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nightfalldeepness · 7 months
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Running my first emulator and practising Android development.
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moose-mousse · 7 months
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So I made an app for PROTO. Written in Kotlin and runs on Android.
Next, I want to upgrade it with a controller mode. It should work so so I simply plug a wired xbox controller into my phone with a USB OTG adaptor… and bam, the phone does all the complex wireless communication and is a battery. Meaning that besides the controller, you only need the app and… any phone. Which anyone is rather likely to have Done.
Now THAT is convenient!
( Warning, the rest of the post turned into... a few rants. ) Why Android? Well I dislike Android less than IOS
So it is it better to be crawling in front of the alter of "We are making the apocalypse happen" Google than "5 Chinese child workers died while you read this" Apple?
Not much…
I really should which over to a better open source Linux distribution… But I do not have the willpower to research which one... So on Android I stay.
Kotlin is meant to be "Java, but better/more modern/More functional programming style" (Everyone realized a few years back that the 100% Object oriented programming paradigme is stupid as hell. And we already knew that about the functional programming paradigme. The best is a mix of everything, each used when it is the best option.) And for the most part, it succeeds. Java/Kotlin compiles its code down to "bytecode", which is essentially assembler but for the Java virtual machine. The virtual machine then runs the program. Like how javascript have the browser run it instead of compiling it to the specific machine your want it to run on… It makes them easy to port…
Except in the case of Kotlin on Android... there is not a snowflakes chance in hell that you can take your entire codebase and just run it on another linux distribution, Windows or IOS…
So... you do it for the performance right? The upside of compiling directly to the machine is that it does not waste power on middle management layers… This is why C and C++ are so fast!
Except… Android is… Clunky… It relies on design ideas that require EVERY SINGLE PROGRAM AND APP ON YOUR PHONE to behave nicely (Lots of "This system only works if every single app uses it sparingly and do not screw each-other over" paradigms .). And many distributions from Motorola like mine for example comes with software YOUR ARE NOT ALLOWED TO UNINSTALL... meaning that software on your phone is ALWAYS behaving badly. Because not a single person actually owns an Android phone. You own a brick of electronics that is worthless without its OS, and google does not sell that to you or even gift it to you. You are renting it for free, forever. Same with Motorola which added a few extra modifications onto Googles Android and then gave it to me.
That way, google does not have to give any rights to its costumers. So I cannot completely control what my phone does. Because it is not my phone. It is Googles phone.
That I am allowed to use. By the good graces of our corporate god emperors
"Moose stares blankly into space trying to stop being permanently angry at hoe everyone is choosing to run the world"
… Ok that turned dark… Anywho. TLDR There is a better option for 95% of apps (Which is "A GUI that interfaces with a database") "Just write a single HTML document with internal CSS and Javascript" Usually simpler, MUCH easier and smaller… And now your app works on any computer with a browser. Meaning all of them…
I made a GUI for my parents recently that works exactly like that. Soo this post:
It was frankly a mistake of me to learn Kotlin… Even more so since It is a… awful language… Clearly good ideas then ruined by marketing department people yelling "SUPPORT EVERYTHING! AND USE ALL THE BUZZWORD TECHNOLOGY! Like… If your language FORCES you to use exceptions for normal runtime behavior "Stares at CancellationException"... dear god that is horrible...
Made EVEN WORSE by being a really complicated way to re-invent the GOTO expression… You know... The thing every programmer is taught will eat your feet if you ever think about using it because it is SO dangerous, and SO bad form to use it? Yeah. It is that, hidden is a COMPLEATLY WRONG WAY to use exceptions…
goodie… I swear to Christ, every page or two of my Kotlin notes have me ranting how I learned how something works, and that it is terrible... Blaaa. But anyway now that I know it, I try to keep it fresh in my mind and use it from time to time. Might as well. It IS possible to run certain things more effective than a web page, and you can work much more directly with the file system. It is... hard-ish to get a webpage to "load" a file automatically... But believe me, it is good that this is the case.
Anywho. How does the app work and what is the next version going to do?
PROTO is meant to be a platform I test OTHER systems on, so he is optimized for simplicity. So how you control him is sending a HTTP 1.1 message of type Text/Plain… (This is a VERY fancy sounding way of saying "A string" in network speak). The string is 6 comma separated numbers. Linear movement XYZ and angular movement XYZ.
The app is simply 5 buttons that each sends a HTTP PUT request with fixed values. Specifically 0.5/-0.5 meter/second linear (Drive back or forward) 0.2/-0.2 radians/second angular (Turn right or turn left) Or all 0 for stop
(Yes, I just formatted normal text as code to make it more readable... I think I might be more infected by programming so much than I thought...)
Aaaaaanywho. That must be enough ranting. Time to make the app
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nixcraft · 14 days
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damn
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back to kotlin: day 1
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turns out the course has been renamed to android basics with compose - i have to redo it. i can’t stand the empty progress bars. i decided to be a little more fun this time. or maybe i’ll just resume the old course - to hell with the deprecated content warning.
