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   October 25, 2016  
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[00:22:48] <ficolas> I cant seem to get google mobile adds to work with libgdx... I cant even add the gradle dependency correctly, it says it doesnt exist. Is there an updated tutorial for it somewhere?
[00:23:09] <ficolas> and I cant find the files in the sdk/extras/google as it says here https://github.com/libgdx/libgdx/wiki/Google-Mobile-Ads-in-Libgdx-(replaces-deprecated-AdMob)
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[00:28:22] <FrottyZ> ficolas: then look on maven what the real artifact is
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[00:34:02] <ficolas> but im using gradle
[00:34:33] <ficolas> and everything I find is outdated
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[00:44:16] <Tomski> compile "com.google.android.gms:play-services-ads:version here"
[00:46:11] <ficolas> compile "com.google.android.gms:play-services:9.8.0" is what im using
[00:46:28] <Tomski> Is that the one you have in your android sdk?
[00:46:54] <ficolas> should be
[00:47:01] <ficolas> its the lastest and I just downloaded it
[00:47:03] <Tomski> sounds like you are guessing
[00:47:05] <Tomski> Check
[00:47:42] <Tomski> If you are using eclipse you probably have to manually add the repository
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[00:52:30] <ficolas> Ok my version was 9.2.0 not 9.8.0
[00:52:41] <ficolas> now its stuck for some reason instead of sending an error
[00:55:15] <ficolas> now it works
[00:55:18] <ficolas> thanks
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[01:03:19] <zymo> hey everyone
[01:04:00] <zymo> I need some help, can't tell if my logic is working or not
[01:05:22] <zymo> does pathFinder.searchNodePath(startNode, endNode, heuristic, resultPath); take the resultPath and add upon it?
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[01:08:20] <mobidevelop> Look at the source, I'd guess it clears then adds to resultPath
[01:09:06] <zymo> oh it apparently just adds
[01:09:27] <mobidevelop> Neat
[01:09:45] <FrottyZ> ficolas: and? gradle still uses the central maven repository for artifacts
[01:10:14] <zymo> anyone willing to look at a algorithm i made that cuts off lengths of the resultPath depending on how far the target is to see if my logic should work?
[01:10:19] <zymo> its hard to tell
[01:10:28] <mobidevelop> Google Play artifacts aren't published to central
[01:10:49] <FrottyZ> mobidevelop: ah okay, only saw some gdx stuff on there
[01:10:50] <zymo> its supposed to make a path not generate from scratch again, but a certain point determined by the distance
[01:11:10] <FrottyZ> and he didnt post the compile line before
[01:11:16] <FrottyZ> so who knew what artfact didnt work
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[01:16:01] <ficolas> zymo: why dont you just test it?
[01:16:11] <zymo> its just hard to tell
[01:16:20] <zymo> it compiles and works but its an efficiency thing
[01:19:35] <ficolas> have you alredy experienced it being slow?
[01:20:10] <ficolas> I mean, too slow for the purpose you want to give it
[01:20:28] <ficolas> if not, you may be trying to optimice too early
[01:20:37] <zymo> yeah
[01:20:46] <zymo> im just spawning a bunch of pathfinding entities
[01:21:31] <ficolas> are you calculating the whole paths every tick?
[01:21:42] <ficolas> or you are doing it asynchronously
[01:22:49] <zymo> every so seconds depending on how far the target is, the path is updated
[01:23:08] <ficolas> the whole thing shouldnt be done on the same tick
[01:23:41] <zymo> what do you mean?
[01:25:54] <ficolas> calculating the path asynchronously
[01:26:18] <ficolas> its been quite some time since I used the gdxAI but I think it has some nice interfaces for that
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[04:25:28] <Me4502> I notice that Vector doesn't implement Poolable. Does this mean we shouldn't pool them?
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[04:34:34] <isdera> i think you can just use the set(..) method on Vectors.
[04:41:13] <TEttinger> Vector or Vector2D, Vector3D, etc.?
