KAIST 셔틀 for Android

Posted by epicdev Archive : 2012. 9. 15. 16:35




KAIST의 기숙사 생들을 위한 셔틀버스 App입니다


https://play.google.com/store/apps/details?id=com.epicdevs.kaistshuttle



=====================================================================


카이스트 본원-문지-화암 간 셔틀 시간표 앱입니다.

위젯으로 간단하게 버스 시간을 체크할 수 있고

알람으로 버스 도착 시간을 미리 알려줍니다.


[주요 기능]

- 본원-문지-화암 간 셔틀 시간표 탑재

- 다음 배차까지 남은 시간 확인 가능

- 위젯을 통해서 간단하게 시간 확인 가능

- 다음 배차시간 알람 기능


[상세 기능]

기본적으로 이 앱은 위젯을 기반으로 동작합니다.

위젯은 3가지 버튼으로 구성되어 있으며, 왼쪽 버튼을 누르면 현재 설정된 출발지의 전체 시간표가 화면에 나타납니다. 가운데 버튼을 누르면 동기화가 작동하여, 실시간으로 남은 시간을 업데이트하게 됩니다. 위젯의 동기화가 작동 중인 경우 설정해 놓은 알람 시간에 맞추어 진동 알람 및 알림창이 뜨게 됩니다. 오른쪽 버튼을 누르면 현재 설정된 출발지에서 다른 출발지로 바뀌게 됩니다.

  

Camera의 setDisplayOrientation 메소드

Posted by epicdev Archive : 2011. 10. 3. 15:52
출처: http://developer.android.com/reference/android/hardware/Camera.html#setDisplayOrientation(int)

public final void setDisplayOrientation (int degrees)

Since: API Level 8

Set the clockwise rotation of preview display in degrees. This affects the preview frames and the picture displayed after snapshot. This method is useful for portrait mode applications. Note that preview display of front-facing cameras is flipped horizontally before the rotation, that is, the image is reflected along the central vertical axis of the camera sensor. So the users can see themselves as looking into a mirror.

This does not affect the order of byte array passed in onPreviewFrame(byte[], Camera), JPEG pictures, or recorded videos. This method is not allowed to be called during preview.

If you want to make the camera image show in the same orientation as the display, you can use the following code.

 public static void setCameraDisplayOrientation(Activity activity,
         
int cameraId, android.hardware.Camera camera) {
     android
.hardware.Camera.CameraInfo info =
             
new android.hardware.Camera.CameraInfo();
     android
.hardware.Camera.getCameraInfo(cameraId, info);
     
int rotation = activity.getWindowManager().getDefaultDisplay()
             
.getRotation();
     
int degrees = 0;
     
switch (rotation) {
         
case Surface.ROTATION_0: degrees = 0; break;
         
case Surface.ROTATION_90: degrees = 90; break;
         
case Surface.ROTATION_180: degrees = 180; break;
         
case Surface.ROTATION_270: degrees = 270; break;
     
}

     
int result;
     
if (info.facing == Camera.CameraInfo.CAMERA_FACING_FRONT) {
         result
= (info.orientation + degrees) % 360;
         result
= (360 - result) % 360;  // compensate the mirror
     
} else {  // back-facing
         result
= (info.orientation - degrees + 360) % 360;
     
}
     camera
.setDisplayOrientation(result);
 
}
 

Parameters
degreesthe angle that the picture will be rotated clockwise. Valid values are 0, 90, 180, and 270. The starting position is 0 (landscape).
  

리소스가 없다고 자꾸 뜰 경우

Posted by epicdev Archive : 2011. 9. 29. 09:57
안드로이드 작업 할 때 xml이나 기타 리소스 들을 수정하고 나서
곧바로 실행을 시키면 리소스가 없다고 뜨거나
xml 수정한 사항이 적용이 되지 않을 경우가 종종 발생한다.
그럴땐 eclipse에서 프로젝트를 clean 해 준다음 실행하면 잘 된다.
  

EditText에 Action Listener 다는 법

Posted by epicdev Archive : 2011. 9. 23. 03:07
mOutEditText.setOnEditorActionListener(mWriteListener);

private TextView.OnEditorActionListener mWriteListener = new TextView.OnEditorActionListener()
{
public boolean onEditorAction(TextView view, int actionId, KeyEvent event)
{
// If the action is a key-up event on the return key, send the message
if(actionId == EditorInfo.IME_NULL && event.getAction() == KeyEvent.ACTION_UP)
{
String message = view.getText().toString();
sendMessage(message);
}
if(D) Log.i(TAG, "END onEditorAction");
return true;
}
};

출처: http://developer.android.com/reference/android/widget/TextView.OnEditorActionListener.html

public static interface

TextView.OnEditorActionListener

android.widget.TextView.OnEditorActionListener

Class Overview

Interface definition for a callback to be invoked when an action is performed on the editor.

Summary

Public Methods
abstract boolean onEditorAction(TextView v, int actionId, KeyEvent event)
Called when an action is being performed.

Public Methods

public abstract boolean onEditorAction (TextView v, int actionId, KeyEvent event)

Since: API Level 3

Called when an action is being performed.

Parameters
vThe view that was clicked.
actionIdIdentifier of the action. This will be either the identifier you supplied, or EditorInfo.IME_NULL if being called due to the enter key being pressed.
eventIf triggered by an enter key, this is the event; otherwise, this is null.
Returns
  • Return true if you have consumed the action, else false.
 
  

안드로이드 액티비티의 생명주기

Posted by epicdev Archive : 2011. 9. 23. 02:28
출처: http://developer.android.com/reference/android/app/Activity.html

 Activity Lifecycle

Activities in the system are managed as an activity stack. When a new activity is started, it is placed on the top of the stack and becomes the running activity -- the previous activity always remains below it in the stack, and will not come to the foreground again until the new activity exits.

An activity has essentially four states:

  • If an activity in the foreground of the screen (at the top of the stack), it is active or running.
  • If an activity has lost focus but is still visible (that is, a new non-full-sized or transparent activity has focus on top of your activity), it is paused. A paused activity is completely alive (it maintains all state and member information and remains attached to the window manager), but can be killed by the system in extreme low memory situations.
  • If an activity is completely obscured by another activity, it is stopped. It still retains all state and member information, however, it is no longer visible to the user so its window is hidden and it will often be killed by the system when memory is needed elsewhere.
  • If an activity is paused or stopped, the system can drop the activity from memory by either asking it to finish, or simply killing its process. When it is displayed again to the user, it must be completely restarted and restored to its previous state.

The following diagram shows the important state paths of an Activity. The square rectangles represent callback methods you can implement to perform operations when the Activity moves between states. The colored ovals are major states the Activity can be in.
 


There are three key loops you may be interested in monitoring within your activity:

  • The entire lifetime of an activity happens between the first call to onCreate(Bundle) through to a single final call to onDestroy(). An activity will do all setup of "global" state in onCreate(), and release all remaining resources in onDestroy(). For example, if it has a thread running in the background to download data from the network, it may create that thread in onCreate() and then stop the thread in onDestroy().
  • The visible lifetime of an activity happens between a call to onStart() until a corresponding call to onStop(). During this time the user can see the activity on-screen, though it may not be in the foreground and interacting with the user. Between these two methods you can maintain resources that are needed to show the activity to the user. For example, you can register a BroadcastReceiver in onStart() to monitor for changes that impact your UI, and unregister it in onStop() when the user an no longer see what you are displaying. The onStart() and onStop() methods can be called multiple times, as the activity becomes visible and hidden to the user.
  • The foreground lifetime of an activity happens between a call to onResume() until a corresponding call to onPause(). During this time the activity is in front of all other activities and interacting with the user. An activity can frequently go between the resumed and paused states -- for example when the device goes to sleep, when an activity result is delivered, when a new intent is delivered -- so the code in these methods should be fairly lightweight.

The entire lifecycle of an activity is defined by the following Activity methods. All of these are hooks that you can override to do appropriate work when the activity changes state. All activities will implement onCreate(Bundle) to do their initial setup; many will also implementonPause() to commit changes to data and otherwise prepare to stop interacting with the user. You should always call up to your superclass when implementing these methods.

 public class Activity extends ApplicationContext {
     
protected void onCreate(Bundle savedInstanceState);

     
protected void onStart();
     
     
protected void onRestart();

     
protected void onResume();

     
protected void onPause();

     
protected void onStop();

     
protected void onDestroy();
 
}
 

In general the movement through an activity's lifecycle looks like this:

MethodDescriptionKillable?Next
onCreate()Called when the activity is first created. This is where you should do all of your normal static set up: create views, bind data to lists, etc. This method also provides you with a Bundle containing the activity's previously frozen state, if there was one.

Always followed by onStart().

No onStart()
     onRestart()Called after your activity has been stopped, prior to it being started again.

Always followed by onStart()

No onStart()
onStart()Called when the activity is becoming visible to the user.

Followed by onResume() if the activity comes to the foreground, or onStop() if it becomes hidden.

No onResume()or onStop()
     onResume()Called when the activity will start interacting with the user. At this point your activity is at the top of the activity stack, with user input going to it.

Always followed by onPause().

No onPause()
onPause()Called when the system is about to start resuming a previous activity. This is typically used to commit unsaved changes to persistent data, stop animations and other things that may be consuming CPU, etc. Implementations of this method must be very quick because the next activity will not be resumed until this method returns.

Followed by either onResume() if the activity returns back to the front, or onStop() if it becomes invisible to the user.

Pre-HONEYCOMB onResume()or
onStop()
onStop()Called when the activity is no longer visible to the user, because another activity has been resumed and is covering this one. This may happen either because a new activity is being started, an existing one is being brought in front of this one, or this one is being destroyed.

Followed by either onRestart() if this activity is coming back to interact with the user, or onDestroy() if this activity is going away.

Yes onRestart()or
onDestroy()
onDestroy()The final call you receive before your activity is destroyed. This can happen either because the activity is finishing (someone called finish() on it, or because the system is temporarily destroying this instance of the activity to save space. You can distinguish between these two scenarios with the isFinishing()method. Yes nothing

Note the "Killable" column in the above table -- for those methods that are marked as being killable, after that method returns the process hosting the activity may killed by the system at any time without another line of its code being executed. Because of this, you should use theonPause() method to write any persistent data (such as user edits) to storage. In addition, the method onSaveInstanceState(Bundle) is called before placing the activity in such a background state, allowing you to save away any dynamic instance state in your activity into the given Bundle, to be later received in onCreate(Bundle) if the activity needs to be re-created. See the Process Lifecycle section for more information on how the lifecycle of a process is tied to the activities it is hosting. Note that it is important to save persistent data inonPause() instead of onSaveInstanceState(Bundle) because the latter is not part of the lifecycle callbacks, so will not be called in every situation as described in its documentation.

Be aware that these semantics will change slightly between applications targeting platforms starting with HONEYCOMB vs. those targeting prior platforms. Starting with Honeycomb, an application is not in the killable state until its onStop() has returned. This impacts whenonSaveInstanceState(Bundle) may be called (it may be safely called after onPause() and allows and application to safely wait until onStop() to save persistent state.

For those methods that are not marked as being killable, the activity's process will not be killed by the system starting from the time the method is called and continuing after it returns. Thus an activity is in the killable state, for example, between after onPause() to the start ofonResume(). 

  

구글 안드로이드 코드 스타일

Posted by epicdev Archive : 2011. 9. 21. 04:50
출처: https://sites.google.com/a/android.com/opensource/submit-patches/code-style-guide

Android Code Style Rules

The rules below are not guidelines or recommendations, but strict rules. You may not disregard the rules we list below except as approved on a need-to-use basis.

Not all existing code follows these rules, but all new code is expected to.

Java Language Rules

We follow standard Java coding conventions. We add a few rules:

  1. Exceptions: Never catch and ignore them without explanation.
  2. Exceptions: do not catch generic Exception, except in library code at the root of the stack.
  3. Finalizers: generally don't use them.
  4. Imports: Fully qualify imports

Java Library Rules

There are conventions for using Android's Java libraries and tools. In some cases, the convention has changed in important ways and older code might use a deprecated pattern or library. When working with such code, it's okay to continue the existing style (see Consistency). When creating new components never use deprecated libraries.

Java Style Rules

Programs are much easier to maintain when all files have a consistent style. We follow the standard Java coding style, as defined by Sun in their Code Conventions for the Java Programming Language, with a few exceptions and additions. This style guide is comprehensive and detailed and is in common usage in the Java community.

In addition, we enforce the following style rules:

  1. Comments/Javadoc: write it; use standard style
  2. Short methods: don't write giant methods
  3. Fields: should either be at the top of the file, or immediately before the methods that use them
  4. Local variables: limit the scope
  5. Imports: android; third party alphabetical; java(x)
  6. Indentation: 4 spaces, no tabs.
  7. Line length: 100 columns
  8. Field names: Non-public, non-static fields start with m. Static fields start s.
  9. Braces: Opening braces don't go on their own line.
  10. Annotations: Use the standard annotations.
  11. Acronyms are words: Treat acronyms as words in names, yielding XmlHttpRequestgetUrl(), etc.
  12. TODO style: "TODO: write this description"
  13. Consistency: Look at what's around you!
  14. Logging: Be careful with logging. It's expensive.

Javatests Style Rules

  1. Naming test methods: testMethod_specificCase is ok

Java Language Rules

Exceptions: do not ignore

Sometimes it is tempting to write code that completely ignores an exception like this:
void setServerPort(String value) {
try {
serverPort = Integer.parseInt(value);
} catch (NumberFormatException e) {
}
}

You must never do this. While you may think that your code will never encounter this error condition or that it is not important to handle it, ignoring exceptions like above creates mines in your code for someone else to trip over some day. You must handle every Exception in your code in some principled way. The specific handling varies depending on the case.

Anytime somebody has an empty catch clause they should have a creepy feeling. There are definitely times when it is actually the correct thing to do, but at least you have to think about it. In Java you can't escape the creepy feeling.

Acceptable alternatives (in order of preference) are:

  • Throw the exception up to the caller of your method.
    void setServerPort(String value) throws NumberFormatException {
    serverPort = Integer.parseInt(value);
    }

  • Throw a new exception that's appropriate to your level of abstraction.
    void setServerPort(String value) throws ConfigurationException {
    try {
    serverPort = Integer.parseInt(value);
    } catch (NumberFormatException e) {
    throw new ConfigurationException("Port " + value + " is not valid.");
    }

  • Handle the error gracefully and substitute an appropriate value in the catch {} block.
    /** Set port. If value is not a valid number, 80 is substituted. */
    void setServerPort(String value) {
    try {
    serverPort = Integer.parseInt(value);
    } catch (NumberFormatException e) {
    serverPort = 80; // default port for server
    }
  • Catch the Exception and throw a new RuntimeException. This is dangerous: only do it if you are positive that if this error occurs, the appropriate thing to do is crash.
    /** Set port. If value is not a valid number, die. */
    void setServerPort(String value) {
    try {
    serverPort = Integer.parseInt(value);
    } catch (NumberFormatException e) {
    throw new RuntimeException("port " + value " is invalid, ", e);
    }
    Note that the original exception is passed to the constructor for RuntimeException. This wrapped exception paradigm is very useful but only works in Java 1.4. If your code must compile under Java 1.3, you will need to omit the exception that is the cause.

  • Last resort: if you are confident that actually ignoring the exception is appropriate then you may ignore it, but you must also comment why with a good reason:
    /** If value is not a valid number, original port number is used. */
    void setServerPort(String value) {
    try {
    serverPort = Integer.parseInt(value);
    } catch (NumberFormatException e) {
    // Method is documented to just ignore invalid user input.
    // serverPort will just be unchanged.
    }
    }

Exceptions: do not catch generic Exception

Sometimes it is tempting to be lazy when catching exceptions and do something like this:
try {
someComplicatedIOFunction(); // may throw IOException
someComplicatedParsingFunction(); // may throw ParsingException
someComplicatedSecurityFunction(); // may throw SecurityException
// phew, made it all the way
} catch (Exception e) { // I'll just catch all exceptions
handleError(); // with one generic handler!
}

You should not do this. In almost all cases it is inappropriate to catch generic Exception or Throwable, preferably not Throwable, because it includes Error exceptions as well. It is very dangerous. It means that Exceptions you never expected (including RuntimeExceptions like ClassCastException) end up getting caught in application-level error handling. It obscures the failure handling properties of your code. It means if someone adds a new type of Exception in the code you're calling, the compiler won't help you realize you need to handle that error differently. And in most cases you shouldn't be handling different types of exception the same way, anyway.

There are rare exceptions to this rule: certain test code and top-level code where you want to catch all kinds of errors (to prevent them from showing up in a UI, or to keep a batch job running). In that case you may catch generic Exception (or Throwable) and handle the error appropriately. You should think very carefully before doing this, though, and put in comments explaining why it is safe in this place.

Alternatives to catching generic Exception:

  • Catch each exception separately as separate catch blocks after a single try. This can be awkward but is still preferable to catching all Exceptions. Beware repeating too much code in the catch blocks.
  • Refactor your code to have more fine-grained error handling, with multiple try blocks. Split up the IO from the parsing, handle errors separately in each case.
  • Rethrow the exception. Many times you don't need to catch the exception at this level anyway, just let the method throw it.
Remember: exceptions are your friend! When the compiler complains you're not catching an exception, don't scowl. Smile: the compiler just made it easier for you to catch runtime problems in your code.

Finalizers

What it is: Finalizers are a way to have a chunk of code executed when an object is garbage collected.

Pros: can be handy for doing cleanup, particularly of external resources.

Cons: there are no guarantees as to when a finalizer will be called, or even that it will be called at all.

Decision: we don't use finalizers. In most cases, you can do what you need from a finalizer with good exception handling. If you absolutely need it, define a close() method (or the like) and document exactly when that method needs to be called. See InputStream for an example. In this case it is appropriate but not required to print a short log message from the finalizer, as long as it is not expected to flood the logs.

The one exception is it is OK to write a finalizer if all it does is make calls to X.assertTrue().

Imports

Wildcards in imports

What it is: When you want to use class Bar from package foo,there are two possible ways to import it:

  1. import foo.*;
  2. import foo.Bar;

Pros of #1: Potentially reduces the number of import statements.

Pros of #2: Makes it obvious what classes are actually used. Makes code more readable for maintainers.

Decision:Use style #2 for importing all Android code. An explicit exception is made for java standard libraries (java.util.*, java.io.*, etc.) and unit test code (junit.framework.*).

Comments/Javadoc

Every file should have a copyright statement at the top. Then a package statement and import statements should follow, each block separated by a blank line. And then there is the class or interface declaration. In the Javadoc comments, describe what the class or interface does.

