I've just coded android for a few months, and I really enjoy it, but I find myself writing the same "(TextView)findViewById(R.id.mytextview)" code over and over again.
Coming from asp.net I can't help but wonder why there's no auto-generated class from which I can access my xml-declared views(controls) strongly typed?
Actually I kind of solved it for myself by creating a "viewshelper"-class for complex activities, so I can do "_views.mytextview" when I need the textview, but I still have to maintain these classes by hand each time I add or remove views.
Am I missing something, or should the android sdk do this for me?
Take a look onto roboguice, it looks like the library takes care about the problem.
IMHO, You are missing the Java approach for application development.
This is quite normal for those that use Eclipse (with out plugins) at the beginning this seam to be very problematic, but now i think that that show only the developer limitation.
Related
Both of my colleague and I have experience in MVVM of Web App, while we are new to native android development. Now we have contrary opinions about android data-binding -- I'm a fan of it while he is not.
My Arguments:
Reduces boilerplate code which in turns brings
Less coupling
Stronger readability
Powerful, easy to implement custom attribute and custom view
Even faster than findViewById (details)
His Arguments:
The auto-generated .class increases app size.
Harder to debug
I've made some investigation but there are not many discussions about it. Now I want to collect the pros and cons of android data-binding.
Aspects of discussion include but are not limited to:
unit test
app size
performance
learning curve
readability
coupling
I will comment on your arguments first then I will state my opinion:
1.Remove boilerplate code - it will remove some it will just move some in the xml or it will require additional classes. So you have to be careful and balance the use of data binding.
2.Stronger readability - depends if you are a new developer then you may find it easy to learn it but if you previously worked on android you will need extra time to learn it.
3.Powerful - the code has more power, you can implement whatever you like in code. Think about it like this, everything you implement using data binding has a code equivalent (it might be longer and more code to write), but the revers is not valid.
4.Even faster than findViewById - comparing the speed between these two, in my opinion is useless, you will never notice the difference, if you see some difference, then one of the implementation is wrong.
5.Auto generated class - it's true it will increase the app size, but again only if you have tons of it it will matter. It's true that on the android dev web site they state that it's kind of bad to use libraries that create autogenerated code or annotations that will generate extra code.
6.Hard to debug - depends, like readability, of what you are used to, heck debugging is hard either way for some problems, and you will get better by debugging not by using a different library.
So this is pure my opinion, I've developed many apps using different libraries and different approaches, and they all had pros and cons, but what I've learn: balance everything, don't use tons of libraries, don't waste time implementing things that are implemented already and work well, don't "decouple everything", don't "couple" everything, don't use code only, don't try to "generate" everything.
I think it's quite wrong, and you can get a wrong idea, if you ask for 'pros & cons' about some library/implementation, because usually it won't be impartial, you will get a lot of pros from somebody who used the library in a specific way and it worked and others will give you cons because they used different and it didn't work.
So in conclusion, I think you should check what the library can do for you and what can't do for you and decide if it's good for your setup. In other words, you should decide if a library is good for you not other people ;).
Update - 8 August 2018
First of all I still stand with my initial conclusion, balance is the key in these kind of situations, but in my case, data-binding speed-up a little bit the development process and also improved it. Here are a few new points that you should all think about.
Testing the UI -- with data-binding it's much more easy to test the UI, but data-binding it's not enough for that, you also need a good architecture and using the Google suggested architecture will show the actual power of data-binding.
The most visible changes were provided for points 2 & 5 from my original answer. It kind of was easier to read the code after we decided to use data-binding, and the most important thing here is: we as a team decided that we will use data-binding and after that, we kind of expected to have most of the trivial and basic UI setup in the XML file.
For the debugging part, here's a little bit tricky, Android Studio has a lot to improve on the errors and autocomplete for the data-binding but the most common errors you'll get them after the first 2-3 occurrences. Also I've learned that a "clean project" form time to time, helps A LOT.
