• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1page.title=Designing for Seamlessness
2@jd:body
3
4<p>Even if your application is fast and responsive, certain design decisions can
5still cause problems for users &mdash; because of unplanned interactions with
6other applications or dialogs, inadvertent loss of data, unintended blocking,
7and so on. To avoid these problems, it helps to understand the context in which
8your applications run and the system interactions that can affect your
9application. In short, you should strive to develop an application that
10interacts seamlessly with the system and with other applications. </p>
11
12<p>A common seamlessness problem is when an application's background process
13&mdash; for example, a service or broadcast receiver &mdash; pops up a dialog in
14response to some event. This may seem like harmless behavior, especially when
15you are building and testing your application in isolation, on the emulator.
16However, when your application is run on an actual device, your application may
17not have user focus at the time your background process displays the dialog. So
18it could end up that your application would display it's dialog behind the
19active application, or it could take focus from the current application and
20display the dialog in front of whatever the user was doing (such as dialing a
21phone call, for example). That behavior would not work for your application or
22for the user. </p>
23
24<p>To avoid these problems, your application should use the proper system
25facility for notifying the user &mdash; the
26{@link android.app.Notification Notification} classes. Using
27notifications, your application can signal the user that an event has
28taken place, by displaying an icon in the status bar rather than taking
29focus and interrupting the user.</p>
30
31<p>Another example of a seamlessness problem is when an activity inadvertently
32loses state or user data because it doesn't correctly implement the onPause()
33and other lifecycle methods. Or, if your application exposes data intended to be
34used by other applications, you should expose it via a ContentProvider, rather
35than (for example) doing so through a world-readable raw file or database.</p>
36
37<p>What those examples have in common is that they involve cooperating nicely
38with the system and other applications. The Android system is designed to treat
39applications as a sort of federation of loosely-coupled components, rather than
40chunks of black-box code. This allows you as the developer to view the entire
41system as just an even-larger federation of these components. This benefits you
42by allowing you to integrate cleanly and seamlessly with other applications, and
43so you should design your own code to return the favor.</p>
44
45<p>This document discusses common seamlessness problems and how to avoid them.
46It covers these topics: </p>
47<ul>
48    <li><a href="#drop">Don't Drop Data</a></li>
49    <li><a href="#expose">Don't Expose Raw Data</a></li>
50    <li><a href="#interrupt">Don't Interrupt the User</a></li>
51    <li><a href="#threads">Got a Lot to Do? Do it in a Thread</a></li>
52    <li><a href="#multiple-activities">Don't Overload a Single Activity Screen</a></li>
53    <li><a href="#themes">Extend System Themes</a></li>
54    <li><a href="#flexui">Design Your UI to Work with Multiple Screen Resolutions</a></li>
55    <li><a href="#network">Assume the Network is Slow</a></li>
56    <li><a href="#keyboard">Don't Assume Touchscreen or Keyboard</a></li>
57    <li><a href="#battery">Do Conserve the Device Battery</a></li>
58</ul>
59
60<h2 id="drop">Don't Drop Data</h2>
61
62<p>Always keep in mind that Android is a mobile platform. It may seem obvious to
63say it, but it's important to remember that another Activity (such as the
64"Incoming Phone Call" app) can pop up over your own Activity at any moment.
