Amol Pawar

Kotlin Native CInterop

Kotlin Native CInterop Explained: Seamlessly Call C Code Like a Pro

If you’ve ever needed to use an existing C library in a Kotlin project, you’ve probably run into the gap between modern Kotlin and low-level native code. That’s where Kotlin Native CInterop comes in. This guide breaks it down in a practical way. No fluff, just what you need to understand how it works and...

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visibilityThreshold

visibilityThreshold in Spring Animations: How It Works in Jetpack Compose

When you start working with animations in Jetpack Compose, the spring() API feels intuitive at first—until you notice something odd: animations don’t seem to fully stop. They get very, very close to the target value… but technically never reach it.

That’s where visibilityThreshold quietly does some of the most important work.

This article walks you through what it is, why it matters, and how to use it correctly across different data types like Dp, Float, and Offset. Along the way, we’ll build real composable examples you can run and experiment with.

Why Spring Animations Need a Stopping Condition

Spring animations simulate real physics, Instead of moving linearly from point A to point B, they behave like a spring:

  • They move toward the target
  • Overshoot (depending on damping)
  • Oscillate
  • Gradually settle

From a math perspective, they never fully stop — they just get closer over time.

In UI, that’s not useful. We need a clear stopping point. Compose handles this using a threshold.

What is visibilityThreshold?

visibilityThreshold defines the minimum difference between the current animated value and the target value at which the animation is considered finished.

In simple terms:

  • If the remaining distance is smaller than the threshold → animation stops
  • If not → animation continues

How It Works for Different Types

Different types need different thresholds because “closeness” depends on the unit.

1. Dp (Density-independent pixels)

Kotlin
spring(
    dampingRatio = Spring.DampingRatioLowBouncy,
    stiffness = Spring.StiffnessMedium,
    visibilityThreshold = 0.5.dp
)

The animation stops when it’s within 0.5dp of the target.

Why this works:

  • Human eyes can’t distinguish sub-pixel differences at that scale
  • Prevents unnecessary micro-adjustments

2. Float (e.g., Alpha, Progress)

Kotlin
spring<Float>(
    dampingRatio = Spring.DampingRatioNoBouncy,
    stiffness = Spring.StiffnessMediumLow,
    visibilityThreshold = 0.01f
)

Stops when difference < 0.01

Why this matters:

  • Floats are continuous values
  • Without a threshold, fade animations might keep updating unnecessarily

3. Offset (Position)

Kotlin
spring(
    dampingRatio = Spring.DampingRatioMediumBouncy,
    stiffness = Spring.StiffnessHigh,
    visibilityThreshold = Offset(1f, 1f)
)

Stops when both X and Y are within 1 pixel

Why:

  • Movement smaller than 1px is visually irrelevant
  • Prevents jitter at the end of motion

Quick Refresher on Spring Parameters

Real Examples with Composables

Example 1: Animating Size (Dp)

Kotlin
@Composable
fun SpringDpExample() {
    var expanded by remember { mutableStateOf(false) }

    val size by animateDpAsState(
        targetValue = if (expanded) 200.dp else 100.dp,
        animationSpec = spring(
            dampingRatio = Spring.DampingRatioLowBouncy,
            stiffness = Spring.StiffnessMedium,
            visibilityThreshold = 0.5.dp
        )
    )

    Box(
        modifier = Modifier
            .size(size)
            .background(Color.Blue)
            .clickable { expanded = !expanded }
    )
}

@Preview(showBackground = true)
@Composable
fun SpringDpExamplePreview() {
    CenteredPreview {
        SpringDpExample()
    }
}

What to notice:

  • Smooth expansion and contraction
  • A slight bounce effect
  • Clean stop without jitter

Example 2: Animating Alpha (Float)

Kotlin
@Composable
fun SpringFloatExample() {
    var visible by remember { mutableStateOf(true) }

    val alpha by animateFloatAsState(
        targetValue = if (visible) 1f else 0f,
        animationSpec = spring(
            dampingRatio = Spring.DampingRatioNoBouncy,
            stiffness = Spring.StiffnessMediumLow,
            visibilityThreshold = 0.01f
        )
    )

    Box(
        modifier = Modifier
            .size(150.dp)
            .background(Color.Red.copy(alpha = alpha))
            .clickable { visible = !visible }
    )
}