[04:41:24] <TEttinger> there's an odd JDK class called Vector
[04:45:34] <Me4502> It's the gdx vector
[04:46:00] <Me4502> com.badlogic.gdx.math.Vector2 is the one I'm using in particular
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[05:06:06] <Default1> Hello
[05:07:56] <Me4502> Hi
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[06:35:23] <TEttinger> Me4502: I think you can pool just about anything... I'm not at all sure, but doesn't Poolable only apply if it needs to be disposed like a Texture?
[06:38:44] <TEttinger> Poolable just gives special behavior to the pooled type where it can recycle them differently, it seems
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[07:12:35] <diphtherial> implementing Poolable isn't necessary, but if your object has some cleanup to do it can be helpful to implement it
[07:12:43] <diphtherial> the only difference is that, if you implement it, the pool will call reset() on the object when it's returned to the pool
[07:13:13] <diphtherial> the advantage of pooling is that you can reuse an existing object rather than having to allocate and potentially garbage-collect a new object
[07:13:52] <diphtherial> ah, wait, i see your point; yes, you only need to clean it up if it needs to be disposed
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[09:37:42] <[AD]Turbo> hi there
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[09:54:40] <Me4502> Yeah, noticed that - thanks :P
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[14:44:24] <ficolas> im getting this error in my android manifest when trying to add ads to my game http://pastebin.com/HMUkqEf9 I have this line compile "com.google.android.gms:play-services:9.2.0" in the dependencies of my android project. I alredy tried cleaning all the projects, and I alredy gradle->refreshed
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[15:04:42] <ficolas> google play services doesnt appear in Project and external dependencies in my android project even thought I added "com.google.android.gms:play-services:9.2.0" to the dependencies
[15:04:44] <ficolas> it should right?
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[15:07:20] <mobidevelop> ficolas: what ide are you using?
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[15:07:50] <ficolas> eclipse
[15:08:46] <mobidevelop> Eclipse still needs you to import the library project (as opposed to using gradle) did you do that?
[15:09:41] <ficolas> um no I didnt
[15:10:01] <ficolas> import them from sdk/extras/.../play-services/version?
[15:10:08] <mobidevelop> Yeah
[15:11:55] <mobidevelop> It's sort of a clunky process with Eclipse
[15:14:16] <ficolas> umm how do I import those .aar and .pom files?
[15:15:35] <mobidevelop> You don't, there should be an eclipse project there
[15:16:27] <mobidevelop> You may need to add that in your sdk manager if you didn't download it
[15:18:24] <ficolas> add what?
[15:18:47] <ficolas> I added google play respositoires and google play services, and I only see those files
[15:18:52] <ficolas> no eclipse project
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[15:23:03] <ficolas> I need to import the library project to the workspace? or where?
[15:35:03] <Tomski> https://firebase.google.com/docs/admob/android/eclipse#include_the_google_play_services_library
[15:35:11] <Tomski> Pretty much same instructions
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[16:13:59] <ficolas> thanks
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[16:24:23] <ficolas> I try to import the project, but when I put the play services path in New -> Project... -> Android -> Android project from existing code, no projects appear
[16:25:12] <mk1> ficolas: Eclipse?
[16:25:17] <ficolas> yes
[16:25:25] <mk1> I really advise you to switch to Android Studio
[16:26:17] <ficolas> im very used to eclipse and the only thing I need to add to my project is ads
[16:26:31] <ficolas> if I cant get it to work I guess ill have to switch to android studio
[16:27:25] <mk1> I understand and I like eclipse as well. But switching to Android Studio saved me a lot of work
[16:28:14] <mk1> + it's not that difficult to switch :)
[16:29:04] <ficolas> is there a way to migrate or I need to create a new project and all that stuff?
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[16:35:58] <Tomski> ficolas: no projects appear when you set the root directory to what?
[16:36:19] <Tomski> And libgdx projects arent bound to an IDE, so there is no migration steps required
[16:36:52] <ficolas> to ...\sdk\extras\google\m2repository\com\google\android\gms or adding \play-services and \9.2.0
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[16:37:22] <Tomski> /extras/google/google_play_services/libproject/google-play-services_lib/
[16:37:59] <ficolas> that folder doesnt exist in my computer
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[16:39:05] <ficolas> the only folder in the google folder is m2repository
[16:39:09] <Tomski> Did you download the extra ?
