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    Top 9 Common Mistakes Everyone Makes in App Building

    Web application development company for mobile on a pick in the competitive business world today. While building an Android app, it is essential for an Android developer to focus on certain important things. In this blog, we will talk about a portion of the well-known mistakes in app development and how to maintain a strategic distance from them.

    To work with the best web application development company avoid the below app building mistakes:

    ⦁ System notice shading in various hues

    ⦁ Splash screens are repetitive past the underlying setup/presentation. Try not to use them in different situations.

    ⦁ The picture way is too long so that it will raise a 9-fix picture as beneath:

    Considering all the above points, here we will talk about the main 9  mistakes in app development.

     

    #1. Not utilizing Intents

    An Intent is a straightforward message protest that is used to convey between Android components, for example, exercises, content suppliers, communicated recipients, and services. Plans are likewise used to exchange data between exercises.

    For instance, in the event that you are taking a shot at exhibition app which ought to download connection of a few pictures by means of SMS, your code must be similar to given below code:

    Intent sendIntent = new Intent(Intent.ACTION_VIEW);
    sendIntent.setData(Uri.parse(“sms:” + telephoneNumber));
    sendIntent.putExtra(“sms_body”, x);
    startActivity(sendIntent);

     

    #2. Not utilizing Fragments

    The fragment is a little piece of movement. It parts the move into sub action considered a particle that fits into a battle. This component was out of the blue presented in Android 3.0 HoneyComb (API level 11).

    There is no compelling reason to include any permissions inside a show document to make the fragment in your application. It gives us an approach to provide a predictable UI that is optimized for a wide assortment of Android gadgets, screen sizes and so forth. We can likewise reuse a similar fragment in various exercises.

    Propelling various exercises for each app independently isn’t productive, and it will involve more memory for an app. It enables you to perform actions about fragments. These can leave your app in an obscure state while accepting clicking events. We should use pieces in the apps.

     

    #3. ANR – Blocking the Main Thread

    One of the most essential parts is to build a user-friendly app. A thread is used for the execution of any program. The Java Virtual Machine enables an application to have numerous threads of execution running concurrently. So the thread takes the user’s actions and interactions in action. It controls when the Android app will quit reacting (ANR – Application Not Responding).

     

    #4. Not utilizing Libraries/Not building Gradle properly

    At whatever point you are taking a shot at systems, the picture is transferring, JSON/XML parsing and any web-based life login, your app will wind up intricate and inefficient on the off chance that you don’t use libraries.

    In this way, ensure you pursue the key focuses beneath:

    ⦁ Use Libraries like Volley (Network Access), Picasso (Image stacking/transferring), Gson(JSON Parsing)

    ⦁ Use Gradle building and execute Gradle conditions when it is required.

     

    #5. Not understanding Bitmaps/Avoiding the usage of Bitmaps

    When you are working with pictures, the Bitmap class will help you in making bitmap pictures. You can make Bitmap pictures in assets, documents or InputStream class.

    Precedent: If you need to make a Bitmap picture, you can use BitmapFactory class for the equivalent.

    Bitmap bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.someImage);

     

    #6. Not Setting minSdkversion, and targetSdkVersion in the build. gradle document

    If you need to control or need to know which app is good with which API or what the required API level is, at that point minSdkVersion, compileSdkVersion, and targetSdkVersion must be considered.

    compileSdkVersion is used to gather the Gradle and the version of the Android SDK to be used. minSdkVersion is used for the least API support for Android apps. Keep in mind the Libraries that you use, for instance, any of the Support Libraries or Google Play services may have their minSdkVersion — your app’s minSdkVersion must be at any rate as high as your conditions’ minSdkVersion. targetSdkVersion gives you focused on (most extreme) API that supports your apps. It implies that the lower versions of targetSdkVersion will likewise be perfect with your apps.

     

    #7. Not improving bandwidth usage/poor Memory Management

    Memory administration is an intricate field of software engineering, and many techniques are being created to make it more effective. We will examine a portion of the fundamental memory administration issues that programmers confront.

    Keep in mind these focuses to maintain a strategic distance from memory releases and for better memory administration.

    ⦁ Do not keep extensive references to a context-movement (a reference to action ought to have a similar life cycle as the action itself).

    ⦁ Try utilizing the context-application rather than a context-action.

    ⦁ Avoid non-static inner classes in a movement if you are not controlling their life cycle. Use a static inner class and make a powerless reference to the movement inside.

    ⦁ A junk jockey isn’t a confirmation against memory spills which happen when there is either too little memory accessible, or your memory is excessively fragmented, making it impossible to allow an extensive protest.

     

    #8. Not building up your apps with various sizes/Your apps aren’t perfect with all gadgets (screens)/UI (User Interface) isn’t good with all sizes of gadgets

    On the off chance that you don’t consider a wide range of gadgets while creating Android apps, your app won’t be usable or user-accommodating, so it ought to be kept running based on user-encounter. If your UI (User Interface) isn’t good (responsive) for all gadgets, it is only an exercise in futility. So the format of the app ought to be responsive/adaptable to change by any size.

     

    #9. Not having a thought regarding the user interaction with app/not thinking whether the app is user-accommodating or not (Because everybody may not use your app a similar way you would use it)

    You can use the material design for enhancing user interaction, ease of use, and productivity. You should use Toolbar, Floating Action Buttons, RecyclerView, CardView, Pallete for better user interaction and user encounter for various kinds of Android gadgets. Individuals will keep on utilizing your app just when there are no bugs, and the app design is user-accommodating.

     


     

    Wrapping Words

    Android is an incredible stage to create Android mobile apps, wearable apps, glass apps, games and substantially more. It will be an incredible plan to keep away from a portion of the previously mentioned mistakes in app development and pursue great coding rehearses dependably.

    The contrast between a historic app and a destined to-be-overlooked app is the means by which well you figure out how to keep away from mistakes in app development, and how perseveringly you pursue great coding rehearses.

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    Denny Kelly
    Denny Kelly
    Denny Kelly is a Marketing Manager at AIS Technolabs which is Web design and Development Company, helping global businesses to grow. I would love to share thoughts on website to android app and Game Design Development etc.
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