Version 10.3
Copyright © 2009, 2010, 2011, 2012 Lars Vogel
17.04.2012
| Revision History | |
|---|---|
| Revision 0.1 | 04.07.2009 |
| Created | |
| Revision 0.2 - 10.3 | 07.07.2009 - 17.04.2012 |
| bug fixing and enhancements | |
Table of Contents
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.
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.
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 decided if these permissions should be 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.
While not all users pay attention to the required permissions during installation some some users do and they write bad reviews on Google Play.
The following gives a short overview of the most important Android components.
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.
Views
are user interface widgets, e.g.
buttons
or text fields. The base
class
for all
Views
is
android.view.View.
Views
often have attributes which can be used to
change their appearance
and
behavior.
A
ViewGroup
is responsible for arranging other
Views.
A
ViewGroup
is also called layout manager. The base class for a layout
manager
is
android.view.ViewGroups
which extends
View.
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
for a
certain
Intent
(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.
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
BroadcastReceiver
could get called once the Android system completed the boot process
or if
a
phone call is received.
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.
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 and from the command line. Other IDE's, e.g. IntellJ, are also reusing components of ADT.
ADT also provides an Android device emulator, so that Android applications can be tested without a real Android phone.
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.
Android applications are primarily written in the Java programming language. The Java source files are converted to Java class files by the Java compiler.
Android provides 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) allows that all these steps are performed transparently to the user; either within Eclipse or via the command line.
If you use the ADT tooling you press a button or run a script and 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, you can switch between the two representations as depicted in the following screenshot.

Android uses the
android.util.Log
class for logging with the
Log.i(),
Log.w()
and
Log.e()
and
Log.wtf()
methods
for logging. This list is sorted by severence.
The first parameter of these method is the category and the second is the message.
Typically you create a
Constants
class in your Android application and provide your log flag as a
public static final field.
package de.vogella.android.first; public class Constants { public static final String LOG = "de.vogella.android.first"; }
Android advises that a deployed application should not contain
logging
code. The Android development tools provide the
BuildConfig.DEBUG
flag for this purpose. This flag will be automatically set to false,
if you export the Android application for deployment. During
development it will be set to true, therefore allow you to see your
logging statements during development.
The following example show how to write an error log message. This message is visible in the "LogCat" view in Eclipse.
if (BuildConfig.DEBUG) { Log.e(Constants.LOG, "onCreate called"); }
The components and settings of an Android application are described
in the file
AndroidManifest.xml. 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 tag
<activity>
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 devices with older SDK versions.
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
int values and
define ID's for the
resources.
The Android system provides methods to access the corresponding resource via these ID's.
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.
// Get the AssetManager AssetManager manager = getAssets(); // Read a Bitmap from Assets try { InputStream open = manager.open("logo.png"); Bitmap bitmap = BitmapFactory.decodeStream(open); // Assign the bitmap to an ImageView in this layout ImageView view = (ImageView) findViewById(R.id.imageView1); view.setImageBitmap(bitmap); } catch (IOException e) { e.printStackTrace(); }
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.
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.
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 if the
Activity
is stopped.
Used to save data so that the
Activity
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
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 CNTR+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 connections to
the
Android system. It is the interface to
global information about
the
application environment.
Context
also
provides access to Android
Services, e.g. the Location Service.
Activities
and
Services
extend the
Context
class and can therefore be used
as
Context.
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.
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.
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.



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.

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 "Install".

Press the "Install" button and confirm the license for all packages. After the installation completes, restart Eclipse.
The following step is optional.
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 4.0.3 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 OK.
Afterwards you can browse through the source code.
For earlier versions Haris Peco maintains plugins, which provide the Android Source code code. Use the Eclipse update manager to install the Android Source plugin from the following update site: "http://adt-addons.googlecode.com/svn/trunk/source/com.android.ide.eclipse.source.update".
More details can be found on the project website.
The Android Development Tools (ADT) includes 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" (AVD) and you can start several in parallel. Starting a new emulator is very slow, because the file system of the new AVD needs to get prepared.
The ADT allows to deploy and run your Android program on the 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. Cloud2DeviceMessaging or 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 are rendered in software, which is very slow. To have a responsive emulator use a small resolution for your emulator, as for example HVGA.
Also if you have sufficient memory on your computer, add at least 1 GB of memory to your emulator. This is the value "Device ram size" during the creation of the AVD.
Also set the flag "Enabled" for Snapshots. This will save the state of the emulator and will let it start much faster.
To define an Android Virtual Device (ADV) open the "AVD Manager" via → and press "New".

