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Experiment 2.0

October 30th, 2011 No comments

As Jake pointed out in the previous post we have once again decided to run The Linux Experiment. This iteration will once again following the rule where you are not allowed to use a distribution that you have used in the past. We also have a number of new individuals taking part in the experiment: Aíne B, Matt C, Travis G and Warren G. Be sure to check back often as we post about our experiences running our chosen distributions.

Rules

Here are the new rules we are playing by for this version of the experiment:

  1. You must have absolutely no prior experience with the distribution you choose
  2. You must use the distribution on your primary computer and it must be your primary day-to-day computing environment
  3. The experiment runs from November 1st, 2011 until January 31st, 2011
  4. You must document your experience
  5. After committing to a distribution you may not later change to a different one

Achievements

For fun we’ve decided to create a series of challenges to try throughout the experiment. This list can be found here and may be updated as we add more throughout the course of the experiment.




I am currently running Unity on top of Ubuntu 12.10 (x64).
Previously I was running KDE 4.3.3 on top of Fedora 11 (for the first experiment) and KDE 4.6.5 on top of Gentoo (for the second experiment).
Check out my profile for more information.
Visit my personal website at http://www.tylerburton.ca.
Categories: Linux, Tyler B Tags: ,

Ubuntu 11.10′s WiFi crashes my router

October 19th, 2011 9 comments

No seriously, it does. Whenever it makes a connection to the router it causes it to enter some bad state wherein it refuses to allow any connections to occur. This also has the effect of booting all other machines from the network. Apparently I’m not the only one to have this problem either.

I did manage to find a bit of a work around though:

  1. Set your wireless router to Mixed B/G mode only (yes I know, you lose out on N by doing this…)
  2. Enter the following into a terminal:
    echo "options iwlagn 11n_disable=1" | tee /etc/modprobe.d/iwlagn.confg
    sudo modprobe -rf iwlagn
    sudo modprobe -v iwlagn
    sudo service network-manager restart
  3. Maybe reboot?

I’ve also heard of some people getting it to work by enabling this instead of disabling it. To do so simply change the 11n_disable=1 line above to 11n_disable=0.

Hopefully they will have this annoying bug fixed soon.




I am currently running Unity on top of Ubuntu 12.10 (x64).
Previously I was running KDE 4.3.3 on top of Fedora 11 (for the first experiment) and KDE 4.6.5 on top of Gentoo (for the second experiment).
Check out my profile for more information.
Visit my personal website at http://www.tylerburton.ca.
Categories: Tyler B, Ubuntu Tags: , , , ,

How to install sun-java6-jdk and Netbeans in Ubuntu 11.10

October 14th, 2011 9 comments

If you’ve recently upgraded to Ubuntu 11.10 and are a developer you may notice some things missing. For one there is no longer an option to install the sun-java6-jdk or JRE from the repositories. Worse they also removed the Netbeans IDE. Apparently this had something to do with licenses but if you’re going to offer MP3 support the least you could do is make software like this available for those who are willing to look for it.

Anyway with that rant out of the way I did manage to find a way to install both.

Install sun-java6-jdk

Following the instructions on this excellent post I was able to successfully install sun-java6-jdk using the following commands:

sudo add-apt-repository ppa:ferramroberto/java
sudo apt-get update
sudo apt-get install sun-java6-jdk sun-java6-plugin

There are alternative instructions for installing Java 7 as well.

Install Netbeans

My first attempt at installing both was to head to the official Oracle Java website and download the Netbeans + JDK installer. Unfortunately the installer seems to crash in this version of Ubuntu. However since the above process had installed the JRE I was able to simply grab the Netbeans only installer from Oracle which ended up working surprisingly well. Just remember to run it using sudo if you want other users to be able to use it as well.