/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/

package com.android.internal.foo;

import android.os.Blah;
import android.view.Yada;

import java.sql.ResultSet;
import java.sql.SQLException;

/**
* Does X and Y and provides an abstraction for Z.
*/
public class Foo {
...
}

Every class and nontrivial public method you write must contain a Javadoc comment with at least one sentence describing what the class or method does. This sentence should start with a 3rd person descriptive verb. Examples:

/** Returns the correctly rounded positive square root of a double value. */
static double sqrt(double a) {
}

/**
* Constructs a new String by converting the specified array of
* bytes using the platform's default character encoding.
*/
public String(byte[] bytes) {
}

You do not need to write Javadoc for trivial get and set methods such as setFoo() if all your Javadoc would say is "sets Foo". If the method does something more complex (such as enforcing a constraint or having an important side effect), then you must document it. And if it's not obvious what the property "Foo" means, you should document it.

Every method you write, whether public or otherwise, would benefit from Javadoc. Public methods are part of an API and therefore require Javadoc.

Android does not currently enforce a specific style for writing Javadoc comments, but you should follow the Sun Javadoc conventions.

Short methods

To the extent that it is feasible, methods should be kept small and focused. It is, however, recognized that long methods are sometimes appropriate, so no hard limit is placed on method length. If a method exceeds 40 lines or so, think about whether it can be broken up without harming the structure of the program.

Local variables

The scope of local variables should be kept to a minimum (Effective Java Item 29). By doing so, you increase the readability and maintainability of your code and reduce the likelihood of error. Each variable should be declared in the innermost block that encloses all uses of the variable.

Local variables should be declared at the point they are first used. Nearly every local variable declaration should contain an initializer. If you don't yet have enough information to initialize a variable sensibly, you should postpone the declaration until you do.

One exception to this rule concerns try-catch statements. If a variable is initialized with the return value of a method that throws a checked exception, it must be initialized inside a try block. If the value must be used outside of the try block, then it must be declared before the try block, where it cannot yet be sensibly initialized:

// Instantiate class cl, which represents some sort of Set
Set s = null;
try {
s = (Set) cl.newInstance();
} catch(IllegalAccessException e) {
throw new IllegalArgumentException(cl + " not accessible");
} catch(InstantiationException e) {
throw new IllegalArgumentException(cl + " not instantiable");
}

// Exercise the set
s.addAll(Arrays.asList(args));

But even this case can be avoided by encapsulating the try-catch block in a method:

Set createSet(Class cl) {
// Instantiate class cl, which represents some sort of Set
try {
return (Set) cl.newInstance();
} catch(IllegalAccessException e) {
throw new IllegalArgumentException(cl + " not accessible");
} catch(InstantiationException e) {
throw new IllegalArgumentException(cl + " not instantiable");
}
}
...
// Exercise the set
Set s = createSet(cl);
s.addAll(Arrays.asList(args));
Loop variables should be declared in the for statement itself unless there is a compelling reason to do otherwise:
for (int i = 0; i < n; i++) {
doSomething(i);
}

for (Iterator i = c.iterator(); i.hasNext(); ) {
doSomethingElse(i.next());
}


Imports

The ordering of import statements is:
  • Android imports
  • Imports from third parties (com, junit, net, org) 
  • java and javax

    To exactly match the IDE settings, the imports should be:

  • Alphabetical within each grouping.
        Capital letters are considered to come before lower case letter (e.g. Z before a).
  • There should be a blank line between each major grouping (android, com, junit, net, org, java, javax).

    Why?

    Originally there was no style requirement on the ordering. This meant that the IDE's were either always changing the ordering, or IDE developers had to disable the automatic import management features and maintain the imports by hand. This was deemed bad. When java-style was asked, the preferred styles were all over the map. It pretty much came down to our needing to "pick an ordering and be consistent." So we chose a style, updated the javaguide and made the IDE's obey it. We expect that as IDE users work on the code, the imports in all of the packages will end up matching this pattern without any extra engineering effort.

    The style chosen such that:

  • The imports people want to look at first tend to be at the top (android)
  • The imports people want to look at least tend to be at the bottom (java)
  • Humans can easily follow the style
  • The IDE's can follow the style

    What about static imports?

    The use and location of static imports have been mildly controversial issues. Some people would prefer static imports to be interspersed with the remaining imports, some would prefer them reside above or below all other imports. Additinally, we have not yet come up with a way to make all IDEs use the same ordering.

    Since most people consider this a low priority issue, just use your judgement and please be consistent.

    Indentation

    We use 4 space indents for blocks. We never use tabs. When in doubt, be consistent with code around you.

    We use 8 space indents for line wraps, including function calls and assignments. For example, this is correct:

    Instrument i
    = someLongExpression(that, wouldNotFit, on, one, line);
    and this is not correct:
    Instrument i
    = someLongExpression(that, wouldNotFit, on, one, line);

    Field Names

    • Non-public, non-static field names start with m.
    • Static field names start with s.
    • Other fields start with a lower case letter.
    • Public static final fields (constants) are ALL_CAPS_WITH_UNDERSCORES.

    For example:

    public class MyClass {
    public static final int SOME_CONSTANT = 42;
    public int publicField;
    private static MyClass sSingleton;
    int mPackagePrivate;
    private int mPrivate;
    protected int mProtected;
    }

    Braces

    Braces do not go on their own line; they go on the same line as the code before them. So:

    class MyClass {
    int func() {
    if (something) {
    // ...
    } else if (somethingElse) {
    // ...
    } else {
    // ...
    }
    }
    }

    We require braces around the statements for a conditional. Except, if the entire conditional (the condition and the body) fit on one line, you may (but are not obligated to) put it all on one line. That is, this is legal:

    if (condition) {
    body; // ok
    }
    if (condition) body; // ok

    but this is still illegal:

    if (condition)
    body; // bad

    Line length

    Each line of text in your code should be at most 100 characters long.

    There has been lots of discussion about this rule and the decision remains that 100 characters is the maximum.

    Exception: if a comment line contains an example command or a literal URL longer than 100 characters, that line may be longer than 100 characters for ease of cut and paste.

    Exception: import lines can go over the limit because humans rarely see them. This also simplifies tool writing.

