[Q] Tilt Sensors Way Off - Acer Iconia A500

Sky maps worked wonderfully when I first got my tablet a few months ago. However, flashing custom roms seems to have royally screwed up the tilt sensors (I have tried multiple different roms, nothing seems to address it). Compass is okay, but X and Y axes are reversed (i.e. it pitches when it should roll, and vice versa). This happens in both landscape and portrait.
Anyone run into this before, or have any idea how to proceed?

playing SpeedX 3d the tilt sensors worth great, playing table labyrinth where you have to roll the ball through the maze to reach the other side is totally FUBAR, the sensors are opposite of each other which makes it impossible to plays.
So with my finding it works fine with some games and terrible with others.

I noticed the same issue on the a100.

SoHaunted said:
playing SpeedX 3d the tilt sensors worth great, playing table labyrinth where you have to roll the ball through the maze to reach the other side is totally FUBAR, the sensors are opposite of each other which makes it impossible to plays.
So with my finding it works fine with some games and terrible with others.
Click to expand...
Click to collapse
Admittedly, I haven't tried it with too many other apps, but those that I have are problematic (sky maps and several sensor-reading apps). It's frustrating because it used to work just fine with sky maps.

Which version of HC are y'all using, 3.1 or 3.2.
On 3.2 I'm having no problems at all.
Just wondering?

Check out "GPS Status" app on the market, it has an option to calibrate the pitch and roll sensors, maybe you just need a calibration..
It will also show the actual pitch/roll values which may help.

kiwi_mat said:
Check out "GPS Status" app on the market, it has an option to calibrate the pitch and roll sensors, maybe you just need a calibration..
It will also show the actual pitch/roll values which may help.
Click to expand...
Click to collapse
"A Tilt Labrynth" also has a built in calibration tool as well

If I'm not mistaken, those calibration utilities only affect the program that they're part of - they don't have any effect on global settings.
[Edit: I'm using 3.2 (Taboonay 2.1b), though the problem was also present on several other 3.1 and 3.2 roms]

I'm running Skeye and Mobile Observatory on my A500 and havent noticed any problems at all with the x/y axis' being off. Honestly, I haven't paid that much attention since I also have both programs installed on my phone and mostly use it instead since I can mount it to my scope for push-to guidance. But just locating Polaris and other well known objects seem to be spot-on. May want to try another program and see if that fixes the issue.

fasteddy86 said:
If I'm not mistaken, those calibration utilities only affect the program that they're part of - they don't have any effect on global settings.
[Edit: I'm using 3.2 (Taboonay 2.1b), though the problem was also present on several other 3.1 and 3.2 roms]
Click to expand...
Click to collapse
as that maybe true it would help people figure out of the calibration is off on the tablet. if the calibration is off then we can look into why its happening in stead of what apps are having the issues

Timelord83 said:
as that maybe true it would help people figure out of the calibration is off on the tablet. if the calibration is off then we can look into why its happening in stead of what apps are having the issues
Click to expand...
Click to collapse
Well there's no question that my sensors are off. The only apps that work are those that come bundled with a calibration function. There's a long-standing defect logged with elgoog about the fact that there's no easy way to calibrate, but they've not addressed it yet.
I know some phones come with a calibration function, and others at least have files where one can change the values...

Related

[APP][03•30•09][0.6.5] TrackMyRun - GPS Run/Walk tracking (Nike+ sorta)

