Sunday, March 31, 2019

Fondos públicos, entidades privadas

Fondos públicos, entidades privadas
 

Las líneas de financiación para empresas del ICO son una constante cuando hablamos de las mejores vías que tienen las Pymes para conseguir financiación.

Sin embargo, su funcionamiento (a medio camino entre la gestión pública y la privada) confunde a muchos. Pero eso no quiere decir que sea mejor o peor, solo diferente.

Para el que no lo sepa: las líneas ICO para pymes son líneas de financiación con fondos públicos pero que gestionan algunos bancos.

¿Lo malo? Tener a los bancos como intermediarios, con todo lo que eso supone: gestiones, análisis de riesgos, etc.

¿Lo bueno? Tener a los bancos como intermediarios. Sí, es raro... pero tiene sentido.

El ICO establece las características y las condiciones de sus líneas, pero son los bancos los que aceptan o deniegan operaciones según sus criterios de riesgo internos.

¿Entonces?

Pues que no estás limitado a un solo criterio de concesión, sino que puedes intentarlo en todos los bancos que han firmado como intermediarios de las líneas ICO en 2019.

Por lo tanto, misma línea y mismos fondos pero muchas más probabilidades de éxito.

Si quieres que te ayudemos a disparar tus posibilidades de conseguir un ICO:

Déjanos tus datos y te llamamos

Un saludo,

Ana

Friday, March 29, 2019

Top 18 Best Highest Paying URL Shortener Sites to Earn Money Online

  1. Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  2. Linkrex.net: Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  3. Cut-win: Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  4. Bc.vc: Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
    Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.
    • The payout for 1000 views-$10
    • Minimum payout -$10
    • Referral commission-10%
    • Payment method -Paypal
    • Payment time-daily

  5. Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  6. Shrinkearn.com: Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  7. Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  8. Al.ly: Al.ly is another very popular URL Shortening Service for earning money on short links without investing any single $. Al.ly will pay from $1 to $10 per 1000 views depending upon the different regions. Minimum withdrawal is only $1, and it pays through PayPal, Payoneer, or Payza. So, you have to earn only $1.00 to become eligible to get paid using Al.ly URL Shortening Service.
    Besides the short links, Al.ly also runs a referral program wherein you can earn 20% commission on referrals for a lifetime. The referral program is one of the best ways to earn even more money with your short links. Al.ly offers three different account subscriptions, including free option as well as premium options with advanced features.
  9. BIT-URL: It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  10. CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  11. Oke.io: Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
    Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.
    • The payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-20%
    • Payout options-PayPal, Payza, Bitcoin and Skrill
    • Payment time-daily

  12. LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  13. Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  14. Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  15. Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  16. Fas.li: Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
    You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
    Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.
  17. Dwindly: Dwindly is one of the best URL Shorten to earn money online. It offers the opportunity to earn money for every person that views links you have created.
    Its working is simple. You need to create an account and then shorten any URLs with a click of a button. Go on to share your shortened URLs on the internet, including social media, YouTube, blogs, and websites. And finally, earn when any person clicks on your shortened URL.
    They offer the best environment to you for earning money from home. They have even come up with a referral system where you can invite people to Dwindly and earn as much as 20% of their income.
    It has built-in a unique system wherein you get the opportunity to increase your daily profits when you analyze your top traffic sources and detailed stats.
    Best of all, you get the highest payout rates. The scripts and the APIs allow you to earn through your websites efficiently.
    Last but not the least you get payments on time within four days.
  18. Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

Get Your Apps Ready For The 64-Bit Requirement


Posted by Vlad Radu, Product Manager, Play and Diana Wong, Product Manager, Android
64-bit CPUs deliver faster, richer experiences for your users. Adding a 64-bit version of your app provides performance improvements, makes way for future innovation, and sets you up for devices with 64-bit only hardware.
We want to help you get ready and know you need time to plan. We've supported 64-bit CPUs since Android 5.0 Lollipop and in 2017 we first announced that apps using native code must provide a 64-bit version (in addition to the 32-bit version). Today we're providing more detailed information and timelines to make it as easy as possible to transition in 2019.