65This will fire the onSaveInstanceState() and onPause() methods, and will likely result in
66your application being killed.</p>
67
68<p>If the user was editing data in your application when the other Activity
69appeared, your application will likely lose that data when your application is
70killed. Unless, of course, you save the work in progress first. The "Android
71Way" is to do just that: Android applications that accept or edit input should
72override the onSaveInstanceState() method and save their state in some appropriate
73fashion. When the user revisits the application, she should be able to
74retrieve her data.</p>
75
76<p>A classic example of a good use of this behavior is a mail application. If the
77user was composing an email when another Activity started up, the application
78should save the in-process email as a draft.</p>
79
80<h2 id="expose">Don't Expose Raw Data</h2>
81
82<p>If you wouldn't walk down the street in your underwear, neither should your
83data. While it's possible to expose certain kinds of application to the world
84to read, this is usually not the best idea. Exposing raw data requires other
85applications to understand your data format; if you change that format, you'll
86break any other applications that aren't similarly updated.</p>
87
88<p>The "Android Way" is to create a ContentProvider to expose your data to other
89applications via a clean, well-thought-out, and maintainable API. Using a
90ContentProvider is much like inserting a Java language interface to split up and
91componentize two tightly-coupled pieces of code. This means you'll be able to
92modify the internal format of your data without changing the interface exposed
93by the ContentProvider, and this without affecting other applications.</p>
94
95<h2 id="interrupt">Don't Interrupt the User</h2>
96
97<p>If the user is running an application (such as the Phone application during a
98call) it's a pretty safe bet he did it on purpose. That's why you should avoid
99spawning activities except in direct response to user input from the current
100Activity.</p>
101
102<p>That is, don't call startActivity() from BroadcastReceivers or Services running in
103the background. Doing so will interrupt whatever application is currently
104running, and result in an annoyed user. Perhaps even worse, your Activity may
105become a "keystroke bandit" and receive some of the input the user was in the
106middle of providing to the previous Activity. Depending on what your
107application does, this could be bad news.</p>
108
109<p>Instead of spawning Activity UIs directly from the background, you should
110instead use the NotificationManager to set Notifications. These will appear in
111the status bar, and the user can then click on them at his leisure, to see
112what your application has to show him.</p>
113
114<p>(Note that all this doesn't apply to cases where your own Activity is already
115in the foreground: in that case, the user expects to see your next Activity in
116response to input.)</p>
117
118<h2 id="threads">Got a Lot to Do? Do it in a Thread</h2>
119
120<p>If your application needs to perform some expensive or long-running
121computation, you should probably move it to a thread. This will prevent the
122dreaded "Application Not Responding" dialog from being displayed to the user,
123with the ultimate result being the fiery demise of your application.</p>
124
125<p>By default, all code in an Activity as well as all its Views run in the same
126thread. This is the same thread that also handles UI events. For example, when
127the user presses a key, a key-down event is added to the Activity's main
128thread's queue. The event handler system needs to dequeue and handle that
129event quickly; if it doesn't, the system concludes after a few seconds that
130the application is hung and offers to kill it for the user.</p>
131
132<p>If you have long-running code, running it inline in your Activity will run it
133on the event handler thread, effectively blocking the event handler. This will
134delay input processing, and result in the ANR dialogs. To avoid this, move
135your computations to a thread. This <a
136href="responsiveness.html">Design for Responsiveness</a> document
137discusses how to do that..</p>
138
139<h2 id="multiple-activities">Don't Overload a Single Activity Screen</h2>
140
141<p>Any application worth using will probably have several different screens.
142When designing the screens of your UI, be sure to make use of multiple Activity
143object instances.</p>
144
145<p>Depending on your development background, you may interpret an Activity as
146similar to something like a Java Applet, in that it is the entry point for
147your application. However, that's not quite accurate: where an Applet subclass
148is the single entry point for a Java Applet, an Activity should be thought of
149as one of potentially several entry points to your application. The only
150difference between your "main" Activity and any others you might have is that
151the "main" one just happens to be the only one that expressed an interest in
152the "android.intent.action.MAIN" action in your AndroidManifest..xml file.</p>
153
154<p>So, when designing your application, think of your application as a federation
155of Activity objects. This will make your code a lot more maintainable in the long
156run, and as a nice side effect also plays nicely with Android's application
157history and "backstack" model.</p>
158
159<h2 id="themes">Extend System Themes</h2>
160
161<p>When it comes to the look-and-feel of the user interface, it's important to
162blend in nicely. Users are jarred by applications which contrast with the user
163interface they've come to expect. When designing your UIs, you should try and
164avoid rolling your own as much as possible. Instead, use a Theme. You
165can override or extend those parts of the theme that you need to, but at least
166you're starting from the same UI base as all the other applications. For all
167the details, read <a href="{@docRoot}guide/topics/ui/themes.html">Applying Styles and Themes</a>.</p>
168
169<h2 id="flexui">Design Your UI to Work with Multiple Screen Resolutions</h2>
170
171<p>Different Android-powered devices will support different screen resolutions.
