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12 Practices every Android Development Beginner should knowPart 1
============================================================
### One practice at a time to become a better Android beginner
![](https://cdn-images-1.medium.com/max/800/1*RwCbsNdykQYr6vDa6aCGKQ.jpeg)
Its been more than 12 years since Andy Rubin and team started working on the idea of a mobile operating system that would change the way mobile phones, rather smartphones were seen by consumers as well as the people who developed software for it. Smartphones back then were limited to texting and checking emails (and of course, making phone calls), giving users and developers a boundary to work within.
Android, the breaker of chains, with its excellent framework design gave both the parties the freedom to explore more than just a limited set of functionalities. One would argue that the iPhone brought the revolution in the mobile industry, but the thing is no matter how cool (and pricey, eh?) an iPhone is, it again brings that boundary, that limitation we never wanted.
However, as Uncle Ben saidwith great power comes great responsibilitywe also need to be extra careful with our Android application design approach. I have often seen, in many courses offered, the negligence to teach beginners that value, the value to understand the architecture well enough before starting. We just throw things at people without correctly explaining what the upsides and downsides are, how they impact design or what to use, what not to.
In this post, we will see some of the practices that a beginner or an intermediate (if missed any) level developer should know in order to get better out of the Android framework. This post will be followed by more in this series of posts where we will talk about more such useful practices. Lets begin.
* * *
### 1\. Difference between @+id and @id
In order to access a widget (or component) in Java or to make others dependent on it, we need a unique value to represent it. That unique value is provided by android:id attribute which essentially adds id provided as a suffix to @+id/ to the  _id resource file_  for others to query. An id for Toolbar can be defined like this,
```
android:id=”@+id/toolbar
```
The following id can now be tracked by  _findViewById(…)_  which looks for it in the res file for id, or simply R.id directory and returns the type of View in question.
The other one, @id, behaves the same as findViewById(…)looks for the component by the id provided but is reserved for layouts only. The most general use of it is to place a component relative to the component it returns.
```
android:layout_below=”@id/toolbar”
```
### 2\. Using @string res for providing Strings in XML
In simpler words, dont use hard coded strings in XML. The reason behind it is fairly simple. When we use hard coded string in XML, we often use the same word over and over again. Just imagine the nightmare of changing the same word at multiple places which could have been just one had it been a string resource. The other benefit it provides is multi-language support as different string resource files can be created for different languages.
```
android:text=”My Awesome Application”
```
When using hard coded strings, you will often see a warning over the use of such strings in Android Studio, offering to change that hard coded string into a string resource. Try clicking on them and then hitting ALT + ENTER to get the resource extractor. You can also go to strings.xml located in values folder under res and declare a string resource like this,
```
<string name=”app_name”>My Awesome Application</string>
```
and then use it in place of the hard coded string,
```
android:text=”@string/app_name”
```
### 3\. Using @android and ?attr constants
This is a fairly effective practice to use predefined constants instead of declaring new ones. Take an example of #ffffff or white color which is used several times in a layout. Now instead of writing #ffffff every single time, or declaring a color resource for white, we could directly use this,
```
@android:color/white
```
Android has several color constants declared mainly for general colors like white, black or pink. Its best use case is setting transparent color with,
```
@android:color/transparent
```
Another constant holder is ?attr which is used for setting predefined attribute values to different attributes. Just take an example of a custom Toolbar. This Toolbar needs a defined width and height. The width can be normally set to MATCH_PARENT, but what about height? Most of us arent aware of the guidelines, and we simply set the desired height that seems fitting. Thats wrong practice. Instead of setting our own height, we should rather be using,
```
android:layout_height=”?attr/actionBarSize”
```
Another use of ?attr is to draw ripples on views when clicked. SelectableItemBackground is a predefined drawable that can be set as background to any view which needs ripple effect,
```
android:background=”?attr/selectableItemBackground”
```
or we can use
```
android:background=”?attr/selectableItemBackgroundBorderless”
```
to enable borderless ripple.
