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  • Does HTML 5 &ldquo;Rich vs. Reach&rdquo; a False Choice?

    - by andrewbrust
    The competition between the Web and proprietary rich platforms, including Windows, Mac OS, iPhone/iPad, Adobe’s Flash/AIR and Microsoft’s Silverlight, is not new. But with the emergence of HTML 5 and imminent support for it in the next release of the major Web browsers, the battle is heating up. And with the announcements made Wednesday at Google's I/O conference, it's getting kicked up yet another notch. The impact of this platform battle on companies in the media and advertising world, and the developers who serve them, is significant. The most prominent question is whether video and rich media online will shift towards pure HTML and away from plug-ins like Flash and Silverlight. In fact, certain features in HTML 5 make it suitable for development for line of business applications as well, further threatening those plug-in technologies. So what's the deal? Is this real or hype? To answer that question, I've done my own research into HTML 5's features and talked to several media-focused, New York area developers to get their opinions. I present my findings to you in this post. Before bearing down into HTML 5 specifics and practitioners’ quotes, let's set the context. To understand what HTML 5 can do, take a look at this video of Sports Illustrated’s HTML 5 prototype. This should start to get you bought into the idea that HTML 5 could be a game-changer. Next, if you happen to have installed the beta version of Google's Chrome 5 browser, take a look at the page linked to below, and in that page, click on any of the game thumbnails to see what's possible, without a plug-in, in this brave new world. (Note, although the instructions for each game tell you to press the A key to start, press the Z key instead.). Here's the link: http://www.kesiev.com/akihabara As an adjunct to what's enabled by HTML 5, consider the various transforms that are part of CSS 3. If you're running Safari as your browser, the following link will showcase this live; if not, you'll see a bitmap that will give you an idea of what's possible: http://webkit.org/blog/386/3d-transforms Are you starting to get the picture (literally)? What has up until now required browser plug-ins and other patches to HTML, most typically Flash, will soon be renderable, natively, in all major browsers. Moreover, it's looking likely that developers will be able to deliver such content and experiences in these browsers using one base of markup and script code (using straight JavaScript and/or jQuery), without resorting to browser-specific code and workarounds. If you're skeptical of this, I wouldn't blame you, especially with respect to Microsoft's Internet Explorer. However, i can tell you with confidence that even Microsoft is dedicated to full-on HTML 5 support in version 9 of that browser, which is currently under development. So what’s new in HTML 5, specifically, that makes sites like this possible?  The specification documents go into deep detail, and there’s no sense in rehashing them here, but a summary is probably in order.   Here is a non-authoritative, but useful, list of the major new feature areas in HTML 5: 2D drawing capabilities and 3D transforms. 2D drawing instructions can be embedded statically into a Web page; application interactivity and animation can be achieved through script.  As mentioned above, 3D transforms are technically part of version 3 of the CSS (Cascading Style Sheets) spec, rather than HTML 5, but they can nonetheless be thought of as part of the bundle.  They allow for rendering of 3D images and animations that, together with 2D drawing, make HTML-based games much more feasible than they are presently, as the links above demonstrate. Embedded audio and video. A media player can appear directly in a rendered Web page, using HTML markup and no plug-ins. Alternately, player controls can be hidden and the content can play automatically. Major enhancements to form-based input. This includes such things as specification of required fields, embedding of text “hints” into a control, limiting valid input on a field to dates, email addresses or a list of values.  There’s more to this, but the gist is that line-of-business applications, with complicated input and data validation, are supported directly Offline caching, local storage and client-side SQL database. These facilities allow Web applications to function more like native apps, even if no internet connection is available. User-defined data. Data (or metadata – data about data) can easily be embedded statically and/or retrieved and updated with Javascript code. This avoids having to embed that data in a separate file, or within script code. Taken together, these features position HTML to compete with, and perhaps overtake, Adobe’s Flash/AIR (and Microsoft’s Silverlight) as a viable Web platform for media, RIAs (rich internet applications – apps that function more like desktop software than Web sites) and interactive Web content, including games. What do players in the media world think about this?  From the embedded video above, we know what Sports Illustrated (and, therefore, Time Warner) think.  Hulu, the major Internet site for broadcast TV content, is on record as saying HTML5 video does not pass muster with them, at least not yet.  YouTube, on the other hand, already has an experimental HTML 5-based version of their site.  TechCrunch has reported that NetFlix is flirting with HTML 5 too, especially as it pertains to embedded browsers in TV-based devices.  And the New York Times’ Web site now embeds some video clips without resorting to Flash.  They have to – otherwise iPhone, iPod Touch and iPad users couldn’t see them in the Mobile Safari browser. What do media-focused developers think about all this?  I talked to several to get their opinions. Michael Pinto is CEO and Founder of Very Memorable Design whose primary focus has been to help marketing directors get traction online.  The firm’s client roster includes the likes Time, Inc., Scholastic and PBS.  Pinto predicts that “More and more microsites that were done entirely in Flash will be done more and more using jQuery. I can also see slideshows and video now being done without Flash. However if you needed to create a game or highly interactive activity Flash would still be the way to go for the web.” A dissenting view comes from Jesse Erlbaum, CEO of The Erlbaum Group, LLC, which serves numerous clients in the magazine publishing sector.  When I asked Erlbaum whether he thought HTML 5 and jQuery/JavaScript would steal significant market share from Flash, he responded “Not at all!  In particular, not for media and advertising customers!  These sectors are not generally in the business of making highly functional applications, which is the one place where HTML5/jQuery/etc really shines.” Ironically, Pinto’s firm is a heavy user of Flash for its projects and Erlbaum’s develops atop the “LAMP” (Linux, Apache, MySQL and PHP/Perl) stack.  For whatever reason, each firm seems to see the other’s toolset as a more viable choice.  But both agree that the developer tool story around HTML 5 is deficient.  Pinto explains “What’s lost with [HTML 5 and Javascript] techniques is that there isn’t a single widely favored easy-to-use tool of choice for authoring. So with Flash you can get up and running right away and not worry about what is different from one browser to the next.“  Erlbaum agrees, saying: “HTML5/Javascript lacks a sophisticated integrated development environment (IDE) which is an essential part of Flash.  If what someone is trying to make is primarily animation, it's a waste of time…to do this in Javascript.  It can be done much more easily in Flash, and with greater cross-browser compatibility and consistency due to the ubiquity of Flash.” Adobe (maker of Flash since its 2005 acquisition of Macromedia) likely agrees.  And for better or worse, they’ve decided to address this shortcoming of HTML 5, even at risk of diminishing their Flash platfrom. Yesterday Adobe announced that their hugely popular Deamweaver Web design authoring tool would directly support HTML 5 and CSS 3 development.  In fact, the Adobe Dreamweaver CS5 HTML5 Pack is downloadable now from Adobe Labs. Maybe Adobe is bowing to pressure from ardent Web professionals like Scott Kellum, Lead Designer at Channel V Media,  a digital and offline branding firm, serving the media and marketing sectors, among others.  Kellum told me that HTML 5 “…will definitely move people away from Flash. It has many of the same functionalities with faster load times and better accessibility. HTML5 will help Flash as well: with the new caching methods you can now even run Flash apps offline.” Although all three Web developers I interviewed would agree that Flash is still required for more sophisticated applications, Kellum seems to have put his finger on why HTML 5 may nonetheless dominate.  In his view, much of the Web development out there has little need for high-end capabilities: “Most people want to add a little punch to a navigation bar or some video and now you can get the biggest bang for your buck with HTML5, CSS3 and Javascript.” I’ve already mentioned that Google’s ongoing I/O conference, at the Moscone West center in San Francisco, is driving the HTML 5 news cycle, big time.  And Google made many announcements of their own, including the open sourcing of their VP8 video codec, new enterprise-oriented capabilities for its App Engine cloud offering, and the creation of the Chrome Web Store, which the company says will make it easier to find and “install” Web applications, in a fashion similar to  the way users procure native apps on various mobile platforms. HTML 5 looks to be disruptive, especially to the media world.  And even if the technology ends up disappointing, the chatter around it alone is causing big changes in the technology world.  If the richness it promises delivers, then magazine publishers and non-text digital advertisers may indeed have a platform for creating compelling content that loads quickly, is standards-based and will render identically in (the newest versions of) all major Web browsers.  Can this development in the digital arena save the titans of the print world?  I can’t predict, but it’s going to be fun to watch, and the competitive innovation from all players in both industries will likely be immense.

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  • Does Hauppauge WinTV HVR-900 (r2) [USB ID 2040:6502] work with ubuntu 12.04 LTS?

