É oficial! A versão 14.04 (Trusty Tahr) do nosso querido Ubuntu GNOME será LTS (Long Term Support), ou seja, o suporte oficial (Atualizações de segurança) será por 03 (três) anos, ao invés de 2 (dois) anos e 3 (três) meses. Esta ótima notícia foi dada pelo Steve Langasek (Desenvolvedor do Debian e Ubuntu) logo após a reunião do Conselho Técnico.
Este é o resultado de muito trabalho duro realizado por todos os envolvidos nos últimos meses. Todos estão de parabéns por esta conquista e queremos mais e mais.
Se você gosta de Ubuntu GNOME, se o Ubuntu GNOME conseguiu mudar a sua vida ou a forma como você está usando o seu computador/laptop ou se você quiser fazer alguma coisa para o Ubuntu GNOME para mostrar o seu apreço … é muito, muito simples – basta apenas se envolver e escrever o seu nome com os das grandes pessoas que fizeram tudo o que podiam e ainda mais para chegar a este ponto. Se tiver alguma dúvida, basta entrar em contato!
Te vejo por lá!
Driven by the technical choices of some of our early clients, QtWebKit was one of the first web engines Collabora worked on, building the initial support for NPAPI plugins and more. Since then we had kept in touch with the project from time to time when helping clients with specific issues, hardware or software integration, and particularly GStreamer-related work.
With Google forking Blink off WebKit, a decision had to be made by all vendors of browsers and platform APIs based on WebKit on whether to stay or follow Google instead. After quite a bit of consideration and prototyping, the Qt team decided to take the second option and build the QtWebEngine library to replace QtWebKit.
The main advantage of WebKit over Blink for engine vendors is the ability to implement custom platform support. That meant QtWebKit was able to use Qt graphics and networking APIs and other Qt technologies for all of the platform-integration needs. It also enjoyed the great flexibility of using GStreamer to implement HTML5 media. GStreamer brings hardware-acceleration capabilities, support for several media formats and the ability to expand that support without having to change the engine itself.
People who are using QtWebKit because of its being Gstreamer-powered will probably be better served by switching to one of the remaining GStreamer-based ports, such as WebKitGTK+. Those who don’t care about the underlying technologies but really need or want to use Qt APIs will be better served by porting to the new QtWebEngine.
It’s important to note though that QtWebEngine drops support for Android and iOS as well as several features that allowed tight integration with the Qt platform, such as DOM manipulation through the QWebElement APIs, making QObject instances available to web applications, and the ability to set the QNetworkAccessManager used for downloading resources, which allowed for fine-grained control of the requests and sharing of cookies and cache.
It might also make sense to go Chromium/Blink, either by using the Chrome Content API, or switching to one its siblings (QtWebEngine included) if the goal is to make a browser which needs no integration with existing toolkits or environments. You will be limited to the formats supported by Chrome and the hardware platforms targeted by Google. Blink does not allow multiple implementations of the platform support layer, so you are stuck with what upstream decides to ship, or with a fork to maintain.
It is a good alternative when Android itself is the main target. That is the technology used to build its main browser. The main advantage here is you get to follow Chrome’s fast-paced development and great support for the targeted hardware out of the box. If you need to support custom hardware or to be flexible on the kinds of media you would like to support, then WebKit still makes more sense in the long run, since that support can be maintained upstream.
At Collabora we’ve dealt with several WebKit ports over the years, and still actively maintain the custom WebKit Clutter port out of tree for clients. We have also done quite a bit of work on Chromium-powered projects. Some of the decisions you have to make are not easy and we believe we can help. Not sure what to do next? If you have that on your plate, get in touch!
Nas versões mais antigas do GNOME Shell, a extensão de Alternative Status Menu oferecia a opção de Hibernar, além de ampliar as opções neste menu. Atualmente existe a extensão Hibernate Status Button, que instalada sozinha não funciona. Então vamos lá para a receitinha de bolo para fazer tudo funcionar perfeitamente.
