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Showing posts with label User Interface. Show all posts
Showing posts with label User Interface. Show all posts
Monday, March 30, 2009
Android Layout Tricks #3: Optimize with stubs

Android Layout Tricks #3: Optimize with stubs

Sharing and reusing layouts is very easy with Android thanks to the <include /> tag, sometimes even too easy and you might end up with user interfaces that contain a large number of views, some of which are rarely used. Thankfully, Android offers a very special widget called ViewStub, which brings you all the benefits of the <include /> without polluting your user interface with rarely used views.

A ViewStub is a dumb and lightweight view. It has no dimension, it does not draw anything and does not participate in the layout in any way. This means a ViewStub is very cheap to inflate and very cheap to keep in a view hierarchy. A ViewStub can be best described as a lazy include. The layout referenced by a ViewStub is inflated and added to the user interface only when you decide so.

The following screenshot comes from the Shelves application. The main purpose of the activity shown in the screenshot is to present the user with a browsable list of books:

The same activity is also used when the user adds or imports new books. During such an operation, Shelves shows extra bits of user interface. The screenshot below shows the progress bar and cancel button that appear at the bottom of the screen during an import:

Because importing books is not a common operation, at least when compared to browsing the list of books, the import panel is originally represented by a ViewStub:

When the user initiates the import process, the ViewStub is inflated and replaced by the content of the layout file it references:

To use a ViewStub all you need is to specify an android:id attribute, to later inflate the stub, and an android:layout attribute, to reference what layout file to include and inflate. A stub lets you use a third attribute, android:inflatedId, which can be used to override the id of the root of the included file. Finally, the layout parameters specified on the stub will be applied to the roof of the included layout. Here is an example:

<ViewStub
android:id="@+id/stub_import"
android:inflatedId="@+id/panel_import"

android:layout="@layout/progress_overlay"

android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:layout_gravity="bottom" />

When you are ready to inflate the stub, simply invoke the inflate() method. You can also simply change the visibility of the stub to VISIBLE or INVISIBLE and the stub will inflate. Note however that the inflate() method has the benefit of returning the root View of the inflate layout:

((ViewStub) findViewById(R.id.stub_import)).setVisibility(View.VISIBLE);
// or
View importPanel = ((ViewStub) findViewById(R.id.stub_import)).inflate();

It is very important to remember that after the stub is inflated, the stub is removed from the view hierarchy. As such, it is unnecessary to keep a long-lived reference, for instance in an class instance field, to a ViewStub.

A ViewStub is a great compromise between ease of programming and efficiency. Instead of inflating views manually and adding them at runtime to your view hierarchy, simply use a ViewStub. It's cheap and easy. The only drawback of ViewStub is that it currently does not support the <merge /> tag.

Happy coding!

Thursday, March 5, 2009
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Window Backgrounds & UI Speed

Some Android applications require to squeeze every bit of performance out of the UI toolkit and there are many ways to do so. In this article, you will discover how to speed up the drawing and the perceived startup time of your activities. Both these techniques rely on a single feature, the window's background drawable.

The term window background is a bit misleading however. When you setup your user interface by calling setContentView() on an Activity, Android adds your views to the Activity's window. The window however does not contain only your views, but a few others created for you. The most important one is, in the current implementation used on the T-Mobile G1, the DecorView, highlighted in the view hierarchy below:

A typical Android view hierarchy

The DecorView is the view that actually holds the window's background drawable. Calling getWindow().setBackgroundDrawable() from your Activity changes the background of the window by changing the DecorView's background drawable. As mentioned before, this setup is very specific to the current implementation of Android and can change in a future version or even on another device.