    - by nightfly
    I have this DVB+Analog usb tv tuner Hauppauge WinTV HVR-900 (r2) [USB ID 2040:6502]. This used to work under ubuntu 10.04 LTS. But in 12.04 there seems to be a problem. I have linux-firmware-nonfree and ivtv-utils installed. I am running Ubuntu 12.04.1 LTS 64 bit with all updates installed and the default unity environment. When I run mplayer tv:// -tv driver=v4l2:device=/dev/video1:input=1:norm=PAL I get a solid green screen and no picture. Here input 1 is the composite input of the card. MPlayer svn r34540 (Ubuntu), built with gcc-4.6 (C) 2000-2012 MPlayer Team mplayer: could not connect to socket mplayer: No such file or directory Failed to open LIRC support. You will not be able to use your remote control. Playing tv://. TV file format detected. Selected driver: v4l2 name: Video 4 Linux 2 input author: Martin Olschewski comment: first try, more to come ;-) Selected device: Hauppauge WinTV HVR 900 (R2) Tuner cap: Tuner rxs: Capabilities: video capture VBI capture device tuner audio read/write streaming supported norms: 0 = NTSC; 1 = NTSC-M; 2 = NTSC-M-JP; 3 = NTSC-M-KR; 4 = NTSC-443; 5 = PAL; 6 = PAL-BG; 7 = PAL-H; 8 = PAL-I; 9 = PAL-DK; 10 = PAL-M; 11 = PAL-N; 12 = PAL-Nc; 13 = PAL-60; 14 = SECAM; 15 = SECAM-B; 16 = SECAM-G; 17 = SECAM-H; 18 = SECAM-DK; 19 = SECAM-L; 20 = SECAM-Lc; inputs: 0 = Television; 1 = Composite1; 2 = S-Video; Current input: 1 Current format: YUYV v4l2: current audio mode is : MONO v4l2: ioctl set format failed: Invalid argument v4l2: ioctl set format failed: Invalid argument v4l2: ioctl set format failed: Invalid argument v4l2: ioctl query control failed: Invalid argument v4l2: ioctl query control failed: Invalid argument v4l2: ioctl query control failed: Invalid argument v4l2: ioctl query control failed: Invalid argument Failed to open VDPAU backend libvdpau_nvidia.so: cannot open shared object file: No such file or directory [vdpau] Error when calling vdp_device_create_x11: 1 ========================================================================== Opening video decoder: [raw] RAW Uncompressed Video Movie-Aspect is undefined - no prescaling applied. VO: [xv] 640x480 = 640x480 Packed YUY2 Selected video codec: [rawyuy2] vfm: raw (RAW YUY2) ========================================================================== Audio: no sound Starting playback... v4l2: select timeout V: 0.0 2/ 2 ??% ??% ??,?% 0 0 v4l2: select timeout V: 0.0 4/ 4 ??% ??% ??,?% 0 0 v4l2: select timeout V: 0.0 6/ 6 ??% ??% ??,?% 0 0 v4l2: select timeout v4l2: 0 frames successfully processed, 1 frames dropped. Exiting... (Quit) Here is the dmesg of the card when plugged in.. [12742.228097] usb 1-4: new high-speed USB device number 3 using ehci_hcd [12742.367289] em28xx: New device WinTV HVR-900 @ 480 Mbps (2040:6502, interface 0, class 0) [12742.367296] em28xx: Audio Vendor Class interface 0 found [12742.367585] em28xx #0: chip ID is em2882/em2883 [12742.550086] em28xx #0: i2c eeprom 00: 1a eb 67 95 40 20 02 65 d0 12 5c 03 82 1e 6a 18 [12742.550104] em28xx #0: i2c eeprom 10: 00 00 24 57 66 07 01 00 00 00 00 00 00 00 00 00 [12742.550120] em28xx #0: i2c eeprom 20: 46 00 01 00 f0 10 02 00 b8 00 00 00 5b e0 00 00 [12742.550135] em28xx #0: i2c eeprom 30: 00 00 20 40 20 6e 02 20 10 01 01 01 00 00 00 00 [12742.550150] em28xx #0: i2c eeprom 40: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 [12742.550165] em28xx #0: i2c eeprom 50: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 [12742.550181] em28xx #0: i2c eeprom 60: 00 00 00 00 00 00 00 00 00 00 18 03 34 00 30 00 [12742.550196] em28xx #0: i2c eeprom 70: 32 00 37 00 38 00 32 00 33 00 39 00 30 00 31 00 [12742.550211] em28xx #0: i2c eeprom 80: 00 00 1e 03 57 00 69 00 6e 00 54 00 56 00 20 00 [12742.550226] em28xx #0: i2c eeprom 90: 48 00 56 00 52 00 2d 00 39 00 30 00 30 00 00 00 [12742.550241] em28xx #0: i2c eeprom a0: 84 12 00 00 05 50 1a 7f d4 78 23 fa fd d0 28 89 [12742.550257] em28xx #0: i2c eeprom b0: ff 00 00 00 04 84 0a 00 01 01 20 77 00 40 1d b7 [12742.550272] em28xx #0: i2c eeprom c0: 13 f0 74 02 01 00 01 79 63 00 00 00 00 00 00 00 [12742.550287] em28xx #0: i2c eeprom d0: 84 12 00 00 05 50 1a 7f d4 78 23 fa fd d0 28 89 [12742.550302] em28xx #0: i2c eeprom e0: ff 00 00 00 04 84 0a 00 01 01 20 77 00 40 1d b7 [12742.550317] em28xx #0: i2c eeprom f0: 13 f0 74 02 01 00 01 79 63 00 00 00 00 00 00 00 [12742.550334] em28xx #0: EEPROM ID= 0x9567eb1a, EEPROM hash = 0x2bbf3bdd [12742.550338] em28xx #0: EEPROM info: [12742.550340] em28xx #0: AC97 audio (5 sample rates) [12742.550343] em28xx #0: 500mA max power [12742.550346] em28xx #0: Table at 0x24, strings=0x1e82, 0x186a, 0x0000 [12742.552590] em28xx #0: Identified as Hauppauge WinTV HVR 900 (R2) (card=18) [12742.555516] tveeprom 15-0050: Hauppauge model 65018, rev B2C0, serial# 1292061 [12742.555523] tveeprom 15-0050: tuner model is Xceive XC3028 (idx 120, type 71) [12742.555529] tveeprom 15-0050: TV standards PAL(B/G) PAL(I) PAL(D/D1/K) ATSC/DVB Digital (eeprom 0xd4) [12742.555534] tveeprom 15-0050: audio processor is None (idx 0) [12742.555537] tveeprom 15-0050: has radio [12742.570297] tuner 15-0061: Tuner -1 found with type(s) Radio TV. [12742.570327] xc2028 15-0061: creating new instance [12742.570332] xc2028 15-0061: type set to XCeive xc2028/xc3028 tuner [12742.573685] xc2028 15-0061: Loading 80 firmware images from xc3028-v27.fw, type: xc2028 firmware, ver 2.7 [12742.624056] xc2028 15-0061: Loading firmware for type=BASE MTS (5), id 0000000000000000. [12744.126591] xc2028 15-0061: Loading firmware for type=MTS (4), id 000000000000b700. [12744.153586] xc2028 15-0061: Loading SCODE for type=MTS LCD NOGD MONO IF SCODE HAS_IF_4500 (6002b004), id 000000000000b700. [12744.280963] Registered IR keymap rc-hauppauge [12744.281151] input: em28xx IR (em28xx #0) as /devices/pci0000:00/0000:00:1a.7/usb1/1-4/rc/rc1/input10 [12744.281541] rc1: em28xx IR (em28xx #0) as /devices/pci0000:00/0000:00:1a.7/usb1/1-4/rc/rc1 [12744.282454] em28xx #0: Config register raw data: 0xd0 [12744.284709] em28xx #0: AC97 vendor ID = 0xffffffff [12744.285829] em28xx #0: AC97 features = 0x6a90 [12744.285832] em28xx #0: Empia 202 AC97 audio processor detected [12744.359211] em28xx #0: v4l2 driver version 0.1.3 [12744.404066] xc2028 15-0061: Loading firmware for type=BASE F8MHZ MTS (7), id 0000000000000000. [12745.915089] MTS (4), id 00000000000000ff: [12745.915100] xc2028 15-0061: Loading firmware for type=MTS (4), id 0000000100000007. [12746.161668] em28xx #0: V4L2 video device registered as video1 [12746.161673] em28xx #0: V4L2 VBI device registered as vbi0 [12746.162845] em28xx-audio.c: probing for em28xx Audio Vendor Class [12746.162848] em28xx-audio.c: Copyright (C) 2006 Markus Rechberger [12746.162851] em28xx-audio.c: Copyright (C) 2007-2011 Mauro Carvalho Chehab [12746.221099] xc2028 15-0061: attaching existing instance [12746.221105] xc2028 15-0061: type set to XCeive xc2028/xc3028 tuner [12746.221109] em28xx #0: em28xx #0/2: xc3028 attached [12746.221113] DVB: registering new adapter (em28xx #0) [12746.221118] DVB: registering adapter 0 frontend 0 (Micronas DRXD DVB-T)... [12746.221869] em28xx #0: Successfully loaded em28xx-dvb [13111.196055] xc2028 15-0061: Loading firmware for type=BASE F8MHZ MTS (7), id 0000000000000000. [13112.720062] MTS (4), id 00000000000000ff: [13112.720072] xc2028 15-0061: Loading firmware for type=MTS (4), id 0000000100000007. [13214.956057] xc2028 15-0061: Loading firmware for type=BASE F8MHZ MTS (7), id 0000000000000000. [13216.479806] MTS (4), id 00000000000000ff: [13216.479816] xc2028 15-0061: Loading firmware for type=MTS (4), id 0000000100000007. [13276.408056] xc2028 15-0061: Loading firmware for type=BASE F8MHZ MTS (7), id 0000000000000000. [13277.932093] MTS (4), id 00000000000000ff: [13277.932104] xc2028 15-0061: Loading firmware for type=MTS (4), id 0000000100000007. [13305.032076] xc2028 15-0061: Loading firmware for type=BASE F8MHZ MTS (7), id 0000000000000000. [13306.556449] MTS (4), id 00000000000000ff: [13306.556460] xc2028 15-0061: Loading firmware for type=MTS (4), id 0000000100000007. [13392.236055] xc2028 15-0061: Loading firmware for type=BASE F8MHZ MTS (7), id 0000000000000000. [13393.760123] MTS (4), id 00000000000000ff: [13393.760133] xc2028 15-0061: Loading firmware for type=MTS (4), id 0000000100000007. [13637.534053] usb 1-4: USB disconnect, device number 3 [13637.534183] em28xx #0: disconnecting em28xx #0 video [13637.560214] em28xx #0: V4L2 device vbi0 deregistered [13637.560335] em28xx #0: V4L2 device video1 deregistered [13637.561237] xc2028 15-0061: destroying instance [13639.772120] usb 1-4: new high-speed USB device number 4 using ehci_hcd [13639.911351] em28xx: New device WinTV HVR-900 @ 480 Mbps (2040:6502, interface 0, class 0) [13639.911357] em28xx: Audio Vendor Class interface 0 found [13639.911637] em28xx #0: chip ID is em2882/em2883 [13640.094262] em28xx #0: i2c eeprom 00: 1a eb 67 95 40 20 02 65 d0 12 5c 03 82 1e 6a 18 [13640.094280] em28xx #0: i2c eeprom 10: 00 00 24 57 66 07 01 00 00 00 00 00 00 00 00 00 [13640.094295] em28xx #0: i2c eeprom 20: 46 00 01 00 f0 10 02 00 b8 00 00 00 5b e0 00 00 [13640.094311] em28xx #0: i2c eeprom 30: 00 00 20 40 20 6e 02 20 10 01 01 01 00 00 00 00 [13640.094326] em28xx #0: i2c eeprom 40: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 [13640.094341] em28xx #0: i2c eeprom 50: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 [13640.094356] em28xx #0: i2c eeprom 60: 00 00 00 00 00 00 00 00 00 00 18 03 34 00 30 00 [13640.094371] em28xx #0: i2c eeprom 70: 32 00 37 00 38 00 32 00 33 00 39 00 30 00 31 00 [13640.094386] em28xx #0: i2c eeprom 80: 00 00 1e 03 57 00 69 00 6e 00 54 00 56 00 20 00 [13640.094401] em28xx #0: i2c eeprom 90: 48 00 56 00 52 00 2d 00 39 00 30 00 30 00 00 00 [13640.094416] em28xx #0: i2c eeprom a0: 84 12 00 00 05 50 1a 7f d4 78 23 fa fd d0 28 89 [13640.094432] em28xx #0: i2c eeprom b0: ff 00 00 00 04 84 0a 00 01 01 20 77 00 40 1d b7 [13640.094447] em28xx #0: i2c eeprom c0: 13 f0 74 02 01 00 01 79 63 00 00 00 00 00 00 00 [13640.094462] em28xx #0: i2c eeprom d0: 84 12 00 00 05 50 1a 7f d4 78 23 fa fd d0 28 89 [13640.094477] em28xx #0: i2c eeprom e0: ff 00 00 00 04 84 0a 00 01 01 20 77 00 40 1d b7 [13640.094492] em28xx #0: i2c eeprom f0: 13 f0 74 02 01 00 01 79 63 00 00 00 00 00 00 00 [13640.094509] em28xx #0: EEPROM ID= 0x9567eb1a, EEPROM hash = 0x2bbf3bdd [13640.094512] em28xx #0: EEPROM info: [13640.094515] em28xx #0: AC97 audio (5 sample rates) [13640.094517] em28xx #0: 500mA max power [13640.094521] em28xx #0: Table at 0x24, strings=0x1e82, 0x186a, 0x0000 [13640.097391] em28xx #0: Identified as Hauppauge WinTV HVR 900 (R2) (card=18) [13640.099617] tveeprom 15-0050: Hauppauge model 65018, rev B2C0, serial# 1292061 [13640.099623] tveeprom 15-0050: tuner model is Xceive XC3028 (idx 120, type 71) [13640.099629] tveeprom 15-0050: TV standards PAL(B/G) PAL(I) PAL(D/D1/K) ATSC/DVB Digital (eeprom 0xd4) [13640.099634] tveeprom 15-0050: audio processor is None (idx 0) [13640.099637] tveeprom 15-0050: has radio [13640.112849] tuner 15-0061: Tuner -1 found with type(s) Radio TV. [13640.112877] xc2028 15-0061: creating new instance [13640.112882] xc2028 15-0061: type set to XCeive xc2028/xc3028 tuner [13640.115930] xc2028 15-0061: Loading 80 firmware images from xc3028-v27.fw, type: xc2028 firmware, ver 2.7 [13640.164057] xc2028 15-0061: Loading firmware for type=BASE MTS (5), id 0000000000000000. [13641.666643] xc2028 15-0061: Loading firmware for type=MTS (4), id 000000000000b700. [13641.693262] xc2028 15-0061: Loading SCODE for type=MTS LCD NOGD MONO IF SCODE HAS_IF_4500 (6002b004), id 000000000000b700. [13641.820765] Registered IR keymap rc-hauppauge [13641.820958] input: em28xx IR (em28xx #0) as /devices/pci0000:00/0000:00:1a.7/usb1/1-4/rc/rc2/input11 [13641.821335] rc2: em28xx IR (em28xx #0) as /devices/pci0000:00/0000:00:1a.7/usb1/1-4/rc/rc2 [13641.822256] em28xx #0: Config register raw data: 0xd0 [13641.824526] em28xx #0: AC97 vendor ID = 0xffffffff [13641.825503] em28xx #0: AC97 features = 0x6a90 [13641.825507] em28xx #0: Empia 202 AC97 audio processor detected [13641.899015] em28xx #0: v4l2 driver version 0.1.3 [13641.944064] xc2028 15-0061: Loading firmware for type=BASE F8MHZ MTS (7), id 0000000000000000. [13643.470765] MTS (4), id 00000000000000ff: [13643.470776] xc2028 15-0061: Loading firmware for type=MTS (4), id 0000000100000007. [13643.717713] em28xx #0: V4L2 video device registered as video1 [13643.717718] em28xx #0: V4L2 VBI device registered as vbi0 [13643.718770] em28xx-audio.c: probing for em28xx Audio Vendor Class [13643.718775] em28xx-audio.c: Copyright (C) 2006 Markus Rechberger [13643.718778] em28xx-audio.c: Copyright (C) 2007-2011 Mauro Carvalho Chehab [13643.777148] xc2028 15-0061: attaching existing instance [13643.777154] xc2028 15-0061: type set to XCeive xc2028/xc3028 tuner [13643.777158] em28xx #0: em28xx #0/2: xc3028 attached [13643.777162] DVB: registering new adapter (em28xx #0) [13643.777167] DVB: registering adapter 0 frontend 0 (Micronas DRXD DVB-T)... [13643.777876] em28xx #0: Successfully loaded em28xx-dvb And here goes the lsmod output lsmod|grep em28xx em28xx_dvb 18579 0 dvb_core 110619 1 em28xx_dvb em28xx_alsa 18305 0 em28xx 109365 2 em28xx_dvb,em28xx_alsa v4l2_common 16454 3 tuner,tvp5150,em28xx videobuf_vmalloc 13589 1 em28xx videobuf_core 26390 2 em28xx,videobuf_vmalloc rc_core 26412 10 rc_hauppauge,ir_lirc_codec,ir_mce_kbd_decoder,ir_sony_decoder,ir_jvc_decoder,ir_rc6_decoder,ir_rc5_decoder,em28xx,ir_nec_decoder snd_pcm 97188 3 em28xx_alsa,snd_hda_intel,snd_hda_codec tveeprom 21249 1 em28xx videodev 98259 5 tuner,tvp5150,em28xx,v4l2_common,uvcvideo snd 78855 14 em28xx_alsa,snd_hda_codec_conexant,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device Isn't this driver mainline now? Or this card is not supported? Or the analog functionality is screwed? I need the analog capture working for this card. Please help!