Enter the following.

We can also select the box "Enabled" for Snapshots. This will make the second start of the virtual device much faster.
At the end press the button "Create AVD". 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 "Start".
After (a long time) your AVD starts. You are able to use it via the mouse and via the virtual keyboard of the emulator.
Things are not always working as they should. This section gives an overview over typical problems and how to solve them.
Never use a workspace in Eclipse which has spaces in the directory path name, this may lead to several strange problems.
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 → .
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
→ → → → .
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 → .
If your emulator does not start, make sure that the android-sdk version is in a path without any spaces in the path name.
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.
Sometimes the emulator will refuse to install an application with the error message: INSTALL_FAILED_INSUFFICIENT_STORAGE.
An Android virtual device provides per 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.

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.
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 "XX cannot be resolved to a
variable",
right-click in your
Editor
and select
→
to important required packages.
The tutorials of this document have been developed and tested with Android 4.0.4, API Level 15. Please use this version for all tutorials in this book. Higher versions of the API level should also work. A lower version of the Android API might also work, but if you face issues, try the recommended version.
The base package for the projects is always the same as the project name, e.g. if you are asked to create a project "de.vogella.android.example.test", then the corresponding package name is "de.vogella.android.example.test".
The application name, which must be entered on the Android project generation wizard, will not be predefined. Choose a name you like.
The Android development tools show warnings, if you use hard-coded strings, for example in layout files. For real applications you should use String resource files. To simplify the creation of the examples, we use Strings directly. Please ignore the corresponding warnings.
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.

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 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.
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>
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 file "main.xml". 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>
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); } // This method is called at button click because we assigned the name to the // "On Click property" of the button 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; } } // Converts to celsius private float convertFahrenheitToCelsius(float fahrenheit) { return ((fahrenheit - 32) * 5 / 9); } // Converts to fahrenheit 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.
After you run your application on the virtual device, you can start it again on the device. If you press the "Home" button you can select your application.


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.
If a menu entry is selected then then
onOptionsItemSelected()
method is called. As parameter you receive the menu entry which was
selected so that you can react differently to different menu entries.
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.
// If home icon is clicked return to main Activity 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.
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(); // add the custom view to the action bar actionBar.setCustomView(R.layout.actionbar_view); actionBar.setDisplayOptions(ActionBar.DISPLAY_SHOW_CUSTOM | ActionBar.DISPLAY_SHOW_HOME); }
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".
Select your project, right click on it and select → → → to create a new XML resource.
Select the option "Menu", enter as File "mainmenu.xml" and press the button "Finish".

This will create a new file "mainmenu.xml" in the folder "res/menu" of your project. Open this file and select the "Layout" tab of the Android editor.
Press Add
and
select "Item". 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 set to "@+id/menuitem2", the Title 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 Activity class "OverviewActivity" 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.

Add a
EditText
element your 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.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); // Define the contextual action mode View view = findViewById(R.id.myView); view.setOnLongClickListener(new View.OnLongClickListener() { // Called when the user long-clicks on someView public boolean onLongClick(View view) { if (mActionMode != null) { return false; } // Start the CAB using the ActionMode.Callback defined above 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() { // Called when the action mode is created; startActionMode() was called public boolean onCreateActionMode(ActionMode mode, Menu menu) { // Inflate a menu resource providing context menu items MenuInflater inflater = mode.getMenuInflater(); // Assumes that you have "contexual.xml" menu resources inflater.inflate(R.menu.contextual, menu); return true; } // Called each time the action mode is shown. Always called after // onCreateActionMode, but // may be called multiple times if the mode is invalidated. public boolean onPrepareActionMode(ActionMode mode, Menu menu) { return false; // Return false if nothing is done } // Called when the user selects a contextual menu item 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(); // Action picked, so close the CAB return true; default: return false; } } // Called when the user exits the action mode public void onDestroyActionMode(ActionMode mode) { mActionMode = null; } }; }
If you run this example and long press the
EditText
widget, your contextual
ActionBar
is displayed.

