purpose images run directly on a hypervisor without an intervening guest OS such as Linux. As well as improving upon container technologies, unikernels are also able to deliver impressive flexibility, speed and versatility for cross-platform environments, big data analytics and scale-out cloud computing. Like container-based solutions, this technology fulfills the promise of easy deployment, but unikernels also offer an extremely tiny, specialized runtime footprint that is much less vulnerable to attack. There are several up-and-coming open source projects to watch this year, including ClickOS, Clive, HaLVM, LING, MirageOS, Rump Kernels and OSv among others, with each of them placing emphasis on a different aspect of the unikernel approach. -
Porting Tizen-IVI 3.0 to an ARM Based Soc Platform
Porting Tizen-IVI 3.0 to an ARM based SoC Platform Damian Hobson-Garcia Automotive Linux Summit July 1-2, 2014 Tokyo, Japan Tizen IVI support Until recently… Intel architecture (x86) system – Tizen IVI 2.0alpha, Tizen IVI 3.0 ARM architecture based system – Tizen IVI 2.0alpha (ivi-panda) Need to port Tizen IVI 3.0 to ARM ourselves Current State of Affairs Intel architecture (x86) system – Tizen IVI 2.0alpha, Tizen IVI 3.0 – Tizen Common NEW ARM architecture based system – Tizen IVI 2.0alpha (ivi-panda) – Tizen Common NEW Tizen IVI now based on Tizen Common – Lots of reuse Target Platform Renesas R-Car Gen2 series platform R-Car M2 – ARM Cortex A15 x2 R-Car H2 – ARM Cortex A15 x4, + ARM Cortex A7 x4 (option) 3D Graphics System – Imagination Technologies PowerVR series On board IP blocks – H/W video decode/encode – image processing Agenda Objective Methodology Porting Tasks – Weston/Wayland Integration – WebKit Integration – GStreamer Integration Objective Tizen IVI 3.0 on R-Car M2/H2 1. Standard Native Applications – Terminal program – Open GL/ES applications 2. Web – Browser and web applications 3. Multimedia – Video playback (1080p @ 30fps) Local Build Methodology Tizen IVI 3.0 milestone releases we used: – M2-Sep (released Oct 11, 2013) – M2-EOY (released Jan 15, 2014) – M2-March2014 (released April 11, 2014) Non-hardware dependant packages – Rebuild for ARM instruction set Hardware dependant packages – Replace/update with R-Car M2/H2 support Tizen Common/IVI Rebase Methodology Reuse Tizen Common ARM support for Tizen -
How-To Gnome-Look Guide
HHOOWW--TTOO Written by David D Lowe GGNNOOMMEE--LLOOOOKK GGUUIIDDEE hen I first joined the harddisk, say, ~/Pictures/Wallpapers. right-clicking on your desktop Ubuntu community, I and selecting the appropriate You may have noticed that gnome- button (you know which one!). Wwas extremely look.org separates wallpapers into impressed with the amount of different categories, according to the customization Ubuntu had to size of the wallpaper in pixels. For Don't let acronyms intimidate offer. People posted impressive the best quality, you want this to you; you don't have to know screenshots, and mentioned the match your screen resolution. If you what the letters stand for to themes they were using. They don't know what your screen know what it is. Basically, GTK is soon led me to gnome-look.org, resolution is, click System > the system GNOME uses to the number one place for GNOME Preferences > Screen Resolution. display things like buttons and visual customization. The However, Ubuntu stretches controls. GNOME is Ubuntu's screenshots there looked just as wallpapers quite nicely if you picked default desktop environment. I impressive, but I was very the wrong size, so you needn't fret will only be dealing with GNOME confused as to what the headings about it. on the sidebar meant, and I had customization here--sorry no idea how to use the files I SVG is a special image format that Kubuntu and Xubuntu folks! downloaded. Hopefully, this guide doesn't use pixels; it uses shapes Gnome-look.org distinguishes will help you learn what I found called vectors, which means you can between two versions of GTK: out the slow way. -
A Linux in Unikernel Clothing Lupine
