The Last Sun Sparc Workstation

The truth is, our desktop computers today would have been classed as supercomputers only a few decades ago. There was a time when people who needed real desktop power looked down their noses at anyone with a Mac or a PC with any operating system on it. The workstation crowd used Sun computers. Sun used the Sparc processor, and the machine had specs that are laughable now but were enviable in their day. [RetroBytes] shows off Sun’s final entry in the category, the Ultra 45 from 2007.

Confusingly, the model numbers don’t necessarily increase. The Ultra 80, for example, is an older computer than the 45. Then there were machines like the Ultra 20, 24, 27, and 40 that all used x86 CPUs. A ’45 had one or two UltraSPARC III 64-bit CPUs running at 1.6 GHz and up to a whopping 16 GB of RAM (the one in the video has 8GB). Sure, we see less powerful computers today, but they are usually Chromebooks or very cheap PCs.

The Ultra line started back in 1995 but went underground for a few years with a re-branding. Sun brought the name back in 2005, and the Ultra 45 hit the streets in 2006, only to discontinue the machine in late 2008. According to [RetroBytes], the Sun team knew the Workstation days were numbered and wanted to produce a final awesome workstation. Partially, the reason for sparing few expenses was that anyone who was buying a SPARC workstation in 2006 probably had a reason not to move to cheaper hardware, so you have them over a proverbial barrel.

We liked the CPU cooler, which looked hefty. Honestly, except for the type of CPUs in it, the box could pass itself off as a mid-range desktop tower today with PCI express sockets. The operating system was Sun’s brand of Unix, Solaris, now owned by Oracle.

Sun’s big competitor for a while was Apollo. We’d point out that if all you want is to run Solaris, you don’t need to buy new old hardware.

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Dog Poop Drone Cleans Up The Yard So You Don’t Have To

Sometimes you instantly know who’s behind a project from the subject matter alone. So when we saw this “aerial dog poop removal system” show up in the tips line, we knew it had to be the work of [Caleb Olson].

If you’re unfamiliar with [Caleb]’s oeuvre, let us refresh your memory. [Caleb] has been on a bit of a dog poop journey, starting with a machine-learning system that analyzed security camera footage to detect when the adorable [Twinkie] dropped a deuce in the yard. Not content with just knowing when a poop event has occurred, he automated the task of locating the packages with a poop-pointing robot laser. Removal of the poop remained a manual task, one which [Caleb] was keen to outsource, hence the current work.

The video below, from a lightning talk at a conference, is pretty much all we have to go on, and the quality is a bit potato-esque. And while [Caleb]’s PoopCopter is clearly still a prototype, it’s easy to get the gist. Combining data from the previous poop-adjacent efforts, [Caleb] has built a quadcopter that can (or will, someday) be guided to the approximate location of the offending package, home in on it using a downward-looking camera, and autonomously whisk it away.

The retrieval mechanism is the high point for us; rather than a complicated, servo-laden “sky scoop” or something similar, the drone has a bell-shaped container on its belly with a series of geared leaves on the open end. The leaves are open when the drone descends onto the payload, and then close as the drone does a quick rotation around the yaw axis. And, as [Caleb] gleefully notes, the leaves can also open in midair with a high-torque yaw move in the opposite direction; the potential for neighborly hijinx is staggering.

All jokes and puns aside, this looks fantastic, and we can’t wait for more information and a better video. And lest you think [Caleb] only works on “Number Two” problems, never fear — he’s also put considerable work into automating his offspring and taking the awkwardness out of social interactions.

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Man-in-the-Middle PCB Unlocks HP Ink Cartridges

It’s a well-known secret that inkjet ink is being kept at artificially high prices, which is why many opt to forego ‘genuine’ manufacturer cartridges and get third-party ones instead. Many of these third-party ones are so-called re-manufactured ones, where a third-party refills an empty OEM cartridge. This is increasingly being done due to digital rights management (DRM) reasons, with tracking chips added to each cartridge. These chip prohibit e.g. the manual refilling of empty cartridges with a syringe, but with the right tweak or attack can be bypassed, with [Jay Summet] showing off an interesting HP cartridge DRM bypass using a physical man-in-the-middle-attack.

This bypass takes the form of a flex PCB with contacts on both sides which align with those on the cartridge and those of the printer. What looks like a single IC in a QFN package is located on the cartridge side, with space for it created inside an apparently milled indentation in the cartridge’s plastic. This allows is to fit flush between the cartridge and HP inkjet printer, intercepting traffic and presumably telling the printer some sweet lies so that you can go on with that print job rather than dash out to the store to get some more overpriced Genuine HP-approved cartridges.

Not that HP isn’t aware or not ticked off about this, mind. Recently they threatened to brick HP printers that use third-party cartridges if detected, amidst vague handwaving about ‘hackers’ and ‘viruses’ and ‘protecting the users’ with their Dynamic Security DRM system. As the many lawsuits regarding this DRM system trickle their way through the legal system, it might be worth it to keep a monochrome laser printer standing by just in case the (HP) inkjet throws another vague error when all you want is to just print a text document.

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VR Headset With Custom Face Fitting Gets Even More Custom

The Bigscreen Beyond is a small and lightweight VR headset that in part achieves its small size and weight by requiring custom fitting based on a facial scan. [Val’s Virtuals] managed to improve fitment even more by redesigning a facial interface and using a 3D scan of one’s own head to fine-tune the result even further. The new designs distribute weight more evenly while also providing an optional flip-up connection.