@Preview(showBackground = true)
@Composable
fun SpringFloatExamplePreview() {
    CenteredPreview {
        SpringFloatExample()
    }
}

Observation:

  • Clean fade without bounce
  • No flickering at the end
  • Efficient termination

Example 3: Animating Position (Offset)

Kotlin
@Composable
fun SpringOffsetExample() {
    var moved by remember { mutableStateOf(false) }

    val offset by animateOffsetAsState(
        targetValue = if (moved) Offset(300f, 300f) else Offset.Zero,
        animationSpec = spring(
            dampingRatio = Spring.DampingRatioMediumBouncy,
            stiffness = Spring.StiffnessHigh,
            visibilityThreshold = Offset(1f, 1f)
        )
    )

    Box(
        modifier = Modifier
            .offset { IntOffset(offset.x.toInt(), offset.y.toInt()) }
            .size(80.dp)
            .background(Color.Green)
            .clickable { moved = !moved }
    )
}

@Preview(showBackground = true)
@Composable
fun SpringOffsetExamplePreview() {
    CenteredPreview {
        SpringOffsetExample()
    }
}

What to watch:

  • Movement feels natural
  • Slight bounce at destination
  • Stops cleanly without micro-shakes

Why visibilityThreshold is Important 

1. Performance Optimization

Without it:

  • The animation engine keeps recalculating tiny differences
  • Wastes CPU cycles
  • Impacts battery (especially on low-end devices)

With it:

  • Animation ends decisively
  • Reduces recompositions

2. Visual Stability

Tiny sub-pixel movements can cause:

  • Flickering
  • Jitter
  • Unstable UI feel

Threshold eliminates those artifacts.

3. Better UX

Users don’t perceive microscopic differences.

Ending animations early:

  • Feels faster
  • Feels smoother
  • Improves perceived performance

Choosing the Right Threshold

Here’s a practical guideline:

Avoid:

  • Too small → wasted computation
  • Too large → noticeable snapping

Common Mistakes

Ignoring it completely
→ Animations run longer than needed

Using the same value everywhere
→ Different types need different precision

Setting it too high
→ Animation ends too early and looks abrupt

Conclusion

visibilityThreshold is easy to overlook, but it has a noticeable impact on how polished your animations feel.

A small tweak here can:

  • Reduce unnecessary work
  • Improve smoothness
  • Make animations feel more intentional

It’s one of those details that separates a working UI from a well-crafted one.

animateAsState

Master animate*AsState in Jetpack Compose: Effortless UI Animations Explained

Animations in the old View system were a lot of ceremony. You’d set up an ObjectAnimator, attach a listener, call start(), remember to cancel on detach, and hope nothing leaked. For something as simple as fading a view, it felt disproportionate. Compose takes a different approach. Instead of imperative animation commands, you describe what you...

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@Preview

Stop Copy-Pasting @Preview Functions. Here’s What Real Developers Do Instead

If you’ve been building UI with Jetpack Compose for more than a week, you already know the drill. You write a clean Composable — maybe a PrimaryButton, or a UserProfileCard — and then you immediately have to write something like this below it:

Kotlin
@Preview(showBackground = true)
@Composable
fun PrimaryButtonPreview() {
    PrimaryButton(
        text = "Click Me",
        onClick = {}
    )
}

Doesn’t look like much, right..? Nine lines. 

But think about how many Composables you build across a full project. Ten screens, each with five or six components — that’s fifty-plus preview functions you’re hand-typing (or copy-pasting and then refactoring). The mental cost isn’t the typing itself; it’s the context switching. You just nailed your component logic, and now you have to stop, copy the function name, jump below, paste, rename, and restructure. It breaks the creative flow completely.

The good news: Android Studio already has a built-in system designed exactly for this. You just need to set it up once.

Quick answer for the impatient: Go to Settings → Editor → Live Templates, create a new template with the abbreviation prev (or use the one already available in Android Studio), and paste the template code from the next section. That’s it. The rest of this post goes deeper into why and when to use each approach.