The 64-bit requirement: what it means for developers

Starting August 1, 2019:
  • All new apps and app updates that include native code are required to provide 64-bit versions in addition to 32-bit versions when publishing to Google Play.
  • Extension: Google Play will continue to accept 32-bit only updates to existing games that use Unity 5.6.6 or older until August 2021.
Starting August 1, 2021:
  • Google Play will stop serving apps without 64-bit versions on 64-bit capable devices, meaning they will no longer be available in the Play Store on those devices.
  • This will include games built with Unity 5.6.6 or older.
The requirement does not apply to:
  • APKs or app bundles explicitly targeting Wear OS or Android TV, which are form factors that do not currently support 64-bit code.
  • APKs or app bundles that are not distributed to devices running Android 9 Pie or later.
We are not making changes to our policy on 32-bit support. Play will continue to deliver apps to 32-bit devices. This requirement means that apps with 32-bit native code will need to have an additional 64-bit version as well.

Preparing for the 64-bit requirement

We anticipate that for most developers, the move to 64-bit should be straightforward. Many apps are written entirely in non-native code (e.g. the Java programming language or Kotlin) and do not need code changes.
All developers: Here is an overview of the steps you will need to take in order to become 64-bit compliant. For a more detailed outline of this process refer to our in-depth documentation.
  • Inspect your APK or app bundle for native code. You can check for .so files using APK Analyzer. Identify whether they are built from your own code or are imported by an SDK or library that you are using. If you do not have any .so files in your APK, you are already 64-bit compliant.
  • Enable 64-bit architectures and rebuild native code (.so files) imported by your own code. See the documentation for more details.
  • Upgrade any SDKs and libraries to 64-bit compliant versions, if needed. Reach out to the SDK or library owner if one is not available. We're working with top library owners on their 64-bit compatibility.
  • Test for issues locally once you've rebuilt your app.
  • Rollout to your testers using testing tracks for thorough testing.
Game developers: The three most used engines all currently support 64-bit (Unreal & Cocos2d since 2015, Unity since 2018). We understand that migrating a 3rd party game engine is an intensive process with long lead times.
Since Unity only recently began providing 64-bit support in versions 2017.4 and 2018.2, we are granting an automatic extension to existing games using versions 5.6 or older until August 2021. Unity provides guides that can help you through the process of upgrading to a 64-bit compliant version.
SDK and library owners: Update for 64-bit compliance as soon as possible to give app developers time to adapt, and let your developers know. Sign up and register your SDK to receive updates about the latest tools and information that can help you serve your customers.

Going forward

For those that already support 64-bit - thank you and great work! If you haven't yet, we encourage you to begin any work for the 64-bit requirement as soon as possible. As we move closer to the deadline, we'll be updating our developer documentation with more information on how to check if your app is compliant.
We're excited about the future that 64-bit CPUs bring in areas such as artificial intelligence, machine learning, and immersive mobile. Supporting 64-bit prepares the ecosystem for the innovation enabled by the advanced compute capabilities of 64-bit devices, and for future Android devices that only support 64-bit code.
How useful did you find this blog post?


A Special Message From Hacked Arcade Games.com

Want to get the Shiny Starters? Shiny Zorua? Shiny legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!




Released some time ago, this title quickly built up momentum and now with over 18 million plays, it's the most popular game available on the legendary Hacked Arcade Games site. Sam and Dan have outdone themselves with this awesome take on the epic Pokémon experience. It encapsulates the original game play and goal of catching all the creatures in a hybrid Tower Defence / RPG format. You get to follow awesome stories, evolve, trade and collect cool mystery gifts and many other incredible bonuses. Gotta catch 'em all!


You start the adventure by following the guidance of a very familiar figure, Professor Oak. He'll help you set up your game play and provide you with your first Pokémon to get the ball rolling. While this is happening the incredible story will start to slowly unfold and you'll be drawn into the cool twists and turns from the outset, starting by protecting the professor's rare candy but quickly moving out of Pallet Town and on to more dangerous tasks out in the wilds of a mystical land!


As you progress through the game and watch the mysteries unfold, you gain new and powerful Pokémon to help you in your quest. You'll soon come to realise that each of the awesome Pokémon have their own unique powers that work best in certain situations, so pay some thought to when and where to deploy your little dudes to maximise their effectiveness, defeat your enemies swiftly and protect the prize at all costs!  


