droidpioneer的IT 2015-04-17
原文:https://github.com/futurice/android-best-practices
Place your Android SDK somewhere in your home directory or some other application-independent location. Some IDEs include the SDK when installed, and may place it under the same directory as the IDE. This can be bad when you need to upgrade (or reinstall) the IDE, or when changing IDEs. Also avoid putting the SDK in another system-level directory that might need sudo permissions, if your IDE is running under your user and not under root.
Your default option should be Gradle. Ant is much more limited and also more verbose. With Gradle, it's simple to:
Android's Gradle plugin is also being actively developed by Google as the new standard build system.
There are two popular options: the old Ant & Eclipse ADT project structure, and the new Gradle & Android Studio project structure. You should choose the new project structure. If your project uses the old structure, consider it legacy and start porting it to the new structure.
Old structure:
old-structure ├─ assets ├─ libs ├─ res ├─ src │ └─ com/futurice/project ├─ AndroidManifest.xml ├─ build.gradle ├─ project.properties └─ proguard-rules.pro
New structure:
new-structure ├─ library-foobar ├─ app │ ├─ libs │ ├─ src │ │ ├─ androidTest │ │ │ └─ java │ │ │ └─ com/futurice/project │ │ └─ main │ │ ├─ java │ │ │ └─ com/futurice/project │ │ ├─ res │ │ └─ AndroidManifest.xml │ ├─ build.gradle │ └─ proguard-rules.pro ├─ build.gradle └─ settings.gradle
The main difference is that the new structure explicitly separates 'source sets' (main
, androidTest
), a concept from Gradle. You could, for instance, add source sets 'paid' and 'free' into src
which will have source code for the paid and free flavours of your app.
Having a top-level app
is useful to distinguish your app from other library projects (e.g., library-foobar
) that will be referenced in your app. The settings.gradle
then keeps references to these library projects, which app/build.gradle
can reference to.
General structure. Follow Google's guide on Gradle for Android
Small tasks. Instead of (shell, Python, Perl, etc) scripts, you can make tasks in Gradle. Just followGradle's documentation for more details.
Passwords. In your app's build.gradle
you will need to define the signingConfigs
for the release build. Here is what you should avoid:
Don't do this. This would appear in the version control system.
signingConfigs {
release {
storeFile file("myapp.keystore")
storePassword "password123"
keyAlias "thekey"
keyPassword "password789"
}
}
Instead, make a gradle.properties
file which should not be added to the version control system:
KEYSTORE_PASSWORD=password123 KEY_PASSWORD=password789
That file is automatically imported by gradle, so you can use it in build.gradle
as such:
signingConfigs {
release {
try {
storeFile file("myapp.keystore")
storePassword KEYSTORE_PASSWORD
keyAlias "thekey"
keyPassword KEY_PASSWORD
}
catch (ex) {
throw new InvalidUserDataException("You should define KEYSTORE_PASSWORD and KEY_PASSWORD in gradle.properties.")
}
}
}
Prefer Maven dependency resolution instead of importing jar files. If you explicitly include jar files in your project, they will be of some specific frozen version, such as 2.1.1
. Downloading jars and handling updates is cumbersome, this is a problem that Maven solves properly, and is also encouraged in Android Gradle builds. For example:
dependencies {
compile 'com.squareup.okhttp:okhttp:2.2.0'
compile 'com.squareup.okhttp:okhttp-urlconnection:2.2.0'
}
Avoid Maven dynamic dependency resolution Avoid the use of dynamically versioned, such as2.1.+
as this may result in different in unstable builds or subtle, untracked differences in behavior between builds. The use of static versions such as 2.1.1
helps create a more stable, predictable and repeatable development environment.
Use whatever editor, but it must play nicely with the project structure. Editors are a personal choice, and it's your responsibility to get your editor functioning according to the project structure and build system.
The most recommended IDE at the moment is Android Studio, because it is developed by Google, is closest to Gradle, uses the new project structure by default, is finally in stable stage, and is tailored for Android development.
You can use Eclipse ADT if you wish, but you need to configure it, since it expects the old project structure and Ant for building. You can even use a plain text editor like Vim, Sublime Text, or Emacs. In that case, you will need to use Gradle and adb
on the command line. If Eclipse's integration with Gradle is not working for you, your options are using the command line just to build, or migrating to Android Studio. This is the best option due to ADT plugin was deprecated recently.
