26a5305f66
Change-Id: I19f31a098d43e6bfcd575585732df5ec26f9bd2d
500 lines
23 KiB
Plaintext
500 lines
23 KiB
Plaintext
page.title=Optimizing Your UI
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parent.title=Debugging
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parent.link=index.html
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@jd:body
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<div id="qv-wrapper">
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<div id="qv">
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<h2>In this document</h2>
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<ol>
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<li>
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<a href="#HierarchyViewer">
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Using Hierarchy Viewer
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</a>
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<ol>
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<li><a href="#runhv">Running Hierarchy Viewer and choosing a window</a></li>
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<li><a href="#viewhierarchy">About the View Hierarchy window</a></li>
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<li><a href="#indiView">Working with an individual View in Tree View</a></li>
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<li><a href="#hvdebugging">Debugging with View Hierarchy</a></li>
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<li><a href="#hvoptimize">Optimizing with View Hierarchy</a></li>
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</ol>
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</li>
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<li>
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<a href="#pixelperfect">
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Using Pixel Perfect
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</a>
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<ol>
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<li><a href="#aboutpixelperfect">About the Pixel Perfect window</a></li>
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<li><a href="#overlays">Working with Pixel Perfect overlays</a></li>
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</ol>
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</li>
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<li><a href="#lint">Using lint to optimize your UI</a></li>
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</ol>
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<h2>Related videos</h2>
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<ol>
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<li>
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<iframe title="Hierarchyviewer"
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width="210" height="160"
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src="//www.youtube.com/embed/PAgE7saQUUY?rel=0&hd=1"
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frameborder="0" allowfullscreen>
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</iframe>
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</li>
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<li>
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<iframe title="Pixel Perfect"
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width="210" height="160"
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src="//www.youtube.com/embed/C45bMZGdN7Y?rel=0&hd=1"
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frameborder="0"
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allowfullscreen>
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</iframe>
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</li>
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</ol>
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</div>
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</div>
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<p>
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Sometimes your application's layout can slow down your application.
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To help debug issues in your layout, the Android SDK provides the Hierarchy Viewer and
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<code>lint</code> tools.
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</p>
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<p>The Hierarchy Viewer application allows you to debug and optimize your user interface. It
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provides a visual representation of the layout's View hierarchy (the View Hierarchy window)
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with performance information for each node in the layout,
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and a magnified view of the display (the Pixel Perfect window) to closely examine the pixels
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in your layout.</p>
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<p>Android <code>lint</code> is a static code scanning tool that helps you optimize the layouts and layout
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hierarchies of your applications, as well as detect other common coding problems. You can run it against your layout files or resource
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directories to quickly check for inefficiencies or other types of problems that could be
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affecting the performance of your application.</p>
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<h2 id="HierarchyViewer">Using Hierarchy Viewer</h2>
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<h3 id="runhv">Running Hierarchy Viewer and choosing a window</h3>
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<p>
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To run Hierarchy Viewer, follow these steps:</p>
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<ol>
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<li>
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Connect your device or launch an emulator.
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<p>
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To preserve security, Hierarchy Viewer can only connect to devices running a
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developer version of the Android system.
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</p>
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</li>
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<li>
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If you have not done so already, install the application you want to work with.
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</li>
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<li>
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Run the application, and ensure that its UI is visible.
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</li>
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<li>
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From a terminal, launch <code>hierarchyviewer</code> from the
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<code><sdk>/tools/</code>
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directory.
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</li>
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<li>
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The first window you see displays a list of devices and emulators. To expand the list
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of Activity objects for a device or emulator, click the arrow on the left. This displays a
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list of the Activity objects whose UI is currently visible on the device or emulator. The
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objects are listed by their Android component name. The list includes both your application
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Activity and system Activity objects. A screenshot of this window appears in
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figure 1.
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</li>
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<li>
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Select the name of your Activity from the list. You can now look at its view
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hierarchy using the View Hierarchy window, or look at a magnified image of the UI using
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the Pixel Perfect window.
