The document describes an implementation of the Model-View-Intent (MVI) architecture pattern for Android applications. It explains the key components of MVI - the Intent, Model, and View. The Intent interprets user interactions and outputs actions. The Model manages application state from actions and outputs state changes. The View renders state. It then provides code examples of an Android drawing app implemented using MVI, including classes for the Intent, Model, View, and drawing state data.
QML\Qt Quick это превосходный декларативный язык программирования, призванный сильно упростить создание и дальнейшую поддержку пользовательских интерфейсов.В докладе я расскажу что из себя представляет QML, попробуем разобраться в вопросе “Где и как уместно использовать QML\Qt Quick” и приведу краткий обзор полезных инструментов для разработки QML\Qt Quick приложений.
The OpenGL callback functions are based on Publish–subscribe pattern. There are certain scenario where you don't know the exact time when to capture an input. In that case you would tell the platform to notify "your program" when the input arrives and mean while can do other jobs(Displaying certain things one the screens).
QML\Qt Quick это превосходный декларативный язык программирования, призванный сильно упростить создание и дальнейшую поддержку пользовательских интерфейсов.В докладе я расскажу что из себя представляет QML, попробуем разобраться в вопросе “Где и как уместно использовать QML\Qt Quick” и приведу краткий обзор полезных инструментов для разработки QML\Qt Quick приложений.
The OpenGL callback functions are based on Publish–subscribe pattern. There are certain scenario where you don't know the exact time when to capture an input. In that case you would tell the platform to notify "your program" when the input arrives and mean while can do other jobs(Displaying certain things one the screens).
Awesome State Management for React and Other Virtual-Dom LibrariesFITC
Presented at FITC's Web Unleashed 2017 conference
More info at www.fitc.ca/webu
Fred Daoud
Modernizing Medicine
Overview
Do you use React or any other virtual-DOM-based library that you love, but wonder about how to structure and manage application state? Perhaps you’ve looked at Redux, but got bogged down in boilerplate and action constants. Then you wondered about asynchronous actions. Does the list of libraries and dependencies that you need to solve common problems just keep piling up? Wasn’t React supposed to be a simple view library?
Let’s talk about other ways to manage the data flow of your web applications. We want a single state object, one-directional data flow, reactive views as plain functions, decoupled and reusable components, routing, time-traveling, …all without any fuss. We’ll assemble this in a way that lets you keep using your favourite libraries (React, Preact, Inferno, Snabbdom, Mithril, etc.), and write your code with regular JavaScript functions, giving you state management with the freedom to structure your application as best suits your requirements.
Objective
Show developers great ways to manage the state of applications using React or any virtual-DOM library.
Target Audience
Front-end JavaScript developers
Assumed Audience Knowledge
JavaScript and basic React or other virtual dom library.
Five Things Audience Members Will Learn
Managing application state with a single model and unidirectional flow
Creating decoupled, reusable components (with plain objects and functions!)
Assembling and composing with simple functional programming techniques
Routing made simple, using the library of your choice
Time-travelling and other cool development tools
Android Studio (Java)The SimplePaint app (full code given below).docxamrit47
Android Studio (Java)
The SimplePaint app (full code given below) allows users to draw pictures by pressing the screen in the app.
The existing SimplePaint app allows users to draw using "circles" using the "SimpleDrawingView.java (using circles)" code given below. Add a button at the top of the app to allow users to toggle between drawing:
(a) using circle
(b) using path (path code is given below)
activity_main.xml
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context=".MainActivity">
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_alignParentBottom="true"
android:layout_alignParentLeft="true"
android:layout_alignParentRight="true"
android:layout_alignParentTop="true"
/>
MainActivity.java
package com.example.simplepaint;
import androidx.appcompat.app.AppCompatActivity;
import android.os.Bundle;
public class MainActivity extends AppCompatActivity {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
}
}
SimpleDrawingView.java (using circles)
package com.example.simplepaint;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.Point;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
import java.util.ArrayList;
import java.util.List;
public class SimpleDrawingView extends View {
// setup initial color
private final int paintColor = Color.BLACK;
// defines paint and canvas
private Paint drawPaint;
// Store circles to draw each time the user touches down
private List circlePoints;
public SimpleDrawingView(Context context, AttributeSet attrs) {
super(context, attrs);
setupPaint(); // same as before
circlePoints = new ArrayList();
}
// Draw each circle onto the view
@Override
protected void onDraw(Canvas canvas) {
for (Point p : circlePoints) {
canvas.drawCircle(p.x, p.y, 5, drawPaint);
}
}
// Append new circle each time user presses on screen
@Override
public boolean onTouchEvent(MotionEvent event) {
float touchX = event.getX();
float touchY = event.getY();
circlePoints.add(new Point(Math.round(touchX), Math.round(touchY)));
// indicate view should be redrawn
postInvalidate();
return true;
}
private void setupPaint() {
drawPaint = new Paint();
drawPaint.setColor(paintColor);
.
