Bruno is a co-founder of Playtouch. Prior to Playtouch, Bruno worked at Glu mobile and Cube Creative. As Chief Production Officer, Bruno manages and supervizes all the production process and projects for Games development and Platform.

Tibo is our Chief Technical Officer. Before Playtouch, Tibo was self employed. As CTO, he manages all the games developpers. He is also in charge of the platform and back office, including all strategic decisions concerning technology .


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As with any sport, Touch can get more complicated as you get more experienced and accustomed to tactics and positions. But the core skills and rules are easy to learn and remember, and because Touch is a minimal contact version of rugby men, women, boys and girls of all ages can play on the same pitch as equals!

I have an app with a button which plays a sound when clicked and pauses when clicked again. Now I want this button to only play sound when the button is touched and pause when the touch releases. What I mean is: I touch and hold it the song plays, I untouch it and the song stops playing.So the song should only play when the user touches and holds it not when the button is untouched. I even want a custom button(image) to show as long as the touch state is true and as soon as I untouch it, the default custom button is shown.Here is the code to my main activity:

If I understood you correctly, you need to use setOnTouchListener not setOnClickListener, and play the sound if event action is ACTION_DOWN (button is being pressed) and stop the sound when the event action is ACTION_UP (touch is released) :

Plug & play means exactly as it sounds, just plug in our monitor to your computer via a USB cable and you are ready to go. No more drivers to download or mess with, this is our simplest integration option.

I'm new to Arduino but part of my career was microcontroller system build and programming, plus some c programming. I recently bought an Arduino R3 clone, and did the blink test. Then I bought an mcufriend ili9488 'TFT 3.6 inch LCD Display Touch Screen Module Arduino UNO R3 Board Plug and Play' on ebay for $7.31 (it actually says 3.5 inch on the board, but I'm not worrying about it). It plugged right into the Arduino (pins used shown in attachment), so you don't need a voltage converter shield, or any wiring at all. I followed the directions available here and elsewhere to get it running, and I was very pleasantly surprised when it did the GLUE_Demo_480x320 perfectly. However, none of the 'touch' tests would compile. Errors indicated a lack of the touchscreen library, so I got touchscreen.zip from GitHub. Then the examples compiled, and they seem to run properly - except that the touch doesn't work. I realize it might be a faulty LCD, but I've seen suggestions that the touch functionality might need some of the same or different pins as the display, and I'm wondering if maybe the libraries or information aren't quite up to date with this particular configuration. Has anyone out there gotten the touch to work on this 'Plug and Play' type of LCD on an Uno/R3? If you just want to offer an uninformed opinion (like 'mcufriend boards are crap'), please don't.

Touch football is an amateur variant of American football and Canadian football in which the basic rules are similar to those of the mainstream game (called "tackle football" for contrast), but instead of tackling players to the ground, the person carrying the ball need only be touched by a member of the opposite team to end a down.[1] It is similar to street football, another amateur variant, however in street football full contact is allowed.

Depending on the skill of the players, the available playing field, and the purpose of the game, the rules other than the tackling aspect may remain mostly the same or vary considerably from traditional American or Canadian football. Touch football can be played by teams as few as two or as many as twelve on each side; usually, games consist of teams of four to seven.[citation needed]

Positions in touch football are far less formal than its more organized counterpart. While some games roughly follow conventions, more often, all players will be considered eligible receivers (as in six-man football), and there are usually no running backs. There may or may not be a snapper; if there is not, the quarterback initiates play by hovering the ball above the line of scrimmage and pulling it backward to simulate a snap.

Generally, in touch football, nearly every play is a passing play, whereas run plays and pass plays tend to be well balanced in organized football. Some games will also implement a "blitz count", or a period of time that must elapse after the snap before the defense may cross the line of scrimmage in order to attempt to tackle the quarterback. The count thus gives the quarterback time to complete a pass in the absence of effective blocking (when teams are small, there is often no blocking at all). Other games will not use a count and thus blocking becomes important. Conversely, in the presence of a "blitz count" there is also often a "QB sneak" rule, which prevents the quarterback from taking unfair advantage of the blitz count by preventing the quarterback from crossing the line of scrimmage before the blitz count is finished.

