Exploring the v28 Android Design Support Library Additions Android Dev |
- Exploring the v28 Android Design Support Library Additions
- Kotlin 1.2.40 is out!
- Are Udacity's Android Development courses too outdated to be useful at this point?
- Rethinking GPS: Engineering Next-Gen Location at Uber
- Is Xamarin still that bad?
- Yet another project structure discussion...
- Coroutines and RxJava — An Asynchronicity Comparison (Part 3): Transferring stream of values
- New Firebase's Passwordless Sign-In with Email Link
- If you are about to start working on a new project right now, which architecture would you choose (MVP/MVVM/Google recommended/Anything else) and why?
- Android Team developer survey
- Best *performant* HTML UI toolkit/library for android 5.0 +?
- Image/Marker Recognition for ARCore (Android) — Viro Media
- Where is the build log in Android Studio 3.1?
- Instagram like Android application open source code + Firebase
- Spoofing/Bots/Cheating for Fitness Tracking apps
- MVVM and ViewState
- Need some help with integrating revmob or mediation
- Is there any kind of "more apps by us" library out there?
- First-class support for 2D-Arrays in Kotlin
- Testing complicated android fragments
- Version of com.android.tools.build:gradle drastically changing performance
- What are the equivalents from iOS/Swift in Android/Java?
Exploring the v28 Android Design Support Library Additions Posted: 19 Apr 2018 06:26 AM PDT
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Posted: 19 Apr 2018 01:33 PM PDT
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Are Udacity's Android Development courses too outdated to be useful at this point? Posted: 19 Apr 2018 08:38 AM PDT I just recently finished the courses making up the Android Basics nanodegree and I think they were very helpful as an intro to Android app development. My plan was to continue with the intermediate and advanced courses and maybe even pursue a certification in the form of an official nanodegree from Udacity. However, after looking over their curriculum plan and the stuff that's posted on this subreddit, I get the feeling that what I learn from Udacity will be too outdated. There is such a large emphasis on this subreddit about application architecture: MVP, MVC, MVVM, etc. I don't see any mention of any of those principles in the Udacity courses. Are they still worth taking, or am I better off using the knowledge I gained from the Basics courses and forging ahead with more recent tutorials? For example, building applications using Android documentation/codelabs or other tutorial sources that place a higher importance on more recent Android development best practices? I'm hoping to make Android development a career (switching from engineering background, though currently between jobs), if that changes the answer at all. Thanks in advance for the input! [link] [comments] | ||
Rethinking GPS: Engineering Next-Gen Location at Uber Posted: 19 Apr 2018 11:08 AM PDT
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Posted: 19 Apr 2018 08:14 AM PDT My company is going to start moving away from Java. We currently have two apps in Java and we're thinking about switching to Xamarin, Kotlin or Flutter/Dart. Note: this is not a language/framework discussion. We like C#/.NET and we're pleasantly happy with it. We also liked how both Dart and Kotlin looks. And we will move away from Java no matter what. I only want to know about stability/bugs/workflow experience Xamarin would be a great option for us since we already use C# and .NET for almost all our projects. However, I'm a little afraid since I've read and heard that the Xamarin development experience is really trashy - installation bugs, cryptic errors, freezes all over, bad layout designer... the list goes on. Is Xamarin still this bad? Should we stay away from it? We currently have problems only with Java - the language. We're pretty comfortable with the rest of the workflow and we surely don't want to spend days just fighting with the framework/IDE. By the way, if Xamarin is this bad: is Flutter/Dart any better? Since it's still in Beta, we fear it may suffer from the same problems (instability, bugs, etc.). [link] [comments] | ||
Yet another project structure discussion... Posted: 19 Apr 2018 10:17 AM PDT I package by feature and I think it's safe to say the majority of Android devs here prefer packaging by feature as well. Has anybody ever split packages by access level though? As an example I've created a basic structure where the "authenticated" package contains features only accessible when a user is logged into the app. [link] [comments] | ||
Coroutines and RxJava — An Asynchronicity Comparison (Part 3): Transferring stream of values Posted: 19 Apr 2018 11:32 AM PDT
