Warung Bebas

Rabu, 02 November 2011

Cara Memutihkan Kulit

Cara memutihkan kulit memang banyak dicari oleh banyak orang yang menginginkan perubahan dikulit hitamnya. Banyak faktor yang menyebabkan kulit menjadi hitam, seperti terkena sinar matahari secara langsung, kelebihan zat pigmen, sampai kurangnya menjaga kebersihan badan. Berikut ini sedikit tips tentang cara memutihkan kulit yang saya dapat dari gadis.co.id.

  1. Mulailah dengan mengkonsumsi makanan 4 sehat 5 sempurna. Saran saya konsumsi ikan salmon dan sayur-sayuran seperti bayam, ikan salmon mengandung lemak baik yang bisa mempercepat regenerasi sel kulit yang terbakar, begitu juga dengan sayuran.
  2. Mulailah membersihkan wajahmu 2 kali sehari. Sebelum dan setelah bangun tidur, atau bisa juga setelah kamu selesai melakukan kegiatan diluar ruangan. Kamu bisa menggunakan susu pembersih dan penyegar untuk membersihkan seluruh sisa kotoran diwajah.
  3. Gunakan moisturizer pada kulit wajah, jangan lupa juga body lotion dan sunblock minimal ber-SPF20 pada tubuh untuk menangkal panasnya sinar matahari yang langsung mengenai kulit kita, karena sinar matahari bisa membuat kulit belang dan hitam.
  4. Lakukan setiap seminggu sekali, lakukan scrub dan masker untuk wajah serta luluran untuk kulit tubuh. Ini sangat berguna untuk mengangkat sel kulit mati pada wajah dan tubuh. Gunakan scrub alami seperti scrub campuran gula dan olive oil atau madu. Selain masker bengkoang, masker kacang kedelai dan kentimun bisa kamu coba. Ketimun juga bagus karena kaya akan vitamin, lemak dan mineral yang dapat memutihkan kulit. Atau, gunakan masker hasil campuran lumatan kasar 1 buah tomat dan air 1 buah jeruk nipis atau lemon. Kandungan citric acid pada jeruk nipis atau lemon bisa memutihkan kulit. Diamkan selama 20 menit kemudian bilas. Pepaya juga dipercaya dapat memutihkan kulit karena enzyme pada papaya dapat mempercepat regenerasi tumbuhnya kulit baru. Lulur bengkoang, mahkota dewa, alpukat yang dicampur dengan susu juga dapat memutihkan kulitmu.
  5. Nah, jika semua cara diatas sudah kamu lakukan, sekarang tinggal menjalankan pola hidup yang sehat. Bisa dimulai dengan cara yang simpel seperti minum air putih minimal 8 gelas sehari dan tidur cukup 7 jam sehari.

Nah, cukup 5 cara itu saja yang bisa saya berikan. Jika  cara memutihkan kulit diatas dilakukan dengan benar Insyallah bisa memberikan hasil yang maksimal. Namun jika semua orang memandangmu karena tersepona ehh terpesona, itu bukan tanggung jawabku ya, cekakakcekakak. Jadi mulailah dari sekarang melakukan perawatan dengan cara memutihkan kulit.

    Selasa, 01 November 2011

    Daftar Isi Blog Kumpulan Terbaru

    Berikut ini semua daftar isi yang ada di blog kumpulan terbaru, silahkan baca-baca dengan enjoy. Semoga artikel-artikel berikut ini bisa bermanfaat bagi anda, jangan lupa untuk membagikan artikel-artikel dibawah ini untuk teman-teman anda melalui facebook dan twitter. Silahkan langsung saja baca artikel yang kamu cari berikut ini :


    Android 4.0 Graphics and Animations

    [This post is by Romain Guy and Chet Haase, Android engineers who have been known to collaborate on the subject of graphics, UIs, and animation. You can read more from them on their blogs at curious-creature.org and graphics-geek.blogspot.com. — Tim Bray]

    Earlier this year, Android 3.0 launched with a new 2D rendering pipeline designed to support hardware acceleration on tablets. With this new pipeline, all drawing operations performed by the UI toolkit are carried out using the GPU.

    You’ll be happy to hear that Android 4.0, Ice Cream Sandwich, brings an improved version of the hardware-accelerated 2D rendering pipeline to phones, starting with Galaxy Nexus.

