41 skills found · Page 1 of 2
chrisneagu / FTC Skystone Dark Angels Romania 2020NOTICE This repository contains the public FTC SDK for the SKYSTONE (2019-2020) competition season. If you are looking for the current season's FTC SDK software, please visit the new and permanent home of the public FTC SDK: FtcRobotController repository Welcome! This GitHub repository contains the source code that is used to build an Android app to control a FIRST Tech Challenge competition robot. To use this SDK, download/clone the entire project to your local computer. Getting Started If you are new to robotics or new to the FIRST Tech Challenge, then you should consider reviewing the FTC Blocks Tutorial to get familiar with how to use the control system: FTC Blocks Online Tutorial Even if you are an advanced Java programmer, it is helpful to start with the FTC Blocks tutorial, and then migrate to the OnBot Java Tool or to Android Studio afterwards. Downloading the Project If you are an Android Studio programmer, there are several ways to download this repo. Note that if you use the Blocks or OnBot Java Tool to program your robot, then you do not need to download this repository. If you are a git user, you can clone the most current version of the repository: git clone https://github.com/FIRST-Tech-Challenge/SKYSTONE.git Or, if you prefer, you can use the "Download Zip" button available through the main repository page. Downloading the project as a .ZIP file will keep the size of the download manageable. You can also download the project folder (as a .zip or .tar.gz archive file) from the Downloads subsection of the Releases page for this repository. Once you have downloaded and uncompressed (if needed) your folder, you can use Android Studio to import the folder ("Import project (Eclipse ADT, Gradle, etc.)"). Getting Help User Documentation and Tutorials FIRST maintains online documentation with information and tutorials on how to use the FIRST Tech Challenge software and robot control system. You can access this documentation using the following link: SKYSTONE Online Documentation Note that the online documentation is an "evergreen" document that is constantly being updated and edited. It contains the most current information about the FIRST Tech Challenge software and control system. Javadoc Reference Material The Javadoc reference documentation for the FTC SDK is now available online. Click on the following link to view the FTC SDK Javadoc documentation as a live website: FTC Javadoc Documentation Documentation for the FTC SDK is also included with this repository. There is a subfolder called "doc" which contains several subfolders: The folder "apk" contains the .apk files for the FTC Driver Station and FTC Robot Controller apps. The folder "javadoc" contains the JavaDoc user documentation for the FTC SDK. Online User Forum For technical questions regarding the Control System or the FTC SDK, please visit the FTC Technology forum: FTC Technology Forum Release Information Version 5.5 (20200824-090813) Version 5.5 requires Android Studio 4.0 or later. New features Adds support for calling custom Java classes from Blocks OpModes (fixes SkyStone issue #161). Classes must be in the org.firstinspires.ftc.teamcode package. Methods must be public static and have no more than 21 parameters. Parameters declared as OpMode, LinearOpMode, Telemetry, and HardwareMap are supported and the argument is provided automatically, regardless of the order of the parameters. On the block, the sockets for those parameters are automatically filled in. Parameters declared as char or java.lang.Character will accept any block that returns text and will only use the first character in the text. Parameters declared as boolean or java.lang.Boolean will accept any block that returns boolean. Parameters declared as byte, java.lang.Byte, short, java.lang.Short, int, java.lang.Integer, long, or java.lang.Long, will accept any block that returns a number and will round that value to the nearest whole number. Parameters declared as float, java.lang.Float, double, java.lang.Double will accept any block that returns a number. Adds telemetry API method for setting display format Classic Monospace HTML (certain tags only) Adds blocks support for switching cameras. Adds Blocks support for TensorFlow Object Detection with a custom model. Adds support for uploading a custom TensorFlow Object Detection model in the Manage page, which is especially useful for Blocks and OnBotJava users. Shows new Control Hub blink codes when the WiFi band is switched using the Control Hub's button (only possible on Control Hub OS 1.1.2) Adds new warnings which can be disabled in the Advanced RC Settings Mismatched app versions warning Unnecessary 2.4 GHz WiFi usage warning REV Hub is running outdated firmware (older than version 1.8.2) Adds support for Sony PS4 gamepad, and reworks how gamepads work on the Driver Station Removes preference which sets gamepad type based on driver position. Replaced with menu which allows specifying type for gamepads with unknown VID and PID Attempts to auto-detect gamepad type based on USB VID and PID If gamepad VID and PID is not known, use type specified by user for that VID and PID If gamepad VID and PID is not known AND the user has not specified a type for that VID and PID, an educated guess is made about how to map the gamepad Driver Station will now attempt to automatically recover from a gamepad disconnecting, and re-assign it to the position it was assigned to when it dropped If only one gamepad is assigned and it drops: it can be recovered If two gamepads are assigned, and have different VID/PID signatures, and only one drops: it will be recovered If two gamepads are assigned, and have different VID/PID signatures, and BOTH drop: both will be recovered If two gamepads are assigned, and have the same VID/PID signatures, and only one drops: it will be recovered If two gamepads are assigned, and have the same VID/PID signatures, and BOTH drop: neither will be recovered, because of the ambiguity of the gamepads when they re-appear on the USB bus. There is currently one known edge case: if there are two gamepads with the same VID/PID signature plugged in, but only one is assigned, and they BOTH drop, it's a 50-50 chance of which one will be chosen for automatic recovery to the assigned position: it is determined by whichever one is re-enumerated first by the USB bus controller. Adds landscape user interface to Driver Station New feature: practice timer with audio cues New feature (Control Hub only): wireless network connection strength indicator (0-5 bars) New feature (Control Hub only): tapping on the ping/channel display will switch to an alternate display showing radio RX dBm and link speed (tap again to switch back) The layout will NOT autorotate. You can switch the layout from the Driver Station's settings menu. Breaking changes Removes support for Android versions 4.4 through 5.1 (KitKat and Lollipop). The minSdkVersion is now 23. Removes the deprecated LinearOpMode methods waitOneFullHardwareCycle() and waitForNextHardwareCycle() Enhancements Handles RS485 address of Control Hub automatically The Control Hub is automatically given a reserved address Existing configuration files will continue to work All addresses in the range of 1-10 are still available for Expansion Hubs The Control Hub light will now normally be solid green, without blinking to indicate the address The Control Hub will not be shown on the Expansion Hub Address Change settings page Improves REV Hub firmware updater The user can now choose between all available firmware update files Version 1.8.2 of the REV Hub firmware is bundled into the Robot Controller app. Text was added to clarify that Expansion Hubs can only be updated via USB. Firmware update speed was reduced to improve reliability Allows REV Hub firmware to be updated directly from the Manage webpage Improves log viewer on Robot Controller Horizontal scrolling support (no longer word wrapped) Supports pinch-to-zoom Uses a monospaced font Error messages are highlighted New color scheme Attempts to force-stop a runaway/stuck OpMode without restarting the entire app Not all types of runaway conditions are stoppable, but if the user code attempts to talk to hardware during the runaway, the system should be able to capture it. Makes various tweaks to the Self Inspect screen Renames "OS version" entry to "Android version" Renames "WiFi Direct Name" to "WiFi Name" Adds Control Hub OS version, when viewing the report of a Control Hub Hides the airplane mode entry, when viewing the report of a Control Hub Removes check for ZTE Speed Channel Changer Shows firmware version for all Expansion and Control Hubs Reworks network settings portion of Manage page All network settings are now applied with a single click The WiFi Direct channel of phone-based Robot Controllers can now be changed from the Manage page WiFi channels are filtered by band (2.4 vs 5 GHz) and whether they overlap with other channels The current WiFi channel is pre-selected on phone-based Robot Controllers, and Control Hubs running OS 1.1.2 or later. On Control Hubs running OS 1.1.2 or later, you can choose to have the system automatically select a channel on the 5 GHz band Improves OnBotJava New light and dark themes replace the old themes (chaos, github, chrome,...) the new default theme is light and will be used when you first update to this version OnBotJava now has a tabbed editor Read-only offline mode Improves function of "exit" menu item on Robot Controller and Driver Station Now guaranteed to be fully stopped and unloaded from memory Shows a warning message if a LinearOpMode exists prematurely due to failure to monitor for the start condition Improves error message shown when the Driver Station and Robot Controller are incompatible with each other Driver Station OpMode Control Panel now disabled while a Restart Robot is in progress Disables advanced settings related to WiFi direct when the Robot Controller is a Control Hub. Tint phone battery icons on Driver Station when low/critical. Uses names "Control Hub Portal" and "Control Hub" (when appropriate) in new configuration files Improve I2C read performance Very large improvement on Control Hub; up to ~2x faster with small (e.g. 6 byte) reads Not as apparent on Expansion Hubs connected to a phone Update/refresh build infrastructure Update to 'androidx' support library from 'com.android.support:appcompat', which is end-of-life Update targetSdkVersion and compileSdkVersion to 28 Update Android Studio's Android plugin to latest Fix reported build timestamp in 'About' screen Add sample illustrating manual webcam use: ConceptWebcam Bug fixes Fixes SkyStone issue #248 Fixes SkyStone issue #232 and modifies bulk caching semantics to allow for cache-preserving MANUAL/AUTO transitions. Improves performance when REV 2M distance sensor is unplugged Improves readability of Toast messages on certain devices Allows a Driver Station to connect to a Robot Controller after another has disconnected Improves generation of fake serial numbers for UVC cameras which do not provide a real serial number Previously some devices would assign such cameras a serial of 0:0 and fail to open and start streaming Fixes ftc_app issue #638. Fixes a slew of bugs with the Vuforia camera monitor including: Fixes bug where preview could be displayed with a wonky aspect ratio Fixes bug where preview could be cut off in landscape Fixes bug where preview got totally messed up when rotating phone Fixes bug where crosshair could drift off target when using webcams Fixes issue in UVC driver on some devices (ftc_app 681) if streaming was started/stopped multiple times in a row Issue manifested as kernel panic on devices which do not have this kernel patch. On affected devices which do have the patch, the issue was manifest as simply a failure to start streaming. The Tech Team believes that the root cause of the issue is a bug in the Linux kernel XHCI driver. A workaround was implemented in the SDK UVC driver. Fixes bug in UVC driver where often half the frames from the camera would be dropped (e.g. only 15FPS delivered during a streaming session configured for 30FPS). Fixes issue where TensorFlow Object Detection would show results whose confidence was lower than the minimum confidence parameter. Fixes a potential exploitation issue of CVE-2019-11358 in OnBotJava Fixes changing the address of an Expansion Hub with additional Expansion Hubs connected to it Preserves the Control Hub's network connection when "Restart Robot" is selected Fixes issue where device scans would fail while the Robot was restarting Fix RenderScript usage Use androidx.renderscript variant: increased compatibility Use RenderScript in Java mode, not native: simplifies build Fixes webcam-frame-to-bitmap conversion problem: alpha channel wasn't being initialized, only R, G, & B Fixes possible arithmetic overflow in Deadline Fixes deadlock in Vuforia webcam support which could cause 5-second delays when stopping OpMode Version 5.4 (20200108-101156) Fixes SkyStone issue #88 Adds an inspection item that notes when a robot controller (Control Hub) is using the factory default password. Fixes SkyStone issue #61 Fixes SkyStone issue #142 Fixes ftc_app issue #417 by adding more current and voltage monitoring capabilities for REV Hubs. Fixes a crash sometimes caused by OnBotJava activity Improves OnBotJava autosave functionality ftc_app #738 Fixes system responsiveness issue when an Expansion Hub is disconnected Fixes issue where IMU initialization could prevent Op Modes from stopping Fixes issue where AndroidTextToSpeech.speak() would fail if it was called too early Adds telemetry.speak() methods and blocks, which cause the Driver Station (if also updated) to speak text Adds and improves Expansion Hub-related warnings Improves Expansion Hub low battery warning Displays the warning immediately after the hub reports it Specifies whether the condition is current or occurred temporarily during an OpMode run Displays which hubs reported low battery Displays warning when hub loses and regains power during an OpMode run Fixes the hub's LED pattern after this condition Displays warning when Expansion Hub is not responding to commands Specifies whether the condition is current or occurred temporarily during an OpMode run Clarifies warning when Expansion Hub is not present at startup Specifies that this condition requires a Robot Restart before the hub can be used. The hub light will now accurately reflect this state Improves logging and reduces log spam during these conditions Syncs the Control Hub time and timezone to a connected web browser programming the robot, if a Driver Station is not available. Adds bulk read functionality for REV Hubs A bulk caching mode must be set at the Hub level with LynxModule#setBulkCachingMode(). This applies to all relevant SDK hardware classes that reference that Hub. The following following Hub bulk caching modes are available: BulkCachingMode.OFF (default): All hardware calls operate as usual. Bulk data can read through LynxModule#getBulkData() and processed manually. BulkCachingMode.AUTO: Applicable hardware calls are served from a bulk read cache that is cleared/refreshed automatically to ensure identical commands don't hit the same cache. The cache can also be cleared manually with LynxModule#clearBulkCache(), although this is not recommended. (advanced users) BulkCachingMode.MANUAL: Same as BulkCachingMode.AUTO except the cache is never cleared automatically. To avoid getting stale data, the cache must be manually cleared at the beginning of each loop body or as the user deems appropriate. Removes PIDF Annotation values added in Rev 5.3 (to AndyMark, goBILDA and TETRIX motor configurations). The new motor types will still be available but their Default control behavior will revert back to Rev 5.2 Adds new ConceptMotorBulkRead sample Opmode to demonstrate and compare Motor Bulk-Read modes for reducing I/O latencies. Version 5.3 (20191004-112306) Fixes external USB/UVC webcam support Makes various bugfixes and improvements to Blocks page, including but not limited to: Many visual tweaks Browser zoom and window resize behave better Resizing the Java preview pane works better and more consistently across browsers The Java preview pane consistently gets scrollbars when needed The Java preview pane is hidden by default on phones Internet Explorer 11 should work Large dropdown lists display properly on lower res screens Disabled buttons are now visually identifiable as disabled A warning is shown if a user selects a TFOD sample, but their device is not compatible Warning messages in a Blocks op mode are now visible by default. Adds goBILDA 5201 and 5202 motors to Robot Configurator Adds PIDF Annotation values to AndyMark, goBILDA and TETRIX motor configurations. This has the effect of causing the RUN_USING_ENCODERS and RUN_TO_POSITION modes to use PIDF vs PID closed loop control on these motors. This should provide more responsive, yet stable, speed control. PIDF adds Feedforward control to the basic PID control loop. Feedforward is useful when controlling a motor's speed because it "anticipates" how much the control voltage must change to achieve a new speed set-point, rather than requiring the integrated error to change sufficiently. The PIDF values were chosen to provide responsive, yet stable, speed control on a lightly loaded motor. The more heavily a motor is loaded (drag or friction), the more noticable the PIDF improvement will be. Fixes startup crash on Android 10 Fixes ftc_app issue #712 (thanks to FROGbots-4634) Fixes ftc_app issue #542 Allows "A" and lowercase letters when naming device through RC and DS apps. Version 5.2 (20190905-083277) Fixes extra-wide margins on settings activities, and placement of the new configuration button Adds Skystone Vuforia image target data. Includes sample Skystone Vuforia Navigation op modes (Java). Includes sample Skystone Vuforia Navigation op modes (Blocks). Adds TensorFlow inference model (.tflite) for Skystone game elements. Includes sample Skystone TensorFlow op modes (Java). Includes sample Skystone TensorFlow op modes (Blocks). Removes older (season-specific) sample op modes. Includes 64-bit support (to comply with Google Play requirements). Protects against Stuck OpModes when a Restart Robot is requested. (Thanks to FROGbots-4634) (ftc_app issue #709) Blocks related changes: Fixes bug with blocks generated code when hardware device name is a java or javascript reserved word. Shows generated java code for blocks, even when hardware items are missing from the active configuration. Displays warning icon when outdated Vuforia and TensorFlow blocks are used (SkyStone issue #27) Version 5.1 (20190820-222104) Defines default PIDF parameters for the following motors: REV Core Hex Motor REV 20:1 HD Hex Motor REV 40:1 HD Hex Motor Adds back button when running on a device without a system back button (such as a Control Hub) Allows a REV Control Hub to update the firmware on a REV Expansion Hub via USB Fixes SkyStone issue #9 Fixes ftc_app issue #715 Prevents extra DS User clicks by filtering based on current state. Prevents incorrect DS UI state changes when receiving new OpMode list from RC Adds support for REV Color Sensor V3 Adds a manual-refresh DS Camera Stream for remotely viewing RC camera frames. To show the stream on the DS, initialize but do not run a stream-enabled opmode, select the Camera Stream option in the DS menu, and tap the image to refresh. This feature is automatically enabled when using Vuforia or TFOD—no additional RC configuration is required for typical use cases. To hide the stream, select the same menu item again. Note that gamepads are disabled and the selected opmode cannot be started while the stream is open as a safety precaution. To use custom streams, consult the API docs for CameraStreamServer#setSource and CameraStreamSource. Adds many Star Wars sounds to RobotController resources. Added SKYSTONE Sounds Chooser Sample Program. Switches out startup, connect chimes, and error/warning sounds for Star Wars sounds Updates OnBot Java to use a WebSocket for communication with the robot The OnBot Java page no longer has to do a full refresh when a user switches from editing one file to another Known issues: Camera Stream The Vuforia camera stream inherits the issues present in the phone preview (namely ftc_app issue #574). This problem does not affect the TFOD camera stream even though it receives frames from Vuforia. The orientation of the stream frames may not always match the phone preview. For now, these frames may be rotated manually via a custom CameraStreamSource if desired. OnBotJava Browser back button may not always work correctly It's possible for a build to be queued, but not started. The OnBot Java build console will display a warning if this occurs. A user might not realize they are editing a different file if the user inadvertently switches from one file to another since this switch is now seamless. The name of the currently open file is displayed in the browser tab. Version 5.0 (built on 19.06.14) Support for the REV Robotics Control Hub. Adds a Java preview pane to the Blocks editor. Adds a new offline export feature to the Blocks editor. Display wifi channel in Network circle on Driver Station. Adds calibration for Logitech C270 Updates build tooling and target SDK. Compliance with Google's permissions infrastructure (Required after build tooling update). Keep Alives to mitigate the Motorola wifi scanning problem. Telemetry substitute no longer necessary. Improves Vuforia error reporting. Fixes ftctechnh/ftc_app issues 621, 713. Miscellaneous bug fixes and improvements. Version 4.3 (built on 18.10.31) Includes missing TensorFlow-related libraries and files. Version 4.2 (built on 18.10.30) Includes fix to avoid deadlock situation with WatchdogMonitor which could result in USB communication errors. Comm error appeared to require that user disconnect USB cable and restart the Robot Controller app to recover. robotControllerLog.txt would have error messages that included the words "E RobotCore: lynx xmit lock: #### abandoning lock:" Includes fix to correctly list the parent module address for a REV Robotics Expansion Hub in a configuration (.xml) file. Bug in versions 4.0 and 4.1 would incorrect list the address module for a parent REV Robotics device as "1". If the parent module had a higher address value than the daisy-chained module, then this bug would prevent the Robot Controller from communicating with the downstream Expansion Hub. Added requirement for ACCESS_COARSE_LOCATION to allow a Driver Station running Android Oreo to scan for Wi-Fi Direct devices. Added google() repo to build.gradle because aapt2 must be downloaded from the google() repository beginning with version 3.2 of the Android Gradle Plugin. Important Note: Android Studio users will need to be connected to the Internet the first time build the ftc_app project. Internet connectivity is required for the first build so the appropriate files can be downloaded from the Google repository. Users should not need to be connected to the Internet for subsequent builds. This should also fix buid issue where Android Studio would complain that it "Could not find com.android.tools.lint:lint-gradle:26.1.4" (or similar). Added support for REV Spark Mini motor controller as part of the configuration menu for a servo/PWM port on the REV Expansion Hub. Provide examples for playing audio files in an Op Mode. Block Development Tool Changes Includes a fix for a problem with the Velocity blocks that were reported in the FTC Technology forum (Blocks Programming subforum). Change the "Save completed successfully." message to a white color so it will contrast with a green background. Fixed the "Download image" feature so it will work if there are text blocks in the op mode. Introduce support for Google's TensorFlow Lite technology for object detetion for 2018-2019 game. TensorFlow lite can recognize Gold Mineral and Silver Mineral from 2018-2019 game. Example Java and Block op modes are included to show how to determine the relative position of the gold block (left, center, right). Version 4.1 (released on 18.09.24) Changes include: Fix to prevent crash when deprecated configuration annotations are used. Change to allow FTC Robot Controller APK to be auto-updated using FIRST Global Control Hub update scripts. Removed samples for non supported / non legal hardware. Improvements to Telemetry.addData block with "text" socket. Updated Blocks sample op mode list to include Rover Ruckus Vuforia example. Update SDK library version number. Version 4.0 (released on 18.09.12) Changes include: Initial support for UVC compatible cameras If UVC camera has a unique serial number, RC will detect and enumerate by serial number. If UVC camera lacks a unique serial number, RC will only support one camera of that type connected. Calibration settings for a few cameras are included (see TeamCode/src/main/res/xml/teamwebcamcalibrations.xml for details). User can upload calibration files from Program and Manage web interface. UVC cameras seem to draw a fair amount of electrical current from the USB bus. This does not appear to present any problems for the REV Robotics Control Hub. This does seem to create stability problems when using some cameras with an Android phone-based Robot Controller. FTC Tech Team is investigating options to mitigate this issue with the phone-based Robot Controllers. Updated sample Vuforia Navigation and VuMark Op Modes to demonstrate how to use an internal phone-based camera and an external UVC webcam. Support for improved motor control. REV Robotics Expansion Hub firmware 1.8 and greater will support a feed forward mechanism for closed loop motor control. FTC SDK has been modified to support PIDF coefficients (proportional, integral, derivative, and feed forward). FTC Blocks development tool modified to include PIDF programming blocks. Deprecated older PID-related methods and variables. REV's 1.8.x PIDF-related changes provide a more linear and accurate way to control a motor. Wireless Added 5GHz support for wireless channel changing for those devices that support it. Tested with Moto G5 and E4 phones. Also tested with other (currently non-approved) phones such as Samsung Galaxy S8. Improved Expansion Hub firmware update support in Robot Controller app Changes to make the system more robust during the firmware update process (when performed through Robot Controller app). User no longer has to disconnect a downstream daisy-chained Expansion Hub when updating an Expansion Hub's firmware. If user is updating an Expansion Hub's firmware through a USB connection, he/she does not have to disconnect RS485 connection to other Expansion Hubs. The user still must use a USB connection to update an Expansion Hub's firmware. The user cannot update the Expansion Hub firmware for a downstream device that is daisy chained through an RS485 connection. If an Expansion Hub accidentally gets "bricked" the Robot Controller app is now more likely to recognize the Hub when it scans the USB bus. Robot Controller app should be able to detect an Expansion Hub, even if it accidentally was bricked in a previous update attempt. Robot Controller app should be able to install the firmware onto the Hub, even if if accidentally was bricked in a previous update attempt. Resiliency FTC software can detect and enable an FTDI reset feature that is available with REV Robotics v1.8 Expansion Hub firmware and greater. When enabled, the Expansion Hub can detect if it hasn't communicated with the Robot Controller over the FTDI (USB) connection. If the Hub hasn't heard from the Robot Controller in a while, it will reset the FTDI connection. This action helps system recover from some ESD-induced disruptions. Various fixes to improve reliability of FTC software. Blocks Fixed errors with string and list indices in blocks export to java. Support for USB connected UVC webcams. Refactored optimized Blocks Vuforia code to support Rover Ruckus image targets. Added programming blocks to support PIDF (proportional, integral, derivative and feed forward) motor control. Added formatting options (under Telemetry and Miscellaneous categories) so user can set how many decimal places to display a numerical value. Support to play audio files (which are uploaded through Blocks web interface) on Driver Station in addition to the Robot Controller. Fixed bug with Download Image of Blocks feature. Support for REV Robotics Blinkin LED Controller. Support for REV Robotics 2m Distance Sensor. Added support for a REV Touch Sensor (no longer have to configure as a generic digital device). Added blocks for DcMotorEx methods. These are enhanced methods that you can use when supported by the motor controller hardware. The REV Robotics Expansion Hub supports these enhanced methods. Enhanced methods include methods to get/set motor velocity (in encoder pulses per second), get/set PIDF coefficients, etc.. Modest Improvements in Logging Decrease frequency of battery checker voltage statements. Removed non-FTC related log statements (wherever possible). Introduced a "Match Logging" feature. Under "Settings" a user can enable/disable this feature (it's disabled by default). If enabled, user provides a "Match Number" through the Driver Station user interface (top of the screen). The Match Number is used to create a log file specifically with log statements from that particular Op Mode run. Match log files are stored in /sdcard/FIRST/matlogs on the Robot Controller. Once an op mode run is complete, the Match Number is cleared. This is a convenient way to create a separate match log with statements only related to a specific op mode run. New Devices Support for REV Robotics Blinkin LED Controller. Support for REV Robotics 2m Distance Sensor. Added configuration option for REV 20:1 HD Hex Motor. Added support for a REV Touch Sensor (no longer have to configure as a generic digital device). Miscellaneous Fixed some errors in the definitions for acceleration and velocity in our javadoc documentation. Added ability to play audio files on Driver Station When user is configuring an Expansion Hub, the LED on the Expansion Hub will change blink pattern (purple-cyan) to indicate which Hub is currently being configured. Renamed I2cSensorType to I2cDeviceType. Added an external sample Op Mode that demonstrates localization using 2018-2019 (Rover Ruckus presented by QualComm) Vuforia targets. Added an external sample Op Mode that demonstrates how to use the REV Robotics 2m Laser Distance Sensor. Added an external sample Op Mode that demonstrates how to use the REV Robotics Blinkin LED Controller. Re-categorized external Java sample Op Modes to "TeleOp" instead of "Autonomous". Known issues: Initial support for UVC compatible cameras UVC cameras seem to draw significant amount of current from the USB bus. This does not appear to present any problems for the REV Robotics Control Hub. This does seem to create stability problems when using some cameras with an Android phone-based Robot Controller. FTC Tech Team is investigating options to mitigate this issue with the phone-based Robot Controllers. There might be a possible deadlock which causes the RC to become unresponsive when using a UVC webcam with a Nougat Android Robot Controller. Wireless When user selects a wireless channel, this channel does not necessarily persist if the phone is power cycled. Tech Team is hoping to eventually address this issue in a future release. Issue has been present since apps were introduced (i.e., it is not new with the v4.0 release). Wireless channel is not currently displayed for WiFi Direct connections. Miscellaneous The blink indication feature that shows which Expansion Hub is currently being configured does not work for a newly created configuration file. User has to first save a newly created configuration file and then close and re-edit the file in order for blink indicator to work. Version 3.6 (built on 17.12.18) Changes include: Blocks Changes Uses updated Google Blockly software to allow users to edit their op modes on Apple iOS devices (including iPad and iPhone). Improvement in Blocks tool to handle corrupt op mode files. Autonomous op modes should no longer get switched back to tele-op after re-opening them to be edited. The system can now detect type mismatches during runtime and alert the user with a message on the Driver Station. Updated javadoc documentation for setPower() method to reflect correct range of values (-1 to +1). Modified VuforiaLocalizerImpl to allow for user rendering of frames Added a user-overrideable onRenderFrame() method which gets called by the class's renderFrame() method. Version 3.5 (built on 17.10.30) Changes with version 3.5 include: Introduced a fix to prevent random op mode stops, which can occur after the Robot Controller app has been paused and then resumed (for example, when a user temporarily turns off the display of the Robot Controller phone, and then turns the screen back on). Introduced a fix to prevent random op mode stops, which were previously caused by random peer disconnect events on the Driver Station. Fixes issue where log files would be closed on pause of the RC or DS, but not re-opened upon resume. Fixes issue with battery handler (voltage) start/stop race. Fixes issue where Android Studio generated op modes would disappear from available list in certain situations. Fixes problem where OnBot Java would not build on REV Robotics Control Hub. Fixes problem where OnBot Java would not build if the date and time on the Robot Controller device was "rewound" (set to an earlier date/time). Improved error message on OnBot Java that occurs when renaming a file fails. Removed unneeded resources from android.jar binaries used by OnBot Java to reduce final size of Robot Controller app. Added MR_ANALOG_TOUCH_SENSOR block to Blocks Programming Tool. Version 3.4 (built on 17.09.06) Changes with version 3.4 include: Added telemetry.update() statement for BlankLinearOpMode template. Renamed sample Block op modes to be more consistent with Java samples. Added some additional sample Block op modes. Reworded OnBot Java readme slightly. Version 3.3 (built on 17.09.04) This version of the software includes improves for the FTC Blocks Programming Tool and the OnBot Java Programming Tool. Changes with verion 3.3 include: Android Studio ftc_app project has been updated to use Gradle Plugin 2.3.3. Android Studio ftc_app project is already using gradle 3.5 distribution. Robot Controller log has been renamed to /sdcard/RobotControllerLog.txt (note that this change was actually introduced w/ v3.2). Improvements in I2C reliability. Optimized I2C read for REV Expansion Hub, with v1.7 firmware or greater. Updated all external/samples (available through OnBot and in Android project folder). Vuforia Added support for VuMarks that will be used for the 2017-2018 season game. Blocks Update to latest Google Blockly release. Sample op modes can be selected as a template when creating new op mode. Fixed bug where the blocks would disappear temporarily when mouse button is held down. Added blocks for Range.clip and Range.scale. User can now disable/enable Block op modes. Fix to prevent occasional Blocks deadlock. OnBot Java Significant improvements with autocomplete function for OnBot Java editor. Sample op modes can be selected as a template when creating new op mode. Fixes and changes to complete hardware setup feature. Updated (and more useful) onBot welcome message. Known issues: Android Studio After updating to the new v3.3 Android Studio project folder, if you get error messages indicating "InvalidVirtualFileAccessException" then you might need to do a File->Invalidate Caches / Restart to clear the error. OnBot Java Sometimes when you push the build button to build all op modes, the RC returns an error message that the build failed. If you press the build button a second time, the build typically suceeds. Version 3.2 (built on 17.08.02) This version of the software introduces the "OnBot Java" Development Tool. Similar to the FTC Blocks Development Tool, the FTC OnBot Java Development Tool allows a user to create, edit and build op modes dynamically using only a Javascript-enabled web browser. The OnBot Java Development Tool is an integrated development environment (IDE) that is served up by the Robot Controller. Op modes are created and edited using a Javascript-enabled browser (Google Chromse is recommended). Op modes are saved on the Robot Controller Android device directly. The OnBot Java Development Tool provides a Java programming environment that does NOT need Android Studio. Changes with version 3.2 include: Enhanced web-based development tools Introduction of OnBot Java Development Tool. Web-based programming and management features are "always on" (user no longer needs to put Robot Controller into programming mode). Web-based management interface (where user can change Robot Controller name and also easily download Robot Controller log file). OnBot Java, Blocks and Management features available from web based interface. Blocks Programming Development Tool: Changed "LynxI2cColorRangeSensor" block to "REV Color/range sensor" block. Fixed tooltip for ColorSensor.isLightOn block. Added blocks for ColorSensor.getNormalizedColors and LynxI2cColorRangeSensor.getNormalizedColors. Added example op modes for digital touch sensor and REV Robotics Color Distance sensor. User selectable color themes. Includes many minor enhancements and fixes (too numerous to list). Known issues: Auto complete function is incomplete and does not support the following (for now): Access via this keyword Access via super keyword Members of the super cloass, not overridden by the class Any methods provided in the current class Inner classes Can't handle casted objects Any objects coming from an parenthetically enclosed expression Version 3.10 (built on 17.05.09) This version of the software provides support for the REV Robotics Expansion Hub. This version also includes improvements in the USB communication layer in an effort to enhance system resiliency. If you were using a 2.x version of the software previously, updating to version 3.1 requires that you also update your Driver Station software in addition to updating the Robot Controller software. Also note that in version 3.10 software, the setMaxSpeed and getMaxSpeed methods are no longer available (not deprecated, they have been removed from the SDK). Also note that the the new 3.x software incorporates motor profiles that a user can select as he/she configures the robot. Changes include: Blocks changes Added VuforiaTrackableDefaultListener.getPose and Vuforia.trackPose blocks. Added optimized blocks support for Vuforia extended tracking. Added atan2 block to the math category. Added useCompetitionFieldTargetLocations parameter to Vuforia.initialize block. If set to false, the target locations are placed at (0,0,0) with target orientation as specified in https://github.com/gearsincorg/FTCVuforiaDemo/blob/master/Robot_Navigation.java tutorial op mode. Incorporates additional improvements to USB comm layer to improve system resiliency (to recover from a greater number of communication disruptions). Additional Notes Regarding Version 3.00 (built on 17.04.13) In addition to the release changes listed below (see section labeled "Version 3.00 (built on 17.04.013)"), version 3.00 has the following important changes: Version 3.00 software uses a new version of the FTC Robocol (robot protocol). If you upgrade to v3.0 on the Robot Controller and/or Android Studio side, you must also upgrade the Driver Station software to match the new Robocol. Version 3.00 software removes the setMaxSpeed and getMaxSpeed methods from the DcMotor class. If you have an op mode that formerly used these methods, you will need to remove the references/calls to these methods. Instead, v3.0 provides the max speed information through the use of motor profiles that are selected by the user during robot configuration. Version 3.00 software currently does not have a mechanism to disable extra i2c sensors. We hope to re-introduce this function with a release in the near future. Version 3.00 (built on 17.04.13) *** Use this version of the software at YOUR OWN RISK!!! *** This software is being released as an "alpha" version. Use this version at your own risk! This pre-release software contains SIGNIFICANT changes, including changes to the Wi-Fi Direct pairing mechanism, rewrites of the I2C sensor classes, changes to the USB/FTDI layer, and the introduction of support for the REV Robotics Expansion Hub and the REV Robotics color-range-light sensor. These changes were implemented to improve the reliability and resiliency of the FTC control system. Please note, however, that version 3.00 is considered "alpha" code. This code is being released so that the FIRST community will have an opportunity to test the new REV Expansion Hub electronics module when it becomes available in May. The developers do not recommend using this code for critical applications (i.e., competition use). *** Use this version of the software at YOUR OWN RISK!!! *** Changes include: Major rework of sensor-related infrastructure. Includes rewriting sensor classes to implement synchronous I2C communication. Fix to reset Autonomous timer back to 30 seconds. Implementation of specific motor profiles for approved 12V motors (includes Tetrix, AndyMark, Matrix and REV models). Modest improvements to enhance Wi-Fi P2P pairing. Fixes telemetry log addition race. Publishes all the sources (not just a select few). Includes Block programming improvements Addition of optimized Vuforia blocks. Auto scrollbar to projects and sounds pages. Fixed blocks paste bug. Blocks execute after while-opModeIsActive loop (to allow for cleanup before exiting op mode). Added gyro integratedZValue block. Fixes bug with projects page for Firefox browser. Added IsSpeaking block to AndroidTextToSpeech. Implements support for the REV Robotics Expansion Hub Implements support for integral REV IMU (physically installed on I2C bus 0, uses same Bosch BNO055 9 axis absolute orientation sensor as Adafruit 9DOF abs orientation sensor). - Implements support for REV color/range/light sensor. Provides support to update Expansion Hub firmware through FTC SDK. Detects REV firmware version and records in log file. Includes support for REV Control Hub (note that the REV Control Hub is not yet approved for FTC use). Implements FTC Blocks programming support for REV Expansion Hub and sensor hardware. Detects and alerts when I2C device disconnect. Version 2.62 (built on 17.01.07) Added null pointer check before calling modeToByte() in finishModeSwitchIfNecessary method for ModernRoboticsUsbDcMotorController class. Changes to enhance Modern Robotics USB protocol robustness. Version 2.61 (released on 16.12.19) Blocks Programming mode changes: Fix to correct issue when an exception was thrown because an OpticalDistanceSensor object appears twice in the hardware map (the second time as a LightSensor). Version 2.6 (released on 16.12.16) Fixes for Gyro class: Improve (decrease) sensor refresh latency. fix isCalibrating issues. Blocks Programming mode changes: Blocks now ignores a device in the configuration xml if the name is empty. Other devices work in configuration work fine. Version 2.5 (internal release on released on 16.12.13) Blocks Programming mode changes: Added blocks support for AdafruitBNO055IMU. Added Download Op Mode button to FtcBocks.html. Added support for copying blocks in one OpMode and pasting them in an other OpMode. The clipboard content is stored on the phone, so the programming mode server must be running. Modified Utilities section of the toolbox. In Programming Mode, display information about the active connections. Fixed paste location when workspace has been scrolled. Added blocks support for the android Accelerometer. Fixed issue where Blocks Upload Op Mode truncated name at first dot. Added blocks support for Android SoundPool. Added type safety to blocks for Acceleration. Added type safety to blocks for AdafruitBNO055IMU.Parameters. Added type safety to blocks for AnalogInput. Added type safety to blocks for AngularVelocity. Added type safety to blocks for Color. Added type safety to blocks for ColorSensor. Added type safety to blocks for CompassSensor. Added type safety to blocks for CRServo. Added type safety to blocks for DigitalChannel. Added type safety to blocks for