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 manager 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.
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.

A instance of a
Drawable
resource is a general concept for a graphic which can
be drawn. The
simplest case is a bitmap file, which would be represented in Android
via a
BitmapDrawable
class. Bitmaps are typically stored in one of the "res/drawable"
folders. The Android project creation wizard creates several of these
folders per default, you can provide different sized files for
different resolutions of Android devices. If you only provide
In additional to graphical files, Android supports XML drawables and 9-patch graphics. XML drawables are used to describe shapes (color, border, gradient), State and Transitions and more.
9-patch graphics are used to define which part of a graphic
should be
increased if the
View
which uses this graphic is larger then the graphic.
Shape Drawables are XML files which allow to define a geometric
object with colors, borders and gradients which can get assigned to
Views. The advantage of using XML Shape Drawables is that they
automatically adjust to the correct size.
The following listing shows an example of a Shape Drawable.
<?xml version="1.0" encoding="UTF-8"?> <shape xmlns:android="http://schemas.android.com/apk/res/android" android:shape="rectangle"> <stroke android:width="2dp" android:color="#FFFFFFFF" /> <gradient android:endColor="#DDBBBBBB" android:startColor="#DD777777" android:angle="90" /> <corners android:bottomRightRadius="7dp" android:bottomLeftRadius="7dp" android:topLeftRadius="7dp" android:topRightRadius="7dp" /> </shape>
You could for example assign that drawable to the background property of your layout.
<?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="@drawable/myshape" android:orientation="vertical" > <EditText android:id="@+id/editText1" android:layout_width="match_parent" android:layout_height="wrap_content" > </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:text="@string/calc" android:onClick="myClickHandler"> </Button> </LinearLayout>
State drawables allow to define states. For each state a
different
drawable can get assigned to the
View. For example the
following
defines different drawables for a button
depending on its
state.
<?xml version="1.0" encoding="utf-8"?> <selector xmlns:android="http://schemas.android.com/apk/res/android"> <item android:drawable="@drawable/button_pressed" android:state_pressed="true" /> <item android:drawable="@drawable/button_checked" android:state_checked="true" /> <item android:drawable="@drawable/button_default" /> </selector>
Transition Drawables allow to define transitions which can be triggered in the coding.
<?xml version="1.0" encoding="utf-8"?> <transition xmlns:android="http://schemas.android.com/apk/res/android"> <item android:drawable="@drawable/first_image" /> <item android:drawable="@drawable/second_image" /> </transition>
final ImageView image = (ImageView) findViewById(R.id.image); final ToggleButton button = (ToggleButton) findViewById(R.id.button); button.setOnClickListener(new OnClickListener() { @Override public void onClick(final View v) { TransitionDrawable drawable = (TransitionDrawable) image.getDrawable(); if (button.isChecked()) { drawable.startTransition(500); } else { drawable.reverseTransition(500); } } });
9 Patch drawables are drawables which have a one pixel
additional
border. On the top and left you define the area which should grow if
the drawable is to small for the
View.
On the right and bottom side you define where a text should be
placed
if this Drawable is used on a
View
which can write text on it, e.g. a Button.
The ADT supplies the "draw9patch" program in the "android-sdk/tools" installation folder, which makes it easy to create 9 patch drawables.
Styles in Android allow to define the look and feel of Android
application in external files. Styles can get assigned to
Views.
You can define styles in XML and assign them to these elements. This way you only have to set common attributes once and can later change the look in one central place.
To define a style, save an XML file in the /res/values" directory of your project. The root node of the XML file must be <resources> .
The following "styles.xml" XML file would be created in the "/res/xml" folder.
<?xml version="1.0" encoding="utf-8"?> <resources> <style name="text"> <item name="android:padding">4dip</item> <item name="android:textAppearance">?android:attr/textAppearanceLarge</item> <item name="android:textColor">#000000</item> </style> <style name="layout"> <item name="android:background">#C0C0C0</item> </style> </resources>
You assign the style attribute to your elements, for example to the text elements via style=”@style/text”.
You can also refer to individual attributes of Android styles. For example the following will define button with the Android 4.0 button style.
<?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" > <LinearLayout style="?android:attr/buttonBarStyle" android:layout_width="match_parent" android:layout_height="wrap_content" android:orientation="horizontal" > <Button android:id="@+id/Button01" style="?android:attr/buttonBarButtonStyle" android:layout_width="0dp" android:layout_height="wrap_content" android:layout_weight="1" android:text="Show" /> <Button android:id="@+id/Button02" style="?android:attr/buttonBarButtonStyle" android:layout_width="0dp" android:layout_height="wrap_content" android:layout_weight="1" android:text="Change" /> </LinearLayout> <EditText android:id="@+id/myView" android:layout_width="match_parent" android:layout_height="wrap_content" android:ems="10" > <requestFocus /> </EditText> </LinearLayout>