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  • Laser Beam End Points Problems

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • Week in Geek: IPv6 Capable Smartphones Compromise User Privacy Edition

    - by Asian Angel
    This week we learned how to “clone a disk, resize static windows, and create system function shortcuts”, use 45 different services, sites, and apps to help read favorite sites, add MP3 support to Audacity (for saving in MP3 format), install a Wii game loader for easy backups and fast load times, create a Blue Screen of Death in any color, and more. Photo by legofenris. Weekly News Links Photo by The H Security. IPv6: Smartphones compromise users’ privacy Since version 4 of the iOS operating system, Apple’s iPhones, iPads and iPods have been capable of handling IPv6, and most Android devices have been capable since version 2.1. However, the operating systems transfer an ID that discloses information about their users. Dumb phones can be attacked too Much of the discussion of security threats to mobile phones revolves around smartphones, but researchers have found that less advanced “feature phones,” still used by the majority of people around the world, also are vulnerable to attack. SCADA exploit – the dragon awakes The recent publication of an exploit for KingView, a software package for visualising industrial process control systems, appears to be having an effect. Threatpost reports that both the Chinese vendor Wellintech and Chinese CERT (CN-CERT) have now reacted. Sophos: Spam to get more malicious Spam is becoming more malicious in nature as trickery tactics change in line with current user interests, according to a new report released Tuesday by Sophos. Global spam traffic rebounds as Rustock wakes Spam is on the rise after the Rustock botnet awoke from its Christmas slumber, according to Symantec. Cracking WPA keys in the cloud At the forthcoming Black Hat conference, blogger Thomas Roth plans to demonstrate how weak WPA PSKs can be cracked quickly and easily using Amazon’s Elastic Compute Cloud (EC2) service. Microsoft Security Advisory: Vulnerability in Internet Explorer could allow remote code execution Provides a link to more details about the vulnerability and shows a work-around/fix for the problem. Adobe plans to make it easier to delete Flash cookies in web browsers The new API, NPAPI:ClearSiteData, will allow Flash cookies – also known as Local Shared Objects (LSO) – to be deleted directly in the browser’s settings. Firefox beta getting new database standard The ninth beta version of Firefox is set to get support for a standard called IndexedDB that provides a database interface useful for offline data storage and other tasks needing information on a browser’s computer. MetroPCS accused of blocking certain Net content MetroPCS is violating the FCC’s recently approved Net neutrality rules by blocking certain Internet content, say several public interest groups. Server and Tools chief Muglia to leave Microsoft in summer 2011 Microsoft veteran and Server & Tools Business (STB) President Bob Muglia is leaving Microsoft, according to an email that CEO Steve Ballmer sent to employees on January 10. Report: DOJ nearing decision on Google-ITA The U.S. Department of Justice is gearing up for a possible formal antitrust investigation into whether or not Google should be allowed to purchase travel software company ITA Software, according to a report. South Korea says Google Street View broke law Police in South Korea reportedly say Google broke the country’s law when its Street View service captured personal data from unsecure Wi-Fi networks. The backlash over Google’s HTML5 video bet Choosing strategies based on what you believe to be long-term benefits is generally a good idea when running a business, but if you manage to alienate the world in the process, the long term may become irrelevant. Google answers critics on HTML5 Web video move Google responded to critics of its decision to drop support for a popular HTML5 video codec by declaring that a royalty-supported standard for Web video will hold the Web hostage. Random TinyHacker Links A Special GiveAway: a Great Book & Great Security Software The team from 7 Tutorials has a special giveaway running during the month of January. Signed copies of their latest book, full 1-year licenses of BitDefender Internet Security 2011 and free 3-month trials for everyone willing to participate. One Click Rooting For Android Phones Here’s a nice tool that helps you root your Android phone effortlessly. New Angry Birds Free version 1.0 Available in the App Store. Google Code University Learn programming at Google Code University. Capture and Share Your Favorite Part Of a YouTube Video SnipSnip.it lets you share only the part of the video that you like. Super User Questions More great questions and answers from this past week’s popular topics at Super User. What are the Windows A: and B: drives used for? Does OS X support linux-like features? What is the easiest way to make a backup of an entire hard disk? Will shifting from Wireless to Wired network result in better performance? Is it legal to install Windows 7 Home Premium Retail inside VMware virtual machine? How-To Geek Weekly Article Recap Enjoy reading through our hottest articles from this past week. The 50 Best Ways to Disable Built-in Windows Features You Don’t Want The Best of CES (Consumer Electronics Show) in 2011 How to Upgrade Windows 7 Easily (And Understand Whether You Should) The Worst of CES (Consumer Electronics Show) in 2011 The How-To Geek Guide to Audio Editing: Basic Noise Removal One Year Ago on How-To Geek More great articles from one year ago filled with helpful geeky goodness for you to enjoy. Share Text & Images the Easy Way with JustPaste.it Start Portable Firefox in Safe Mode Firefox 3.6 Release Candidate Available, Here’s How to Fix Your Incompatible Extensions Protect Your Computer from “Little Hands” with KidSafe Lock Prying Eyes Out of Your Minimized Windows Custom Crocheted Cylon-Cthulhu Hybrid What happens when you let your Cylon Centurion figure and your crocheted Cthulhu spend too many lonely nights together? A Cylon-Cthulhu hybrid, of course! You can get your own from the Cthulhu Chick store over on Etsy. Note: This is not an ad…Ruth is a friend of ours, and this Cylon-Cthulhu hybrid makes the perfect guard for the new MVP trophy in our office. The Geek Note Whether it is a geeky indoor project or just getting outside, we hope that you and your families have a terrific fun-filled weekend! Remember to keep sending those great tips in to us at [email protected]. Photo by qwrrty. Latest Features How-To Geek ETC How to Upgrade Windows 7 Easily (And Understand Whether You Should) The How-To Geek Guide to Audio Editing: Basic Noise Removal Install a Wii Game Loader for Easy Backups and Fast Load Times The Best of CES (Consumer Electronics Show) in 2011 The Worst of CES (Consumer Electronics Show) in 2011 HTG Projects: How to Create Your Own Custom Papercraft Toy Firefox 4.0 Beta 9 Available for Download – Get Your Copy Now The Frustrations of a Computer Literate Watching a Newbie Use a Computer [Humorous Video] Season0nPass Jailbreaks Current Gen Apple TVs IBM’s Jeopardy Playing Computer Watson Shows The Pros How It’s Done [Video] Tranquil Juice Drop Abstract Wallpaper Pulse Is a Sleek Newsreader for iOS and Android Devices

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  • Unity DontDestroyOnLoad causing scenes to stay open

