Sr. Content Developer at Microsoft, working remotely in PA, TechBash conference organizer, former Microsoft MVP, Husband, Dad and Geek.
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Expanding model choice in Copilot with Grok

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Today we are expanding model choice in Copilot with the addition of Grok models from SpaceXAI1. This continues our commitment to bring the latest AI innovation in the industry to Copilot, tuned for work and tailored to business needs. 

Adding SpaceXAI as a subprocessor 

To support access to SpaceXAI models in Copilot, SpaceXAI has been added to Microsoft's Online Services Subprocessor List. Access to SpaceXAI models is managed through a dedicated administrative setting that is disabled by default.

Organizations that want to use these models enable the setting first, and administrators keep transparency and control over the data processed by SpaceXAI models in supported Copilot experiences.

Access to Grok models is rolling out through the Microsoft Frontier Program in Microsoft Word, Excel, and PowerPoint. We are starting with a focused release to gather customer feedback and learn how customers use the model across common productivity scenarios.

Grok is not available to Frontier customers in the European Union (EU), European Free Trade Association (EFTA), and the United Kingdom during the preview.

Expanding based on customer feedback and usage 

Our multi-model strategy gives customers access to leading AI models while maintaining the trusted Copilot experience, and what we learn in the public preview shapes what comes next. We will evaluate customer feedback, usage patterns, and product fit before broadening model availability across additional Copilot experiences and surfaces.

Before models are made available to customers, Microsoft evaluates them through testing, safety validation, and Responsible AI reviews. 

1 Grok is the model family from SpaceXAI available as a preview to eligible Frontier customers. 

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Android Weekly Issue #744

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Articles & Tutorials
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Thomas Künneth examines Android's AppFunctions architecture and agent distribution claims behind Google's "intelligent system" framing.
KMP Bits explains adding an annotation-based API layer atop NetFlow's DSL, keeping compile-time-checked mapping and paging support intact.
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Jaewoong Eum explains building custom Rive and Lottie animated components for RevenueCat's server-driven Android paywalls.
Farhad Ranjbar explores the architecture challenges of building an offline speech-recognition engine inside an Android keyboard.
Timofey Krestyanov explains blurring content behind a Compose dialog across window boundaries, down to API 23.
Jaewoong Eum introduces Compose HotSwan 2.0's own interpreter engine, enabling structural hot reload across Android, iOS, and Desktop.
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Libraries & Code
A Compose Multiplatform country calling-code picker with search, flags, formatting, and phone validation for Android and iOS.
A Compose Multiplatform library for building coach marks, product tours, and onboarding spotlight overlays.
An open-source MVVM architecture demo app showcasing atomic design, lint rules, and BDD tests for Android and iOS.
A full Kotlin Multiplatform port of Google's Now in Android sample, running on Android, iOS, desktop, and web.
A Jetpack Compose library that gives you full control over overscroll effects and their visuals.
A Kotlin Multiplatform library that backs up app data to the user's own iCloud or Google Drive, no server required.
A Kotlin Multiplatform library that hands off typed data and images to native Glance and WidgetKit widgets.
AppCommand by Olli Zieger helps you to quickly run commands (like switching from light to dark mode) on multiple emulated devices. This saves a lot of time with manual clicking.
News
JetBrains releases Kotlin 2.4.20, with coroutine stack trace recovery, Swift export improvements, and Gradle 9.7.0 support.
Google introduces ADB Wi-Fi 2.0, a reworked wireless debugging stack improving connection reliability and speed.
Videos & Podcasts
Philipp Lackner shows how Compose's new grid layout works and reduces nested rows and columns.
alt
Yuri Schimke introduces RemoteCompose, walking through state, expressions, actions, and components for remote UI surfaces.
Philipp Lackner explains why modularity, not specific patterns like MVVM or MVI, is what makes architecture effective.
Rahul and Tunji demonstrate high-performance multiplatform graphic rendering techniques in Jetpack Compose, avoiding GIF and Lottie tradeoffs.
Rooz SF and Jonathan Schneider demonstrate automating Kotlin 2 upgrades using OpenRewrite's refactoring engine.
Mohamed Ben Rejeb demonstrates Calf, an open-source library giving Compose Multiplatform apps a native iOS look.
Aleksei Zinovev shows how to turn personal location data into private geospatial analytics using Kotlin DataFrame and Kandy.
Developer Observability for Mobile Apps demonstrates Koin Compiler Plugin 1.2 validating dependency injection graphs at compile time.
Stevdza-San traces how Kotlin became Android's dominant development language over Java.
Brian Norman previews Kotlin 2.4's Power-Assert improvements, covering simpler Gradle setup and better library integration.
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DacDeploySkip update: simpler CI and publish profile support

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If you deploy .dacpac files frequently, you know how much time is wasted when nothing has actually changed.

