A more capable multitouch screen probably costs more. If that is the
case, it isn't really surprising that multiple manufacturers would go
with a cheaper, less capable one.

On Feb 13, 6:51 pm, Kevin Duffey <[email protected]> wrote:
> So Robert.. is this a platform issue in your mind.. being that it happens on
> all android devices currently regardless of manufacturer? Or is it a driver
> issue for each hand set and just oddly happens to be coincidental that
> various manufacturers have the exact same issue with multi-touch? I am sure
> what Diane says is accurate... but yet it seems odd that different
> manufacturers have the same problem.
>
> On a slightly different note.. what is the stance of the Android platform
> team as a whole towards game developers? By this I mean, if this is indeed
> an issue on different manufacturer's handsets.. is it important enough that
> game developers, which for sure will be a large segment of popularity for
> android as it is on iPhone.. can get this escalated enough to get some
> platform/driver developers looking into it and if possible, tap the
> community (such as Robert) to help, so we can figure out exactly what is
> going on? It just seems too crucial of an issue to overlook being that it
> directly makes it impossible as of now for game developers to really utilize
> multi touch.
>
> Robert (et all)... an app I want to eventually get around doing is a drum
> machine app.. with multiple drum pads. On the iPhone, an app called
> BeatMaker allows for 5 pads at once to be touched. Would this issue possibly
> make an app like this not work? I don't even know if Android can handle more
> than two touches at once.. but there are plenty of apps out there that will
> use more than two simultaneous touches at once.
>
> On Fri, Feb 12, 2010 at 4:20 PM, Robert Green <[email protected]> wrote:
> > Ok if you guys want to see what I'm talking about, check out the app I
> > just published called "Multitouch Visible Test."  Play around with
> > that and you'll see the problems. If you're interested in developing a
> > multitouch app, check that out first so that you know the limitations
> > of the data you'll be working with.
>
> > On Feb 12, 4:55 pm, Robert Green <[email protected]> wrote:
> > > Luke's code cleans up some basic stuff like gestures involving
> > > pinching but it can not fix the two independent point problem.
> > > Currently, even with his code which filters out some noise, it is
> > > impossible to have a reliable control system involving two independent
> > > virtual joysticks placed along the same axis.  So many iPhone games
> > > have that and I was actually planning it for my new release but
> > > unfortunately it will not work.  I'm talking about the controls where
> > > you've got a touchable joystick on the bottom left and another one on
> > > the bottom right.  It's very common but currently impossible on
> > > Android because of the hardware (though I'd really like to see some
> > > raw data because looking through the core service classes, there is a
> > > LOT of difficult-to-read code that seems to hack up the values quite a
> > > bit).
>
> > > I'll wrote a littlemultitouchvisualizer kind of like Luke's but
> > > aimed more at showing what you can and can't do with a game control
> > > system.  I'll post the APK so everyone can see what I'm talking about.
>
> > > Multitouchdefinitely works better on the Droid than on the HTC
> > > screens but I saw many similar issues involving interactions between
> > > the two touched spots.  It doesn't seem to flip axis as much as the
> > > HTC screens, though.
>
> > > This really is unfortunate for the platform as a whole that the
> > > screens are so weak with this feature.  I guess us game guys will just
> > > have to get a little more creative with our designs.
>
> > > On Feb 12, 2:30 pm, Kevin Duffey <[email protected]> wrote:
>
> > > > Ok.. thanks for the pointer Sean. So question for you and Dianne..
> > being on
> > > > the platform team.. if his code works so well.. supposedly better than
> > the
> > > > OTA updates for Nexus.. why not just replace what is in Android.. or
> > add it
> > > > some how so that all of us developers can have this corrected data?
> > Maybe I
> > > > read incorrectly, but from what you and Dianne are saying, the issues
> > the
> > > > rest of the guys talk about.. where by touching one place, then a 2nd..
> > then
> > > > lifting one finger, then touch again and the wrong data being sent..
> > this
> > > > has to do with the massive events being sent and the confusion lies in
> > that
> > > > the MotionEvent is reporting incorrect data..but somewhere in there is
> > the
> > > > correct data.. and from what it looks like, Lukehutch's code resolves
> > that
> > > > issue?
>
> > > > If that is correct, great.. maybe Robert Green and others can take that
> > > > class of his and retrofit it and report back on this thread if it
> > works. But
> > > > if so, why not put that into the core of the framework for all to
> > benefit?
> > > > Clearly this has been a problem for the likes of Robert and others who
> > have
> > > > done great work with game development and are complaining that it's
> > ruining
> > > > the ability to develop comparable (at least in multi-touch) games as
> > > > iPhone.. so why not provide the corrected data within Android itself?
