Originally posted by archsway
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Google Reaffirms Commitment To Kotlin Programming Language For Android
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Originally posted by tildearrow View Post
Really? OK, I'll make up my own format then: test.ppm.zstd
When using squashfs, the converted svg images got compressed to 14k, a reduction of 34x!
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Originally posted by uid313 View PostI think it is only a subset of Java 8, not all of it. Also Java 8 is outdated, now there is Java 13.
It doesn't support type interference, so the code gets repetitive since you can't use the var keyword. It doesn't have support for properties with getter/setters either. I much prefer C# over Java.
The thing that most excites me is GraalVM, since I might be able to skip Java entirely and write Clojure without an application startup time or memory penalty. In fact, I love how we are moving towards targeting some kind of runtime/bytecode by default with WASM and the JVM. People should be able to write in their language of choice and get decent performance. You might save memory by not having to package a large runtime if you are using C, C++, or Rust, but regardless your code should execute with similar performance.
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Originally posted by archsway View PostEven zstd does a better job of compressing those images than png...
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Originally posted by kpedersen View PostIs its even possible to build an Android Kotlin project offline? Last time I checked, the whole system was so incredibly dependent on external information (thus non-deterministic), you could never rely on it professionally.
As to "rely on it professionally", these tools have been the standard for the Java world — enterprise development — for many years now, so I'm not sure what you're thinking of... hundreds of thousands of developers _do_ rely on it professionally. And it generally _is_ deterministic, since dependencies don't change automatically... if some package you depend on releases a new version, you're not going to find yourself automatically upgraded. It's not impossible that someone could re-publish a modified artefact under a previously-released version, but that doesn't really happen, since people quickly stop trusting projects that do that kind of stuff.
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Originally posted by tildearrow View Post
Yes, I do...
But why would Material Design be an extra weight? Extra libraries?
I mean, isn't it supposed to be simpler than the old one?
Even zstd does a better job of compressing those images than png...
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Originally posted by Aeder View PostIt's funny that Google's reputation for killing products regardless of how loved they are leads to having to say things like "Yes, we will continue to support this growing programming language".
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Originally posted by bug77 View PostI like the whole Zen of Python (for those that don't know it: https://www.python.org/dev/peps/pep-0020/). I like the second and third to last best.
Code:>>> import this
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Originally posted by sandy8925 View Post
Uh no, they need to include components that work regardless of Android version, and across multiple devices. They also don't know what kind of weird custom changes OEMs make.
While they can depend on some platform code, they can't depend on it entirely.
So, it definitely won't shrink the size of an app.
In fact, what you're describing is some Chinese software that I have seen that was showing WinXP decorations when run on Win7 - they weren't using the platform supplied widgets, they were using wrong widgets because they needlessly packaged them into the app.
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Guest repliedOriginally posted by bug77 View Post
If anything, Material Design should shrink the size of an app, because most assets are now preinstalled, eliminating the need to package them.
While they can depend on some platform code, they can't depend on it entirely.
So, it definitely won't shrink the size of an app.
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