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Wednesday, January 15, 2014

TOUCH SCREEN TECHNOLOGY

To begin with, not all touch is created equal. There are many different touch technologies available to design engineers.
According to touch industry expert Geoff Walker of Walker Mobile, there are 18 distinctly different touch technologies available. Some rely on visible or infrared light; some use sound waves and some use force sensors. They all have individual combinations of advantages and disadvantages, including size, accuracy, reliability, durability, number of touches sensed and -- of course -- cost.
As it turns out, two of these technologies dominate the market for transparent touch technology applied to display screens in mobile devices. And the two approaches have very distinct differences. One requires moving parts, while the other is solid state. One relies on electrical resistance to sense touches, while the other relies on electrical capacitance. One is analog and the other is digital. (Analog approaches measure a change in the value of a signal, such as the voltage, while digital technologies rely on the binary choice between the presence and absence of a signal.) Their respective advantages and disadvantages present clearly different experiences to end users.

Resistive touch

The traditional touch screen technology is analog resistive. Electrical resistance refers to how easily electricity can pass through a material. These panels work by detecting how much the resistance to current changes when a point is touched.
touchscreen

This process is accomplished by having two separate layers. Typically, the bottom layer is made of glass and the top layer is a plastic film. When you push down on the film, it makes contact with the glass and completes a circuit.
The glass and plastic film are each covered with a grid of electrical conductors. These can be fine metal wires, but more often they are made of a thin film of transparent conductor material. In most cases, this material is indium tin oxide (ITO). The electrodes on the two layers run at right angles to each other: parallel conductors run in one direction on the glass sheet and at right angles to those on the plastic film.
When you press down on the touch screen, contact is made between the grid on the glass and the grid on the film. The voltage of the circuit is measured, and the X and Y coordinates of the touch position is calculated based on the amount of resistance at the point of contact.
This analog voltage is processed by analog-to-digital converters (ADC) to create a digital signal that the device's controller can use as an input signal from the user.
One of the big advantages of resistive touch panels is that they are relatively inexpensive to make. Another is that you can use almost anything to create an input signal: finger tip, fingernail, stylus -- just about anything with a smooth tip. (Sharp tips would damage the film layer.)
This technology has a lot of disadvantages, however. First, the analog system is susceptible to drift, so the user may have to recalibrate the touch panel from time to time. (If you owned a PalmPilot or other PDA, you may remember having to occasionally go through the recalibration process on their PalmPilot.) Next, the ITO material used for the conductors is brittle and not well suited for bending. Over time, repeated use can cause the ITO to crack, which disrupts the flow of electricity and can result in a dead spot on the touch screen.
In addition, there needs to be a gap between the two sensor planes that must be bridged in order to make contact between the two. Just about the only material suitable for this gap is air, but this presents some problems of its own.
First, the gap adds to the combined thickness of the display and touch module. As the consumers demand thinner and thinner devices, a single millimeter can be a big deal.
Another problem has to do with the optical properties of the different layers. If you look at a drinking straw in a glass of water, it will look as though it is slightly bent where it enters the water, even though it is straight. This is because light can bend, or "refract," when it makes the transition from one material to another. If the materials have the same index of refraction, the light won't change its path, but if the index of refraction is different, the light will bend.
The space between the plastic and glass layers of a resistive touch panel is filled with air, and the air has a different index of refraction than the other layers, which makes the light bend as it passes from one layer to another. This can create visible artifacts that can impact the display quality.
The air gap is especially a problem when you view the display under high ambient light conditions, such as outdoors in bright sunlight. The outside light passes through the top layer, then bends when it hits the air gap, and can then reflect between the glass and plastic layers before exiting out the front of the display again. This bouncing light can reduce the image's contrast, making the display look washed out and impossible to see.
But probably the biggest problem with resistive panels in consumers' eyes is that they can sense only one touch at a time. If you touch the panel in two places at once, the combined effect will produce one coordinate for the touch point, and that will be different from either of the two actual points. There are ways to create resistive panels that can sense multiple touches at one time, but these can be expensive and complex, such as creating a matrix of separate contact pads on one of the layers.

Projected capacitance

Fortunately, there's a better way. Many mobile devices now rely on a technology known as "projected capacitance," often referred to in the industry as "p-cap" or "pro-cap." According to various sources, resistive touch has rapidly lost market share to pro-cap and is forecast to continue to decline.

