Creating a common header for an android app - android

I am looking to create a common header for an android activity and have 3 possible ways to solve the same. I would like to know which is the best solution in terms of performance and memory usage.
Copy the XML across all XML Layouts : I believe this is the least impressive solution which uses a lot of memory
Create a custom HeaderView , which I can then use where needed. Drawbacks : it still creates a lot of instances.
Use <include > to include an XML component , not sure how it helps performance and reduces memory usage.
So which method is the best , or is there a better way?

I think you are worrying about the wrong thing. Pick the one that's best for your project with regards to development or maintainability. Remember that Views are all part of ONE activity which would be visible to the user at any time, per the Android activity lifecycle. Its the framework's responsibility to clean up non-visible activities if there is a need to garbage collect. If you are concerned about View performance, look into using Hierarchy Viewer which comes with the SDK to flatten your views.

The third way looks like a good candidate... the performance difference among all ways of doing it is not big. On the other hand, the maintainability difference it's. So, the third options allows a cleaner solution since you won't have boilerplate code, and will allow you to easily change the header in the future without having to modify the other views.
The second solution is nice, but it introduces unnecessary complexity. Are you going to use more than three activities with that header? Are you going to share that HeaderView or reuse it in other project? If no... then it's not worthy. Even worse, it will make you write Java code, which is less maintainable than a few lines of XML.

In my opinion I would go for the 3rd one although its make no difference in terms of memory but it will make the code more cleaner at-least for xml. I might be wrong but thats just my opinion

I ended up using step 2 and setting my header object to null in onPause and resetting it in onResume , that way the garbage collector could free up the resource. Thanks #Morrison Chang :-)

Related

Quick question: Can too many fragments make an app slow and how many?

I can't seem to find an answer for that. How many fragments can an app have, or how many xml layouts in general, before it starts getting cluttered and slow? All I found was that with too many nested layouts the activity itself performs worse.
Yes, theoretically it can. But it's not the number of fragments which can make an app slow, it's the way you use them. Even 2 fragments, if badly used, can make an app slow. On the other hand, tens of fragments could be handled fine. If your app instead needs 50, or 100 fragments, unless it's a really complex app and you're on top of it, then it's a good indicator that you're doing something wrong, either in the app flow, or the design. Android Studio provides you very good tools for profiling an app, use them, see where your bottlenecks are, and fix them. Measure the improvements before and after the fix.
No, there is no limit on making any number of fragments in Android app. And it does not harm any app if you make hundreds of fragments. But the way you are using those it DOES MATTER. As far as the matter of nested layout is concerned, yes it all depends upon your hierarchical level. Suitable approach should be used. Obviously not all layouts you will be showing in your activity. On depends or in certain conditions you will be using different nested layout. If this is the case then you can use fragment for dynamically update the UI or the Activity or Secondly you can dynamically add the views in your activity on demand. All at once if you are going to show complex nested layouts and those are in deep as well, this can cause sometimes some jerk or flick to load.To overcome this, You need to first think about weather it is necessary to load all the views else load on demand. Hope that helps you.

Android vs configuration changed

I apologize for my English but translated with google. I'd like to understand why Google with Android restarts the activity at each change and you lose all the data displayed. How do you solve this problem? Could not they make it optional this thing?
On every forum I read to use the methods onSaveInstanceState, onRestoreInstanceState, onConfigurationChanged, but how to use them is not explained well. If I have a complex application, with many objects, with EditText, with Markers, Polygons, I'm forced to save everything by hand with temporary variables? There is another way faster and easier to do it? Do you have any practical example to show me? I hope you know help me understand, thank you all.
It is an optional thing. In your manifest, add android:configChanges="orientation|screenSize" to your activity and it will turn off that behavior.
Really there's only 1 good circumstance to not override it- if you have no AsyncTasks, no Threads, no Loaders, no bound services, AND you have separate layout.xml files for landscape and portrait. That's about the only time it doesn't cause more pain to recreate than it saves. It's google's biggest screwup in the API.

Why using Fragments?

