Showing posts with label Tutorial. Show all posts
Becoming a programmer is a cumulative process that builds up your skills day after day and year after year, and programming can be fun and rewarding (mentally, spiritually and financially). This guide does not promise to give a magically easy way to becoming a programmer, and the ordering of the steps is not sacred, but you'll get a general outline of how to become a programmer in one of the modern programming fields.
Steps
- Take an introductory course in one (or both) of the following disciplines:
- Logic
- Discrete mathematics
- Learn database concepts such as tables, views/queries and procedures. You can use any simple database package to do this, such as:
- MS Access
- DB V
- Fox Pro
- Paradox
- MySQL is a good database to learn because it’s free, commonly used, and databases are commonly accessed with SQL queries
- Decide what type of programmer you want to be. Programmers generally fall under one of the following categories:
- Web programmer
- Desktop application programmer
- Operating system (OS) oriented programmer(tied to a single operating system or set of operating systems)
- Platform-independent programmer
- Distributed applications programmer
- Library/platform/framework/core programmer
- System programmer
- Kernel programmer
- Driver programmer
- Compiler programmer
- Programming scientist
- Learn the technologies and programming languages related to your programming field of choice. The following sections break down the tasks for different types of programming.
Web Programming
- Know what Web programming entails. Web applications are software components designed to work on top of the internet architecture. This means that the applications is accessed through a web browser software such as Firefox or Internet Explorer. Being built on top of the Internet architecture does not necessarily require an active connection to the internet. It means that Web applications are built on top of standard web technologies such as:
- Browse many diverse websites to learn about how they usually look. (Right click, then click View Source or press F12.) Look for diversity in the type/content of the website, not the quantity of websites visited. Generally, you will need to visit at least one of each of the following types of websites:
- Corporate presence sites (commercial corporations, not-for-profit corporate/organizations, governmental organizations)
- Web indexing engines (search engines, meta search sites, specialized search engines, directories)
- Data mining sites
- Personal sites
- Informational/encyclopedic pages (wikis, data sheets, technical specifications, and manuals listing directories, blogs and journals, news and news agencies sites, yellow pages, etc.)
- Social sites (social portals, bookmarking sites, note-taking sites)
- Collaborative sites (this includes other categories mentioned above, such as wikis and blogs)
- Learn at least one brainstorming technique/method and a software that is used to implement that method. For example: brainstorming diagrams and MS Visio.
- Get familiar with website structuring. This is creating conceptual web diagrams, site-maps, and navigation structures.
- Take a crash course on graphics design. Try to learn at least one graphics editing/manipulation software package (optional, but strongly recommended)
- Learn the basics of the internet infrastructure. This includes getting a basic idea about:
- Base Web services protocols (HTTP, FTP, SMTP, and POP3 or IMAP4)
- Web server software (preferably, one for the platform you will be working on mostly)
- Web browsing software.
- Email server and client software
- Learn the HTML and CSS languages. You might also want to get the "what you see is what you get(WYSIWYG)" software package for editing HTML.
- Learn XML and XML related technologies, such as XSL and XPath (optional but recommended).
- Create simple static websites until you are familiar with and comfortable around HTML.
- Learn a client-side scripting language. Most users either learn Javascript or VBScript, but some learn Perl and DHTML.
- Familiarize yourself with the client-side scripting language you learned. Try to reach your potential using only that language. Only go to the next step after you've at least become familiar with your client-side scripting language.
- Learn at least one server-side programming language. If you choose to restrict yourself to one server software, learn one of the programming languages supported by that software. If not, learn at least one programming language on each server software.
- Create a pilot project for yourself after you finish learning the server-side programming language.
- Obtain your own website and start experimenting online within your own page.
Desktop Application Programming
- Know what you're getting into with desktop application programming. Most desktop programmers write code for business solutions, so getting an idea about businesses, their organizational and financial structure will be a big time-saver.
- Learn about the different computer hardware architectures. An introductory level course in digital circuits design and another in computer architecture is useful; however, some see it as being advanced for a starting point, so reading two or three tutorial articles (such as this one and this one) might suffice. Then you can go back to this step later, after you learn your first programming language.
- Learn an entry-level (kids') programming language. Don't be shy to learn such a language just because you're older than being called a "kid". These programming languages can ease up the pain in learning your first programming language tremendously. However, this step is optional. It can also be done before the preceding step
- Get an introduction to the procedural, object oriented, and functional programming paradigms.
- Take an introductory course in one of the procedural programming languages. No matter what language you choose later to be your language of choice, it will require procedural programming at some level. Also, procedural programming is reported by most programmers to be the easiest to use as a starting point to get the idea of programming in general.
- Learn at least one advanced modeling technique such as UML or ORM.
- Start writing some small console or console-like applications. You can make use of common small exercises in programming languages books. For this, choose a tool for writing programs in the programming language you are writing in.
- Take a more advanced course in your chosen programming language. Make sure you understand the following concepts well and that you can apply them with relative ease before going forward:
- Inputting and outputting information to users of a program.
- The logical flow and the execution flow of programs in procedural languages.
- Declaring, assigning and comparing variables.
- Branching programming constructs such as if..then..else and select/switch..case.
- Looping constructs such as while..do, do..while/until, for..next.
- Your programming language syntax for creating and calling procedures and functions.
- Data types and manipulating them.
- User defined data types (records/structs/units) and their use.
- If your language supports overloading functions, understand it.
- The memory accessing methods of your language of choice (pointers, peeking, etc.)
- If your language supports operators overloading, understand it.
- If your language supports delegates/function pointers, understand it
- Apply the advanced techniques you've learned.
- Take an introductory course in at least one more programming language in another programming paradigm. It is recommended to learn one programming language of each paradigm, and most advanced programmers do, however, you usually start with one, work for a while applying your knowledge and practicing it, then learn the other later on, after you already had a real-life experience in programming. Try one of the following language areas:
- Object-oriented paradigm.
- Logic programming paradigm.
- Functional programming paradigm.
- Try to compare the two programming languages you learned so far. Evaluate the strengths and weaknesses of each one. Usually this is done by:
- Taking simple samples of your early work in the first programming language and re-write it using the second programming language.
- Creating a new project and try implementing it using both languages. Sometimes, depending on your choice of project and languages, you might not be able to implement the project in one of the languages!
- Writing a cheat-sheet or summary-table comparisons between similar constructs in the two languages and features unique to each of the languages.