Pro-cap is a solid-state technology, which means that it has no moving parts (unlike the resistive touch technology). Instead of being based on electrical resistance, it relies on electrical capacitance.
When you apply an electrical charge to an object, the charge can build up if there is no place for the electrons to flow. This "holding" of electrons is known as "capacitance." You have probably experienced this effect first-hand. When you walk across a carpet in rubber-soled shoes in the winter time, electrons can build up in your body. If you should then reach for a light switch or some other conductive object that does not have a similar built-up charge, those electrons can flow from your body to the object, producing a spark of electricity.
If you apply a charge to a conductor, and then bring another conductor near it, the second conductor will "steal" some of the charge from the first one, just as the light switch did when your finger approached it. If you know what the charge was to start with, you can tell when the amount of the charge has changed. This is the principle behind pro-cap touch screens.
Early capacitance touch technologies required that you actually touch a conductive layer. This approach left the conductor exposed to wear and damage. Today's projective capacitance technology relies on the fact that an electromagnetic field "projects" above the plane of the conductive sensor layer. You can cover the touch module with a sheet of thin glass, for example, and it will still sense when a conductor comes near.
Pro-cap touch screens use two layers of conductors, separated by an insulator (such as a thin sheet of glass, though other insulating layers can be used). The conductors typically are made of transparent ITO, just as with the resistive designs. The conductor layers never have to bend, however, so its brittle nature is not a problem with pro-cap screens.
The conductors in each layer are separate, so that the capacitance of each one can be measured separately. As with a resistive panel, the conductors run at right angles to each other, so that the device can sense an X and a Y position when touched. The difference is that the separate conductors are scanned in rapid sequence, so that all the possible intersections are measured many times per second.

When you touch the screen with your finger, it steals a little of the charge from each layer of conductors at that point. The electrical charge involved is tiny, which is why you don't feel any shock when you touch the screen, but this little change is enough to be measured. Because each conductor is checked separately, it is possible to identify multiple simultaneous touch points.
Pro-cap technology is not without its challenges. The system of conductors is susceptible to electrical noise from electromagnetic interference (EMI). This can be a problem for display devices such as LCD and OLED panels that rely on an active matrix backplane of transistors to rapidly switch the individual subpixels on and off. The touch screen controller must be able to filter out this background noise and figure out which signals are from actual touch points.
The controller is often asked to make other decisions as well. Comparing results from adjacent coordinates can help determine if the touch is hard or soft, or if it is the result of the palm of the hand resting on the screen and thus should be ignored. Some smartphones rely on the touch screen to signal when the phone is being held next to the user's face, so that the screen can be turned off to save power.
All these tasks require significant processing power, which makes the controller more expensive. In addition, the touch screen only works when you apply a conductor; the ball of your finger works, but not your fingernail. Some pro-cap screens will work even if you're wearing thin surgical gloves, but they won't work if you have thick winter gloves on. (The exception is if the gloves themselves are conductive; you can buy gloves with conductors woven into the fingertips so that they can conduct the charge from the screen to your finger.)
In spite of these shortcomings, pro-cap technology has become the dominant choice for mobile devices. And there are improvements on the way that could make them even better.

Can't be too thin or too light

Consumers have made it clear that they want smartphones and other mobile devices to be as thin and lightweight as possible. As a result, design engineers are always looking for technology improvements that let them remove layers and materials from their products. And touch screens are not immune to such scrutiny.
The traditional structure for adding pro-cap touch to a display is to purchase a separate module. You would start with an LCD panel that is made up of two glass layers that contain the liquid crystal material; the top glass sheet is covered with a polarizing layer.
Above that goes the pro-cap touch module, which is made by coating both sides of a glass sheet with a conductor (typically ITO), which is then patterned to create the electrodes. This glass sheet is then laminated to the polarizer layer of the LCD panel described in the previous paragraph.
Finally, a protective cover glass is placed on top of the touch panel so that the top electrodes are not exposed. This cover can also have decorations (such as logos or icons for fixed controls) and be designed to protect the display from damage.