That is exactly what DacDeploySkip solves: it checks whether the same .dacpac (with the same effective deployment settings) has already been deployed to a target database, and lets you skip unnecessary publishes. See my overview blog post here.

What is new

Simpler CI usage

Using DacDeploySkip in CI is now simpler, especially in GitHub Actions.

You can use the action directly to:

  1. Run check before publishing.
  2. Publish with SqlPackage only if needed.
  3. Run mark after a successful publish.

This keeps your workflow small and avoids custom scripting.

Publish profile support

A key improvement is support for including publish profile settings in checksum calculation.

With -profile (or publish-profile in the action), DacDeploySkip includes deployment options and SQLCMD variable values from the .publish.xml file in the checksum. This makes skip decisions more accurate when deployment behavior is controlled by a publish profile.

TargetConnectionString and TargetDatabaseName are intentionally excluded.

Why this matters

Two deployments of the same .dacpac are not always equivalent when deployment options differ.

By including publish profile options in the checksum, DacDeploySkip can now detect these cases and avoid false "already deployed" decisions.

Note about SqlPackage

Sadly, FastComparison which I blogged about recently, has been (temporarily?) removed from SqlPackage.

Until that returns, you can use DacDeploySkip to improve both the inner developer loop and CI/CD pipeline efficiency.

Example

dacdeployskip check "<path to .dacpac>" "SQL Server connection string" -profile "<path to .publish.xml>"
# if exit code is 1 -> run sqlpackage publish
dacdeployskip mark "<path to .dacpac>" "SQL Server connection string" -profile "<path to .publish.xml>"

Get started

dotnet tool install -g ErikEJ.DacFX.DacDeploySkip

Project: github.com/ErikEJ/DacDeploySkip

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Task vs. ValueTask: Reducing Async Allocations and Boosting Performance

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When writing asynchronous methods, consider returning ValueTask instead of Task for performance-sensitive scenarios, especially when methods frequently complete synchronously. ValueTask can improve speed and reduce memory allocation, but it comes with usage restrictions. Use Task as a default while applying ValueTask selectively after proper testing.
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#579 - 13th September 2026

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Highlights this week include:

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Is the Show Early strategy dead due to AI?

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Hello and Welcome, I’m your Code Monkey!

I have been trying to do livestreams more regularly lately and I love it! Thanks to everyone who tunes in to those! It's a lot of fun talking to people in real-time as opposed to just thinking by myself. Fun!

Do you like Tycoon/Management games? I do! Many of my games are in that genre because I love it both as a player and as a developer. As a player I love building logistics and watching everything work neatly in order. And as a dev I love it because it's very programming heavy and it's a joy to write tons of code and then see little humans on screen doing what I told them to do!

Because of that I just really enjoyed making Challenge #13 on my Practice Lab! It's the Customer Queue System challenge and the goal is exactly that, set up a nice queue for customers to follow and get served. It's a really fun mechanic to build and really engages your brain! Join the Practice Lab for FREE or just build it in your own time, you will improve your programming skills quite a bit!

PS: My Code Monkey Toolkit Asset is 50% OFF tomorrow!

  • Game Dev: AI killed the Show Early strategy?

  • Tech: The NEW Apple Foldable, iPhone Duo!

  • Fun: From floppy to solid with one zipper!



Game Dev

AI killed the Show Early strategy?

The general advice nowadays is "talk about your game as soon as possible! Share early and share often!" because usually you can't really "overshare" your game. There's still people buying Terraria even though it's a 15 year old game that has sold tens of millions of copies, so you won't saturate your target audience by posting a bunch of times. Therefore post often is great advice to get more eyeballs and more wishlists (and more sales!) of your games.

Then show early is also great advice because it helps you analyze potential audience reception before you commit months or years into a project. I've said many times how nowadays idea selection is a crucial part of indie dev success, and posting about your game idea as early as possible is how you do that. If you get 100,000 views on a short of your prototype, you know that idea has potential.

However AI might have screwed this strategy over, although I think that's only in hyper specific use cases.

What got me thinking about this topic is how recently there was a game announced called Needle in a Haystack Simulator which quickly found tons of success (20k+ wishlists) all thanks to a short trailer. The game is exactly what you expect, there's a giant stack of hay, and it's your job to find the one needle inside it, that's it. Very simple idea but people seemingly love it (or at least are intrigued by it)

Following that success there were 8 other games announced with the exact same name and the exact same premise. The assumption (I think correctly) is these were vibe coded in a day, which in turn got people thinking about how your should NOT share your game ideas early because since AI nowadays can build games in one prompt, if you share it someone might make the game faster than you and beat you to market.