Whatever you use, just make sure Gradle and the new project structure remain as the official way of building the application, and avoid adding your editor-specific configuration files to the version control system. For instance, avoid adding an Ant build.xml
file. Especially don't forget to keepbuild.gradle
up-to-date and functioning if you are changing build configurations in Ant. Also, be kind to other developers, don't force them to change their tool of preference.
Jackson is a Java library for converting Objects into JSON and vice-versa. Gson is a popular choice for solving this problem, however we find Jackson to be more performant since it supports alternative ways of processing JSON: streaming, in-memory tree model, and traditional JSON-POJO data binding. Keep in mind, though, that Jackson is a larger library than GSON, so depending on your case, you might prefer GSON to avoid 65k methods limitation. Other alternatives: Json-smart and Boon JSON
Networking, caching, and images. There are a couple of battle-proven solutions for performing requests to backend servers, which you should use perform considering implementing your own client. Use Volley or Retrofit. Volley also provides helpers to load and cache images. If you choose Retrofit, consider Picasso for loading and caching images, and OkHttp for efficient HTTP requests. All three Retrofit, Picasso and OkHttp are created by the same company, so they complement each other nicely. OkHttp can also be used in connection with Volley.
RxJava is a library for Reactive Programming, in other words, handling asynchronous events. It is a powerful and promising paradigm, which can also be confusing since it's so different. We recommend to take some caution before using this library to architect the entire application. There are some projects done by us using RxJava, if you need help talk to one of these people: Timo Tuominen, Olli Salonen, Andre Medeiros, Mark Voit, Antti Lammi, Vera Izrailit, Juha Ristolainen. We have written some blog posts on it: [1], [2], [3], [4].
If you have no previous experience with Rx, start by applying it only for responses from the API. Alternatively, start by applying it for simple UI event handling, like click events or typing events on a search field. If you are confident in your Rx skills and want to apply it to the whole architecture, then write Javadocs on all the tricky parts. Keep in mind that another programmer unfamiliar to RxJava might have a very hard time maintaining the project. Do your best to help them understand your code and also Rx.
Retrolambda is a Java library for using Lambda expression syntax in Android and other pre-JDK8 platforms. It helps keep your code tight and readable especially if you use a functional style with for example with RxJava. To use it, install JDK8, set that as your SDK Location in the Android Studio Project Structure dialog, and set JAVA8_HOME
and JAVA7_HOME
environment variables, then in the project root build.gradle:
dependencies {
classpath 'me.tatarka:gradle-retrolambda:2.4.1'
}
and in each module's build.gradle, add
apply plugin: 'retrolambda'
android {
compileOptions {
sourceCompatibility JavaVersion.VERSION_1_8
targetCompatibility JavaVersion.VERSION_1_8
}
retrolambda {
jdk System.getenv("JAVA8_HOME")
oldJdk System.getenv("JAVA7_HOME")
javaVersion JavaVersion.VERSION_1_7
}
Android Studio offers code assist support for Java8 lambdas. If you are new to lambdas, just use the following to get started:
Beware of the dex method limitation, and avoid using many libraries. Android apps, when packaged as a dex file, have a hard limitation of 65536 referenced methods [1] [2] [3]. You will see a fatal error on compilation if you pass the limit. For that reason, use a minimal amount of libraries, and use the dex-method-counts tool to determine which set of libraries can be used in order to stay under the limit. Especially avoid using the Guava library, since it contains over 13k methods.
Fragments should be your default option for implementing a UI screen in Android. Fragments are reusable user interfaces that can be composed in your application. We recommend using fragments instead of activities to represent a user interface screen, here are some reasons why:
Solution for multi-pane layouts. Fragments were primarily introduced for extending phone applications to tablet screens, so that you can have both panes A and B on a tablet screen, while either A or B occupy an entire phone screen. If your application is implemented in fragments from the beginning, you will make it easier later to adapt your application to different form-factors.
Screen-to-screen communication. Android's API does not provide a proper way of sending complex data (e.g., some Java Object) from one activity to another activity. With fragments, however, you can use the instance of an activity as a channel of communication between its child fragments. Even though this is better than Activity-to-Activity communication, you might want to consider an Event Bus architecture, using e.g. Otto or greenrobot EventBus, as a cleaner approach. RxJava can also be used for implementing an Event Bus, in case you want to avoid adding yet another library.