I have started working on an app for Windows Mobile 6 phones w/ GPS to do run/walk/bike tracking like the Nike+. Here is a little Video of the app in action:
http://www.youtube.com/watch?v=bIqKHCb21cg&feature=channel_page
Version 0.6.5 9s attached
- Smartphone detection is in
- Run Form updated to be smartphone happy, view log is next.
Version 0.6.4 is attached
- Calories burnt calc!!!! (put your weight in...lbs for now...kg coming )
Version 0.6.3 is attached
- 1 Mile/KM kills the app bug fixed!
Version 0.6.2 is attached
- I am not dead! I promise
- This is mostly a maintence update. All the tracking code has been pulled from the views and put off in modules (as it should have been from the get go) so I can get a Smartphone version working soon.
Version 0.6.1 is attached
- Audio updates - new sounds for mile/km passed and distance goal hit
- Audio updates - updates to how the power management is dealt with for audio, still not perfect, but better
- Center button (on your direction pad) now turns the display off and on and also it stops the phone from sleeping when you use that display off method. This is great for phones that get a bit wierd on their GPS in unattended mode.
Version 0.6 is attached
- New internal tracking code to improve performance and make new feature additions easier (this was more about me than you )
- First audible notices. Each mile/km and distance goal hit. It is just a tone right now, but I will record and add voiced stuff tonight.
- New Settings tab for audible notices
- Smartphone users can atleast start the app and track a run now! (still no settings or view log...that is coming)
Version 0.5.9 is attached
- Fix the View/Save log bug (I hope)...you might have to delete your Run Log (yeah for Alpha testing!)
- New way to calculate speed that is more accurate for me. This might depend on what GPS chip your phone uses...try both and see which you like more (change in the Settings Screen)
Version 0.5.8 is attached
- AppToDate bug fix
- Start of true metric support
- little bug fixes
Version 0.5.7 is attached
- I think the String->Date bug is fixed, please let me know!
- Added an "Action" menu under the left soft key for start/stop/save (silly non-touch screen phone users!)
Version 0.5.6 is attached
- EMAIL A RUN!
(that is a horrible name for the feature right now....since it just gives you a link to share...)
http://www.trackmyrun.mobi/viewrun.php?run_id=18&auth_code=5qii4mfy
Version 0.5.5 is attached
- Settings screen is up and working
- Goal progress is based on settings now (not just 3.1 all the time)
- All based on miles still, KM is coming soon fear not!
- Few more bug fixes and exception catches
Version 0.5.3 is attached
- GPS unattended mode updates
- Few bug fixes
- Ignore Calories/Pace, those spots are place holders/debugging right now...they will work in a later release
Version 0.5.1 is attached
- GPS stays up in unattended mode now (screen off by time out or hitting the power button)
- Few little bug fixes
Version 0.5 is attached
- KML support is all in now
- Go to view a lot (has to be a new one) and select View in Google Maps
- Change the line in the KML file to be green since that yellow was hard to see
Version 0.4 is attached.
- Fixed a few of the stupid SubString() bugs
- Added Experimental KML support! (start a run, do some stuff, then go to options->experimental->Build KML). It will put test.kml in your devices root folder
- Working on new speed tracking code, it is far more accurate...but not done yet (so ignore that it has like 900 #'s after the decimal point)
- Ignore what it says for calories burnt...that isn't what you think it is
ENJOY!
Version 0.3 is attached.
Looks good! I would definatly use this app!
Looks impressive. The auditory upgrade feature would be cool to add.
There are similar Apps. One in particular is also cool is:
GPS Cycle Computer v2
http://forum.xda-developers.com/showthread.php?t=424423
How would this calculate calories burned if your activity differs?
i.e. Rollerblading vs. Running vs Cycling, etc.
or is it simply based on time and distance to give a general calculation?
Nice looking app, I will definitely be keeping an eye out for this one. Keep up the good work.
Does this track coordinates? Or does it track via something else? Cause then I'm thinking that you need an active data connection for this to work :|
Kraize said:
Does this track coordinates? Or does it track via something else? Cause then I'm thinking that you need an active data connection for this to work :|
Click to expand...
Click to collapse
It tracks coordinates, so no data plan is needed at all for this. Just a working GPS. Now, I plan in the future to have online features for showing your routes on google maps and storing run data online, ect...but that is in the future...
band27 said:
Looks impressive. The auditory upgrade feature would be cool to add.
How would this calculate calories burned if your activity differs?
i.e. Rollerblading vs. Running vs Cycling, etc.
or is it simply based on time and distance to give a general calculation?
Click to expand...
Click to collapse
There are some standard formulats that are based on weight, time of exercise and how vigorous the activity is. For walk, jog, run that is easy (since I now your MPH's). For biking, roller blading, ect that gets tougher.
This is looking awesome. Could really do with an App like this. Keep it up and hope your "about a week" estimate is correct for a first beta.
A question though; I have a Touch HD. Has the interface been written to be able to cope with a WVGA resolution?
dom_mitchell1 said:
This is looking awesome. Could really do with an App like this. Keep it up and hope your "about a week" estimate is correct for a first beta.
A question though; I have a Touch HD. Has the interface been written to be able to cope with a WVGA resolution?
Click to expand...
Click to collapse
I have only tested it on a VGA display (my Touch Diamond). I have played with it in the QVGA emulator and the Square VGA emulator. The layout is far from final (I am not happy with it at all right now), so that is in flux a lot.
Go ahead and try the current version if you like:
http://grebowiec.net/trackmyrun.zip
Please be aware this is a VERY alpha version. There are known bugs that throw exceptions that I don't catch...so be nice
If you do however have any failures or success, please let me know.
gweedo767 said:
Go ahead and try the current version if you like:
http://grebowiec.net/trackmyrun.zip
Please be aware this is a VERY alpha version. There are known bugs that throw exceptions that I don't catch...so be nice
If you do however have any failures or success, please let me know.
Click to expand...
Click to collapse
Thanks a lot! I'll give it a go once I get home and give you some feedback!
AppToDate Support
Could you possibly think about having this AppToDate Support. Since this is in the early stages of development, it would be great to run AppToDate to get the current version. Thanks.
Couldn't wait until I got home so just loaded it up here. Everything seems good until I tried to View Log when it crashes out on me.Unfortunately I don't have NETCFv35.Messages.EN.wm.cab installed installed so cannot view details.
Also +1 for Apptodate support!
dom_mitchell1 said:
Couldn't wait until I got home so just loaded it up here. Everything seems good until I tried to View Log when it crashes out on me.Unfortunately I don't have NETCFv35.Messages.EN.wm.cab installed installed so cannot view details.
Also +1 for Apptodate support!
Click to expand...
Click to collapse
Did you start and then stop a run? The log file isn't created until you do atleast one and I bet it is dying trying to read the log file (which doesn't exist yet for you if you didn't do a start/stop)
I will do some reading on AppToDate in a bit, see what all it takes to integrate it.
gweedo767 said:
I will do some reading on AppToDate in a bit, see what all it takes to integrate it.
Click to expand...
Click to collapse
That would be very much appreciated. It just makes things a lot easier.
gweedo767 said:
Did you start and then stop a run? The log file isn't created until you do atleast one and I bet it is dying trying to read the log file (which doesn't exist yet for you if you didn't do a start/stop)
Click to expand...
Click to collapse
Yeah I had done and paced about abit; notched up 0.003 miles. Stopped the run successfully and then tried to view the log.
I've just jogged home from a friend's house (1.237 miles). This time when I stopped the run it crashed. No error code or anything; just said I had to quit and restart.
Sorry that's probably not much good for bug finding!
dom_mitchell1 said:
Yeah I had done and paced about abit; notched up 0.003 miles. Stopped the run successfully and then tried to view the log.
I've just jogged home from a friend's house (1.237 miles). This time when I stopped the run it crashed. No error code or anything; just said I had to quit and restart.
Sorry that's probably not much good for bug finding!
Click to expand...
Click to collapse
Did it do fine during the whole run though?
gweedo767 said:
Did it do fine during the whole run though?
Click to expand...
Click to collapse
Yeah no problems there. Slight lag on speed changes but I guess that's to be expected/part of the suposed and much debated GPS lag on the HD!
No complaints about performance at all.
I'm really liking the look of the App, certianly looks good so far; will be awesome if/when audio feedback can be given.
Something that would be good is if you could make the data from the logs uploadable to a PC to plot onto a graph (via Excel).
Like I said, great work so far! Loving this, who needs Nike/Apple!
dom_mitchell1 said:
Yeah no problems there. Slight lag on speed changes but I guess that's to be expected/part of the suposed and much debated GPS lag on the HD!
No complaints about performance at all.
I'm really liking the look of the App, certianly looks good so far; will be awesome if/when audio feedback can be given.
Something that would be good is if you could make the data from the logs uploadable to a PC to plot onto a graph (via Excel).
Like I said, great work so far! Loving this, who needs Nike/Apple!
Click to expand...
Click to collapse
The lag might be that I only update the display every 5 seconds (that is for all data). I think I might update the speed in real time (there is a call back function I can attach to for that). I do have plans for graphing/tracking/mapping in the future via an upload to a website feature...but that is a bit down the road I want to get all the stand alone client features working correctly first!
Please let us know when you have completed a final version. this program will be very useful. I know its still in the early stages hopefully you will be able to find the bugs and get them fixed, so we can download complete version.

