Version 11.2
Copyright © 2009, 2010, 2011, 2012, 2013 Lars Vogel
20.01.2013
| Revision History | |||
|---|---|---|---|
| Revision 0.1 | 04.07.2009 | Lars Vogel | Created |
| Revision 0.2 - 11.2 | 07.07.2009 - 20.01.2013 | 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 trigger from your application another application which has itself registered with the Android system to handle photos. In this other application you select a photo and return to your application to use the selected 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 content provider.
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 access to the 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.
An Android application consists out of different Android components and additional resources. The Android system knows activities, services, broadcast receiver and content provider as components.
Android application components can connect to components of other Android applications to create tasks. For example an application which allows you to make a photo can start an email application and instruct this application to create a new email and attach a photo to this email.
The following description gives a overview of the most important user interface related component and parts of an Android application.
An activity represents the visual representation of an Android application. activities use views, i.e. user interface widgets as for example buttons and fragments to create the user interface and to interact with the user.
An Android application can have several activities.
Fragments are components which run in the context of an activity. A fragment encapsulates application code so that it is easier to reuse it and to support different sized devices.
Fragments are optional components which allow you to reuse user interface and non user interface components for different devices configurations.
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
layout manager
is responsible for arranging other
views.
The base class for these layout
managers
is the
android.view.ViewGroup
class
which extends the
View
class.
Layout managers can be nestled to create complex layouts. You should avoid nestling them too deeply as this has a negative impact on the performance.
The user interface for Activities is typcally defined via XML files (layout files). It is possible to define defined layout file for different device configuration, e.g. based on the available width of the actual device running the application.
Fragments are designed to support such a setup.
The following pictures shows an activity called MainActivity. On a smaller screen it shows one fragment and allows that the user navigates to another fragment. On a wide screen it shows two fragments.


Android has several more components which can be used in your Android application.
Intents are asynchronous messages which allow the application to request functionality from other Android components, 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 intent data (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 intent filter.
Intents allow an Android application to start and to interact with components from other Android applications.
Services perform tasks without providing a user interface. They can communicate with other Android components and notify the user via the notification framework in Android.
A content provider provides a structured interface to application data. Via a content provider your application can share data with other applications. Android contains an SQLite database which is frequently used in conjunction with a content provider. The SQLite database would store the data, which would be accessed via the content provider.
Broadcast receivers can be registered to receive system messages and intents. A broadcast receiver gets notified by the Android system, if the specified event occurs.
For example you can register a broadcast receivers for the event that the Android system completed the boot processor or for the event that the state of the phone changes, e.g. someone is calling.
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.
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.
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.
The Android Development Tools (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 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.
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.

