Phone-grabbing robot

This Bedtime Bot Enforces Better Sleep Hygiene

[Will Dana] is engineering his way to better sleep hygiene. Not satisfied with a simple bedtime reminder notification — such things are easily dismissed, after all — [Will] is offloading self-control onto a robot which will take his phone away at bedtime.

Scrolling in bed is allowed up to a prescribed time. At that time, a rack and pinion-mounted arm rises up from behind his mattress, presenting an open hand, ready to accept the object of his addiction. At this point, a countdown begins. If he does not hand over the device in a matter of seconds, the robot escalates by flashing obnoxiously bright lights in his face.

The nocturnal technology detox is not absolute, however. A button allows [Will] to temporarily retrieve his phone after it has been confiscated. This safety override accounts for the Inevitable situation where he will need to send a last-minute text before nodding off. The flashing light disincentive countdown is restarted upon retrieval, ensuring that [Will] does not cheat his own system for additional scroll time.

As a brief sidebar, [Will] does a nice job explaining how pulse-width modulation works for the purpose of controlling the speed of the rack and pinion mechanism.

For more of [Will’s] projects see this iPad suspension system a Lamp that tracks the location of the ISS and a drum that uses the piezoelectric effect to charge mobile devices.

Continue reading “This Bedtime Bot Enforces Better Sleep Hygiene”

KiDoom Brings Classic Shooter To KiCad

As the saying goes: if it has a processor and a display, it can run DOOM. The corollary here is that if some software displays things, someone will figure out a way to make it render the iconic shooter. Case in point KiDoom by [Mike Ayles], which happily renders DOOM in KiCad at a sedate 10 to 25 frames per second as you blast away at your PCB routing demons.

Obviously, the game isn’t running directly in KiCad, but it does use the doomgeneric DOOM engine in a separate process, with KiCad’s PCB editor handling the rendering. As noted by [Mike], he could have used a Python version of DOOM to target KiCad’s Python API, but that’s left as an exercise for the reader.

Rather than having the engine render directly to a display, [Mike] wrote code to extract the position of sprites and wall segments, which is then sent to KiCad via its Python interface, updating the view and refreshing the ‘PCB’. Controls are as usual, though you’ll be looking at QFP-64 package footprints for enemies, SOIC-8 for decorations and SOT-23-3 packages for health, ammo and keys.

If you’re itching to give it a try, the GitHub project can be found right here. Maybe it’ll bring some relief after a particularly frustrating PCB routing session.

A Friendly Reminder That Your Unpowered SSDs Are Probably Losing Data

Save a bunch of files on a good ol’ magnetic hard drive, leave it in a box, and they’ll probably still be there a couple of decades later. The lubricants might have all solidified and the heads jammed in place, but if you can get things moving, you’ll still have your data. As explained over at [XDA Developers], though, SSDs can’t really offer the same longevity.

It all comes down to power. SSDs are considered non-volatile storage—in that they hold on to data even when power is removed. However, they can only do so for a rather limited amount of time. This is because of the way NAND flash storage works. It involves trapping a charge in a floating gate transistor to store a single bit of data. You can power down an SSD, and the trapped charge in all the NAND flash transistors will happily stay put. But over longer periods of time, from months to years, that charge can leak out. When this happens, data is lost.

Depending on your particular SSD, and the variety of NAND flash it uses (TLC, QLC, etc), the safe storage time may be anywhere from a few months to a few years. The process takes place faster at higher temperatures, too, so if you store your drives in a warm area, you could see surprisingly rapid loss.

Ultimately, it’s worth checking your drive specs and planning accordingly. Going on a two-week holiday? Your PC will probably be just fine switched off. Going to prison for three to five years with only a slim chance of parole? Maybe back up to a hard drive first, or have your cousin switch your machine on now and then for safety’s sake.

On a vaguely related note, we’ve even seen SSDs that can self-destruct on purpose. If you’ve got the low down on other neat solid-state stories, don’t hesitate to notify the tipsline.

Benchmarking Chinese CPUs

When it comes to PCs, Westerners are most most familiar with x86/x64 processors from Intel and AMD, with Apple Silicon taking up a significant market share, too. However, in China, a relatively new CPU architecture is on the rise. A fabless semiconductor company called Loongson has been producing chips with its LoongArch architecture since 2021. These chips remain rare outside China, but some in the West have been benchmarking them.

