Friday, 1 January 2016

Linux Kernel 2.6

Abstract

What is a kernel ?
A set of code which directly interacts with hardware and allocate and manages resources such as CPU time, memory and I/O access .Kernel also contain system calls which provide specific functions.

HISTORY

The Linux kernel project was started in 1991 by Linus Torvalds as a Minix-like Operating System for his 386. (Linus had originally wanted to name the project Freax, but the now-familiar name is the one that stuck.) The first official release of Linux 1.0 was in March 1994, but it supported only single-processor i386 machines. Just a year later, Linux 1.2 was released (March 1995) and was the first version with support for different hardware platforms (specifically: Alpha, Sparc, and Mips), but still only single-processor models. Linux 2.0 arrived in June of 1996 and also included support for a number of new architectures, but more importantly brought Linux into the world of multi-processor machines (SMP).
After 2.0, subsequent major releases have been somewhat slower in coming (Linux 2.2 in January 1999 and 2.4 in January 2001), each revision expanding Linux's support for new hardware and system types as well as boosting scalability. (Linux 2.4 was also notable in being the release that really broke Linux into the desktop space with kernel support for ISA Plug-and-Play, USB, PC Card support, and other additions.) Linux 2.6, released 12/17/03, stands not only to build on these features, but also to be another "major leap" with improved support for both significantly larger systems and significantly smaller ones (PDAs and other devices.)

KERNEL 2.6 FEATURES

Features in kernel 2.6                                                                                                                                
  • " Scalability
  • " Preemptible kernel
  • " New scheduling algorithm
  • " Improved threading model
  • " Hyperthreading
  • " Module subsystem and device model
  • " System hardware support
  • " Block device support
  • " INPUT/OUTPUT support
  • " Audio and multimedia

HARDWARE SUPPORT

As Linux has moved forward over the years and into the mainstream, each new iteration of the kernel appeared to be leaps and bounds better than the previous in terms of what types of devices it could support-- both in terms of emerging technologies (USB in 2.4) and older "legacy" technologies (MCA in 2.2). As we arrive at the 2.6 however, the number of major devices that Linux does not support is relatively small. There are few, if any, major branches of the PC hardware universe yet to conquer. It is for that reason that most (but certainly not all) of improvements in i386 hardware support have been to add robustness rather than new features

Lamp Technology

Abstract

LAMP is a shorthand term for a web application platform consisting of Linux, Apache, MySQL and one of Perl or PHP. Together, these open source tools provide a world-class platform for deploying web applications.Running on the Linux operating system, the Apache web server, the MySQL database and the programming languages, PHP or Perl deliver all of the components needed to build secure scalable dynamic websites. LAMP has been touted as "the killer app" of the open source world.
With many LAMP sites running Ebusiness logic and Ecommerce site and requiring 24x7 uptime, ensuring the highest levels of data and application availability is critical. For organizations that have taken advantage of LAMP, these levels of availability are ensured by providing constant monitoring of the end-to-end application stack and immediate recovery of any failed solution components. Some also supports the movement of LAMP components among servers to remove the need for downtime associated with planned system maintenance.

Technologies on the client side:

1. Active X Controls:

Developed by Microsoft these are only fully functional on the Internet Explorer web browser .This eliminates them from being cross platform, and thus eliminates them from being a webmasters number one technology choice for the future. Disabling Active X Controls on the IE web browser is something many people do for security, as the platform has been used by many for unethical and harmful things..


2. Java Applets :

Java Applets are programs that are written in the Java Language. They are self contained and are supported on cross platform web browsers. While not all browsers work with Java Applets, many do. These can be included in web pages in almost the same way images can.







3. Dhtml and Client-Side Scripting :

DHTML, javascript, and vbscript. They all have in common the fact that all the code is transmitted with the original webpage and the web browser translates the code and creates pages that are much more dynamic than static html pages. Vbscript is only supported by Internet Explorer. That again makes for a bad choice for the web designer wanting to create cross platform web pages. With Linux and other operating systems gaining in popularity, it makes little sense to lock yourself into one platform.


APPLYING LAMP

1.Storing our data:                                                                                                    

Our data is going to be stored in the MySQL Database. One instance of MySQL can contain many databases. Since our data will be stored in MySQL it will be searchable, extendable, and accessible from many different machines or from the whole World Wide Web.

2.User Interface:

Although MySQL provides a command line client that we can use to enter our data we are going to build a friendlier interface. This will be a browser-based interface and we will use PHP as the glue between the browser and the Database.

3.Programming:

PHP is the glue that takes the input from the browser and adds the data to the MySQL database. For each action add, edit, or delete you would build a PHP script that takes the data from the html form converts it into a SQL query and updates the database.