[FIX] Tnt mod based orientation fix for games

Weeds2000 fixed the orientation on our Folio100 to work with games like Asphalt5 and now its possible to play, although graphics are still kinda messed up. but other games like the 3d tilt works nearly perfect now too.
you might find it useful, and VEGAn mod might be able to include this as my FolioTntMod is based of the TNT framework...
Find the download patch i made for our folio in this thread.
it also include a full 360 rotation fix, if you need it
As we all share the same Tegra2 platform and can nearly swap experience here, im posting this to share the fixes weeds2000 made for us...
Hope you find it useful..
Note:
The patch i made might actually work fine as update.zip on your tablet as well, or might need minor adjust to install, but let g tablet modders fix this if needed.
at least now you know its available.
Thank you! One question - do you know what file(s) were altered for the 360 rotation fix? Was it a lib file, for example?
EDIT: Also, to any other modders looking at this, the system.img is a ext2 filesystem image, NOT a yaffs2 image.
roebeet said:
Thank you! One question - do you know what file(s) were altered for the 360 rotation fix? Was it a lib file, for example?
EDIT: Also, to any other modders looking at this, the system.img is a ext2 filesystem image, NOT a yaffs2 image.
Click to expand...
Click to collapse
Roeby wan Kanobi, is this something that could work and be added to TnT Lite? My Clockwork back up just completed
Yes, I can package it as a supplement - I just need to know what to package.
Getting my dev unit ready with TnT Lite 3.1.2. There's also a new music player apk I need to test out.
roebeet said:
Yes, I can package it as a supplement - I just need to know what to package.
Getting my dev unit ready with TnT Lite 3.1.2. There's also a new music player apk I need to test out.
Click to expand...
Click to collapse
This could be another watershed update Also- with the accelerometer corrected, folks will be getting exercise by holding up the G while playing games
added:
Perhaps the one extra update that would be nice is a DSP manager so dB level or gain increases can be made. Modders released a DSP manager on the Incredible that allows increases to 3.5mm and speaker output. Hardware based EQ too.
Perhaps being too picky, but louder speakers would be nice.
Did you see.. they provided the SOURCE!!!!! This is what we need!
roebeet said:
Yes, I can package it as a supplement - I just need to know what to package.
Getting my dev unit ready with TnT Lite 3.1.2. There's also a new music player apk I need to test out.
Click to expand...
Click to collapse
What does the patch change? Would is break things when the application developer fixes the orientation code in their game.
We saw this problem fixed in the application in the Gallery 3D application by google, not in framework. http://android-developers.blogspot.com/2010/09/one-screen-turn-deserves-another.html
roebeet said:
Yes, I can package it as a supplement - I just need to know what to package.
Click to expand...
Click to collapse
okay here are some details.
the framework.jar modified comes from this file: update-smb_a1002-3338-user.zip
the library should be generic, but is required for the gsensor/rotation/orientation fix as part of the new framework.jar changes.
the 2 primary folders in the framework.jar changed are /android/hardware /android/view
you should be able to easily spot the differences in filesizes..
do note: there is another change android\os\Environment.smali as i modified it to work with /mnt/sdcard and /mnt/sdcard/sdcard-disk0 and /mnt/usbdisk-disk0 for compatibility with folio mount functionality.
here is the "vold" also different but works fine with the tap'n'tap framework.
remember that /etc/vold.fstab needs changed to support the more new mount devices if you wish to use that one too.
360 rotation fix is in android\view\WindowOrientationListener$SensorEventListenerImpl.smali
orientation fix is
android\hardware\SensorManager*.smali
but again, the framework.jar is Tap'n'Tap based, so works directly on top of r3338 edition.. and i made a patch in my section with just framework + lib files included.
rothnic said:
We saw this problem fixed in the application in the Gallery 3D application by google, not in framework. http://android-developers.blogspot.com/2010/09/one-screen-turn-deserves-another.html
Click to expand...
Click to collapse
No, as far as i understand, weeds2000 only made the hardware swap sensor reading, so now it acts like a portrait mobile phone, where our Tegra2 has the chip rotated once 90degree.
