AW: omit qemu from OE build?

2007-09-02 Thread [EMAIL PROTECTED]
hi shawn,

qemu NEED gcc 3.x.
chees CY

Ursprüngliche Nachricht
Von: [EMAIL PROTECTED]
Datum: 02.09.2007 02:44
An: List for OpenMoko community discussion[EMAIL PROTECTED]
openmoko.org
Betreff: omit qemu from OE build?

After the compiler badness on my one gentoo system (which I have 
no
idea how to resolve) I decided to try on another machine which 
happens
to be 64-bit and with gcc 4.1, so there isn't much hope of 
getting
qemu to run.  But openmoko-devel-image or openmoko-image depend on 
it.
 Is there a way to remove this dependency so I can just build 
images
for the phone?

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Re: Two finger input methods (PyGTK demos)

2007-09-02 Thread Lars Hallberg

Kristian 'kriss' Mueller skrev:

Lars Hallberg wrote:


This is a new one (Layout is 'numlock' one):
   http://www.micropp.se/openmoko/res/key2key.py


Nice idea. Had to change the code a bit, as the UI of the current
version fires up the keyboard if a text entry has the focus - see patch.


I intentionally gave the text entry focus so the cursor was visible. But 
it's not worth the keyboard popping up :-) That means You tested it on 
OpenMoko? On a neo even? Very curious :-p



For me it was hard to choose the right finger to tapping, so that a
second one could be used for actual selection. 


It's better to just move one finger and release it at the needed key.
Anyway I like the idea.


That's the intended use. 'Two' in the subject means it was two demo's :-)


I guess one could learn to write short texts quite fast with one hand
that way.


Yes... When one learn where the secondary keys are and can start the 
stoke immediately it should be pretty fast.


The other demo, with 8 drag directions should be slightly faster as the 
drag target is closer and bigger. But the neighbouring keys should be OK 
(close), the keys at the screen edges (especialy the corners) should be 
ok (big). Some keys in the middle and top may be worse.


A god layout should take this in account... The demo have only a quick 
and ugly layout thou.


This key2key system have advantages to. The other demo have problems 
around the edges of the screen (drag going off screen) and less function 
per key (9  vs 12).


I'm trying to speed it up so it be a while before Your fix comes out.

Thanks /LaH


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How snappy can the Openmoko GUI get using GTK?

2007-09-02 Thread denis
Watching a lot of videos about Openmoko and the GUI I saw that it is
very slow and yards away from being snappy. (regarding the application
startup and the acting inside an application) I know that speed is not
the priority thing in developement  at the moment but how fast and
snappy can the Openmoko GUI using GTK get? I'm looking at this from
the user point of view, I'm not a developer so it would be very
interesting to me what can be expected in the future. What are you're
expectations? Will it get as snappy as the old PALM Pdas had been?

I'm really looking forward for your answers.

Regards, Denis.

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Re: How snappy can the Openmoko GUI get using GTK?

2007-09-02 Thread Giles Jones


On 2 Sep 2007, at 14:57, denis wrote:


Watching a lot of videos about Openmoko and the GUI I saw that it is
very slow and yards away from being snappy. (regarding the  
application

startup and the acting inside an application) I know that speed is not
the priority thing in developement  at the moment but how fast and
snappy can the Openmoko GUI using GTK get? I'm looking at this from
the user point of view, I'm not a developer so it would be very
interesting to me what can be expected in the future. What are you're
expectations? Will it get as snappy as the old PALM Pdas had been?

I'm really looking forward for your answers.

Regards, Denis.



Launch speed is something that can be fixed, I'm not sure if the  
build system is using pre-linking? if not it will be something to use  
as this is the cure to application launch speed delays on Unix like  
systems.


The interface is VGA and so there's a lot more to draw and this makes  
the GUI less responsive than QVGA. The acceleration in the next gen  
hardware will solve this.


The Palm PDAs were using task switching, it wasn't a full  
multitasking OS, so you have to realise that a Linux based PDA will  
always lag behind a very simple OS.





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Re: How snappy can the Openmoko GUI get using GTK?