The game play itself is a seamless cross between the typical RPG format of exploring new lands and the cool TD experience of defending your ground and stopping invading forces. The defensive towers in this game are the Pokémon team members, but the objects and characters you must defend depend on the particular situation and point in the game you're at. Before you start each stage you must select your Pokémon defensive line-up that you'll strategically deploy to defend yourself during the game, but you can also get more versatile and select other Pokémon on the fly to help out in a scrape.


During each stage, you can click and drag the Pokémon in your line-up and place them into the path of the attacking Pokémon to stop them in their tracks and prevent them from carrying out their evil masters' wishes. Once deployed your little Pokémon dudes can pretty much stand their own and fight by themselves but you'll need to keep looking back on them frequently to check their health and help them evolve to become faster and stronger fighting critters! Keep your team evolving to increase their fighting powers and make them a formidable force to be reckoned with!


To truly become a Pokémon master and catch them all, you'll need to take the time to understand each of their powers. This will help you to recognise the most effective place to station them so they can inflict the most damage to your opponents and prevent the baddies from carrying out their dastardly plans for world domination!


The storyline and game play for this classic are really quite entertaining and you can easily find yourself caught up in things, spending a lot of fun-filled hours building your team and trying to catch every last one of the Pokémon!  Sam and Dave have put in a lot of effort to beef out the story and it has paid off in the form of a cohesive game play melded well with a great storyline.


If you enjoyed this classic and would like to see other cool games from this amazing series then why not take the time to explore the HAG Pokémon archives! And check our Pokemon Tower Defense 2 at hacked arcade games.

Android Jetpack Navigation Stable Release

Posted by Ian Lake, Software Engineering Lead & Jisha Abubaker, Product Manager

Cohesive tooling and guidance for implementing predictable in-app navigation

Today we're happy to announce the stable release of the Android Jetpack Navigation component.

The Jetpack Navigation component's suite of libraries, tooling and guidance provides a robust, complete navigation framework, freeing you from the challenges of implementing navigation yourself and giving you certainty that all edge cases are handled correctly.

With the Jetpack Navigation component you can:

  • Handle basic user actions like Up & Back buttons so that they work consistently across devices and screens.
  • Allow users to land on any part of your app via deep links and build consistent and predictable navigation within your app.
  • Improve type safety of arguments passed from one screen to another, decreasing the chances of runtime crashes as users navigate in your app.
  • Add navigation experiences like navigation drawers and bottom navigation consistent with the Material Design guidelines.
  • Visualize and manipulate your navigation flows easily with the Navigation Editor in Android Studio 3.3

The Jetpack Navigation component adheres to the Principles of Navigation, providing consistent and predictable navigation no matter how simple or complex your app may be.

Simplify navigation code with Jetpack Navigation Libraries

The Jetpack Navigation component provides a framework for in-app navigation that makes it possible to abstract away the implementation details, keeping your app code free of navigation boilerplate.

To get started with the Jetpack Navigation component in your project, add the Navigation artifacts available on Google's Maven repository in Java or Kotlin to your app's build.gradle file:

 dependencies {     def nav_version = 2.0.0      // Java     implementation "androidx.navigation:navigation-fragment:$nav_version"     implementation "androidx.navigation:navigation-ui:$nav_version"      // Kotlin KTX      implementation "androidx.navigation:navigation-fragment-ktx:$nav_version"     implementation "androidx.navigation:navigation-ui-ktx:$nav_version"   }

Note: If you have not yet migrated to androidx.*, the Jetpack Navigation stable component libraries are also available as android.arch.* artifacts in version 1.0.0.

navigation-runtime : This core library powers the navigation graph, which provides the structure of your in-app navigation: the screens or destinations that make up your app and the actions that link them. You can control how you navigate to destinations with a simple navigate() call. These destinations may be fragments, activities or custom destinations.

navigation-fragment: This library builds upon navigation-runtime and provides out-of-the-box support for fragments as destinations. With this library, fragment transactions are now handled for you automatically.

navigation-ui: This library allows you to easily add navigation drawers, menus and bottom navigation to your app consistent with the Material Design guidelines.