If you are using the standard Android themes, a default background drawable is set on your activities. The standard theme currently used on the T-Mobile G1 uses for instance a ColorDrawable. For most applications, this background drawable works just fine and can be left alone. It can however impacts your application's drawing performance. Let's take the example of an application that always draws a full screen opaque picture:

An opaque user interface doesn't need a window background

You can see on this screenshot that the window's background is invisible, entirely covered by an ImageView. This application is setup to redraw as fast as it can and draws at about 44 frames per second, or 22 milliseconds per frame (note: the number of frames per second used in this article were obtained on a T-Mobile G1 with my finger on the screen so as to reduce the drawing speed which would otherwise be capped at 60 fps.) An easy way to make such an application draw faster is to remove the background drawable. Since the user interface is entirely opaque, drawing the background is simply wasteful. Removing the background improves the performance quite nicely:

Remove the background for faster drawing

In this new version of the application, the drawing speed went up to 51 frames per second, or 19 milliseconds per frame. The difference of 3 milliseconds per is easily explained by the speed of the memory bus on the T-Mobile G1: it is exactly the time it takes to move the equivalent of a screenful of pixels on the bus. The difference could be even greater if the default background was using a more expensive drawable.

Removing the window's background can be achieved very easily by using a custom theme. To do so, first create a file called res/values/theme.xml containing the following:

<resources>
<style name="Theme.NoBackground" parent="android:Theme">
<item name="android:windowBackground">@null</item>
</style>
</resources>

You then need to apply the theme to your activity by adding the attribute android:theme="@style/Theme.NoBackground" to your <activity /> or <application /> tag. This trick comes in very handy for any app that uses a MapView, a WebView or any other full screen opaque view.

Opaque views and Android: this optimization is currently necessary because the Android UI toolkit is not smart enough to prevent the drawing of views hidden by opaque children. The main reason why this optimization was not implemented is simply because there are usually very few opaque views in Android applications. This is however something that I definitely plan on implementing as soon as possible and I can only apologize for not having been able to do this earlier.

Using a theme to change the window's background is also a fantastic way to improve the perceived startup performance of some of your activities. This particular trick can only be applied to activities that use a custom background, like a texture or a logo. The Shelves application is a good example:

Textured backgrounds are good candidates for window's background

If this application simply set the wooden background in the XML layout or in onCreate() the user would see the application startup with the default theme and its dark background. The wooden texture would only appear after the inflation of the content view and the first layout/drawing pass. This causes a jarring effect and gives the user the impression that the application takes time to load (which can actually be the case.) Instead, the application defines the wooden background in a theme, picked up by the system as soon as the application starts. The user never sees the default theme and gets the impression that the application is up and running right away. To limit the memory and disk usage, the background is a tiled texture defined in res/drawable/background_shelf.xml:

<bitmap xmlns:android="http://schemas.android.com/apk/res/android"
android:src="@drawable/shelf_panel"
android:tileMode="repeat" />

This drawable is simply referenced by the theme:

<resources>
<style name="Theme.Shelves" parent="android:Theme">
<item name="android:windowBackground">@drawable/background_shelf</item>
<item name="android:windowNoTitle">true</item>
</style>
</resources>

The same exact trick is used in the Google Maps application that ships with the T-Mobile G1. When the application is launched, the user immediately sees the loading tiles of MapView. This is only a trick, the theme is simply using a tiled background that looks exactly like the loading tiles of MapView.

Sometimes the best tricks are also the simplest so the next time you create an activity with an opaque UI or a custom background, remember to change the window's background.

Download the source code of the first example.

Download the source code of Shelves.

Tuesday, March 3, 2009
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Android Layout Tricks #3: Optimize by merging

In the previous installment of Android Layout Tricks, I showed you how to use the <include /> tag in XML layout to reuse and share your layout code. I also mentioned the <merge /> and it's now time to learn how to use it.

The <merge /> was created for the purpose of optimizing Android layouts by reducing the number of levels in view trees. It's easier to understand the problem this tag solves by looking at an example. The following XML layout declares a layout that shows an image with its title on top of it. The structure is fairly simple; a FrameLayout is used to stack a TextView on top of an ImageView:

<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent">

<ImageView
android:layout_width="fill_parent"
android:layout_height="fill_parent"

android:scaleType="center"
android:src="@drawable/golden_gate" />

<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_marginBottom="20dip"
android:layout_gravity="center_horizontal|bottom"

android:padding="12dip"

android:background="#AA000000"
android:textColor="#ffffffff"

android:text="Golden Gate" />

</FrameLayout>

This layout renders nicely as we expected and nothing seems wrong with this layout:



A FrameLayout is used to overlay a title on top of an image


Things get more interesting when you inspect the result with HierarchyViewer. If you look closely at the resulting tree you will notice that the FrameLayout defined in our XML file (highlighted in blue below) is the sole child of another FrameLayout:

A layout with only one child of same dimensions can be removed

Since our FrameLayout has the same dimension as its parent, by the virtue of using the fill_parent constraints, and does not define any background, extra padding or a gravity, it is totally useless. We only made the UI more complex for no good reason. But how could we get rid of this FrameLayout? After all, XML documents require a root tag and tags in XML layouts always represent view instances.

