I'd like to know if it's possible to extract a binary BSP from a cooked CE image. Obviously I know that you cannot decompile the BSP back into its original form, but all I want to do is change the contents of the userland using the catalog items selector in the platform builder. Is this possible?
A BSP contains sourcecode to boot the system and drivers that are not generic/cross-platform. This is then compiled into binaries and finally the image file is generated. This image file contains the bootable kernel but also a built-in filesystem (the /Windows folder).
If I understand you right, you want to unpack the image, change the content of the built-in filesystem and then pack it up again. This shouldn't be too difficult, but I don't think you will find support for that in PB, so it will require a bit of manual work both for finding the files and the according registry defaults. In addition, adding and removing features might change the cost of your license for the resulting image.
Why can't you just generate a different image? Alternatively, why not simply add the additional software outside the image?
Related
Hello guys sorry I am new to docker so bear with me.
I am learning to use docker for building, running and shipping some apps but still don't know the difference between Node images (ex. latest, alpine..)
I've read somewhere that alpine is a small Linux distribution (in terms of size) but still don't know the difference between all these images and especially when to use which?
Dockerfile:
Usually there is a description of the different types of images available within their docker hub page.
For Node we have it here: https://hub.docker.com/_/node
The section Image Variants states the following:
node:<version>
This is the defacto image. If you are unsure about what your needs are, you probably want to use this one. It is designed to be used both as a throw away container (mount your source code and start the container to start your app), as well as the base to build other images off of.
Some of these tags may have names like bullseye, buster, or stretch in them. These are the suite code names for releases of Debian and indicate which release the image is based on. If your image needs to install any additional packages beyond what comes with the image, you'll likely want to specify one of these explicitly to minimize breakage when there are new releases of Debian.
This tag is based off of buildpack-deps. buildpack-deps is designed for the average user of Docker who has many images on their system. It, by design, has a large number of extremely common Debian packages. This reduces the number of packages that images that derive from it need to install, thus reducing the overall size of all images on your system.
node:<version>-alpine
This image is based on the popular Alpine Linux project, available in the alpine official image. Alpine Linux is much smaller than most distribution base images (~5MB), and thus leads to much slimmer images in general.
This variant is useful when final image size being as small as possible is your primary concern. The main caveat to note is that it does use musl libc instead of glibc and friends, so software will often run into issues depending on the depth of their libc requirements/assumptions. See this Hacker News comment thread for more discussion of the issues that might arise and some pro/con comparisons of using Alpine-based images.
To minimize image size, it's uncommon for additional related tools (such as git or bash) to be included in Alpine-based images. Using this image as a base, add the things you need in your own Dockerfile (see the alpine image description for examples of how to install packages if you are unfamiliar).
node:<version>-slim
This image does not contain the common packages contained in the default tag and only contains the minimal packages needed to run node. Unless you are working in an environment where only the node image will be deployed and you have space constraints, we highly recommend using the default image of this repository.
All of the standard Docker Hub images have a corresponding Docker Hub page; for Node it's https://hub.docker.com/_/node. There's a section entitled "Image Variants" on that page that lists out the major options.
Debian/Ubuntu/Alpine. Most Docker images are built on top of one of these base Linux distributions. Debian and Ubuntu are very similar and in fact are closely related; if you see something labeled "bullseye", "buster", or "stretch", these are the names of specific Debian major releases. Alpine has a reputation for being very small, but with that tininess comes some potential low-level C library issues. I'd recommend the Debian-based option unless you really need the tens of megabytes of space savings.
"Slim" images. The node image has a "slim" variant. The default image mentions that it's built on top of a buildpack-deps image, but that base image is not small (~300 MB). That image includes a full C toolchain and many development headers. Some npm install commands could need this, but you don't want it in your final image. Prefer the "slim" option if it's a choice.
Version tags. The top of the Docker Hub page has a bewildering list of tags. If you look at these, each line has several names; as of this writing, node:16, node:16.14, node:16.14.0, node:lts, node:16-buster, and several other things are all actually the same image. One thing to note is that only "current" versions get any sort of updates at all; if Node 16.14.0 is the current version then no node:16.13 package will ever be rebuilt. I'd suggest picking a specific major version and using a "long-term support" version if it's an option, but not specifying a minor or patch version.
