The Invisible Battlefields Of The Russia-Ukraine War

Early in the morning of February 24th, Dr. Jeffrey Lewis, a professor at California’s Middlebury Institute of International Studies watched Russia’s invasion of Ukraine unfold in realtime with troop movements overlaid atop high-resolution satellite imagery. This wasn’t privileged information — anybody with an internet connection could access it, if they knew where to look. He was watching a traffic jam on Google Maps slowly inch towards and across the Russia-Ukraine border.

As he watched the invasion begin along with the rest of the world, another, less-visible facet of the emerging war was beginning to unfold on an ill-defined online battlefield. Digital espionage, social media and online surveillance have become indispensable instruments in the tool chest of a modern army, and both sides of the conflict have been putting these tools to use. Combined with civilian access to information unlike the world has ever seen before, this promises to be a war like no other.

Modern Cyberwarfare

The first casualties in the online component of the war have been websites. Two weeks ago, before the invasion began en masse, Russian cyberwarfare agents launched distributed denial of service (DDoS) attacks against Ukrainian government and financial websites. Subsequent attacks have temporarily downed the websites of Ukraine’s Security Service, Ministry of Foreign Affairs, and government. A DDoS attack is a relatively straightforward way to quickly take a server offline. A network of internet-connected devices, either owned by the aggressor or infected with malware, floods a target with request, as if millions of users hit “refresh” on the same website at the same time, repeatedly. The goal is to overwhelm the server such that it isn’t able to keep up and stops replying to legitimate requests, like a user trying to access a website. Russia denied involvement with the attacks, but US and UK intelligence services have evidence they believe implicates Moscow. Continue reading “The Invisible Battlefields Of The Russia-Ukraine War”

Greedy Receivers: FCC Considers Regulating Receivers After Altimeter Showdown

Recently, the media was filled with articles about how turning on 5G transmissions in the C-band could make US planes fall out of the sky. While the matter was ultimately resolved without too much fuss, this conflict may have some long-term consequences, with the FCC looking to potentially address and regulate the root of the problem, as reported by Ars Technica.

At the heart of the whole issue is that while transmitters are regulated in terms of their power and which part of the spectrum they broadcast on, receivers are much less regulated. This means that in the case of the altimeters in airplanes for example, which use the 4.2 GHz – 4.4 GHz spectrum, some of their receivers may be sensitive to a part of the 5G C-band (3.7 GHz -3.98 GHz), despite the standard 200 MHz guard band (upped to 400 MHz in the US) between said C-band and the spectrum used by altimeters.

What the FCC is currently doing is to solicit ways in which it could regulate the performance and standards for receivers. This would then presumably not just pertain to 5G and altimeters, but also to other receivers outside of avionics. Since the FCC already did something similar back in 2003 with an inquiry, but closed it back in 2007 without any action taken, it remains to be seen whether this time will be different. One solid reason would be the wasted spectrum: a 400 MHz guard band is a very large chunk.

Thanks to [Chris Muncy] for the tip.

Pop Goes The Mechanical Ping Pong Sculpture

In the waiting rooms of some dentists or doctors, you might have seen a giant metal ball rolling around in a large glass case. While it sure beats looking through those magazines, the sculpture can’t have come cheap. But not all of us want to pay high-end prices for fun toys. As a more cost-effective alternative, [JBV Creative] built an awesome 3D-printed ping pong sculpture.

The basic concept is the same as those fancy sculptures: a ball goes up, moves through some sort of impressive range of motion as it makes its way back down, and some sort of drive mechanism pushes it back to repeat the cycle anew. The design of this particular art piece is no different. A ping-pong ball falls down a funnel into a queue where balls are slowly loaded via a 12-way Geneva mechanism. An Archimedes spiral cam charges an elastic band that yeets the ball up and out of the track and sends it sailing through the air and down inside the funnel mentioned earlier. Everything on this sculpture is 3D-printed aside from the rubber bands and the ping pong balls.

What’s tricky about these sorts of things is the precision required both in printing and in design. It needs to run for hundreds if not thousands of hours and make no mistake. Making something work correctly 99% of the time is hard, but that last 1% can be almost as much work as that first 99%. [JBV Creative]’s first attempt had a catapult mechanism and he printed and tried out several scoops, but none gave the trajectory that he was looking for.

[JBV Creative] tried a plunger mechanism, but without a counterbalance weight providing the power, it just didn’t have enough oomph to launch the ball. Luckily, holes were included in the design, so it was relatively easy to adapt what had already been printed to use rubber bands instead. An additional goal was to have no visible fasteners, so everything needed to be mounted from the back. Check it out in action after the break.

It’s an incredible project that took serious thought, dedication, and in [JBV Creative]’s words, plenty of CAD twirling. It’s a great lesson in iterating and experimentation. If your talents are more soldering-based rather than CAD-based, perhaps a circuit sculpture is more up your alley?

Continue reading “Pop Goes The Mechanical Ping Pong Sculpture”

An Interview With Reinhard Keil

Over on the Embedded FM podcast, [Chris] and [Elecia] just released their interview with [Reinhard Keil] of compiler fame. [Reinhard] recounts the story of Keil’s growth and how it eventually became absorbed into Arm back in 2005. Along with his brother Günter, the two founded the company as Keil Software in the Americas, and Keil Elektronik in Europe. They initially made hardware products, but as the company grew, they became dissatisfied with the quality and even existence of professional firmware development tools of the day. Their focus gradually shifted to making a CP/M- and a PC-based development environment, and in 1988, they introduced the first C-compiler designed for the 8051 from the ground up.

