Bug Fix
- make ReadFile which used for read common file read have private copy constructor, which will match the behavior of std::fstream
- remove the use of ReadFIle's copy constructor
Remove the odd size png file, replace it with even size one
- remove the android_robot.png which is odd size at 225*225, and its rgb
- add kitkat_with_alpha.png, it is 256*256 size and it is rgba
add some redundant code and log which make debug easier
- add some LOGD
- add some value to watch before return, previous one is not good for debug, but good for coding
make timer task be High priority but not Highest
- as title
add Engine class which hold the global variables and move Scene's Load to event handler
- add Engine class holds Renderer and Scene
- assign Engine to android app_state's user data
- make Scene's Load be called in event handler, and just call after Renderer's Init, in which will prepare the GL context
- move to event handler is good, since that make the lifecycle more clear
Bug Fix
- this happens when you just create the IA, and set it to some renderable
    - it will try to call some find_if, and that will copy a temp IA, and then release it
    - when IA release itself, it will call Disable() and Dispose(), that will try to find the its own Renderable's pointer, then null-deference happen
- crash.debug.log is the call stack when debug the crash
- maybe some good way need to be investigatd on how to solve this gracefully, and make more effective
Add more to Image and new class for Raw Image in memory
- refactor Image's class struct
- add new class for Raw Image
- bug fix and redundant remove from PNG class
    - when meet some odd memory size, try to new it in even size
    - add some log for debug
make Texture handle external image by itself Scene also use that way
- Texture will load external image by itself, no need to be assign memory from outside
- it will also Load() and UnLoad() image when it finish using
- it will set the texture attribute by the image's attribute, but no need to assign from outside
- Scene also use corresponding texture way for basic scene
some todo, notebook, and breakpoints setting when debug
- some todos, notebook reminder, etc.
- breakpoints file store when do debug