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MOBDEV

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17 views111 pages

MOBDEV

Uploaded by

matthewduff9812
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Lecture Model: Android Development Essentials

Lecture Title: Android Development Essentials

Objective:

By the end of this lecture, students will:

1. Understand the architecture of the Android platform and set up a development


environment.
2. Learn about Android application components and their roles.
3. Explore Android UI layouts, design patterns, and controls.
4. Understand how to access resources in Android.
5. Explore the Android user interface design and its best practices.

1. Android Architecture and Environment Setup

1.1 Android Architecture Overview

Android architecture is designed in layers that provide the system’s core functionality and
manage applications. The architecture consists of:

• Linux Kernel:
o At the base of Android’s architecture, the Linux kernel handles core system
services like memory management, process management, and hardware
abstraction. It ensures that Android can manage multiple processes efficiently.
• Hardware Abstraction Layer (HAL):
o HAL provides standard interfaces for accessing hardware components, such as the
camera, GPS, and sensors.
• Android Runtime (ART):
o ART runs applications in Android. It uses Ahead-of-Time (AOT) and Just-in-
Time (JIT) compilation to improve app performance. ART replaced Dalvik in
Android 5.0 for better memory management and speed.
• Native C/C++ Libraries:
o Android includes native libraries (e.g., OpenGL for graphics, WebKit for browser
functionality) that provide a range of system functionalities.
• Android Framework:
o The Android framework includes APIs for handling UI components, data
management, notifications, and app life cycles. This is the layer developers
interact with most.
• Applications:
o At the top layer, Android includes pre-installed and third-party applications (such
as contacts, messaging, and social media apps).

1.2 Android Development Environment Setup

To start developing Android apps, you need to set up the development environment:

• Android Studio: The official integrated development environment (IDE) for Android
development. It provides tools for writing, testing, and debugging Android apps.
o Features:
▪ Code Editor with syntax highlighting, code completion, and refactoring
tools.
▪ Android Emulator: A virtual device to test Android apps without
requiring a physical device.
▪ Gradle: A build automation tool that manages project dependencies.
• Android SDK: The Software Development Kit (SDK) includes libraries, APIs, and tools
for developing Android apps.
• Device/Emulator Setup: Developers can test apps on an Android device or create virtual
devices using Android Studio’s Emulator.
• Languages: Android supports Java and Kotlin as the main programming languages.

2. Android Application Components

An Android application is built from four key components. Each component has its own role and
interacts with others to create a functioning app.

2.1 Activities

• Activity is a single screen with a user interface (UI). It handles user interactions and
manages app navigation.
o Example: A messaging app might have an activity for displaying messages,
another for composing new messages.
o Activity Life Cycle: Key methods include onCreate(), onStart(),
onResume(), onPause(), onStop(), and onDestroy().

2.2 Services

• Services are background processes that do not provide a UI but perform long-running
tasks (e.g., playing music, downloading data).
o Example: A music player can continue playing music even when the user leaves
the app.
o Services can be Started Services (triggered by an activity) or Bound Services
(used for client-server communication).

2.3 Broadcast Receivers

• Broadcast Receivers allow apps to respond to system-wide broadcast messages (e.g.,


low battery, network state changes).
o Example: An app can listen for an incoming SMS and notify the user.

2.4 Content Providers

• Content Providers manage shared application data and allow data sharing between apps.
o Example: A contact management app can share contact details with a messaging
app.
o The ContentResolver class helps query and manipulate data in content providers.

3. Android UI Layouts, Design, and Controls

The user interface (UI) in Android is defined using Layouts and View components.

3.1 UI Layouts
• LinearLayout: Arranges child views in a single row or column.
o Example: A login form with fields stacked vertically.
• RelativeLayout: Allows positioning of views relative to other views or parent layout.
o Example: Positioning a button to the right of a text field.
• ConstraintLayout: A flexible layout that allows positioning of UI elements based on
constraints. It is preferred for complex UI designs due to its efficiency.
• FrameLayout: Used to display a single view, often for switching between fragments.

3.2 UI Design Patterns

• Material Design: Android follows Google’s Material Design guidelines to ensure


consistency across apps. This design language focuses on responsive, intuitive, and
visually appealing UI.
o Key Features: Floating action buttons (FABs), cards, shadows, and ripple effects.
• Responsive Design: Android apps must be designed to work across various screen sizes
and orientations.

3.3 UI Controls

• TextView: Displays static text.


• EditText: Input field for user data.
• Button: Clickable buttons for user actions.
• ImageView: Displays images.
• RecyclerView: Used for displaying a large list of items in a scrollable format.
• Switch, RadioButton, CheckBox: Used for toggling options.

4. Accessing Resources in Android

Android provides a flexible system for accessing resources, such as images, strings, and layouts,
that are separate from the code.

4.1 Types of Resources

• Layout Resources: Defined in XML files under the res/layout directory.


• String Resources: Defined in res/values/strings.xml. This allows easy localization.
• Drawable Resources: Used for defining images and shapes (stored in res/drawable).

4.2 Accessing Resources in Code

• Use the R class to access resources programmatically:


o Example: R.layout.activity_main for layouts or R.string.app_name for
string resources.

4.3 Resource Qualifiers

• Android supports resource qualifiers to provide alternative resources based on device


characteristics (e.g., screen size, language, or orientation).
o Example: Different layout files can be created for portrait and landscape modes
(layout/ for portrait and layout-land/ for landscape).

5. The Android User Interface


The user interface (UI) in Android applications is responsible for interacting with users and
presenting data. Designing a great UI improves user experience and retention.

5.1 Creating User Interfaces in Android

• Android uses XML files to design user interfaces declaratively. The UI consists of View
components, which include:
o TextView, EditText, ImageView, and other input elements.
• Designing for Different Screen Sizes: Android devices come in various screen sizes. By
using dp (density-independent pixels) and sp (scale-independent pixels), developers
can ensure that the UI scales correctly across devices.