Each of these libraries provide an Android KTX artifact with the -ktx suffix that builds upon the Java API, taking advantage of Kotlin-specific language features.

Tools to help you build predictable navigation workflows

Available in Android Studio 3.3 and above, the Navigation Editor lets you visually create your navigation graph , allowing you to manage user journeys within your app.

With integration into the manifest merger tool, Android Studio can automatically generate the intent filters necessary to enable deep linking to a specific screen in your app. With this feature, you can associate URLs with any screen of your app by simply setting an attribute on the navigation destination.

Navigation often requires passing data from one screen to another. For example, your list screen may pass an item ID to a details screen. Many of the runtime exceptions during navigation have been attributed to a lack of type safety guarantees as you pass arguments. These exceptions are hard to replicate and debug. Learn how you can provide compile time type safety with the Safe Args Gradle Plugin.

Guidance to get it right on the first try

Check out our brand new set of developer guides that encompass best practices to help you implement navigation correctly:

What developers say

Here's what Emery Coxe, Android Lead @ HomeAway, has to say about the Jetpack Navigation component :

"The Navigation library is well-designed and fully configurable, allowing us to integrate the library according to our specific needs.

With the Navigation Library, we refactored our legacy navigation drawer to support a dynamic, runtime-based configuration using custom views. It allowed us to add / remove new screens to the top-level experience of our app without creating any interdependencies between discreetly packaged modules.

We were also able to get rid of all anti-patterns in our app around top-level navigation, removing explicit casts and hardcoded assumptions to instead rely directly on Navigation. This library is a fundamental component of modern Android development, and we intend to adopt it more broadly across our app moving forward.

Get started

Check out the migration guide and the developer guide to learn how you can get started using the Jetpack Navigation component in your app. We also offer a hands-on codelab and a sample app.

Also check out Google's Digital Wellbeing to see another real-world example of in-app navigation using the Android Jetpack Navigation component.

Feedback

Please continue to tell us about your experience with the Navigation component. If you have specific feedback on features or if you run into any issues, please file a bug via one of the following links:

Thursday, March 28, 2019

Pre-Post Transition Post

This isn't a real post. I'm going to post the real post tomorrow. But it feels like there should be some sort of intermediate thing to prepare everyone for the abrupt change of speed ahead.

Here's a picture of an airplane.


I realize that airplanes don't look like that, but this has been a hard year for me and learning how to draw planes accurately wasn't exactly a priority. I maybe could have chosen to draw something else, but I started drawing the plane, and there was already too much momentum.

Anyway, I feel like this is becoming way more about planes than I had anticipated. Let's move on.

If, at any point over the last eighteen months, you've wondered what was happening to me and why it might be happening, my post tomorrow should explain everything.

I've been working on it for the better part of a year (partly because I wanted to get it exactly right, and partly because I was still experiencing it while attempting to explain it, which made things weird), and I'm relieved and excited and scared to finally be able to post it.

At this point, you're all probably wondering what is it? What's in the post?? Is it airplanes? And no, it unfortunately has very little to do with airplanes.* It's a sort of sequel to my post about depression. It is also about depression. In parts, it might get a little flinch-y and uncomfortable, and if I succeed in making you laugh during those parts, you're going to feel real weird about yourselves. But it's okay. Just let it happen. I WANT it to happen. Because it makes me feel powerful, and also because there are flinch-y, uncomfortable things everywhere. Seeing them is inevitable. If we can laugh about some of them, maybe they'll be less scary to look at.

Okay, so that's what's going to happen tomorrow. Hopefully this transition post makes the experience less jarring for everyone.

*As it turns out, there is a plane. I had forgotten about it (it's small and not the main focus of the post) and the coincidence was entirely unintentional. I'd never tell you there aren't going to be planes while being fully aware that there's a plane.

Mapgen4: Bug Fixes

The past week has been troubleshooting. The biggest problem was water pouring out of my house's electrical panel, but that's not what this blog post is about. I've been working on bugs in the map generator. There are some bugs I've been putting off because I didn't understand them.