2007-09-02 Thread wim delvaux
On Sunday 02 September 2007 16:17:25 Giles Jones wrote:
 On 2 Sep 2007, at 14:57, denis wrote:
  Watching a lot of videos about Openmoko and the GUI I saw that it is
  very slow and yards away from being snappy. (regarding the
  application
  startup and the acting inside an application) I know that speed is not
  the priority thing in developement  at the moment but how fast and
  snappy can the Openmoko GUI using GTK get? I'm looking at this from
  the user point of view, I'm not a developer so it would be very
  interesting to me what can be expected in the future. What are you're
  expectations? Will it get as snappy as the old PALM Pdas had been?
 
  I'm really looking forward for your answers.
 
  Regards, Denis.

 Launch speed is something that can be fixed, I'm not sure if the
 build system is using pre-linking? if not it will be something to use
 as this is the cure to application launch speed delays on Unix like
 systems.

Lazy loading is too ... (the problem with delay is that ALL symbols need 
linkage also those not needed by the current user needs)


 The interface is VGA and so there's a lot more to draw and this makes
 the GUI less responsive than QVGA. The acceleration in the next gen
 hardware will solve this.

 The Palm PDAs were using task switching, it wasn't a full
 multitasking OS, so you have to realise that a Linux based PDA will
 always lag behind a very simple OS.




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Re: How snappy can the Openmoko GUI get using GTK?

2007-09-02 Thread Ted Lemon

On Sep 2, 2007, at 7:17 AM, Giles Jones wrote:
Launch speed is something that can be fixed, I'm not sure if the  
build system is using pre-linking? if not it will be something to  
use as this is the cure to application launch speed delays on Unix  
like systems.


This is probably true.

The interface is VGA and so there's a lot more to draw and this  
makes the GUI less responsive than QVGA. The acceleration in the  
next gen hardware will solve this.


This is definitely not true.   I mean, it's true that the QVGA is  
going to take less time to paint, but paint times aren't the problem  
- if they were, kinetic scrolling wouldn't look so nice.   No,  
there's something else going on that's making the UI so  
unresponsive.   Possibly something is timing out, or something's  
running in lock-step that should be asynchronous.


The Palm PDAs were using task switching, it wasn't a full  
multitasking OS, so you have to realise that a Linux based PDA will  
always lag behind a very simple OS.


Again, true, but not likely to produce the results we're seeing.
E.g., when an app is running, and a tap on the UI takes seconds to  
produce a response, this is not something you can attribute to the  
fact that Linux is a protected-mode multitasking kernel.



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Re: How snappy can the Openmoko GUI get using GTK?

2007-09-02 Thread Giles Jones


On 2 Sep 2007, at 15:58, Ted Lemon wrote:




This is definitely not true.   I mean, it's true that the QVGA is  
going to take less time to paint, but paint times aren't the  
problem - if they were, kinetic scrolling wouldn't look so nice.
No, there's something else going on that's making the UI so  
unresponsive.   Possibly something is timing out, or something's  
running in lock-step that should be asynchronous.


VGA is 4x times the data, not two times. That will have a noticable  
effect. The only VGA device I have owned was a Toshiba E800 PDA, this  
had an ATI chip and it was still a little sluggish.



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Re: How snappy can the Openmoko GUI get using GTK?

2007-09-02 Thread Ted Lemon

On Sep 2, 2007, at 8:24 AM, Giles Jones wrote:
VGA is 4x times the data, not two times. That will have a noticable  
effect. The only VGA device I have owned was a Toshiba E800 PDA,  
this had an ATI chip and it was still a little sluggish.


Hm.   The best example of slow draw times that I can find in the Moko  
UI is the terminal keyboard.   The reason this draws slowly is  
because it's being drawn line by line.   If it were just blitted in,  
it would be quite a bit faster.   It's certainly true that you will  
see slowness as a consequence both of the slow CPU and the lack of a  
GPU, I would guess particularly when surfing the web.   However, this  
is not why the UI feels slow right now.


The UI feels slow right now because when you click on a control,  
sometimes you get no response at all.   Right now, the UI is mainly  
operating in the realm of you click on something, I do something.
This works well when the something happens quickly, but when it  
doesn't, you want you click on something, I do something to show  
that your click registered, I do something.   The elapsed time will  
be slightly longer in the second case, but the perceived UI lag will  
be less because you aren't wondering whether or not your tap registered.