Ever since we broke apart the front and back-end of our systems, we’ve longed to partially reunite them with a shared language. The benefits of code reuse and shared tooling are compelling but is this nirvana possible? In this session we will explore building both the front (mobile and web) and back-end of an application with a shared Kotlin codebase. You will learn how to setup the build, share code, and deploy the back-end as a serverless app.
MOPCON 2014 - Best software architecture in app developmentanistar sung
Talking about how to build smart design and architecture for app development. Let your app can easy develop and deploy components on your app. And more topic of version control and quality improvement.
The presentation introduces the reader to the principles of user interaction in Android applications. First, events are introduced, together with the related concepts of callbacks and event listeners. It follows a discussion on how to handle events in a declarative fashion via the XML layout file.
Programming with Segue
Dynamic design through coding
Views and its Co-ordinates
Core animations
Picture pickers
Sound manager
Address book picker
- Hussain KMR Behestee
The best practices approach for organizing Android applications into logical components has been widely debated by the developer community over the last several years. If you’ve had trouble choosing between MVC, MVP, MVVM and Reactive Architectures, or even understanding how they differ exactly, you’re not alone! Up until now, there has been no official guidance from Google, however at IO’17, Google announced Android Architecture Components as a recommended pattern moving forward. In this session you’ll learn how these architectural patterns relate to each other and the motivations behind each. You’ll also learn how to apply Android Architecture Components effectively through from live code and interactive demonstrations.
Awesome State Management for React and Other Virtual-Dom LibrariesFITC
Presented at FITC's Web Unleashed 2017 conference
More info at www.fitc.ca/webu
Fred Daoud
Modernizing Medicine
Overview
Do you use React or any other virtual-DOM-based library that you love, but wonder about how to structure and manage application state? Perhaps you’ve looked at Redux, but got bogged down in boilerplate and action constants. Then you wondered about asynchronous actions. Does the list of libraries and dependencies that you need to solve common problems just keep piling up? Wasn’t React supposed to be a simple view library?
Let’s talk about other ways to manage the data flow of your web applications. We want a single state object, one-directional data flow, reactive views as plain functions, decoupled and reusable components, routing, time-traveling, …all without any fuss. We’ll assemble this in a way that lets you keep using your favourite libraries (React, Preact, Inferno, Snabbdom, Mithril, etc.), and write your code with regular JavaScript functions, giving you state management with the freedom to structure your application as best suits your requirements.
Objective
Show developers great ways to manage the state of applications using React or any virtual-DOM library.
Target Audience
Front-end JavaScript developers
Assumed Audience Knowledge
JavaScript and basic React or other virtual dom library.
Five Things Audience Members Will Learn
Managing application state with a single model and unidirectional flow
Creating decoupled, reusable components (with plain objects and functions!)
Assembling and composing with simple functional programming techniques
Routing made simple, using the library of your choice
Time-travelling and other cool development tools
Android Studio (Java)The SimplePaint app (full code given below).docxamrit47
Android Studio (Java)
The SimplePaint app (full code given below) allows users to draw pictures by pressing the screen in the app.
The existing SimplePaint app allows users to draw using "circles" using the "SimpleDrawingView.java (using circles)" code given below. Add a button at the top of the app to allow users to toggle between drawing:
(a) using circle
(b) using path (path code is given below)
activity_main.xml
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context=".MainActivity">
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_alignParentBottom="true"
android:layout_alignParentLeft="true"
android:layout_alignParentRight="true"
android:layout_alignParentTop="true"
/>
MainActivity.java
package com.example.simplepaint;
import androidx.appcompat.app.AppCompatActivity;
import android.os.Bundle;
public class MainActivity extends AppCompatActivity {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
}
}
SimpleDrawingView.java (using circles)
package com.example.simplepaint;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.Point;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
import java.util.ArrayList;
import java.util.List;
public class SimpleDrawingView extends View {
// setup initial color
private final int paintColor = Color.BLACK;
// defines paint and canvas
private Paint drawPaint;
// Store circles to draw each time the user touches down
private List circlePoints;
public SimpleDrawingView(Context context, AttributeSet attrs) {
super(context, attrs);
setupPaint(); // same as before
circlePoints = new ArrayList();
}
// Draw each circle onto the view
@Override
protected void onDraw(Canvas canvas) {
for (Point p : circlePoints) {
canvas.drawCircle(p.x, p.y, 5, drawPaint);
}
}
// Append new circle each time user presses on screen
@Override
public boolean onTouchEvent(MotionEvent event) {
float touchX = event.getX();
float touchY = event.getY();
circlePoints.add(new Point(Math.round(touchX), Math.round(touchY)));
// indicate view should be redrawn
postInvalidate();
return true;
}
private void setupPaint() {
drawPaint = new Paint();
drawPaint.setColor(paintColor);
.