The first problem was that rivers haven't been reaching the ocean. This has been a problem for a while, but I didn't want to fix it until I stopped changing the algorithm. I'm mostly happy with the river algorithm now so I decided to investigate. One thing that the Game AI Summit at GDC emphasizes is building debug visualizations; I'm a fan of that technique and tried it here:

Debugging coastal and river triangles

This uncovered several bugs.

The algorithm uses Dijkstra's Algorithm to search the land for places to put rivers. I had originally started the algorithm on the boundaries of the map. It explored the oceans and then crawled up onto land until it reached the mountain peaks. The problem with this is that if there are disconnected oceans, it would force a path between them. I changed this to start from the coastal triangles. That fixed the spurious ocean connections, but it introduced a new problem: the rivers didn't reach the ocean. This is because the way the rivers are rendered, I draw rivers on each Delaunay triangle. Each triangle connects the inflows to the outflows. By starting at the coastal triangles, there was no outflow, so there was no river rendered.

I need to special case the coastal triangle river rendering. However, for now, I put in a workaround: I start the algorithm on all ocean triangles. That way they will climb through the coastal triangles, and set an outflow direction.

While investigating this I also found that my graphics buffers for river triangles weren't big enough to handle every case. Oops! I was also drawing the entire buffer instead of only the triangles I needed to draw. Oops again!

I also found occasional coastal triangles where they shouldn't have been. The painted input elevations are on a grid. To map this to a Delaunay triangle mesh, I use bilinear interpolation on the grid's pixels. Occasionally the interpolated value would be zero, and there would be a coastal triangle that wasn't generated by my coastal triangle algorithm. I fixed this by forcing all painted elevations to be either land (>0) or ocean (<0), never exactly 0.

Rivers look much better when they reach the ocean!

Rivers coming from mountains

After fixing several bugs I decided I should continue working on bugs. I decided to work on a mountain painting mystery. There are places where no mountains would show up. You could paint repeatedly in that area and there would still be gaps:

Mountain peak locations: random

It didn't take long to understand why. I choose mountain peaks at program startup. The paint operation doesn't create the mountain peaks; it activates the ones already there by mixing them into the elevation. The problem is that the initial peak locations aren't evenly distributed. I picked points on the mesh randomly, which inevitably leads to clumps and gaps. It would be better to pick evenly distributed points, but I didn't have a nice way to do that on a mesh.

I often find that I can solve problems better by approaching them from a different angle. In this case, the problem was that I didn't have a good way to pick evenly distributed points after I had a mesh. So I worked backwards. I picked evenly distributed points and then built a mesh that included those points. That way, I was sure that the mountain peak locations were actually on the mesh!

This was great in theory. When I sat down to implement it, I realized it was slightly more complicated. I actually have a dual mesh. There's a Voronoi polygon mesh and a Delaunay triangle mesh. The mountain peaks need to be on the Delaunay mesh, and the rest of the points need to be on the Voronoi mesh. I ended up picking all the points on the Voronoi mesh, then picking an arbitrary nearby point on the Delaunay mesh when I needed a mountain point. It's good enough for now.

While reworking this part of the code, I also found another bug: there are triangles with zero area. That should never happen! It turns out I had messed up the calculation of the lengths of the sides of triangles, which I then used to calculate the areas using Heron's Formula. I had needed the edge lengths for another part of the code, and ended up reusing them for the triangles. The problem is that every edge in the dual mesh actually corresponds to two line segments in the geometry. One is the sides of the Voronoi polygons; the other is the sides of the Delaunay triangles. I had been calculated the Voronoi side lengths, and then ended up using them in a place where I needed the Delaunay side lengths. This caused the rivers to vary in width more than I expected. I hadn't understood that bug, and I had planned to work on it next, so I was happy to have found and fixed it while trying to fix mountains.

With the new mountain peak locations, no matter where you paint mountains, you'll get some:

Mountain peak locations: blue noise

Great! But there are some larger consequences to this. First, the blue noise calculation is expensive. I decided to precompute these and save them to a file. Then I load the file on the page and use it to build the mesh. This would've worked better if I had cleaner code, but I have tons of global variables and many of them depended on the mesh to already be there. To keep the code working I embedded the data in a giant string. However that string was way too big so I spent some time refactoring the code to make it not depend on the mesh at startup, and now the code can wait until the file has been read in before it constructs all the global data.

