Linux-RT patches - linux-kernel

I am getting started with Linux-RT and browsing in the Internet I have realized that isn't the same "full Linux-RT" and "PREEMPT_RT kernel config". Which is the difference?
I am working in a project and need a RTOS, so I decided to get Linux.

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What is causing an access denied on executable MobaSCPRinew.exe when using MobaXterm on Windows

I've been a happy user of MobaXterm for years, this is a great terminal and X-window manager on Windows to access Linux machine and others. Recently, possibly since I upgraded to Windows 11 or changed laptop, I sometimes get the following error window:
An error occurred while starting the following MobaXterm subprocess:
"%APPDATA%\MobaXterm\slash\bin\MobaSCPRinew.exe"
Access is denied
I could not figure out which action is triggering this error but it is pretty rare and seems to happen either when I switch from one tab to another or when I unlock my computer after a while but I can't reproduce it systematically. I'm using MobaXterm Personal Edition v22.0 Build 4858.
This executable exists on my system and the file properties mention that this is a "Command-line SCP/SFTP client". However, even after the error, the SSH Browser available in the side bar (provided you only show one tab) is still visible and working.
Does anybody know what could be causing this?
Thanks
[EDIT]
I contacted the support of MobaXterm:
they told me it is a known bug related to the "Remote Monitoring" feature, which can display stats about memory, disk usage, connected users,...
advised me to test the preview version 22.2 since the bug seems fixed in that release
I used it for a few days and the issue never happened. I will download the latest official release 22.1 and, if it happens also in that one, will wait for the official 22.2. I will close this issue once the bug is fixed in an official release.
Same issue here, with some slight differences:
Location seems to be the "Documents" folder of my "Onedrive":
E:\OneDrive - xyz\Documents\MobaXterm\slash\bin\MobaSCPRinew.exe"
I use the "professional edition" with the same license ID, so I suppose technically it is the same software.
Issue only popped up till now after a reboot of my system, launching the MobaXterm and subsequently starting an ssh session.
Restarting MobaXterm only (once) didn't produce the issue.
I now upgraded to 22.1. Since the release notes do not mention anything concerning this issue, I can't know for sure the problem will be solved. I'll report back when it reoccurs.
Johan

App inventor blocks editor is starting slow and return error "could not download starter application..."

I'm trying to run blocs editor for app inventor. It's starting slowly and then returns message:
We could not download the starter application from the server in order to install it on the device. This may prevent the "Connect to Device" button from working.
This error can occur if you have tried to start the blocks editor with a previously downloaded ".jnlp" file.
I have installed last version of java, other java applications are working fine. How does make the block editor work?
There could be lots of reasons. Which browser are you using? Did you already try another?
Probably there is some kind blocking software running on your machine, perhaps a firewall. There have also been reports of this from misconfigured virus scanners.
You also might want to take a look at the troubleshooting page. If this does not help, post a question in the Getting Set Up and Connecting Your Phone to App Inventor forum.

iOS Remote Debugging on external Devices

I am not sure if I can remote debug an application running on an Iphone which is not next to me? We test your app. well but some users have issues sometimes we can not replicate and dont know where to start digging in this cases. So it would be very easy for us when we can just connect the remote debugger via the internet to an device. Is is possible somehow?
Most of the guys using the app we could remote to there PCs (but the majority dont uses macs...) and run tools there, is this maybe an easier solution?
For Mac Os I found this http://developer.apple.com/library/mac/#documentation/DeveloperTools/Conceptual/XcodeDebugging/300-Debugging_Programs_Remotely/remote_debugging.html
But this is not for iOS...
Thx very very much already
Our company just released a service exactly for that purpose: http://apphance.com . It allows you to very easily (5 minutes) integrate your application - add framework project basically and you get all the remote debugging capability included (you can access everything from very nice web panel):
You can see logs of running application (in near-real-time)
You can see how device conditions change over time (rotation, wifi/gprs, battery, others)
You get crashes reported to you automatically with all relevant information
Even out-of-memory errors are reported
Your testers can even report problems by shaking the device - including automated screenshots
and more.....
It's currently, closed beta stage but you can request access and for sure you get it.
All you need to do is get the crash log(you can get this at any time through the Xcode Organizer or iTunes Connect in released Applications) symbolicate it and ask the tester what they did to cause the error. This will give you every piece of info you could of gotten from GDB.
Check out https://testflightapp.com/sdk/, you can get crash reports, remote logs, see how is the teststing going and much more, see link for further details.