Ever since we broke apart the front and back-end of our systems, we’ve longed to partially reunite them with a shared language. The benefits of code reuse and shared tooling are compelling but is this nirvana possible? In this session we will explore building both the front (mobile and web) and back-end of an application with a shared Kotlin codebase. You will learn how to setup the build, share code, and deploy the back-end as a serverless app.
MOPCON 2014 - Best software architecture in app developmentanistar sung
Talking about how to build smart design and architecture for app development. Let your app can easy develop and deploy components on your app. And more topic of version control and quality improvement.
The presentation introduces the reader to the principles of user interaction in Android applications. First, events are introduced, together with the related concepts of callbacks and event listeners. It follows a discussion on how to handle events in a declarative fashion via the XML layout file.
Programming with Segue
Dynamic design through coding
Views and its Co-ordinates
Core animations
Picture pickers
Sound manager
Address book picker
- Hussain KMR Behestee
The best practices approach for organizing Android applications into logical components has been widely debated by the developer community over the last several years. If you’ve had trouble choosing between MVC, MVP, MVVM and Reactive Architectures, or even understanding how they differ exactly, you’re not alone! Up until now, there has been no official guidance from Google, however at IO’17, Google announced Android Architecture Components as a recommended pattern moving forward. In this session you’ll learn how these architectural patterns relate to each other and the motivations behind each. You’ll also learn how to apply Android Architecture Components effectively through from live code and interactive demonstrations.
Useful Tools for Making Video Games - XNA (2008)Korhan Bircan
A presentations I gave back in 2008 when I was the teaching assistant for Innovating Game Development course in Brown University.
This is an introductory tutorial of Microsoft XNA Game Studio. I talk about displaying 3D models, handling keyboard and mouse input, 3rd person shooter camera, and creating spline animations.
La programmazione Reattiva è la base di un moderno approccio allo sviluppo di applicazioni, ogni framework o libreria la interpreta in un suo modo, vediamo insieme come e perché Google ha scelto per Flutter il pattern BLoC.
This is a C# project . I am expected to create as this image shows. .pdfindiaartz
This is a C# project . I am expected to create as this image shows. If the image isnot clearly
showing , it\'s the Chegg\'s system. Please , if you see it quit long, assist me with the starting and
hinting bulltes point or functions that may simplify. Thannks...
The design of the Calculator form
Operation
· To clear the contents of memory, the user clicks the MC button. To save the value that’s
currently displayed in memory, the user clicks the MS button. To recall the value that’s currently
in memory and display it in the calculator, the user clicks the MR button. And to add the value
that’s currently displayed to the value in memory, the user clicks the M+ button.
· An M is displayed in the box above the MC button whenever the memory contains a value.
· See project 12-1 for additional details.
Specifications
· Create a class named MemoryCalculator that inherits the Calculator class described in
project 12-1. The MemoryCalculator class should add properties and methods as needed to
implement the memory function.
Note:
· MemoryCalculator class design:
Method Description
MemoryStore Stores the calculator’s current value in memory.
MemoryRecall Sets the calculator’s current value to the value stored in memory.
MemoryAdd Adds the calculator’s current value to the value currently stored in
memory.
MemoryClear Clears the current memory value.