- Try finding ways to mimic features that is unique to one of the two languages using the other language.
- Learn visual programming concepts using one of the languages you learned. Almost all programming languages have versions/libraries that support visual programming and others supporting console or console-like programming. This can be accomplished by:
- Get an introduction to event-driven programming. Most visual programming relies in some level on events and events handling (using the programming language you choose).
- Try as much desktop software as you can and understand what the software does. Most software development companies offer beta-testing versions of their products which you can use to test the software. Keep up-to-date on user interface advancements.
- Read some articles or tutorials on graphical user interfaces.
- Start applying your knowledge on small software projects you design. Try applying your programming expertise on problems you face in your day-to-day life. For example, write programs that rename files in mass, compares text files visually, copies the names of files in a directory to memory/text file, and things like that. Keep it simple at first.
- Create a virtual graduation project. Complete this to the end, applying the techniques of visual programming you learned so far.
- Widen your understanding of the visual framework/library/package you learned before by taking advanced courses, paying extra attention to detail and learning more tips and tricks for your framework from online resources.
- Search for other packages/libraries of visual elements for your programming languages and learn them.
- Take a course in graphics (not graphics design). It will be very helpful for programmers wanting to write appealing user-interface elements.
- Become a games programmer (optional). Game programming is considered, in most of its parts, desktop programming. If you intend to become a games programmer, you will need to learn more about game programming after you finish these steps. A graphics course is a must for game programmers and the second language of choice in the preceding steps should be a logic/functional programming language (preferably Prolog or Lisp).
Distributed Applications Programming
- Tackle distributed applications programming. Distributed application programming is considered by many to be one of the hardest to learn and requires diverse knowledge in computer and communication technologies.
- Take a speed introduction to telephony systems and their hardware. This step is optional. However, it is very useful in understanding network topologies.
- Familiarize yourself with networking hardware architectures and devices such as hubs, switches and routers.
- Take a course in networking protocols and essentials. You need a good understanding of the Open Systems Interconnection (OSI) model, Ethernet, IP, TCP, UDP and HTTP before you start programming distributed applications.
- Learn the XML language and familiarize yourself with it.
- Start by learning a shell scripting language. For Windows-based programming, that would be any script that works with Windows Scripting Host. For Linux-based programming, Bash scripts and Perl will be sufficient. Javascript is strongly recommended for this in both platforms for the following reasons:
- It is supported by almost any scripting host in any operating system (Windows Scripting Host supports javascript by default, most Linux distributions has a package for javascript scripting console support).
- It is considered to be easier to learn by many developers.
- It has an ALGOL derived syntax which familiarizes you with much more other programming languages when you need to choose a second programming language (C, C++, C#, Java and J# all have ALGOL derived syntax).
- By learning javascript, you familiarize yourself with client-side scripting of web pages which is a bonus side-effect!
- Apply only procedural programming using your scripting language of choice at first. Later, you can use more advanced programming techniques and paradigms according to your scripting language and what it supports. All scripting languages have some procedural programming aspects at some level.
- Use the scripting language you learned to write scripts that perform communications between machines. Learn what is necessary for doing that. Simple communications will suffice.
- Make a transfer to a desktop scripting/programming language. Preferably, one that is a multi-paradigm language such as Python. Take a simple introduction to that second language. Java is considered by most programmers to be the language of choice for many reasons. However, C# is gaining momentum fast in this field. Java and C# are preferred for the following reasons:
- They are object oriented programming languages which shields programmers in large teams from implementation details as they both supports components (units of code, pre-compiled, that perform a certain task and can be used in other programs).
- They support event-driven programming, as well as OO and procedural programming at some level.
- The framework that the language is built upon is distributed by nature (in the case of Java).
- The availability of many ready-made packages that deal with networking, both as open-source code and framework built-in packages; this makes it easier for programmers to build upon the work of others.
- Concentrate more on the core features of the language, especially those supporting networking. Pay less attention to user-interface elements such as outputting, window design and techniques, and user-interface elements.
- Take a course on distributed applications design and architectures. This can be done using books, online tutorials or academic courses. However, understanding the architecture of distributed applications and its concepts is necessary.
- Learn about building serviced components and services using your programming language of choice.
- Learn one or more of the following technologies. It is recommended that you get at least an introduction to all of them. Most distributed application programmers do not stop at one or two programming languages, but learn at least one programming language on each operating system. That is because if you want your application to be "distributed", you should provide a version of it at least for each major operating system.
- Common Object Request Broker Architecture (CORBA)
- Simple Object Access Protocol (SOAP)
- Asynchronous JavaScript and XML (AJAX)
- Distributed Component Object Model (DCOM)
- .NET Remoting
- XML Web Services
Library/Platform/Framework/Core Programming
- Know what core programming is. Core programmers are merely advanced programmers who made the transfer from programming applications to programming code units to be used by other programmers.
- Learn a programming language that supports building reusable components/packages, if you have not done so already.
- Take an advanced course in UML and ORM. Most library developers use one or both of them.
- Take a course in software engineering.
- Learn at least modular, component-based, object-oriented, and event-driven programming techniques and concepts. The more programming paradigms and languages you cover, the more successful you become as a library/package programmer.
- Learn more about the different operating systems and programming frameworks supported by these operating systems.
- Focus your learning efforts on platform-independent frameworks, programming languages and technologies.
- If the programming languages you learned so far have ANSI/ISO/IEEE/W3C standard versions, master the standards. Try to use standard code whenever possible.
- Try to mimic simple, already established libraries, especially open-source ones. This is useful during the early phase of becoming a library/package programmer. Start with simple packages like units conversion and intermediate scientific calculations packages. If you are a collage student, make use of your non-programming courses by trying to implement their equations and scientific core as libraries.
- Search for and try open-source packages in your field of programming. First download binaries/executables of the package. Try to use it and find its strong and weak points. After you've done that, download the source and try to figure out how it was done. Try to recreate those libraries or parts of them. At first, do that after you've seen the code and later before you see the code. At later phases, try improving those libraries.
- Learn the different approaches used to distribute and deploy components to programmers
- Usually, library/package programmers tend to think recursively and/or iteratively of all problems they are presented with. Try to think of each problem as a collection of smaller problems (a sequence of simpler tasks) or as a repeated process of reducing the problem's scope to smaller scopes and then piling those scopes upon each other.