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</li>
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</ol>
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<p>
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To learn how to use the View Hierarchy window, go to
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<a href="#viewhierarchy">About the View Hierarchy window</a>. To learn how to use the
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Pixel Perfect window, go to <a href="#pixelperfect">About the Pixel Perfect window</a>.
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</p>
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<img id="Fig1" src="{@docRoot}images/developing/hv_device_window.png" alt="" height="600"/>
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<p class="img-caption"><strong>Figure 1.</strong> Hierarchy Viewer device window</p>
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<h3 id="viewhierarchy">About the View Hierarchy window</h3>
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<p>
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The View Hierarchy window displays the View objects that form the UI of the
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Activity that is running on your device or emulator. You use it to look at individual
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View objects within the context of the entire View tree. For each View object, the View
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Hierarchy window also displays rendering performance data.
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</p>
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<p>
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To see the View Hierarchy window, run Hierarchy Viewer as described in
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the section <a href="#runhv">Running Hierarchy Viewer and choosing a window</a>. Next, click
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<strong>View Hierarchy</strong> at the top of the device window.
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</p>
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<p>
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You should see four panes:
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</p>
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<ul>
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<li>
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<strong>Tree View</strong>: The left-hand pane displays the Tree View,
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a diagram of the Activity object's hierarchy of views. Use Tree View to examine individual
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View objects and see the relationships between View objects in your UI.
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<p>
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To zoom in on the pane, use the slider at the bottom of the pane, or use your mouse
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scroll wheel. To move around in the pane or reveal View objects that are not currently
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visible, click and drag the pane.
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</p>
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<p>
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To highlight the nodes in the tree whose class or ID match a search string, enter the
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string in the <strong>Filter by class or id:</strong> edit box at the bottom of the
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window. The background of nodes that match the search string will change from gray to
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bright blue.
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</p>
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<p>
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To save a screenshot of Tree View to a PNG file, click <strong>Save As PNG</strong> at
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the top of the View Hierarchy window. This displays a dialog in which you can choose
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a directory and file name.
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</p>
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<p>
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To save a layered screenshot of your device or emulator to an Adobe Photoshop (PSD)
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file, click <strong>Capture Layers</strong> at the top of the View Hierarchy window.
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This displays a dialog in which you can choose a directory or file name.
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Each View in the UI is saved as a separate Photoshop layer.
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</p>
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<p>
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In Photoshop (or similar program that accepts .psd files), you can hide, show or edit a
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layer independently of others. When you save a layered screenshot, you can examine and
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modify the image of an individual View object. This helps you experiment with design
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changes.
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</p>
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</li>
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<li>
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The upper right-hand pane displays the <strong>Tree Overview</strong>, a smaller map
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representation of the entire Tree View window. Use Tree Overview to identify the part of the
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view tree that is being displayed in Tree View.
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<p>
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You can also use Tree Overview to move around in the Tree View pane. Click and drag
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the shaded rectangle over an area to reveal it in Tree View.
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</p>
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</li>
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<li>
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The middle right-hand pane displays the <strong>Properties View</strong>,
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a list of the properties for a selected View object. With Properties View, you can
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examine all the properties without having to look at your application source.
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<p>
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The properties are organized by category. To find an individual property, expand
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a category name by clicking the arrow on its left. This reveals all the properties
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in that category.
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</p>
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</li>
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<li>
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The lower right-hand pane displays the <strong>Layout View</strong>,
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a block representation of the UI. Layout View is another way to navigate through your UI.
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When you click on a View object in Tree View, its position in the UI is highlighted.
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Conversely, when you click in an area of Layout View, the View object for that area is
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highlighted in Tree View.
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<p>
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The outline colors of blocks in Layout View provide additional information:
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</p>
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<ul>
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<li>
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Bold red: The block represents the the View that is currently selected in
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Tree View.
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</li>
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<li>
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Light red: The block represents the parent of the block outlined in bold red.
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</li>
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<li>
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White: The block represents a visible View that is not a parent or child of the
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View that is currently selected in Tree View.
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</li>
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</ul>
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</li>
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</ul>
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<p>
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When the UI of the current Activity changes, the View Hierarchy window is not automatically
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updated. To update it, click <strong>Load View Hierarchy</strong> at the top of the window.
