Just a simple Lego bouncy DVD logo screensaver mechanism. (Credit: Grant Davis, YouTube)

Building The DVD Logo Screensaver With LEGO

The completed Lego DVD screensaver. (Credit: Grant Davis, YouTube)
The completed Lego DVD screensaver. (Credit: Grant Davis, YouTube)

There’s something extremely calming and pleasing about watching a screensaver that merely bounces some kind of image around, with the DVD logo screensaver of a DVD player being a good example. The logical conclusion is thus that it would be great to replicate this screensaver in Lego, because it’d be fun and easy. That’s where [Grant Davis]’s life got flipped upside-down, as this turned out to be anything but an easy task in his chosen medium.

Things got off on a rocky start with figuring out how to make the logo bounce against the side of the ‘screen’, instead of having it merely approach before backing off. The right approach here seemed to be Lego treads as used on e.g. excavators, which give the motion that nice pause before ‘bouncing’ back in the other direction.

With that seemingly solved, most of the effort went into assembling a functional yet sturdy frame, all driven by a single Lego Technic electromotor. Along the way there were many cases of rapid self-disassembly, ultimately leading to a complete redesign using worm gears, thus requiring running the gears both ways with help from a gearbox.

Since the screensaver is supposed to run unattended, many end-stop and toggle mechanisms were tried and discarded before settling on the design that would be used for the full-sized build. Naturally, scaling up always goes smoothly, so everything got redesigned and beefed up once again, with more motors added and multiple gearbox design changes attempted after some unfortunate shredded gears.

Ultimately [Grant] got what he set out to do: the DVD logo bouncing around on a Lego ‘TV’ in a very realistic fashion, set to the noise of Lego Technic gears and motors whirring away in the background.

Thanks to [Carl Foxmarten] for the tip.

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Building A Diwheel To Add More Tank Controls To Your Commute

It’s often said that one should not reinvent the wheel, but that doesn’t mean that you cannot change how the use of said wheel should be interpreted. After initially taking the rather zany concept of a monowheel for a literal ride, [Sam Barker] decided to shift gears, did a ‘what if’ and slapped a second monowheel next to the first one to create his diwheel vehicle. Using much thicker steel for the wheels and overall much more robust construction than for his monowheel, the welding could commence.

It should be said here that the concept of a diwheel, or dicycle, isn’t entirely new, but the monowheel – distinct from a unicycle – is much older, with known builds at least as far back as the 19th century. Confusing, self-balancing platforms like Segways are also referred to as ‘dicycles’, while a diwheel seems to refer specifically to what [Sam] built here. That said, diwheels are naturally stable even without gyroscopic action, which is definitely a big advantage.

The inner frame for [Sam]’s diwheel is built out of steel too, making it both very robust and very heavy. High-tech features include suspension for that smooth ride, and SLS 3D-printed nylon rollers between the inner frame and the wheels. After some mucking about with a DIY ‘lathe’ to work around some measurement errors, a lot more welding and some questionable assembly practices, everything came together in the end.

This is just phase one, however, as [Sam] will not be installing pedals like it’s an old-school monowheel. Instead it’ll have electrical drive, which should make it a bit less terrifying than the Ford Ka-based diwheel we featured in 2018, but rather close to the electric diwheel called EDWARD which we featured back in 2011. We hope to see part two of this build soon, in which [Sam] will hopefully take this beast for its first ride.

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Qualcomm Introduces The Arduino Uno Q Linux-Capable SBC

Generally people equate the Arduino hardware platforms with MCU-centric options that are great for things like low-powered embedded computing, but less for running desktop operating systems. This looks about to change with the Arduino Uno Q, which keeps the familiar Uno formfactor, but features both a single-core Cortex-M33 STM32U575 MCU and a quad-core Cortex-A53 Qualcomm Dragonwing QRB2210 SoC.

According to the store page the board will ship starting October 24, with the price being $44 USD. This gets you a board with the aforementioned SoC and MCU, as well as 2 GB of LPDDR4 and 16 GB of eMMC. There’s also a WiFi and Bluetooth module present, which can be used with whatever OS you decide to install on the Qualcomm SoC.

This new product comes right on the heels of Arduino being acquired by Qualcomm. Whether the Uno Q is a worthy purchase mostly depends on what you intend to use the board for, with the SoC’s I/O going via a single USB-C connector which is also used for its power supply. This means that a USB-C expansion hub is basically required if you want to have video output, additional USB connectors, etc. If you wish to run a headless OS install this would of course be much less of a concern.

Google Confirms Non-ADB APK Installs Will Require Developer Registration

After the news cycle recently exploded with the announcement that Google would require every single Android app to be from a registered and verified developer, while killing third-party app stores and sideloading in the process, Google has now tried to put out some of the fires with a new Q&A blog post and a video discussion (also embedded below).