    Java 1.5 Annotations

    Annotations should precede other modifiers for the same language element. Simple marker annotations (e.g. @Override) can be listed on the same line with the language element. If there are multiple annotations, or parameterized annotations, they should each be listed one-per-line in alphabetical order.

    Android -standard practices for the three predefined annotations in Java 1.5's are:

    @Deprecated
    The @Deprecated annotation must be used whenever the use of the annotated element is discouraged. If you use the @Deprecated annotation, you must also have a @deprecated Javadoc tag and it should name an alternate implementation. In addition, remember that a@Deprecated method is still supposed to work.

    If you see old code that has a @deprecated Javadoc tag, please add the @Deprecated annotation.

    @Override
    The @Override annotation must be used whenever a method overrides the declaration or implementation from a super-class.

    For example, if you use the {@inheritdocs} Javadoc tag, and derive from a class (not an interface), you must also annotate that the method @Overrides the parent class's method.

    @SuppressWarnings
    The @SuppressWarnings annotation should only be used under circumstances where it is impossible to eliminate a warning. If a warning passes this "impossible to eliminate" test, the @SuppressWarnings annotation must be used, so as to ensure that all warnings reflect actual problems in the code.

    When a @SuppressWarnings annotation is necessary, it must be prefixed with a TODO comment that explains the "impossible to eliminate" condition. This will normally identify an offending class that has an awkward interface. For example:

    // TODO: The third-party class com.third.useful.Utility.rotate() needs generics
    @SuppressWarnings({"generic-cast"})
    List<String> blix = Utility.rotate(blax);
    When a @SuppressWarnings annotation is required, the code should be refactored to isolate the software elements where the annotation applies.

    Acronyms in names

    Treat acronyms and abbreviations as words. The names are much more readable:

    Good Bad
    XmlHttpRequest  XMLHTTPRequest
    getCustomerId  getCustomerID

    This style rule also applies when an acronym or abbreviation is the entire name:

    Good Bad
    class Html  class HTML
    String url;  String URL;
    long id;  long ID;

    Both the JDK and the Android code bases are very inconsistent with regards to acronyms, therefore, it is virtually impossible to be consistent with the code around you. Bite the bullet, and treat acronyms as words.

    For further justifications of this style rule, see Effective Java Item 38 and Java Puzzlers Number 68.

    TODO style

    Use TODO comments for code that is temporary, a short-term solution, or good-enough but not perfect.

    TODOs should include the string TODO in all caps, followed by a colon:

      // TODO: Remove this code after the UrlTable2 has been checked in.

    // TODO: Change this to use a flag instead of a constant.

    If your TODO is of the form "At a future date do something" make sure that you either include a very specific date ("Fix by November 2005") or a very specific event ("Remove this code after all production mixers understand protocol V7.").

    Consistency

    Our parting thought: BE CONSISTENT. If you're editing code, take a few minutes to look at the code around you and determine its style. If they use spaces around their if clauses, you should too. If their comments have little boxes of stars around them, make your comments have little boxes of stars around them too.

    The point of having style guidelines is to have a common vocabulary of coding, so people can concentrate on what you're saying, rather than on how you're saying it. We present global style rules here so people know the vocabulary. But local style is also important. If code you add to a a file looks drastically different from the existing code around it, it throws readers out of their rhythm when they go to read it. Try to avoid this.

    Logging

    While logging is necessary it has a significantly negative impact on performance and quickly loses its usefulness if it's not kept reasonably terse. The logging facilities provides five different levels of logging. Below are the different levels and when and how they should be used.

    • ERROR: This level of logging should be used when something fatal has happened, i.e. something that will have user-visible consequences and won't be recoverable without explicitly deleting some data, uninstalling applications, wiping the data partitions or reflashing the entire phone (or worse). This level is always logged. Issues that justify some logging at the ERROR level are typically good candidates to be reported to a statistics-gathering server.
    • WARNING: This level of logging should used when something serious and unexpected happened, i.e. something that will have user-visible consequences but is likely to be recoverable without data loss by performing some explicit action, ranging from waiting or restarting an app all the way to re-downloading a new version of an application or rebooting the device. This level is always logged. Issues that justify some logging at the WARNING level might also be considered for reporting to a statistics-gathering server.
    • INFORMATIVE: This level of logging should used be to note that something interesting to most people happened, i.e. when a situation is detected that is likely to have widespread impact, though isn't necessarily an error. Such a condition should only be logged by a module that reasonably believes that it is the most authoritative in that domain (to avoid duplicate logging by non-authoritative components). This level is always logged.
    • DEBUG: This level of logging should be used to further note what is happening on the device that could be relevant to investigate and debug unexpected behaviors. You should log only what is needed to gather enough information about what is going on about your component. If your debug logs are dominating the log then you probably should be using verbose logging. This level will be logged, even on release builds, and is required to be surrounded by an if (LOCAL_LOG) or if (LOCAL_LOGD) block, where LOCAL_LOG[D] is defined in your class or subcomponent, so that there can exist a possibility to disable all such logging. There must therefore be no active logic in an if (LOCAL_LOG) block. All the string building for the log also needs to be placed inside the if (LOCAL_LOG) block. The logging call should not be re-factored out into a method call if it is going to cause the string building to take place outside of the if (LOCAL_LOG) block. There is some code that still says if (localLOGV). This is considered acceptable as well, although the name is nonstandard.
    • VERBOSE: This level of logging should be used for everything else. This level will only be logged on debug builds and should be surrounded by if (LOCAL_LOGV) block (or equivalent) so that it can be compiled out by default. Any string building will be stripped out of release builds and needs to appear inside the if (LOCAL_LOGV) block.

    Note: Within a given module, other than at the VERBOSE level, an error should only be reported once if possible: within a single chain of function calls within a module, only the innermost function should return the error, and callers in the same module should only add some logging if that significantly helps to isolate the issue.

    Note: In a chain of modules, other than at the VERBOSE level, when a lower-level module detects invalid data coming from a higher-level module, the lower-level module should only log this situation to the DEBUG log, and only if logging provides information that is not otherwise available to the caller. Specifically, there is no need to log situations where an exception is thrown (the exception should contain all the relevant information), or where the only information being logged is contained in an error code. This is especially important in the interaction between the framework and applications, and conditions caused by third-party applications that are properly handled by the framework should not trigger logging higher than the DEBUG level. The only situations that should trigger logging at the INFORMATIVE level or higher is when a module or application detects an error at its own level or coming from a lower level.

