Sunday, January 22, 2012
Compaq Presario V2000 windows XP Driver
So, I will divide the driver into 2 part which is essential Driver and optional Application. Essential Driver is the driver that you need to install to make sure all the driver worked properly. The other Optional Application just extras for you guys, if you like it you can install it .
COMPAQ PRESARIO V2000 Windows XP Driver
NOTE: Install according to order.
SATA: (optional)
Intel Chipset Installation Utility for ICH7
Download | Download (mirror)
CHIPSET:
Intel Chipset Installation Utility
Download | Download (mirror)
________________________________
GRAPHIC
There are 3 sets Graphic for this model, you just need to choose one base on your specification. If you didn't know which to choose, just try which work for you. Don't worry installing wrong driver will not harm you system but instead you will recieve an error "this computer doesn't meet the minimum requirement..etc")
1. Intel 82852/82855 GM/GME Graphics Controllers Driver
Download | Download (mirror)
2. Mobile Intel 945GM Express Chipset Family Driver
Download | Download (mirror)
3. Mobile Intel 915GM/GMS, 910GML Express Chipset Family Driver
Download | Download (mirror)
________________________________________
IMPORTANT: for some model this driver will not work because you need to install a PACTH and then install the audio, to download the patch and install the audio follow the guide below:
(DOWNLOAD PATCH AND AUDIO)
AUDIO
(you can choose between this 2 driver)
Conexant CX20468-31 AC97 Audio Driver EQ
Download | Download (mirror)
Conexant CX20468-31 AC97 Audio (without EQ)
Download | Download (mirror)
________________________________________
KEYBOARD-QUICKLAUCH
HP Quicklaunch Button:
Download | Download (mirror)
TOUCHPAD
Synaptic Touchpad Driver
Download | Download (mirror)
WEBCAM
HP 1000 Webcam Driver
Download | Download (mirror)
MODEM:
1. Conexant S/W FAX/V.90 56K Modem Driver
Download | Download (mirror)
2.Agere Systems AC''97 Modem Driver
Download | Download (mirror)
3. Conexant AC97 Soft Data/Fax Modem with SmartCP Driver
Download | Download (mirror)
STORAGE:
Intel Matrix Storage Manager
Download | Download (mirror)
LIGHTSCRIBE (optional)
Lightscribe system software
Download | Download (mirror)
CARD READER
1. Texas Instrument Card Reader
Download | Download (mirror)
2. Ricoh 6-in-1 card Reader Driver
Download | Download (mirror)
__________________________
NETWORKING - WIFI/Wireless
(there are 2 applicable wireless Driver, choose base on your specs or try which work for you)
Intel WIFI Driver
Download | Download (mirror)
Broadcom WIFI Driver
Download | Download (mirror)
____________________________
BLUETOOTH:
Support Software for HP Integrated Module with Bluetooth Wireless Technology
Download | Download (mirror)
LAN/ETHERNET
REALTEK RTL8139/810x NIC Driver
Download | Download (mirror)
APS:
HP Wireless assistant:
Download | Download(mirror)
Compaq V2000 AUDIO driver PLUS MS-UAA
1. First Install MS-UAA
Microsoft Universal Audio Architecture (UAA) Bus Driver for High Definition Audio (sp32646)
Download
2. restart after installation
3. The Download and install AUDIO:
Download | Download (mirror)
If you still have problems leave your comment here and I'll assist you for further installation.
Compaq Presario C738TU Windows 7 Driver
Some drivers will automatically install
note that for every installation i recommend to right click and select run as administrator
CHIPSET
Intel Chipset Installation Utility for ICH9m for Microsoft Windows 7
Download
Intel matrix storage manager:
Download (intel site)
Download (mediafire)
AUDIO
Conexant CX20549-12 High Definition Audio Driver
Download
If this driver didn't work, we need to do manual installation, leave your comments so i can guide you through the manual installation.
MODEM
Conexant HDAUDIO Soft Data Fax Modem with SmartCP Driver
Download
GRAPHIC
Mobile Intel 965 Express Chipset Family Video/Graphics Driver
Download
ALPS Touchpad Driver
Download
Cyberlink YouCam Software
Download
Lightscribe System Software
Download
HP Wireless Assistant
Download (direct)
Download (HP)
WIRELESS:
==================
If you have Intel Wireless:
Intel Wireless LAN Driver for Microsoft Windows 7
Download
If you have Broadcom Wireless:
Broadcom Wireless LAN Driver for Microsoft Windows 7
Download
If you have Atheros Wireless
Atheros Wireless LAN Driver for Microsoft Windows 7
Download
==================
If you have bluetooth
Software Support for HP Integrated Module with Bluetooth Wireless Technology
Download
ETHERNET
Realtek RTL8139/810x Family Fast Ethernet NIC Driver
Download
or you may download from realtek site:
Download link
Addidtional Notes:
Why there are no official driver release for windows 7 for this model?
It is become the HP/Compaq way to tell user what OS you should use with the model you have, so if there are only driver officially for Xp release mean your laptop only can be use with windows XP. However the not directly prohibit you to use other OS, but you will need to contatct them for technical issues such as compatible driver and other setting.
How do I get this driver?
Normally i use to test it on one of the model similar to this model, example this model is C738TU, so i just need to find another laptop with similar specs say C740TU, compare them, do some research and came out with suggestion.
If it doesn't work?
To upgrade the OS driver is the main problem, there are many method to get the right driver and i cannot write all here, just imagine thousand of model multiply by 10 methods for example, so just leave yourt comment and i'll try to assist you step by step.
Monday, January 16, 2012
Southern-hemisphere Developer Labs
We’ve just scheduled Android Developer Labs for Melbourne (January 31), Sydney (February 3), and Auckland (February 8). The material is not introductory; it’s aimed at people with existing apps who want to make them better in the era of Ice Cream Sandwich and tablets. You’ll want to show up with the SDK installed, and a couple of devices.
If this describes you, drop by the ADL page and sign up. You should hurry, because these are not large-scale events and there are more qualified people than there are seats.
Thursday, January 12, 2012
Introducing the Android Design site

[This post is by Christian Robertson, who leads the Android visual design group. He is also the designer of the Roboto font family. —Tim Bray]
Ice Cream Sandwich (Android 4.0) is our biggest redesign yet — both for users and developers. We’ve enhanced the UI framework with new interactions and styles that will let you create Android apps that are simpler and more beautiful than ever before.
To help you in that mission, we’re introducing Android Design: the place to learn about principles, building blocks, and patterns for creating world-class Android user interfaces. Whether you’re a UI professional or a developer playing that role, these docs show you how to make good design decisions, big and small.
The Android User Experience Team is committed to helping you design amazing apps that people love, and this is just the beginning. In the coming months, we’ll expand Android Design with more in-depth content. And watch this blog for a series of posts about design, and invitations to Google+ hangouts on the topics you care about most.
So head on over to Android Design, and make something amazing!
Tuesday, January 10, 2012
Levels in Renderscript
[This post is by R. Jason Sams, an Android Framework engineer who specializes in graphics, performance tuning, and software architecture. —Tim Bray]

For ICS, Renderscript (RS) has been updated with several new features to simplify adding compute acceleration to your application. RS is interesting for compute acceleration when you have large buffers of data on which you need to do significant processing. In this example we will look at applying a levels/saturation operation on a bitmap.
In this case, saturation is implemented by multiplying every pixel by a color matrix Levels are typically implemented with several operations.
Input levels are adjusted.
Gamma correction.
Output levels are adjusted.
Clamp to the valid range.
A simple implementation of this might look like:
for (int i=0; i < mInPixels.length; i++) {
float r = (float)(mInPixels[i] & 0xff);
float g = (float)((mInPixels[i] >> 8) & 0xff);
float b = (float)((mInPixels[i] >> 16) & 0xff);
float tr = r * m[0] + g * m[3] + b * m[6];
float tg = r * m[1] + g * m[4] + b * m[7];
float tb = r * m[2] + g * m[5] + b * m[8];
r = tr;
g = tg;
b = tb;
if (r < 0.f) r = 0.f;
if (r > 255.f) r = 255.f;
if (g < 0.f) g = 0.f;
if (g > 255.f) g = 255.f;
if (b < 0.f) b = 0.f;
if (b > 255.f) b = 255.f;
r = (r - mInBlack) * mOverInWMinInB;
g = (g - mInBlack) * mOverInWMinInB;
b = (b - mInBlack) * mOverInWMinInB;
if (mGamma != 1.0f) {
r = (float)java.lang.Math.pow(r, mGamma);
g = (float)java.lang.Math.pow(g, mGamma);
b = (float)java.lang.Math.pow(b, mGamma);
}
r = (r * mOutWMinOutB) + mOutBlack;
g = (g * mOutWMinOutB) + mOutBlack;
b = (b * mOutWMinOutB) + mOutBlack;
if (r < 0.f) r = 0.f;
if (r > 255.f) r = 255.f;
if (g < 0.f) g = 0.f;
if (g > 255.f) g = 255.f;
if (b < 0.f) b = 0.f;
if (b > 255.f) b = 255.f;
mOutPixels[i] = ((int)r) + (((int)g) << 8) + (((int)b) << 16)
+ (mInPixels[i] & 0xff000000);
}This code assumes a bitmap has been loaded and transferred to an integer array for processing. Assuming the bitmaps are already loaded, this is simple.