That's where the <merge /> tag comes in handy. When the LayoutInflater encounters this tag, it skips it and adds the <merge /> children to the <merge /> parent. Confused? Let's rewrite our previous XML layout by replacing the FrameLayout with <merge />:

<merge xmlns:android="http://schemas.android.com/apk/res/android">

<ImageView
android:layout_width="fill_parent"
android:layout_height="fill_parent"

android:scaleType="center"
android:src="@drawable/golden_gate" />

<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_marginBottom="20dip"
android:layout_gravity="center_horizontal|bottom"

android:padding="12dip"

android:background="#AA000000"
android:textColor="#ffffffff"

android:text="Golden Gate" />

</merge>

With this new version, both the TextView and the ImageView will be added directly to the top-level FrameLayout. The result will be visually the same but the view hierarchy is simpler:

Optimized view hierarchy using the merge tag

Obviously, using <merge /> works in this case because the parent of an activity's content view is always a FrameLayout. You could not apply this trick if your layout was using a LinearLayout as its root tag for instance. The <merge /> can be useful in other situations though. For instance, it works perfectly when combined with the <include /> tag. You can also use <merge /> when you create a custom composite view. Let's see how we can use this tag to create a new view called OkCancelBar which simply shows two buttons with customizable labels. You can also download the complete source code of this example. Here is the XML used to display this custom view on top of an image:

<merge
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:okCancelBar="http://schemas.android.com/apk/res/com.example.android.merge">

<ImageView
android:layout_width="fill_parent"
android:layout_height="fill_parent"

android:scaleType="center"
android:src="@drawable/golden_gate" />

<com.example.android.merge.OkCancelBar
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:layout_gravity="bottom"

android:paddingTop="8dip"
android:gravity="center_horizontal"

android:background="#AA000000"

okCancelBar:okLabel="Save"
okCancelBar:cancelLabel="Don't save" />

</merge>

This new layout produces the following result on a device:

Creating a custom view with the merge tag

The source code of OkCancelBar is very simple because the two buttons are defined in an external XML file, loaded using a LayoutInflate. As you can see in the following snippet, the XML layout R.layout.okcancelbar is inflated with the OkCancelBar as the parent:

public class OkCancelBar extends LinearLayout {
public OkCancelBar(Context context, AttributeSet attrs) {
super(context, attrs);
setOrientation(HORIZONTAL);
setGravity(Gravity.CENTER);
setWeightSum(1.0f);

LayoutInflater.from(context).inflate(R.layout.okcancelbar, this, true);

TypedArray array = context.obtainStyledAttributes(attrs, R.styleable.OkCancelBar, 0, 0);

String text = array.getString(R.styleable.OkCancelBar_okLabel);
if (text == null) text = "Ok";
((Button) findViewById(R.id.okcancelbar_ok)).setText(text);

text = array.getString(R.styleable.OkCancelBar_cancelLabel);
if (text == null) text = "Cancel";
((Button) findViewById(R.id.okcancelbar_cancel)).setText(text);

array.recycle();
}
}

The two buttons are defined in the following XML layout. As you can see, we use the <merge /> tag to add the two buttons directly to the OkCancelBar. Each button is included from the same external XML layout file to make them easier to maintain; we simply override their id:

<merge xmlns:android="http://schemas.android.com/apk/res/android">
<include
layout="@layout/okcancelbar_button"
android:id="@+id/okcancelbar_ok" />

<include
layout="@layout/okcancelbar_button"
android:id="@+id/okcancelbar_cancel" />
</merge>

We have created a flexible and easy to maintain custom view that generates an efficient view hierarchy:

The resulting hierarchy is simple and efficient

The <merge /> tag is extremely useful and can do wonders in your code. However, it suffers from a couple of limitation:

  • <merge /> can only be used as the root tag of an XML layout

  • When inflating a layout starting with a <merge />, you must specify a parent ViewGroup and you must set attachToRoot to true (see the documentation of the inflate() method)

In the next installment of Android Layout Tricks you will learn about ViewStub, a powerful variation of <include /> that can help you further optimize your layouts without sacrificing features.