5.2 Best Practices for UI Design

• Use ConstraintLayout: It simplifies complex layouts and reduces nesting, which


improves performance.
• Avoid Hardcoding Dimensions: Use relative sizes and positions to make the UI
adaptable.
• Use Styles and Themes: Define reusable styles in styles.xml to ensure consistency
across the app and simplify changes.

5.3 User Interaction

• Touch Events: Android apps can handle touch events like clicks, swipes, and long
presses using event listeners (e.g., OnClickListener for button clicks).
• Gestures: Android’s gesture detectors, such as GestureDetector and
ScaleGestureDetector, can handle more complex gestures like zooming or scrolling.

6. Conclusion

Understanding Android’s architecture, app components, UI layouts, resource management, and


user interface design is essential for building high-quality Android applications. By learning to
design efficient, responsive, and user-friendly interfaces, developers can create apps that provide
great experiences for users across diverse devices.

Q&A Session / Discussion Points

1. What are the main differences between using LinearLayout and ConstraintLayout in
Android?
2. How does the Activity life cycle impact the behavior of an Android app?
3. Why is it important to follow Material Design guidelines when building an Android
app?
Lecture Model: Introduction to Android Platform

Lecture Title: Introduction to the Android Platform

Objective:

By the end of this lecture, students will:

• Understand the history and evolution of the Android platform.


• Learn about Android architecture and key components of the Android operating system.
• Explore the development environment and tools used for building Android applications.

1. History and Evolution of Android

Android, developed by Android Inc. (acquired by Google in 2005), was officially launched in
2008. It is an open-source mobile operating system based on the Linux kernel, and it powers
millions of devices, from smartphones to tablets, wearables, TVs, and even automobiles.

1.1 Key Milestones in Android History

• 2003: Android Inc. was founded by Andy Rubin, Rich Miner, and others.
• 2007: Android was announced publicly by the Open Handset Alliance, a consortium of
technology companies led by Google.
• 2008: The first Android device, the HTC Dream (T-Mobile G1), was released.
• 2011: Android became the world’s most popular mobile OS.
• Present: Android is now used on billions of devices globally, with major updates and
versions being released regularly (e.g., Android 12, Android 13).

1.2 Android Versions

Android versions are named alphabetically after desserts or sweet treats (e.g., Cupcake, Donut,
Lollipop, Marshmallow, Pie). As of Android 10, Google discontinued using dessert names.

• Android 1.0 (2008): Basic features like web browsing, email, and camera.
• Android 2.0 (Eclair): Introduced features like Google Maps and browser improvements.
• Android 5.0 (Lollipop): Introduction of Material Design for improved UI/UX.
• Android 9 (Pie): Introduction of AI-based features and battery optimizations.
• Android 12/13: Enhanced user customization, privacy controls, and improved
performance.

2. Android Platform Architecture

Android’s architecture is organized into several layers that work together to run applications and
manage system resources. Each layer has a specific role, contributing to the overall functionality
of the system.

2.1 Linux Kernel

The Linux Kernel serves as the foundation of the Android platform. It is responsible for:
• Hardware Abstraction: Providing device drivers to communicate with hardware (e.g.,
cameras, GPS, Bluetooth).
• Process Management: Managing app processes and memory allocation.
• Power Management: Optimizing battery usage.

2.2 Hardware Abstraction Layer (HAL)

The HAL allows Android to communicate with the hardware without knowing the specifics of
the underlying hardware. HAL modules implement functions to manage specific hardware
components.

2.3 Android Runtime (ART)

Android Runtime (ART) is the execution environment for running Android apps. It replaced the
older Dalvik Virtual Machine (DVM) in Android 5.0.

• Key Features of ART:


o Ahead-of-Time (AOT) Compilation: Compiles apps at install time, reducing app
startup time.
o Garbage Collection (GC): Manages memory allocation and frees unused objects.

2.4 Native Libraries

Android includes several native libraries written in C/C++ for specific functionalities, such as:

• OpenGL ES: For 2D/3D graphics rendering.


• WebKit: For web content rendering.
• SQLite: For local database management.

2.5 Android Framework

The Android Framework provides high-level APIs for building Android apps. Key components
include:

• Activity Manager: Manages the app life cycle and navigation between screens.
• Content Providers: Allow sharing of data between apps.
• Resource Manager: Manages external resources like strings, images, and layouts.
• Location Manager: Accesses geographic location information.
• Notification Manager: Controls and manages push notifications.

2.6 Applications

At the top layer, we have the user-facing applications. Android’s architecture allows users to
install third-party apps from the Google Play Store or other sources.

3. Android Development Environment

Developers use the Android SDK (Software Development Kit) and other tools to build
Android applications. The SDK provides APIs, libraries, and tools needed for development.

3.1 Integrated Development Environment (IDE): Android Studio

Android Studio is the official IDE for Android development, based on IntelliJ IDEA. It
provides:
• Code Editor: Features auto-completion, refactoring, and syntax highlighting for Java and
Kotlin (Android’s primary programming languages).
• Layout Editor: A visual editor for building and arranging UI components.
• Emulator: A built-in Android Virtual Device (AVD) emulator for testing apps on virtual
devices.
• Gradle: Android's build system for managing dependencies and compiling code.

3.2 Programming Languages

• Java: Initially, Android apps were written primarily in Java. It remains one of the most
widely used languages in Android development.
• Kotlin: In 2017, Google announced Kotlin as an official language for Android. Kotlin is
preferred for its modern syntax, null safety, and compatibility with Java.

3.3 Android SDK Components

• APIs and Libraries: The SDK includes APIs for accessing Android system services,
hardware sensors, and common mobile development tasks (networking, graphics, data
storage).
• Android Debug Bridge (ADB): A command-line tool that lets developers communicate
with Android devices or emulators to install apps, debug, and perform other tasks.
• ProGuard: A tool used to shrink and obfuscate code, making APK files smaller and
harder to reverse-engineer.

4. Android App Components

An Android application is a combination of four main building blocks, also known as app
components. These components can be used independently or together to build the app’s
functionality.