I am currently running Unity on top of Ubuntu 12.10 (x64).
Previously I was running KDE 4.3.3 on top of Fedora 11 (for the first experiment) and KDE 4.6.5 on top of Gentoo (for the second experiment).
Check out my profile for more information.
Visit my personal website at http://www.tylerburton.ca.
Categories: Tyler B, Ubuntu Tags: , ,

Big distributions, little RAM 3

August 14th, 2011 2 comments

Once again I’ve decided to re-run my previous tests this time using the following distributions:

  • Debian 6.0.2 (GNOME)
  • Fedora 15 (GNOME 3 Fallback Mode)
  • Fedora 15 (KDE)
  • Kubuntu 11.04 (KDE)
  • Linux Mint 11 (GNOME)
  • Linux Mint 10 (KDE)
  • Linux Mint 10 (LXDE)
  • Linux Mint 11 (Xfce)
  • Lubuntu 11.04 (LXDE)
  • Mandriva One (GNOME)
  • Mandriva One (KDE)
  • OpenSUSE 11.4 (GNOME)
  • OpenSUSE 11.4 (KDE)
  • Ubuntu 11.04 (GNOME Unity Fallback Mode)
  • Xubuntu 11.04 (Xfce)

I will be testing all of this within VirtualBox on ‘machines’ with the following specifications:

  • Total RAM: 512MB
  • Hard drive: 8GB
  • CPU type: x86

The tests were all done using VirtualBox 4.0.6 on Linux Mint 11, and I did not install VirtualBox tools (although some distributions may have shipped with them). I also left the screen resolution at the default 800×600 and accepted the installation defaults. All tests were run on August 14th, 2011 so your results may not be identical.

Results

Following in the tradition of my previous posts I have once again gone through the effort to bring you nothing but the most state of the art in picture graphs for your enjoyment.

Things to know before looking at the graphs

First off none of the Fedora 15 versions would install in 512MB of RAM. They both required a minimum of 640MB and therefore are disqualified from this little experiment. I did however run them in VirtualBox with 640MB of RAM just for comparison purposes. Secondly the Linux Mint 10 KDE distro would not even install in either 512MB or 640MB of RAM, the installer just kept crashing. I was unable to actually get it to work so it was not included in these tests. Finally when I tested Debian I was unable to test before / after applying updates because it seemed to have applied the updates during install.

First boot memory (RAM) usage

This test was measured on the first startup after finishing a fresh install.

Memory (RAM) usage after updates

This test was performed after all updates were installed and a reboot was performed.

Memory (RAM) usage change after updates

The net growth or decline in RAM usage after applying all of the updates.

Install size after updates

The hard drive space used by the distribution after applying all of the updates.

Conclusion

As before I’m going to leave you to drawing your own conclusions.




I am currently running Unity on top of Ubuntu 12.10 (x64).
Previously I was running KDE 4.3.3 on top of Fedora 11 (for the first experiment) and KDE 4.6.5 on top of Gentoo (for the second experiment).
Check out my profile for more information.
Visit my personal website at http://www.tylerburton.ca.

Fix PulseAudio loopback delay

July 1st, 2011 10 comments

Sort of a follow up (in spirit) to two of Jon’s previous posts regarding pulse audio loopback; I noticed that there was quite a bit of delay (~500ms to 1second) in the default configuration and began searching for a way to fix it. After some research I found an alternative way to achieve the loopback but with must less delay.

1. Install paman

First install the PulseAudio Manager application so that you can correctly identify the input device (i.e. your mic or line-in) and your output device (i.e. the sound card you are using).

sudo apt-get install paman

You can find the input sources under the Sources section and the output devices under the Sinks section of the Devices tab. Make note of the names of the two devices.

2. Unload any previous loopback modules

If you had followed Jon’s previous posts then you will need to unload the modules (and potentially change your PulseAudio configuration so they don’t get loaded again on next restart). This is to stop it from doubling all loopback sound.

3. Create an executable script

Create a script and copy the following command into it:

pacat -r --latency-msec=1 -d [input] | pacat -p --latency-msec=1 -d [output]

where [input] is the name of your input device found in step 1 and [output] is the name of the output device. In my case it would look like:

pacat -r --latency-msec=1 -d alsa_input.pci-0000_05_02.0.analog-stereo | pacat -p --latency-msec=1 -d alsa_output.pci-0000_05_02.0.analog-surround-51

4. Run script

By simply running the script now you should get correct loopback and with much less delay than using the default loopback module. Even better if you set this script to run at startup you won’t have to worry about it ever again.




I am currently running Unity on top of Ubuntu 12.10 (x64).
Previously I was running KDE 4.3.3 on top of Fedora 11 (for the first experiment) and KDE 4.6.5 on top of Gentoo (for the second experiment).
Check out my profile for more information.
Visit my personal website at http://www.tylerburton.ca.

Two monitors. Different resolutions. One desktop.

July 1st, 2011 6 comments

If you’ve ever tried to set up two monitors on Linux you’ll know that its a relatively painless process. The only issue that I’ve found comes when the two monitors in question do not share a common resolution between them. In testing a setup of mine I found that when I extended my desktop across the two monitors I was actually left with a ‘dead’ space above one.

Pictures make it easy to understand

As you can see in the above picture there is a space above my left monitor. The way that X does monitor spanning is to create a large ‘logical’ monitor by stacking your real monitor’s resolutions side by side. In effect this created a logical monitor of size 2640×1024 (the total width of the two monitors’ resolutions by the largest of the two’s resolution).

This dead space left me with areas above my left monitor where applications were still being shown, even though I couldn’t see them. Obviously this was unacceptable. Thankfully X has this X-cellent little feature (first and only pun I promise) that allows you to easily fix it. Essentially I added some panning configuration to each monitor which told X that, while the logical monitor could exceed each individual monitor’s resolution, it could not display windows in areas that I couldn’t see. The easiest way to set this up was right within my graphics settings:

just set the panning on each monitor to be the native resolution and you should be set. Alternatively you can do this within xorg.conf (usually located at /etc/X11/xorg.conf) by adding “@AxB” (where A and B are your resolutions, i.e. @1360×768) to your metamodes option in your screen section. For more information hit this link.




I am currently running Unity on top of Ubuntu 12.10 (x64).
Previously I was running KDE 4.3.3 on top of Fedora 11 (for the first experiment) and KDE 4.6.5 on top of Gentoo (for the second experiment).
Check out my profile for more information.
Visit my personal website at http://www.tylerburton.ca.

Android development in Netbeans

June 24th, 2011 1 comment

So you want to do Android development but you hate Eclipse? Well fear not, there is another IDE that you can use to meet your mobile development needs. This is a quick guide, mostly for my reference later, on how to setup an Android development environment in Netbeans.

1. Download and install the Android SDK and Netbeans IDE like normal

Pretty self-explanatory just grab the installers from here and here respectively.

2. Download and install the Android plugin for Netbeans

The plugin to use is nbandroid and the easiest way to get it is to download it from right within Netbeans. First add the update xml (http://kenai.com/projects/nbandroid/downloads/download/updatecenter/updates.xml) to Netbeans.

Then simply install the plugin from the refreshed list of available ones.

3. Create an Android project

Just like you would create any other project in Netbeans. This will prompt you that you need to set up the location of the SDK. This can be done through the Manage Android SDK button.

Once created the project should be more or less good to go. Don’t worry if you get an error about a missing file R.java, this file will be automatically generated for your when you build the project the first time.

4. Profit?

That’s pretty much it. Now when you click run it will build and deploy your application to the emulator just like it does in regular old Eclipse.

Originally posted on my personal website here.




I am currently running Unity on top of Ubuntu 12.10 (x64).
Previously I was running KDE 4.3.3 on top of Fedora 11 (for the first experiment) and KDE 4.6.5 on top of Gentoo (for the second experiment).
Check out my profile for more information.
Visit my personal website at http://www.tylerburton.ca.

Create a GStreamer powered Java media player

March 14th, 2011 1 comment

For something to do I decided to see if I could create a very simple Java media player. After doing some research, and finding out that the Java Media Framework was no longer in development, I decided to settle on GStreamer to power my media player.

GStreamer for the uninitiated is a very powerful multimedia framework that offers both low-level pipeline building as well as high-level playback abstraction. What’s nice about GStreamer, besides being completely open source, is that it presents a unified API no matter what type of file it is playing. For instance if the user only has the free, high quality GStreamer codecs installed, referred to as the good plugins, then the API will only play those files. If however the user installs the other plugins as well, be it the bad or ugly sets, the API remains the same and thus you don’t need to update your code. Unfortunately being a C library this approach does have some drawbacks, notably the need to include the JNA jar as well as the system specific libraries. This approach can be considered similar to how SWT works.

Setup

Assuming that you already have a Java development environment, the first thing you’ll need is to install GStreamer. On Linux odds are you already have it, unless you are running a rather stripped down distro or don’t have many media players installed (both Rhythmbox and Banshee use GStreamer). If you don’t it should be pretty straight forward to install along with your choice of plugins. On Windows you’ll need to head over to ossbuild where they have downloadable installers.

The second thing you’ll need is gstreamer-java which you can grab over at their website here. You’ll need to download both gstreamer-java-1.4.jar and jna-3.2.4.jar. Both might contain some extra files that you probably don’t need and can prune out later if you’d like. Setup your development environment so that both of these jar files are in your build path.

Simple playback

GStreamer offers highly abstracted playback engines called PlayBins. This is what we will use to actually play our files. Here is a very simple code example that demonstrates how to actually make use of a PlayBin:

public static void main(String[] args) {
     args = Gst.init("MyMediaPlayer", args);

     Playbin playbin = new PlayBin("AudioPlayer");
     playbin.setVideoSink(ElementFactory.make("fakesink", "videosink"));
     playbin.setInputFile("song.mp3");

     playbin.setState(State.PLAYING);
     Gst.main();
     playbin.setState(State.NULL);
}

So what does it all mean?

public static void main(String[] args) {
     args = Gst.init("MyMediaPlayer", args);

The above line takes the incoming command line arguments and passes them to the Gst.init function and returns a new set of arguments. If you have every done any GTK+ programming before this should be instantly recognizable to you. Essentially what GStreamer is doing is grabbing, and removing, any GStreamer specific arguments before your program will actually process them.

     Playbin playbin = new PlayBin("AudioPlayer");
     playbin.setVideoSink(ElementFactory.make("fakesink", "videosink"));
     playbin.setInputFile("song.mp3");

The first line of code requests a standard “AudioPlayer” PlayBin. This PlayBin is built right into GStreamer and automatically sets up a default pipeline for you. Essentially this lets us avoid all of the low-level craziness that we would have to normally deal with if we were starting from scratch.

The next line sets the PlayBin’s VideoSink, think of sinks as output locations, to a “fakesink” or null sink. The reason we do this is because PlayBin’s can play both audio and video. For the purposes of this player we only want audio playback so we automatically redirect all video output to the “fakesink”.

The last line is pretty straight forward and just tells GStreamer what file to play.

     playbin.setState(State.PLAYING);
     Gst.main();
     playbin.setState(State.NULL);

Finally with the above lines of code we tell the PlayBin to actually start playing and then enter the GStreamer main loop. This loop continues for the duration. The last line is used to reset the PlayBin state and do some cleanup.

Bundle it with a quick GUI

To make it a little more friendly I wrote a very quick GUI to wrap all of the functionality with. The download links for that (binary only package), as well as the source (all package) is below. And there you have it: a very simple cross-platform media player that will playback pretty much anything you throw at it.

Please note that I have provided this software purely as a quick example. If you are really interested in developing a GStreamer powered Java application you would do yourself a favor by reading the official documentation.

Binary Only Package All Package
File name: my_media_player_binary.zip my_media_player_all.zip
Screenshots:
Version: March 13, 2011
File size: 1.5MB 1.51MB
File download: Download Here Download Here

Originally posted on my personal website here.




