hunk.code_window: - (void)_applyCapturedProperties:(NSDictionary *)properties
   {
     UIApplication *currentApplication = ABI16_0_0RCTSharedApplication();
     if (![[self class] _viewControllerBasedStatusBarAppearance]) {
   #pragma clang diagnostic push
   #pragma clang diagnostic ignored "-Wdeprecated-declarations"
       [currentApplication setStatusBarStyle:(UIStatusBarStyle)[properties[@"style"] integerValue] animated:NO];
  
hunk.labels: keep keep keep keep add keep keep keep
hunk.after_edit:     NSLog(@"%s: Applying status bar style %ld", __func__, (long)[properties[@"style"] integerValue]);
       NSLog(@"%s: Applying status bar hidden %d", __func__, [properties[@"hidden"] boolValue]);
  
hunk.file_path: ios/versioned-react-native/ABI16_0_0/Exponent/Modules/Internal/ABI16_0_0EXStatusBarManager.m
hunk.type: add
file: /**
   * BezierEasing - use bezier curve for transition easing function
   * https://github.com/gre/bezier-easing
   *
   * @copyright 2014-2015 Gaëtan Renaudeau. MIT License.
   * @providesModule bezier
   * @noflow
   */
  'use strict';
  
   // These values are established by empiricism with tests (tradeoff: performance VS precision)
   var NEWTON_ITERATIONS = 4;
   var NEWTON_MIN_SLOPE = 0.001;
   var SUBDIVISION_PRECISION = 0.0000001;
   var SUBDIVISION_MAX_ITERATIONS = 10;
  
   var kSplineTableSize = 11;
   var kSampleStepSize = 1.0 / (kSplineTableSize - 1.0);
  
   var float32ArraySupported = typeof Float32Array === 'function';
  
   function A (aA1, aA2) { return 1.0 - 3.0 * aA2 + 3.0 * aA1; }
   function B (aA1, aA2) { return 3.0 * aA2 - 6.0 * aA1; }
   function C (aA1)      { return 3.0 * aA1; }
  
   // Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2.
   function calcBezier (aT, aA1, aA2) { return ((A(aA1, aA2) * aT + B(aA1, aA2)) * aT + C(aA1)) * aT; }
  
   // Returns dx/dt given t, x1, and x2, or dy/dt given t, y1, and y2.
   function getSlope (aT, aA1, aA2) { return 3.0 * A(aA1, aA2) * aT * aT + 2.0 * B(aA1, aA2) * aT + C(aA1); }
  
   function binarySubdivide (aX, aA, aB, mX1, mX2) {
     var currentX, currentT, i = 0;
     do {
       currentT = aA + (aB - aA) / 2.0;
       currentX = calcBezier(currentT, mX1, mX2) - aX;
       if (currentX > 0.0) {
         aB = currentT;
       } else {
         aA = currentT;
       }
     } while (Math.abs(currentX) > SUBDIVISION_PRECISION && ++i < SUBDIVISION_MAX_ITERATIONS);
     return currentT;
   }
  
   function newtonRaphsonIterate (aX, aGuessT, mX1, mX2) {
    for (var i = 0; i < NEWTON_ITERATIONS; ++i) {
      var currentSlope = getSlope(aGuessT, mX1, mX2);
      if (currentSlope === 0.0) {
        return aGuessT;
      }
      var currentX = calcBezier(aGuessT, mX1, mX2) - aX;
      aGuessT -= currentX / currentSlope;
    }
    return aGuessT;
   }
  
   module.exports = function bezier (mX1, mY1, mX2, mY2) {
     if (!(0 <= mX1 && mX1 <= 1 && 0 <= mX2 && mX2 <= 1)) { // eslint-disable-line yoda
       throw new Error('bezier x values must be in [0, 1] range');
     }
  
     // Precompute samples table
     var sampleValues = float32ArraySupported ? new Float32Array(kSplineTableSize) : new Array(kSplineTableSize);
     if (mX1 !== mY1 || mX2 !== mY2) {
       for (var i = 0; i < kSplineTableSize; ++i) {
         sampleValues[i] = calcBezier(i * kSampleStepSize, mX1, mX2);
       }
     }
  
     function getTForX (aX) {
       var intervalStart = 0.0;
       var currentSample = 1;
       var lastSample = kSplineTableSize - 1;
  
       for (; currentSample !== lastSample && sampleValues[currentSample] <= aX; ++currentSample) {
         intervalStart += kSampleStepSize;
       }
       --currentSample;
  
       // Interpolate to provide an initial guess for t
       var dist = (aX - sampleValues[currentSample]) / (sampleValues[currentSample + 1] - sampleValues[currentSample]);
       var guessForT = intervalStart + dist * kSampleStepSize;
  
       var initialSlope = getSlope(guessForT, mX1, mX2);
       if (initialSlope >= NEWTON_MIN_SLOPE) {
         return newtonRaphsonIterate(aX, guessForT, mX1, mX2);
       } else if (initialSlope === 0.0) {
         return guessForT;
       } else {
         return binarySubdivide(aX, intervalStart, intervalStart + kSampleStepSize, mX1, mX2);
       }
     }
  
     return function BezierEasing (x) {
       if (mX1 === mY1 && mX2 === mY2) {
         return x; // linear
       }
       // Because JavaScript number are imprecise, we should guarantee the extremes are right.
       if (x === 0) {
         return 0;
       }
       if (x === 1) {
         return 1;
       }
       return calcBezier(getTForX(x), mY1, mY2);
     };
   };
  