4.1 Activities

• Activity represents a single screen in an Android app. It manages the user interface (UI)
and user interactions.
o Example: An app might have a login activity, a home screen activity, and a profile
activity.

4.2 Services

• Services handle long-running background tasks without interacting with the UI.
o Example: A music player app uses a service to play music even when the app is in
the background.

4.3 Broadcast Receivers

• Broadcast Receivers respond to system-wide broadcast announcements (e.g., low


battery, Wi-Fi changes).
o Example: Apps can listen for system events like incoming messages or device
boot completion.

4.4 Content Providers

• Content Providers manage and share structured data between apps.


o Example: A calendar app can share event information with another app using a
content provider.
5. Android App Life Cycle

Understanding the app life cycle is crucial for managing app resources and ensuring a smooth
user experience.

5.1 Activity Life Cycle

An Android activity goes through several states from when it is created until it is destroyed. The
key life cycle methods include:

• onCreate(): Called when the activity is first created. Set up the UI and initialize
necessary resources.
• onStart(): Called when the activity becomes visible to the user.
• onResume(): Called when the activity enters the foreground and becomes interactive.
• onPause(): Called when the activity is partially obscured by another activity.
• onStop(): Called when the activity is no longer visible.
• onDestroy(): Called when the activity is being destroyed.

5.2 Handling Life Cycle Changes

• Configuration Changes: Events like screen rotation trigger configuration changes that
destroy and recreate activities. Developers should save the activity state using
onSaveInstanceState().

6. Best Practices in Android Development

Adopting best practices ensures code maintainability, performance optimization, and a great user
experience.

6.1 Use Architecture Components

• Use ViewModel, LiveData, and Room Database from Android’s Jetpack libraries to
manage UI-related data, persistence, and lifecycle-aware components effectively.

6.2 Optimize for Performance

• Minimize main thread usage by offloading tasks like network calls to background
threads.
• Use efficient data structures and algorithms to reduce memory and CPU usage.

6.3 Test Your App

• Test the app across multiple screen sizes, resolutions, and Android versions. Use JUnit
for unit testing, Espresso for UI testing, and the Android Profiler to monitor
performance.

6.4 Design for User Experience

• Follow Material Design Guidelines to ensure a consistent and intuitive user interface
across Android devices.
• Ensure responsiveness by keeping layouts simple and utilizing ConstraintLayout for
complex UI designs.
7. Conclusion

The Android platform is a powerful, open-source environment for mobile development, offering
flexibility and scalability across a wide range of devices. Understanding the platform
architecture, app components, development environment, and life cycle management is essential
to becoming a proficient Android developer. By following best practices, developers can create
high-quality, performant, and user-friendly Android applications.

Q&A Session / Discussion Points

1. How does Android’s open-source nature contribute to its success as a mobile platform?
2. What are the advantages of using Kotlin over Java for Android development?
3. How can developers optimize app performance while maintaining a smooth user
experience?
Lecture Model: Best Practices for Mobile Device Development – OOP, Design
Patterns, and Optimization

Lecture Title: Best Practices for Mobile Device Development: Object-Oriented


Programming, Design Patterns, and Optimization

Objective:

By the end of this lecture, students will:

• Understand the principles of object-oriented programming (OOP) in mobile development.


• Learn about common design patterns used in mobile apps to ensure efficient and
maintainable code.
• Explore techniques for optimizing mobile apps to improve performance and user
experience.

1. Object-Oriented Programming (OOP) in Mobile Development

Object-Oriented Programming (OOP) is a fundamental paradigm for mobile app development,


providing a way to structure code in terms of objects, which are instances of classes.

1.1 Core OOP Concepts

OOP in mobile development is built around four key principles:

• Encapsulation: Bundling of data (attributes) and methods (functions) that operate on the
data into a single unit, the object. It ensures that the internal workings of objects are
hidden from the outside world.
o Example: In an Android or iOS app, a User class might encapsulate a user's
details (name, age) and actions (login, update profile).
• Abstraction: Hiding the complexity of the system by providing a simplified interface. It
focuses on what the object does, not how it does it.
o Example: A method performLogin() abstracts the login process, hiding the
underlying details such as API calls or database queries.
• Inheritance: Allows one class to inherit fields and methods from another, promoting
code reusability.
o Example: A Person class might be inherited by a Customer or Employee class,
each adding its own specific methods while reusing common ones.
• Polymorphism: The ability to use a single interface or method for different types of
objects, making code more flexible.
o Example: A method draw() can be implemented differently for objects like
Circle, Square, or Rectangle, but all objects can be drawn using the same
draw() method.

1.2 Applying OOP in Mobile Platforms

• Android: Java/Kotlin, which are both object-oriented languages, are used for
development. Each Android app consists of objects like Activities, Fragments, and
Services, which follow OOP principles.
o Example: An Activity class can be extended to create custom activities with
specific behavior.
• iOS: Swift and Objective-C are the primary OOP languages for iOS development. Apps
are structured around objects such as UIViewController or UITableView, and OOP
principles are used to manage user interactions and data.
o Example: UIViewController is a base class from which developers can subclass
to create specific screens for their app.

2. Design Patterns in Mobile Development

Design patterns are proven solutions to common software development problems. They help
organize code to make it more maintainable, scalable, and testable.

2.1 Model-View-Controller (MVC)

• MVC is one of the most common design patterns in mobile development. It separates an
application into three components:
o Model: Represents the data and business logic. It directly manages the data, logic,
and rules of the application.
o View: Displays the data from the model to the user. It’s the UI layer.
o Controller: Acts as an intermediary between Model and View, processing user
input, and updating the View when the Model changes.

Example:

• In an iOS app, UIViewController acts as the Controller, UIView as the View, and data
objects (like a User class) represent the Model.

2.2 Model-View-ViewModel (MVVM)

• MVVM is an improvement over MVC, often used in mobile development to separate the
logic more effectively and reduce the workload on controllers.
o Model: Handles the data.
o View: Displays the data and interacts with the user.
o ViewModel: Acts as a bridge between the Model and View. It transforms the data
from the model to make it easier for the view to present it.