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.
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 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 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.
Android supports that resources, like images and certain XML configuration files, can be keep separate from the source code.
These resources must be
defined
in the
res
directory in a special folder dependent on their purpose. You can
also append additional qualifiers to the folder name to indicate that
the related resources should be used for special configurations, e.g.
you can specify that a resource is only valid for a certain screen
size.
The following table give an overview of the supported resources and their standard folder prefix.
Table 1. Resources
| Resource | Folder | Description |
|---|---|---|
| Simple Values | /res/values |
Used to define strings, colors, dimensions, styles and
static
arrays of strings or integers. By convention each type is
stored
in a separate file, e.g. strings are defined in the
res/values/strings.xml
file.
|
| Layouts | /res/layout | XML file with layout description files used to define the user interface for activities and Fragments. |
| Styles and Themes | /res/values | Files which define the appearance of your Android application. |
| Animations | /res/animator | Define animations in XML for the property animation API which allows to animate arbitrary properties of objects over time. |
| Menus | /res/menu | Define the properties of entries for a menu. |
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.
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.
Android allows that you define ID of user interface components
dynamically in the layout files, via the
@+id/your_id
notation.
To control your IDs you can also create a file called
ids.xml
in your
/res/values
folder and define all IDs in this file.
<?xml version="1.0" encoding="utf-8"?> <resources> <item name="button1" type="id"/> </resources>
This allow you to use the ID directly in your layout file.
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" tools:context=".MainActivity" > <Button android:id="@id/button1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerHorizontal="true" android:layout_centerVertical="true" android:layout_marginRight="27dp" android:text="Button" /> </RelativeLayout>
The
Resources
class allows to access individual resources. An instance of
Resources
can get access via the
getResources()
method of the
Context
class.
The
Resources
class
is also used by other Android classes, for example the
following
code shows how to create a
Bitmap
file from a reference ID.
BitmapFactory.decodeResource(getResources(), R.drawable.ic_action_search);
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
an 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 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 vian 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
. The following shows an example in which a
@+id/yourvalue
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.
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.
The
AssetsManager
class
allows to read a file in the
assets
folder as
InputStream
with the
open()
method. The following code shows an example for this.
// Get the AssetManager
AssetManager manager = getAssets();
// Read a Bitmap from Assets
InputStream open = null;
try {
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();
} finally {
if (open != null) {
try {
open.close();
} catch (IOException e) {
e.printStackTrace();
}
}
}
You have different options to install the Android development tools. The simplest way is to download a full packaged pre-configured Eclipse.
For other options please see Android installation
Google provides a pre-packaged and configured Eclipse based Android development environment. The following link allows to download a archive file which includes all required tools for Android development.
http://developer.android.com/sdk/index.html
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.
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 devices do not have to have hardware
button. If you want to create such an AVD, add the
Hardware
Back/Home keys
property to the device configuration and set it to
false.

To define an Android Virtual Device (ADV) open the AVD Manager dialog via → and press the button.

Enter the values similar to the following screenshot.

Ensure that the Use Host GPU option is selected. This makes the AVD use the graphical processing unit of your computer and this makes rendering on the AVD much faster.
Afterwards press the button. This will create the AVD configuration and display it under the list of available virtual devices.
To test if your setup is correct, select your new entry and press the 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.

Things are not always working as they should. You find a list of typical Android development problems and their solution under the following link: Solutions for common Android development problems .
The tutorials of this document have been developed and tested with Android 4.2, API Level 17. Please use this version for all tutorials in this tutorial. 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 called 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.
In this section you create a simple Android project and run it.
You create an Android application with the data from the following table. The process of creating the Android application is described and depicted below the table.
Table 2. New Android project
| Property | Value |
|---|---|
| Application Name | Test App |
| Project Name | com.vogella.android.first |
| Package name | com.vogella.android.first |
| API (Minimum, Target, Compile with) | Latest |
| Template | BlankActivity |
| Activity | MainActivity |
| Layout | activity_main |
To create a new Android project select → → → → from the menu. Enter the fitting data from the table above in the first wizard page.

Press the button and ensure that you have selected to create a launcher icon and an activity.

On the wizard page for the launcher icon, create a nice looking icon. The following screenshot shows an example.

Press the button and select on the next page the BlankActivity template. Press the button

Enter the following data which was also described in the above table.

Press the Finish button. The wizard may prompt you to install the support library. If you are prompted, select to install it.

If you have not yet done so, create an Android virtual device (AVD) fitting for your selected API version and start this AVD. Wait until the AVD has started.

Unlock your emulator.

You typically don't stop the emulator during development. The emulator is similar to a real Android device and re-starting the emulator is similar to rebooting your Android phone.
You can see the Android log statements via the LogCat view.
You can open this view via → → → → .

The LogCat view allows you also to define a filter for the log messages, e.g. for your category.
Create the following interface to define your log constant.
package com.vogella.android.first; public interface Constants { String LOG = "com.vogella.android.first"; }
Add a log statement to your
onCreate
method.
@Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); if (BuildConfig.DEBUG) { Log.d(Constants.LOG, "onCreated called"); } setContentView(R.layout.activity_main); }
Add a filter to the LogCat view for your category.
Android provides lots of simple
views
(widgets), e.g. the
Button,
TextView,
EditText
classes and well as more complex widgets, for example
ListView
or
GridView
to show structured data.
This application is 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 → → → → to create a new Android project with the following data.
Table 3. New Android project
| Property | Value |
|---|---|
| Application Name | Temperature Converter |
| Project Name | de.vogella.android.temperature |
| Package name | de.vogella.android.temperature |
| API (Minimum, Target, Compile with) | Latest |
| Template | BlankActivity |
| Activity | MainActivity |
| Layout | activity_main |
After the wizard ends, a project structure similar to the following picture is created.

