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PyMobile

Build real Android apps in pure Python.

Write a declarative UI, run one command, install the APK on your phone.

PyPI Python Status License

PyMobile demo: from pip install to a native Android app

⚠️ Alpha software — known bugs, actively being fixed

PyMobile is at 0.8.x and is still in alpha. It builds and signs real, installable APKs today, but the API can change between minor releases and there are known bugs. I am actively working on them: fixes ship in every release — see the changelog for what has already landed and Issues for what is still open.

Good fit for personal apps, internal tools, prototypes and learning. If you depend on it, pin an exact version (pymobile-framework==0.8.1) and read the changelog before upgrading. Bug reports are genuinely welcome.


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

Real APKs Signed with 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 Nothing but the standard library runs on the device, which keeps APKs small. The desktop package pulls in certifi only to bundle CA certificates at build time.

Verified on a physical device running Android 14.


Installation

Requirements: Python 3.10+, about 1 GB of free disk space, an Android 7.0+ (API 24) device.

pip install pymobile-framework

The distribution is named pymobile-framework because pymobile on PyPI belongs to an unrelated 2014 project. The import name and the CLI command are still pymobile. The GitHub repository is py-mobile.

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;35.0.0 and platforms;android-35.

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

30+ 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(maxlength=50)        # alias: maxlength -> max_length (HTML style)

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)

Checkbox

checkbox = Checkbox(checked=False, on_toggle=lambda state: print(state))
checkbox.toggle()
checkbox.set_checked(True)

RadioButton / RadioGroup

group = RadioGroup(
    RadioButton("Option A"),
    RadioButton("Option B"),
    on_select=lambda value: print(f"Selected: {value}"),
)
group.value              # "Option A" / None — the selected button's text
group.selected_index     # 0 / None — position, works with duplicate labels
group.select("Option B") # by text (the first button with that text)
group.select_index(1)    # by position

Buttons are tracked by position, so two options may share a label ("Other", "Other") and a label may be changed at run time.

SegmentedButtons

Horizontal selection panel (tabs or segmented control).

segmented = SegmentedButtons(
    ["Today", "Week", "Month"],
    on_change=lambda value: print(value),
)

Slider

slider = Slider(value=50, minimum=0, maximum=100,
                on_change=lambda v: print(v))
# aliases supported: min/max
slider = Slider(value=50, min=0, max=100)

ProgressBar

bar = ProgressBar(40, maximum=100)
bar = ProgressBar(40, max=100)      # alias: max -> maximum
bar.set_value(150)         # clamped to maximum
bar.fraction               # 0.0 … 1.0

ProgressBar(indeterminate=True)    # spinner

ProgressText

ProgressBar with a text label overlay.

ProgressText(42, maximum=100, label="Downloading")
# Shows: "Downloading 42%"

RatingBar

rating = RatingBar(value=3, maximum=5,
                   on_change=lambda v: print(v))
rating = RatingBar(value=3, max=5)  # alias: max -> maximum

Dropdown

dropdown = Dropdown(
    options=["Red", "Green", "Blue"],
    on_change=lambda value: print(value),
)
search = SearchBar(
    placeholder="Search...",
    on_change=lambda query: filter_items(query),
)

Chip / Badge

Chip("Python", on_press=lambda: print("clicked"))
Badge("3")       # notification badge

Stepper

stepper = Stepper(value=1, minimum=0, maximum=10,
                  on_change=lambda v: print(v))
stepper = Stepper(value=1, min=0, max=10)  # aliases: min/max

Clickable text that opens a URL in the system browser.

Link("Visit example.com", url="https://example.com")

DataTable

Simple table with headers and rows.

DataTable(
    headers=["Name", "Age", "City"],
    rows=[
        ["Alice", "30", "Kyiv"],
        ["Bob", "25", "Lviv"],
    ],
)

Avatar

Round avatar with initials or an image.

Avatar("MK")                           # initials
Avatar("MK", image="assets/photo.png") # image

Image

Image("assets/logo.png", fit="cover")   # contain | cover | fill | none

Paths are relative to your project directory.

List / ListTile

A list that builds its rows lazily, a page at a time, so 10 000 items cost only what the user actually scrolls through.