Example:

• In Android development, Jetpack’s ViewModel class manages the UI-related data in a


lifecycle-conscious way.

2.3 Singleton Pattern

• Singleton ensures a class has only one instance and provides a global point of access to
it. It is widely used in mobile development for managing shared resources like network
managers, logging, or database connections.

Example:

• A singleton DatabaseManager class in Android or iOS ensures that the app uses a single
instance of the database connection across all activities or view controllers.

2.4 Observer Pattern


• The Observer Pattern is useful for notifying one or more objects when the state of
another object changes. It’s commonly used in mobile apps for responding to changes in
data, network requests, or user actions.

Example:

• LiveData in Android follows the observer pattern, where UI components observe


changes in data and automatically update the view when the data changes.

2.5 Factory Pattern

• The Factory Pattern is used to create objects without exposing the instantiation logic to
the client. Instead, a factory method is used to create objects based on specific inputs.

Example:

• In an Android app, a FragmentFactory might be used to create different Fragment


instances based on the user's actions.

3. Optimization Techniques in Mobile Development

Optimizing mobile apps is crucial for ensuring smooth performance, battery efficiency, and a
great user experience. Mobile devices are resource-constrained environments, so developers
must be mindful of performance bottlenecks and resource usage.

3.1 Memory Management

Memory leaks and poor memory usage can cause an app to crash or slow down, especially in
mobile environments with limited memory resources.

• Avoid Memory Leaks:


o In Android, improper use of Context objects, or retaining Activity references in
static variables, can cause memory leaks.
o In iOS, strong reference cycles (when objects reference each other strongly) can
cause memory leaks. Use weak references or ARC (Automatic Reference
Counting) to manage memory effectively.
• Object Pooling: Reusing objects instead of creating new instances repeatedly can
significantly reduce memory consumption, especially for objects like views or data items
in a list.

3.2 Efficient UI Rendering

• Lazy Loading: Load data or resources only when needed. For example, load images or
data on-demand as the user scrolls, rather than loading everything at once.
• Minimize Overdraw: Avoid drawing the same pixel multiple times. Excessive overdraw
(where the UI is unnecessarily redrawn) can slow down the rendering process.
o In Android, use the GPU Overdraw tool to identify and reduce overdraw.
• Smooth Animations: Use hardware-accelerated animations where possible. In Android,
prefer using ConstraintLayout for complex layouts to avoid nested views. In iOS, use
Core Animation to offload animation tasks to the GPU.

3.3 Battery Optimization

Mobile apps that use too much power can lead to poor user experiences, as users might uninstall
apps that drain their battery excessively.
• Reduce Background Activity: Avoid long-running background tasks unless necessary.
Use background scheduling tools like WorkManager in Android or Background Fetch
in iOS to run tasks efficiently when the system allows it.
• Efficient Network Calls: Network calls are battery-intensive. Combine multiple network
requests into one, use data compression, and schedule updates to occur when the device
is on Wi-Fi or charging.
• Use Caching: Caching data (like images or API responses) locally can reduce the
number of network requests and improve battery life.

3.4 Optimizing App Startup Time

A slow app launch can frustrate users and result in app abandonment. Optimizing the app's
initialization process is essential.

• Lazy Initialization: Only initialize components or libraries when they are actually
needed, rather than initializing everything when the app starts.
• Optimize Resource Loading: Load resources such as images and fonts asynchronously
to avoid blocking the main thread during app startup.

3.5 Network Optimization

• Batching Requests: Send fewer, larger requests instead of many small ones to reduce the
number of network calls, which can save both power and data usage.
• Efficient Data Transfer: Use protocols like HTTP/2 or gRPC for faster data
transmission, and consider WebSockets for real-time data transfer.
• Optimize JSON Parsing: Instead of using resource-heavy parsers, prefer using efficient
libraries like Moshi or Gson in Android and Codable in Swift for parsing JSON.

3.6 Testing and Profiling

• Profiling Tools: Regularly use profiling tools to monitor memory, CPU, and battery
usage during app development.
o Android’s Android Profiler allows you to track CPU usage, memory
consumption, network requests, and app responsiveness.
o iOS’s Instruments offers similar features, enabling developers to profile their
apps’ performance and identify bottlenecks.
• Automated Testing: Use unit tests and UI tests to ensure that performance optimizations
do not introduce bugs. Android’s Espresso and iOS’s XCTest are great tools for this.

4. Conclusion

By following object-oriented programming principles, employing proven design patterns, and


optimizing both performance and resource usage, mobile developers can create apps that are
efficient, scalable, and provide a seamless user experience. These practices ensure code is
maintainable and adaptable to future needs while keeping the app performant on mobile devices
with limited resources.

Q&A Session / Discussion Points

1. How can object-oriented principles improve the maintainability of mobile apps?


2. What are the benefits of using the MVVM design pattern over MVC in mobile
development?
3. What are some key strategies for optimizing battery usage in mobile apps?
Lecture Model: Mobile Device Development – Platform Architecture & App Life
Cycle

Lecture Title: Mobile Device Development: Platform Architecture and the App Life Cycle

Objective:

By the end of this lecture, students will:

• Understand the architecture of different mobile platforms (Android and iOS).


• Learn about the mobile app life cycle for both platforms, including how apps are
initialized, paused, and terminated.

1. Mobile Platform Architecture

Mobile platform architecture defines how mobile operating systems (like Android and iOS)
handle applications, hardware, and system services. Understanding this architecture helps
developers create efficient and well-structured apps.