Fragments are generic enough to not be UI-only. You can have a fragment without a UI that works as background workers for the activity. You can take that idea further to create a fragment to contain the logic for changing fragments, instead of having that logic in the activity.
Even the ActionBar can be managed from within fragments. You can choose to have one Fragment without a UI with the sole purpose of managing the ActionBar, or you can choose to have each currently visible Fragment add its own action items to the parent Activity's ActionBar.Read more here.
That being said, we advise not to use nested fragments extensively, because matryoshka bugs can occur. Use nested fragments only when it makes sense (for instance, fragments in a horizontally-sliding ViewPager inside a screen-like fragment) or if it's a well-informed decision.
On an architectural level, your app should have a top-level activity that contains most of the business-related fragments. You can also have some other supporting activities, as long as their communication with the main activity is simple and can be limited to Intent.setData()
or Intent.setAction()
or similar.
Java architectures for Android applications can be roughly approximated in Model-View-Controller. In Android, Fragment and Activity are actually controller classes. On the other hand, they are explicity part of the user interface, hence are also views.
For this reason, it is hard to classify fragments (or activities) as strictly controllers or views. It's better to let them stay in their own fragments
package. Activities can stay on the top-level package as long as you follow the advice of the previous section. If you are planning to have more than 2 or 3 activities, then make also an activities
package.
Otherwise, the architecture can look like a typical MVC, with a models
package containing POJOs to be populated through the JSON parser with API responses, and a views
package containing your custom Views, notifications, action bar views, widgets, etc. Adapters are a gray matter, living between data and views. However, they typically need to export some View via getView()
, so you can include the adapters
subpackage inside views
.
Some controller classes are application-wide and close to the Android system. These can live in amanagers
package. Miscellaneous data processing classes, such as "DateUtils", stay in the utils
package. Classes that are responsible for interacting with the backend stay in the network
package.
All in all, ordered from the closest-to-backend to the closest-to-the-user:
com.futurice.project ├─ network ├─ models ├─ managers ├─ utils ├─ fragments └─ views ├─ adapters ├─ actionbar ├─ widgets └─ notifications
Naming. Follow the convention of prefixing the type, as in type_foo_bar.xml
. Examples:fragment_contact_details.xml
, view_primary_button.xml
, activity_main.xml
.
Organizing layout XMLs. If you're unsure how to format a layout XML, the following convention may help.
android:id
as the first attribute alwaysandroid:layout_****
attributes at the topstyle
attribute at the bottom/>
on its own line, to facilitate ordering and adding attributes.android:text
, consider using Designtime attributes available for Android Studio.<?xml version="1.0" encoding="utf-8"?>
<LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical"
>
<TextView
android:id="@+id/name"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_alignParentRight="true"
android:text="@string/name"
style="@style/FancyText"
/>
<include layout="@layout/reusable_part" />
</LinearLayout>
As a rule of thumb, attributes android:layout_****
should be defined in the layout XML, while other attributes android:****
should stay in a style XML. This rule has exceptions, but in general works fine. The idea is to keep only layout (positioning, margin, sizing) and content attributes in the layout files, while keeping all appearance details (colors, padding, font) in styles files.
The exceptions are:
android:id
should obviously be in the layout filesandroid:orientation
for a LinearLayout
normally makes more sense in layout filesandroid:text
should be in layout files because it defines contentandroid:layout_width
andandroid:layout_height
but by default these should appear in the layout filesUse styles. Almost every project needs to properly use styles, because it is very common to have a repeated appearance for a view. At least you should have a common style for most text content in the application, for example:
<style name="ContentText">
<item name="android:textSize">@dimen/font_normal</item>
<item name="android:textColor">@color/basic_black</item>
</style>
Applied to TextViews:
<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/price"
style="@style/ContentText"
/>
You probably will need to do the same for buttons, but don't stop there yet. Go beyond and move a group of related and repeated android:****
attributes to a common style.
Split a large style file into other files. You don't need to have a single styles.xml
file. Android SDK supports other files out of the box, there is nothing magical about the name styles
, what matters are the XML tags <style>
inside the file. Hence you can have files styles.xml
, styles_home.xml
,styles_item_details.xml
, styles_forms.xml
. Unlike resource directory names which carry some meaning for the build system, filenames in res/values
can be arbitrary.
colors.xml
is a color palette. There should be nothing else in your colors.xml
than just a mapping from a color name to an RGBA value. Do not use it to define RGBA values for different types of buttons.