The other big consequence of switching from a jittered grid to a blue noise mesh is that the mesh is far more "regular". The polygon sizes are fairly uniform, which means the river meandering and the mountain appearance is nowhere near as random looking as before. You can see it in the above screenshot but it's much more obvious with a higher mesh resolution:

Mountain peaks are too regular

This is a problem to fix another day. I plan to allocate a week for improving visuals, and will work on this then.

I didn't get a lot of work last week, but it was much needed work. I normally like to fix bugs as I work on the features, but sometimes there's something deeper going on that requires stepping back and looking at the bigger picture.

Note about this blog post: I've been using the original full resolution PNG screenshots, but by reducing their palette to 8 bits, shrinking them to one quarter size, switching from PNG to JPG, and optimizing them, these screenshots are around 6% the original size, from 13.2MB to 0.8MB. Click on them to see the full sized image. I should do this to all my blog posts in the future.

Android Studio 3.3

Posted by Jamal Eason, Product Manager

We are excited to kick off the new year with a stable release of Android Studio 3.3 focused on refinement and quality. You can download it today from developer.android.com/studio. Based on the feedback from many of you, we have taken a step back from large features to focus on our quality fundamentals. The goal is to ensure Android Studio continues to help you stay productive in making great apps for Android. Since the last stable release, Android Studio 3.3 addresses over 200 user- reported bugs. This release also includes official support for Navigation Editor, improved incremental Java compilation when using annotation processors, C++ code lint inspections, an updated new project wizard, and usability fixes for each of the performance profilers. In addition, saving snapshots on exit for the Android emulator is 8x faster.

Android Studio 3.3 kicks off the broader quality focus area for the year, which we call Project Marble. Announced at the Android Developer Summit in November 2018, Project Marble is the Android Studio team's focus on making the fundamental features and flows of the Integrated Development Environment (IDE) rock-solid, along with refining and polishing the user-facing features that matter to you in your day-to-day app development workflows. In Project Marble, we are specifically looking at reducing the number of crashes, hangs, memory leaks, and user-impacting bugs. We are also investing in our measurement infrastructure to prevent these issues from occurring. Stay tuned for more updates and details as we progress on this initiative.

This release of Android Studio is a solid milestone for the product. If you want the latest in feature refinement and quality, then download Android Studio 3.3 today on the stable release channel. Watch and read below for some of the notable changes and enhancements that you will find in Android Studio 3.3.

Develop

  • Navigation Editor - The navigation editor is a visual editor which allows you to construct XML resources that support using the new Jetpack Navigation Component. With the Navigation Editor and the Navigation Component, you can build predictable interactions between the screens and content areas of your app. This editor was previewed in an earlier Android Studio release, but based on your feedback we held this feature to improve the quality of the feature. Thank you to the developers who gave us feedback. Learn more.

Navigation Editor

  • IntelliJ Platform Update - Android Studio 3.3 includes Intellij 2018.2.2. This is a significant platform release from Jetbrains, with new previews for the code editor, updated icons, MacBook Touch Bar support, plus enhanced version control integrations. Learn more.
  • Kotlin Update - This release of Android Studio bundles Kotlin 1.3.11, with support for Kotlin coroutines and contracts plus IDE support for the recommend Kotlin coding style. Learn more.
  • Clang-Tidy Support for C++ - Android Studio now has support for Clang-Tidy for C++ static code analysis. Similar to the current lint support for Java and Kotlin in Android Studio, Clang-Tidy helps those who have C++ in their Android app identify common coding errors and bugs. Enable the inspection by going to SettingsEditorInspections (Preference → EditorInspections for MacOS) . Learn more.

Clang-Tidy Code Inspection Settings

  • New Project Wizard update - To support the range of device types, programming languages, and new frameworks, we have updated the New Project Wizard for Android Studio. You can access the same project templates in a more streamlined user experience.