Live Templates — The Fastest Fix You’re Not Using

Live Templates are one of Android Studio’s most underused features. They’re essentially smart text snippets that expand when you type a short abbreviation and press Tab. IntelliJ has had them for years — Android Studio inherits them from the same codebase. Kotlin developers who come from other editors sometimes have no idea this exists.

For @Preview specifically, the goal is: you type prev, hit Tab, and the entire preview scaffold appears with your cursor already positioned inside it, ready to fill in any needed parameters.

Setting Up Your First Preview Live Template

Here’s the exact step-by-step process — no skipping ahead:

1. Open Settings

On macOS press ⌘ ,. 

On Windows/Linux go to File → Settings. 

In the search bar, type “Live Templates” to jump straight to it.

2. Create a new Template Group 

In the Live Templates panel, click the + button on the right → select Template Group→ name it something like Compose. This keeps things organized and separate from Android Studio’s built-in templates.

3. Add a new Live Template

With your new Compose group selected, click + again → this time select Live Template.

4. Fill in the abbreviation and description

Set Abbreviation to prev and give it a Description like “Compose @Preview function”. The description shows up in autocomplete hints, so keep it readable.

5. Paste the template text

This is the core part. Paste the code below exactly as shown — the $VARIABLE$ syntax is how Android Studio knows where to place your cursor and what to ask you to fill in.

Template Code — Basic Preview

Live Template Text

Kotlin
@Preview(showBackground = true)
@Composable
fun $COMPOSABLE_NAME$Preview() {
    $COMPOSABLE_NAME$($END$)
}

The $COMPOSABLE_NAME$ variable is smart — when you tab into the template, Android Studio highlights every occurrence at once. Type the name once and it fills in both places simultaneously (the function name and the call inside it). The $END$ marker tells the editor where to park your cursor after you’re done naming — right inside the parentheses where you’d add parameters.

If you want, you can wrap it in your existing app theme or a Material theme like this:

Kotlin
@Preview(showBackground = true)
@Composable
fun $COMPOSABLE_NAME$Preview() {
    MaterialTheme {
      $COMPOSABLE_NAME$($END$)
    }
}

6. Define the applicable context

At the bottom of the template editor, click Define and check Kotlin. Without this step, the template won’t activate inside .kt files.

7. Hit OK and test it

Open any Kotlin file, type prev, and press Tab. The scaffold should appear.

What It Looks Like In Practice

Before & After

Kotlin
// You write this composable first:
@Composable
fun UserProfileCard(
    name: String,
    avatarUrl: String,
    isOnline: Boolean
) {
    // ... your component logic
}




// Then type "prev" + Tab, type "UserProfileCard", Tab again:

@Preview(showBackground = true)
@Composable
fun UserProfileCardPreview() {
    UserProfileCard(
        // ← cursor lands here, ready for sample data
    )
}

One thing to remember: The template inserts the composable name as a plain text call. If your Composable has required parameters, Android Studio won’t auto-fill them — you’ll need to add sample data yourself. That’s expected and by design; previews should use meaningful placeholder values, not auto-generated garbage.

Multi-Variant Previews: Light, Dark, and Different Screen Sizes

A single light-mode preview is fine for early development. But before you ship anything, you want to see your component in at least two states: light theme and dark theme. You might also want to check it on a compact phone screen vs a larger device. Doing this manually every time is even more tedious than writing a basic preview.

There are two solid ways to handle this in Compose. The cleaner of the two is a custom annotation that stacks multiple @Preview declarations — this keeps your composable files lean and consistent across your entire project.

Approach A: Custom Multi-Preview Annotation

Create a single annotation class in a shared file (something like PreviewAnnotations.kt in your UI module’s utils package):

PreviewAnnotations.kt

Kotlin
import android.content.res.Configuration
import androidx.compose.ui.tooling.preview.Preview

@Preview(
    name = "Light Mode",
    showBackground = true
)
@Preview(
    name = "Dark Mode",
    showBackground = true,
    uiMode = Configuration.UI_MODE_NIGHT_YES
)
@Preview(
    name = "Small Phone",
    showBackground = true,
    widthDp = 320
)
@Retention(AnnotationRetention.BINARY)
@Target(AnnotationTarget.ANNOTATION_CLASS, AnnotationTarget.FUNCTION)
@Preview
annotation class DevicePreviews