I have read the documentation and some other questions' threads about this topic and I don't really feel convinced; I don't see clearly the limits of use of this technique.
Fragments are now seen as a Best Practice; every Activity should be basically a support for one or more Fragments and not call a layout directly.
Fragments are created in order to:
allow the Activity to use many fragments, to change between them, to reuse these units... ==> the Fragment is totally dependent to the Context of an activity , so if I need something generic that I can reuse and handle in many Activities, I can create my own custom layouts or Views ... I will not care about this additional Complexity Developing Layer that fragments would add.
a better handling to different resolution ==> OK for tablets/phones in case of long process that we can show two (or more) fragments in the same Activity in Tablets, and one by one in phones. But why would I use fragments always ?
handling callbacks to navigate between Fragments (i.e: if the user is Logged-in I show a fragment else I show another fragment). ===> Just try to see how many bugs facebook SDK Log-in have because of this, to understand that it is really (?) ...
considering that an Android Application is based on Activities... Adding another life cycles in the Activity would be better to design an Application... I mean the modules, the scenarios, the data management and the connectivity would be better designed, in that way. ===> This is an answer of someone who's used to see the Android SDK and Android Framework with a Fragments vision. I don't think it's wrong, but I am not sure it will give good results... And it is really abstract...
====> Why would I complicate my life, coding more, in using them always? else, why is it a best practice if it's just a tool for some cases? what are these cases?
I am sorry if I wrote too much, and thanks for your time. I hope I will get your attention, because I really need ideas and experiences about this topic.
Best regards, Ahmed
You shouldn't always use fragments. Fragments have their uses, such as when you want to page in and out parts of the screen or when you want to drastically change the UI in different orientations. When they make sense, use them. When they don't, skip them. I find they make sense in maybe about 10-20% of apps- I rarely see the need.
If there's a certain positive aspect apart from the simpler reuse of logic through different layouts, it's the ability of Fragments to be kept alive by the system at orientation change, aka while an Activity is reconstructed from zero, a Fragment can retain its instance, and therefore using them is more stable than an Activity. Also, switching between Fragments is quicker.
Personally, if I don't need to mess around with different orientations and layout sizes, I still prefer using Fragments and a singular container Activity around it, for stability and seamless switching between the different screens.
Its quite a general question and not directly related to a specific programming problem. But in my opinion good software is based on good design and therefore a good understanding and best practices. So your question is a good one for stackoverflow.
So, what about fragments. It took me a while to understand why you could or even should use them. As #pskink said, you can easily live without them. But if you are planning to rollout your software on different devices, you should definately think about fragments.
The screen resolution and density is not the only problem. Think about a smartphone. The screen is much smaller, so you can not present your app the same way as you can on a tablet. For instance a master detail flow. Left side, a list of elements and when you click one element, you will see details of that element on the right side. Easy to do on a tablet. But on a smartphone you would put the master-view into one fragment and the detail-view into another one.
You got two options to realize that scenario. Either programm different activities for smartphone and tablet but because they are actually doing the same logic, it's better practice to put the logic into fragments and reuse those fragments in two layouts (phone/tablet).

Android clean code: Fragment use?

