I got an android project I\'m beginning to work on, and I want its structure to be as robust as possible.
I\'m coming from a WPF MVVM background and I\'ve been reading a
First of all, Android doesn't force you to use any architecture. Not only that but it also makes it somewhat difficult to try to follow to any. This will require you to be a smart developer in order to avoid creating a spaghetti codebase :)
You can try to fit in any pattern you know and you like. I find that the best approach will in some way get into your guts as you develop more and more applications (sorry about that but as always, you'll have to make lots of mistakes until you start doing it right).
About the patterns you know, let me do something wrong: I'll mix three different patterns so you get the feeling of what does what in android. I believe the Presenter/ModelView should be somewhere in the Fragment or Activity. Adapters might sometimes do this job as they take care of inputs in lists. Probably Activities should work like Controllers too. Models should be regular java files whereas the View should lay in layout resources and some custom components you might have to implement.
I can give you some tips. This is a community wiki answer so hopefully other people might include other suggestions.
I think there are mainly two sensible possibilities:
Personally, I have only been involved in projects using the first approach but I really would like to try the later as I believe it could make things more organized. I see no advantage in having a folder with 30 unrelated files but that's what I get with the first approach.
So, all strings, styles, ids used in the context of "ViewPost" should start be "@id/view_post_heading" (for a textview for example), "@style/view_post_heading_style", "@string/view_post_greeting".
This will optimize autocomplete, organization, avoid name colision, etc.
I think you'll want to use base classes for pretty much everything you do: Adapters, Activities, Fragments, Services, etc. These might be useful at least for debugging purposes so you know which events are happening in all your activity.