1.1 Android Architecture

Android architecture consists of five key layers:

• Linux Kernel: The foundation of Android. The kernel provides the core system
functionalities such as hardware abstraction, process management, security, and power
management.
o Drivers: Handle hardware components like cameras, Wi-Fi, Bluetooth, and audio.
• Libraries: This layer includes various C/C++ libraries used by Android applications.
Key libraries include:
o WebKit: For web browsing.
o SQLite: For local database management.
o OpenGL ES: For 2D/3D rendering.
• Android Runtime (ART): The execution environment for Android applications.
o Each Android app runs in its own process with its own instance of the ART.
o ART uses Garbage Collection (GC) to manage memory allocation and release
unused objects.
• Application Framework: Provides higher-level services for applications.
o Activity Manager: Manages the lifecycle of apps.
o Content Providers: Facilitate data sharing between apps.
o Resource Manager: Manages resources like images, strings, layouts.
• Applications: The top layer where user-facing apps reside. Android apps interact with
the system through the application framework.

1.2 iOS Architecture

iOS architecture follows a layered structure similar to Android, but with a different design
approach. It consists of the following key layers:

• Core OS: The lowest layer that includes the XNU kernel, which provides low-level
services like file system access, memory management, and thread processing.
o Also includes security services such as encryption and sandboxing.
• Core Services: Provides essential services to all apps.
o Foundation Framework: Provides basic data structures, file handling, and
communication between apps.
o Core Data: Manages data storage and manipulation using object graphs and
relational databases.
• Media Layer: Handles graphics, audio, and video.
o Core Graphics: For 2D rendering.
o AVFoundation: For audio and video playback.
o Core Animation: Powers smooth animations and UI transitions.
• Cocoa Touch: The topmost layer, which interacts with the application.
o UIKit Framework: Provides the primary UI components (e.g., buttons, labels,
navigation).
o Event Handling: Manages touch gestures and UI events.
o Core Location: Manages location services for GPS-based functionality.
• Applications: The top layer where iOS applications reside, interacting with system
resources through Cocoa Touch.

1.3 Cross-Platform Frameworks

Cross-platform frameworks allow developers to write a single codebase for both Android and
iOS apps. Popular frameworks include:

• Flutter: Uses the Dart language and a layered architecture to render apps natively on
both platforms.
• React Native: Uses JavaScript and a bridge to communicate between the mobile platform
and the app, allowing for near-native performance.

2. Mobile App Life Cycle

The app life cycle is a series of states through which an app passes from when it is launched until
it is closed. Each platform has its own specific life cycle management system.

2.1 Android App Life Cycle

Android’s life cycle is managed primarily through the Activity class. An Activity represents a
single screen with a user interface.

Key States in Android Activity Life Cycle:

• onCreate(): Called when the activity is first created. Initialize components like views, set
up resources, and restore the app state.
• onStart(): Called when the activity is becoming visible to the user.
• onResume(): Called when the app enters the foreground and the user can start interacting
with the app.
• onPause(): Called when the system is about to put the app into the background. Apps
should save data or release resources here to avoid wasting memory.
• onStop(): Called when the app is no longer visible to the user. The activity may be killed
by the system to free up resources.
• onDestroy(): Called when the activity is finishing or being destroyed by the system.

Handling State and Data in Android:

• onSaveInstanceState(): Called before the app goes into the background, used to save the
UI state.
• onRestoreInstanceState(): Called when the activity is recreated to restore the saved
state.

App Termination in Android:

• Android apps may be terminated by the system when resources are low, especially if the
app is in the background and not currently interacting with the user.

2.2 iOS App Life Cycle

iOS apps operate under a more simplified and tightly controlled life cycle, centered around the
UIApplicationDelegate. Unlike Android, iOS apps can only run one app in the foreground at a
time, and their life cycle is influenced by the UIApplicationDelegate methods.

Key States in iOS App Life Cycle:

• application(): Called when the app is launched. Initialize app components here, such as
setting up the UI or loading persistent data.
• applicationWillEnterForeground(): Called when the app is about to enter the
foreground, moving from an inactive state.
• applicationDidBecomeActive(): Called when the app has become active and is now
interacting with the user. This is where you restart any paused tasks or refresh UI
elements.
• applicationWillResignActive(): Called when the app is about to move from the active to
the background state, such as during a phone call or when the home button is pressed.
• applicationDidEnterBackground(): Called when the app is fully in the background.
You should release resources and save user data at this point.
• applicationWillTerminate(): Called when the app is about to terminate. This is where
you should save final data and perform clean-up tasks.

App Suspension and Background Execution in iOS:

• When an iOS app enters the background, it may be suspended or continue running for a
short period (e.g., to finish network requests). The system may terminate the app if
memory is required for the foreground app.

State Restoration in iOS:

• iOS provides state preservation and restoration APIs that allow apps to save their state
when terminated and restore them on relaunch.

2.3 Cross-Platform App Life Cycle

In frameworks like Flutter and React Native, the app life cycle is abstracted but still follows
similar patterns to native platforms.

• Flutter App Life Cycle:


o The WidgetsBindingObserver is used to track changes to the app’s life cycle,
such as being resumed, paused, or terminated.
• React Native App Life Cycle:
o Follows JavaScript life cycle methods that trigger when the app enters and exits
states (e.g., componentDidMount(), componentWillUnmount()).

3. Comparing Android and iOS App Life Cycles


• Background Processing:
o In Android, apps can continue running services in the background for longer
periods, whereas iOS restricts background activity more strictly.
• Multitasking:
o Android supports true multitasking with apps running in the background, while
iOS tends to suspend background apps unless they’re performing specific tasks
(e.g., playing music or tracking location).
• State Preservation:
o Both platforms offer ways to save and restore state, but the mechanisms and APIs
used differ. Android uses Bundle in onSaveInstanceState(), whereas iOS uses
restoration identifiers.

4. Best Practices for Managing App Life Cycle

4.1 Memory Management:

• Always release unnecessary resources in onPause() (Android) or


applicationWillResignActive() (iOS) to optimize memory usage.

4.2 State Management:

• Save critical app data before the app transitions to the background, using persistent
storage or local databases like SQLite or Core Data.

4.3 User Experience:

• Ensure seamless transitions between life cycle states (e.g., resuming a paused app should
not reset the user’s progress).

