yashsingh1/xdaforums huggingface dataset:
[Android Apps and Games] TrYde:
View attachment 3189386

SMS READER​

SMS Reader is my first android application, it uses the TTS engine on your phone to read incoming SMS as well as messages from the inbox.

I find it very useful when I am driving, running, or even while in the shower, so I don't have to reach for the phone everytime I get a message. People with low sight or even blind may also find it useful, even better with a headset.

Unlike other similar application, it has a clean and simple UI, it supports mono BT devices well and it is designed to be activated or desactivated from other applications, such as Llama, using broadcast intents.

Since v1.1.0 it comes with a widget so you can toggle the service from the homescreen and even lockscreen if using Android 5+.

Main functionnalities:

- Reads incoming messages when activated

- Reads received messages

- Widget available to toggle the service

- Integrated help

- Public intents to activate or deactivate the service from another application

Settings:

- Can be activated on boot

- Can displays the content of the message in a popup, even over lockscreen, leaving the user to choose between reading or dismissing

- Can announce the sender name / number

- Can be muted while a phonecall is active

- Can change the speech rate and language of the TTS engine

- Can change the theme between dark and light (still working on integrating Material Design)

- Can adjust the font size of the message list

Hope you'll find it useful :)

PS: While it can be installed on tablets and work without telephony, it won't do much unless the tablet can receive SMS. It was enabled in order to test the application compatibility with large screen and multi-panes.

PPS: For now it is only in english and french, I plan on adding more languages as soon as I find friends who are fluent in english and a language I miss :)
[Android Apps and Games] TrYde:
New in v1.2:

- Material Design theme with many colors to choose from.

- Option to remove the notification icon when active

- Various fixes and tweaks
[Moto G Q&A, Help & Troubleshooting] RiGz1:
Hey, I'm new to this forum, I just signed up so I could ask a question real quick.

I've tried to put a custom ROM on my phone, and I keep getting errors all the time. I have been trying to fix it for 3 days straight now, nearly tried every guide on the internet. The problem is; when I boot up the phone, it boot into fastboot automatically. No matter what I do, it always does this, OR, gets stuck on the boot screen. I really don't know why I can't install a custom rom... the zip will install fine through clockwork but when I reboot the phone it just goes back into fastboot. "AP Fastboot Flash Mode (S)".

I tried this as well. I get a preflash validation failed for gpt?

mfastboot flash partition gpt.bin
mfastboot flash motoboot motoboot.img
mfastboot flash logo logo.bin
mfastboot flash boot boot.img
mfastboot flash recovery recovery.img
mfastboot flash system system.img_sparsechunk1
mfastboot flash system system.img_sparsechunk2
mfastboot flash system system.img_sparsechunk3
mfastboot flash modem NON-HLOS.bin
mfastboot erase modemst1
mfastboot erase modemst2
mfastboot flash fsg fsg.mbn
mfastboot erase cache

Long story short: My phone won't boot any ROM. What can I do to fix it?
[Moto G Q&A, Help & Troubleshooting] goggs:
I'm back.

Hello it's me again. (RiGz1)

I've just smashed the phone to smithereens now, completely snapped it in two. That's because I've been frustrated with it for days, and then I come on here, and no one is willing to help me. Well it's too late now. It's gone.

This website has a very bad community.
[Moto G Q&A, Help & Troubleshooting] gregbradley:
You waited less than 3 hours, didn't get an answer so smashed your phone.

Maybe a bit more patience and waiting for people from around the world to have a chance to read your thread may have helped.

Also, please read XDA rules, especially rule 14

14. Create only ONE User Account

You are allowed ONE User Account at XDA-Developers. If you create additional accounts, Moderators will disable them and your original account may also be disabled or infracted.

Thread closed
[Samsung Gear VR] Haze69:
The announcement this morning looks like they have fixed the screen door effect on the new Gear VR2 for Samsung S6. Some of the other new features are outlined below such as comfort and ability to charge while using the VR! The new inprovements look great but it kinda makes me feel like us original Note 4 users are gonna get left behind with all new improvements created for the new S6. What is everyone's thoughts on this? Worth upgrading from the Note 4 for this or do you think the screen door effect will still exist?