List(
    item_count=10000,
    builder=lambda index: ListTile(
        title=f"Item {index}",
        subtitle=f"Description {index}",
        on_press=lambda: print(f"tapped {index}"),
        on_long_press=lambda: delete(index),   # touch and hold
    ),
)

The first visible_count rows (default 20) are built up front. When the last built row scrolls into view, the next page is appended in place — the scroll position is kept. The Tk and browser previews show a Load more (N of M) button instead. Rows stay built once loaded: this is incremental loading, not view recycling, so keep rows light.

items = List(item_count=10000, builder=row, visible_count=30)
items.loaded        # 30 rows built so far
items.has_more      # True
items.load_more()   # append the next page yourself (returns rows added)
items.scroll_to(250)            # build rows up to 250 and scroll to it
items.item_count = 12000; items.refresh()   # data changed

scroll_to(index, animated=True) really scrolls: the enclosing ScrollView brings row index to the top, smoothly unless animated=False. Calling it again with the same index scrolls again (the user may have scrolled away). The browser preview scrolls the row into view.

on_long_press gives a row a second action — delete, archive, rename — without a permanent button on every row. The device vibrates on the hold; the Tk and browser previews map it to a right click.

Swipe and pull to refresh

def build(self):
    return ScrollView(
        List(
            len(self.mails),
            builder=lambda i: ListTile(
                self.mails[i].subject,
                on_swipe_left=lambda: self.delete(i),     # red, like a bin
                on_swipe_right=lambda: self.archive(i),   # green
            ),
            on_refresh=self.reload,
        )
    )

def reload(self):
    return self.app.run_job(fetch_mail).then(self.show)   # spins until done
  • Swipe. Dragging a row sideways tints it (swipe_left_color / swipe_right_color, red and green by default). Let go past a third of the width — or fling it — and the row slides out and the handler runs; a short drag springs back. Only the directions that have a handler move. In tests, tile.swipe("left") does what the gesture does.
  • Pull to refresh. Pulling down a list that is scrolled to the top shows a spinner and calls on_refresh. If it returns something with then() (a run_job handle, an app.http future), the spinner keeps turning until that finishes, successfully or not; otherwise it stops when the handler returns (a cancelled job never finishes: set refreshing = False then). Set items.refreshing = True/False to drive the spinner yourself; items.pull_to_refresh() simulates the gesture.
  • The Tk and browser previews have no finger: a swipe becomes ⟵ / ⟶ buttons next to the row and the pull a ↻ Pull to refresh button.

Both gestures are implemented in the renderer itself — no AndroidX, nothing extra in the APK.

BottomNavigation

The app's primary navigation — a persistent bar of equal-width tabs (Android's bottom-navigation pattern). Unlike SegmentedButtons (a content filter), renderers pin it: bottom bar in the browser preview, tab row in the Tk window, horizontal tab bar on the device.

tabs = BottomNavigation(
    ["Home", "Stats", "Settings"],
    value="Home",
    on_select=self.show_tab,      # fires only on a real change
)
tabs.select("Stats")              # programmatic switch redraws the bar

Dialog, AlertDialog, ConfirmDialog, BottomSheet

Modal surfaces drawn as a framed, elevated card (a LabelFrame in Tk, a bordered <section> in the browser, a card with elevation on Android). open()/close() flip visible, so a closed dialog costs nothing::

self.ask = ConfirmDialog(
    "Delete entry?", "This cannot be undone.",
    on_confirm=self.delete, confirm_text="Delete",
)
...
self.ask.open()                   # shown = True, the screen redraws

Whichever button the user taps closes the dialog first and only then fires on_confirm/on_cancel/on_acknowledge, so a handler never runs while the dialog still covers the screen. AlertDialog is a message plus one button; BottomSheet(title=...) anchors the same surface to the bottom edge with rounded top corners.