    Enabling hardware acceleration

    In Android 4.0 (API level 14), hardware acceleration, for the first time, is on by default for all applications. For applications at lower API levels, you can turn it on by adding android:hardwareAccelerated="true" to the <application> tag in your AndroidManifest.xml.

    To learn more about the hardware accelerated 2D rendering pipeline visit the official Android developer guide. This guide explains how to control hardware acceleration at various levels, offers several performance tips and tricks and describes in details the new drawing model.

    I also encourage you to watch the Android Hardware Accelerated Rendering talk that we gave at Google I/O 2011.

    Introducing TextureView

    Applications that need to display OpenGL or video content rely today on a special type of UI element called SurfaceView. This widget works by creating a new window placed behind your application’s window. It then punches a hole through your application’s window to reveal the new window. While this approach is very efficient, since the content of the new window can be refreshed without redrawing the application’s window, it suffers from several important limitations.

    Because a SurfaceView’s content does not live in the application’s window, it cannot be transformed (moved, scaled, rotated) efficiently. This makes it difficult to use a SurfaceView inside a ListView or a ScrollView. SurfaceView also cannot interact properly with some features of the UI toolkit such as fading edges or View.setAlpha().

    To solve these problems, Android 4.0 introduces a new widget called TextureView that relies on the hardware accelerated 2D rendering pipeline and SurfaceTexture. TextureView offers the same capabilities as SurfaceView but, unlike SurfaceView, behaves as a regular view. You can for instance use a TextureView to display an OpenGL scene or a video stream. The TextureView itself can be animated, scrolled, etc.

    The following piece of code creates a TextureView to display the video preview from the default camera. The TextureView itself is rotated 45 degrees and semi-transparent.

    public class TextureViewActivity extends Activity implements TextureView.SurfaceTextureListener {
    private Camera mCamera;
    private TextureView mTextureView;

    @Override
    protected void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);

    mTextureView = new TextureView(this);
    mTextureView.setSurfaceTextureListener(this);

    setContentView(mTextureView);
    }

    @Override
    public void onSurfaceTextureAvailable(SurfaceTexture surface, int width, int height) {
    mCamera = Camera.open();

    Camera.Size previewSize = mCamera.getParameters().getPreviewSize();
    mTextureView.setLayoutParams(new FrameLayout.LayoutParams(
    previewSize.width, previewSize.height, Gravity.CENTER));

    try {
    mCamera.setPreviewTexture(surface);
    } catch (IOException t) {
    }

    mCamera.startPreview();

    mTextureView.setAlpha(0.5f);
    mTextureView.setRotation(45.0f);
    }

    @Override
    public void onSurfaceTextureSizeChanged(SurfaceTexture surface, int width, int height) {
    // Ignored, the Camera does all the work for us
    }

    @Override
    public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) {
    mCamera.stopPreview();
    mCamera.release();
    return true;
    }

    @Override
    public void onSurfaceTextureUpdated(SurfaceTexture surface) {
    // Called whenever a new frame is available and displayed in the TextureView
    }
    }

    A TextureView can just as easily be used to embed an OpenGL scene in your application. As of Android 4.0, eglCreateWindowSurface() can be used to render into a SurfaceTexture object.

    Animation

    There were minor improvements in Android 4.0 to some of the new animation facilities that were added in the 3.x releases.

    First, if you're new to the new android.animation package and classes added in 3.0 and 3.1, you might want to read Animation in Honeycomb and Introducing ViewPropertyAnimator. These articles discuss the new APIs added in 3.0 that make animation in Android easier, more powerful, and more flexible. The Android 4.0 improvements discussed below are small additions to these core facilities.

    Properties

    One of the constraints of the Java programming language is the lack of “properties”. There is no way to refer generically to a field or a setter/getter of an object. As long as you know what kind of object you have, this is not a problem, because you then know the set of fields and methods that you can call. But if someone passes you some subclass of Object and you'd like to get or set some value “foo” on it, you're out of luck. You can use reflection or JNI to get access to the foo field/methods, but there is no way to refer directly to a field or a method unless you know the instance type of the object that has that field/method on it.