    - by jkrebsbach
    Originally posted on: http://geekswithblogs.net/jkrebsbach/archive/2014/08/11/unity-dontdestroyonload-causing-scenes-to-stay-open.aspxMy Unity project has a class (ClientSettings) where most of the game state & management properties are stored.  Among these are some utility functions that derive from MonoBehavior.  However, between every scene this object was getting recreated and I was losing all sorts of useful data.  I learned that with DontDestroyOnLoad, I can persist this entity between scenes.  Super.Persisting information between scenesThe problem with adding DontDestroyOnLoad to my "ClientSettings" was suddenly my previous scene would stay alive, and continue to execute its update routines.  An important part of the documentation helps shed light to my issues:"If the object is a component or game object then its entire transform hierarchy will not be destroyed either."My ClientSettings script was attached to the main camera on my first scene.  Because of this, the Main Camera was part of the hierarchy of the component, and therefore was also not able to destroy when switching scenes.  Now the first scene's main camera Update routine continues to execute after the second scene is running - causing me to have some very nasty bugs.Suddenly I wasn't sure how I should be creating a persistent entity - so I created a new sandbox project and tested different approaches until I found one that works:In the main scene: Create an empty Game Object:  "GameManager" - and attach the ClientSettings script to this game object.  Set any properties to the clientsettings script as appropriate.Create a prefab, using the GameManager.Remove the Game Object from the main scene.In the Main Camera, I created a script:  Main Script.  This is my primary script for the main scene.<code> public GameObject[] prefabs; private ClientSettings _clientSettings; // Use this for initialization void Start () { GameObject res = (GameObject)Instantiate(prefabs[0]); }</code>Now go back out to scene view, and add the new GameManager prefab to the prefabs collection of MainScript.When the main scene loads, the GameManager is set up, but is not part of the main scene's hierarchy, so the two are no longer tied up together.Now in our second scene, we have a script - SecondScript - and we can get a reference to the ClientSettings we created in the previous scene like so:<code>private ConnectionSettings _clientSettings; // Use this for initialization void Start () { _clientSettings = FindObjectOfType<ConnectionSettings> (); }</code>And the scenes can start and finish without creating strange long-running scene side effects.

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  • Isometric screen to 3D world coordinates efficiently

    - by Justin
    Been having a difficult time transforming 2D screen coordinates to 3D isometric space. This is the situation where I am working in 3D but I have an orthographic camera. Then my camera is positioned at (100, 200, 100), Where the xz plane is flat and y is up and down. I've been able to get a sort of working solution, but I feel like there must be a better way. Here's what I'm doing: With my camera at (0, 1, 0) I can translate my screen coordinates directly to 3D coordinates by doing: mouse2D.z = (( event.clientX / window.innerWidth ) * 2 - 1) * -(window.innerWidth /2); mouse2D.x = (( event.clientY / window.innerHeight) * 2 + 1) * -(window.innerHeight); mouse2D.y = 0; Everything okay so far. Now when I change my camera back to (100, 200, 100) my 3D space has been rotated 45 degrees around the y axis and then rotated about 54 degrees around a vector Q that runs along the xz plane at a 45 degree angle between the positive z axis and the negative x axis. So what I do to find the point is first rotate my point by 45 degrees using a matrix around the y axis. Now I'm close. So then I rotate my point around the vector Q. But my point is closer to the origin than it should be, since the Y value is not 0 anymore. What I want is that after the rotation my Y value is 0. So now I exchange my X and Z coordinates of my rotated vector with the X and Z coordinates of my non-rotated vector. So basically I have my old vector but it's y value is at an appropriate rotated amount. Now I use another matrix to rotate my point around the vector Q in the opposite direction, and I end up with the point where I clicked. Is there a better way? I feel like I must be missing something. Also my method isn't completely accurate. I feel like it's within 5-10 coordinates of where I click, maybe because of rounding from many calculations. Sorry for such a long question.

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  • Is it possible to billboard a sprite using a transformation matrix?

    - by Ross
    None of the current topics on billboarding seemed to answer this question. But, given a sprite (or quad) that has it's own 4x4 transformation matrix a camera with a view matrix (a standard 4x4 transformation matrix) is it possible to compute a 4x4 transformation matrix such that when the quad's matrix is multiplied with this matrix it has an orientation of looking at the camera? Thank you in advance.

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  • Laser Beam End Points Problems (XNA)

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • How do you reset a USB device from the command line?

    - by Casey
    Is it possible to reset the connection of a USB device, without physically disconnecting/connecting from the PC? Specifically, my device is a digital camera. I'm using gphoto2, but lately I get "device read errors", so I'd like to try to do a software-reset of the connection. From what I can tell, there are no kernel modules being loaded for the camera. The only one that looks related is usbhid.

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  • How to Identify Stuck Pixels and Remove Them from Your Digital Photos

    - by Jason Fitzpatrick
    If you’ve noticed hotspots in your digital photos, areas where a stuck pixel in the camera’s sensor has rendered very bright spots of color that don’t belong in the image, you’re not alone. It’s an incredibly common phenomenon, but that doesn’t mean you have to put up with it. Read on as we discuss what distinguishes stuck pixels from other sensor defects and problems, how to identify it, and how to fix it both in-camera and out.Click Here to Continue Reading

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  • XNA - Moving Background Calculations

    - by Jesse Emond
    Hi, My question is relatively hard to explain(for me, at least), so I'll go one step at a time and just tell me in the comments if it's not clear enough. So I'm making a "Defend Your Castle" type 2D game, where two players own a castle and create units that will move horizontally to try to destroy the opponent's base. Here's a screenshot of the game: The distance between both castles is much bigger in a real game though, bigger than the screen's width actually. Because the distance is bigger than the screen's width, I had to implement a simple 2D camera: Camera2D, which only holds a Location Vector2 (and I always make sure this camera is within the field area). Then, I just move all the game elements(castles, units, health bars) by that location, so that if a unit is at (5, 0), and the camera's location is (5, 0), then the unit's position will be moved by 5 units to the left, making it (0, 0) on the screen. At first, I simply used a static background with mountains and clouds(yeah, those are supposed to be mountains and clouds). Obviously, this looked awful: when you moved the camera, the background would stay immobile. Instead, I'd like to make a moving background, kind of a "scrolling" one. But rather than making a background with the same width as the distance between the castles, I'd like to make one that is a little bit smaller(but still bigger than the screen's width). I thought this would create an effect of "distance" with the background(but it might just look awful, too). Here's the background I'm testing with: I tried different ways, but none of them seems to work. I tried this: float backgroundFieldRatio = BackgroundTexture.Width / fieldWidth;//find the ratio between the background and the field. float backgroundPositionX = -cam.Location.X * backgroundFieldRatio;//move the background to the left When I run this with fieldWith = 1600, BackgroundTexture.Width = 1500 and while looking at the rightmost area, the background is offset to the left by a too big amount, and we can see the black clear color in the back, as you can see here: I hope I explained properly what I'm trying to achieve. Thank you for your time. Note: I didn't know what to look for on Google, so I thought I'd ask here.

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  • Need help with a complex 3d scene (using Ogre and bullet)

    - by Matthias
    In my setup there is a box with a hole on one side, and a freely movable "stick" (or bar, tube). This stick can be inserted/moved through the hole into the box. This hole is exactly as wide as the diameter of the stick. In reality, when you would now hold the end of the stick in your hand and move the hand left/right or up/down, the other end of the stick, which is inside the box, would move into the opposite direction of your hand movement (because the stick is affixed at the pivot point where it is entering the box through the hole). (I hope you understand what I mean so far.) Now I need to simulate such a setup in a 3d program. I have already successfully developed an Ogre3d framework for this application, including bullet. But what I don't know is how I can implement in my program what I have described above. This application must include two more features: The scene camera is attached to the end of the stick that is inserted into the box. So when the user would move the mouse (to control "his" end of the stick outside the box), then the camera attached to the stick would move in the opposite direction, as described above. The stick has some length, and the user can push it further into the box, or pull it closer to him again. That means of course that the max. radius on which the end of the stick inside the box can move depends on how far the stick is pushed into the box. Thus, the more the stick is pushed into the box, the larger the max. radius of this end of the stick with the camera will be. I understand this is maybe quite a complex thing, so I don't expect any real source code here. I already have the Ogre and bullet part as said up and running, as well as a camera attached to the stick. This works fine. What I don't know though is how I can simulate the setup described above. Especially the requirement that the stick is affixed at the position of the hole on the box, where it is inserted into the box. Any ideas how I could approach to implement the described setup?