Snackbar

A message at the bottom of the screen with an optional action — the classic "Note deleted · UNDO":

def delete(self, index):
    note = self.notes.pop(index)
    self.refresh()
    self.app.snackbar(
        "Note deleted",
        action="Undo",
        on_action=lambda: self.restore(index, note),
    )

It hides itself after 4 s (7 s when it has an action; duration_ms=0 keeps it until tapped or dismiss()ed), can be swiped away, and a new snackbar replaces the one on screen. It stays up across push/pop. app.snackbar() returns the Snackbar; app.current_snackbar is the one on screen (or None), so tests can check it and call .press() / .dismiss(). Unlike toast() it is drawn by the framework, so the previews and the PNG mockup show it too.

DatePicker / TimePicker

ISO-string values ("2026-09-19", "14:30") that serialise to JSON untouched. The browser preview renders real <input type="date"> / <input type="time"> controls, the device opens the native DatePickerDialog / TimePickerDialog. Out-of-range values clamp to minimum/maximum; malformed ones raise ValueError immediately.

DatePicker(value="2026-09-19", minimum="2026-01-01",
           on_change=lambda iso: print(iso))
TimePicker(value="14:30", on_change=self.on_time)

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,
)

padding and margin also take shorthands: padding=16 is EdgeInsets.all(16) and padding=(16, 8, 16, 8) is left, top, right, bottom (the EdgeInsets order). A pair such as (8, 16) raises a TypeError — CSS and EdgeInsets.symmetric read it in opposite orders, so write EdgeInsets.symmetric(horizontal=16, vertical=8) instead.

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=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.pop()                       # safe to call multiple times, returns None on root

app.replace(HomeScreen())       # after login, no back to login (App shortcut)
app.reset(LoginScreen())        # on logout, clear stack (App shortcut)

app.navigator.replace(Other())  # swap the top screen (via navigator)
app.navigator.reset(Home())     # clear the stack, start fresh
app.navigator.depth             # how many screens are stacked
app.screen                      # the visible screen

build() is now called before on_mount()/on_show(), so you can safely access widgets created in build() from lifecycle hooks. push(None) and build() returning None now raise clear TypeError/PyMobileError instead of raw AttributeError.

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")

Pass the class to get a typed result — editors and mypy then know it is a TextInput, and a wrong guess fails right there instead of three calls later:

name = self.find("name", TextInput)    # TextInput | None
name = self.get("name", TextInput)     # TextInput, or WidgetNotFoundError
labels = self.root.find_all(Label)     # list[Label]

find() returns None for a missing id; get() raises WidgetNotFoundError (a LookupError) with a did you mean hint. Both raise WidgetTypeError (a TypeError) when the widget is of another class.


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 public attribute works this way — text, value, checked, visible, enabled, and also style, placeholder, Badge.color, Avatar.image, ProgressText.label and the rest: assigning a different value schedules a redraw.

label.style = Style(color=Color.ERROR, bold=True)   # redraws by itself

Mutating an object in place is invisible, though — label.style.bold = True changes the Style, not the widget. Assign a new object, or call label.invalidate() after the in-place change. When the tree itself changed (rows added or removed), call self.refresh().

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.


Threads and the UI

Widgets are not thread-safe; the UI state belongs to one place. Everything the framework calls for you runs there:

Callback Runs on
button / input handlers, on_mount, on_show, … the UI side
app.set_interval / app.set_timeout the UI side (one frame per tick)
app.run_job(...).then(...) the UI side
app.http.get_async(...).then(...) the UI side
app.dispatch(fn, *args) the UI side
the function passed to run_job / repeat_job a worker thread
set_interval(..., background=True) the timer thread
a standalone HttpClient().get_async(...).then(...) the request thread

"The UI side" is the event-loop thread on a device and the Tk thread in run --gui; in tests and the browser preview it is whichever thread calls, but under the lock that event handlers and rendering hold, so the calls never interleave. So a job callback can simply update a widget:

app.run_job(load_cards).then(lambda cards: self.show(cards))   # safe

From code that runs on your own thread — a threading.Thread, a run_job body, a background=True timer, a plain HttpClient — hand the update over:

def worker() -> None:
    data = slow_query()
    app.dispatch(self.show, data)    # show(data) runs on the UI side, one frame

dispatch returns False once the app has stopped. Keep UI-side callbacks short: a timer that blocks for a second freezes the screen for a second — put blocking work in run_job or a background=True timer.

app.toast("Saved") / app.toast("Sync failed", long=True) shows a short platform message (on the desktop it is printed / shown in the preview). For a message with an Undo button use app.snackbar().