    This is a constraint that the new animation system works within. Its whole job, you might say, is to get and set values on generic objects that it's been told about. If someone wants to animate the alpha property on a View, they tell the system the target object and the name of that field (“alpha”), and the animation system uses JNI to figure out which method(s) act on a field of that name. Basically, it looks for setAlpha() and, sometimes, getAlpha() methods. Then when an animation frame occurs, it calculates the new value and passes it into the setter method that it found.

    This seems like a lot of work for what it does, but there's really no way around it. Unless the animation system were specific to View objects, there's no way that it could know that the target object has appropriate setter/getter methods. And even if it did, there's still no way for callers that construct the animations to tell the animator about the property named “alpha”; there are no function handles like there are in other languages, and there's no way to reference a public field either. (I'm ignoring Reflection here, which has Method and Field objects, because this approach requires much more overhead and processing than the simple function/field references of other languages).

    If only there were a way to refer to these properties and to get/set them on generic objects...

    Now there is. There is a new Property object in the android.util package that does exactly this. This class offers a set() and a get() method. So if someone hands you a Property object, you can safely call the set() and get() methods without knowing anything about the target object and it will do the job. Moreover, it will do it much more efficiently than the current JNI or reflection approaches because it can, depending on the implementation of it, set a field or call a method on the target object directly. For example, the new ALPHA property on View calls setAlpha() on the View object.

    The Property class is a generic utility that can be used anywhere, not just in animations. But it's animations that benefit enormously from it, in their ability to handle properties in a type-safe and efficient manner.

    For example prior to Android 4.0, you might construct a fade-out animation on some object myView like this:

    ObjectAnimator anim = ObjectAnimator.ofFloat(myView, "alpha", 0);

    In Android 4.0, you can use the new ALPHA object on View to construct a Property-based animator instead:

    ObjectAnimator anim = ObjectAnimator.ofFloat(myView, View.ALPHA, 0);

    ViewPropertyAnimator Additions

    There were minor API additions to the ViewPropertyAnimator class (introduced in Android 3.1) which make this class more flexible and powerful:

    • cancel(): You can now cancel() a running ViewPropertyAnimator.


    • setStartDelay(): You can now set a startDelay on the ViewPropertyAnimator, just like the startDelay of the other Animator classes.


    • start(): ViewPropertyAnimators start automatically, but they do so on the next animation frame handled. This allows them to collect several requests and bundle them together, which is much more efficient and makes it easier to synchronize multiple animations together. However, if you just want to run a single animation, or want to make sure it starts immediately, at the time of construction, you can call start() to avoid that intervening delay.


    LayoutTransition

    LayoutTransition (introduced in Android 3.0) continues to provide functionality that makes some kinds of animations easier, specifically when adding, removing, hiding, and showing views. For example, either this snippet in a layout file:

    <LinearLayout
    android:orientation="vertical"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:animateLayoutChanges="true"
    android:id="@+id/container">

    Or this code added at runtime:

     container.setLayoutTransition(new LayoutTransition());

    will result in a container that animates the visibility of its children views. So when a view is added to the container, the other children will animate out of the way and then the new one will fade in. Similarly, removing a child from the container will fade it out and then animate the other children around to their final places and sizes.

    You can customize the animations and timing behavior of a LayoutTransition object, but the code above allows a very easy way to get reasonable default animation behavior.

    One of the constraints in the pre-4.0 version of the class was that it did not account for changes in the bounds of the parent hierarchy. So, for example, if a LinearLayout with horizontal orientation has a layout_width of wrap_content and you want to run a transition that removes an item from that layout, then you might notice the parent snapping to the end size and clipping its children instead of animating all of them into their new positions. The new approach (enabled by default, but disabled by a call to setAnimateParentHierarchy(false)) also animates the layout bounds and scrolling values of the parent layout and its parents, all the way up the view hierarchy. This allows LayoutTransition to account for all layout-related changes due to that view being added or removed from its transitioning container.

    Conclusion

    The Android 3.0 release saw huge improvements in the visual capabilities of the platform, as we started enabling hardware acceleration and providing new, more flexible animation capabilities. Android 4.0 continues this trend as we continue to work hard on improving the performance, features, and usability of the Android APIs. We’re not done yet, but the enhancements in this release should help you create more exciting Android experiences and applications.