My doubt here is how to achieve a clean and easy code to maintain over time in an Android app?, I'm trying to apply Uncle bob - clean code rules but as I keep going with development sometimes some rules must be broken, and I end with an Activity of 700 lines (I'm not using Fragment, and 700 lines seems to be a Class that "does too much things") so I want to know if someone has try an Android app with proper use of Fragment and could answer these questions:
1- does it really impact on Activity lines length (at least less than 300-500 [not strictly this numbers but a "reasonable" Class length] lines)?
2- does code keep clean and easy over the time?, not necessary with Uncle bob rules but considering best practice in OO while coding.
3- does it have a considerable impact in terms of "Performance"?
4- does Fragment help to support in a more simple way a wide fan of Screens?"
5- ignoring developer skills, what "should" be the way to go non-Fragment activities or activities with rich Fragment use?
Note: this is not an attemp of Duplication to Android - Activity vs FragmentActivity? since the topic here is not about tab format but best practice for android development.
sorry for my english ;).
You are conflating the use of fragments with the use of FragmentActivity.
FragmentActivity is a subclass of Activity designed for use with the backport of fragments from the Android Support package. You usually only use FragmentActivity if you are using the backport. If you are using fragments, but your android:minSdkVersion is set to 11 or higher, you can usually skip FragmentActivity.
With that in mind:
does it really impact on Activity lines length (at least less than 300 lines)?
That is impossible to say. It is equivalent to asking whether a Restaurant that subclasses Business will be longer or shorter than a Restaurant that subclasses FoodSupplier. It all depends on your code.
That being said, it is certainly possible that the use of fragments will reduce the lines of code in the activity. IMHO, that's not a good reason to use fragments.
does code keep clean and easy over the time?, not necessary with Uncle bob rules but considering best practice in OO while coding.
That is impossible to say. It is equivalent to asking whether a Restaurant that subclasses Business will be "clean and easy" compared to a Restaurant that subclasses FoodSupplier. It all depends on your code.
does it have a considerable impact in terms of "Performance"?
Not usually.
does Fragment help to support in a more simple way a wide fan of Screens?"
If by "wide fan of screens", you mean "a wide range of screen sizes", then yes, fragments can help with that. In fact, that's the #1 reason for using fragments, IMHO. However, fragments alone do not magically help with screen sizes, any more than having capital letters in method names magically helps with screen sizes.
ignoring developer skills, what "should" be the way to go FragmentActivity or Activity?
As stated previously, you usually only use FragmentActivity if you are using the backport of fragments. If you are using fragments, but your android:minSdkVersion is set to 11 or higher, you can usually skip FragmentActivity.
If your question really is "should I be using fragments in my app?", the answer is "probably, but it depends upon the app".
Yes, fragments are the way to go. They help spread your code around in a logical way so you don't have a 700 line activity, they keep your code easy because each fragment will have its own class usually, and they do, to answer your 4th question, make it easy to have "A wide fan of Screens".
I recommend this video to help get you started. For any beginners, this video is a great explanation of how to use fragments ( I know because I had a hard time figuring out how to use them until I watched this video). It is called "Programming Android with Fragments" by Andrew Ruffolo:
http://www.youtube.com/watch?v=KyXvq_kwfzg
This video demonstrates the power of fragments. You still need a main activity of some kind, but this main activity acts kind of like a container for the fragments, and most of the functionality of your app is handled by the fragments and their corresponding classes.
I have never used activities because I started app development after fragments were added to android, but it seems like fragments help break down your app in the same way that methods and inner classes help break down your classes, and the same way that classes help break down a project or program. I am not sure if this was possible or as simple using only activities before fragments were added.

Best practices: Layouts on Android (Programmatic vs XML)