Download the complete source code of this example.

Wednesday, February 25, 2009
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Android Layout Tricks #2: Reusing layouts

Android comes with a wide variety of widgets, small visual construction blocks you can glue together to present the users with complex and useful interfaces. However applications often need higher level visual components. A component can be seen as a complex widget made of several simple stock widgets. You could for instance reuse a panel containing a progress bar and a cancel button, a panel containing two buttons (positive and negative actions), a panel with an icon, a title and a description, etc. Creating new components can be done easily by writing a custom View but it can be done even more easily using only XML.

In Android XML layout files, each tag is mapped to an actual class instance (the class is always a subclass of View.) The UI toolkit lets you also use three special tags that are not mapped to a View instance: <requestFocus />, <merge /> and <include />. The latter, <include />, can be used to create pure XML visual components. (Note: I will present the <merge /> tag in the next installment of Android Layout Tricks.)

The <include /> does exactly what its name suggests; it includes another XML layout. Using this tag is straightforward as shown in the following example, taken straight from the source code of the Home application that currently ships with Android:

<com.android.launcher.Workspace
android:id="@+id/workspace"
android:layout_width="fill_parent"
android:layout_height="fill_parent"

launcher:defaultScreen="1">

<include android:id="@+id/cell1" layout="@layout/workspace_screen" />
<include android:id="@+id/cell2" layout="@layout/workspace_screen" />
<include android:id="@+id/cell3" layout="@layout/workspace_screen" />

</com.android.launcher.Workspace>

In the <include /> only the layout attribute is required. This attribute, without the android namespace prefix, is a reference to the layout file you wish to include. In this example, the same layout is included three times in a row. This tag also lets you override a few attributes of the included layout. The above example shows that you can use android:id to specify the id of the root view of the included layout; it will also override the id of the included layout if one is defined. Similarly, you can override all the layout parameters. This means that any android:layout_* attribute can be used with the <include /> tag. Here is an example:

<include android:layout_width="fill_parent" layout="@layout/image_holder" />
<include android:layout_width="256dip" layout="@layout/image_holder" />

This tag is particularly useful when you need to customize only part of your UI depending on the device's configuration. For instance, the main layout of your activity can be placed in the layout/ directory and can include another layout which exists in two flavors, in layout-land/ and layout-port/. This allows you to share most of the UI in portrait and landscape.

Like I mentioned earlier, my next post will explain the <merge />, which can be particularly powerful when combined with <include />.

Tuesday, February 24, 2009
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Android Layout Tricks #1

The Android UI toolkit offers several layout managers that are rather easy to use and, most of the time, you only need the basic features of these layout managers to implement a user interface. Sticking to the basic features is unfortunately not the most efficient way to create user interfaces. A common example is the abuse of LinearLayout, which leads to a proliferation of views in the view hierarchy. Every view, or worse every layout manager, you add to your application comes at a cost: initialization, layout and drawing become slower. The layout pass can be especially expensive when you nest several LinearLayout that use the weight parameter, which requires the child to be measured twice.