mInPixels = new int[mBitmapIn.getHeight() * mBitmapIn.getWidth()];
mOutPixels = new int[mBitmapOut.getHeight() * mBitmapOut.getWidth()];
mBitmapIn.getPixels(mInPixels, 0, mBitmapIn.getWidth(), 0, 0,
mBitmapIn.getWidth(), mBitmapIn.getHeight());Once the data is processed with the loop, putting it back into the bitmap to draw is simple.
mBitmapOut.setPixels(mOutPixels, 0, mBitmapOut.getWidth(), 0, 0,
mBitmapOut.getWidth(), mBitmapOut.getHeight());The full code of the application is around 232 lines when you include code to compute the constants for the filter kernel, manage the controls, and display the image. On the devices I have laying around this takes about 140-180ms to process an 800x423 image.

What if that is not fast enough?
Porting the kernel of this image processing to RS (available at android-renderscript-samples) is quite simple. The pixel processing kernel above, reimplemented for RS looks like:
void root(const uchar4 *in, uchar4 *out, uint32_t x, uint32_t y) {
float3 pixel = convert_float4(in[0]).rgb;
pixel = rsMatrixMultiply(&colorMat, pixel);
pixel = clamp(pixel, 0.f, 255.f);
pixel = (pixel - inBlack) * overInWMinInB;
if (gamma != 1.0f)
pixel = pow(pixel, (float3)gamma);
pixel = pixel * outWMinOutB + outBlack;
pixel = clamp(pixel, 0.f, 255.f);
out->xyz = convert_uchar3(pixel);
}It takes far fewer lines of code because of the built-in support for vectors of floats, matrix operations, and format conversions. Also note that there is no loop present.
The setup code is slightly more complex because you also need to load the script.
mRS = RenderScript.create(this);
mInPixelsAllocation = Allocation.createFromBitmap(mRS, mBitmapIn,
Allocation.MipmapControl.MIPMAP_NONE,
Allocation.USAGE_SCRIPT);
mOutPixelsAllocation = Allocation.createFromBitmap(mRS, mBitmapOut,
Allocation.MipmapControl.MIPMAP_NONE,
Allocation.USAGE_SCRIPT);
mScript = new ScriptC_levels(mRS, getResources(), R.raw.levels);This code creates the RS context. It then uses this context to create two memory allocations to hold the RS copy of the bitmap data. Last, it loads the script to process the data.
Also in the source there are a few small blocks of code to copy the computed constants to the script when they change. Because we reflect the globals from the script this is easy.
mScript.set_inBlack(mInBlack);
mScript.set_outBlack(mOutBlack);
mScript.set_inWMinInB(mInWMinInB);
mScript.set_outWMinOutB(mOutWMinOutB);
mScript.set_overInWMinInB(mOverInWMinInB);Earlier we noted that there was no loop to process all the pixels. The RS code that processes the bitmap data and copies the result back looks like this:
mScript.forEach_root(mInPixelsAllocation, mOutPixelsAllocation);
mOutPixelsAllocation.copyTo(mBitmapOut);The first line takes the script and processes the input allocation and places the result in the output allocation. It does this by calling the natively compiled version of the script above once for each pixel in the allocation. However, unlike the dalvik implementation, the primitives will automatically launch extra threads to do the work. This, combined with the performance of native code can produce large performance gains. I’ll show the results with and without the gamma function working because it adds a lot of cost.
800x423 image
| Device | Dalvik | RS | Gain |
|---|---|---|---|
| Xoom | 174ms | 39ms | 4.5x |
| Galaxy Nexus | 139ms | 30ms | 4.6x |
| Tegra 30 device | 136ms | 19ms | 7.2x |
800x423 image with gamma correction
| Device | Dalvik | RS | Gain |
|---|---|---|---|
| Xoom | 994ms | 259ms | 3.8x |
| Galaxy Nexus | 787ms | 213ms | 3.7x |
| Tegra 30 device | 783ms | 104ms | 7.5x |
These large gains represent a large return on the simple coding investment shown above.
Tuesday, January 3, 2012
Holo Everywhere
[This post is by Adam Powell, an Android Framework engineer who cares about style. —Tim Bray]
Android 4.0 showcases the Holo theme family, further refined since its debut in Android 3.0. But as most developers know, a new system theme for some Android devices isn’t a new or uncommon event. For developers new system themes mean more design targets for their apps. Using system themes means developers can take advantage of a user’s existing expectations and it can save a lot of production time, but only if an app designer can reliably predict the results. Before Android 4.0 the variance in system themes from device to device could make it difficult to design an app with a single predictable look and feel. We set out to improve this situation for the developer community in Ice Cream Sandwich and beyond.

Theme.Holo
If you’re not already familiar with Android’s style and theme system, you should read Styles and Themes before continuing.