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</p>
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<p>
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Also, the window is not updated if you switch to a new Activity. To update it, start by
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clicking the window selection icon in the bottom left-hand corner of the window. This
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navigates back to the Window Selection window. From this window, click the Android
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component name of the new Activity and then click <strong>Load View Hierarchy</strong>
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at the top of the window.
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</p>
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<p>
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A screenshot of the View Hierarchy window appears in figure 2.
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</p>
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<img id="Fig2" src="{@docRoot}images/developing/hv_view_hierarchy_window.png" alt="" height="600"/>
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<p class="img-caption"><strong>Figure 2.</strong> The View Hierarchy window</p>
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<h3 id="indiView">Working with an individual View in Tree View</h3>
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<p>
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Each node in Tree View represents a single View. Some information is always visible. Starting
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at the top of the node, you see the following:
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</p>
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<ol>
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<li>
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View class: The View object's class.
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</li>
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<li>
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View object address: A pointer to View object.
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</li>
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<li>
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View object ID: The value of the
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<code><a href="{@docRoot}guide/topics/resources/layout-resource.html#idvalue">android:id</a>
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</code> attribute.
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</li>
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<li>
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Performance indicators: A set of three colored dots that indicate the rendering
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speed of this View relative to other View objects in the tree. The three dots
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represent (from left to right) the measure, layout, and draw times of the rendering.
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<p>
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The colors indicate the following relative performance:
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</p>
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<ul>
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<li>
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Green: For this part of the render time, this View is in the faster 50% of all
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the View objects in the tree. For example, a green dot for the measure time means
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that this View has a faster measure time than 50% of the View objects in the tree.
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</li>
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<li>
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Yellow: For this part of the render time, this View is in the slower 50% of all
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the View objects in the tree. For example, a yellow dot for the layout time means
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that this View has a slower layout time than 50% of the View objects in the tree.
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</li>
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<li>
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Red: For this part of the render time, this View is the slowest one in the tree.
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For example, a red dot for the draw time means that this View takes the most
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time to draw of all the View objects in the tree.
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</li>
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</ul>
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</li>
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<li>
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View index: The zero-based index of the View in its parent View. If it is the only child,
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this is 0.
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</li>
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</ol>
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<p>
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When you select a node, additional information for the View appears in a small window above
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the node. When you click one of the nodes, you see the following:
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</p>
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<ul>
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<li>
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Image: The actual image of the View, as it would appear in the emulator. If the View has
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children, these are also displayed.
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</li>
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<li>
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View count: The number of View objects represented by this node. This includes the View
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itself and a count of its children. For example, this value is 4 for a View that has 3
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children.
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</li>
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<li>
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Render times: The actual measure, layout, and draw times for the View rendering, in
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milliseconds. These represent the same values as the performance indicators mentioned in
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the preceding section.
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</li>
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</ul>
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<p>
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An annotated screenshot of an individual node in the Tree View window appears in figure 3.
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</p>
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<img id="Fig3" src="{@docRoot}images/developing/hv_treeview_screenshot.png" alt="" height="600"/>
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<p class="img-caption"><strong>Figure 3.</strong> An annotated node in Tree View</p>
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<h3 id="hvdebugging">Debugging with View Hierarchy</h3>
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<p>
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The View Hierarchy window helps you debug an application by providing a static display
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of the UI. The display starts with your application's opening screen. As you step through
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your application, the display remains unchanged until you redraw it by invalidating and
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then requesting layout for a View.
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</p>
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<p>
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To redraw a View in the display:
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</p>
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<ul>
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<li>
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Select a View in Tree View. As you move up towards the root of the tree (to the
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left in the Tree View), you see the highest-level View objects. Redrawing a high-level
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object usually forces the lower-level objects to redraw as well.
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</li>
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<li>
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Click <strong>Invalidate</strong> at the top of the window. This marks the View as
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invalid, and schedules it for a redraw at the next point that a layout is requested.
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</li>
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<li>
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Click <strong>Request Layout</strong> to request a layout. The View and its children
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are redrawn, as well as any other View objects that need to be redrawn.