Another point that you'll have to take in consideration is the project configuration to use data-binding, right now AS (3.1) supports by default data-binding (just set a flag in graddle) for Java, but I had some issues with Kotlin, after a bit of search here on SO, I managed to fix everything.
As a second conclusion (from my original post), if you can and the project deadline/requirements/etc allows you to try data-binding, go for it it will worth (unless you do some really stupid stuff :)) ).
I am working on a huge Android project and the team has decided to phase out Data Binding library. Why? The primary reason is that it is exacerbating build time(10+ mins), by generating a lot of classes in the build process.
Even if i like danypata's answer i would like to add/edit some of his statements to android databinding.
1.Remove boilerplate code - As written in danypatas answer it removes some code and adds some code somewhere else like in layouts. That doesnt mean that the boilercode isnt reduced because usually it is reduced.
For example you may want to create a bindingadapter, which handles several custom arrayadapters for your spinner/recyclerview/listview/.. but requires only one simple adapter. You may want to use the adapter in your layout by using e.g.
app:myCoolAdaptersData="#{model.mydata}"
Now you can create your generic adapter and (re)use your bindingadapter in all your layouts instead of using for example:
ListView lv = findViewById(...);
CoolGenericAdapter<MyModel> coolAdapter = new CoolGenericAdapter<>(...);
lv.setAdapter(coolAdapter);
This is just one simple example which recudes the code alot in larger projects. Another sample to recude code is, that you bind your model to your layout. Updating field-values of your model usually updates your model aswell (if its at least a BaseObservable/ObservableField).
That means that you dont need to find all your views, update your views, update your models, ...
2.Stronger readability - The extra time spent for learning databinding doesnt really matter. Since the layouts are not really different except that you wrap them into a layout tag and put your namespaces there, it doesnt really differs from "regular" layouts. Using bindingadapters and accessing the model in the layout may take some time, but usually you can start beginning with the basics which are easy and beautiful to use aswell. Learning new stuff always takes time, but you will easy overhaul the time when using databinding after a while.
3.Powerful - Yes, its very powerful. Its easier to reuse existing code, reuse existing bindingadapters and may lead to more generated code but thats not always true. For example you may create multiple adapters within several classes instead of creating one bindingadapter, it may be hard to "optimize" it later. Optimizing the Bindingadapter means that it gets updated everywhere. Optimizing may decrease the "lines of code" since the boilerplace is reduced anyway.
I agree to 4. and 5.
6. Hard to Debug Since AS 3.0+ outputs useful hints like syntax issues in your layout (line number and file) its easy to debug databinding generated code. If you have problems finding the issue you may also want to check for errors in the generated code. Some librarys like dagger 2 or android architecture library may confuse you because the error lines doesnt match with the real "error". This is due generated code by other annotation processors. If you know that those annotation processors may get in trouble with databindings error outputs, you can easy fix that.
7. Unit Testing Its possible like if you dont use databinding by using executePendingBindings.
8. Readability Readability may be better without databinding. Since you put some business logic into your layout, some into your real code, it may lead to spaghetti-code. Another problem is that using lambdas in your layout may be very confused if the "layout-designer" doesnt know which param may be used.
Another very big problem is that bindingadapter can be everywhere. Using BindingAdapter annotation generates the code. That means that using this in your layout may lead to problems to find the proper code. If you want to update a bindingadapter you need to "find" it.
When should you use what? For larger projects it is a really good idea to use databinding together with the mvvm or mvp pattern. This is a really clean solution and very easy to extend. If you just want to create a small simple application you'r fine using MVC Pattern without databinding. If you have existing generic bindingadapters which can be used from other projects you may want to use databinding, because its easy to reuse this code.
Data binding, concept wise looks promising to me, but I do not like the implementation part.
I would appreciate a bit more simpler and direct approach to it.
Thus I feel lot more comfortable in keeping it old school.
Model classes, mutable objects, observers feel like too much to me, if some how the data variables used for binding are received as Objects that are mutable and observable directly in a class , then that would make the process lot more cleaner, simpler and concise.
