1.1. Android Operation System
Android is an operating system based on Linux with a Java programming interface.
The Android Software Development Kit (Android SDK) provides all necessary tools to develop Android applications. This includes a compiler, debugger and a device emulator, as well as its own virtual machine to run Android programs.
Android is currently primarily developed by Google.
Android allows background processing, provides a rich user interface library, supports 2-D and 3-D graphics using the OpenGL libraries, access to the file system and provides an embedded SQLite database.
Android applications consist of different components and can re-use components of other applications. This leads to the concept of a
task in Android; an application can re-use other Android components to archive a task.
For example you can write an application which use the Android Gallery application to pick a photo.
1.2. Google Play (Android Market)
Google offers the
Google Play service in which programmers can offer their Android application to Android users. Google phones include the
Google Play application which allows to install applications.
Google Play also offers an update service, e.g. if a programmer uploads a new version of his application to Google Play, this service will notify existing users that an update is available and allow to install it.
Google Play used to be called
Android Market.
1.3. Security and permissions
During deployment on an Android device, the Android system will create a unique user and group ID for every Android application. Each application file is private to this generated user, e.g. other applications cannot access these files.
In addition each Android application will be started in its own process.
Therefore by means of the underlying Linux operating system, every Android application is isolated from other running applications.
If data should be shared, the application must do this explicitly, e.g. via a
Service or a
ContentProvider.
Android also contains a permission system. Android predefines permissions for certain tasks but every application can define additional permissions.
An Android application declare its required permissions in its
AndroidManifest.xml
configuration file.For example an application may declare that it requires Internet
Permissions have different levels. Some permissions are automatically granted by the Android system, some are automatically rejected.
In most cases the requested permissions will be presented to the user before installation of the application. The user needs to decide if these permissions are given to the application.
If the user denies a permission required by the application, this application cannot be installed. The check of the permission is only performed during installation, permissions cannot be denied or granted after the installation.
Not all users pay attention to the required permissions during installation. But some users do and they write negative reviews on Google Play.
The following gives a short overview of the most important Android components.
An
Activity represents the presentation layer of an Android application. A simplified description is that an
Activity represents a screen in your Android application. This is slightly incorrect as
Activities can be displayed as dialogs or can be transparent.
An Android application can have several
Activities.
2.2. Views and ViewGroups
Views are user interface widgets, e.g. buttons or text fields. The base class for all
Views is the
android.view.View
class.
Views have attributes which can be used to configure their appearance and behavior.
A
ViewGroup is responsible for arranging other
Views.
ViewGroups is also called
layout managers. The base class for these layout managers is the
android.view.ViewGroup
class which extends the
View
class.
ViewGroups
can be nestled to create complex layouts. You should not nestle
ViewGroups
too deeply as this has a negative impact on the performance.
Intents are asynchronous messages which allow the application to request functionality from other components of the Android system, e.g. from
Services or
Activities. An application can call a component directly (
explicit Intent) or ask the Android system to evaluate registered components based on the
Intentdata (
implicit Intents ). For example the application could implement sharing of data via an
Intent
and all components which allow sharing of data would be available for the user to select. Applications register themselves to an
Intent via an
IntentFilter.
Intents allow to combine loosely coupled components to perform certain tasks.
Services perform background tasks without providing a user interface. They can notify the user via the notification framework in Android.
A
ContentProvider provides a structured interface to application data. Via a
ContentProvider your application can share data with other applications. Android contains an SQLite database which is frequently used in conjunction with a
ContentProvider. The SQLite database would store the data, which would be accessed via the
ContentProvider.
BroadcastReceiver can be registered to receive system messages and
Intents. A
BroadcastReceiver will get notified by the Android system, if the specified situation happens. For example a
BroadcastReceivercould get called once the Android system completed the boot process or if a phone call is received.
2.7. (HomeScreen) Widgets
Widgets are interactive components which are primarily used on the Android homescreen. They typically display some kind of data and allow the user to perform actions via them. For example a
Widget could display a short summary of new emails and if the user selects an email, it could start the email application with the selected email.
Android provide many more components but the list above describes the most important ones. Other Android components are
Live Folders and
Live Wallpapers .
Live Folders display data on the homescreen without launching the corresponding application while
Live Wallpapers allow to create annimated backgrounds.
3. Android Development Tools
The
Android Software Development Kit (SDK) contains the necessary tools to create, compile and package Android application. Most of these tools are command line based.
The Android SDK also provides an Android device emulator, so that Android applications can be tested without a real Android phone. You can create
Android virtual devices (AVD) via the Android SDK, which run in this emulator.
The Android SDK contains the
Android debug bridge (adb) tool which allows to connect to an virtual or real Android device.
3.2. Android Development Tools
Google provides the
Android Development Tools (ADT) to develop Android applications with Eclipse. ADT is a set of components (plug-ins) which extend the Eclipse IDE with Android development capabilities.
ADT contains all required functionalities to create, compile, debug and deploy Android applications from the Eclipse IDE. ADT also allows to create and start AVDs.
3.3. Dalvik Virtual Machine
The Android system uses a special virtual machine, i.e. the
Dalvik Virtual Machine to run Java based applications. Dalvik uses an own bytecode format which is different from Java bytecode.
Therefore you cannot directly run Java class files on Android, they need to get converted in the Dalvik bytecode format.
3.4. How to develop Android Applications
Android applications are primarily written in the Java programming language. The Java source files are converted to Java class files by the Java compiler.
The Android SDK contains a tool called
dx which converts Java class files into a
.dex
(Dalvik Executable) file. All class files of one application are placed in one compressed
.dex
file. During this conversion process redundant information in the class files are optimized in the .dex file. For example if the same String is found in different class files, the
.dex
file contains only once reference of this String.
These dex files are therefore much smaller in size than the corresponding class files.
The
.dex
file and the resources of an Android project, e.g. the images and XML files, are packed into an
.apk
(Android Package) file. The program
aapt (Android Asset Packaging Tool) performs this packaging.
The resulting
.apk
file contains all necessary data to run the Android application and can be deployed to an Android device via the
adb tool.
The Android Development Tools (ADT) performs these steps transparently to the user.
If you use the ADT tooling you press a button the whole Android application (
.apk
file) will be created and deployed.
The ADT allows the developer to define certain artifacts, e.g. Strings and layout files, in two ways: via a rich editor, and directly via XML. This is done via multi-page editors in Eclipse. In these editors you can switch between both representations by clicking on the tab on the lower part of the screen.
For example if you open the
res/layout/main.xml
file in the
Package Explorer View of Eclipse, you can switch between the two representations as depicted in the following screenshot.