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</li>
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</ul>
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<p>
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Manually redrawing a View allows you to watch the View object tree and examine the properties of
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individual View objects one step at a time as you go through breakpoints in your code.
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</p>
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<h3 id="hvoptimize">Optimizing with View Hierarchy</h3>
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<p>
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View Hierarchy also helps you identify slow render performance. You start by looking at the
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View nodes with red or yellow performance indicators to identify the slower View objects. As you
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step through your application, you can judge if a View is consistently slow or slow only in
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certain circumstances.
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</p>
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<p>
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Remember that slow performance is not necessarily evidence of a problem, especially for
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ViewGroup objects. View objects that have more children and more complex View objects render
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more slowly.
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</p>
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<p>
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The View Hierarchy window also helps you find performance issues. Just by looking at the
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performance indicators (the dots) for each View node, you can see which View objects are the
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slowest to measure, layout, and draw. From that, you can quickly identify the problems you
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should look at first.
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</p>
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<h2 id="pixelperfect">Using Pixel Perfect</h2>
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<p>
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Pixel Perfect is a tool for examining pixel properties and laying out UIs from a design drawing.
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</p>
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<h3 id="aboutpixelperfect">About the Pixel Perfect window</h3>
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<p>
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The Pixel Perfect window displays a magnified image of the screen that is currently
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visible on the emulator or device. In it, you can examine the properties
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of individual pixels in the screen image. You can also use the Pixel Perfect window
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to help you lay out your application UI based on a bitmap design.
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</p>
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<p>
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To see the Pixel Perfect window, run Hierarchy Viewer, as described in
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the section <a href="#runhv">Running Hierarchy Viewer and choosing a window</a>. Next, click
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<strong>Inspect Screenshot</strong> at the top of the device window. The Pixel Perfect window
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appears.
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</p>
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<p>
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In it, you see three panes:
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</p>
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<ul>
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<li>
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View Object pane: This is a hierarchical list of the View objects that are currently
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visible on the device or emulator screen, including both the ones in your application and
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the ones generated by the system. The objects are listed by their View class.
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To see the class names of a View object's children, expand the View by clicking the
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arrow to its left. When you click a View, its position is highlighted in the Pixel Perfect
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pane on the right.
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</li>
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<li>
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Pixel Perfect Loupe pane: This is the magnified screen image. It is overlaid by a grid in
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which each square represents one pixel. To look at the information for a pixel, click in its
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square. Its color and X,Y coordinates appear at the bottom of the pane.
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<p>
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The magenta crosshair in the pane corresponds to the positioning
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crosshair in the next pane. It only moves when you move the crosshair in the next pane.
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</p>
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<p>
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To zoom in or out on the image, use the <strong>Zoom</strong> slider at the bottom of
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the pane, or use your mouse's scroll wheel.
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</p>
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<p>
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When you select a pixel in the Loupe pane, you see the following information at the
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bottom of the pane:
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</p>
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<ul>
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<li>
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Pixel swatch: A rectangle filled with the same color as the pixel.
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</li>
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<li>
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HTML color code: The hexadecimal RGB code corresponding to the pixel color
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</li>
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<li>
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RGB color values: A list of the (R), green (G), and blue (B) color values of the
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pixel color. Each value is in the range 0-255.
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</li>
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<li>
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X and Y coordinates: The pixel's coordinates, in device-specific pixel units.
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The values are 0-based, with X=0 at the left of the screen and Y=0 at the top.
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</li>
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</ul>
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</li>
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<li>
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Pixel Perfect pane: This displays the currently visible screen as it would appear in the
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emulator.
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<p>
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You use the cyan crosshair to do coarse positioning. Drag the crosshair in the image,
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and the Loupe crosshair will move accordingly. You can also click on a point in the
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Pixel Perfect pane, and the crosshair will move to that point.
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</p>
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<p>
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The image corresponding to the View object selected in the View Object pane is
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outlined in a box that indicates the View object's position on the screen. For the
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selected object, the box is bold red. Sibling and parent View objects have a light
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red box. View objects that are neither parents nor siblings are in white.
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</p>
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<p>
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The layout box may have other rectangles either inside or outside it, each of which
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indicates part of the View. A purple or green rectangle indicates the View bounding box.