Now your preview functions become genuinely compact. One annotation, three rendered variants:

Usage

Kotlin
@DevicePreviews
@Composable
fun UserProfileCardPreview() {
    YourAppTheme {
        UserProfileCard(
            name = "Priya Rao",
            avatarUrl = "https://softaai.com/avatar.jpg",
            isOnline = true
        )
    }
}

Approach B: Multi-Variant Live Template

If you prefer keeping everything in Live Templates instead of a shared annotation file, create a second template with abbreviation prevmulti:

Live Template Text — prevmulti

Kotlin
@Preview(name = "Light", showBackground = true)
@Preview(
    name = "Dark",
    showBackground = true,
    uiMode = Configuration.UI_MODE_NIGHT_YES
)
@Composable
fun $COMPOSABLE_NAME$Preview() {
    $APP_THEME$ {
        $COMPOSABLE_NAME$($END$)
    }
}

Between these two approaches, the custom annotation (Approach A) is better for teams and larger projects. It lives in source control, everyone uses the same preview config automatically, and updating it once updates every preview across the codebase. Live Templates are per-developer and per-machine — great for solo work, less ideal for shared codebases.

Note: Instead of defining custom @DevicePreviews like above, you can use the built-in@PreviewScreenSizes.

File Templates: Scaffold Both the Composable and Preview at Once

Live Templates solve the in-file boilerplate problem. But what if your workflow always starts with creating a new file? If you find yourself doing File → New → Kotlin File/Class and then manually typing the @Composable and @Preview blocks from scratch, File Templates take this even further.

A File Template is a pre-defined structure that Android Studio uses when you create a new file through the right-click menu. You can define your own and make “New Composable File” a real option.

1. Open Settings → File and Code Templates

Navigate to Editor → File and Code Templates. You’ll see the default list of templates on the left (Kotlin File, Interface, Class, etc.).

2. Click + to create a new template

Name it something like Composable, set the extension to kt.

3. Paste the template body

Use the $NAME variable — Android Studio prompts the user to fill this in when they create the file.

File Template Body

File Template — Composable.kt

Kotlin
#if (${PACKAGE_NAME} && ${PACKAGE_NAME} != "")package ${PACKAGE_NAME}
#end

import androidx.compose.material3.MaterialTheme
import androidx.compose.runtime.Composable
import androidx.compose.ui.tooling.preview.Preview

@Composable
fun ${NAME}() {

}

@Preview(showBackground = true)
@Composable
fun ${NAME}Preview() {
    MaterialTheme {
       ${NAME}()
    }
}

After saving this, right-clicking any package in your project tree will show New → Composable in the menu. You type the component name once, and you get a file with proper package declaration, imports, a blank composable, and its preview — all ready to go.

Which Approach Should You Actually Use?

The honest answer: it depends on your context. Here’s a clear breakdown to help you decide without overthinking it.

For most individual developers: start with a Live Template. It takes five minutes, pays off immediately, and you don’t need to touch it again. If you’re working on a team or a long-lived codebase, invest the extra ten minutes to set up a custom @DevicePreviews annotation and commit it to the repo. That way the entire team benefits without any individual setup.

Conclusion

The friction of writing @Preview boilerplate is real, but it’s entirely self-imposed. Android Studio has the tools to make this near-instant — you just need to spend fifteen minutes setting them up once. A Live Template handles the basic case in two keystrokes. A custom annotation handles multi-variant previews for teams. File Templates handle the new-file workflow.

Pick the one that fits your current workflow and set it up today. The next time you build a Composable, you’ll feel the difference immediately.

Jetpack Compose Animation System

Jetpack Compose Animation System Explained: A Beginner Guide

Animations are one of those things that feel easy until you actually try to wire them into a real screen. You start with a simple fade or size change, and suddenly you’re juggling state, re-composition, and timing issues that don’t behave the way you expected.

I ran into this while building a product listing screen. Small interactions like expanding cards, animating filters, and handling loading states quickly became messy. That’s when the Jetpack Compose Animation System started to make sense — not as a set of APIs, but as a model tied directly to state.

This post breaks that down in a practical way.

What the Jetpack Compose Animation System Actually Is

The core idea is straightforward:

Your UI depends on state, and animations happen when that state changes.