Love it or hate it, the Arm Keil suite of µVision IDE and the MDK/Cx51 compiler have been around a long time and used by embedded developers in many industries. Although a free and restricted-use version is available, the license fees prevent most folks from getting very enthusiastic about it. Pricing aside, the µVision IDE has its critics: [Jay Carlson], who used every IDE under the sun a few years ago in his review of sub-one-dollar microcontrollers, opined that it was nothing more than a free editor you get with C51 or MDK-ARM. On the other hand, even [Jay] concedes is that every chip he tested was officially supported by Keil and worked out of the box. Another thing that is important to some users is being able to produce consistent binaries from old projects. This isn’t important for your one-off MQTT hot tub thermometer. But if you need to recompile firmware for a fifteen-year-old railroad signaling system that has multiple certifications and regulatory approvals, using the original compiler and library versions is a huge help.

[Reinhard] goes on to discuss various tools and systems being developed at Arm by his team, such as improvements and additions to the CMSIS suite, the transition of the online Mbed compiler to the new Keil Studio Cloud, and an Arm hardware virtualization tool for cloud-based CI verification. Lest you think everything at Arm is proprietary and expensive, he points out that Arm is a major contributor to the GCC project and the CMSIS components are open source. Even if you aren’t interested in Arm/Keil tools, do check out the interview — it’s quite interesting and touches on several topics of general interest to all firmware developers. Or if you prefer, read the interview when the transcript is completed.

Nintendo Switch Runs Vita Software With Vita2hos

Good news for fans of PlayStation Vita — a new project from [Sergi “xerpi” Granell] allows users to run software written for Sony’s erstwhile handheld system on Nintendo’s latest money printing machine, the Switch. To be clear, there’s a very long road ahead before the vita2hos project is able to run commercial games (if ever). But it’s already able to run simple CPU-rendered Vita homebrew binaries on the Switch, demonstrating the concept is sound.

Running a Vita CHIP-8 emulator on the Switch. Credit: Modern Vintage Gamer

On a technical level, vita2hos is not unlike WINE, which enables POSIX-compliant operating systems such as Linux, Mac OS, and BSD to run Windows programs so long as they use the same processor architecture. Since the Switch’s ARM v8 processor is capable of executing code compiled for the Vita’s ARM v7 while running in 32-bit compatibility mode, there’s no emulation necessary. The project simply needs to provide the running program with work-alike routines fast enough, and nobody is the wiser. Of course, that’s a lot easier said than done.

According to the project page, the big hurdle right now is 3D graphics support. As you could imagine, many Vita games would have been pushing the system’s graphical hardware to the limit, making it exceptionally difficult to catch all the little edge cases that will undoubtedly come up when and if the project expands to support commercial titles. But for homebrew Vita games and utilities that may not even utilize the system’s 3D hardware, adding compatibility will be much easier. For instance, it’s already able to run [xerpi]’s own CHIP-8 emulator.

[xerpi] provides instructions on how to install vita2hos and the Vita executable to be tested onto an already hacked Nintendo Switch should you want to give it a shot. But unless you’ve got experience developing for the Vita or Switch and are willing to lend a hand, you might want to sit this one out until things mature a bit.

Thanks to [NeoTechni] for the tip.

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Hackaday Links: March 6, 2022

As if the war in Ukraine weren’t bad enough right here on Earth, it threatens knock-on effects that could be felt as far away as Mars. One victim of the deteriorating relationships between nations is the next phase of the ExoMars project, a joint ESA-Roscosmos mission that includes the Rosalind Franklin rover. The long-delayed mission was most recently set for launch in October 2022, but the ESA says that hitting the narrow launch window is now “very unlikely.” That’s a shame, since the orbital dynamics of Earth and Mars will mean that it’ll be 2024 before another Hohmann Transfer window opens. There are also going to be repercussions throughout the launch industry due to Russia pulling the Soyuz launch team out of the ESA’s spaceport in Guiana. And things have to be mighty tense aboard the ISS right about now, since the station requires periodic orbital boosting with Russian Progress rockets.

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Retro Serial Terminal Uses Modern Chips To Get CP/M Machine Talking

The hobbyists of the early days of the home computer era worked wonders with the comparatively primitive chips of the day, and what couldn’t be accomplished with a Z80 or a 6502 was often relegated to complex designs based on logic chips and discrete components. One wonders what these hackers could have accomplished with the modern components we take for granted.

Perhaps it would be something like this minimal serial terminal for the current crop of homebrew retrocomputers. The board is by [Augusto Baffa] and is used in his Baffa-2 homebrew microcomputer, an RC2014-esque Z80 machine that runs CP/M. This terminal board is one of many peripheral boards that plug into the Baffa-2’s backplane, but it’s one of the few that seems to have taken the shortcut of using modern microcontrollers to get its job done. The board sports a pair of ATmega328s; one handles serial communication with the Baffa-2 backplane, while the other takes care of running the VGA interface. The card also has a PS/2 keyboard interface, and supports VT-100 ANSI escapes. The video below shows it in action with a 17″ LCD monitor in the old 4:3 aspect ratio.

We like the way this terminal card gets the job done simply and easily, and we really like the look of the Baffa-2 itself. We also spied an IMSAI 8080 and an Altair 8800 in the background of the video. We’d love to know more about those.

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