[PATCH synaptics 1/2] Added "friction physics" so coasting can stop on its own.

Peter Hutterer peter.hutterer at who-t.net
Thu Aug 19 20:34:16 PDT 2010


On Thu, Aug 19, 2010 at 10:24:36PM -0500, Chris Bagwell wrote:
> On Thu, Aug 19, 2010 at 9:39 PM, Peter Hutterer
> <peter.hutterer at who-t.net> wrote:
> > On Fri, Aug 20, 2010 at 02:03:43PM +1200, Michael Cree wrote:
> >> On 20/08/2010, at 1:38 PM, Chris Bagwell wrote:
> >> >On Thu, Aug 19, 2010 at 8:13 PM, Peter Hutterer
> >> ><peter.hutterer at who-t.net> wrote:
> >> >>
> >> >>+.BI "Option \*qCoastingFriction\*q \*q" float \*q
> >> >>+Number of scrolls per second per second to decrease the
> >> >>coasting speed.  Default
> >> >
> >> >                                  ^ typo?
> >>
> >> Presumably the friction is being stated as an acceleration, so how
> >> about "scrolls per second squared" or maybe "scrolls per squared
> >> second" since some argue that the former is ambiguous as to what the
> >> square applies to.  Or maybe it should be "(scrolls per second) per
> >> second" to emphasise that is the rate at which speed is decreased...
> >
> > how about "scrolls/s²"?
> >
> 
> Ah, I get it once I know its not a typo.  Any of those choices will
> help the reader in same way  I think.  But here is my go at it:
> 
> Number of scrolls per second multiplied by seconds passed to decrease
> coasting speed each second.

wow, that confused me even more than the scrolls per second per second :)

maybe we should just say "it's complicated, just guess a number between 0
and 255" in the man page.


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