A small, fast and extensible Python framework for building Android applications.
Project description
PyMobile
Build real Android apps in pure Python.
Write a declarative UI, run one command, install the APK on your phone.
from pymobile import App, Button, Column, Label, Screen, Widget
class Home(Screen):
title = "Hello"
def __init__(self) -> None:
super().__init__()
self.taps = 0
def build(self) -> Widget:
self.counter = Label("Taps: 0")
return Column(
Label("Hello, Android!"),
self.counter,
Button("Tap me", on_press=self.on_tap),
spacing=12,
)
def on_tap(self) -> None:
self.taps += 1
self.counter.text = f"Taps: {self.taps}" # the screen redraws itself
App("Demo").run(Home())
pip install pymobile-framework
pymobile setup-sdk # once per machine
pymobile build --native # → build/demo-0.1.0.apk
That APK is signed, installable and runs a real CPython interpreter on the device. No Java, no Gradle, no Android Studio.
Table of contents
- Why PyMobile
- Installation
- Your first app
- How it works
- UI components
- Layout
- Styling
- Screens and navigation
- Updating the screen
- Notifications
- Vibration
- Permissions
- HTTP requests
- Events
- Timers
- Configuration reference
- Building an APK
- Application icon
- Installing on a phone
- Debugging
- Testing your app
- Error handling
- Desktop preview
- CLI reference
- Extending the framework
- Limitations
- FAQ
- Contributing
Why PyMobile
| Real APKs | Signed with v1+v2+v3 schemes, containing classes.dex, resources.arsc and an embedded CPython 3.14 for ARM64. |
| Native views | Widgets become genuine TextView, Button, EditText, Switch, ProgressBar and LinearLayout instances — not a web view or a custom canvas. |
| Fast | About five seconds per build. An unchanged rebuild is instant. |
| Small setup | ~800 MB of tooling, downloaded automatically. The NDK is not required. |
| Testable | Your whole app runs and is unit-testable on a desktop, with no emulator. |
| No dependencies | The runtime uses only the standard library, which keeps APKs small. |
Verified on a physical device running Android 14.
Installation
Requirements: Python 3.10+, about 1 GB of free disk space, an Android 5.0+ device.
pip install pymobile-framework
The distribution is named
py-mobilebecausepymobileon PyPI belongs to an unrelated project. The import name and the CLI command are stillpymobile.
Then install the Android toolchain, once per machine:
pymobile setup-sdk
This downloads JDK 17 and the Android SDK (~800 MB) into ~/.andro. The NDK is
not downloaded: a prebuilt native bridge (22 KB) ships inside the package.
It is byte-identical for every application, so there is nothing to compile. If
you want to rebuild it from C source anyway:
pymobile setup-sdk --with-ndk # adds ~2 GB
Already have Android Studio? Point PyMobile at your existing SDK instead:
export ANDROID_HOME=~/Android/Sdk # macOS/Linux
$env:ANDROID_HOME = "C:\...\Android\Sdk" # Windows PowerShell
You need build-tools;34.0.0 and platforms;android-34.
If the pymobile command is not found
Common on Windows when pip's scripts directory is not on PATH. This form
always works:
python -m pymobile build --native
Verify everything with:
pymobile doctor
Your first app
pymobile init myapp --name "My App" -p com.example.myapp
cd myapp
pymobile run # preview on your machine
pymobile build --native # produce the APK
init generates:
myapp/
├── main.py # your application
├── pymobile.toml # configuration
├── README.md
├── .gitignore
└── assets/ # images, fonts, data files
The smallest possible app:
from pymobile import App, Column, Label, Screen, Widget
class Home(Screen):
def build(self) -> Widget:
return Column(Label("Hello, Android!"))
App("My App").run(Home())
How it works
Three ideas explain everything else.
1. Widgets are descriptions, not views. Label("Hello") draws nothing. It
is a node in a tree that serialises to JSON. A Java renderer converts that tree
into real Android views and patches them in place on every update.
