Saturday, February 23, 2013

Custom Paint Job: Accelerating the Ultimate Stopwatch


Creating a custom Android view in 2013 isn't exactly breaking new ground, but the time was long overdue to relegate the old SurfaceView to history and move on; a task I was looking forward to but had kept putting off. Anyway, +Marie Schweiz's great new Ultimate Stopwatch designs deserved a hardware accelerated home.

The Android Developers training class breaks down the job of developing a Custom view into a few simple steps:
  1. Subclass a View
  2. Implement custom drawing
  3. Make the view interactive
In practice, when it came to the animations I also grabbed a couple of hints from Anders Ericsson's post at JayWay, as the mental model is also slightly different and I'd seen his related talk at Droidcon London 2012. In the SurfaceView I had a thread constantly looping to call the update/draw methods, however in a custom view it will redraw each time you call invalidate(). So, instead of a looping thread I can just call invalidate() after each cycle completes to start the next paint. This is done by posting a runnable to the View's message queue, I'm aiming for 15ms update cycles for just over 60fps.

    private Runnable animator = new Runnable() {
        @Override
        public void run() {
            updateWatchTime();
            invalidate();

            if (mIsRunning) postDelayed(this, 15);
        }
    };

The onDraw() methods from my SurfaceView and Custom view are identical, so just a copy and paste job there. The onTouch() and Activity communications handler also remained untouched. So in the end the Custom view is considerably simpler as there is no surface creation/destruction to worry about or separate thread to maintain.

A really nice feature of a Custom view is the ability to configure your own XML attributes. Previously I had to instantiate the SurfaceView and pass in details on whether it should represent the Stopwatch or Countdown view, with a Custom view I can add the following into attrs.xml

    <resources>
        <declare-styleable name="StopwatchCustomView">
            <attr name="watchType" format="enum">
                <enum name="stopwatch" value="1"/>
                <enum name="countdown" value="0"/>
            </attr>
        </declare-styleable>
    </resources>


Then by adding the name space xmlns:custom="http://schemas.android.com/apk/res-auto" in my layout, I can use the attribute custom:watchType="stopwatch" in the layout file and retrieve it in the code during instantiation. Being able to configure the custom view in XML can really simplify code and make the source easier to understand. Here is the code to retrieve the value:


    TypedArray a = context.getTheme().obtainStyledAttributes(
         attrs,
         R.styleable.StopwatchCustomView,
         0, 0);
    try{
        isStopwatch = a.getBoolean(R.styleable.StopwatchCustomView_watchType,true);
    }finally{
        a.recycle();
    }

That's it. The view is hardware accelerated where available and due to some optimizations the refresh rate has also increased when h/w acceleration is absent.

Some small improvements were gained by refactoring, but the main increases were delivered using the 'Show GPU overdraw' feature of Android's Developer Options, which is now available as I'm using the GPU to draw. It's immediately clear that before optimization there's excessive overdraw, highlighted by the red areas. This was almost entirely down to background colours being set on layers that weren't visible; the ViewPager, the layout of the custom view and also in the onDraw() of the Custom View. Eliminating these unseen, but still drawn, background colours reduced the graphics load and improved performance.


Now we have a wondrous, hardware accelerated Custom view we're in a much better position to add some final flourishes to improve the application. Later I'll write about some custom animations I've added, as suggested by +Nick Butcher to not only improve the perceived quality but also the usability.

The Ultimate Stopwatch and Timer is open source at android-ultimatestopwatch.googlecode.com, designed by +Marie Schweiz and makes use of the awesome ActionBarSherlock by Jake Wharton.

Friday, January 06, 2012

Ultimate Stopwatch & Timer finally updated!

Finally after almost a year of good intent, the updated version of Ultimate Stopwatch & Timer for Android has just gone live, v5.0.0. It'll be making its way through the interweb caches to an Android Market near you soon.

