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

Creating custom view implementations


Sometimes, the existing widgets just aren't enough, no matter how much you customize them. Sometimes, you need to display something that simply isn't supported by the platform. In these cases, you might find yourself needing to implement your own custom widget. The View class can be easily extended to produce many different effects, but there are a few things that are worth knowing before you tackle it:

  • The rendering for a View is expected to happen in the onDraw method.
  • When rendering the graphics for the View, you'll use a Canvas to send the drawing instructions.
  • Each View is responsible for calculating the offsets for its padding, and by default, the graphics will be clipped to these dimensions.
  • You should avoid any object allocation (including arrays, if possible) in the onDraw method. The onDraw methods are probably the most time-sensitive method calls in any application, and need to produce as little garbage as possible. Any object allocations should...