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New Firebase's Passwordless Sign-In with Email Link Posted: 18 Apr 2018 10:49 PM PDT
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Posted: 19 Apr 2018 03:31 PM PDT I've been planning to start working on a side project (creating a Twitter client, mostly for learning and practise), but haven't been able to finalize on an architecture. MVP has been a preferred choice for a while, MVVM has been gaining interest since the data binding library was introduced, and Google also came out with their own architecture guidelines. There are also other variations (e.g Clean architecture). Which architecture do you guys think is worth investing at this point? [link] [comments] | ||
Posted: 19 Apr 2018 03:10 PM PDT | ||
Best *performant* HTML UI toolkit/library for android 5.0 +? Posted: 19 Apr 2018 02:19 PM PDT I need to create a multi-platform app with the UI on WebViews and the local backend on native code. After some initial test I found that the performance on Android, as expected, is sub-par in contrast with iOS (also, I have tested some apps (available on both with html) plus some demos of html toolkits). Unfortunally, this must be with html (so react-native can't be). So my only next question is what html toolkit is the best in relation to overall performance for a business application (not game), with most of the logic on native code, and only HTML for UI. I can deviate from the look-feel of the native OS, but need very good scrolling/list with 10.000 - 20.000 items on screen. Of course I understand that I'm asking for a goal more than something that could be guaranteed on the android platform, so I wonder which library or strategy could let me closer to my ideal. My android low-end target is Android 5.0 with low-mid thier android phones common in latin-america. [link] [comments] | ||
Image/Marker Recognition for ARCore (Android) — Viro Media Posted: 19 Apr 2018 11:58 AM PDT
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Where is the build log in Android Studio 3.1? Posted: 19 Apr 2018 06:59 AM PDT
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Instagram like Android application open source code + Firebase Posted: 19 Apr 2018 09:58 AM PDT Hi everyone! While Kotlin is coming more and more popular but all my projects are comes in Java, and take my time to develop something purely using new language. For the idea I pick most famous Instagram application where everyone can share images, liked them and comment. So I started with Firebase (as it free plan) and define the rules for database and how the contact will be delivered using official SDK that shares data in realtime. Having not much experience with Kotlin, but only Java project it took me just 2 days to build it. Really good job Google ;) If someone like to use it for own project or just try Kotlin I push it as open source on github: https://github.com/bossly/photo-sharing-android Please, feel free to try fork it, comment or make better version ;) [link] [comments] | ||
Spoofing/Bots/Cheating for Fitness Tracking apps Posted: 19 Apr 2018 03:34 PM PDT IF YOU ARE DEVELOPING AN APP SIMILAR TO SWEAT COINS WHICH PAYS USERS BASED ON THEIR FITNESS, HOW DO YOU PREVENT SPOOFING LOCATION, STEPS, AND BOTS? I'm building an app similar that pays you anytime you play pickup sports. However after a game a user inputs his point total Every point is worth 1/2 a credit 200 credits = 10$ to Nike Reebok Adidas So therein lies the problem. We are launching with a few preventive cheating measure in order however I need HELP with more. So far here is the list of what we've come up w/ to challenge anyone trying to get a competitive edge Yes there are many ways we discourage cheating and such to make sure the app isn't taken advantage of. People WILL cheat that's just human nature. However we have some ways to discourage it.
Now why would somebody spectate? Well a couple reasons. 1 You don't have to leave my app to post to all other social media handles 2 You actually earn credits for spectating 3 If you are over 98% accurate for a period of time you become a verified spectator which means you earn even more credits once you spectate. Also YOU HAVE THE FINAL SAY (People love the feeling of imaginary power)
This is the #2 way of seeing who cheats and who doesn't. Most pickup games are played to 11 or 12. If you win the games say 11-10 that is a 4 on 4 or 5 on 5 matchup. Say someone lies and says he scored 10 points. That tells me a couple things 1 Your lying 2 Your a ball hog 3 your lying There is almost no feasible way in a 4 on 4 game that someone has scored that many points, he wouldn't be picked up OR he's just dominate. If his totals are put into question we will review his challenge record which leads into......