- Library/package programmers tend to generalize. That is, when presented with a simple specific problem, they usually think of a more general problem and try to solve that general problem which will automatically solve the smaller one.
System Programming
- Understand what system programming entails. System Programmers deal with the science of programming not the specific implementations of it. Do not tie yourself to a specific platform.
- Follow the first three steps for Desktop Applications Programmers.
- Take an introductory course in Linear Algebra.
- Take a course in Calculus.
- Take a course in Logic and/or Discrete Mathematics.
- Introduce yourself to different bare operating systems. This can be done by:
- Getting an idea on how operating systems are installed.
- Learning how to install different operating systems on one PC (optional, but recommended).
- Installing more than one operating system. Do not install any helping packages on the systems; instead, use the bare functionalities provided by the operating systems.
- Take a course (or alternatively, read books) on computer hardware architecture.
- Develop an understanding of the different computer hardware platforms.
- Get an introductory familiarization with the assembly language of the hardware platform/operating system of choice. You will later learn the assembly of other platforms/systems.
- Learn the ANSI C and C++ languages, along with the concepts of procedural programming.
- Understand and practice C/C++ standard libraries on the platform of choice. Pay particular attention to Standard Template Library (STL) and maybe Active Template Library (ATL).
- Search online resources, books and courses to get an understanding of the C-flavor of your specific platform.
- Practice creating advanced code with C and C++.
- Learn more advanced Assembly.
- Take a course in operating systems design.
- Find and read documentations of your specific platform of choice. Tthis will be easier if you choose a Unix-based operating system. Understand the system you will be working with later very well.
- Practice your acquired knowledge. First create small system utilities. It is usually useful to:
- Trying to recreate small tools that are already there on your system.
- Trying to port utilities available in other operating systems to yours.
- Learn languages in the most helpful order. This is the only place were the first programming language matters. Learn ANSI C first, not C++, not C#, not Java and not D. Then learn C++.
- Restricting the first language to C and C alone is because systems programming requires that the programmer be familiar with the following concepts:
- Real and full compilation of source code.
- Low-level object output files.
- Linking binaries.
- Low-level machine-language/assembly programming. The C language is said to be a disguised/easier to learn assembly by some. It also supports inserting assembly language code in code whenever you please and it is only procedural (like assembly).
- Restricting the first language to C and C alone is because systems programming requires that the programmer be familiar with the following concepts:
Programming Science
- Know what a programming scientist does. Programming scientists are very advanced programmers who, instead of working on developing applications, work on developing computing technologies such as encryption, programming languages and data mining algorithms. This level is seldom achieved without academic study and dedication.
- Accumulate the scientific knowledge equivalent to a four-year degree in computer science. This can be done either by:
- Taking an actual academic degree (which is what usually happens).
- Getting the courses' outlines for such a degree from one of the modern universities and taking the courses either by self-study or as separate courses. This could be achieved theoretically, but the recommended path is the first.
- Decide a field of specialty. The more specific, the better. This depends on your preferences. However, here is a list of some of the major topics in computer programming science:
- Algorithm design (searching, sorting, encryption, decryption and error detection in communications are some examples)
- Programming languages/compiler design/optimization
- Artificial intelligence fields (pattern recognition, speech recognition, natural language processing, neural networks)
- Robotics
- Scientific programming
- Supercomputing
- Computer aided design/modeling (CAD/CAM)
- Virtual reality
- Computer graphics (Computer graphics is usually wrongly confused with graphical design or graphical user interface design. Computer graphics is the field of studying how to represent and manipulate graphics in computer systems.)
- Consider getting a higher academic degree. You might wish to pursue a master's degree or a doctorate.
- Learn the technologies and programming languages related to your programming field of choice.
How to Become a Programmer
Android Development Tutorial (vpmprocks.blogspot.in)















android:minSdkVersion="9" />
encoding="utf-8"?> - "button1"
type="id"/>

















encoding="utf-8"?> "http://schemas.android.com/apk/res/android" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" > "@+id/progressBar1" style="?android:attr/progressBarStyleLarge" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerInParent="true" />
encoding="utf-8"?> "http://schemas.android.com/apk/res/android" android:layout_width="match_parent" android:layout_height="match_parent" android:fillViewport="true" android:orientation="vertical" > "@+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" >



Development with Android and Eclipse
This tutorial describes how to create Android applications. It primary uses the Eclipse IDE for development. It is based on Android 4.2 (Jelly Bean).
Table of Contents
- 1. What is Android?
- 1.1. Android Operation System
- 1.2. Google Play (Android Market)
- 2. Android Development Tools
- 2.1. Android SDK
- 2.2. Android Development Tools
- 2.3. Dalvik Virtual Machine
- 2.4. How to develop Android Applications
- 3. Security and permissions
- 3.1. Security concept in Android
- 3.2. Permission concept in Android
- 4. Installation
- 4.1. Standalone Eclipse ADT installation
- 4.2. Other Eclipse installation options
- 5. Android virtual device - Emulator
- 5.1. What is the Android Emulator?
- 5.2. Google vs. Android AVD
- 5.3. Emulator Shortcuts
- 5.4. Parameter
- 6. Exercise: Create and run Android Virtual Device
- 6.1. Create AVD
- 6.2. Start your AVD
- 7. Conventions and API level
- 7.1. API version
- 7.2. Android project and package name
- 8. Exercise: Create Android application
- 8.1. Create Android project
- 8.2. Start emulator
- 8.3. Start application
- 9. Android applications and tasks
- 9.1. Application
- 9.2. Tasks across application borders
- 10. Base user interface components in Android
- 10.1. Activity
- 10.2. Fragments
- 10.3. Views and layout manager
- 10.4. Device configuration specific layouts
- 11. Other Android components
- 11.1. Intents
- 11.2. Services
- 11.3. ContentProvider
- 11.4. BroadcastReceiver
- 11.5. Home screen and lock screen widgets
- 11.6. Live Wallpapers
- 12. Android Application Architecture
- 12.1. AndroidManifest.xml
- 12.2. Activities and Lifecycle
- 12.3. Configuration Change
- 12.4. Context
- 13. Resources
- 13.1. Using resource files
- 13.2. Defining IDs
- 14. Using Resources
- 14.1. Reference to resources in code
- 14.2. Reference to resources in XML files
- 14.3. Activities and layouts
- 15. Assets
- 15.1. Whats are assets?
