The digest of interesting materials for the mobile # 165 developer (from August 1-7)
This week - new animations in iOS 10, rewriting of Comedy Central, several materials on RxJava, disassembling with material design, explaining the use of lowercase and CAPITAL letters, a new Developer Economics report and many other interesting things (and almost no Pokemon!).
In my spare time, I develop toys on Unity 3D and decided to write an article about one of the problems our team faced as an experiment. I am the main developer, and our game designer in the "coffin saw" digging in my code for any purpose (division of labor is one of the greatest achievements of civilization), it means my duty is to provide him with all the necessary controls and settings gameplay in the form of user-friendly visual interfaces.
The developers of the Android version of the HeadHunter application adore Material Design and jealously guard their guides. Material should be laboratory, without impurities, and inserted from the first pixel. I like it too. But its excessive thoroughness makes it use with caution when solving problems other than designing calculators, music players, social networks, mail clients and other instant messengers. Google writes: “Indent from edges - 16px”. This is absorbed by the developers. Single pickets start when I need an indent of 20px, and at the mention of the 15th point people grab forks. ')
Thank you PankovS for the idea, now the digest is available as a mailing list.You can subscribe here .