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Hands-On Android UI Development

Hands-On Android UI Development

By : Jason Morris
3.8 (4)
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Hands-On Android UI Development

Hands-On Android UI Development

3.8 (4)
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 (15 chapters)
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13
Activity Lifecycle

Summary


Building your own custom components can be a lot of work, but can also be extremely rewarding. Having complete control over the measurement, layout, and rendering cycle provides you with an amazing amount of power to virtually build any widget that you can imagine. Android also has some excellent defaults defined, allowing you to focus on how your widget should look and work, rather than getting stuck on the intricacies of the rendering pipeline.

The Drawable class is one of the most powerful graphics primitives Android has. It's difficult to call it a primitive due to how powerful they actually are. Wherever possible, use them instead of a Bitmap or Path, as they make future improvements much simpler, and easily integrate with the resources system.

Using the Handler class to animate a widget is also a very powerful and low-level mechanism. It's often a good idea to introduce a sense of real time into these sorts of animations so that frames that take slightly longer, or shorter, to...

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