Themes

Light and dark themes with semantic colour palette.

App("My App", theme="dark")          # or "light" (default)
App("My App", theme=Theme.dark())    # custom Theme object

app.set_theme("dark")                # switch at runtime — screen redraws
app.theme.is_dark                    # True / False
app.theme["PRIMARY"]                 # resolved colour

Built-in themes: Theme.light() and Theme.dark(). Custom themes use Theme(name, colors) with your own palette.

The active theme is available everywhere via app.theme. Color.PRIMARY is a fixed hex constant (#3F51B5); for the live theme use app.theme["PRIMARY"] (or app.theme.color("BACKGROUND")).


Storage

Key-value JSON storage with atomic writes.

app.storage["token"] = "abc123"      # set
token = app.storage["token"]         # get
del app.storage["token"]             # delete (KeyError with hint if missing)

app.storage.get("token", default="") # with default
app.storage.contains("token")        # explicit check
app.storage.exists("token")          # alias, more discoverable
"token" in app.storage               # also works
app.storage.keys()                   # all keys
app.storage.clear()                  # wipe everything

Data persists across app restarts. On Android it uses the app's private files directory; on desktop ~/.pymobile/<package>.json with the dots replaced by dashes (com.example.notes → com-example-notes.json), so two projects open side by side never overwrite each other's data. A file named with the dots (com.example.notes.json, e.g. restored by hand) is adopted automatically the first time the dashed one is missing. Override the directory for every app with PYMOBILE_STORAGE_DIR.

App("My App", storage_path="/custom/dir")         # a directory
App("My App", storage_path="/custom/store.json")  # or an explicit file

Atomic sequences

Every single operation is atomic. A read-modify-write sequence you write by hand is not — two jobs incrementing the same counter can lose an update. Use these instead:

app.storage.increment("taps")                       # atomic +1
app.storage.update("cart", lambda items: [*items, new], default=[])
app.storage.setdefault("device_id", make_id())

with app.storage.transaction() as store:            # multi-step
    balance = store.get("balance", 0)
    store["balance"] = balance - price
    store["history"] = [*store.get("history", []), price]

Background jobs

Run work off the UI thread without blocking the screen.

handle = app.run_job(lambda: fetch_heavy_data())
handle.then(on_success=lambda data: self.show(data),
            on_error=lambda err: self.show_error(err))
handle.wait(timeout=10)   # block until done (rare)
handle.cancel()

# Repeating job
handle = app.repeat_job(5000, lambda: poll_server())
handle.cancel()            # stop when done

JobHandle exposes .done, .cancelled, .result, .error.

then() callbacks run on the UI side (see Threads and the UI). If on_success raises, the error is logged with its traceback and passed to on_error; the job's own result is kept. cancel() suppresses the callbacks; Python cannot interrupt a function that is already running, so done turns true only when it returns.


HTTP cache and offline mode

Disk-backed cache for GET requests.

from pymobile import HttpCache, HttpClient

client = HttpClient(
    base_url="https://api.example.com",
    cache=HttpCache(),          # or HttpCache("http-cache.json")
)

# Cached request — returns instantly from cache if fresh
response = client.get_cached("/items", ttl=300)   # 5 minutes

# If network fails, stale cache is returned (offline mode)
# response.from_cache tells you if the data came from cache

Async HTTP

Non-blocking requests that don't freeze the UI.

future = client.get_async("/items")
future.then(
    on_success=lambda r: self.update_list(r.json()),
    on_error=lambda err: self.show_error(err),
)

future.done       # True when finished
future.cancel()   # suppress callbacks
result = future.get(timeout=10)   # block if needed

Methods: get_async, post_async, put_async, delete_async.