ElapsedTime. Added type safety to blocks for Gamepad. Added type safety to blocks for GyroSensor. Added type safety to blocks for IrSeekerSensor. Added type safety to blocks for LED. Added type safety to blocks for LightSensor. Added type safety to blocks for LinearOpMode. Added type safety to blocks for MagneticFlux. Added type safety to blocks for MatrixF. Added type safety to blocks for MrI2cCompassSensor. Added type safety to blocks for MrI2cRangeSensor. Added type safety to blocks for OpticalDistanceSensor. Added type safety to blocks for Orientation. Added type safety to blocks for Position. Added type safety to blocks for Quaternion. Added type safety to blocks for Servo. Added type safety to blocks for ServoController. Added type safety to blocks for Telemetry. Added type safety to blocks for Temperature. Added type safety to blocks for TouchSensor. Added type safety to blocks for UltrasonicSensor. Added type safety to blocks for VectorF. Added type safety to blocks for Velocity. Added type safety to blocks for VoltageSensor. Added type safety to blocks for VuforiaLocalizer.Parameters. Added type safety to blocks for VuforiaTrackable. Added type safety to blocks for VuforiaTrackables. Added type safety to blocks for enums in AdafruitBNO055IMU.Parameters. Added type safety to blocks for AndroidAccelerometer, AndroidGyroscope, AndroidOrientation, and AndroidTextToSpeech. Version 2.4 (released on 16.11.13) Fix to avoid crashing for nonexistent resources. Blocks Programming mode changes: Added blocks to support OpenGLMatrix, MatrixF, and VectorF. Added blocks to support AngleUnit, AxesOrder, AxesReference, CameraDirection, CameraMonitorFeedback, DistanceUnit, and TempUnit. Added blocks to support Acceleration. Added blocks to support LinearOpMode.getRuntime. Added blocks to support MagneticFlux and Position. Fixed typos. Made blocks for ElapsedTime more consistent with other objects. Added blocks to support Quaternion, Velocity, Orientation, AngularVelocity. Added blocks to support VuforiaTrackables, VuforiaTrackable, VuforiaLocalizer, VuforiaTrackableDefaultListener. Fixed a few blocks. Added type checking to new blocks. Updated to latest blockly. Added default variable blocks to navigation and matrix blocks. Fixed toolbox entry for openGLMatrix_rotation_withAxesArgs. When user downloads Blocks-generated op mode, only the .blk file is downloaded. When user uploads Blocks-generated op mode (.blk file), Javascript code is auto generated. Added DbgLog support. Added logging when a blocks file is read/written. Fixed bug to properly render blocks even if missing devices from configuration file. Added support for additional characters (not just alphanumeric) for the block file names (for download and upload). Added support for OpMode flavor (“Autonomous” or “TeleOp”) and group. Changes to Samples to prevent tutorial issues. Incorporated suggested changes from public pull 216 (“Replace .. paths”). Remove Servo Glitches when robot stopped. if user hits “Cancels” when editing a configuration file, clears the unsaved changes and reverts to original unmodified configuration. Added log info to help diagnose why the Robot Controller app was terminated (for example, by watch dog function). Added ability to transfer log from the controller. Fixed inconsistency for AngularVelocity Limit unbounded growth of data for telemetry. If user does not call telemetry.update() for LinearOpMode in a timely manner, data added for telemetry might get lost if size limit is exceeded. Version 2.35 (released on 16.10.06) Blockly programming mode - Removed unnecesary idle() call from blocks for new project. Version 2.30 (released on 16.10.05) Blockly programming mode: Mechanism added to save Blockly op modes from Programming Mode Server onto local device To avoid clutter, blocks are displayed in categorized folders Added support for DigitalChannel Added support for ModernRoboticsI2cCompassSensor Added support for ModernRoboticsI2cRangeSensor Added support for VoltageSensor Added support for AnalogInput Added support for AnalogOutput Fix for CompassSensor setMode block Vuforia Fix deadlock / make camera data available while Vuforia is running. Update to Vuforia 6.0.117 (recommended by Vuforia and Google to close security loophole). Fix for autonomous 30 second timer bug (where timer was in effect, even though it appeared to have timed out). opModeIsActive changes to allow cleanup after op mode is stopped (with enforced 2 second safety timeout). Fix to avoid reading i2c twice. Updated sample Op Modes. Improved logging and fixed intermittent freezing. Added digital I/O sample. Cleaned up device names in sample op modes to be consistent with Pushbot guide. Fix to allow use of IrSeekerSensorV3. Version 2.20 (released on 16.09.08) Support for Modern Robotics Compass Sensor. Support for Modern Robotics Range Sensor. Revise device names for Pushbot templates to match the names used in Pushbot guide. Fixed bug so that IrSeekerSensorV3 device is accessible as IrSeekerSensor in hardwareMap. Modified computer vision code to require an individual Vuforia license (per legal requirement from PTC). Minor fixes. Blockly enhancements: Support for Voltage Sensor. Support for Analog Input. Support for Analog Output. Support for Light Sensor. Support for Servo Controller. Version 2.10 (released on 16.09.03) Support for Adafruit IMU. Improvements to ModernRoboticsI2cGyro class Block on reset of z axis. isCalibrating() returns true while gyro is calibration. Updated sample gyro program. Blockly enhancements support for android.graphics.Color. added support for ElapsedTime. improved look and legibility of blocks. support for compass sensor. support for ultrasonic sensor. support for IrSeeker. support for LED. support for color sensor. support for CRServo prompt user to configure robot before using programming mode. Provides ability to disable audio cues. various bug fixes and improvements. Version 2.00 (released on 16.08.19) This is the new release for the upcoming 2016-2017 FIRST Tech Challenge Season. Channel change is enabled in the FTC Robot Controller app for Moto G 2nd and 3rd Gen phones. Users can now use annotations to register/disable their Op Modes. Changes in the Android SDK, JDK and build tool requirements (minsdk=19, java 1.7, build tools 23.0.3). Standardized units in analog input. Cleaned up code for existing analog sensor classes. setChannelMode and getChannelMode were REMOVED from the DcMotorController class. This is important - we no longer set the motor modes through the motor controller. setMode and getMode were added to the DcMotor class. ContinuousRotationServo class has been added to the FTC SDK. Range.clip() method has been overloaded so it can support this operation for int, short and byte integers. Some changes have been made (new methods added) on how a user can access items from the hardware map. Users can now set the zero power behavior for a DC motor so that the motor will brake or float when power is zero. Prototype Blockly Programming Mode has been added to FTC Robot Controller. Users can place the Robot Controller into this mode, and then use a device (such as a laptop) that has a Javascript enabled browser to write Blockly-based Op Modes directly onto the Robot Controller. Users can now configure the robot remotely through the FTC Driver Station app. Android Studio project supports Android Studio 2.1.x and compile SDK Version 23 (Marshmallow). Vuforia Computer Vision SDK integrated into FTC SDK. Users can use sample vision targets to get localization information on a standard FTC field. Project structure has been reorganized so that there is now a TeamCode package that users can use to place their local/custom Op Modes into this package. Inspection function has been integrated into the FTC Robot Controller and Driver Station Apps (Thanks Team HazMat… 9277 & 10650!). Audio cues have been incorporated into FTC SDK. Swap mechanism added to FTC Robot Controller configuration activity. For example, if you have two motor controllers on a robot, and you misidentified them in your configuration file, you can use the Swap button to swap the devices within the configuration file (so you do not have to manually re-enter in the configuration info for the two devices). Fix mechanism added to all user to replace an electronic module easily. For example, suppose a servo controller dies on your robot. You replace the broken module with a new module, which has a different serial number from the original servo controller. You can use the Fix button to automatically reconfigure your configuration file to use the serial number of the new module. Improvements made to fix resiliency and responsiveness of the system. For LinearOpMode the user now must for a telemetry.update() to update the telemetry data on the driver station. This update() mechanism ensures that the driver station gets the updated data properly and at the same time. The Auto Configure function of the Robot Controller is now template based. If there is a commonly used robot configuration, a template can be created so that the Auto Configure mechanism can be used to quickly configure a robot of this type. The logic to detect a runaway op mode (both in the LinearOpMode and OpMode types) and to abort the run, then auto recover has been improved/implemented. Fix has been incorporated so that Logitech F310 gamepad mappings will be correct for Marshmallow users. Release 16.07.08 For the ftc_app project, the gradle files have been modified to support Android Studio 2.1.x. Release 16.03.30 For the MIT App Inventor, the design blocks have new icons that better represent the function of each design component. Some changes were made to the shutdown logic to ensure the robust shutdown of some of our USB services. A change was made to LinearOpMode so as to allow a given instance to be executed more than once, which is required for the App Inventor. Javadoc improved/updated. Release 16.03.09 Changes made to make the FTC SDK synchronous (significant change!) waitOneFullHardwareCycle() and waitForNextHardwareCycle() are no longer needed and have been deprecated. runOpMode() (for a LinearOpMode) is now decoupled from the system's hardware read/write thread. loop() (for an OpMode) is now decoupled from the system's hardware read/write thread. Methods are synchronous. For example, if you call setMode(DcMotorController.RunMode.RESET_ENCODERS) for a motor, the encoder is guaranteed to be reset when the method call is complete. For legacy module (NXT compatible), user no longer has to toggle between read and write modes when reading from or writing to a legacy device. Changes made to enhance reliability/robustness during ESD event. Changes made to make code thread safe. Debug keystore added so that user-generated robot controller APKs will all use the same signed key (to avoid conflicts if a team has multiple developer laptops for example). Firmware version information for Modern Robotics modules are now logged. Changes made to improve USB comm reliability and robustness. Added support for voltage indicator for legacy (NXT-compatible) motor controllers. Changes made to provide auto stop capabilities for op modes. A LinearOpMode class will stop when the statements in runOpMode() are complete. User does not have to push the stop button on the driver station. If an op mode is stopped by the driver station, but there is a run away/uninterruptible thread persisting, the app will log an error message then force itself to crash to stop the runaway thread. Driver Station UI modified to display lowest measured voltage below current voltage (12V battery). Driver Station UI modified to have color background for current voltage (green=good, yellow=caution, red=danger, extremely low voltage). javadoc improved (edits and additional classes). Added app build time to About activity for driver station and robot controller apps. Display local IP addresses on Driver Station About activity. Added I2cDeviceSynchImpl. Added I2cDeviceSync interface. Added seconds() and milliseconds() to ElapsedTime for clarity. Added getCallbackCount() to I2cDevice. Added missing clearI2cPortActionFlag. Added code to create log messages while waiting for LinearOpMode shutdown. Fix so Wifi Direct Config activity will no longer launch multiple times. Added the ability to specify an alternate i2c address in software for the Modern Robotics gyro. Release 16.02.09 Improved battery checker feature so that voltage values get refreshed regularly (every 250 msec) on Driver Station (DS) user interface. Improved software so that Robot Controller (RC) is much more resilient and “self-healing” to USB disconnects: If user attempts to start/restart RC with one or more module missing, it will display a warning but still start up. When running an op mode, if one or more modules gets disconnected, the RC & DS will display warnings,and robot will keep on working in spite of the missing module(s). If a disconnected module gets physically reconnected the RC will auto detect the module and the user will regain control of the recently connected module. Warning messages are more helpful (identifies the type of module that’s missing plus its USB serial number). Code changes to fix the null gamepad reference when users try to reference the gamepads in the init() portion of their op mode. NXT light sensor output is now properly scaled. Note that teams might have to readjust their light threshold values in their op modes. On DS user interface, gamepad icon for a driver will disappear if the matching gamepad is disconnected or if that gamepad gets designated as a different driver. Robot Protocol (ROBOCOL) version number info is displayed in About screen on RC and DS apps. Incorporated a display filter on pairing screen to filter out devices that don’t use the “-“ format. This filter can be turned off to show all WiFi Direct devices. Updated text in License file. Fixed formatting error in OpticalDistanceSensor.toString(). Fixed issue on with a blank (“”) device name that would disrupt WiFi Direct Pairing. Made a change so that the WiFi info and battery info can be displayed more quickly on the DS upon connecting to RC. Improved javadoc generation. Modified code to make it easier to support language localization in the future. Release 16.01.04 Updated compileSdkVersion for apps Prevent Wifi from entering power saving mode removed unused import from driver station Corrrected "Dead zone" joystick code. LED.getDeviceName and .getConnectionInfo() return null apps check for ROBOCOL_VERSION mismatch Fix for Telemetry also has off-by-one errors in its data string sizing / short size limitations error User telemetry output is sorted. added formatting variants to DbgLog and RobotLog APIs code modified to allow for a long list of op mode names. changes to improve thread safety of RobocolDatagramSocket Fix for "missing hardware leaves robot controller disconnected from driver station" error fix for "fast tapping of Init/Start causes problems" (toast is now only instantiated on UI thread). added some log statements for thread life cycle. moved gamepad reset logic inside of initActiveOpMode() for robustness changes made to mitigate risk of race conditions on public methods. changes to try and flag when WiFi Direct name contains non-printable characters. fix to correct race condition between .run() and .close() in ReadWriteRunnableStandard. updated FTDI driver made ReadWriteRunnableStanard interface public. fixed off-by-one errors in Command constructor moved specific hardware implmentations into their own package. moved specific gamepad implemnatations to the hardware library. changed LICENSE file to new BSD version. fixed race condition when shutting down Modern Robotics USB devices. methods in the ColorSensor classes have been synchronized. corrected isBusy() status to reflect end of motion. corrected "back" button keycode. the notSupported() method of the GyroSensor class was changed to protected (it should not be public). Release 15.11.04.001 Added Support for Modern Robotics Gyro. The GyroSensor class now supports the MR Gyro Sensor. Users can access heading data (about Z axis) Users can also access raw gyro data (X, Y, & Z axes). Example MRGyroTest.java op mode included. Improved error messages More descriptive error messages for exceptions in user code. Updated DcMotor API Enable read mode on new address in setI2cAddress Fix so that driver station app resets the gamepads when switching op modes. USB-related code changes to make USB comm more responsive and to display more explicit error messages. Fix so that USB will recover properly if the USB bus returns garbage data. Fix USB initializtion race condition. Better error reporting during FTDI open. More explicit messages during USB failures. Fixed bug so that USB device is closed if event loop teardown method was not called. Fixed timer UI issue Fixed duplicate name UI bug (Legacy Module configuration). Fixed race condition in EventLoopManager. Fix to keep references stable when updating gamepad. For legacy Matrix motor/servo controllers removed necessity of appending "Motor" and "Servo" to controller names. Updated HT color sensor driver to use constants from ModernRoboticsUsbLegacyModule class. Updated MR color sensor driver to use constants from ModernRoboticsUsbDeviceInterfaceModule class. Correctly handle I2C Address change in all color sensors Updated/cleaned up op modes. Updated comments in LinearI2cAddressChange.java example op mode. Replaced the calls to "setChannelMode" with "setMode" (to match the new of the DcMotor method). Removed K9AutoTime.java op mode. Added MRGyroTest.java op mode (demonstrates how to use MR Gyro Sensor). Added MRRGBExample.java op mode (demonstrates how to use MR Color Sensor). Added HTRGBExample.java op mode (demonstrates how to use HT legacy color sensor). Added MatrixControllerDemo.java (demonstrates how to use legacy Matrix controller). Updated javadoc documentation. Updated release .apk files for Robot Controller and Driver Station apps. Release 15.10.06.002 Added support for Legacy Matrix 9.6V motor/servo controller. Cleaned up build.gradle file. Minor UI and bug fixes for driver station and robot controller apps. Throws error if Ultrasonic sensor (NXT) is not configured for legacy module port 4 or 5. Release 15.08.03.001 New user interfaces for FTC Driver Station and FTC Robot Controller apps. An init() method is added to the OpMode class. For this release, init() is triggered right before the start() method. Eventually, the init() method will be triggered when the user presses an "INIT" button on driver station. The init() and loop() methods are now required (i.e., need to be overridden in the user's op mode). The start() and stop() methods are optional. A new LinearOpMode class is introduced. Teams can use the LinearOpMode mode to create a linear (not event driven) program model. Teams can use blocking statements like Thread.sleep() within a linear op mode. The API for the Legacy Module and Core Device Interface Module have been updated. Support for encoders with the Legacy Module is now working. The hardware loop has been updated for better performance.
CrossmodalGroup / HREMLearning Semantic Relationship among Instances for Image-Text Matching, CVPR, 2023
superhen / Automated Job Resume Matching SolutionAccording to a 2015 study on job seeking behavior by Pew Research Center, 79% of the job seekers utilized the online resources for their most recent employment (Aaron ,2015). This study result suggests that the online job boards become the major channel for job seekers in the digital era. However, another finding in the study indicates that most of the job seekers fail to match their experiences with the job requirements and spend hours on job board to apply job which is not seen to be suitable (Aaron, 2015). Additionally, Dr. John Sullivan conducted a similar research in 2013 which highlighted some interesting aspects: on average, 250 resumes are received for each job opening by the major organizations, more than 50% of the resumes does not meet the minimum requirement (John, 2013). This means the time our recruiter spends on these 50% of the resumes for each job is wasted. From both candidate and recruiter’s points of view, the phenomenon may suggest that the traditional online job board does not seem to simplify the job application process or reduce the effort required from both parties. With this challenge getting bigger and bigger, the demand to automate the resume - job matching process is getting increased as well. For instance, the content - based recommendation system (CBR) is introduced to analyze the job description to identify the potential area of interest to the job seekers (Shiqiang et al., 2016). To apply the concept in Singapore local context, our team has conducted a text mining project based on the data acquired from the major online job board in Singapore. The primary objective of this project is to create a machine learning model to accelerate the job - resume matching process. The detail of the text mining methodology and results are presented in the following sections.
sanusanth / C Basic ProgramsWhat is C#? C# is pronounced "C-Sharp". It is an object-oriented programming language created by Microsoft that runs on the .NET Framework. C# has roots from the C family, and the language is close to other popular languages like C++ and Java. The first version was released in year 2002. The latest version, C# 8, was released in September 2019. C# is a modern object-oriented programming language developed in 2000 by Anders Hejlsberg, the principal designer and lead architect at Microsoft. It is pronounced as "C-Sharp," inspired by the musical notation “♯” which stands for a note with a slightly higher pitch. As it’s considered an incremental compilation of the C++ language, the name C “sharp” seemed most appropriate. The sharp symbol, however, has been replaced by the keyboard friendly “#” as a suffix to “C” for purposes of programming. Although the code is very similar to C++, C# is newer and has grown fast with extensive support from Microsoft. The fact that it’s so similar to Java syntactically helps explain why it has emerged as one of the most popular programming languages today. C# is pronounced "C-Sharp". It is an object-oriented programming language created by Microsoft that runs on the .NET Framework. C# has roots from the C family, and the language is close to other popular languages like C++ and Java. The first version was released in year 2002. The latest version, C# 8, was released in September 2019. C# is used for: Mobile applications Desktop applications Web applications Web services Web sites Games VR Database applications And much, much more! An Introduction to C# Programming C# is a general-purpose, object-oriented programming language that is structured and easy to learn. It runs on Microsoft’s .Net Framework and can be compiled on a variety of computer platforms. As the syntax is simple and easy to learn, developers familiar with C, C++, or Java have found a comfort zone within C#. C# is a boon for developers who want to build a wide range of applications on the .NET Framework—Windows applications, Web applications, and Web services—in addition to building mobile apps, Windows Store apps, and enterprise software. It is thus considered a powerful programming language and features in every developer’s cache of tools. Although first released in 2002, when it was introduced with .NET Framework 1.0, the C# language has evolved a great deal since then. The most recent version is C# 8.0, available in preview as part of Visual Studio. To get access to all of the new language features, you would need to install the latest preview version of .NET Core 3.0. C# is used for: Mobile applications Desktop applications Web applications Web services Web sites Games VR Database applications And much, much more! Why Use C#? It is one of the most popular programming language in the world It is easy to learn and simple to use It has a huge community support C# is an object oriented language which gives a clear structure to programs and allows code to be reused, lowering development costs. As C# is close to C, C++ and Java, it makes it easy for programmers to switch to C# or vice versa. The C# Environment You need the .NET Framework and an IDE (integrated development environment) to work with the C# language. The .NET Framework The .NET Framework platform of the Windows OS is required to write web and desktop-based applications using not only C# but also Visual Basic and Jscript, as the platform provides language interoperability. Besides, the .Net Framework allows C# to communicate with any of the other common languages, such as C++, Jscript, COBOL, and so on. IDEs Microsoft provides various IDEs for C# programming: Visual Studio 2010 (VS) Visual Studio Express Visual Web Developer Visual Studio Code (VSC) The C# source code files can be written using a basic text editor, like Notepad, and compiled using the command-line compiler of the .NET Framework. Alternative open-source versions of the .Net Framework can work on other operating systems as well. For instance, the Mono has a C# compiler and runs on several operating systems, including Linux, Mac, Android, BSD, iOS, Windows, Solaris, and UNIX. This brings enhanced development tools to the developer. As C# is part of the .Net Framework platform, it has access to its enormous library of codes and components, such as Common Language Runtime (CLR), the .Net Framework Class Library, Common Language Specification, Common Type System, Metadata and Assemblies, Windows Forms, ASP.Net and ASP.Net AJAX, Windows Workflow Foundation (WF), Windows Communication Foundation (WCF), and LINQ. C# and Java C# and Java are high-level programming languages that share several similarities (as well as many differences). They are both object-oriented languages much influenced by C++. But while C# is suitable for application development in the Microsoft ecosystem from the front, Java is considered best for client-side web applications. Also, while C# has many tools for programming, Java has a larger arsenal of tools to choose from in IDEs and Text Editors. C# is used for virtual reality projects like games, mobile, and web applications. It is built specifically for Microsoft platforms and several non-Microsoft-based operating systems, like the Mono Project that works with Linux and OS X. Java is used for creating messaging applications and developing web-based and enterprise-based applications in open-source ecosystems. Both C# and Java support arrays. However, each language uses them differently. In C#, arrays are a specialization of the system; in Java, they are a direct specialization of the object. The C# programming language executes on the CLR. The source code is interpreted into bytecode, which is further compiled by the CLR. Java runs on any platform with the assistance of JRE (Java Runtime Environment). The written source code is first compiled into bytecode and then converted into machine code to be executed on a JRE. C# and C++ Although C# and C++ are both C-based languages with similar code, there are some differences. For one, C# is considered a component-oriented programming language, while C++ is a partial object-oriented language. Also, while both languages are compiled languages, C# compiles to CLR and is interpreted by.NET, but C++ compiles to machine code. The size of binaries in C# is much larger than in C++. Other differences between the two include the following: C# gives compiler errors and warnings, but C++ doesn’t support warnings, which may cause damage to the OS. C# runs in a virtual machine for automatic memory management. C++ requires you to manage memory manually. C# can create Windows, .NET, web, desktop, and mobile applications, but not stand-alone apps. C++ can create server-side, stand-alone, and console applications as it can work directly with the hardware. C++ can be used on any platform, while C# is targeted toward Windows OS. Generally, C++ being faster than C#, the former is preferred for applications where performance is essential. Features of C# The C# programming language has many features that make it more useful and unique when compared to other languages, including: Object-oriented language Being object-oriented, C# allows the creation of modular applications and reusable codes, an advantage over C++. As an object-oriented language, C# makes development and maintenance easier when project size grows. It supports all three object-oriented features: data encapsulation, inheritance, interfaces, and polymorphism. Simplicity C# is a simple language with a structured approach to problem-solving. Unsafe operations, like direct memory manipulation, are not allowed. Speed The compilation and execution time in C# is very powerful and fast. A Modern programming language C# programming is used for building scalable and interoperable applications with support for modern features like automatic garbage collection, error handling, debugging, and robust security. It has built-in support for a web service to be invoked from any app running on any platform. Type-safe Arrays and objects are zero base indexed and bound checked. There is an automatic checking of the overflow of types. The C# type safety instances support robust programming. Interoperability Language interoperability of C# maximizes code reuse for the efficiency of the development process. C# programs can work upon almost anything as a program can call out any native API. Consistency Its unified type system enables developers to extend the type system simply and easily for consistent behavior. Updateable C# is automatically updateable. Its versioning support enables complex frameworks to be developed and evolved. Component oriented C# supports component-oriented programming through the concepts of properties, methods, events, and attributes for self-contained and self-describing components of functionality for robust and scalable applications. Structured Programming Language The structured design and modularization in C# break a problem into parts, using functions for easy implementation to solve significant problems. Rich Library C# has a standard library with many inbuilt functions for easy and fast development. Prerequisites for Learning C# Basic knowledge of C or C++ or any programming language or programming fundamentals. Additionally, the OOP concept makes for a short learning curve of C#. Advantages of C# There are many advantages to the C# language that makes it a useful programming language compared to other languages like Java, C, or C++. These include: Being an object-oriented language, C# allows you to create modular, maintainable applications and reusable codes Familiar syntax Easy to develop as it has a rich class of libraries for smooth implementation of functions Enhanced integration as an application written in .NET will integrate and interpret better when compared to other NET technologies As C# runs on CLR, it makes it easy to integrate with components written in other languages It’s safe, with no data loss as there is no type-conversion so that you can write secure codes The automatic garbage collection keeps the system clean and doesn’t hang it during execution As your machine has to install the .NET Framework to run C#, it supports cross-platform Strong memory backup prevents memory leakage Programming support of the Microsoft ecosystem makes development easy and seamless Low maintenance cost, as C# can develop iOS, Android, and Windows Phone native apps The syntax is similar to C, C++, and Java, which makes it easier to learn and work with C# Useful as it can develop iOS, Android, and Windows Phone native apps with the Xamarin Framework C# is the most powerful programming language for the .NET Framework Fast development as C# is open source steered by Microsoft with access to open source projects and tools on Github, and many active communities contributing to the improvement What Can C Sharp Do for You? C# can be used to develop a wide range of: Windows client applications Windows libraries and components Windows services Web applications Native iOS and Android mobile apps Azure cloud applications and services Gaming consoles and gaming systems Video and virtual reality games Interoperability software like SharePoint Enterprise software Backend services and database programs AI and ML applications Distributed applications Hardware-level programming Virus and malware software GUI-based applications IoT devices Blockchain and distributed ledger technology C# Programming for Beginners: Introduction, Features and Applications By Simplilearn Last updated on Jan 20, 2020674 C# Programming for Beginners As a programmer, you’re motivated to master the most popular languages that will give you an edge in your career. There’s a vast number of programming languages that you can learn, but how do you know which is the most useful? If you know C and C++, do you need to learn C# as well? How similar is C# to Java? Does it become more comfortable for you to learn C# if you already know Java? Every developer and wannabe programmer asks these types of questions. So let us explore C# programming: how it evolved as an extension of C and why you need to learn it as a part of the Master’s Program in integrated DevOps for server-side execution. Are you a web developer or someone interested to build a website? Enroll for the Javascript Certification Training. Check out the course preview now! What is C#? C# is a modern object-oriented programming language developed in 2000 by Anders Hejlsberg, the principal designer and lead architect at Microsoft. It is pronounced as "C-Sharp," inspired by the musical notation “♯” which stands for a note with a slightly higher pitch. As it’s considered an incremental compilation of the C++ language, the name C “sharp” seemed most appropriate. The sharp symbol, however, has been replaced by the keyboard friendly “#” as a suffix to “C” for purposes of programming. Although the code is very similar to C++, C# is newer and has grown fast with extensive support from Microsoft. The fact that it’s so similar to Java syntactically helps explain why it has emerged as one of the most popular programming languages today. An Introduction to C# Programming C# is a general-purpose, object-oriented programming language that is structured and easy to learn. It runs on Microsoft’s .Net Framework and can be compiled on a variety of computer platforms. As the syntax is simple and easy to learn, developers familiar with C, C++, or Java have found a comfort zone within C#. C# is a boon for developers who want to build a wide range of applications on the .NET Framework—Windows applications, Web applications, and Web services—in addition to building mobile apps, Windows Store apps, and enterprise software. It is thus considered a powerful programming language and features in every developer’s cache of tools. Although first released in 2002, when it was introduced with .NET Framework 1.0, the C# language has evolved a great deal since then. The most recent version is C# 8.0, available in preview as part of Visual Studio. To get access to all of the new language features, you would need to install the latest preview version of .NET Core 3.0. The C# Environment You need the .NET Framework and an IDE (integrated development environment) to work with the C# language. The .NET Framework The .NET Framework platform of the Windows OS is required to write web and desktop-based applications using not only C# but also Visual Basic and Jscript, as the platform provides language interoperability. Besides, the .Net Framework allows C# to communicate with any of the other common languages, such as C++, Jscript, COBOL, and so on. IDEs Microsoft provides various IDEs for C# programming: Visual Studio 2010 (VS) Visual Studio Express Visual Web Developer Visual Studio Code (VSC) The C# source code files can be written using a basic text editor, like Notepad, and compiled using the command-line compiler of the .NET Framework. Alternative open-source versions of the .Net Framework can work on other operating systems as well. For instance, the Mono has a C# compiler and runs on several operating systems, including Linux, Mac, Android, BSD, iOS, Windows, Solaris, and UNIX. This brings enhanced development tools to the developer. As C# is part of the .Net Framework platform, it has access to its enormous library of codes and components, such as Common Language Runtime (CLR), the .Net Framework Class Library, Common Language Specification, Common Type System, Metadata and Assemblies, Windows Forms, ASP.Net and ASP.Net AJAX, Windows Workflow Foundation (WF), Windows Communication Foundation (WCF), and LINQ. C# and Java C# and Java are high-level programming languages that share several similarities (as well as many differences). They are both object-oriented languages much influenced by C++. But while C# is suitable for application development in the Microsoft ecosystem from the front, Java is considered best for client-side web applications. Also, while C# has many tools for programming, Java has a larger arsenal of tools to choose from in IDEs and Text Editors. C# is used for virtual reality projects like games, mobile, and web applications. It is built specifically for Microsoft platforms and several non-Microsoft-based operating systems, like the Mono Project that works with Linux and OS X. Java is used for creating messaging applications and developing web-based and enterprise-based applications in open-source ecosystems. Both C# and Java support arrays. However, each language uses them differently. In C#, arrays are a specialization of the system; in Java, they are a direct specialization of the object. The C# programming language executes on the CLR. The source code is interpreted into bytecode, which is further compiled by the CLR. Java runs on any platform with the assistance of JRE (Java Runtime Environment). The written source code is first compiled into bytecode and then converted into machine code to be executed on a JRE. C# and C++ Although C# and C++ are both C-based languages with similar code, there are some differences. For one, C# is considered a component-oriented programming language, while C++ is a partial object-oriented language. Also, while both languages are compiled languages, C# compiles to CLR and is interpreted by.NET, but C++ compiles to machine code. The size of binaries in C# is much larger than in C++. Other differences between the two include the following: C# gives compiler errors and warnings, but C++ doesn’t support warnings, which may cause damage to the OS. C# runs in a virtual machine for automatic memory management. C++ requires you to manage memory manually. C# can create Windows, .NET, web, desktop, and mobile applications, but not stand-alone apps. C++ can create server-side, stand-alone, and console applications as it can work directly with the hardware. C++ can be used on any platform, while C# is targeted toward Windows OS. Generally, C++ being faster than C#, the former is preferred for applications where performance is essential. Features of C# The C# programming language has many features that make it more useful and unique when compared to other languages, including: Object-oriented language Being object-oriented, C# allows the creation of modular applications and reusable codes, an advantage over C++. As an object-oriented language, C# makes development and maintenance easier when project size grows. It supports all three object-oriented features: data encapsulation, inheritance, interfaces, and polymorphism. Simplicity C# is a simple language with a structured approach to problem-solving. Unsafe operations, like direct memory manipulation, are not allowed. Speed The compilation and execution time in C# is very powerful and fast. A Modern programming language C# programming is used for building scalable and interoperable applications with support for modern features like automatic garbage collection, error handling, debugging, and robust security. It has built-in support for a web service to be invoked from any app running on any platform. Type-safe Arrays and objects are zero base indexed and bound checked. There is an automatic checking of the overflow of types. The C# type safety instances support robust programming. Interoperability Language interoperability of C# maximizes code reuse for the efficiency of the development process. C# programs can work upon almost anything as a program can call out any native API. Consistency Its unified type system enables developers to extend the type system simply and easily for consistent behavior. Updateable C# is automatically updateable. Its versioning support enables complex frameworks to be developed and evolved. Component oriented C# supports component-oriented programming through the concepts of properties, methods, events, and attributes for self-contained and self-describing components of functionality for robust and scalable applications. Structured Programming Language The structured design and modularization in C# break a problem into parts, using functions for easy implementation to solve significant problems. Rich Library C# has a standard library with many inbuilt functions for easy and fast development. Full Stack Java Developer Course The Gateway to Master Web DevelopmentEXPLORE COURSEFull Stack Java Developer Course Prerequisites for Learning C# Basic knowledge of C or C++ or any programming language or programming fundamentals. Additionally, the OOP concept makes for a short learning curve of C#. Advantages of C# There are many advantages to the C# language that makes it a useful programming language compared to other languages like Java, C, or C++. These include: Being an object-oriented language, C# allows you to create modular, maintainable applications and reusable codes Familiar syntax Easy to develop as it has a rich class of libraries for smooth implementation of functions Enhanced integration as an application written in .NET will integrate and interpret better when compared to other NET technologies As C# runs on CLR, it makes it easy to integrate with components written in other languages It’s safe, with no data loss as there is no type-conversion so that you can write secure codes The automatic garbage collection keeps the system clean and doesn’t hang it during execution As your machine has to install the .NET Framework to run C#, it supports cross-platform Strong memory backup prevents memory leakage Programming support of the Microsoft ecosystem makes development easy and seamless Low maintenance cost, as C# can develop iOS, Android, and Windows Phone native apps The syntax is similar to C, C++, and Java, which makes it easier to learn and work with C# Useful as it can develop iOS, Android, and Windows Phone native apps with the Xamarin Framework C# is the most powerful programming language for the .NET Framework Fast development as C# is open source steered by Microsoft with access to open source projects and tools on Github, and many active communities contributing to the improvement What Can C Sharp Do for You? C# can be used to develop a wide range of: Windows client applications Windows libraries and components Windows services Web applications Native iOS and Android mobile apps Azure cloud applications and services Gaming consoles and gaming systems Video and virtual reality games Interoperability software like SharePoint Enterprise software Backend services and database programs AI and ML applications Distributed applications Hardware-level programming Virus and malware software GUI-based applications IoT devices Blockchain and distributed ledger technology Who Should Learn the C# Programming Language and Why? C# is one of the most popular programming languages as it can be used for a variety of applications: mobile apps, game development, and enterprise software. What’s more, the C# 8.0 version is packed with several new features and enhancements to the C# language that can change the way developers write their C# code. The most important new features available are ‘null reference types,’ enhanced ‘pattern matching,’ and ‘async streams’ that help you to write more reliable and readable code. As you’re exposed to the fundamental programming concepts of C# in this course, you can work on projects that open the doors for you as a Full Stack Java Developer. So, upskill and master the C# language for a faster career trajectory and salary scope.