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
res/values/string.xml
file and press the
button.

Select the
Color
entry in the following dialog and press the
button.
Enter
myColor
as the name and
#F5F5F5
as
the
value.

Add more attributes, this time of the
String
type. 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.
<resources> <string name="app_name">Temparature Convertor</string> <string name="hello_world">Hello world!</string> <string name="menu_settings">Settings</string> <string name="title_activity_main">Temparature Convertor</string> <color name="myColor">#3399CC</color> <string name="celsius" >to Celsius</string> <string name="fahrenheit">to Fahrenheit</string> <string name="calc">Calculate</string> </resources>
Select the
res/layout/activity_main.xml
file 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 side of this editor. 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 the layout for your Android application.
Right-click on the existing Hello World! text object in the layout. Select from the popup menu to remove the text object.
Afterwards select the Text Fields section in the Palette and locate the Plain Text (via the tooltip).

All entries in the Text Fields section define text fields. The different entries define additional attribute for them, e.g. if a text field should only contain numbers.
Drag this onto the layout to create a text input field.
Afterwards select the Form Widgets section in the Palette and drag a RadioGroup entry into 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.
Drag a Button from the Form Widgets section into the layout.
The result should look like the following screenshot.

Switch to the XML tab of your layout file and verify that the file looks similar to the following listing. ADT changes the templates very fast, so your XML might look slighty different.
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" > <EditText android:id="@+id/editText1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentLeft="true" android:layout_alignParentTop="true" android:ems="10" > <requestFocus /> </EditText> <RadioGroup android:id="@+id/radioGroup1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentLeft="true" android:layout_below="@+id/editText1" > <RadioButton android:id="@+id/radio0" android:layout_width="wrap_content" android:layout_height="wrap_content" android:checked="true" android:text="RadioButton" /> <RadioButton android:id="@+id/radio1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="RadioButton" /> </RadioGroup> <Button android:id="@+id/button1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentLeft="true" android:layout_below="@+id/radioGroup1" android:text="Button" /> </RelativeLayout>
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 menu which can be opened
via
right-click. 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-click
menu is nice, if you are
searching for a
certain
property.
Open your layout file.
Use a right-click on the first radio button to assign
the
celsius
String attribute to its
text
property. Assign the
fahrenheit
string attribute to the
text
property of 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-click.
Set the
Checked
property to true for the first
RadioButton.
Assign
calc
to
the text property of your button and
assign the value
onClick
to the
onClick
property.
Set
the
Input type
property
to
numberSigned
and
numberDecimal
on the
EditText.
All your user interface components are contained in a
layout. Assign a
background color to this
Layout.
Right-click on
an empty
space in
Graphical Layout
mode, then
select
→ → .
Select
Color
and
then select
myColor
in the dialog.

Afterwards the background should change to the
whitesmoke
color. It might difficult to see the difference.

Switch to the
activity_main.xml
tab and verify that the XML is
correct.
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" android:background="@color/myColor" > <EditText android:id="@+id/editText1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentLeft="true" android:layout_alignParentTop="true" android:ems="10" android:inputType="numberSigned|numberDecimal" > <requestFocus /> </EditText> <RadioGroup android:id="@+id/radioGroup1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentLeft="true" android:layout_below="@+id/editText1" > <RadioButton android:id="@+id/radio0" android:layout_width="wrap_content" android:layout_height="wrap_content" android:checked="true" android:text="@string/celsius" /> <RadioButton android:id="@+id/radio1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="@string/fahrenheit" /> </RadioGroup> <Button android:id="@+id/button1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentLeft="true" android:layout_below="@+id/radioGroup1" android:onClick="onClick" android:text="@string/calc" /> </RelativeLayout>
During the generation of your new Android project you specified that
an
activity
called
MainActivity
should be created. The project wizard created the corresponding
Java
class.
Change your
MainActivity
class
to the following isting. Note that
the
onClick
will be called based
on the
OnClick
property
of your button. I use the same name as this is easier to
remember.
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 MainActivity extends Activity { private EditText text; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); text = (EditText) findViewById(R.id.editText1); } // This method is called at button click because we assigned the name to the // "OnClick property" of the button public void onClick(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.
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.


