Running JetRacer on the 2GB version of Nano with Waveshare JetRacer Pro AI Kit - nvidia-jetson

I'm trying to run jetracer on the 2GB version of Jetson Nano along with Waveshare's JetRacer Pro AI Kit but all the release files listed in the docs are for the 4GB version. The Waveshare wiki also features files for the 4GB version only. I've seen someone mention there being a pre-built 2GB version for Waveshare cars available on the wiki alongside the 4GB version but it's not there anymore (he meant the AI Kit instead of Pro AI Kit I have but still, it's unavailable for either anymore).
Is there no way to run the AI capabilities for self driving RC cars on a 2GB jetson, then? I thought these were cross platform and worst case scenario, there'd be worse performance - but not impossibility to run it altogether. Would it make sense to flash the card by hand using Jetson's official docs and then trying to follow the Jetracer Setup Guide from step #2 instead? This seems to have a chance of working cause step #1 (the one with ready-baked files) is just an installation of Jetcard anyway so one should be able to bypass it by flashing the card yourself instead of using the provided image. At the same time, I contacted Waveshare's support and they just told me straight away that Jetracer and their kit won't work with a 2GB Jetson and that's that...
Is there a possibility to run Jetracer on a 2GB Jetson then?

Related

Does React Native support Apple's M1 macbook pro?

Can ios apps be compiled on the new M1 chipset?
Is there any schedule for official support?
The short answer is yes.
The latest version of XCode (version 12) is compiled as a universal app. This means that it runs on both Intel-based and Mac Sillicon machines natively. From Apple's website:
Xcode 12 is built as a Universal app that runs 100% natively on Intel-based CPUs and Apple Silicon for great performance and a snappy interface.* It also includes a unified macOS SDK that includes all the frameworks, compilers, debuggers, and other tools you need to build apps that run natively on Apple Silicon and the Intel x86_64 CPU.
This means that you should be able to compile iOS with the latest version of XCode without a problem. It would be kind of crazy for Apple to release professional hardware (MacBook Pro) without this capability.
Keep in mind that a number of third party applications may not work well on the ARM machines yet. VSCode is not currently supported on M1 devices (although Microsoft have said that it's coming). VSCode is an Electron based app which currently can't be emulated with Apple's Rosetta II platform. You might not use VSCode, but keep in mind that any Electron based apps that you use may not work straight away.
If you exclusively use XCode and don't critically rely on any third-party apps you should be ok.
EDIT: I just noticed that you tagged your post for react-native. Information is pretty slim for compatibility at the moment, so I would be cautious. If you need a Macbook Pro to do commercial work or school projects right now then you run the risk of things not working as intended. The M1 MacBooks will undoubtedly support everything that you need as a developer in the future and they're particularly great candidates for iOS development because of the parallels made possible by the shared ARM architecture.
If you're relying on a new machine to get work done right now, going with an Intel-based machine is probably the best option. For reference, I recently got an Intel-based 16" MacBook Pro with work because I need to get things done right now without any issues. The commercial value far outweighs the potential benefits that an M1 machine might bring in a year or two. If you're ok with running into some issues over the next few months, I'm sure that the M1 machines will provide plenty of value for years ahead.
While there are problems that do not allow compiling the application.
brew and cocoapods are installed in the console with rosetta enabled.
pod install / update fails because flipper and some parts of RN are not supported by the platform
if you use expo - without cli then everything is ok
updates: now cli working (after update all - homebrew, cocoapods and other to last version)
from what I know, iOS app only compiles on Mac os, so it should work with whatever macOS uses.

Vulkan SDK setup: vkEnumerateInstanceExtensionProperties failed to find the VK_KHR_surface extension

