Three Mobile-Software Rules
www.tbray.org/ongoing/When/201x/2010/10/30/Three-Android-Software-Rules
From the page
Saved with the link. Notes from 2007 to 2016 are mostly the page's own words, so this is probably an excerpt.
These days, I spend quite a bit of time talking about how to write software for Android. I think three of the general rules are worth expanding on here because I’m increasingly convinced they apply to software in general, not just for mobile devices.
Crash-Only An Android app doesn’t need exit code. You have callbacks for when you start up, when you become active, and for when some other app takes your place and pushes you aside; the latter two will typically be called repeatedly as the phone’s owner switches back and forth between apps.
But there’s no need for exit code because the system can, and does, nuke your process any time you’re not active and it needs the memory. What that means is that it’s your responsibility to save any state you might need in the future, and without asking anyone to select “File/Save”, either.
At some point, after I’d explained a few times why you have to write software this way on Android, I started wondering why all software, without exception, isn’t written this way by default.
Loose Address/Type-Driven Coupling The way you hand off from one screen to another in Android is with an Intent. An Intent has a Target, an Action, a URI, and a data type (as in Internet media-type, MIME type), along with some ancillary stuff. You can specify a target, essentially a class name, and control passes to that class. Or you can specify an action (make a phone call, view something, delete something) and its URI and or media-type, and let the system pick the right software to deal with it.
So, in your app, when whenever your user taps on a URI, you fire off an Intent with the URI and the “view” action, and control passes to his or her favorite browser.
This has the nice side-effect of pushing you on the stack, so when the user gets tired of browsing and hits the Back button enough times, eventually she gets back to your app. By fiddling media-types and actions, it’s dead easy for the user to traipse naturally between Twitter, the browser, maps, contacts, photo-browsing, music-listening, and so on, never losing the use of the all-important Back button.
Gosh, this notion of tying everything together loosely with addresses, data types, and a few simple verbs seems to have legs. But since it wasn’t obvious to me from first principles that it would be a good way to construct mobile-device software, I’m wondering if maybe in general it’s a good way to do almost everything.
Remove Decoration We advise people that, since mobile-device screens are small, that they have to focus on data not decoration; get rid of all the headers and trailers and sidebars and toolbars that you can, so that the user gets the maximum-possible amount of payload.
Computer screens, whether desktop or laptop, are by comparison huge, and this has led to a temptation to festoon interfaces with all sorts of decoration and apparatus and gadgets and widgets and whatever.
The fact that on the mobile screen there’s just not room for that stuff makes me increasingly wonder how much we really need it. With every hour I spend traversing here and there on the Web, wincing away from sites that are decoration-heavy and smiling at the ones that are all-message, the feeling grows.