### 4\. Difference between SP and DP
While theres no real difference between these two, its important to know what these two are, and where to use them to best results.
SP or Scale-independent pixels are recommended for use with TextViews which require the font size to not change with display (density). Instead, the content of a TextView needs to scale as per the needs of a user, or simply the font size preferred by the user.
With anything else that needs dimension or position, DP or Density-independent pixels can be used. As mentioned earlier, DP and SP are same things, its just that DP scales well with changing densities as the Android System dynamically calculates the pixels from it making it suitable for use on components that need to look and feel the same on different devices with different display densities.
### 5\. Use of Drawables and Mipmaps
This is the most confusing of them allHow are drawable and mipmap different?
While it may seem that both serve the same purpose, they are inherentaly different. Mipmaps are meant to be used for storing icons, where as drawables are for any other format. Lets see how they are used by the system internally and why not to use one in place of the other.
Youll notice that your application has several mipmap and drawable folders, each representing a different display resolution. When it comes to choosing from Drawable folder, the system chooses from the folder that belongs to current device density. However, with Mipmap, the system can choose an icon from any folder that fits the need mainly because some launchers display larger icons than intended, so system chooses the next size up.
In short, use mipmaps for icons or markers that see a change in resolution when used on different device densities and use drawable for other resource types that can be stripped out when required.
For example, a Nexus 5 is xxhdpi. Now when we put icons in mipmap folders, all the folders of mipmap will be retained. But when it comes to drawable, only drawable-xxhdpi will be retained, terming any other folder useless.
### 6\. Using Vector Drawables
Its a very common practice to add multiple versions (sizes) of the same asset in order to support different screen densities. While this approach may work, it also adds certain performance overheads like larger apk size and extra development effort. To eliminate these overheads, Android team at Google announced the addition of Vector Drawables.
Vector Drawables are SVGs (scaled vector graphics) but in XML representing an image drawn using a set of dots, lines and curves with fill colors. The very fact that Vector Drawables are made of lines and dots, gives them the ability to scale at different densities without losing resolution. The other associated benefit with Vector Drawables is the ease of animation. Add multiple vector drawables in a single AnimatedVectorDrawable file and were good to go instead of adding multiple images and handling them separately.
```
<vector xmlns:android=”http://schemas.android.com/apk/res/android"
android:width=”24dp”
android:height=”24dp”
android:viewportWidth=”24.0"
android:viewportHeight=”24.0">
```
```
<path android:fillColor=”#69cdff” android:pathData=”M3,18h18v-2L3,16v2zM3,13h18v-2L3,11v2zM3,6v2h18L21,6L3,6z”/>
```
```
</vector>
```
The above vector definition will result in the following drawable,
![](https://cdn-images-1.medium.com/max/600/1*KGmMIhrQR0UyrpIP_niEZw.png)
To Add a vector drawable to your android project, right click on app module of your project, then New >> Vector Assets.This will get you Asset Studio which gives you two options to configure vector drawable. First, picking from Material Icons and second, choosing a local SVG or PSD file.
Google recommends using Material Icons for anything app related to maintain continuity and feel of Android. Be sure to check out all of the icons [here][1].
### 7\. Setting End/Start Margin
This is one of the easiest things people miss out on. Margin! Sure adding margin is easy but what about supporting older platforms?
Start and End are supersets of Left and Right respectively, so if the application has minSdkVersion 17 or less, start or end margin/padding is required with older left/right. On platforms where start and end are missing, these two can be safely ignored for left/right. Sample declaration looks like this,
```
android:layout_marginEnd=”20dp”
android:paddingStart=”20dp”
```
### 8\. Using Getter/Setter Generator
One of the most frustrating things to do while creating a holder class (which simply holds variable data) is creating multiple getters and settersCopy/paste method body and rename them for each variable.