You don’t trigger animations manually. You describe what the UI should look like for a given state, and Compose handles the transition.

Instead of writing something like “start animation on click”, you write:

  • if expanded → height = 200dp
  • if collapsed → height = 100dp

When the state changes, Compose animates between those values.

Understanding this mental model will make everything else click. In Compose, your UI is a function of state:

UI = f(state) — When state changes, Compose re-renders the UI. Animations are just a smooth interpolation between two states over time. You don’t “run” an animation — you change state and tell Compose how to animate the transition.

The animation system in Compose has three layers, and it’s worth knowing which layer you’re working at:

Layer 1 — High-level APIs: AnimatedVisibility, AnimatedContent, Crossfade. These handle the most common cases with zero configuration needed.

Layer 2 — Value-based APIs: animate*AsState, updateTransition, InfiniteTransition. These animate specific values (Float, Dp, Color, etc.) that you then apply in your composables.

Layer 3 — Low-level APIs: Animatable, coroutine-based. Full manual control for complex sequencing, interruptions, or physics-based motion.

The golden rule: start at the highest level that solves your problem. Only go deeper when you genuinely need more control. Most production animations live happily in layers 1 and 2.

The Core Building Blocks

Before writing any animations, it helps to understand the main APIs you’ll actually use:

1. animate*AsState

For simple, one-off animations tied to a single value.

2. updateTransition

For animating multiple values based on the same state.

3. AnimatedVisibility

For showing and hiding composables with animation.

4. AnimatedContent

For switching between UI states.

5. rememberInfiniteTransition

For looping animations.

You don’t need all of them at once. Most real screens use 1–2 of these consistently.

Why This Model Works Well

Once you lean into this approach, a few things improve right away:

  • No need to manage animation lifecycle
  • No manual cancellation logic
  • UI stays consistent with state
  • Less glue code

This becomes especially useful when multiple properties change together. You don’t coordinate them manually. You just describe the end result.

Your First Real Animation

Let’s build something practical: a card that expands when clicked.

Step 1: Define State

Kotlin
@Composable
fun ExpandableCard() {
    var expanded by remember { mutableStateOf(false) }

This is the trigger. Everything depends on this boolean.

Step 2: Animate a Value

Kotlin
val height by animateDpAsState(
        targetValue = if (expanded) 200.dp else 100.dp,
        label = "cardHeight"
    )

What’s happening here:

  • targetValue changes when expanded changes
  • Compose animates between old and new values
  • The result (height) updates continuously during animation

You don’t write animation logic. You describe the end state.

Step 3: Apply It to UI

Kotlin
Card(
        modifier = Modifier
            .fillMaxWidth()
            .height(height)
            .clickable { expanded = !expanded }
    ) {
        Text(
            text = if (expanded) "Expanded content" else "Collapsed",
            modifier = Modifier.padding(16.dp)
        )
    }
}

That’s it. No animator objects, no listeners.

Full Code with Working Preview

Kotlin
@Composable
fun ExpandableCard() {
    var expanded by remember { mutableStateOf(false) }

    val height by animateDpAsState(
        targetValue = if (expanded) 200.dp else 100.dp,
        label = "cardHeight"
    )
    Card(
        modifier = Modifier
            .fillMaxWidth()
            .height(height)
            .clickable { expanded = !expanded }
    ) {
        Text(
            text = if (expanded) "Expanded content" else "Collapsed",
            modifier = Modifier.padding(16.dp)
        )
    }
}

@Preview(showBackground = true)
@Composable
private fun ExpandableCardPreview() {
    MaterialTheme {
        ExpandableCard1()
    }
}

Controlling Animation Behavior

The default animation works, but real apps need control.

Custom Animation Spec

Kotlin
val height by animateDpAsState(
    targetValue = if (expanded) 200.dp else 100.dp,
    animationSpec = tween(
        durationMillis = 500,
        easing = FastOutSlowInEasing
    ),
    label = "cardHeight"
)

Now you control:

  • Duration
  • Easing curve

Spring Animation

Kotlin
animationSpec = spring(
    dampingRatio = Spring.DampingRatioMediumBouncy,
    stiffness = Spring.StiffnessLow
)

Spring animations feel more natural for things like cards or draggable UI.

