Wednesday, February 24, 2021
pydroid
Saturday, February 20, 2021
Quick updates
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Monday, February 15, 2021
new stuff
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Monday, January 25, 2021
New FridgeFriend
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New pydroid
setState function used to take an optional parameter andThen which would run only when the state was actually changed. This behavior has been modified, and the andThen callback will now run after every setState operation, regardless if state actually changes or not.========================
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Monday, January 18, 2021
More state less bugs
SwipeRefreshLayout.refreshing(Boolean) extension function. This function was originally created to work around a bug in the SwipeRefreshLayout library by posting to the setRefreshing function, but later versions of that library fixed the bug so the extension function is no longer needed.setState mechanism on ViewModel and StateModel classes. The setState function used to open its own CoroutineScope which could not be cancelled except by cancelling the entire scope. This API still exists but may become deprecated in the near future in favor of the new APIs, which are extensions with the same signature but on the CoroutineScope object. As this is only a bugfix release, the old functions will stick around for the future, but may be removed in the next minor release.========================
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Thursday, January 14, 2021
pydroid and state saving
PYDroid has received an update to version 22.5.0! Major changes include new support for the androidx.savedstate module in UiViewModels! This support is optional.
UiViewModel will be deprecating the doOnRestoreState and doOnSaveState hooks. In the future, the UiViewModel class will no longer support instance state saving. For ViewModels wishing to use and write instance state, the new UiSavedStateViewModel class should be used (long names - I know - what is this - Java?). The UiSavedStateViewModel class takes in it's constructor an additional UiSavedState parameter, which is a simple abstraction over the SavedStateHandle class from androidx. You can access the UiSavedState via the restoreSavedState, putSavedState and removeSavedState functions.
Currently the UiSavedStateViewModel class is seperated from the UiViewModel class, but once the saved state migration is complete in a future version, the saved state view model will extend from the normal view model as a base class. Consumer API will not change, but ABI compatibility will not be maintained once this happens.
To facilitate these new ViewModels, a new factory has been created, called SavedStateViewModelFactory. To create simple factories, the new inline functions createViewModelFactory and createSavedStateViewModelFactory can be used to create simple single-value factories so that your custom ViewModels can play nice with Android's ViewModelStore system.
Along with these changes, the UiBundleReader and UiBundleWriter interfaces have been deprecated. For library consumers, this change is largely unimportant - but one thing that will affect consumers is that the UiBundleReader methods have been reduced to just the get(String): T? method. All other methods in the future will be removed. UiView consumer code will be largely unchanged, as long as all reader access is changed to only use get(String): T?.
The UiRender interface has removed support for the distinct function as it did not make any sense in the given context, and has renamed the distinctBy function to mapChanged to better convey how that function is used. The asUiRender extension function has been changed from being an extension on Any to being an extension on UiViewState only, so that random objects cannot be turned into renderers unintentionally.
PYDroid ui has been updated to use these new systems and now lazily initializes all of it's components, which should reduce the start up time cost. An optimization has been made to coroutine scope creation which should avoid a large time penalty during debug mode builds. In the future, support will begin for using UiViews as composable building blocks, but this will not be at least until compose-ui enters an API beta with stability guarantees.
Finally, some functions are exposed to a Java consumer that were intended to be internal to the library only. These functions have since been moved into an Internals class. You should not use these functions as a PYDroid library consumer - if you do, there is no support and functions can be radically changed or removed without warning. Don't use anything labelled internal, if you are able to access it, it is a mistake.
The bintray official release will be going up later today, stay tuned!
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Wednesday, January 13, 2021
Monster Hunter and being Prepared
Monster Hunter is a series about being prepared. While not a series for everyone, for those who do enjoy it, it can be one of the single most addicting things they play. The game rewards a player being prepared for any number of situations. Let's explore briefly how being prepared is rewarded in the latest entry of the series, Monster Hunter: Rise.
Note: These are impressions gathered from playing the Switch demo of the game in a multiplayer context. I am a beginner, as you will soon figure out.
Monster Hunter is for the patient gamer. The game almost downright requires that you study and practice before going off on a hunt. Before you hunt, you have to pick a weapon class. Before you pick a weapon class, you need to know how each performs to see what you like and don't like.
