Source: http://www.vogella.com/tutorials/Android/article.html
Introduction to Android development - Tutorial
Based on Android 5.0
Version 13.9
Copyright © 2009, 2010, 2011, 2012, 2013, 2014, 2015 vogella GmbH
12.04.2015
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.
Google develops an IDE called Android Studio for creating Android applications. This IDE is based on the IntelliJ IDE.
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.
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 build system 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.
This description tries to describe the usage of Android Studio as well as the usage of the Eclipse based ADT tooling.
Android 5.0 uses the Android RunTime (ART) as runtime for all Android applications.
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 thisString
.
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.
Google provides a modified version of the IntelliJ IDE called Android Studio for developing Android applications. As Google focuses currently their effort on this IDE, it is recommended to work with this distribution.
Download Android Studio from the Android Studio website. The download comes in two flavors, SDK Tools only and Android Studio Packages. You want to download the Android Studio Package for your operation system.
Installation for Windows is simple, just lauch the .exe you downloaded. On Max OSX drag and drop Android Studio into the Applications folder.
On Linux unpack the downloaded ZIP file into an appropriate location for your applications. To To launch Android Studio, navigate to the android-studio/bin/ directory in a terminal and execute studio.sh.
Updating an existing Eclipse installation with the ADT plug-ins is preferred over the installation of the ADT pre-packaged solution, as Google packages a very old version of Eclipse in its single-download.
The following description assumes that you already have a flavor of the Eclipse IDE installed which you want to update to develop Android applications. Use the Eclipse update manager via
→ and start theandroid
to install all available components for the Android Development Tools (ADT) from the following URL:https://dl-ssl.google.com/android/eclipse/
After the new Android development components are installed, you are prompted to install the Android SDK. You can use the following wizard for this installation. Alternatively the separate installation is described ininstallation_androidsdk.
After the installation of the ADT the Eclipse tooling allows to download the Android SDK automatically. Alternatively you can also manually download the Android SDK from the Android SDK download page.
http://developer.android.com/sdk/index.html
The download contains a zip file, which you can extract to any place in your file system, e.g., on my Linux system I placed it into the
/home/vogella/android-sdks
folder. Avoid using spaces in the path name, otherwise you may experience problems with the usage of the Android SDK.
You also have to define the location of the Android SDK in the Eclipse Preferences. In Eclipse open the Preferences dialog via the menu
→ . Select Android and enter the installation path of the Android SDK.
Google provides a packaged and configured Android development environment based on the Eclipse IDE calledAndroid Developer Tools. This version uses typically an older Eclipse version. Therefore you should prefer to update an new Eclipse installation. See Section 4.2.1.1, “Install ADT Plug-ins and Android SDK” for the necessary steps. .
Under the following URL you find an archive file which includes all required tools for Android development: Getting the Android SDK.
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. 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.
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.
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.
Android applications must be signed before they can get installed on an Android device. During development Eclipse signs your application automatically with a self-signed certificate called the debug key.
This debug certificate has an expiration date of 365 days from its creation date. When the certificate expires, you will get a build error that the certificate has been expired.
To fix this problem, delete the
debug.keystore
file. The default storage location is in ~/.android/
on OS X and Linux, in C:\Documents andSettings\[username]\.android\
on Windows XP, and in C:\Users\[username]]\.android\
on Windows Vista and Windows 7.
The next time you build, the build tools will regenerate a new keystore and debug key.
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.
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.
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.
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.
There are alternatives to the default Android emulator available. For example, the Genymotion emulator is relatively fast in startup and execution of Android projects.
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.
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.
In this exercise you create an Android project and start it on an Android virtual device via Android Studio.
Press the Start a new Android Studio project link to get started. Alternatively you can select the → entry from the menu.
Use the following data of input for your project. Project location and package name are derived from your input. If you want another package name, press the small Edit hyperlink.
Table 2. Setting for your Android project
Property | Value |
---|---|
Application name | Test App |
Company Domain | vogella.com |
Package Name | com.vogella.testapp |
API (Minimum, Target, Compile with) | Latest |
Template | Blank Activity |
Android Studio automatically downloads the required Android SDK, if that has not already been done. So depending on your installation, the next dialog might not be displayed.
Afterwards select the Blank Activity template.
On the last page, accept the defaults.
The above wizard generates based on your input an Android project. Review the generated project structure and files.
Define a new Android Virtual Device (AVD) by opening the AVD Manager via
→ → and by pressing the button.
Select values similar to the following screenshots.
Afterwards press the
button. This will create the AVD configuration and display it under the list of available virtual devices.
In this exercise you create and start an Android application on an Android virtual device with the Eclipse ADT tooling.
To create a new Android project select
→ → → → from the menu. Enter the fitting data from the following table in the first wizard page.
Table 3. 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 Create custom launcher icon and Create activitycheckboxes.
button and ensure that you have enabled the
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 Empty Activity template. Press the button to proceed.
button and select the
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.
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.
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.
After startup you see the welcome screen of your AVD as depicted in the following screenshot.
Once you AVD is ready, unlock your emulator.
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.
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.
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 9.1, “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 Android manifest file.
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.example.android.rssreader" 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 5. 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.
You find more information about the attributes and sections of the manifest in the Android Manifest documentation.
Android allows you to create static resources like images and XML configuration files. This allows you to keep these resources separate from the source code of your Android application.
Resource files must be placed in the
/res
directory of your application 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 6. 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 forActivities 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 theR.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 thegetString(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>
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. The Android SDK provides standard views (widgets), e.g., via the
Button
, TextView
, EditText
classes. It also includes complex widgets, for example,ListView
.
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 main packages for views are part of the
android.view
namespace for all the base classes andandroid.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
andGridLayout
.AbsoluteLayout
is deprecated and TableLayout
can be implemented more effectively via GridLayout
.
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 7. 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 theRelativeLayout
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 caseScrollView
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 this exercise you continue to use the application you created in Section 6, “Exercise: Getting started with Android Studio”.
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
Plain Text
(EditText) and a Button
to your layout. The easiest way is to find these elements in the Paletteand drag and drop them into your layout.
Use the text (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 button text to Start via the
android:text
property in your layout file. Assign the name onClick
to theandroid: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. This method is implemented in the next step.
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_alignParentTop="true" android:layout_alignParentStart="true" android:layout_alignParentEnd="true" /> <Button android:id="@+id/button1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignLeft="@+id/main_input" android:layout_below="@+id/main_input" android:layout_marginTop="31dp" android:onClick="onClick" android:text="Start" /> </RelativeLayout>
You can start your application in the emulator or use the layout review in your IDE. The resulting layout should look like the following screenshot.
If you press the button, the application crashes because you need still need to implement the
onClick
method you defined in your layout file for your button in your activity. This is done in the next section.
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 theR
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.package com.vogella.testapp; 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 you can delete 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(); } }
In this exercise you add radio buttons the layout of the application you created in Section 6, “Exercise: Getting started with Android Studio” and extended in Section 18, “Exercise: Use layouts and view interaction”. 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.
Assign them based on the following table.
Table 8. ID Assignment
ID | View |
---|---|
orientation | Radio Group |
horizontal | First radio button |
vertical | Second radio button |
The resulting layout file should be similar to the following listing. Note: Only the
RadioGroup
part is new.<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:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/main_input" android:layout_alignParentTop="true" android:layout_alignParentStart="true" android:layout_alignParentEnd="true" /> <Button android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Start" android:id="@+id/button" android:layout_below="@id/main_input" android:layout_alignParentStart="true" android:onClick="onClick"/> <RadioGroup android:id="@+id/orientation" android:layout_below="@id/button" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_marginTop="16dp"> <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> </RelativeLayout>
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.
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.
Create a new Android project with the following data.
Table 9. New Android project
Property | Value |
---|---|
Application Name | Temperature Converter |
Package name | de.vogella.android.temperature |
API (Minimum, Target, Compile with) | Latest |
Template | Empty Activity |
Activity | MainActivity |
Layout | activity_main |
Select the
res/values/strings.xml
file to open the editor for this file. Add the Color
and String definitions to the file as described by the following table.
Table 10. New attributes to add
Type | Name | Value |
---|---|---|
Color | myColor | #F5F5F5 |
String | celsius | to Celsius |
String | fahrenheit | to Fahrenheit |
String | calc | Calculate |
The entered values should be similar to the following listing.
<?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 and open the associated Android editor via a double-click on the file.
Remove any existing view from your layout, either directly from the XML source or via the graphical editor. Do not remove the first XML element in the file which is a layout manager.
Afterwards add an EditText, a RadioGroup with two radio buttons and a Button to your layout. Do this either directly in the XML file or via the graphical editor.
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. The Android tools team changes the generated code from time to time, so your XML might look slightly 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>
Switch to the XML representation of the 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.
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
. SelectColor 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 so that it is similar to the following code.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
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 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".
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
.
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. Useactivity_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 deploy the application via USB in test mode onto your device , email yourself the application or use one of the many Android markets to install the application. The following description highlights the most common ones.
The application can define via a <uses-feature> declaration in the manifest file define which hardware of software features is requires. Via the
android:required
property the application can define if such a feature is required for the application to work correctly (true) or if application prefers to use the feature if present on the device, but that it is designed to function without the specified feature, if necessary.
Examples for such definitions are the presence of a certain hardware sensor or the availability of a camera.
For an overview of the available restrictions see uses-features official documentation.
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.
To install the Android application via another channel you need to sign the Android apk with a self-created signature key.
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.
Use the
→ menu entry to start the export from Android Studio.
If you want to export your production application via 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.
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.
Please consider a contribution if this article helped you. It will help to maintain our content and our Open Source activities.
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.
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.
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.
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