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  • Tutoriel Perceptual Computing (introduction à Unity), par Cédric Andréolli

    Salut,Je viens vous présenter un tutoriel qui va probablement vous plaire. Citation: Le Perceptual Computing peut être défini comme un ensemble de techniques mises à disposition du développeur pour offrir une expérience nouvelle à l'utilisateur. Ce concept, développé par Intel®, est composé de deux éléments :une caméra possédant de nombreux capteurs (HD, profondeur, micro stéréo) ; un SDK développé par Intel permettant de récupérer des événements captés par la caméra. Le SDK permet de réaliser les tâches suivantes :

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  • import mini DV films from Samsung digital cam VP-D353 [USB]

    - by bobo
    I tried to import mini DV films from my old video camera VP-D353 and it's not reconised by my lubuntu.( 12.04 ) I tried "DVGRAB" which should work but it doesn't. I Found this tutorial http://www.foscode.com/linux-minidv-usb-video-capture/ But it's just saying "waiting for dv" I don't really know what should I do now. Here what I've got for the camera when I write : sudo lsub Bus 002 Device 013: ID 04e8:120f Samsung Electronics Co., Ltd thanks

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  • Will we see a trend of stereoscopic 3D games coming up in the near future?

    - by Vish
    I've noticed that the trend of movies is diving into the world of movies with 3-dimensional camera.For me it provoked a thought as if it was the same feeling people got when they saw a colour movie for the first time, like in the transition from black and white to colour it is a whole new experience. For the first time we are experiencing the Z(depth) factor and I really mean when I said "experiencing". So my question is or maybe if not a question, but Is there a possibility of a genre of 3d camera games upcoming?

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  • Bullet Physics implementing custom MotionState class

    - by Arosboro
    I'm trying to make my engine's camera a kinematic rigid body that can collide into other rigid bodies. I've overridden the btMotionState class and implemented setKinematicPos which updates the motion state's tranform. I use the overridden class when creating my kinematic body, but the collision detection fails. I'm doing this for fun trying to add collision detection and physics to Sean O' Neil's Procedural Universe I referred to the bullet wiki on MotionStates for my CPhysicsMotionState class. If it helps I can add the code for the Planetary rigid bodies, but I didn't want to clutter the post. Here is my motion state class: class CPhysicsMotionState: public btMotionState { protected: // This is the transform with position and rotation of the camera CSRTTransform* m_srtTransform; btTransform m_btPos1; public: CPhysicsMotionState(const btTransform &initialpos, CSRTTransform* srtTransform) { m_srtTransform = srtTransform; m_btPos1 = initialpos; } virtual ~CPhysicsMotionState() { // TODO Auto-generated destructor stub } virtual void getWorldTransform(btTransform &worldTrans) const { worldTrans = m_btPos1; } void setKinematicPos(btQuaternion &rot, btVector3 &pos) { m_btPos1.setRotation(rot); m_btPos1.setOrigin(pos); } virtual void setWorldTransform(const btTransform &worldTrans) { btQuaternion rot = worldTrans.getRotation(); btVector3 pos = worldTrans.getOrigin(); m_srtTransform->m_qRotate = CQuaternion(rot.x(), rot.y(), rot.z(), rot.w()); m_srtTransform->SetPosition(CVector(pos.x(), pos.y(), pos.z())); m_btPos1 = worldTrans; } }; I add a rigid body for the camera: // Create rigid body for camera btCollisionShape* cameraShape = new btSphereShape(btScalar(5.0f)); btTransform startTransform; startTransform.setIdentity(); // forgot to add this line CVector vCamera = m_srtCamera.GetPosition(); startTransform.setOrigin(btVector3(vCamera.x, vCamera.y, vCamera.z)); m_msCamera = new CPhysicsMotionState(startTransform, &m_srtCamera); btScalar tMass(80.7f); bool isDynamic = (tMass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) cameraShape->calculateLocalInertia(tMass,localInertia); btRigidBody::btRigidBodyConstructionInfo rbInfo(tMass, m_msCamera, cameraShape, localInertia); m_rigidBody = new btRigidBody(rbInfo); m_rigidBody->setCollisionFlags(m_rigidBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); m_rigidBody->setActivationState(DISABLE_DEACTIVATION); This is the code in Update() that runs each frame: CSRTTransform srtCamera = CCameraTask::GetPtr()->GetCamera(); Quaternion qRotate = srtCamera.m_qRotate; btQuaternion rot = btQuaternion(qRotate.x, qRotate.y, qRotate.z, qRotate.w); CVector vCamera = CCameraTask::GetPtr()->GetPosition(); btVector3 pos = btVector3(vCamera.x, vCamera.y, vCamera.z); CPhysicsMotionState* cameraMotionState = CCameraTask::GetPtr()->GetMotionState(); cameraMotionState->setKinematicPos(rot, pos);

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  • Who Needs a Scanner? Scan a Document to PDF With Your Android Phone

    - by Chris Hoffman
    Scanning documents and OCRing them once meant slowly feeding them through a desktop scanner before running slow, clunky OCR software. With the advent of powerful smartphones, you can now quickly scan and OCR documents with your phone’s camera. This is perfect for receipts or any other physical documents you run across that you might want to read later. No need to save all those business cards, pamphlets and other pieces of paper — just scan them with your smartphone’s camera.    

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  • Weird appearance for a 3D XNA ground

    - by Belos
    I wanted to add a ground so I can know the position of a helicopter in the world. But the ground appeared in a weird way: http://i.stack.imgur.com/yTSuW.jpg The ground had the following texture: http://i.stack.imgur.com/pdpxB.png EDIT: Sorry, I forgot to post the code: public class ImportModel { public Vector3 Position { get; set; } public Vector3 Rotation { get; set; } public Vector3 Scale { get; set; } Model Model; Matrix[] modeltransforms; GraphicsDevice GraphicDevice; ContentManager Content; BoundingSphere sphere; bool boundingimplemented = false; public ImportModel(string model, GraphicsDevice gd, ContentManager cm, Vector3 position, Vector3 rot, Vector3 sca) { GraphicDevice = gd; Content = cm; Position = position; Rotation = rot; Scale = sca; Model = Content.Load<Model>(model); modeltransforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo(modeltransforms); } public void Draw(Camera camera) { Matrix baseworld = Matrix.CreateScale(Scale) * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z) * Matrix.CreateTranslation(Position); foreach (ModelMesh mesh in Model.Meshes) { Matrix localworld = modeltransforms[mesh.ParentBone.Index] * baseworld; foreach (ModelMeshPart meshpart in mesh.MeshParts) { BasicEffect effect = (BasicEffect)meshpart.Effect; effect.World = localworld; effect.View = camera.View; effect.Projection = camera.Projection; effect.EnableDefaultLighting(); } mesh.Draw(); } } public BoundingSphere BoundingSphere { get { if (!boundingimplemented) { foreach (ModelMesh mesh in Model.Meshes) { BoundingSphere transformed = mesh.BoundingSphere.Transform( modeltransforms[mesh.ParentBone.Index]); sphere = BoundingSphere.CreateMerged(sphere, transformed); } Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transforme = sphere; transforme = transforme.Transform(worldTransform); return transforme; } else { Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transformed = sphere; transformed = transformed.Transform(worldTransform); return transformed; } } } } Then I call the class from the Game1 class: ImportModel ground = new ImportModel("ground", GraphicsDevice, Content, Vector3.Zero, Vector3.Zero, new Vector3(20f)); EDIT2:This is how the scene looks from top: i.stack.imgur.com/Hs983.jpg

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  • Yet another frustum culling question

    - by Christian Frantz
    This one is kinda specific. If I'm to implement frustum culling in my game, that means each one of my cubes would need a bounding sphere. My first question is can I make the sphere so close to the edge of the cube that its still easily clickable for destroying and building? Frustum culling is easily done in XNA as I've recently learned, I just need to figure out where to place the code for the culling. I'm guessing in my method that draws all my cubes but I could be wrong. My camera class currently implements a bounding frustum which is in the update method like so frustum.Matrix = (view * proj); Simple enough, as I can call that when I have a camera object in my class. This works for now, as I only have a camera in my main game class. The problem comes when I decide to move my camera to my player class, but I can worry about that later. ContainmentType CurrentContainmentType = ContainmentType.Disjoint; CurrentContainmentType = CamerasFrustrum.Contains(cubes.CollisionSphere); Can it really be as easy as adding those two lines to my foreach loop in my draw method? Or am I missing something bigger here? UPDATE: I have added the lines to my draw methods and it works great!! So great infact that just moving a little bit removes the whole map. Many factors could of caused this, so I'll try to break it down. cubeBoundingSphere = new BoundingSphere(cubePosition, 0.5f); This is in my cube constructor. cubePosition is stored in an array, The vertices that define my cube are factors of 1 ie: (1,0,1) so the radius should be .5. I least I think it should. The spheres are created every time a cube is created of course. ContainmentType CurrentContainmentType = ContainmentType.Disjoint; foreach (Cube block in cube.cubes) { CurrentContainmentType = cam.frustum.Contains(cube.cubeBoundingSphere); ///more code here if (CurrentContainmentType != ContainmentType.Disjoint) { cube.Draw(effect); } Within my draw method. Now I know this works because the map disappears, its just working wrong. Any idea on what I'm doing wrong?