4. Android Application Architecture
The components and settings of an Android application are described in the
AndroidManifest.xml
file. For example all
Activities and
Services of the application must be declared in this file.
It must also contain the required permissions for the application. For example if the application requires network access it must be specified here.
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="de.vogella.android.temperature"
android:versionCode="1"
android:versionName="1.0">
<application android:icon="@drawable/icon" android:label="@string/app_name">
<activity android:name=".Convert"
android:label="@string/app_name">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<uses-sdk android:minSdkVersion="9" />
</manifest>
The
package
attribute defines the base package for the Java objects referred to in this file. If a Java object lies within a different package, it must be declared with the full qualified package name.
Google Play requires that every Android application uses its own unique package. Therefore it is a good habit to use your reverse domain name as package name. This will avoid collisions with other Android applications.
android:versionName
and
android:versionCode
specify the version of your application.
versionName
is what the user sees and can be any String.
versionCode
must be an integer. The Android Market determine based on the
versionCode
, if it should perform an update of the applications for the existing installations. You typically start with "1" and increase this value by one, if you roll-out a new version of your application.
The
<activity>
tag defines an
Activity, in this example pointing to the
Convert
class in the
de.vogella.android.temperature
package. An intent filter is registered for this class which defines that this
Activity is started once the application starts (action
android:name="android.intent.action.MAIN"
). The category definition
category android:name="android.intent.category.LAUNCHER"
defines that this application is added to the application directory on the Android device.
The
@string/app_name
value refers to resource files which contain the actual value of the application name. The usage of resource file makes it easy to provide different resources, e.g. strings, colors, icons, for different devices and makes it easy to translate applications.
The
uses-sdk
part of the
AndroidManifest.xml
file defines the minimal SDK version for which your application is valid. This will prevent your application being installed on unsupported devices.
4.2. R.java and Resources
The
gen
directory in an Android project contains generated values.
R.java
is a generated class which contains references to certain resources of the project.
These resources must be defined in the
res
directory and can be XML files, icons or pictures. You can for example define values, menus, layouts or animations via XML files.
If you create a new resource, the corresponding reference is automatically created in
R.java
via the Eclipse ADT tools. These references are static integer values and define IDs for the resources.
The Android system provides methods to access the corresponding resource via these IDs.
For example to access a String with the
R.string.yourString
ID, you would use the
getString(R.string.yourString))
method.
R.java
is automatically created by the Eclipse development environment, manual changes are not necessary and will be overridden by the tooling.
While the
res
directory contains structured values which are known to the Android platform, the
assets
directory can be used to store any kind of data. You access this data via the
AssetsManager
which you can access the
getAssets()
method.
AssetsManager
allows to read an assets as
InputStream
with the
open()
method.
AssetManager manager = getAssets();
try {
InputStream open = manager.open("logo.png");
Bitmap bitmap = BitmapFactory.decodeStream(open);
ImageView view = (ImageView) findViewById(R.id.imageView1);
view.setImageBitmap(bitmap);
} catch (IOException e) {
e.printStackTrace();
}
4.4. Activities and Layouts
The user interface for
Activities is defined via layouts. The layout defines the included
Views
(widgets) and their properties.
A layout can be defined via Java code or via XML. In most cases the layout is defined as an XML file.
XML based layouts are defined via a resource file in the
/res/layout
folder. This file specifies the
ViewGroups
,
Views
, their relationship and their attributes for this specific layout.
If a
View
needs to be accessed via Java code, you have to give the
View
a unique ID via the
android:id
attribute. To assign a new ID to a
View
use
@+id/yourvalue
. The following shows an example in which a
Button
gets the
button1
ID assigned.
<Button
android:id="@+id/button1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Show Preferences" >
</Button>
By conversion this will create and assign a new
yourvalue
ID to the corresponding
View
. In your Java code you can later access a
View
via the method
findViewById(R.id.yourvalue)
.
Defining layouts via XML is usually the preferred way as this separates the programming logic from the layout definition. It also allows the definition of different layouts for different devices. You can also mix both approaches.
4.5. Reference to resources in XML files
In your XML files, for example your layout files, you can refer to other resources via the
@
sign.
For example, if you want to refer to a color which is defined in a XML resource, you can refer to it via
@color/your_id
. Or if you defined a "hello" string in an XML resource, you could access it via
@string/hello
.
4.6. Activities and Lifecycle
The Android system controls the lifecycle of your application. At any time the Android system may stop or destroy your application, e.g. because of an incoming call. The Android system defines a lifecycle for
Activities via predefined methods. The most important methods are:
onSaveInstanceState()
- called after the Activity
is stopped. Used to save data so that theActivity
can restore its states if re-started
onPause()
- always called if the Activity
ends, can be used to release resource or save data
onResume()
- called if the Activity
is re-started, can be used to initialize fields
4.7. Configuration Change
An
Activity
will also be restarted, if a so called "configuration change" happens. A configuration change happens if an event is triggered which may be relevant for the application. For example if the user changes the orientation of the device (vertically or horizontally). Android assumes that an
Activity
might want to use different resources for these orientations and restarts the
Activity
.
In the emulator you can simulate the change of the orientation via
Ctrl+F11.
You can avoid a restart of your application for certain configuration changes via the
configChanges
attribute on your
Activity
definition in your
AndroidManifest.xml
. The following
Activity
will not be restarted in case of orientation changes or position of the physical keyboard (hidden / visible).
<activity android:name=".ProgressTestActivity"
android:label="@string/app_name"
android:configChanges="orientation|keyboardHidden|keyboard">
</activity>
The class
android.content.Context
provides the connection to the Android system and the resources of the project. It is the interface to global information about the application environment.
The
Context also provides access to Android
Services, e.g. the Location Service.
Activities and
Services extend the
Context
class.
The following assumes that you have already Java and Eclipse installed and know how to use Eclipse. For an introduction into Eclipse please see the following tutorial:
Eclipse IDE Tutorial.
The tutorial above also describes how to install new components into Eclipse. This is required to install the Android Development Tools. You find the necessary steps described in the following section of the tutorial:
Eclipse Update Manager.
The author of this text has also published a Kindle book on the usage of the Eclipse IDE, which can be found here:
Eclipse IDE Book for Kindle.
5.2. Pre-requisites for using a 64bit Linux
The Android SDK is 32bit, therefore on a 64bit Linux system you need to have the package
ia32-libs
installed. For Ubuntu you can do this via the following command.
apt-get install ia32-libs
Please check your distribution documentation, if you are using a different flavor of Linux.