A Linux in Unikernel Clothing Hsuan-Chi Kuo+, Dan Williams*, Ricardo Koller* and Sibin Mohan+ +University of Illinois at Urbana-Champaign *IBM Research Lupine Unikernels are great BUT: Unikernels lack full Linux Support App ● Hermitux: supports only 97 system calls Kernel LibOS + App ● OSv: ○ Fork() , execve() are not supported Hypervisor Hypervisor ○ Special files are not supported such as /proc ○ Signal mechanism is not complete ● Small kernel size ● Rumprun: only 37 curated applications ● Heavy ● Fast boot time ● Community is too small to keep it rolling ● Inefficient ● Improved performance ● Better security 2 Can Linux behave like a unikernel? 3 Lupine Linux 4 Lupine Linux ● Kernel mode Linux (KML) ○ Enables normal user process to run in kernel mode ○ Processes can still use system services such as paging and scheduling ○ App calls kernel routines directly without privilege transition costs ● Minimal patch to libc ○ Replace syscall instruction to call ○ The address of the called function is exported by the patched KML kernel using the vsyscall ○ No application changes/recompilation required 5 Boot time Evaluation Metrics Image size Based on: Unikernel benefits Memory footprint Application performance Syscall overhead 6 Configuration diversity ● 20 top apps on Docker hub (83% of all downloads) ● Only 19 configuration options required to run all 20 applications: lupine-general 7 Evaluation - Comparison configurations Lupine Cloud Operating Systems [Lupine-base + app-specific options] OSv general Linux-based Unikernels Kernel for 20 apps -
Governance in Collaborative Open Source Software Development Organizations: a Comparative Analysis of Two Case Studies
Governance in Collaborative Open Source Software Development Organizations: A Comparative Analysis of two Case Studies Master’s thesis Faculty of Business, Economics and Social Sciences University of Bern submitted to Dr. Matthias Stürmer Research Center for Digital Sustainability Institute of Information Systems by Winkelmann, Rahel from Siselen 11th semester Matriculation nr.: 09-127-788 Study address: Huberstrasse 22 3008 Bern (Tel. 078 758 58 96) (e-Mail: [email protected]) Bern, 20.01.2015 Abstract While loose cooperation among several actors is common in the open source sector, companies merging into a professionally governed collaborative open source software development organization across industries is an emerging phenomenon. The purpose of this thesis is to shed light on this new approach of software development by creating a framework for building a collaborative open source software development organization. A comparative analysis examines the governance models of two different collaborative open source software development organizations from the organizational, financial and legal perspective and reveals the autonomous and the affiliated organization type and their key characteristics. Based on these findings and by means of four expert interviews a framework consisting of eight criteria that need to be considered in order to build a collaborative open source software development organization is created. Zusammenfassung In der Open Source Branche ist es gängig, dass sich verschiedene Akteure zur Softwareentwicklung zu losen Konsortien zusammenschliessen. Unternehmen, welche sich im professionellen Rahmen zu einer Organisation zusammenschliessen um gemeinsam Open Source Software zu entwickeln, sind jedoch ein neues Phänomen. Der Zweck dieser Arbeit ist es Aufschluss über diesen neuen Ansatz von Softwareentwicklung zu geben. -
Erlang on Physical Machine