UB-Mannheim / BbwEntity linking, entity typing and relation extraction: Matching CSV to a Wikibase instance (e.g., Wikidata) via Meta-lookup
PatNei / GITHUB2FORGEJOThis script migrates your GitHub repositories to a Forgejo instance using the Forgejo API. It fetches your repositories from GitHub and automatically creates matching repositories on Forgejo. It’s ideal for backup, migration, or maintaining a self-hosted mirror of your GitHub projects.
kalenforn / Clip Based Cross Modal HashThis project summarizes the CLIP-based cross-modal hashing methods. Including DCMHT, MITH, DSPH, DNPH, TwDH (Two-Step Discrete Hashing for Cross-Modal Retrieval), DIMCH(Cross-modal Hashing via Diverse Instances Matching), UMoED(A Unified Generative Hashing for Cross-Modal Retrieval).
nyaundid / EC2 AWS AND SHELLSEIS 665 Assignment 2: Linux & Git Overview This week we will focus on becoming familiar with launching a Linux server and working with some basic Linux and Git commands. We will use AWS to launch and host the Linux server. AWS might seem a little confusing at this point. Don’t worry, we will gain much more hands-on experience with AWS throughout the course. The goal is to get you comfortable working with the technology and not overwhelm you with all the details. Requirements You need to have a personal AWS account and GitHub account for this assignment. You should also read the Git Hands-on Guide and Linux Hands-on Guide before beginning this exercise. A word about grading One of the key DevOps practices we learn about in this class is the use of automation to increase the speed and repeatability of processes. Automation is utilized during the assignment grading process to review and assess your work. It’s important that you follow the instructions in each assignment and type in required files and resources with the proper names. All names are case sensitive, so a name like "Web1" is not the same as "web1". If you misspell a name, use the wrong case, or put a file in the wrong directory location you will lose points on your assignment. This is the easiest way to lose points, and also the most preventable. You should always double-check your work to make sure it accurately reflects the requirements specified in the assignment. You should always carefully review the content of your files before submitting your assignment. The assignment Let’s get started! Create GitHub repository The first step in the assignment is to setup a Git repository on GitHub. We will use a special solution called GitHub Classroom for this course which automates the process of setting up student assignment repositories. Here are the basic steps: Click on the following link to open Assignment 2 on the GitHub Classroom site: https://classroom.github.com/a/K4zcVmX- (Links to an external site.)Links to an external site. Click on the Accept this assignment button. GitHub Classroom will provide you with a URL (https) to access the assignment repository. Either copy this address to your clipboard or write it down somewhere. You will need to use this address to set up the repository on a Linux server. Example: https://github.com/UST-SEIS665/hw2-seis665-02-spring2019-<your github id>.git At this point your new repository to ready to use. The repository is currently empty. We will put some content in there soon! Launch Linux server The second step in the assignment is to launch a Linux server using AWS EC2. The server should have the following characteristics: Amazon Linux 2 AMI 64-bit (usually the first option listed) Located in a U.S. region (us-east-1) t2.micro instance type All default instance settings (storage, vpm, security group, etc.) I’ve shown you how to launch EC2 instances in class. You can review it on Canvas. Once you launch the new server, it may take a few minutes to provision. Log into server The next step is to log into the Linux server using a terminal program with a secure shell (SSH) support. You can use iTerm2 (Links to an external site.)Links to an external site. on a Mac and GitBash/PuTTY (Links to an external site.)Links to an external site. on a PC. You will need to have the private server key and the public IP address before attempting to log into the server. The server key is basically your password. If you lose it, you will need to terminate the existing instance and launch a new server. I recommend reusing the same key when launching new servers throughout the class. Note, I make this recommendation to make the learning process easier and not because it is a common security practice. I’ve shown you how to use a terminal application to log into the instance using a Windows desktop. Your personal computer or lab computer may be running a different OS version, but the process is still very similar. You can review the videos on the Canvas. Working with Linux If you’ve made it this far, congratulations! You’ve made it over the toughest hurdle. By the end of this course, I promise you will be able to launch and log into servers in your sleep. You should be looking at a login screen that looks something like this: Last login: Mon Mar 21 21:17:54 2016 from 174-20-199-194.mpls.qwest.net __| __|_ ) _| ( / Amazon Linux AMI ___|\___|___| https://aws.amazon.com/amazon-linux-ami/2015.09-release-notes/ 8 package(s) needed for security, out of 17 available Run "sudo yum update" to apply all updates. ec2-user@ip-172-31-15-26 ~]$ Your terminal cursor is sitting at the shell prompt, waiting for you to type in your first command. Remember the shell? It is a really cool program that lets you start other programs and manage services on the Linux system. The rest of this assignment will be spent working with the shell. Note, when you are asked to type in a command in the steps below, don’t type in the dollar-sign ($) character. This is just meant to represent the command prompt. The actual commands are represented by the characters to the right of the command prompt. Let’s start by asking the shell for some help. Type in: $ help The shell provides you with a list of commands you can run along with possible command options. Next, check out one of the pages in the built-in manual: $ man ls A man page will appear with information on how to use the ls command. This command is used to list the contents of file directories. Either space through the contents of the man page or hit q to exit. Most of the core Linux commands have man pages available. But honestly, some of these man pages are a bit hard to understand. Sometimes your best bet is to search on Google if you are trying to figure out how to use a specific command. When you initially log into Linux, the system places you in your home directory. Each user on the system has a separate home directory. Let’s see where your home directory is located: $ pwd The response should be /home/ec2-user. The pwd command is handy to remember if you ever forget what file directory you are currently located in. If you recall from the Linux Hands-on Guide, this directory is also your current working directory. Type in: $ cd / The cd command let’s you change to a new working directory on the server. In this case, we changed to the root (/) directory. This is the parent of all the other directories on the file system. Type in: $ ls The ls command lists the contents of the current directory. As you can see, root directory contains many other directories. You will become familiar with these directories over time. The ls command provides a very basic directory listing. You need to supply the command with some options if you want to see more detailed information. Type in: $ ls -la See how this command provides you with much more detailed information about the files and directories? You can use this detailed listing to see the owner, group, and access control list settings for each file or directory. Do you see any files listed? Remember, the first character in the access control list column denotes whether a listed item is a file or a directory. You probably see a couple files with names like .autofsck. How come you didn’t see this file when you typed in the lscommand without any options? (Try to run this command again to convince yourself.) Files names that start with a period are called hidden files. These files won’t appear on normal directory listings. Type in: $ cd /var Then, type in: $ ls You will see a directory listing for the /var directory. Next, type in: $ ls .. Huh. This directory listing looks the same as the earlier root directory listing. When you use two periods (..) in a directory path that means you are referring to the parent directory of the current directory. Just think of the two dots as meaning the directory above the current directory. Now, type in: $ cd ~ $ pwd Whoa. We’re back at our home directory again. The tilde character (~) is another one of those handy little directory path shortcuts. It always refers to our personal home directory. Keep in mind that since every user has their own home directory, the tilde shortcut will refer to a unique directory for each logged-in user. Most students are used to navigating a file system by clicking a mouse in nested graphical folders. When they start using a command-line to navigate a file system, they sometimes get confused and lose track of their current position in the file system. Remember, you can always use the pwd command to quickly figure out what directory you are currently working in. Let’s make some changes to the file system. We can easily make our own directories on the file system. Type: mkdir test Now type: ls Cool, there’s our new test directory. Let’s pretend we don’t like that directory name and delete it. Type: rmdir test Now it’s gone. How can you be sure? You should know how to check to see if the directory still exists at this point. Go ahead and check. Let’s create another directory. Type in: $ mkdir documents Next, change to the new directory: $ cd documents Did you notice that your command prompt displays the name of the current directory? Something like: [ec2-user@ip-172-31-15-26 documents]$. Pretty handy, huh? Okay, let’s create our first file in the documents directory. This is just an empty file for training purposes. Type in: $ touch paper.txt Check to see that the new file is in the directory. Now, go back to the previous directory. Remember the double dot shortcut? $ cd .. Okay, we don’t like our documents directory any more. Let’s blow it away. Type in: $ rmdir documents Uh oh. The shell didn’t like that command because the directory isn’t empty. Let’s change back into the documents directory. But this time don’t type in the full name of the directory. You can let shell auto-completion do the typing for you. Type in the first couple characters of the directory name and then hit the tab key: $ cd doc<tab> You should use the tab auto-completion feature often. It saves typing and makes working with the Linux file system much much easier. Tab is your friend. Now, remove the file by typing: $ rm paper.txt Did you try to use the tab key instead of typing in the whole file name? Check to make sure the file was deleted from the directory. Next, create a new file: $ touch file1 We like file1 so much that we want to make a backup copy. Type: $ cp file1 file1-backup Check to make sure the new backup copy was created. We don’t really like the name of that new file, so let’s rename it. Type: $ mv file1-backup backup Moving a file to the same directory and giving it a new name is basically the same thing as renaming it. We could have moved it to a different directory if we wanted. Let’s list all of the files in the current directory that start with the letter f: $ ls f* Using wildcard pattern matching in file commands is really useful if you want the command to impact or filter a group of files. Now, go up one directory to the parent directory (remember the double dot shortcut?) We tried to remove the documents directory earlier when it had files in it. Obviously that won’t work again. However, we can use a more powerful command to destroy the directory and vanquish its contents. Behold, the all powerful remove command: $ rm -fr documents Did you remember to use auto-completion when typing in documents? This command and set of options forcibly removes the directory and its contents. It’s a dangerous command wielded by the mightiest Linux wizards. Okay, maybe that’s a bit of an exaggeration. Just be careful with it. Check to make sure the documents directory is gone before proceeding. Let’s continue. Change to the directory /var and make a directory called test. Ugh. Permission denied. We created this darn Linux server and we paid for it. Shouldn’t we be able to do anything we want on it? You logged into the system as a user called ec2-user. While this user can create and manage files in its home directory, it cannot change files all across the system. At least it can’t as a normal user. The ec2-user is a member of the root group, so it can escalate its privileges to super-user status when necessary. Let’s try it: $ sudo mkdir test Check to make sure the directory exists now. Using sudo we can execute commands as a super-user. We can do anything we want now that we know this powerful new command. Go ahead and delete the test directory. Did you remember to use sudo before the rmdir command? Check to make sure the directory is gone. You might be asking yourself the question: why can we list the contents of the /var directory but not make changes? That’s because all users have read access to the /var directory and the ls command is a read function. Only the root users or those acting as a super-user can write changes to the directory. Let’s go back to our home directory: $ cd ~ Editing text files is a really common task on Linux systems because many of the application configuration files are text files. We can create a text file by using a text editor. Type in: $ nano myfile.conf The shell starts up the nano text editor and places your terminal cursor in the editing screen. Nano is a simple text-based word processor. Type in a few lines of text. When you’re done writing your novel, hit ctrl-x and answer y to the prompt to save your work. Finally, hit enter to save the text to the filename you specified. Check to see that your file was saved in the directory. You can take a look at the contents of your file by typing: $ cat myfile.conf The cat command displays your text file content on the terminal screen. This command works fine for displaying small text files. But if your file is hundreds of lines long, the content will scroll down your terminal screen so fast that you won’t be able to easily read it. There’s a better way to view larger text files. Type in: $ less myfile.conf The less command will page the display of a text file, allowing you to page through the contents of the file using the space bar. Your text file is probably too short to see the paging in action though. Hit q to quit out of the less text viewer. Hit the up-arrow key on your keyboard a few times until the commmand nano myfile.conf appears next to your command prompt. Cool, huh? The up-arrow key allows you to replay a previously run command. Linux maintains a list of all the commands you have run since you logged into the server. This is called the command history. It’s a really useful feature if you have to re-run a complex command again. Now, hit ctrl-c. This cancels whatever command is displayed on the command line. Type in the following command to create a couple empty files in the directory: $ touch file1 file2 file3 Confirm that the files were created. Some commands, like touch. allow you to specify multiple files as arguments. You will find that Linux commands have all kinds of ways to make tasks more efficient like this. Throughout this assignment, we have been running commands and viewing results on the terminal screen. The screen is the standard place for commands to output results. It’s known as the standard out (stdout). However, it’s really useful to output results to the file system sometimes. Type in: $ ls > listing.txt Take a look at the directory listing now. You just created a new file. View the contents of the listing.txt file. What do you see? Instead of sending the output from the ls command to the screen we sent it to a text file. Let’s try another one. Type: $ cat myfile.conf > listing.txt Take a look at the contents of the listing.txt file again. It looks like your myfile.conf file now. It’s like you made a copy of it. But what happened to the previous content in the listing.txt file? When you redirect the output of a command using the right angle-bracket character (>), the output overwrites the existing file. Type this command in: $ cat myfile.conf >> listing.txt Now look at the contents of the listing.txt file. You should see your original content displayed twice. When you use two angle-bracket characters in the commmand the output appends (or adds to) the file instead of overwriting it. We redirected the output from a command to a text file. It’s also possible to redirect the input to a command. Typically we use a keyboard to provide input, but sometimes it makes more sense to input a file to a command. For example, how many words are in your new listing.txt file? Let’s find out. Type in: $ wc -w < listing.txt Did you get a number? This command inputs the listing.txt file into a word count program called wc. Type in the command: $ ls /usr/bin The terminal screen probably scrolled quickly as filenames flashed by. The /usr/bin directory holds quite a few files. It would be nice if we could page through the contents of this directory. Well, we can. We can use a special shell feature called pipes. In previous steps, we redirected I/O using the file system. Pipes allow us to redirect I/O between programs. We can redirect the output from one program into another. Type in: $ ls /usr/bin | less Now the directory listing is paged. Hit the spacebar to page through the listing. The pipe, represented by a vertical bar character (|), takes the output from the ls command and redirects it to the less command where the resulting output is paged. Pipes are super powerful and used all the time by savvy Linux operators. Hit the q key to quit the paginated directory listing command. Working with shell scripts Now things are going to get interesting. We’ve been manually typing in commands throughout this exercise. If we were running a set of repetitive tasks, we would want to automate the process as much as possible. The shell makes it really easy to automate tasks using shell scripts. The shell provides many of the same features as a basic procedural programming language. Let’s write some code. Type in this command: $ j=123 $ echo $j We just created a variable named j referencing the string 123. The echo command printed out the value of the variable. We had to use a dollar sign ($) when referencing the variable in another command. Next, type in: $ j=1+1 $ echo $j Is that what you expected? The shell just interprets the variable value as a string. It’s not going to do any sort of computation. Typing in shell script commands on the command line is sort of pointless. We want to be able to create scripts that we can run over-and-over. Let’s create our first shell script. Use the nano editor to create a file named myscript. When the file is open in the editor, type in the following lines of code: #!/bin/bash echo Hello $1 Now quit the editor and save your file. We can run our script by typing: $ ./myscript World Er, what happened? Permission denied. Didn’t we create this file? Why can’t we run it? We can’t run the script file because we haven’t set the execute permission on the file. Type in: $ chmod u+x myscript This modifies the file access control list to allow the owner of the file to execute it. Let’s try to run the command again. Hit the up-arrow key a couple times until the ./myscript World command is displayed and hit enter. Hooray! Our first shell script. It’s probably a bit underwhelming. No problem, we’ll make it a little more complex. The script took a single argument called World. Any arguments provided to a shell script are represented as consecutively numbered variables inside the script ($1, $2, etc). Pretty simple. You might be wondering why we had to type the ./ characters before the name of our script file. Try to type in the command without them: $ myscript World Command not found. That seems a little weird. Aren’t we currently in the directory where the shell script is located? Well, that’s just not how the shell works. When you enter a command into the shell, it looks for the command in a predefined set of directories on the server called your PATH. Since your script file isn’t in your special path, the shell reports it as not found. By typing in the ./ characters before the command name you are basically forcing the shell to look for your script in the current directory instead of the default path. Create another file called cleanup using nano. In the file editor window type: #!/bin/bash # My cleanup script mkdir archive mv file* archive Exit the editor window and save the file. Change the permissions on the script file so that you can execute it. Now run the command: $ ./cleanup Take a look at the file directory listing. Notice the archive directory? List the contents of that directory. The script automatically created a new directory and moved three files into it. Anything you can do manually at a command prompt can be automated using a shell script. Let’s create one more shell script. Use nano to create a script called namelist. Here is the content of the script: #!/bin/bash # for-loop test script names='Jason John Jane' for i in $names do echo Hello $i done Change the permissions on the script file so that you can execute it. Run the command: $ ./namelist The script will loop through a set of names stored in a variable displaying each one. Scripts support several programming constructs like for-loops, do-while loops, and if-then-else. These building blocks allow you to create fairly complex scripts for automating tasks. Installing packages and services We’re nearing the end of this assignment. But before we finish, let’s install some new software packages on our server. The first thing we should do is make sure all the current packages installed on our Linux server are up-to-date. Type in: $ sudo yum update -y This is one of those really powerful commands that requires sudo access. The system will review the currently installed packages and go out to the Internet and download appropriate updates. Next, let’s install an Apache web server on our system. Type in: $ sudo yum install httpd -y Bam! You probably never knew that installing a web server was so easy. We’re not going to actually use the web server in this exercise, but we will in future assignments. We installed the web server, but is it actually running? Let’s check. Type in: $ sudo service httpd status Nope. Let’s start it. Type: $ sudo service httpd start We can use the service command to control the services running on the system. Let’s setup the service so that it automatically starts when the system boots up. Type in: $ sudo chkconfig httpd on Cool. We installed the Apache web server on our system, but what other programs are currently running? We can use the pscommand to find out. Type in: $ ps -ax Lots of processes are running on our system. We can even look at the overall performance of our system using the topcommand. Let’s try that now. Type in: $ top The display might seem a little overwhelming at first. You should see lots of performance information displayed including the cpu usage, free memory, and a list of running tasks. We’re almost across the finish line. Let’s make sure all of our valuable work is stored in a git repository. First, we need to install git. Type in the command: $ sudo yum install git -y Check your work It’s very important to check your work before submitting it for grading. A misspelled, misplaced or missing file will cost you points. This may seem harsh, but the reality is that these sorts of mistakes have consequences in the real world. For example, a server instance could fail to launch properly and impact customers because a single required file is missing. Here is what the contents of your git repository should look like before final submission: ┣archive ┃ ┣ file1 ┃ ┣ file2 ┃ ┗ file3 ┣ namelist ┗ myfile.conf Saving our work in the git repository Next, make sure you are still in your home directory (/home/ec2-user). We will install the git repository you created at the beginning of this exercise. You will need to modify this command by typing in the GitHub repository URL you copied earlier. $ git clone <your GitHub URL here>.git Example: git clone https://github.com/UST-SEIS665/hw2-seis665-02-spring2019-<your github id>.git The git application will ask you for your GitHub username and password. Note, if you have multi-factor authentication enabled on your GitHub account you will need to provide a personal token instead of your password. Git will clone (copy) the repository from GitHub to your Linux server. Since the repository is empty the clone happens almost instantly. Check to make sure that a sub-directory called "hw2-seis665-02-spring2019-<username>" exists in the current directory (where <username> is your GitHub account name). Git automatically created this directory as part of the cloning process. Change to the hw2-seis665-02-spring2019-<username> directory and type: $ ls -la Notice the .git hidden directory? This is where git actually stores all of the file changes in your repository. Nothing is actually in your repository yet. Change back to the parent directory (cd ..). Next, let’s move some of our files into the repository. Type: $ mv archive hw2-seis665-02-spring2019-<username> $ mv namelist hw2-seis665-02-spring2019-<username> $ mv myfile.conf hw2-seis665-02-spring2019-<username> Hopefully, you remembered to use the auto-complete function to reduce some of that typing. Change to the hw2-seis665-02-spring2019-<username> directory and list the directory contents. Your files are in the working directory, but are not actually stored in the repository because they haven’t been committed yet. Type in: $ git status You should see a list of untracked files. Let’s tell git that we want these files tracked. Type in: $ git add * Now type in the git status command again. Notice how all the files are now being tracked and are ready to be committed. These files are in the git staging area. We’ll commit them to the repository next. Type: $ git commit -m 'assignment 2 files' Next, take a look at the commit log. Type: $ git log You should see your commit listed along with an assigned hash (long string of random-looking characters). Finally, let’s save the repository to our GitHub account. Type in: $ git push origin master The git client will ask you for your GitHub username and password before pushing the repository. Go back to the GitHub.com website and login if you have been logged out. Click on the repository link for the assignment. Do you see your files listed there? Congratulations, you completed the exercise! Terminate server The last step is to terminate your Linux instance. AWS will bill you for every hour the instance is running. The cost is nominal, but there’s no need to rack up unnecessary charges. Here are the steps to terminate your instance: Log into your AWS account and click on the EC2 dashboard. Click the Instances menu item. Select your server in the instances table. Click on the Actions drop down menu above the instances table. Select the Instance State menu option Click on the Terminate action. Your Linux instance will shutdown and disappear in a few minutes. The EC2 dashboard will continue to display the instance on your instance listing for another day or so. However, the state of the instance will be terminated. Submitting your assignment — IMPORTANT! If you haven’t already, please e-mail me your GitHub username in order to receive credit for this assignment. There is no need to email me to tell me that you have committed your work to GitHub or to ask me if your GitHub submission worked. If you can see your work in your GitHub repository, I can see your work.
qixuanHou / Mapping My BreakPlease Read Me First. This is a set of java file of my final version of electronic artifacts. This is a game to map my experience in Disney World, in Orlando during this spring break. However, because of my limited skills in computer science, I really have no idea how to simplify the process to run the game. Sorry for the inconvenience. In order to run the game, you may need to install JAVA. I hope the following links will help you. http://www.oracle.com/technetwork/java/javase/downloads/index-jsp-138363.html#javasejdk http://www.cc.gatech.edu/~simpkins/teaching/gatech/cs1331/guides/install-java.html My main file is called Disney. You can call Disney in console to start the game. However, I failed to putting all the things inside Disney file. Therefore, you may also need to call AdventureLand, MainStreet, and FrontierLand to start other three games. I hope this will help you. Sorry again for the inconvenience. 1. the structure of my project My project only focused on my trip in Magic Kingdom, one part of Disney world in Orlando. It is a game which guides players to choose from six sub-games, which match six sections of the park, Main Street U.S.A, Tomorrowland, Adventureland, Frontierland, Fantasyland and Liberty Square. I chose one of the rides I took in each section which, from my perspective, shows what I found interesting in Disney world. I changed what I experienced in the park into a small computer game. I want to share my experience with others while they play my games. In the following part of self reflection, I explain the background, rules and other things about each game. For convenience of matching them, I use different color to mark different parts. I hope it will help readers a little bit when they are lost in my disordered reflections. 1. the hall of presidents - Liberty Square 2. Festivall parade - Fantasyland (I explain this one in the part of technology skill limitations) 3. Big Thunder Mountain Railroad - Frontierland 4.talking with Woody- Adventureland 5. Stitch Store - Tomorrowland 6. lunch time - Main Street USA 3. my reflection of the trip in Disney World from dream to reality When I exited Disney resort, I found a sign along the street welcomed people back to real world. Actually, when I was in Orlando, I couldn't believe as an adult, people can mess up fantasy world in the theme parks and the real world. Nevertheless, I felt I was still in fantasy world, when I dreamed twice that I fought for the key to open the door of future. As is known to all, while sleeping, people always dream about what people thinks in the daytime. Therefore, my dream shows that my mind still stayed in the world with Mickey and Donald. I believe that it is experiencing fantasy world which is the source of the greatest happiness people get from theme park. On the one hand, everybody has pressure in real life especially for adults. They can get out of pressure for a day trip in theme park. They can experience different lives here with cartoon characters. On the other hand, sometimes, it is a really hard task to fulfill some dreams, such as being a princess. However, in Disney world, you can dress up the same as Snow White, waiting for your prince; you can go to space by rocket; you can also travel all over the world in one day and enjoy the food of each country. These are all the magic of theme parks. Therefore, in my game, I learnt the way which Disney design their rides to focus on the background story of the game instead of the game itself. For example, there is a ride called Big Thunder Mountain Railroad, which streaks through a haunted gold-mining town aboard a rollicking runaway mine train. The views around the ride were like a gold mining town. There were tools for gold-mining around the railroad and the railroad looked like very old. In order to show riders that it was a haunted gold-mining town, the train always took a sudden turn or speed up quickly to scare people. I decided to name one of my game, which was inspired by this ride, the same name, Big Thunder Mountain Railroad. Instead of sitting inside the mine train to travel around the haunted town, mine was for users to use keyboard to control the train to travel around the gridding railroad. I place traps inside several parts of gridding to "scare" players, who cannot know where traps are until they get into them. If I know how to use animation, I will show scary pictures when players drive their train to the traps. Unlike the ride in Disney, my players can no longer travel once they encounter a trap because their train may have some problems to keep moving. Also, the main goal in the game is to find the gold. However, as we know, finding gold is really hard. Therefore, players must go to find Aladdin's Wonderful lamp where also places inside the gridding while players cannot see its exact place until they happen to drive inside the part where lamp is. Aladdin's Wonderful lamp will show players the map of the gold and when people get to the gold mine, they win. However, there is another limitation of the game. Haunted town is so dangerous during the night. Therefore, players only have 12 hours to finish the task. Train can drive one square in 20 min. Therefore, train can only move 36 times or they will also be caught by traps. In this game, I want to show audiences I have a background story like rides in Disney World. Players need to find the gold in a haunted gold-mining town. Also, in order to show the relationship with Disney, I use Aladdin's Wonderful Lamp as the guide for the players, which is a well known characters in Disney cartoon. I created another game, called talking with Woody to show the magic power of Disney characters. There are a lot of chances to meet Disney characters in Disney world. On the one hand, travelers, especially small kids, are really excited to meet the characters they watched on TV. I think some kids may believe they take pictures with real Mickey Mouse. On the hand, staffs in Disney who wear the costumes are really tired. It was hot in Orlando last week, but all costumes were very heavy. I was moved by the staffs inside Mickey. They also need to mimic the actions of characters and also need to show kindness and warmness to children. It seems like a really hard job. Therefore, I decide to show this part of Disney in my project as well. I decided to use Woody, a toy all the toys look up to. He is smart, kind and brave like a cowboy should be. He is more than a top, he is friend to everyone enjoying the movie Toy. In order to create an interactive game, I planned to ask players to guide Woody. Players need to call Woody before their instructions. For instance, if players say (actually players are typing) "Woody, please sit down", Woody will sit down (actually, there will be another line on the screen showing the same as players import). However, if players are rude and just say "sit down" without calling Woody, Woody won't act (actually there is just nothing showing up on the screen). great facilities to provide convenience to everyone The facilities to satisfy needs for special groups of people, like small kids or disabled people, are well developed. In the past in China, it seemed impossible for parents to take infants and small kids to travel. The road is not flat or wide enough for strollers or wheelchairs. However, in Disney world, everything seemed like well prepared for everyone to use. There are strollers rentals, and electric conveyance vehicles rentals, which are available to rent throughout Disney world. There are baby care center for mothers to feed, change and nurse little ones. There are locker rentals for storing personal items. There are also hearing disability services which have sign language interpretation to help disabled people to enjoy fantasy world. There are still a lot other convenient services in Disney world. I think the purpose of these services show the pursue of equality among everyone in the world. On the one hand, I am really touched by the availability of these services here. It seems Disney try its best to service everyone who have desire to experience fantasy land. On the other hand, in this way, Disney can attract more travelers in order to make more money in some ways. Also, in Disney, it seems like a tradition that there are stores at the exit of the famous rides. Somebody may think it is just a strategy to make people shopping a lot. However, I think it also provides some convenience that travelers can buy souvenirs where is memorable. For example, when I finished my trip in Escape Stitch, I entered a store with a lot of kinds of Stitch, like Stitch pillow, Stitch key chain and so on. I really want to buy something in order to remind me the wonderful feelings. Therefore, I showed my opinion inside my game as well. I wrote one part is for shopping. The items are different kinds of Stitch. My codes can act as a robot to help customers to shop in the store. There are a lot of restaurants in Disney. Maps of Disney are full of restaurants' name. The greatest things about the food are in Epcot, I experienced different counties in one day. I felt like I was in fast travel in different parts of the world and tasted their special food and snacks while I was on the way. I remembered I was still eating Japanese food when I was in "Mexico". It was a great experience. However, there were always a long waiting lines for the all restaurants. People needed to reserve a table a day before their trip and even they had the reservation, they still needed to wait for a long time. I think Disney may need some good ways to fix the problems of waiting for a long time. I have no idea of changing the situation of restaurants, but I think if there are robots to customers to order in fast food restaurant, it may help a lot. Thus, I have another code to customers to order in Plaza Restaurant. If this kind of robots can work in the real life, people can order by themselves and there will be more staffs available to prepare food. theme park uses interesting ways to teach knowledge of boring topics Theme part is also a great source of learning knowledge, especially for kids. They use Disney characters, interesting shows, or even games to teach useful things. The ways change the boring knowledge to interesting things, which always attract children's attention. The most amazing one was an interactive game in Epcot's Innoventions, called "where's the fire?", which teaches adults and children basic fire safety in a fun and entertaining way. About every five minutes, the players waiting in line are divided into two groups and move into the home's entry. Here, a host will explain the object of the game and lay out the rules. The scenario is this: you are on a mission to discover a number of fire hazards commonly found around the house. To do this, you move from room to room, looking for potential risks. To help in the task, each player is given a special "safely light" to help uncover lurking dangers. The rooms are large projection screens. When a hazard is discovered, all persons in the room must shine their safety light on the same spot. when they do, the hazard is rendered harmless and points are assigned. After playing in the game to find the hazardous things in the house, I learned a lot of safety tips. It is much easier to remember the tips I learned during the game than those I learned on textbook or internet. I believe kids will enjoy the games and learn from them as well. I also tried to show this reflection in my project. Thus, I planned to make a game, called the hall of presidents, which test people's knowledge of presidents in USA. However, I failed to achieve the goal of making it an entertaining game instead of a quiz. My game was still like a quiz. However, because it is the only code which can work well inside my big game. I decide to still hold the game for my projects in order to what my original ideas are. 4. technology skill limitations I feel terribly sorry for my limited skills in CS. It is my first time to learn JAVA this semester. I just begin to learn the core concepts of JAVA this month. When I choose to use java code for this project, I know I will face plentiful limitations and problems. Here I want to express my gratitude to Dr. Johnson, who encouraged me not to give up my ideas. To be honest, I have no idea of how to change a java code into a real game with animations. I know the background story of the game is more important for English course and pictures are the best way to show the background, but I have no idea to show all these things by JAVA coding. Therefore, I choose to use videos for my presentation. In this way, I can show my animation inside the videos while the code clue of my game is still composed by JAVA coding. Also, video gives me a lot of freedom when choose my contents for presentation. I can explain a lot details of my project clearly through videos. For example, I found the festival parade in the magic kingdom was great and I wanted to share the experience in my project by showing the pictures or videos. However, because of the technology limitations, I can only show the videos in my presentations. Also, I mistakenly deleted my videos which I shot on my trip Orlando, I can only share others' parade show...... Also, I want to apologize for the incompleteness of my game. I only dedicated to writing codes for Magic Kingdom, a part of my trip during spring break. Writing codes is a really time consuming task for me. In general, I need to spend more than eight hours to finish one project for my CS assignment this semester. While for this project, the final artifacts are composed of several parts of codes and in the end I need to write the father code in order to take care of my code family for spring break. Due to my limitation in writing codes, I can only finish one part of Disney world. However, I think my code shows all my reflections and perspectives during my trip, even though it looks like it only shows one part of my trip. The terrible mistake I made is that I found out the most of my codes I wrote had significant errors on Tuesday. I went to CS TA office for help, while the errors were still impossible to fix in order to achieve the goal I planned to get. Consequently, my game have to be separated into several parts. Instead of a big game having others as sub-games inside the big one, my final artifacts are composed by several small games. I need to start them one by one. It may cause some inconvenience for players to map their trip in Disney world.
