Android Development Tutorial
Android Development Tutorial
Revision 0.1
04.07.2009
Lars Vogel
Created
07.07.2009 - 21.11.2012
Development with Android and Eclipse This tutorial describes how to create Android applications with Eclipse. It is based on Eclipse 4.2 (Juno), Java 1.6 and Android 4.2 (Jelly Bean).
Table of Contents
1. What is Android? 1.1. Android Operation System 1.2. Google Play (Android Market) 1.3. Security and permissions 2. Basic Android User Interface components 2.1. Activity 2.2. Fragments 2.3. Views and ViewGroups 2.4. Activities, Fragments and Views 3. Other Android components 3.1. Intents 3.2. Services 3.3. ContentProvider 3.4. BroadcastReceiver 3.5. (HomeScreen) Widgets
3.6. More Components 4. Android Development Tools 4.1. Android SDK 4.2. Android Development Tools 4.3. Dalvik Virtual Machine 4.4. How to develop Android Applications 4.5. Resource editors 5. Android Application Architecture 5.1. AndroidManifest.xml 5.2. Activities and Lifecycle 5.3. Configuration Change 5.4. Context 6. Resources 6.1. Resources 6.2. Assets 6.3. Defining IDs 7. Using Resources 7.1. Reference to resources in code 7.2. Reference to resources in XML files 7.3. Activities and Layouts 8. Installation 8.1. Options 8.2. Standalone ADT installation 9. Android virtual device - Emulator 9.1. What is the Android Emulator? 9.2. Google vs. Android AVD 9.3. Emulator Shortcuts 9.4. Parameter 10. Tutorial: Create and run Android Virtual Device 11. Solving Android development problems 12. Conventions for the tutorials 12.1. API version, package and application name 12.2. Warning messages for Strings 13. Tutorial: Your first Android project 13.1. Install the demo application 13.2. Create Project 13.3. Create attributes 13.4. Add Views 13.5. Edit View properties 13.6. Change the Activity source code 13.7. Start Project 14. Starting an installed application 15. Layout Manager and ViewGroups 15.1. Available Layout Manager 15.2. LinearLayout 15.3. RelativeLayout 15.4. GridLayout 15.5. ScrollView 16. Tutorial: ScrollView 17. DDMS perspective and important views 17.1. DDMS - Dalvik Debug Monitor Server 17.2. LogCat View 17.3. File explorer 18. Deployment 18.1. Overview 18.2. Deployment via Eclipse 18.3. Export your application
18.4. Via external sources 18.5. Google Play (Market) 19. Thank you 20. Questions and Discussion 21. Links and Literature 21.1. Source Code 21.2. Android Resources 21.3. vogella Resources
1. What is Android?
1.1. Android Operation System
Android is an operating system based on Linux with a Java programming interface. The Android Software Development Kit (Android SDK) provides all necessary tools to develop Android applications. This includes a compiler, debugger and a device emulator, as well as its own virtual machine to run Android programs. Android is currently primarily developed by Google. Android allows background processing, provides a rich user interface library, supports 2-D and 3-D graphics using the OpenGL libraries, access to the file system and provides an embedded SQLite database. Android applications consist of different components and can re-use components of other applications. This leads to the concept of a task in Android; an application can re-use other Android components to archive a task. For example you can trigger from your application another application which has itself registered with the Android system to handle photos. In this other application you select a photo and return to your application to use the selected photo.
2.1. Activity
An Activity represents the visual representation of an Android application. Activities use Views andFragments to create the user interface and to interact with the user. An Android application can have several Activities.
2.2. Fragments
Fragments are components which run in the context of an Activity. Fragment components encapsulate application code so that it is easier to reuse it and to support different sized devices. Fragments are optional, you can use Views and ViewGroups directly in an Activity but in professional applications you always use them to allow the reuse of your user interface components on different sized devices.
3.1. Intents
Intents are asynchronous messages which allow the application to request functionality from other components of the Android system, e.g. from Services or Activities. An application can call a component directly (explicit Intent) or ask the Android system to evaluate registered components based on the Intentdata (implicit Intents ). For example the application could implement sharing of data via an Intent and all components which allow sharing of data would be
available for the user to select. Applications register themselves to an Intent via an IntentFilter. Intents allow to combine loosely coupled components to perform certain tasks.
3.2. Services
Services perform background tasks without providing a user interface. They can notify the user via the notification framework in Android.
3.3. ContentProvider
A ContentProvider provides a structured interface to application data. Via a ContentProvider your application can share data with other applications. Android contains an SQLite database which is frequently used in conjunction with a ContentProvider. The SQLite database would store the data, which would be accessed via the ContentProvider.
3.4. BroadcastReceiver
BroadcastReceiver can be registered to receive system messages and Intents. A BroadcastReceiver will get notified by the Android system, if the specified situation happens. For example a BroadcastReceivercould get called once the Android system completed the boot process or if a phone call is received.
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.