Let's consider a very simple and common example of a layout: a list item with an icon on the left, a title at the top and an optional description underneath the title. Here is what such an item looks like:

Simple list item

To clearly understand how the views, one ImageView and two TexView, are positioned with respect to each other, here is the wireframe of the layout as captured by HierarchyViewer:

Wireframe of the simple list item

Implementing this layout is straightforward with LinearLayout. The item itself is a horizontal LinearLayout with an ImageView and a vertical LinearLayout, which contains the two TextViews. The source code of this layout is the following:

<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="?android:attr/listPreferredItemHeight"

android:padding="6dip">

<ImageView
android:id="@+id/icon"

android:layout_width="wrap_content"
android:layout_height="fill_parent"
android:layout_marginRight="6dip"

android:src="@drawable/icon" />

<LinearLayout
android:orientation="vertical"

android:layout_width="0dip"
android:layout_weight="1"
android:layout_height="fill_parent">

<TextView
android:layout_width="fill_parent"
android:layout_height="0dip"
android:layout_weight="1"

android:gravity="center_vertical"
android:text="My Application" />

<TextView
android:layout_width="fill_parent"
android:layout_height="0dip"
android:layout_weight="1"

android:singleLine="true"
android:ellipsize="marquee"
android:text="Simple application that shows how to use RelativeLayout" />

</LinearLayout>

</LinearLayout>

This layout works but can be wasteful if you instantiate it for every list item of a ListView. The same layout can be rewritten using a single RelativeLayout, thus saving one view, and even better one level in view hierarchy, per list item. The implementation of the layout with a RelativeLayout remains simple:

<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="?android:attr/listPreferredItemHeight"

android:padding="6dip">

<ImageView
android:id="@+id/icon"

android:layout_width="wrap_content"
android:layout_height="fill_parent"

android:layout_alignParentTop="true"
android:layout_alignParentBottom="true"
android:layout_marginRight="6dip"

android:src="@drawable/icon" />

<TextView
android:id="@+id/secondLine"

android:layout_width="fill_parent"
android:layout_height="26dip"

android:layout_toRightOf="@id/icon"
android:layout_alignParentBottom="true"
android:layout_alignParentRight="true"

android:singleLine="true"
android:ellipsize="marquee"
android:text="Simple application that shows how to use RelativeLayout" />

<TextView
android:layout_width="fill_parent"
android:layout_height="wrap_content"

android:layout_toRightOf="@id/icon"
android:layout_alignParentRight="true"
android:layout_alignParentTop="true"
android:layout_above="@id/secondLine"
android:layout_alignWithParentIfMissing="true"

android:gravity="center_vertical"
android:text="My Application" />

</RelativeLayout>

This new implementation behaves exactly the same way as the previous implementation, except in one case. The list item we want to display has two lines of text: the title and an optional description. When a description is not available for a given list item, the application would simply set the visibility of the second TextView to GONE. This works perfectly with the LinearLayout implementation but not with the RelativeLayout version:

RelativeLayout and description GONE

RelativeLayout and description GONE

In a RelativeLayout, views are aligned either with their parent, the RelativeLayout itself, or other views. For instance, we declared that the description is aligned with the bottom of the RelativeLayout and that the title is positioned above the description and anchored to the parent's top. With the description GONE, RelativeLayout doesn't know where to position the title's bottom edge. To solve this problem, you can use a very special layout parameter called alignWithParentIfMissing.

This boolean parameter simply tells RelativeLayout to use its own edges as anchors when a constraint target is missing. For instance, if you position a view to the right of a GONE view and set alignWithParentIfMissing to true, RelativeLayout will instead anchor the view to its left edge. In our case, using alignWithParentIfMissing will cause RelativeLayout to align the title's bottom with its own bottom. The result is the following:

RelativeLayout, description GONE and alignWithParentIfMissing
RelativeLayout, description GONE and alignWithParentIfMissing

The behavior of our layout is now perfect, even when the description is GONE. Even better, the hierarchy is simpler and because we are not using LinearLayout's weights it's also more efficient. The difference between the two implementations becomes obvious when comparing the view hierarchies in HierarchyViewer:

LinearLayout vs RelativeLayout

Again, the difference will be much more important when you use such a layout for every item in a ListView for instance. Hopefully this simple example showed you that getting to know your layouts is the best way to learn how to optimize your UI.

Tuesday, January 13, 2009
Why is my list black? An Android optimization

Why is my list black? An Android optimization

ListView is one of Android's most widely used widgets. It is rather easy to use, very flexible and incredibly powerful. ListView can also be difficult to understand at times.