on $ whoami Name: Zvi Avraham E-mail: [email protected] /ˈkɒm. pɑː(ɹ)t. mɛntl̩. aɪˌzeɪ. ʃən/ Physicalization • The opposite of Virtualization • dedicated machines • no virtualization overhead • no noisy neighbors – nobody stealing your CPU cycles, IOPS or bandwidth – your EC2 instance may have a Netflix “roommate” ;) • Mostly used by ARM-based public clouds • also called Bare Metal or HPC clouds Sandbox – a virtual container in which untrusted code can be safely run Sandbox examples: ZeroVM & AWS Lambda based on Google Native Client: A Sandbox for Portable, Untrusted x86 Native Code Compartmentalization in terms of Virtualization Physicalization No Virtualization Virtualization HW-level Virtualization Containerization OS-level Virtualization Sandboxing Userspace-level Virtualization* Cloud runs on virtual HW HARDWARE Does the OS on your Cloud instance still supports floppy drive? $ ls /dev on Ubuntu 14.04 AWS EC2 instance • 64 teletype devices? • Sound? • 32 serial ports? • VGA? “It’s DUPLICATED on so many LAYERS” Application + Configuration process* OS Middleware (Spring/OTP) Container Managed Runtime (JVM/BEAM) VM Guest Container OS Container Guest OS Hypervisor Hardware We run Single App per VM APPS We run in Single User mode USERS Minimalistic Linux OSes • Embedded Linux versions • DamnSmall Linux • Linux with BusyBox Min. Linux OSes for Containers JeOS – “Just Enough OS” • CoreOS • RancherOS • RedHat Project Atomic • VMware Photon • Intel Clear Linux • Hyper # of Processes and Threads per OS OSv + CLI RancherOS processes CoreOS threads -
A Simplified Graphics System Based on Direct Rendering Manager System
J. lnf. Commun. Converg. Eng. 16(2): 125-129, Jun. 2018 Regular paper A Simplified Graphics System Based on Direct Rendering Manager System Nakhoon Baek* , Member, KIICE School of Computer Science and Engineering, Kyungpook National University, Daegu 41566, Korea Abstract In the field of computer graphics, rendering speed is one of the most important factors. Contemporary rendering is performed using 3D graphics systems with windowing system support. Since typical graphics systems, including OpenGL and the DirectX library, focus on the variety of graphics rendering features, the rendering process itself consists of many complicated operations. In contrast, early computer systems used direct manipulation of computer graphics hardware, and achieved simple and efficient graphics handling operations. We suggest an alternative method of accelerated 2D and 3D graphics output, based on directly accessing modern GPU hardware using the direct rendering manager (DRM) system. On the basis of this DRM support, we exchange the graphics instructions and graphics data directly, and achieve better performance than full 3D graphics systems. We present a prototype system for providing a set of simple 2D and 3D graphics primitives. Experimental results and their screen shots are included. Index Terms: Direct rendering manager, Efficient handling, Graphics acceleration, Light-weight implementation, Prototype system I. INTRODUCTION Rendering speed is one of the most important factors for 3D graphics application programs. Typical present-day graph- After graphics output devices became publicly available, a ics programs need to be able to handle very large quantities large number of graphics applications were developed for a of graphics data. The larger the data size, and the more sen- broad spectrum of uses including computer animations, com- sitive to the rendering speed, the better the speed-up that can puter games, user experiences, and human-computer inter- be achieved, even for minor aspects of the graphics pipeline. -
The Linux Graphics Stack Attributions
I - Hardware : Anatomy of a GPU II - Host : The Linux graphics stack Attributions Introduction to GPUs and to the Linux Graphics Stack Martin Peres CC By-SA 3.0 Nouveau developer Ph.D. student at LaBRI November 26, 2012 1 / 36 I - Hardware : Anatomy of a GPU II - Host : The Linux graphics stack Attributions General overview Outline 1 I - Hardware : Anatomy of a GPU General overview Driving screens Host < − > GPU communication 2 II - Host : The Linux graphics stack General overview DRM and libdrm Mesa X11 Wayland X11 vs Wayland 3 Attributions Attributions 2 / 36 I - Hardware : Anatomy of a GPU II - Host : The Linux graphics stack Attributions General overview General overview of a modern GPU's functions Display content on a screen Accelerate 2D operations Accelerate 3D operations Decode videos Accelerate scientific calculations 3 / 36 I - Hardware : Anatomy of a GPU II - Host : The Linux graphics stack Attributions General overview CPU Clock Front-side Graphics Generator bus card slot Chipset Memory Slots High-speed graphics bus (AGP or PCI Northbridge Memory Express) bus (memory controller hub) Internal Bus PCI Bus Onboard Southbridge graphics PCI (I/O controller controller Bus hub) IDE SATA USB Cables and Ethernet ports leading Audio Codec CMOS Memory off-board PCI Slots LPC Bus Super I/O Serial Port Parallel Port Flash ROM Floppy Disk Keyboard (BIOS) Mouse 4 / 36 I - Hardware : Anatomy of a GPU II - Host : The Linux graphics stack Attributions General overview Hardware architecture GPU: Where all the calculations are made VRAM: Stores -
