Adaptors as inner classes of activities, or stand alone classes? - android

I'm looking to establish some "best practices" for Android, with regards to code reuse, ease of programming/understanding, performance and memory. So, you know, just good code all around.
It seems like a lot of the Android documentation and object design pushes you towards having lots of inner classes. AsyncTask likes to load data right into Views. Adaptors like to have access to the LayoutInflator.
From a code reuse viewpoint, it would be nice to build a few adaptors or AsyncTasks that solve your problems, and reuse them as needed. This means passing around your context though, which feels dirty and can lead to memory pitfalls if not done carefully. The other option is to bake all the AsyncTasks and Adaptors that an activity needs directly into the Activity. This makes it hard to reuse code, but you can see where things are going easily and since you're using the context directly it's harder to hold onto things forever.
I'm also concerned about writing code that will look familiar to programmers we might hire in the future.
What are the coding standards for Android? What is the "best design" for an application which needs to load nearly all of it's data from the web, have a UI that works on phones and tablets (with different activities in each), and be easy to work with and extend for years to come?

You should look at this on How to code in android.
And you can use inner class or make a seprate class according to your need. For example when all data is being loaded from web in json format i always use a seprate class with a static method which will return the jsonObject and then i can call this method anywhere in my app and extract data from it.
Also i use single inner class of asyncTask perfoming different task in my activity like seraching and loading data in listview, loading data on user prefrences change.and so on.
In custom adapter i always prefer different class for them. It'll really make easy to work with them.
Hope it will help.

I've asked this before, and this is the way I do it.
If I'm going to use the adapter many times, I place all of my adapters into a package called "com.myapp.adapters" As for the AsyncTask, I always use asynctasks as part of activities.
If you only have a short adapter that does a little bit of work in an activity, there's no need to create a separate class file for it. Just stick it into the activity.

Related

Creating a Serializable ArrayMap

I'm a newbie to Android, however I'm not entirely new to Java. From what I can tell, the ArrayMap should be used over the HashMap due to less memory used/performance increase. I'm not entirely sure when I should use one over the other beyond that, however while attempting to send an ArrayMap over a Bundle/Intent, I noticed that I was unable to do so, yet I could with a HashMap.
So, I thought, instead of just succumbing to using HashMap, especially when it's not necessary to, I'll create my own Serializable ArrayMap, however I'm unsure as to how to go about it.
All I know is that I implement three methods, readObject, writeObject, and readObjectNoData, all which have a Stream as an argument. I'm assuming I have to go through each item in the ArrayMap, then write it to the output stream and read from the input stream to recreate the ArrayMap. What I want to know is... how I should go about doing so.
I'm sorry if there is a duplicate question, but I can't really find any at all. So I'll start off with an example to fend off any "YAGNI" (You Aren't Gonna Need It). For one of my projects, I maintained a nested ArrayMap of objects, with said objects being in the thousands, with nested key-values to reduce collision greatly. I can't go too far into it, as it was for a recent school project. I wanted to be able to preserve the data structure over the life cycle of the application, including onDestroy of MainActivity, without having to parse everything all over again.
My solution ended up being to create a constant (static final) ArrayMap and access that, which worked, but it feels like I'm going against the philosophy of Android Development. Also I'm assuming that when MainActivity is destroyed the constant is also destroyed as well, yet with a saved bundle, it will be preserved, which is what I want.
I'm getting off topic... anyway, I want to create a Serializable ArrayMap, but I have a lot of questions regarding it. For one, what would be the best format to represent the objects nested inside of an ArrayMap? JSON would be my guess, although I've never actually done anything with it before. Then, how do I get the information from the objects nested inside? Do I enforce that only certain objects that implement an interface I declare may be added to the map? Then HashMap doesn't have this requirement. Do I use reflection to obtain each field and value, but then isn't that super slow?
I cannot use any third-party libraries, however I would love to do this from scratch regardless as it feels like a good way to learn more, does anyone have any tips/ideas on how to properly approach this? Thank you in advance!

Is having a Delegate Manager a good design idea?