2. Everything platform-specific goes through a bridge.
Your Python code
↓
Bridge ──┬── AndroidBridge on device, through JNI
└── StubBridge on desktop, records every call
3. Therefore your app runs anywhere. On a laptop the stub bridge logs what
would have happened; on a phone the same code vibrates and posts notifications.
You never write if android: — the framework picks the implementation.
app = App("Demo")
print(app.platform) # 'desktop' or 'android'
print(app.bridge.name) # 'stub' or 'android'
The build pipeline runs twelve independent, individually timed stages:
validate → collect → compile → icons → toolchain → runtime
→ jni → dex → resources → assets → sign → verify
UI components
Eight components. All of them accept id, style, visible and enabled.
Label
Static or updatable text.
label = Label("Heading", style=Style(font_size=24, bold=True))
label.set_text("New text")
Button
Button("Save", on_press=self.save)
Button("Unavailable", on_press=self.save, enabled=False) # taps ignored
TextInput
TextInput(
placeholder="Your name",
max_length=50, # extra characters are trimmed automatically
on_change=lambda value: print(value),
)
TextInput(password=True) # masked
TextInput(multiline=True) # multi-line
on_change fires only on a genuine change — writing the same value again does
nothing. While the field has focus the framework never overwrites its contents,
so the keyboard stays open and the caret does not jump.
Methods: set_value(text), clear().
Switch
switch = Switch(checked=True, on_toggle=lambda state: print(state))
switch.toggle() # returns the new state
switch.set_checked(False)
ProgressBar
bar = ProgressBar(40, maximum=100)
bar.set_value(150) # clamped to maximum
bar.fraction # 0.0 … 1.0
ProgressBar(indeterminate=True) # spinner
Image
Image("assets/logo.png", fit="cover") # contain | cover | fill | none
Paths are relative to your project directory.
Spacer
Spacer(16) # 16 dp of empty space
Divider
Divider() # hairline between sections
Divider(inset=16, thickness=2)
Layout
Containers, freely nestable.
Column(a, b, c, spacing=12) # vertical stack
Row(a, b, spacing=8, align=Align.CENTER) # horizontal stack
Grid(a, b, c, d, columns=2, spacing=12) # equal-width cells
ScrollView(content, spacing=8) # scrollable region
Stack(background, foreground) # layered, last on top
SafeArea(content) # clears the notch and status bar
Grid
The container for cards, galleries and menus. Every cell in a column gets the
same width, so two stat cards stay aligned even when one holds 5 and the
other 2 h 45 m — which is exactly what Row(weight=1) cannot guarantee.
Grid(
card("Completed", "12"), card("Focus time", "5 h"),
card("Breaks", "4"), card("Average", "25 m"),
columns=2,
spacing=12, # or row_spacing= / column_spacing=
)
Rows fill left to right; the last row may be partially filled.
Expanded and Flexible
Share out the space left over on the main axis.
Row(
Expanded(Button("Start")), # half
Expanded(Button("Reset"), flex=2), # twice as wide
spacing=8,
)
Expanded makes the child fill its share, Flexible lets it stay smaller.
Divider
Column(
header,
Divider(), # hairline
Divider(inset=16, thickness=2), # inset, thicker
Divider(vertical=True), # inside a Row
body,
)
SafeArea
def build(self) -> Widget:
return SafeArea(Column(...)) # all edges
return SafeArea(content, top=False) # header bleeds upwards
Padding comes from the real window insets, so it is right on every device instead of a hard-coded guess.
Alignment
align positions children along the container's own axis; cross_align
positions them across it.
Row(a, b, align=Align.SPACE_BETWEEN, cross_align=Align.CENTER)
Column(a, b, cross_align=Align.STRETCH)
Options: Align.START, Align.CENTER, Align.END, Align.SPACE_BETWEEN,
and Align.STRETCH for cross_align.