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  • How do you reset a USB device from the command line?

    - by Casey
    Is it possible to reset the connection of a USB device, without physically disconnecting/connecting from the PC? Specifically, my device is a digital camera. I'm using gphoto2, but lately I get "device read errors", so I'd like to try to do a software-reset of the connection. From what I can tell, there are no kernel modules being loaded for the camera. The only one that looks related is usbhid.

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  • Slow draw on some apps and dynamic clocks not working properly with ATI/AMD proprietary drivers

    - by Rakeka
    I've recently purchased a new computer (around July 2010) and I've been having some problems with proprietary video drivers on Linux. The hardware is: Video: ATI/AMD Radeon HD 5870 (XFX HD-587X-ZNFC); Motherboard: Asus P7P55D-E Deluxe; Processor: Intel i5 750; Memory: Kingston Hyperx KHX1600C8D3K2/4GX (2x - 8GB Total); Power Supply: XFX P1-750B-CAG9; There are no overclocks, not even the memories (they are at 1333mhz due processor memory controller limitation). The operational system is a homebrew Linux distribution with the following software: Architecture: x86_64 (multilib) Kernel: 2.6.35.10 Xorg: 7.5 Window Manager: wmii-3.9.2 Video Driver: ATI/AMD Catalyst 10.12 There are no desktop effects programs like compiz fusion or beryl. The problems: With ATI/AMD proprietary driver, some applications are with slow draw/redraw, and, the same applications make the driver to increase the card clocks to maximum (0% gpu activity, only the clocks are increased). I dunno exactly how to describe the slow draw but I'll list some applications and symptoms. xterm Flickers a lot when drawing continuous output; When I'm in a workspace with fullscreen xterm, The gpu load stays at 12% in idle, and, with smaller xterm, smaller GPU load. "aticonfig --odgc" output: Default Adapter - ATI Radeon HD 5800 Series Core (MHz) Memory (MHz) Current Clocks : 157 300 Current Peak : 850 1200 Configurable Peak Range : [600-900] [900-1300] GPU load : 12% "aticonfig --pplib-cmd 'get activity'" output: Current Activity is Core Clock: 157MHZ Memory Clock: 300MHZ VDDC: 950 Activity: 12 percent Performance Level: 0 Bus Speed: 5000 Bus Lanes: 16 Maximum Bus Lanes: 16 More examples: mplayer time info flickers on terminal; "find /" flickers a lot (It takes some time to stop with control-c. But, If I change the workspace or put some window upon it, just after the control-c, it stops instantly); "cat somefile" if the file is big (Xorg.0.log for example) it takes some time to display; vim and less (ex: find / | less) don't have much problems, just a little flicker when scrolling; mplayer (no gui) Slow reproduction and seek with -vo x11; Tearing with -vo xv; Time info flickers on terminal (xterm consequence); gvim A little slow draw when scrolling with page up/page down; Firefox Slow draw/redraw on some pages like www.boadica.com.br and sometimes on www.youtube.com with flash enable (never noticed on many pages); Corruptions when informative yellow boxes are showing and scroll the page (an gray box appears at the same place of the informative box); "Wallpaper" After minimizing a fullscreen window or changing to an empty workspace it takes some time to redraw wallpaper. "Video Card" The core and memory clocks are increased with the events described above and on other situations like change workspace (even without wallpaper), minimize, maximize or move a window; Idle clocks: Core: 157mhz, Memory: 300mhz Full clocks: Core: 850mhz, Memory: 1200mhz xpdf Painful slow scrolling; display (from ImageMagick) Slow menus and sometimes slow image redraw; Programs that I use and are apparently without problems: gimp; pidgin; mplayer (-vo gl, gl2); blender; unigine heaven (better fps than on Windows); doom3; tibia; penumbra overture; amnesia the dark descent (wine); diablo 2 (wine); No problems on Windows (Windows 7 Ultimate 64bit). And special note to this: Full desktop effects from Debian and Ubuntu gnome appearance cpanel don't cause ANY problems, even the core and memory clocks don't increase when change workspace, minimize, maximize or move a window. What I've tested: Unsuccessful tests: Tested all drivers versions since 10.6 (released approximately when I've installed the first slackware in this PC); Tested other video card - ATI/AMD Radeon HD 5570 (XFX HD-557X-ZHF2); Tested some options on xorg.conf and that I've found googling (some of these options are commented on my xorg.conf. I'll send the links at the end of post); Tested some patches like 107_fedora_dont_fill_bg_none.patch and xserver-xorg-backclear.patch from Arch Linux Catalyst page (https://wiki.archlinux.org/index.php/ATI_Catalyst); Tested other distros and software versions: Tested XORG-7.6 on my own distribution; Tested Debian Squeeze (testing - from 2010-12-20); Tested Ubuntu Marverick (10.10); Tested Slackware 13.1; Distros info: Architecture: i386 Debian and Ubuntu with all default software (kernel, gnome, xorg, drivers); Slackware with Catalyst from AMD page and default window managers like: fvwm, xfce, and my own build of wmii; Successful tests: Tested other video card (only on my homebrew distro) - NVIDIA Geforce 7300GS with driver 260.19.29; That didn't shown the slow draw problems, but that card is a bit obsolete, so, dunno if that lacks features like the dynamic clocks. I don't dispose of other video cards like nvidia g/gt/gts/gtx 200~400~500 or Radeon HD 3000/4000/6000 to make more tests. Tested other hardware: Video: ATI/AMD Radeon HD 5570 (XFX HD-557X-ZHF2); Motherboard: Intel DG31PR; Processor: Core 2 Duo E6750; Software for that hardware: Fresh install of same distros (except for the mine) with same program versions; That video card (HD 5570) were full time at the maximum clocks (something like 500/750, don't remember) in all the operational systems (Windows XP and Windows 7 too), but it didn't shown the same problems that I have here. I've googled a lot about common problems with ATI/AMD proprietary drivers for Linux and didn't find similar problems, except by the Firefox corruptions, that the solutions were to disable ATI Direct2DAccel and use XAA. With XAA the problems persists and the other applications like pidgin and rest of Firefox showed the same problems of slow draw/redraw. Open source Drivers: With open source drivers (xf86-video-ati-6.13.2) I hadn't the same slow draw problems, but, had other problems, that, for now, make it no viable solution. I'll not discuss it here because this is another line of problems and will confuse everything. If it happens to be the only solution, I'll make another thread to discuss it. Logs and Configs: kernel .config dmesg xorg package list xorg.conf Xorg.0.log

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  • moviePlayBackDidFinish: is not called in application.

    - by srikanth rongali
    In my application I have used these notifications when playing a video. But, The problem is the control of the program is not entering in to the first two methods(moviePreLoadDidFinish and moviePlayBackDidFinish). It is entering into last method. So, after the video is played and I pressed Done button in the video, I cannot touch any object in screen. I mean I used play button for video to play in a view. After the video played the play button is deactivated. - (void) moviePreloadDidFinish:(NSNotification*)notification { } // Notification called when the movie finished playing. - (void) moviePlayBackDidFinish:(NSNotification*)notification { } // Notification called when the movie scaling mode has changed. - (void) movieScalingModeDidChange:(NSNotification*)notification { } I could not get where I was wrong ? Thank You.

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  • saving the videos and photos in iPhone Simultor 4.0

    - by Mohammed Sadiq
    Hi All, From 4.0 apple has extended their api support to access the videos and photos from the phone. I am using only iPhone 4.0 simulator to test my application. When I try to save the video as apple has mentioned in their api docs, its giving the error something like "Error Saving the Asset". The way I try to store the video is as follows : ALAssetsLibraryWriteVideoCompletionBlock _videoCompblock = ^(NSURL *assetURL, NSError *error){ if(assetURL) { NSLog(@"Video AssetUrl : %@", [assetURL absoluteString]); } else if(error) { NSLog(@"The Error occured : %@", [error localizedDescription]); } }; BOOL isSupported = [library deoAtPathIsCompatibleWithSavedPhotosAlbum:videoFileUrl]; if(isSupported) { [library writeVideoAtPathToSavedPhotosAlbum:videoFileUrl completionBlock:_videoCompblock]; } The above methods should print the url of the video on successful saving of the video file. But its printing the error message as "ERROR SAVING THE ASSET". Any idea or help on this topic will be greatly appreciated. Best Regards, Mohammed Sadiq.

