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Water Tracker 1.1.0
Version 1.1.0 introduces updates focused on tracking accuracy and interface adjustments.
New Features
- Last Fill Indicator: Displays the timestamp of the most recent water entry to prevent duplicate logging during active sessions.
- Automatic Day Transition: The active tracking day updates automatically upon app resumption if the system clock has passed midnight, regardless of whether the app was in the foreground or background.
- Current Day Navigation: A dedicated button allows immediate return to the current date view from historical logs.
Accessibility
- Zoom Support: Improved compatibility with system-level zoom and larger text settings. Layout adaptation is functional across standard magnification levels, though some elements may not fully render at maximum zoom settings.
This update is available now on Google Play.
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Water Tracker
Here is the release of a small hydration tracker, made with Compose Multiplatform (CMP). It is a lightweight, high-performance utility app for Android and iOS.
The goal was to create a seamless, reactive experience while keeping the UI layer entirely decoupled from business logic: the "Dumb UI" pattern, or more professional sounding: Unidirectional Data Flow (UDF).
To ensure the UI remains a pure projection of the state, I moved all logical operations—including orientation-based grid calculations (rows/cols), date formatting, and accessibility strings—into the ViewModel. Even the layout math, like chunking the list of 8 glasses into rows, is handled in the ViewModel. This makes the Composables "dumb" and easy to preview, while the entire user experience becomes unit-testable without an emulator.
The app uses Room for local persistence, leveraging its new Kotlin Multiplatform capabilities. A database factory handles path differences between Android’s internal storage and iOS’s document directory through the expect/actual pattern. Koin ensures dependency injection.
To match the new requirement of Android SDK 36+, the UI is adaptive to ensure a pleasant experience both in portrait and lanscape modes. The glass shape is drawn using the Canvas API, and I played with a few simple animations to smooth the state changes.
I also experimented with custom semantic roles and state descriptions, to fully support screen readers like TalkBack and VoiceOver.