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Re: Ruby for OpenMoko - got it small

2007-09-02 Thread Kero van Gelder
  So what do you think guys? Shall I keep going and trying to get it
  smaller and faster or shall I abandon this and spend my time on
  something more useful.
 
 I for one am very much interested and grateful for your efforts.
 Having used Ruby as my main programming language for all development
 work (thus, not only for scripting) for more than two years now, I
 consider the existence of a carefully optimized ruby engine for
 openmoko as a very important piece of the puzzle. If, thanks to your
 work, the ruby interpreter were to find a little corner in the default
 OM distribution, that would be a key selling point for me.

I dug up some of my iPAQ-time scripts and cross compiled ruby 1.8.6
I must say, OE does provide a lot of .h and .so files in only a few
places, which makes this an easy-enough task.

I measure footprint on the jffs2 image. My ipkgs together are less than
2 MB. Uncompressed, I do not so much care.

For your convenience:
   http://chmeee.dyndns.org/om/ruby/feed/

keep in mind some of those won't work. Openssl bindings are empty, for
instance, which I will not change since dropbear is installed by
default. Tk is not even provided.
Installing readline does not work, same reason.
Forcing an install of irb, will make irb work.

Bye,
Kero.

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Re: omit qemu from OE build?

2007-09-02 Thread Shawn Rutledge
Thanks.  I got past qemu now and it's getting stuck on qtopia.
(Again, why do I need that for openmoko?)

On 9/1/07, Steve [EMAIL PROTECTED] wrote:
 Steve wrote:
  The only further suggestion I can give you if to clean out the
  /var/media/moko/build/tmp/work/x86_64-linux/qemu-native-0.9.0+cvs20070613-r5/
  directory to force rebuilding of QEMU from scratch in case there are
  some improperly build files left over in there from when you linked
  gcc32 to gcc.  I haven't looked into QEMU much so the error doesn't mean
  a whole lot to me.

 Reading the wiki, it looks like there's a proper way to do that too, try
 clean-package-qemu-native or something along those lines. From:

 http://wiki.openmoko.org/wiki/MokoMakefile

 in the Reporting Problems section

 -Steve [EMAIL PROTECTED]


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Re: Two finger input methods (PyGTK demos)

2007-09-02 Thread denis
Lars Hallberg schrieb:
 This is a new one (Layout is 'numlock' one):

   http://www.micropp.se/openmoko/res/key2key.py

 12 keys... tap a key for main function. Drag to any of the other keys
 for 11 secondary functions. A total of 12*12=144 combinations.

 To much to show... You have to press a key to see the secondary keys.
 Drag outside the keyboard to cancel a keypress.

 A bit awkward to begin with... might work fast when You learn to know
 the most common secondary keys.

 Know of no patent jet.

 Old demo:

http://www.micropp.se/openmoko/res/keys.py

 Tap key or drag in any of 8 directions. 9 funktions per key, easier
 strokes (bigger end target, butt less functions per key may need to be
 compensated with smaller start target). maybe patent encumbered.

 Both demos can easily be adjusted between 3x4 to 3x6 keys to test the
 feel. I don't know hove easy it is to get a PyGTK demo running on the
 phone... and they probably perform horribly. But I would be grateful
 for any report on hove easy the keys and strokes are to hit.

 /LaH


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I've tested the input system and it works very well even for a beginner
like me. It is very intuitive and after a short time of practice I'm
very fast writting with it. It would be interesting to test this system
combined with word prediction.

Regards, Denis.

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Re: Two finger input methods (PyGTK demos)

2007-09-02 Thread Andy Poling

Lars Hallberg wrote:

This is a new one (Layout is 'numlock' one):

  http://www.micropp.se/openmoko/res/key2key.py


denis wrote:

I've tested the input system and it works very well even for a beginner
like me. It is very intuitive and after a short time of practice I'm
very fast writting with it.


Though I was skeptical due to the apparent complexity in the description :-)
I also found it fairly easy to use even without practice.

Nice one, Lars.