I am currently running Unity on top of Ubuntu 12.10 (x64).
Previously I was running KDE 4.3.3 on top of Fedora 11 (for the first experiment) and KDE 4.6.5 on top of Gentoo (for the second experiment).
Check out my profile for more information.
Visit my personal website at http://www.tylerburton.ca.

Create a GTK+ application on Linux with Objective-C

December 8th, 2010 8 comments

As sort of follow-up-in-spirit to my older post I decided to share a really straight forward way to use Objective-C to build GTK+ applications.

Objective-what?

Objective-C is an improvement to the iconic C programming language that remains backwards compatible while adding many new and interesting features. Chief among these additions is syntax for real objects (and thus object-oriented programming). Popularized by NeXT and eventually Apple, Objective-C is most commonly seen in development for Apple OSX and iOS based platforms. It ships with or without a large standard library (sometimes referred to as the Foundation Kit library) that makes it very easy for developers to quickly create fast and efficient programs. The result is a language that compiles down to binary, requires no virtual machines (just a runtime library), and achieves performance comparable to C and C++.

Marrying Objective-C with GTK+

Normally when writing a GTK+ application the language (or a library) will supply you with bindings that let you create GUIs in a way native to that language. So for instance in C++ you would create GTK+ objects, whereas in C you would create structures or ask functions for pointers back to the objects. Unfortunately while there used to exist a couple of different Objective-C bindings for GTK+, all of them are quite out of date. So instead we are going to rely on the fact that Objective-C is backwards compatible with C to get our program to work.

What you need to start

I’m going to assume that Ubuntu will be our operating system for development. To ensure that we have what we need to compile the programs, just install the following packages:

  1. gnustep-core-devel
  2. libgtk2.0-dev

As you can see from the list above we will be using GNUstep as our Objective-C library of choice.

Setting it all up

In order to make this work we will be creating two Objective-C classes, one that will house our GTK+ window and another that will actually start our program. I’m going to call my GTK+ object MainWindow and create the two necessary files: MainWindow.h and MainWindow.m. Finally I will create a main.m that will start the program and clean it up after it is done.

Let me apologize here for the poor code formatting; apparently WordPress likes to destroy whatever I try and do to make it better. If you want properly indented code please see the download link below.

MainWindow.h

In the MainWindow.h file put the following code:

#import <gtk/gtk.h>
#import <Foundation/NSObject.h>
#import <Foundation/NSString.h>

//A pointer to this object (set on init) so C functions can call
//Objective-C functions
id myMainWindow;

/*
* This class is responsible for initializing the GTK render loop
* as well as setting up the GUI for the user. It also handles all GTK
* callbacks for the winMain GtkWindow.
*/
@interface MainWindow : NSObject
{
//The main GtkWindow
GtkWidget *winMain;
GtkWidget *button;
}

/*
* Constructs the object and initializes GTK and the GUI for the
* application.
*
* *********************************************************************
* Input
* *********************************************************************
* argc (int *): A pointer to the arg count variable that was passed
* in at the application start. It will be returned
* with the count of the modified argv array.
* argv (char *[]): A pointer to the argument array that was passed in
* at the application start. It will be returned with
* the GTK arguments removed.
*
* *********************************************************************
* Returns
* *********************************************************************
* MainWindow (id): The constructed object or nil
* arc (int *): The modified input int as described above
* argv (char *[]): The modified input array modified as described above
*/
-(id)initWithArgCount:(int *)argc andArgVals:(char *[])argv;

/*
* Frees the Gtk widgets that we have control over
*/
-(void)destroyWidget;

/*
* Starts and hands off execution to the GTK main loop
*/
-(void)startGtkMainLoop;

/*
* Example Objective-C function that prints some output
*/
-(void)printSomething;

/*
********************************************************
* C callback functions
********************************************************
*/

/*
* Called when the user closes the window
*/
void on_MainWindow_destroy(GtkObject *object, gpointer user_data);

/*
* Called when the user presses the button
*/
void on_btnPushMe_clicked(GtkObject *object, gpointer user_data);

@end

MainWindow.m

For the class’ actual code file fill it in as show below. This class will create a GTK+ window with a single button and will react to both the user pressing the button, and closing the window.