Styling
Style(
font_size=18,
bold=True,
italic=False,
color=Color.PRIMARY,
background=Color.SURFACE,
padding=EdgeInsets.all(16),
margin=EdgeInsets.symmetric(horizontal=8, vertical=4),
corner_radius=8,
elevation=2,
align=Align.CENTER,
)
Spacing between specific neighbours
spacing on a container applies the same gap everywhere. When one gap must
differ, add a margin to the individual widget — the two are added, not
replaced:
Column(
header,
Label("close to the header"),
Label("pushed further down", style=Style(margin=EdgeInsets(top=24))),
spacing=8, # this one sits 8 + 24 dp below its neighbour
)
Size constraints
Style(min_width=120, max_width=200) # a card that cannot collapse or sprawl
Style(aspect_ratio=16 / 9) # keep a shape whatever the width
Style(min_height=44) # a comfortable tap target
Style(weight=1) # share of a Row/Column (see Expanded)
Style(width=120, height=48) # a fixed size in dp
Style(width="match") # fill the parent ("wrap" also works)
Style(elevation=4) # a drop shadow (Android 5+)
Contradictory bounds raise immediately — Style(min_width=200, max_width=120)
is a ValueError, not a widget that silently clips to nothing on device.
Built-in colours: PRIMARY, ACCENT, BACKGROUND, SURFACE, TEXT,
TEXT_MUTED, SUCCESS, WARNING, ERROR, TRANSPARENT. Custom colours use
#RGB, #RRGGBB or #AARRGGBB.
Styles are immutable, so a base style is safe to share:
BASE = Style(font_size=16, color=Color.TEXT)
Label("Normal", style=BASE)
Label("Error", style=BASE.merge(color=Color.ERROR, bold=True))
Invalid values fail fast: Style(color="red") raises ValueError.
EdgeInsets helpers: EdgeInsets.all(8),
EdgeInsets.symmetric(horizontal=8, vertical=4),
EdgeInsets(left, top, right, bottom).
Screens and navigation
A screen builds a widget tree and receives lifecycle callbacks.
class Settings(Screen):
title = "Settings"
def build(self) -> Widget:
return Column(
Label("Second screen"),
Button("Back", on_press=lambda: self.app.pop()),
)
def on_mount(self): ... # once, when pushed onto the stack
def on_show(self): ... # every time it becomes visible
def on_hide(self): ... # when another screen covers it
def on_unmount(self): ... # once, when popped
Navigation is a stack:
app.push(Settings()) # on_hide(current) → on_mount → on_show
app.pop() # on_hide → on_unmount → on_show(previous)
app.navigator.replace(Other()) # swap the top screen
app.navigator.reset(Home()) # clear the stack, start fresh
app.navigator.depth # how many screens are stacked
app.screen # the visible screen
The root screen is never popped — pop() returns None instead of leaving a
blank window. The hardware back button is wired up automatically.
Do not push the same screen object twice; that raises
PyMobileError. Create a new instance each time:app.push(Settings()).
Find a widget anywhere in the current screen:
self.find("counter").set_text("5") # matches Label(..., id="counter")
Updating the screen
Change a widget and the screen redraws itself. There is no render() to
forget.
class Home(Screen):
def build(self) -> Widget:
self.taps = 0
self.counter = Label("Taps: 0") # id becomes "counter"
return Column(self.counter, Button("Tap", on_press=self.on_tap))
def on_tap(self) -> None:
self.taps += 1
self.counter.text = f"Taps: {self.taps}" # that is the whole update
self.counter.text = ... and self.counter.set_text(...) do the same thing.
Every stateful property works this way: text, value, checked, visible
and enabled.
Redraws are coalesced, so a handler that updates six widgets still produces a single frame. Assigning a value that has not changed renders nothing at all, and mutating a widget on a screen that is not visible is free.
Group updates explicitly when you build them in a loop:
with app.batch():
for label, value in zip(self.labels, values):
label.text = value
# one render happens here
| Method | When to use |
|---|---|
| (nothing) | a property changed — handled for you |
self.refresh() |
the tree itself changed (rows added or removed) |
app.render() |
you want a frame pushed out right now |
def on_data_loaded(self) -> None:
self.items = fetch_items()
self.refresh() # the number of rows changed
App("Demo", auto_render=False) restores the old manual behaviour; in that
mode the first missed redraw logs a warning rather than leaving you guessing.