Dexter_nlb said:
No, as far as i understand, weeds2000 only made the hardware swap sensor reading, so now it acts like a portrait mobile phone, where our Tegra2 has the chip rotated once 90degree.
Click to expand...
Click to collapse
Hmm, so it does a 90 degree rotation. And the device is still a default landscape device. We definitely need to make sure there are no negative effects on games that utilize the acceleromether and worked fine before.
I would assume that the android developers would recommend making this change to framework, instead of handling it in applications if there weren't implications.
Thanks for the explanation - this is something I suspected would fix it, but it's good to see that someone had pushed the idea all the way through to an actual fix.
So, I suspect that when the device boots up, it should be in portrait mode initially (until the sensor kicks in).
roebeet said:
So, I suspect that when the device boots up, it should be in portrait mode initially (until the sensor kicks in).
Click to expand...
Click to collapse
That makes more sense to me if that is true.
I read through the code ... Prior to the code change they were performing the rotation either for Acceleration minus Gy on the y-axis
or Acceleration minus Gz on the z-axis and NOT Acceleration minus Gx on the x-axis. Now the axis swap is always occurring... under all 3 conditions irregardless of sensor.
Dont know why there was an exclusion in the first place for Acceleration minus Gx on the x-axis...
When I get back I will look through the code some more...
rothnic said:
Hmm, so it does a 90 degree rotation. And the device is still a default landscape device. We definitely need to make sure there are no negative effects on games that utilize the acceleromether and worked fine before.
I would assume that the android developers would recommend making this change to framework, instead of handling it in applications if there weren't implications.
Click to expand...
Click to collapse
rothnic said:
I would assume that the android developers would recommend making this change to framework, instead of handling it in applications if there weren't implications.
Click to expand...
Click to collapse
if Google didn't "invent" the different way of reading sensors, there would only be one way of doing it, so developers would not be able to see it, so an update to like 2.2 or higher is now an requirement, right? but if older games do not check, it would work with them, so this fix solves it as i see it.
putting back androidos orientation handling to its original state, as many developers should be reading it.
I have ported the fix for both TnT stock and lite. As well as Vegan beta 4.
http://forum.xda-developers.com/showthread.php?t=892345
gojimi said:
I have ported the fix for both TnT stock and lite. As well as Vegan beta 4.
http://forum.xda-developers.com/showthread.php?t=892345
Click to expand...
Click to collapse
remember its all done by weeds2000 , i cannot/will not take credits for his effort here, i am just sharing the good work done on this fix.
I have released a new version of the fix, this should clean up all the remaining issues with the accelerometer/compass. Code is also much cleaner now. Some weird hacks you may have seen were caused by the legacy API which was used by my test game.
Only known issue up to now is that the mouse coordinates are also rotated.
The source can be found in the zip file attached to the original post, I hope that all changes are prefixed with // XXX:
The source files are based on the nvidia-froyo tree.
Link:
http://forum.xda-developers.com/showpost.php?p=10209624&postcount=38
Doodle jump doesn't work. Game loads upside-down with home buttons on top. If you tilt left you go right...Any fix for this?
Does this work for the VegaN Ginger Edition, or is that fix built into the ROM, I think I am having issues with some games on that ROM.
bmw4aaron said:
Doodle jump doesn't work. Game loads upside-down with home buttons on top. If you tilt left you go right...Any fix for this?
Click to expand...
Click to collapse
I think you can write the developer and tell , that the games is not working normally.. all other games work fine, so why would one game stand out, only reason, bad programming, or misunderstanding of androidOS and orientation. maybe developer thought he should fix the "orientation" in his game on tablet, and forgot other trying to make it reverse.. so: bad programming and choice of developer..he should follow guidelines and not his ideas.

[S] Car camera app

Hi at all,
I am using a CarCamOne but would like to replace it with my android phone, as the quality is far better.
However, I don't know, if there is a suitable app: I need an app which captures what the camera sees (i.e. the street and the cars) while driving. It does not need to show it, but can run in the background, so that I can use GPS navigation at the same time.
It should be possible to specify a certain path in which the same video gets overwritten everytime I drive. Let's say I drive on January, 1st, so it save 010111.avi, then when I drive next time, it deletes this file and creates one of the specific date, so that I always have the latest drive on my sd card.
This whole thing is meant to be able to prove what happened when an accident has occured.
(I would also accept such a program for Windows Mobile, if there is none for Android.)
Thank you very much!
+1
Want this, too.
I'm driving a lot. German motorways are fast, idiots all around risk is high. There were certan situations in the past where an app like this would be very helpful for evidence.
Would be great if it will work automatically when car mode is detected by snapping the device in the car mount near the window.
I try to but can't remember ... I'm sure that I have seen similar feature in another camera app ... but sorry, memory has gone.
PS: would create finest youtube stuff, too
PPS: maybe something from here: http://www.androidzoom.com/android_applications/car video recorder "car accident recorder" or "video loop" ?
I tried "video loop" test app with 5 seconds restriction.
In car mode app the cam stood still and stuck.
When trying the programm as a normal application it creates files without file extension (like .mp4 or whatelse). Wondering why it's available in the market.
At myvideoloop.com there is a remark, that the android version is still under development. So, still searching.
Search the market for AutoGuard Blackbox. I haven't tried it, but it sounds like what you are looking for.
Sent from my Nexus One using XDA App
Thanks!
Seems to be pretty well with several options like limit by video size or limit by minutes and so on. Also video quality can be changed in several way.
When linked to the carmode-app it works in my private couch potato mode. Will test it soon while driving the next days.
Some features will work in the paid app only, but the free app should be enough for testing purpose. $1.89 / €1,39 if you wanna have all features. Cheap if it works.
( Can't imaging to use the collision detector. I will recognize an accident by myself - exploding cars are very loud. )
@lamajstro, sorry, for hijacking your thread. Hope it will help you, too.
Thank you all.
Stepsch, no problem at all. Could you please give a feedback to that program after having tested it? That would be great!
Thank you!
I humbly suggest my free app: DailyRoads Voyager. You can search for it on the Android Market. More info here: http://www.dailyroads.com/voyager.php
Video Road (http://www.androlib.com/android.application.com-androidlab-videoroad-qnEmF.aspx) also seems to have decent reviews...
I tested AutoGuard Blackbox for only few km until now.
It was working from a link in the car app as expected. I used the original shipped micro USB cable with a car charger, so the phone switched immediately to car mode. The app does what it says with standard settings. It feels a little bit ... how should I say ... cumbersome or sluggish. But this could be caused by my individual phone setup.
DailyRoads Voyager: installed only, but not tested in car so far. When using at home it feels a lil bit more lightweigt, fluently than AutoGuard.
Would be great to send the videos to an hoster of your choice. Until now it can be sent to Daily Roads Website. To be honest - I am lil bit to paranoid to send it over there, I also try not to use most social hubs.
Will take a look at Video Road too.
Testing those stuff creates lots of workload, as there are so much settings available for video quality and lots more. Won't be easy to get comparable results.
So, now I am with DailyRoads Voyager, which works well in the background.
Issues: GPS position is often incorrect and km/h is always zero or much to slow.
An additional running navi app was a little bit too much for the i9000, both app slightly stuck from time to time.
Glad to hear you made the wise choice
The GPS position and speed values depend on what the GPS sensor relays back to the apps. I don't do any calculations for speed, except the conversion from m/s (what Android provides) to km/h or mph.
I've noticed that the speed readings become more accurate when the number of visible satellites increases. In the next version of the app (1.6) I show the number of satellites, and filter out speed readings obtained with 4 or less satellites.
Beta versions of v.1.6 are currently in tests, and I expect to release it to the Android Market in about a week. Will post here when this happens.
Good news! Thx a lot! Looking forward your ping.
Speed is not so important while driving. Also the position is not sooo critical. But maybe it will be helpful in case of accident as evidence, when the videos have time stamp, defined position and correct speed - when one crashes in a gasoline truck.
Indeed, the GPS info is not always important. But, video evidence is, as explained in this recent TV news: "Victim uses smartphone app to record hit-and-run"
http://www.wbir.com/news/article/156830/2/Victim-uses-smartphone-app-to-record-hit-and-run
DailyRoads said:
I humbly suggest my free app: DailyRoads Voyager. You can search for it on the Android Market. More info here: http://www.dailyroads.com/voyager.php
Click to expand...
Click to collapse
Man, you have *no* idea how much this app is going to help me out! *EXACTLY* what I'm looking for, thank you.
Anyone want to recommend a windshield mount?
I dont need the full blown N1 mount from google/htc, and a lot of the cheaper ones on ebay look like they would do the trick, but the bigger question is, if the mount will end up in the frame of what DRV is recording?
One prob is: most cheap mountings that I saw until now are somehow not stable. They let the phone vibrate all the time and your eyes have to vibrate in same frequency when you want to watch the vids afterwards.
Important is a stable and short neck between windshield sucker and the device itsself.
Third party products or those universal mounting need mostly one hand more to connect the USB charger in the phone. A lil bit uncomfortable, but if this isn't a issue for you, you should take care that it can't vibrate so much only.
Brodit seems to have good reputation and has lot of matching parts.
It took more than I expected to finalize the beta tests, but now DailyRoads Voyager version 1.6 is on the Android Market. Added quite a number of features, and the full changelog is listed here: http://dailyroads.com/voyager/changelog
i tried DailyRoads Voyager v1.6 on my Desire HD. i'm sorry to inform you that i had no chance but uninstalled it within an hour.
with it on at the background for some minutes, my device automatically rebooted itself (knowing that it was a known issue in capturing GPS signal, i've turned off the option of using GPS signal in DailyRoads Voyager). i had to uninstalled it after auto-rebooting the third time.
Sorry for causing such problems The symptoms seem to indicate incompatibilities between video resolution/encoder/format. If you have Android 2.2 installed, it'd be best to select HQ (High Quality) in the app, and only try CQ (Custom Quality) settings if you know your device can handle those. The native camera app can also be used to manually determine what the camera is capable of.
Hi
I've tried DailyRoads on SGS 2.2.1 (JPY) with root/lagfix and i'm having strange problems with it ...
It looks like DailyRoads makes problem with cache of system or sth like that - after 1st time install and run, everything was great through about 5 mins until freeze and autoreset ... then i had all my apps settings erased (contacts, smooth calendar settings, gameloft games savegames etc.), icons/shortcuts layout set to default, menu sorted alphabeticaly and every app with account like facebook, twitter, google reader started to freeze so i've erased cache of DailyRoads and all of those freezing apps but it didn't work. I had to reinstall those apps to fix it, and configure them/other apps again ;/
Doing this i've also uninstalled DailyRoads, and since my SGS was quite well configured again i started to think to give it 2nd chance ;>
It's sad it happened again, but this time after about 10-15 mins of using DailyRoads, and it only erased cache setting of smooth calendar and extended controls so i've uninstalled DailyRoads again
I'm not 100% sure why it's happening but until today i didn't have any problems, and it happened twice while i was testing dailyroads ... maybe it's because of lagfix ?
Anyone having similar problems ?
Besides DailyRoads is gr8 and i'd even buy it if it wasn't free ... and causing such problems on my SGS