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simply-sithel · 1 year
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Two steps back, one step forward. Have re-written the still oh-so-crude basic rendering. Am missing h, u, o, the consonant ligatures, and minimum acceptable vowel shapes on a number of the basic forms. Which is to say a lot. But! Am still feeling happy about progress so far. The stroke tracing animation in particular pleases me.
The phonetic ambiguity resolution is still a bit janky, am not writing long term preferences to DB yet (hence a lot of crufty results) or retaining any phrases at all for that matter. But! Am getting closer and each re-write of backing logic gets easier to work with.
Too many competing next steps, but will continue to press on. Short term list: adding Gregg rendering to the IPA dictionary lookup, implementing English dictionary lookup, saving Gregg -> IPA & IPA -> English bridge preferences, finish implementing the fucking font 🙈, phrase saving/import/export. After I finish those, I think I can do an alpha app release. And then I can start implementing the practice/learn Gregg lessons.
If anyone was interested in helping, would welcome it. Am really struggling with the Bezier curve decisions needed to create font. The whole "render it all relative" constraint has me just beating my head against the wall, trying to visualize/understand/remember how vector math works.
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(timelapse of me using Boxy SVG to audit the shapes I'm trying to render)
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snaildotexe · 1 year
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Impulsively started learning kotlin so I can impulsively develop an android app. It's similar enough to Java that I could skip most lessons in the course, but I needed some extra practice to wrap my head around anonymous and lambda functions.
This is the practice example I made up.
The Learn Kotlin course on Codecademy is great btw. I wish I had this years ago as my introduction to OOP instead of my profs reading java docs for 3 hours :/
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why-tap · 1 year
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Interested in learning Coding?
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devhubby · 1 year
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armouredwizard · 7 months
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Unknown Unknowns
The problem with being self-taught is that I don't know what I don't know. It's difficult to find out what I should be learning. I keep running into issues, and thinking "I don't even know what questions to ask to resolve this" #kotlin #android #code
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jofisaes · 5 months
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nightfalldeepness · 7 months
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Coffee, work and old Hindi songs for my soul💕💕
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frog707 · 6 months
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Losing steam
On 4 September I launched a software project to create an asset loader for JMonkeyEngine based on the Open Asset Importer, aka Assimp.
I've now published 2 test versions of MonkeyWrench, my LWJGL-based library. Version 0.5.1 works okay, mostly, and in many cases it is clearly superior to the standard jme3-plugins loaders. However, I have doubts whether anyone will use MonkeyWrench, and my enthusiasm for the project is waning.
After 53 days of often-intense coding effort, I have a nice little open-source project: about 5300 lines of Java code at GitHub (not counting blanks and comments). I also learned a lot, of course. But I think my main accomplishment has been to document 17 issues in JMonkeyEngine, many of which have since been solved. (My project coincided with Hacktoberfest, which is perhaps why JME had more coding activity than usual.)
I also documented 5 issues in Assimp, though I'm not optimistic they'll ever be solved. That project has a huge backlog of open issues (currently 683) and doesn't seem very active.
My original plan called for investigating the Kotlin version of Assimp, but I see now that would be a separate project. Furthermore, the Kotlin project is even less active than Assimp itself: no commits since 2020. I'd probably wind up maintaining my own fork, which would defeat the purpose. Plus I've very little interest in learning Kotlin.
It's time to start winding down the project, making sure my code is clean and my documentation is adequate, and pursuing each residual issue to the best of my ability.
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net-craft · 6 months
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Comparing Kotlin and Java for App Development: Benefits of Kotlin Explained
Discover the advantages of using Kotlin for app development over Java. Explore key features that make Kotlin a preferred choice for modern mobile app development projects.
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back to kotlin: day 2
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the simple purple layout was moderately time-consuming to create because i was trying to find out a way to dynamically insert resources based on their names, e.g. R.string.[stringName] where stringName is given by me. i did find some answers on stackoverflow (linking them here for future reference), but they were written in Java and when converted to Kotlin, it was showing "Invalid reference to getResource".
instead of hardcoding each card inputs per row, i wanted to create a function that will take a list of cards and arrange them in a row. obviously that didn't work, hence, time wasted. i still am a bit confused on the Composable layouts, like what is the difference between writing
Column { Row{...} Row{...} }
and
Column { ReturnARow{...} ReturnARow{...} }
because I observed a difference when setting the color of the cards.
tldr; don't bother scaling the code when it's clearly not necessary.
pending:
business card app (i'll do it later; i have to prepare for a huge exam that's less than a month away and i haven't even started. the anxiety is why i started doing kotlin in the first place. :D)
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algoworks · 6 months
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📱🚀 Crafting App-tastic Adventures: Mastering Swift & Kotlin for Mobile App Magic! 🌟📲 Unlock the power to turn your dreams into dynamic apps. 💡💪
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appcrunk · 7 months
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