172Some will even be able to change resolutions on the fly, such as by switching
173to landscape mode. It's important to make sure your layouts and drawables
174are flexible enough to display properly on a variety of device screens.</p>
175
176<p>Fortunately, this is very easy to do. In brief, what you must do is
177provide different versions of your artwork (if you use any) for the key
178resolutions, and then design your layout to accommodate various dimensions.
179(For example, avoid using hard-coded positions and instead use relative
180layouts.) If you do that much, the system handles the rest, and your
181application looks great on any device.</p>
182
183<h2 id="network">Assume the Network is Slow</h2>
184
185<p>Android devices will come with a variety of network-connectivity options. All
186will have some data-access provision, though some will be faster than others.
187The lowest common denominator, however, is GPRS, the non-3G data service for
188GSM networks. Even 3G-capable devices will spend lots of time on non-3G
189networks, so slow networks will remain a reality for quite a long time to
190come.</p>
191
192<p>That's why you should always code your applications to minimize network
193accesses and bandwidth. You can't assume the network is fast, so you should
194always plan for it to be slow. If your users happen to be on faster networks,
195then that's great &mdash; their experience will only improve. You want to avoid the
196inverse case though: applications that are usable some of the time, but
197frustratingly slow the rest based on where the user is at any given moment are
198likely to be unpopular.</p>
199
200<p>One potential gotcha here is that it's very easy to fall into this trap if
201you're using the emulator, since the emulator uses your desktop computer's
202network connection. That's almost guaranteed to be much faster than a cell
203network, so you'll want to change the settings on the emulator that simulate
204slower network speeds. You can do this in Eclipse, in the "Emulator Settings"
205tab of your launch configuration or via a <a
206href="{@docRoot}guide/developing/tools/emulator.html#netspeed">command-line
207option</a> when starting the emulator.</p>
208
209<h2 id="keyboard">Don't Assume Touchscreen or Keyboard</h2>
210
211<p>
212Android will support a variety of handset form-factors.  That's a fancy way of
213saying that some Android devices will have full "QWERTY" keyboards, while
214others will have 40-key, 12-key, or even other key configurations.  Similarly,
215some devices will have touch-screens, but many won't.
216</p><p>
217When building your applications, keep that in mind.  Don't make assumptions
218about specific keyboard layouts -- unless, of course, you're really interested
219in restricting your application so that it can only be used on those devices.
220</p>
221
222<h2 id="battery">Do Conserve the Device Battery</h2>
223<p>
224A mobile device isn't very mobile if it's constantly plugged into the
225wall.  Mobile devices are battery-powered, and the longer we can make that
226battery last on a charge, the happier everyone is &mdash; especially the user.
227Two of the biggest consumers of battery power are the processor, and the
228radio;  that's why it's important to write your applications to do as little
229work as possible, and use the network as infrequently as possible.
230</p><p>
231Minimizing the amount of processor time your application uses really comes
232down to <a href="performance.html">writing efficient
233code</a>.  To minimize the power drain from using the radio, be sure to handle
234error conditions gracefully, and only fetch what you need.  For example, don't
235constantly retry a network operation if one failed.  If it failed once, it's
236likely because the user has no reception, so it's probably going to fail again
237if you try right away; all you'll do is waste battery power.
238</p><p>
239Users are pretty smart:  if your program is power-hungry, you can count on
240them noticing.  The only thing you can be sure of at that point is that your
241program won't stay installed very long.
242</p>
243