- 15.2. Accessing assets
- 16. Solving Android development problems
- 17. LogCat view
- 18. Using log statements and the LogCat view
- 19. Views
- 19.1. Available widgets in Android
- 19.2. View class
- 20. Exercise: Create a temperature converter
- 20.1. Install the demo application
- 20.2. Create Project
- 20.3. Create attributes
- 20.4. Add Views
- 20.5. Edit view properties
- 20.6. Change the Activity source code
- 20.7. Start Project
- 21. Starting an installed application
- 22. Layout Manager and ViewGroups
- 22.1. Available Layout Manager
- 22.2. FrameLayout
- 22.3. LinearLayout
- 22.4. RelativeLayout
- 22.5. GridLayout
- 22.6. ScrollView
- 23. Exercise: ScrollView
- 24. DDMS perspective and important views
- 24.1. DDMS - Dalvik Debug Monitor Server
- 24.2. File explorer
- 25. Deployment
- 25.1. Overview
- 25.2. Deployment via Eclipse
- 25.3. Export your application
- 25.4. Via external sources
- 25.5. Google Play (Market)
- 27. Questions and Discussion
- 28. Links and Literature
- 28.1. Source Code
- 28.2. Android Resources
- 28.3. vogella Resources
Android is an operating system based on the Linux Operating System. Android is primarily developed by Google.
Android applications consist of different components and can re-use components of other applications. This leads to the concept of a task in Android; an application can re-use other Android components to archive a task. For example you can trigger from your application another application which has itself registered with the Android system to handle photos. In this other application you select a photo and return to your application to use the selected photo.
The Android system supports background processing, provides a rich user interface library, supports 2-D and 3-D graphics using the OpenGL libraries, access to the file system and provides an embedded SQLite database.
Google offers the Google Play service in which programmers can offer their Android application to Android users. Google phones include the Google Play application which allows to install applications.
Google Play also offers an update service, e.g. if a programmer uploads a new version of his application to Google Play, this service will notify existing users that an update is available and allow to install it.
Google Play used to be called Android Market.
The Android Software Development Kit (Android SDK) contains the necessary tools to create, compile and package Android application. Most of these tools are command line based. he primary way to develop Android applications is based on the Java programming language.
The Android SDK also provides an Android device emulator, so that Android applications can be tested without a real Android phone. You can create Android virtual devices (AVD) via the Android SDK, which run in this emulator.
The Android SDK contains the Android debug bridge (adb) tool which allows to connect to an virtual or real Android device.
Google provides tools based on the Eclipse and IntelliJ IDE to develop new applications.
The Android Development Tools (ADT) are based on Eclipse to develop Android applications. ADT is a set of components (plug-ins) which extend the Eclipse IDE with Android development capabilities.
Google also supports an IDE called the Android Studio for creating Android applications. This IDE is based on the IntelliJ IDE.
Both tools contains all required functionalities to create, compile, debug and deploy Android applications from the IDE. They also allow the developer to create and start Android virtual devices for testing.
Both tools provide specialized editors for resources files, e.g. layout files. These editors allow to switch between the XML representation of the file and a preview mode of the user interface.
The Android system uses a special virtual machine, i.e. the Dalvik Virtual Machine to run Java based applications. Dalvik uses an own bytecode format which is different from Java bytecode.
Therefore you cannot directly run Java class files on Android, they need to get converted in the Dalvik bytecode format.
Android applications are primarily written in the Java programming language. The Java source files are converted to Java class files by the Java compiler.
The Android SDK contains a tool called dx which converts Java class files into a
.dex (Dalvik Executable) file. All class files of one application are placed in one compressed .dex file. During this conversion process redundant information in the class files are optimized in the .dex file. For example if the same String is found in different class files, the .dex file contains only once reference of this String.These dex files are therefore much smaller in size than the corresponding class files.
The
.dex file and the resources of an Android project, e.g. the images and XML files, are packed into an.apk (Android Package) file. The program aapt (Android Asset Packaging Tool) performs this packaging.The resulting
.apk file contains all necessary data to run the Android application and can be deployed to an Android device via the adb tool.The Android Development Tools (ADT) performs these steps transparently to the user.
If you use the ADT tooling you press a button the whole Android application (
.apk file) will be created and deployed.During deployment on an Android device, the Android system will create a unique user and group ID for every Android application. Each application file is private to this generated user, e.g. other applications cannot access these files.
In addition each Android application will be started in its own process.
Therefore by means of the underlying Linux operating system, every Android application is isolated from other running applications.
If data should be shared, the application must do this explicitly, e.g. via a service or a content provider.
Android also contains a permission system. Android predefines permissions for certain tasks but every application can define additional permissions.
An Android application declare its required permissions in its
AndroidManifest.xml configuration file. For example an application may declare that it requires access to the Internet.Permissions have different levels. Some permissions are automatically granted by the Android system, some are automatically rejected.
In most cases the requested permissions will be presented to the user before installation of the application. The user needs to decide if these permissions are given to the application.
If the user denies a permission required by the application, this application cannot be installed. The check of the permission is only performed during installation, permissions cannot be denied or granted after the installation.
Not all users pay attention to the required permissions during installation. But some users do and they write negative reviews on Google Play.
Google provides a pre-packaged and configured Eclipse based Android development environment. Under the following URL you find an archive file which includes all required tools for Android development: Getting the Android SDK .
The Android SDK is 32bit, therefore on a 64bit Linux system you need to have the package
ia32-libs installed. For Ubuntu you can do this via the following command.apt-get install ia32-libs
Please check your distribution documentation, if you are using a different flavor of Linux.
The simplest way to start Android development with Eclipse is to download a full packaged pre-configured Eclipse as described in Section 4.1.1, “Download”. It is also possible to update an existing Eclipse installation. Please see Android installation for a detailed description
The Android Development Tools (ADT) include an emulator to run an Android system. The emulator behaves like a real Android device (in most cases) and allows you to test your application without having a real device.
You can configure the version of the Android system you would like to run, the size of the SD card, the screen resolution and other relevant settings. You can define several of them with different configurations.
These devices are called Android Virtual Device and you can start several in parallel.
During the creation of an AVD you decide if you want an Android device or a Google device.
An AVD created for Android will contain the programs from the Android Open Source Project. An AVD created for the Google API's will also contain several Google applications, most notable the Google Maps application.