Solution
Calculator.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace Calculator
{
public class Calculator
{
public decimal currentValue;
private decimal operand1;
public decimal operand2;
private Operator op;
public enum Operator { Addd, Subtract, Multiply, Divide, None };
//Needed to be changed from private to public
public Calculator()
{
this.currentValue = 0;
this.operand1 = 0;
this.operand2 = 0;
this.op = Operator.None;
}
public decimal CurrentValue
{
get { return this.currentValue; }
}
public void Clear()
{
this.currentValue = 0;
this.operand1 = 0;
this.operand2 = 0;
this.op = Operator.None;
}
public void Add(decimal val)
{
this.operand1 = val;
this.currentValue = val;
this.op = Operator.Addd;
}
public void Subtract(decimal val)
{
this.operand1 = val;
this.currentValue = val;
this.op = Operator.Subtract;
}
public void Multiply(decimal val)
{
this.operand1 = val;
this.currentValue = val;
this.op = Operator.Multiply;
}
public void Divide(decimal val)
{
this.operand1 = val;
this.currentValue = val;
this.op = Operator.Divide;
}
public void Equals(decimal val)
{
operand2 = val;
switch (this.op)
{
case Operator.Addd:
currentValue = operand1 + operand2;
break;
case Operator.Subtract:
currentValue = operand1 - operand2;
break;
case Operator.Multiply:
currentValue = operand1 * operand2;
break;
case Operator.Divide:
//Try catch to prevent dividing by zero
try
{
currentValue = operand1 / operand2;
}
catch (DivideByZeroException)
{
MessageBox.Show(\"You cannot divide by zero\", \"Error!\");
}
break;
case Opera.
Come learn how Microsoft Silverlight was used to create Tunnel Trouble, an online game built using Silverlight 2. This session covers concepts of using Silverlight technologies and tools to build game boards, animations, collision logic, game loop logic, integrating media into game play as well as integrating with web services and being more efficient with managed code.
what happens when we open a react native app? Lets learning together how react native work, lets see between basic theory and modules to make your life easier.
1. Model View Intent on
Android
Cody Engel
Senior Android Engineer @ Yello
2. What is Model View Intent?
• Coined by André Staltz, Cycle.js creator
• Split main into multiple parts
• Similar idea to MVP, MVVM, MVC
3. Why Am I Here?
• Let’s Try Model-View-Intent With Android
goo.gl/3fPSWV
• Flax For Android - Reactive Concept
goo.gl/1JjSpN
• Hello Flax - A Reactive Architecture For
Android
goo.gl/rD2ZVw
4. The Intent
• Interpret user interactions
• Input: a view which exposes streams of
events
• Output: stream of actions
5. The Model
• Manage the state of the application
• Input: stream of actions
• Output: stream of state
6. The View
• Visually represent state from the Model
• Input: stream of state
• Output: stream of events
11. interface DrawingIntent {
fun getTouches(): Observable<DrawingPoint>
fun getColorClicks(): Observable<Boolean>
fun getResetClicks(): Observable<Boolean>
}
Emits DrawingPoint
Whenever Touch
Event TriggeredEmits Boolean
Whenever Color Is
ClickedEmits Boolean
Whenever Reset Is
Clicked
12. class DrawingIntentImpl(private val drawingView: DrawingView): DrawingIntent {
override fun getTouches(): Observable<DrawingPoint> {
return drawingView.getMotionEvents()
.filter { it.action != MotionEvent.ACTION_UP }
.map { DrawingPoint(it.x, it.y, it.size, it.eventTime) }
}
override fun getColorClicks(): Observable<Boolean> = drawingView.getChangeColorClicks().map { true }
override fun getResetClicks(): Observable<Boolean> = drawingView.getResetClicks().map { true }
}
Maps Reset Clicks
To Boolean
Click Events Come
From DrawingView
Maps Motion Events
To DrawingPoint
Only Emit When
MotionEvent Is Not
ACTION_UP
Emits A New
DrawingPoint
Intent Takes A
DrawingView
13. class DrawingModel(drawingIntent: DrawingIntent) {
private val randomColor = RandomColor()
private val collectedDrawingPoints: ArrayList<DrawingPoint> = ArrayList()
private val defaultColor = "#607D8B"
private var previousState = DrawingState(emptyList(), defaultColor, false)
private val subject: Subject<DrawingState> = ReplaySubject.create()
init {
Observable.merge(
transformTouchesToState(drawingIntent.getTouches()),
transformColorClicksToState(drawingIntent.getColorClicks()),
transformResetClicksToState(drawingIntent.getResetClicks())
).subscribe {