Many Android apps include a BaseActivity class of their own, which all Activities in the app extend. This is useful because it gives a central place to put functionality that's common across most/all activities. The main drawback of having a BaseActivity is you are then unable to use any of the Activity subclasses (ListActivity, etc.).
One alternative is to have an ActivityDelegate. This gives a central place for functionality while still allowing you to use Activity subclasses. It's also arguably more testable, since it uses composition instead of inheritance.
Both of these solutions potentially lead to a lot of spaghetti code when the BaseActivity/ActivityDelegate gets too large and convoluted. A possible solution to this is to use the delegate pattern, but split the functionality into many different Delegates. This reduces spaghetti code in the Delegates, but then the Activities get more complicated - they're now trying to forward their on* methods to lots of different Delegates instead of just one.
A possible solution to all of these problems is to use a Delegate Manager. The Delegate Manager keeps track of all the smaller Delegates in the app. Activities forward their on* methods to the Delegate Manager, which forwards them on to all of the individual Delegates. This accomplishes all of the following:
Dedupes code - all common functionality gets placed into one of the Delegates
Allows use of Activity subclasses
Simple code in all Activities - all on* methods are forwarded to just one class
Easily testable - it's simple to mock out everything around the Delegates and the Delegate Manager for unit tests
Has anyone tried using this pattern before? If so, how did it go?
As far as I understand, you're talking about one single DelegateManager object for the entire application. If this is the case, you can use registerActivityLifecycleCallbacks, see http://developer.android.com/reference/android/app/Application.html#registerActivityLifecycleCallbacks%28android.app.Application.ActivityLifecycleCallbacks%29
If you're on < API level 14 you need to take a look at: https://github.com/BoD/android-activitylifecyclecallbacks-compat.
registerActivityLifecycleCallbacks lets you hook into the activities onXXX lifecycle methods.
Doing this certainly has all the benefits you described:
decoupling being usable only when you actually need to repeat behavior which is kinda seldom for controller+view logic tied in together the way Activity works.
Removing inheritance is nice if you have activities you might reuse - but I've never had to do it before. But I guess a good use-case would be your home-cooked activity for handling settings or something like it that needs app-wide L&F & behavior.
On the top of my head I can think of these downsides:
Using listeners all over the place can blur path of the application activity/call hierarchy and can make the code hard to understand. This holds true for all listener/dispatcher type of programming. It's a powerful tool, but handle it with care.
It can introduce a lot of (as you mention) boilerplate/spaghetti code if all you do is pass on to lifecycle listeners/delegates.
it is your responsibility to de-register yourself from the Application with Application.unregisterActivityLifecycleCallbacks. I don't think there's a good way around it,
Personally I haven't used this design-pattern much for lifecycles, but it might be worthwhile for some use-cases. For example:
ApplicationLifecycleLogger: Every time you create/resume/pause... an activity, you logcat or something else making debugging lifecycles a tad bit easier.
If for example someone goes into an activity he/she is not allowed to go into due to model state of some sort (e.g. a ringing alarm -> can't go into AlarmEditActivity), you could do finish() there.
Passing object state across activity boundaries without Parcelable:s and screen rotation changes. Usually this is implemented with a Map in Application or some static field somewhere. You can do this by letting the delegators hold state.
Also, take a look at: Is there a design pattern to cut down on code duplication when subclassing Activities in Android?
I hope this was helpful =)

Is it best practice to put handler thread classes in the fragment or activity class?

I'm currently attempting to convert my existing Android app to using Fragments. The main work that my activity does can sometimes take a while, so I implemented some Threads to act as callback handlers - I was led to believe this is best practice to use these and a progress dialog.
Hopefully that makes sense.
My question is: should I move those inner classes to my Fragment class, or keep them in my Activity class?
That depends how many fragments you have and what you're trying to do with those threads. While there is no general rule, here are two things to consider in making your decision.
(1) If you're doing something like downloading information that's going to be used in multiple fragments (say in a ViewPager or Tab set up) it might make sense to have the callbacks in your FragmentActivity this way you can easly distribute that information to the Fragment that will be handling the UI. Another example that comes to mind would be fetching location data. If the location data is going to be used throughout the app, and your FragmentActivity is hosting multiple fragments, it makes more sense to get the information in one place and simply update the fragments individually.
(2) If you're using something like AsyncTask for one-off downloads, posts, or other things unique to a specific fragment, there's nothing wrong with keeping it localized to that fragment. In fact, in that case, it would be less efficient to off load the task to your FragmentActivity than to complete the task localy.
Really there's not "right" answer. Just a question of how your app is structured and what you're trying to acomplish.
Actually the best practice for software in general is a little different, first of all you need to know that there's no "Hard Rules" to anything in software, the keyword is "All Depends(Taken from book Pragmatic Thinking and Learning)" and as such, it all depends on what you want and what you need, you should put things on a balance to know where is better for you, but going back to the best practice in general for these cases the best is to have a Business Model Class completely decoupled from either Fragment/Activity or any other android component, you are actually supposed to have a Model Class and together with a Controller Class, both of them should manipulate/populate the data and views within those elements...
Hope this helps.
Regards!
There's no hard and fast rule, but I like keep them in the scope within which they most naturally fit. If the result of a long running task is only useful within the fragment which initiated it then it lives in the fragment. If the task may affect multiple fragments then it might live in the activity.