Anyone has a copy of osxcrypt source code?

I'd like to get a copy of the following open source code:
http://www.osxcrypt.org/release/OSXCrypt-6.2A-source.zip
The above site is gone, couldn't find any archives googling. So I come here to ask your help. I need some source code to do a virtual disk kernel extension on Mac, so Mac OS X can boot from a virtual disk file, as what we have done for Windows via our VBoot (http://www.vmlite.com/index.php/products/vboot) software.
If you do have a copy and can share with me, that would be great!
Or if you have other ideas on how to develop a virtual disk driver on Mac, that would be useful too. We have done that for Windows/Linux.
Thanks,
Executable download: http://www.apponic.com/free-downloads-327/osxcrypt-6.2a/
As for the source, a Google search constrained to the past year reveals nothing at all. The last post here isn't promising:
In 2008 some fellows took the
Truecrypt source code and wrote their
own Mac version (this was before there
was a Mac version of Truecrypt). It
was called OSXCrypt. It had potential
because it was a kernel extension, not
a user-space implementation like
Truecrypt is. They asked for and took
donations, but once Truecrypt was
released for Mac, these guys took the
money and ran. No one to my knowledge
has heard from them since. Pity.
Google search 'osxcrypt' gives numerous sites from which the binary can be downloaded. However, they all seem to lead to dead-ends - the osxcrypt.org domain is defunct (which is probably indicative of problems with the software; I'd certainly not recommend using it at the moment). Using the WayBack Machine at http://web.archive.org suggests that the website was always rather minimal - there's no evidence of the source being available there for the 2 one-page entries that are available. There were plans to put the material onto SourceForge; the project exists but there are no files available there.
There's a contact email address available via whois osxcrypt.org - maybe you should try that.
After searching in the waybackmachine it was authored by Orlando Bassotto and Matteo Flora.
Maybe someone can ping them.

How do I set up my environment to debug on a Blackberry device?

I'm sorry if I'm asking the wrong thing in stackoverflow, but I've come to my wits end dealing with Blackberry. Documentation, site organization, general levels of support have all come together to the point that I haven't been able to do a whole lot of actual work in this environment.
I currently have the Eclipse environment downloaded from the blackberry developer's area website. I can run the simulator and everything else without issue. What I'm trying to do now is to move from debugging on the simulator to debugging on the device itself. This is an important step for me, but I haven't found a satisfactory way to do it...
What I've found are some posts saying that I should package an ALX (of which I'm still not sure on how to do), and using the BDM to install it. This, however, means I won't be able to use the debugger...
If someone could direct me to a resource that will give me step by step instructions from coding to release of blackberry development, this would be awfully helpful.
Thanks so much!
Yes, please test your code on a device. Basic stuff works the same between both, but especially when you get into networking, media, etc. the devices are different.
You can debug on your device through Eclipse. I can't provide you with an end-to-end guide on SO, but here's the quick debug guide.
Build (sign if necessary) and load your app onto the device. You can do this with the desktop manager, or with the command-line javaloader tool that comes with the JDE (look in the bin directory), or even OTA (over the air)
After loading, make sure the Desktop Manager is NOT running (it'll interfere with on-device debugging)
From Eclipse, create a new debug configuration, in the Debug Configurations dialog click on BlackBerry Device, and then click on the new configuration icon. Default settings should be fine.
Make sure your device is plugged into your USB port and start your new debug configuration. You'll probably get a lot of prompts about things missing (because actual devices don't have debug info for any built-in stuff, generally) but click through those and you should be fine to debug.
This is something we struggled with a lot at my old company. I don't think it's possible to do with Eclipse, you have to use the BB JDE, creating the necessary project files against the same code base. I could be wrong on that one as we weren't using the RIM Eclipse plugin, just building it all with Ant.
Personally I never managed to get passed "debugger attaching..." on the device, although I believe a colleague got it to connect but found it too slow to be usable (if you think how slow the emulator can be sometimes...). I know our ant build file had a target for building a version specifically for the JDE profiler, although that was only against the emulator.
In the end we resorted to using our own function debugging code that manually logged entries, exits, parameters and run times, sending the result to a special server.
Sorry if that doesn't help much, but that was our experience.
Never needed to debug on the device itself, I've always found that the apps i've written work on the device, same as on the handset.
As for generating an ALX, in eclipse right click on the project inside the Package Explorer and select "Generate ALX File".

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