I tried to run the Vulkan cube example after downloading the Vulkan SDK but get the following
vkEnumerateInstanceExtensionProperties failed to find the VK_KHR_surface extension.
Do you have a compatible Vulkan installable client driver (ICD) installed?
I have a Nvidia GK107M [Geforce GT 755M] graphics card.
Regarding the graphics driver, the output of
lshw -c video | grep 'configuration' is
configuration: driver=nvidia latency=0
configuration: driver=i915 latency=0
And when I see through the driver manager it shows Nvidia-352 graphics driver. Earlier I was using Nouveau display driver which I disabled thinking that it might not support Vulkan and the Nvidia driver would. But still the same thing persists.
On running .\vulkaninfo I got a message saying that vulkan instance creation failed with VK_ERROR_INCOMPATIBLE_DRIVER.
P.S: I am using the latest Vulkan SDK releases today only. I am going to try the older SDK versions. Maybe they would work.
P.P.S: I have run into a black /blank screen issue after updating Nvidia driver to 370 and rebooting.
Optimus. Well, there you have it. To quote directly from the driver package documents:
Some designs incorporating supported GPUs may not be compatible with the NVIDIA Linux driver: in particular, notebook and all-in-one desktop designs with switchable (hybrid) or Optimus graphics will not work if means to disable the integrated graphics in hardware are not available. Hardware designs will vary from manufacturer to manufacturer, so please consult with a system's manufacturer to determine whether that particular system is compatible.
So, you need to disable it (in BIOS) if possible (as it says above).
Or get updated driver from the notebook manufacturer (Well, as much chance as seeing Android update on chinatablet. If they even bother with linux support.).
Or expect exactly the kind of problems and hackery with no guaranteed success you face.
The v352 driver you have wouldn't support Vulkan. It is older than Vulkan.
Nouveau to my knowledge doesn't support Vulkan (yet) either.
There's 3 places that the Vulkan loader looks to find a Linux driver's JSON definition file:
/etc/vulkan/icd.d
/usr/share/vulkan/icd.d
And wherever you define "VK_DRIVERS_PATH" to.
If you don't have a JSON in one of those locations for your Nvidia driver that would be a problem.
Secondly, if you do have the JSON file, but it's "library_path" entry doesn't point to a valid driver, that would also not work.
Try looking for those files.

Automatic packing of server-side product as Docker and OVA image

We develop a server-side solution and to ease its deployment we would like to provide our cutomers with two options:
1. Docker image
2. VM image in OVA format
The images should be automatically created by our build machine.
As of today, we use packer for this purpose. First we create docker image and then update that image in preconfigured virtual machine image (using 'virtualbox-ovf' builder). This works pretty well, but there are some problems with this solution.
First, our vm includes docker framework and two OSes (host's and docker's), so our VM image is ~twice bigger than docker. Second, to base our solution on another linux distro, we should manually configure new VM machine.
We are looking for 'Dockerfile'-style solution to create and configure VM automatically and then export it in OVA format. 'virtualbox-iso' builder is the obvious way to do this, but the building process will be much longer.
If you are willing to use Debian as your base OS then you could look at TurnKey Linux's TKLDev. It's probably a bit of a learning curve initially but it's a pretty cool thing IMO (although I'm very biased - see below disclaimer). TKLDev will build you a TurnKey (Debian based) ISO with your software installed on top. Then using Buildtasks you can convert the ISO to OVA, VMDK, LXC, Docker, OpenStack, etc...
Unfortunately Buildtasks is not very well documented but significant chunks of it are in bash so if you are handy with a Linux commandline you could work it out. Otherwise ask on the TurnKey forums.
The initial development (from Packer to TKLDev) may take a little while, but once the heavy lifting is done the creation of an ISO (in a guest VM on a moderm multicore CPU PC) takes about 10-15 mins and the OVA probably another ~5; Docker another ~5.
If you wanted to make it build automatically then you could use a hook to trigger a fresh TKLDev build (including the buildtasks image creation) everytime a commit was made to a repo. I know that git supports this but I assume that other version control systems allow something similar.
Also if the appliance that you are making is open source then perhaps it could be added to the TurnKey Linux library?
Disclaimer: I work with TurnKey Linux. :)
FWIW this is essentially the process we use to create our library of appliances in most virtualisation formats known to human kind!

OpenCl: Minimal configuration to work with AMD GPU

Suppose we have AMD GPU (for example Radeon HD 7970) and minimal linux system without X and etc.
What should be installed and what should be launched and how it should be launched to have proper OpenCL environment? In best case it should be headless environment.
Requirements to environment:
GPU visible by OpenCL programs (clinfo for example)
It is possible to monitor temperature and set fan speed (for example using aticonfig).
P.S. Simple install Xserver, catalyst and run X :0 won't work properly. See X server with fglrx driver won't responce after exactly 49 accesses to X server
UPD When you use AMD GPU on linux, OpenCL applications don't see AMD GPU if Xserver isn't launched.
I had similar problem, asked a question and had succeed solving it by myself.
For R9 290 cards and newer i assume you have:
Built kernel 4.14 or later, with amdgpu driver support. There is option in linux kernel config under Graphics Support.
All nesesary firmware .bin blobs are incorporated. To do so easily you may edit buildroot/package/linux-firmware/* contents for buildroot, and manually add BR2_PACKAGE_LINUX_FIRMWARE_AMDGPU option by yourself, along with BR2_PACKAGE_LINUX_FIRMWARE_RADEON (use it as a template). Actually we should post that update to their git.
When booting you should see appropriate dmesg messages about amdgpu initializing, per each adapter. And screen mode should be switched. If you still see large console text and no videomode switch occured during init then you have problem in kernel/firmware, you should fix that out first.
To answer second question, controlling fan speeds/temperatures is achieved via powerplay filesystem, eg /sys/class/drm/.. like this:
cd sys/class/drm/card0/device/hwmon/hwmon0
echo 1 > pwm1_enable
cat pwm1_max > pwm1
You may dig a bit deeper and find powertune parameters nearby, in device folder.
But instead of using /sys/class/drm/card0/device/pp_dpm_sclk i highly recommend flashing that values directly in cards' bios. Set with required frequencies/voltages, as it is more reliable, stable and api independent - you either init it, or not :)
PS. Also put away 7970, buy something a bit newer. I dont know if it is still supported in the latest drivers, we havent such an old card by hands right now. I tested 290, 390, 480, 580 cards series. (for R9 270, miner fails to build cl code). For older cards better to use some older software <=16.40 and maybe a bit older kernel <=4.13