5.3. Install ADT Plug-ins and Android SDK
Use the Eclipse update manager to install all available components for the Android Development Tools (ADT) from the URL
https://dl-ssl.google.com/android/eclipse/.
After the new Android development components are installed, you will be prompted to install the Android SDK. You can use the following wizard or go to the next section to learn how to do it manually.
5.4. Manual installation of the Android SDK
After the installation of the ADT the Eclipse tooling allows to download the Android SDK automatically. Alternatively you can also manually download the Android SDK from the
Android SDK download page.
The download contains a zip file, which you can extract to any place in your file system, e.g. on my Linux system I placed it under "/home/vogella/android-sdks". Avoid using spaces in the path name, otherwise you may experience problems with the usage of the Android SDK.
You also have to define the location of the Android SDK in the Eclipse Preferences. In Eclipse open the Preferences dialog via the menu → . Select Android and enter the installation path of the Android SDK.
5.5. Install a specific Android version
The Android SDK Manager allows you to install specific versions of Android. Select → from the Eclipse menu.
The dialog allows you to install new packages and also allows you to delete them.
Select
Available packages and open the
Third Party Add-ons . Select the Google API 15 (Android 4.0.3) version of the SDK and press the
Install button.
Press the
Install button and confirm the license for all packages. After the installation completes, restart Eclipse.
During Android development it is very useful to have the Android source code available.
As of Android 4.0 the Android development tools provides also the source code. You can download it via the Android SDK Manager by selecting the
Sources for Android SDK.
The sources are downloaded to the source directory located in
path_to_android_sdk/sources/android-xx
. xx is the API level of Android, e.g. 15 for the Android 4.0.4 version.
To connect the sources with the android.jar file in your Android project, right click on your android.jar in the Eclipse Package Explorer and select → . Type in the source directory name and press the
OK button.
Afterwards you can browse through the source code.
6. Android virtual device - Emulator
6.1. What is the Android Emulator?
The Android Development Tools (ADT) include an emulator to run an Android system. The emulator behaves like a real Android device (in most cases) and allows you to test your application without having a real device.
You can configure the version of the Android system you would like to run, the size of the SD card, the screen resolution and other relevant settings. You can define several of them with different configurations.
These devices are called
Android Virtual Device " and you can start several in parallel.
6.2. Google vs. Android AVD
During the creation of an AVD you decide if you want an Android device or a Google device.
An AVD created for Android will contain the programs from the Android Open Source Project. An AVD created for the Google API's will also contain several Google applications, most notable the Google Maps application.
If you want to use functionality which is only provided via the Google API's, e.g. Google Maps you must run this application on an AVD with Google API's.
The following shortcuts are useful for working with the emulator.
Alt+
Enter Maximizes the emulator. Nice for demos.
Ctrl+
F11 changes the orientation of the emulator.
F8 Turns network on / off.
The graphics of the emulator can use the native GPU of the computer. This makes the rendering in the emulator very fast. To enable this, add the
GPU Emulation
property to the device configuration and set it to
true
.
You can also set the
Enabled
flag for Snapshots. This will save the state of the emulator and will let it start much faster. Unfortunately currently native GPU rendering and Snapshots do not work together.
Android 4.0 introduced that devices do not have to have hardware button anymore. If you want to create such an AVD, add the
Hardware Back/Home keys
property to the device configuration and set it to
false
.
7. Tutorial: Create and run Android Virtual Device
To define an Android Virtual Device (ADV) open the
AVD Manager dialog via → and press
New button.
Enter the values similar to the following screenshot.
Select the
Enabled for Snapshots box. This will make the second start of the virtual device much faster.
Press the
Create AVD button. This will create the AVD configuration and display it under the
Virtual devices.
To test if your setup is correct, select your device and press the
Start button
After some time your AVD starts. Do not interrupt this startup process, as this might corrupt the AVD.
After the AVD started, you can use the AVD via the mouse and via the virtual keyboard of the emulator.
8. Error handling and typical problems
Things are not always working as they should. This section gives an overview over typical problems and how to solve them.
Several users report that they get the following errors:
- Project ... is missing required source folder: 'gen'
- The project could not be built until build path errors are resolved.
- Unable to open class file R.java.
To solve any of these errors, go to the project menu and select → .
8.2. Problems with Android Debug Bridge (adb)
The communication with the emulator or your Android device might have problems. This communication is handled by the Android Debug Bridge (adb).
Eclipse allows to reset the adb in case this causes problems. Select therefore the DDMS perspective via → → →
To restart the adb, select the "Reset adb" in the Device
View
.
The
LogCat view shows you the log messages of your Android device and helps you to analyze problems. For example Java exceptions in your program would be shown here. To open this view, select → → → → .
If Android complains that you cannot use Java7 select your right-click on your project and select the
Java Compiler entry. Ensure that Java 1.5 or Java 1.6 is used. You may have to select the
Enable project specific settings checkbox.
8.5. Eclipse reports file from R.java as missing
Sometimes Eclipse complains that a file, e.g.
R.layout.main
cannot be found. Check in your source code that you did not import
android.R
. An
android.R
import will prevent Eclipse from finding your
R
file.
8.6. Android editor not opened
Android provides nice editors to edit Android resource files, unfortunately these editor are not always automatically used due to bugs in the ADT. If that happens, you can open this editor manually. Right-click on your menu file and select → .
8.7. Emulator does not start
If your emulator does not start, make sure that the android-sdk version is in a path without any spaces in the path name.
8.8. Timeout during deployment
If you face timeout issues during deployment you can increase the default timeout in the Eclipse preferences. Select → → → and increase the
ADB connection timeout (in ms)value.
8.9. Installation failed due to insufficient storage
Sometimes the emulator will refuse to install an application with the error message: INSTALL_FAILED_INSUFFICIENT_STORAGE.
An Android virtual device provides by default only 64M for the storaging Android applications. You can clean your installed application by re-starting the emulator and selecting the
Wipe user data " flag.
Alternatively you can set the data partition size. If you press edit on the AVD, you can set the
Ideal size of data partition
property via the
New button.
8.10. Debug Certificate expired
If you get the error message
Debug Certificate expired switch to the folder which contains the Android AVD, e.g.
.android
under Linux and delete the
debug.keystore
file. This file is only valid for a year and if not present, Eclipse will regenerate the password.
8.11. Error message for @Override
The
@Override
annotation was introduced in Java 1.6. If you receive an error message for
@Override
, change the Java compiler level to Java 1.6. To do this, right-click on the project, select → → and select
1.6 in the drop-down box.
Java requires that classes which are not part of the standard Java Language are either fully qualified or declared via imports.
If you see an error message with the
XX cannot be resolved to a variable text, right-click in your
Editor
and select → to important required packages.