If you want to use functionality which is only provided via the Google API's, e.g. Google Maps you must run this application on an AVD with Google API's.
The following shortcuts are useful for working with the emulator.
Alt+Enter Maximizes the emulator. Nice for demos.
Ctrl+F11 changes the orientation of the emulator.
F8 Turns network on / off.
The graphics of the emulator can use the native GPU of the computer. This makes the rendering in the emulator very fast. To enable this, add the
GPU Emulation property to the device configuration and set it to true.You can also set the
Enabled flag for Snapshots. This will save the state of the emulator and will let it start much faster. Unfortunately currently native GPU rendering and Snapshots do not work together.Android devices do not have to have hardware button. If you want to create such an AVD, add the
Hardware Back/Home keys property to the device configuration and set it to false.Define a new Android Virtual Device (ADV) with open the AVD Manager via Window → Android Virtual Device Manager and press the New button.
Enter values similar to the following screenshot.
Tip
Ensure that the Use Host GPU option is selected. This makes the AVD use the graphical processing unit of your computer and this makes rendering much faster.
Afterwards press the OK button. This will create the AVD configuration and display it under the list of available virtual devices.
To test if your setup is correct, select your new AVD entry and press the Start button
Warning
Do not interrupt this startup process, as this might corrupt the AVD. The first startup may take on an older machine up to 10 minutes. On a modern machine is typically takes 1-3 minutes for a new AVD to finish its starting process.
After the AVD started, you can use the AVD via the mouse. If you selected the option and via the virtual keyboard of the emulator.
Warning
The initial startup of the emulator is relatively long, starting the emulator is similar to starting an Android device. During development you don't stop the AVD, you just re-deploy your application.
The tutorials of this document have been developed and tested with Android 4.2, API Level 17. Please use this version for all tutorials in this tutorial. Higher versions of the API level should also work. A lower version of the Android API might also work, but if you face issues, try the recommended version.
The base package for the projects is always the same as the project name, e.g. if you are asked to create a project called de.vogella.android.example.test, then the corresponding package name isde.vogella.android.example.test.
The application name, which must be entered on the Android project generation wizard, will not be predefined. Choose a name you like.
In this exercise you create a simple Android project and run it.
Note
The purpose of this exercise is to demonstrate the development process, the created artifacts are explained later in this tutorial.
You create an Android application with the data from the following table. The process of creating the Android application is described and depicted below the table.
Table 1. New Android project
| Property | Value |
|---|---|
| Application Name | Test App |
| Project Name | com.vogella.android.first |
| Package name | com.vogella.android.first |
| API (Minimum, Target, Compile with) | Latest |
| Template | BlankActivity |
| Activity | MainActivity |
| Layout | activity_main |
To create a new Android project select File → New → Other... → Android → Android Project from the menu. Enter the fitting data from the table above in the first wizard page.
Press the Next button and ensure that you have selected to create a launcher icon and an activity.
On the wizard page for the launcher icon, create a nice looking icon. The following screenshot shows an example.
Press the Next button and select on the next page the BlankActivity template. Press the Next button
Enter the following data which was also described in the above table.
Press the Finish button. The wizard may prompt you to install the support library. If you are prompted, select to install it.
If you have not yet done so, create an Android virtual device (AVD) fitting for your selected API version and start this AVD. Wait until the AVD has started.
Unlock your emulator.
Note
You typically don't stop the emulator during development. The emulator is similar to a real Android device and re-starting the emulator is similar to rebooting your Android phone.
An Android application is a single installable unit which can be started and used independently of other Android applications. It consists out of Android components and resource files. The Android system knows activities, services, broadcast receiver and content provider as components.
An Android application can have one application class which is instantiated as soon as the application starts and the last components which is stopped if the application gets stopped.
Android application components can connect to components of other Android applications. This way they can create cross-application tasks.
For example an application which allows you to make a photo can start an email application and instruct this application to create a new email and attach a photo to this email. This reuse of existing components is an important design concept of Android applications and allows the developer to leverage the applications installed on the device.
The following description gives a overview of the most important user interface related component and parts of an Android application.
An activity represents the visual representation of an Android application. 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.
Fragments are components which run in the context of an activity . A fragment encapsulates application code so that it is easier to reuse it and to support different sized devices.
Fragments are optional components which allow you to reuse user interface and non user interface components for different devices configurations.
Views are user interface widgets, e.g. buttons or text fields. The base class for all views is the
android.view.View class. Views have attributes which can be used to configure their appearance and behavior.A layout manager is responsible for arranging other view . The base class for these layout managers is the
android.view.ViewGroup class which extends the View class. A layout managers is typically called ViewGroup based on the implementing class name.Layout managers can be nestled to create complex layouts.
Tip
You should avoid nesting layout managers too deeply, as this has a negative impact on the performance.
The user interface for activities is typically defined via XML files (layout files). It is possible to define defined layout file for different device configuration, e.g. based on the available width of the actual device running the application.
Fragments are designed to support such a setup.
The following pictures shows an activity called MainActivity. On a smaller screen it shows only one fragment and allows that the user navigates to another fragment. On a wide screen it shows two fragments.
Android has several more components which can be used in your Android application.
Intents are asynchronous messages which allow application components to request functionality from other Android components. Intents allow to interact with components from the own and other applications. For example an activity can start an external activity for taking a picture.
An application can call a component directly (explicit intent) or ask the Android system to evaluate registered components based on the intent data (implicit intents).
For example an application component can implement the sharing of data via an intent. If this intent is triggered the user could select which registered component should handle the sharing of data. Application components are registered to handle an intent via an intent filter.
Services perform tasks without providing a user interface. They can communicate with other Android components and notify the user via the notification framework in Android.
A content provider (provider) provides 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.
A broadcast receiver (receiver) can be registered to receive system messages and intents. A receiver gets notified by the Android system, if the specified event occurs.
For example you can register a broadcast receivers for the event that the Android system completed the boot processor or for the event that the state of the phone changes, e.g. someone is calling.
Widgets are interactive components which are primarily used on the Android homescreen. They typically display some kind of data and allow the user to perform actions via them. For example a widget 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.