Input validation

Pure logic, no UI dependency.

from pymobile import Validator

v = Validator({
    "email":    ["required", "email"],
    "name":     ["required", {"min_length": 2}, {"max_length": 50}],
    "age":      ["optional", "integer", {"between": [1, 120]}],
})

errors = v.validate({"email": "bad", "name": ""})
# {"email": "must be a valid email address", "name": "is required"}

v.validate_or_raise({"email": "bad"})   # raises ValidationError

Empty values — None, "", whitespace only, an empty list — follow three rules:

  • required reports "is required" (whitespace does not count as a value);
  • optional lets the field stay empty; its other rules run only when it is filled — except matches, which still fails while the other field is filled, so a password with an empty confirmation is rejected;
  • a field with neither is validated as is: ["email"] rejects "".

integer accepts plain digits with an optional sign (not "4_2"), and number rejects "nan" and "inf".

Validators come in two forms:

  • bare strings — required, optional, email, integer, number, boolean. Use them as-is: ["required", "email"].
  • rules with an argument — length, min_length, max_length, between, min, max, matches, one_of, regex. These always need a value, so write them as a one-key mapping: {"min_length": 2}, {"between": [1, 120]}. A bare "min_length" is an error — there is no sensible default length.

Plugins

Extend the app without touching its code.

from pymobile import Plugin, plugins

class AnalyticsPlugin(Plugin):
    name = "analytics"

    def activate(self, app):
        app.on("screen:change", self.track)

    def track(self, event):
        print(f"screen: {event.source}")

plugins.register(AnalyticsPlugin())
# Activated automatically in App.run()

Hooks: activate(app), on_app_start(app), on_app_stop(app).


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.

Requirements for notifications to work

  1. Declare the permission in pymobile.toml:
permissions = [
    "android.permission.INTERNET",
    "android.permission.POST_NOTIFICATIONS",
]
  1. Request the permission at runtime (after the screen is visible):
from pymobile import Permission

results = self.app.permissions.request(Permission.POST_NOTIFICATIONS)
if results.get(Permission.POST_NOTIFICATIONS.value, False):
    self.app.notify("Title", "Body")
  1. Check device settings — ensure notifications are enabled for the app: Settings → Apps → Your App → Notifications.

A default pymobile build --native is enough. DeviceServices.notify() creates the notification channel on every post, so you do not need to rebuild the JNI bridge with PYMOBILE_BUILD_JNI=1. That flag is only for changing the C source (see Contributing).

Troubleshooting

Symptom Cause Fix
Permission dialog doesn't show Missing from pymobile.toml Add POST_NOTIFICATIONS to permissions
notify() returns ID but nothing shows System notifications disabled Enable in device Settings → Apps → Notifications
SecurityException in logcat Permission not granted Request permission at runtime

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.

For production, restrict where the client may go:

from pymobile import HttpClient, HttpSecurityPolicy

client = HttpClient(
    base_url="https://api.example.com",
    security=HttpSecurityPolicy(
        require_https=True,                        # plain http:// is refused
        allowed_hosts={"api.example.com", "cdn.example.com"},
    ),
)

A blocked URL raises NetworkError before anything is sent. The policy is checked again on every redirect, so a server cannot bounce a request to another host or downgrade it to HTTP, and Authorization/Cookie headers are dropped when a redirect leaves the original origin. Host names are compared case-insensitively. The default policy allows everything, for local development.

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

The plural form is chosen by the CLDR rule of the catalogue's language — Ukrainian and Russian (one/few/many), Polish (21 → many: 21 plików), Czech, Slovak, the Baltic and South Slavic languages, Romanian, Slovenian, Arabic, Hebrew, Irish, Welsh, French/Portuguese (0 and 1 → one), languages without plurals (Chinese, Japanese, Korean, …), and the English rule for the rest. A form missing from the catalogue falls back to other, then many. An explicit zero form is used for 0 in any language. plural_category(21, "pl") returns the category directly. 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.

Numbers, dates and money

Formatting follows the language too — no Babel, no ICU, nothing to install:

from pymobile import format_number, format_percent, format_currency, format_date

format_number(1234567.891, 2)            # uk: 1 234 567,89   en: 1,234,567.89
format_percent(0.256)                    # uk: 26%            de: 26 %
format_currency(1250, "UAH")             # uk: 1 250,00 ₴     en: ₴1,250.00
format_currency(9.5, "USD", language="en")   # $9.50
format_date(date(2026, 10, 1), "long")   # uk: 1 жовтня 2026 р.  en: October 1, 2026
format_date(day, pattern="d MMMM")       # uk: 1 жовтня (the genitive month)
format_time(time(14, 5))                 # uk: 14:05          en: 2:05 PM

The language is the active catalogue's (translations.use(...)) unless you pass language=. Built in: English (US, GB, AU, CA, IE), Ukrainian, Russian, Polish, Czech, German (DE, AT, CH), French (FR, CA, CH), Spanish (ES, MX, US), Italian, Portuguese (BR, PT), Dutch, Romanian and Turkish; other languages use English formats. Numbers are rounded half-to-even from their decimal value, so 0.1 + 0.2 prints as 0.3.