    Note: When a condition that would normally justify some logging is likely to occur many times, it can be a good idea to implement some rate-limiting mechanism to prevent overflowing the logs with many duplicate copies of the same (or very similar) information.

    Note: Losses of network connectivity are considered common and fully expected and should not be logged gratuitously. A loss of network connectivity that has consequences within an app should be logged at the DEBUG or VERBOSE level (depending on whether the consequences are serious enough and unexpected enough to be logged in a release build).

    Note: A full filesystem on a filesystem that is acceessible to or on behalf of third-party applications should not be logged at a level higher than INFORMATIVE.

    Note: Invalid data coming from any untrusted source (including any file on shared storage, or data coming through just about any network connections) is considered expected and should not trigger any logging at a level higher then DEBUG when it's detected to be invalid (and even then logging should be as limited as possible).

    Note: Keep in mind that the '+' operator, when used on Strings, implicitly creates a StringBuilder with the default buffer size (16 characters) and potentially quite a few other temporary String objects, i.e. that explicitly creating StringBuilders isn't more expensive than relying on the default '+' operator (and can be a lot more efficient in fact). Also keep in mind that code that calls Log.v() is compiled and executed on release builds, including building the strings, even if the logs aren't being read.

    Note: Any logging that is meant to be read by other people and to be available in release builds should be terse without being cryptic, and should be reasonably understandable. This includes all logging up to the DEBUG level.

    Note: When possible, logging should be kept on a single line if it makes sense. Line lengths up to 80 or 100 characters are perfectly acceptable, while lengths longer than about 130 or 160 characters (including the length of the tag) should be avoided if possible.

    Note: Logging that reports successes should never be used at levels higher than VERBOSE.

    Note: Temporary logging that is used to diagnose an issue that's hard to reproduce should be kept at the DEBUG or VERBOSE level, and should be enclosed by if blocks that allow to disable it entirely at compile-time.

    Note: Be careful about security leaks through the log. Private information should be avoided. Information about protected content must definitely be avoided. This is especially important when writing framework code as it's not easy to know in advance what will and will not be private information or protected content.

    Note: System.out.println() (or printf() for native code) should never be used. System.out and System.err get redirected to /dev/null, so your print statements will have no visible effects. However, all the string building that happens for these calls still gets executed.

    Note: The golden rule of logging is that your logs may not unnecessarily push other logs out of the buffer, just as others may not push out yours.

    Javatests Style Rules

    Naming test methods

    When naming test methods, you can use an underscore to seperate what is being tested from the specific case being tested. This style makes it easier to see exactly what cases are being tested.

    Example:

        testMethod_specificCase1 
    testMethod_specificCase2
    void testIsDistinguishable_protanopia() {
    ColorMatcher colorMatcher = new ColorMatcher(PROTANOPIA)
    assertFalse(colorMatcher.isDistinguishable(Color.RED, Color.BLACK))
    assertTrue(colorMatcher.isDistinguishable(Color.X, Color.Y))
    }
  •  
      

    안드로이드에서의 Multithreading 예제

    Posted by epicdev Archive : 2011. 9. 21. 02:37
    출처: http://android-developers.blogspot.com/2010/07/multithreading-for-performance.html
    번역글: http://nom3203.egloos.com/2675253

    Multithreading For Performance

    [This post is by Gilles Debunne, an engineer in the Android group who loves to get multitasked. — Tim Bray]

    A good practice in creating responsive applications is to make sure your main UI thread does the minimum amount of work. Any potentially long task that may hang your application should be handled in a different thread. Typical examples of such tasks are network operations, which involve unpredictable delays. Users will tolerate some pauses, especially if you provide feedback that something is in progress, but a frozen application gives them no clue.

    In this article, we will create a simple image downloader that illustrates this pattern. We will populate a ListView with thumbnail images downloaded from the internet. Creating an asynchronous task that downloads in the background will keep our application fast.

    An Image downloader

    Downloading an image from the web is fairly simple, using the HTTP-related classes provided by the framework. Here is a possible implementation:

    static Bitmap downloadBitmap(String url) {
       
    final AndroidHttpClient client = AndroidHttpClient.newInstance("Android");
       
    final HttpGet getRequest = new HttpGet(url);

       
    try {
           
    HttpResponse response = client.execute(getRequest);
           
    final int statusCode = response.getStatusLine().getStatusCode();
           
    if (statusCode != HttpStatus.SC_OK) {
               
    Log.w("ImageDownloader", "Error " + statusCode + " while retrieving bitmap from " + url);
               
    return null;
           
    }
           
           
    final HttpEntity entity = response.getEntity();
           
    if (entity != null) {
               
    InputStream inputStream = null;
               
    try {
                    inputStream
    = entity.getContent();
                   
    final Bitmap bitmap = BitmapFactory.decodeStream(inputStream);
                   
    return bitmap;
               
    } finally {
                   
    if (inputStream != null) {
                        inputStream
    .close();  
                   
    }
                    entity
    .consumeContent();
               
    }
           
    }
       
    } catch (Exception e) {
           
    // Could provide a more explicit error message for IOException or IllegalStateException
            getRequest
    .abort();
           
    Log.w("ImageDownloader", "Error while retrieving bitmap from " + url, e.toString());
       
    } finally {
           
    if (client != null) {
                client
    .close();
           
    }
       
    }
       
    return null;
    }

    A client and an HTTP request are created. If the request succeeds, the response entity stream containing the image is decoded to create the resulting Bitmap. Your applications' manifest must ask for the INTERNET to make this possible.

    Note: a bug in the previous versions of BitmapFactory.decodeStream may prevent this code from working over a slow connection. Decode a newFlushedInputStream(inputStream) instead to fix the problem. Here is the implementation of this helper class:

    static class FlushedInputStream extends FilterInputStream {
       
    public FlushedInputStream(InputStream inputStream) {
           
    super(inputStream);
       
    }

       
    @Override
       
    public long skip(long n) throws IOException {
           
    long totalBytesSkipped = 0L;
           
    while (totalBytesSkipped < n) {
               
    long bytesSkipped = in.skip(n - totalBytesSkipped);
               
    if (bytesSkipped == 0L) {
                     
    int byte = read();
                     
    if (byte < 0) {
                         
    break;  // we reached EOF
                     
    } else {
                          bytesSkipped
    = 1; // we read one byte
                     
    }
               
    }
                totalBytesSkipped
    += bytesSkipped;
           
    }
           
    return totalBytesSkipped;
       
    }
    }

    This ensures that skip() actually skips the provided number of bytes, unless we reach the end of file.