Primeiramente, vamos instalar o pacote pm-utils. Abra o seu terminal e execute:
sudo apt-get install pm-utils
Em seguida, realize um teste para ver se a função Hibernar realmente funciona no seu sistema. Ainda no terminal, execute:
Depois de desligado, ligue o seu laptop ou PC novamente. Os seus aplicativos abertos reabriram? Beleza! Se a função hibernar não funcionar, verifique se a sua partição swap é no mínimo maior que a sua memória RAM disponível.
Habilitando a hibernação
O indicador de sessão foi configurado para utilizar o logind ao invés de upower. Hibernar está desabilitado por padrão em ambos. Para reativar esta opção, execute o comando abaixo para editar o arquivo de configuração:
sudo gedit /var/lib/polkit-1/localauthority/50-local.d/com.ubuntu.enable-hibernate.pkla
Copie e cole as linhas abaixo no arquivo e salve.
[Re-enable hibernate by default in upower] Identity=unix-user:* Action=org.freedesktop.upower.hibernate ResultActive=yes [Re-enable hibernate by default in logind] Identity=unix-user:* Action=org.freedesktop.login1.hibernate ResultActive=yes
O arquivo deverá ficar como na imagem abaixo:
Até aqui, funciona perfeitamente no Ubuntu, mas para aparecer no seu GNOME Shell, instale a extensão Hibernate Status Button e um novo ícone irá aparecer no seu menu (vide imagem abaixo):
Obs.: Este post é melhor visualizado acessando direto da fonte: Blog do Ubuntuser
One of the biggest highlights of the Android KitKat release was the new Transitions framework which provides a very convenient API to animate UIs between different states.
The Transitions framework got me curious about how it orchestrates layout rounds and animations between UI states. This post documents my understanding of how transitions are implemented in Android after skimming through the source code for a bit. I’ve sprinkled a bunch of source code links throughout the post to make it easier to follow.
Although this post does contain a few development tips, this is not a tutorial on how to use transitions in your apps. If that’s what you’re looking for, I recommend reading Mark Allison’s tutorials on the topic.
With that said, let’s get started.
Android’s Transitions framework is essentially a mechanism for animating layout changes e.g. adding, removing, moving, resizing, showing, or hiding views.
The framework is built around three core entities: scene root, scenes, and transitions. A scene root is an ordinary ViewGroup that defines the piece of the UI on which the transitions will run. A scene is a thin wrapper around a ViewGroup representing a specific layout state of the scene root.
Finally, and most importantly, a transition is the component responsible for capturing layout differences and generating animators to switch UI states. The execution of any transition always follows these steps:
- Capture start state
- Perform layout changes
- Capture end state
- Run animators
The process as a whole is managed by the TransitionManager but most of the steps above (except for step 2) are performed by the transition. Step 2 might be either a scene switch or an arbitrary layout change.
How it works
Let’s take the simplest possible way of triggering a transition and go through what happens under the hood. So, here’s a little code sample:
TransitionManager.beginDelayedTransition(sceneRoot); View child = sceneRoot.findViewById(R.id.child); LayoutParams params = child.getLayoutParams(); params.width = 150; params.height = 25; child.setLayoutParams(params);
This code triggers an AutoTransition on the given scene root animating child to its new size.
The first thing the TransitionManager will do in beingDelayedTransition() is checking if there is a pending delayed transition on the same scene root and just bail if there is onecode. This means only the first beingDelayedTransition() call within the same rendering frame will take effect.
Next, it will reuse a static AutoTransition instancecode. You could also provide your own transition using a variant of the same method. In any case, it will always clonecode the given transition instance to ensure a fresh startcode—consequently allowing you to safely reuse Transition instances across beingDelayedTransition() calls.
It then moves on to capturing the start statecode. If you set target view IDs on your transition, it will only capture values for thosecode. Otherwise it will capture the start state recursively for all views under the scene rootcode. So, please, set target views on all your transitions, especially if your scene root is a deep container with tons of children.
