Thursday, July 6, 2023

Feedback

Do you use haptic feedback on your phone? I didn't until recently when I turned it on one day on a whim, it's pretty cool. Since I'm so interested now in the pleasing little buzz of haptics when you swipe and scroll and press on important buttons, I'm adding haptics to all pyamsoft apps, and the PYDroid library. Yay buzz buzz!

Work continues on TetherFi specifically around network proxy performance. I continue to look at the ability to proxy UDP traffic - but it does not really seem to be as easy as I was hoping for a non-rooted Android app to be able to do, so this may need to be put on ice for a while as I figure it out more.

I have been daily driving both my stock app "TickerTape" and my finance management app "Sleep for Breakfast" for a while now - but just haven't made the final polish touches to release them as products, which is unfortunate. Sleep for Breakfast is pretty neat - it watches your phone notifications for things like Google Wallet payment notifications and Venmo transactions, and automatically adds Spending or Earning transactions, so you don't need to open the app up every time youre doing stuff to annoyingly fiddle with a virtual keyboard. You don't even need to take a picture of a stupid receipt, because as long as you received a notification about it, its already recorded! Super useful - very not complete though.

Final bits on the coding side, PYDroid has almost completely removed everything related to the old View system, meaning we are almost ready to go 100% Compose and never interact again with Fragments, Views, or XML (except in string/color resources I guess). Some day soon! I also moved the build toolchain to the new KSP instead of kapt (except in the case of Dagger, which needs kapt still), and hope to eventually move all to KSP once Dagger is ready.

Other miscellaneous updates on the non-coding side, my Steam game launching script gametime gained support for Zink OpenGL rendering, inside of a flatpak, inside of a gamescope embedded session. It's proven very useful when playing Team Fortress 2 and other old OpenGL games that are - lets face it - never getting Vulkan support.

I haven't wrote much lately because all of my computer time has either been spent being employed, or coding instead of writing. Sorry about that. But for the foreseeable future, I see myself coding more than writing once again.

Stay tuned!

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