10. Tutorial: Your first Android project
10.1. Install the demo application
This application is also available on the Android Marketplace under
Android Temperature converter .
Alternatively you can also scan the following barcode with your Android smartphone to install it via the Google Play application.
Select → → → → and create the Android project "de.vogella.android.temperature". Enter the following.
Press "Finish". This should create the following directory structure.
10.3. Modifying resources
As described in the Android Development Tools (ADT) chapter, ADT provides specialized editors for resources files, e.g. layout files. These editors allow to switch between the XML representation of the file and a richer user interface via tabs on the bottom of the editor.
The following description uses the rich user interface to build layout files. For validation purposes, the resulting XML is also included in the description.
Android allows you to create static attributes, e.g. Strings or colors. These attributes can for example be used in your XML layout files or referred to via Java source code.
Select the file "res/values/string.xml" and press the
Add button. Select "Color" and enter "myColor" as the name and "#3399CC" as the value.
Add the following "String" attributes. String attributes allow the developer to translate the application at a later point.
Table 1. String Attributes
Name | Value |
celsius | to Celsius |
fahrenheit | to Fahrenheit |
calc | Calculate |
Switch to the XML representation and validate that the values are correct.
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="hello">Hello World, Convert!</string>
<string name="app_name">Temperature Converter</string>
<color name="myColor">#3399CC</color>
<string name="myClickHandler">myClickHandler</string>
<string name="celsius">to Celsius</string>
<string name="fahrenheit">to Fahrenheit</string>
<string name="calc">Calculate</string>
</resources>
Select "res/layout/main.xml" and open the Android editor via a double-click. This editor allows you to create the layout via drag and drop or via the XML source code. You can switch between both representations via the tabs at the bottom of the editor. For changing the position and grouping elements you can use the Eclipse "Outline" view.
The following shows a screenshot of the "Palette" view from which you can drag and drop new user interface components into your layout. Please note that the "Palette" view changes frequently so your view might be a bit different.
You will now create your new layout.
Right-click on the existing text object “Hello World, Hello!” in the layout. Select "Delete" from the popup menu to remove the text object. Then, from the “Palette” view, select Text Fields and locate "Plain Text". Drag this onto the layout to create a text input field. All object types in the section "Text Fields” derive from the class "EditText", they just specify via an additional attribute which text type can be used.
Afterwards select the Palette section "Form Widgets" and drag a “RadioGroup” object onto the layout. The number of radio buttons added to the radio button group depends on your version of Eclipse. Make sure there are two radio buttons by deleting or adding radio buttons to the group.
From the Palette section Form Widgets, drag a Button object onto the layout.
The result should look like the following.
Switch to
main.xml
and verify that your XML looks like the following.
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical" >
<EditText
android:id="@+id/editText1"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="EditText" >
</EditText>
<RadioGroup
android:id="@+id/radioGroup1"
android:layout_width="match_parent"
android:layout_height="wrap_content" >
<RadioButton
android:id="@+id/radio0"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:checked="true"
android:text="RadioButton" >
</RadioButton>
<RadioButton
android:id="@+id/radio1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="RadioButton" >
</RadioButton>
</RadioGroup>
<Button
android:id="@+id/button1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Button" >
</Button>
</LinearLayout>
10.6. Edit View properties
If you select a user interface component (an instance of
View
), you can change its properties via the Eclipse "Properties" view. Most of the properties can be changed via the right mouse menu. You can also edit properties of fields directly in XML. Changing properties in the XML file is much faster, if you know what you want to change. But the right mouse functionality is nice, if you are searching for a certain property.
Open your
main.xml
layout file . The
EditText
control shows currently a default text. We want to delete this initial text in the XML code. Switch to the XML tab called
main.xml
and delete the
android:text="EditText"
property from the EditText part. Switch back to the "Graphical Layout" tab and check that the text is removed.
Use the right mouse click on the first radio button to assign the "celsius" String attribute to its "text" property. Assign the "fahrenheit" string attribute to the second radio button.
From now on, I assume you are able to use the properties menu on user interface components. You can always either edit the XML file or modify the properties via right mouse click.
Set the property "Checked" to true for the first RadioButton.
Assign "calc" to the text property of your button and assign "myClickHandler" to the
onClick
property.
Set the "Input type" property to "numberSigned" and "numberDecimal" on your EditText.
All your user interface components are contained in a
LinearLayout
. We want to assign a background color to this
LinearLayout
. Right-click on an empty space in Graphical Layout mode, then select → → . Select “Color” and then select "myColor" "in the list which is displayed.
Switch to the
main.xml
tab and verify that the XML is correct.
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:background="@color/myColor"
android:orientation="vertical" >
<EditText
android:id="@+id/editText1"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:inputType="numberDecimal|numberSigned" >
</EditText>
<RadioGroup
android:id="@+id/radioGroup1"
android:layout_width="match_parent"
android:layout_height="wrap_content" >
<RadioButton
android:id="@+id/radio0"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:checked="true"
android:text="@string/celsius" >
</RadioButton>
<RadioButton
android:id="@+id/radio1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/fahrenheit" >
</RadioButton>
</RadioGroup>
<Button
android:id="@+id/button1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:onClick="myClickHandler"
android:text="@string/calc" >
</Button>
</LinearLayout>
10.7. Change the Activity source code
During the generation of your new Android project you specified that an
Activity
called
ConvertActivity
should be created. The project wizard created the corresponding Java class.
Change your code in
ConvertActivity.java
to the following. Note that the
myClickHandler
will be called based on the
OnClick
property of your button.
package de.vogella.android.temperature;
import android.app.Activity;
import android.os.Bundle;
import android.view.View;
import android.widget.EditText;
import android.widget.RadioButton;
import android.widget.Toast;
public class ConvertActivity extends Activity {
private EditText text;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
text = (EditText) findViewById(R.id.editText1);
}
public void myClickHandler(View view) {
switch (view.getId()) {
case R.id.button1:
RadioButton celsiusButton = (RadioButton) findViewById(R.id.radio0);
RadioButton fahrenheitButton = (RadioButton) findViewById(R.id.radio1);
if (text.getText().length() == 0) {
Toast.makeText(this, "Please enter a valid number",
Toast.LENGTH_LONG).show();
return;
}
float inputValue = Float.parseFloat(text.getText().toString());
if (celsiusButton.isChecked()) {
text.setText(String
.valueOf(convertFahrenheitToCelsius(inputValue)));
celsiusButton.setChecked(false);
fahrenheitButton.setChecked(true);
} else {
text.setText(String
.valueOf(convertCelsiusToFahrenheit(inputValue)));
fahrenheitButton.setChecked(false);
celsiusButton.setChecked(true);
}
break;
}
}
private float convertFahrenheitToCelsius(float fahrenheit) {
return ((fahrenheit - 32) * 5 / 9);
}
private float convertCelsiusToFahrenheit(float celsius) {
return ((celsius * 9) / 5) + 32;
}
}
To start the Android Application, select your project, right click on it, and select → . If an emulator is not yet running, it will be started. Be patient, the emulator starts up very slowly.