But is that really the case? Based on how these games were announced quickly it seems like it, however I would say the danger to the "show early" strategy is only if you have a concept that is literally this simple. AI nowadays is quite good at making simple games, but not good as making something with a little bit of complexity. And even though I haven't played these games I would say if they are entirely AI generated they are likely not good, not polished, not well designed, just functional, and players demand a lot more than "just functional".

So my advice is still "show early and show often" unless you have a game so simple an AI can make it in one shot, if that's the case then maybe don't show it, or rather if that's the case I would say just choose a more interesting game idea that cannot be vibe coded in one day.

I am curious for the future. Naturally AI is on a seemingly never-ending improvement curve, which means right now it can only produce these kinds of super simple games so most devs don't have to worry about someone prompting a game with AI and beating them to market, but if it continues improving then perhaps in the future it will be able to make a genuinely decently complex game very quickly. When that happens will this strategy die out?


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The Autumn Sale on the Asset Store is starting tomorrow! This is a big one! All the top assets will be discounted 50% OFF, including my own Code Monkey Toolkit Asset!

I’ve also just updated it with a bunch more Tools and Elements to help you make games BETTER and FASTER. I’ve added a Main Menu and Graphics Settings Window to quickly help you get your prototypes up and running. I’ve also added Day Night Cycle, Simple Destruction, Save System, along with the other 50 Tools and Elements that were already on the asset. Oh and an interesting new addition for those of you using AI agents, I’ve added Skills.md so that agents can learn how to use the Toolkit. I tested it myself with Unity AI and just asked it to build a scene with a player character interacting with some cubes and it did it perfectly!

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Get the FREE Modular Animal Knight Polyart which looks really fun, perfect for a cozy RPG with animals, something like Cat Quest!

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It’s got a ton of packs from Maksim who makes some absolutely excellent models and animations.

You’ve got basically every theme imaginable, there’s Sci-Fi, Fantasy, Realistic, Gangster, Zombie, etc. Both tons of character packs and a ton of awesome first person animation packs! If you want to make first person shooters then don’t miss this bundle 98% OFF!

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Tech

The NEW Apple Foldable, iPhone Duo!

The much rumored foldable iPhone is finally officially announced, it's called the Duo! On the outside you have a normal screen at 5.4-inches, then flip it open and you get double the screen real estate. This is the latest entry in this foldables category that I believe was started by Samsung with their Galaxy Fold out in 2019.

In the announcement they showed how smooth and shiny it looks, how you can do video calls with people and have the both screens active at once, in case for some reason you want someone in front of you to see the call as well.

The most interesting use case to me seems like the most basic one, using the fold as a stand and just having a super customizable high end display on your nightstand.

Then of course it has an impressive chip, the screens are very high quality, great cameras, battery life, etc. It's priced between $2000 and $3200 this is definitely a high end premium device, and will be coming out on October 23rd.

Do you see the value in these giant foldable phones? Ignoring price and just focusing on the concept of foldable itself, is this something you want? I'm curious, I wonder how big this category will become now that Apple is entering it. Or maybe it won’t go big and it will be a big flop, similar to how the Apple Vision Pro (sadly) did not re-ignite the VR market.

I have never used a foldable phone (except a flip phone 25 years ago) so I wonder if it's good. Honestly I don't think I use my phone enough to need that much extra screen space, or to run 2 apps side by side, so I don't think it's for me but I'd love to try it and see if it would convert me.


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Fun

From floppy to solid with one zipper!

Zippers are a fascinating invention! You can have two completely separate pieces, and by creating some teeth in a specific configuration you can make those two sides connected to one another with a simple motion! Genius!

And now after decades of the original zipper existing, someone made an upgrade to it that is finally achievable thanks to modern 3D printing, it's the Y-zipper which is actually not really new but rather a patent that was filed over 40 years ago but only now is easily doable.

I absolutely love the video of it in action. You can turn something floppy into solid by just zipping it up. Make it have curves or be straight, make it super strong or flexible. And the coolest use case of all, using it on robot legs to make the robot move up or down! That's super cool!

I love this, super fascinating! And the video showing it in action is awesome! Incredible to see a robot with legs that extend or retract.




Get Rewards by Sending the Game Dev Report to a friend!

(please don’t try to cheat the system with temp emails, it won’t work, just makes it annoying for me to validate)

Thanks for reading!

Code Monkey

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