- #Simple architectural patterns for simple android app how to#
- #Simple architectural patterns for simple android app manual#
- #Simple architectural patterns for simple android app for android#
#Simple architectural patterns for simple android app manual#
Manual testing of user interface logic is easy.Code that describes user interface is hacky, messy, unclear, etc.Its rate of change is usually much higher than the rest of the application.UI logic usually has the most detailed requirements (UI mockups).User interface logic is the logic that defines how application looks and captures user’s interaction with apps’ screens.ĭecoupling of user interface logic from your Activities is hands down the best investment into long-term quality of the code. Extraction and Decoupling of User Interface Logic In the following sections I’ll show you my preferred strategies to approaching this task.
So, all this logic inside Activity is a sure recipe for trouble, so we need to extract it somehow. However, it’s too early to discuss this point and I’ll get to it later. To be more precise, in some cases it’s enough to put more than just one type of logic into Activity to make it God Object. I’ll describe them in a bit more details later.įor now, it’s enough to understand that you get God Activity when you put all the types of logic into the Activity class itself. The “clouds” in the diagram aren’t specific classes or components, but rather different types of logic in the application. So, this is the schematics of God Activity approach: The toll it takes in the form of development and maintenance effort is huge. Needless to say (but I’ll say it nonetheless just in case) that this is the worst way of writing Android applications. Since God Activities are so “popular”, I’ll count them in as the first architectural approach. I’m sure that many popular applications on Google Play have less code than that!
It’s 10000+ lines of code in just two classes. For example, on one project I’ve joined recently there are MainActivity and ScreenXFragment, each having 5000+ lines of code. God Activities is what you get when you put too much code inside Activities.
#Simple architectural patterns for simple android app how to#
benefits of MV-something over MV-something-else, while real world projects seem to struggle with much more basic task: how to avoid God Activities and Fragments. The community produces a constant stream of articles and talks about e.g. I constantly see a huge gap between the level of discussion in the community and the code I see in real projects.
#Simple architectural patterns for simple android app for android#
Therefore, in this post I’ll show you a series of architectural diagrams for Android applications starting from the “dirties” ones and gradually progressing towards “clean state”. In addition, projects can already have much code in place, so they aren’t in position to refactor towards the “best” approach. See, different projects have different requirements, constraints and different levels of expertise on the team. However, if I’d just show you a complete diagram, it wouldn’t cover all the bases. Can you please put together a UML blueprint diagram that links everything together?īrendon, I think that this is a great idea!
I have finished my course and at time I find it difficult to piece together the puzzle. Thanks for putting this course together and I have learned a lot from your philosophy and criticisms. A couple of weeks ago, Brendon, one of the students in my Android architecture course, asked the following question: