On Friday 08 May 2009 02:32:40 Denis Johnson wrote:
Could you or someone please describe where and how to install fsoraw
on shr-testing (23 Apr or so) ?
There is a howto on the mokomaze project webpage.
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On Thu, May 7, 2009 at 11:23 AM, Joerg Reisenweber jo...@openmoko.org wrote:
Using gmeter for resetting suspend-timer is useless here as I may hold the
game steady and still don't want the screen to blank.
The only correct way to handle this is to stop screenblanking as long as
mokomaze is
Am Mi 29. April 2009 schrieb arne anka:
I don't think it's wise to use the accelerometers as a way to tell
whether the phone is used or not.
to repeat it again: we are talking about people playing a game or whatever
with the only activity being moving the device --
mdbus -s org.freesmartphone.odeviced
/org/freesmartphone/Device/IdleNotifier/0
org.freesmartphone.Device.IdleNotifier.SetTimeout suspend 0 #or -1?
...
would be nice, if for a case like that the motion sensors could be used --
is there any way to enable/disable them for frameworkd
I think that motion gestures is not really usable to control
auto-suspend or
other inputs, namely the touchscreen, prevent from suspending/blanking --
why shouldn't for the duration of a game the motion sensors server the
same purpose? it's not like they shall rule the world -- only
be used --
is there any way to enable/disable them for frameworkd dynamically
(disabled by default per config file)?
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if it is possible to edit rules at
run-time via dbus. It will be interesting to know the opinion of competent
people.
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On Wednesday 29 April 2009, ANT wrote:
arne anka wrote:
other inputs, namely the touchscreen, prevent from suspending/blanking --
why shouldn't for the duration of a game the motion sensors server the
same purpose?
Good idea. Really, it seems that frameworkd ignores accelerometers messages
I don't think it's wise to use the accelerometers as a way to tell whether
the phone is used or not. Other things, such as the GSM chip or touchscreen,
only signal activity when there actually is activity; the accelerometers are
always sending data and that would have to be processed constantly to
I don't think it's wise to use the accelerometers as a way to tell
whether the phone is used or not.
to repeat it again: we are talking about people playing a game or whatever
with the only activity being moving the device --
_NO_TOUCH_OR_BUTTON_OR_WHATEVER_.
now, how is the frameworkd
I think a program like mokomaze should tell it. Why have two apps processing
accelerometer input when only one needs to be? I would think you could
assume that while I'm playing mokomaze, I don't want the screen to blank. I
just don't see it as useful to make frameworkd poll the accelerometers and
I think a program like mokomaze should tell it.
to whom? to framewokd? that's what i suggested in the first place.
have to process that data (wasting precious CPU cycles) when it's
impossible to tell if the phone's motion is meaningful or not, other
than seeing what apps are running.
if
One solution would be to make the accelerometers a FSO Resource, so that
application reference counting works.
One of the things I want to implement for FSO milestone6 is auto-suspend when
the phone is lying up-side-down on a table with auto-wakeup when you give it a
whack.
:M:
I thought it was impossible to wake from suspend based on accel. input...
Was I mistaken?
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On Wednesday 29 April 2009 17:23:57 The Digital Pioneer wrote:
I thought it was impossible to wake from suspend based on accel. input...
Was I mistaken?
Yes, it works fine. Apparantly the kernel devs had a hard time getting it
going, but hardware-wise we made sure that the accelerometers are a
Ahh, cool. So 'shake to wake' is feasible?
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Michael 'Mickey' Lauer wrote:
One solution would be to make the accelerometers a FSO Resource
Oh yes! This is a thing I was waiting for so long.
One of the things I want to implement for FSO milestone6 is auto-suspend when
the phone is lying up-side-down on a table with auto-wakeup when you
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] http://mokomaze.projects.openmoko.org/
[2] http://www.youtube.com/watch?v=VVRRXx2kEu8
Regards,
ANT
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Wow i have seen the new mokomaze's video very Cool!!!
Il giorno lun, 27/04/2009 alle 00.37 -0700, ANT ha scritto:
Hello list!
I want to tell that Mokomaze (ball-in-the-labyrinth game) is still
developing.
Currently I am preparing release of a new version (with completely new
physics and
On Mon, Apr 27, 2009 at 09:37, ANT ant0...@gmail.com wrote:
I want to tell that Mokomaze (ball-in-the-labyrinth game) is still
developing.
Does that mean that Mokomaze will be compatible with recent kernels? Now it
doesn't work on andy-tracking (changed working style of accelerometers).
On Monday 27 April 2009 12:51:49 Johny Tenfinger wrote:
On Mon, Apr 27, 2009 at 09:37, ANT ant0...@gmail.com wrote:
I want to tell that Mokomaze (ball-in-the-labyrinth game) is still
developing.
Does that mean that Mokomaze will be compatible with recent kernels? Now it
doesn't work on
with recent kernels? Now
it
doesn't work on andy-tracking (changed working style of accelerometers).
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Looks awesome! The ball rolling seems much more accurate than mine is, I
assume this is due to the new physics engine. I can't wait for the release.
:D
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On Mon, Apr 27, 2009 at 10:37 AM, ANT ant0...@gmail.com wrote:
Hello list!
I want to tell that Mokomaze (ball-in-the-labyrinth game) is still
developing.
Currently I am preparing release of a new version (with completely new
physics and graphics engines) which will satisfy (almost) all your
was a cool idea, what about re-adding
it? :P
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an undocumented feature of showing logos on the
holes :) .
Marco Trevisan wrote:
Cool!
By the way, using the vista logo was a cool idea, what about re-adding
it? :P
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Sent from
Looks nice.
I think hate is no cool. Hole is better than Vista. (actually in
every context hole is better than Vista =).
Do it has vibration? Are you planned timecounter? I liked play without
time, but maybe I will want challenge somebody, so how we know who is
better?
Maybe player profile and
I mean do that new version has vibration too, it is nice effect.
I looked old sources and planned how to implement idea of multiplaying
(another players ball visible in 'ghost'). Maybe simple udp-packets
containing x and y. (can we suppose they are in same wlan?)
Have you planned use svn?
-Aapo
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