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Hasan Hosgel (alosdev)
Works at Immobilien Scout GmbH
Attended Beuth Hochschule für Technik Berlin
Lives in Berlin
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Hasan Hosgel

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A wonderful view from Berlin rooftop
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now we have the schedule for #android  #developer #days
 
Here is the schedule of Android Developer Days!
http://www.androiddeveloperdays.com/schedule/

#gdg #AndroidDevDays
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Hasan Hosgel

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I totally agree
 
Dear Internet,

Stop assuming that everyone is in the USA. This means when you write articles like 'Google Glass is available to everyone today!' - its not, its only available to the USA.
When you  do things like 'Its Pi Day!' or  'its Palindrome week!' - again, its not, its only in the USA where the date format is backwards.

When you have a hangout, meeting, or request work online. When somebody asks your time zone, please be specific  - 'east coast' is not a timezone, neither is 'Pacific' (I live in the pacific!)
Even saying 'CST' can be anything from -6 to +8 hours since there are multiple time zones using that abbreviation (http://www.timeanddate.com/library/abbreviations/timezones/ )

Yours Sincerely
Annoyed and needing coffee
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Hasan Hosgel

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next try for registration #io14 . tomorrow starts the registration for the io ticket lottery.
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Hasan Hosgel

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nice sum up! ;)
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Hasan Hosgel

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some how I get popular at about.me. I don't know why and how, but nevertheless I'm honored.
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an epic one :)
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finally a complete #android  #lifecycle #diagramm!
 
After struggling with trying to figure out how various pieces fit together, I've done some research and put together the complete Android Activity/Fragment lifecycle chart. This has two parallel lifecycles (activities and fragments) which are organized vertically by time. Lifecycle stages will occur in the vertical order in which they're displayed, across activities and fragments. In this way, you can see how your fragments interact with your activities.

In addition to the attached image, I've also got an SVG: http://staticfree.info/~steve/complete_android_fragment_lifecycle.svg which is suitable for printing.

If this is missing lifecycle steps or is inaccurate in any way, let me know so I can update it!

#Android #androiddev  
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themes like "keep it simple" is overrated
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Now the fireside chat starts @ #google #cloud #platform #roadshow with the speakers today
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great post about #playstore  new feature! by +Kirill Grouchnikov 
Thanks for the good insight!
 
With a bit more emphasis on content recommended by your friends, we wanted to make people avatars in Play Store more visually pleasing. In our previous release the avatars were round with a thin translucent grey outline, and in our latest release the visuals are a bit more polished. There's a white ring surrounding the avatar, and an offset drop shadow, with both of these scaling to match the overall size of the avatar. Let's talk more about the specifics.

The avatars themselves are fetched from the network, which gives us a square - and sometimes rectangular - source image. Our first step is to create a normalized square image based on the target dimensions on the screen. That normalized image preserves the source aspect ratio, upscaling the source if necessary to fill at least one dimension edge-to-edge and filling the second dimension with white pixels (taking care of non-square sources). This is done with Canvas.drawBitmap that takes a source and destination rectangles as the parameters.

The next step is to compute the pixel size of the ring outline and the drop shadow. The ring outline starts at 1dip and is capped at 4dips, while the drop shadow starts at 2dips and is capped at 3dips. The actual size is determined based on the avatar size, setting the cap at 96x96dips (based on our current design metrics). This results in visuals that scale with the avatar size (seen below), while still capping the ring and drop shadow to not be too big for larger avatars.

Now it's time to take a look at the avatar layers. We have the avatar itself cropped to a circular shape, the ring outline and the drop shadow. In our first implementation pass we used Paint.setShadowLayer to combine the last two together into a single Canvas operation. We first painted the white ring, and then the avatar itself (since the drop shadow extends to both sides of the path, and we didn't want the shadow to be visible on top of the "inner" image). However, the runtime performance of shadow layer was not very satisfactory. It took about 2.5ms to draw a single outline, and when we had a few avatars on the screen, the numbers started adding up.

Instead, we're doing three separate layers.

First, we draw the drop shadow as Canvas.drawOval with a single translucent grey color. We use Paint.setStrokeWidth to set the interpolated drop shadow size, and Paint.setColor to set the interpolated drop shadow color (for larger shadows we use more translucency to keep the same overall shadow "weight" across different avatar sizes).

Second, we draw the avatar itself. We create a BitmapShader with the normalized square avatar source and TileMode.CLAMP and set it with Paint.setShader. Using that Paint object on a Canvas.drawRoundRect call results in the circular crop of the source image. There's some extra bookkeeping to make sure that we're scaling down the normalized source to make the white ring outline external to the image, not losing the few top/bottom/left/right pixels. This can be done with a combination Canvas.scale and Canvas.translate operations to keep the scaled-down avatar centered on canvas.

Third, we draw the ring outline as Canvas.drawOval with opaque white color. We use Paint.setStrokeWidth to set the interpolated ring outline size.

There's a bunch of small objects used for the custom drawing operations, usually involving a mix of Paint and Rect ones. It's recommended to create them once at the class level, initializing as much of the state as you can in your constructor. Then, during the actual transformation / draw operations that can happen multiple times during the layout / render passes, only set those fields that are dynamic (size / color). This way you won't be creating transient objects which are discarded after they're used - saving yourself from unexpected GC pauses in the middle of your rendering. Also try to use Canvas operations (transforms, scaling) instead of creating intermediate Bitmap objects. And measure every step to make sure that you're not using operations that are too expensive.

Happy pixel pushing!
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Education
  • Beuth Hochschule für Technik Berlin
    Bachelor of Science, 2006 - 2009
  • Technische Fachhochschule Berlin
    Medieninformatik, 2006 - 2009
  • FH Brandenburg
  • Deutsche Post IT Solutions
    Trainee (Fachinformatiker für Anwendungsentwicklung, 2001 - 2004
Basic Information
Gender
Male
Birthday
October 24
Work
Occupation
Mobile Developer
Employment
  • Immobilien Scout GmbH
    Mobile Developer, 2007 - present
  • Jamba GmbH
    Senrio J2EE Engineer, 2004 - 2007
  • Deutsche Post ITSolutions
    Developer, 2004 - 2004
Places
Map of the places this user has livedMap of the places this user has livedMap of the places this user has lived
Currently
Berlin
Previously
Dresden
Hasan Hosgel (alosdev)'s +1's are the things they like, agree with, or want to recommend.
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echt leckeren und reichhaltigen Brunch
Atmosphere: ExcellentDecor: ExcellentService: Excellent
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