[16:39:18] <ficolas> I read that /extras/google/google_play_services/libproject/google-play-services_lib/ was in the older versions
[16:39:42] <ficolas> I downloaded google play services and google play repository in the sdk manager yes
[16:41:50] <Tomski> If thats the case you're in for a world of pain
[16:42:30] <Tomski> someone has linked an old version here, http://stackoverflow.com/questions/37310684/missing-sdk-extras-google-google-play-services-libproject-folder-after-updat
[16:45:49] <ficolas> ok i'll see if I can finally get that to work, thanks again
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[18:52:58] <ficolas> Im getting this error, http://pastebin.com/TZzGfrWw and I dont know why...
[18:53:15] <ficolas> I get it when opening the app
[18:54:05] <ficolas> I cleaned my projects, I refreshed the gradle projects
[18:55:20] <ficolas> this happened after I modified some stuff in the gradle and the android manifest, but now I deleted everything I modified and still doesnt work
[18:56:26] <ficolas> the whole error is this one http://pastebin.com/gAsbrkQp
[18:58:31] <ficolas> I also have these warnings http://pastebin.com/L7XuHDiF dont know if they have anything to do
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[18:58:41] <ficolas> the last one, just appeared
[18:59:06] <ficolas> even though I have been using the target sdk version 23 for the whole time
[19:00:09] <Tomski> You need to add the android private libaries in your build path
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[19:01:43] <ficolas> what libraries?
[19:02:08] <ficolas> I mean... where should that be located?
[19:02:21] <ficolas> I dont think I ouched anything like that...
[19:02:23] <ficolas> touched*
[19:03:58] <ficolas> ok I see them, I dont know how that got desactivated
[19:04:03] <ficolas> thanks
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[20:51:48] <ficolas> How can I have two android projects for the same core project?
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[20:59:12] <[twisti]> i havent looked at the setup tool in years, does it do anything more than set up a few default folders with a small default app and a bunch of gradle files ?
[20:59:47] <ficolas> dont think so but im so lost with gradle
[21:00:36] <[twisti]> seems pretty simplistic to me so far
[21:00:42] <ficolas> I tried copying the android project, and then adding another project to the build.gradle in the main project, but the copied project isnt a gradle project and cant find any dependency
[21:02:05] <ficolas> I also added it to settings.gradle and tried right clicking the project -> configure-> add gradle nature
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[21:03:28] <ficolas> and im probably doing stupid shit but...
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[21:06:18] <FrottyZ> ficolas: you need a build.gradle in the new project and add it to the root build.gradle and gradle.settings
[21:06:21] <FrottyZ> then it will work
[21:06:39] <ficolas> the new project has the same build.gradle the android project had
[21:06:40] <FrottyZ> if you're lost with gradle maybe lookup a tut on that, it#s actually pretty straightforward
[21:06:43] <ficolas> I copied it
[21:06:58] <ficolas> and it is in the root build.gradle and gradle.settings
[21:07:10] <ficolas> but it still doesnt work
[21:07:45] <FrottyZ> you might just have borked eclipse or smth
[21:07:51] <FrottyZ> run the wrapper from console
[21:08:10] <ficolas> the error it gives when doing gradle-refresh is http://pastebin.com/BSK8P8as
[21:08:42] <FrottyZ> and?
[21:08:51] <FrottyZ> did you read the error
[21:08:56] <myke> command line gradle is so underrated
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[21:09:15] <ficolas> I did
[21:09:18] <ficolas> it does exist :c
[21:09:46] <Tomski> boop beep
[21:10:45] <Tomski> did you put a space in your directory name?
[21:11:39] <ficolas> umm yes
[21:11:40] <ficolas> I cant?
[21:12:23] <Tomski> I wouldn't do that
[21:12:44] <ficolas> i'll change to androidAds instead
[21:12:52] <Tomski> Change that, if it still doesnt work pastebin yo build.gradle and settings.gradle
[21:19:04] <ficolas> now gradle refresh didnt give any error, but there is now an error when lauching the app http://pastebin.com/Bis0mCAL
[21:23:09] <Tomski> from command line?
[21:23:43] <ficolas> lauching the app normally and the error is from logcat
[21:23:49] <Tomski> what is normally
[21:23:57] <Tomski> Using ADT?
[21:23:58] <ficolas> with eclipse
[21:24:14] <Tomski> Private android libraries still ticked in build path?
[21:24:23] <ficolas> yes
[21:24:34] <Tomski> Have you checked? An import can remove those
[21:24:44] <ficolas> had the same error today, and it got fixed by checking ti
[21:24:47] <ficolas> yes I checked
[21:24:58] <Tomski> Run from command line
[21:25:11] <Tomski> Easy way to determine if your build is good or if its eclipse's problem
[21:25:29] <ficolas> wait it launched after a second project clean
[21:25:46] <Betalord> quick question: I am drawing a ship (a triangle) and a text (BitmapFont) besides it while it moves. However, the text "jumps" a bit, goes from pixel to pixel, but the ship moves smoothly. Seems like font.draw() renders text on integer pos. Any idea what's wrong?
[21:25:53] <ficolas> thanks :D
[21:27:38] <ficolas> could you share code snipet?
[21:27:45] <ficolas> simplified as much as you can if possible
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[21:28:29] <Betalord> sure, just a sec
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[21:32:11] <Betalord> http://pastebin.com/wr2gxThH
[21:32:15] <Betalord> it's toward the end
[21:33:12] <Betalord> this is the entire method though, that renders all the fleets. Fleets are rendered as triangles (more or less), and when they move they appear to move smoothly, however the text that I draw besides them (number of ships) does not move smoothly but jumps from pixel to pixel (like it would have integer coordinates)
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[21:35:54] <WickedShell> Betalord, is it possible you have the font rendering with nearest filtering while the ship is setup with linear?
[21:36:27] <Betalord> I don't know, all is possible. How do I change font's rendering filter?
[21:37:30] <Tomski> Bitmap font uses integer positioning by default to avoid artifacts
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[21:37:46] * WickedShell bows to Tomski on this :)
[21:38:48] <Betalord> Tomski, is there a way to change it?
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[21:39:25] <Tomski> Sure, in the c'tor for BitmapFont or use setUseIntegerPositions(false)
[21:40:47] <Betalord> hm, I did this: font1.setUseIntegerPositions(false); and it didn't help
[21:43:05] <Betalord> btw, I create font by calling FreeTypeFontGenerator.generateFont(), not sure if that matters
[21:43:21] <Betalord> and I call setUseIntegerPositions(false) right after that
[21:44:09] <diphtherial> is there a less verbose way of getting at particular functions of batch.draw() than having to specify default values for all the unused params?
[21:44:31] <diphtherial> e.g. if i want to rotate what i'm drawing there's like six arguments i have to specify whose values i don't care about
[21:46:18] <ficolas> you can use a sprite
[21:46:38] <ficolas> and instead of using batch.draw you use sprite.draw(batch), and set the arguments you need in the sprite
[21:49:05] <diphtherial> so, when you use a sprite, how do you handle animation? do you just load up a sprite per frame?
[21:50:56] <Tomski> You can use the Animation class still
[21:51:00] <Tomski> Just with some casting
[21:51:14] <Tomski> But yes, you'd have a Sprite for each frame
[21:51:27] <Tomski> Betalord: perhaps a video showing your issue?
[21:51:41] <Betalord> ok, sure, give me a minute
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[21:57:33] <Betalord> you guys use camstudio to capture videos?
[21:59:30] <Tomski> ffmpeg via sharex
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[22:05:33] <myke> how did i not know about sharex
[22:05:44] <Betalord> me neither :)
[22:07:41] <Tomski> Careful where you put the x in sharex when googling at work ;)
[22:08:11] <Tomski> really cool tool though, been through quite a few similar apps and nothing has got close
[22:08:35] <Betalord> it hasn't got the options to cut vids, right?
[22:08:37] <myke> this is way better than what i'd been using just for screenshots
[22:09:48] <Tomski> Betalord: editing video you've just taken?
[22:09:56] <Betalord> yep
[22:10:07] <Tomski> You'll have to add an after edit task and delegate it to editing software you have
[22:10:14] <Betalord> trying to cut half the video it took me to switch to eclipse and lunch it :)
[22:10:31] <Tomski> shortcuts!