An interesting detail here: the state capturing code in Transition has especial treatment for ListViews using adapters with stable IDscode. It will mark the ListView children as having transient state to avoid them to be recycled during the transition. This means you can very easily perform transitions when adding or removing items to/from a ListView. Just call beginDelayedTransition() before updating your adapter and an AutoTransition will do the magic for you—see this gist for a quick sample.
The state of each view taking part in a transition is stored in TransitionValues instances which are essentially a Map with an associated Viewcode. This is one part of the API that feels a bit hand wavy. Maybe TransitionValues should have been better encapsulated?
Transition subclasses fill the TransitionValues instances with the bits of the View state that they’re interested in. The ChangeBounds transition, for example, will capture the view bounds (left, top, right, bottom) and location on screencode.
Once the start state is fully captured, beginDelayedTransition() will exit whatever previous scene was set in the scene rootcode, set current scene to nullcode (as this is not a scene switch), and finally wait for the next rendering framecode.
TransitionManager waits for the next rendering frame by adding an OnPreDrawListenercode which is invoked once all views have been properly measured and laid out, and are ready to be drawn on screen (Step 2). In other words, when the OnPreDrawListener is triggered, all the views involved in the transition have their target sizes and positions in the layout. This means it’s time to capture the end state (Step 3) for all of themcode—following the same logic than the start state capturing described before.
With both the start and end states for all views, the transition now has enough data to animate the views aroundcode. It will first update or cancel any running transitions for the same viewscode and then create new animators with the new TransitionValuescode (Step 4).
The transitions will use the start state for each view to “reset” the UI to its original state before animating them to their end state. This is only possible because this code runs just before the next rendering frame is drawn i.e. inside an OnPreDrawListener.
Finally, the animators are startedcode in the defined order (together or sequentially) and magic happens on screen.
The code path for switching scenes is very similar to beginDelayedTransition()—the main difference being in how the layout changes take place.
Calling go() or transitionTo() only differ in how they get their transition instance. The former will just use an AutoTransition and the latter will get the transition defined by the TransitionManager e.g. toScene and fromScene attributes.
Maybe the most relevant of aspect of scene transitions is that they effectively replace the contents of the scene root. When a new scene is entered, it will remove all views from the scene root and then add itself to itcode.
So make sure you update any class members (in your Activity, Fragment, custom View, etc.) holding view references when you switch to a new scene. You’ll also have to re-establish any dynamic state held by the previous scene. For example, if you loaded an image from the cloud into an ImageView in the previous scene, you’ll have to transfer this state to the new scene somehow.
Here are some curious details in how certain transitions are implemented that are worth mentioning.
The ChangeBounds transition is interesting in that it animates, as the name implies, the view bounds. But how does it do this without triggering layouts between rendering frames? It animates the view frame (left, top, right, and bottom) which triggers size changes as you’d expect. But the view frame is reset on every layout() call which could make the transition unreliable. ChangeBounds avoids this problem by suppressing layout changes on the scene root while the transition is runningcode.
The Fade transition fades views in or out according to their presence and visibility between layout or scene changes. Among other things, it fades out the views that have been removed from the scene root, which is an interesting detail because those views will not be in the tree anymore on the next rendering frame. Fade temporarily adds the removed views to the scene root‘s overlay to animate them out during the transitioncode.
The overall architecture of the Transitions framework is fairly simple—most of the complexity is in the Transition subclasses to handle all types of layout changes and edge cases.
The trick of capturing start and end states before and after an OnPreDrawListener can be easily applied outside the Transitions framework—within the limitations of not having access to certain private APIs such as ViewGroup‘s supressLayout()code.
As a quick exercise, I sketched a LinearLayout that animates layout changes using the same technique—it’s just a quick hack, don’t use it in production! The same idea could be applied to implement transitions in a backwards compatible way for pre-KitKat devices, among other things.
That’s all for now. I hope you enjoyed it!
O concurso de papeis de parede para o Ubuntu GNOME 14.04 chegou ao fim!
Conheça agora os 10 vencedores (Clique nas fotos para ampliar):
Agradeço a todos pela participação. Até a próxima!