Using cwac-endless adapter with existing/custom AsyncTasks

I'm currently using what I assume is a common pattern in Android, of fetching data from a network using various AsyncTasks, and updating a simple ArrayAdapter on completion using an interface callback mechanism.
cwac-endless is reasonably easy to plug in to add pagination type scrolling, aside from the fundamental issue that it assumes it will handle running the background task for you. Does this mean I basically have to rip up all my AsyncTask classes and associated interfaces, and move all the code from doInBackground into my EndlessAdapter's cacheInBackground?
Most solutions I've tried seem to end up duplicating much of the code already in cwac-endless, so I feel there must be cleaner solution to using this adapter with an existing AsyncTask?
cwac-endless is reasonably easy to plug in to add pagination type scrolling, aside from the fundamental issue that it assumes it will handle running the background task for you
Handling "running the background task for you" is most of the point behind the adapter.
Does this mean I basically have to rip up all my AsyncTask classes and associated interfaces, and move all the code from doInBackground into my EndlessAdapter's cacheInBackground?
If you wish to use EndlessAdapter as it stands, yes.
You are certainly welcome to grab the code, modify getView() to not use its own executeAsyncTask and AppendTask and replace that logic with your own. However, pretty much every line of code in AppendTask is necessary for EndlessAdapter to work. And I have no idea how any endless construct would work with "custom AsyncTasks" plural, as there has to be a clear end to the work so that we know to show the new rows in the list and get rid of the pending View. Hence, you would still need to designate some AsyncTask of yours as playing the role of AppendTask, doing everything that you are presently doing and all of the logic in AppendTask. Whether that is simpler than just using the existing EndlessAdapter code base, I cannot say, as I do not know your code.
I feel there must be cleaner solution to using this adapter with custom AsyncTasks?
You are the first person to ever raise the issue, and hence I have never considered it prior to typing in this answer. I will give it some thought and may try to do some refactoring to help with your scenario.

Multiple Activites in one class on Android

I was wondering if instead of having to create a new class for each activity is it possible to create mulitiple activities within one class?
So define various layout xml for various activities within one class, instead of having to create new classes for each activity.
Thanks
No, you should put each activity in seperate class. Take a look at this question. Someone is wondering just the same thing as you.
Ricky,
Yes, you may have multiple "Activities" defined inside a single class. But there are a lot of obstacles and issues with doing so. Before I answer this question, two things must be understood:
What you are asking goes against the Android guidelines for development, and those guidelines are enforced in as many ways as they can be during the compilation process, so nothing I say here is insured to work across any or all API versions of the Android SDK.
Different development environments do their own checks and compile in slightly different ways. I will be speaking from the Eclipse side of development.
Techniques listed here are for education, but introduce a lot of issues. For self education and theory, it is a wonderful practice to explore. However, the goal of this answer is to educate you as to why the guideline should be followed rather than sidestepped.
Requirements for an Activity
The first thing to understand is that Android has specific points that must be met for an Activity to be run. It must: a) be declared in the manifest; b) have an intent-filter describing how it is to be used; c) be a public class; d) be a top-level class.
Multiple Activities, Same Parent Class
This means that you may create an Activity inside of another class (an inner Activity, so to speak), but it must be declared static and public. This limits your Activity in a huge number of ways. Calls to methods or members that are instance-related (not static) to the parent class are not possible. So you lose a lot of time and code hacking around this.
Second, it affects your Android XML declaration for your Activity. This is where the real trouble comes in, because while it can be done, it is very specific and there is not any supporting documentation to make that happen. But that's okay, you wanted to know if you could make ONE class for your Activities.
Multiple Activities, Same Class
Well, Android determines which Activity to run based on its Intent. You could declare the same class multiple times, but with different Names and Intent-filters. If this is the case, then you would have to determine what to do based on the Intent and the extras included. This would be done in your onCreate() method.
Doing things in this manner would mean that you would have to code for two Activities in every place that you would normally deal with one. This would make it much harder to track down bugs to support your product. It would also make every routine operation take longer as you would have to decide which method to perform. For instance, if you overrode onDraw(), you would have to know which Activity you were drawing. Its ultimately just a big schmorgasborg (sp? does anyone know how to spell that word?) of "what do I do?!"
The Real Question
Why would you want to do this anyway?
1. If the answer is to save yourself time navigating your own project, believe me... That won't really happen. Your code will be harder to read, interpret and debug.
If the answer is that you want to save file space, I would reconsider your project's priorities.
If the answer is that you want to share functionality, consider extending Activity and then extending your new sub class. How do you think they made the ListActivity or TabActivity to begin with?
If you want to save state, you can place state in SharedPreferences or your Application object (if you have extended it).
As you can see, no matter your needs, there are many other ways to go about it in a way that doesn't cause you or anyone else a hassle.
Hope this helps,
FuzzicalLogic

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