If you've been counting, you'll realize that it all adds up to four different sheets of glass in the stack -- which means that even today's thin smartphones aren't as thin as some might prefer. If manufacturers could eliminate one of these sheets, they'd reduce the space required for glass and the weight of the glass in the display by 25%. Those are savings worth pursuing.
A method that is gaining momentum is called the "one-glass solution" (OGS); it eliminates one of the layers of glass from the traditional pro-cap stack. The basic idea is to replace the touch module glass by a thin layer of insulating material. In general, there are two ways to achieve this.

One approach to OGS is called "sensor on lens." (In this case, the "lens" refers to the cover glass layer.) You deposit an ITO layer on the back of the cover glass and pattern it to create the electrodes. You add a thin insulator layer to the bottom of that, and then deposit a second ITO layer on the back of that, patterning it to create electrodes running at right angles to the first layer. This module then gets laminated onto a standard LCD panel.
The other approach is called "on-cell" pro-cap. (Here the "cell" refers to the LCD display.) A conductive layer of ITO is deposited directly onto the top layer of glass in the LCD panel, and then patterned into electrodes. A thin insulating layer is applied, and then the second ITO layer is patterned with the second layer of electrodes. Finally, the top polarizing layer is applied on top, and the display is completed by adding the cover glass.


This may not make much difference to the end user, but it can make a huge difference for the companies in the supply chain -- including which companies are actually included.
When the touch technology is deposited on the cover glass using the sensor on lens approach, you end up with a separate touch module that can be sold to the LCD display assemblers. This would mean more revenues for the touch technology manufacturers who would supply these modules.
On the other hand, the on-cell alternative means that the LCD panel manufacturers can add these touch layers onto their own panels. The display assemblers would then just have to purchase a simple cover glass to complete the display. The touch module makers would be cut out of the process.
For now, it appears that the sensor on lens approach has an advantage over on-cell solutions. The on-cell approach means that LCD makers would have to make two separate models of each panel: one with touch and one without. This could add cost to an industry that is already running on razor-thin margins. Also, on-cell touch is limited to the size of the LCD panel; sensor on glass modules can be larger than the LCD panel, providing room for the dedicated touch points that are part of many smartphone designs.

LCD vs. OLED

In case you've been wondering where OLED displays fit into all this: An OLED display stack is somewhat different from an LCD stack. It only requires one substrate (glass) layer as opposed to LCD's two, and the OLED material layer is much thinner than the LCD layer. As a result, the finished display can be half as thick as an LCD panel, saving weight and thickness -- which is important in a smartphone design.
(A number of smartphones today use a form of active-matrix OLED display called Super AMOLED; these include several Samsung devices such as theGalaxy S III and the Motorola Droid Razr M).
As a practical matter, glass is still used as the encapsulating layer, so OLEDs generally have two layers of glass. In addition, not all OLEDs are RGB -- some use white emitters instead to try to reduce the differential aging problem, and add a color filter layer to the stack.
In spite of all this, as far as touch screen technologies are concerned, OLEDs are more like LCDs than they are different: Both have active matrix TFT backplanes, and both tend to have a cover glass layer for protection. So essentially the same stack configurations are available to OLED panels.

What's next for touch

No matter which solution wins out, it is clear that pro-cap technology is the best method for touch screens on mobile devices -- at least for the foreseeable future. Still, there are some changes already showing up in touch screen technology.

For example, some panel makers are creating "in-cell" touch panels, where one of the conductive layers actually shares the same layer as the thin film transistors (TFTs) used to switch the display's sub-pixels on and off. (These transistors are fabricated directly on the semiconductor backplane of the display.) This approach not only reduces the electromagnetic noise in the system, but also uses a single integrated controller for both the display and the touch system. This reduces part counts and can make the display component thinner, lighter, more energy efficient and more reliable.
This approach only makes sense for very high volume products, such as a smartphone from a major vendor that is expected to sell millions of units, because the panel will have to be made specifically for that unique model. The first products using "in-cell" touch technology have already appeared on the market, such as the new Apple iPhone 5, but it looks as though it will take years before this approach will become a widespread solution.

Wednesday, November 6, 2013

 
Before you buy a new cell phone or new tablet, please try the following procedure to repair your device. First charge your battery, backup your important data if possible and in most cases take out SIM and SD card. It is impossible to recover your data after doing a hard reset, so online backup is always important. For all of your data, a backup should be done on an external device, hard drive, raid system or media. With or without insurance, if your cell phone lost, damaged or stolen at least your invaluable data is backed up in a safe place.


