Using Advanced Techniques in Android User Interface Design
With all the core work done, most Android interface developers do reflect on the process, but Ian Clifton shows that there are many advanced techniques for learning and application including efficiency for layout. Analysis and Improvement, in this Context from the Android Design User Interface: Implementing Content Designer for Developers.
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The second part of the book covered the full app development process starting with simple ideas and wire frames, turning those in their designs, implementing the designs, and joining everything together with beautiful animations. During the process, you relied on users providing ongoing feedback. While all of the core work is being carried out, the majority of developers consider the process that has been undertaken, but there are many techniques for learning and implementation including analyzing and improving the effectiveness of your layout.
Unfortunately, the development is not as easy as writing it once and everything is perfect. In addition to the usual problems that the app promotes or misconduct, you will also have performance issues. When you examine a scene and seem to stop or expel, leaving frames, the experience is bad. These rockets are sometimes called “jank,” which is opposite the smooth. You want to have your app as fluid as possible, so eliminating jank can improve the feel of your app.
In many cases, you will see a jank but you do not know what causes it. For example, the application of the customized view flowing part of an image in the woodworking app appliance may be ready on one device and not ready for another, making a new set of images a tool to light. What's going on here? If you have difficulty viewing jank, it is an easy way to visualize it by making your phone's developer options and turning on a rendering profile GPU Profile (the “On-screen as bars with a few Android versions” so I have to - paste output from adb). Go back to the app and scroll about for a bit. A graph of the rendering time will be displayed at the top of the UI. The X-axis is rendered over time and the Y-axis reflects the time taken for a frame. The horizontal green line is the limit (16 milliseconds); nothing above the line means that something is going too long and creating a jank.
You should note that multiple screens are on the screen; one for each “window.” One represents the status bar, the head of the navigation bar, and one is the visible application. Some devices will display the navigation bar and the performing graph on top of each other, as shown in Figure 10.1, but you can identify them by interacting with the app and seeing the graph itself. There are also three colors in the bars. Purple is used at the base to indicate the drawing time; this is the process to change your drawing commands to a list called a display list. A display list is an OpenGL command group drawn up for implementation. Once this has been done, the tenderer must execute the display list by contacting the GPU, as indicated by the red. At the top of each line is an orange cap. Usually, the cap is small because it shows the amount of time the CPU is waiting for the GPU to admit the commands, which is always fast if you don't do any custom GPU work.
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