if (previousState != it) {
previousState = it
subject.onNext(it)
}
}
}
fun getObservable(): Observable<DrawingState> = subject
private fun transformColorClicksToState(clicks: Observable<Boolean>): Observable<DrawingState> {
// Transforms Color Clicks Into DrawingState
}
private fun transformResetClicksToState(clicks: Observable<Boolean>): Observable<DrawingState> {
// Transforms Reset Clicks Into DrawingState
}
private fun transformTouchesToState(touches: Observable<DrawingPoint>): Observable<DrawingState> {
// Transforms Touch Events Into DrawingState
}
}
Model Takes A
DrawingIntent
Transform Intent
Actions To State
Transformations
Return DrawingState
Handles Emission Of
New State
Our Activity
Subscribes To This
14. data class DrawingState(
val drawingPoints: List<DrawingPoint>,
val drawingColor: String,
val redraw: Boolean
)
Collection Of
DrawingPoints To Draw
What Color Our Line
Should Be
Whether Or Not We Need
To Redraw The Drawing
15. private fun transformColorClicksToState(clicks: Observable<Boolean>): Observable<DrawingState> {
return clicks.map {
DrawingState(collectedDrawingPoints, randomColor.get(previousState.drawingColor), true)
}
}
private fun transformResetClicksToState(clicks: Observable<Boolean>): Observable<DrawingState> {
return clicks.map {
collectedDrawingPoints.clear()
DrawingState(collectedDrawingPoints, defaultColor, true)
}
}
Emits New Drawing State
With Random Color
Emits New DrawingState
With No DrawingPoints
16. private fun transformTouchesToState(touches: Observable<DrawingPoint>): Observable<DrawingState> {
return touches.map {
var emitState = previousState
collectedDrawingPoints.add(it)
if (collectedDrawingPoints.size >= 2) {
val currentDrawingPoint = collectedDrawingPoints.get(collectedDrawingPoints.size - 1)
val previousDrawingPoint = collectedDrawingPoints.get(collectedDrawingPoints.size - 2)
emitState = previousState.copy(
drawingPoints = listOf(previousDrawingPoint, currentDrawingPoint),
redraw = false
)
}
emitState
}
}
Mutates Our Previous
State To New State
Return Our
emitState
Only Emit New State If
More Than Two
DrawingPoints Exist
17. interface DrawingView {
fun getMotionEvents(): Observable<MotionEvent>
fun getChangeColorClicks(): Observable<Any>
fun getResetClicks(): Observable<Any>
}
Emits MotionEvent
Whenever User
Touches ScreenEmits Anytime The
User Clicks Change
Color
Emits Anytime The
User Clicks Reset
18. class DrawingViewImpl(context: Context?, attrs: AttributeSet?, defStyleAttr: Int, defStyleRes: Int) :
LinearLayout(context, attrs, defStyleAttr, defStyleRes), DrawingView {
private val paint = Paint()
private val strokeWidth = 10f
private var cachedBitmap: Bitmap? = null
private val changeColorButton: Button
private val resetButton: Button
override fun getMotionEvents(): Observable<MotionEvent> = RxView.touches(this)
override fun getChangeColorClicks(): Observable<Any> = RxView.clicks(changeColorButton)
override fun getResetClicks(): Observable<Any> = RxView.clicks(resetButton)
fun render(drawingState: DrawingState) {
// Renders Our View Based On Drawing State
}
private fun generateDrawingPath(drawingPoints: List<DrawingPoint>): Path {
// Generates The Drawing Path, Called By Render
}
}
Maps To User
Interactions
Renders Our
ViewState
Helper Used To
Generate
Drawing Path
19. fun render(drawingState: DrawingState) {
if (!isAttachedToWindow) return
if (cachedBitmap == null || drawingState.redraw) {
cachedBitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888)
}
paint.color = Color.parseColor(drawingState.drawingColor)
val drawingCanvas = Canvas(cachedBitmap)
drawingCanvas.drawPath(generateDrawingPath(drawingState.drawingPoints), paint)
background = BitmapDrawable(resources, cachedBitmap)
}
New Bitmap When
We Need To Redraw
Update The Color Of
Our Drawing Line
Draw Our Line Based On
generateDrawingPath
20. private fun generateDrawingPath(drawingPoints: List<DrawingPoint>): Path {
val drawingPath = Path()
var previousPoint: DrawingPoint? = null
for (currentPoint in drawingPoints) {
previousPoint?.let {
if (currentPoint.time - it.time < 25) {
drawingPath.quadTo(it.x, it.y, currentPoint.x, currentPoint.y)
} else {
drawingPath.moveTo(currentPoint.x, currentPoint.y)
}
} ?: drawingPath.moveTo(currentPoint.x, currentPoint.y)
previousPoint = currentPoint
}
return drawingPath
}
Iterates Over The
DrawingPoints To
Generate A Path