Android Weekly Issue #428
Kotlin Flow Retry Operator with Exponential Backoff Delay
这是讲协程Flow系列文章中的一篇.
对于重试的两个操作符:
- retryWhen
- retry
retryWhen的使用:
.retryWhen { cause, attempt -> if (cause is IOException && attempt < 3) { delay(2000) return@retryWhen true } else { return@retryWhen false }}
retry:
.retry(retries = 3) { cause -> if (cause is IOException) { delay(2000) return@retry true } else { return@retry false }}
可以把时间指数延长:
viewModelScope.launch { var currentDelay = 1000L val delayFactor = 2 doLongRunningTask() .flowOn(Dispatchers.Default) .retry(retries = 3) { cause -> if (cause is IOException) { delay(currentDelay) currentDelay = (currentDelay * delayFactor) return@retry true } else { return@retry false } } .catch { // error } .collect { // success }}
Fragments: Rebuilding the Internals
Fragment在Android 10已经废弃, 现在不在framework中了, 只在AndroidX中有.
这个Fragment 1.3.0-alpha08版本的发布, 有一些关于FragmentManager内部状态的重要更新.
解决了很多issue, 简化了fragment的生命周期, 还提供了一个FragmentManager多个back stacks的支持.
核心就是这个FragmentStateManager类.
这个FragmentStateManager负责:
- 转换Fragment的生命周期状态.
- 跑动画和转场.
- 处理延迟转换.
Postponed fragments
关于状态的确定, 有一个case是一个难点: postponed fragments.
这是一个以前就有的东西, 通常跟shared element transition动画有关系.
postponed fragment有两个特点:
- view创建了, 但是不可见.
- lifecycle顶多到
STARTED
.
只有调用这个方法: startPostponedEnterTransition()
之后, fragment的transition才会跑, view会变成可见, fragment会移动到RESUMED
.
所以有这个bug: Postponed Fragments leave the Fragments and FragmentManager in an inconsistent state bug.
这个issue相关联的还有好几个issues.
在容器层面解决问题
用一个SpecialEffectsController(以后名字可能会改)来处理所有动画转场相关的东西.
这样FragmentManager就被解放出来, 不需要处理postponed的逻辑, 而是交给了container, 这样就避免了FragmentManager中状态不一致的问题.
新的StateManager构架
原先: 一个FragmentManager
总管所有.
现在: FragmentManager
和各个FragmentStateManager
的实例交流.
- The
FragmentManager
only has state that applies to all fragments. - The
FragmentStateManager
manages the state at the fragment level. - The
SpecialEffectsController
manages the state at the container level.
总体
这个改动新发布, 实验阶段, 总体来说是应该没有行为改变的.
如果有行为改变, 对你的程序造成了影响, 也可以暂时关闭(FragmentManager.enableNewStateManager(false)
), 并且报告个issue.
A Framework For Speedy and Scalable Development Of Android UI Tests
讲了一整套的测试实践.
没有用Appium, 用的UI Automator和Espresso.
Basic Coroutine Level 1
Kotlin协程的概念.
Android Lint Framework — An Introduction
Android Lint的介绍.
创建一个Lint规则, 保证每个人都用项目自定义的ImageView, 而不是原生的ImageView.
具体做法:
- 首先从创建一个叫做
custom-lint
的module. 需要依赖lint-api
和lint-checks
:
compileOnly "com.android.tools.lint:lint-api:$androidToolsVersion"compileOnly "com.android.tools.lint:lint-checks:$androidToolsVersion"
这里用了compileOnly
是因为不想lint API在runtime available.
- 之后创建自定义规则. 每个lint check的实现都叫一个detector. 需要继承
Detector
, 并且利用Scanners
来做扫描. 报告错误需要定义Issue. 还可以创建LintFx
, 作为quick fix.
class ImageViewUsageDetector : LayoutDetector() { // Applicable elements override fun visitElement(context:
- 然后把定义好的自定义规则注册.
class Registry: IssueRegistry() { override val issues: List<Issue> get() = listOf(ImageViewUsageDetector.ISSUE) override val api: Int = CURRENT_API}
- 创建入口, 在
build.gradle
文件中:
// Configure jar to register our lint registryjar { manifest { attributes("Lint-Registry-v2": "com.tintedimagelint.lint.Registry") }}
- 加上依赖和一些配置.
android { // Configurations above lintOptions { lintConfig file('../analysis/lint/lint.
Codelabs for new Android game technologies
关于Android Game新技术的Codelabs:
- 资源打包: Play Asset Delivery -> https://codelabs.developers.google.com/codelabs/unity-gamepad/#0
- 帧率和图像: Android Performance Tuner -> https://codelabs.developers.google.com/codelabs/android-performance-tuner-unity/#0
都是Unity的game.
Android Vitals - When did my app start?
系列文章之六, 我的app啥时候启动的?
看个结论吧:
Here's how we can most accurately measure the app start time when monitoring cold start:
- Up to API 24: Use the class load time of a content provider.
- API 24 - API 28: Use
Process.getStartUptimeMillis()
. - API 28 and beyond: Use
Process.getStartUptimeMillis()
but filter out weird values (e.g. more than 1 min to get toApplication.onCreate()
) and fallback to the timeContentProvider.onCreate()
is called.
Comparing Three Dependency Injection Solutions
比较三种依赖注入的解决方案.
- 手写方式.
- Koin.
- Dagger Hilt.
Avoiding memory leaks when using Data Binding and View Binding
使用Data Binding和View Binding的时候, 注意内存泄漏问题.
Google建议在Fragment中使用binding时, 要在onDestroyView中置为null:
private var _binding: ResultProfileBinding? = null// This property is only valid between onCreateView and// onDestroyView.private val binding get() = _binding!!override fun onCreateView( inflater: LayoutInflater, container: ViewGroup?, savedInstanceState: Bundle?): View? { _binding = ResultProfileBinding.inflate(inflater, container, false) val view = binding.root return view}override fun onDestroyView() { super.onDestroyView() _binding = null}
有个博客中介绍的方法, 可以简化成这样:
private val binding: FragmentFirstBinding by viewBinding()
Fragment还有一个参数的构造, 可以传入布局id:
class FirstFragment : Fragment(R.layout.fragment_first) { private val binding: FragmentFirstBinding by viewBinding() override fun onViewCreated(view: View, savedInstanceState: Bundle?) { super.onViewCreated(view, savedInstanceState) // Any code we used to do in onCreateView can go here instead }}
冷知识: DataBinding实现了ViewBinding.
public abstract class ViewDataBinding extends BaseObservable implements ViewBinding
所以ViewBinding和DataBinding方法通用.
Anti-patterns of automated software testing
关于测试的一些anti-patterns.
推荐阅读.
Using bytecode analysis to find unused dependencies
关于这个库: https://github.com/autonomousapps/dependency-analysis-android-gradle-plugin的说明.
Code
- https://github.com/jmfayard/refreshVersions: 一个依赖版本管理的gradle插件.
后记
好久没在博客园发过这个系列.
其实一直还有在更, 只不过写得比较散乱随意, 所以丢在了简书:
https://www.jianshu.com/c/e51d4d597637
最近有点忙, 不太有时间写博客, 积攒了好多话题都是没有完成的.
看博客两个月没更了, 拿这篇刷一下存在感.
是想多写点真正厉害有价值的原创的.
先韬光养晦, 积累一下.
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