romi / 4d Plant AnalysisA new method for the space-time registration of a growing plant based on matching the plant at different geometric scales. The proposed method starts with the creation of a topological skeleton of the plant at each time step. This skeleton is then used to segment the plant into its different organs, including its main stem, its branches, etc. Then the organs are further divided into smaller segments that possess simpler geometric structures, for instance, cylinders, rectangular. Those segments are matched between two time steps using a random forest classifier based on their topological and geometric features. Then, for each pair of segments matched, a point-wise registration is devised using a non-rigid registration method based on a local ICP (Iterative Closest Point) algorithm.
mercerheather476 / Turbo Garbanzo [](https://search.maven.org/search?q=g:net.openid%20appauth) [](http://javadoc.io/doc/net.openid/appauth) [](https://github.com/openid/AppAuth-Android/actions/workflows/build.yml) [](https://codecov.io/github/openid/AppAuth-Android?branch=master) AppAuth for Android is a client SDK for communicating with [OAuth 2.0](https://tools.ietf.org/html/rfc6749) and [OpenID Connect](http://openid.net/specs/openid-connect-core-1_0.html) providers. It strives to directly map the requests and responses of those specifications, while following the idiomatic style of the implementation language. In addition to mapping the raw protocol flows, convenience methods are available to assist with common tasks like performing an action with fresh tokens. The library follows the best practices set out in [RFC 8252 - OAuth 2.0 for Native Apps](https://tools.ietf.org/html/rfc8252), including using [Custom Tabs](https://developer.chrome.com/multidevice/android/customtabs) for authorization requests. For this reason, `WebView` is explicitly *not* supported due to usability and security reasons. The library also supports the [PKCE](https://tools.ietf.org/html/rfc7636) extension to OAuth which was created to secure authorization codes in public clients when custom URI scheme redirects are used. The library is friendly to other extensions (standard or otherwise) with the ability to handle additional parameters in all protocol requests and responses. A talk providing an overview of using the library for enterprise single sign-on (produced by Google) can be found here: [Enterprise SSO with Chrome Custom Tabs](https://www.youtube.com/watch?v=DdQTXrk6YTk). ## Download AppAuth for Android is available on [MavenCentral](https://search.maven.org/search?q=g:net.openid%20appauth) ```groovy implementation 'net.openid:appauth:<version>' ``` ## Requirements AppAuth supports Android API 16 (Jellybean) and above. Browsers which provide a custom tabs implementation are preferred by the library, but not required. Both Custom URI Schemes (all supported versions of Android) and App Links (Android M / API 23+) can be used with the library. In general, AppAuth can work with any Authorization Server (AS) that supports native apps as documented in [RFC 8252](https://tools.ietf.org/html/rfc8252), either through custom URI scheme redirects, or App Links. AS's that assume all clients are web-based or require clients to maintain confidentiality of the client secrets may not work well. ## Demo app A demo app is contained within this repository. For instructions on how to build and configure this app, see the [demo app readme](https://github.com/openid/AppAuth-Android/blob/master/app/README.md). ## Conceptual overview AppAuth encapsulates the authorization state of the user in the [net.openid.appauth.AuthState](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthState.java) class, and communicates with an authorization server through the use of the [net.openid.appauth.AuthorizationService](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationService.java) class. AuthState is designed to be easily persistable as a JSON string, using the storage mechanism of your choice (e.g. [SharedPreferences](https://developer.android.com/training/basics/data-storage/shared-preferences.html), [sqlite](https://developer.android.com/training/basics/data-storage/databases.html), or even just [in a file](https://developer.android.com/training/basics/data-storage/files.html)). AppAuth provides data classes which are intended to model the OAuth2 specification as closely as possible; this provides the greatest flexibility in interacting with a wide variety of OAuth2 and OpenID Connect implementations. Authorizing the user occurs via the user's web browser, and the request is described using instances of [AuthorizationRequest](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationRequest.java). The request is dispatched using [performAuthorizationRequest()](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationService.java#L159) on an AuthorizationService instance, and the response (an [AuthorizationResponse](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationResponse.java) instance) will be dispatched to the activity of your choice, expressed via an Intent. Token requests, such as obtaining a new access token using a refresh token, follow a similar pattern: [TokenRequest](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/TokenRequest.java) instances are dispatched using [performTokenRequest()](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationService.java#L252) on an AuthorizationService instance, and a [TokenResponse](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/TokenResponse.java) instance is returned via a callback. Responses can be provided to the [update()](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthState.java#L367) methods on AuthState in order to track and persist changes to the authorization state. Once in an authorized state, the [performActionWithFreshTokens()](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthState.java#L449) method on AuthState can be used to automatically refresh access tokens as necessary before performing actions that require valid tokens. ## Implementing the authorization code flow It is recommended that native apps use the [authorization code](https://tools.ietf.org/html/rfc6749#section-1.3.1) flow with a public client to gain authorization to access user data. This has the primary advantage for native clients that the authorization flow, which must occur in a browser, only needs to be performed once. This flow is effectively composed of four stages: 1. Discovering or specifying the endpoints to interact with the provider. 2. Authorizing the user, via a browser, in order to obtain an authorization code. 3. Exchanging the authorization code with the authorization server, to obtain a refresh token and/or ID token. 4. Using access tokens derived from the refresh token to interact with a resource server for further access to user data. At each step of the process, an AuthState instance can (optionally) be updated with the result to help with tracking the state of the flow. ### Authorization service configuration First, AppAuth must be instructed how to interact with the authorization service. This can be done either by directly creating an [AuthorizationServiceConfiguration](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationServiceConfiguration.java#L102) instance, or by retrieving an OpenID Connect discovery document. Directly specifying an AuthorizationServiceConfiguration involves providing the URIs of the authorization endpoint and token endpoint, and optionally a dynamic client registration endpoint (see "Dynamic client registration" for more info): ```java AuthorizationServiceConfiguration serviceConfig = new AuthorizationServiceConfiguration( Uri.parse("https://idp.example.com/auth"), // authorization endpoint Uri.parse("https://idp.example.com/token")); // token endpoint ``` Where available, using an OpenID Connect discovery document is preferable: ```java AuthorizationServiceConfiguration.fetchFromIssuer( Uri.parse("https://idp.example.com"), new AuthorizationServiceConfiguration.RetrieveConfigurationCallback() { public void onFetchConfigurationCompleted( @Nullable AuthorizationServiceConfiguration serviceConfiguration, @Nullable AuthorizationException ex) { if (ex != null) { Log.e(TAG, "failed to fetch configuration"); return; } // use serviceConfiguration as needed } }); ``` This will attempt to download a discovery document from the standard location under this base URI, `https://idp.example.com/.well-known/openid-configuration`. If the discovery document for your IDP is in some other non-standard location, you can instead provide the full URI as follows: ```java AuthorizationServiceConfiguration.fetchFromUrl( Uri.parse("https://idp.example.com/exampletenant/openid-config"), new AuthorizationServiceConfiguration.RetrieveConfigurationCallback() { ... } }); ``` If desired, this configuration can be used to seed an AuthState instance, to persist the configuration easily: ```java AuthState authState = new AuthState(serviceConfig); ``` ### Obtaining an authorization code An authorization code can now be acquired by constructing an AuthorizationRequest, using its Builder. In AppAuth, the builders for each data class accept the mandatory parameters via the builder constructor: ```java AuthorizationRequest.Builder authRequestBuilder = new AuthorizationRequest.Builder( serviceConfig, // the authorization service configuration MY_CLIENT_ID, // the client ID, typically pre-registered and static ResponseTypeValues.CODE, // the response_type value: we want a code MY_REDIRECT_URI); // the redirect URI to which the auth response is sent ``` Other optional parameters, such as the OAuth2 [scope string](https://tools.ietf.org/html/rfc6749#section-3.3) or OpenID Connect [login hint](http://openid.net/specs/openid-connect-core-1_0.html#rfc.section.3.1.2.1) are specified through set methods on the builder: ```java AuthorizationRequest authRequest = authRequestBuilder .setScope("openid email profile https://idp.example.com/custom-scope") .setLoginHint("jdoe@user.example.com") .build(); ``` This request can then be dispatched using one of two approaches. a `startActivityForResult` call using an Intent returned from the `AuthorizationService`, or by calling `performAuthorizationRequest` and providing pending intent for completion and cancelation handling activities. The `startActivityForResult` approach is simpler to use but may require more processing of the result: ```java private void doAuthorization() { AuthorizationService authService = new AuthorizationService(this); Intent authIntent = authService.getAuthorizationRequestIntent(authRequest); startActivityForResult(authIntent, RC_AUTH); } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { if (requestCode == RC_AUTH) { AuthorizationResponse resp = AuthorizationResponse.fromIntent(data); AuthorizationException ex = AuthorizationException.fromIntent(data); // ... process the response or exception ... } else { // ... } } ``` If instead you wish to directly transition to another activity on completion or cancelation, you can use `performAuthorizationRequest`: ```java AuthorizationService authService = new AuthorizationService(this); authService.performAuthorizationRequest( authRequest, PendingIntent.getActivity(this, 0, new Intent(this, MyAuthCompleteActivity.class), 0), PendingIntent.getActivity(this, 0, new Intent(this, MyAuthCanceledActivity.class), 0)); ``` The intents may be customized to carry any additional data or flags required for the correct handling of the authorization response. #### Capturing the authorization redirect Once the authorization flow is completed in the browser, the authorization service will redirect to a URI specified as part of the authorization request, providing the response via query parameters. In order for your app to capture this response, it must register with the Android OS as a handler for this redirect URI. We recommend using a custom scheme based redirect URI (i.e. those of form `my.scheme:/path`), as this is the most widely supported across all versions of Android. To avoid conflicts with other apps, it is recommended to configure a distinct scheme using "reverse domain name notation". This can either match your service web domain (in reverse) e.g. `com.example.service` or your package name `com.example.app` or be something completely new as long as it's distinct enough. Using the package name of your app is quite common but it's not always possible if it contains illegal characters for URI schemes (like underscores) or if you already have another handler for that scheme - so just use something else. When a custom scheme is used, AppAuth can be easily configured to capture all redirects using this custom scheme through a manifest placeholder: ```groovy android.defaultConfig.manifestPlaceholders = [ 'appAuthRedirectScheme': 'com.example.app' ] ``` Alternatively, the redirect URI can be directly configured by adding an intent-filter for AppAuth's RedirectUriReceiverActivity to your AndroidManifest.xml: ```xml <activity android:name="net.openid.appauth.RedirectUriReceiverActivity" tools:node="replace"> <intent-filter> <action android:name="android.intent.action.VIEW"/> <category android:name="android.intent.category.DEFAULT"/> <category android:name="android.intent.category.BROWSABLE"/> <data android:scheme="com.example.app"/> </intent-filter> </activity> ``` If an HTTPS redirect URI is required instead of a custom scheme, the same approach (modifying your AndroidManifest.xml) is used: ```xml <activity android:name="net.openid.appauth.RedirectUriReceiverActivity" tools:node="replace"> <intent-filter> <action android:name="android.intent.action.VIEW"/> <category android:name="android.intent.category.DEFAULT"/> <category android:name="android.intent.category.BROWSABLE"/> <data android:scheme="https" android:host="app.example.com" android:path="/oauth2redirect"/> </intent-filter> </activity> ``` HTTPS redirects can be secured by configuring the redirect URI as an [app link](https://developer.android.com/training/app-links/index.html) in Android M and above. We recommend that a fallback page be configured at the same address to forward authorization responses to your app via a custom scheme, for older Android devices. #### Handling the authorization response Upon completion of the authorization flow, the completion Intent provided to performAuthorizationRequest will be triggered. The authorization response is provided to this activity via Intent extra data, which can be extracted using the `fromIntent()` methods on AuthorizationResponse and AuthorizationException respectively: ```java public void onCreate(Bundle b) { AuthorizationResponse resp = AuthorizationResponse.fromIntent(getIntent()); AuthorizationException ex = AuthorizationException.fromIntent(getIntent()); if (resp != null) { // authorization completed } else { // authorization failed, check ex for more details } // ... } ``` The response can be provided to the AuthState instance for easy persistence and further processing: ``` authState.update(resp, ex); ``` If the full redirect URI is required in order to extract additional information that AppAuth does not provide, this is also provided to your activity: ```java public void onCreate(Bundle b) { // ... Uri redirectUri = getIntent().getData(); // ... } ``` ### Exchanging the authorization code Given a successful authorization response carrying an authorization code, a token request can be made to exchange the code for a refresh token: ```java authService.performTokenRequest( resp.createTokenExchangeRequest(), new AuthorizationService.TokenResponseCallback() { @Override public void onTokenRequestCompleted( TokenResponse resp, AuthorizationException ex) { if (resp != null) { // exchange succeeded } else { // authorization failed, check ex for more details } } }); ``` The token response can also be used to update an AuthState instance: ```java authState.update(resp, ex); ``` ### Using access tokens Finally, the retrieved access token can be used to interact with a resource server. This can be done directly, by extracting the access token from a token response. However, in most cases, it is simpler to use the `performActionWithFreshTokens` utility method provided by AuthState: ```java authState.performActionWithFreshTokens(service, new AuthStateAction() { @Override public void execute( String accessToken, String idToken, AuthorizationException ex) { if (ex != null) { // negotiation for fresh tokens failed, check ex for more details return; } // use the access token to do something ... } }); ``` This also updates the AuthState object with current access, id, and refresh tokens. If you are storing your AuthState in persistent storage, you should write the updated copy in the callback to this method. ### Ending current session Given you have a logged in session and you want to end it. In that case you need to get: - `AuthorizationServiceConfiguration` - valid Open Id Token that you should get after authentication - End of session URI that should be provided within you OpenId service config First you have to build EndSessionRequest ```java EndSessionRequest endSessionRequest = new EndSessionRequest.Builder(authorizationServiceConfiguration) .setIdTokenHint(idToken) .setPostLogoutRedirectUri(endSessionRedirectUri) .build(); ``` This request can then be dispatched using one of two approaches. a `startActivityForResult` call using an Intent returned from the `AuthorizationService`, or by calling `performEndSessionRequest` and providing pending intent for completion and cancelation handling activities. The startActivityForResult approach is simpler to use but may require more processing of the result: ```java private void endSession() { AuthorizationService authService = new AuthorizationService(this); Intent endSessionItent = authService.getEndSessionRequestIntent(endSessionRequest); startActivityForResult(endSessionItent, RC_END_SESSION); } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { if (requestCode == RC_END_SESSION) { EndSessionResonse resp = EndSessionResonse.fromIntent(data); AuthorizationException ex = AuthorizationException.fromIntent(data); // ... process the response or exception ... } else { // ... } } ``` If instead you wish to directly transition to another activity on completion or cancelation, you can use `performEndSessionRequest`: ```java AuthorizationService authService = new AuthorizationService(this); authService.performEndSessionRequest( endSessionRequest, PendingIntent.getActivity(this, 0, new Intent(this, MyAuthCompleteActivity.class), 0), PendingIntent.getActivity(this, 0, new Intent(this, MyAuthCanceledActivity.class), 0)); ``` End session flow will also work involving browser mechanism that is described in authorization mechanism session. Handling response mechanism with transition to another activity should be as follows: ```java public void onCreate(Bundle b) { EndSessionResponse resp = EndSessionResponse.fromIntent(getIntent()); AuthorizationException ex = AuthorizationException.fromIntent(getIntent()); if (resp != null) { // authorization completed } else { // authorization failed, check ex for more details } // ... } ``` ### AuthState persistence Instances of `AuthState` keep track of the authorization and token requests and responses. This is the only object that you need to persist to retain the authorization state of the session. Typically, one would do this by storing the authorization state in SharedPreferences or some other persistent store private to the app: ```java @NonNull public AuthState readAuthState() { SharedPreferences authPrefs = getSharedPreferences("auth", MODE_PRIVATE); String stateJson = authPrefs.getString("stateJson", null); if (stateJson != null) { return AuthState.jsonDeserialize(stateJson); } else { return new AuthState(); } } public void writeAuthState(@NonNull AuthState state) { SharedPreferences authPrefs = getSharedPreferences("auth", MODE_PRIVATE); authPrefs.edit() .putString("stateJson", state.jsonSerializeString()) .apply(); } ``` The demo app has an [AuthStateManager](https://github.com/openid/AppAuth-Android/blob/master/app/java/net/openid/appauthdemo/AuthStateManager.java) type which demonstrates this in more detail. ## Advanced configuration AppAuth provides some advanced configuration options via [AppAuthConfiguration](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AppAuthConfiguration.java) instances, which can be provided to [AuthorizationService](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationService.java) during construction. ### Controlling which browser is used for authorization Some applications require explicit control over which browsers can be used for authorization - for example, to require that Chrome be used for second factor authentication to work, or require that some custom browser is used for authentication in an enterprise environment. Control over which browsers can be used can be achieved by defining a [BrowserMatcher](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/browser/BrowserMatcher.java), and supplying this to the builder of AppAuthConfiguration. A BrowserMatcher is suppled with a [BrowserDescriptor](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/browser/BrowserDescriptor.java) instance, and must decide whether this browser is permitted for the authorization flow. By default, [AnyBrowserMatcher](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/browser/AnyBrowserMatcher.java) is used. For your convenience, utility classes to help define a browser matcher are provided, such as: - [Browsers](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/browser/Browsers.java): contains a set of constants for the official package names and signatures of Chrome, Firefox and Samsung SBrowser. - [VersionedBrowserMatcher](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/browser/VersionedBrowserMatcher.java): will match a browser if it has a matching package name and signature, and a version number within a defined [VersionRange](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/browser/VersionRange.java). This class also provides some static instances for matching Chrome, Firefox and Samsung SBrowser. - [BrowserAllowList](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/browser/BrowserAllowList.java): takes a list of BrowserMatcher instances, and will match a browser if any of these child BrowserMatcher instances signals a match. - [BrowserDenyList](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/browser/BrowserDenyList.java): the inverse of BrowserAllowList - takes a list of browser matcher instances, and will match a browser if it _does not_ match any of these child BrowserMatcher instances. For instance, in order to restrict the authorization flow to using Chrome or SBrowser as a custom tab: ```java AppAuthConfiguration appAuthConfig = new AppAuthConfiguration.Builder() .setBrowserMatcher(new BrowserAllowList( VersionedBrowserMatcher.CHROME_CUSTOM_TAB, VersionedBrowserMatcher.SAMSUNG_CUSTOM_TAB)) .build(); AuthorizationService authService = new AuthorizationService(context, appAuthConfig); ``` Or, to prevent the use of a buggy version of the custom tabs in Samsung SBrowser: ```java AppAuthConfiguration appAuthConfig = new AppAuthConfiguration.Builder() .setBrowserMatcher(new BrowserDenyList( new VersionedBrowserMatcher( Browsers.SBrowser.PACKAGE_NAME, Browsers.SBrowser.SIGNATURE_SET, true, // when this browser is used via a custom tab VersionRange.atMost("5.3") ))) .build(); AuthorizationService authService = new AuthorizationService(context, appAuthConfig); ``` ### Customizing the connection builder for HTTP requests It can be desirable to customize how HTTP connections are made when performing token requests, for instance to use [certificate pinning](https://www.owasp.org/index.php/Certificate_and_Public_Key_Pinning) or to add additional trusted certificate authorities for an enterprise environment. This can be achieved in AppAuth by providing a custom [ConnectionBuilder](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/connectivity/ConnectionBuilder.java) instance. For example, to custom the SSL socket factory used, one could do the following: ```java AppAuthConfiguration appAuthConfig = new AppAuthConfiguration.Builder() .setConnectionBuilder(new ConnectionBuilder() { public HttpURLConnection openConnect(Uri uri) throws IOException { URL url = new URL(uri.toString()); HttpURLConnection connection = (HttpURLConnection) url.openConnection(); if (connection instanceof HttpsUrlConnection) { HttpsURLConnection connection = (HttpsURLConnection) connection; connection.setSSLSocketFactory(MySocketFactory.getInstance()); } } }) .build(); ``` ### Issues with [ID Token](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/IdToken.java#L118) validation ID Token validation was introduced in `0.8.0` but not all authorization servers or configurations support it correctly. - For testing environments [setSkipIssuerHttpsCheck](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AppAuthConfiguration.java#L129) can be used to bypass the fact the issuer needs to be HTTPS. ```java AppAuthConfiguration appAuthConfig = new AppAuthConfiguration.Builder() .setSkipIssuerHttpsCheck(true) .build() ``` - For services that don't support nonce[s] resulting in **IdTokenException** `Nonce mismatch` just set nonce to `null` on the `AuthorizationRequest`. Please consider **raising an issue** with your Identity Provider and removing this once it is fixed. ```java AuthorizationRequest authRequest = authRequestBuilder .setNonce(null) .build(); ``` ## Dynamic client registration AppAuth supports the [OAuth2 dynamic client registration protocol](https://tools.ietf.org/html/rfc7591). In order to dynamically register a client, create a [RegistrationRequest](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/RegistrationRequest.java) and dispatch it using [performRegistrationRequest](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationService.java#L278) on your AuthorizationService instance. The registration endpoint can either be defined directly as part of your [AuthorizationServiceConfiguration](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationServiceConfiguration.java), or discovered from an OpenID Connect discovery document. ```java RegistrationRequest registrationRequest = new RegistrationRequest.Builder( serviceConfig, Arrays.asList(redirectUri)) .build(); ``` Requests are dispatched with the help of `AuthorizationService`. As this request is asynchronous the response is passed to a callback: ```java service.performRegistrationRequest( registrationRequest, new AuthorizationService.RegistrationResponseCallback() { @Override public void onRegistrationRequestCompleted( @Nullable RegistrationResponse resp, @Nullable AuthorizationException ex) { if (resp != null) { // registration succeeded, store the registration response AuthState state = new AuthState(resp); //proceed to authorization... } else { // registration failed, check ex for more details } } }); ``` ## Utilizing client secrets (DANGEROUS) We _strongly recommend_ you avoid using static client secrets in your native applications whenever possible. Client secrets derived via a dynamic client registration are safe to use, but static client secrets can be easily extracted from your apps and allow others to impersonate your app and steal user data. If client secrets must be used by the OAuth2 provider you are integrating with, we strongly recommend performing the code exchange step on your backend, where the client secret can be kept hidden. Having said this, in some cases using client secrets is unavoidable. In these cases, a [ClientAuthentication](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/ClientAuthentication.java) instance can be provided to AppAuth when performing a token request. This allows additional parameters (both HTTP headers and request body parameters) to be added to token requests. Two standard implementations of ClientAuthentication are provided: - [ClientSecretBasic](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/ClientSecretBasic.java): includes a client ID and client secret as an HTTP Basic Authorization header. - [ClientSecretPost](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/ClientSecretPost.java): includes a client ID and client secret as additional request parameters. So, in order to send a token request using HTTP basic authorization, one would write: ```java ClientAuthentication clientAuth = new ClientSecretBasic(MY_CLIENT_SECRET); TokenRequest req = ...; authService.performTokenRequest(req, clientAuth, callback); ``` This can also be done when using `performActionWithFreshTokens` on AuthState: ```java ClientAuthentication clientAuth = new ClientSecretPost(MY_CLIENT_SECRET); authState.performActionWithFreshTokens( authService, clientAuth, action); ``` ## Modifying or contributing to AppAuth This project requires the Android SDK for API level 25 (Nougat) to build, though the produced binaries only require API level 16 (Jellybean) to be used. We recommend that you fork and/or clone this repository to make modifications; downloading the source has been known to cause some developers problems. For contributors, see the additional instructions in [CONTRIBUTING.md](https://github.com/openid/AppAuth-Android/blob/master/CONTRIBUTING.md). ### Building from the Command line AppAuth for Android uses Gradle as its build system. In order to build the library and app binaries, run `./gradlew assemble`. The library AAR files are output to `library/build/outputs/aar`, while the demo app is output to `app/build/outputs/apk`. In order to run the tests and code analysis, run `./gradlew check`. ### Building from Android Studio In AndroidStudio, File -> New -> Import project. Select the root folder (the one with the `build.gradle` file).