A theme is a style applied to an entire
Activity
or application,
rather than an individual View (as in the example
above).
The next example show how to define your own Theme while extending a platform theme.
<?xml version="1.0" encoding="utf-8"?> <resources> <style name="MyTheme" parent="android:Theme.Light"> <item name="android:windowNoTitle">true</item> <item name="android:windowBackground">@color/translucent_red</item> <item name="android:listViewStyle">@style/MyListView</item> </style> <style name="MyListView" parent="@android:style/Widget.ListView"> <item name="android:listSelector">@drawable/ic_menu_home</item> </style> </resources>
How to design your Android application is described on the Android Design Pages, which can be found here http://developer.android.com/design/index.html .
This page also contains several downloadable resources, e.g. an
Icon
set for the
ActionBar.
Android devices are different in terms of resolution and in terms of density. Therefore it is recommended never to use fixed sized dimensions.
The unit of measurement which should be used is "dp" (which is the same as "dip" but shorter). dp refers to the base line of an Android device, e.g. 320x480 with 160dpi (dots per inch), which was the size of the first Android device (G1). This size is also known as mdpi (medium dots per inch).
If you specify the size in "dp", Android will automatically scale it, depending on the device. On a mdpi device "dp" will be equal to pixel but it will be smaller on a ldpi (approx. 120dip) and larger on a hdip (approx. 240dpi) device, so that it always occupies the same physical space.
You can use "dp" in your resources, e.g. layout files. The Android SDK expects that you specify everything in pixels. You can therefore use the following formulator to calculate the right amount of pixels for a dimension specified in dp.
public int convertToDp(int input) { // Get the screen's density scale final float scale = getResources().getDisplayMetrics().density; // Convert the dps to pixels, based on density scale return (int) (input * scale + 0.5f); }
Android also allows to use resource qualifiers to specify that certain resources should only be used for certain resolutions or configurations. For example your can provide a special "main.xml" layout file for a device in landscape mode, if you place such a file in the "res/layout-land" folder.
The different resource qualifiers are described on the following webpage: Providing Resources
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.
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()) { // start new Activity } 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.
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" > <!-- Preview: layout=@layout/details --> </fragment> </LinearLayout>
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); } }
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); // Need to check if Activity has been switched to landscape mode // If yes, finished and go back to the start Activity 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.
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); // setup action bar for tabs 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; } /* The following are each of the ActionBar.TabListener callbacks */ public void onTabSelected(Tab tab, FragmentTransaction ft) { // Check if the fragment is already initialized if (mFragment == null) { // If not, instantiate and add it to the activity mFragment = Fragment.instantiate(mActivity, mClass.getName()); ft.add(android.R.id.content, mFragment, mTag); } else { // If it exists, simply attach it in order to show it 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) { } } }
Eclipse provides a
perspective
for interacting with your Android
(virtual) device and your Android
application program. Select
→ → →
to open this perspective. It includes several
Views
which can also be used independently and allows for example the
application to place calls and send SMS to the device. It also allows
the application to set the current geo position and allows you to
perform a performance trace of your application.
You can see the log (including System.out.print() statements) via the LogCat view.

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
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>
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.
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.
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.
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.
Before posting questions, please see the vogella FAQ. If you have questions or find an error in this article please use the www.vogella.com Google Group. I have created a short list how to create good questions which might also help you.
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