[Daniel Lemire] has recently blogged about the performance of the Loongson 3A6000, which debuted in late 2023. The chip was put through a range of simple benchmarking tests, involving float processing and string transcoding operations. [Daniel] compared it to the Intel Xeon Gold 6338 from 2021, noting the Intel chip pretty much performed better across the board. No surprise given its extra clock rate. Meanwhile, the gang over at [Chips and Cheese] ran even more exhaustive tests on the same chip last year. The Loongson was put through typical tasks like  compressing archives and encoding video. The outlet came to the conclusion that the chip was a little weaker than older CPUs like AMD’s Zen 2 line and Intel’s 10th generation Core chips. It’s also limited as a four-core chip compared to modern Intel and AMD lines that often start at 6 cores as a minimum.

If you find yourself interested in Loongson’s product, don’t get too excited. They’re not exactly easy to lay your hands on outside of China, and even the company’s own website is difficult to access from beyond those shores. You might try reaching out to Loongson-oriented online communities if you seek such hardware.

Different CPU architectures have perhaps never been more relevant, particularly as we see the x86 stalwarts doing battle with the rise of desktop and laptop ARM processors. If you’ve found something interesting regarding another obscure kind of CPU, don’t hesitate to let the tipsline know!

Building A Low-Cost Satellite Tracker

Looking up at the sky just after sunset or just before sunrise will reveal a fairly staggering amount of satellites orbiting overhead, from tiny cubesats to the International Space Station. Of course these satellites are always around, and even though you’ll need specific conditions to view them with the naked eye, with the right radio antenna and only a few dollars in electronics you can see exactly which ones are flying by at any time.

[Josh] aka [Ham Radio Crash Course] is demonstrating this build on his channel and showing every step needed to get something like this working. The first part is finding the correct LoRa module, which will be the bulk of the cost of this project. Unlike those used for most Meshtastic nodes, this one needs to be built for the 433 MHz band. The software running on this module is from TinyGS, which we have featured here before, and which allows a quick and easy setup to listen in to these types of satellites. This build goes much further into detail on building the antenna, though, and also covers some other ancillary tasks like mounting it somewhere outdoors.

With all of that out of the way, though, the setup is able to track hundreds of satellites on very little hardware, as well as display information about each of them. We’d always favor a build that lets us gather data like this directly over using something like a satellite tracking app, although those do have their place. And of course, with slightly more compute and a more directed antenna there is all kinds of other data beaming down that we can listen in on as well, although that’s not always the intent.

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FLOSS Weekly Episode 856: QT: Fix It Please, My Mom Is Calling

This week Jonathan chats with Maurice Kalinowski about QT! That’s the framework that runs just about anywhere, making it easy to write cross-platform applications. What’s the connection with KDE? And how has this turned into a successful company? Watch to find out!

Continue reading “FLOSS Weekly Episode 856: QT: Fix It Please, My Mom Is Calling”

Elli Furedy Brings Cyberpunk Games To Life

When you’re designing a bounty hunter game for a five-day cyberpunk live-action-role-play out in the middle of the Mojave desert, you’ve got to bring something extra cool. But [Elli]’s Hackaday Supercon talk isn’t just about the hardware; it’s as much about the design philosophy behind the game – how you bring something immersive and exciting to hundreds of players.

Sandbox Systems

The game itself is fairly simple: bounty hunters try to find the bounty, and when they do, they have a quick-draw to see who wins. Everyone is issued a color-coded Portable Data Node device, and when a hunter jacks into a bounty’s Node, a countdown begins, and the first to press the button after the display say “Go” wins.

But the simplicity of the game is by design, and [Elli] talks about the philosophy that she and her team followed to make it a success. If you’re designing a conference badge or an immersive game for a large group of people, take note.

The first principle is to focus on the people first before the tech. Here, that essentially means making the experience as simple as possible in order to leave room for the players to put their own spin on it – it’s a role-play event after all.

Next is providing opportunities over demands. In this game, for instance, if you’re playing the bounty hunter role, you have to deliver a “Declaration of Intent to Seize” when you encounter a bounty player, but what deciding on your personal catchphrase for this is left up to you. Continue reading “Elli Furedy Brings Cyberpunk Games To Life”