Mdshobu / Liberty House Club Whitepaper# Liberty House Club **A Parallel Binance Chain to Enable Smart Contracts** _NOTE: This document is under development. Please check regularly for updates!_ ## Table of Contents - [Motivation](#motivation) - [Design Principles](#design-principles) - [Consensus and Validator Quorum](#consensus-and-validator-quorum) * [Proof of Staked Authority](#proof-of-staked-authority) * [Validator Quorum](#validator-quorum) * [Security and Finality](#security-and-finality) * [Reward](#reward) - [Token Economy](#token-economy) * [Native Token](#native-token) * [Other Tokens](#other-tokens) - [Cross-Chain Transfer and Communication](#cross-chain-transfer-and-communication) * [Cross-Chain Transfer](#cross-chain-transfer) * [BC to BSC Architecture](#bc-to-bsc-architecture) * [BSC to BC Architecture](#bsc-to-bc-architecture) * [Timeout and Error Handling](#timeout-and-error-handling) * [Cross-Chain User Experience](#cross-chain-user-experience) * [Cross-Chain Contract Event](#cross-chain-contract-event) - [Staking and Governance](#staking-and-governance) * [Staking on BC](#staking-on-bc) * [Rewarding](#rewarding) * [Slashing](#slashing) - [Relayers](#relayers) * [BSC Relayers](#bsc-relayers) * [Oracle Relayers](#oracle-relayers) - [Outlook](#outlook) # Motivation After its mainnet community [launch](https://www.binance.com/en/blog/327334696200323072/Binance-DEX-Launches-on-Binance-Chain-Invites-Further-Community-Development) in April 2019, [Binance Chain](https://www.binance.org) has exhibited its high speed and large throughput design. Binance Chain’s primary focus, its native [decentralized application](https://en.wikipedia.org/wiki/Decentralized_application) (“dApp”) [Binance DEX](https://www.binance.org/trade), has demonstrated its low-latency matching with large capacity headroom by handling millions of trading volume in a short time. Flexibility and usability are often in an inverse relationship with performance. The concentration on providing a convenient digital asset issuing and trading venue also brings limitations. Binance Chain's most requested feature is the programmable extendibility, or simply the [Smart Contract](https://en.wikipedia.org/wiki/Smart_contract) and Virtual Machine functions. Digital asset issuers and owners struggle to add new decentralized features for their assets or introduce any sort of community governance and activities. Despite this high demand for adding the Smart Contract feature onto Binance Chain, it is a hard decision to make. The execution of a Smart Contract may slow down the exchange function and add non-deterministic factors to trading. If that compromise could be tolerated, it might be a straightforward idea to introduce a new Virtual Machine specification based on [Tendermint](https://tendermint.com/core/), based on the current underlying consensus protocol and major [RPC](https://docs.binance.org/api-reference/node-rpc.html) implementation of Binance Chain. But all these will increase the learning requirements for all existing dApp communities, and will not be very welcomed. We propose a parallel blockchain of the current Binance Chain to retain the high performance of the native DEX blockchain and to support a friendly Smart Contract function at the same time. # Design Principles After the creation of the parallel blockchain into the Binance Chain ecosystem, two blockchains will run side by side to provide different services. The new parallel chain will be called “**Binance Smart Chain**” (short as “**BSC**” for the below sections), while the existing mainnet remains named “**Binance Chain**” (short as “**BC**” for the below sections). Here are the design principles of **BSC**: 1. **Standalone Blockchain**: technically, BSC is a standalone blockchain, instead of a layer-2 solution. Most BSC fundamental technical and business functions should be self-contained so that it can run well even if the BC stopped for a short period. 2. **Ethereum Compatibility**: The first practical and widely-used Smart Contract platform is Ethereum. To take advantage of the relatively mature applications and community, BSC chooses to be compatible with the existing Ethereum mainnet. This means most of the **dApps**, ecosystem components, and toolings will work with BSC and require zero or minimum changes; BSC node will require similar (or a bit higher) hardware specification and skills to run and operate. The implementation should leave room for BSC to catch up with further Ethereum upgrades. 3. **Staking Involved Consensus and Governance**: Staking-based consensus is more environmentally friendly and leaves more flexible option to the community governance. Expectedly, this consensus should enable better network performance over [proof-of-work](https://en.wikipedia.org/wiki/Proof_of_work) blockchain system, i.e., faster blocking time and higher transaction capacity. 4. **Native Cross-Chain Communication**: both BC and BSC will be implemented with native support for cross-chain communication among the two blockchains. The communication protocol should be bi-directional, decentralized, and trustless. It will concentrate on moving digital assets between BC and BSC, i.e., [BEP2](https://github.com/binance-chain/BEPs/blob/master/BEP2.md) tokens, and eventually, other BEP tokens introduced later. The protocol should care for the minimum of other items stored in the state of the blockchains, with only a few exceptions. # Consensus and Validator Quorum Based on the above design principles, the consensus protocol of BSC is to fulfill the following goals: 1. Blocking time should be shorter than Ethereum network, e.g. 5 seconds or even shorter. 2. It requires limited time to confirm the finality of transactions, e.g. around 1-min level or shorter. 3. There is no inflation of native token: BNB, the block reward is collected from transaction fees, and it will be paid in BNB. 4. It is compatible with Ethereum system as much as possible. 5. It allows modern [proof-of-stake](https://en.wikipedia.org/wiki/Proof_of_stake) blockchain network governance. ## Proof of Staked Authority Although Proof-of-Work (PoW) has been recognized as a practical mechanism to implement a decentralized network, it is not friendly to the environment and also requires a large size of participants to maintain the security. Ethereum and some other blockchain networks, such as [MATIC Bor](https://github.com/maticnetwork/bor), [TOMOChain](https://tomochain.com/), [GoChain](https://gochain.io/), [xDAI](https://xdai.io/), do use [Proof-of-Authority(PoA)](https://en.wikipedia.org/wiki/Proof_of_authority) or its variants in different scenarios, including both testnet and mainnet. PoA provides some defense to 51% attack, with improved efficiency and tolerance to certain levels of Byzantine players (malicious or hacked). It serves as an easy choice to pick as the fundamentals. Meanwhile, the PoA protocol is most criticized for being not as decentralized as PoW, as the validators, i.e. the nodes that take turns to produce blocks, have all the authorities and are prone to corruption and security attacks. Other blockchains, such as EOS and Lisk both, introduce different types of [Delegated Proof of Stake (DPoS)](https://en.bitcoinwiki.org/wiki/DPoS) to allow the token holders to vote and elect the validator set. It increases the decentralization and favors community governance. BSC here proposes to combine DPoS and PoA for consensus, so that: 1. Blocks are produced by a limited set of validators 2. Validators take turns to produce blocks in a PoA manner, similar to [Ethereum’s Clique](https://eips.ethereum.org/EIPS/eip-225) consensus design 3. Validator set are elected in and out based on a staking based governance ## Validator Quorum In the genesis stage, a few trusted nodes will run as the initial Validator Set. After the blocking starts, anyone can compete to join as candidates to elect as a validator. The staking status decides the top 21 most staked nodes to be the next validator set, and such an election will repeat every 24 hours. **BNB** is the token used to stake for BSC. In order to remain as compatible as Ethereum and upgradeable to future consensus protocols to be developed, BSC chooses to rely on the **BC** for staking management (Please refer to the below “[Staking and Governance](#staking-and-governance)” section). There is a **dedicated staking module for BSC on BC**. It will accept BSC staking from BNB holders and calculate the highest staked node set. Upon every UTC midnight, BC will issue a verifiable `ValidatorSetUpdate` cross-chain message to notify BSC to update its validator set. While producing further blocks, the existing BSC validators check whether there is a `ValidatorSetUpdate` message relayed onto BSC periodically. If there is, they will update the validator set after an **epoch period**, i.e. a predefined number of blocking time. For example, if BSC produces a block every 5 seconds, and the epoch period is 240 blocks, then the current validator set will check and update the validator set for the next epoch in 1200 seconds (20 minutes). ## Security and Finality Given there are more than ½\*N+1 validators are honest, PoA based networks usually work securely and properly. However, there are still cases where certain amount Byzantine validators may still manage to attack the network, e.g. through the “[Clone Attack](https://arxiv.org/pdf/1902.10244.pdf)”. To secure as much as BC, BSC users are encouraged to wait until receiving blocks sealed by more than ⅔\*N+1 different validators. In that way, the BSC can be trusted at a similar security level to BC and can tolerate less than ⅓\*N Byzantine validators. With 21 validators, if the block time is 5 seconds, the ⅔\*N+1 different validator seals will need a time period of (⅔\*21+1)*5 = 75 seconds. Any critical applications for BSC may have to wait for ⅔\*N+1 to ensure a relatively secure finality. However, besides such arrangement, BSC does introduce **Slashing** logic to penalize Byzantine validators for **double signing** or **inavailability**, which will be covered in the “Staking and Governance” section later. This Slashing logic will expose the malicious validators in a very short time and make the “Clone Attack” very hard or extremely non-beneficial to execute. With this enhancement, ½\*N+1 or even fewer blocks are enough as confirmation for most transactions. ## Reward All the BSC validators in the current validator set will be rewarded with transaction **fees in BNB**. As BNB is not an inflationary token, there will be no mining rewards as what Bitcoin and Ethereum network generate, and the gas fee is the major reward for validators. As BNB is also utility tokens with other use cases, delegators and validators will still enjoy other benefits of holding BNB. The reward for validators is the fees collected from transactions in each block. Validators can decide how much to give back to the delegators who stake their BNB to them, in order to attract more staking. Every validator will take turns to produce the blocks in the same probability (if they stick to 100% liveness), thus, in the long run, all the stable validators may get a similar size of the reward. Meanwhile, the stakes on each validator may be different, so this brings a counter-intuitive situation that more users trust and delegate to one validator, they potentially get less reward. So rational delegators will tend to delegate to the one with fewer stakes as long as the validator is still trustful (insecure validator may bring slashable risk). In the end, the stakes on all the validators will have less variation. This will actually prevent the stake concentration and “winner wins forever” problem seen on some other networks. Some parts of the gas fee will also be rewarded to relayers for Cross-Chain communication. Please refer to the “[Relayers](#relayers)” section below. # Token Economy BC and BSC share the same token universe for BNB and BEP2 tokens. This defines: 1. The same token can circulate on both networks, and flow between them bi-directionally via a cross-chain communication mechanism. 2. The total circulation of the same token should be managed across the two networks, i.e. the total effective supply of a token should be the sum of the token’s total effective supply on both BSC and BC. 3. The tokens can be initially created on BSC in a similar format as ERC20 token standard, or on BC as a BEP2, then created on the other. There are native ways on both networks to link the two and secure the total supply of the token. ## Native Token BNB will run on BSC in the same way as ETH runs on Ethereum so that it remains as “native token” for both BSC and BC. This means, in addition to BNB is used to pay most of the fees on Binance Chain and Binance DEX, BNB will be also used to: 1. pay “fees“ to deploy smart contracts on BSC 2. stake on selected BSC validators, and get corresponding rewards 3. perform cross-chain operations, such as transfer token assets across BC and BSC ### Seed Fund Certain amounts of BNB will be burnt on BC and minted on BSC during its genesis stage. This amount is called “Seed Fund” to circulate on BSC after the first block, which will be dispatched to the initial BC-to-BSC Relayer(described in later sections) and initial validator set introduced at genesis. These BNBs are used to pay transaction fees in the early stage to transfer more BNB from BC onto BSC via the cross-chain mechanism. The BNB cross-chain transfer is discussed in a later section, but for BC to BSC transfer, it is generally to lock BNB on BC from the source address of the transfer to a system-controlled address and unlock the corresponding amount from special contract to the target address of the transfer on BSC, or reversely, when transferring from BSC to BC, it is to lock BNB from the source address on BSC into a special contract and release locked amount on BC from the system address to the target address. The logic is related to native code on BC and a series of smart contracts on BSC. ## Other Tokens BC supports BEP2 tokens and upcoming [BEP8 tokens](https://github.com/binance-chain/BEPs/pull/69), which are native assets transferrable and tradable (if listed) via fast transactions and sub-second finality. Meanwhile, as BSC is Ethereum compatible, it is natural to support ERC20 tokens on BSC, which here is called “**BEP2E**” (with the real name to be introduced by the future BEPs,it potentially covers BEP8 as well). BEP2E may be “Enhanced” by adding a few more methods to expose more information, such as token denomination, decimal precision definition and the owner address who can decide the Token Binding across the chains. BSC and BC work together to ensure that one token can circulate in both formats with confirmed total supply and be used in different use cases. ### Token Binding BEP2 tokens will be extended to host a new attribute to associate the token with a BSC BEP2E token contract, called “**Binder**”, and this process of association is called “**Token Binding**”. Token Binding can happen at any time after BEP2 and BEP2E are ready. The token owners of either BEP2 or BEP2E don’t need to bother about the Binding, until before they really want to use the tokens on different scenarios. Issuers can either create BEP2 first or BEP2E first, and they can be bound at a later time. Of course, it is encouraged for all the issuers of BEP2 and BEP2E to set the Binding up early after the issuance. A typical procedure to bind the BEP2 and BEP2E will be like the below: 1. Ensure both the BEP2 token and the BEP2E token both exist on each blockchain, with the same total supply. BEP2E should have 3 more methods than typical ERC20 token standard: * symbol(): get token symbol * decimals(): get the number of the token decimal digits * owner(): get **BEP2E contract owner’s address.** This value should be initialized in the BEP2E contract constructor so that the further binding action can verify whether the action is from the BEP2E owner. 2. Decide the initial circulation on both blockchains. Suppose the total supply is *S*, and the expected initial circulating supply on BC is *K*, then the owner should lock S-K tokens to a system controlled address on BC. 3. Equivalently, *K* tokens is locked in the special contract on BSC, which handles major binding functions and is named as **TokenHub**. The issuer of the BEP2E token should lock the *K* amount of that token into TokenHub, resulting in *S-K* tokens to circulate on BSC. Thus the total circulation across 2 blockchains remains as *S*. 4. The issuer of BEP2 token sends the bind transaction on BC. Once the transaction is executed successfully after proper verification: * It transfers *S-K* tokens to a system-controlled address on BC. * A cross-chain bind request package will be created, waiting for Relayers to relay. 5. BSC Relayers will relay the cross-chain bind request package into **TokenHub** on BSC, and the corresponding request and information will be stored into the contract. 6. The contract owner and only the owner can run a special method of TokenHub contract, `ApproveBind`, to verify the binding request to mark it as a success. It will confirm: * the token has not been bound; * the binding is for the proper symbol, with proper total supply and decimal information; * the proper lock are done on both networks; 10. Once the `ApproveBind` method has succeeded, TokenHub will mark the two tokens are bounded and share the same circulation on BSC, and the status will be propagated back to BC. After this final confirmation, the BEP2E contract address and decimals will be written onto the BEP2 token as a new attribute on BC, and the tokens can be transferred across the two blockchains bidirectionally. If the ApproveBind fails, the failure event will also be propagated back to BC to release the locked tokens, and the above steps can be re-tried later. # Cross-Chain Transfer and Communication Cross-chain communication is the key foundation to allow the community to take advantage of the dual chain structure: * users are free to create any tokenization, financial products, and digital assets on BSC or BC as they wish * the items on BSC can be manually and programmingly traded and circulated in a stable, high throughput, lighting fast and friendly environment of BC * users can operate these in one UI and tooling ecosystem. ## Cross-Chain Transfer The cross-chain transfer is the key communication between the two blockchains. Essentially the logic is: 1. the `transfer-out` blockchain will lock the amount from source owner addresses into a system controlled address/contracts; 2. the `transfer-in` blockchain will unlock the amount from the system controlled address/contracts and send it to target addresses. The cross-chain transfer package message should allow the BSC Relayers and BC **Oracle Relayers** to verify: 1. Enough amount of token assets are removed from the source address and locked into a system controlled addresses/contracts on the source blockchain. And this can be confirmed on the target blockchain. 2. Proper amounts of token assets are released from a system controlled addresses/contracts and allocated into target addresses on the target blockchain. If this fails, it can be confirmed on source blockchain, so that the locked token can be released back (may deduct fees). 3. The sum of the total circulation of the token assets across the 2 blockchains are not changed after this transfer action completes, no matter if the transfer succeeds or not.  The architecture of cross-chain communication is as in the above diagram. To accommodate the 2 heteroid systems, communication handling is different in each direction. ## BC to BSC Architecture BC is a Tendermint-based, instant finality blockchain. Validators with at least ⅔\*N+1 of the total voting power will co-sign each block on the chain. So that it is practical to verify the block transactions and even the state value via **Block Header** and **Merkle Proof** verification. This has been researched and implemented as “**Light-Client Protocol**”, which are intensively discussed in [the Ethereum](https://github.com/ethereum/wiki/wiki/Light-client-protocol) community, studied and implemented for [Cosmos inter-chain communication](https://github.com/cosmos/ics/blob/a4173c91560567bdb7cc9abee8e61256fc3725e9/spec/ics-007-tendermint-client/README.md). BC-to-BSC communication will be verified in an “**on-chain light client**” implemented via BSC **Smart Contracts** (some of them may be **“pre-compiled”**). After some transactions and state change happen on BC, if a transaction is defined to trigger cross-chain communication,the Cross-chain “**package**” message will be created and **BSC Relayers** will pass and submit them onto BSC as data into the "build-in system contracts". The build-in system contracts will verify the package and execute the transactions if it passes the verification. The verification will be guaranteed with the below design: 1. BC blocking status will be synced to the light client contracts on BSC from time to time, via block header and pre-commits, for the below information: * block and app hash of BC that are signed by validators * current validatorset, and validator set update 2. the key-value from the blockchain state will be verified based on the Merkle Proof and information from above #1. After confirming the key-value is accurate and trustful, the build-in system contracts will execute the actions corresponding to the cross-chain packages. Some examples of such packages that can be created for BC-to-BSC are: 1. Bind: bind the BEP2 tokens and BEP2E 2. Transfer: transfer tokens after binding, this means the circulation will decrease (be locked) from BC and appear in the target address balance on BSC 3. Error Handling: to handle any timeout/failure event for BSC-to-BC communication 4. Validatorset update of BSC To ensure no duplication, proper message sequence and timely timeout, there is a “Channel” concept introduced on BC to manage any types of the communication. For relayers, please also refer to the below “Relayers” section. ## BSC to BC Architecture BSC uses Proof of Staked Authority consensus protocol, which has a chance to fork and requires confirmation of more blocks. One block only has the signature of one validator, so that it is not easy to rely on one block to verify data from BSC. To take full advantage of validator quorum of BC, an idea similar to many [Bridge ](https://github.com/poanetwork/poa-bridge)or Oracle blockchains is adopted: 1. The cross-chain communication requests from BSC will be submitted and executed onto BSC as transactions. The execution of the transanction wil emit `Events`, and such events can be observed and packaged in certain “**Oracle**” onto BC. Instead of Block Headers, Hash and Merkle Proof, this type of “Oracle” package directly contains the cross-chain information for actions, such as sender, receiver and amount for transfer. 2. To ensure the security of the Oracle, the validators of BC will form anothe quorum of “**Oracle Relayers**”. Each validator of the BC should run a **dedicated process** as the Oracle Relayer. These Oracle Relayers will submit and vote for the cross-chain communication package, like Oracle, onto BC, using the same validator keys. Any package signed by more than ⅔\*N+1 Oracle Relayers’ voting power is as secure as any block signed by ⅔\*N+1 of the same quorum of validators’ voting power. By using the same validator quorum, it saves the light client code on BC and continuous block updates onto BC. Such Oracles also have Oracle IDs and types, to ensure sequencing and proper error handling. ## Timeout and Error Handling There are scenarios that the cross-chain communication fails. For example, the relayed package cannot be executed on BSC due to some coding bug in the contracts. **Timeout and error handling logics are** used in such scenarios. For the recognizable user and system errors or any expected exceptions, the two networks should heal themselves. For example, when BC to BSC transfer fails, BSC will issue a failure event and Oracle Relayers will execute a refund on BC; when BSC to BC transfer fails, BC will issue a refund package for Relayer to relay in order to unlock the fund. However, unexpected error or exception may still happen on any step of the cross-chain communication. In such a case, the Relayers and Oracle Relayers will discover that the corresponding cross-chain channel is stuck in a particular sequence. After a Timeout period, the Relayers and Oracle Relayers can request a “SkipSequence” transaction, the stuck sequence will be marked as “Unexecutable”. A corresponding alerts will be raised, and the community has to discuss how to handle this scenario, e.g. payback via the sponsor of the validators, or event clear the fund during next network upgrade. ## Cross-Chain User Experience Ideally, users expect to use two parallel chains in the same way as they use one single chain. It requires more aggregated transaction types to be added onto the cross-chain communication to enable this, which will add great complexity, tight coupling, and maintenance burden. Here BC and BSC only implement the basic operations to enable the value flow in the initial launch and leave most of the user experience work to client side UI, such as wallets. E.g. a great wallet may allow users to sell a token directly from BSC onto BC’s DEX order book, in a secure way. ## Cross-Chain Contract Event Cross-Chain Contract Event (CCCE) is designed to allow a smart contract to trigger cross-chain transactions, directly through the contract code. This becomes possible based on: 1. Standard system contracts can be provided to serve operations callable by general smart contracts; 2. Standard events can be emitted by the standard contracts; 3. Oracle Relayers can capture the standard events, and trigger the corresponding cross-chain operations; 4. Dedicated, code-managed address (account) can be created on BC and accessed by the contracts on the BSC, here it is named as **“Contract Address on BC” (CAoB)**. Several standard operations are implemented: 1. BSC to BC transfer: this is implemented in the same way as normal BSC to BC transfer, by only triggered via standard contract. The fund can be transferred to any addresses on BC, including the corresponding CAoB of the transfer originating contract. 2. Transfer on BC: this is implemented as a special cross-chain transfer, while the real transfer is from **CAoB** to any other address (even another CAoB). 3. BC to BSC transfer: this is implemented as two-pass cross-chain communication. The first is triggered by the BSC contract and propagated onto BC, and then in the second pass, BC will start a normal BC to BSC cross-chain transfer, from **CAoB** to contract address on BSC. A special note should be paid on that the BSC contract only increases balance upon any transfer coming in on the second pass, and the error handling in the second pass is the same as the normal BC to BSC transfer. 4. IOC (Immediate-Or-Cancel) Trade Out: the primary goal of transferring assets to BC is to trade. This event will instruct to trade a certain amount of an asset in CAoB into another asset as much as possible and transfer out all the results, i.e. the left the source and the traded target tokens of the trade, back to BSC. BC will handle such relayed events by sending an “Immediate-Or-Cancel”, i.e. IOC order onto the trading pairs, once the next matching finishes, the result will be relayed back to BSC, which can be in either one or two assets. 5. Auction Trade Out: Such event will instruct BC to send an auction order to trade a certain amount of an asset in **CAoB** into another asset as much as possible and transfer out all the results back to BSC at the end of the auction. Auction function is upcoming on BC. There are some details for the Trade Out: 1. both can have a limit price (absolute or relative) for the trade; 2. the end result will be written as cross-chain packages to relay back to BSC; 3. cross-chain communication fees may be charged from the asset transferred back to BSC; 4. BSC contract maintains a mirror of the balance and outstanding orders on CAoB. No matter what error happens during the Trade Out, the final status will be propagated back to the originating contract and clear its internal state. With the above features, it simply adds the cross-chain transfer and exchange functions with high liquidity onto all the smart contracts on BSC. It will greatly add the application scenarios on Smart Contract and dApps, and make 1 chain +1 chain > 2 chains. # Staking and Governance Proof of Staked Authority brings in decentralization and community involvement. Its core logic can be summarized as the below. You may see similar ideas from other networks, especially Cosmos and EOS. 1. Token holders, including the validators, can put their tokens “**bonded**” into the stake. Token holders can **delegate** their tokens onto any validator or validator candidate, to expect it can become an actual validator, and later they can choose a different validator or candidate to **re-delegate** their tokens<sup>1</sup>. 2. All validator candidates will be ranked by the number of bonded tokens on them, and the top ones will become the real validators. 3. Validators can share (part of) their blocking reward with their delegators. 4. Validators can suffer from “**Slashing**”, a punishment for their bad behaviors, such as double sign and/or instability. 5. There is an “**unbonding period**” for validators and delegators so that the system makes sure the tokens remain bonded when bad behaviors are caught, the responsible will get slashed during this period. ## Staking on BC Ideally, such staking and reward logic should be built into the blockchain, and automatically executed as the blocking happens. Cosmos Hub, who shares the same Tendermint consensus and libraries with Binance Chain, works in this way. BC has been preparing to enable staking logic since the design days. On the other side, as BSC wants to remain compatible with Ethereum as much as possible, it is a great challenge and efforts to implement such logic on it. This is especially true when Ethereum itself may move into a different Proof of Stake consensus protocol in a short (or longer) time. In order to keep the compatibility and reuse the good foundation of BC, the staking logic of BSC is implemented on BC: 1. The staking token is BNB, as it is a native token on both blockchains anyway 2. The staking, i.e. token bond and delegation actions and records for BSC, happens on BC. 3. The BSC validator set is determined by its staking and delegation logic, via a staking module built on BC for BSC, and propagated every day UTC 00:00 from BC to BSC via Cross-Chain communication. 4. The reward distribution happens on BC around every day UTC 00:00. ## Rewarding Both the validator update and reward distribution happen every day around UTC 00:00. This is to save the cost of frequent staking updates and block reward distribution. This cost can be significant, as the blocking reward is collected on BSC and distributed on BC to BSC validators and delegators. (Please note BC blocking fees will remain rewarding to BC validators only.) A deliberate delay is introduced here to make sure the distribution is fair: 1. The blocking reward will not be sent to validator right away, instead, they will be distributed and accumulated on a contract; 2. Upon receiving the validator set update into BSC, it will trigger a few cross-chain transfers to transfer the reward to custody addresses on the corresponding validators. The custody addresses are owned by the system so that the reward cannot be spent until the promised distribution to delegators happens. 3. In order to make the synchronization simpler and allocate time to accommodate slashing, the reward for N day will be only distributed in N+2 days. After the delegators get the reward, the left will be transferred to validators’ own reward addresses. ## Slashing Slashing is part of the on-chain governance, to ensure the malicious or negative behaviors are punished. BSC slash can be submitted by anyone. The transaction submission requires **slash evidence** and cost fees but also brings a larger reward when it is successful. So far there are two slashable cases. ### Double Sign It is quite a serious error and very likely deliberate offense when a validator signs more than one block with the same height and parent block. The reference protocol implementation should already have logic to prevent this, so only the malicious code can trigger this. When Double Sign happens, the validator should be removed from the Validator **Set** right away. Anyone can submit a slash request on BC with the evidence of Double Sign of BSC, which should contain the 2 block headers with the same height and parent block, sealed by the offending validator. Upon receiving the evidence, if the BC verifies it to be valid: 1. The validator will be removed from validator set by an instance BSC validator set update Cross-Chain update; 2. A predefined amount of BNB would be slashed from the **self-delegated** BNB of the validator; Both validator and its delegators will not receive the staking rewards. 3. Part of the slashed BNB will allocate to the submitter’s address, which is a reward and larger than the cost of submitting slash request transaction 4. The rest of the slashed BNB will allocate to the other validators’ custody addresses, and distributed to all delegators in the same way as blocking reward. ### Inavailability The liveness of BSC relies on everyone in the Proof of Staked Authority validator set can produce blocks timely when it is their turn. Validators can miss their turn due to any reason, especially problems in their hardware, software, configuration or network. This instability of the operation will hurt the performance and introduce more indeterministic into the system. There can be an internal smart contract responsible for recording the missed blocking metrics of each validator. Once the metrics are above the predefined threshold, the blocking reward for validator will not be relayed to BC for distribution but shared with other better validators. In such a way, the poorly-operating validator should be gradually voted out of the validator set as their delegators will receive less or none reward. If the metrics remain above another higher level of threshold, the validator will be dropped from the rotation, and this will be propagated back to BC, then a predefined amount of BNB would be slashed from the **self-delegated** BNB of the validator. Both validators and delegators will not receive their staking rewards. ### Governance Parameters There are many system parameters to control the behavior of the BSC, e.g. slash amount, cross-chain transfer fees. All these parameters will be determined by BSC Validator Set together through a proposal-vote process based on their staking. Such the process will be carried on BC, and the new parameter values will be picked up by corresponding system contracts via a cross-chain communication. # Relayers Relayers are responsible to submit Cross-Chain Communication Packages between the two blockchains. Due to the heterogeneous parallel chain structure, two different types of Relayers are created. ## BSC Relayers Relayers for BC to BSC communication referred to as “**BSC Relayers**”, or just simply “Relayers”. Relayer is a standalone process that can be run by anyone, and anywhere, except that Relayers must register themselves onto BSC and deposit a certain refundable amount of BNB. Only relaying requests from the registered Relayers will be accepted by BSC. The package they relay will be verified by the on-chain light client on BSC. The successful relay needs to pass enough verification and costs gas fees on BSC, and thus there should be incentive reward to encourage the community to run Relayers. ### Incentives There are two major communication types: 1. Users triggered Operations, such as `token bind` or `cross chain transfer`. Users must pay additional fee to as relayer reward. The reward will be shared with the relayers who sync the referenced blockchain headers. Besides, the reward won't be paid the relayers' accounts directly. A reward distribution mechanism will be brought in to avoid monopolization. 2. System Synchronization, such as delivering `refund package`(caused by failures of most oracle relayers), special blockchain header synchronization(header contains BC validatorset update), BSC staking package. System reward contract will pay reward to relayers' accounts directly. If some Relayers have faster networks and better hardware, they can monopolize all the package relaying and leave no reward to others. Thus fewer participants will join for relaying, which encourages centralization and harms the efficiency and security of the network. Ideally, due to the decentralization and dynamic re-election of BSC validators, one Relayer can hardly be always the first to relay every message. But in order to avoid the monopolization further, the rewarding economy is also specially designed to minimize such chance: 1. The reward for Relayers will be only distributed in batches, and one batch will cover a number of successful relayed packages. 2. The reward a Relayer can get from a batch distribution is not linearly in proportion to their number of successful relayed packages. Instead, except the first a few relays, the more a Relayer relays during a batch period, the less reward it will collect. ## Oracle Relayers Relayers for BSC to BC communication are using the “Oracle” model, and so-called “**Oracle Relayers**”. Each of the validators must, and only the ones of the validator set, run Oracle Relayers. Each Oracle Relayer watches the blockchain state change. Once it catches Cross-Chain Communication Packages, it will submit to vote for the requests. After Oracle Relayers from ⅔ of the voting power of BC validators vote for the changes, the cross-chain actions will be performed. Oracle Replayers should wait for enough blocks to confirm the finality on BSC before submitting and voting for the cross-chain communication packages onto BC. The cross-chain fees will be distributed to BC validators together with the normal BC blocking rewards. Such oracle type relaying depends on all the validators to support. As all the votes for the cross-chain communication packages are recorded on the blockchain, it is not hard to have a metric system to assess the performance of the Oracle Relayers. The poorest performer may have their rewards clawed back via another Slashing logic introduced in the future. # Outlook It is hard to conclude for Binance Chain, as it has never stopped evolving. The dual-chain strategy is to open the gate for users to take advantage of the fast transferring and trading on one side, and flexible and extendable programming on the other side, but it will be one stop along the development of Binance Chain. Here below are the topics to look into so as to facilitate the community better for more usability and extensibility: 1. Add different digital asset model for different business use cases 2. Enable more data feed, especially DEX market data, to be communicated from Binance DEX to BSC 3. Provide interface and compatibility to integrate with Ethereum, including its further upgrade, and other blockchain 4. Improve client side experience to manage wallets and use blockchain more conveniently ------ [1]: BNB business practitioners may provide other benefits for BNB delegators, as they do now for long term BNB holders.
dichen-cd / HOIM PyTorchHierarchical Online Instance Matching for Person Search (AAAI'20)
ali-farhad / Auto Bank Reconcilationa nodejs app to automate the dreaded bank reconciliation process by automatically removing any matching instances (duplicates) found in the user and the bank records.