-Andy

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Re: SMedia 3362

2007-09-02 Thread Marcin Juszkiewicz
Dnia niedziela, 2 września 2007, Shawn Rutledge napisał:
 What about the ATI chip used in the iPAQ hx4700?  Did anybody figure
 out anything beyond plain framebuffer support for it?

hx4700 use ATI W100 Imageon about which I already wrote. AFAIK it has 
accelerated framebuffer and X11 driver with XVideo and XRender funtions. 
It also allow to use VGA/QVGA resolution.

-- 
JID: hrw-jabber.org
OpenEmbedded developer/consultant

 Real programmers don't document.
 If it was hard to write, it should be hard to understand.



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Re: omit qemu from OE build?

2007-09-02 Thread Shawn Rutledge
On 9/2/07, Marcin Juszkiewicz [EMAIL PROTECTED] wrote:
 Dnia niedziela, 2 września 2007, Shawn Rutledge napisał:
  I got past qemu now and it's getting stuck on qtopia.
  (Again, why do I need that for openmoko?)

 qtopia or qmake?

 Qmake is needed to build webkit which is used by openmoko-feedreader.

uicmoc4-native_4.3.1

NOTE: Running task 1206 of 3169 (ID: 2684,
/var/media/moko/openembedded/packages/uicmoc/uicmoc4-native_4.3.1.bb,
do_compile)
NOTE: package uicmoc4-native-4.3.1: started
NOTE: package uicmoc4-native-4.3.1-r0: task do_compile: started
ERROR: function do_compile failed
ERROR: log data follows
(/var/media/moko/build/tmp/work/x86_64-linux/uicmoc4-native-4.3.1-r0/temp/log.do_compile.12240)
| NOTE: make CC=gcc  CXX=g++
| make: Nothing to be done for `first'.
| NOTE: make CC=gcc  CXX=g++
| make: Nothing to be done for `first'.
| NOTE: make CC=gcc  CXX=g++
| make: Nothing to be done for `first'.
| NOTE: make CC=gcc  CXX=g++
| make: Nothing to be done for `first'.
| NOTE: make CC=gcc  CXX=g++
| make: Nothing to be done for `first'.
| NOTE: make CC=gcc  CXX=g++
| make: Nothing to be done for `first'.
| NOTE: make CC=gcc  CXX=g++
| make: Nothing to be done for `first'.
| NOTE: make CC=gcc  CXX=g++
| make: Nothing to be done for `first'.
| NOTE: make CC=gcc  CXX=g++
| make: Nothing to be done for `first'.
| NOTE: make CC=gcc  CXX=g++
| g++ -Wl,-rpath,/var/media/moko/build/tmp/staging/x86_64-linux/qt4/lib
-Wl,-rpath,/var/media/moko/build/tmp/staging/x86_64-linux/qt4/lib -o
../../../bin/uic3 .obj/release-static-emb-x86_64/customwidgetsinfo.o
.obj/release-static-emb-x86_64/databaseinfo.o
.obj/release-static-emb-x86_64/driver.o
.obj/release-static-emb-x86_64/treewalker.o
.obj/release-static-emb-x86_64/ui4.o
.obj/release-static-emb-x86_64/uic.o
.obj/release-static-emb-x86_64/validator.o
.obj/release-static-emb-x86_64/cppextractimages.o
.obj/release-static-emb-x86_64/cppwritedeclaration.o
.obj/release-static-emb-x86_64/cppwriteicondata.o
.obj/release-static-emb-x86_64/cppwriteicondeclaration.o
.obj/release-static-emb-x86_64/cppwriteiconinitialization.o
.obj/release-static-emb-x86_64/cppwriteincludes.o
.obj/release-static-emb-x86_64/cppwriteinitialization.o
.obj/release-static-emb-x86_64/main.o
.obj/release-static-emb-x86_64/ui3reader.o
.obj/release-static-emb-x86_64/parser.o
.obj/release-static-emb-x86_64/domtool.o
.obj/release-static-emb-x86_64/object.o
.obj/release-static-emb-x86_64/subclassing.o
.obj/release-static-emb-x86_64/form.o