You should get the following result.
Type in a number, select your conversion and press the button. The result should be displayed and the other option should get selected.
12. OptionMenu and ActionBar
The
ActionBar
is located at the top of the
Activity
that may display the
Activity
title, navigation modes, and other interactive items.
The following picture show the
ActionBar
of a typical Google Application with interactive items and a nagivation bar.
The application can also open a menu which shows actions via a popup menu. This
OptionsMenu
is only available if the phone has a hardware "Options" button. Even if the hardware button is available, it is recommended to use the
ActionBar
, which is available for phones as of Android 4.0.
The following picture highlights the hardware button and the resulting menu as popup.
One of the reasons why the
ActionBar
is superior to the
OptionsMenu
, if that it is clearly visible, while the
OptionsMenu
is only shown on request and the user may not recognize that options are available.
The
OptionsMenu
and the
ActionBar
is filled by the
onCreateOptionsMenu()
method of your
Activity
.
In the
onCreateOptionsMenu()
method you can create the menu entries. You can add menu entries via code or via the inflation of an existing XML resources.
The
MenuInflator
class allows to inflate menu entries defined in XML to the menu.
MenuInflator
can get accessed via the
getMenuInflator()
method in your
Activity
.
The
onCreateOptionsMenu()
method is only called once. If you want to influence the menu later you have to use the
onPrepareOptionsMenu()
method.
onPrepareOptionsMenu()
is not called for entries in the
ActionBar
for these entries you have to use the
invalidateOptionsMenu()
method.
12.4. Reacting to menu entry selection
If a menu entry is selected then the
onOptionsItemSelected()
method is called. As parameter you receive the menu entry which was selected so that you can react differently to different menu entries.
12.5. Using the home icon
The
ActionBar
also shows an icon of your application. You can also add an action to this icon. If you select this icon the
onOptionsItemSelected()
method will be called with the value
android.R.id.home
. The recommendation is to return to the main
Activity
in your program.
case android.R.id.home:
Intent intent = new Intent(this, OverviewActivity.class);
intent.addFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP);
startActivity(intent);
break;
It is also possible to add tabs to the
ActionBar
which can be used for navigation. Typically
Fragments
are used for this purpose. We demonstrate this in the
Fragments
chapter.
12.7. Custom Views in the ActionBar
You can also add a custom
View
to the
ActionBar
. The following code snippet demonstrates that.
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
ActionBar actionBar = getActionBar();
actionBar.setCustomView(R.layout.actionbar_view);
actionBar.setDisplayOptions(ActionBar.DISPLAY_SHOW_CUSTOM
| ActionBar.DISPLAY_SHOW_HOME);
}
12.8. Contextual action mode
A contextual action mode activates a temporary
ActionBar
that overlays the application
ActionBar
for the duration of a particular sub-task.
The contextual action mode is typically activated by selecting an item or by long clicking on it.
To implemented this, call the
startActionMode()
method on a
View
or on your
Activity
. This method gets an
ActionMode.Callback
object which is responsible for the lifecycle of the contextual
ActionBar
.
You can also assign a context menu to a
View
. A context menu is also activated if the user "long presses" the view.
If possible the contextual action mode should be preferred over a context menu.
A context menu for a view is registered via the
registerForContextMenu(view)
method. The
onCreateContextMenu()
method is called every time a context menu is activated as the context menu is discarded after its usage. The Android platform may also add options to your
View
, e.g.
EditText
provides context options to select text, etc.
This chapter will demonstrate how to create items in the
ActionBar
and react to the selection of the user.
Create a project called "de.vogella.android.socialapp" with the
Activity
called
OverviewActivity.
13.2. Add a menu XML resource
Select your project, right click on it and select → → → to create a new XML resource.
Select the
Menu option, enter
mainmenu.xml
as filename and press the
Finish button.
This will create a new
mainmenu.xml
file in the
res/menu
folder of your project. Open this file and select the
Layout tab of the Android editor.
Press the
Add button and select the
Item entry. Maintain a entry similar to the following screenshot. Via the
ifRoom
attribute you define that the menu entry is displayed in the
ActionBar
if there is sufficient space available.
Add a similar entry to the menu with the
ID attribute set to "@+id/menuitem2", and the
Title attribute set to "Test". Also set the
ifRoom
flag.
The resulting XML will look like the following.
<?xml version="1.0" encoding="utf-8"?>
<menu xmlns:android="http://schemas.android.com/apk/res/android" >
<item
android:id="@+id/menuitem1"
android:showAsAction="ifRoom"
android:title="Prefs">
</item>
<item
android:id="@+id/menuitem2"
android:showAsAction="ifRoom"
android:title="Test">
</item>
</menu>
Change your
OverviewActivity
class to the following.
package de.vogella.android.socialapp;
import android.app.Activity;
import android.os.Bundle;
import android.view.Menu;
import android.view.MenuInflater;
import android.view.MenuItem;
import android.widget.Toast;
public class OverviewActivity extends Activity {
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
MenuInflater inflater = getMenuInflater();
inflater.inflate(R.menu.mainmenu, menu);
return true;
}
@Override
public boolean onOptionsItemSelected(MenuItem item) {
switch (item.getItemId()) {
case R.id.menuitem1:
Toast.makeText(this, "Menu Item 1 selected", Toast.LENGTH_SHORT)
.show();
break;
case R.id.menuitem2:
Toast.makeText(this, "Menu item 2 selected", Toast.LENGTH_SHORT)
.show();
break;
default:
break;
}
return true;
}
}
Run your application. As there is enough space in the
ActionBar
otherwise you may see the Overflow menu or you have to use the
Option menu button on your phone. If you select one item, you should see a small info message.
14. Tutorial: Using the contextual action mode
Add a
EditText
element your
main.xml
layout file.