potato3d / InstancingInstanced rendering of massive CAD models using shape matching
feixue94 / Lbr[CVPR 2022] Efficient Large-scale Localization by Global Instance Recognition. Performing large-scale localization from global instances for efficient reference image search and local feature matching
denman2328 / Help------------------ System Information ------------------ Time of this report: 8/10/2013, 08:36:20 Machine name: BRYCE-PC Operating System: Windows 8 Pro 64-bit (6.2, Build 9200) (9200.win8_rtm.120725-1247) Language: English (Regional Setting: English) System Manufacturer: To Be Filled By O.E.M. System Model: To Be Filled By O.E.M. BIOS: BIOS Date: 04/13/12 20:22:30 Ver: 04.06.05 Processor: Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 CPUs), ~3.4GHz Memory: 8192MB RAM Available OS Memory: 8086MB RAM Page File: 4736MB used, 11541MB available Windows Dir: C:\WINDOWS DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.02.9200.16384 64bit Unicode ------------ DxDiag Notes ------------ Display Tab 1: No problems found. Display Tab 2: No problems found. Sound Tab 1: No problems found. Sound Tab 2: No problems found. Sound Tab 3: No problems found. Input Tab: No problems found. -------------------- DirectX Debug Levels -------------------- Direct3D: 0/4 (retail) DirectDraw: 0/4 (retail) DirectInput: 0/5 (retail) DirectMusic: 0/5 (retail) DirectPlay: 0/9 (retail) DirectSound: 0/5 (retail) DirectShow: 0/6 (retail) --------------- Display Devices --------------- Card name: NVIDIA GeForce GTX 670 Manufacturer: NVIDIA Chip type: GeForce GTX 670 DAC type: Integrated RAMDAC Device Type: Full Device Device Key: Enum\PCI\VEN_10DE&DEV_1189&SUBSYS_355A1458&REV_A1 Display Memory: 7823 MB Dedicated Memory: 4036 MB Shared Memory: 3787 MB Current Mode: 1920 x 1080 (32 bit) (60Hz) Monitor Name: Acer X233H Monitor Model: Acer X233H Monitor Id: ACR0093 Native Mode: 1920 x 1080(p) (60.000Hz) Output Type: DVI Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um Driver File Version: 9.18.0013.1106 (English) Driver Version: 9.18.13.1106 DDI Version: 11 Feature Levels: 11.0,10.1,10.0,9.3,9.2,9.1 Driver Model: WDDM 1.2 Graphics Preemption: DMA Compute Preemption: DMA Driver Attributes: Final Retail Driver Date/Size: 2/26/2013 00:32:38, 18055184 bytes WHQL Logo'd: Yes WHQL Date Stamp: Device Identifier: {D7B71E3E-52C9-11CF-BA73-57151CC2C435} Vendor ID: 0x10DE Device ID: 0x1189 SubSys ID: 0x355A1458 Revision ID: 0x00A1 Driver Strong Name: oem15.inf:0f066de34a9a900c:Section063:9.18.13.1106:pci\ven_10de&dev_1189 Rank Of Driver: 00E02001 Video Accel: ModeMPEG2_A ModeMPEG2_C ModeVC1_C ModeWMV9_C DXVA2 Modes: DXVA2_ModeMPEG2_IDCT DXVA2_ModeMPEG2_VLD DXVA2_ModeVC1_VLD DXVA2_ModeVC1_IDCT DXVA2_ModeWMV9_IDCT DXVA2_ModeH264_VLD_NoFGT Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= D3D9 Overlay: Supported DXVA-HD: Supported DDraw Status: Enabled D3D Status: Enabled AGP Status: Enabled Card name: Intel(R) HD Graphics 4000 Manufacturer: Intel Corporation Chip type: Intel(R) HD Graphics Family DAC type: Internal Device Type: Full Device Device Key: Enum\PCI\VEN_8086&DEV_0162&SUBSYS_01621849&REV_09 Display Memory: 1664 MB Dedicated Memory: 32 MB Shared Memory: 1632 MB Current Mode: 1920 x 1080 (32 bit) (59Hz) Monitor Name: SyncMaster 2233SW,SyncMaster Magic CX2233SW(Analog) Monitor Model: SyncMaster Monitor Id: SAM049A Native Mode: 1920 x 1080(p) (59.934Hz) Output Type: HD15 Driver Name: igdumd64.dll,igd10umd64.dll,igd10umd64.dll,igdumdx32,igd10umd32,igd10umd32 Driver File Version: 9.17.0010.2932 (English) Driver Version: 9.17.10.2932 DDI Version: 11 Feature Levels: 11.0,10.1,10.0,9.3,9.2,9.1 Driver Model: WDDM 1.2 Graphics Preemption: DMA Compute Preemption: Thread group Driver Attributes: Final Retail Driver Date/Size: 12/14/2012 02:42:34, 12615680 bytes WHQL Logo'd: Yes WHQL Date Stamp: Device Identifier: {D7B78E66-4222-11CF-8D70-6821B7C2C435} Vendor ID: 0x8086 Device ID: 0x0162 SubSys ID: 0x01621849 Revision ID: 0x0009 Driver Strong Name: oem3.inf:5f63e53413eb6103:iIVBD0:9.17.10.2932:pci\ven_8086&dev_0162 Rank Of Driver: 00E02001 Video Accel: ModeMPEG2_A ModeMPEG2_C ModeWMV9_C ModeVC1_C DXVA2 Modes: DXVA2_ModeMPEG2_VLD DXVA2_ModeMPEG2_IDCT DXVA2_ModeWMV9_IDCT DXVA2_ModeVC1_IDCT DXVA2_ModeH264_VLD_NoFGT Deinterlace Caps: {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend D3D9 Overlay: Supported DXVA-HD: Supported DDraw Status: Enabled D3D Status: Enabled AGP Status: Enabled ------------- Sound Devices ------------- Description: Speakers (Plantronics GameCom 780) Default Sound Playback: Yes Default Voice Playback: Yes Hardware ID: USB\VID_047F&PID_C010&REV_0100&MI_00 Manufacturer ID: 65535 Product ID: 65535 Type: WDM Driver Name: USBAUDIO.sys Driver Version: 6.02.9200.16384 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 7/26/2012 03:26:27, 121856 bytes Other Files: Driver Provider: Microsoft HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No Description: Speakers (High Definition Audio Device) Default Sound Playback: No Default Voice Playback: No Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0899&SUBSYS_18491898&REV_1000 Manufacturer ID: 1 Product ID: 65535 Type: WDM Driver Name: HdAudio.sys Driver Version: 6.02.9200.16384 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 7/26/2012 03:26:51, 339968 bytes Other Files: Driver Provider: Microsoft HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No Description: Digital Audio (S/PDIF) (High Definition Audio Device) Default Sound Playback: No Default Voice Playback: No Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0899&SUBSYS_18491898&REV_1000 Manufacturer ID: 1 Product ID: 65535 Type: WDM Driver Name: HdAudio.sys Driver Version: 6.02.9200.16384 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 7/26/2012 03:26:51, 339968 bytes Other Files: Driver Provider: Microsoft HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No --------------------- Sound Capture Devices --------------------- Description: Microphone (Plantronics GameCom 780) Default Sound Capture: Yes Default Voice Capture: Yes Driver Name: USBAUDIO.sys Driver Version: 6.02.9200.16384 (English) Driver Attributes: Final Retail Date and Size: 7/26/2012 03:26:27, 121856 bytes Cap Flags: 0x1 Format Flags: 0xFFFFF Description: SPDIF Interface (Plantronics GameCom 780) Default Sound Capture: No Default Voice Capture: No Driver Name: USBAUDIO.sys Driver Version: 6.02.9200.16384 (English) Driver Attributes: Final Retail Date and Size: 7/26/2012 03:26:27, 121856 bytes Cap Flags: 0x1 Format Flags: 0xFFFFF Description: Line (Plantronics GameCom 780) Default Sound Capture: No Default Voice Capture: No Driver Name: USBAUDIO.sys Driver Version: 6.02.9200.16384 (English) Driver Attributes: Final Retail Date and Size: 7/26/2012 03:26:27, 121856 bytes Cap Flags: 0x1 Format Flags: 0xFFFFF ------------------- DirectInput Devices ------------------- Device Name: Mouse Attached: 1 Controller ID: n/a Vendor/Product ID: n/a FF Driver: n/a Device Name: Keyboard Attached: 1 Controller ID: n/a Vendor/Product ID: n/a FF Driver: n/a Device Name: Plantronics GameCom 780 Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x047F, 0xC010 FF Driver: n/a Poll w/ Interrupt: No ----------- USB Devices ----------- + USB Root Hub | Vendor/Product ID: 0x8086, 0x1E2D | Matching Device ID: USB\ROOT_HUB20 | Service: usbhub | Driver: usbhub.sys, 7/26/2012 06:00:58, 496368 bytes | Driver: usbd.sys, 7/26/2012 06:00:58, 21744 bytes | +-+ Generic USB Hub | | Vendor/Product ID: 0x8087, 0x0024 | | Location: Port_#0001.Hub_#0001 | | Matching Device ID: USB\Class_09 | | Service: usbhub | | Driver: usbhub.sys, 7/26/2012 06:00:58, 496368 bytes | | Driver: usbd.sys, 7/26/2012 06:00:58, 21744 bytes ---------------- Gameport Devices ---------------- ------------ PS/2 Devices ------------ + Standard PS/2 Keyboard | Matching Device ID: *PNP0303 | Service: i8042prt | Driver: i8042prt.sys, 7/26/2012 03:28:51, 112640 bytes | Driver: kbdclass.sys, 7/26/2012 06:00:52, 48368 bytes | + HID Keyboard Device | Vendor/Product ID: 0x1532, 0x0015 | Matching Device ID: HID_DEVICE_SYSTEM_KEYBOARD | Service: kbdhid | Driver: kbdhid.sys, 7/26/2012 03:28:49, 29184 bytes | Driver: kbdclass.sys, 7/26/2012 06:00:52, 48368 bytes | + HID-compliant mouse | Vendor/Product ID: 0x1532, 0x0015 | Matching Device ID: HID_DEVICE_SYSTEM_MOUSE | Service: mouhid | Driver: mouhid.sys, 7/26/2012 03:28:47, 26112 bytes | Driver: mouclass.sys, 7/26/2012 06:00:55, 45808 bytes ------------------------ Disk & DVD/CD-ROM Drives ------------------------ Drive: C: Free Space: 1843.8 GB Total Space: 1874.6 GB File System: NTFS Model: ST2000DM001-1CH164 Drive: D: Free Space: 273.0 GB Total Space: 715.4 GB File System: NTFS Model: WDC WD7500AACS-00D6B0 Drive: E: Model: PIONEER DVD-RW DVR-220L Driver: c:\windows\system32\drivers\cdrom.sys, 6.02.9200.16384 (English), 7/26/2012 03:26:36, 174080 bytes -------------- System Devices -------------- Name: Intel(R) 7 Series/C216 Chipset Family USB Enhanced Host Controller - 1E2D Device ID: PCI\VEN_8086&DEV_1E2D&SUBSYS_1E2D1849&REV_04\3&11583659&0&D0 Driver: C:\WINDOWS\system32\drivers\usbehci.sys, 6.02.9200.16384 (English), 7/26/2012 06:00:58, 78576 bytes Driver: C:\WINDOWS\system32\drivers\usbport.sys, 6.02.9200.16384 (English), 7/26/2012 06:00:58, 487664 bytes Driver: C:\WINDOWS\system32\drivers\usbhub.sys, 6.02.9200.16384 (English), 7/26/2012 06:00:58, 496368 bytes Name: Intel(R) 7 Series/C216 Chipset Family USB Enhanced Host Controller - 1E26 Device ID: PCI\VEN_8086&DEV_1E26&SUBSYS_1E261849&REV_04\3&11583659&0&E8 Driver: C:\WINDOWS\system32\drivers\usbehci.sys, 6.02.9200.16384 (English), 7/26/2012 06:00:58, 78576 bytes Driver: C:\WINDOWS\system32\drivers\usbport.sys, 6.02.9200.16384 (English), 7/26/2012 06:00:58, 487664 bytes Driver: C:\WINDOWS\system32\drivers\usbhub.sys, 6.02.9200.16384 (English), 7/26/2012 06:00:58, 496368 bytes Name: High Definition Audio Controller Device ID: PCI\VEN_8086&DEV_1E20&SUBSYS_18981849&REV_04\3&11583659&0&D8 Driver: C:\WINDOWS\system32\DRIVERS\hdaudbus.sys, 6.02.9200.16384 (English), 7/26/2012 03:27:36, 71168 bytes Name: Intel(R) 7 Series/C216 Chipset Family SMBus Host Controller - 1E22 Device ID: PCI\VEN_8086&DEV_1E22&SUBSYS_1E221849&REV_04\3&11583659&0&FB Driver: n/a Name: Intel(R) 7 Series/C216 Chipset Family PCI Express Root Port 5 - 1E18 Device ID: PCI\VEN_8086&DEV_1E18&SUBSYS_1E181849&REV_C4\3&11583659&0&E4 Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 6.02.9200.16384 (English), 7/26/2012 06:00:55, 234224 bytes Name: Intel(R) 7 Series/C216 Chipset Family PCI Express Root Port 4 - 1E16 Device ID: PCI\VEN_8086&DEV_1E16&SUBSYS_1E161849&REV_C4\3&11583659&0&E3 Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 6.02.9200.16384 (English), 7/26/2012 06:00:55, 234224 bytes Name: High Definition Audio Controller Device ID: PCI\VEN_10DE&DEV_0E0A&SUBSYS_355A1458&REV_A1\4&15001D53&0&0108 Driver: C:\WINDOWS\system32\DRIVERS\hdaudbus.sys, 6.02.9200.16384 (English), 7/26/2012 03:27:36, 71168 bytes Name: Intel(R) 7 Series/C216 Chipset Family PCI Express Root Port 1 - 1E10 Device ID: PCI\VEN_8086&DEV_1E10&SUBSYS_1E101849&REV_C4\3&11583659&0&E0 Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 6.02.9200.16384 (English), 7/26/2012 06:00:55, 234224 bytes Name: Intel(R) HD Graphics 4000 Device ID: PCI\VEN_8086&DEV_0162&SUBSYS_01621849&REV_09\3&11583659&0&10 Driver: C:\WINDOWS\system32\DRIVERS\igdkmd64.sys, 9.17.0010.2932 (English), 12/14/2012 02:42:22, 5353888 bytes Driver: C:\WINDOWS\system32\igdumd64.dll, 9.17.0010.2932 (English), 12/14/2012 02:42:34, 12615680 bytes Driver: C:\WINDOWS\system32\igd10umd64.dll, 9.17.0010.2932 (English), 12/14/2012 02:42:26, 12858368 bytes Driver: C:\WINDOWS\system32\igfxcmrt64.dll, 2.04.0000.1019 (English), 12/14/2012 02:42:20, 518656 bytes Driver: C:\WINDOWS\system32\igfx11cmrt64.dll, 2.04.0000.1019 (English), 12/14/2012 02:42:26, 483840 bytes Driver: C:\WINDOWS\system32\igfxcmjit64.dll, 2.04.0000.1019 (English), 12/14/2012 02:42:12, 3511296 bytes Driver: C:\WINDOWS\system32\IccLibDll_x64.dll, 12/14/2012 02:42:12, 94208 bytes Driver: C:\WINDOWS\system32\igcodeckrng700.bin, 12/14/2012 02:42:24, 754652 bytes Driver: C:\WINDOWS\system32\igvpkrng700.bin, 12/14/2012 02:42:24, 598384 bytes Driver: C:\WINDOWS\SysWow64\igcodeckrng700.bin, 12/14/2012 02:42:24, 754652 bytes Driver: C:\WINDOWS\SysWow64\igvpkrng700.bin, 12/14/2012 02:42:24, 598384 bytes Driver: C:\WINDOWS\system32\igdde64.dll, 12/14/2012 02:42:24, 80384 bytes Driver: C:\WINDOWS\SysWow64\igdde32.dll, 12/14/2012 02:42:30, 64512 bytes Driver: C:\WINDOWS\system32\iglhxs64.vp, 12/14/2012 02:42:20, 17102 bytes Driver: C:\WINDOWS\system32\iglhxo64.vp, 6/2/2012 15:32:34, 59425 bytes Driver: C:\WINDOWS\system32\iglhxc64.vp, 6/2/2012 15:32:34, 59230 bytes Driver: C:\WINDOWS\system32\iglhxg64.vp, 6/2/2012 15:32:34, 59398 bytes Driver: C:\WINDOWS\system32\iglhxo64_dev.vp, 6/2/2012 15:32:34, 58109 bytes Driver: C:\WINDOWS\system32\iglhxc64_dev.vp, 6/2/2012 15:32:34, 59104 bytes Driver: C:\WINDOWS\system32\iglhxg64_dev.vp, 6/2/2012 15:32:34, 58796 bytes Driver: C:\WINDOWS\system32\iglhxa64.vp, 6/2/2012 15:32:34, 1074 bytes Driver: C:\WINDOWS\system32\iglhxa64.cpa, 6/2/2012 15:32:34, 1981696 bytes Driver: C:\WINDOWS\system32\iglhcp64.dll, 3.00.0001.0016 (English), 12/14/2012 02:42:10, 216064 bytes Driver: C:\WINDOWS\system32\iglhsip64.dll, 3.00.0000.0012 (English), 12/14/2012 02:42:24, 524800 bytes Driver: C:\WINDOWS\SysWow64\igdumd32.dll, 9.17.0010.2932 (English), 12/14/2012 02:42:24, 11049472 bytes Driver: C:\WINDOWS\SysWow64\igfxdv32.dll, 8.15.0010.2932 (English), 12/14/2012 02:42:30, 330752 bytes Driver: C:\WINDOWS\SysWow64\igd10umd32.dll, 9.17.0010.2932 (English), 12/14/2012 02:42:30, 11174912 bytes Driver: C:\WINDOWS\SysWow64\iglhcp32.dll, 3.00.0001.0015 (English), 12/14/2012 02:42:30, 180224 bytes Driver: C:\WINDOWS\SysWow64\iglhsip32.dll, 3.00.0000.0012 (English), 12/14/2012 02:42:24, 519680 bytes Driver: C:\WINDOWS\SysWow64\IntelCpHeciSvc.exe, 1.00.0001.0014 (English), 12/14/2012 02:42:10, 277616 bytes Driver: C:\WINDOWS\SysWow64\igfxcmrt32.dll, 2.04.0000.1019 (English), 12/14/2012 02:42:28, 640512 bytes Driver: C:\WINDOWS\SysWow64\igfx11cmrt32.dll, 2.04.0000.1019 (English), 12/14/2012 02:42:24, 459264 bytes Driver: C:\WINDOWS\SysWow64\igfxcmjit32.dll, 2.04.0000.1019 (English), 12/14/2012 02:42:28, 3121152 bytes Driver: C:\WINDOWS\system32\difx64.exe, 1.04.0002.0000 (English), 12/14/2012 02:42:22, 185968 bytes Driver: C:\WINDOWS\system32\hccutils.dll, 8.15.0010.2932 (English), 12/14/2012 02:42:30, 110592 bytes Driver: C:\WINDOWS\system32\igfxsrvc.dll, 8.15.0010.2932 (English), 12/14/2012 02:42:30, 64000 bytes Driver: C:\WINDOWS\system32\igfxsrvc.exe, 8.15.0010.2932 (English), 12/14/2012 02:42:28, 512112 bytes Driver: C:\WINDOWS\system32\igfxpph.dll, 8.15.0010.2932 (English), 12/14/2012 02:42:34, 384512 bytes Driver: C:\WINDOWS\system32\igfxcpl.cpl, 8.15.0010.2932 (English), 12/14/2012 02:42:16, 126976 bytes Driver: C:\WINDOWS\system32\igfxdev.dll, 8.15.0010.2932 (English), 12/14/2012 02:42:16, 442880 bytes Driver: C:\WINDOWS\system32\igfxdo.dll, 8.15.0010.2932 (English), 12/14/2012 02:42:24, 142336 bytes Driver: C:\WINDOWS\system32\igfxtray.exe, 8.15.0010.2932 (English), 12/14/2012 02:42:14, 172144 bytes Driver: C:\WINDOWS\system32\hkcmd.exe, 8.15.0010.2932 (English), 12/14/2012 02:42:10, 399984 bytes Driver: C:\WINDOWS\system32\igfxress.dll, 8.15.0010.2932 (English), 12/14/2012 02:42:26, 9007616 bytes Driver: C:\WINDOWS\system32\igfxpers.exe, 8.15.0010.2932 (English), 12/14/2012 02:42:14, 441968 bytes Driver: C:\WINDOWS\system32\igfxTMM.dll, 8.15.0010.2932 (English), 12/14/2012 02:42:14, 410112 bytes Driver: C:\WINDOWS\system32\gfxSrvc.dll, 8.15.0010.2932 (English), 12/14/2012 02:42:12, 175104 bytes Driver: C:\WINDOWS\system32\GfxUI.exe, 8.15.0010.2932 (English), 12/14/2012 02:42:12, 5906032 bytes Driver: C:\WINDOWS\system32\GfxUI.exe.config, 12/14/2012 02:42:28, 268 bytes Driver: C:\WINDOWS\system32\IGFXDEVLib.dll, 1.00.0000.0000 (Invariant Language), 12/14/2012 02:42:36, 9728 bytes Driver: C:\WINDOWS\system32\igfxext.exe, 8.15.0010.2932 (English), 12/14/2012 02:42:28, 255088 bytes Driver: C:\WINDOWS\system32\igfxexps.dll, 8.15.0010.2932 (English), 12/14/2012 02:42:30, 28672 bytes Driver: C:\WINDOWS\SysWow64\igfxexps32.dll, 8.15.0010.2932 (English), 12/14/2012 02:42:22, 25088 bytes Driver: C:\WINDOWS\system32\igfxrara.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:30, 435712 bytes Driver: C:\WINDOWS\system32\igfxrchs.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:26, 428544 bytes Driver: C:\WINDOWS\system32\igfxrcht.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:30, 429056 bytes Driver: C:\WINDOWS\system32\igfxrdan.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:16, 437248 bytes Driver: C:\WINDOWS\system32\igfxrdeu.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:28, 438784 bytes Driver: C:\WINDOWS\system32\igfxrenu.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:24, 286208 bytes Driver: C:\WINDOWS\system32\igfxresn.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:26, 439808 bytes Driver: C:\WINDOWS\system32\igfxrfin.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:20, 438272 bytes Driver: C:\WINDOWS\system32\igfxrfra.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:14, 439808 bytes Driver: C:\WINDOWS\system32\igfxrheb.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:30, 435712 bytes Driver: C:\WINDOWS\system32\igfxrhrv.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:12, 438784 bytes Driver: C:\WINDOWS\system32\igfxrita.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:16, 438784 bytes Driver: C:\WINDOWS\system32\igfxrjpn.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:20, 432128 bytes Driver: C:\WINDOWS\system32\igfxrkor.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:30, 431104 bytes Driver: C:\WINDOWS\system32\igfxrnld.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:28, 438784 bytes Driver: C:\WINDOWS\system32\igfxrnor.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:36, 437760 bytes Driver: C:\WINDOWS\system32\igfxrplk.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:12, 438784 bytes Driver: C:\WINDOWS\system32\igfxrptb.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:30, 437760 bytes Driver: C:\WINDOWS\system32\igfxrptg.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:24, 438784 bytes Driver: C:\WINDOWS\system32\igfxrrom.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:22, 439296 bytes Driver: C:\WINDOWS\system32\igfxrrus.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:24, 439296 bytes Driver: C:\WINDOWS\system32\igfxrsky.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:12, 438784 bytes Driver: C:\WINDOWS\system32\igfxrslv.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:10, 437760 bytes Driver: C:\WINDOWS\system32\igfxrsve.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:20, 437760 bytes Driver: C:\WINDOWS\system32\igfxrtha.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:30, 437248 bytes Driver: C:\WINDOWS\system32\igfxrcsy.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:22, 438272 bytes Driver: C:\WINDOWS\system32\igfxrell.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:30, 440320 bytes Driver: C:\WINDOWS\system32\igfxrhun.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:16, 438272 bytes Driver: C:\WINDOWS\system32\igfxrtrk.lrc, 8.15.0010.2932 (English), 12/14/2012 02:42:26, 437760 bytes Driver: C:\WINDOWS\system32\Gfxres.ar-SA.resources, 12/14/2012 02:42:30, 166124 bytes Driver: C:\WINDOWS\system32\Gfxres.cs-CZ.resources, 12/14/2012 02:42:12, 142267 bytes Driver: C:\WINDOWS\system32\Gfxres.da-DK.resources, 12/14/2012 02:42:16, 137132 bytes Driver: C:\WINDOWS\system32\Gfxres.de-DE.resources, 12/14/2012 02:42:28, 147360 bytes Driver: C:\WINDOWS\system32\Gfxres.el-GR.resources, 12/14/2012 02:42:30, 209986 bytes Driver: C:\WINDOWS\system32\Gfxres.es-ES.resources, 12/14/2012 02:42:22, 147269 bytes Driver: C:\WINDOWS\system32\Gfxres.en-US.resources, 12/14/2012 02:42:30, 132623 bytes Driver: C:\WINDOWS\system32\Gfxres.fi-FI.resources, 12/14/2012 02:42:22, 141998 bytes Driver: C:\WINDOWS\system32\Gfxres.fr-FR.resources, 12/14/2012 02:42:36, 145470 bytes Driver: C:\WINDOWS\system32\Gfxres.he-IL.resources, 12/14/2012 02:42:10, 158986 bytes Driver: C:\WINDOWS\system32\Gfxres.hr-HR.resources, 12/14/2012 02:42:30, 141038 bytes Driver: C:\WINDOWS\system32\Gfxres.hu-HU.resources, 12/14/2012 02:42:30, 143916 bytes Driver: C:\WINDOWS\system32\Gfxres.it-IT.resources, 12/14/2012 02:42:10, 149649 bytes Driver: C:\WINDOWS\system32\Gfxres.ja-JP.resources, 12/14/2012 02:42:30, 163379 bytes Driver: C:\WINDOWS\system32\Gfxres.ko-KR.resources, 12/14/2012 02:42:24, 148018 bytes Driver: C:\WINDOWS\system32\Gfxres.nb-NO.resources, 12/14/2012 02:42:24, 137793 bytes Driver: C:\WINDOWS\system32\Gfxres.nl-NL.resources, 12/14/2012 02:42:12, 143989 bytes Driver: C:\WINDOWS\system32\Gfxres.pl-PL.resources, 12/14/2012 02:42:26, 142682 bytes Driver: C:\WINDOWS\system32\Gfxres.pt-BR.resources, 12/14/2012 02:42:36, 144235 bytes Driver: C:\WINDOWS\system32\Gfxres.pt-PT.resources, 12/14/2012 02:42:24, 143249 bytes Driver: C:\WINDOWS\system32\Gfxres.ro-RO.resources, 12/14/2012 02:42:22, 145974 bytes Driver: C:\WINDOWS\system32\Gfxres.ru-RU.resources, 12/14/2012 02:42:28, 194121 bytes Driver: C:\WINDOWS\system32\Gfxres.sk-SK.resources, 12/14/2012 02:42:24, 141833 bytes Driver: C:\WINDOWS\system32\Gfxres.sl-SI.resources, 12/14/2012 02:42:22, 137880 bytes Driver: C:\WINDOWS\system32\Gfxres.sv-SE.resources, 12/14/2012 02:42:24, 142876 bytes Driver: C:\WINDOWS\system32\Gfxres.th-TH.resources, 12/14/2012 02:42:12, 223492 bytes Driver: C:\WINDOWS\system32\Gfxres.tr-TR.resources, 12/14/2012 02:42:30, 144637 bytes Driver: C:\WINDOWS\system32\Gfxres.zh-CN.resources, 12/14/2012 02:42:30, 124662 bytes Driver: C:\WINDOWS\system32\Gfxres.zh-TW.resources, 12/14/2012 02:42:12, 126294 bytes Driver: C:\WINDOWS\system32\ig7icd64.dll, 9.17.0010.2932 (English), 12/14/2012 02:42:22, 11633152 bytes Driver: C:\WINDOWS\SysWow64\ig7icd32.dll, 9.17.0010.2932 (English), 12/14/2012 02:42:20, 8621056 bytes Driver: C:\WINDOWS\system32\Intel_OpenCL_ICD64.dll, 1.02.0001.0000 (English), 12/14/2012 02:42:22, 56832 bytes Driver: C:\WINDOWS\system32\IntelOpenCL64.dll, 1.01.0000.1003 (English), 12/14/2012 02:42:26, 241664 bytes Driver: C:\WINDOWS\system32\igdbcl64.dll, 9.17.0010.2884 (English), 12/14/2012 02:42:14, 3581440 bytes Driver: C:\WINDOWS\system32\igdrcl64.dll, 9.17.0010.2932 (English), 12/14/2012 02:42:12, 27664896 bytes Driver: C:\WINDOWS\system32\igdfcl64.dll, 8.01.0000.2932 (English), 12/14/2012 02:42:20, 27457536 bytes Driver: C:\WINDOWS\SysWow64\Intel_OpenCL_ICD32.dll, 1.02.0001.0000 (English), 12/14/2012 02:42:12, 56320 bytes Driver: C:\WINDOWS\SysWow64\IntelOpenCL32.dll, 1.01.0000.1003 (English), 12/14/2012 02:42:36, 196096 bytes Driver: C:\WINDOWS\SysWow64\igdbcl32.dll, 9.17.0010.2884 (English), 12/14/2012 02:42:12, 2898944 bytes Driver: C:\WINDOWS\SysWow64\igdrcl32.dll, 9.17.0010.2932 (English), 12/14/2012 02:42:16, 27643904 bytes Driver: C:\WINDOWS\SysWow64\igdfcl32.dll, 8.01.0000.2932 (English), 12/14/2012 02:42:36, 21850112 bytes Driver: C:\WINDOWS\system32\igfxCoIn_v2932.dll, 1.02.0030.0000 (English), 12/14/2012 02:42:20, 116224 bytes Name: NVIDIA GeForce GTX 670 Device ID: PCI\VEN_10DE&DEV_1189&SUBSYS_355A1458&REV_A1\4&15001D53&0&0008 Driver: C:\Program Files\NVIDIA Corporation\Drs\dbInstaller.exe, 8.17.0013.1106 (English), 2/26/2013 00:32:28, 233760 bytes Driver: C:\Program Files\NVIDIA Corporation\Drs\nvdrsdb.bin, 2/26/2013 00:32:36, 1102808 bytes Driver: C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_67d640ab45cc6b34\NvCplSetupInt.exe, 1.00.0001.0000 (English), 2/26/2013 00:32:22, 73372616 bytes Driver: C:\Program Files (x86)\NVIDIA Corporation\coprocmanager\Nvd3d9wrap.dll, 8.17.0013.1106 (English), 2/26/2013 00:32:42, 286536 bytes Driver: C:\Program Files (x86)\NVIDIA Corporation\coprocmanager\detoured.dll, 2/26/2013 00:32:42, 4096 bytes Driver: C:\Program Files (x86)\NVIDIA Corporation\coprocmanager\nvdxgiwrap.dll, 8.17.0013.1106 (English), 2/26/2013 00:32:40, 193336 bytes Driver: C:\Program Files\NVIDIA Corporation\coprocmanager\Nvd3d9wrapx.dll, 8.17.0013.1106 (English), 2/26/2013 00:32:28, 327248 bytes Driver: C:\Program Files\NVIDIA Corporation\coprocmanager\detoured.dll, 2/26/2013 00:32:36, 4096 bytes Driver: C:\Program Files\NVIDIA Corporation\coprocmanager\nvdxgiwrapx.dll, 8.17.0013.1106 (English), 2/26/2013 00:32:04, 228880 bytes Driver: C:\Program Files\NVIDIA Corporation\license.txt, 2/26/2013 00:32:08, 21898 bytes Driver: C:\Program Files\NVIDIA Corporation\NVSMI\MCU.exe, 1.00.4647.21994 (English), 2/26/2013 00:32:08, 1562400 bytes Driver: C:\Program Files\NVIDIA Corporation\NVSMI\nvdebugdump.exe, 2/26/2013 00:32:44, 223008 bytes Driver: C:\Program Files\NVIDIA Corporation\NVSMI\nvidia-smi.1.pdf, 2/26/2013 00:32:40, 40574 bytes Driver: C:\Program Files\NVIDIA Corporation\NVSMI\nvidia-smi.exe, 8.17.0013.1106 (English), 2/26/2013 00:32:42, 241440 bytes Driver: C:\Program Files\NVIDIA Corporation\NVSMI\nvml.dll, 8.17.0013.1106 (English), 2/26/2013 00:32:42, 428320 bytes Driver: C:\Program Files\NVIDIA Corporation\OpenCL\OpenCL.dll, 1.00.0000.0000 (English), 2/26/2013 00:32:06, 53024 bytes Driver: C:\Program Files\NVIDIA Corporation\OpenCL\OpenCL64.dll, 1.00.0000.0000 (English), 2/26/2013 00:32:40, 61216 bytes Driver: C:\WINDOWS\system32\DRIVERS\nvlddmkm.sys, 9.18.0013.1106 (English), 2/26/2013 00:32:32, 11036448 bytes Driver: C:\WINDOWS\system32\nvEncodeAPI64.dll, 6.14.0013.1106 (English), 2/26/2013 00:32:36, 420128 bytes Driver: C:\WINDOWS\system32\nvapi64.dll, 