    If you were to directly use this method in your ListAdapter's getView method, the resulting scrolling would be unpleasantly jaggy. Each display of a new view has to wait for an image download, which prevents smooth scrolling.

    Indeed, this is such a bad idea that the AndroidHttpClient does not allow itself to be started from the main thread. The above code will display "This thread forbids HTTP requests" error messages instead. Use the DefaultHttpClient instead if you really want to shoot yourself in the foot.

    Introducing asynchronous tasks

    The AsyncTask class provides one of the simplest ways to fire off a new task from the UI thread. Let's create an ImageDownloader class which will be in charge of creating these tasks. It will provide a download method which will assign an image downloaded from its URL to an ImageView:

    public class ImageDownloader {

       
    public void download(String url, ImageView imageView) {
               
    BitmapDownloaderTask task = new BitmapDownloaderTask(imageView);
                task
    .execute(url);
           
    }
       
    }

       
    /* class BitmapDownloaderTask, see below */
    }

    The BitmapDownloaderTask is the AsyncTask which will actually download the image. It is started using execute, which returns immediately hence making this method really fast which is the whole purpose since it will be called from the UI thread. Here is the implementation of this class:

    class BitmapDownloaderTask extends AsyncTask<String, Void, Bitmap> {
       
    private String url;
       
    private final WeakReference<ImageView> imageViewReference;

       
    public BitmapDownloaderTask(ImageView imageView) {
            imageViewReference
    = new WeakReference<ImageView>(imageView);
       
    }

       
    @Override
       
    // Actual download method, run in the task thread
       
    protected Bitmap doInBackground(String... params) {
             
    // params comes from the execute() call: params[0] is the url.
             
    return downloadBitmap(params[0]);
       
    }

       
    @Override
       
    // Once the image is downloaded, associates it to the imageView
       
    protected void onPostExecute(Bitmap bitmap) {
           
    if (isCancelled()) {
                bitmap
    = null;
           
    }

           
    if (imageViewReference != null) {
               
    ImageView imageView = imageViewReference.get();
               
    if (imageView != null) {
                    imageView
    .setImageBitmap(bitmap);
               
    }
           
    }
       
    }
    }

    The doInBackground method is the one which is actually run in its own process by the task. It simply uses the downloadBitmap method we implemented at the beginning of this article.

    onPostExecute is run in the calling UI thread when the task is finished. It takes the resulting Bitmap as a parameter, which is simply associated with the imageView that was provided to download and was stored in the BitmapDownloaderTask. Note that this ImageView is stored as a WeakReference, so that a download in progress does not prevent a killed activity's ImageView from being garbage collected. This explains why we have to check that both the weak reference and the imageView are not null (i.e. were not collected) before using them in onPostExecute.

    This simplified example illustrates the use on an AsyncTask, and if you try it, you'll see that these few lines of code actually dramatically improved the performance of the ListView which now scrolls smoothly. Read Painless threading for more details on AsyncTasks.

    However, a ListView-specific behavior reveals a problem with our current implementation. Indeed, for memory efficiency reasons, ListView recycles the views that are displayed when the user scrolls. If one flings the list, a given ImageView object will be used many times. Each time it is displayed the ImageView correctly triggers an image download task, which will eventually change its image. So where is the problem? As with most parallel applications, the key issue is in the ordering. In our case, there's no guarantee that the download tasks will finish in the order in which they were started. The result is that the image finally displayed in the list may come from a previous item, which simply happened to have taken longer to download. This is not an issue if the images you download are bound once and for all to given ImageViews, but let's fix it for the common case where they are used in a list.

    Handling concurrency

    To solve this issue, we should remember the order of the downloads, so that the last started one is the one that will effectively be displayed. It is indeed sufficient for each ImageView to remember its last download. We will add this extra information in the ImageView using a dedicated Drawable subclass, which will be temporarily bind to the ImageView while the download is in progress. Here is the code of our DownloadedDrawable class:

    static class DownloadedDrawable extends ColorDrawable {
       
    private final WeakReference<BitmapDownloaderTask> bitmapDownloaderTaskReference;

       
    public DownloadedDrawable(BitmapDownloaderTask bitmapDownloaderTask) {
           
    super(Color.BLACK);
            bitmapDownloaderTaskReference
    =
               
    new WeakReference<BitmapDownloaderTask>(bitmapDownloaderTask);
       
    }

       
    public BitmapDownloaderTask getBitmapDownloaderTask() {
           
    return bitmapDownloaderTaskReference.get();
       
    }
    }

    This implementation is backed by a ColorDrawable, which will result in the ImageView displaying a black background while its download is in progress. One could use a “download in progress” image instead, which would provide feedback to the user. Once again, note the use of a WeakReference to limit object dependencies.

    Let's change our code to take this new class into account. First, the download method will now create an instance of this class and associate it with the imageView:

    public void download(String url, ImageView imageView) {
         
    if (cancelPotentialDownload(url, imageView)) {
             
    BitmapDownloaderTask task = new BitmapDownloaderTask(imageView);
             
    DownloadedDrawable downloadedDrawable = new DownloadedDrawable(task);
             imageView
    .setImageDrawable(downloadedDrawable);
             task
    .execute(url, cookie);
         
    }
    }

    The cancelPotentialDownload method will stop the possible download in progress on this imageView since a new one is about to start. Note that this is not sufficient to guarantee that the newest download is always displayed, since the task may be finished, waiting in its onPostExecute method, which may still may be executed after the one of this new download.

    private static boolean cancelPotentialDownload(String url, ImageView imageView) {
       
    BitmapDownloaderTask bitmapDownloaderTask = getBitmapDownloaderTask(imageView);

       
    if (bitmapDownloaderTask != null) {
           
    String bitmapUrl = bitmapDownloaderTask.url;
           
    if ((bitmapUrl == null) || (!bitmapUrl.equals(url))) {
                bitmapDownloaderTask
    .cancel(true);
           
    } else {
               
    // The same URL is already being downloaded.
               
    return false;
           
    }
       
    }
       
    return true;
    }

    cancelPotentialDownload uses the cancel method of the AsyncTask class to stop the download in progress. It returns true most of the time, so that the download can be started in download. The only reason we don't want this to happen is when a download is already in progress on the same URL in which case we let it continue. Note that with this implementation, if an ImageView is garbage collected, its associated download is not stopped. ARecyclerListener might be used for that.