    Tips Mengecilkan Perut

    Tips Mengecilkan Perut dan cara mengecilkan perut secara alami ini akan membantu anda-anda yang sedang mengalami perut buncit. Memang perut buncit ini sering dialami oleh mereka yang mengabaikan kesehatan, kususnya yang berhubungan dengan makanan. Bisa saja ini dialami oleh mereka-mereka yang kurang beraktifitas, terlalu banyak duduk, dan tentunya pola makan yang tidak teratur.

    Tips Mengecilkan Perut
    Tips mengecilkan perut

    Perlu diketahui bahwa menurut para dokter maupun beberapa sumber kesehatan, orang dengan perut buncit lebih rentan terhadap penyakit. Antara lain sesak napas dan jantung koroner.

    Maka dari itu mulailah hidup dengan sehat, berikut ini beberapa Tips Mengecilkan Perut yang saya dapat dari berbagai sumber :
    1. Usahakan hindari makan-makanan secara berlebih, antara lain nasi, mie, coklat, dan gula.
    2. Tingkatkan mengkonsumsi protein, terutama protein nabati yang terkandung dalam sayuran.
    3. Atur pola konsumsi air, usahakan mengikuti aturan minum air yang sehat, yaitu 8 gelas sehari.
    4. Hindari sembelit, bisa dengan cara menkonsumsi buah-buahan maupun sayuran yang kaya akan serat.
    5. Mulailah mengkonsumsi makanan yang kaya akan serat. Seperti buah pepaya, alpukat hijau, nanas, buah naga, leci, dan lain-lain. Atau pada buah-buahan seperti bayam, kangkung, tomat, kacang panjang, dan lain-lainnya.
    6. Olah raga secara teratur akan membantu mengecilkan perut anda. Bisa dengan jalan santai, push up, maupun yang lainnya.

    Yah, itu merupakan tips mengecilkan perut yang saya dapatkan dari berbagai sumber di internet. Ingat, orang dengan perut buncit lebih rentan terhadap penyakit. Jadi mulailah dari sekarang hidup sehat. Semoga tips yang saya publish tersebut bisa membantu anda-anda yang sedang mengalami perut buncit. Kalau menurut anda tips ini bermanfaat silahkan share ke teman-teman anda tentang Tips Mengecilkan Perut.

    Rabu, 26 Oktober 2011

    Introducing Android WebDriver

    [This post is by Dounia Berrada, an engineer on the EngTools team. — Tim Bray]

    Selenium WebDriver is a browser automation tool which provides a lightweight and elegant way for testing web apps. Selenium WebDriver is now available as an SDK extra in the Android SDK, and supports 2.3 (Gingerbread) and onwards!

    Whether or not your site is optimized for mobile browsers, you can be sure that users will be accessing it from their phones and tablets. WebDriver makes it easy to write automated tests that ensure your site works correctly when viewed from the Android browser. We’ll walk you through some basics about WebDriver and look at it in action.

    WebDriver Basics

    WebDriver tests are end-to-end tests that exercise the web application just like a real user would. WebDriver models user interactions with a web page such as finger flicks, finger scrolls and long presses. It can rotate the display and interact with HTML5 features such as local storage, session storage and the application cache. Those tests run as part of an Android tests project and are based on Junit. They can be launched from Eclipse or the command line. WebDriver tests can be wired with a continuous integration system and can run on phone and tablet emulators or real devices. Once the test starts, WebDriver opens a WebView configured like the Android browser and runs the tests against it.

    WebDriver is an Android SDK extra and can be installed following these instructions. Once you’ve done that you’ll be ready to write tests! There is a comprehensive WebDriver user guide on the Selenium site, but let’s start with a basic example using www.google.com to give you a taste of what’s possible.

    Getting Started

    First, create an Android project containing an empty activity with no layout.

    public class SimpleAppActivity extends Activity {
    @Override
    public void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    }
    }

    Then create the Android test project that will contain the tests. WebDriver will create the WebView and set the layout automatically in the main Activity.