4.4 Network Operations:

• Handle network requests and background tasks appropriately. For example, in iOS, make
sure to use background fetch or task APIs when needed to handle background activities
without affecting performance.

5. Conclusion

Understanding platform architecture and app life cycles is critical to mobile development.
Android and iOS follow different life cycle patterns, but both provide mechanisms for managing
an app’s state, optimizing memory, and ensuring a smooth user experience. By following best
practices, developers can ensure that their apps perform well and handle life cycle events
appropriately across different platforms.

Q&A Session / Discussion Points

1. How does Android’s Activity life cycle differ from iOS’s app life cycle?
2. What are some common challenges developers face when handling app state during life
cycle transitions? 3
Lecture Model: History of Smartphones, Platforms, and Device Capabilities

Lecture Title: The Evolution of Smartphones: Platforms, Technologies, and Device


Capabilities

Objective:

By the end of this lecture, students will:

• Understand the history of smartphone development and its major milestones.


• Learn about the evolution of mobile platforms and operating systems.
• Identify how smartphone capabilities have expanded over time.

1. Introduction to Smartphones

Definition: A smartphone is a mobile device that combines cellular and computing functions in a
single unit, with advanced features like internet connectivity, apps, cameras, and touchscreens.

1.1 Pre-Smartphone Era (Early Mobile Phones)

• 1973: Motorola engineer Martin Cooper made the first public mobile phone call on the
Motorola DynaTAC, considered the first mobile phone.
• Early mobile phones were bulky and used primarily for voice communication.
• Cellular Technology: Early phones operated on analog cellular networks, starting with
1G (First Generation), which was introduced in the 1980s.

2. The Evolution of Smartphones

2.1 The Early Smartphones (1990s-2000s)

• IBM Simon Personal Communicator (1994): Often credited as the first smartphone,
combining a mobile phone with PDA (personal digital assistant) features like a calendar
and email.
• Nokia Communicator (1996): Introduced the concept of integrating a phone with
productivity tools (email, fax, internet browsing), setting the stage for more advanced
devices.

2.2 The Rise of Operating Systems (Late 1990s - 2000s)

• Symbian OS (1998): Developed by Nokia, this was one of the earliest mobile operating
systems to gain popularity. It featured multitasking and support for third-party apps.
• BlackBerry OS (1999): Developed by Research In Motion (RIM), BlackBerry devices
were known for their physical keyboards and became the go-to device for business users
due to their secure email services.
• Palm OS (1996): Initially a PDA operating system, it later powered early smartphones
with its touch interface and organizer features.
• Windows Mobile (2000): Developed by Microsoft, this OS introduced features like
multitasking and a desktop-like interface, primarily for business users.
2.3 The Modern Smartphone Era (2007 - Present)

• iPhone and iOS (2007): Apple’s introduction of the first iPhone revolutionized the
smartphone market with its full touchscreen interface, virtual keyboard, and app-based
ecosystem. It ran on iOS, which continues to be one of the leading platforms.
• Android OS (2008): Developed by Google, Android quickly became the dominant
operating system, known for its open-source nature and ability to run on a wide range of
devices.

3. Evolution of Smartphone Platforms

3.1 Android (2008 - Present)

• Open-Source Nature: Unlike iOS, Android is an open-source platform, allowing


manufacturers (e.g., Samsung, Huawei, Google) to customize the operating system for
their devices.
• Key Milestones:
o Android Cupcake (2009): First version to support third-party apps.
o Android Lollipop (2014): Introduced Material Design, offering a more polished,
consistent user interface.
o Android Pie and Beyond (2018-Present): Focus on AI-driven features, gesture
navigation, and improved privacy settings.

3.2 iOS (2007 - Present)

• Closed Ecosystem: Apple tightly controls both hardware and software, ensuring a
seamless experience across its devices (iPhone, iPad, Apple Watch).
• Key Milestones:
o iOS 2 (2008): Introduced the App Store, allowing third-party developers to
distribute apps.
o iOS 7 (2013): Major design overhaul with a flat, modern aesthetic.
o iOS 14 and Beyond (2020-Present): Introduced customizable home screens,
widgets, and enhanced privacy features.

3.3 Other Platforms

• BlackBerry OS (1999-2013): Once dominant in the corporate world, BlackBerry lost


ground to iOS and Android due to its slower adoption of touchscreens and apps.
• Windows Phone (2010-2017): Microsoft’s attempt to break into the smartphone market
featured a unique tile-based UI but struggled due to poor app support and eventually
ceased development.

4. Expansion of Device Capabilities

4.1 From Basic Functions to Multifunction Devices

• Early smartphones primarily offered calls, messaging, and basic internet access.
• Over time, smartphones have become multifunction devices capable of handling tasks
traditionally reserved for PCs.

4.2 Advances in Hardware Capabilities


• Touchscreen Interfaces: Early smartphones used physical keyboards or styluses, but
modern devices are dominated by capacitive touchscreens.
• Cameras: Initially, smartphone cameras were basic, but now they feature multiple lenses
(ultra-wide, telephoto, macro), high megapixel counts, and AI-enhanced photography.
• Sensors: Accelerometers, gyroscopes, proximity sensors, and fingerprint sensors have
expanded what smartphones can do, from gaming to mobile payments.

4.3 Connectivity Improvements

• 3G (2001): Introduced faster data speeds, enabling early mobile internet experiences.
• 4G/LTE (2009): Made mobile video streaming, social media, and high-speed internet
browsing commonplace.
• 5G (2019): Promises ultra-fast speeds, low latency, and supports emerging technologies
like the Internet of Things (IoT), augmented reality (AR), and virtual reality (VR).

4.4 Multitasking and Productivity

• Multitasking: Modern smartphones allow multiple apps to run simultaneously, greatly


improving productivity.
• Cloud Integration: Services like Google Drive, iCloud, and OneDrive allow users to
seamlessly sync data across devices and access files from anywhere.