Luckily, Android Studio has a solution for it. It goes like thisdeclare all the variables you need inside the class, and go to Toolbar >> Code. The Shortcut for it is ALT + Insert. Clicking Code will get you Generate, tap on it and among many other options, there will be Getter and Setter option. Tapping on it while maintaining focus on your class page will add all the getters and setters to the class (handle the previous window on your own). Neat, isnt it?
### 9\. Using Override/Implement Generator
Another helpful generator. Writing custom classes and extending them is easy but what about classes you have little idea about. Take PagerAdapter for example. You want a ViewPager to show a few pages and for that, you will need a custom PagerAdapter that will work as you define inside its overridden methods. But where are those methods? Android Studio may be gracious enough to force you to add a constructor to your custom class or even to give a short cut for (thats you ALT + Enter), but the rest of the (abstract) methods from parent PagerAdapter need to be added manually which I am sure is tiring for most of us.
To get a list of all the overridden methods available, go to Code >> Generate and Override method or Implement methods, which ever is your need. You can even choose to add multiple methods to your class, just hold Ctrl and select methods and hit OK.
### 10\. Understanding Contexts Properly
Context is scary and I believe a lot of beginners never care to understand the architecture of Context classwhat it is, and why is it needed everywhere.
In simpler terms, it is the one that binds all that you see on the screen together. All the views (or their extensions) are tied to the current environment using Context. Context is responsible for allowing access to application level resources such as density or current activity associated with it. Activities, Services, and Application all implement Context interface to provide other to-be-associated components in-house resources. Take an example of a TextView which has to be added to MainActivity. You would notice while creating an object that the TextView constructor needs Context. This is to resolve any resources needed within TextView definition. Say TextView needs to internally load the Roboto font. For doing this, TextView needs Context. Also when we are providing context (or this) to TextView, were telling it to bind with the current activitys lifecycle.
Another key use of Context is to initiate application level operations such as initiating a library. A library lives through out the application lifecycle and thus it needs to be initiated with getApplicationContext() instead of  _getContext_  or  _this_ or  _getActivity()_ . Its important to know the correct use of different Context types to avoid a memory leak. Other uses of Context includes starting an Activity or Service. Remember startActivity(…)? When you need to change Activity from a non-activity class, you will need a context object to access startActivity method since it belongs to the Context class, not Activity class.
```
getContext().startActivity(getContext(), SecondActivity.class);
```
If you want to know more about the behavior of Context, go [here][2] or [here][3]. The first one is a nice article on Contexts and where to use them while the latter is Android documentation for Context which has elaborately explained all of its available featuresmethods, static flags and more.
### Bonus #1: Formatting Code
Who doesnt like clean, properly formatted code? Well, almost every one of us working on classes that tend to go up to 1000 lines in size want our code to stay structured. And its not that only larger classes need formatting, even smaller modular classes need to make sure code remains readable.
With Android Studio, or any of the JetBrains IDEs you dont even need to care about manually structuring your code like adding indentation or space before =. Write code the way you want and when you feel like formatting it, just hit ALT + CTRL + L on Windows or ALT + CTRL + SHIFT + L on Linux. *Code Auto-Formatted*
### Bonus #2: Using Libraries
One of the key principles of Object Oriented Programming is to increase reuse of code or rather decrease the habit of reinventing the wheel. Its a very common approach that a lot of beginners follow wrongly. The approach has two ends,
- Dont use libraries, write every code on your own.
- Use a library for everything.
Going completely to either of the ends is wrong practice. If you go to the first end, youre going to eat up a lot of resources just to live up to your pride to own everything. Plus chances are there that your code will be less tested than that library you should have gone with, increasing the chances of a buggy module. Dont reinvent the wheel when there is a limited resource. Go with a tested library and when youve got the complete idea and resources, replace the library with your own reliable code.
With the second end, there is an even bigger issuereliance on foreign code. Dont get used to the idea of relying on others code for everything. Write your own code for things that need lesser resources or things that are within your reach. You dont need a library that sets up custom TypeFaces (fonts) for you, that you can do on your own.
So remember, stay in the middle of the two endsdont reinvent everything but also dont over-rely on foreign code. Stay neutral and code to your abilities.
