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 — 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— for example, a service or broadcast receiver — 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 — 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 — 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 — 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