This question has been bugging me for some time. I've already developed a couple of apps on the Android platform and somehow always find myself resorting to Java code in order to construct the layouts. In a professional development environment, is this acceptable? Or should XML files be the go-to approach? I usually find XML a more tedious approach and often, these layouts don't look the same on all devices. I just don't get it. From a professional viewpoint, has anyone really been able to develop apps with complex views purely using XML files? This question is killing me because Google recommends using XML but the UI never looks the same on all devices unless done programmatically. Or am I doing something wrong?
Note that I'm referring to Android 2.2 and 2.3, which majority of the users use.
I use XML layouts on pretty much every fragment and activity of every app I write. I very rarely see any need to create Views dynamically, tho configuration of ListViews, showing/hiding views, etc needs doing in code. For me the advantages of XML are:
Ability to use layout editors (Eclipse)
Easier to preview layouts
Possible to benefit from auto-localisation of layouts
Easily maintain different parallel layouts for difference devices (screens)
Can get a sense of the layout by looking at it (easier than code)
Easy to break layouts down into pieces (fragments, includes, etc) to remove duplication
Keeps a separation between the visual design, and the functionality behind it
I can't think of any good reasons to put all my layouts into code - that sounds like hell.
I expect the reason your layouts don't look the same is because your XML is not defining the layouts correctly. Bear in mind the Android tools convert XML layouts into code, so there's no inherent problem with using XML layouts versus dynamic - both end up as code.
OckhamsRazor,
The answer very much depends on your needs, flexibility, and knowledge. The first thing to understand is that every Layout, whether created via XML or programmatically can be tweaked specifically or made to conform to many screens via properties.
... and somehow always find myself resorting to Java code in order to construct the layouts. In a professional development environment, is this acceptable?
Yes, it is. Android makes those available so you can do just that. However, the benefits of managing layouts via XML include standard MVC segregation, simpler debugging, and an easier time modifying the resource, if needed. Additionally, you may maintain multiple copies of Layouts depending on device configuration easily.
... has anyone really been able to develop apps with complex views purely using XML files?
Absolutely! There are some amazing programs that fully utilize XML rather than programmatic views. The key to them is how much information (that is non-standard view properties) is required from parental Views. Even in those cases there are ways to pass that information provided you know where and how to do so.
Or am I doing something wrong?
I don't think so. Honestly, I've run both ways depending on need. I'd say it really comes down to your lack of knowledge of the quirks. But the job is to get the job done. Here's an example: There are some times when I don't know how big everything needs to be until its run on the device, and there are times that I make the device conform to my layout's needs. Ultimately, I use the following chart to make my determinations.
Do I need information from parental Layouts that is aside from view properties
Do I need to dynamically size more than one element independently.
Is the View type pre-determined or will it change as well?
If the answer to 2 out of 3 of those is "yes", I will use some level of programmatic layout. If not, I will go pure XML. That being said, programming is one of those professions that encourages ingenuity (provided it is safe) and nearly anything can be accomplished in any number of ways. Ultimately, I'd say do whatever makes your job making quality apps easier.
Google makes its recommendations based on their own knowledge of software programmers and their general practices. They also created the platform, so they know which things are optimized in which ways. Its all about experience and we all have our own. If you have trouble utilizing XML, its worth taking the time to figure out the quirks simply so that it is another tool to utilize. Also, it will give you the information you need to answer this question for yourself.
To sum things up: I could say chocolate is better, but if you like vanilla, you'll disagree. Be aware of the drawbacks and benefits of each and take the time to learn how to accomplish the same tasks with both methods. It will make you a better programmer and give you a better sense of when to use which technique.
Hope this helps,
FuzzicalLogic
I typically do a lot of work with highly customizable UIs, where large portions of it need to be done in code. That being said, wherever possible I try to use layout fragments and inflate them, so as UI sections are added, removed, or rearranged I'm still just doing some of the layout, not all of it.
That being said, it's not that hard doing layout via code. The big advantage to it is compile-time checking. I'll find issues that way faster than using the preview pane. The preview pane can be nice for initial layout, but I use the Hierarchy Viewer for figuring out why my layouts don't look right.
It really depends on what type of project it is, or piece of a project, and what type of programmer you are. Some people just prefer pure code, while others like leaning as much on other tools for design as possible.
XML definitely has some benefits, like being able to switch between interface designs quickly. For specific design themes that are repetitive, is definitely useful for most programmers.
I personally prefer doing everything programmatically, and it is quicker for me to develop than writing XML, with the libraries and classes I have created. XML is quicker straight out of the box.
As for performance, there really isn't a difference worth mentioning unless you are using the same view so repetitively, at the same time, to the point that it no longer fits on the screen many fold. I did a test of how many text views Android could render on a Moto X - Android 4.4, and it couldn't get much over 5000, but there is never a purpose for that. If you are at that point, you are either need to dynamically load and unload data or are just doing something very wrong to begin with.
So learn both sides of it, definitely get to know the pros and cons with your style of programming, because there is no right answer for everyone, and let loose and have fun.
It is much better to separate the layout and put it in the xml file. I occasionally have to adjust the layout in code, but it is always an exception and only when I determine that it cannot be done in the layout .xml. If you use the layout views correctly, the application should look very similar on all devices.

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