Combining all of those together, my default would be something like
FROM node:16-slim # Debian-based
Anyone knows why the image, shown below, is partially gray while loading? I assume it has something to do with progressive JPG, but I haven't seen the grayscale effect before. Is there some kind of a JPG export setting that enables that? How is it called? Can I disable it?
Direct image link
Edit:
The problem could either be the problem described in #KonradDzwinel answer OR my answer, both could look identical:
What is the problem
For some reason the file is saved or produced in way that make the file we call it Lossless JPEG.
I am not sure which software, tool or how this problem is was produced, but that won’t change the fact that your file had have some issues or even corrupted.
How to find the problem in the file
Your file was saved in way that it works identical but it had issues. To check whether your file is healthy or not, it requires a tool to scan/analysis the image file. I use a very nice and easy to use tool (software) called JPEGsnoop (link for download). This tool is free and I used it to scan and analysis your image files for problems.
Your file comes up with few places with following note, (the screen-shot btw shows only one note, but there were more):
NOTE: Scan parsing doesn’t support this SOF mode.
After I have re-saved the file correctly and analysis it again, it does not show any problems or notes:
What I did to create a problem FREE image file
For testing I have used Photoshop 5.5 to open the Lossless file and save it with new name with default jpeg (since I don't have the original file). But correctly I assume you have the original file, and I assume you have Photoshop any version does not matter OR any other image tool. Try to optimize your jpeg file best possible, analysis it and remember/note the saving setting for future wise image saving.
Here is an example of my Photoshop save settings, which result in problem FREE file:
How can I learn more about Lossless JPEG
I won’t go in details of this problem but I will leave some link that explain it in details, I hope also you find this is useful to solve your issue:
http://www.impulseadventure.com/photo/fix-corrupt-jpeg-photo.html
http://fileformats.archiveteam.org/wiki/JPEG
http://fileformats.archiveteam.org/wiki/Lossless_JPEG_%28original%29
http://www.howtogeek.com/142174/what-lossless-file-formats-are-why-you-shouldnt-convert-lossy-to-lossless/
Software JPEGsnoop
http://www.impulseadventure.com/photo/jpeg-snoop.html
Progressively encoded JPEGs contain ten scan layers by default. That means ten iterative layers of image information build on each other to deliver the final visual quality of the image. The first visible scan layer of a progressive JPEG is always highly pixelated and often black & white because it saves on color channel information.
Source (emphasis mine)
Another resource that explores this issue in lengh: http://cloudinary.com/blog/progressive_jpegs_and_green_martians
does android supports SVG or Tiny SVG ? I am having doubt like if i want to publish my application to android market which will cover different sizes of android devices then in that case i need to create same images with different densities, sizes etc.. and need to put on the different folders as specified in android developer guides. I just want to avoid it because it will unnecessarily increase the apk file size so rather than using this approach can we create the vector graphics file and store all image related information and add it in to the apk file.
but I am not able to find whether vector graphics approach will work in android or not and if it is working then how to use it?
Please provide me some valuable information about it.
Regards,
Piks
I found TinyLine. I have not tried it, but it seems to be sophisticated.
BACKGROUND
I am using a commercial application on windows that creates a drawing
This application allows only two output options: (1) save as a bitmap file and (2) print to a printer
the bitmap is useless for my purposes - I want the vectors
Looking at the print output (I sent to the Windows XPS print driver) it seems clear based on the amount of zooming I can do without loss of detail that the underlying vectors are being send to the print driver
Once I get the vectors, I will be writing some code to transform them for some other use.
MY QUESTION
Whart are my options for geting the vectors from the print? (am open to both commercial and open source)
OPTIONS I HAVE THOUGHT OF SO FAR
Take the bitmap and use a program like VectorMagick to. I have tried this approach. It does not produce the fidelity I seek even when the original bitmap is large. Practically speaking I believe that using any tracing approach will not give me the quality vectors I need.