4.Security:

The standard method is to use the security and authentication features of the apache web server. The tool mod_auth allows for password based authentication.

Humanoid Robot

Abstract

The field of humanoids robotics, widely recognized as the current challenge for robotics research, is attracting the interest of many research groups worldwide. Important efforts have been devoted to the objective of developing humanoids and impressive results have been produced, from the technological point of view, especially for the problem of biped walking.
In Japan , important humanoid projects, started in the last decade, have been carried on by the Waseda University and by Honda Motor Co.
The Humanoid Project of the Waseda University, started in 1992, is a joint project of industry, government and academia, aiming at developing robots which support humans in the field of health care and industry during their life and that share with human information and behavioral space, so that particular attention have been posed to the problem of human-computer interaction. Within the Humanoid Project, the Waseda University developed three humanoid robots, as research platforms, namely Hadaly 2,Wabian and Wendy.
Impressive results have been also obtained by Honda Motor Co. Ltd with P2 and P3, self-contained humanoid robots with two arms and two legs, able to walk, to turn while walking, to climb up and down stairs. These laboratories on their humanoid robots carry on studies on human-robot interaction, on human-like movements and behavior and on brain mechanics of human cognition and sensory-motor learning

KINEMATIC ARCHITECTURE:

A first analysis based on the kinematics characteristics of the human hand, during grasping tasks, led us to approach the mechanical design with a multi-DOF hand structure. Index and middle finger are equipped with active DOF respectively in the MP and in the PIP joints, while the DIP joint is actuated by one driven passive DOF.
The thumb movements are accomplished with two active DOF in the MP joint and one driven passive DOF in the IP joint. This configuration will permit to oppose the thumb to each finger.

THE VISION SYSTEM:

The use of MEP tracking system is made to implement the facial gesture interface. This vision system is manufactured by Fujitsu and is designed to track in real time multiple templates in frames of a NTSC video stream. It consists of two VME-bus cards, a video module and tracking module, which can track up to 100 templates simultaneously at video frame rate (30Hz for NTSC).
The tracking of objects is based on template (8x8 or 16x16 pixels) comparison in a specified search area. The video module digitizes the video input stream and stores the digital images into dedicated video RAM. The tracking module also accesses this RAM. The tracking module compares the digitized frame with the tracking templates within the bounds of the search windows.

SYSTEM ARCHITECTURE:

The proposed biomechatronic hand will be equipped with three actuators systems to provide a tripod grasping: two identical finger actuators systems and one thumb actuator system.
The finger actuator system is based on two micro actuators which drive respectively the metacarpo-phalangeal joint (MP) and the proximal inter-phalangeal joint (PIP); for cosmetic reasons, both actuators are fully integrated in the hand structure: the first in the palm and the second within the proximal phalanx. The distal inter-phalangeal (DIP) joint is driven by a four bar link connected to the PIP joint.
The grasping task is divided in two subsequent phases:
1> Reaching and shape adapting phase;
2> Grasping phase with thumb opposition.
In fact, in phase one the first actuator system allows the finger to adapt to the morphological characteristics of the grasped object by means of a low output torque motor. In phase two, the thumb actuator system provides a power opposition useful to manage critical grips, especially in case of heavy or slippery objects

KINEMATIC ARCHITECTURE:

A first analysis based on the kinematics characteristics of the human hand, during grasping tasks, led us to approach the mechanical design with a multi-DOF hand structure. Index and middle finger are equipped with active DOF respectively in the MP and in the PIP joints, while the DIP joint is actuated by one driven passive DOF.
The thumb movements are accomplished with two active DOF in the MP joint and one driven passive DOF in the IP joint. This configuration will permit to oppose the thumb to each finger.

ANTHROPOMORPHIC SENSORY-MOTOR CO-ORDINATION SCHEMES:

A general framework for artificial perception and sensory-motor co-ordination in robotic grasping has been proposed at the ARTS LAB, based on the integration of visual and tactile perception, processed through anthropomorphic schemes for control, behavioral planning and learning. The problem of grasping has been sub-divided into four key problems, for which specific solutions have been implemented and validated through experimental trials, relying on anthropomorphic sensors and actuators, such as an integrated fingertip (including a tactile, a thermal and a dynamic sensor), a retina-like visual sensor, and the anthropomorphic Dexter arm and Marcus hand
To track a template of an object it is necessary to calculate the distortion not only at one point in the image but at a number of points within the search window. To track the movement of an object the tracking module finds the position in the image frame where the template matches with the lowest distortion. A vector to the origin of the lowest distortion represents the motion. By moving the search window along the axis of the motion vector objects can be easily tracked. The tracking module performs up to 256 cross correlations per template within a search window.