Don't do this:
<resources>
<color name="button_foreground">#FFFFFF</color>
<color name="button_background">#2A91BD</color>
<color name="comment_background_inactive">#5F5F5F</color>
<color name="comment_background_active">#939393</color>
<color name="comment_foreground">#FFFFFF</color>
<color name="comment_foreground_important">#FF9D2F</color>
...
<color name="comment_shadow">#323232</color>
You can easily start repeating RGBA values in this format, and that makes it complicated to change a basic color if needed. Also, those definitions are related to some context, like "button" or "comment", and should live in a button style, not in colors.xml
.
Instead, do this:
<resources>
<!-- grayscale -->
<color name="white" >#FFFFFF</color>
<color name="gray_light">#DBDBDB</color>
<color name="gray" >#939393</color>
<color name="gray_dark" >#5F5F5F</color>
<color name="black" >#323232</color>
<!-- basic colors -->
<color name="green">#27D34D</color>
<color name="blue">#2A91BD</color>
<color name="orange">#FF9D2F</color>
<color name="red">#FF432F</color>
</resources>
Ask for this palette from the designer of the application. The names do not need to be color names as "green", "blue", etc. Names such as "brand_primary", "brand_secondary", "brand_negative" are totally acceptable as well. Formatting colors as such will make it easy to change or refactor colors, and also will make it explicit how many different colors are being used. Normally for a aesthetic UI, it is important to reduce the variety of colors being used.
Treat dimens.xml like colors.xml. You should also define a "palette" of typical spacing and font sizes, for basically the same purposes as for colors. A good example of a dimens file:
<resources>
<!-- font sizes -->
<dimen name="font_larger">22sp</dimen>
<dimen name="font_large">18sp</dimen>
<dimen name="font_normal">15sp</dimen>
<dimen name="font_small">12sp</dimen>
<!-- typical spacing between two views -->
<dimen name="spacing_huge">40dp</dimen>
<dimen name="spacing_large">24dp</dimen>
<dimen name="spacing_normal">14dp</dimen>
<dimen name="spacing_small">10dp</dimen>
<dimen name="spacing_tiny">4dp</dimen>
<!-- typical sizes of views -->
<dimen name="button_height_tall">60dp</dimen>
<dimen name="button_height_normal">40dp</dimen>
<dimen name="button_height_short">32dp</dimen>
</resources>
You should use the spacing_****
dimensions for layouting, in margins and paddings, instead of hard-coded values, much like strings are normally treated. This will give a consistent look-and-feel, while making it easier to organize and change styles and layouts.
strings.xml
Name your strings with keys that resemble namespaces, and don't be afraid of repeating a value for two or more keys. Languages are complex, so namespaces are necessary to bring context and break ambiguity.
Bad
<string name="network_error">Network error</string>
<string name="call_failed">Call failed</string>
<string name="map_failed">Map loading failed</string>
Good
<string name="error.message.network">Network error</string>
<string name="error.message.call">Call failed</string>
<string name="error.message.map">Map loading failed</string>
Don't write string values in all uppercase. Stick to normal text conventions (e.g., capitalize first character). If you need to display the string in all caps, then do that using for instance the attributetextAllCaps
on a TextView.
Bad
<string name="error.message.call">CALL FAILED</string>
Good
<string name="error.message.call">CALL FAILED</string>
Avoid a deep hierarchy of views. Sometimes you might be tempted to just add yet another LinearLayout, to be able to accomplish an arrangement of views. This kind of situation may occur:
<LinearLayout
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical"
>
<RelativeLayout
...
>
<LinearLayout
...
>
<LinearLayout
...
>
<LinearLayout
...
>
</LinearLayout>
</LinearLayout>
</LinearLayout>
</RelativeLayout>
</LinearLayout>
Even if you don't witness this explicitly in a layout file, it might end up happening if you are inflating (in Java) views into other views.
A couple of problems may occur. You might experience performance problems, because there are is a complex UI tree that the processor needs to handle. Another more serious issue is a possibility ofStackOverflowError.