#import “MainWindow.h”

/*
* For documentation see MainWindow.h
*/

@implementation MainWindow

-(id)initWithArgCount:(int *)argc andArgVals:(char *[])argv
{
//call parent class’ init
if (self = [super init]) {

//setup the window
winMain = gtk_window_new (GTK_WINDOW_TOPLEVEL);

gtk_window_set_title (GTK_WINDOW (winMain), “Hello World”);
gtk_window_set_default_size(GTK_WINDOW(winMain), 230, 150);

//setup the button
button = gtk_button_new_with_label (“Push me!”);

gtk_container_add (GTK_CONTAINER (winMain), button);

//connect the signals
g_signal_connect (winMain, “destroy”, G_CALLBACK (on_MainWindow_destroy), NULL);
g_signal_connect (button, “clicked”, G_CALLBACK (on_btnPushMe_clicked), NULL);

//force show all
gtk_widget_show_all(winMain);
}

//assign C-compatible pointer
myMainWindow = self;

//return pointer to this object
return self;
}

-(void)startGtkMainLoop
{
//start gtk loop
gtk_main();
}

-(void)printSomething{
NSLog(@”Printed from Objective-C’s NSLog function.”);
printf(“Also printed from standard printf function.\n”);
}

-(void)destroyWidget{

myMainWindow = NULL;

if(GTK_IS_WIDGET (button))
{
//clean up the button
gtk_widget_destroy(button);
}

if(GTK_IS_WIDGET (winMain))
{
//clean up the main window
gtk_widget_destroy(winMain);
}
}

-(void)dealloc{
[self destroyWidget];

[super dealloc];
}

void on_MainWindow_destroy(GtkObject *object, gpointer user_data)
{
//exit the main loop
gtk_main_quit();
}

void on_btnPushMe_clicked(GtkObject *object, gpointer user_data)
{
printf(“Button was clicked\n”);

//call Objective-C function from C function using global object pointer
[myMainWindow printSomething];
}

@end

main.m

To finish I will write a main file and function that creates the MainWindow object and eventually cleans it up. Objective-C (1.0) does not support automatic garbage collection so it is important that we don’t forget to clean up after ourselves.

#import “MainWindow.h”
#import <Foundation/NSAutoreleasePool.h>

int main(int argc, char *argv[]) {

//create an AutoreleasePool
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];

//init gtk engine
gtk_init(&argc, &argv);

//set up GUI
MainWindow *mainWindow = [[MainWindow alloc] initWithArgCount:&argc andArgVals:argv];

//begin the GTK loop
[mainWindow startGtkMainLoop];

//free the GUI
[mainWindow release];

//drain the pool
[pool release];

//exit application
return 0;
}

Compiling it all together

Use the following command to compile the program. This will automatically include all .m files in the current directory so be careful when and where you run this.

gcc `pkg-config –cflags –libs gtk+-2.0` -lgnustep-base -fconstant-string-class=NSConstantString -o “./myprogram” $(find . -name ‘*.m’) -I /usr/include/GNUstep/ -L /usr/lib/GNUstep/ -std=c99 -O3

Once complete you will notice a new executable in the directory called myprogram. Start this program and you will see our GTK+ window in action.

If you run it from the command line you can see the output that we coded when the button is pushed.

Wrapping it up

There you have it. We now have a program that is written in Objective-C, using C’s native GTK+ ‘bindings’ for the GUI, that can call both regular C and Objective-C functions and code. In addition, thanks to the porting of both GTK+ and GNUstep to Windows, this same code will also produce a cross-platform application that works on both Mac OSX and Windows.

Source Code Downloads

Source Only Package
File name: objective_c_gtk_source.zip
File hashes: Download Here
File size: 2.4KB
File download: Download Here

Originally posted on my personal website here.