Thank you so much +Marie Schweiz (http://marie-schweiz.de/) for your awesome designs!

Updates:
- New clean design
- Action Bar on all versions (using ActionBarCompat)
- Touch feedback on all elements
- Light face for stopwatch, Dark face for countdown
- Lap Times separated out
- Built for Android 4.0 with support for versions 2.0+
- Portrait / Landscape layouts for all sceen sizes including QVGA and Tablets

Big fixes:
- Sporadic countdown alarm notifications fixed
- Galaxy Tab time appearance fixed
- QVGA layouts fixed
- Other minor issues resolved

Source available at http://android-ultimatestopwatch.googlecode.com
Comments and questions to the post on Google+ please so I can respond https://plus.google.com/u/0/115995639636688350464/posts/KhqUhC1ezB4

Monday, December 19, 2011

Android 4.0 ADB Backup / Restore

Android 4.0 ADB Backup/Restore
I switch phones quite a bit and the cloud is immensely useful for that, almost all of my #Android apps restore and most of the data is up there, even my wifi settings and wallpaper get reinstalled. But games are still lagging behind on this, they rarely keep their settings in the cloud or give a backup/restore option.

I really didn't want to lose my 'World of Goo' progress so I've just used adb backup/restore to pull it off one ICS device and push it onto another. Worked a treat.

The command lines I used:
> adb backup -f worldofgoo.bak com.twodboy.worldofgoofull
and a little dialog appears on the phone screen to confirm the backup and offer the chance to enter a password to protect.

> adb restore worldofgoo.bak
and another little dialog appears to confirm the restore

et voila, done. Other options on adb backup allow for full user data backups (-all), just type adb to see all options.


adb backup [-f ] [-apk|-noapk] [-shared|-noshared] [-all] [-system|-nosystem] []
- write an archive of the device's data to .
If no -f option is supplied then the data is written
to "backup.ab" in the current directory.
(-apk|-noapk enable/disable backup of the .apks themselves
in the archive; the default is noapk.)
(-shared|-noshared enable/disable backup of the device's
shared storage / SD card contents; the default is noshared.)
(-all means to back up all installed applications)
(-system|-nosystem toggles whether -all automatically includes
system applications; the default is to include system apps)
( is the list of applications to be backed up. If
the -all or -shared flags are passed, then the package
list is optional. Applications explicitly given on the
command line will be included even if -nosystem would
ordinarily cause them to be omitted.)

adb restore - restore device contents from the backup archive

Saturday, July 23, 2011

ViewPager example from PAUG

During a recent session at the Paris Android User Group (hi PAUG!) we did a live coding of a ViewPager example, it took around 5 minutes. What is a ViewPager? It is a tasty new class smothered in awesome sauce on a bed of rocking adapters, seriously I think I may use at least one in every Android app I make from now on. It was released as part of the updated Compatibility Package.

White on green was a great choice, right? very.... visible.

If you search for 'android view pager' you'll see many questions on how to implement smooth, finger tracking, horizontal view paging in Android, so it seems appropriate the solution is called ViewPager. ViewPager was launched at the end of last week as part of the updated Compatibility package and supports Android 1.6+.

Some of you may have been aware of the Workspace example open sourced with the I/O Sched app. An important difference between ViewPager and Workspace is that ViewPager pulls its views from an adapter, so like with a ListView as the items are slid off the screen they can be recycled and/or brought back in on the right side of the screen. The sample code for ViewPager shows this being done with a FragmentPagerAdapter, where each view is a fragment, giving you an amazing amount of control over your application.

In this example we are just sliding TextViews on and off the screen, here is the complete guide:

1) Download the update from Android SDK & AVD manager: Available Packages -> Android Repository -> Android Compatibility Package, revision 3. It will be installed in \extras\android\compatibility\v4

2) Create a new Android Project (I'm using Eclipse) and include the library. Properties -> Java Build Path -> Libraries -> Add External JARs -> android-support-v4.jar, it is in the install directory.
Update: As Thomas says if you're using the latest ADT you can now just right-click on your project -> Android Tools -> Add Compatibility Library

3) Your should now be able to use ViewPager in your Activity

4) If you use ViewPager in an xml layout, be sure to use the full reference, e.g.