Reacting to events
Subscribe from a screen and the handler is removed when the screen goes away:
class TimerScreen(Screen):
def on_mount(self) -> None:
self.on("pomodoro:tick", self.on_tick) # cancelled on unmount
def on_tick(self, event) -> None:
self.clock.text = event.get("remaining")
With app.on() the handler of a popped screen stays subscribed: it keeps
firing, keeps the screen alive, and runs twice as soon as the screen is pushed
again. self.on() avoids that. To bind a handler registered elsewhere, pass
the screen: app.on("tick", handler, screen=self).
Notifications
app.notify("Done", "File saved") # returns a notification id
app.notify("Syncing", "In progress…", ongoing=True) # cannot be swiped away
app.notifications.cancel(notification_id)
The notification channel is created automatically. On Android 13+ you need the
POST_NOTIFICATIONS permission — see below.
Vibration
app.vibrate(100) # one shot, milliseconds
app.vibration.preset("success")
app.vibration.pattern([0, 100, 50, 100]) # [wait, buzz, wait, buzz]
app.vibration.cancel()
Presets: tick, click, double, success, error, heartbeat.
Pulses shorter than about 50 ms cannot be felt on most hardware, so short values are stretched automatically and waveforms are sent with explicit amplitudes — several devices silently ignore the default.
Permissions
from pymobile import Permission
app.permissions.has(Permission.CAMERA) # bool
app.permissions.request(Permission.CAMERA) # {'android.permission.CAMERA': True}
app.permissions.missing([Permission.CAMERA, "VIBRATE"])
app.require_permissions(Permission.CAMERA) # raises PermissionError_ if denied
Three spellings are accepted: "CAMERA", "android.permission.CAMERA" and
Permission.CAMERA.
Three rules that save hours
1. Declare every permission in pymobile.toml. Android denies an
undeclared permission silently — no dialog appears at all. The compiler warns
you when code requests something the manifest lacks:
! requested in code but not declared in pymobile.toml: android.permission.CAMERA
— Android will deny them without showing a dialog
2. Ask after the first screen is visible. A request issued before the
window exists is dropped by the system. Put it in on_show(), not before
app.run():
def on_show(self) -> None:
if self.visits == 1:
self.app.permissions.request(Permission.CAMERA)
3. Two refusals disable the dialog forever. Android then returns an instant denial. PyMobile detects this and opens the app's settings page with an explanation, instead of failing mutely.
HTTP requests
A client built on the standard library — no third-party dependency, so nothing extra lands in the APK.
from pymobile import HttpClient
client = HttpClient(
base_url="https://api.example.com",
headers={"Authorization": "Bearer ..."},
timeout=10,
retries=2, # exponential backoff
)
client.get("/items", params={"page": 2})
client.post("/items", json={"name": "Widget"})
client.put("/items/1", json={"name": "Updated"})
client.delete("/items/1")
The response object:
response = client.get("/items")
response.status # 200
response.ok # True for 2xx
response.json() # parsed JSON
response.text # decoded text
response.content # raw bytes
response.headers # lowercase keys
response.elapsed # seconds
Error statuses are returned, not raised — they are valid HTTP responses:
response = client.get("/missing")
if not response.ok:
print(response.status) # 404
response.raise_for_status() # raises NetworkError for 4xx/5xx
Retries cover connection failures and 408/425/429/5xx.
HTTPS works out of the box: a bundle of root certificates is packaged into the APK, because Android provides no certificate file where OpenSSL looks for one.
Remember to list android.permission.INTERNET in your config.
Languages
The device language plus a small catalogue, which is usually all a mobile app
needs. gettext and .mo files keep working — the standard library is
packaged in full.
from pymobile import t, translations, device_language
translations.load_dir("locales") # locales/en.json, locales/uk.json …
translations.use(device_language(default="en"))
Label(t("greeting", name="Оксана")) # "Привіт, Оксана!"
{
"greeting": "Привіт, {name}!",
"items": {
"one": "{count} елемент",
"few": "{count} елементи",
"many": "{count} елементів"
}
}
t("items", count=1) # 1 елемент
t("items", count=3) # 3 елементи
t("items", count=5) # 5 елементів
Plural forms cover zero, one, few, many and other, so Slavic rules
work, not only the English one. Lookup falls back from pt-br to pt and
then to the default language, and a missing key renders as the key itself
(logged once) rather than raising in the middle of a screen.
Switching language redraws whatever is on screen — translations.use("uk") is
enough, because t() runs inside build() and the screen is rebuilt for you.
device_language() reads the real system setting on Android — including
Android 13 per-app language overrides — and the usual environment variables on
a desktop. Force one during development with PYMOBILE_LANGUAGE=uk.
Already using xgettext? translations.install_gettext("app", "locale") reads
your compiled .mo catalogues instead.
Events
A synchronous event bus decouples UI from application logic.
# framework events
app.on("app:start", lambda e: ...)
app.on("app:stop", lambda e: ...)
app.on("app:render", lambda e: ...)
app.on("screen:change", lambda e: print(e.source))
# your own events
app.events.emit("cart:updated", source="CartScreen", count=3)
app.on("cart:updated", lambda e: print(e.get("count")))
subscription = app.on("x", handler)
subscription.cancel() # always unsubscribe in on_unmount()
An exception inside one handler is logged and never prevents the others from running.
Timers
Schedule work without importing threading. Callbacks fire on a background
thread on every platform, so the UI never blocks, and the same code runs on
desktop and device.
# every second — drive a clock, poll a sensor, tick a game
ticker = app.set_interval(1000, self.on_tick)
# once, after a delay — dismiss a splash, auto-save
app.set_timeout(250, splash.dismiss)
# stop early
ticker.cancel()
Every call returns a TimerHandle with .cancel() and .cancelled. An
exception inside a callback is logged and does not stop a repeating
timer. All timers are cancelled automatically when the app stops, but you
should still cancel a repeating timer in on_unmount() so a popped screen
does not keep ticking:
def on_unmount(self) -> None:
self.ticker.cancel()
Intervals do not drift
Ticks are scheduled against a fixed timeline — tick n is due at
start + n × interval — so the time your callback spends working is not added
to the next wait. A one-second timer is still on the second an hour later,
which matters for clocks, metronomes and games.
app.set_interval(1000, self.tick) # aligned (default)
app.set_interval(1000, self.poll, drift_correction=False) # fixed pause between runs
Deadlines missed while the device was asleep are skipped rather than fired as
a burst, so a metronome stays in phase instead of stuttering to catch up. Use
drift_correction=False for a poller that must not overlap itself.
Configuration reference
Everything lives in pymobile.toml (or a [tool.pymobile] table inside
pyproject.toml).
[app]
# --- identity ---
name = "My App" # shown under the launcher icon
package = "com.example.myapp" # reverse-DNS, lowercase segments
version = "1.0.0"
version_code = 1 # integer; must increase for each Play upload
# --- entry point ---
entrypoint = "main.py"
source_dir = "."