ps3 applications development [duplicate]

can anyone tell what to do develop ps3 applications (or) games after we install linux on ps3.
and other thing is that can we develop ps3 games on window platform for that what tools needed,its little bit of confusing.
can anyone clarify this?
Currently, the only legitimate way to develop for the Play Station 3 is to buy the development kit and a license from Sony. Recent hacks enable homebrew applications but there's currently only Sony's leaked SDK - building applications with this would probably be illegal.
A Homebrew SDK is in the works, but you would not be able to distribute your applications or games through official methods using this SDK.
To compile homebrew on Windows, you will likely need to use Cygwin and an available PS3 Tool Chain. It's unlikely that a compiler will exist or even be made for Windows, but Cygwin should allow you to emulate the linux tools available.
In summary, if you want to do it legit then you need a license and a dev kit from Sony. If you're just doing it for fun then I suggest you use Google to find more information on PS3 homebrew development.
See the Wikipedia page on OtherOS for some basic information and plenty of pointers. Beware that you're going to be restricted in what you can do, Linux does not have access to the full machine.
I am by no means an expert - but:
To develop PS3 games you need a PS3 developer kit. Afaik it can't be done simply by installing linux on a PS3. The developer kit is licensed from Sony and - to the best of my knowledge - require some kind of license payment and/or approval process as an official PS3 developer/house.
Sony released a small home-development kit, including a keyboard, mouse and harddrive for the old (non-slim) PlayStation 2 back in the day. That kit was linux driven and contained libraries to utilize graphics and controllers. The last I heard that idea was scrapped by Sony.
There was a method to install another OS on the PS3, and a lot of people installed Linux. Look through your docs (and maybe on the web) for "PS3 OtherOS" or "PS3 Other OS". Unfortunately Sony has recently removed the ability to install another OS, so you need a unit that hasn't had a recent firmware update.
Installing Linux means you have (most of) the system at your hands.
As far as I know, you need an official Development Kit from Sony in order to develop games for the PS3. I believe it does run in a modified Linux environment, but I cannot confirm this for sure (perhaps we have someone on SO who develops PS3 titles and can fill us in?)
You'll need a PS3 dev kit to do it properly. While one used to be able to install Linux on the PS3, it's a feature that has now been disabled. Even if you do manage to find a PS3 that is still able to accept Linux you'll be using a largely divergent API (from what commecial PS3 games are built on) and you wont' have access to many of the more powerful graphical functionality.
While you can build a game largely on Windows you'll need to port it property to run on PS3. You can't just hit compile on Windows and have it run on the PS3.
Although this is an old thread, I see that no one has yet mentioned an alternative option that has been available for both PlayStation 3 (and later) and Xbox One (and later) from the very beginning: Blu-ray Disc Java, abbreviated BD-J.
These consoles feature a Blu-ray Player, and all Blu-ray players can run JavaME as part of the Blu-ray specification. This means you can actually code games and apps with JavaME, and run it on these game consoles from the very same disc.
So if you're just looking to create some homebrew games for fun, then BD-J is a very attractive option. Because:
you can run your homebrew games on many gaming consoles from the very same disc
there's no expensive SDK to buy, you simply code JavaME in whatever IDE you want
there's no approval process, you just create your own disc and make the ISO downloadable
Here's a few YouTube example videos of various BD-J Xlets running on PS3, showing that the platform is quite capable of running homebrew stuff:
https://www.youtube.com/watch?v=M_E9VaXywG0
https://www.youtube.com/watch?v=NxMpLB_ZsDs
https://www.youtube.com/watch?v=bKadWBm9CQA
https://www.youtube.com/watch?v=1bC5FV-2AY4
And a few useful links:
http://www.oracle.com/technetwork/articles/javame/bluray-142687.html
http://www.tvwithoutborders.com/
http://www.java-gaming.org/index.php?topic=38044.0