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical" >
<EditText
android:id="@+id/myView"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:ems="10" >
<requestFocus />
</EditText>
</LinearLayout>
Create a new menu XML resource with the file name "contextual.xml"
<?xml version="1.0" encoding="utf-8"?>
<menu xmlns:android="http://schemas.android.com/apk/res/android" >
<item
android:id="@+id/toast"
android:title="Toast">
</item>
</menu>
Change your
Activity
to the following.
package de.vogella.android.socialapp;
import android.app.Activity;
import android.os.Bundle;
import android.view.ActionMode;
import android.view.Menu;
import android.view.MenuInflater;
import android.view.MenuItem;
import android.widget.Toast;
public class OverviewActivity extends Activity {
protected Object mActionMode;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
View view = findViewById(R.id.myView);
view.setOnLongClickListener(new View.OnLongClickListener() {
public boolean onLongClick(View view) {
if (mActionMode != null) {
return false;
}
mActionMode = OverviewActivity.this
.startActionMode(mActionModeCallback);
view.setSelected(true);
return true;
}
});
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
MenuInflater inflater = getMenuInflater();
inflater.inflate(R.menu.mainmenu, menu);
return true;
}
@Override
public boolean onOptionsItemSelected(MenuItem item) {
Toast.makeText(this, "Just a test", Toast.LENGTH_SHORT).show();
return true;
}
private ActionMode.Callback mActionModeCallback = new ActionMode.Callback() {
public boolean onCreateActionMode(ActionMode mode, Menu menu) {
MenuInflater inflater = mode.getMenuInflater();
inflater.inflate(R.menu.contextual, menu);
return true;
}
public boolean onPrepareActionMode(ActionMode mode, Menu menu) {
return false;
}
public boolean onActionItemClicked(ActionMode mode, MenuItem item) {
switch (item.getItemId()) {
case R.id.toast:
Toast.makeText(OverviewActivity.this, "Selected menu",
Toast.LENGTH_LONG).show();
mode.finish();
return true;
default:
return false;
}
}
public void onDestroyActionMode(ActionMode mode) {
mActionMode = null;
}
};
}
If you run this example and long press the
EditText
widget, your contextual
ActionBar
is displayed.
15. Layout Manager and ViewGroups
15.1. Available Layout Manager
A layout manager is a subclass of
ViewGroup
and is responsible for the layout of itself and its child
Views
. Android supports different default layout managers.
As of Android 4.0 the most relevant layout managers are
LinearLayout
,
FrameLayout
,
RelativeLayout
and
GridLayout
.
All layouts allow the developer to define attributes. Children can also define attributes which may be evaluated by their parent layout.
AbsoluteLayoutLayout
is deprecated and
TableLayout
can be implemented more effectively via
GridLayout
LinearLayout
puts all its child elements into a single column or row depending on the
android:orientation
attribute. Possible values for this attribute are
horizontal
and
vertical
,
horizontal
is the default value.
LinearLayout
can be nested to achieve more complex layouts.
RelativeLayout
allow to position the widget relative to each other. This allows for complex layouts.
A simple usage for
RelativeLayout
is if you want to center a single component. Just add one component to the
RelativeLayout
and set the
android:layout_centerInParent
attribute to true.
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical" >
<ProgressBar
android:id="@+id/progressBar1"
style="?android:attr/progressBarStyleLarge"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_centerInParent="true"
/>
</RelativeLayout>
GridLayout
was introduced with Android 4.0. This layout allows you to organize a view into a Grid. GridLayout separates its drawing area into: rows, columns, and cells.
You can specify how many columns you want for define for each
View
in which row and column it should be placed and how many columns and rows it should use. If not specified
GridLayout
uses defaults, e.g. one column, one row and the position of a
View
depends on the order of the declaration of the
Views
.
The
ScrollView
class can be used to contain one
View
that might be to big too fit on one screen.
ScrollView
will is this case display a scroll bar to scroll the context.
Of course this
View
can be a layout which can then contain other elements.
Create an android project "de.vogella.android.scrollview" with the activity "ScrollView". Create the following layout and class.
<?xml version="1.0" encoding="utf-8"?>
<ScrollView xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:fillViewport="true"
android:orientation="vertical" >
<LinearLayout
android:id="@+id/LinearLayout01"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:orientation="vertical" >
<TextView
android:id="@+id/TextView01"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:paddingLeft="8dip"
android:paddingRight="8dip"
android:paddingTop="8dip"
android:text="This is a header"
android:textAppearance="?android:attr/textAppearanceLarge" >
</TextView>
<TextView
android:id="@+id/TextView02"
android:layout_width="wrap_content"
android:layout_height="fill_parent"
android:layout_weight="1.0"
android:text="@+id/TextView02" >
</TextView>
<LinearLayout
android:id="@+id/LinearLayout02"
android:layout_width="wrap_content"
android:layout_height="wrap_content" >
<Button
android:id="@+id/Button01"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_weight="1.0"
android:text="Submit" >
</Button>
<Button
android:id="@+id/Button02"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_weight="1.0"
android:text="Cancel" >
</Button>
</LinearLayout>
</LinearLayout>
</ScrollView>
package de.vogella.android.scrollview;
import android.app.Activity;
import android.os.Bundle;
import android.view.View;
import android.widget.TextView;
public class ScrollView extends Activity {
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
TextView view = (TextView) findViewById(R.id.TextView02);
String s="";
for (int i=0; i < 100; i++) {
s += "vogella.com ";
}
view.setText(s);
}
}
The attribute "android:fillViewport="true"" ensures that the scrollview is set to the full screen even if the elements are smaller then one screen and the "layout_weight" tell the android system that these elements should be extended.
Fragment
components allow you to organize your application code so that it is easier to support different sized devices.
Fragments
are components with their own lifecycle and their own user interface. They can be defined via layout files or via coding.
Fragments
always run in the context of an
Activity
. If an
Activity
is stopped its
Fragments
will also be stopped; if an
Activity
is destroyed its
Fragments
will also get destroyed.
If a
Fragment
component is defined in an XML layout file, the
android:name
attribute points to the
Fragments
class.
The base class for
Fragments
is
android.app.Fragment
. For special purposes you can also use more special classes, like
ListFragment
or
DialogFragment
.
The onCreateView() method is called by Android once the
Fragment
should create its user interface. Here you can inflate an layout. The
onStart() method is called once the Fragment
gets visible.
Fragments
can be dynamically added and removed from an
Activity
via
Fragment
transactions. This will add the action to the history stack of the
Activity
, i.e. this will allow to revert the
Fragment
changes in the
Activity
via the back button.
17.2. When to use Fragments
Fragments
make it easy to re-use components in different layouts, e.g. you can build single-pane layouts for handsets (phones) and multi-pane layouts for tablets.
This is not limited to tablets; for example you can use
Fragments
also to support different layout for landscape and portrait orientation. But as tablets offer significantly more space you typically include more views into the layout and
Fragments
makes that easier.