Compatibility Standard
In Android 4.0, Holo is different. We’ve made the inclusion of the unmodified Holo theme family a compatibility requirement for devices running Android 4.0 and forward. If the device has Android Market it will have the Holo themes as they were originally designed.
This standardization goes for all of the public Holo widget styles as well. The Widget.Holo styles will be stable from device to device, safe for use as parent styles for incremental customizations within your app.
The Holo theme family in Android 4.0 consists of the themes Theme.Holo, Theme.Holo.Light, and Theme.Holo.Light.DarkActionBar. Examples of these themes in action are shown in the screenshots lining this post.
To use a Holo theme, explicitly request one from your manifest on your activity or application element, e.g. android:theme="@android:style/Theme.Holo". Your app will be displayed using the unmodified theme on all compatible Android 4.0 devices. The Holo themes may also be used as stable parent themes for app-level theme customizations.
What about device themes?
We have no desire to restrict manufacturers from building their own themed experience across their devices. In fact we’ve gone further to make this even easier. In Android 4.0’s API (level 14) we’ve added a new public theme family to complement the Holo family introduced in Android 3.0: DeviceDefault. DeviceDefault themes are aliases for the device’s native look and feel. The DeviceDefault theme family and widget style family offer ways for developers to target the device’s native theme with all customizations intact.

Theme.Holo.Light
Formally separating these theme families will also make future merges easier for manufacturers updating to a new platform version, helping more devices update more quickly. Google’s Nexus devices alias DeviceDefault to the unmodified Holo themes.
Making use of your chosen theme
We’ve added a number of theme attributes to report common metrics and color palette info to apps that want to fit in with a theme. These include highlight colors, default padding and margins for common UI elements such as list items, and more. Apps that wish to integrate with their chosen theme (both Holo and DeviceDefault included) can refer to these theme attributes as in the examples below:
Sample button with system-supplied touch highlight:
<ImageButton android:id="@+id/my_button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/button_icon"
android:background="?android:attr/selectableItemBackground" />Sample widget with a custom pressedHighlightColor attribute, value retrieved from the system theme:
<MyWidget android:layout_width="wrap_content"
android:layout_height="wrap_content"
myapp:pressedHighlightColor="?android:attr/colorPressedHighlight" />Sample list item layout using system-supplied metrics and text appearance:
<LinearLayout android:layout_width="match_parent"
android:layout_height="?android:attr/listPreferredItemHeight"
android:paddingLeft="?android:attr/listPreferredItemPaddingLeft"
android:paddingRight="?android:attr/listPreferredItemPaddingRight">
<TextView android:id="@+id/text"
android:textAppearance="?android:attr/textAppearanceListItem" />
<!-- Other views here -->
</LinearLayout>
Theme.Holo.Light.DarkActionBar
(Available in API level 14 and above)
Defaults for Older Apps
If an app does not explicitly request a theme in its manifest, Android 4.0 will determine the default theme based on the app’s targetSdkVersion to maintain the app’s original expectations: For values less than 11, @android:style/Theme; between 11 and 13 @android:style/Theme.Holo; and for 14 and higher @android:style/Theme.DeviceDefault.
Using Holo while supporting Android 2.x
Most Android developers will still want to support 2.x devices for a while as updates and new devices continue to roll out. This doesn’t stop you from taking advantage of newer themes on devices that support them though. Using Android’s resource system you can define themes for your app that are selected automatically based on the platform version of the device it’s running on.
Theme.Holo and Theme.Holo.Light have been available since API level 11, but Theme.Holo.Light.DarkActionBar is new in API level 14.
res/values/themes.xml:
<resources>
<style name="MyTheme" parent="@android:style/Theme">
<!-- Any customizations for your app running on pre-3.0 devices here -->
</style>
</resources>res/values-v11/themes.xml:
<resources>
<style name="MyTheme" parent="@android:style/Theme.Holo">
<!-- Any customizations for your app running on devices with Theme.Holo here -->
</style>
</resources>Finally, in AndroidManifest.xml:
<!-- [...] -->
<application android:name="MyApplication"
android:label="@string/application_label"
android:icon="@drawable/app_icon"
android:hardwareAccelerated="true"
android:theme="@style/MyTheme">
<!-- [...] -->You can go as far with this idea as you like, up to and including defining your own theme attributes with different values across configurations for use in your other resources. To learn more about Android’s resource system, see Application Resources.
Final Thoughts
Android apps running on 4.0 and forward can use the Holo themes and be assured that their look and feel will not change when running on a device with a custom skin. Apps that wish to use the device’s default styling can do so using the DeviceDefault themes that are now in the public API. These changes let you spend more time on your design and less time worrying about what will be different from one device to another. Finally, Android’s resource system allows you to support features from the latest platform version while offering graceful fallback on older devices.