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A white or black box inside the layout box represents the <strong>padding</strong>, the
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defined distance between the View object's content and its bounding box. An outer white
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or black rectangle represents the <strong>margins</strong>, the distance between the
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View bounding box and adjacent View objects. The padding and margin boxes are white if
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the layout background is black, and vice versa.
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</p>
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<p>
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You can save the screen image being displayed in the Pixel Perfect pane as a PNG file.
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This produces a screenshot of the current screen. To do this, click
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<strong>Save as PNG</strong> at the top of the window. This displays a dialog,
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in which you can choose a directory and filename for the file.
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</p>
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</li>
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</ul>
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<p>
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The panes are not automatically refreshed when you change one of the View objects or go to
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another Activity. To refresh the Pixel Perfect pane and the Loupe pane, click
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<strong>Refresh Screenshot</strong> at the top of the window. This will change the panes
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to reflect the current screen image. You still may need to refresh the View Object pane;
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to do this, click <strong>Refresh Tree</strong> at the top of the window.
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</p>
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<p>
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To automatically refresh the panes while you are debugging, set
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<strong>Auto Refresh</strong> at the top of the window, and then set a refresh rate
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with the <strong>Refresh Rate</strong> slider at the bottom of the Loupe pane.
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</p>
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<h3 id="overlays">Working with Pixel Perfect overlays</h3>
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<p>
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You often construct a UI based on a design done as a bitmap image. The Pixel Perfect window
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helps you match up your View layout to a bitmap image by allowing you to load the bitmap as an
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<strong>overlay</strong> on the screen image.
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</p>
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<p>
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To use a bitmap image as an overlay:
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</p>
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<ul>
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<li>
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Start your application in a device or emulator and navigate to the Activity whose UI you
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|
want to work with.
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</li>
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<li>
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|
Start Hierarchy Viewer and navigate to the Pixel Perfect window.
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</li>
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|
<li>
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|
At the top of the window, click <strong>Load Overlay</strong>. A dialog opens, prompting
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for the image file to load. Load the image file.
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|
</li>
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<li>
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|
Pixel Perfect displays the overlay over the screen image in the Pixel Perfect pane. The
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lower left corner of the bitmap image (X=0, Y=<em>max value</em>) is anchored on the lower
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|
leftmost pixel (X=0, Y=<em>max screen</em>) of the screen.
|
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<p>
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|
By default, the overlay has a 50% transparency, which allows you to see the screen
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image underneath. You can adjust this with the <strong>Overlay:</strong> slider at the
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|
bottom of the Loupe pane.
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|
</p>
|
|
<p>
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|
Also by default, the overlay is not displayed in the Loupe pane. To display it,
|
|
set <strong>Show in Loupe</strong> at the top of the window.
|
|
</p>
|
|
</li>
|
|
</ul>
|
|
<p>
|
|
The overlay is not saved as part of the screenshot when you save the screen image as a PNG
|
|
file.
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|
</p>
|
|
<p>
|
|
A screenshot of the Pixel Perfect window appears in figure 4.
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|
</p>
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<img id="Fig4" src="{@docRoot}images/developing/hv_pixelperfect.png"
|
|
alt=""
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|
height="600"/>
|
|
<p class="img-caption"><strong>Figure 4.</strong> The Pixel Perfect window</p>
|
|
<h2 id="lint">Using lint to Optimize Your UI</h2>
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<p>The Android {@code lint} tool lets you analyze the XML files that define your application's UI to find inefficiencies in the view hierarchy.</p>
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|
<p class="note"><strong>Note: </strong>The Android <code>layoutopt</code> tool has been replaced by the {@code lint} tool beginning in ADT and SDK Tools revision 16. The {@code lint} tool reports UI layout performance issues in a similar way as <code>layoutopt</code>, and detects additional problems.</p>
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<p>For more information about using {@code lint}, see <a href="{@docRoot}tools/debugging/improving-w-lint.html">Improving Your Code with lint</a> and the <a href="{@docRoot}tools/help/lint.html">lint reference documentation</a>.</p>
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