So are they all using the same company for the screen?

On Sat, Feb 13, 2010 at 5:10 PM, Lance Nanek <[email protected]> wrote:

> 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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