# --- Android platform ---
min_sdk = 21 # Android 5.0
target_sdk = 34 # Android 14
orientation = "portrait" # portrait | landscape | sensor | user
# Every permission requested at runtime must be listed here.
permissions = [
"android.permission.INTERNET",
"android.permission.VIBRATE",
"android.permission.POST_NOTIFICATIONS",
]
# --- resources ---
icon = "assets/icon.png" # optional; default icon used otherwise
# --- build ---
abis = ["arm64-v8a"]
output_dir = "build"
optimize = true # ship bytecode instead of sources
strip_debug = true # -OO: drop docstrings and asserts
exclude = ["tests/**", "**/__pycache__/**"]
| Key | Default | Meaning |
|---|---|---|
name |
PyMobile App |
display name |
package |
org.pymobile.app |
unique application id |
version |
0.1.0 |
user-visible version |
version_code |
1 |
internal build number |
entrypoint |
main.py |
module to execute |
source_dir |
. |
root of your sources |
min_sdk |
21 |
oldest supported Android |
target_sdk |
34 |
Android version you target |
orientation |
portrait |
screen orientation |
permissions |
["…INTERNET"] |
manifest permissions |
icon |
(none) | path to a square PNG |
abis |
["arm64-v8a"] |
architectures |
output_dir |
build |
where the APK is written |
optimize |
true |
package .pyc |
strip_debug |
true |
compile with -OO |
exclude |
see above | glob patterns to skip |
Every value is validated before the build starts, and each error carries a fix:
✗ Invalid package name 'Bad_Package'
hint: Use reverse-DNS with lowercase segments, e.g. com.example.myapp
Inspect the resolved configuration with pymobile info or
pymobile info --json.
Building an APK
pymobile build --native # incremental
pymobile build --native --clean # ignore the cache
pymobile build --native -v # per-stage timings
pymobile build --native --icon logo.png # override the icon
pymobile build --native --output dist # different directory
pymobile build --native --no-optimize # ship .py for debugging
pymobile build --native --minimal-stdlib # drop desktop-only stdlib
pymobile build --native --no-ssl # drop OpenSSL (no HTTPS)
Without
--nativeyou get a lightweight structural package used for quick checks. It does not install on a device.
A rebuild with no changes finishes instantly:
✓ up to date: my-app-1.0.0.apk (16.6 MB)
The cache tracks every input: sources, configuration and icon.
Inside the APK:
AndroidManifest.xml generated from your config
classes.dex launcher activity and the view renderer
resources.arsc compiled resources
lib/arm64-v8a/*.so CPython, OpenSSL, SQLite, the JNI bridge
assets/app/ your code and the pymobile package
assets/python/ standard library and CA certificates
res/mipmap-*/icon.png icons, five densities
META-INF/ signature (v1+v2+v3)
Builds are reproducible: identical inputs produce a byte-identical APK. The file is written to a temporary path and moved into place, so an interrupted build never leaves a corrupt artifact.
Size
A hello-world APK is 16.6 MB, down from 21.6 MB in 0.2.0. The official
CPython Android runtime ships every support library twice — libcrypto.so
and libcrypto_python.so are byte-identical, and only the _python names are
actually linked — so 5 MB of each APK was the same three libraries repeated.
That is fixed for every build; no flag needed.
Two opt-in flags trim further:
| Flag | Saves | Cost |
|---|---|---|
--minimal-stdlib |
~1.7 MB | no pydoc, unittest, venv, pdb, xmlrpc on device |
--no-ssl |
~4.7 MB | no HTTPS at all — HttpClient over TLS stops working |
With both, the same app is 11.7 MB. --no-ssl only makes sense for an app
that talks to nothing, or over plain HTTP on a local network.
21.6 MB 0.2.0
16.6 MB 0.3.0 duplicate libraries removed
11.7 MB 0.3.0 --minimal-stdlib --no-ssl
Application icon
icon = "assets/icon.png"
Provide a square PNG, JPG or WebP — 512×512 works best. It is resized into all
five densities (48, 72, 96, 144 and 192 px). Install the icons extra for
high-quality resampling:
pip install "py-mobile[icons]"
Without it the icon is copied unscaled; the build still succeeds. With no icon configured, a bundled default is used, so a build never fails over a missing asset.
Installing on a phone
Without a cable: copy the .apk to your device through cloud storage or a
messenger, open it there and allow installation from unknown sources.
Over USB, with USB debugging enabled:
adb install -r build/my-app-1.0.0.apk
adb lives in ~/.andro/sdk/platform-tools/.