<android.support.v4.view.ViewPager
android:layout_width="match_parent"
android:layout_height="match_parent"
android:id="@+id/awesomepager"/>


5) Create a PagerAdapter to serve up your Views to the ViewPager. The key methods to implement are getCount(), instantiateItem(), destroyItem() and isViewFromObject() here are my implementations along with some JavaDoc from the source.

Note: It is up to the developer to add the views they are creating in instantiateItem() to the collection being passed in. The converse applies to destroyItem(), you must remove the item from the collection. The collection in this example is the ViewPager that is using the PagerAdapter.

The complete project source is at http://code.google.com/p/viewpagerexample/

A more professional and complete example can be found in the Compatibility Package samples (in the install directory), where a FragmentPagerAdapter implementation is provided. Using fragments inside a ViewPager can provide much better structure to an application as each view has its own FragmentActivity.

Tuesday, June 21, 2011

Supporting Honeycomb pt2: Updating the Ultimate Stopwatch

For most developers, taking advantage of the features of Honeycomb is also going to involve ensuring their app runs on tablets. It is one thing to do this right from the inception of an app or game, but often a much harder task to upgrade an already complete project to look great on larger screens.

If your app has multiple views then you can utilise fragments to show more than one of them at the same time. If not then you can think about any other data or views that may be able to augment it, or possibly increase the size of some elements.

In the case of the Ultimate Stopwatch the counting digits clearly need to be larger, then the remaining screen space can be used to include an easier to access list of lap times and split times. I mocked up some wire frames and settled on the following design.


So how do you make this magic happen? Well, as the Ultimate Stopwatch uses a SurfaceView and I spent so long getting the small screen UI right, I didn't really want to mess with it, so I'm going to leave it alone and just add new layouts for x-large devices. For many apps, especially those using standard layouts, it is less of an issue and the Android Compatibility package is the best option for a consistent application. I am however going to use fragments for the new layouts, to give me the best control over the larger screen whilst keeping my class files smaller. I'll have a fragment for the animated stopwatch view, one for the counter digits and one for the lap times.

1. In your project properties set the Android Build Target to 11

2. Tell Android that your app is optimised for Honeycomb by updating the androidmanifest.xml by adding <uses-sdk android:targetSdkVersion="11" /> as per my last post, which also shows how to enable hardware acceleration for good measure.

3. To totally segment my previous code I created a new Activity which decides which version of the app to launch based on OS version and screen size, not forgetting to update the AndroidManifest.xml.

4. I've done custom layouts for both landscape and portrait to give optimal experiences. As I'd used fragments it made the portrait view much easier, it only took a couple of minutes.

5. Another thing to remember is that your menu items will now appear in the Action Bar. It is good practice to let Android know which items it can hide under the overflow button if necessary by appending android:showAsAction="ifRoom" in to the item in your Menu.xml.

6. When building the layouts and activities, be mindful of the fragment lifecycle, making sure to inflate your views in the onCreateView() method.

7. To add a little more Honeycomb goodness I also used ObjectAnimator to do a 180 degree animation on the lap times fragment when switching to Countdown Mode and back again, this hides the times and informs the user of the mode the app is in. I also freshened up the Countdown time select dialog with the new NumberPicker.


Launching this update was also a great opportunity to refresh the Android Market listing, adding new screenshots, featured image and descriptions.

The full source of the Ultimate Stopwatch & Timer is available at http://code.google.com/p/android-ultimatestopwatch/

For those of you who want to know how USW looked in landscape on a tablet before this overhaul, prepare yourselves:


Follow me on twitter for further Android related updates.