Fragment Life CycleĪndroid fragments have their own life cycle very similar to an android activity. However, on a handset-sized screen, there's not enough room for both fragments, so Activity A includes only the fragment for the list of articles, and when the user selects an article, it starts Activity B, which includes the second fragment to read the article. The application can embed two fragments in Activity A, when running on a tablet-sized device. Now we can have a single activity but each activity can comprise of multiple fragments which will have their own layout, events and complete life cycle.įollowing is a typical example of how two UI modules defined by fragments can be combined into one activity for a tablet design, but separated for a handset design. But with the introduction of fragment we got more flexibility and removed the limitation of having a single activity on the screen at a time. So we were not able to divide device screen and control different parts separately. Prior to fragment introduction, we had a limitation because we can show only a single activity on the screen at one given point in time. ![]() You create fragments by extending Fragment class and You can insert a fragment into your activity layout by declaring the fragment in the activity's layout file, as a element. You can combine multiple fragments in a single activity to build a multi-pane UI.Ī fragment can be used in multiple activities.įragment life cycle is closely related to the life cycle of its host activity which means when the activity is paused, all the fragments available in the activity will also be stopped.Ī fragment can implement a behaviour that has no user interface component.įragments were added to the Android API in Honeycomb version of Android which API version 11. You can add or remove fragments in an activity while the activity is running. It will not be wrong if we say, a fragment is a kind of sub-activity.įollowing are important points about fragment −Ī fragment has its own layout and its own behaviour with its own life cycle callbacks. By now we all know the trials and tribulations of the MP Room - for the longest time it was included in the survivor's PDA as a basic crafting recipe, but then it was changed to where you had to scan a pre-existing Room in order to unlock it.A Fragment is a piece of an activity which enable more modular activity design. Now while that decision does make exploration more of a top priority, currently it means just a quick trip to the Floating Island or the Jellyshroom Caves instantly grants access to make it. In turn it makes a lot of the early game stress of base management null, as you can quickly build MP Room-exclusive items such as the Reactors or Water Filtration Machines much sooner. My proposal is to make it so that scanning one MP Room only unlocks 1/5 of the recipe to create them (three on the Mountain Island and two in the JSC). This gives the other MP Rooms in the world more of a reason to exist and makes it more of a necessity to explore. Also, it seems weird that smaller appliances like the Reactors and Chargers need multiple fragments to unlock while a much larger construct only takes just one. It could be argued that the appliances are more complex as opposed to the simpler MP Room, but consider this: The MP Room has to accommodate multiple exclusive appliances that's ostensibly not something as simple as plug-and-play, even in the world of Subnautica. I would counter-argue that such a complex building needs more than one scan to be able to recreate it, given its flexibility status.īy scouring one area for a base, it makes trips to other bases less exciting as you have fewer things to scan and unlock why even visit those bases?Maybe more scans for the Observatory, Bulkhead and Spotlight should be a thing as well. ![]() I know personally I was frustrated that I could never find fragments for the Water Filtration Machine for months, until someone here mentioned the machine exists intact in the JSC. I never knew that, as I had no reason to visit that base in the previous updates. There used to be a Signal you could find in Chests that pointed to the JSC base location, maybe an event could be added so that players could be given a Signal to point them back to that base again?Īll in all, I'm not driving to make it more frustrating to build such an important base item. I just feel that it's incredibly easy to unlock them and reap the benefit, all while driving down the purpose of the game: exploration and discovery. ![]() I hope that others maybe feel the way I do about I could be wrong, but I think as of the recent update the Multipurpose Room already shows up in the survivor's PDA but it's greyed out with the tooltip "Ingredients unknown." They could likely increase the number of scans needed to unlock the blueprint (such as originally the Seamoth needed five fragments to unlock but now it's just three).
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