Integration of the Chromium Browser in the GENIVI Platform
static void _f_do_barnacle_install_properties(GObjectClass *gobject_class) { GParamSpec *pspec; Integration of the Chromium /* Party code attribute */ pspec = g_param_spec_uint64 (F_DO_BARNACLE_CODE, Browser in the GENIVI Platform "Barnacle code.", "Barnacle code", 0, G_MAXUINT64, G_MAXUINT64 /* default value */, G_PARAM_READABLE | G_PARAM_WRITABLE | G_PARAM_PRIVATE); Jacobo Aragunde Pérez g_object_class_install_property (gobject_class, blogs.igalia.com/jaragunde F_DO_BARNACLE_PROP_CODE, ● Open Source experts and consultants ● 15 years of experience ● Important contributions to: ● Client-side web technologies: WebKit, Blink/Chromium, Servo ● Graphics & Multimedia: Mesa, GStreamer ● Compilers: V8, JavaScriptCore, SpiderMonkey, Guile ● Software-defined networking: Snabb ● ... Introduction Goals of the project ● Integrate full-featured Chromium browser in GDP ● Use Intel’s Ozone-Wayland project, most complete implementation of Wayland so far ● Get latest possible version of the browser working ● Analyze and fix multi-seat implementation, if required ● Funding: GENIVI challenge grant and Igalia contributions Elements and versions ● Chromium: latest stable release was 54 at that point ● Ozone-Wayland: latest branch supports Chromium 53 ● Meta-browser: supporting Chromium 48 ● GENIVI BSPs Rebase & integrate Chromium browser Work on meta-browser ● Simplify configuration ● Obsolete CHROMIUM_ENABLE_WAYLAND detection ● Build chromium+wayland version 53 ● Recipe was pointing to version 48 ● Required patch backport ● Fix specific build scenarios -
GPU Technology Conference 2010 Sessions on 2095
GPU Technology Conference 2010 Sessions on Video Processing (subject to change) IMPORTANT: Visit www.nvidia.com/gtc for the most up-to-date schedule and to enroll into sessions to ensure your spot in the most popular courses. 2095 - Building High Density Real-Time Video Processing Systems Learn how GPU Direct can be used to effectively build real time, high performance, cost effective video processing products. We will focus especially on how to optimize bus throughput while keeping CPU load and latency minimal. Speaker: Ronny Dewaele, Barco Topics: Video Processing, Imaging Time: Thursday, September, 23rd, 16:00 - 16:50 2029 - Computer Vision Algorithms for Automating HD Post- Production Discover how post-production tasks can be accelerated by taking advantage of GPU-based algorithms. In this talk we present computer vision algorithms for corner detection, feature point tracking, image warping and image inpainting, and their efficient implementation on GPUs using CUDA. We also show how to use these algorithms to do real-time stabilization and temporal re-sampling (re-timing) of high definition video sequences, both common tasks in post-production. Benchmarking of the GPU implementations against optimized CPU algorithms demonstrates a speedup of approximately an order of magnitude. Speaker: Hannes Fassold, JOANNEUM RESEARCH Topics: Computer Vision, Video Processing Time: Wednesday, September, 22nd, 15:00 - 15:50 2125 - Developing GPU Enabled Visual Effects For Film And Video 1 The arrival of fully programable GPUs is now changing the visual effects industry, which traditionally relied on CPU computation to create their spectacular imagery. Implementing the complex image processing algorithms used by VFX is a challenge, but the payoffs in terms of interactivity and throughput can be enormous.