CAN bus off condition info [closed] - can-bus

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When Bus off state occurs, assume because of failure of can controller in one node, then how other nodes will come to know that the bus is in off state?
Can anybody aware of this?

Bus off simply means that the current node stops sending information on the bus. Not necessarily that "the whole bus is off", though of course if there's some physical problem with the bus, then all nodes will end up in "bus off" state.
Other nodes will only notice this when a particular node stops responding and not doing ACK. Usually higher layer protocols have mechanisms for checking this, like for example the "Heartbeat" feature of CANopen.
For general CAN bus error handling see this: https://www.kvaser.com/about-can/the-can-protocol/can-error-handling/

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why CAN hardware acceptance filter present in receive? [closed]

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I interested in CAN HW object.
I aware of CAN Acceptance filter that in change of CAN ID filtering.
why CAN hardware acceptance filter present in receive?
When CAN message received, is CAN arbitration procedure excuted?
When CAN Message transmitted, Is CAN arbitration unnecessary?
Acceptance filters are used to filter received CAN messages according to their IDs, so that the firmware is not interrupted by the messages which it isn't interested in. Filters are applied after the hardware receives the message. If the message can't pass any filter, it's discarded. This prevents unnecessary hardware interrupts.
TX side doesn't need any filters, because the firmware designer chooses what to send.
Each node executes the CAN arbitration procedure during transmit, by sampling the bus as it transmits. If the transmitting node looses the arbitration, it stops transmitting to try again later.
Nodes on the bus receive only the messages that won the arbitration. Arbitration process is an essential & embedded part of the CAN protocol and it's always there and necessary.

Get network type from iOS application [closed]

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Is it possible to determine network type from iOS application ? How to determine that app is using IPv6 or IPv4 network?
There are ways in which you could test that, but it's a bad ideas in general. Trying to determine the network setup usually means that you're making assumptions, and with all the possibilities in the way networks are configured you're going to get it wrong. Networks can be IPv4-only, IPv6-only, dual stack, IPv6-only with NAT64/DNS64 etc.
The recommended way is to use hostnames with DNS and just connect to whatever you get back. That way your application will not be dependent on any specific technology and just work. If there is no network you'll notice.

Communication betwen processes on different nodes [closed]

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I have to create distributed publish subscribe system, but I'm stuck at the very begining beacuse I can't figure out how to exchange messages between processes on different nodes. Any ideas?
Sending a message to a process on another node is the same as inside local node. The problem is only to determine its pid. This can be made by introducing a registar which maps some known data to pids. The registrar may be a process with well known name or address storing those mappings inside, a bunch of processes to spread load or a database.
For a start you can try distributed gproc.

Getting specific metrics from StarCraft 2 Replays [closed]

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I'm looking for a way to pull some metrics from a replay, but after doing some research I think this might be more difficult than I originally thought. From what I've found, the SC2 Replay is mostly events (and some info about the replay and players), those events by themselves don't provide the information I was hoping to pull, because the replay and the game engine are highly tied together (of course).
So, I'm wondering if anyone has a solution on how to pull metrics from a replay? I was looking for these kinds of things:
Current Army Value
Current Floating Resources
Current Building Production
...
Basically every 30seconds or something.
Any ideas?
ggtracker uses sc2reader to get something close to the current army value -- it computes the "active army" size. active army is based on player selection actions. a unit joins the "active army" the first time it is selected, and leaves the "active army" after the last time it is selected.
you may also be interested in the stats contained within the s2gs file, which are displayed in the post-game stats display. for example it contains the army size graph and income graph data. s2gs files can be parsed by sc2reader. this teamliquid thread has more details about how you can obtain s2gs files: http://www.teamliquid.net/forum/viewmessage.php?topic_id=330926. basically, you can manually cause the s2gs files to appear on your computer by clicking in the SC2 client.

What happens on a DMA controller when it gets selected? [closed]

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I'm trying to learn the ins and outs of an 8237A-5 DMA controller. I've been reading about it and now I've started to design it at the gate level in software. The CS pin is active low. If it gets a high signal on here, do what happens? Do all the other pins just go to high Z? What happens when it gets a low signal?
The data outputs go high impedance to allow other chips to use the data bus -- any operations that occur on the bus are ignored. When it gets a low signal on the CS pin, it will process any bus transactions it sees according to its data sheet. It will then latch the data from the data bus or drive data onto the data bus for a read or write cycle respectively.
The usual hardware design is the CS pin is driven by the output of the address decoder. When the address is seen to be in range for the target device, the address decoder drives that device's chip select pin active. That way, only the target device responds to each bus operation.

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