Print to the Adobe PDF driver. This technically works. I have Adobe CS4 so I can print to it save the resulting PDF and then import the PDF into Illustrator and then export as some other vector format. The problem with this approach is money/licensing. I own a personal copy of Adobe CS4 - so this is fine for me. But I need to capture the vectors at work for business purposes - and no I'm not going to install my personal copy of CS4 at work.
Is there a "print driver" that captures the print output directly into a vector format? I have seen some commercial ones via google. If you've used them, I would like to hear about your experience with this technique. I could write my own and in that case do you have links to any existing code that I can start with.
If this is an ongoing solution you need then you might need to buy something or build your own. If it's a onetime affair you might look to use an 'older' Lexmark PCL printer driver. I'd recommend something like the T610. If you download the PCL driver and install it you can modify the defaults and change the Graphics option from XL or Autoselect to GL/2. This will force the driver to output GL/2 output which is vector (GL/2 is a plotter language). This might do the trick for you. Other printer drivers may have the abiltiy to force GL/2 (vs. Raster) but I'm not sure. I use to work for Lexmark and have used this before for a similar requirement.
Ensure you use the Lexmark 'Custom' driver as I don't think the Microsoft-based one support this feature.
...pausing while I investigate a few things............I'm back...
Another option is to find another GL/2 driver or build you own...I just took a few minutes to search the web and came up with a few other options that might work.
Build you own:
I've built drivers (minidrivers) using the Windows Driver Development Kit (DDK), it's quite simple to construct basic drivers. Looks like there is a setting you can set to enable GL/2 output: Enabling HP-GL/2 Vector Graphics Support (PCL-5e) in the GPD
Alternate drivers:
Depending on the OS you are on there is probably a 'generic' GL/2 driver built in. I believe XP has a Hewlett-Packard HP-GL/2 Plotter. You might need to check the license (as with the Lexmark solution) but it might work for you and as it's part of the OS there shouldn't be concern about using it. It's probably written and copyrighted to Microsoft
Keep in mind you will have to do some work to convert GL/2 to whatever output you want but it should be a matter of an simple translator to convert each set of commands. There may be tools out there to help. Here is a quick link to Lexmark GL/2 reference which might be enough to get you going, check out the GL/2 information under the PCL section: Lexmark Technical Reference Guide
Postscript:
The last option I have is to use a generic Postscript driver. Postscript should output the vector images as vector graphics in the Postscript but my knowledge of this is limited at best.
Output:
If you need the output to route to file you can set the port to FILE: which requries user intervention, or install something like Redmon (or connect with me and I'll send you our port monitor that allows for automatic output to file).
Hope this helps in some way.
My favorite is the open source (GPL) PDFCreator
http://sourceforge.net/projects/emfprinter/
I need to program a util for a 3d model. What i need to do is pass the 3d model to the util and have it extract multiple information. Things like poly count, size/scale (if applicable) and anything else i can grab. Then i need to take a screen shot of the model 8 times (45deg from 0 to 360). Maybe 16. Is there an app that i can use to extract data from the model and is there another app i can use to create the image? if so i can write a php script to do this all for me :) if not i'll post more question about specifics.
My OS is debian etch
the models will be any format. I may make it 3ds only or limit it to what the app(s) support. Or i may have another app to convert one format to the other and extract the data from that format.
I haven't tried this, but you could try 3ds2pov to convert your 3DS files into POV-Ray format, and then render with POV-Ray.
The 3ds2pov program is quite old, so I don't know how compatible it is with current 3DS files. The archive comes with source code so ought to build without too much difficulty on Debian.
POV-Ray itself runs easily on Linux.
nb: other 3DS to POV converters may exist. This one just happens to be the first one returned by Googling for "3ds to pov".
Your requirements are very loose and vague but most 3d engines should have the tools you need to create your custom utility. I would start by looking at Blender or the viewer tools from OGRE, OpensceneGraph and similar tools.
You can try this: Linux based A3dsViewer -> does 3ds to pov conversion.