9.18.0013.1106 (English), 2/26/2013 00:32:40, 2826040 bytes Driver: C:\WINDOWS\system32\nvcompiler.dll, 8.17.0013.1106 (English), 2/26/2013 00:32:44, 25256224 bytes Driver: C:\WINDOWS\system32\nvcuda.dll, 8.17.0013.1106 (English), 2/26/2013 00:32:06, 9390760 bytes Driver: C:\WINDOWS\system32\nvcuvenc.dll, 8.17.0013.1106 (English), 2/26/2013 00:32:34, 2346784 bytes Driver: C:\WINDOWS\system32\nvcuvid.dll, 8.17.0013.1106 (English), 2/26/2013 00:32:28, 2904352 bytes Driver: C:\WINDOWS\system32\nvd3dumx.dll, 9.18.0013.1106 (English), 2/26/2013 00:32:38, 18055184 bytes Driver: C:\WINDOWS\system32\nvinfo.pb, 2/26/2013 00:32:08, 17266 bytes Driver: C:\WINDOWS\system32\nvinitx.dll, 9.18.0013.1106 (English), 2/26/2013 00:32:32, 245872 bytes Driver: C:\WINDOWS\system32\nvoglv64.dll, 9.18.0013.1106 (English), 2/26/2013 00:32:36, 26929440 bytes Driver: C:\WINDOWS\system32\nvopencl.dll, 8.17.0013.1106 (English), 2/26/2013 00:32:08, 7564040 bytes Driver: C:\WINDOWS\system32\nvumdshimx.dll, 9.18.0013.1106 (English), 2/26/2013 00:32:38, 1107440 bytes Driver: C:\WINDOWS\system32\nvwgf2umx.dll, 9.18.0013.1106 (English), 2/26/2013 00:32:26, 15053264 bytes Driver: C:\WINDOWS\SysWow64\nvEncodeAPI.dll, 6.14.0013.1106 (English), 2/26/2013 00:32:28, 364832 bytes Driver: C:\WINDOWS\SysWow64\nvapi.dll, 9.18.0013.1106 (English), 2/26/2013 00:32:44, 2505144 bytes Driver: C:\WINDOWS\SysWow64\nvcompiler.dll, 8.17.0013.1106 (English), 2/26/2013 00:32:24, 17560352 bytes Driver: C:\WINDOWS\SysWow64\nvcuda.dll, 8.17.0013.1106 (English), 2/26/2013 00:32:34, 7932256 bytes Driver: C:\WINDOWS\SysWow64\nvcuvenc.dll, 8.17.0013.1106 (English), 2/26/2013 00:32:08, 1985824 bytes Driver: C:\WINDOWS\SysWow64\nvcuvid.dll, 8.17.0013.1106 (English), 2/26/2013 00:32:36, 2720544 bytes Driver: C:\WINDOWS\SysWow64\nvd3dum.dll, 9.18.0013.1106 (English), 2/26/2013 00:32:42, 15129960 bytes Driver: C:\WINDOWS\SysWow64\nvinit.dll, 9.18.0013.1106 (English), 2/26/2013 00:32:04, 201576 bytes Driver: C:\WINDOWS\SysWow64\nvoglv32.dll, 9.18.0013.1106 (English), 2/26/2013 00:32:26, 20449056 bytes Driver: C:\WINDOWS\SysWow64\nvopencl.dll, 8.17.0013.1106 (English), 2/26/2013 00:32:40, 6262608 bytes Driver: C:\WINDOWS\SysWow64\nvumdshim.dll, 9.18.0013.1106 (English), 2/26/2013 00:32:36, 958120 bytes Driver: C:\WINDOWS\SysWow64\nvwgf2um.dll, 9.18.0013.1106 (English), 2/26/2013 00:32:08, 12641992 bytes Driver: C:\WINDOWS\system32\nvdispco64.dll, 2.00.0029.0004 (English), 2/26/2013 00:32:38, 1814304 bytes Driver: C:\WINDOWS\system32\nvdispgenco64.dll, 2.00.0016.0002 (English), 2/26/2013 00:32:32, 1510176 bytes Name: Xeon(R) processor E3-1200 v2/3rd Gen Core processor PCI Express Root Port - 0151 Device ID: PCI\VEN_8086&DEV_0151&SUBSYS_01511849&REV_09\3&11583659&0&08 Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 6.02.9200.16384 (English), 7/26/2012 06:00:55, 234224 bytes Name: Intel(R) 7 Series/C216 Chipset Family SATA AHCI Controller Device ID: PCI\VEN_8086&DEV_1E02&SUBSYS_1E021849&REV_04\3&11583659&0&FA Driver: C:\WINDOWS\system32\DRIVERS\iaStorA.sys, 11.07.0000.1013 (English), 11/19/2012 12:10:38, 652344 bytes Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_1B21&DEV_1080&SUBSYS_10801849&REV_03\4&C7A4F95&0&00E5 Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 6.02.9200.16384 (English), 7/26/2012 06:00:55, 234224 bytes Name: Intel(R) 7 Series/C216 Chipset Family PCI Express Root Port 8 - 1E1E Device ID: PCI\VEN_8086&DEV_1E1E&SUBSYS_1E1E1849&REV_C4\3&11583659&0&E7 Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 6.02.9200.16384 (English), 7/26/2012 06:00:55, 234224 bytes Name: Broadcom NetLink (TM) Gigabit Ethernet Device ID: PCI\VEN_14E4&DEV_16B1&SUBSYS_96B11849&REV_10\4&2B8260C3&0&00E4 Driver: C:\WINDOWS\system32\DRIVERS\k57nd60a.sys, 15.04.0000.0009 (English), 8/25/2012 22:11:34, 433976 bytes Name: Intel(R) 7 Series/C216 Chipset Family PCI Express Root Port 6 - 1E1A Device ID: PCI\VEN_8086&DEV_1E1A&SUBSYS_1E1A1849&REV_C4\3&11583659&0&E5 Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 6.02.9200.16384 (English), 7/26/2012 06:00:55, 234224 bytes Name: Intel(R) Z77 Express Chipset LPC Controller - 1E44 Device ID: PCI\VEN_8086&DEV_1E44&SUBSYS_1E441849&REV_04\3&11583659&0&F8 Driver: C:\WINDOWS\system32\DRIVERS\msisadrv.sys, 6.02.9200.16384 (English), 7/26/2012 06:00:55, 17136 bytes Name: ASMedia XHCI Controller Device ID: PCI\VEN_1B21&DEV_1042&SUBSYS_10421849&REV_00\4&37A73C8A&0&00E7 Driver: C:\WINDOWS\system32\DRIVERS\asmtxhci.sys, 1.16.0002.0000 (English), 8/20/2012 10:38:12, 416072 bytes Name: Asmedia 106x SATA Controller Device ID: PCI\VEN_1B21&DEV_0612&SUBSYS_06121849&REV_01\4&33B94F4C&0&00E3 Driver: C:\WINDOWS\system32\DRIVERS\asahci64.sys, 1.03.0008.0000 (English), 7/18/2012 11:29:46, 49048 bytes Driver: C:\WINDOWS\system32\ahcipp64.dll, 1.00.0000.0001 (English), 7/8/2011 21:29:04, 48736 bytes Name: Intel(R) Management Engine Interface Device ID: PCI\VEN_8086&DEV_1E3A&SUBSYS_1E3A1849&REV_04\3&11583659&0&B0 Driver: C:\WINDOWS\system32\DRIVERS\HECIx64.sys, 9.00.0000.1287 (English), 1/11/2013 19:02:34, 64624 bytes Name: Intel(R) USB 3.0 eXtensible Host Controller - 0100 (Microsoft) Device ID: PCI\VEN_8086&DEV_1E31&SUBSYS_1E311849&REV_04\3&11583659&0&A0 Driver: C:\WINDOWS\system32\DRIVERS\UCX01000.SYS, 6.02.9200.16384 (English), 7/26/2012 06:00:58, 212208 bytes Driver: C:\WINDOWS\system32\DRIVERS\USBXHCI.SYS, 6.02.9200.16384 (English), 7/26/2012 06:00:58, 337136 bytes Name: Xeon(R) processor E3-1200 v2/3rd Gen Core processor DRAM Controller - 0150 Device ID: PCI\VEN_8086&DEV_0150&SUBSYS_01501849&REV_09\3&11583659&0&00 Driver: n/a ------------------ DirectShow Filters ------------------ DirectShow Filters: WMAudio Decoder DMO,0x00800800,1,1,WMADMOD.DLL,6.02.9200.16384 WMAPro over S/PDIF DMO,0x00600800,1,1,WMADMOD.DLL,6.02.9200.16384 WMSpeech Decoder DMO,0x00600800,1,1,WMSPDMOD.DLL,6.02.9200.16384 MP3 Decoder DMO,0x00600800,1,1,mp3dmod.dll,6.02.9200.16384 Mpeg4s Decoder DMO,0x00800001,1,1,mp4sdecd.dll,6.02.9200.16384 WMV Screen decoder DMO,0x00600800,1,1,wmvsdecd.dll,6.02.9200.16384 WMVideo Decoder DMO,0x00800001,1,1,wmvdecod.dll,6.02.9200.16384 Mpeg43 Decoder DMO,0x00800001,1,1,mp43decd.dll,6.02.9200.16384 Mpeg4 Decoder DMO,0x00800001,1,1,mpg4decd.dll,6.02.9200.16384 DV Muxer,0x00400000,0,0,qdv.dll,6.06.9200.16384 Color Space Converter,0x00400001,1,1,quartz.dll,6.06.9200.16384 WM ASF Reader,0x00400000,0,0,qasf.dll,12.00.9200.16384 AVI Splitter,0x00600000,1,1,quartz.dll,6.06.9200.16384 VGA 16 Color Ditherer,0x00400000,1,1,quartz.dll,6.06.9200.16384 SBE2MediaTypeProfile,0x00200000,0,0,sbe.dll,6.06.9200.16384 Microsoft DTV-DVD Video Decoder,0x005fffff,2,4,msmpeg2vdec.dll,12.00.8500.0000 AC3 Parser Filter,0x00600000,1,1,mpg2splt.ax,6.06.9200.16384 StreamBufferSink,0x00200000,0,0,sbe.dll,6.06.9200.16384 MJPEG Decompressor,0x00600000,1,1,quartz.dll,6.06.9200.16384 MPEG-I Stream Splitter,0x00600000,1,2,quartz.dll,6.06.9200.16384 SAMI (CC) Parser,0x00400000,1,1,quartz.dll,6.06.9200.16384 VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.9200.16384 MPEG-2 Splitter,0x005fffff,1,0,mpg2splt.ax,6.06.9200.16384 Closed Captions Analysis Filter,0x00200000,2,5,cca.dll,6.06.9200.16384 SBE2FileScan,0x00200000,0,0,sbe.dll,6.06.9200.16384 Microsoft MPEG-2 Video Encoder,0x00200000,1,1,msmpeg2enc.dll,12.00.9200.16384 Internal Script Command Renderer,0x00800001,1,0,quartz.dll,6.06.9200.16384 MPEG Audio Decoder,0x03680001,1,1,quartz.dll,6.06.9200.16384 DV Splitter,0x00600000,1,2,qdv.dll,6.06.9200.16384 Video Mixing Renderer 9,0x00200000,1,0,quartz.dll,6.06.9200.16384 Microsoft MPEG-2 Encoder,0x00200000,2,1,msmpeg2enc.dll,12.00.9200.16384 ACM Wrapper,0x00600000,1,1,quartz.dll,6.06.9200.16384 Video Renderer,0x00800001,1,0,quartz.dll,6.06.9200.16384 MPEG-2 Video Stream Analyzer,0x00200000,0,0,sbe.dll,6.06.9200.16384 Line 21 Decoder,0x00600000,1,1,, Video Port Manager,0x00600000,2,1,quartz.dll,6.06.9200.16384 Video Renderer,0x00400000,1,0,quartz.dll,6.06.9200.16384 VPS Decoder,0x00200000,0,0,WSTPager.ax,6.06.9200.16384 WM ASF Writer,0x00400000,0,0,qasf.dll,12.00.9200.16384 VBI Surface Allocator,0x00600000,1,1,vbisurf.ax,6.02.9200.16384 File writer,0x00200000,1,0,qcap.dll,6.06.9200.16384 DVD Navigator,0x00200000,0,3,qdvd.dll,6.06.9200.16384 Overlay Mixer2,0x00200000,1,1,, Microsoft MPEG-2 Audio Encoder,0x00200000,1,1,msmpeg2enc.dll,12.00.9200.16384 WST Pager,0x00200000,1,1,WSTPager.ax,6.06.9200.16384 MPEG-2 Demultiplexer,0x00600000,1,1,mpg2splt.ax,6.06.9200.16384 DV Video Decoder,0x00800000,1,1,qdv.dll,6.06.9200.16384 SampleGrabber,0x00200000,1,1,qedit.dll,6.06.9200.16384 Null Renderer,0x00200000,1,0,qedit.dll,6.06.9200.16384 MPEG-2 Sections and Tables,0x005fffff,1,0,Mpeg2Data.ax,6.06.9200.16384 Microsoft AC3 Encoder,0x00200000,1,1,msac3enc.dll,6.02.9200.16384 StreamBufferSource,0x00200000,0,0,sbe.dll,6.06.9200.16384 Smart Tee,0x00200000,1,2,qcap.dll,6.06.9200.16384 Overlay Mixer,0x00200000,0,0,, AVI Decompressor,0x00600000,1,1,quartz.dll,6.06.9200.16384 AVI/WAV File Source,0x00400000,0,2,quartz.dll,6.06.9200.16384 Wave Parser,0x00400000,1,1,quartz.dll,6.06.9200.16384 MIDI Parser,0x00400000,1,1,quartz.dll,6.06.9200.16384 Multi-file Parser,0x00400000,1,1,quartz.dll,6.06.9200.16384 File stream renderer,0x00400000,1,1,quartz.dll,6.06.9200.16384 Microsoft DTV-DVD Audio Decoder,0x005fffff,1,1,msmpeg2adec.dll,12.00.8506.0000 StreamBufferSink2,0x00200000,0,0,sbe.dll,6.06.9200.16384 AVI Mux,0x00200000,1,0,qcap.dll,6.06.9200.16384 Line 21 Decoder 2,0x00600002,1,1,quartz.dll,6.06.9200.16384 File Source (Async.),0x00400000,0,1,quartz.dll,6.06.9200.16384 File Source (URL),0x00400000,0,1,quartz.dll,6.06.9200.16384 AudioRecorder WAV Dest,0x00200000,0,0,WavDest.dll, AudioRecorder Wave Form,0x00200000,0,0,WavDest.dll, SoundRecorder Null Renderer,0x00200000,0,0,WavDest.dll, Infinite Pin Tee Filter,0x00200000,1,1,qcap.dll,6.06.9200.16384 Enhanced Video Renderer,0x00200000,1,0,evr.dll,6.02.9200.16384 BDA MPEG2 Transport Information Filter,0x00200000,2,0,psisrndr.ax,6.06.9200.16384 MPEG Video Decoder,0x40000001,1,1,quartz.dll,6.06.9200.16384 WDM Streaming Tee/Splitter Devices: Tee/Sink-to-Sink Converter,0x00200000,1,1,ksproxy.ax,6.02.9200.16384 Video Compressors: WMVideo8 Encoder DMO,0x00600800,1,1,wmvxencd.dll,6.02.9200.16384 WMVideo9 Encoder DMO,0x00600800,1,1,wmvencod.dll,6.02.9200.16384 MSScreen 9 encoder DMO,0x00600800,1,1,wmvsencd.dll,6.02.9200.16384 DV Video Encoder,0x00200000,0,0,qdv.dll,6.06.9200.16384 MJPEG Compressor,0x00200000,0,0,quartz.dll,6.06.9200.16384 Audio Compressors: WM Speech Encoder DMO,0x00600800,1,1,WMSPDMOE.DLL,6.02.9200.16384 WMAudio Encoder DMO,0x00600800,1,1,WMADMOE.DLL,6.02.9200.16384 IMA ADPCM,0x00200000,1,1,quartz.dll,6.06.9200.16384 PCM,0x00200000,1,1,quartz.dll,6.06.9200.16384 Microsoft ADPCM,0x00200000,1,1,quartz.dll,6.06.9200.16384 GSM 6.10,0x00200000,1,1,quartz.dll,6.06.9200.16384 CCITT A-Law,0x00200000,1,1,quartz.dll,6.06.9200.16384 CCITT u-Law,0x00200000,1,1,quartz.dll,6.06.9200.16384 MPEG Layer-3,0x00200000,1,1,quartz.dll,6.06.9200.16384 Audio Capture Sources: Microphone (Plantronics GameCom 780),0x00200000,0,0,qcap.dll,6.06.9200.16384 SPDIF Interface (Plantronics GameCom 780),0x00200000,0,0,qcap.dll,6.06.9200.16384 Line (Plantronics GameCom 780),0x00200000,0,0,qcap.dll,6.06.9200.16384 PBDA CP Filters: PBDA DTFilter,0x00600000,1,1,CPFilters.dll,6.06.9200.16384 PBDA ETFilter,0x00200000,0,0,CPFilters.dll,6.06.9200.16384 PBDA PTFilter,0x00200000,0,0,CPFilters.dll,6.06.9200.16384 Midi Renderers: Default MidiOut Device,0x00800000,1,0,quartz.dll,6.06.9200.16384 Microsoft GS Wavetable Synth,0x00200000,1,0,quartz.dll,6.06.9200.16384 WDM Streaming Capture Devices: Plantronics GameCom 780,0x00200000,4,2,ksproxy.ax,6.02.9200.16384 WDM Streaming Rendering Devices: HD Audio SPDIF out,0x00200000,1,1,ksproxy.ax,6.02.9200.16384 HD Audio Speaker,0x00200000,1,1,ksproxy.ax,6.02.9200.16384 Plantronics GameCom 780,0x00200000,4,2,ksproxy.ax,6.02.9200.16384 BDA Network Providers: Microsoft ATSC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.9200.16384 Microsoft DVBC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.9200.16384 Microsoft DVBS Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.9200.16384 Microsoft DVBT Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.9200.16384 Microsoft Network Provider,0x00200000,0,1,MSNP.ax,6.06.9200.16384 Multi-Instance Capable VBI Codecs: VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.9200.16384 BDA Transport Information Renderers: BDA MPEG2 Transport Information Filter,0x00600000,2,0,psisrndr.ax,6.06.9200.16384 MPEG-2 Sections and Tables,0x00600000,1,0,Mpeg2Data.ax,6.06.9200.16384 BDA CP/CA Filters: Decrypt/Tag,0x00600000,1,1,EncDec.dll,6.06.9200.16384 Encrypt/Tag,0x00200000,0,0,EncDec.dll,6.06.9200.16384 PTFilter,0x00200000,0,0,EncDec.dll,6.06.9200.16384 XDS Codec,0x00200000,0,0,EncDec.dll,6.06.9200.16384 WDM Streaming Communication Transforms: Tee/Sink-to-Sink Converter,0x00200000,1,1,ksproxy.ax,6.02.9200.16384 Audio Renderers: Speakers (Plantronics GameCom 780),0x00200000,1,0,quartz.dll,6.06.9200.16384 Default DirectSound Device,0x00800000,1,0,quartz.dll,6.06.9200.16384 Default WaveOut Device,0x00200000,1,0,quartz.dll,6.06.9200.16384 DirectSound: Speakers (Plantronics GameCom 780),0x00200000,1,0,quartz.dll,6.06.9200.16384 DirectSound: Speakers (High Definition Audio Device),0x00200000,1,0,quartz.dll,6.06.9200.16384 DirectSound: Digital Audio (S/PDIF) (High Definition Audio Device),0x00200000,1,0,quartz.dll,6.06.9200.16384 Speakers (High Definition Audio Device),0x00200000,1,0,quartz.dll,6.06.9200.16384 Digital Audio (S/PDIF) (High Definition Audio Device),0x00200000,1,0,quartz.dll,6.06.9200.16384 ---------------------------- Preferred DirectShow Filters ---------------------------- [HKEY_LOCAL_MACHINE\Software\Microsoft\DirectShow\Preferred] <media subtype GUID>, [<filter friendly name>, ]<filter CLSID> MEDIASUBTYPE_WMAUDIO_LOSSLESS, WMAudio Decoder DMO, CLSID_CWMADecMediaObject MEDIASUBTYPE_MPG4, Mpeg4 Decoder DMO, CLSID_CMpeg4DecMediaObject WMMEDIASUBTYPE_WMSP2, WMSpeech Decoder DMO, CLSID_CWMSPDecMediaObject MEDIASUBTYPE_WVC1, WMVideo Decoder DMO, CLSID_CWMVDecMediaObject {64687664-0000-0010-8000-00AA00389B71}, DV Video Decoder, CLSID_DVVideoCodec MEDIASUBTYPE_h264, Microsoft DTV-DVD Video Decoder, CLSID_CMPEG2VidDecoderDS MEDIASUBTYPE_MPEG1AudioPayload, MPEG Audio Decoder, CLSID_CMpegAudioCodec {78766964-0000-0010-8000-00AA00389B71}, Mpeg4s Decoder DMO, CLSID_CMpeg4sDecMediaObject MEDIASUBTYPE_WMAUDIO3, WMAudio Decoder DMO, CLSID_CWMADecMediaObject MEDIASUBTYPE_WMV2, WMVideo Decoder DMO, CLSID_CWMVDecMediaObject MEDIASUBTYPE_MPEG2_AUDIO, Microsoft DTV-DVD Audio Decoder, CLSID_CMPEG2AudDecoderDS {64697678-0000-0010-8000-00AA00389B71}, Mpeg4s Decoder DMO, CLSID_CMpeg4sDecMediaObject WMMEDIASUBTYPE_MP3, MP3 Decoder DMO, CLSID_CMP3DecMediaObject MEDIASUBTYPE_mp42, Mpeg4 Decoder DMO, CLSID_CMpeg4DecMediaObject MEDIASUBTYPE_MSS1, WMV Screen decoder DMO, CLSID_CMSSCDecMediaObject MEDIASUBTYPE_WVP2, WMVideo Decoder DMO, CLSID_CWMVDecMediaObject MEDIASUBTYPE_WMV1, WMVideo Decoder DMO, CLSID_CWMVDecMediaObject MEDIASUBTYPE_WMVP, WMVideo Decoder DMO, CLSID_CWMVDecMediaObject MEDIASUBTYPE_WMV3, WMVideo Decoder DMO, CLSID_CWMVDecMediaObject MEDIASUBTYPE_WMVR, WMVideo Decoder DMO, CLSID_CWMVDecMediaObject MEDIASUBTYPE_MJPG, MJPEG Decompressor, CLSID_MjpegDec MEDIASUBTYPE_mp43, Mpeg43 Decoder DMO, CLSID_CMpeg43DecMediaObject MEDIASUBTYPE_MSS2, WMV Screen decoder DMO, CLSID_CMSSCDecMediaObject {64737664-0000-0010-8000-00AA00389B71}, DV Video Decoder, CLSID_DVVideoCodec WMMEDIASUBTYPE_WMAudioV8, WMAudio Decoder DMO, CLSID_CWMADecMediaObject {44495658-0000-0010-8000-00AA00389B71}, Mpeg4s Decoder DMO, CLSID_CMpeg4sDecMediaObject WMMEDIASUBTYPE_WMSP1, WMSpeech Decoder DMO, CLSID_CWMSPDecMediaObject MEDIASUBTYPE_RAW_AAC1, Microsoft DTV-DVD Audio Decoder, CLSID_CMPEG2AudDecoderDS {6C737664-0000-0010-8000-00AA00389B71}, DV Video Decoder, CLSID_DVVideoCodec MEDIASUBTYPE_MP43, Mpeg43 Decoder DMO, CLSID_CMpeg43DecMediaObject MEDIASUBTYPE_MPEG1Payload, MPEG Video Decoder, CLSID_CMpegVideoCodec MEDIASUBTYPE_AVC1, Microsoft DTV-DVD Video Decoder, CLSID_CMPEG2VidDecoderDS {20637664-0000-0010-8000-00AA00389B71}, DV Video Decoder, CLSID_DVVideoCodec {58564944-0000-0010-8000-00AA00389B71}, Mpeg4s Decoder DMO, CLSID_CMpeg4sDecMediaObject MEDIASUBTYPE_MP42, Mpeg4 Decoder DMO, CLSID_CMpeg4DecMediaObject MEDIASUBTYPE_MPEG_ADTS_AAC, Microsoft DTV-DVD Audio Decoder, CLSID_CMPEG2AudDecoderDS MEDIASUBTYPE_mpg4, Mpeg4 Decoder DMO, CLSID_CMpeg4DecMediaObject MEDIASUBTYPE_M4S2, Mpeg4s Decoder DMO, CLSID_CMpeg4sDecMediaObject MEDIASUBTYPE_m4s2, Mpeg4s Decoder DMO, CLSID_CMpeg4sDecMediaObject MEDIASUBTYPE_MP4S, Mpeg4s Decoder DMO, CLSID_CMpeg4sDecMediaObject MEDIASUBTYPE_mp4s, Mpeg4s Decoder DMO, CLSID_CMpeg4sDecMediaObject MEDIASUBTYPE_MPEG1Packet, MPEG Video Decoder, CLSID_CMpegVideoCodec {5634504D-0000-0010-8000-00AA00389B71}, Mpeg4s Decoder DMO, CLSID_CMpeg4sDecMediaObject {7634706D-0000-0010-8000-00AA00389B71}, Mpeg4s Decoder DMO, CLSID_CMpeg4sDecMediaObject MEDIASUBTYPE_H264, Microsoft DTV-DVD Video Decoder, CLSID_CMPEG2VidDecoderDS MEDIASUBTYPE_MPEG2_VIDEO, Microsoft DTV-DVD Video Decoder, CLSID_CMPEG2VidDecoderDS MEDIASUBTYPE_WMVA, WMVideo Decoder DMO, CLSID_CWMVDecMediaObject MEDIASUBTYPE_MSAUDIO1, WMAudio Decoder DMO, CLSID_CWMADecMediaObject MEDIASUBTYPE_DVD_LPCM_AUDIO, Microsoft DTV-DVD Audio Decoder, CLSID_CMPEG2AudDecoderDS MEDIASUBTYPE_MPEG_LOAS, Microsoft DTV-DVD Audio Decoder, CLSID_CMPEG2AudDecoderDS --------------------------- Media Foundation Transforms --------------------------- [HKEY_LOCAL_MACHINE\Software\Classes\MediaFoundation\Transforms] <category>: <transform friendly name>, <transform CLSID>, <flags>, [<merit>, ]<file name>, <file version> Video Decoders: Microsoft MPEG Video Decoder MFT, {2D709E52-123F-49B5-9CBC-9AF5CDE28FB9}, 0x1, msmpeg2vdec.dll, 12.00.8500.0000 DV Decoder MFT, {404A6DE5-D4D6-4260-9BC7-5A6CBD882432}, 0x1, mfdvdec.dll, 6.02.9200.16384 Mpeg4s Decoder MFT, CLSID_CMpeg4sDecMFT, 0x1, mp4sdecd.dll, 6.02.9200.16384 Microsoft H264 Video Decoder MFT, CLSID_CMSH264DecoderMFT, 0x1, msmpeg2vdec.dll, 12.00.8500.0000 WMV Screen decoder MFT, CLSID_CMSSCDecMediaObject, 0x1, wmvsdecd.dll, 6.02.9200.16384 WMVideo Decoder MFT, CLSID_CWMVDecMediaObject, 0x1, wmvdecod.dll, 6.02.9200.16384 MJPEG Decoder MFT, {CB17E772-E1CC-4633-8450-5617AF577905}, 0x1, mfmjpegdec.dll, 6.02.9200.16384 Mpeg43 Decoder MFT, CLSID_CMpeg43DecMediaObject, 0x1, mp43decd.dll, 6.02.9200.16384 Mpeg4 Decoder MFT, CLSID_CMpeg4DecMediaObject, 0x1, mpg4decd.dll, 6.02.9200.16384 Video Encoders: Intel® Quick Sync Video H.264 Encoder MFT, {4BE8D3C0-0515-4A37-AD55-E4BAE19AF471}, 0x4, 7, mfx_mft_h264ve_64.dll, 3.12.0010.0031 H264 Encoder MFT, {6CA50344-051A-4DED-9779-A43305165E35}, 0x1, mfh264enc.dll, 6.02.9200.16384 WMVideo8 Encoder MFT, CLSID_CWMVXEncMediaObject, 0x1, wmvxencd.dll, 6.02.9200.16384 WMVideo9 Encoder MFT, CLSID_CWMV9EncMediaObject, 0x1, wmvencod.dll, 6.02.9200.16384 Microsoft MPEG-2 Video Encoder MFT, {E6335F02-80B7-4DC4-ADFA-DFE7210D20D5}, 0x2, msmpeg2enc.dll, 12.00.9200.16384 Video Effects: Frame Rate Converter, CLSID_CFrameRateConvertDmo, 0x1, mfvdsp.dll, 6.02.9200.16384 Resizer MFT, CLSID_CResizerDMO, 0x1, vidreszr.dll, 6.02.9200.16384 VideoStabilization MFT, {51571744-7FE4-4FF2-A498-2DC34FF74F1B}, 0x1, MSVideoDSP.dll, 6.02.9200.16384 Color Control, CLSID_CColorControlDmo, 0x1, mfvdsp.dll, 6.02.9200.16384 Color Converter MFT, CLSID_CColorConvertDMO, 0x1, colorcnv.dll, 6.02.9200.16384 Video Processor: Microsoft Video Processor MFT, {88753B26-5B24-49BD-B2E7-0C445C78C982}, 0x1, msvproc.dll, 12.00.9200.16384 Audio Decoders: Microsoft Dolby Digital Plus Decoder MFT, {177C0AFE-900B-48D4-9E4C-57ADD250B3D4}, 0x1, MSAudDecMFT.dll, 6.02.9200.16384 WMAudio Decoder MFT, CLSID_CWMADecMediaObject, 0x1, WMADMOD.DLL, 6.02.9200.16384 Microsoft AAC Audio Decoder MFT, CLSID_CMSAACDecMFT, 0x1, MSAudDecMFT.dll, 6.02.9200.16384 GSM ACM Wrapper MFT, {4A76B469-7B66-4DD4-BA2D-DDF244C766DC}, 0x1, mfcore.dll, 12.00.9200.16384 WMAPro over S/PDIF MFT, CLSID_CWMAudioSpdTxDMO, 0x1, WMADMOD.DLL, 6.02.9200.16384 Microsoft MPEG Audio Decoder MFT, {70707B39-B2CA-4015-ABEA-F8447D22D88B}, 0x1, MSAudDecMFT.dll, 6.02.9200.16384 WMSpeech Decoder DMO, CLSID_CWMSPDecMediaObject, 0x1, WMSPDMOD.DLL, 6.02.9200.16384 G711 Wrapper MFT, {92B66080-5E2D-449E-90C4-C41F268E5514}, 0x1, mfcore.dll, 12.00.9200.16384 IMA ADPCM ACM Wrapper MFT, {A16E1BFF-A80D-48AD-AECD-A35C005685FE}, 0x1, mfcore.dll, 12.00.9200.16384 MP3 Decoder MFT, CLSID_CMP3DecMediaObject, 0x1, mp3dmod.dll, 6.02.9200.16384 ADPCM ACM Wrapper MFT, {CA34FE0A-5722-43AD-AF23-05F7650257DD}, 0x1, mfcore.dll, 12.00.9200.16384 Audio Encoders: MP3 Encoder ACM Wrapper MFT, {11103421-354C-4CCA-A7A3-1AFF9A5B6701}, 0x1, mfcore.dll, 12.00.9200.16384 WM Speech Encoder DMO, CLSID_CWMSPEncMediaObject2, 0x1, WMSPDMOE.DLL, 6.02.9200.16384 Microsoft MPEG-2 Audio Encoder MFT, {46A4DD5C-73F8-4304-94DF-308F760974F4}, 0x1, msmpeg2enc.dll, 12.00.9200.16384 WMAudio Encoder MFT, CLSID_CWMAEncMediaObject, 0x1, WMADMOE.DLL, 6.02.9200.16384 Microsoft AAC Audio Encoder MFT, {93AF0C51-2275-45D2-A35B-F2BA21CAED00}, 0x1, mfAACEnc.dll, 6.02.9200.16384 Microsoft Dolby Digital Encoder MFT, {AC3315C9-F481-45D7-826C-0B406C1F64B8}, 0x1, msac3enc.dll, 6.02.9200.16384 Audio Effects: AEC, CLSID_CWMAudioAEC, 0x1, mfwmaaec.dll, 6.02.9200.16384 Resampler MFT, CLSID_CResamplerMediaObject, 0x1, resampledmo.dll, 6.02.9200.16384 Multiplexers: Microsoft MPEG2 Multiplexer MFT, {AB300F71-01AB-46D2-AB6C-64906CB03258}, 0x2, mfmpeg2srcsnk.dll, 12.00.9200.16384 Others: Microsoft H264 Video Remux (MPEG2TSToMP4) MFT, {05A47EBB-8BF0-4CBF-AD2F-3B71D75866F5}, 0x1, msmpeg2vdec.dll, 12.00.8500.0000 -------------------------------------------- Media Foundation Enabled Hardware Categories -------------------------------------------- [HKEY_LOCAL_MACHINE\Software\Microsoft\Windows Media Foundation\HardwareMFT] EnableEncoders = 1 ------------------------------------- Media Foundation Byte Stream Handlers ------------------------------------- [HKEY_LOCAL_MACHINE\Software\Microsoft\Windows Media Foundation\ByteStreamHandlers] [HKEY_LOCAL_MACHINE\Software\Classes\MediaFoundation\MediaSources\Preferred] <file ext. or MIME type>, <handler CLSID>, <brief description>[, Preferred] .3g2, {271C3902-6095-4C45-A22F-20091816EE9E}, MPEG4 Byte Stream Handler, Preferred .3gp, {271C3902-6095-4C45-A22F-20091816EE9E}, MPEG4 Byte Stream Handler, Preferred .3gp2, {271C3902-6095-4C45-A22F-20091816EE9E}, MPEG4 Byte Stream Handler, Preferred .3gpp, {271C3902-6095-4C45-A22F-20091816EE9E}, MPEG4 Byte Stream Handler, Preferred .aac, {926F41F7-003E-4382-9E84-9E953BE10562}, ADTS Byte Stream Handler, Preferred .ac3, {46031BA1-083F-47D9-8369-23C92BDAB2FF}, AC-3 Byte Stream Handler, Preferred .adt, {926F41F7-003E-4382-9E84-9E953BE10562}, ADTS Byte Stream Handler, Preferred .adts, {926F41F7-003E-4382-9E84-9E953BE10562}, ADTS Byte Stream Handler, Preferred .asf, {41457294-644C-4298-A28A-BD69F2C0CF3B}, ASF Byte Stream Handler, Preferred .avi, {7AFA253E-F823-42F6-A5D9-714BDE467412}, AVI Byte Stream Handler, Preferred .dvr-ms, {65964407-A5D8-4060-85B0-1CCD63F768E2}, dvr-ms Byte Stream Handler, Preferred .dvr-ms, {A8721937-E2FB-4D7A-A9EE-4EB08C890B6E}, MF SBE Source ByteStreamHandler .ec3, {46031BA1-083F-47D9-8369-23C92BDAB2FF}, AC-3 Byte Stream Handler, Preferred .m2t, {40871C59-AB40-471F-8DC3-1F259D862479}, MPEG2 Byte Stream Handler, Preferred .m2ts, {40871C59-AB40-471F-8DC3-1F259D862479}, MPEG2 Byte Stream Handler, Preferred .m4a, {271C3902-6095-4C45-A22F-20091816EE9E}, MPEG4 Byte Stream Handler, Preferred .m4v, {271C3902-6095-4C45-A22F-20091816EE9E}, MPEG4 Byte Stream Handler, Preferred .mod, {40871C59-AB40-471F-8DC3-1F259D862479}, MPEG2 Byte Stream Handler, Preferred .mov, {271C3902-6095-4C45-A22F-20091816EE9E}, MPEG4 Byte Stream Handler, Preferred .mp2v, {40871C59-AB40-471F-8DC3-1F259D862479}, MPEG2 Byte Stream Handler, Preferred .mp3, {A82E50BA-8E92-41EB-9DF2-433F50EC2993}, MP3 Byte Stream Handler, Preferred .mp4, {271C3902-6095-4C45-A22F-20091816EE9E}, MPEG4 Byte Stream Handler, Preferred .mp4v, {271C3902-6095-4C45-A22F-20091816EE9E}, MPEG4 Byte Stream Handler, Preferred .mpa, {A82E50BA-8E92-41EB-9DF2-433F50EC2993}, MP3 Byte Stream Handler, Preferred .mpeg, {40871C59-AB40-471F-8DC3-1F259D862479}, MPEG2 Byte Stream Handler, Preferred .mpg, {40871C59-AB40-471F-8DC3-1F259D862479}, MPEG2 Byte Stream Handler, Preferred .mts, {40871C59-AB40-471F-8DC3-1F259D862479}, MPEG2 Byte Stream Handler, Preferred .nsc, {B084785C-DDE0-4D30-8CA8-05A373E185BE}, NSC Byte Stream Handler, Preferred .sami, {7A56C4CB-D678-4188-85A8-BA2EF68FA10D}, SAMI Byte Stream Handler, Preferred .smi, {7A56C4CB-D678-4188-85A8-BA2EF68FA10D}, SAMI Byte Stream Handler, Preferred .tod, {40871C59-AB40-471F-8DC3-1F259D862479}, MPEG2 Byte Stream Handler, Preferred .ts, {40871C59-AB40-471F-8DC3-1F259D862479}, MPEG2 Byte Stream Handler, Preferred .tts, {40871C59-AB40-471F-8DC3-1F259D862479}, MPEG2 Byte Stream Handler, Preferred .vob, {40871C59-AB40-471F-8DC3-1F259D862479}, MPEG2 Byte Stream Handler, Preferred .wav, {42C9B9F5-16FC-47EF-AF22-DA05F7C842E3}, WAV Byte Stream
Leaflowave / CV Local Feature MatchingThe goal of this assignment is to create a local feature-matching algorithm. The pipeline we suggest is a simplified version of the famous SIFT. The matching pipeline should work for instance-level matching - multiple views of the same physical scene.
mehmetaydar / LinstaMatch CsharpAn improved method of locality-sensitive hashing for scalable instance matching. In this study, we propose a scalable approach for automatically identifying similar candidate instance pairs in very large datasets utilizing minhash-lsh-algorithm in C#.
