Book Image

Hands-On Android UI Development

By : Jason Morris
Book Image

Hands-On Android UI Development

By: Jason Morris

Overview of this book

A great user interface (UI) can spell the difference between success and failure for any new application. This book will show you not just how to code great UIs, but how to design them as well. It will take novice Android developers on a journey, showing them how to leverage the Android platform to produce stunning Android applications. Begin with the basics of creating Android applications and then move on to topics such as screen and layout design. Next, learn about techniques that will help improve performance for your application. Also, explore how to create reactive applications that are fast, animated, and guide the user toward their goals with minimal distraction. Understand Android architecture components and learn how to build your application to automatically respond to changes made by the user. Great platforms are not always enough, so this book also focuses on creating custom components, layout managers, and 2D graphics. Also, explore many tips and best practices to ease your UI development process. By the end, you'll be able to design and build not only amazing UIs, but also systems that provide the best possible user experience.
Table of Contents (21 chapters)
Title Page
Credits
About the Author
About the Reviewers
www.PacktPub.com
Customer Feedback
Preface
13
Activity Lifecycle

Understanding Android event requirements


Android has a number of requirements around events delivered from the user interface that are important to be aware of, because they directly affect the user's experience and the perceived performance of your application. Android runs the main thread of an application as an event loop, rather than having a separate event loop or event dispatcher thread. This is an extremely important concept to understand, because this thread and event queue are shared between the following:

  • All the events from the user interface
  • The drawing requests from the widgets, where they paint themselves
  • The layout system and all the calculations for positioning and sizing widget
  • A variety of system-level events (such as network state changes)

This makes the main thread of the application a precious resource--every frame of an animation has to run through this event loop as a separate event, as does every layout pass, and every event from the user interface widget. On the other...