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Thursday, April 30, 2009

Widget Design Guidelines

Since the beginning of the year, the Android UI team has been hard at work on the Android 1.5 release. Starting today with widgets, we would like to share some of our evolving Android design principles with you.

Widgets are a new feature that application developers can use to promote a small sample of the most relevant dynamic data from their applications on the Home screen. We've designed widgets to fit within our Home screen grid framework, which means you and your designer can create a widget within a 4x1, 3x3, or 2x2 grid cell, depending on the space you need for an at-a-glance summary of information from your application. To illustrate the preferred ways to design widgets for the home screen, we've assembled Widget Design Guidelines.

We're also providing the original artwork assets and source files that we used to create the widgets bundled with Android 1.5. If you want your widgets to match the platform in terms of appearance, use the templates that are available throughout the Widget Design Guidelines.

For more technical information around widgets, take a look at Jeff Sharkey's blog post as well as the AppWidgets documentation.

We've only just begun to scratch the surface of what's possible using widgets. We're looking forward to seeing how far you can extend our work!

One last thing: in the coming weeks, we'll be rolling out more articles and presentations that demonstrate design best practices for Android. For example, if you've ever wanted to learn how to create and be consistent with iconography on Android, stay tuned: we'll be posting sample guides and templates.


Learn about Android 1.5 and more at Google I/O. Members of the Android team will be there to give a series of in-depth technical sessions and to field your toughest questions.

Tuesday, April 28, 2009

Backward compatibility for Android applications

Android 1.5 introduced a number of new features that application developers can take advantage of, like virtual input devices and speech recognition. As a developer, you need to be aware of backward compatibility issues on older devices—do you want to allow your application to run on all devices, or just those running newer software? In some cases it will be useful to employ the newer APIs on devices that support them, while continuing to support older devices.

If the use of a new API is integral to the program—perhaps you need to record video—you should add a manifest entry to ensure your app won't be installed on older devices. For example, if you require APIs added in 1.5, you would specify 3 as the minimum SDK version:

  <manifest>
...
<uses-sdk android:minSdkVersion="3" />
...
</manifest>

If you want to add a useful but non-essential feature, such as popping up an on-screen keyboard even when a hardware keyboard is available, you can write your program in a way that allows it to use the newer features without failing on older devices.

Using reflection

Suppose there's a simple new call you want to use, like android.os.Debug.dumpHprofData(String filename). The android.os.Debug class has existed since the first SDK, but the method is new in 1.5. If you try to call it directly, your app will fail to run on older devices.

The simplest way to call the method is through reflection. This requires doing a one-time lookup and caching the result in a Method object. Using the method is a matter of calling Method.invoke and un-boxing the result. Consider the following:

public class Reflect {
private static Method mDebug_dumpHprofData;

static {
initCompatibility();
};

private static void initCompatibility() {
try {
mDebug_dumpHprofData = Debug.class.getMethod(
"dumpHprofData", new Class[] { String.class } );
/* success, this is a newer device */
} catch (NoSuchMethodException nsme) {
/* failure, must be older device */
}
}

private static void dumpHprofData(String fileName) throws IOException {
try {
mDebug_dumpHprofData.invoke(null, fileName);
} catch (InvocationTargetException ite) {
/* unpack original exception when possible */
Throwable cause = ite.getCause();
if (cause instanceof IOException) {
throw (IOException) cause;
} else if (cause instanceof RuntimeException) {
throw (RuntimeException) cause;
} else if (cause instanceof Error) {
throw (Error) cause;
} else {
/* unexpected checked exception; wrap and re-throw */
throw new RuntimeException(ite);
}
} catch (IllegalAccessException ie) {
System.err.println("unexpected " + ie);
}
}

public void fiddle() {
if (mDebug_dumpHprofData != null) {
/* feature is supported */
try {
dumpHprofData("/sdcard/dump.hprof");
} catch (IOException ie) {
System.err.println("dump failed!");
}
} else {
/* feature not supported, do something else */
System.out.println("dump not supported");
}
}
}

This uses a static initializer to call initCompatibility, which does the method lookup. If that succeeds, it uses a private method with the same semantics as the original (arguments, return value, checked exceptions) to do the call. The return value (if it had one) and exception are unpacked and returned in a way that mimics the original. The fiddle method demonstrates how the application logic would choose to call the new API or do something different based on the presence of the new method.

For each additional method you want to call, you would add an additional private Method field, field initializer, and call wrapper to the class.

This approach becomes a bit more complex when the method is declared in a previously undefined class. It's also much slower to call Method.invoke() than it is to call the method directly. These issues can be mitigated by using a wrapper class.

Using a wrapper class

The idea is to create a class that wraps all of the new APIs exposed by a new or existing class. Each method in the wrapper class just calls through to the corresponding real method and returns the same result.

If the target class and method exist, you get the same behavior you would get by calling the class directly, with a small amount of overhead from the additional method call. If the target class or method doesn't exist, the initialization of the wrapper class fails, and your application knows that it should avoid using the newer calls.