<application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name=".Convert" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity>
</manifest>
The package attribute defines the base package for the Java objects referred to in this file. If a Java object lies within a different package, it must be declared with the full qualified package name. Google Play requires that every Android application uses its own unique package. Therefore it is a good habit to use your reverse domain name as package name. This will avoid collisions with other Android applications. and android:versionCode specify the version of your application. versionName is what the user sees and can be any String.
android:versionName
must be an integer. The Android Market determine based on the versionCode, if it should perform an update of the applications for the existing
versionCode
installations. You typically start with "1" and increase this value by one, if you roll-out a new version of your application. The <activity> tag defines an Activity, in this example pointing to the Convert class in 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
defines that this application is added to the application directory on the Android device.
android:name="android.intent.category.LAUNCHER"
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.
onSaveInstanceState() - called after the Activity is stopped. Used to save data so that the Activity can restore its states if re-started onPause() - always called if the Activity ends, can be used to release resource or save data onResume() - called if the Activity is re-started, can be used to initialize fields
5.4. Context
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.
6. Resources
6.1. Resources
Android supports that resources, like images and certain XML configuration files, can be keep separate from the source code. These resources must be defined in the res directory in a special folder dependent on their purpose. You can also append additional qualifiers to the folder name to indicate that the related resources should be used for special configurations, e.g. you can specify that a resource is only valid for a certain screen size. The following table give an overview of the supported resources and their standard folder prefix. Table 1. Resources
Resource Folder Description
Simple Values
/res/values
Used to define strings, colors, dimensions, styles and static arrays of strings or integers. By convention each type is stored in a separate file, e.g. strings are defined in the res/values/strings.xml file.
Resource
Folder
Description
Layouts
/res/values
XML file with layout description files used to define the user interface for Activitiesand Fragments.
/res/values
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
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. is automatically created by the Eclipse development environment, manual changes are not necessary and will be overridden by the tooling.
R.java
6.2. Assets
While the res directory contains structured values which are known to the Android platform, the assetsdirectory can be used to store any kind of data. You access this data via the AssetsManager which you can access the getAssets() method.
</resources>
</RelativeLayout>
7. Using Resources
7.1. Reference to resources in code
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);
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.
8. Installation
8.1. Options
You have different options to install the Android development tools. The simplest way is to download a full packaged pre-configured Eclipse. For other options please see Android installation
Extract the zip file and start Eclipse from the eclipse folder via the eclipse native launcher, e.g.eclipse.exe under Windows.
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.
9.4. Parameter
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 theHardware Back/Home keys property to the device configuration and set it to false.
Select the Enabled for Snapshots box. This will make the second start of the virtual device much faster. Afterwards press the Create AVD button. This will create the AVD configuration and display it under theVirtual devices. To test if your setup is correct, select your your new entry and press the Start button
After some time your AVD starts. Do not interrupt this startup process, as this might corrupt the AVD. After the AVD started, you can use the AVD via the mouse and via the virtual keyboard of the emulator.
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.
The next screen allow you to create a Launcher Icon for your application. Accept the defaults and press the Next button.
On the next dialog change Title attribute to Temperature Converter. Leave the rest as is.
Press the Finish button. The wizard may prompt you to install the Support library. If you are prompted, select to install it.
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. Table 2. String Attributes
Name Value
celsius
to Celsius
fahrenheit
to Fahrenheit
calc
Calculate
Switch to the XML representation and validate that the values are correct.
<resources>
<string name="app_name">Temparature Convertor</string> <string name="hello_world">Hello world!</string> <string name="menu_settings">Settings</string> <string name="title_activity_main">Temparature Convertor</string> <color name="myColor">#3399CC</color> <string name="celsius" >to Celsius</string> <string name="fahrenheit">to Fahrenheit</string> <string name="calc">Calculate</string>
</resources>
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.
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
</RelativeLayout>
From now on, I assume you are able to use the properties menu on user interface components. You can always either edit the XML file or modify the properties via right mouse click. Set the 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.
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" android:background="@color/myColor" >
</RelativeLayout>
import android.app.Activity; import android.os.Bundle; import android.view.View; import android.widget.EditText; import android.widget.RadioButton; import android.widget.Toast;
@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;
} }
android:layout_width
android:layout_height
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.
15.2. LinearLayout
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. LinearLayout can be nested to achieve more complex layouts. LinearLayout supports assigning a weight to individual children via the android:layout_weight layout parameter. This value specifies how much of the extra space in the layout is allocated to the View. If for example you have two widgets and the first one defines a layout_weight of 1 and the second of 2, the first will get 1/3 of the available space and the other one 2/3. You can also set the layout_width to zero to have always a certain ratio.
15.3. RelativeLayout
RelativeLayout allow to position the widget relative to each other. This allows for complex layouts. A simple usage for RelativeLayout is if you want to center a single component. Just add one component to the RelativeLayout and set the android:layout_centerInParent attribute to true.
<?xml version="1.0" encoding="utf-8"?>
</RelativeLayout>
15.4. GridLayout
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 theViews.
15.5. ScrollView
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.
<?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>
android:layout_height="wrap_content" >
<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>
@Override
public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState);
setContentView(R.layout.main); TextView view = String s=""; for (int i=0; i < 100; i++) { s += "vogella.com "; } view.setText(s); } } (TextView) findViewById(R.id.TextView02);
The attribute "android:fillViewport="true"" ensures that the scrollview is set to the full screen even if the elements are smaller then one screen and the "layout_weight" tell the android system that these elements should be extended.
18. Deployment
18.1. Overview
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.
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 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 nonmarket application. Typically this setting can be found under the "Security" settings.
Android ListView and ListActivity Android SQlite Database Android Widgets Android Live Wallpaper Android Services Android Location API and Google Maps Android Intents Android and Networking Android Homepage Android Developer Homepage Android Issues / Bugs Android Google Groups Android Live Folder