Inside a catalogue the same formats are placeholder specifiers, so the translator decides the wording and the code passes raw values:

{ "total": "Разом: {sum:currency:UAH}, до {day:date:long}" }
t("total", sum=1250, day=date(2026, 10, 1))   # Разом: 1 250,00 ₴, до 1 жовтня 2026 р.

Specifiers: number, number:2, percent, percent:1, currency:EUR, date, date:long (short/medium/long/full), time, time:medium, datetime. Anything else is Python's own format spec ({x:.2f}). A value that does not fit its specifier is logged and the text is shown unformatted rather than crashing the screen.


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("app:locale",    lambda e: ...)   # system language changed; e.source = "uk-UA"
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()          # removes THIS subscription only

# remove handlers
app.off("cart:updated")                 # removes all, returns count
app.off("cart:updated", handler)        # every registration of handler
app.off("cart:updated", self.on_cart)   # bound methods work too
app.events.off_all("cart:updated")      # same as off(name), via EventBus

app.on("event", None) raises TypeError immediately instead of failing silently later. Handlers are compared with ==, so off() recognises a bound method even though self.on_cart is a new object each time. If the same function is subscribed twice (two screens), each Subscription.cancel() removes only its own registration. Inside a screen, self.on(...) is cancelled for you when the screen unmounts.

An exception inside one handler is logged and never prevents the others from running.


Timers

Schedule work without importing threading. Callbacks run on the UI side, like a button handler, so a tick can update widgets directly and draws one frame; the same code runs on desktop and device. For blocking work — a network poll — pass background=True and hand results over with app.dispatch() (see Threads and the UI).

# 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 = 24                    # Android 7.0 — the lowest CPython 3.14 runs on
target_sdk = 35                 # Android 15
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
allow_backup = false            # keep the private store out of cloud/adb backups

# --- 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 24 oldest supported Android; lower values are raised to 24 with a warning
target_sdk 35 Android version you target
orientation portrait screen orientation
permissions ["…INTERNET"] manifest permissions
icon (none) path to a square PNG
allow_backup false let Android back up the app's private data
abis ["arm64-v8a"] architectures
output_dir build where the APK is written
optimize false in ProjectConfig; true in the init template package .pyc when enabled; for --native only when the build runs on Python 3.14 (the device's version), otherwise sources are shipped with a warning
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)
pymobile build --native --abi x86_64       # for the emulator

Without --native you 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 (v2+v3)

Builds are reproducible: identical inputs produce an identical APK payload. Every zip entry carries a fixed timestamp, so the archive does not change with the clock; the signature block itself (META-INF/*.RSA) is produced by apksigner and is the one part that may differ between two runs. The file is written to a temporary path and moved into place, so an interrupted build never leaves a corrupt artifact.

Running on the emulator (x86_64)

The Android Studio emulator runs x86_64 system images, and an arm64 APK does not start there. Build an x86_64 one — the prebuilt bridge ships for both architectures, so still no NDK:

pymobile build --native --abi x86_64       # → build/my-app-1.0.0-x86_64.apk
adb install -r build/my-app-1.0.0-x86_64.apk

--abi overrides abis from pymobile.toml for one build. The emulator APK gets an -x86_64 suffix so it never overwrites the phone build. Create the virtual device in Android Studio (Device Manager → Create device, an x86_64 image with API 24 or newer), start it, then adb install as with a phone; adb logcat -s pymobile python shows your app's output.

Signing

Android installs an update only if it is signed with the same key as the installed app.