The components and settings of an Android application are described in the
AndroidManifest.xml file. For example all activities and services of the application must be declared in this file.It must also contain the required permissions for the application. For example if the application requires network access it must be specified here.
xmlns:android="http://schemas.android.com/apk/res/android"
package="de.vogella.android.temperature"
android:versionCode="1"
android:versionName="1.0">
android:icon="@drawable/icon" android:label="@string/app_name">
android:name=".Convert"
android:label="@string/app_name">
android:name="android.intent.action.MAIN" />
android:name="android.intent.category.LAUNCHER" />
The
package attribute defines the base package for the Java objects referred to in this file. If a Java object lies within a different package, it must be declared with the full qualified package name.Google Play requires that every Android application uses its own unique package. Therefore it is a good habit to use your reverse domain name as package name. This will avoid collisions with other Android applications.
android:versionName and android:versionCode specify the version of your application. versionName is what the user sees and can be any String.versionCode must be an integer. The Android Market determine based on the versionCode, if it should perform an update of the applications for the existing installations. You typically start with "1" and increase this value by one, if you roll-out a new version of your application.The
tag defines an activity, in this example pointing to the Convert class in thede.vogella.android.temperature package. An intent filter is registered for this class which defines that this activity is started once the application starts (actionandroid:name="android.intent.action.MAIN" ). The category definition category android:name="android.intent.category.LAUNCHER" defines that this application is added to the application directory on the Android device.The
@string/app_name value refers to resource files which contain the actual value of the application name. The usage of resource file makes it easy to provide different resources, e.g. strings, colors, icons, for different devices and makes it easy to translate applications.The
uses-sdk part of the AndroidManifest.xml file defines the minimal SDK version for which your application is valid. This will prevent your application being installed on unsupported devices.The Android system controls the lifecycle of your application. At any time the Android system may stop or destroy your application, e.g. because of an incoming call. The Android system defines a lifecycle foractivities via predefined methods. The most important methods are:
onSaveInstanceState()- called after the activity is stopped. Used to save data so that theactivity can restore its states if re-startedonPause()- always called if the activity ends, can be used to release resource or save dataonResume()- called if the activity is re-started, can be used to initialize fields
An activity will also be restarted, if a so called "configuration change" happens. A configuration change happens if an event is triggered which may be relevant for the application. For example if the user changes the orientation of the device (vertically or horizontally). Android assumes that an activitymight want to use different resources for these orientations and restarts the activity.
In the emulator you can simulate the change of the orientation via Ctrl+F11.
You can avoid a restart of your application for certain configuration changes via the
configChangesattribute on your activity definition in your AndroidManifest.xml. The following activity will not be restarted in case of orientation changes or position of the physical keyboard (hidden / visible). android:name=".ProgressTestActivity"
android:label="@string/app_name"
android:configChanges="orientation|keyboardHidden|keyboard">
The class
android.content.Context provides the connection to the Android system and the resources of the project. It is the interface to global information about the application environment.The Context also provides access to Android services, e.g. the Location Service.
Activities and services extend the
Context class.Android supports that resources, like images and certain XML configuration files, can be keep separate from the source code.
These resources must be defined in the
res directory in a special folder dependent on their purpose. You can also append additional qualifiers to the folder name to indicate that the related resources should be used for special configurations, e.g. you can specify that a resource is only valid for a certain screen size.The following table give an overview of the supported resources and their standard folder prefix.
Table 2. Resources
| Resource | Folder | Description |
|---|---|---|
| Simple Values | /res/values | Used to define strings, colors, dimensions, styles and static arrays of strings or integers. By convention each type is stored in a separate file, e.g. strings are defined in the res/values/strings.xml file. |
| Layouts | /res/layout | XML file with layout description files used to define the user interface foractivities and Fragments. |
| Styles and Themes | /res/values | Files which define the appearance of your Android application. |
| Animations | /res/animator | Define animations in XML for the property animation API which allows to animate arbitrary properties of objects over time. |
| Menus | /res/menu | Define the properties of entries for a menu. |
The
gen directory in an Android project contains generated values. R.java is a generated class which contains references to certain resources of the project.If you create a new resource, the corresponding reference is automatically created in
R.java via the Eclipse ADT tools. These references are static integer values and define IDs for the resources.The Android system provides methods to access the corresponding resource via these IDs.
For example to access a String with the
R.string.yourString ID, you would use thegetString(R.string.yourString)) method.R.java is automatically created by the Eclipse development environment, manual changes are not necessary and will be overridden by the tooling.This allow you to use the ID directly in your layout file.
xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" tools:context=".MainActivity" > 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" />"http://schemas.android.com/apk/res/android"
The
Resources class allows to access individual resources. An instance of Resources can get access via the getResources() method of the Context class.The
Resources class is also used by other Android classes, for example the following code shows how to create a Bitmap file from a reference ID.BitmapFactory.decodeResource(getResources(), R.drawable.ic_action_search);
In your XML files, for example your layout files, you can refer to other resources via the
@ sign.For example, if you want to refer to a color which is defined in an XML resource, you can refer to it via
@color/your_id. Or if you defined a "hello" string in an XML resource, you could access it via@string/hello.The user interface for activities is defined via layouts. The layout defines the included
Views (widgets) and their properties.A layout can be defined via Java code or vian XML. In most cases the layout is defined as an XML file.
XML based layouts are defined via a resource file in the
/res/layout folder. This file specifies theViewGroups, Views, their relationship and their attributes for this specific layout.If a
View needs to be accessed via Java code, you have to give the View a unique ID via theandroid:id attribute. To assign a new ID to a View use . The following shows an example in which a@+id/yourvalue Button gets the button1 ID assigned.By conversion this will create and assign a new
yourvalue ID to the corresponding View. In your Java code you can later access a View via the method findViewById(R.id.yourvalue).Defining layouts via XML is usually the preferred way as this separates the programming logic from the layout definition. It also allows the definition of different layouts for different devices. You can also mix both approaches.
While the
res directory contains structured values which are known to the Android platform, theassets directory can be used to store any kind of data.You access this data via the
AssetsManager which you can access the getAssets() method.The
AssetsManager class allows to read a file in the assets folder as InputStream with theopen() method. The following code shows an example for this.// Get the AssetManager
AssetManager manager = getAssets();
// Read a Bitmap from Assets
InputStream open = null;
try {
open = manager.open("logo.png");
Bitmap bitmap = BitmapFactory.decodeStream(open);
// Assign the bitmap to an ImageView in this layout
ImageView view = (ImageView) findViewById(R.id.imageView1);
view.setImageBitmap(bitmap);
} catch (IOException e) {
e.printStackTrace();
} finally {
if (open != null) {
try {
open.close();
} catch (IOException e) {
e.printStackTrace();
}
}
}
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.