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  • How do I get a list of child elements from XDocument object?

    - by Nick
    Hello.. I am trying to get all of the "video" elements and their attributes from an XML file that looks like this: <?xml version="1.0" encoding="utf-8" ?> <videos> <video title="video1" path="videos\video1.wma"/> <video title="video2" path="videos\video2.wma"/> <video title="video3" path="videos\video3.wma"/> </videos> The following will only select the root node and all of the children. I would like to get all of the 'video' elements into the IEnumerable. Can someone tell me what I'm doing wrong? IEnumerable<XElement> elements = from xml in _xdoc.Descendants("videos") select xml; The above returns a collection with a length == 1. It contains the root element and all the children.

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  • Streaming desktop with avconv - severe sound issues

    - by Tommy Brunn
    I'm trying to do some live streaming in Ubuntu 12.10, but I'm having some problems with audio. More specifically, the quality is complete garbage and it's at least 10 seconds out of sync with the video. I'm using an excellent guide found here to set up my loopback devices so that I can combine the desktop audio with the microphone input. It seems to work, as I'm able to stream both audio and video to Twitch.tv. But, as I said, the audio quality is terrible. The microphone audio is very, very low, but if I increase it, I get a horrible garbled sound that is absolutely unbearable. Nothing like that is present during VoIP calls or when recording sound alone with the sound recorder, so it's not an issue with the microphone itself. The entire audio stream is also delayed about 10-15 seconds compared to the video stream. I put together an imgur album of my settings. Here is some example output from when I'm streaming: avconv version 0.8.4-6:0.8.4-0ubuntu0.12.10.1, Copyright (c) 2000-2012 the Libav developers built on Nov 6 2012 16:51:11 with gcc 4.7.2 [x11grab @ 0x162fd80] device: :0.0+570,262 -> display: :0.0 x: 570 y: 262 width: 1280 height: 720 [x11grab @ 0x162fd80] shared memory extension found [x11grab @ 0x162fd80] Estimating duration from bitrate, this may be inaccurate Input #0, x11grab, from ':0.0+570,262': Duration: N/A, start: 1353181686.735113, bitrate: 884736 kb/s Stream #0.0: Video: rawvideo, bgra, 1280x720, 884736 kb/s, 30 tbr, 1000k tbn, 30 tbc [alsa @ 0x163fce0] capture with some ALSA plugins, especially dsnoop, may hang. [alsa @ 0x163fce0] Estimating duration from bitrate, this may be inaccurate Input #1, alsa, from 'pulse': Duration: N/A, start: 1353181686.773841, bitrate: N/A Stream #1.0: Audio: pcm_s16le, 48000 Hz, 2 channels, s16, 1536 kb/s Incompatible pixel format 'bgra' for codec 'libx264', auto-selecting format 'yuv420p' [buffer @ 0x1641ec0] w:1280 h:720 pixfmt:bgra [scale @ 0x1642480] w:1280 h:720 fmt:bgra -> w:852 h:480 fmt:yuv420p flags:0x4 [libx264 @ 0x165ae80] VBV maxrate unspecified, assuming CBR [libx264 @ 0x165ae80] using cpu capabilities: MMX2 SSE2Fast SSSE3 FastShuffle SSE4.2 [libx264 @ 0x165ae80] profile Main, level 3.1 [libx264 @ 0x165ae80] 264 - core 123 r2189 35cf912 - H.264/MPEG-4 AVC codec - Copyleft 2003-2012 - http://www.videolan.org/x264.html - options: cabac=1 ref=2 deblock=1:0:0 analyse=0x1:0x111 me=hex subme=6 psy=1 psy_rd=1.00:0.00 mixed_ref=0 me_range=16 chroma_me=1 trellis=1 8x8dct=0 cqm=0 deadzone=21,11 fast_pskip=1 chroma_qp_offset=-2 threads=4 sliced_threads=0 nr=0 decimate=1 interlaced=0 bluray_compat=0 constrained_intra=0 bframes=3 b_pyramid=0 b_adapt=1 b_bias=0 direct=1 weightb=0 open_gop=1 weightp=1 keyint=250 keyint_min=25 scenecut=40 intra_refresh=0 rc_lookahead=30 rc=cbr mbtree=1 bitrate=712 ratetol=1.0 qcomp=0.60 qpmin=0 qpmax=69 qpstep=4 vbv_maxrate=712 vbv_bufsize=512 nal_hrd=none ip_ratio=1.25 aq=1:1.00 Output #0, flv, to 'rtmp://live.justin.tv/app/live_23011330_Pt1plSRM0z5WVNJ0QmCHvTPmpUnfC4': Metadata: encoder : Lavf53.21.0 Stream #0.0: Video: libx264, yuv420p, 852x480, q=-1--1, 712 kb/s, 1k tbn, 30 tbc Stream #0.1: Audio: libmp3lame, 44100 Hz, 2 channels, s16, 712 kb/s Stream mapping: Stream #0:0 -> #0:0 (rawvideo -> libx264) Stream #1:0 -> #0:1 (pcm_s16le -> libmp3lame) Press ctrl-c to stop encoding frame= 17 fps= 0 q=0.0 size= 0kB time=10000000000.00 bitrate= 0.0kbitframe= 32 fps= 31 q=0.0 size= 0kB time=10000000000.00 bitrate= 0.0kbitframe= 40 fps= 23 q=29.0 size= 44kB time=0.03 bitrate=13786.2kbits/s dup=frame= 47 fps= 21 q=31.0 size= 93kB time=2.73 bitrate= 277.7kbits/s dup=0frame= 62 fps= 23 q=29.0 size= 160kB time=3.23 bitrate= 406.2kbits/s dup=0frame= 77 fps= 24 q=23.0 size= 209kB time=3.71 bitrate= 462.5kbits/s dup=0frame= 92 fps= 25 q=20.0 size= 267kB time=4.91 bitrate= 445.2kbits/s dup=0frame= 107 fps= 25 q=20.0 size= 318kB time=5.41 bitrate= 482.1kbits/s dup=0frame= 123 fps= 26 q=18.0 size= 368kB time=5.96 bitrate= 505.7kbits/s dup=0frame= 139 fps= 26 q=16.0 size= 419kB time=6.48 bitrate= 529.7kbits/s dup=0frame= 155 fps= 27 q=15.0 size= 473kB time=7.00 bitrate= 553.6kbits/s dup=0frame= 170 fps= 27 q=14.0 size= 525kB time=7.52 bitrate= 571.7kbits/s dup=0 frame= 180 fps= 25 q=-1.0 Lsize= 652kB time=7.97 bitrate= 670.0kbits/s dup=0 drop=32 //Here I stop the streaming video:531kB audio:112kB global headers:0kB muxing overhead 1.345945% [libx264 @ 0x165ae80] frame I:1 Avg QP:30.43 size: 39748 [libx264 @ 0x165ae80] frame P:45 Avg QP:11.37 size: 11110 [libx264 @ 0x165ae80] frame B:134 Avg QP:15.93 size: 27 [libx264 @ 0x165ae80] consecutive B-frames: 0.6% 0.0% 1.7% 97.8% [libx264 @ 0x165ae80] mb I I16..4: 7.3% 0.0% 92.7% [libx264 @ 0x165ae80] mb P I16..4: 0.1% 0.0% 0.1% P16..4: 49.1% 1.2% 2.1% 0.0% 0.0% skip:47.4% [libx264 @ 0x165ae80] mb B I16..4: 0.0% 0.0% 0.0% B16..8: 0.1% 0.0% 0.0% direct: 0.0% skip:99.9% L0:42.5% L1:56.9% BI: 0.6% [libx264 @ 0x165ae80] coded y,uvDC,uvAC intra: 82.3% 87.4% 71.9% inter: 7.1% 8.4% 7.0% [libx264 @ 0x165ae80] i16 v,h,dc,p: 27% 29% 16% 28% [libx264 @ 0x165ae80] i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 22% 21% 14% 8% 8% 8% 7% 5% 7% [libx264 @ 0x165ae80] i8c dc,h,v,p: 47% 22% 20% 11% [libx264 @ 0x165ae80] Weighted P-Frames: Y:0.0% UV:0.0% [libx264 @ 0x165ae80] ref P L0: 96.4% 3.6% [libx264 @ 0x165ae80] kb/s:474.19 Received signal 2: terminating. Any ideas on how I can resolve this? The video delay is perfectly acceptable, so I wouldn't think that it's a network issue that's causing the delay in the audio. Any help would be appreciated.

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