New Project Wizard

  • Delete Unused IDE Directories - To help you upgrade to the newest version of Android Studio, we have added a new feature to help clean up unused settings & cache directories. Past versions of Android Studio left these old directories that were hard to find and remove on your hard drive. When you first run Android Studio 3.3 and higher, the new dialog suggests directories that you can safely remove from past installations of Android Studio.

Delete Unused Directories Dialogue

  • IDE User Feedback - To help us to create a better product, we have started to include in-product sentiment buttons for quick feedback. For those who opt-in to sharing usage data, feel free to click on the icon that suits your sentiment while using Android Studio. To opt-in to give in-product feedback go to SettingsAppearance & BehaviorSystem SettingsData Sharing ( PreferencesAppearance & BehaviorSystem SettingsData Sharing for MacOS).

IDE User Feedback

Build

  • Improved incremental Java compilation when using annotation processor - This update decreases build time by improving support for incremental Java compilation when using annotation processors. The optimization requires Android Gradle plugin 3.3.0 or higher. Learn more.
  • Lazy task configuration - The plugin uses Gradle's new task creation API to avoid initializing and configuring tasks that are not required to complete the current build (or tasks not on the execution task graph). For example, if you have multiple build variants, such as "release" and "debug" build variants, and you're building the "debug" version of your app, the plugin avoids initializing and configuring tasks for the "release" version of your app. Learn more.
  • Single-variant project sync - Along with build speed, project sync speed can be a development bottleneck to for those who have large app projects with multiple build variants. In this version of the IDE, you can you can limit syncing to only the active build variant. In order for this optimization to work, your project needs to use Android Gradle plugin 3.3.0 or higher. You can enable this option under the Experimental preferences in Android Studio 3.3.

Single-Variant Project Sync

  • Android App Bundles now support Instant Apps - You can now build and deploy Google Play Instant experiences from a single Android Studio project, and include them in a single Android App Bundle. Launched last year, the Android App Bundle is the new standard Android app publishing format that you can build with Android Studio. This update streamlines and unifies the build artifacts that you upload to Google Play. Learn more.

Test

  • Multiple Emulator AVD instances - Android Emulator 28.0 now supports the ability to launch multiple instances of the same Android Virtual Device (AVD). Each instance of the AVD uses a minimal set of system resources. For those developers with continuous integration (CI) testing environments, this can be a convenient way to run tests in parallel off one AVD configuration. On the command line run the following commands:
    $./emulator -avd <avdname> -read-only & $./emulator -avd <avdname> -read-only & 

    Android Emulator: Multiple AVD Launch

  • Android 9 Pie Emulator System Images & Wi-Fi P2P - Alongside Android Studio 3.3, you can also download Android 9 system images for your emulator for your app testing. The Google Play emulator system images not only passe the official Android Compatibility Test Suite (CTS), they also include support for Peer-to-Peer Wi-Fi direct connections between two emulators. To start using this feature, launch the emulator (v28.0.22 or higher) via the command line and ensure the two emulators share the same Wi-Fi server and client port command line arguments.
    $./emulator @<server-avd-name> -wifi-server-port 9999 $./emulator @<client-avd-name> -wifi-client-port 9999 

    Android Emulator: Wi-Fi P2P Setup

  • Emulator Snapshot Save Speed - We have heard from you that you enjoy using snapshots and quickboot, but felt the time taken to close the emulator and Quickboot save a snapshot was slow. To solve this, we optimized the way snapshots are saved and managed, using a mapped file to save guest RAM. From aggregate metrics, we found that this optimization led to driving down the average quickboot save time from the last stable version to now from 27 seconds down to 3 seconds — a 8x improvement. Learn more about this enhancement and other recent improvements to the emulator here.

Optimize

  • Profiler performance improvements - Based on your feedback, we have dramatically improved Android Studio performance while using the profilers in this release. We've seen improvements on average of 2x in frame rates in our local tests. Please continue to provide feedback, especially if you continue to see performance issues.
  • Memory Profiler allocation tracking options - In previous releases, we have heard from you that, in some cases, your app performs significantly worse while profiling with the default settings. To address this, we have changed the default Memory Profiler capture mode on Android 8.0 Oreo (API level 26) and higher devices to sample for allocations periodically. You can adjust this setting in the Allocation Tracking dropdown menu. By default, we also now temporarily turn off allocation tracking during CPU recordings to minimize the impact on recording results. Learn more.