4.5 App Ecosystems

• App Stores: The launch of the Apple App Store and Google Play Store has given
developers a platform to create a vast range of apps, from productivity tools to
entertainment and gaming.
• App Development Frameworks: Native development (e.g., Swift for iOS, Kotlin for
Android) and cross-platform frameworks (e.g., React Native, Flutter) have fueled the
growth of apps.

5. Smartphone Capabilities: From Hardware to AI

5.1 Hardware Capabilities

• Processors: Early smartphones had basic processors. Modern devices feature multi-core
processors (e.g., Qualcomm Snapdragon, Apple A-series) capable of handling complex
tasks like 3D gaming and AI computations.
• Memory: RAM has increased dramatically, from 512MB in early models to 12GB or
more in today’s flagship devices, enabling more powerful multitasking and better
performance.
• Storage: Internal storage has increased from a few MB in early devices to 512GB or
even 1TB, supporting large apps, high-quality video, and extensive photo libraries.

5.2 Software and AI Capabilities

• Voice Assistants: Siri (Apple, 2011), Google Assistant, and Alexa (Amazon) integrate
AI to assist users in tasks like setting reminders, sending messages, and controlling smart
home devices.
• Artificial Intelligence: AI now powers camera functions, voice recognition, predictive
typing, and more, making smartphones smarter and more intuitive to use.

5.3 Augmented Reality (AR) and Virtual Reality (VR)


• AR: Apple’s ARKit and Google’s ARCore enable developers to create immersive
augmented reality experiences, blending digital content with the real world.
• VR: Smartphones are used in VR headsets like Google Cardboard and Samsung Gear
VR, enabling users to explore virtual environments.

6. Future of Smartphones

6.1 Foldable and Flexible Displays

• Samsung Galaxy Fold and similar devices are pushing the boundaries of screen
technology with foldable displays, offering more screen space in a compact form factor.

6.2 5G and Beyond

• 5G is unlocking new possibilities for real-time applications like autonomous driving,


telemedicine, and advanced gaming.

6.3 AI and Machine Learning Integration

• As AI evolves, smartphones will become even more personalized, offering smarter


assistants, more intuitive interfaces, and powerful computational capabilities.

6.4 Smartphone as a Hub for IoT

• Smartphones are central to the Internet of Things (IoT) ecosystem, controlling smart
home devices, wearables, and even smart vehicles.

7. Conclusion

The evolution of smartphones has been rapid, transitioning from simple communication devices
to powerful computing tools. As platforms like Android and iOS continue to dominate, new
capabilities such as AI, AR, and 5G promise to push the boundaries of what smartphones can
achieve in the future.

Q&A Session / Discussion Points

1. How have mobile platforms like iOS and Android shaped the app development
ecosystem?
2. What are the most significant changes in smartphone hardware over the past decade?
3. How do you think 5G will influence the next generation of smartphone applications?

This lecture provides a comprehensive overview of the history of smartphones, the evolution of
mobile platforms, and the expanding capabilities of modern mobile devices.
Lecture Model: Introduction to Mobile Device Programming

Lecture Title: Introduction to Mobile Device Programming

Objective:

By the end of this lecture, students will:

• Understand the fundamentals of mobile device programming.


• Learn about the major mobile platforms and development tools.
• Be familiar with mobile development workflows and best practices.

1. Overview of Mobile Device Programming

Definition: Mobile device programming refers to the process of creating software applications
that run on mobile devices, such as smartphones, tablets, and wearables. These applications can
be developed for various operating systems, including Android, iOS, and others.

1.1 The Importance of Mobile Development

• Mobile devices have become integral to daily life, offering applications for
communication, entertainment, productivity, and more.
• The growing global reliance on mobile apps makes mobile development a highly sought-
after skill.

2. Mobile Platforms and Ecosystems

2.1 Android

• Developer: Google
• Programming Languages: Java, Kotlin
• Development Tools: Android Studio, Android SDK
• App Distribution: Google Play Store

2.2 iOS

• Developer: Apple
• Programming Languages: Swift, Objective-C
• Development Tools: Xcode, iOS SDK
• App Distribution: Apple App Store

2.3 Other Platforms

• Windows Mobile: Microsoft’s mobile operating system (discontinued but used in legacy
systems).
• Wearable Platforms: WatchOS (Apple) and Wear OS (Google) for wearable devices.
3. Types of Mobile Applications

3.1 Native Applications

• Applications built specifically for a particular platform (e.g., Android or iOS).


• Advantages: High performance, access to all device features (camera, GPS, etc.).
• Disadvantages: Separate codebases for different platforms, requiring more development
time.

3.2 Web Applications

• Mobile-optimized websites that run in the browser (e.g., Chrome, Safari).


• Advantages: Easy to maintain, one codebase for all platforms.
• Disadvantages: Limited access to device features and offline functionality.

3.3 Hybrid Applications

• Combine web technologies (HTML, CSS, JavaScript) with native shell wrappers (e.g.,
using Cordova or Capacitor).
• Advantages: Single codebase, easier maintenance, can access some native features.
• Disadvantages: Performance may not be as good as native apps.

3.4 Cross-platform Applications

• Apps developed using frameworks that allow a single codebase to work on multiple
platforms (e.g., Flutter, React Native).
• Advantages: Single codebase for iOS and Android, cost-effective.
• Disadvantages: May have limitations in accessing some platform-specific features.

4. Mobile Development Workflow

4.1 Planning Phase

• Define the purpose, target audience, and key features of the app.
• Create wireframes and UI/UX designs to outline the app's user interface and
functionality.

4.2 Development Phase

• Choose a Platform and Language: Depending on the target platform, choose the
appropriate programming language (e.g., Java for Android, Swift for iOS).
• Select a Development Environment: Use an IDE such as Android Studio (for Android)
or Xcode (for iOS).
• Write the Code: Develop the front-end (user interface) and back-end (logic, database
integration, APIs) of the app.

4.3 Testing Phase

• Test the app across different devices, screen sizes, and operating systems.
• Ensure the app functions as expected without bugs, and it provides a smooth user
experience.