There isn't something like MonoDroid [Acitvity()] attribute/annotation for Android Java SDK? While it is not strange thing in Java (for example WebServlet annotation) it is not possible to have something like that in Android Java SDK?
In fact, I am tired of editing AndroidManifest.xml!
All of your activities must, in fact, be declared in the manifest. I haven't seen any way to get around this so far. Of course, you could imagine some sort of tool that did post processing on your application (via Eclipse or something like that) and generated your manifest for you. However, I haven't seen such a thing, and doubt such a thing exists. Instead, people typically just declare them in the manifest (it takes a few seconds at most), or create them in Eclipse and let it do the "dirty work."
Ok, so it might be a stupid question that is very obvious... anyway, I am making a new application and I wanted to know if I should make a package for every category of objects,
for example: Monsters, PowerUps, Powers, FrameWork(where I make classes that I implement from) etc.
I am using canvas and a thread class to handle what happens inside the canvas(lockcanvas, unlock and post etc.)
So, should I make everything in one package or few packages, and will it be harder or do I need to know something to use these packages? Thanks!
It's entirely up to you how you group your classes. In terms of coding, it makes little difference as Eclipse will work everything out for you. Instead, consider how you can use packages to help you quickly go to the right place when you return to your code in six months time to correct a bug.
IMHO, your proposal seems to result in a few too many packages for comfort. I don't know how complicated your code is, but if you've only got a handful of classes per package, that's probably a bit too fine. Probably better to break your app into larger chunks of functionality. It's also worth spinning common "helper" or "utility" classes into their own package too.
As with any aspect of coding style, opinions will vary. But I found the following article to be well argued...
Package by feature, not layer
You could get the same organizing effect you are looking for by using folders inside the package to group code without all the hassle of additional packages. Unless you have a special technical requirement for multiple packages I would try to keep things as simple as possible.
Is there a handy-dandy equivalent to org.apache.commons.beanutils.PropertyUtils on Android?
I can't seem to use bean utils in my android app due to some dependencies on PropertyDescriptor,and IndexedPropertyDescriptor. So I'm wondering if there are any alternatives?
Basically all I want to do is use a method name as a string "someMethod" and feed that into setMethod(anObject, "someMethod", value), much like PropertyUtils does; but without having to resort to the nasties of reflection...
Or are my hands tied and I need to use Reflection?
There is bridge library which works on Android: android-java-air-bridge.jar. Just include into project path and use all apache beanutils features in your Android project as you could use in ordinary java application. Moreover, there are lot of other classes which moved to this Android supporting library. Look at the list.
There is a possibilty to use libraries or write own code depending on the PropertyUtils. But it sure isn't dandy. You can get the general idea about what has to be done in this thread.
There are apparently some projects who have successfully solved the issue, so you can study thier solution. Take a look at Drawingpad-base and libgdx. You can find PropertyUtils in the package com.madrobot.beans in the first project and com.badlogic.gdx.beans in the second.
I was using DroidDraw, working through the tutorials. Looking at the resulting XML and the Java code to tie them together, I was thinking that I could build a program to automate that process, so I started noodling something together. But before I go off and totally remake the wheel, I was wondering if something like this hasn't already been made before?
I'm thinking of something that takes the layout XML from DroidDraw, and outputs a Java application that works, and is ready for you to add your own code.
It seems pretty basic, has it been done and I've just not spotted it? I've tried Google searches, but I don't see anything similar.
The built-in UI editor that comes with Eclipse used to be pretty crappy - however, it's now getting better and better. Rev 11, which is coming out soon will a lot of new and useful features also.
Give it a try - I think you'll find this is the best tool.
The resulting XML file you can take from DroidDraw requires no Java code.. you simply setContentView(R.layout.name) and that's it!
Just use IntelliJ or Eclipse to set up a skeleton project for you, and import the XML you created via DroidDraw.
There is App Inventor. I have not tried it myself but it sounds pretty much like what you want.
As far as I know it is a very visual approach to develop an application.