    Let’s write a test that opens the Google home page on Android and issues a query for “weather in San Francisco”. The test will verify that Google returns search results, and that the first result returned is giving the weather in San Francisco.

    public class SimpleGoogleTest extends ActivityInstrumentationTestCase2<SimpleAppActivity> {

    public void testGoogleShouldWork() {
    // Create a WebDriver instance with the activity in which we want the test to run
    WebDriver driver = new AndroidDriver(getActivity());
    // Let’s open a web page
    driver.get("http://www.google.com");

    // Lookup for the search box by its name
    WebElement searchBox = driver.findElement(By.name("q"));

    // Enter a search query and submit
    searchBox.sendKeys("weather in san francisco");
    searchBox.submit();

    // Making sure that Google shows 11 results
    WebElement resultSection = driver.findElement(By.id("ires"));
    List<WebElement> searchResults = resultSection.findElements(By.tagName("li"));
    assertEquals(11, searchResults.size());

    // Let’s ensure that the first result shown is the weather widget
    WebElement weatherWidget = searchResults.get(0);
    assertTrue(weatherWidget.getText().contains("Weather for San Francisco, CA"));
    }
    }

    Now let’s see our test in action! WebDriver will create a WebView with the same configuration as the Android browser in the main UI thread, i.e. the activity thread. The activity will display the WebView on the screen, allowing you to see your web application as the test code is executing.

    Interaction Testing

    We’ve mentioned that WebDriver supports creating advanced gestures to interact with the device. Let’s use WebDriver to throw an image across the screen by flicking horizontally, and ensure that the next image in the gallery is displayed.

    WebElement toFlick = driver.findElement(By.id("image"));
    // 400 pixels left at normal speed
    Action flick = getBuilder(driver).flick(toFlick, 0, -400, FlickAction.SPEED_NORMAL)
    .build();
    flick.perform();
    WebElement secondImage = driver.findElement(“secondImage”);
    assertTrue(secondImage.isDisplayed());

    Now, let’s rotate the screen and ensure that the image displayed on screen is resized.

    assertEquals(landscapeSize, secondImage.getSize())
    ((Rotatable) driver).rotate(ScreenOrientation.PORTRAIT);
    assertEquals(portraitSize, secondImage.getSize());

    What if your test reveals a bug? You can easily take a screenshot for help in future debugging:

    File tempFile = ((TakesScreenshot) driver).getScreenshotAs(OutputType.FILE);

    Find Out More

    If this has whetted your appetite and you’d like to know more, go ahead and install the Android WebDriver, take a look at the documentation on the Selenium project’s wiki, or just browse the javadocs. For questions and feedback not only of the Android WebDriver but also its desktop brethren, please join webdriver@googlegroups.com. For announcements keep an eye on http://seleniumhq.wordpress.com/.

    Selasa, 25 Oktober 2011

    Changes to Library Projects in Android SDK Tools, r14

    Last week, we released the SDK for Android 4.0 and a new set of developer tools, now in revision 14. The updated tools include a lot of build changes, many that improve build performance. Also included is an under-the-hood change in how libraries are used by main projects — a first step in improving library support and code reusability. While the change should have little impact on existing projects, some developers have had issues when migrating to the updated tools. Please read below for more information about the change to library projects and how to solve migration issues.

    Previously, library projects were handled as extra resource and source code folders to be used when compiling the resources and the application’s source respectively. While this worked fine for most cases, there were two issues.

    1. Developers asked us for the ability to distribute a library as a single jar file that included both compiled code and resources. The nature of Android resources, with their compiled IDs prevented this.

    2. The implementation of the library projects was extremely fragile in Eclipse. Adding extra source folders outside of the project folders is non-trivial when it needs to be handled automatically, in a way that doesn’t expose a user’s local installation path (which is required for people working in teams through a source control system such as SVN or git).

    For r14, we decided to fix both issues at once, by moving to a compiled-code based library mechanism. This solves the implementation fragility in Eclipse and will allow us to, later, enable distribution of libraries as a single jar file.

    As you might have seen in the release notes, moving to this new mechanism can affect existing projects in some cases, but there are simple fixes.

    The first impact of this change is that the new library project requires the resource IDs generated by libraries to be non final. This prevents the Java compiler from inlining the values in the library code, and therefore prevents usage of the switch statement in the library code. To address such occurrences in your code, Eclipse provides a refactoring action to convert from switch statements to if/else (see here).