Samsung Expands its Unrivaled Mobile Virtual Reality Experience with Gear VR Innovator Edition for Galaxy S6 and S6 edge

Samsung and Oculus refine Gear VR to provide a better, enhanced overall user experience while delivering a fully immersive content

Barcelona, Spain, March 1, 2015 – Samsung Electronics Co., Ltd. continues its leadership in wearable technology and mobile virtual reality with its latest Samsung Gear VR Innovator Edition, fully optimized and compatible with Samsung Galaxy S6 and S6 edge, its next generation smartphone.

The Samsung Gear VR Innovator Edition for Galaxy S6, powered by Oculus, gives more users the opportunity to enjoy Samsung's unrivaled, fully immersive and cinematic virtual reality experience, with improved viewing as well as a more comfortable design.

Extraordinary Entertainment: Optimized for both the Galaxy S6 and S6 edge, and its 5.1-inch Super AMOLED display, Gear VR Innovator Edition lets users engage with high resolution movies, TV shows, VOD services and photos like never before. With reduced pixilation and a wide field-of-view, users receive a better virtual reality experience with longer lasting usage time.

-Improved Comfort: The 15% reduction in size makes Samsung Gear VR a more comfortable to wear. Ergonomically redesigned straps give better weight balance, while mechanical ventilation supports an extended VR experience.

-High Quality Performance: Greater computing power and improved graphics quality enable users to explore the best virtual reality adventures.

-USB Compatibility: The Gear VR can now be powered with its USB port for extended usage time.

-Robust Ecosystem: Gear VR content is available for download via the Oculus Store. Users have an extensive selection of optimized, localized virtual reality content from top-tier creators including thrilling VR games and 360 degree including a new performance from Cirque du Soleil, Kurios.
[Samsung Gear VR] shollywood:
They should get one working properly before releasing another. These cash grabs by manufacturers is getting out of hand. Apple and Samsung are becoming the same.
[Samsung Gear VR] Toss3:
"With reduced pixelation" - this is just marketing bs unless they reduced the size of the VR screen and FOV. Same VR size + same resolution = same experience regardless of pixel density. The new SoC of the S6 would have been nice though, but this just means more development for the Gear in general (and hopefully better support for the exynos)!

---------- Post added at 09:39 PM ---------- Previous post was at 09:37 PM ----------

How is the first one not working properly and why would the release of another model change the support for the first? :eek: I'd argue that we'll see even better support now that the userbase is going to increase for the Gear VR! :good:
[Samsung Gear VR] darekz:
In principle both units are probably the same except usb charging ( Note 4 has bigger battery ). I think reduced screen door effect comes from higher pixel density and smaller pixels. I hope that now with 3 phones: Note 4, S6, S6 Edge we'll start see more development in VR area.
[Samsung Gear VR] Toss3:
Reduction of pixel size does not matter if the size of the virtual screen is the same unless the resolution is also higher. Imagine a 1080 projector screen filling up 50% of your field of vision at 5 meters away from the screen, now imagine walking closer with the screen shrinking keeping that same 50% fov - the visibility of the pixels won't change.
[Samsung Gear VR] Haze69:
If the overheating is truly solved on the S6 and they give us the ability to charge while using the VR, this is a great advancement for Gear VR. I only dislike the fact they've decided to create a whole different headset for a new phone but not give that option of the improvements to existing owners. Samsung hasn't even released a fix for the overheating problem on the Note 4.. At MWC today they showed a side by side image of Note 4 VR vs S6 VR and clearly showed the Note 4 image with screen door effect while the S6 had none.. I guess only time will tell as reviews come out if this is truly solved.
[Samsung Gear VR] mitchellvii:
Charging port equals being able to wire from your PC? That means PC gaming streamed to the GVR2 without wifi lag which would be huge. Unfortunately I am thinking this will be some propriety magnetic solution so no one strangles themselves and that could mean no data pass through. Who knows?

SDE will remain unchanged since in order to achieve the same FOV as the much larger N4, they will have to move the user's eyes closer to the screen.
[Samsung Gear VR] shollywood:
Yet someone posts, how is the first one not working properly?

The whole Xynos chip vs. snapdragon has been a huge mess and some still don't even have lollipop yet.

