4.0 ice cream sandwich – How to disable the ghost touch and use device with mouse in android 4.0.4

Got an android tablet iBall i6012 with ghost touch. Its screen is touching in keyboard area with some fungus between touch screen and LCD. This is an hardware issue, have around 7 touch area in screen touching every second. want to use the tablet with USB mouse. Tried Touch Lock by kidscrape. It is locking the screen completely including mouse input.

Looking for a touch input blocking solution with mouse input support in Android 4.0.4

hardware – My Google Pixel 2’s touch screen suddenly quit working–how can I fix it?

I got it to work again!

What DID work for me: press down on the screen with both thumbs to ensure the screen connector is in firmly

I am a DIY kind of person. I replaced my battery and screen myself a few months ago, following these battery replacement instructions, and these screen replacement instructions.

When I was done, my phone worked perfectly with zero problems until today. After many hard phone reboots by holding down the power button, with no success to get my touch screen working again, I remembered this image:

enter image description here

…from this tutorial. This is what the phone looks like just underneath the screen and touch panel under the screen. Notice the connector I circled yellow in the image above. That’s the connector for the screen and touch sensor to connect to the phone. It has a plate/cover on top of it (shown here) which screws down to hold the connector in place. I thought maybe pressing on that connector would help. So, I pressed firmly but carefully down on the top of the screen near that connector. I then repeated this process, pressing with both thumbs, moving down the screen lower and lower from on top of that connector and down, until I reached about 1 inch from the bottom of the phone. I couldn’t remember where the connector was exactly at the time, so I pressed in these several places, with both thumbs at once. Then, I tried the phone again. Voilà! Magically it worked! Touch sensor seems fine now. It must have just re-seated that connector better is all.

If this doesn’t last long-term, I’ll buy this replacement screen again for $40 (same one I bought before and have on the phone now) and replace it again (note: I used this iFixit toolkit and this iFixit iOpener heating pad–this heating pad is waaay safer and better than a heat gun!).

If this “pressing on the center of the screen trick”, followed by another screen replacement, doesn’t last, I’ll upgrade to the latest brand new Google Pixel. But, I really hope to hold off for 2 more years or so to get the full life out of my current one (goal is to replace my phone only every 4 years).

Other notes (ex: the phone can be used withOUT the touch screen, using a standard keyboard and mouse)

1. Use the phone withOUT the touch screen by using a USB OTG adapter and standard computer mouse (and optionally: keyboard too)

Note: if you need to use the phone until you can replace it, I was able to plug in a standard mouse into the phone with an OTG (On The Go) USB adapter and continue to use it just fine, albeit it was a pain of course.

Here’s some good OTG adapters that will work. You can plug in a standard USB hub into the USB port on the OTG adapter if you want to use both a computer keyboard and mouse at once. Once you plug in the mouse and begin moving it, a cursor will show up on your phone just like on a regular computer. I was able to type with the mouse too just by clicking on the visual keyboard in place of touching it. A keyboard, of course, would be better.

  1. USB C OTG adapter with charging port AND USB plug, $12
  2. Standard USB C OTG adapter, 3 pcs, $8
  3. Or, if you have a micro USB OTG adapter already on-hand, you can convert it to USB C with one of these: micro USB to USB C adapter, 8 pcs, $7. This is what I did.

2. Try rebooting into “safe mode” too to see if the touch screen problem is somehow software-based

Once I had my mouse plugged into my phone so I could click around, I was able to reboot into safe mode to see if the problem might have been software-based and due to an interfering app or something.

Here’s how I rebooted into safe mode, again, using my computer mouse and OTG adapter to click on the phone since the touch screen wasn’t working:

  1. Press and hold the power button until the power/reboot screen comes up.
  2. Tap (click with the mouse) and hold the power off icon until it gives you a safe mode reboot option.
  3. Choose the safe mode option and wait for the device to reboot.

Safe mode didn’t fix the touch screen problem, making me think it was probably a hardware issue. That’s when I found the “fix” above by pressing on the center of the phone screen to jostle the hardware and apparently re-seat the connector or something.

pathfinder 1e – Can Lunging Spell Touch be used on allies?

The fluffy descriptions in Pathfinder are fluff; they serve to illustrate the mechanic, but they don’t modify the mechanic. The only rules-relevant text is the mechanical text; in the case of Lunging Spell Touch (as with most feats), that’s the Prerequisite(s) and the Benefit.