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
Children can specify there desired width and height via the following attributes.
Table 5. Width and height definition
| Attribute | Description |
|---|---|
| android:layout_width | defines the width of the widget |
| android:layout_height | defines the height of the widget |
Widgets can uses fixed sizes, e.g. with the
dp
definition, for example
100dp. While dp is a fixed size it will scale with different device
configurations.
The
match_parent
value tells the
to maximize the widget in its parent. The
wrap_content
value tells the layout
to allocate the minimum amount so that
widget is
rendered correctly.
FrameLayout
is a layout manager which draws all child elements on top of each
other. Which allows to create nice visual effects.
The following screenshot shows the Gmail application which uses
FrameLayout
to display several button on top of another layout.

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.
If horizontal is used the child elements are layouted as indicated by the following picture.

Vertial would result in a layout as depicted in the following picture.

LinearLayout
can be nested to achieve more complex layouts.
LinearLayout
supports assigning a weight to individual children via the
android:layout_weight
layout parameter. This value specifies how much of the extra space in
the layout is allocated to the
View. If for example you have two widgets and the first one defines a
layout_weight
of 1 and the second of 2, the first will get 1/3 of the available
space and the other one 2/3. You can also set the layout_width to
zero to have always a certain ratio.
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 following layout file defines a layout using
GridLayout.
<?xml version="1.0" encoding="utf-8"?> <GridLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/GridLayout1" android:layout_width="match_parent" android:layout_height="match_parent" android:columnCount="4" android:useDefaultMargins="true" > <TextView android:layout_column="0" android:layout_columnSpan="3" android:layout_gravity="center_horizontal" android:layout_marginTop="40dp" android:layout_row="0" android:text="User Credentials" android:textSize="32dip" /> <TextView android:layout_column="0" android:layout_gravity="right" android:layout_row="1" android:text="User Name: " > </TextView> <EditText android:id="@+id/input1" android:layout_column="1" android:layout_columnSpan="2" android:layout_row="1" android:ems="10" /> <TextView android:layout_column="0" android:layout_gravity="right" android:layout_row="2" android:text="Password: " > </TextView> <EditText android:id="@+id/input1" android:layout_column="1" android:layout_columnSpan="2" android:layout_row="2" android:ems="8" /> <Button android:id="@+id/button1" android:layout_column="2" android:layout_row="3" android:text="Login" /> </GridLayout>
This creates a user interface similar to the following screenshot.

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.
The following code shows an example layout file which uses a
ScrollView.
<?xml version="1.0" encoding="utf-8"?> <ScrollView xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="match_parent" android:layout_height="match_parent" android:fillViewport="true" 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> </ScrollView>
The
android:fillViewport="true"
attribute ensures that the
scrollview is set to the full screen even
if the elements are smaller
then one
screen.
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="match_parent" android:layout_height="match_parent" android:fillViewport="true" android:orientation="vertical" > <LinearLayout android:id="@+id/LinearLayout01" android:layout_width="match_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="match_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); } }

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.
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 the installation of a driver.
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.
If you have only one device connected and no emulator running, the Android develoment tools will automatically deploy to this device. If you have several connected you can selected which one shoudl be used.


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.
vogella Training Android and Eclipse Training from the vogella team
Android Tutorial Introduction to Android Programming
GWT Tutorial Program in Java and compile to JavaScript and HTML
Eclipse RCP Tutorial Create native applications in Java
JUnit Tutorial Test your application
Git Tutorial Put everything you have under distributed version control system