Debugging
Everything your app prints, including tracebacks, goes to logcat:
adb logcat -s pymobile pymobile.stdout pymobile.stderr
| Tag | Contents |
|---|---|
pymobile |
framework and renderer messages |
pymobile.stdout |
your print() output |
pymobile.stderr |
exceptions and tracebacks |
If a single widget fails to render, it is replaced by red text naming the error while the rest of the screen keeps working.
Testing your app
StubBridge records every platform call, so no emulator is needed and tests
run in milliseconds.
from pymobile import App
from pymobile.core.bridge import StubBridge
def test_button_posts_a_notification():
bridge = StubBridge(verbose=False)
app = App("Test", bridge=bridge)
app.run(Home())
app.screen.find("btn").press()
assert bridge.calls_named("notify")
spec = list(bridge.notifications.values())[0]
assert spec.title == "Hello"
def test_permission_denial_is_handled():
denying = StubBridge(grant_permissions=False, verbose=False)
app = App("Test", bridge=denying)
assert app.permissions.request("CAMERA") == {"android.permission.CAMERA": False}
Useful members: calls, calls_named(name), notifications, granted,
reset(), and the grant_permissions=False constructor flag.
Error handling
Every exception derives from PyMobileError and carries a message and an
actionable hint.
from pymobile.errors import PyMobileError, NetworkError, ConfigError
try:
response = client.get("/items")
except NetworkError as error:
print(error.message) # what happened
print(error.hint) # how to fix it
except PyMobileError:
... # catch anything from the framework
| Exception | Raised when |
|---|---|
ConfigError |
configuration missing or invalid |
NetworkError |
request failed, host unreachable, invalid JSON |
PermissionError_ |
the user declined a permission |
ResourceError |
an icon or template could not be read |
BridgeError |
a call into Android failed |
PlatformError |
feature unavailable on this platform |
The CLI prints only the message and hint. Add -v for a full traceback.
Desktop preview
pymobile preview renders the first screen into a picture right on your
laptop — no emulator, no phone. It runs your entry point with the stub
bridge and draws the resulting widget tree:
pymobile preview # text picture in the terminal
pymobile preview --ids # annotate each widget with its id
pymobile preview --png ui.png # save a raster image (needs Pillow)
The text picture shows the real layout — Row children sit side by side,
ProgressBar is drawn as a filled bar, Switch shows its state:
┌──────────────────────────────┐
│ Pomodoro Focus │
├──────────────────────────────┤
🎯 Focus
25:00
[░░░░░░░░░░░░░░░░] 0%
(Start) (Reset)
Vibrate when done [●] on
└──────────────────────────────┘
The same renderer is importable, so tests and notebooks can snapshot a screen too:
from pymobile.core.ui.preview import render_ascii
print(render_ascii(app.screen.build(), title="Home"))
An interactive window
pymobile run --gui opens a real window instead of printing once. Buttons run
their callbacks, switches and text fields feed events back through the same
path the phone uses, and navigation works — a back button appears as soon as
the stack is deeper than one screen. Toasts and vibration show up in the
status strip.
pymobile run --gui
It is built on Tkinter, which ships with CPython, so it costs no dependency. Trees are patched into the existing widgets when the structure has not changed, so typing in a field does not lose focus.
In a browser
pymobile run --web serves the same interactive preview over HTTP, which is
what you want on a remote machine, in a container, or when Tk is unavailable:
pymobile run --web # http://127.0.0.1:8765
pymobile run --web --port 9000
pymobile run --web --host 0.0.0.0 # open it from your phone on the same Wi-Fi
The page is plain HTML built from the same serialised tree the phone receives,
so it cannot drift from the real renderer. Buttons, switches and text fields
post back to the app, and the page polls for updates, so a timer tick appears
on its own. Widget ids are carried into data-wid attributes, so the browser
inspector tells you exactly which widget a node is.
Hot reload
pymobile watch re-renders every time you save:
pymobile watch # text picture on every save
pymobile watch --png ui.png # write an image instead
pymobile watch --interval 0.1 # poll faster
Editing an imported helper module counts too, not just main.py. A syntax
error prints the exception and keeps watching, so a half-typed line does not
end the session.