* * *
This article was first published on [Whats That Lambda][4]. Be sure to visit for more articles like this one on Android, Node.js, Angular.js and more.
--------------------------------------------------------------------------------
via: https://android.jlelse.eu/12-practices-every-android-beginner-should-know-cd43c3710027
作者:[ Nilesh Singh][a]
译者:[译者ID](https://github.com/译者ID)
校对:[校对者ID](https://github.com/校对者ID)
本文由 [LCTT](https://github.com/LCTT/TranslateProject) 原创编译,[Linux中国](https://linux.cn/) 荣誉推出
[a]:https://android.jlelse.eu/@nileshsingh?source=post_header_lockup
[1]:https://material.io/icons/
[2]:https://blog.mindorks.com/understanding-context-in-android-application-330913e32514
[3]:https://developer.android.com/reference/android/content/Context.html
[4]:https://www.whatsthatlambda.com/android/android-dev-101-things-every-beginner-must-know

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每个安卓开发初学者应该了解的 12 个技巧 - 第一部分
============================================================
### 一次掌握一个技巧,更好地学习安卓
![](https://cdn-images-1.medium.com/max/800/1*RwCbsNdykQYr6vDa6aCGKQ.jpeg)
距离安迪·鲁宾和他的团队着手开发一个希望颠覆传统手机操作模式的操作系统已经过去 12 年了,这套系统有可能让手机或者智能机给消费者以及软件开发人员全新的体验。之前的智能机仅限于收发短信和查看电子邮件(当然还可以打电话),给用户和开发者带来很大的限制。
安卓,打破这个枷锁的系统,拥有非常优秀的框架设计,给大家提供的不仅仅是一组有限的功能,更多的是自由的探索。有人会说 iPhone 才是手机产业的颠覆产品,不过我们说的不是 iPhone 有多么酷(或者多么贵,是吧?),它还是有限制,而这是我们从来都不希望有的。
不过,就像本大叔说的,能力越大责任越大,我们也需要更加认真对待安卓应用的设计方式。我看到很多教程都忽略了向初学者传递这个理念,在动手之前请先充分理解系统架构。他们只是把一堆的概念和代码丢给读者,却没有解释清楚相关的优缺点,它们对系统的影响,以及该用什么不该用什么等等。
在这篇文章里,我们将介绍一些初学者以及中级开发人员都应该掌握的技巧,帮助更好地理解安卓框架。后续我们还会在这个系列里写更多这样的关于实用技巧的文章。我们开始吧。
* * *
### 1\. @+id 和 @id 的区别
要在 Java 代码里访问一个图形控件(或组件),或者是要让它成为其他控件的依赖,我们需要一个唯一的值来引用它。这个唯一值用 android:id 属性来定义,本质上就是把用户提供的 id 附加到 @+id/ 后面写入 _id 资源文件_,供其他控件使用。一个 Toolbar 的 id 可以这样定义,
```
android:id=”@+id/toolbar”
```
然后这个 id 值就能被 _findViewById(…)_ 识别,这个函数会在资源文件里查找 id或者直接从 R.id 路径引用,然后返回 View 类型的控件实例。
而另一种,@id和 findViewById(…) 行为一样 - 也会根据提供的 id 查找组件,不过仅限于布局时使用。一般用来布置相关控件。
```
android:layout_below=”@id/toolbar”
```