Tilt issue in games

HELLO FRIENDS,
i want some help.....plz help me out.
TILT controlled games like HEAVY GUNNER 3D, LABYRINTH, DEAD RUNNER AND ALL OTHER tilt controlled games are behaving weird. like when i tilt up it will move right, when i tilt down it will move left, when i tilt right it will move up and when i tilt left it will move down...
at first i thought its honeycomb's problem as these games might be for gingerbread but now i m using ice cream sandwich and the issue persists.
so i dont know why is this happening. and one thing i know that if u install these games on phone then the TILT sensor works normally.
anyone have solution guys???
145 views and no reply? Come on guys someone of you must have solution. Don't you?
It's pretty well-known that the sensors in different android devices are calibrated differently. It's up to the game dev to either (1) include code in the software that checks the device against a list of known devices and orients it properly, or (2) allows the user to fix it. You should write to the devs and ask them to add the options. It annoys me too, but I usually just delete the game rather than bother.
Thanks for reply slack, I will delete those games that's really good idea because I don't like to mess with these kind of stuff anymore.
Yeah, it's a bummer. Not a difficult thing for devs to put an option in the settings, but seems like a lot of them don't. It's the curse of having choice in hardware for the same software!
Yeah, that happens to me too in some tilt games but not all.
slack04 said:
It's pretty well-known that the sensors in different android devices are calibrated differently. It's up to the game dev to either (1) include code in the software that checks the device against a list of known devices and orients it properly, or (2) allows the user to fix it. You should write to the devs and ask them to add the options. It annoys me too, but I usually just delete the game rather than bother.
Click to expand...
Click to collapse
Exactly It annoys me too, but i usually just delete the game rather than bother
Yeah I am facing same tilt issue its too laggy even my 7 years old son don't wanna play racing game on SGT. He preffered to play on HP touchpad running cm.