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[22:12:26] <Betalord> ok, done. Em, where do you usually upload videos?
[22:13:27] <Tomski> I use my own hosting, but there is sendvid, vid.me
[22:13:46] <Tomski> I think imgur can convert videos to gifv or something, but they may have removed that
[22:15:07] <myke> ...youtube?
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[22:15:39] <Tomski> Turnaround is usually quite slow
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[22:18:26] <Betalord> https://vid.me/XzXm
[22:18:55] <ficolas> in this code from an ad tutorial the class implements ActionResolver, but In my project that interface cant be found, what is that action resolver interface? https://github.com/TheInvader360/tutorial-libgdx-google-ads/blob/0a5ea376d4eb92b8e87c13a03245adb40b53e811/tutorial-libgdx-google-ads-android/src/com/theinvader360/tutorial/libgdx/google/ads/MainActivity.java
[22:19:01] <Betalord> in this video, my problem can clearly be seen. It seems as font uses integers for positioning. However, I do call setUseIntegerPositions(false)
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[22:26:57] <diphtherial> wow, sharex is incredible
[22:28:04] <Betalord> yep, indeed
[22:33:43] <ficolas> where is the interface ActionResolver from?
[22:36:46] <Betalord> ficolas, you should create it (I believe): http://carloerodriguez.com/blog/2014/10/05/android-platform-specific-code-with-libgdx/
[22:37:04] <Tomski> Betalord: does myShapeRenderer sue its own batch?
[22:37:14] <Betalord> Tomski: yes
[22:37:16] <Tomski> use*
[22:37:24] <Tomski> You should end that batch before using the other one
[22:38:59] <Betalord> Tomski: ok, but that didn't fix the problem
[22:39:16] <ficolas> oh ok thanks
[22:39:32] <Tomski> But that looks like its aligning to ints, print out point.x and point.y check they arent being casted to int somewhere by division or something
[22:39:48] <Tomski> And drop a breakpoint in BitmapFontcache to check the value of useintegers at positioning time
[22:40:00] <Betalord> ok, just a min
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[22:45:31] <pyroMechanical> hey everyone!
[22:50:30] <diphtherial> hi dr nick!
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[23:06:43] <Betalord> Tomski: well, I went step by step debuggin, checking the values all the time. "integer" is false, as it should be, and x and y are always float, I checked the vertices it sends to rendering, it is all well
[23:07:14] <Betalord> so, what else could be? Someone mentioned gl_linear and gl_nearest, could that perhaps be it?
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[23:28:41] <Tomski> Doesnt look like it
[23:29:37] <Tomski> I suggest creating a standalone test thats easy for us to test
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[23:32:37] <Betalord> very well, I'll do that tomorrow (it's close to midnight here). Thanks for the help anyway!
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[23:36:42] <ficolas> can I change the package name somehow when exporting? or after exporting?
[23:37:15] <ficolas> I wanted to have two android projects, one full (for those who paid) and one lite, but they have the same package name if I do it like that
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[23:45:13] <ficolas> will I need to copy everything to a different project everytime I release it? :c
[23:45:52] <Tomski> Sounds like something you can achieve with app flavours
[23:47:31] <ficolas> whats that?
[23:47:57] <Tomski> https://developer.android.com/studio/build/build-variants.html
[23:49:12] <ficolas> uh I guess its time to switch to android studio
[23:50:29] <Tomski> you can do that with eclipse
[23:50:30] <Tomski> (probably)
[23:52:21] <ficolas> ok, ill look up more about it, thanks
[23:53:08] <Tomski> Its all handled by gradle, so you shouldnt have an issue with it
[23:55:12] <Xoppa> still wont hurt to switch ;)
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[23:55:48] <Tomski> Yes, you should definitely switch
[23:56:12] <Kite_> Good day, I'm following the introduction to libGDX now :)
[23:56:33] <Tomski> howdy
[23:56:46] <Kite_> (Hence my arrival at the IRC :))
[23:59:54] <Kite_> Now downloading the 7.0 android sdk api's :) (as they have documentation and such as opposed to the newer 7.1.1)
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   October 25, 2016  
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