### 2\. 使用 @string 资源为 XML 提供字符串
简单来说,就是不要在 XML 里直接用字符串。原因很简单。当我们在 XML 里直接使用了字符串,我们一般会在其他地方用到同样的字符串。想像一下当我们需要在不同的地方调整同一个字符串的噩梦,而如果使用字符串资源就只改一个地方就够了。另一个好处是,使用资源文件可以提供多国语言支持,因为可以为不同的语言创建相应的字符串资源文件。
```
android:text=”My Awesome Application”
```
当你直接使用字符串时,你会在 Android Studio 里收到警告,提示说应该把写死的字符串改成字符串资源。可以点击这个提示,然后按下 ALT + ENTER 打开字符串编辑。你也可以直接打开 res 目录下的 values 目录里的 strings.xml 文件,然后像下面这样声明一个字符串资源。
```
<string name=”app_name”>My Awesome Application</string>
```
然后用它来替换写死的字符串,
```
android:text=”@string/app_name”
```
### 3\. 使用 @android 和 ?attr 常量
尽量使用系统预先定义的常量而不是重新声明。举个例子,在布局中有几个地方要用白色或者 #ffffff 颜色值。不要每次都直接用 #ffffff 数值,也不要自己为白色重新声明资源,我们可以直接用这个,
```
@android:color/white
```
安卓预先定义了很多常用的颜色常量,比如白色,黑色或粉色。最经典的应用场景是透明色,
```
@android:color/transparent
```
另一个引用常量的方式是 ?attr用来将预先定义的属性值赋值给不同的属性。举个自定义 Toolbar 的例子。这个 Toolbar 需要定义宽度和高度。宽度通常可以设置为 MATCH_PARENT但高度呢我们大多数人都没有注意设计指导只是简单地随便设置一个看上去差不多的值。这样做不对。不应该随便自定义高度而应该这样做
```
android:layout_height=”?attr/actionBarSize”
```
?attr 的另一个应用是选中视图时画水波纹效果。SelectableItemBackground 是一个预定义的 drawable任何视图需要增加波纹效果时可以将它设为背景
```
android:background=”?attr/selectableItemBackground”
```
也可以用这个
```
android:background=”?attr/selectableItemBackgroundBorderless”
```
来显示无边框波纹。
### 4\. SP 和 DP 的区别
虽然这两个没有本质上的区别,但知道它们是什么以及在什么地方适合用哪个很重要。
SP 的意思是缩放无关像素,一般建议用于 TextView首先文字不会因为显示密度不同而显示效果不一样另外 TextView 的内容还需要根据用户设定做拉伸,或者只调整字体大小。
其他需要定义尺寸和位置的地方,可以使用 DP也就是密度无关像素。之前说过DP 和 SP 的性质是一样的,只是 DP 会根据显示密度自动拉伸,因为安卓系统会动态计算实际显示的像素,这样就可以让使用 DP 的组件在不同显示密度的设备上都可以拥有相同的显示效果。
### 5\. Drawables 和 Mipmaps 的应用
这两个最让人困惑的是 - drawable 和 mipmap 有多少差异?
虽然这两个好像有同样的用途但他们设计目的不一样。mipmaps 是用来储存图标的,而 drawables 用于任何其他格式。我们可以看一下系统内部是如何使用它们的,就知道为什么不能混用了。
你可以看到你的应用里有几个 mipmap 和 drawable 目录,每一个分别代表不同的显示分辨率。当系统从 drawable 目录读取资源时,只会根据当前设备的显示密度选择确定的目录。然而,在读取 mipmap 时,系统会根据需要选择合适的目录,而不仅限于当前显示密度,主要是因为有些启动器会故意显示较大的图标,所以系统会使用较大分辨率的资源。
总之,用 mipmaps 来存放图标或标记图片,可以在不同显示密度的设备上看到分辨率变化,而其他根据需要显示的图片资源都用 drawable。
比如说Nexus 5 的显示分辨率是 xxhdpi。当我们把图标放到 mipmap 目录里时,所有 mipmap 目录都将读入内存。而如果放到 drawable 里,只有 drawable-xxhdpi 目录会被读取,其他目录都会被忽略。
### 6\. 使用矢量图形
为了支持不同显示密度的屏幕,将同一个资源的多个版本(大小)添加到项目里是一个很常见的技巧。这种方式确实有用,不过它也会带来一定的性能开支,比如更大的 apk 文件以及额外的开发工作。为了消除这种影响,谷歌的安卓团队发布了新增的矢量图形。