Debug builds are signed with a per-app key created on the first build in ~/.pymobile/keystores/<package>-debug.jks — outside build/, so pymobile clean and build --clean keep the signature. Set PYMOBILE_KEYSTORE_DIR to share the key between machines or CI runs (store it as a CI secret). A key left in build/ by pymobile ≤ 0.7.3 is adopted automatically.

Release builds use your own keystore. Pass the passwords through the environment, not the command line (arguments end up in shell history and ps):

export PYMOBILE_KS_PASS='…'          # keystore password
export PYMOBILE_KEY_PASS='…'         # key password (defaults to the keystore's)
pymobile build --native --keystore release.jks --key-alias upload

--ks-pass / --key-pass still work but print a warning. Keep the keystore and its passwords backed up: without them you cannot publish updates.

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 "pymobile-framework[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 — on the device and in every desktop preview alike. The same applies to a callback that raises: the failure is logged with its traceback and the app stays alive, so one bad handler cannot close the window.

Diagnostics

from pymobile import get_diagnostics

info = get_diagnostics()
# {"framework_version": "0.8.1", "platform": "android",
#  "python": "3.14.0", "log_level": "debug", "handlers": [...]}

File logging

App("My App", log_level="debug", log_file="app.log")

Testing your app

StubBridge records every platform call, so no emulator is needed and tests run in milliseconds.

from pymobile import App, Button, Column, Label, Screen, Widget
from pymobile.core.bridge import StubBridge


class ProfileScreen(Screen):
    def build(self) -> Widget:
        # Save explicit references to widgets for direct test access
        self.status_label = Label("Offline")
        self.login_btn = Button("Log In", on_press=self.on_login)
        return Column(self.status_label, self.login_btn)

    def on_login(self) -> None:
        self.status_label.text = "Online"
        self.app.notify("Welcome", "You have logged in successfully")


def test_login_updates_ui_and_notifies():
    bridge = StubBridge(verbose=False)
    app = App("Test", bridge=bridge)
    screen = ProfileScreen()
    app.run(screen)

    # Trigger action directly on the widget reference
    screen.login_btn.press()

    # Verify UI state change
    assert screen.status_label.text == "Online"

    # Verify platform notification was sent via StubBridge
    assert bridge.calls_named("notify")
    spec = list(bridge.notifications.values())[0]
    assert spec.title == "Welcome"


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.

Every platform call is recorded in bridge.calls under one of these names, so assertions never guess:

Recorded name Written by
notify app.notify(...)
cancel_notification app.notifications.cancel(...)
vibrate app.vibrate(...)
vibrate_pattern app.vibration.pattern(...) — and every preset(...), presets being patterns
cancel_vibration app.vibration.cancel()
toast bridge.toast(...)
request_permissions app.permissions.request(...)
render every frame pushed to the platform

Note the fourth row: a haptic assertion is bridge.calls_named("vibrate_pattern"), not "vibrate" — preset("success") plays a pattern.


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   # a mockup of the screen as the phone draws it (needs Pillow)
pymobile preview --png ui.png --size 360x640 --theme dark
pymobile preview --png ui.png --text    # the text picture as an image (the pre-0.8 output)

--png draws a mockup: the tree is laid out with the rules of the Android renderer (columns stretch their children, rows wrap them, Expanded shares the free space, Stack overlays, Grid has equal columns) and painted with Material-style widgets in your theme's colours — raised grey buttons, underlined text fields, switches, list rows, dialogs over a dimmed screen and the snackbar — under a status bar and an action bar with the app name. Sizes are in dp, so spacing and proportions match the device.

It is an approximation, not a screenshot: the phone uses Roboto while the mockup uses the sans-serif face your machine has, and system colours (the action bar, the tint of switches) vary between Android versions and vendors — the mockup uses your PRIMARY colour for them. By default the picture is 360 dp wide and as tall as the content, so a long scrolling screen is shown whole; --size 360x640 shows exactly the first screenful. From Python:

from pymobile.core.ui.preview import render_mockup
render_mockup(bridge.last_tree, "home.png", theme="dark", height=640)
image = render_mockup(screen.root)       # without a path: a PIL.Image

The text PNG (--text) uses the first Unicode TrueType face it finds on the system, so Cyrillic, Greek and accented text render as text rather than boxes. Point PYMOBILE_PREVIEW_FONT at a .ttf to choose your own. The canvas is measured with the real glyph advances of that face, so long lines are never clipped. Glyphs the chosen face lacks (emoji on a bare Linux container, for instance) are patched in from a symbol face such as Symbola or Segoe UI Symbol when one is installed; anything still uncovered is logged once with a hint instead of failing silently.