You can open this view via Window → Show View → Other... → Android → LogCat.
The LogCat view allows you also to define a filter for the log messages, e.g. for your category.
In your
com.vogella.android.first project create the following interface to define your log constant.package com.vogella.android.first;
public interface Constants {
String LOG = "com.vogella.android.first";
}
Add a log statement to your
onCreate method.@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
if (BuildConfig.DEBUG) {
Log.d(Constants.LOG, "onCreated called");
}
setContentView(R.layout.activity_main);
}
Add a filter to the LogCat view for your category.
Android provides lots of simple views (widgets), e.g. the
Button, TextView, EditText classes and well as more complex widgets, for example ListView or GridView to show structured data.This application is available on the Android Marketplace under Android Temperature converter .
Alternatively you can also scan the following barcode with your Android smartphone to install it via the Google Play application.
Select File → New → Other... → Android → Android Application Project to create a new Android project with the following data.
Table 3. New Android project
| Property | Value |
|---|---|
| Application Name | Temperature Converter |
| Project Name | de.vogella.android.temperature |
| Package name | de.vogella.android.temperature |
| API (Minimum, Target, Compile with) | Latest |
| Template | BlankActivity |
| Activity | MainActivity |
| Layout | activity_main |
After the wizard ends, a project structure similar to the following picture is created.
Android allows you to create static attributes, e.g. Strings or colors. These attributes can for example be used in your XML layout files or referred to via Java source code.
Select the
res/values/string.xml file and press the Add button.Select the Color entry in the following dialog and press the OK 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.
name="app_name">Temparature Convertor
name="hello_world">Hello world!
name="menu_settings">Settings
name="title_activity_main">Temparature Convertor
name="myColor">#3399CC
name="celsius" >to Celsius
name="fahrenheit">to Fahrenheit
name="calc">Calculate
Select the
res/layout/activity_main.xml file and open the Android editor via a double-click. This editor allows you to create the layout via drag and drop or via the XML source code. You can switch between both representations via the tabs at the bottom of the editor. For changing the position and grouping elements you can use the Eclipse Outline view.The following shows a screenshot of the Palette side of this editor. from which you can drag and drop new user interface components into your layout. Please note that the Palette view changes frequently so your view might be a bit different.
You will now create the layout for your Android application.
Right-click on the existing Hello World! text object in the layout. Select Delete from the popup menu to remove the text object.
Afterwards select the Text Fields section in the Palette and locate the Plain Text (via the tooltip).
All entries in the Text Fields section define text fields. The different entries define additional attribute for them, e.g. if a text field should only contain numbers.
Drag this onto the layout to create a text input field.
Afterwards select the Form Widgets section in the Palette and drag a RadioGroup entry into the layout. The number of radio buttons added to the radio button group depends on your version of Eclipse. Make sure there are two radio buttons by deleting or adding radio buttons to the group.
Drag a Button from the Form Widgets section into the layout.
The result should look like the following screenshot.
Switch to the XML tab of your layout file and verify that the file looks similar to the following listing. ADT changes the templates very fast, so your XML might look slighty different.
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: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:id="@+id/radioGroup1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_alignParentLeft="true"
android:layout_below="@+id/editText1" >
android:id="@+id/radio0"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:checked="true"
android:text="RadioButton" />
android:id="@+id/radio1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="RadioButton" />
If you select a user interface component (an instance of
View), you can change its properties via the Eclipse Properties view. Most of the properties can be changed via the menu which can be opened via right-click. You can also edit properties of fields directly in XML. Changing properties in the XML file is much faster, if you know what you want to change. But the right-click menu is nice, if you are searching for a certain property.Open your layout file.
Use a right-click on the first radio button to assign the
celsius String attribute to its text property. Assign the fahrenheit string attribute to the text property of the second radio button.From now on, I assume you are able to use the properties menu on user interface components. You can always either edit the XML file or modify the properties via right-click.
Set the
Checked property to true for the first RadioButton.Assign
calc to the text property of your button and assign the value onClick to the onClick property.Set the
Input type property to numberSigned and numberDecimal on the EditText.All your user interface components are contained in a layout. Assign a background color to this
Layout. Right-click on an empty space in Graphical Layout mode, then select Other Properties → All by Name → Background. Select Color and then select myColor in the dialog.Afterwards the background should change to the
whitesmoke color. It might difficult to see the difference.Switch to the
activity_main.xml tab and verify that the XML is correct. xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="@color/myColor" >
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"
>
android:id="@+id/radioGroup1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_alignParentLeft="true"
android:layout_below="@+id/editText1" >
android:id="@+id/radio0"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:checked="true"
android:text="@string/celsius" />
android:id="@+id/radio1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/fahrenheit" />
During the generation of your new Android project you specified that an activity called
MainActivity should be created. The project wizard created the corresponding Java class.Change your
MainActivity class to the following isting. Note that the onClick will be called based on the OnClick property of your button. I use the same name as this is easier to remember.package de.vogella.android.temperature;
import android.app.Activity;
import android.os.Bundle;
import android.view.View;
import android.widget.EditText;
import android.widget.RadioButton;
import android.widget.Toast;
public class MainActivity extends Activity {
private EditText text;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
text = (EditText) findViewById(R.id.editText1);
}
// This method is called at button click because we assigned the name to the
// "OnClick property" of the button
public void onClick(View view) {
switch (view.getId()) {
case R.id.button1:
RadioButton celsiusButton = (RadioButton) findViewById(R.id.radio0);
RadioButton fahrenheitButton = (RadioButton) findViewById(R.id.radio1);
if (text.getText().length() == 0) {
Toast.makeText(this, "Please enter a valid number",
Toast.LENGTH_LONG).show();
return;
}
float inputValue = Float.parseFloat(text.getText().toString());
if (celsiusButton.isChecked()) {
text.setText(String
.valueOf(convertFahrenheitToCelsius(inputValue)));
celsiusButton.setChecked(false);
fahrenheitButton.setChecked(true);
} else {
text.setText(String
.valueOf(convertCelsiusToFahrenheit(inputValue)));
fahrenheitButton.setChecked(false);
celsiusButton.setChecked(true);
}
break;
}
}
// Converts to celsius
private float convertFahrenheitToCelsius(float fahrenheit) {
return ((fahrenheit - 32) * 5 / 9);
}
// Converts to fahrenheit
private float convertCelsiusToFahrenheit(float celsius) {
return ((celsius * 9) / 5) + 32;
}
}
To start the Android Application, select your project, right click on it, and select Run-As → Android Application. If an emulator is not yet running, it will be started. Be patient, the emulator starts up very slowly.