矢量图形是用 XML 描述的 SVGs可拉伸矢量图形是用点直线和曲线组合以及填充颜色绘制出的图形。正因为矢量图形是由点和线动态画出来的在不同显示密度下拉伸也不会损失分辨率。而矢量图形带来的另一个好处是更容易做动画。往一个 AnimatedVectorDrawable 文件里添加多个矢量图形就可以做出动画,而不用添加多张图片然后再分别处理。
```
<vector xmlns:android=”http://schemas.android.com/apk/res/android”
android:width=”24dp”
android:height=”24dp”
android:viewportWidth=”24.0”
android:viewportHeight=”24.0”>
```
```
<path android:fillColor=”#69cdff” android:pathData=”M3,18h18v-2L3,16v2zM3,13h18v-2L3,11v2zM3,6v2h18L21,6L3,6z”/>
```
```
</vector>
```
上面的向量定义可以画出下面的图形,
![](https://cdn-images-1.medium.com/max/600/1*KGmMIhrQR0UyrpIP_niEZw.png)
要在你的安卓项目里添加矢量图形,可以右键点击你项目里的应用模块,然后选择 New >> Vector Assets。然后会打开 Assets Studio你可以有两种方式添加矢量图形。第一种是从 Material 图标里选择,另一种是选择本地的 SVG 或 PSD 文件。
谷歌建议与应用相关都使用 Material 图标,来保持安卓的连贯性和统一体验。[这里][1]有全部图标,记得看一下。
### 7\. 设定 margin 的 start/end
这是人们最容易忽略的地方之一。边界!增加边界当然很简单,但是如果要考虑支持很旧的平台呢?
margin 的 start 和 end 分别是 right 和 left 的超集,所以如果应用的 minSdkVersion 是 17 或更低margin/padding 的开始和结束定义要用旧的 left/right。在那些没有定义 start 和 end 的系统上,这两个定义可以被安全地忽略。可以像下面这样声明,
```
android:layout_marginEnd=”20dp”
android:paddingStart=”20dp”
```
### 8\. 使用 Getter/Setter 生成工具
在创建一个容器类(只是用来简单的存放一些变量数据)时很烦的一件事情是写多个 getter 和 setter复制/粘贴方法的主体再为每个变量重命名。
幸运的是Android Studio 有一个解决方法。可以这样做,在类里声明你需要的所有变量,然后打开 Toolbar >> Code。快捷方式是 ALT + Insert。点击 Code 会显示 Generate然后点击会出来很多选项里面有 Getter 和 Setter 选项。在保持焦点在你的类页面然后点击,就会为当前类添加所有的 getter 和 setter有需要的话可以再去之前的窗口操作。很爽吧。
### 9\. 使用 Override/Implement 生成工具
这是另一个很好用的生成工具。自定义一个类然后再扩展很容易,但是如果要扩展你不熟悉的类呢。比如说 PagerAdapter你希望用 ViewPager 来展示一些页面,那就需要定制一个 PagerAdapter 并实现它的重载方法。但是具体有哪些方法呢Android Studio 非常贴心地为自定义类强行添加了一个构造函数或者可以用快捷键ALT + Enter但是父类 PagerAdapter 里的其他(虚拟)方法需要自己手动添加,我估计大多数人都觉得烦。
要列出所有可以重载的方法,可以点击 Code >> Generate and Override methods 或者 Implement methods根据你的需要。你还可以为你的类选择多个方法只要按住 Ctrl 再选择方法,然后点击 OK。
### 10\. 正确理解 Contexts
Context 有点恐怖,我估计许多初学者从没有认真理解过 Context 类的结构 - 它是什么,为什么到处都要用到它。
简单地说,它将你能从屏幕上看到的所有内容都整合在一起。所有的视图(或者它们的扩展)都通过 Context 绑定到当前的环境。Context 用来管理应用层次的资源,比如说显示密度,或者当前的关联活动。活动,服务和应用都实现了 Context 类的接口来为其他关联组件提供内部资源。举个添加到 MainActivity 的 TextView 的例子。你应该注意到了在创建一个对象的时候TextView 的构造函数需要 Context 参数。这是为了获取 TextView 里定义到的资源。比如说TextView 需要在内部用到 Roboto 字体。这样的话TextViwe 需要 Context。而且在我们将 context或者 this传递给 TextView 的时候,也就是告诉它绑定当前活动的生命周期。