[Q] Laggy screen response/sensitivity on T280

Is there any way to increase the screen sensitivity on the T280? I've only found one mention of the issue after thoroughly searching Google, with no suggested fix.
I'm comfortable with modifying system files such as build.prop and such, I just have no idea where to start!
The issue:
This screen is really slow to pick up touches, especially from a stylus.
When swiping (eg for pattern unlock) contact is often broken.
Even using my finger, when selecting text it's difficult to move just one letter at a time.
In handwriting/drawing apps, resulting text is extremely angular and jagged.
Here's what I've tried:
Changed "mouse sensitivity" in the settings (minor improvement)
Used 2 different screen calibration apps (minor improvement)
Installed debloated ROM (only one available; no improvement)
Removed some unnecessary system apps (will be removing more to free up space....)
Disabled settings that affect device speed such as animations
Several different stylus types (the most expensive work worst )
So, is anyone else finding this an issue? Is there a fix I don't know about? Is/are there a kernel tweak or something that will speed up screen response time?
I bought this tablet in part so I could use it for handwriting input using a stylus on a larger screen than my teeny S5. Unfortunately, the screen response is far too inconsistent and ...well, slow than I'd expected.
PushyPhoenix said:
Is there any way to increase the screen sensitivity on the T280? I've only found one mention of the issue after thoroughly searching Google, with no suggested fix.
I'm comfortable with modifying system files such as build.prop and such, I just have no idea where to start!
The issue:
This screen is really slow to pick up touches, especially from a stylus.
When swiping (eg for pattern unlock) contact is often broken.
Even using my finger, when selecting text it's difficult to move just one letter at a time.
In handwriting/drawing apps, resulting text is extremely angular and jagged.
Here's what I've tried:
Changed "mouse sensitivity" in the settings (minor improvement)
Used 2 different screen calibration apps (minor improvement)
Installed debloated ROM (only one available; no improvement)
Removed some unnecessary system apps (will be removing more to free up space....)
Disabled settings that affect device speed such as animations
Several different stylus types (the most expensive work worst )
So, is anyone else finding this an issue? Is there a fix I don't know about? Is/are there a kernel tweak or something that will speed up screen response time?
I bought this tablet in part so I could use it for handwriting input using a stylus on a larger screen than my teeny S5. Unfortunately, the screen response is far too inconsistent and ...well, slow than I'd expected.
Click to expand...
Click to collapse
Unfortunately the drivers or the touchscreen hardware itself for the T280/T285 is not that good. I have a drawing app that I created myself and the touch event update rate is so slow it creates jagged lines. Best case is that it is a driver issue and we can fix it in the kernel, worst case the hardware just sucks and it is what it is. On my OMNIRom 6.0.1 SM-T285 device touch response is actually ok, it is the update rate and precision of the touch which is a problem.
Thank you so much for the quick reply, and for understanding what I mean.
jedld said:
On my OMNIRom 6.0.1 SM-T285 device touch response is actually ok, it is the update rate and precision of the touch which is a problem.
Click to expand...
Click to collapse
Congrats on getting most of the bugs out of that ROM! It was SO disappointing to read the "fine print" on your OMNIRom and discover I couldn't use it, as it looks pretty sleek, but you're helping others immensely with your work.
jedld said:
Unfortunately the drivers or the touchscreen hardware itself for the T280/T285 is not that good. I have a drawing app that I created myself and the touch event update rate is so slow it creates jagged lines. Best case is that it is a driver issue and we can fix it in the kernel, worst case the hardware just sucks and it is what it is.
Click to expand...
Click to collapse
Hooray for drivers being a possibility! There's something can be done about that!!
Do you find that the lines aren't quite as jagged running OMNIRom as with stock?
How would someone find out whether it's the hardware or the drivers?
Are the differences between 280/85 so extreme that I can't try anything on my own?
Is there anywhere I can "sign up" for testing any new tweaks or ROMs or kernels?
(Update on the issue: I ran the "screen calibration" test again and it says it's taken another 10ms off the response time. Not sure if I'm imagining it but it feels as if it's actually faster...)
I was also thinking, would the DPI have anything to do with the jagged appearance? Between this tablet and the 2 others I was looking at (both Galaxy - previous 7-inch and 9-inch) those had much better DPI ...or am I thinking of resolution? Those aren't the same thing, are they? In any case, it's worth checking into whether fiddling with the DPI might do any damage.
Do you find that the lines aren't quite as jagged running OMNIRom as with stock?
Click to expand...
Click to collapse
I think it is just as bad
How would someone find out whether it's the hardware or the drivers?
Click to expand...
Click to collapse
We will need someone to tinker with the kernel sources to found out. For the SM-T280 someone is working on making the kernel sources work. Unfortunately, though annoying it isn't really on the top of my list right now.
Are the differences between 280/85 so extreme that I can't try anything on my own?
Click to expand...
Click to collapse
Devs working on the devices are actually surprised that there are more differences as expected for two devices that share the same family name.
Is there anywhere I can "sign up" for testing any new tweaks or ROMs or kernels?
Click to expand...
Click to collapse
I just go through xda for my testing.
I was also thinking, would the DPI have anything to do with the jagged appearance? Between this tablet and the 2 others I was looking at (both Galaxy - previous 7-inch and 9-inch) those had much better DPI ...or am I thinking of resolution? Those aren't the same thing, are they? In any case, it's worth checking into whether fiddling with the DPI might do any damage.
Click to expand...
Click to collapse
Based on the software codepath, DPI shouldn't really affect touch performance.
I wound up returning it and picking up the 7" Galaxy Tab E Lite (SM-113), which seems to suit my needs much better. While it's much more limited in some ways - no custom ROMs, limited to KK4.4.4, same small internal storage issue - the screen response is WAY better and I can get around the annoyances (largely - no, SOLELY - due to all the things this forum has taught me over the years. :highfive:
jedld said:
Based on the software codepath, DPI shouldn't really affect touch performance.
Click to expand...
Click to collapse
You were right. But it was fun to play around with! And I learned a few things in doing so.
We will need someone to tinker with the kernel sources to found out. For the SM-T280 someone is working on making the kernel sources work.
Click to expand...
Click to collapse
I sure hope that someone figures this out soon because it's a pretty sweet little tablet, otherwise, and I can't be the only one for whom this is a deal-breaker.
Unfortunately, though annoying it isn't really on the top of my list right now.
Click to expand...
Click to collapse
I totally appreciate that your time is valuable, and thank you immensely for taking the time to respond.
Similar issue
Hi,
Was wondering if anyone with these issues also experienced this: While the tablet is on, when watching something for instance, if the touch screen isn't used for a bit (say over 30 seconds) when I first press it it doesn't respond at all, to get it to wake up I have to press quite firmly, usually several times, before it starts working. Once it does respond I can use a much lighter touch so it doesn't seem like a screen protector or overall sensitivity problem, it's as if the screen goes into some kind of sleep mode becoming much less sensitive.
Anyone know about this/how to fix it?
Much love,
Tom

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