When we first covered the news, all that was known for certain was the schedule, with the first trials beginning in October of 2025 before a larger rollout the next year. One of the main questions pertained to installing apps from sources that are not the Google Play Store. The answer here is that the only way to install an app without requiring one to go through the developer verification process is by installing the app with the Android Debug Bridge, or adb for short.

The upcoming major release of Android 16 will feature a new process called the Android Developer Verifier, which will maintain a local cache of popular verified apps. The remaining ones will require a call back to the Google mothership where the full database will be maintained. In order to be a verified Android developer you must have a Google Play account, pay the $25 fee and send Google a scan of your government-provided ID. This doesn’t mean that you cannot also distribute your app also via F-Droid, it does however mean that you need to be a registered Play Store developer, negating many of the benefits of those third-party app stores.

Although Google states that they will also introduce a ‘free developer account type’, this will only allow your app to be installed on a limited number of devices, without providing an exact number so far. Effectively this would leave having users install unsigned APKs via the adb tool as the sole way to circumvent the new system once it is fully rolled out by 2027. On an unrelated note, Google’s blog post also is soliciting feedback from the public on these changes.

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Logitech POP Buttons Are About To Go Pop

For those who missed out on the past few years of ‘smart home’ gadgets, the Logitech POP buttons were introduced in 2018 as a way to control smart home devices using these buttons and a central hub. After a few years of Logitech gradually turning off features on this $100+ system, it seems that Logitech will turn off the lights in two weeks from now. Remaining POP Button users are getting emails from Logitech in which they are informed of the shutdown on October 15 of 2025, along with a 15% off coupon code for the Logitech store.

Along with this coupon code only being usable for US-based customers, this move appears to disable the hub and with it any interactions with smart home systems like Apple HomeKit, Sonos, IFTTT and Philips Hue. If Logitech’s claim in the email that the buttons and connected hub will ‘lose all functionality’, then it’d shatter the hopes for those who had hoped to keep using these buttons in a local fashion.

Suffice it to say that this is a sudden and rather customer-hostile move by Logitech. Whether the hub can be made to work in a local fashion remains to be seen. At first glance there don’t seem to be any options for this, and it’s rather frustrating that Logitech doesn’t seem to be interested in the goodwill that it would generate to enable this option.

Apple’s Continuing Failing Repair Score With The AirPods Pro 3

It takes quite a bit of effort to get a 0 out of 10 repairability score from iFixit, but in-ears like Apple’s AirPods are well on course for a clean streak there, with the AirPod Pro 3 making an abysmal showing in their vitriolic teardown video alongside their summary article. The conclusion is that while they are really well-engineered devices with a good feature set, the moment the battery wears out it is effectively e-waste. The inability to open them without causing at least some level of cosmetic damage is bad, and that’s before trying to glue the device back together. Never mind effecting any repairs beyond this.

Worse is that this glued-together nightmare continues with the charging case. Although you’d expect to be able to disassemble this case for a battery swap, it too is glued shut to the point where a non-destructive entry is basically impossible. As iFixit rightfully points out, there are plenty of examples of how to do it better, like the Fairbuds in-ears. We have seen other in-ears in the past that can have some maintenance performed without having to resort to violence, which makes Apple’s decisions here seem to be on purpose.

Although in the comments to the video there seem to be plenty of happy AirPod users for whom the expected 2-3 year lifespan is no objection, it’s clear that the AirPods are still getting zero love from the iFixit folk.

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Optimizing A QuickTake Image Decoder For The Apple II’s 6502

The idea of using the Apple II home computer for digital photography purposes may seem somewhat daft considering that this is not a purpose that they were ever designed for, yet this is the goal that [Colin Leroy-Mira] had, requiring some image decoder optimizations. That said, it’s less crazy than one might assume at first glance, considering that the Apple II was manufactured until 1993, while the Apple QuickTake digital cameras that [Colin] wanted to use for his nefarious purposes saw their first release in 1994.

These QuickTake cameras feature an astounding image resolution of up to 640×480, using 24-bit color. Using the official QuickTake software for Apple Macintosh System 7 through 9 the photographs in proprietary QTK format could be fetched for display and processing. Doing the same on an Apple II would obviously require a bit more work, not to mention adapting of the image to the limitations of the 8-bit Apple II compared to the Motorola 68K and PowerPC-based Macs that the QuickTake was designed to be used with.

Targeting the typical ~1 MHz 6502 CPU in an Apple II, the dcraw QTK decoder formed the basis for an initial decoder. Many memory and buffer optimizations later, an early conversion to monochrome and various other tweaks later – including a conversion to 6502 ASM for speed reasons – the decoder as it stands today manages to decode and render a QTK image in about a minute, compared to well over an hour previously.

Considering how anemic the Apple II is compared to even a budget Macintosh Classic II system, it’s amazing that displaying bitmap images works at all, though [Colin] reckons that more optimizations are possible.