另一个 Context 的关键应用是初始化应用层次的操作,比如初始化一个库。库的生命周期和应用是不相关的,所以它需要用 getApplicationContext() 来初始化,而不是用 _getContext__this__getActivity()_。掌握正确使用不同 Context 类型非常重要,可以避免内存泄漏。另外,要用到 Context 来启动一个活动或服务。还记得 startActivity(…) 吗?当你需要在一个非活动类里切换活动时,你需要一个 Context 对象来调用 startActivity 方法,因为它是 Context 类的方法,而不是 Activity 类。
```
getContext().startActivity(getContext(), SecondActivity.class);
```
如果你想了解更多 Context 的行为,可以看看[这里][2]或[这里][3]。第一个是一篇关于 Context 的很好的文章,介绍了在哪些地方要用到它。而另一个是安卓关于 Context 的文档,全面介绍了所有的功能 - 方法,静态标识以及更多。
### 奖励 #1: 格式化代码
有人会不喜欢整齐,统一格式的代码吗?好吧,几乎我们每一个人,在写一个超过 1000 行的类的时候,都希望我们的代码能有合适的结构。而且,并不仅仅大的类才需要格式化,每一个小模块类也需要让代码保持可读性。
使用 Android Studio或者任何 JetBrains IDE你都不需要自己手动整理你的代码像增加缩进或者 = 之前的空格。就按自己希望的方式写代码,在想要格式化的时候,如果是 Windows 系统可以按下 ALT + CTRL + LLinux 系统按下 ALT + CTRL + SHIFT + L。*代码就自动格式化好了*
### 奖励 #2: 使用库
面向对象编程的一个重要原则是增加代码的可重用性,或者说减少重新发明轮子的习惯。很多初学者错误地遵循了这个原则。这条路有两个方向,
- 不用任何库,自己写所有的代码。
- 用库来处理所有事情。
不管哪个方向走到底都是不对的。如果你彻底选择第一个方向,你将消耗大量的资源,仅仅是为了满足自己拥有一切的骄傲。很可能你的代码没有做过替代库那么多的测试,从而增加模块出问题的可能。如果资源有限,不要重复发明轮子。直接用经过测试的库,在有了明确目标以及充分的资源后,可以用自己的可靠代码来替换这个库。
而彻底走向另一个方向,问题更严重 - 别人代码的可靠性。不要习惯于所有事情都依赖于别人的代码。在不用太多资源或者自己能掌控的情况下尽量自己写代码。你不需要用库来自定义一个 TypeFaces字体你可以自己写一个。
所以要记住,在这两个极端中间平衡一下 - 不要重新创造所有事情,也不要过分依赖外部代码。保持中立,根据自己的能力写代码。
* * *
这篇文章最早发布在 [Whats That Lambda][4] 上。请访问网站阅读更多关于 AndroidNode.jsAngular.js 等等类似文章。
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via: https://android.jlelse.eu/12-practices-every-android-beginner-should-know-cd43c3710027
作者:[ Nilesh Singh][a]
译者:[zpl1025](https://github.com/zpl1025)
校对:[校对者ID](https://github.com/校对者ID)
本文由 [LCTT](https://github.com/LCTT/TranslateProject) 原创编译,[Linux中国](https://linux.cn/) 荣誉推出
[a]:https://android.jlelse.eu/@nileshsingh?source=post_header_lockup
[1]:https://material.io/icons/
[2]:https://blog.mindorks.com/understanding-context-in-android-application-330913e32514
[3]:https://developer.android.com/reference/android/content/Context.html
[4]:https://www.whatsthatlambda.com/android/android-dev-101-things-every-beginner-must-know