Sony Ericsson Xperia X10 hard reset using buttons xrecovery

With the phone turned off, press both LEFT and RIGHT buttons on the front and POWER ON the X10 to HARD RESET.

Sony Ericsson Xperia X10 soft reset restart your X10

If you experience problems with your phone, check these tips before you try anything else:

Restart your phone.
Remove and re-insert the battery and SIM card. Then restart your phone.

Sony Ericsson Xperia X10 hard reset

Resetting Sony Ericsson Xperia X10 phone

1st try xperia x10 hard reset with key combo
With the phone turned off, press both LEFT and RIGHT buttons on the front and POWER ON the X10 to HARD RESET.
---------------------------------------------------------------------------------------------------------------------------
With the phone turned off, press both LEFT and RIGHT buttons on the front and POWER ON the X10 to HARD RESET.

Resetting the phone deletes all data, including downloaded applications, and resets the
phone back to its initial state, the state before you turned on the phone for the first time.
Make sure to back up important data you have on the phone before you reset the phone.

To reset the X10 phone


1 From the Home screen, tap the applications bar.
2 Tap Settings > SD card & phone storage > Factory data reset > Reset phone.
3 Enter your screen unlock pattern.
4 Tap Erase everything.
Xperia X10 hard reset
Xperia X10 hard reset

Update Xperia X10 firmware with PC companion software

Download PC companion and installPC Companion software X10 firmware update
Install PC companion on your PC computer. Follow instruction. For firmware update you need a micro USB cable. On  the Xperia X10 turned off press and hold the BACK key and plug USB cable in while you hold down the back key. When the pc recognizing your X10 it will install the necessary driver files. Release Back key.
After your X10 connected press Start / in Support Zone
Xperia X10 firmware update
You can also use Sony Ericsson update service tool
X10 update service tool

PC Suite is out of date use PC companion software
If nothing works: As last resort  do a Sony Ericsson Xperia X10 phone repaire with PC Suite. USE THIS METHOD FOR 100% Xperia X10 hard reset  AFTER INSTALLATION----> TOOLS > PHONE REPAIR
Download PC Companion for your Xperia phone
You can reinstall your android firmware to solve too many pattern attempts issue forgotten pattern lock code
Sony Ericsson Xperia X10 phone repaire pc suite tools
http://www.sonyericsson.com/cws/support/softwaredownloads/detailed/pcsuite/aino?cc=gb&lc=en

Sony Ericsson Xperia X10 phone repaire pc suite tools
Sony Ericsson Xperia X10 phone repaire pc suite tools





Saturday, October 26, 2013

NOKIA LUMIA 920 PCB




NOKIA LUMIA 920 CONTROLLS AND INTERFACES


HARDWARE RESET A NOKIA LUMIA 920


Hardware reset
If the phone hardware is jammed,
we can  performs a hardware reset. The hardware reset does

not reset the Windows Live ID or remove any of your  data. Because

the user  cannot remove the battery to reset the phone the

phone has a special electronic circuit which cuts the phone power

when the volume down and power keys are pressed for 5 seconds.

To perform the hardware reset press the Volume down and Power

keys and hold them for 5 seconds. The phone screen will turn black

(phone is off). Then press the Power key to turn on the phone.




Software / operating system (OS) reset
 
The software / operating system (OS) reset returns the phone to its out-of-the-box state. Note that this

procedure erases all consumer data! Always first try to perform a hardware reset.
 
Option 1: About menu
 
- Use this option if the consumer knows the lock code

- This option warns the consumer about data loss!
- Tap Settings > About > reset your phone
















Option 2: Hardware key combination
 
 
 
- Use this option if the phone is locked and the consumer does not know the code

- Note: no warning about data loss!


Follow next steps to perform OS reset with phone keys.
 