    This method uses a helper getBitmapDownloaderTask function, which is pretty straigthforward:

    private static BitmapDownloaderTask getBitmapDownloaderTask(ImageView imageView) {
       
    if (imageView != null) {
           
    Drawable drawable = imageView.getDrawable();
           
    if (drawable instanceof DownloadedDrawable) {
               
    DownloadedDrawable downloadedDrawable = (DownloadedDrawable)drawable;
               
    return downloadedDrawable.getBitmapDownloaderTask();
           
    }
       
    }
       
    return null;
    }

    Finally, onPostExecute has to be modified so that it will bind the Bitmap only if this ImageView is still associated with this download process:

    if (imageViewReference != null) {
       
    ImageView imageView = imageViewReference.get();
       
    BitmapDownloaderTask bitmapDownloaderTask = getBitmapDownloaderTask(imageView);
       
    // Change bitmap only if this process is still associated with it
       
    if (this == bitmapDownloaderTask) {
            imageView
    .setImageBitmap(bitmap);
       
    }
    }

    With these modifications, our ImageDownloader class provides the basic services we expect from it. Feel free to use it or the asynchronous pattern it illustrates in your applications to ensure their responsiveness.

    Demo

    The source code of this article is available online on Google Code. You can switch between and compare the three different implementations that are described in this article (no asynchronous task, no bitmap to task association and the final correct version). Note that the cache size has been limited to 10 images to better demonstrate the issues.

    Future work

    This code was simplified to focus on its parallel aspects and many useful features are missing from our implementation. The ImageDownloader class would first clearly benefit from a cache, especially if it is used in conjuction with a ListView, which will probably display the same image many times as the user scrolls back and forth. This can easily be implemented using a Least Recently Used cache backed by a LinkedHashMap of URL to BitmapSoftReferences. More involved cache mechanism could also rely on a local disk storage of the image. Thumbnails creation and image resizing could also be added if needed.

    Download errors and time-outs are correctly handled by our implementation, which will return a null Bitmap in these case. One may want to display an error image instead.

    Our HTTP request is pretty simple. One may want to add parameters or cookies to the request as required by certain web sites.

    The AsyncTask class used in this article is a really convenient and easy way to defer some work from the UI thread. You may want to use the Handlerclass to have a finer control on what you do, such as controlling the total number of download threads which are running in parallel in this case. 
      

    Avoiding Memory Leaks

    Android applications are, at least on the T-Mobile G1, limited to 16 MB of heap. It's both a lot of memory for a phone and yet very little for what some developers want to achieve. Even if you do not plan on using all of this memory, you should use as little as possible to let other applications run without getting them killed. The more applications Android can keep in memory, the faster it will be for the user to switch between his apps. As part of my job, I ran into memory leaks issues in Android applications and they are most of the time due to the same mistake: keeping a long-lived reference to a Context.

    On Android, a Context is used for many operations but mostly to load and access resources. This is why all the widgets receive a Context parameter in their constructor. In a regular Android application, you usually have two kinds of ContextActivity and Application. It's usually the first one that the developer passes to classes and methods that need a Context:

    @Override
    protected void onCreate(Bundle state) {
     
    super.onCreate(state);
     
     
    TextView label = new TextView(this);
      label
    .setText("Leaks are bad");
     
      setContentView
    (label);
    }

    This means that views have a reference to the entire activity and therefore to anything your activity is holding onto; usually the entire View hierarchy and all its resources. Therefore, if you leak the Context ("leak" meaning you keep a reference to it thus preventing the GC from collecting it), you leak a lot of memory. Leaking an entire activity can be really easy if you're not careful.

    When the screen orientation changes the system will, by default, destroy the current activity and create a new one while preserving its state. In doing so, Android will reload the application's UI from the resources. Now imagine you wrote an application with a large bitmap that you don't want to load on every rotation. The easiest way to keep it around and not having to reload it on every rotation is to keep in a static field:

    private static Drawable sBackground;
     
    @Override
    protected void onCreate(Bundle state) {
     
    super.onCreate(state);
     
     
    TextView label = new TextView(this);
      label
    .setText("Leaks are bad");
     
     
    if (sBackground == null) {
        sBackground
    = getDrawable(R.drawable.large_bitmap);
     
    }
      label
    .setBackgroundDrawable(sBackground);
     
      setContentView
    (label);
    }

    This code is very fast and also very wrong; it leaks the first activity created upon the first screen orientation change. When a Drawable is attached to a view, the view is set as a callback on the drawable. In the code snippet above, this means the drawable has a reference to theTextView which itself has a reference to the activity (the Context) which in turns has references to pretty much anything (depending on your code.)

    This example is one of the simplest cases of leaking the Context and you can see how we worked around it in the Home screen's source code (look for the unbindDrawables() method) by setting the stored drawables' callbacks to null when the activity is destroyed. Interestingly enough, there are cases where you can create a chain of leaked contexts, and they are bad. They make you run out of memory rather quickly.

    There are two easy ways to avoid context-related memory leaks. The most obvious one is to avoid escaping the context outside of its own scope. The example above showed the case of a static reference but inner classes and their implicit reference to the outer class can be equally dangerous. The second solution is to use the Application context. This context will live as long as your application is alive and does not depend on the activities life cycle. If you plan on keeping long-lived objects that need a context, remember the application object. You can obtain it easily by calling Context.getApplicationContext() or Activity.getApplication().

    In summary, to avoid context-related memory leaks, remember the following:

    • Do not keep long-lived references to a context-activity (a reference to an activity should have the same life cycle as the activity itself)
    • Try using the context-application instead of a context-activity
    • Avoid non-static inner classes in an activity if you don't control their life cycle, use a static inner class and make a weak reference to the activity inside. The solution to this issue is to use a static inner class with a WeakReference to the outer class, as done in ViewRoot and its W inner class for instance
    • A garbage collector is not an insurance against memory leaks

      출처:  http://developer.android.com/resources/articles/avoiding-memory-leaks.html
      
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