The typical example is a list of items in an activity. On a tablet you see the details immediately on the same screen on the right hand side if you click on item. On a handset you jump to a new detail screen. The following discussion will assume that you have two
Fragments
(main and detail) but you can also have more. We will also have one main activity and one detailed activity. On a tablet the main activity contains both
Fragments
in its layout, on a handheld it only contains the main fragment.
To check for an fragment you can use the FragmentManager.
DetailFragment fragment = (DetailFragment) getFragmentManager().
findFragmentById(R.id.detail_frag);
if (fragment==null || ! fragment.isInLayout()) {
}
else {
fragment.update(...);
}
To create different layouts with
Fragments
you can:
- Use one activity, which displays two
Fragments
for tablets and only one on handsets devices. In this case you would switch the Fragments
in the activity whenever necessary. This requires that the fragment is not declared in the layout file as such Fragments
cannot be removed during runtime. It also requires an update of the action bar if the action bar status depends on the fragment.
- Use separate activities to host each fragment on a handset. For example, when the tablet UI uses two
Fragments
in an activity, use the same activity for handsets, but supply an alternative layout that includes just one fragment. When you need to switch Fragments
, start another activity that hosts the other fragment.
The second approach is the most flexible and in general preferable way of using
Fragments
. In this case the main activity checks if the detail fragment is available in the layout. If the detailed fragment is there, the main activity tells the fragment that is should update itself. If the detail fragment is not available the main activity starts the detailed activity.
It is good practice that
Fragments
do not manipulate each other. For this purpose a
Fragment
typically implements an interface to get new data from its host
Activity
.
The following tutorial demonstrates how to use
Fragments
. The entry
Activity
(called
MainActivity
of our application) will use different layouts for portrait and for landscape mode.
In portrait mode
MainActivity
will show one Fragment with a list of names. If the user touches an item in the list, a second
Activity
called
DetailActivity
will start and show the selected text.
In landscape mode
MainActivity
will show two
Fragments
. The first is again the
Fragments
which shows the list of names. The second
Fragment
shows the text of the current selected item. This is similar to the portrait mode, but the whole information will be shown on one screen.
Create a new project
de.vogella.android.fragments
with an
Activity
called
MainActivity
.
18.3. Create layouts for portrait mode
Create or change the following layout files in the "res/layout/" folder.
First create the following file called "details.xml". This layout will be used by the
DetailFragment
.
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical" >
<TextView
android:id="@+id/detailsText"
android:layout_width="wrap_content"
android:layout_height="match_parent"
android:layout_gravity="center_horizontal|center_vertical"
android:layout_marginTop="20dip"
android:text="Large Text"
android:textAppearance="?android:attr/textAppearanceLarge"
android:textSize="30dip" />
</LinearLayout>
Change the existing
main.xml
file. This layout will be used by
MainActivity
in landscape mode and shows two
Fragments
.
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="horizontal" >
<fragment
android:id="@+id/listFragment"
android:layout_width="150dip"
android:layout_height="match_parent"
android:layout_marginTop="?android:attr/actionBarSize"
class="de.vogella.android.fragments.ListFragment" ></fragment>
<fragment
android:id="@+id/detailFragment"
android:layout_width="match_parent"
android:layout_height="match_parent"
class="de.vogella.android.fragments.DetailFragment" >
</fragment>
</LinearLayout>
18.4. Create Fragment classes
Create now the
Fragment
classes. Create the
ListFragment
class.
package de.vogella.android.fragments;
import android.content.Intent;
import android.os.Bundle;
import android.view.View;
import android.widget.ArrayAdapter;
import android.widget.ListView;
public class ListFragment extends android.app.ListFragment {
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
}
@Override
public void onActivityCreated(Bundle savedInstanceState) {
super.onActivityCreated(savedInstanceState);
String[] values = new String[] { "Android", "iPhone", "WindowsMobile",
"Blackberry", "WebOS", "Ubuntu", "Windows7", "Max OS X",
"Linux", "OS/2" };
ArrayAdapter<String> adapter = new ArrayAdapter<String>(getActivity(),
android.R.layout.simple_list_item_1, values);
setListAdapter(adapter);
}
@Override
public void onListItemClick(ListView l, View v, int position, long id) {
String item = (String) getListAdapter().getItem(position);
DetailFragment fragment = (DetailFragment) getFragmentManager()
.findFragmentById(R.id.detailFragment);
if (fragment != null && fragment.isInLayout()) {
fragment.setText(item);
} else {
Intent intent = new Intent(getActivity().getApplicationContext(),
DetailActivity.class);
intent.putExtra("value", item);
startActivity(intent);
}
}
}
Create the
DetailFragment
class.
package de.vogella.android.fragments;
import android.app.Fragment;
import android.os.Bundle;
import android.util.Log;
import android.view.LayoutInflater;
import android.view.View;
import android.view.ViewGroup;
import android.widget.TextView;
public class DetailFragment extends Fragment {
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
Log.e("Test", "hello");
}
@Override
public void onActivityCreated(Bundle savedInstanceState) {
super.onActivityCreated(savedInstanceState);
}
@Override
public View onCreateView(LayoutInflater inflater, ViewGroup container,
Bundle savedInstanceState) {
View view = inflater.inflate(R.layout.details, container, false);
return view;
}
public void setText(String item) {
TextView view = (TextView) getView().findViewById(R.id.detailsText);
view.setText(item);
}
}
18.5. Create layouts for landscape mode
We want that Android uses a different main.xml file in portrait model then in landscape mode.
For this reason create the "res/layout-port" folder.
In portrait mode Android will check the "layout-port" folder for fitting layout files. Only if we would not have a
main.xml
file in "layout-port", Android would check the "layout" folder.
Therefore create the following
main.xml
layout file in "res/layout-port".
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="horizontal" >
<fragment
android:id="@+id/listFragment"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:layout_marginTop="?android:attr/actionBarSize"
class="de.vogella.android.fragments.ListFragment" />
</LinearLayout>
Also create the "details_activity_layout.xml" layout file. This layout will be used in the
DetailActivity
which is only used in portrait mode. Please note that we could have create this file also in the "layout" folder, but as it is only used in portrait mode it is best practise to place it into this folder.