 
Step 1
 
Make sure the phone is turned Off.
Press and hold the Volume down

and Power keys until an 

exclamation mark is shown on the screen
Step 2
Input the following key combination:
 
1. Volume up

2. Volume down

3. Power

4. Volume down

Step 3
The phone will reset and boot up

automatically
 
 
©



 

samsung gt-i8350 hard reset

SAMSUNG GT- i8350

keep pushed vol. down + camera + home and switch on,
will see "format" on display  then press HOME button
you will be asked for confirmation ,press HOME button again
your handset will be formatted in seconds

be care full, format clean security code and ,offcourse, erase all user data.
after format the phone reinstall automatic all apps originals.

Thursday, October 3, 2013

MOBILE TERMINOLOGIES




Symbian
       Definition: software licensing company established in June 1998 by Psion, Nokia, Ericsson, and Motorola with the aim of developing and standardising software technology for mobile computing devices and mobile phones


       Note: Symbian is owned by Ericsson, Nokia, Matsushita (Panasonic), Motorola, Psion, Siemens, and Sony Ericsson. Symbian enables common characteristics among portable phones of different manufacturers with regard to wireless information, network, content, messaging, and other functions, in effect aiming at a de facto standard. Symbian has created the Symbian operating system.

       General definition for common use: A software licensing company, owned by wireless industry leaders, which is the supplier of an advanced, open, standard operating system for data-enabled wireless devices.

 

 Java ; Java language
       Definition: object-oriented programming language developed by Sun Microsystems, which is intended to be hardware and software independent


       Note: Java can be used, for example, to program web services. Java has an extensive library of routines for TCP/IP protocols like HTTP and FTP. Java applications can access objects across the Internet via URL addresses as easily as on the local file system.

       General definition for common use: A programming language developed by Sun Microsystems. Some Nokia phones support the downloading of Java(tm) applications.

  SyncML
       Definition: open industry standard for universal synchronisation of remote data and personal information across multiple networks, platforms, and devices


       General definition for common use: An open standard that enables synchronisation of data between compatible devices, applications, and networks, which means that a consistent set of data is always available on any device or application. SyncML is based on Extensible Markup Language (XML).

  series 60 user interface ; series 60 UI
       General definition for common use: A one-hand operated user interface for imaging phones. The Nokia series 60 user interface has a large colour display of 176 x 206 pixels.

 

 Bluetooth
       Definition: technology designed to be embedded in electronic devices in order to provide wireless and seamless connections over short distances, thus providing an alternative to cable-based interfaces currently in use to link computers and computer peripherals


       General definition for common use: A technology that provides short-range radio links to allow mobile computers, mobile phones, digital cameras, and other portable devices to communicate with each other without cables. A Nokia mobile device with Bluetooth support allows the user to connect wirelessly to another compatible Bluetooth device within a short range.

 

Open Mobile Alliance ; OMA
       Not: Open Mobile Architecture
       Definition: organisation that acts as a mobile industry standards forum aiming at interoperable mobile services across geographic areas, network operators, and mobile terminals and at an open standards-based framework that permits services in a multi-vendor environment


       Note: The initiative for OMA was launched by Nokia and more than nineteen other industry leaders to define an open architecture to enhance mobile services. The principles of the Open Mobile Alliance are that products and services are based on open, global standards, protocols, and interfaces; the application layer is bearer-independent; the architecture framework and service enablers are independent of the operating system (OS); and applications and platforms are interoperable, providing geographic and inter-generational roaming. The Open Mobile Alliance was created by joining the Open Mobile Architecture initiative and WAP Forum. In addition, the Location Interoperability Forum (LIF), SyncML, MMS Interoperability Group (MMS-IOP), and Wireless Village intend to merge with the Open Mobile Alliance.

       General definition for common use: An organisation that is designed to be the centre of mobile application standardisation work, helping the creation of interoperable services that will meet the needs of the user across countries, operators, and mobile terminals. The Open Mobile Alliance was formed in June 2002 by nearly 200 companies representing the world's leading mobile operators, device and network suppliers, information technology companies, and content providers.

 

  XHTML ; extensible hypertext markup language
       Definition: hypertext markup language (HTML) to which new elements and attributes can be defined and added and that is an application of extensible markup language (XML)


       Note: In XHTML, all HTML markup elements and attributes (the language of HTML) are supported. Unlike HTML, however, XHTML can be extended by anyone that uses it. New elements and attributes can be defined and  added to those that already exist, creating new ways to embed content and programming on a web page. 

