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January 29 2018

haskell-lens-aeson 1.0.2-26 x86_64

Law-abiding lenses for aeson

postgrest x86_64

REST API for any Postgres database

git-annex 6.20180112-38 x86_64

Manage files with git, without checking their contents into git

hopenpgp-tools 0.19.5-58 x86_64

hOpenPGP-based command-line tools

haskell-hopenpgp 2.5.5-153 x86_64

Native Haskell implementation of OpenPGP (RFC4880)

haskell-lens 4.15.4-14 x86_64

Lenses, Folds and Traversals

haskell-trifecta x86_64

A modern parser combinator library with convenient diagnostics

haskell-servant-swagger 1.1.4-23 x86_64

Generate Swagger specification for your servant API.

haskell-dav 1.3.1-205 x86_64

RFC 4918 WebDAV support

avr-binutils 2.30-1 x86_64

A set of programs to assemble and manipulate binary and object files for the AVR architecture

arm-none-eabi-binutils 2.30-1 x86_64

A set of programs to assemble and manipulate binary and object files for the ARM EABI (bare-metal) target

aarch64-linux-gnu-binutils 2.30-1 x86_64

A set of programs to assemble and manipulate binary and object files for the ARM64 target

tap-plugins 1.0.0-1 x86_64

Tom's LADSPA Plugins

cacti 1.1.33-1 any

Complete network graphing solution designed to harness the power of RRDTool's data storage and graphing functionality.

January 01 2018

Arch monthly December

Arch Linux @ 34C3 Arch Linux Trusted Users, Developers and members of the Security team have been at 34C3 and even held a small meetup. There was also an #archlinux.de assembly where people from the irc channel could meet each other. Seeing how much interest there was this year, it might be worth it to host a self organized session or assembly with more stickers \o/ Fosdem 2018 Arch Linux Trusted Users and Developers will be at Fosdem 2018 in February. We don’t have a booth or developer room but you can probably find us by looking for Arch stickers or hoodies :-) 2017 Repository cleanup The repository’s will be cleaned of orphan packages, which will be moved to the AUR, where they can be picked up and taken care of. AUR 4.6.0 Release A new version of aurweb has been released on December third. It brings markdown support for comments and more Trusted User specific changes. Happy 2018! I wish everyone a happy 2018 and keep on rolling :) Arch monthly December was originally published by Jelle van der Waa at Jelly's Blog on January 01, 2018.

December 08 2017

Arch monthly November

New TU Andrew Crerar Andrew Crerar applied to become a Trusted User and was accepted! Congratulations! His intentions is to move firefox-develop from the AUR to [community] 77% Reproducible packages Currently 77% of the packages are reproducible, note that we do not vary everything yet in the two builds. For example filesystem, build patch and other options can be varied. Pro-audio mailing list For audio enthusiasts there is a new mailing list to discuss audio packaging, development and usage etc.. GCC and GCC-multilib merged Now that 32 bit support is dropped, the normal GCC package has gained support to build multilib packages, simplifying packaging. Mime-types replaced with mailcap Mime-types is now replaced by mailcap in this change. Arch Linux at 34C3 A few Arch Linux Developers and Trusted users will be at 34C3 in Leipzig, if you are there, meet us there! A certain Arch user was recruited after talks at congress! Analysis of AUR and Official Arch Repository data Brian Caffey has made some a analysis of the AUR and the Arch repositories. Arch monthly November was originally published by Jelle van der Waa at Jelly's Blog on December 08, 2017.

December 04 2017

Writing text in Unity

Writing text in Unity isn't that easy, at least if you want to generate text with single gameobjects to be displayed in 3D and not only as a flat UI text. Every single letter must be dragged and dropped to its place to form a word.Personally I was frustrated and didn't find a solution on the internet, so I decided to write this small script on my own which generates text in the editor while you are typing as you can see in the animation. For this example I used the letters from the Unity Asset Store package "Simple Icons - Cartoon Assets" (https://www.assetstore.unity3d.com/en/#!/content/59925). Maybe you will find this helpful or has more ideas to improve it, if so then please let me know.😉A detailed description how to use this small script can be found in my repository on GitHub (https://github.com/isenmann/UnityTextGenerator)