I am currently running Unity on top of Ubuntu 12.10 (x64).
Previously I was running KDE 4.3.3 on top of Fedora 11 (for the first experiment) and KDE 4.6.5 on top of Gentoo (for the second experiment).
Check out my profile for more information.
Visit my personal website at http://www.tylerburton.ca.

One week, three distributions (Day 7: Conclusions)

October 24th, 2010 No comments

Well it’s been an interesting week. I’ve gotten to try out three new distributions and share my thoughts with everyone here. My original goal was to see which one of these distributions offered the best first impression and declare that one as the ‘winner’. However in actually working my way through these great releases I have changed my mind somewhat.

What makes a great distribution great?

This is a very interesting question that I’m sure would generate a wide array of unique and passionate responses. Some prefer ease of use, while others demand nothing less than complete control over what they can tweak. There are people who swear by using nothing but open source solutions, while others are happy to add proprietary code into the mix as well. This is the great thing about Linux, we get so many choices which means we get to decided what we want.

Unfortunately this has also resulted in a bit of distribution zealotry; like choosing Ubuntu over Fedora, or Arch over OpenSUSE is somehow taking a side in some giant war. Instead of all of the infighting we should be celebrating the fact that when Ubuntu comes out with a new piece of user-friendly software, or Fedora introduces a new awesome technology, we can share and integrate it right into all distributions.

So what makes a great distribution great? A distribution is great because it works for you, it suites your needs, fits your personality and lets you do what you want to do. At the end of the day isn’t that what open source is about?

Final thoughts

OK enough of the preachy writing. I think that all of the distributions I have tested this week were very good. They each embody the spirit of open source in their own little ways.

Kubuntu 10.10

Awards: The most improved release. Most likely to recover lost KDE fans.

I was extremely impressed with this release. The folks over at the Kubuntu project deserve a huge round of applause for their continued work on this often forgotten Ubuntu sibling. This release is unlike any other that I’ve tried from Kubuntu, and I hope it marks a turning point in the distribution’s history. If the next release sees anywhere close to the improvement that this release did it may even unseat Ubuntu as the go to Linux release. If you haven’t tried out this release I urge you to give it a shot.

Ubuntu 10.0

Awards: The most refined. Most likely to be installed on a new Linux user’s computer.

Ubuntu makes a return from its last long-term support (LTS) release with this stellar offering. For a release that is meant to experiment with changes, which might eventually be incorporated into a future LTS release, this version feels as polished as ever. The new theme, font, store and integration features make this an absolutely solid release. If you’re an Ubuntu user I’m sure you have already upgraded. If you develop for a different distribution, this might still be worth looking into if only to steal the good parts for your release of choice. Either way I think this release of Ubuntu marks a whole new level of application integration on the Linux desktop and I am excited to see where they go next with it.

Linux Mint Debian Edition

Awards: The most advanced. Most likely to see the fastest improvement.

For people who have been using Debian for a while now this release will feel right at home. It combines the best parts of Debian testing, modern software, stability and thousands of packages, with the Linux Mint team’s renown ability to iron out the kinks in any Linux distribution. I think that this release will see so much improvement in the next couple of months that it has the potential to steal users away from other rolling release distributions with its easy to use desktop. While this current iteration does have some issues I hardly think that they are anything to run away from. For technical users looking for the newest stuff, while hoping avoiding the vast majority of headaches other distributions can cause, this one is for you.

My Choice

For me personally I have been very happy with Linux Mint 9 and look forward to version 10 when it ships later this year. Until then however I think I will be sticking with the one that most closely resembles my current set up. No not Linux Mint Debian Edition, but Ubuntu 10.10. That being said I do look forward to giving Fedora 14 and Linux Mint 10 a ride soon.




I am currently running Unity on top of Ubuntu 12.10 (x64).
Previously I was running KDE 4.3.3 on top of Fedora 11 (for the first experiment) and KDE 4.6.5 on top of Gentoo (for the second experiment).
Check out my profile for more information.
Visit my personal website at http://www.tylerburton.ca.