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical" >
<fragment
android:id="@+id/detailFragment"
android:layout_width="match_parent"
android:layout_height="match_parent"
class="de.vogella.android.fragments.DetailFragment" />
</LinearLayout>
Create a new
Activity
called
DetailActivity
with the following class.
package de.vogella.android.fragments;
import android.app.Activity;
import android.content.res.Configuration;
import android.os.Bundle;
import android.widget.TextView;
public class DetailActivity extends Activity {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
if (getResources().getConfiguration().orientation ==
Configuration.ORIENTATION_LANDSCAPE) {
finish();
return;
}
setContentView(R.layout.details_activity_layout);
Bundle extras = getIntent().getExtras();
if (extras != null) {
String s = extras.getString("value");
TextView view = (TextView) findViewById(R.id.detailsText);
view.setText(s);
}
}
}
MainActivity
will remain unmodified.
package de.vogella.android.fragments;
import android.app.Activity;
import android.os.Bundle;
public class MainActivity extends Activity {
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
}
}
Run your example. If you run the application in portrait mode you should see only one
Fragment
. Use Ctrl+F11 to switch the orientation. In horizontal mode you should see two
Fragments
. If you select an item in portrait mode a new
Activity
should get started with the selected item. In horizontal mode your second
Fragment
should display the select item.
19. ActionBar navigation with Fragments
Fragments can also be used in combination with the
ActionBar
for navigation. For this your main
Activity
needs to implement a
TabListener
which is responsible for moving between the tabs.
The
ActionBar
allows to add tabs to it via the
newTab()
method. The following code shows such an
Activity
. It uses two
Fragments
, called
DetailFragment
and
ImageFragment
. At this point you should be able to create these two
Fragments
yourself.
package de.vogella.android.fragment;
import android.app.ActionBar;
import android.app.ActionBar.Tab;
import android.app.ActionBar.TabListener;
import android.app.Activity;
import android.app.Fragment;
import android.app.FragmentTransaction;
import android.os.Bundle;
public class MainActivity extends Activity {
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
ActionBar actionBar = getActionBar();
actionBar.setNavigationMode(ActionBar.NAVIGATION_MODE_TABS);
actionBar.setDisplayShowTitleEnabled(false);
Tab tab = actionBar
.newTab()
.setText("First tab")
.setTabListener(new MyTabListener<DetailFragment>(this, "artist",
DetailFragment.class));
actionBar.addTab(tab);
tab = actionBar
.newTab()
.setText("Second Tab")
.setTabListener(new MyTabListener<ImageFragment>(this, "album",
ImageFragment.class));
actionBar.addTab(tab);
}
public static class MyTabListener<T extends Fragment> implements
TabListener {
private Fragment mFragment;
private final Activity mActivity;
private final String mTag;
private final Class<T> mClass;
/**
* Constructor used each time a new tab is created.
*
* @param activity
* The host Activity, used to instantiate the fragment
* @param tag
* The identifier tag for the fragment
* @param clz
* The fragment's Class, used to instantiate the fragment
*/
public MyTabListener(Activity activity, String tag, Class<T> clz) {
mActivity = activity;
mTag = tag;
mClass = clz;
}
public void onTabSelected(Tab tab, FragmentTransaction ft) {
if (mFragment == null) {
mFragment = Fragment.instantiate(mActivity, mClass.getName());
ft.add(android.R.id.content, mFragment, mTag);
} else {
ft.setCustomAnimations(android.R.animator.fade_in,
R.animator.animationtest);
ft.attach(mFragment);
}
}
public void onTabUnselected(Tab tab, FragmentTransaction ft) {
if (mFragment != null) {
ft.setCustomAnimations(android.R.animator.fade_in,
R.animator.test);
ft.detach(mFragment);
}
}
public void onTabReselected(Tab tab, FragmentTransaction ft) {
}
}
}
21.1. Android Debugging Bridge - Shell
You can access your Android emulator also via the console. Open a shell, switch to your "android-sdk" installation directory into the folder "tools". Start the shell via the following command "adb shell".
adb shell
You can also copy a file from and to your device via the following commands.
// Assume the gesture file exists on your Android device
adb pull /sdcard/gestures ~/test
// Now copy it back
adb push ~/test/gesture /sdcard/gestures2
This will connect you to your device and give you Linux command line access to the underlying file system, e.g. ls, rm, mkdir, etc. The application data is stored in the directory "/data/data/package_of_your_app".
If you have several devices running you can issue commands to one individual device.
# Lists all devices
adb devices
#Result
List of devices attached
emulator-5554 attached
emulator-5555 attached
# Issue a command to a specific device
adb -s emulator-5554 shell
21.2. Uninstall an application via adb
You can uninstall an android application via the shell. Switch the data/app directory (cd /data/app) and simply delete your android application.
You can also uninstall an app via adb with the package name.
adb uninstall <packagename>
21.3. Emulator Console via telnet
Alternatively to adb you can also use telnet to connect to the device. This allows you to simulate certain things, e.g. incoming call, change the network "stability", set your current geocodes, etc. Use "telnet localhost 5554" to connect to your simulated device. To exit the console session, use the command "quit" or "exit".
For example to change the power settings of your phone, to receive an sms and to get an incoming call make the following.
# connects to device
telnet localhost 5554
# set the power level
power status full
power status charging
# make a call to the device
gsm call 012041293123
# send a sms to the device
sms send 12345 Will be home soon
# set the geo location
geo fix 48 51
For more information on the emulator console please see
Emulator Console manual
In general there are you restrictions how to deploy an Android application to your device. You can use USB, email yourself the application or use one of the many Android markets to install the application. The following describes the most common ones.
22.2. Deployment via Eclipse
Turn on "USB Debugging" on your device in the settings. Select in the settings of your device →, then enable USB debugging.
You may also need to install the a driver for your mobile phone. Linux and Mac OS usually work out of the box while an Windows OS typically requires
For details please see
Developing on a Device . Please note that the Android version you are developing for must be the installed version on your phone.
To select your phone, select the "Run Configurations", select "Manual" selection and select your device.
Android application must be signed before they can get installed on an Android device. During development Eclipse signs your application automatically with a debug key.
If you want to install your application without the Eclipse IDE you can right click on it and select → .
This wizard allows to use an existing key or to create a new one.
Please note that you need to use the same signature key in Google Play (Google Market) to update your application. If you loose the key you will NOT be able to update your application ever again.
Make sure to backup your key.
22.4. Via external sources
Android allow to install applications also directly. Just click on a link which points to an .apk file, e.g. in an email attachment or on a webpage. Android will prompt you if you want to install this application.
This requires a setting on the Android device which allows the installation of non-market application. Typically this setting can be found under the "Security" settings.
22.5. Google Play (Market)
Google Play requires a one time fee, currently 25 Dollar. After that the developer can directly upload his application and the required icons, under
Google Play Publishing .
Google performs some automatic scanning of applications, but no approval process is in place. All application, which do not contain malware, will be published. Usually a few minutes after upload, the application is available.