Therefore, try to keep your views hierarchy as flat as possible: learn how to use RelativeLayout, how tooptimize your layouts and to use the <merge>
tag.
Beware of problems related to WebViews. When you must display a web page, for instance for a news article, avoid doing client-side processing to clean the HTML, rather ask for a "pure" HTML from the backend programmers. WebViews can also leak memory when they keep a reference to their Activity, instead of being bound to the ApplicationContext. Avoid using a WebView for simple texts or buttons, prefer TextViews or Buttons.
Android SDK's testing framework is still infant, specially regarding UI tests. Android Gradle currently implements a test task called connectedAndroidTest
which runs JUnit tests that you created, using anextension of JUnit with helpers for Android. This means you will need to run tests connected to a device, or an emulator. Follow the official guide [1] [2] for testing.
Use Robolectric only for unit tests, not for views. It is a test framework seeking to provide tests "disconnected from device" for the sake of development speed, suitable specially for unit tests on models and view models. However, testing under Robolectric is inaccurate and incomplete regarding UI tests. You will have problems testing UI elements related to animations, dialogs, etc, and this will be complicated by the fact that you are "walking in the dark" (testing without seeing the screen being controlled).
Robotium makes writing UI tests easy. You do not need Robotium for running connected tests for UI cases, but it will probably be beneficial to you because of its many helpers to get and analyse views, and control the screen. Test cases will look as simple as:
solo.sendKey(Solo.MENU);
solo.clickOnText("More"); // searches for the first occurence of "More" and clicks on it
solo.clickOnText("Preferences");
solo.clickOnText("Edit File Extensions");
Assert.assertTrue(solo.searchText("rtf"));
If you are developing Android apps as a profession, buy a license for the Genymotion emulator. Genymotion emulators run at a faster frames/sec rate than typical AVD emulators. They have tools for demoing your app, emulating network connection quality, GPS positions, etc. They are also ideal for connected tests. You have access to many (not all) different devices, so the cost of a Genymotion license is actually much cheaper than buying multiple real devices.
Caveats are: Genymotion emulators don't ship all Google services such as Google Play Store and Maps. You might also need to test Samsung-specific APIs, so it's necessary to have a real Samsung device.
ProGuard is normally used on Android projects to shrink and obfuscate the packaged code.
Whether you are using ProGuard or not depends on your project configuration. Usually you would configure gradle to use ProGuard when building a release apk.
buildTypes {
debug {
minifyEnabled false
}
release {
signingConfig signingConfigs.release
minifyEnabled true
proguardFiles 'proguard-rules.pro'
}
}
In order to determine which code has to be preserved and which code can be discarded or obfuscated, you have to specify one or more entry points to your code. These entry points are typically classes with main methods, applets, midlets, activities, etc. Android framework uses a default configuration which can be found from SDK_HOME/tools/proguard/proguard-android.txt
. Custom project-specific proguard rules, as defined in my-project/app/proguard-rules.pro
, will be appended to the default configuration.
A common problem related to ProGuard is to see the application crashing on startup withClassNotFoundException
or NoSuchFieldException
or similar, even though the build command (i.e.assembleRelease
) succeeded without warnings. This means one out of two things:
Check app/build/outputs/proguard/release/usage.txt
to see if the object in question has been removed. Check app/build/outputs/proguard/release/mapping.txt
to see if the object in question has been obfuscated.
In order to prevent ProGuard from stripping away needed classes or class members, add a keep
options to your proguard config:
-keep class com.futurice.project.MyClass { *; }
To prevent ProGuard from obfuscating classes or class members, add a keepnames
:
-keepnames class com.futurice.project.MyClass { *; }
Check this template's ProGuard config for some examples. Read more at Proguard for examples.
Early on in your project, make a release build to check whether ProGuard rules are correctly keeping whatever is important. Also whenever you include new libraries, make a release build and test the apk on a device. Don't wait until your app is finally version "1.0" to make a release build, you might get several unpleasant surprises and a short time to fix them.
Tip. Save the mapping.txt
file for every release that you publish to your users. By retaining a copy of the mapping.txt
file for each release build, you ensure that you can debug a problem if a user encounters a bug and submits an obfuscated stack trace.
DexGuard. If you need hard-core tools for optimizing, and specially obfuscating release code, consider DexGuard, a commercial software made by the same team that built ProGuard. It can also easily split Dex files to solve the 65k methods limitation.