+++ -7,7 +7,7 Description: Current state of the transmitter. a/Documentation/ABI/obsolete/sysfs-class-rfkill crypto/ diff -git a/Documentation/ABI/obsolete/sysfs-class-rfkill b/Documentation/ABI/obsolete/sysfs-class-rfkill
+crc32.txt + - brief tutorial on CRC computation cris/ - directory with info about Linux on CRIS architecture. +++ -7,8 +7,8 translations are available on the cputopology.txt - documentation on how CPU topology info is exported via sysfs.
* 'for-linus' of git:///pub/scm/linux/kernel/git/mason/linux-btrfs: (26 commits)ītrfs: reduce lock contention during extent insertionītrfs: avoid deadlocks from GFP_KERNEL allocations during btrfs_real_readdirītrfs: Fix space checking during fs resizeītrfs: fix block_rsv and space_info lock orderingītrfs: do not start delalloc inodes during syncītrfs: fix that check_int_data mount option was ignoredītrfs: don't count CRC or header errors twice while scrubbingītrfs: fix btrfs_ioctl_dev_info() crash on missing deviceītrfs: double unlock bug in error handlingītrfs: always store the mirror we read the eb fromįs/btrfs/volumes.c: add missing free_fs_devicesītrfs: fix max chunk size check in chunk allocatorītrfs: add missing read locks in backref.cītrfs: don't call free_extent_buffer twice in iterate_irefsītrfs: Make free_ipath() deal gracefully with NULL pointersītrfs: avoid possible use-after-free in clear_extent_bit()ĭiff -git a/Documentation/00-INDEX b/Documentation/00-INDEX This was tested against both 3.3 and Linus' master as of this morning." GFP_KERNEL allocations in readdir, and a RAID10 error handling bug. Theīiggest are fixes for our mount -o remount handling, a deadlock due to Turns out it was an NFS client bug fixed by someone else while I triedĪll of these fixes are small, but some are fairly high impact. Thought our patches were making NFS crash during my xfs test runs. Merge branch 'for-linus' of git:///pub/scm/linux/kernel/git/mason/linux-btrfs There are several programs that emulate keyboard and mouse input with a gamepad such as JoyToKey, Xpadder, and Pinnacle Game Profiler.B990f9b3cb068578b8aefd3a34f8c8555661ef95 ĭc7fdde39e4962b1a88741f7eba2a6b3be1285d8 Generally they have been made to circumvent the lack of joystick support in some computer games, i.e. There are programmable joysticks that can emulate keyboard input.
Gamepads are also available for personal computers, although a keyboard and mouse combination tends to be utilized more often for certain genres. Gamepads are the primary means of input on all modern video game consoles except for the Wii (though the Wii Remote can function alternately as a gamepad). Some models, like Space Orb, have a trackball. Some common additions to the standard pad include shoulder buttons placed along the edges of the pad, centrally placed start, select, and mode buttons, and an internal motor to provide force feedback. The gamepad with a trackball for use with the Apple Bandai Pippin The direction controller has traditionally been a four-way digital cross (also named a joypad, or alternatively a D-pad), but most modern controllers additionally (or as a substitute) feature an analog stick. Gamepads generally feature a set of action buttons handled with the right thumb and a direction controller handled with the left. Miniature finger-operated joysticks have been adopted as input devices for smaller electronic equipment such as mobile phones.Ī gamepad (also called joypad or control pad), is a type of game controller held in the hand, where the digits (especially thumbs) are used to provide input. Joysticks are also used for controlling machines such as cranes, trucks, underwater unmanned vehicles, wheelchairs, surveillance cameras and zero turning radius lawn mowers. The joystick has been the principal flight control in the cockpit of many aircraft, particularly military fast jets, where center stick or side-stick location may be employed. A popular variation of the joystick used on modern video game consoles is the analog stick. Joysticks are often used to control video games, and usually have one or more push-buttons whose state can also be read by the computer. A joystick is an input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling.