Version 11.8
Copyright © 2009, 2010, 2011, 2012, 2013, 2014 Lars Vogel
12.05.2014
Table of Contents
Android is an operating system based on the Linux kernel. The project responsible for developing the Android system is called the Android Open Source Project (AOSP) and is primarily lead by Google.
The Android system supports background processing, provides a rich user interface library, supports 2-D and 3-D graphics using the OpenGL-ES (short OpenGL) standard and grants access to the file system as well as an embedded SQLite database.
An Android application typically consists of different visual and non visual components and can reuse components of other applications.
In Android the reuse of other application components is a concept known as task. An application can access other Android components to achieve a task. For example, from a component of your application you can trigger another component in the Android system, which manages photos, even if this component is not part of your application. In this component you select a photo and return to your application to use the selected photo.
Such a flow of events is depicted in the following graphic.

The Android system is a full software stack, which is typically divided into the four areas as depicted in the following graphic.

The levels can be described as:
Applications - The Android Open Source Project contains several default application, like the Browser, Camera, Gallery, Music, Phone and more.
Application framework - An API which allows high-level interactions with the Android system from Android applications.
Libraries and runtime - The libraries for many common functions (e.g.: graphic rendering, data storage, web browsing, etc.) of the Application Framework and the Dalvik runtime, as well as the core Java libraries for running Android applications.
Linux kernel - Communication layer for the underlying hardware.
The Linux kernel, the libraries and the runtime are encapsulated by the application framework. The Android application developer typically works with the two layers on top to create new Android applications.
Google offers the Google Play service, a marketplace in which programmers can offer their Android applications to Android users. Customers use the Google Play application which allows them to buy and install applications from the Google Play service.
Google Play also offers an update service. If a programmer uploads a new version of his application to Google Play, this service notifies existing users that an update is available and allows them to install the update.
Google Play provides access to services and libraries for Android application programmers, too. For example, it provides a service to use and display Google Maps and another to synchronize the application state between different Android installations. Providing these services via Google Play has the advantage that they are available for older Android releases and can be updated by Google without the need for an update of the Android release on the phone.
The Android Software Development Kit (Android SDK) contains the necessary tools to create, compile and package Android applications. Most of these tools are command line based. The primary way to develop Android applications is based on the Java programming language.
The Android SDK contains the Android debug bridge (adb), which is a tool that allows you to connect to a virtual or real Android device, for the purpose of managing the device or debugging your application.
Google provides two integrated development environments (IDEs) to develop new applications.
The Android Developer Tools (ADT) are based on the Eclipse IDE. ADT is a set of components (plug-ins), which extend the Eclipse IDE with Android development capabilities.
Google also supports an IDE called Android Studio for creating Android applications. This IDE is based on the IntelliJ IDE.
Both IDEs contain all required functionality to create, compile, debug and deploy Android applications. They also allow the developer to create and start virtual Android devices for testing.
At the moment the ADT tooling uses a special Eclipse builder and not the new Gradle build system. This can create inconsistencies in your build. If you want the Gradle support for Eclipse please go to Support Gradle builds for Eclipse bug report and press the star sign.

Both tools provide specialized editors for Android specific files. Most of Android's configuration files are based on XML. In this case these editors allow you to switch between the XML representation of the file and a structured user interface for entering the data.
Currently Android versions use the Dalvik virtual machine. The latest Android versions introduced a new runtime the Android RunTime.
With Android 4.4, Google introduced the Android RunTime (ART) as optional runtime for Android 4.4. It is uses as default runtime for all Android versions after 4.4.
ART uses Ahead Of Time compilation. During the deployment process of an application on an Android device, the application code is translated into machine code. This results in approx. 30% larger compile code, but allows faster execution from the beginning of the application.
This also saves battery life, as the compilation is only done once, during the first start of the application.
The
dex2oat
tool takes the .dex file created by the Android tool change and
compiles that into an Executable and Linkable Format (ELF file).
This
file contains the
dex code, compiled native code and
meta-data.
Keeping
the .dex code
allows that existing tools still
work.
The garbage collection in ART has been optimized to reduce times in which the application freezes.
Android applications are primarily written in the Java programming language.
During development the developer creates the Android specific configuration files and writes the application logic in the Java programming language.
The ADT or the Android Studio tools convert these application files, transparently to the user, into an Android application. When developers trigger the deployment in their IDE, the whole Android application is compiled, packaged, deployed and started.
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 the application are
placed in this
.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 one 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 step.
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 system installs every Android application with a unique user and group ID. Each application file is private to this generated user, e.g., other applications cannot access these files. In addition each Android application is started in its own process.
Therefore, by means of the underlying Linux kernel, every Android application is isolated from other running applications.
If data should be shared, the application must do this explicitly via an Android component which handles the sharing of the data, e.g., via a service or a content provider.
Android contains a permission system and predefines permissions for certain tasks. Every application can request required permissions and also define new permissions. 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 are presented to the user before installing the application. The user needs to decide if these permissions shall be given to the application.
If the user denies a required permission, the related application cannot be installed. The check of the permission is only performed during installation, permissions cannot be denied or granted after the installation.
An Android application declares the required permissions in its
AndroidManifest.xml
configuration file. It can also define additional permissions which
it can use to restrict access to certain components.
Not all users pay attention to the required permissions during installation. But some users do and they write negative reviews on Google Play if they believe the application is too invasive.
Google provides a packaged and configured Android development environment based on the Eclipse IDE called Android Developer Tools. Under the following URL you find an archive file which includes all required tools for Android development: Getting the Android SDK.
Extract the zip file and start the Android Developer Tools (Eclipse)
which are located in the
eclipse
folder.
You can do this by double-clicking on the
eclipse
native launcher (e.g.,
eclipse.exe
under Windows).
See ??? for a description on how to update your existing Eclipse IDE to perform Android development.
The simplest way to start Android development with Eclipse is to download a complete and pre-configured bundle as described in Section 4.1.1, “Download packaged Android Developer Tools”. It is also possible to update an existing Eclipse installation. Please see Android installation for a detailed description
The Android SDK contains an Android device emulator. This emulator can be used to run an Android Virtual Device (AVD), which emulates a real Android phone. Such an emulator is displayed in the following screenshot.

AVDs allow you to test your Android applications on different Android versions and configurations without access to the real hardware.
During the creation of your AVD you define the configuration for the virtual device. This includes, for example, the resolution, the Android API version and the density of your display.
You can define multiple AVDs with different configurations and start them in parallel. This allows you to test different device configurations at once.
The following table lists useful shortcuts for working with an AVD.
Table 1. Android device emulator shortcuts
| Shortcut | Description |
|---|---|
| Alt+Enter | Maximizes the emulator. |
| Ctrl+F11 | Changes the orientation of the emulator from landscape to portrait and vice versa. |
| F8 | Turns the network on and off. |
During the creation of an AVD you decide if you want to create an Android device or a Google device.
An AVD created for Android contains the programs from the Android Open Source Project. An AVD created for the Google API's contains additional Google specific code.
AVDs created for the Google API allow you to test applications which use Google Play services, e.g., the new Google maps API or the new location services.
During the creation of an emulator you can choose if you either want Snapshot or Use Host GPU enabled.
The dialog implies that you can select both options, but if you do, you get an error message that these options can not be selected together.
If you select the Snapshot option, the second time you start the device it is started very fast, because the AVD stores its state if you close it. If you select Use Host GPU the AVD uses the graphics card of your host computer directly which makes the rendering on the emulated device much faster.

It is possible to run an AVD with an image based on the ARM CPU architecture or based on the Intel CPI architecture.
An Android virtual device which uses the Intel system image is much faster in execution on Intel / AMD hardware compared to the ARM based system image. This is because the emulator does not need to translate the ARM CPU instructions to the Intel / AMD CPU on your computer.
This image can be installed via the Android SDK Manager as depicted in the following screenshot.

An Intel image is not available for all API levels.
At the time of this writing your also need to download and install extra drivers for MS windows.

After the download you find the driver
in your Android installation
directory in the
extras/intel
folder. You need to install the drivers by running starting the
.exe
file.
This additional installation step is required on Window to accelarate the Intel emulator. Only downloading the driver via the Android does not make a difference.
After the download you can create a new AVD based on the intel emulator. The emulator does not start faster but is way faster during the execution of your Android application.

After the download you may need to restart your development environment to be able to create an AVD with the intel emulator.
Linux requires a more complex setup. For a detailed installation description see the Intel emulator installation guide which also includes detailed instructions for Windows.
There are alternatives to the default Android emulator available. For example, the Genymotion emulator is relatively fast in startup and execution of Android projects.
In this exercise you create and start an AVD. Even if you have a real Android device available, you should get familiar with the creation and usage of AVDs. Virtual devices give you the possibility to test your application for selected Android versions and a specific configurations.
Define a new Android Virtual Device (AVD) by opening the AVD Manager via → and by pressing the button.

Enter values similar to the following screenshot.

Ensure that the Use Host GPU option is selected. This allows the AVD to use the graphical processing unit (GPU) of your computer and makes rendering much faster.
Afterwards press the button. This will create the AVD configuration and display it under the list of available virtual devices.
Select your new entry and press the button. Select in the following dialog.

Do not interrupt this startup process, as this might corrupt the AVD. The first start may take up to 10 minutes on an older machine. On a modern machine it typically takes 1-3 minutes for a new AVD to start.
After the AVD has started, you can control the GUI with the mouse. The emulator also provides access to the phone buttons via a menu on the right side of the emulator.

Once started, don't stop the AVD during your development. If you change your application and want to test a new version, you simply re-deploy your application on the AVD.
The Android tooling in Eclipse provides wizards for Android applications. In this exercise you use the project creation wizard to create an Android application based on a template.
The purpose of this exercise is to demonstrate the development process. The created artifacts are explained later in this book.
To create a new Android project select → → → → from the menu. Enter the fitting data from the following table in the first wizard page.
Table 2. Setting for your 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 |

Press the button and ensure that you have enabled the Create custom launcher icon and Create activity checkboxes.

On the wizard page for the launcher icon, create an application icon of your choice. The following screenshot shows an example for a possible result.

Press the button and select the Empty Activity template. Press the button to proceed.

Enter the following data in the dialog for the template. The selection is depicted in the screenshot after the table.

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

If you have not yet done so far, create and start an Android virtual device (AVD). The Android version you select should fit to the minimum API version of your Android application.
After startup you see the welcome screen of your AVD as depicted in the following screenshot.

Once you AVD is ready, unlock your emulator.

Select your Android project, right click on it, and select → .

You may be prompted whether the Android Developer Tools should monitor messages. Select Yes in this case and press the OK button.

This starts your application on the AVD. The started application is a very simple application which just shows the Hello, world! String.

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.
Now that you have already created an Android Application Project, you are able to connect it with the Android source code.
To connect the sources with the
android.jar
file in your Android
project, right-click on your
android.jar
in the
Package Explorer
view
and
select
→ .
Select
External location
and press the
button. Browse to the
path_to_android_sdk/sources/android-xx
location and press the
button.

The Android tooling integrates itself into the Java perspective. It adds toolbar buttons to manage your Android configuration with the Android SDK manager, create new AVDs and configuration files as well as contains wizards for creating new Android projects and artifacts.
The following screenshot highlights the additional Android toolbars with a small description of these buttons.

ADT adds the DDMS (Dalvik Device Monitoring Service) perspective to Eclipse for interacting with your Android (virtual) device and your Android application program. Select → → → to open this perspective. It groups several Eclipse views which can also be used independently.
On the left side it shows you the connected Android devices and the running processes on the device. The right side is a stack of views with different purposes. You can select processes and trigger actions from the toolbar, e.g., start a trace or stop the process.

The following description highlights a few views in this perspective. Others are described once they are needed.
The Emulator Control view allows you to simulate phone calls and SMS on the AVD. It also has the possibility to simulate the current geo position.

An Android application is a single installable unit which can be started and used independently of other Android applications.
An Android application can have one application class which is instantiated as soon as the application starts and it is the last component which is stopped during application shutdown.
An Android application consists of Android software components and resource files.
Android application components can connect to components of other Android applications based on a task description (Intent). This way they can create cross-application tasks. The integration of these components can be done in a way that the Android application can still work flawless, even if the additional components are not installed or if different components perform the same task.
The following software components can be defined in Android applications.
Activities
Services
Broadcast receivers (short: receivers)
Content providers (short: providers)
Instances of the class
android.content.Context
provide the connection to
the
Android system which executes the
application. It also gives access to the resources of the project and
the global information about the application environment.
For example,
you can check
the size of the current device
display
via the
Context.
The
Context
class
also
provides access to Android
services, e.g., the alarm manager to trigger time based events.
Activities
and
services
extend the
Context
class. Therefore they can be directly used to access the
Context.
An activity is the visual representation of an Android application. An Android application can have several activities.
Activities use views and fragments to create the user interface and to interact with the user. Both elements are described in the next sections.
A broadcast receiver (receiver) can be registered to listen to system messages and intents. A receiver gets notified by the Android system if the specified event occurs.
For example, you can register a receiver for the event that the Android system finished the boot process. Or you can register for the event that the state of the phone changes, e.g., someone is calling.
A service performs tasks without providing an user interface. They can communicate with other Android components, for example, via broadcast receivers and notify the user via the notification framework in Android.
A content provider (provider) defines a structured interface to application data. A provider can be used for accessing data within one application, but can also be used to 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 provider.
The following description gives an overview of the most important user interface related component and parts of an Android application.
Activities are the base for the user interface in Android. They have already been introduced in Section 14.1, “Activity”.
Fragments are components which run in the context of an activity. A fragment encapsulates application code so that it is easier to reuse them and to support devices of different size.
The following picture shows an activity called MainActivity. On a smaller screen it shows only one fragment and allows the user to navigate to another fragment. On a wide screen it shows those two fragments immediately.


Views are user interface widgets, e.g., buttons or text fields. Views have attributes which can be used to configure their appearance and behavior.
A
ViewGroup
is responsible for arranging other
views. It is also known as
layout manager.
The base class for these
layout
managers
is the
android.view.ViewGroup
class
which extends the
android.view.View
class which is the base class for views.
Layout managers can be nested to create complex layouts.
Widgets are interactive components which are primarily used on the Android home screen. They typically display some kind of data and allow the user to perform actions with them. For example, a widget can display a short summary of new emails and if the user selects an email, it could start the email application with the selected email.
To avoid confusion with views (which are also called widgets), this text uses the term home screen widgets, if it speaks about widgets.
The components and settings of an Android application are described
in the
AndroidManifest.xml
file. This file is known as the
manifest file
or the
manifest.
The manifest also specifies additional metadata for the application, e.g., icons and the version number of the application.
This file is read by the Android system during installation of the application. The Android system evaluates this configuration file and determines the capabilities of the application.
All activities, services and content provider components of the application must be statically declared in this file. Broadcast receiver can be defined statically in the manifest file or dynamically at runtime in the application.
The Android manifest file must also contain the required permissions for the application. For example, if the application requires network access, it must be specified here.
The following listing shows an example for a simple
AndroidManifest.xml
file.
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.example.android.rssfeed" android:versionCode="1" android:versionName="1.0" > <uses-sdk android:minSdkVersion="16" android:targetSdkVersion="19" /> <uses-permission android:name="android.permission.INTERNET" /> <application android:name="RssApplication" android:allowBackup="false" android:icon="@drawable/ic_launcher" android:label="@string/app_name" android:theme="@style/AppTheme" > <activity android:name="RssfeedActivity" android:label="@string/title_activity_main" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <activity android:name=".DetailActivity" android:label="Details" > </activity> <activity android:name="MyPreferenceActivity" > </activity> <service android:name="RssDownloadService" > </service> </application> </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 name. Therefore it is a good habit to use your reverse domain name here. 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 determines
whether it should
perform an update of the applications for the
existing
installation
based on that
versionCode.
You
typically
start
with "1" and
increase this value by
one if
you
roll-out
a
new
version
of your
application.
The
<application>
section allows to define metadata for your application and optionally
define an explicit application class. It is also a container for
declaring your Android components.
The
<activity>
tag
defines an
activity component. The
name
attribute points to class, which (if not fully qualified) is
relative
to the package defined in the
package
attribute.
The
intent filter
part in the Android manifest file, tells the Android runtime that
this activity should be registered as a possible entry point into the
application and made available in the launcher of the Android system.
The action defines that it (android:name="android.intent.action.MAIN"
) can be started and the
category android:name="android.intent.category.LAUNCHER"
parameter tells the Android system to add the activity to the
launcher.
The
@string/app_name
value refers to resource files which contain
the actual value of the
application name. The usage of a resource file makes it easy to
provide
different
resources
(e.g., strings, colors,
icons) for different
devices
and makes it easy
to translate
applications.
Similar to the
<activity>
tag, you can use the service, receiver and provider to declare other
Android components.
The
uses-sdk
section in the manifest allows you to specify the
minSdkVersion
and
targetSdkVersion
version of your application.
Table 4. Minimum and target version
| Value | Description |
|---|---|
| minSdkVersion | Define the minimum version of Android your application works on. This attribute is used as a filter in Google Play, i.e., a user cannot install your application on a device with a lower API level than specified in this attribute. |
| targetSdkVersion | Specifies the version on which you tested and developed. If it is not equal to the API version of the Android device, the Android system might apply forward- or backward-compatibility changes. It is good practice to always set this to the latest Android API version to take advantages of changes in the latest Android improvements. |
Your application can declare permissions with the
<permission>
tag and declare that it required a permision with the
<uses-permission>
tag.
The
uses-configuration
section in the manifest allows you to specify required input methods
for your device. For example, the following snippet would
require that
the device has a hardware keyboard.
<uses-configuration android:reqHardKeyboard="true"/>
The
uses-feature
section allows you to specify the required hardware configuration
for your
device. For example, the following snippet would
require that
the
device
has a camera.
<uses-feature android:name="android.hardware.camera" />
Via the
installLocation
attribute of your application you can specify if your application can
be installed on the external storage of the device. Use
auto
or
preferExternal
to permit this.
In reality this option is rarely used, as an application installed on the external storage is stopped once the device is connected to a computer and mounted as USB storage.
You find more information about the attributes and sections of the manifest in the Android Manifest documentation.
Resources, like images and XML configuration files, are kept separate from the source code in Android applications.
Resource files must be
placed
in the
/res
directory in a predefined sub-folder. The specific sub-folder depends
on type of resource which is stored.
The following table gives an overview of the supported resources and their standard folder prefixes.
Table 5. Resources
| Resource | Folder | Description |
|---|---|---|
| Drawables |
/res/drawables
|
Images (e.g., png or jpeg files) or XML files which describe a Drawable object. |
| Simple Values |
/res/values
|
Used to define strings, colors, dimensions, styles and
static
arrays of strings or integers via XML files. 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 files with layout descriptions are 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
|
Defines animations in XML for the animation API which allows to animate arbitrary properties of objects over time. |
| Raw data |
/res/raw
|
Arbitrary files saved in their raw form. You access them via an
InputStream
object.
|
| Menus |
/res/menu
|
Defines the properties of entries for a menu. |
The following listing is an example for file called
values.xml
in the
/res/values
which defines a few String constants, a String array, a color and a
dimension.
<?xml version="1.0" encoding="utf-8"?> <resources> <string name="app_name">Test</string> <string name="action_settings">Settings</string> <string name="hello_world">Hello world!</string> <string-array name="operationsystems"> <item>Ubuntu</item> <item>Android</item> <item>Microsoft Windows</item> </string-array> <color name="red">#ffff0000</color> <dimen name="mymargin">10dp</dimen> </resources>
You can also append additional qualifiers to the folder name to indicate that the related resources should be used for special configurations. For example, you can specify that layout file is only valid for a certain screen size.
Every resource gets an ID assigned by the Android build system.
The
gen
directory
in an Android project contains the
R.java
references file which contains these generated
values. These
references are static
integer
values.
If you
add a new
resource file, the corresponding
reference is
automatically
created in a
R.java
file.
Manual changes in the
R.java
file are not
necessary and will be overwritten
by the
tooling.
The Android system provides methods to access the corresponding resource files via these IDs.
For
example, to
access a
String with the
R.string.yourString
ID in your source code,
you would use the
getString(R.string.yourString)
method defined on the
Context
class.
The Android SDK uses the
camelCase
notation
for most of its IDs, e.g.,
buttonRefresh. It is good practice to follow this approach.
Android activities define their user interface with
views
(widgets) and
fragments.
This user interface
can be
defined via XML
layout
resource
files in the
/res/layout
folder or via Java code. You
can
also
mix
both approaches.
Defining layouts via XML layout files is the preferred way. This separates the programming logic from the layout definition. It also allows the definition of different layouts for different devices.
A layout resource file is referred to as
layout. A layout
specifies the
ViewGroups,
Views,
their
relationship and
their attributes via an XML representation.
The following code is an example for a simple 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" android:paddingBottom="@dimen/activity_vertical_margin" android:paddingLeft="@dimen/activity_horizontal_margin" android:paddingRight="@dimen/activity_horizontal_margin" android:paddingTop="@dimen/activity_vertical_margin" tools:context=".MainActivity" > <TextView android:id="@+id/mytext" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="@string/hello_world" /> </RelativeLayout>
A layout is assigned to an activity via the
setContentView()
method calls, as demonstrated in the following example code.
package com.vogella.android.first; import android.os.Bundle; import android.app.Activity; import android.view.Menu; public class MainActivity extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); } }
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
android:id
attribute of the corresponding element in the layout file.
The
following shows an example in which a button
gets the
button1
ID assigned via the
android:id="@+id/button1"
parameter.
<Button android:id="@+id/button1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Show Preferences" > </Button>
By conversion this statement
creates a new ID if necessary in the
R.java
file and assigns the defined ID to
to the corresponding
view.
As described in the last section Android allows you to define IDs of user interface components dynamically in the layout files. To have one central place to define ID, you can also define them in a configuration file.
To control your IDs, you can also create a file, typically called
ids.xml,
in your
/res/values
folder and define your IDs in this file. The following listing shows
an example for such a file.
<?xml version="1.0" encoding="utf-8"?> <resources> <item name="button1" type="id"/> </resources>
This allows you to use the ID 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>
While the above is good practice for real projects, the tutorials of this book avoid the usage of a separate id file as this setup is time consuming.
Calculating the layout and drawing the views is a resource intensive operation. You should use the simplest layout possible to achieve good performance. For example, you should avoid nesting layout managers too deeply or avoid using complex layout managers in case a simple layout manager is sufficient.
A view in Android represents a widget, e.g., a button, or a layout manager.
All
views
in Android
extend the
android.view.View
class. This class is relatively large (more than 18 000 lines of
code) and provides a lot of base functionality for subclasses.
The Android SDK provides standard
views
(widgets), e.g., via the
Button,
TextView,
EditText
classes.
It also includes complex widgets, for example,
ListView
or
GridView
to show structured data.
The main packages for views are part of the
android.view
namespace
for all the base classes and
android.widget
for the default widgets of the Android platform.
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.
AbsoluteLayout
is deprecated and
TableLayout
can be implemented more effectively via
GridLayout.
RelativeLayout is a complex layout manager and should only be used if such a complex layout is required, as it performs a resource intensive calculation to layout its children.
All layouts allow the developer to define attributes. Children can also define attributes which may be evaluated by their parent layout.
Children can specify their desired width and height via the following attributes.
Table 6. 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 application
to maximize the widget in its parent. The
wrap_content
value tells the layout
to allocate the minimum amount so that the
widget is
rendered correctly. The effect of these elements is
demonstrated in the following graphics.


FrameLayout
is a layout manager which draws all child elements on top of each
other. This 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
while
horizontal
is the default value.
If horizontal is used, the child elements are layouted as indicated by the following picture.

Vertical 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 always have a certain ratio.
RelativeLayout
allows to position the widget relative to each other. This can be
used 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 to define for each
View,
in which row and column it should be placed as well as 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/input2" android:layout_column="1" android:layout_columnSpan="2" android:layout_row="2" android:inputType="textPassword" 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 to fit on one screen.
In this case
ScrollView
will
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
than one
screen.
In your
com.vogella.android.first
project, open the
activity_main.xml
layout file in the
res/layout
folder.
Investigate the XML layout in the visual editor as well in as the XML structure.
Remove all views, except the top level entry which is the layout manager. In the visual design mode you can remove a view by right-clicking it and by selecting the Delete entry for the context menu.
The result layout file should look similar to the following 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" android:paddingBottom="@dimen/activity_vertical_margin" android:paddingLeft="@dimen/activity_horizontal_margin" android:paddingRight="@dimen/activity_horizontal_margin" android:paddingTop="@dimen/activity_vertical_margin" tools:context=".MainActivity" > </RelativeLayout>
Add an
EditText
(Plain Text) and
a
Button
to your layout. The
easiest way is to find
these elements in the
Palette
and drag and
drop
them into your layout.
Use the XML editor to change the ID of the new
EditText
field to
main_input. In the XML file this looks like
@+id/main_input.
Change the background color of your layout to silver
(#C0C0C0).
Use the
android:background
property for this.
Change the button text to
Start
via the
android:text
property in your layout file.
Assign the name
onClick
to the
android:onClick
property of your
Button.
This
defines that a
public void onClick (View view)
method is be called in the
activity once the
button is pressed.
The resulting layout should look like the following screenshot.

Implement the following method in your
MainActivity
class.
public void onClick (View view) { Toast.makeText(this, "Button 1 pressed", Toast.LENGTH_LONG).show(); }
Start your application. Press your button and validate that a popup message (Toast) is shown.
Go back to the source code and use the
findViewById(id)
method with the correct
id
and cast the returned object into
EditText, e.g.
EditText text = (EditText) findViewById(id). You can get the right id via the
R
class. It should be stored under ID and called
main_input.
Use the
text.getText().toString()
method
to read the string in the editor field and add the text to your
Toast
message.
Restart your application and ensure that the
Toast
displays the text which the
EditText
field contains.
After these changes your layout file should be similar to the following code.
<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:paddingBottom="@dimen/activity_vertical_margin" android:paddingLeft="@dimen/activity_horizontal_margin" android:paddingRight="@dimen/activity_horizontal_margin" android:paddingTop="@dimen/activity_vertical_margin" tools:context=".MainActivity" > <EditText android:id="@+id/main_input" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentLeft="true" android:layout_alignParentTop="true" android:layout_marginLeft="14dp" android:ems="10" > <requestFocus /> </EditText> <Button android:id="@+id/button1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignLeft="@+id/editText1" android:layout_below="@+id/editText1" android:layout_marginTop="31dp" android:onClick="onClick" android:text="Start" /> </RelativeLayout>
You see some warning messages in the editor, e.g., because you used hard-codes strings. These can be ignored for small demo applications.
And your activity coding should look similar to the following code.
package com.vogella.android.first; import android.app.Activity; import android.os.Bundle; import android.util.Log; import android.view.View; import android.widget.EditText; import android.widget.Toast; public class MainActivity extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); if (BuildConfig.DEBUG) { Log.d(Constants.LOG, "onCreated called"); } setContentView(R.layout.activity_main); } // you may have here an onCreateOptionsMenu method // this method is not required for this exercise // therefore I deleted it public void onClick(View view) { EditText input = (EditText) findViewById(R.id.main_input); String string = input.getText().toString(); Toast.makeText(this, string, Toast.LENGTH_LONG).show(); } }
Continue to use the project called
com.vogella.android.first. In this exercise you add radio buttons your layout. Depending
on the
user selection the radio button arrangement changes from
horizontal to
vertical.
Open your layout file and add a radio group with two radio buttons to your layout.
In case you have problems with the creation of the radio buttons with the visual editor, you find the resulting XML snippet later in this exercise.
The radio group is hard to find in the Palette view. The widget is highlighted in the following screenshot. If required, remove radio buttons until you have only two buttons.

To assign IDs to views, use the
android:id
attribute, for example:
android:id="@+id/orientation.
Assign them based on the following table.
Table 7. ID Assignment
| ID | View |
|---|---|
| orientation | Radio Group |
| horizontal | First radio button |
| vertical | Second radio button |
The resulting part of the layout file should be similar to the following listing.
<!-- this snippet is part of the larger layout file --> <RadioGroup android:id="@+id/orientation" android:layout_width="match_parent" android:layout_height="wrap_content" > <RadioButton android:id="@+id/horizontal" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Horizontal" > </RadioButton> <RadioButton android:id="@+id/vertical" android:layout_width="wrap_content" android:layout_height="wrap_content" android:checked="true" android:text="Vertical" > </RadioButton> </RadioGroup>
The resulting layout should look like the following screenshot.

Change the
onCreate()
method in your
activity. Use the
findViewById()
method to find the
RadioGroup
in your layout.
Implement a listener on the radio group which changes the orientation of the radio buttons based on the current selection of the buttons. Which button is selected, can be identified by the ID parameter.
RadioGroup
allows you to add a
RadioGroup.OnCheckedChangeListener
from the
android.widget.RadioGroup
package
via the
setOnCheckedChangeListener()
method. This listener is notified if the selection of the
radio group
changes.
You can use the following code as template to implement the listener.
RadioGroup group1 = (RadioGroup) findViewById(R.id.orientation); group1.setOnCheckedChangeListener(new RadioGroup.OnCheckedChangeListener() { @Override public void onCheckedChanged(RadioGroup group, int checkedId) { switch (checkedId) { case R.id.horizontal: group.setOrientation(LinearLayout.HORIZONTAL); break; case R.id.vertical: group.setOrientation(LinearLayout.VERTICAL); break; } } });
In this exercise you learn how to create and consume Android resources and repeat the creation of an interactive application.
This application is available on Google Play under the following URL: Android Temperature converter
Alternatively you can also scan the following barcode with your Android phone to install it via the Google Play application.

Select → → → → to create a new Android project with the following data.
Table 8. 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 | Empty Activity |
| 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 resources to define attributes, e.g., Strings or colors. These attributes can be used in other XML files or by Java source code.
Select the
res/values/strings.xml
file to open the editor for this file.
You want to add a
Color
definition to the file. Press the
button for this.

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.
<?xml version="1.0" encoding="utf-8"?> <resources> <string name="app_name">Temperature Converter</string> <string name="action_settings">Settings</string> <string name="hello_world">Hello world!</string> <color name="myColor">#F5F5F5</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. Open the associated Android editor via a
double-click on the
file. 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.
This element allows you to drag and drop new
View
elements into your
layout. To identify the
View
elements easier, you can switch the representation to show the icon
and the text as depicted in the following screenshot.

The Palette view changes frequently so your view might be a bit different.
In this part of the exercise you create the base user interface for your 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).
Click on the Text Fields section header to see all text fields. Drag the Plain Text widget onto your layout to create a text input field.

All entries in the Text Fields section define text fields. The different entries define additional attributes for them, e.g., if a text field should only contain numbers.
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 from time to time, 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" android:paddingBottom="@dimen/activity_vertical_margin" android:paddingLeft="@dimen/activity_horizontal_margin" android:paddingRight="@dimen/activity_horizontal_margin" android:paddingTop="@dimen/activity_vertical_margin" tools:context=".MainActivity" > <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" /> <RadioGroup android:id="@+id/radioGroup1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignLeft="@+id/editText1" 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_alignLeft="@+id/radioGroup1" android:layout_below="@+id/radioGroup1" android:layout_marginTop="22dp" android:text="Button" /> </RelativeLayout>
You see some warning messages because you use hard-coded Strings. You will fix this in the next section of this exercise.
You can add and change properties of a view directly in the XML file. The Android tooling also provides content assists via the Ctrl+Space shortcut.
The attributes of a view can also be changed via the Eclipse Properties view or via the context menu of the view. But changing properties in the XML file is typical faster if you know what you want to change.
Switch to the XML file and assign the
@string/celsius
value to the
android:text
property of the first radio button. Assign the
fahrenheit
string attribute to the
text
property of the second radio
button.

From now on this description assumes that you are able to modify the properties of your views in a layout file.
Ensure that the
Checked
property is set to
true
for the first
RadioButton.
Assign
@string/calc
to
the text property of your button and
assign the value
onClick
to the
OnClick
property.
Set
the
inputType
property
to
numberSigned
and
numberDecimal
on the
EditText. As an example you can use the last line in the following XML
snippet.
<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" />
All your user interface components are contained in a
layout. Assign
the
background color to this
Layout.
Select
Color
and
then select
myColor
in the dialog. As an example you can use the last line in the
following XML
snippet.
<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:paddingBottom="@dimen/activity_vertical_margin" android:paddingLeft="@dimen/activity_horizontal_margin" android:paddingRight="@dimen/activity_horizontal_margin" android:paddingTop="@dimen/activity_vertical_margin" tools:context=".MainActivity" android:background="@color/myColor">
Afterwards the background should change to the
whitesmoke
color. It might be 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:paddingBottom="@dimen/activity_vertical_margin" android:paddingLeft="@dimen/activity_horizontal_margin" android:paddingRight="@dimen/activity_horizontal_margin" android:paddingTop="@dimen/activity_vertical_margin" tools:context=".MainActivity" 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" /> <RadioGroup android:id="@+id/radioGroup1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignLeft="@+id/editText1" 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_alignLeft="@+id/radioGroup1" android:layout_below="@+id/radioGroup1" android:layout_marginTop="22dp" android:text="@string/calc" android:onClick="onClick" /> </RelativeLayout>
Create the following utility class to convert from celsius to fahrenheit and vice versa.
package de.vogella.android.temperature; public class ConverterUtil { // converts to celsius public static float convertFahrenheitToCelsius(float fahrenheit) { return ((fahrenheit - 32) * 5 / 9); } // converts to fahrenheit public static float convertCelsiusToFahrenheit(float celsius) { return ((celsius * 9) / 5) + 32; } }
The Android project wizard created the corresponding
MainActivity
class for your activity code.
Adjust this class to the following.
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(ConverterUtil.convertFahrenheitToCelsius(inputValue))); celsiusButton.setChecked(false); fahrenheitButton.setChecked(true); } else { text.setText(String .valueOf(ConverterUtil.convertCelsiusToFahrenheit(inputValue))); fahrenheitButton.setChecked(false); celsiusButton.setChecked(true); } break; } } }
The
onClick
is called by a click on the button because of the
OnClick
property
of the button.
The
Resources
class allows to access individual resources. An instance of
the
Resources
class
can be retrieved via the
getResources()
method of the
Context
class. As activities and services extend the
Context
class, you can directly use this method in implementations of these
components.
An instance of the
Resources
class
is also required by other Android framework classes. For
example, the
following
code shows how to create a
Bitmap
file from a reference ID.
// BitmapFactory requires an instance of the Resource class BitmapFactory.decodeResource(getResources(), R.drawable.ic_action_search);
In your activity (and fragment) code you frequently need to access the views to access and modify their properties.
In an activity you can use the
findViewById(id)
method call to search for a view in the current layout. The id is the
ID attribute of the view in the layout. The usage of this method is
demonstrated by the following code.
package com.vogella.android.first; import android.app.Activity; import android.os.Bundle; import android.widget.TextView; public class MainActivity extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); TextView textView = (TextView) findViewById(R.id.mytext); // TODO do something with the TextView } }
It is also possible to search in a view hierarchy with the
findViewById(id)
method, as demonstrated in the following code snippet.
// search in the layout of the activity LinearLayout linearLayout = (LinearLayout) findViewById(R.id.mylayout); // afterwards search in linearLayout for another view TextView textView = (TextView) linearLayout.findViewById(R.id.mytext); // note, you could have directly searched for R.id.mytext, the above coding // is just for demonstration purposes
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 String with the "titlepage"
key in an XML
resource, you could
access
it
via
@string/titlepage.
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 can access files stored in this folder based on their path. The
assets
directory also allows you to have sub-folders.
You could also store unstructured data in the
/res/raw
folder, but it is considered good practice to use the
assets
directory for such data.
You access this
data
via the
AssetsManager
which you can access via the
getAssets()
method from an instance of the
Context
class.
The
AssetsManager
class
allows you 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 the "logo.png" bitmap from the assets folder 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(); } } }
Continue to use the project
com.vogella.android.first.
Place two
.png
files of your choice in the
/res/drawable-mdpi
folder. The first image should be called "initial.png" and the second
should be called "assigned.png".
If you don't have any .png files at hand, perform a Google search for "Android png files".
Assign the initial.png file to your
ImageView, via your layout file as demonstrated in the following XML
snippet.
<!--
NOTE: More attributes are required
for the correct layout of the ImageView. These are left
out for brevity
-->
<ImageView
android:id="@+id/myicon"
.... more attributes
android:src="@drawable/initial" />
If the button is clicked, use the
findViewById()
to search for the
ImageView.
Use its
setImageResource()
method
to assign the png file (which is represented at runtime via a
Drawable
object)
to your
ImageView.
The parameter of the
setImageResource()
method is the
R
reference to your file, e.g.,
R.drawable.your_png_file.
This exercise demonstrates the usage of the
ScrollView
view to provide a scrollable user interface component.
Create an
android project
de.vogella.android.scrollview
with
the
activity called
ScrollViewActivity. Use activity_main.xml as layout file.
Change the layout file used in the activity to the following.
<?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>
Change your
ScrollViewActivity
class to the following code.
package de.vogella.android.scrollview; import android.app.Activity; import android.os.Bundle; import android.view.View; import android.widget.TextView; public class ScrollViewActivity extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); TextView view = (TextView) findViewById(R.id.TextView02); String s=""; for (int i=0; i < 500; i++) { s += "vogella.com "; } view.setText(s); } }
Start your application and ensure that you can scroll down to the buttons.

In general there are 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 description highlights the most common ones.
Turn on USB Debugging on your device in the settings. Select → , then enable the USB-Debugging option.
You may also need to install the driver for your mobile phone. Linux and Mac OS usually work out of the box while Windows typically requires the installation of a driver.
For details on the driver installation on Windows please see Google guide for device deployment.
The minimum Android version of your Android application needs to fit to the Android version on your device.
If you have several devices connected to your computer, you can select which one should be used. If only one device is connected, the application is automatically deployed on this device.


Android applications 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 lose the key, you will NOT be able to update your application ever again.
Make sure to backup your key.
Android also allows to install applications 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.
This tutorial is Open Content under the CC BY-NC-SA 3.0 DE license. Source code in this tutorial is distributed under the Eclipse Public License. See the vogella License page for details on the terms of reuse.
Writing and updating these tutorials is a lot of work. If this free community service was helpful, you can support the cause by giving a tip as well as reporting typos and factual errors.
Please consider a contribution if this article helped you. It will help to maintain our content and our Open Source activities.
If you find errors in this tutorial, please notify me (see the top of the page). Please note that due to the high volume of feedback I receive, I cannot answer questions to your implementation. Ensure you have read the vogella FAQ as I don't respond to questions already answered there.
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