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                 # banner prints http://127.0.0.1:8765 to open;
                                   # the server itself listens on all interfaces
                                   # (containers, SSH tunnels, LAN devices)
pymobile run --web --port 9000
pymobile run --web --host 127.0.0.1  # loopback only

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 a mockup instead (--text for the text picture)
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, --abi x86_64)
pymobile run run the app on your machine (--gui window, --web browser)
pymobile watch re-render on every save (--png, --text, --ids, --interval)
pymobile preview draw the first screen as a picture (--png, --size, --theme, --text, --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

  • Two ABIs: arm64-v8a (phones) and x86_64 (the emulator), one per APK — pymobile build --native --abi x86_64. 32-bit devices are not supported, and there is no iOS backend.
  • APK size is about 16.6 MB (11.7 MB with --minimal-stdlib --no-ssl), dominated by the interpreter and standard library.
  • Android 7.0 (API 24) minimum. The python.org build of CPython 3.14 requires it (earlier pymobile releases declared API 21, but the app could not start there). A min_sdk = 21 left in an older pymobile.toml still builds: the APK declares 24 and the build prints a warning.
  • The renderer covers the components documented here; more are being added.

Known issues

Open items we are tracking, with the workaround in place until they are fixed. The full list lives in GitHub Issues; these are the ones most likely to bite a new user.

Symptom Workaround Tracked under
Avatar("foo") accepts a string with no path separators as initials and a string that looks like a path as an image source — there is no way to force a plain string with a forward slash to be initials Pass Avatar("name", image=path) for an image, Avatar("name") for initials; avoid ambiguous inputs like "foo/bar" [#AVT-04]
App.current() is a process-global; accessing it from a worker thread can race with app.stop() Read app.current() from the UI thread (any widget callback), not from a run_job callback [#APP-09]
Container.add raises PyMobileError (not ValueError) when a widget already has a parent Catch PyMobileError; if you previously caught ValueError, add the new base class [#CNT-02]
pymobile watch ignores saves on some tmpfs and overlayfs mounts (coarse mtime granularity) Use pymobile watch --interval 0.1 to poll more aggressively, or run from a real filesystem [#WAT-03]
Grid exists but there is no Wrap (flow layout) Lay out a Row or Column manually, or build a Wrap from ScrollView and Row [#LAY-05]

Report a new issue with a reproducer (main.py + pymobile.toml) and the device or platform. Bug reports with a regression test land faster.


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 don't notifications appear on the device? Two things must both be true: (1) POST_NOTIFICATIONS is in pymobile.toml, and (2) the permission is requested at runtime after the screen is visible. The default APK already creates the notification channel. Also check that notifications are enabled in Settings → Apps → Your App → Notifications. See Notifications.

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? Build with --minimal-stdlib --no-ssl if the app allows it, trim files with exclude, and list a single ABI. optimize = true (bytecode instead of sources) also helps, but only takes effect when the build runs on Python 3.14 — the device's version; elsewhere it is skipped with a warning, which is why new projects start with optimize = false.

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 py-mobile
pip install -e ".[dev]"

pytest                  # unit tests
ruff check pymobile     # linting
mypy pymobile           # strict type checking

To rebuild the native artifacts from source (requires pymobile setup-sdk --with-ndk):

# macOS / Linux
PYMOBILE_BUILD_JAVA=1 PYMOBILE_BUILD_JNI=1 pymobile build --native --clean
# Windows PowerShell
$env:JAVA_HOME = "C:\Users\You\.andro\jdk-17.0.13+11"
$env:PYMOBILE_BUILD_JAVA = "1"
$env:PYMOBILE_BUILD_JNI = "1"
pymobile build --native --clean

Issues and pull requests are welcome.


Documentation

License

MIT — see LICENSE.

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