The Day The Russians And Americans Met 135 Miles Up

If you watched the original Star Trek series, you’d assume there was no way the Federation would ever work with the Klingons. But eventually the two became great allies despite their cultural differences. There was a time when it seemed like the United States and Russia would never be friends — as much as nations can be friends. Yet today, the two powers cooperate on a number of fronts.

One notable area of cooperation is in spaceflight, and that also was one of the first areas where the two were able to get together in a cooperative fashion, meeting for the first time in orbit, 135 miles up.  The mission also marks the ultimate voyage of the Apollo spacecraft, a return to space for the USSR’s luckiest astronauts, and the maiden flight of NASA’s oldest astronaut. The ability to link US and Soviet capsules in space would pave the way for the International Space Station.  The Apollo-Soyuz mission was nothing if not historic, but also more relevant than ever as more nations become spacefaring. Continue reading “The Day The Russians And Americans Met 135 Miles Up”

You Got Something On Your Processor Bus: The Joys Of Hacking ISA And PCI

Although the ability to expand a home computer with more RAM, storage and other features has been around for as long as home computers exist, it wasn’t until the IBM PC that the concept of a fully open and modular computer system became mainstream. Instead of being limited to a system configuration provided by the manufacturer and a few add-ons that really didn’t integrate well, the concept of expansion cards opened up whole industries as well as a big hobbyist market.

The first IBM PC had five 8-bit expansion slots that were connected directly to the 8088 CPU. With the IBM PC/AT these expansion slots became 16-bit courtesy of the 80286 CPU it was built around. These slots  could be used for anything from graphics cards to networking, expanded memory or custom I/O. Though there was no distinct original name for this card edge interface, around the PC/AT era it got referred to as PC bus, as well as AT bus. The name Industry Standard Architecture (ISA) bus is a retronym created by PC clone makers.

With such openness came the ability to relatively easy and cheaply make your own cards for the ISA bus, and the subsequent and equally open PCI bus. To this day this openness allows for a vibrant ecosystem, whether one wishes to build a custom ISA or PCI soundcard, or add USB support to a 1981 IBM PC system.

But what does it take to get started with ISA or PCI expansion cards today? Continue reading “You Got Something On Your Processor Bus: The Joys Of Hacking ISA And PCI”

Remoticon Video: Meta_Processing Is A Mashup Of Text And Block Programming

Very few people want to invent the universe before they blink their first LED. Sure, with enough interest a lot of folks will drill-down to the atomic level of technology and build their way back up. But there’s something magical about that first time you got your blinky to blink, and knowing how to write makefiles plays no part in that experienc). Now apply that to projects using smartphone as wireless interfaces… how simple can we make it for people?

Meta_Processing can translate the instructions into any of 14 languages

Jose David Cuartas is working to answer that very question and gives us a guided tour of his progress in this Meta_Processing workshop held during the Hackaday Remoticon. Meta-Processing is an IDE based on — as you’ve probably guessed — Processing, the programming language that unlocked higher-level functionality to anyone who wanted to perform visually-interesting things without becoming software zen masters. The “Meta_” part here is that it can now be done with very limited typing and interchangeably between different spoken languages.

The approach is to take the best of text programming and block programming languages and mash them together. In that way, you don’t type new lines, you add them with a click of the mouse and select the instruction you want to use on that line from a list. It means you don’t need to have the instructions memorized, and avoids typos in your code. The docs for that instruction will be shown on the bottom bar of the IDE to help you with parameters. And the kicker is that since you’re selecting the instructions, choosing any of the IDE’s 14 available spoken languages will update your “code” with translations into the new language.

In the workshop, video of which is included below, Jose demonstrates a number if interesting examples including audio, video, and user input, using a surprisingly small amount of code. The IDE even spawns a server on the network so that the apps you’ve written can be loaded by a smartphone. It has support for communicating with Arduino-compatible devices with digital read/write, analog read, and servo control. There’s even a fork of the project called Meta_Javascript that rolls in the ability to work with REST-like APIs.

People learn in many different ways. Having options like this to help people get to blinky very quickly is a great way to break down barriers to understanding and using computers.

Continue reading “Remoticon Video: Meta_Processing Is A Mashup Of Text And Block Programming”

Inputs Of Interest: DecaTxt Ultra-Portable Chording Keyboard

Now here’s a stocking stuffer of a keyboard. The DecaTxt is the size of a deck of cards, and at first glance it looks like some kind of pocket Keno machine or other gambling or gaming apparatus. But that’s just because it’s so colorful. When you only have ten keys emulating a full keyboard, there’s bound to be some serious labeling going on, as there should be.