Type in a number, select your conversion and press the button. The result should be displayed and the other option should get selected.
After you run your application on the virtual device, you can start it again on the device. If you press the Home button you can select your application.
A layout manager is a subclass of
ViewGroup and is responsible for the layout of itself and its childViews. Android supports different default layout managers.As of Android 4.0 the most relevant layout managers are
LinearLayout, FrameLayout,RelativeLayout and GridLayout.All layouts allow the developer to define attributes. Children can also define attributes which may be evaluated by their parent layout.
AbsoluteLayoutLayout is deprecated and TableLayout can be implemented more effectively via GridLayoutChildren can specify there desired width and height via the following attributes.
Table 5. Width and height definition
| Attribute | Description |
|---|---|
| android:layout_width | defines the width of the widget |
| android:layout_height | defines the height of the widget |
Widgets can uses fixed sizes, e.g. with the
dp definition, for example 100dp. While dp is a fixed size it will scale with different device configurations.The
match_parent value tells the to maximize the widget in its parent. The wrap_content value tells the layout to allocate the minimum amount so that widget is rendered correctly.FrameLayout is a layout manager which draws all child elements on top of each other. Which allows to create nice visual effects.The following screenshot shows the Gmail application which uses
FrameLayout to display several button on top of another layout.LinearLayout puts all its child elements into a single column or row depending on theandroid:orientation attribute. Possible values for this attribute are horizontal and vertical,horizontal is the default value.If horizontal is used the child elements are layouted as indicated by the following picture.
Vertial would result in a layout as depicted in the following picture.
LinearLayout can be nested to achieve more complex layouts.LinearLayout supports assigning a weight to individual children via the android:layout_weightlayout parameter. This value specifies how much of the extra space in the layout is allocated to theView. If for example you have two widgets and the first one defines a layout_weight of 1 and the second of 2, the first will get 1/3 of the available space and the other one 2/3. You can also set the layout_width to zero to have always a certain ratio.RelativeLayout allow to position the widget relative to each other. This allows for complex layouts.A simple usage for
RelativeLayout is if you want to center a single component. Just add one component to the RelativeLayout and set the android:layout_centerInParent attribute to true."1.0"
GridLayout was introduced with Android 4.0. This layout allows you to organize a view into a Grid. GridLayout separates its drawing area into: rows, columns, and cells.You can specify how many columns you want for define for each
View in which row and column it should be placed and how many columns and rows it should use. If not specified GridLayout uses defaults, e.g. one column, one row and the position of a View depends on the order of the declaration of the Views.The following layout file defines a layout using
GridLayout.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" >
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" />
android:layout_column="0"
android:layout_gravity="right"
android:layout_row="1"
android:text="User Name: " >
android:id="@+id/input1"
android:layout_column="1"
android:layout_columnSpan="2"
android:layout_row="1"
android:ems="10" />
android:layout_column="0"
android:layout_gravity="right"
android:layout_row="2"
android:text="Password: " >
android:id="@+id/input1"
android:layout_column="1"
android:layout_columnSpan="2"
android:layout_row="2"
android:ems="8" />
This creates a user interface similar to the following screenshot.
The
ScrollView class can be used to contain one View that might be to big too fit on one screen.ScrollView will is this case display a scroll bar to scroll the context.Of course this
View can be a layout which can then contain other elements.The following code shows an example layout file which uses a
ScrollView."1.0"
The
android:fillViewport="true" attribute ensures that the scrollview is set to the full screen even if the elements are smaller then one screen.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 calledScrollViewActivity.Change the layout file used in the activity to the following.
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" >
android:id="@+id/LinearLayout01"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="vertical" >
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" >
android:id="@+id/TextView02"
android:layout_width="wrap_content"
android:layout_height="match_parent"
android:layout_weight="1.0"
android:text="@+id/TextView02" >
android:id="@+id/LinearLayout02"
android:layout_width="wrap_content"
android:layout_height="wrap_content" >
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 {
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
TextView view = (TextView) findViewById(R.id.TextView02);
String s="";
for (int i=0; i < 500; i++) {
s += "vogella.com ";
}
view.setText(s);
}
}
Start your application and ensure that you can scroll down to the buttons.
Eclipse provides a perspective for interacting with your Android (virtual) device and your Android application program. Select Window → Open Perspective → Other... → DDMS to open this perspective. It includes several
Views which can also be used independently and allows for example the application to place calls and send SMS to the device. It also allows the application to set the current geo position and allows you to perform a performance trace of your application.In general there are you restrictions how to deploy an Android application to your device. You can use USB, email yourself the application or use one of the many Android markets to install the application. The following describes the most common ones.
Turn on USB Debugging on your device in the settings. Select in the settings of your device Applications→ Development, then enable USB debugging.
You may also need to install the a driver for your mobile phone. Linux and Mac OS usually work out of the box while an Windows OS typically requires the installation of a driver.
For details please see Developing on a Device . Please note that the Android version you are developing for must be the installed version on your phone.
If you have only one device connected and no emulator running, the Android develoment tools will automatically deploy to this device. If you have several connected you can selected which one shoudl be used.
Android application must be signed before they can get installed on an Android device. During development Eclipse signs your application automatically with a debug key.
If you want to install your application without the Eclipse IDE you can right-click on it and selectAndroid Tools → Export Signed Application Package.
This wizard allows to use an existing key or to create a new one.
Please note that you need to use the same signature key in Google Play (Google Market) to update your application. If you loose the key you will NOT be able to update your application ever again.
Make sure to backup your key.
Android allow to install applications also directly. Just click on a link which points to an .apk file, e.g. in an email attachment or on a webpage. Android will prompt you if you want to install this application.
This requires a setting on the Android device which allows the installation of non-market application. Typically this setting can be found under the "Security" settings.
Google Play requires a one time fee, currently 25 Dollar. After that the developer can directly upload his application and the required icons, under Google Play Publishing .
Google performs some automatic scanning of applications, but no approval process is in place. All application, which do not contain malware, will be published. Usually a few minutes after upload, the application is available.