---------- Post added at 09:40 PM ---------- Previous post was at 09:39 PM ----------

Are you serious? Lol wow
[Samsung Gear VR] The-Chief:
Not that they'll pay any attention to me, but I emailed Samsung and BEGGED them to make the Note 5 Gear VR-compatible. With a rumored UHD resolution, one could only hope that the additional pixel density would solve the screen door effect. That and flaws in the internal lens are my #1 gripe about the GVR.

Well, that and content, content, content...

EDIT: Samsung apparently touts a whopping 11% improvement in resolution over OUR Gear VR. Hardly enough to make me run out and buy an S6 and GVR2.
[Samsung Gear VR] mitchellvii:
I'm confused. On a 5.1'" screen you will have to be significantly closer to the screen to achieve the same 96% FOV. This means the added pixel density from a smaller screen will be completely lost leaving us with the same SDE as the GVR. Just because the PPI is higher will have no benefit because of the need for closer proximity.
[Samsung Gear VR] The-Chief:
Are you confusing my statement about the Note 5 with the Galaxy S6? I was referring to the Note 5 being (hopefully) compatible with our GVR, and its rumored 5.9" 4K UHD resolution. I was not in the least considering a Galaxy S6 for this device.

:)
[Samsung Gear VR] Haze69:
I want to say I wish it was compatible as we shouldn't have to pay another 200 dollars but then we wouldn't get the charging feature or "extra comfort" that they added to the new vr (I'm sure additional features will be added for the N5 version). I hope they add some kind of gear vr trade in eventually as I would hate to have to purchase a new Gear vr full price every year.
[Samsung Gear VR] axewater:
I bought the Gear VR fully expecting it to be obsolete in 6 to 12 months. Samsung usually offers some sort of trade-in, but I think they will give you a $50 discount for handing in your $200 device. I really don't care ... I'll give my old one to my brother and get the latest and greatest ;)
[Samsung Gear VR] The-Chief:
I fully understand and agree. I doubt very seriously that SAMSUNG will offer a free (or even reduced price) upgrade to the VR2 or 3. Once the Note 5 comes out - hopefully with a Developer Edition - I will likely buy its companion VR and sell this one. It's a great first effort, but with lots of flaws.

I am having a helluva time trying to find a 360 Grand Canyon helicopter tour, download it and put it where I can see it on the VR. If anyone here has found one and can list the steps, I would be grateful :)
[Samsung Gear VR] Toss3:
Don't you try to bring reason into an argument about magic! ;) The marketing peeps over at Samsung really have no concept of simple physics (or math).

EDIT: I think we'll have to wait for UHD screens in order to really get what one could define as a truly great VR experience; the S6 provides, just like the Note 4, 1 843 200 pixels per eye, while the DK2 provides only 1 036 800. The newly announced Vive VR from HTC/Valve only provides each eye with 1 296 000 pixels so that's no good either. An UHD panel (guessing 3840x2160 instead of 4096x2160) would provide each eye with over double the amount of pixels the Note 4/S6 does at a staggering 4 147 200 pixels per eye. Just to put that into perspective - that is more than the 3 686 400 pixels the whole screen of the Note 4 provides.
[Samsung Gear VR] axewater:
double the pixels ... my Note 4 already has performance issues with some stuff (notably 4K video) ... going to need to be a LOT faster to push all those pixels. Which will likely cause more overheating, etc etc. More pixels is just part of what we need for better VR.
[Samsung Gear VR] mitchellvii:
I've got it! A dual phone headset! Buy one phone, get one free and use one phone for each eye. Imagine the FOV! They'd obviously need to change the lenses for this to work. This would be a headset monstrosity worthy of Lady Gaga. :)

Or how about this for full immersion. Screw the whole phone idea and just create a headset with wraparound blank screen and 3 tiny laser projectors inside using a stitching algorithm to create a seamless picture. Easiest way to achieve high pixel density without having to create a battery sucking massive curved heavy OLED screen. With some wizardly you could probably smooth the image out to completely remove SDE. Actually, because you are using projection, you could actually move the screen further from the subject which in itself would greatly reduce SDE.
[Samsung Gear VR] Toss3:
Well better cooling and better GPU performance is also going to be needed, but the biggest problem right now is the SDE imho. You can do custom cooling and undervolting if you don't want the phone to overheat, and I'm guessing the 14nm 7420 in the S6 would definitely be enough for pushing 4K pixels (maybe we'll have something even better by that time).