DecaTxt demonstration from IN10DID

The DecaTxt is a Bluetooth 4.0 chording keyboard that’s meant to be used with your phone or whatever you want to pair it with. It was originally called the In10did, which stands for Input Nomenclature Ten Digit Interface Device. Catchy, no? At some point in the last ten years, this little guy went wireless and got a cooler name — the DecaTxt. Continue reading “Inputs Of Interest: DecaTxt Ultra-Portable Chording Keyboard”

Review: Pine64 Pinecil Soldering Iron

There was a time when decent quality soldering irons were substantial affairs, soldering stations with a chunky base unit containing the electronics and a lightweight handheld iron for the work. That has changed with the arrival of a new breed of microprocessor controlled lightweight handheld irons. There’s a new kid on the block from a company we associate more with open-source phones, laptops, and single board computers, Pine64 have produced the Pinecil. It’s a lightweight handheld iron with some innovative features at an attractive price, but does it raise the bar sufficiently to take on the competition?

I put the Pinecil through its paces, and and although the device is fully open source, give it a teardown for good measure. Spoiler: it’s my new favorite.
Continue reading “Review: Pine64 Pinecil Soldering Iron”

How To Get Into Cars: Drifting Mods

Drifting is a hugely popular motorsport unlike any other, focusing on style and getting sideways rather than the pursuit of the fastest time between two points. It’s a challenge that places great demands on car and driver, and proper attention to setup to truly succeed. Here’s a guide to get your first drift build coming together.

Getting Sideways (And Back Again)

Drift cars are specialised beasts, and like any motorsport discipline, the demands of the sport shape the vehicle to suit. If you’re looking to drift, you’ll want to choose a project car with a front-engined, rear-wheel drive layout. While it’s somewhat possible to drift with other layouts, the act of kicking out the tail and holding a slide at speed is best achieved with the handling characteristics of such a vehicle. It all comes down to weight transfer and breaking traction at will. Of course, over the years, certain cars have become expensive on the second-hand market due to their drift prowess, so you may have to get creative if your first choice isn’t available at your budget. It pays to talk to the drifters down at your local track to get an idea of which cars in your area are the best bet for a drift build. Once you’ve got yourself a car, you can get down to installing mods!

Continue reading “How To Get Into Cars: Drifting Mods”

All The Good VR Ideas Were Dreamt Up In The 60s

Virtual reality has seen enormous progress in the past few years. Given its recent surges in development, it may come as a bit of a surprise to learn that the ideas underpinning what we now call VR were laid way back in the 60s. Not all of the imagined possibilities have come to pass, but we’ve learned plenty about what is (and isn’t) important for a compelling VR experience, and gained insights as to what might happen next.

If virtual reality’s best ideas came from the 60s, what were they, and how did they turn out?

Interaction and Simulation

First, I want to briefly cover two important precursors to what we think of as VR: interaction and simulation. Prior to the 1960s, state of the art examples for both were the Link Trainer and Sensorama.

The Link Trainer was an early kind of flight simulator, and its goal was to deliver realistic instrumentation and force feedback on aircraft flight controls. This allowed a student to safely gain an understanding of different flying conditions, despite not actually experiencing them. The Link Trainer did not simulate any other part of the flying experience, but its success showed how feedback and interactivity — even if artificial and limited in nature — could allow a person to gain a “feel” for forces that were not actually present.

Sensorama was a specialized pod that played short films in stereoscopic 3D while synchronized to fans, odor emitters, a motorized chair, and stereo sound. It was a serious effort at engaging a user’s senses in a way intended to simulate an environment. But being a pre-recorded experience, it was passive in nature, with no interactive elements.

Combining interaction with simulation effectively had to wait until the 60s, when the digital revolution and computers provided the right tools.

The Ultimate Display

In 1965 Ivan Sutherland, a computer scientist, authored an essay entitled The Ultimate Display (PDF) in which he laid out ideas far beyond what was possible with the technology of the time. One might expect The Ultimate Display to be a long document. It is not. It is barely two pages, and most of the first page is musings on burgeoning interactive computer input methods of the 60s.

The second part is where it gets interesting, as Sutherland shares the future he sees for computer-controlled output devices and describes an ideal “kinesthetic display” that served as many senses as possible. Sutherland saw the potential for computers to simulate ideas and output not just visual information, but to produce meaningful sound and touch output as well, all while accepting and incorporating a user’s input in a self-modifying feedback loop. This was forward-thinking stuff; recall that when this document was written, computers weren’t even generating meaningful sounds of any real complexity, let alone visual displays capable of arbitrary content. Continue reading “All The Good VR Ideas Were Dreamt Up In The 60s”