.obj/release-static-emb-x86_64/converter.o
.obj/release-static-emb-x86_64/widgetinfo.o
.obj/release-static-emb-x86_64/embed.o
.obj/release-static-emb-x86_64/qt3to4.o
.obj/release-static-emb-x86_64/deps.o
-L/var/media/moko/build/tmp/work/x86_64-linux/uicmoc4-native-4.3.1-r0/qtopia-core-opensource-src-4.3.1/lib
-lQt3Support 
-L/var/media/moko/build/tmp/work/x86_64-linux/uicmoc4-native-4.3.1-r0/qtopia-core-opensource-src-4.3.1/lib
-lQtSql -lQtNetwork -lssl -lcrypto -lQtXml -lQtGui -lQtCore -lz -lm
-lrt -ldl -lpthread
| 
/var/media/moko/build/tmp/work/x86_64-linux/uicmoc4-native-4.3.1-r0/qtopia-core-opensource-src-4.3.1/lib/libQtGui.a(qapplication_qws.o):
In function `QWSDisplay::Data::waitForQCopResponse()':
| qapplication_qws.cpp:(.text+0x13f2): undefined reference to
`QAbstractSocket::flush()'
| 
/var/media/moko/build/tmp/work/x86_64-linux/uicmoc4-native-4.3.1-r0/qtopia-core-opensource-src-4.3.1/lib/libQtGui.a(qapplication_qws.o):
In function `QWSDisplay::Data::waitForCreation()':
| qapplication_qws.cpp:(.text+0x1495): undefined reference to
`QAbstractSocket::flush()'
| 
/var/media/moko/build/tmp/work/x86_64-linux/uicmoc4-native-4.3.1-r0/qtopia-core-opensource-src-4.3.1/lib/libQtGui.a(qapplication_qws.o):
In function `QWSDisplay::Data::waitForConnection()':
| qapplication_qws.cpp:(.text+0x14e9): undefined reference to
`QAbstractSocket::flush()'
| qapplication_qws.cpp:(.text+0x1509): undefined reference to
`QAbstractSocket::flush()'
| 
/var/media/moko/build/tmp/work/x86_64-linux/uicmoc4-native-4.3.1-r0/qtopia-core-opensource-src-4.3.1/lib/libQtGui.a(qapplication_qws.o):
In function `QWSDisplay::Data::~Data()':
| qapplication_qws.cpp:(.text+0x26e5): undefined reference to
`QAbstractSocket::flush()'
| 
/var/media/moko/build/tmp/work/x86_64-linux/uicmoc4-native-4.3.1-r0/qtopia-core-opensource-src-4.3.1/lib/libQtGui.a(qapplication_qws.o):qapplication_qws.cpp:(.text+0x2ab5):
more undefined references to `QAbstractSocket::flush()' follow
| 
/var/media/moko/build/tmp/work/x86_64-linux/uicmoc4-native-4.3.1-r0/qtopia-core-opensource-src-4.3.1/lib/libQtGui.a(qwindowsystem_qws.o):
In function `QWSClient::sendEvent(QWSEvent*)':
| qwindowsystem_qws.cpp:(.text+0x146e): undefined reference to
`QAbstractSocket::state() const'
| 
/var/media/moko/build/tmp/work/x86_64-linux/uicmoc4-native-4.3.1-r0/qtopia-core-opensource-src-4.3.1/lib/libQtGui.a(qwindowsystem_qws.o):
In function `QWSClient::QWSClient(QObject*, QTcpSocket*, int)':
| qwindowsystem_qws.cpp:(.text+0x3118): undefined reference to

Re: Two finger input methods (PyGTK demos)

2007-09-02 Thread Henryk Plötz
Moin,

Am Thu, 30 Aug 2007 20:12:00 +0200 schrieb Lars Hallberg:

 Both demos can easily be adjusted between 3x4 to 3x6 keys to test the 
 feel. I don't know hove easy it is to get a PyGTK demo running on the 
 phone... and they probably perform horribly. But I would be grateful
 for any report on hove easy the keys and strokes are to hit.

Hmm, I just ran it on a Neo and seems to work okay. The biggest problem
is that switching to the second set of displayed keys is awfully slow.
Apart from that it's only missing some optimizations of the layout.
(For example: Backspace absolutely needs to be a main key. Nobody needs
^ as a main key.)