The increase in resolution actually got me thinking: how much would it actually help in reducing the SDE (if you increased the resolution in both the horizontal and vertical axis by 50%)? See the results below.

This is representative of what we have now:

This is what we would have after increasing the resolution by 50% in both the horizontal vertical axis:

This is the overlay (just to get an idea of how much the SDE would improve):

So to be completely honest I don't think even UHD is going to solve the problem - we'd need something along the lines of 8K displays to actually make the pixels small enough not to bother us anymore.
[Samsung Gear VR] Toss3:
The problem with the projector-idea is that it doesn't provide the same immersion as an amoled or LCD screen does, and by that I mean that it doesn't provide the user with the experience of seeing say a huge 120" screen in front of them, instead it would look more like a small screen farther away (based on the reports on the Avegant Glyph).

EDIT: This got me thinking - how small would the pixels really need to be in order for them to become "invisible" to the eye (I mean how do we measure how big the pixels appear to the user right now)?

EDIT2: Found this interview with Palmer Luckey saying that we'd need about 8K pixels for each eye (and we all know that isn't going to happen in 10 years) in order for them to become completely invisible. So we need better lenses or just plain bigger screens (a VR headset with a 12" parabole-shaped flexible amoled display would be kind of cool and at 577ppi I'd say we'd be good to go already (we just don't have the hardware to drive such a thing yet)). :cool:
[Samsung Gear VR] mitchellvii:
You misinterpret my projection idea. . I'm not talking about corneal projection as with the Glyph. . I'm talking about creating a mini home theater inside a wrap around bonnet which would use 3 tiny laser projectors to project a fully immersive image onto a screen probably 2 inches from your eyes. The 3 separate images would be stitched together using an algorithm which already exists for high end home theaters using triple projectors. By projecting a larger image further away a UHD picture would probably not be required to lose SDE completely. SDE isn't a screen issue, its a proximity issue.

This idea would achieve full immersion with less weight, heat, eye strain and SDE. The device would resemble a fighter helmet.
[Samsung Gear VR] Toss3:
Well a fighter helmet doesn't sound too comfortable to be honest. :fingers-crossed: But if we say moved the display further back and made it twice the size of the current version we would start getting somewhere (means that a 12" 1436ppi display would already be enough to make the pixels disappear (mimicking a 6" 16K display at 2937.21 PPI)). But wearing 12" panel wouldn't be too comfy. :eek: But a 9" version might just be enough already at 1436ppi and at 1.5 times the distance (same as a 6" 2154PPI). :cool: Even a 9" display using 734.3 PPI (5760x3240) would be pretty awesome (same as a 1101.45 PPI 6" display).

EDIT3: Getting interesting: http://wolfcrow.com/blog/notes-by-dr-optoglass-the-resolution-of-the-human-eye/

"Maximum Resolution of the Eye

So this is how it is. If a healthy adult brings any display screen or printed paper or whatever 4 inches (100 mm) from his or her face, the maximum resolution he/she can see at is 2190 ppi/dpi. It doesn’t get any better than this for 99.99% of us, except maybe during pre-kindergarten years.

But the legally accepted norm of 20/20 vision only asks for 876 ppi/dpi at 4 inches!"

So we'd probably only need twice that for 2" so 8900x5000 pixels at 6" (for the perfect experience a 9" 16K screen would be recommended). :cool:
[Samsung Gear VR] mitchellvii:
Here's an idea. It seems the the primary cause of the SDE is that we can see the spaces between pixels. What if they could create a simple screen protector we put on our phones so that light is refracted in such a way that the spaces between pixels are less distinct? Sort of creating a slight double vision and thus "faking" a doubling of pixel count?
[Samsung Gear VR] Toss3:
Well you could try one of those privacy-screen protectors that people have used on their Oculus devices before.