If you are scoring 10 out of 11 points in the scenario I played out above....Why is your record when you challenge someone or someone challenges you 3-8 and 5-10? There is no way. BANNED for a few days and given a final warning.... [link] [comments] | ||
Posted: 19 Apr 2018 08:26 AM PDT I'm having a hard time handling these two, mostly because I'm finding difficult to separate the ViewState from the ViewModel, not knowing what the best approach would be. Let's say I have a ViewModel to interact with a View that allows the User to create an item, or update one.
Let me just say in advance that I'm very sorry if this is just a total mess, I'm having some troubles finding proper documentation for a "clean" MVVM implementation and acknowledge that this might be confusing. [link] [comments] | ||
Need some help with integrating revmob or mediation Posted: 19 Apr 2018 02:01 PM PDT Hey all, sorry if this is wrong spot or a silly question. a year ago a friend and I bought a portfolio of 600 app source codes however i am banned from using adsense as I made an account when I was 13 and got banned for breaking age requirements on tos when i requested payment. long story short I am not a coder but can fart around and do tutorials. I have a few that I paid people to integrate revmob but this is costly. is there a way to mediate revmob on the admob code that exists in these apps. the problem is i know it is there, however i dont have an admob account and I feel like I need one for mediation. otherwise is there a plugin or something I can use to integrate revmob? i always have issues getting it up on the apps. [link] [comments] | ||
Is there any kind of "more apps by us" library out there? Posted: 19 Apr 2018 01:18 PM PDT Or are you all just making this type of activity manually? I have a working one I made but it doesn't look super (just s lustview with icons) and its going to be kind of a pain to put it into all 38 of my apps. [link] [comments] | ||
First-class support for 2D-Arrays in Kotlin Posted: 19 Apr 2018 11:45 AM PDT
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Testing complicated android fragments Posted: 19 Apr 2018 05:10 AM PDT I have never written unit/implementation/ui tests for Android and I am a bit lost of what to do. Here is my issue: I have one fragment. That fragment inside takes data from SQL lite, creates new adapter, sends data to adapter. Then, I have edittext change listener. When IME_ACTION_DONE occurs, specific sum calculation logic method is being called. This is the method that I want to test. My main issues are:
I can't seem to understand how are you able to test fragment with, for example Mockito, when you have elements like Adapter inside your Fragment. How is it possible to mock objects that are created inside Fragment if they don't have setters for them? UI testing is not an option since it requires for you to have emulator running. [link] [comments] | ||
Version of com.android.tools.build:gradle drastically changing performance Posted: 18 Apr 2018 11:21 PM PDT A few people who have used a library I wrote encountered this problem when after upgrading 'com.android.tools.build:gradle:2.2.3' to any newer version causes performance to drop. From 30 fps to 1 fps. It's a computer vision library written in 100% java. I'm in the process of upgrading the library and decided to upgrade the build process. I'm still encountering this problem on 'com.android.tools.build:gradle:3.1.1'. Any ideas? Searching online this doesn't appear to be common. Downgrading isn't an (easy) option any more since too much Java 1.8 code is being used now. https://github.com/lessthanoptimal/BoofAndroidDemo/issues/5 The question below looks related. I think the slowdown is caused by a change in the behavior of debug mode. It runs much faster by setting debuggable to false in buildTypes. Need to revert to an older version of the application to verify that this is the "fix". https://stackoverflow.com/questions/40227208/android-studio-2-2-1-slow-debugging The suggested solutions there don't help. A major disadvantage of setting debuggable to false is that it turns off all Log and stdout. [link] [comments] | ||
What are the equivalents from iOS/Swift in Android/Java? Posted: 19 Apr 2018 07:29 AM PDT Hi All, I joined an Android/Java development team not long ago and need to quickly get up to speed. I have 2 years of experience in iOS/Swift. What are the equivalents from iOS/Swift in Android/Java?
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