November 29 2017

Start VR development with the right toolkit

More or less one year ago I have started with developing in VR and tried several plugins and tools in Unity to implement all the basic stuff like teleporting, grabbing, triggering and so on.The first thing you will probably try or see in Unity is the official SteamVR plugin from Valve if you have a Vive like me. Basically this SDK has everything you will need to realize your project, but it's really a very hard start if you try several things with the SteamVR SDK directly. There is no much documentation or example scenes where you can have a look at. For me it was more frustrating than helpful, so searching the Unity Asset Store and also the internet you will maybe find the VRTK (Virtual Reality Toolkit) from Harvey Ball (aka TheStoneFox).It's the best toolkit you can get if you are try to do something in Unity for VR. You get tons of documentations for nearly all use cases you can imagine. Furthermore he has created lots of examples where you find nearly all that stuff sorted and splitted in different scenes to show you how to use them. Every single script he has written is licensed under the MIT license and can be studied directly in the SDK or in his GitHub repository for the toolkit.A very active community is discussing stuff at its own Slack channel. Even a Youtube channel exists where he posts tutorials or doing a live Q&A session to answer your questions.But why do I tell you this? Because Harvey Ball has done an absolute astonishing job on this toolkit. You don't have to fiddle around with each single SDK for each vendor, you don't have to think about grabbing an object, teleporting around, using an object, realize a button, realizing an usable door or anything you can think of. You can such use the VRTK and use nearly all available VR headsets out there directly and start to code your idea or project right away.And the best thing, he has decided right from the beginning that he give this away all for free! This is even more astonishing if you see all the effort which is behind such a toolkit. These are all reasons to give something back to Harvey. How? You can decide to become a patreon on his patreon page, start contributing directly in the toolkit if you are a coder, contact Harvey and ask how you can help. Right now he is really looking for some donations to go on with the development of VRTK. It would be a shame if VRTK is dying just because of the lack of support. So give and show him a little bit of love and help for this really useful and totally necessary toolkit for VR development in Unity!Look at all the links I have posted here and decide on your own how important this project is.

November 26 2017

Reproducible Arch Linux?!

The reproducible build initiative has been started a long time ago by Debian and has been grown to include more projects. Arch is now also in the process of getting reproducible build support, thanks to the of hard work of Anthraxx, Sangy, and many more volunteers. In pacman git patches where landed to support reproducible builds which will be included in a hopefully soon next stable release! Meanwhile with help of the reproducible-builds.org rebuild infrastructure rebuilds have been started! Currently 77% of the 17% tested packages are reproducible as can be found here. This page is fed by the work done by two Jenkins builders, which currently build the whole Arch repository. The builder builds the package twice in different environments and then uses diffoscope to find differences in packages. Usually the differences are due to timestamps :-). Now that we have some results of rebuilds, we can start fixing our packages. The work I did so far: Fixing 404 sources of our packages, some of the source failures where due to ftp://kernel.org being used and not https://www.kernel.org. This has been fixed in SVN. Also old pypi links needed to be fixed One package’s .install file contained a killall statement, I’m not sure why but it shouldn’t be required so it was eradicated Integrity mismatch, so upstream did a ninja re-release, annoying but fixed Imagemagick’s convert sets some metadata in the resized png’s which makes reproducible builds fail. Since it does not adhere to SOURCE_DATE_EPOCH. Missing checkdepends on pytest-runner, which is automatically downloaded by the build tools but that failed in the reproducible build. Some simply adding the depdency to checkdepends fixed it. As you can see, only one of the bullet points was really an reproducible build issue the others where packaging issues. So I can conclude that reproducible builds will increase the packaging quality in the Arch repository. Having the packages in our repository always build-able will also help the Arch Linux 32 project. The Arch reproducible project still needs a lot of work, to make it possible to verify a package build as a user against the repository package. P.S.: If you are at 34C3 this year and interested, visit the reproducible build assembly. Reproducible Arch Linux?! was originally published by Jelle van der Waa at Jelly's Blog on November 26, 2017.

November 24 2017

Using the WRLD Unity SDK with a stencil mask object

Maybe you have heard about the great WRLD project, which provides a great way to display real world map data in your project. Furthermore they provide several different SDKs to access these datas. For a small project I needed some map data to visualize them in a 3D scene inside Unity. Using the Unity SDK from WRLD you can easily access those data and they will be displayed in your scene. Sadly they render the map all over your scene and their is no restriction in size. At least I haven't found any, even if you use their script attached to a GameObject with a specific size, the map will be displayed all over the scene. After some fails and searching the web I stumbled upon a video showing the usage of WRLD in a AR environment. There they do exactly what I needed. Luckily the video was made by WRLD and they also provided two very good blog posts where they explained how they have done it. With the help of these blog posts I have implemented it without all the AR stuff and came up with the proof of concept you can see in the animation. The displayed cube is used as a stencil mask for the map and if you move the cube or the map, only the part of the map which is inside the cube will be rendered. Also new tiles of the map are loaded dynamically depending on the main camera in the scene. I have published the Unity project on GitHub to provide the solution ready to use for your project and also to archive it for myself. You will need a valid API key from WRLD, just register at their website and generate one for your needs. Then insert your API key at the WRLD Map GameObject:The project includes the WRLD Unity SDK which you also find in the Asset Store of Unity. But be careful if you replace the included one with the official one from the store, because I have done some changes they have mentioned in their blog posts. So make sure to apply the code changes if you replace the integrated WRLD SDK.Hope you will find it useful. If you find a bug or have useful hints then let me know, because I'm quite new in Unity and thankful for anything related to it. 
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