       General definition for common use: A markup language that consists of HTML elements combined with the syntax of XML. The specification for XHTML is a web standard.

 wireless markup language ; WML
       Definition: markup language that is designed for the representation of data via wireless access
       Note: WML is part of the wireless application protocol (WAP). WML is similar to HTML but more restricted.
       General definition for common use: A language describing the structure of data that allows the data of web pages to be presented on mobile devices via wireless access.


 wireless application protocol ; WAP
       Definition: open, global standard for total mobile solutions, including communication between a mobile handset and the Internet or other computer applications


       Note: WAP-based technology enables the design of advanced, interactive, and real-time mobile services, such as mobile banking or Internet-based news services, which can be used on mobile devices. The WAP specification enables solutions from various suppliers to work consistently for end-users on digital networks. Feature/application: Internet.

       Context: 1. An error has occurred in the WAP gateway; The WAP application can be used to access Internet services which are based on the Wireless Access Protocol (WAP).

       General definition for common use: An open international standard for applications that use wireless communication. The main application based on WAP is Internet access from a mobile device, which can be used, for example, for banking, e-mail exchange, ticket purchase, and news services.

 multimedia messaging service ; multimedia message service ; MMS
       Definition: messaging service for sending and receiving multimedia messages
       Note: The multimedia messaging service combines conventional text messages with richer content types, such as photographs, images, voice clips, and video clips. The multimedia messaging service is used with multimedia terminals, for example WAP clients, which can receive and process multimedia messages.


       General definition for common use: A messaging service that combines conventional text messages with other content types, such as photographs, images, sound clips, and video clips. The multimedia messaging service is used with multimedia phones, which can receive and process multimedia messages.

general packet radio service ; GPRS
       Definition: mobile service which gives packet-switched access over GSM to external data networks
       Note: The main objective of GPRS is to offer access to standard data networks such as TCP/IP, X.25, and connectionless network protocol (CLNP). Feature/application: WAP.


       General definition for common use: A GSM data transmission technique that transmits and receives data in packets. GPRS offers a permanent connection between the wireless device and the network.

 global positioning system ; GPS
       Definition: satellite-based positioning system that is used for reading geographical position and as a source of the accurate co-ordinated universal time


push to talk


       Not: PTT ; push-to-talk
       Definition: one-way communication function in a mobile phone which enables a user to talk to another user or a selected user group, while the recipient(s) is only listening

       Note: Push to talk is activated by pressing the push to talk key or equivalent in the phone. In a user group, the turns to speak are requested by pressing the push to talk key and granted on a first-come-first-served basis. Because of Intellectual Property Rights, the hyphenated form push-to-talk is not recommended at Nokia.

       General definition for common use: A one-way communication function in a mobile phone which lets one user at a time talk to another user or a selected user group. Push to talk is activated by pressing the push to talk key or equivalent on the phone. In a user group, the turns to speak are requested by pressing the push to talk key and granted on a first come, first served basis.

 POP3 ; Post Office Protocol, version 3
       Definition: version of the post office protocol (POP) which permits a workstation to dynamically access a maildrop on a server


       Note: POP3 is not intended to provide extensive manipulation operations of mail on the server; normally, mail is downloaded and then deleted. POP3 is defined in RFC 1939.

       General definition for common use: A version of the post office protocol that is used to store and retrieve e-mail or Internet mail messages. POP3 is used in conjunction with the simple mail transfer protocol (SMTP).

IMAP ; Internet message access protocol
       Definition: message access protocol that is used for accessing the remote mailbox
       Note: Feature/application: Messaging.

 simple mail transfer protocol ; SMTP
       Definition: Internet protocol which provides e-mail services
       Note: The SMTP standard is used extensively on the Internet for transferring e-mail messages between computers. It defines exactly how the message will be sent, what message format it has, and so on. Feature/application: Error notes.


       Context: 1. SMTP server refused the connection.
       General definition for common use: A protocol that is used to transfer e-mail messages. Usually SMTP is used only for sending.

 

  wireless LAN ; wireless local area network ; WLAN
       Not: cordless LAN
       Definition: local area network using wireless connections as transmission path
       Note: In a wireless LAN, radio, microwave, or infrared links take the place of physical cables. Note that the abbreviation WLAN can in some contexts be confusing, because it can also mean wired LAN.