In order to run it on a Neo you need to install python-pygtk,
python-pygobject (might need ipkg install -force-overwrite since it
pulls in libc6-dev, but that's another story) and python-pycairo.


-- 
Henryk Plötz
Grüße aus Berlin
~ Help Microsoft fight software piracy: Give Linux to a friend today! ~

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Re: Convince me NOT to cancel my order.

2007-09-02 Thread Don Park
On 8/31/07, Sean Moss-Pultz [EMAIL PROTECTED] wrote:
  [EMAIL PROTECTED]
  My point is starting this topic was to bring attention to the fact that
  probably 500 to 1000 potential developers were likely to get saddled with
  GTA01 phones right before the GTA02s were released and that FIC staff were
  not providing sufficient information about likely delivery dates.  We are
 I really wish we could give more accurate timing information. But please
 understand that what you're seeing is a product being built from
 scratch. We're not using reference designs. We're not using 3rd party
[...]
 Product development is messy. There are literally hundreds of components
 in this device, all needing to be sourced with different lead times from
 different vendors. If SDRAM becomes scarce, we suffer. If a vendor has
 yield problems, so we do we.

Hi Sean.
 The opensource software development process is wonderful in its
transparency - I think thats where a lot of the frustration about the
hardware process is coming from. Your reply email gives no new
information about the GTA02. Supply chain delays can delay the
product, that makes sense, but surely there is information about what
is expected to happen? How about saying what the production plans are?
Ive read on this list both October 07 and January 08 as estimated
GTA02 completion dates. The readership is left to make their best
guess based on essentially rumors. Is it a separate electrical
engineering team that is designing the GTA01/02 inside FIC and that is
partly why the software devs are in the dark?

The GTA01 is in production and its the same story. There has been
mention of 'another batch' on Sep 20th, but again no announcements.
How about  stating 'X GTA01s are available for sale. Y GTA01s are in
production with an estimated completion date of Z' and 'On date D1 we
expect to stop making new GTA01s and start making GTA02s'. That would
be something to chew on, knowing full well that estimates change and
surprises happen.

Thanks,
Don

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Re: Convince me NOT to cancel my order.

2007-09-02 Thread Ian Stirling

Don Park wrote:

On 8/31/07, Sean Moss-Pultz [EMAIL PROTECTED] wrote:


[EMAIL PROTECTED]
My point is starting this topic was to bring attention to the fact that
probably 500 to 1000 potential developers were likely to get saddled with
GTA01 phones right before the GTA02s were released and that FIC staff were
not providing sufficient information about likely delivery dates.  We are


I really wish we could give more accurate timing information. But please
understand that what you're seeing is a product being built from
scratch. We're not using reference designs. We're not using 3rd party



but surely there is information about what
is expected to happen? How about saying what the production plans are?
Ive read on this list both October 07 and January 08 as estimated
GTA02 completion dates. The readership is left to make their best
guess based on essentially rumors. Is it a separate electrical
engineering team that is designing the GTA01/02 inside FIC and that is
partly why the software devs are in the dark?

The GTA01 is in production and its the same story. There has been
mention of 'another batch' on Sep 20th, but again no announcements.
How about  stating 'X GTA01s are available for sale. Y GTA01s are in
production with an estimated completion date of Z' and 'On date D1 we
expect to stop making new GTA01s and start making GTA02s'. That would
be something to chew on, knowing full well that estimates change and
surprises happen.


Indeed.
Knock off 5 days for shipping to end users, 5 days for FIC doing 
shipping stuff, 5 days for transit from HK to US, 5 days for production 
and we're getting pretty close to the 'volume production of GTA02 has to 
start today to get to paying devs in october' date already.


Is there sufficient confidence in the current GTA02 rev to actually 
start volume production in the next week or so?


If not, can you please tell us.

Is it planned to distribute GTA02 to a select group of external testers 
first?


Personally, I suspect that I've lost several potential dev-months of 
time for OM, simply as I have not been able to say to people who are 
very interested in this sort of stuff, and who I have seen coding on 
random 'cool' gadgets, that if they put down money now, they will get 
hardware in a week or so.
(and in all of those cases, they've only really been interested in 
coding for a platform after actually getting their hands on the physical 
object.)



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