One of the most common issues with ListView happens when you try to use a custom background. By default, like many Android widgets, ListView has a transparent background which means yo can see through the default window's background, a very dark gray (#FF191919 with the current dark theme.) Additionally, ListView enables the fading edges by default, as you can see at the top of the following screenshot; the first text item gradually fades to black. This technique is used throughout the system to indicate that the container can be scrolled.


Android's default ListView

The fade effect is implemented using a combination of Canvas.saveLayerAlpha() and the Porter-Duff Destination Out blending mode. This technique is similar to the one explained in Filthy Rich Clients and various presentations. Unfortunately, things start to get ugly when you try to use a custom background on the ListView or when you change the window's background. The following two screenshots show what happens in an application when you change the window's background. The left image shows what the list looks like by default and the right image shows what the list looks like during a scroll initiated with a touch gesture:


Dark fadeDark list

This rendering issue is caused by an optimization of the Android framework enabled by default on all instances of ListView (for some reason, I forgot to enable it by default on GridView.) I mentioned earlier that the fade effect is implemented using a Porter-Duff blending mode. This implementation works really well but is unfortunately very costly and can bring down drawing performance by quite a bit as it requires to capture a portion of the rendering in an offscreen bitmap and then requires extra blending (which implies readbacks from memory.)


Since ListView is most of the time displayed on a solid background, there is no reason to go down that expensive route. That's why we introduced an optimization called the "cache color hint." The cache color hint is an RGB color set by default to the window's background color, that is #191919 in Android's dark theme. When this hint is set, ListView (actually, its base class View) knows it will draw on a solid background and therefore replaces th expensive saveLayerAlpha()/Porter-Duff rendering with a simple gradient. This gradient goes from fully transparent to the cache color hint value and this is exactly what you see on the image above, with the dark gradient at the bottom of the list. However, this still does not explain why the entire list turns black during a scroll.


As I said before, ListView has a transparent/translucent background by default, and so all default Android widgets. This implies that when ListView redraws its children, it has to blend the children with the window's background. Once again, this requires costly readbacks from memory that are particularly painful during a scroll or a fling when drawing happens dozen of times per second. To improve drawing performance during scrolling operations, the Android framework reuses the cache color hint. When this hint is set, the framework copies each child of the list in a Bitmap filled with the hint value (this assumes that another optimization, called scrolling cache, is not turned off.) ListView then blits these bitmaps directly on screen and because these bitmaps are known to be opaque, no blending is required. And since the default cache color hint is #191919, you get a dark background behind each item during a scroll.


To fix this issue, all you have to do is either disable the cache color hint optimization, if you use a non-solid color background, or set the hint to the appropriate solid color value. This can be dome from code or preferably from XML, by using the android:cacheColorHint attribute. To disable the optimization, simply use the transparent color #00000000. The following screenshot shows a list with android:cacheColorHint="#00000000" set in the XML layout file:


Fade on a custom background

As you can see, the fade works perfectly against the custom wooden background. I find the cache color hint feature interesting because it shows how optimizations can make developers' life more difficult in some situations. In this particular case, however, the benefit of the default behavior outweighs the added complexity for the developer.


Note: this article was originally posted on my personal blog.

Monday, December 1, 2008
Touch Mode

Touch Mode

Designing and developing user interfaces for Android is very different from doing so in a regular desktop environment. Because Android runs applications on mobile devices, application designers and developers must deal with numerous constraints that are not always obvious. To help you design and develop better applications, we are publishing a new series of posts focusing on Android user interfaces. In this series, we will give you design guides and tools, development tips, and explain the fundamental principles of the Android UI toolkit. The goal here is simple: we want to help you design and develop a great user experience. To start off this series, I'd like to introduce touch mode, one of the most important principles of the UI toolkit.

The touch mode is a state of the view hierarchy that depends solely on the user interaction with the phone. By itself, the touch mode is something very easy to understand as it simply indicates whether the last user interaction was performed with the touch screen. For example, if you are using a G1 phone, selecting a widget with the trackball will take you out of touch mode; however, if you touch a button on the screen with your finger, you will enter touch mode. When the user is not in touch mode, we talk about the trackball mode, navigation mode or keyboard navigation, so do not be surprised if you encounter these terms. Finally, there is only one API directly related to touch mode, View.isInTouchMode().