dovnel / Win 7------------------ System Information ------------------ Time of this report: 9/2/2015, 19:28:59 Machine name: MANO-PC Operating System: Windows 7 Professional 32-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.150722-0600) Language: Lithuanian (Regional Setting: Lithuanian) System Manufacturer: Acer, inc. System Model: Aspire 5920 BIOS: ZD1 v1.3811 3H11 Processor: Intel(R) Core(TM)2 Duo CPU T5550 @ 1.83GHz (2 CPUs), ~1.8GHz Memory: 2048MB RAM Available OS Memory: 2038MB RAM Page File: 2100MB used, 2995MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.01.7601.17514 32bit Unicode ------------ DxDiag Notes ------------ Display Tab 1: No problems found. Sound Tab 1: No problems found. Sound Tab 2: No problems found. Sound Tab 3: No problems found. Input Tab: No problems found. -------------------- DirectX Debug Levels -------------------- Direct3D: 0/4 (retail) DirectDraw: 0/4 (retail) DirectInput: 0/5 (retail) DirectMusic: 0/5 (retail) DirectPlay: 0/9 (retail) DirectSound: 0/5 (retail) DirectShow: 0/6 (retail) --------------- Display Devices --------------- Card name: Mobile Intel(R) 965 Express Chipset Family Manufacturer: Intel Corporation Chip type: Mobile Intel(R) 965 Express Chipset Family DAC type: Internal Device Key: Enum\PCI\VEN_8086&DEV_2A02&SUBSYS_01211025&REV_03 Display Memory: 358 MB Dedicated Memory: 0 MB Shared Memory: 358 MB Current Mode: 1280 x 800 (32 bit) (60Hz) Monitor Name: Generic PnP Monitor Monitor Model: unknown Monitor Id: SEC3945 Native Mode: 1280 x 800(p) (60.004Hz) Output Type: Internal Driver Name: igdumdx32.dll,igd10umd32.dll Driver File Version: 8.14.0010.1930 (English) Driver Version: 8.15.10.1930 DDI Version: 10 Driver Model: WDDM 1.1 Driver Attributes: Final Retail Driver Date/Size: 9/23/2009 19:14:54, 536576 bytes WHQL Logo'd: Yes WHQL Date Stamp: Device Identifier: {D7B78E66-6942-11CF-1F74-2B21A2C2C535} Vendor ID: 0x8086 Device ID: 0x2A02 SubSys ID: 0x01211025 Revision ID: 0x0003 Driver Strong Name: oem2.inf:Intel.Mfg:i965GM0:8.15.10.1930:pci\ven_8086&dev_2a02 Rank Of Driver: 00EC2001 Video Accel: ModeMPEG2_A ModeMPEG2_C ModeWMV9_B ModeVC1_B Deinterlace Caps: {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend D3D9 Overlay: Not Supported DXVA-HD: Not Supported DDraw Status: Enabled D3D Status: Enabled AGP Status: Enabled ------------- Sound Devices ------------- Description: Speakers (Realtek High Definition Audio) Default Sound Playback: Yes Default Voice Playback: Yes Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0888&SUBSYS_10250121&REV_1001 Manufacturer ID: 1 Product ID: 100 Type: WDM Driver Name: RTKVHDA.sys Driver Version: 6.00.0001.5901 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 7/23/2009 17:56:12, 2737248 bytes Other Files: Driver Provider: Realtek Semiconductor Corp. HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No Description: Realtek HDMI Output (Realtek High Definition Audio) Default Sound Playback: No Default Voice Playback: No Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0888&SUBSYS_10250121&REV_1001 Manufacturer ID: 1 Product ID: 100 Type: WDM Driver Name: RTKVHDA.sys Driver Version: 6.00.0001.5901 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 7/23/2009 17:56:12, 2737248 bytes Other Files: Driver Provider: Realtek Semiconductor Corp. HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No Description: Realtek Digital Output (Realtek High Definition Audio) Default Sound Playback: No Default Voice Playback: No Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0888&SUBSYS_10250121&REV_1001 Manufacturer ID: 1 Product ID: 100 Type: WDM Driver Name: RTKVHDA.sys Driver Version: 6.00.0001.5901 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 7/23/2009 17:56:12, 2737248 bytes Other Files: Driver Provider: Realtek Semiconductor Corp. HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No --------------------- Sound Capture Devices --------------------- Description: Microphone (Realtek High Definition Audio) Default Sound Capture: Yes Default Voice Capture: Yes Driver Name: RTKVHDA.sys Driver Version: 6.00.0001.5901 (English) Driver Attributes: Final Retail Date and Size: 7/23/2009 17:56:12, 2737248 bytes Cap Flags: 0x1 Format Flags: 0xFFFFF ------------------- DirectInput Devices ------------------- Device Name: Mouse Attached: 1 Controller ID: n/a Vendor/Product ID: n/a FF Driver: n/a Device Name: Keyboard Attached: 1 Controller ID: n/a Vendor/Product ID: n/a FF Driver: n/a Device Name: Microsoft eHome Infrared Transceiver Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x045E, 0x006D FF Driver: n/a Device Name: Microsoft eHome Infrared Transceiver Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x045E, 0x006D FF Driver: n/a Device Name: Microsoft eHome Infrared Transceiver Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x045E, 0x006D FF Driver: n/a Device Name: Microsoft eHome Infrared Transceiver Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x045E, 0x006D FF Driver: n/a Device Name: Generic USB Joystick Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x1345, 0x1000 FF Driver: n/a Poll w/ Interrupt: No ----------- USB Devices ----------- + USB Root Hub | Vendor/Product ID: 0x8086, 0x2832 | Matching Device ID: usb\root_hub | Service: usbhub | Driver: usbhub.sys, 8/18/2015 00:51:18, 258560 bytes | Driver: usbd.sys, 8/18/2015 00:51:18, 6016 bytes ---------------- Gameport Devices ---------------- ------------ PS/2 Devices ------------ + Standard PS/2 Keyboard | Matching Device ID: *pnp0303 | Service: i8042prt | Driver: i8042prt.sys, 7/14/2009 02:11:24, 80896 bytes | Driver: kbdclass.sys, 7/14/2009 04:20:36, 42576 bytes | + Microsoft eHome Remote Control Keyboard keys | Matching Device ID: hid\irdevicev2&col05 | Service: kbdhid | Driver: kbdhid.sys, 11/21/2010 00:29:03, 28160 bytes | Driver: kbdclass.sys, 7/14/2009 04:20:36, 42576 bytes | + Microsoft eHome MCIR Keyboard | Matching Device ID: hid\irdevicev2&col06 | Service: kbdhid | Driver: kbdhid.sys, 11/21/2010 00:29:03, 28160 bytes | Driver: kbdclass.sys, 7/14/2009 04:20:36, 42576 bytes | + Microsoft eHome MCIR 109 Keyboard | Matching Device ID: hid\irdevicev2&col07 | Service: kbdhid | Driver: kbdhid.sys, 11/21/2010 00:29:03, 28160 bytes | Driver: kbdclass.sys, 7/14/2009 04:20:36, 42576 bytes | + Terminal Server Keyboard Driver | Matching Device ID: root\rdp_kbd | Upper Filters: kbdclass | Service: TermDD | Driver: i8042prt.sys, 7/14/2009 02:11:24, 80896 bytes | Driver: kbdclass.sys, 7/14/2009 04:20:36, 42576 bytes | + Synaptics PS/2 Port TouchPad | Matching Device ID: *syn1b03 | Upper Filters: SynTP | Service: i8042prt | + HID-compliant mouse | Matching Device ID: hid_device_system_mouse | Service: mouhid | Driver: mouhid.sys, 7/14/2009 02:45:08, 26112 bytes | Driver: mouclass.sys, 7/14/2009 04:20:44, 41552 bytes | + HID-compliant mouse | Vendor/Product ID: 0x04F3, 0x0235 | Matching Device ID: hid_device_system_mouse | Service: mouhid | Driver: mouhid.sys, 7/14/2009 02:45:08, 26112 bytes | Driver: mouclass.sys, 7/14/2009 04:20:44, 41552 bytes | + Terminal Server Mouse Driver | Matching Device ID: root\rdp_mou | Upper Filters: mouclass | Service: TermDD | Driver: termdd.sys, 11/21/2010 00:29:03, 53120 bytes | Driver: sermouse.sys, 7/14/2009 02:45:08, 19968 bytes | Driver: mouclass.sys, 7/14/2009 04:20:44, 41552 bytes ------------------------ Disk & DVD/CD-ROM Drives ------------------------ Drive: C: Free Space: 14.2 GB Total Space: 114.5 GB File System: NTFS Model: Hitachi HTS542512K9SA00 Drive: D: Model: TSSTcorp CDDVDW TS-L632H ATA Device Driver: c:\windows\system32\drivers\cdrom.sys, 6.01.7601.17514 (Lithuanian), 11/21/2010 00:29:03, 108544 bytes -------------- System Devices -------------- Name: Mobile Intel(R) PM965/GM965/GL960/GS965 Express Processor to DRAM Controller - 2A00 Device ID: PCI\VEN_8086&DEV_2A00&SUBSYS_01211025&REV_03\3&21436425&0&00 Driver: n/a Name: Intel(R) ICH8 Family USB2 Enhanced Host Controller - 2836 Device ID: PCI\VEN_8086&DEV_2836&SUBSYS_01211025&REV_03\3&21436425&0&EF Driver: C:\Windows\system32\drivers\usbehci.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 43520 bytes Driver: C:\Windows\system32\drivers\usbport.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 284672 bytes Driver: C:\Windows\system32\drivers\usbhub.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 258560 bytes Name: Intel(R) 82801 PCI Bridge - 2448 Device ID: PCI\VEN_8086&DEV_2448&SUBSYS_00000000&REV_F3\3&21436425&0&F0 Driver: C:\Windows\system32\DRIVERS\pci.sys, 6.01.7601.17514 (English), 11/21/2010 00:29:03, 153984 bytes Name: Intel(R) ICH8M Ultra ATA Storage Controllers - 2850 Device ID: PCI\VEN_8086&DEV_2850&SUBSYS_01211025&REV_03\3&21436425&0&F9 Driver: C:\Windows\system32\DRIVERS\intelide.sys, 6.01.7600.16385 (English), 7/14/2009 04:20:36, 15424 bytes Driver: C:\Windows\system32\DRIVERS\pciidex.sys, 6.01.7600.16385 (Lithuanian), 7/14/2009 04:19:03, 42560 bytes Driver: C:\Windows\system32\DRIVERS\atapi.sys, 6.01.7600.16385 (English), 7/14/2009 04:26:15, 21584 bytes Driver: C:\Windows\system32\DRIVERS\ataport.sys, 6.01.7601.18231 (Lithuanian), 8/18/2015 00:51:05, 133056 bytes Name: Intel(R) ICH8 Family USB Universal Host Controller - 2835 Device ID: PCI\VEN_8086&DEV_2835&SUBSYS_01211025&REV_03\3&21436425&0&D1 Driver: C:\Windows\system32\drivers\usbuhci.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 24064 bytes Driver: C:\Windows\system32\drivers\usbport.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 284672 bytes Driver: C:\Windows\system32\drivers\usbhub.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 258560 bytes Name: Broadcom NetLink (TM) Gigabit Ethernet Device ID: PCI\VEN_14E4&DEV_1693&SUBSYS_01211025&REV_02\4&1D1097F2&0&00E5 Driver: n/a Name: High Definition Audio Controller Device ID: PCI\VEN_8086&DEV_284B&SUBSYS_01211025&REV_03\3&21436425&0&D8 Driver: C:\Windows\system32\DRIVERS\hdaudbus.sys, 6.01.7601.17514 (English), 11/21/2010 00:29:03, 108544 bytes Name: Intel(R) ICH8 Family USB Universal Host Controller - 2834 Device ID: PCI\VEN_8086&DEV_2834&SUBSYS_01211025&REV_03\3&21436425&0&D0 Driver: C:\Windows\system32\drivers\usbuhci.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 24064 bytes Driver: C:\Windows\system32\drivers\usbport.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 284672 bytes Driver: C:\Windows\system32\drivers\usbhub.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 258560 bytes Name: Ricoh xD-Picture Card Controller Device ID: PCI\VEN_1180&DEV_0852&SUBSYS_01211025&REV_12\4&6AD4B7A&0&4CF0 Driver: C:\Windows\system32\DRIVERS\rixdptsk.sys, 6.00.0001.0000 (Japanese), 11/14/2006 17:35:20, 37376 bytes Driver: C:\Windows\system32\rixdicon.dll, 5/6/2005 19:06:00, 16480 bytes Name: Intel(R) ICH8 Family PCI Express Root Port 6 - 2849 Device ID: PCI\VEN_8086&DEV_2849&SUBSYS_01211025&REV_03\3&21436425&0&E5 Driver: C:\Windows\system32\DRIVERS\pci.sys, 6.01.7601.17514 (English), 11/21/2010 00:29:03, 153984 bytes Name: Intel(R) ICH8 Family USB Universal Host Controller - 2832 Device ID: PCI\VEN_8086&DEV_2832&SUBSYS_01211025&REV_03\3&21436425&0&EA Driver: C:\Windows\system32\drivers\usbuhci.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 24064 bytes Driver: C:\Windows\system32\drivers\usbport.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 284672 bytes Driver: C:\Windows\system32\drivers\usbhub.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 258560 bytes Name: Ricoh SD/MMC Host Controller Device ID: PCI\VEN_1180&DEV_0843&SUBSYS_01211025&REV_12\4&6AD4B7A&0&4AF0 Driver: C:\Windows\system32\DRIVERS\rimmptsk.sys, 6.00.0002.0003 (Japanese), 2/24/2007 15:42:22, 39936 bytes Name: Intel(R) ICH8 Family PCI Express Root Port 4 - 2845 Device ID: PCI\VEN_8086&DEV_2845&SUBSYS_01211025&REV_03\3&21436425&0&E3 Driver: C:\Windows\system32\DRIVERS\pci.sys, 6.01.7601.17514 (English), 11/21/2010 00:29:03, 153984 bytes Name: Intel(R) ICH8 Family USB Universal Host Controller - 2831 Device ID: PCI\VEN_8086&DEV_2831&SUBSYS_01211025&REV_03\3&21436425&0&E9 Driver: C:\Windows\system32\drivers\usbuhci.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 24064 bytes Driver: C:\Windows\system32\drivers\usbport.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 284672 bytes Driver: C:\Windows\system32\drivers\usbhub.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 258560 bytes Name: Ricoh 1394 OHCI Compliant Host Controller Device ID: PCI\VEN_1180&DEV_0832&SUBSYS_01211025&REV_05\4&6AD4B7A&0&48F0 Driver: C:\Windows\system32\DRIVERS\1394ohci.sys, 6.01.7601.17514 (English), 11/21/2010 00:29:03, 164864 bytes Name: Intel(R) PRO/Wireless 3945ABG Network Connection Device ID: PCI\VEN_8086&DEV_4222&SUBSYS_10018086&REV_02\4&10F04939&0&00E3 Driver: n/a Name: Intel(R) ICH8 Family PCI Express Root Port 1 - 283F Device ID: PCI\VEN_8086&DEV_283F&SUBSYS_01211025&REV_03\3&21436425&0&E0 Driver: C:\Windows\system32\DRIVERS\pci.sys, 6.01.7601.17514 (English), 11/21/2010 00:29:03, 153984 bytes Name: Intel(R) ICH8 Family USB Universal Host Controller - 2830 Device ID: PCI\VEN_8086&DEV_2830&SUBSYS_01211025&REV_03\3&21436425&0&E8 Driver: C:\Windows\system32\drivers\usbuhci.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 24064 bytes Driver: C:\Windows\system32\drivers\usbport.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 284672 bytes Driver: C:\Windows\system32\drivers\usbhub.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 258560 bytes Name: SDA Standard Compliant SD Host Controller Device ID: PCI\VEN_1180&DEV_0822&SUBSYS_01211025&REV_22\4&6AD4B7A&0&49F0 Driver: C:\Windows\system32\DRIVERS\sdbus.sys, 6.01.7601.17514 (English), 11/21/2010 00:29:03, 84992 bytes Name: Mobile Intel(R) 965 Express Chipset Family Device ID: PCI\VEN_8086&DEV_2A03&SUBSYS_01211025&REV_03\3&21436425&0&11 Driver: n/a Name: Intel(R) ICH8 Family SMBus Controller - 283E Device ID: PCI\VEN_8086&DEV_283E&SUBSYS_01211025&REV_03\3&21436425&0&FB Driver: n/a Name: Intel(R) 82801HEM/HBM SATA AHCI Controller Device ID: PCI\VEN_8086&DEV_2829&SUBSYS_01211025&REV_03\3&21436425&0&FA Driver: C:\Windows\system32\DRIVERS\iaStor.sys, 7.00.0001.1001 (English), 10/30/2007 15:05:00, 277784 bytes Name: Ricoh Memory Stick Controller Device ID: PCI\VEN_1180&DEV_0592&SUBSYS_01211025&REV_12\4&6AD4B7A&0&4BF0 Driver: C:\Windows\system32\snymsico.dll, 1.00.0000.9120 (English), 9/4/2004 04:00:00, 90112 bytes Driver: C:\Windows\system32\DRIVERS\rimsptsk.sys, 6.00.0001.0010 (Japanese), 1/23/2007 17:40:20, 42496 bytes Name: Mobile Intel(R) 965 Express Chipset Family Device ID: PCI\VEN_8086&DEV_2A02&SUBSYS_01211025&REV_03\3&21436425&0&10 Driver: C:\Windows\system32\DRIVERS\igdkmd32.sys, 8.14.0010.1930 (English), 9/23/2009 19:18:14, 4808192 bytes Driver: C:\Windows\system32\igdumd32.dll, 8.14.0010.1930 (English), 9/23/2009 19:18:08, 3829760 bytes Driver: C:\Windows\system32\igkrng400.bin, 9/23/2009 19:16:08, 2050952 bytes Driver: C:\Windows\system32\iglhxs32.vp, 9/23/2009 19:45:20, 39440 bytes Driver: C:\Windows\system32\iglhxo32.vp, 9/23/2009 18:45:12, 60015 bytes Driver: C:\Windows\system32\iglhxc32.vp, 9/23/2009 18:45:12, 60226 bytes Driver: C:\Windows\system32\iglhxg32.vp, 9/23/2009 18:45:12, 60254 bytes Driver: C:\Windows\system32\iglhxa32.vp, 9/23/2009 18:45:12, 1090 bytes Driver: C:\Windows\system32\iglhxa32.cpa, 9/23/2009 18:45:12, 1921265 bytes Driver: C:\Windows\system32\hccutils.dll, 8.14.0010.1930 (English), 9/23/2009 18:49:04, 94208 bytes Driver: C:\Windows\system32\igfxsrvc.dll, 8.14.0010.1930 (English), 9/23/2009 18:49:24, 51712 bytes Driver: C:\Windows\system32\igfxsrvc.exe, 8.14.0010.1930 (English), 9/23/2009 12:30:48, 252952 bytes Driver: C:\Windows\system32\igfxpph.dll, 8.14.0010.1930 (English), 9/23/2009 18:49:42, 199680 bytes Driver: C:\Windows\system32\igfxcpl.cpl, 8.14.0010.1930 (English), 9/23/2009 18:49:34, 119296 bytes Driver: C:\Windows\system32\igfxcfg.exe, 8.14.0010.1930 (English), 9/23/2009 12:30:50, 672792 bytes Driver: C:\Windows\system32\igfxdev.dll, 8.14.0010.1930 (English), 9/23/2009 18:49:00, 218112 bytes Driver: C:\Windows\system32\igfxdo.dll, 8.14.0010.1930 (English), 9/23/2009 18:49:10, 130048 bytes Driver: C:\Windows\system32\igfxtray.exe, 8.14.0010.1930 (English), 9/23/2009 12:30:48, 141848 bytes Driver: C:\Windows\system32\hkcmd.exe, 8.14.0010.1930 (English), 9/23/2009 12:30:48, 173592 bytes Driver: C:\Windows\system32\igfxress.dll, 8.14.0010.1930 (English), 9/23/2009 18:48:52, 5702656 bytes Driver: C:\Windows\system32\igfxpers.exe, 8.14.0010.1930 (English), 9/23/2009 12:30:48, 150552 bytes Driver: C:\Windows\system32\igfxTMM.dll, 8.14.0010.1930 (English), 9/23/2009 18:49:42, 257536 bytes Driver: C:\Windows\system32\TVWSetup.exe, 1.00.0001.0000 (English), 9/23/2009 12:30:50, 8198680 bytes Driver: C:\Windows\system32\igfxext.exe, 8.14.0010.1930 (English), 9/23/2009 12:30:48, 173080 bytes Driver: C:\Windows\system32\igfxexps.dll, 8.14.0010.1930 (English), 9/23/2009 18:49:36, 23552 bytes Driver: C:\Windows\system32\oemdspif.dll, 8.14.0010.1930 (English), 9/23/2009 18:49:38, 59392 bytes Driver: C:\Windows\system32\igfxrara.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:08, 252416 bytes Driver: C:\Windows\system32\igfxrchs.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:10, 178176 bytes Driver: C:\Windows\system32\igfxrcht.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:10, 179712 bytes Driver: C:\Windows\system32\igfxrdan.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:10, 280576 bytes Driver: C:\Windows\system32\igfxrdeu.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:10, 303616 bytes Driver: C:\Windows\system32\igfxrenu.lrc, 8.14.0010.1930 (English), 9/23/2009 18:48:52, 275968 bytes Driver: C:\Windows\system32\igfxresp.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:12, 303104 bytes Driver: C:\Windows\system32\igfxrfin.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:12, 281088 bytes Driver: C:\Windows\system32\igfxrfra.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:12, 303616 bytes Driver: C:\Windows\system32\igfxrheb.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:14, 249856 bytes Driver: C:\Windows\system32\igfxrita.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:14, 304640 bytes Driver: C:\Windows\system32\igfxrjpn.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:14, 206848 bytes Driver: C:\Windows\system32\igfxrkor.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:14, 205312 bytes Driver: C:\Windows\system32\igfxrnld.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:16, 299520 bytes Driver: C:\Windows\system32\igfxrnor.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:16, 280064 bytes Driver: C:\Windows\system32\igfxrplk.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:16, 287744 bytes Driver: C:\Windows\system32\igfxrptb.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:16, 289280 bytes Driver: C:\Windows\system32\igfxrptg.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:18, 294912 bytes Driver: C:\Windows\system32\igfxrrus.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:18, 291328 bytes Driver: C:\Windows\system32\igfxrsky.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:18, 282624 bytes Driver: C:\Windows\system32\igfxrslv.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:18, 277504 bytes Driver: C:\Windows\system32\igfxrsve.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:18, 282624 bytes Driver: C:\Windows\system32\igfxrtha.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:20, 262656 bytes Driver: C:\Windows\system32\igfxrcsy.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:10, 282624 bytes Driver: C:\Windows\system32\igfxrell.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:12, 310784 bytes Driver: C:\Windows\system32\igfxrhun.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:14, 288256 bytes Driver: C:\Windows\system32\igfxrtrk.lrc, 8.14.0010.1930 (English), 9/23/2009 18:52:20, 279040 bytes Driver: C:\Windows\system32\ig4icd32.dll, 8.14.0010.1930 (English), 9/23/2009 18:58:12, 4104192 bytes Driver: C:\Windows\system32\ig4dev32.dll, 8.14.0010.1930 (English), 9/23/2009 18:58:38, 2686976 bytes Driver: C:\Windows\system32\igd10umd32.dll, 8.14.0010.1930 (English), 9/23/2009 19:09:58, 2551808 bytes Driver: C:\Windows\system32\igdumdx32.dll, 8.14.0010.1930 (English), 9/23/2009 19:14:54, 536576 bytes Driver: C:\Windows\system32\igfxCoIn_v1930.dll, 1.01.0017.0000 (English), 9/23/2009 19:27:44, 155648 bytes Name: Intel(R) ICH8 Family USB2 Enhanced Host Controller - 283A Device ID: PCI\VEN_8086&DEV_283A&SUBSYS_01211025&REV_03\3&21436425&0&D7 Driver: C:\Windows\system32\drivers\usbehci.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 43520 bytes Driver: C:\Windows\system32\drivers\usbport.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 284672 bytes Driver: C:\Windows\system32\drivers\usbhub.sys, 6.01.7601.18328 (English), 8/18/2015 00:51:18, 258560 bytes Name: Intel(R) ICH8M LPC Interface Controller - 2815 Device ID: PCI\VEN_8086&DEV_2815&SUBSYS_01211025&REV_03\3&21436425&0&F8 Driver: C:\Windows\system32\DRIVERS\msisadrv.sys, 6.01.7600.16385 (English), 7/14/2009 04:20:43, 13888 bytes ------------------ DirectShow Filters ------------------ DirectShow Filters: WMAudio Decoder DMO,0x00800800,1,1,WMADMOD.DLL,6.01.7601.17514 WMAPro over S/PDIF DMO,0x00600800,1,1,WMADMOD.DLL,6.01.7601.17514 WMSpeech Decoder DMO,0x00600800,1,1,WMSPDMOD.DLL,6.01.7601.17514 MP3 Decoder DMO,0x00600800,1,1,mp3dmod.dll,6.01.7600.16385 Mpeg4s Decoder DMO,0x00800001,1,1,mp4sdecd.dll,6.01.7600.16385 WMV Screen decoder DMO,0x00600800,1,1,wmvsdecd.dll,6.01.7601.17514 WMVideo Decoder DMO,0x00800001,1,1,wmvdecod.dll,6.01.7601.18221 Mpeg43 Decoder DMO,0x00800001,1,1,mp43decd.dll,6.01.7600.16385 Mpeg4 Decoder DMO,0x00800001,1,1,mpg4decd.dll,6.01.7600.16385 ffdshow Video Decoder,0xff800001,2,1,ffdshow.ax,1.03.4534.0000 ffdshow raw video filter,0x00200000,2,1,ffdshow.ax,1.03.4534.0000 ffdshow Audio Decoder,0xff800001,1,1,ffdshow.ax,1.03.4534.0000 DV Muxer,0x00400000,0,0,qdv.dll,6.06.7601.17514 Color Space Converter,0x00400001,1,1,quartz.dll,6.06.7601.18741 LAV Splitter,0x00400001,1,1,LAVSplitter.ax,0.65.0000.0047 WM ASF Reader,0x00400000,0,0,qasf.dll,12.00.7601.17514 Screen Capture filter,0x00200000,0,1,wmpsrcwp.dll,12.00.7601.17514 AVI Splitter,0x00600000,1,1,quartz.dll,6.06.7601.18741 VGA 16 Color Ditherer,0x00400000,1,1,quartz.dll,6.06.7601.18741 SBE2MediaTypeProfile,0x00200000,0,0,sbe.dll,6.06.7601.17528 Microsoft DTV-DVD Video Decoder,0x005fffff,2,4,msmpeg2vdec.dll,12.00.9200.17037 AC3 Parser Filter,0x00600000,1,1,mpg2splt.ax,6.06.7601.17528 StreamBufferSink,0x00200000,0,0,sbe.dll,6.06.7601.17528 Microsoft TV Captions Decoder,0x00200001,1,0,MSTVCapn.dll,6.01.7601.17715 MJPEG Decompressor,0x00600000,1,1,quartz.dll,6.06.7601.18741 CBVA DMO wrapper filter,0x00200000,1,1,cbva.dll,6.01.7601.17514 MPEG-I Stream Splitter,0x00600000,1,2,quartz.dll,6.06.7601.18741 SAMI (CC) Parser,0x00400000,1,1,quartz.dll,6.06.7601.18741 VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.7601.17514 MPEG-2 Splitter,0x005fffff,1,0,mpg2splt.ax,6.06.7601.17528 Closed Captions Analysis Filter,0x00200000,2,5,cca.dll,6.06.7601.17514 SBE2FileScan,0x00200000,0,0,sbe.dll,6.06.7601.17528 Microsoft MPEG-2 Video Encoder,0x00200000,1,1,msmpeg2enc.dll,6.01.7601.17514 Internal Script Command Renderer,0x00800001,1,0,quartz.dll,6.06.7601.18741 MPEG Audio Decoder,0x03680001,1,1,quartz.dll,6.06.7601.18741 DV Splitter,0x00600000,1,2,qdv.dll,6.06.7601.17514 Video Mixing Renderer 9,0x00200000,1,0,quartz.dll,6.06.7601.18741 Microsoft MPEG-2 Encoder,0x00200000,2,1,msmpeg2enc.dll,6.01.7601.17514 ACM Wrapper,0x00600000,1,1,quartz.dll,6.06.7601.18741 Video Renderer,0x00800001,1,0,quartz.dll,6.06.7601.18741 MPEG-2 Video Stream Analyzer,0x00200000,0,0,sbe.dll,6.06.7601.17528 Line 21 Decoder,0x00600000,1,1,qdvd.dll,6.06.7601.18741 Video Port Manager,0x00600000,2,1,quartz.dll,6.06.7601.18741 Video Renderer,0x00400000,1,0,quartz.dll,6.06.7601.18741 VPS Decoder,0x00200000,0,0,WSTPager.ax,6.06.7601.17514 WM ASF Writer,0x00400000,0,0,qasf.dll,12.00.7601.17514 VBI Surface Allocator,0x00600000,1,1,vbisurf.ax,6.01.7601.17514 File writer,0x00200000,1,0,qcap.dll,6.06.7601.17514 iTV Data Sink,0x00600000,1,0,itvdata.dll,6.06.7601.17514 Bandisoft MPEG-1 Video Decoder,0xff800001,1,1,bdfilters.dll,1.00.0005.0016 iTV Data Capture filter,0x00600000,1,1,itvdata.dll,6.06.7601.17514 VSFilter,0x00200000,2,1,vsfilter.dll,1.07.0009.0145 VSFilter (auto-loading version),0x00800002,2,1,vsfilter.dll,1.07.0009.0145 DVD Navigator,0x00200000,0,3,qdvd.dll,6.06.7601.18741 Microsoft TV Subtitles Decoder,0x00200001,1,0,MSTVCapn.dll,6.01.7601.17715 Overlay Mixer2,0x00200000,1,1,qdvd.dll,6.06.7601.18741 AVI Draw,0x00600064,9,1,quartz.dll,6.06.7601.18741 RDP DShow Redirection Filter,0xffffffff,1,0,DShowRdpFilter.dll, DC-Bass Source,0x00400000,0,1,DCBassSourceMod.ax,1.05.0002.0000 Microsoft MPEG-2 Audio Encoder,0x00200000,1,1,msmpeg2enc.dll,6.01.7601.17514 WST Pager,0x00200000,1,1,WSTPager.ax,6.06.7601.17514 MPEG-2 Demultiplexer,0x00600000,1,1,mpg2splt.ax,6.06.7601.17528 DV Video Decoder,0x00800000,1,1,qdv.dll,6.06.7601.17514 ffdshow Audio Processor,0x00200000,1,1,ffdshow.ax,1.03.4534.0000 LAV Splitter Source,0x00400001,0,1,LAVSplitter.ax,0.65.0000.0047 SampleGrabber,0x00200000,1,1,qedit.dll,6.06.7601.18501 Null Renderer,0x00200000,1,0,qedit.dll,6.06.7601.18501 MPEG-2 Sections and Tables,0x005fffff,1,0,Mpeg2Data.ax,6.06.7601.17514 Microsoft AC3 Encoder,0x00200000,1,1,msac3enc.dll,6.01.7601.17514 StreamBufferSource,0x00200000,0,0,sbe.dll,6.06.7601.17528 Smart Tee,0x00200000,1,2,qcap.dll,6.06.7601.17514 Overlay Mixer,0x00200000,0,0,qdvd.dll,6.06.7601.18741 AVI Decompressor,0x00600000,1,1,quartz.dll,6.06.7601.18741 NetBridge,0x00200000,2,0,netbridge.dll,6.01.7601.17514 AVI/WAV File Source,0x00400000,0,2,quartz.dll,6.06.7601.18741 Wave Parser,0x00400000,1,1,quartz.dll,6.06.7601.18741 MIDI Parser,0x00400000,1,1,quartz.dll,6.06.7601.18741 Multi-file Parser,0x00400000,1,1,quartz.dll,6.06.7601.18741 File stream renderer,0x00400000,1,1,quartz.dll,6.06.7601.18741 ffdshow subtitles filter,0x00200000,2,1,ffdshow.ax,1.03.4534.0000 Microsoft DTV-DVD Audio Decoder,0x005fffff,1,1,msmpeg2adec.dll,6.01.7140.0000 StreamBufferSink2,0x00200000,0,0,sbe.dll,6.06.7601.17528 AVI Mux,0x00200000,1,0,qcap.dll,6.06.7601.17514 Bandisoft MPEG-1 Audio Decoder,0xff800001,1,1,bdfilters.dll,1.00.0005.0016 Line 21 Decoder 2,0x00600002,1,1,quartz.dll,6.06.7601.18741 File Source (Async.),0x00400000,0,1,quartz.dll,6.06.7601.18741 File Source (URL),0x00400000,0,1,quartz.dll,6.06.7601.18741 Media Center Extender Encryption Filter,0x00200000,2,2,Mcx2Filter.dll,6.01.7601.17514 AudioRecorder WAV Dest,0x00200000,0,0,WavDest.dll, AudioRecorder Wave Form,0x00200000,0,0,WavDest.dll, SoundRecorder Null Renderer,0x00200000,0,0,WavDest.dll, LAV Audio Decoder,0x00800003,1,1,LAVAudio.ax,0.65.0000.0047 LAV Video Decoder,0xff800000,1,1,LAVVideo.ax,0.65.0000.0047 Infinite Pin Tee Filter,0x00200000,1,1,qcap.dll,6.06.7601.17514 Enhanced Video Renderer,0x00200000,1,0,evr.dll,6.01.7601.18741 BDA MPEG2 Transport Information Filter,0x00200000,2,0,psisrndr.ax,6.06.7601.17669 MPEG Video Decoder,0x40000001,1,1,quartz.dll,6.06.7601.18741 WDM Streaming Tee/Splitter Devices: Tee/Sink-to-Sink Converter,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 Video Compressors: WMVideo8 Encoder DMO,0x00600800,1,1,wmvxencd.dll,6.01.7600.16385 WMVideo9 Encoder DMO,0x00600800,1,1,wmvencod.dll,6.01.7600.16385 MSScreen 9 encoder DMO,0x00600800,1,1,wmvsencd.dll,6.01.7600.16385 DV Video Encoder,0x00200000,0,0,qdv.dll,6.06.7601.17514 ffdshow video encoder,0x00100000,1,1,ffdshow.ax,1.03.4534.0000 MJPEG Compressor,0x00200000,0,0,quartz.dll,6.06.7601.18741 Cinepak Codec by Radius,0x00200000,1,1,qcap.dll,6.06.7601.17514 Intel IYUV codec,0x00200000,1,1,qcap.dll,6.06.7601.17514 Intel IYUV codec,0x00200000,1,1,qcap.dll,6.06.7601.17514 Bandi MJPEG Video Decoder,0x00200000,1,1,qcap.dll,6.06.7601.17514 Bandi MPEG-1 Video Decoder,0x00200000,1,1,qcap.dll,6.06.7601.17514 Microsoft RLE,0x00200000,1,1,qcap.dll,6.06.7601.17514 Microsoft Video 1,0x00200000,1,1,qcap.dll,6.06.7601.17514 Audio Compressors: WM Speech Encoder DMO,0x00600800,1,1,WMSPDMOE.DLL,6.01.7600.16385 WMAudio Encoder DMO,0x00600800,1,1,WMADMOE.DLL,6.01.7600.16385 IMA ADPCM,0x00200000,1,1,quartz.dll,6.06.7601.18741 PCM,0x00200000,1,1,quartz.dll,6.06.7601.18741 Microsoft ADPCM,0x00200000,1,1,quartz.dll,6.06.7601.18741 GSM 6.10,0x00200000,1,1,quartz.dll,6.06.7601.18741 CCITT A-Law,0x00200000,1,1,quartz.dll,6.06.7601.18741 CCITT u-Law,0x00200000,1,1,quartz.dll,6.06.7601.18741 MP2,0x00200000,1,1,quartz.dll,6.06.7601.18741 MPEG Layer-3,0x00200000,1,1,quartz.dll,6.06.7601.18741 Audio Capture Sources: Microphone (Realtek High Defini,0x00200000,0,0,qcap.dll,6.06.7601.17514 PBDA CP Filters: PBDA DTFilter,0x00600000,1,1,CPFilters.dll,6.06.7601.17528 PBDA ETFilter,0x00200000,0,0,CPFilters.dll,6.06.7601.17528 PBDA PTFilter,0x00200000,0,0,CPFilters.dll,6.06.7601.17528 Midi Renderers: Default MidiOut Device,0x00800000,1,0,quartz.dll,6.06.7601.18741 Microsoft GS Wavetable Synth,0x00200000,1,0,quartz.dll,6.06.7601.18741 WDM Streaming Capture Devices: ,0x00000000,0,0,, ,0x00000000,0,0,, ,0x00000000,0,0,, Acer CrystalEye webcam,0x00200000,1,2,ksproxy.ax,6.01.7601.17514 WDM Streaming Rendering Devices: Realtek HD Audio output,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 Realtek HDA HDMI Out,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 Realtek HDA SPDIF Out,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 BDA Network Providers: Microsoft ATSC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft DVBC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft DVBS Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft DVBT Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft Network Provider,0x00200000,0,1,MSNP.ax,6.06.7601.17514 Video Capture Sources: Acer CrystalEye webcam,0x00200000,1,2,ksproxy.ax,6.01.7601.17514 Multi-Instance Capable VBI Codecs: VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.7601.17514 BDA Transport Information Renderers: BDA MPEG2 Transport Information Filter,0x00600000,2,0,psisrndr.ax,6.06.7601.17669 MPEG-2 Sections and Tables,0x00600000,1,0,Mpeg2Data.ax,6.06.7601.17514 BDA CP/CA Filters: Decrypt/Tag,0x00600000,1,1,EncDec.dll,6.06.7601.17708 Encrypt/Tag,0x00200000,0,0,EncDec.dll,6.06.7601.17708 PTFilter,0x00200000,0,0,EncDec.dll,6.06.7601.17708 XDS Codec,0x00200000,0,0,EncDec.dll,6.06.7601.17708 WDM Streaming Communication Transforms: Tee/Sink-to-Sink Converter,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 Audio Renderers: Speakers (Realtek High Definiti,0x00200000,1,0,quartz.dll,6.06.7601.18741 Default DirectSound Device,0x00800000,1,0,quartz.dll,6.06.7601.18741 Default WaveOut Device,0x00200000,1,0,quartz.dll,6.06.7601.18741 DirectSound: Realtek Digital Output (Realtek High Definition Audio),0x00200000,1,0,quartz.dll,6.06.7601.18741 DirectSound: Realtek HDMI Output (Realtek High Definition Audio),0x00200000,1,0,quartz.dll,6.06.7601.18741 DirectSound: Speakers (Realtek High Definition Audio),0x00200000,1,0,quartz.dll,6.06.7601.18741 Realtek Digital Output (Realtek,0x00200000,1,0,quartz.dll,6.06.7601.18741 Realtek HDMI Output (Realtek Hi,0x00200000,1,0,quartz.dll,6.06.7601.18741 --------------- EVR Power Information --------------- Current Setting: {5C67A112-A4C9-483F-B4A7-1D473BECAFDC} (Quality) Quality Flags: 2576 Enabled: Force throttling Allow half deinterlace Allow scaling Decode Power Usage: 100 Balanced Flags: 1424 Enabled: Force throttling Allow batching Force half deinterlace Force scaling Decode Power Usage: 50 PowerFlags: 1424 Enabled: Force throttling Allow batching Force half deinterlace Force scaling Decode Power Usage: 0