Here's the thread: https://forums.oculus.com/viewtopic.php?t=11331&start=20
[Samsung Gear VR] mitchellvii:
Grrr, they should have thought of the fan idea for the GVR. :(
[Samsung Gear VR] danba:
Hopefully, audio can be output through the USB port to external USB DAC/amp able to drive the best headphones in order to get cleanest and most immersive audio possible.

https://plus.google.com/105825420892988415796/posts/HV243vvq2er
[Samsung Gear VR] fatboypup:
I feel like they kinda **** on us
[Samsung Gear VR] The-Chief:
I don't. This IS an "innovator edition": by definition we are (by choice) early adopters of this technology. Part of the price of early adoption is that our equipment can quickly become obsolete as bigger/better commercial releases come out. Hopefully by September/October they'll have a kick-a$$ Gear VR out with the Note 5... that's what I'm hoping for, anyway. If so, I'll pick up the new VR and sell this one. Early adoption for $199 is, quite frankly, a great deal... it usually involves hundreds of dollars more. So yeah, the lens could be better on the Gear VR, and SDE is quite distracting. No doubt they know all about this, and are working to resolve the issues for the commercial release.

:)
[Samsung Gear VR] Toss3:
Did your Gear VR suddenly stop working? :eek: This bascially just means more development as the consumer base grows! This is only a good thing because who would want to develop any apps for a platform with only a handful of users? ;)
[Samsung Gear VR] ciscostud:
This sentence gave me Cancer.
[Samsung Gear VR] mitchellvii:
Lol, hype is a beautiful thing. THINK people. If the PPI is higher because the screen is smaller but you need to be closer to the screen to achieve the same FOV then the SDE will remain similar.
[Samsung Gear VR] Toss3:
We cannot say for sure if they've added some sort of extra filters to the lenses that could help reduce the SDE, but we all know that if it indeed is improved that the improvement does not stem from the higher PPI.
[Samsung Gear VR] Haze69:
As the reviews stay coming in, it looks like the SDE has indeed improved quite a bit. From The Verge:

" The Galaxy S6’s 5.1-inch screen is smaller than the 5.7-inch one found on the Note 4, but that means the pixel density is noticeably higher — 577 ppi compared to 515. That might not sound like a lot, but it made a big difference when I got to try it here at MWC. Everything I queued up — games, a new Cirque du Soleil demo, a 360-degree 3D photos app made by Otoy — was more impressive than anything found on the Note 4 version of the Gear VR.

But the difference from the old version to the new was most stark in the videos featured in the Oculus Cinema section. On the Note 4 version of the Gear VR, this was by far my least favorite content — it's where the weaknesses of the resolution and lower pixel density were most apparent. My eyes would strain after just 10 or 15 seconds of watching a video, and the experience was worse with 3D content. But on the Galaxy S6 version, all the videos I previewed were not only watchable, they were enjoyable. That screen door effect was majorly mitigated here, and in its place was a much smoother and visually comfortable experience.
[Samsung Gear VR] Toss3:
I definitely would not trust a writer from The Verge to actually know the difference. We'll have to have someone try them on side by side to know if there are any differences (if there are then it is most likely that samsung has either altered the subpixel structure of the display in the S6 to minimize the gaps between the pixels or added better lenses).
[Samsung Gear VR] Buddy Revell:
I'm glad Engadget asked Max Cohen, Oculus VP about this, which is more than I can say for all the other tech sites.

"The result is that there's now less of a screen door effect and everything appears much sharper than before. Of course, the tradeoff is that the field of view is smaller compared to the Gear VR for the Note 4. "Oculus believes that field-of-view drives VR," said Cohen. "So for us, the new Gear VR is not better; it's different.""

http://www.engadget.com/2015/03/06/gear-vr-s6-oculus/
[Samsung Gear VR] Toss3:
Meh didn't check the pics closely enough..
[Samsung Gear VR] jutley:
The worst thing I hate about the gear vr is fogging in the lense all the time it puts me off anyone know how to minimise fogging.
[Samsung Gear VR] cornelito:
I use hairdryer for 30 sec before I put Gear VR on. Works like a charm.
[Samsung Gear VR] jutley:
Good idea
[Samsung Gear VR] DorisEyre:
It makes no sense just to release a v2 to make up for the previous one..
[Samsung Gear VR] redcore087:
What would be awesome if there will be software to share your computer screen with your VR2 Gear.

there is software that does this but it will not use the VR2 in use of PC games.

but it will be a good software add to the samsung VR2 Gear to keepup with Oculus CR2.

Not sure where to mail this to developers of Samsung but its a good idea i say :)