Sounds easy enough right? Oddly enough, touch mode is deceivingly simple and the consequences of entering touch mode are far greater than you might think. Let's look at some of the reasons why.

Touch Mode, Selection, and Focus

Designing a UI toolkit for mobile devices is difficult because of the various interaction mechanisms they provide. Some devices offer only 12 keys, some have a touch screen, some require a stylus, some have both a touch screen and a keyboard. In that regard, it is a great benefit for the Android development community that the first commercially available device, the G1, offers multiple forms of input using a touch screen, a trackball, and a keyboard. Because the user can interact with applications using three different mechanisms, we had to think very hard about all the possible issues that could arise. One issue led us to create the touch mode.

Imagine a simple application, ApiDemos for example, that shows a list of text items. The user can freely navigate through the list using the trackball and they can also scroll and fling the list using their finger. The issue in this scenario is the selection. If I select an item at the top of the list and then fling the list towards the bottom, what should happen to the selection? Should it remain on the item and scroll off the screen? In this case, what would happen if I then decide to move the selection with the trackball? Or worse, if I press the trackball to act upon the currently selected item, which is not shown on screen anymore. After careful considerations, we decided to remove the selection altogether.

In touch mode, there is no focus and no selection. Any selected item in a list of in a grid becomes unselected as soon as the user enters touch mode. Similarly, any focused widgets become unfocused when the user enters touch mode. The image below illustrates what happens when the user touches a list after selecting an item with the trackball.

To make things more natural for the user, the framework knows how to resurrect the selection/focus whenever the user leaves touch mode. For instance, in the example above, if the user were to use the trackball again, the selection would reappear on the previously-selected item. This is why some developers are confused when they create a custom view and start receiving key events only after moving the trackball once: their application is in touch mode, and they need to use the trackball to exit touch mode and resurrect the focus.

The relationship between touch mode, selection, and focus means you must not rely on selection and/or focus to exist in your application. A very common problem with new Android developers is to rely on ListView.getSelectedItemPosition(). In touch mode, this method will return INVALID_POSITION. You should instead use click listeners or the choice mode.

Focusable in Touch Mode

Now that you know focus doesn't exist in touch mode, I must explain that it's not entirely true. Focus can exist in touch mode but in a very special way we call focusable in touch mode. This special mode was created for widgets that receive text input, like EditText or, when filtering is enabled, ListView. This is why the user can type text inside a text field without first selecting it with the trackball or their finger. When a user touches the screen, the application will enter touch mode if it wasn't in touch mode already.  What happens during the transition to touch mode depends on what the user touched, and what currently has focus.  If the user touches a widget that is focusable in touch mode, that widget will receive focus.  Otherwise, any currently focused widget will not retain focus unless it is focusable in touch mode. For instance, in the picture below, when the user touches the screen, the input text field receives the focus.

Focusable in touch mode is a property that you can set yourself either from code or XML. However, it should be used sparingly and only in very specific situations as it breaks consistency with Android normal behavior. A game is a good example of an application that can make good use of the focusable in touch mode property. MapView, if used in fullscreen as in Google Maps, is another good example of where you can use focusable in touch mode correctly.

Below is another example of a focusable in touch mode widget. When the user taps an AutoCompleteTextView's suggestion with his finger, the focus remains on the input text field:

New Android developers often think that focusable in touch mode is the solution they need to "fix" the problem of disappearing selection/focus. We really encourage you to think very hard before using it. If used incorrectly, it can make your application behave differently from the rest of the system and simply throw off the user's habits. The Android framework contains all the tools you need to handle user interactions without using "focusable in touch mode". For example, instead of trying to make ListView always keep its selection, simply use the appropriate choice mode. And if you feel that the framework does not suit all your need, feel free to let us know or contribute a patch.

Touch Mode Cheat Sheet

Do:

  • Remain consistent with the core applications
  • Use the appropriate feature if you need persistent selection (radio button, check box, ListView's choice mode, etc.)
  • Use focusable in touch mode if you write a game

Don't:

  • Do not try to keep the focus or selection in touch mode

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