Animating Multiple Properties Together

This is where updateTransition becomes useful.

Let’s animate both height and color based on the same state.

Kotlin
val transition = updateTransition(
    targetState = expanded,
    label = "cardTransition"
)

Animate Height

Kotlin
val height by transition.animateDp(
    label = "height"
) { state ->
    if (state) 200.dp else 100.dp
}

Animate Color

Kotlin
val backgroundColor by transition.animateColor(
    label = "color"
) { state ->
    if (state) Color.Blue else Color.Gray
}

Apply to UI

Kotlin
Card(
    modifier = Modifier
        .fillMaxWidth()
        .height(height)
        .clickable { expanded = !expanded },
    colors = CardDefaults.cardColors(containerColor = backgroundColor)
) {
    Text(
        text = "Tap to expand",
        modifier = Modifier.padding(16.dp)
    )
}

Now both properties animate in sync, driven by the same state.

Showing and Hiding Content

For visibility changes, don’t animate alpha manually. Use AnimatedVisibility.

Kotlin
AnimatedVisibility(visible = expanded) {
    Text(
        text = "Extra details shown here",
        modifier = Modifier.padding(16.dp)
    )
}

By default, it fades and expands. You can customize it:

Kotlin
AnimatedVisibility(
    visible = expanded,
    enter = fadeIn() + expandVertically(),
    exit = fadeOut() + shrinkVertically()
) {
    Text("Details")
}

This keeps your intent clear: you’re not animating alpha, you’re controlling visibility.

Switching Between UI States

For replacing content, use AnimatedContent.

Kotlin
AnimatedContent(targetState = expanded, label = "content") { state ->
    if (state) {
        Text("Expanded View")
    } else {
        Text("Collapsed View")
    }
}

This automatically animates between the two layouts.

Infinite Animations

For loaders or subtle UI effects:

Kotlin
val infiniteTransition = rememberInfiniteTransition(label = "pulse")val scale by infiniteTransition.animateFloat(
    initialValue = 1f,
    targetValue = 1.1f,
    animationSpec = infiniteRepeatable(
        animation = tween(800),
        repeatMode = RepeatMode.Reverse
    ),
    label = "scale"
)

Apply it:

Kotlin
Box(
    modifier = Modifier
        .size(100.dp)
        .scale(scale)
        .background(Color.Blue)
)

Good for:

  • Loading indicators
  • Attention hints
  • Micro-interactions

Conclusion

The Jetpack Compose Animation System feels strange at first because it flips the mental model. You’re not telling the UI how to animate. You’re describing how it should look in different states.

Once that clicks, animations become predictable.

Start small:

  • Animate size
  • Then color
  • Then combine them

After a few screens, you’ll stop thinking about “animations” entirely and just think in terms of state transitions.

That’s when Compose starts to feel natural.

A Complete Developer's Guide to Faster Apps

Android 16 KB Page Size: A Complete Developer’s Guide to Faster Apps

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Android Emulator Settings

Android Emulator Settings for Speed & Performance: A Practical Guide for Real-World Development

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new ripple api in jetpack compose

New Ripple API in Jetpack Compose: What Changed and How to Use It (Complete Guide)

Jetpack Compose continues to evolve, and one of the most interesting updates is the new Ripple API. If you’ve been building modern Android UIs, you’ve probably used ripple effects to give users visual feedback when they tap on buttons, cards, or other interactive elements. That subtle wave animation plays a big role in making interactions...

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.aiexclude File

How to Use the .aiexclude File in Android Studio for Safer AI Context Sharing

AI-powered coding assistants have completely changed how Android developers write code. Features like Gemini in Android Studio read your project files, understand your codebase structure, and suggest intelligent completions. That’s incredibly helpful — but it also raises an important question: What exactly is the AI reading? The answer is often “more than you think.” Configuration files, API...

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Compose Multiplatform

Compose Multiplatform (CMP) in Production: The Complete Technical Guide for Android, iOS & Web

If you’ve been in the mobile and cross-platform world lately, you’ve probably heard a lot about Compose Multiplatform (CMP). It’s one of the fastest-growing ways to build apps that run on Android, iOS and the Web using a single shared UI approach. But what exactly is CMP? And why are developers increasingly choosing it over...

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