Along with the size of the teams, the size of the field can vary considerably.[2] In a park, or spring practice situation, a full-sized field may be available, but many games are played in the front and back yards of suburban and rural village neighborhoods, where the whole field may not be much more than ten to thirty yards long. In most of these situations, there are no yard lines, requiring some change in the definition of a first down. Instead of requiring that a team advance the ball ten yards, sometimes two pass completions result in a first down. Another option is to eliminate first downs entirely, so that a team gets four (sometimes five) chances to score; this process is most desirable on shorter fields.

When it is desired for an odd number of players to play, it is common to allow one player to be an "all-time Quarterback" player; this player will always be on the offense or the kicking team, switching sides throughout the game. This is often better known as a "Steady Quarterback" or "Steady Q". When this occurs, there is usually no blitz count and the all-time quarterback is usually never allowed to cross the line of scrimmage.

Another common variation is the elimination of the field goal and extra point kick; this is usually due to the absence of goal posts and tees on the field as well as due to poor kicking skill by the participants. Some games eliminate kicking altogether, directing the teams to start each possession after a touchdown at the twenty-yard line, as if a kickoff and touch back had just occurred; other players prefer to change the kickoff into a "throw-off" or a "punt-off."

Scoring and game timing are much different in touch football than its more organized counterpart. For simplicity, touchdowns are usually worth 1 point and no other scoring is counted (there are no extra point attempts). In a much lesser used variation, a touchdown is worth 6 points and if the player who scored the touchdown can progress in the other direction from the end zone in which he had just scored back to the opposite end zone without being touched, it counts as a two-point conversion. The former scoring method does not allow for other scoring types such as safeties. There is usually no game clock and the game ends when one opponent has reached 10 touchdowns (in the former convention) or 100 points (in a standard convention).

Change of possession after scoring is often accompanied by rules determining where the ball is thrown from as opposed to actually kicking since throwing offers more control to players who may be playing in street-accessible areas and do not wish to chase a ball through traffic. When the kickoff style is open to variance after each score, the desired rules are called out and whichever is heard first, is the accepted rule. When the rules are agreed on before the start of a game and are made to be steady throughout, they are referred to as Auto-. The most accepted Auto- rules are Half Court, In Hands-- this offers a rule that gives advantages to both the kicking and receiving teams.[citation needed]

This rule controls the action of the offensive team's current quarterback, and requires that the blocking/countdown rule not be in use. When teams are even, a "shift" (hand-off) between two offensive players begins the play. It takes a touch from a defender assigned to the quarterback (the "first touch") to stop initial forward progress and determine where the ball will be thrown from. The assigned defender is stuck to the quarterback, unable to act as a pass defender or to hinder the quarterback's search of a receiver.

Depending on the group, first touch can refer to the quarterback's ability to run or walk after the shift. For example, one group may refer to first touch as the ability for the quarterback to run after the shift, get touched, and still throw the ball. Another group may use the rule to mean that the quarterback has the ability to walk or power walk forward, get touched, and throw. The first variation favors a game with many players, while the second may be best for games where there are not many players.

Another addition to this rule is the "two-man touch," which penalizes the defense for being unaware of their assignments and teammates by making all players who touch the active quarterback stick to the player, removing a defender from the field temporarily.

As the name suggests, this rule determines the number of hands that must land on an offensive player simultaneously to stop the play/first touch situation. One-hand touch is often used with younger players, as two-hand touch demands greater dexterity. When used against more mature players, one-hand touch puts more pressure on the offense to juke and misdirect the defense. A variant called "rough touch" is also sometimes used, in which the defensive player must place both hands on the ball carrier with sufficient force to lightly shove him in order to stop the play. This is somewhat subjective, but tends to reduce the frequency of disputed touches. e24fc04721

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