• watching /home/me/pomodoro — press Ctrl+C to stop
✓ rendered in 12 ms
• changed: main.py
✓ rendered in 11 ms
CLI reference
| Command | Description |
|---|---|
pymobile init [dir] |
create a project (-n name, -p package, -f force) |
pymobile setup-sdk |
install the Android toolchain (--with-ndk, --path) |
pymobile build --native |
build a signed, installable APK (--minimal-stdlib, --no-ssl) |
pymobile run |
run the app on your machine (--gui window, --web browser) |
pymobile watch |
re-render on every save (--png, --ids, --interval) |
pymobile preview |
draw the first screen as a picture (--png, --ids) |
pymobile info |
show the resolved configuration (--json) |
pymobile doctor |
check environment and project health |
pymobile clean |
remove build artifacts |
Global flags -v (verbose) and -c PATH (project directory) work both before
and after the sub-command.
Extending the framework
The architecture is designed so that additions never touch existing code.
A new widget — subclass Widget, set type_name, override props(), then
add a branch to ViewBuilder.java:
from pymobile.core.ui.widget import Widget
class Slider(Widget):
type_name = "Slider"
__slots__ = ("value", "minimum", "maximum")
def __init__(self, value=0.0, *, minimum=0.0, maximum=100.0, **kwargs):
super().__init__(**kwargs)
self.value, self.minimum, self.maximum = value, minimum, maximum
def props(self):
return {**super().props(), "value": self.value,
"minimum": self.minimum, "maximum": self.maximum}
A new Android API — add a method to Bridge, implement it in
AndroidBridge and StubBridge, wrap it in a small class under core/api/.
A new build stage — write a method and add one line to
BuildPipeline.run(); timing and logging come for free.
A new platform — implement Bridge once; nothing else changes.
Limitations
- arm64-v8a only. Covers roughly 99% of active devices; x86_64 is planned.
- APK size is about 16.6 MB (11.7 MB with
--minimal-stdlib --no-ssl), dominated by the interpreter and standard library. - Android 5.0 (API 21) minimum.
- The renderer covers the components documented here; more are being added.
FAQ
Why doesn't my UI update?
It should: assigning to a widget property redraws the screen by itself. If the
structure changed — rows added or removed — call self.refresh() to rebuild
through build(). See Updating the screen.
Why does pymobile run show no window?
By default it runs your logic through the stub bridge without native views,
which is what makes apps testable without an emulator. Use pymobile run --gui
for a real, clickable window, pymobile preview for a text picture, or
pymobile watch to re-render on every save.
See Desktop preview.
Why doesn't a 404 raise an exception?
Because it is a valid HTTP response. Use response.ok or
response.raise_for_status().
Why is no permission dialog shown?
Either the permission is missing from pymobile.toml, or you have already
denied it twice and Android has blocked further prompts. See
Permissions.
Why doesn't my button respond?
Check enabled — a disabled button ignores taps.
Why does push() raise an error?
The same screen object cannot be pushed twice. Create a new instance.
Where did my print() output go?
To logcat: adb logcat -s pymobile.stdout.
How do I make the APK smaller?
Keep optimize = true and strip_debug = true, trim files with exclude, and
list a single ABI.
Can I keep the config in pyproject.toml?
Yes, under [tool.pymobile]. If both files exist, pymobile.toml wins.
Do I need Android Studio?
No. pymobile setup-sdk downloads only the command-line tools it needs.
Contributing
git clone https://github.com/Maksum867/py-mobile.git
cd pymobile
pip install -e ".[dev]"
pytest # 331 tests
ruff check pymobile # linting
mypy pymobile # strict type checking
To rebuild the native artifacts from source (requires
pymobile setup-sdk --with-ndk):
PYMOBILE_BUILD_JAVA=1 PYMOBILE_BUILD_JNI=1 pymobile build --native --clean
Issues and pull requests are welcome.
Documentation
- GUIDE.md — extended guide with worked examples
- CHANGELOG.md — release history
License
MIT — see LICENSE.
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