    Second, some projects may not have been properly migrated to the new mechanism, resulting in projects that fail to compile, with errors such as duplicated classes being added in the dex build step. ADT 14 should have migrated older projects to the new mechanism but the fragility of the old mechanism may have prevented it from happening. This makes projects reference the libraries twice, using both the old and new mechanisms, which then triggers the libraries classes being packaged twice. If you see this in your projects, look in the Package Explorer for extraneous source folders named with the pattern <libraryname>_src. The screenshot to the right shows an example of this.

    To fix the project, you must remove the extraneous source folders with the following steps:

    • Right click source folder and choose Build Path > Remove from Build path
    • A dialog will pop up. In it, make sure to check “Also unlink the folder from the project” to completely remove the folder.

    With this change to library projects, we pave the way to better support for reusable components. We will continue working to make components easier to create, work with, and manage. Our goal is to make it easy for developers to create apps with great user experiences that easily adapt to all form factors.

    Some developers have also told us that they only use library projects internally, that they don’t need to distribute binary versions and would prefer to continue with a source-based mechanism. We are investigating how we could support this alongside the new mechanism.

    Finally, I wanted to point out that we are tracking a few known issues (and workaround for them) in the current r14 tools at this page: http://tools.android.com/knownissues.

    We are working on a tools update that will include fixes for most of these. We are hoping to have it out shortly.

    Kamis, 20 Oktober 2011

    New Public APIs in ICS

    Since Android is open-source, anyone can look at the code and see how it works inside. If you do this, you’ll notice that most but not all of the APIs are publicly documented.

    If they’re publicly documented, they’re part of what we consider the Android Application Framework. This means their tests appear in the Compatibility Test Suite (CTS) so that our hardware partners have to prove that the APIs work, and that we promise to try very hard not to change them and thus break your code.

    In almost every case, there’s only one reason for leaving APIs undocumented: We’re not sure that what we have now is the best solution, and we think we might have to improve it, and we’re not prepared to make those commitments to testing and preservation.

    We’re not claiming that they’re “Private” or “Secret” — How could they be, when anyone in the world can discover them? We’re also not claiming they’re forbidden: If you use them, your code will compile and probably run. And in fact we know of quite a few apps out there whose developers have used undocumented APIs, often to good effect. It’s hard to get too upset about this in cases where there’s a useful API that we haven’t gotten around to stabilizing.

    But the developers who use those APIs have to be prepared to deal with the situation that arises when we move them from the undocumented outside into the Android Application Framework. Fortunately, this is reasonably straightforward. Also we take a close look at Android Market, using our in-house analytics tools, to get a feel for the impact when we know one of these changes is coming.

    There are a few such changes coming up in the Android 4.0 “Ice Cream Sandwich” (ICS) release of Android. We wanted to take the opportunity to combine these words on undocumented APIs with some specifics about the changes.

    Calendars

    Let’s start with the good news: As of ICS, the Android Framework will include a fully-worked-out set of APIs for accessing Calendar data. You can guess the bad news: Quite a few developers have built apps (including many good ones) using the undocumented Calendar APIs, some using fairly low-level access to the calendar database. Unfortunately, these integrations were unsupported, and prone to breakage by platform updates or OEM customization of calendar features.

    We want to see lots of good calendar apps and extensions that work reliably across Android devices, and aren't broken by platform updates. So we decided to create a clean API, including a comprehensive set of Intents, to manage calendar data in ICS. Now anyone can code against these new APIs and know that Android is committed to supporting them, and that partners have to support these APIs as part of CTS.

    Once the new APIs arrive, you’re going to have to update your apps before they’ll run correctly on ICS while still working on older releases. There are a variety of techniques for doing that, many of which have been featured on this blog, including reflection and lazy loading. Recently, we introduced Multiple-APK support, which could also be used to help with this sort of transition.

    Text To Speech

    Android has never really had a text-to-speech API at the Framework level, but there was unofficial access at the C++ level. With ICS, we will have a fully-thought-through application-level API running on Dalvik, so you can access it with ordinary Java-language application code.

    The old C++ API will no longer be supported, but we’ll have a compatibility layer that you can use to bridge from it to the new API. We think it should be easy to update for ICS with very little work.

    Doing the Right Thing

    We recognize that this means some work for developers affected by these changes, but we’re confident that Android programs in general, and both Calendar and TTS apps in particular, will come out ahead. And we also think that most developers know that when they use undocumented APIs, they’re making a commitment to doing the right thing when those APIs change.

     

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