Obs.: Este post é melhor visualizado acessando direto da fonte: Blog do Ubuntuser
Há alguns dias atrás eu havia convocado a todos para colaborar com fotos para o concurso de papeis de parede do Ubuntu GNOME 14.04. Agora tenho o prazer de convidar vocês agora para a etapa final do concurso de papeis de parede do Ubuntu GNOME! Chegou a hora de escolher os melhores papeis de parede que serão utilizados na versão final do Ubuntu GNOME 14.04.
A votação se dará até o dia 09/03/2014. Dentre os papeis de parede, escolha os 10 (dez) melhores, esta será a quantidade finalista!
Para votar, basta clicar no botão abaixo:Concurso de melhores papeis de parede
Em breve anunciarei aqui os grandes vencedores! Desde já, eu e o Time de arte do Ubuntu GNOME agradecemos o seu voto!
Obs.: Este post é melhor visualizado acessando direto da fonte: Blog do Ubuntuser
Originalmente publicado no PoliGNU.
Por quê mudar?
kov@melancia ~> systemctl status mariadb.service mariadb.service - MariaDB database server Loaded: loaded (/usr/lib/systemd/system/mariadb.service; disabled) Active: active (running) since Seg 2014-02-03 23:00:59 BRST; 1 weeks 3 days ago Process: 6461 ExecStartPost=/usr/libexec/mariadb-wait-ready $MAINPID (code=exited, status=0/SUCCESS) Process: 6431 ExecStartPre=/usr/libexec/mariadb-prepare-db-dir %n (code=exited, status=0/SUCCESS) Main PID: 6460 (mysqld_safe) CGroup: /system.slice/mariadb.service ├─6460 /bin/sh /usr/bin/mysqld_safe --basedir=/usr └─6650 /usr/libexec/mysqld --basedir=/usr --datadir=/var/lib/mysql --plugin-dir=/usr/lib64/mysql/plug... Fev 03 23:00:57 melancia mysqld_safe: 140203 23:00:57 mysqld_safe Logging to /var/log/mariadb/mariadb.log. Fev 03 23:00:57 melancia mysqld_safe: 140203 23:00:57 mysqld_safe Starting mysqld daemon with databas...mysql Fev 03 23:00:59 melancia systemd: Started MariaDB database server. Hint: Some lines were ellipsized, use -l to show in full.
A questão de licenciamento
O time de arte do Ubuntu GNOME resolveu incluir papéis de parede da comunidade para o lançamento do Trusty Tahr (14.04). Chegou a hora de você colaborar para embelezar ainda mais o Desktop de milhões de usuários nesta próxima versão do Ubuntu GNOME.
Algumas instruções devem ser seguidas para o concurso:
- Sem marcas comerciais, nome de marcas, armas, violência, imagens pornográficas ou sexualmente explícitas;
- Evitar imagens de movimentos, e também de com muitas formas e cores;
- Pode ser utilizado um único ponto de foco;
- Os elementos do GNOME Shell devem ser levados em consideração durante a criação;
- A dimensão final deverá ser de 2560 x 1600 pixels;
Processo de envio
O processo de envio será através da Wiki do Ubuntu, então basta ter uma conta no Launchpad! O que você está esperando para começar a enviar a sua obra de arte? Para maiores informações sobre como é todo esse processo, basta clicar nos botões abaixo:Como enviar | Página de envio
When a new year comes, it’s time to reflect (not regret) and set up new goals.
For 2014, I want to intensify my GNOME contributions, read 50 books, graduate o/*, and (after that) find a first job.
I’m just back from a well deserved 2-week vacation in Salvador—the city where I was born and raised. While in Brazil, I managed to stay (mostly) offline. I intentionally left all my gadgetry at home. No laptop, no tablet. Only an old-ish smartphone with no data connection.
Offline breaks are very refreshing. They give you perspective. I feel we, from tech circles, are always too distracted, too busy, too close to these things.
Stepping back is important. Idle time is as important as productive time. The world already has enough bullshit. Let’s not make it worse.
Here’s for a more thoughtful, mindful, and meaningful online experience for all of us. Happy new year!