It may be true that only a minority of people own a Bigscreen Beyond headset, and even fewer of them are willing to DIY their own custom facial interface. But [Val]’s workflow and directions for using Blender to combine a 3D scan of one’s face with his redesigned parts to create a custom-fitted, foam-lined facial interface is good reading, and worth keeping in mind for anyone who designs wearables that could benefit from custom fitting. It’s all spelled out in the project’s documentation — look for the .txt file among the 3D models.

We’ve seen a variety of DIY approaches to VR hardware, from nearly scratch-built headsets to lens experiments, and one thing that’s clear is that better comfort is always an improvement. With newer iPhones able to do 3D scanning and 1:1 scale scanning in general becoming more accessible, we have a feeling we’re going to see more of this DIY approach to ultra-customization.

What’s The Deal With AI Art?

A couple weeks ago, we had a kerfuffle here on Hackaday: A writer put out a piece with AI-generated headline art. It was, honestly, pretty good, but it was also subject to all of the usual horrors that get generated along the way. If you have played around with any of the image generators you know the AI-art uncanny style, where it looks good enough at first glance, but then you notice limbs in the wrong place if you look hard enough. We replaced it shortly after an editor noticed.

The story is that the writer couldn’t find any nice visuals to go with the blog post, with was about encoding data in QR codes and printing them out for storage. This is a problem we have frequently here, actually. When people write up a code hack, for instance, there’s usually just no good image to go along with it. Our writers have to get creative. In this case, he tossed it off to Stable Diffusion.

Some commenters were afraid that this meant that we were outsourcing work from our fantastic, and very human, art director Joe Kim, whose trademark style you’ve seen on many of our longer-form original articles. Of course we’re not! He’s a genius, and when we tell him we need some art about topics ranging from refining cobalt to Wimshurst machines to generate static electricity, he comes through. I think that all of us probably have wanted to make a poster out of one or more of his headline art pieces. Joe is a treasure.

But for our daily blog posts, which cover your works, we usually just use a picture of the project. We can’t ask Joe to make ten pieces of art per day, and we never have. At least as far as Hackaday is concerned, AI-generated art is just as good as finding some cleared-for-use clip art out there, right?

Except it’s not. There is a lot of uncertainty about the data that the algorithms are trained on, whether the copyright of the original artists was respected or needed to be, ethically or legally. Some people even worry that the whole thing is going to bring about the end of Art. (They worried about this at the introduction of the camera as well.) But then there’s also the extra limbs, and AI-generated art’s cliche styles, which we fear will get old and boring after we’re all saturated with them.

So we’re not using AI-generated art as a policy for now, but that’s not to say that we don’t see both the benefits and the risks. We’re not Luddites, after all, but we are also in favor of artists getting paid for their work, and of respect for the commons when people copyleft license their images. We’re very interested to see how this all plays out in the future, but for now, we’re sitting on the sidelines. Sorry if that means more headlines with colorful code!

Winamp A Few Days Later: You Can Fork, And Watch For GPL Violations

A few days ago the source code for the popular Winamp music player was released into the world, with as we reported at the time, a licence that left a lot to be desired. Since then it seems some of the criticism has caught up with the company, for not only have they modified their terms to allow forking, they’ve reacted to a bunch of claimed GPL violations by removing offending files. Perhaps How-To-Geek are right in describing it all as an absolute mess.

The forking amendment means that with luck we’ll start seeing a few modified players descending from the Winamp code, and it seems that the GPL violations are more embarrassing technicalities than show-stoppers, but we have to wornder whether or not this makes for something with any more than historical interest. Perhaps its value stands in a lesson for corporate entities in how not to release their source, which sadly we expect will be taken by other organisations as an excuse not to do so.

If you’re following the Winamp source code saga you can read our coverage from when it came out. It will be interesting to see where this story goes.

See The Hands-on Details Behind Stunning Helmet Build

[Zibartas] recently created wearable helmets from the game Starfield that look fantastic, and we’re happy to see that he created a video showcasing the whole process of design, manufacture, and assembly. The video really highlights just how much good old-fashioned manual work like sanding goes into getting good results, even in an era where fancy modern equipment like 3D printing is available to just about anyone.

The secret to perfectly-tinted and glassy-smooth clear visors? Lots and lots of sanding and polishing.

The visor, for example, is one such example. The usual approach to making a custom helmet visor (like for Daft Punk helmet builds) is some kind of thermoforming. However, the Starfield helmet visors were poor candidates due to their shape and color. [Zibartas]’s solution was to 3D print the whole visor in custom-tinted resin, followed by lots and lots of sanding and polishing to obtain a clear and glassy-smooth end product.

A lot of patient sanding ended up being necessary for other reasons as well. Each helmet has a staggering number of individual parts, most of which are 3D printed with resin, and these parts didn’t always fit together perfectly well.

[Zibartas] also ended up spending a lot of time troubleshooting an issue that many of us might have had an easier time recognizing and addressing. The helmet cleverly integrates a faux-neon style RGB LED strip for internal lighting, but the LED strip would glitch out when the ventilation fan was turned on. The solution after a lot of troubleshooting ended up being simple decoupling capacitors, helping to isolate the microcontrollers built into the LED strip from the inductive load of the motors.

What [Zibartas] may have lacked in the finer points of electronics, he certainly makes up for in practical experience when it comes to wearable pieces like these. The helmets look solid but are in fact full of open spaces and hollow, porous surfaces. This makes them more challenging to design and assemble, but it pays off in spades when worn. The helmets not only look great, but allow a huge amount of airflow. This along with the fans makes them comfortable to wear as well as prevents the face shield from misting up from the wearer’s breathing. It’s a real work of art, so check out the build video, embedded just below.

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