The relevant part of the feat’s benefit is:

You can increase the reach of your spells’ melee touch attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn.

The Benefit section says nothing about “foes”, just that you can increase the range of “Range: Touch”. Is Cure Light Wounds a “Range: Touch” spell? Yes. Therefore, Lunging Spell Touch can modify it, and the caster can lunge to heal an ally.

Compare, say, Deadly Troupe Teamwork, which includes “foe” in the Benefit section:

When at least one ally who also has this feat is threatening a foe, you (gain bonuses). You also gain (bonus on some) checks made against that foe.

How to make the character move along the axis using touch?

I have the following code it works, but I don’t know how it works.

void Update()
{
#if UNITY_ANDROID

    if(Input.touchCount>0 && Input.GetTouch(0).phase == TouchPhase.Moved )
    {
        Vector2 touchDeltaPosition = Input.GetTouch(0).deltaPosition;
        float offset = touchDeltaPosition.x * 40f / 18 * Mathf.Deg2Rad;
        transform.position += new Vector3(0f, 0f, offset);
        transform.position = new Vector3(0f, 0f, Mathf.Clamp(transform.position.z, -7.1f, 7.1f));
    }     
#endif   
}
  1. Is this code correct?
  2. Can you help me improve it?
  3. What is division by 18 used for?
  4. What is multiplication by Mathf.Deg2Rad used for?

Thank for help

unity – Why if the targetToFollow(Player) is rotating and facing the transform the player can get close to the transform even touch it?

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
using UnityStandardAssets.Characters.ThirdPerson;

public class Follow : MonoBehaviour
{
    public Transform targetToFollow;
    public Transform missionTarget;
    public GameObject naviParent;
    public ThirdPersonCharacter thirdPersonCharacter;
    public Text textDistance;
    public Text textSpeed;
    public float lookAtRotationSpeed;
    public float moveSpeed;
    public float followRadius = 1.5f;
    public float fastRadius = 5f;
    public float speedBoost = 0.5f;
    public bool follow = false;
    public bool reachTarget = false;

    private bool isNaviChild = false;
    private Vector3 lTargetDir;
    private float originSpeed;
    private float originFollowRadius;

    void Start()
    {
        originSpeed = moveSpeed;
        originFollowRadius = followRadius;

        if (reachTarget)
        {
            moveSpeed = thirdPersonCharacter.m_MoveSpeedMultiplier * 5;
            followRadius = 0.1f;
        }
    }

    // Update is called once per frame
    void FixedUpdate()
    {
        if (follow)
        {
            if(reachTarget)
            {
                moveSpeed = thirdPersonCharacter.m_MoveSpeedMultiplier * 5;
                followRadius = 0.1f;
            }
            else
            {
                moveSpeed = originSpeed;
                followRadius = originFollowRadius;
            }

            lTargetDir = targetToFollow.position - transform.position;
            lTargetDir.y = 0.0f;

            Turn();

            float ms = moveSpeed;
            var distance = Vector3.Distance(transform.position, targetToFollow.position);
            // Compute a position no further than followRadius away from our target.
            Vector3 fromTarget = Vector3.ClampMagnitude(
                -lTargetDir, followRadius);
            Vector3 stopPoint = targetToFollow.position + fromTarget;

            // Compute a speed that's faster when far away and slower when close.
            float speedBlend = Mathf.Clamp01((distance - followRadius) / (fastRadius - followRadius));

            ms = moveSpeed + speedBlend * speedBoost;

            // Move as far as we can at our speed ms to reach the stopPoint, without overshooting.
            transform.position = Vector3.MoveTowards(transform.position,
                stopPoint, Time.deltaTime * ms);

            var dist = Vector3.Distance(transform.position, targetToFollow.position);
            if (dist < 0.1f && isNaviChild == false && reachTarget)
            {
                transform.parent = targetToFollow;
                transform.localPosition = new Vector3(0, 0, 0);
                transform.localRotation = Quaternion.identity;
                transform.localScale = new Vector3(0.001f, 0.001f, 0.001f);

                isNaviChild = true;
            }
        }
    }

    private void Turn()
    {
        transform.rotation = Quaternion.RotateTowards(transform.rotation,
                Quaternion.LookRotation(lTargetDir), Time.time * lookAtRotationSpeed);
    }

    private void Mission()
    {

    }
}

When the bool flag follow is true and the bool flag reachTarget is false the transform that this script is attached to is moving towards the targetToFollow and then when the targetTofollow(in this case the target is the player that move by the kleys WSAD) move the transform is following him with keeping distance to follow that’s the followRadius.

