Android Dev - PSA Android 12 foreground service launch restrictions |
- PSA Android 12 foreground service launch restrictions
- Android devs have to pay tax on Gross sales prior to google's cut?
- Released Kotlin 1.5.0-M1
- Mavericks, Meet Jetpack Compose
- Animated clock inspired by a Twitter post
- For Fun : The AsyncTask Challenge
- openmobilemaps/maps-core The lightweight and modern Map SDK for Android (6.0+) and iOS (10+)
- My google Play console in app purchase only display the purchases made from United States. according to unity analytics i have 20 verified transactions on my game. two of them came from US . Play console "Order management tab" only display the two which came from US.
- Sesame - Android architecture components made right
- Compose beta01 sample app with mvvm and without AAC-ViewModels
- Implementing Unidirectional Data Flow with Kotlin Coroutines article
- My app currently sending 18 Data Length to other Devices via BLE, Is there a way to make it send 32 instead of 18? Thank you
- Kickstarter to fund marketing?
- Simple text-based Android game: what framework/libraries to use?
- Automate Dependencies Upgrades With Releases Hub
- Seek advice to discover remote IDE for Android development
- Jetpack Compose vs SwiftUI
- New Mobile Native Foundation to Foster Development Collaboration - Linux Foundation
- Should I learn native dev before hybrid
PSA Android 12 foreground service launch restrictions Posted: 03 Mar 2021 05:18 AM PST I have had problems trying to get immediate background tasks which are unkillable to function correctly. Google has changed the rules every SDK level since M. I recently settled on a Foreground IntentService which works well. These stop themselves unlike Services, queue correctly, and execute immediately (unlike JobIntentServices). The only other option is Workmanager (2.3.0 and above) with the foreground async option, which comes with added Dagger boilerplate. Android 12 is now breaking foreground services in backgrounded apps and looking for feedback. I just think this is a very important change they are forcing developers to use WorkManager 2.7 now if you target android 12. So to future proof your app it might be time to look into it if you have services doing important background work. [link] [comments] | ||
Android devs have to pay tax on Gross sales prior to google's cut? Posted: 03 Mar 2021 05:34 AM PST I found something interesting on my 1099-K from Google this year that doesn't align with the gross sales deposits made to my banking account So Google will break down the gross sales by each month. For example: Month 1: 1000 Month 2: 1000 What I see in my bank is about this amount minus 30%, so: Month 1 Deposit: 700 Month 2 Deposit: 700 But since my 1099-K form lists the original 1000 amount, I have to pay tax on that, which is around 35%. So I'm left with after taxes: Month 1 Post-tax: 350 Month 2 Post-tax: 350 Does this seem correct? Shouldn't the gross reported to the IRS be the gross that is deposited to my bank after Google takes their 30% cut? Is Google not paying tax on their 30% and pushing that off to the developer's burden? [link] [comments] | ||
Posted: 03 Mar 2021 07:24 AM PST
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Mavericks, Meet Jetpack Compose Posted: 02 Mar 2021 01:35 PM PST
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Animated clock inspired by a Twitter post Posted: 03 Mar 2021 05:27 AM PST
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For Fun : The AsyncTask Challenge Posted: 02 Mar 2021 11:50 PM PST
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openmobilemaps/maps-core The lightweight and modern Map SDK for Android (6.0+) and iOS (10+) Posted: 02 Mar 2021 02:40 PM PST
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Posted: 03 Mar 2021 12:50 AM PST its only displaying USD purchases even on my payment profile the balance is only $2 which is the purchase made from U.S. my billing country is Philippines. im basically losing all the money my game is making except the ones coming from U.S. how to fix it google play console only displaying purchases made with USD currency [link] [comments] | ||
Sesame - Android architecture components made right Posted: 03 Mar 2021 12:12 AM PST Hi. I have developed a library called Sesame. Sesame is a set of architecture components for Android development. Here are the components:
Each component is an independent module. You can use only that you like. property is one of my favourite components. I have tired to use StateFlow like that: With Sesame it looks much better: What components do you like? I will be glad to your feedback. [link] [comments] | ||
Compose beta01 sample app with mvvm and without AAC-ViewModels Posted: 02 Mar 2021 11:31 AM PST Hello! I have written a series of 3 posts where I propose manually handling config changes and avoiding AAC-ViewModels, among other things, in fully compose apps. I just published part 3, and with that a sample app to show what I explain in those articles, plus some other things. Some headlines for the app:
As you can see st the start of the Readme, there are reasons for the (sw) design decisions i chose, and these are explained in the articles that you can also find in the Readme. Any discussion, improvements or code review are more than welcome :) [link] [comments] | ||
Implementing Unidirectional Data Flow with Kotlin Coroutines article Posted: 03 Mar 2021 05:06 AM PST Hi! I didn't have time for #AndroidDevChallenge but I wrote about "Implementing Unidirectional Data Flow" when migrating from Imperative to Declarative UIs. It contains an Easter egg, with the new Grid API used from Compose beta-01. Hope you find it useful. Direct link: Implementing Unidirectional Data Flow [link] [comments] | ||
Posted: 03 Mar 2021 03:39 AM PST
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Kickstarter to fund marketing? Posted: 03 Mar 2021 03:25 AM PST My game has a high rating of 4.9 on Google play (1500 reviews) but I don't have enough money to market it. I was thinking of starting a Kickstarter campaign to fund the marketing. Do you guys think that's a good idea? Any suggestions [link] [comments] | ||
Simple text-based Android game: what framework/libraries to use? Posted: 03 Mar 2021 02:54 AM PST Hey Android devs, I've dabbled in Android stuff for quite a while but have never tried any sort of game development. Now, I have plans to make a very simple 2d text-based game; think of an interface like this:[https://s3.crackedcdn.com/phpimages/article/1/6/0/555160_v1.jpg] The game would consist of 'talking/swiping' screens, and would move through them by side-swiping from screen to screen. No walking, moving around or anything like that. I've looked around on the sub and the wider internet, but I'm a bit overwhelmed with all the game engines out there (Unity, unreal, LibGdx, Korge, Godot). My questions to you guys therefore is: What framework would you recommend for making a game with these specs? Technical background: as far as Android goes I've mostly developed apps in Java (I know I know, I should go learn Kotlin). Any and all advice is highly appreciated. Thanks! [link] [comments] | ||
Automate Dependencies Upgrades With Releases Hub Posted: 02 Mar 2021 06:04 PM PST | ||
Seek advice to discover remote IDE for Android development Posted: 02 Mar 2021 10:20 PM PST As title, I would like to discover the possibility of this approach, our project getting huge and Android Studio on my local getting lagging to modify anything in the app module, and take a very long time to sync. One possible solution is the projector https://github.com/JetBrains/projector-server or maybe the VS Code Remote Have anyone tried to apply the remote IDE for your Android team? Or would you have any advice for me, please [link] [comments] | ||
Posted: 02 Mar 2021 02:16 PM PST Hello, has anyone tried Jetpack Compose that already knows SwiftUI? Can you compare those two? [link] [comments] | ||
New Mobile Native Foundation to Foster Development Collaboration - Linux Foundation Posted: 02 Mar 2021 10:08 AM PST | ||
Should I learn native dev before hybrid Posted: 02 Mar 2021 06:21 PM PST I saw a video on youtube that said that it's not really necessary but if you don't know anything about native dev this will really reduce the quality of your apps. It's that true? Can someone explain me why? [link] [comments] |
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