Suppose this new class were added:

public class NewClass {
private static int mDiv = 1;

private int mMult;

public static void setGlobalDiv(int div) {
mDiv = div;
}

public NewClass(int mult) {
mMult = mult;
}

public int doStuff(int val) {
return (val * mMult) / mDiv;
}
}

We would create a wrapper class for it:

class WrapNewClass {
private NewClass mInstance;

/* class initialization fails when this throws an exception */
static {
try {
Class.forName("NewClass");
} catch (Exception ex) {
throw new RuntimeException(ex);
}
}

/* calling here forces class initialization */
public static void checkAvailable() {}

public static void setGlobalDiv(int div) {
NewClass.setGlobalDiv(div);
}

public WrapNewClass(int mult) {
mInstance = new NewClass(mult);
}

public int doStuff(int val) {
return mInstance.doStuff(val);
}
}

This has one method for each constructor and method in the original, plus a static initializer that tests for the presence of the new class. If the new class isn't available, initialization of WrapNewClass fails, ensuring that the wrapper class can't be used inadvertently. The checkAvailable method is used as a simple way to force class initialization. We use it like this:

public class MyApp {
private static boolean mNewClassAvailable;

/* establish whether the "new" class is available to us */
static {
try {
WrapNewClass.checkAvailable();
mNewClassAvailable = true;
} catch (Throwable t) {
mNewClassAvailable = false;
}
}

public void diddle() {
if (mNewClassAvailable) {
WrapNewClass.setGlobalDiv(4);
WrapNewClass wnc = new WrapNewClass(40);
System.out.println("newer API is available - " + wnc.doStuff(10));
} else {
System.out.println("newer API not available");
}
}
}

If the call to checkAvailable succeeds, we know the new class is part of the system. If it fails, we know the class isn't there, and adjust our expectations accordingly. It should be noted that the call to checkAvailable will fail before it even starts if the bytecode verifier decides that it doesn't want to accept a class that has references to a nonexistent class. The way this code is structured, the end result is the same whether the exception comes from the verifier or from the call to Class.forName.

When wrapping an existing class that now has new methods, you only need to put the new methods in the wrapper class. Invoke the old methods directly. The static initializer in WrapNewClass would be augmented to do a one-time check with reflection.

Testing is key

You must test your application on every version of the Android framework that is expected to support it. By definition, the behavior of your application will be different on each. Remember the mantra: if you haven't tried it, it doesn't work.

You can test for backward compatibility by running your application in an emulator from an older SDK, but as of the 1.5 release there's a better way. The SDK allows you to specify "Android Virtual Devices" with different API levels. Once you create the AVDs, you can test your application with old and new versions of the system, perhaps running them side-by-side to see the differences. More information about emulator AVDs can be found in the SDK documentation and from emulator -help-virtual-device.


Learn about Android 1.5 and more at Google I/O. Members of the Android team will be there to give a series of in-depth technical sessions and to field your toughest questions.

Monday, April 27, 2009

Android 1.5 at Google I/O

I admit, I've been talking big about Google I/O in my last few posts. But I'm entirely serious: Google I/O is going to be the Android developer event of the year, no doubt about it. I want to take a few minutes to explain why.

The most exciting aspect, to my mind, is the technical content. We have 9 sessions listed now on the Google I/O sessions site, and we're working on still more. (And that's not even including the fireside chat with the Android Core Technical Team.) I recently sat down with some of the speakers to discuss their topics, and found that this is very solid material. Here are some of the sessions I'm excited about.

My background is strictly in engineering, and I never had the chance in college to take any design courses. So one session I'll definitely be at is Chris Nesladek's "Pixel Perfect Code". He's going to start with the basics, and give us an overview of the theory of UI design, and then explain the principles that we use when designing the core Android UI. If you like the UI updates that you've seen in the Android 1.5 "Cupcake" user interface, then be at this session.

My particular team works intensively with developers to help them build and launch applications. Justin Mattson is going to share some of the hard-earned debugging and performance techniques that we've picked up in our work with partners. He's going to walk you through some actual, real-world apps on the Android Market and show you how we squeezed the bugs out of them.

Now, they told me to focus on only one or two sessions in this post, but forget that. I can't resist! I have to tell you about a couple more, like David Sparks' session on the media framework. One of the most common questions we get asked goes something like "dude, what is up with all these codecs? AAC? MP3? OGG? MPEG? H264?" David's going to answer that question—among many others -- and explain how the media framework is designed and operates. Armed with this new understanding, you'll be able to make smarter choices as you design the media components of your own apps.

And last (for today), I want to mention Jeff Sharkey's "Coding for Life—Battery Life" session. A statement like "it's important to code efficiently on mobile devices" is deceptively simple. It turns out that what constitutes efficient code on, say, the desktop is sometimes woefully hard on battery life, on mobiles. What I've learned to tell developers is "everything you know is wrong." That's why I'm looking forward to Jeff's session. He's going to go through a whole basket of tips and tricks, backed up by some nice crunchy numbers.

And of course, these are just the technical sessions (and not even half of those.) We're also going to have quite a few folks representing some of our app developer and Open Handset Alliance partners at Google I/O, but I'll save those details for another post. I'm also looking forward to turning the tables, and giving some of you the floor. Besides the fireside chat where you can ask the Core Technical Team all the thorny technical questions you've been saving up, there's also a Lightning Talks session just for Android developers, and an Android Corner mixer area in the After-Hours Playground.

I'm also excited about a few surprises we've lined up... but I can't say anything about those, or they wouldn't be surprises, would they?

So, there you have it. Excitement! Drama! Surprises! It's like a movie trailer, but without the awesome voiceover. I hope it worked, and that you all are looking forward to Google I/O as much as I am. (By the way, I'm instructed to inform you that you can save a bit of coin by registering early. You might want to hurry though, since early registration ends May 1.)

Happy Coding!

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