Memory Profiler: Allocation Tracking Options

  • Network Profiler formatted text - The Network profiler in Android Studio 3.3 now formats common text types found in network payloads by default, including HTML, XML and JSON. You can toggle between formatted and raw text by navigating to either the Response or Request tab, and click on the View Parsed / View Source link. Learn more.

Network Profiler: Formatted Text

  • CPU Profiler frame rendering data - The CPU Profiler now shows you the render time for each frame on the main UI thread and Render Thread when you record with Trace System Calls. If you are trying to investigate and understand the bottlenecks or the source of UI jank in your app, this data can come in handy to see where you can improve your app performance. Learn more.

CPU Profiler: Frame Rendering Data

To recap, Android Studio 3.3 includes these new enhancements & features:

Develop

  • Navigation Editor
  • IntelliJ 2018.2.2 Platform Update
  • Kotlin 1.3.11 Update
  • Clang-Tidy Support for C++
  • New Project Wizard update
  • Delete Unused IDE Directories
  • IDE User Feedback

Build

  • Improved incremental Java compilation when using annotation processors
  • Lazy task configuration:
  • Single-variant project sync
  • Android App Bundles now supports Instant Apps

Test

  • Multiple Emulator AVD instance Launch
  • Android 9 Pie - Emulator System Images
  • Emulator Snapshot Save Speed Improvement

Optimize

  • Profiler Performance Improvements
  • Memory Profiler: Allocation Tracking Options
  • Network Profiler: Formatted Text
  • CPU Profiler: Frame Rendering Data

Check out the Android Studio release notes, Android Gradle plugin release notes, and the Android Emulator release notes for more details.

Getting Started

Download

Download the latest version of Android Studio 3.3 from the download page. If you are using a previous release of Android Studio, you can simply update to the latest version of Android Studio as well. If you want to maintain a stable version of Android Studio, you can run the stable release version and canary release versions of Android Studio at the same time. Learn more.

To use the mentioned Android Emulator features make sure you are running at least Android Emulator v28.0.22 downloaded via the Android Studio SDK Manager.

We appreciate any feedback on things you like, and issues or features you would like to see. If you find a bug or issue, feel free to file an issue. Follow us -- the Android Studio development team ‐ on Twitter and on Medium.

Wednesday, March 27, 2019

How To Find The Best Loot In PUBG?

If you are a noob and began to play PUBG a few days ago or if you are experienced or pro but still fail to get a good loot then don't worry this post is only for you.



Finding the best loot is a difficult task. The developers of PUBG are always trying hard to get the best version of PUBG and hence the place where you earlier got the best loot may disappear this time.
     But we have some brought some places where you can get the best loot.

1. Air Drops : 

              Airdrop may the best way to gain loot as it contains many types of equipment which are usually unavailable during the gameplay.  But beware because the risk is high as well. Not only you but many PUBG players are waiting for the same loot.

2. Sosnovka military base : 

                 The military base has been established in the Erangel map. Some loot like Level 3 Vests, Helmets, and other higher tier weapons may be found. The radar antenna in the map also offers anyone that can climb it.


3. School : 

                 The school has 3 floors of high-quality loot can get players flooded with loot.
Loot including level 2 gear, good weapons and attachments and some medical loot too are found there.


4. Pochinki : 

            Every player should think at least twice before landing there. Pochinki has good loot. But the risk in this dead zone is not worth the loot. If you are a pro player it may be okay for it but just never expect it to be safe.


N.B : We already made a post regarding "Why most players are afraid of Pochinki?". To view it, click here.

5. Shelter : 

                 You might have visited the shelter many times. It is typically filled with high-tier loot. But the thing is that with multiple corridors and less of coverings its not less than a deathtrap. 


6. Dobro Mesto :

                Dobro Mesto in Vikendi has very good loot. The shacks up the hill near Dobro Mesto have some good weapons. As of my experience, you can sometime find a full set of level 3 armour there.

If you enjoyed please share with every PUBG players. Don't forget to leave a comment below.