Before you can hunt, you need to go into weapon training. You need to pick a weapon and start trying it out - and not just pressing random buttons either. Monster Hunter is a slow game. If you start an attack, you need to already know in your head how you plan to end your attack, and you need to know when you are committed to finishing an attack animation for large damage, and when you need to stop the attack and dodge. To be prepared to train, you need to first read the weapon combos and understand what the "goal" of a weapon combo is.
Take for example, the Charge Blade. The "goal" of this weapon in it's normal usage is to unleash a fully charged Amped Element Discharge attack. In order to do that, you'll need to build charge. In order to do that, you'll need to land the standard sword combo first, which is X, X, X, then follow it up with ZR so that you do not enter the slower Axe mode before you are prepared with charged Vials. But you need to also not push ZR too early, or you will bring up your shield and enter Guard, which is not what you want to do. Once you have charge, you need to store your charge by switching to Sword mode and pressing ZR + A, which will store one set of Vials. Rinse and repeat this until you have two charged sets of Vials, and then you can enter Axe mode and release a fully charged Amped Element Discharge attack.
But when should you release your big attack that you've taken so much time to build up? Not when the monster is moving around obviously. You need to first knock the monster down and make it so that it is stunned for long enough for you to get the fully charged attack off. In order to do that, you need to understand it's weak points and strike them repeatedly.
Now that you are prepared, and have on where to hit the monster and when to use your big attacks, you need to hunt the monster. You can't kill what you can't find.
So you have to prepare to fight by finding clues around the map that can help lead you to the monster. Droppings, skeletons and remains, tracks - all of these are clues that can help build an understanding of what monster you are looking at, and how to find it.
In order to prepare to track the monster, you need to also prepare properly for the excursion. Eating the right food, gathering the right equipment, heck, even being the right class can help you better prepare for the hour long quest ahead.
All of these things stem back to the core gameplay focus - being prepared. The game rewards you for being patient and planning out all you can about your encounters. By being so rehearsed, you will be able to keep up when the game suddenly changes your quest in the middle by throwing in a second monster or a bigger monster, or replacing your quest target with a different monster entirely.
And of course, you need to be prepared to play with other people. Monster Hunter is a lot more fun with friends.
Code someday, stay tuned!
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Monday, January 11, 2021
Exploring the strategy in Monopoly
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Friday, January 8, 2021
libs and more
Cachify has been updated to version 0.0.20 to fix a pretty nasty bug related to memory cache storage. This change comes with some major API changes.
The CacheStorage<K, V> interface is now a CacheStorage<T>. A CacheStorage interface now handles just one piece of cached data instead of requiring support for multiple pieces of data.
The entry points at cachify and multiCachify now take a lazy list of CacheStorage implementations instead of requiring you to initialize the CacheStorage at the callsite. This is so that multiCachify implementations do not all accidentally attempt to write to the same cache storage. CacheStorage instances are now separated between Cachify instances. The MultiCachify key function is now suspending so that we can guarantee the mapped backend has only one writer at a time. There is also a strict guarantee that a list of CacheStorage instances will be written to before being read, to make sure that data in the cache is consistently represented. All of these backing storage guarantees are handled by a simple suspending Mutex.
PYDroid has been bumped to version 22.4.4 which brings built in support for the In-App Billing v3 library. The library has a new billing module which handles the heavy lifting, and a reference implementation is built into the PYDroid ui library, and automatically initialized for you when using the ActivityBase class. A default interactive UI is also implemented in the AppSettingsPreferenceFragment class, via a "Donate" list item. The list will be populated out of the box if your IAP items use an id scheme that looks like: <package-name>.iap_{one,three,five,ten}. Currently there is only support for donation style consumable IAPs.
An update has been pushed for FridgeFriend which brings support for moving Items between Groups. You can better organize the stuff in your fridge by breaking large groups of items up into smaller subgroups, and this moving option can better facilitate that.
ZapTorch has gained support for additional button gestures. Double tapping the Volume Up button will cause the flash light to slowly pulse, and pressing one Volume Down followed by a Volume Up will cause a quick strobe effect.
I will formally publish the updates to the store once testing has been completed, probably today or tomorrow.
Stay tuned!
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