> > Or..
> > > > why not require that all touch manufacturers.. devices.. report the
> > right
> > > > data in some specific way such that the framework provides accurate
> > > > multi-touch completely? This really seems to be more complex than it
> > should
> > > > be for us developers wanting to utilize multi-touch.
>
> > > > On Fri, Feb 12, 2010 at 11:42 AM, Dianne Hackborn <[email protected]
> > >wrote:
>
> > > > > Sorry I meant exactly what I said: this is how the touch screen
> > hardware on
> > > > > the Nexus One works (which is essentially the same screen as on the
> > G1 and
> > > > > myTouch).  The Droid has a sensor from a different manufacturer, with
> > > > > different behavior.  Other phones will likewise have different
> > sensors.
>
> > > > > This has nothing to do with the Android platform.  Please do not file
> > bugs
> > > > > about it.  Android is just reporting what the hardware is capable of
> > > > > reporting.  There is no "normalization" for games or such, there is
> > just the
> > > > > data the screen provides.  (Though there is some special code in the
> > current
> > > > > framework for cleaning up the data from the Droid screen; arguably
> > this
> > > > > should be in the driver or firmware for it, since this is really
> > screen and
> > > > > hardware specific kind of stuff.  At any rate, it is not applicable
> > to basic
> > > > > screen capabilities like here.)
>
> > > > > There is a good analysis of the G1 class touch screen here:
>
> >http://lukehutch.wordpress.com/2009/01/10/full-working-multitouch-on-...
>
> > > > > On Fri, Feb 12, 2010 at 4:39 AM, Sean Hodges <
> > [email protected]>wrote:
>
> > > > >> I think what Dianne is saying is that the values you are seeing are
> > > > >> what is raw data returned from the sensor, it's not normalised for
> > > > >> multi-touch games, or for any particular purpose.
>
> > > > >> My understanding is that the values returned have different
> > coordinate
> > > > >> spaces, and have a tendency to "jump" about when used directly (I
> > > > >> suspect this second issue is more an artefact of the device-specific
> > > > >> screen sensitivity, dents, scratches and the impact of screen
> > > > >> protectors).
>
> > > > >> Take a look at Luke Hutchison's multi-touch controller, it might
> > > > >> provide a suitable wrapper for your requirements:
>
> >http://lukehutch.wordpress.com/2010/01/06/my-multi-touch-code-ported-...
>
> > > > >> On Fri, Feb 12, 2010 at 8:39 AM, Kevin Duffey <[email protected]>
> > > > >> wrote:
> > > > >> > Ugh..sorry.. I hate using my moto droid to reply.. fat fingers and
> > a
> > > > >> > horrible physical keyboard don't go together.
> > > > >> > Dianne, I don't understand your response.. it's quite clear from
> > several
> > > > >> > developers that the multi-touch has problems severe enough that
> > > > >> > it's deterring game developers and others that would use it.
> > You're
> > > > >> saying
> > > > >> > that it's normal behavior for the multi-touch to change the
> > location of
> > > > >> 2
> > > > >> > touches such that one of them is completely not in the location of
> > where
> > > > >> you
> > > > >> > touched it? Is this an Android platform issue with how it handles
> > sensor
> > > > >> > data.. or are you saying that the G1, myTouch, Nexus One and Moto
> > Droid
> > > > >> (not
> > > > >> > sure about others) ALL have built their touch sensors to purposely
> > > > >> report
> > > > >> > this sort of behavior when you touch, then release, then touch
> > again as
> > > > >> > Robert and several other posters have state is happening?
>
> > > > >> > On Thu, Feb 11, 2010 at 7:46 PM, Dianne Hackborn <
> > [email protected]>
> > > > >> > wrote:
>
> > > > >> >> On Thu, Feb 11, 2010 at 6:10 PM, Kevin Duffey <
> > [email protected]>
> > > > >> wrote:
>
> > > > >> >>> So what I want to know is what is being done about this?  Is
> > there a
> > > > >> bug
> > > > >> >>> file and if so is it
>
> > > > >> >> This is how the sensor hardware works.  It is essentially the
> > same
> > > > >> sensor
> > > > >> >> as the G1 and myTouch.  Please don't file a bug about it.
> > > > >> >> --
> > > > >> >> Dianne Hackborn
> > > > >> >> Android framework engineer
> > > > >> >> [email protected]
>
> > > > >> >> Note: please don't send private questions to me, as I don't have
> > time
> > > > >> to
> > > > >> >> provide private support, and so won't reply to such e-mails.  All
> > such
> > > > >> >> questions should be posted on public forums, where I and others
> > can see
> > > > >> and
> > > > >> >> answer them.
>
> > > > >> >> --
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>
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