The problem is that if I rotate my place to face the transform and then moving the player forward he will be able to get too close to the transform even touching it.

But in my logic if the radius to follow is 1.5 so even if the player will face the transform and try to move forward to it the transform should always move to the back of the player or move back and keep the follow radius of 1.5 or if the follow radius is 66.3 then 66.3

The player should not be able to get so close to the transform.

How can I solve it ?

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• Adjustable nose-clip helps provide a custom secure seal.
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Aa Union™´s Classic Top Seller Ffp 2 Soft Touch Particulate Respirators Aass-8861v

IPB Image
The AA UNION™´S Disposable Respirators FFP2 SOFT TOUCH are the result of AA UNION’s continuous drive to improve comfort. They are packed with ground-breaking ideas, technologies and materials and have also retained many of the features that helped make the original series 1 hugely popular. Features include low breathing resistance filter technology for easier breathing throughout your shift, an embossed top panel to reduce fogging of eyewear, a sculpted edge for improved compatibility with eyewear and a chin tab to improve ease of fitting.

Features and Benefits

Materials: Non-Woven Fabric, Melt-Blown Fabric, Nylon Ear Straps, Nose Bridge

Use Case:For daily protection against of air pollution and haze, the product could filter non-oily particles, such as dust, solid smoke, micro-organisms. (like pollen, spores, tubercle bacillus or mold, etc.)

Low breathing resistance

• Combines the benefits of AA UNION’s electret particulate filter material with advanced low breathing resistance filter technology.
• Gives effective filter performance whilst lowering resistance to breathing.
• Improved breathing ease and comfort.

AA UNION™ valve FREE FLOW

• Provides a smoother and more comfortable wear.
• Removes exhaled air and minimizes the risk of fogging eyewear.

Convenience

• Flat-folded: easy to store when not in use.
• Hygienic each 10PCS bag packaging helps protect the respirator from contamination before use.

Clear vision

• Embossed top panel helps reduce fogging of eyewear, and fit the nose better.

Sculpted nose panel

• Adjustable nose-clip helps provide a custom secure seal.
• Curved low profile design conforms well to nose and eye contours, allowing more room for eyewear.
• Helps provide a good field of vision.
• Improves compatibility with eyewear.

Face and head comfort

• Ingenious 3-panel design fits a wide range of face shapes and sizes.
• Accommodates your facial movements.
• Stays securely in place, helping to provide a good, comfortable seal.

More information:

www.aaunionmask.com
(email protected)
WhatsApp: +41787449588

Source Reference: https://www.instagram.com/p/CIB3N-6p84E

unity – How can I make responsive computer and touch click and drag?

This code works but it has a little delay on computer controls and higher delay on mobile touch screen controls, so its not responsive as I want it to be.

void OnMouseDown()
{
    offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, transform.position.y, 0.0f));
}

void OnMouseDrag()
{
    Vector3 newPosition = new Vector3(Input.mousePosition.x, transform.position.y, 0.0f);
    transform.position = Camera.main.ScreenToWorldPoint(newPosition) + offset;
    transform.position = new Vector2(Mathf.Clamp(transform.position.x, posXMin, posXMax), transform.position.y);
}

dnd 5e – What is the interaction between “Touch of Death” and “Undead Fortitude”

The “Way of the Long Death” monk has a feature called “Undead Fortitude”:

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

(Bold added for emphasis). How does this work when a WotLD Monk reduces a zombie to 0 hit points and the blow is shrugged off by undead fortitude?

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

I could see this working one of two ways:

  1. A zombie takes a hit, and drops to 0 hit points. Then Undead Fortitude kicks in and on a success, the zombie comes back to 1 HP. The zombie had been reduced to 0 hp, so ToD activates.

  2. A zombie takes a hit, and makes a roll to see whether it drops to 0 or 1 HP. On a success, it drops to 1 HP and had never dropped to 0, therefore ToD does not activate.

Is there any official ruling on this case? If not, what is a reasonable interpretation of these rules?