4.4 Deployment Phase


• Submit the App to Stores: For Android, submit to the Google Play Store; for iOS,
submit to the Apple App Store.
• Approval Process: iOS apps go through a review process by Apple, while Android apps
are usually quicker to be published.

4.5 Maintenance and Updates

• Bug Fixes: Address issues reported by users.


• New Features: Periodically update the app with new features or improvements.
• Compatibility: Ensure the app remains compatible with new OS versions.

5. Introduction to Mobile Development Tools

5.1 Android Studio (Android)

• The official IDE for Android development.


• Features: Code editor, emulator, testing tools, and support for Java and Kotlin.

5.2 Xcode (iOS)

• The official IDE for iOS, iPadOS, watchOS, and macOS app development.
• Features: Code editor, Interface Builder, iOS Simulator, and support for Swift and
Objective-C.

5.3 Cross-platform Frameworks

• Flutter: A Google-developed framework using the Dart language to build cross-platform


apps.
• React Native: A JavaScript-based framework created by Facebook that enables
developers to create cross-platform mobile apps.

5.4 Emulators and Simulators

• Android Emulator: A virtual device that mimics an Android device, allowing


developers to test apps on different configurations without physical hardware.
• iOS Simulator: A tool within Xcode that simulates iOS devices to test apps without
requiring a physical iPhone or iPad.

6. Core Mobile Programming Concepts

6.1 Activity (Android) / ViewController (iOS)

• Activity (Android): Represents a single screen in an Android app.


• ViewController (iOS): Controls the logic and user interface for a screen in iOS.

6.2 Fragments (Android)

• Reusable portions of UI that can be embedded into activities to create a dynamic user
experience.

6.3 Intents (Android) / Segues (iOS)


• Intents (Android): Used for communication between different components (activities or
services) in an app.
• Segues (iOS): Transitions between view controllers in iOS apps.

6.4 Permissions

• Mobile apps often need explicit permissions to access features like the camera, location,
contacts, etc.
• Users must grant or deny these permissions when prompted.

6.5 Responsive Design

• Designing an app that works seamlessly across various screen sizes and resolutions.

7. Best Practices for Mobile Development

7.1 User-Centric Design

• Focus on the end-user by creating intuitive and easy-to-navigate interfaces. Use feedback
and testing to improve user experience (UX).

7.2 Efficient Resource Management

• Ensure the app is optimized for battery, memory, and CPU usage, as mobile devices have
limited resources.

7.3 Security

• Encrypt sensitive data, use secure APIs, and follow best practices to protect the app and
user data.

7.4 Testing and Debugging

• Test across different devices and OS versions to ensure compatibility.


• Use automated testing tools when possible.

8. Conclusion

Mobile device programming is a rapidly evolving field that combines creativity with technical
skills. Understanding the core platforms (Android and iOS), application types, and development
workflows is essential for building high-quality mobile apps.

Q&A Session / Discussion Points

1. What factors influence the choice between native and cross-platform development?
2. How do app store guidelines impact the development and submission process?
3. What are the key security considerations for mobile apps?
This lecture introduces the basics of mobile device programming, guiding students through the
fundamental concepts, tools, and best practices required to develop mobile applications for both
Android and iOS platforms.
Lecture Model: Basic Mobile Programming Concepts and Definitions

Lecture Title: Introduction to Basic Mobile Programming Concepts and Terminology

Objective:

By the end of this lecture, students will:

• Understand the core concepts of mobile programming.


• Be familiar with common terminology in mobile application development.
• Learn about mobile platforms and development frameworks.

1. Introduction to Mobile Programming

• Mobile Programming involves designing, writing, and testing software applications for
mobile devices such as smartphones and tablets.
• Mobile programming differs from traditional programming due to the constraints of
mobile devices (e.g., limited screen size, memory, battery life, etc.).

Key Mobile Platforms:

• Android: Based on Linux, developed by Google, and the most popular mobile platform
globally.
• iOS: Developed by Apple for their iPhone, iPad, and iPod Touch devices.

2. Key Mobile Programming Concepts

2.1 Mobile Application Architecture

• Front-end: The user interface (UI) and experience (UX) of the app, what users see and
interact with.
• Back-end: The server, database, and business logic that power the app, often accessed
via APIs.

2.2 Native, Hybrid, and Web Apps

• Native App: Developed specifically for a platform (e.g., Android, iOS) using platform-
specific languages (Java/Kotlin for Android, Swift/Objective-C for iOS).
• Hybrid App: Built using web technologies (HTML, CSS, JavaScript) and then wrapped
in a native shell to be deployed as a mobile app.
• Web App: A mobile-optimized version of a website that runs in the browser.

2.3 Mobile Development Lifecycle (MDLC)

• Planning: Define the purpose and features of the app.


• Design: Create UI/UX wireframes and design elements.
• Development: Code the app using appropriate programming languages and frameworks.
• Testing: Test the app for bugs, performance issues, and usability.
• Deployment: Release the app to app stores (Google Play Store, Apple App Store).
• Maintenance: Ongoing support and updates to fix bugs, improve performance, or add
features.

3. Definition of Key Mobile Programming Terms

3.1 SDK (Software Development Kit)

• A collection of software tools and libraries that help developers build applications for a
specific platform (e.g., Android SDK, iOS SDK).

3.2 IDE (Integrated Development Environment)

• A software suite that provides tools like a code editor, debugger, and compiler to
streamline the development process. Popular mobile IDEs include:
o Android Studio: For Android app development.
o Xcode: For iOS app development.

3.3 API (Application Programming Interface)

• A set of rules that allows different software systems to communicate with each other. In
mobile apps, APIs are commonly used to fetch data from servers or integrate third-party
services (e.g., Google Maps API).

3.4 Emulator vs. Simulator

• Emulator: A virtual device that mimics the hardware and software environment of a
mobile device for testing purposes (e.g., Android Emulator).
• Simulator: A tool that mimics the software environment of a mobile device without
mimicking the hardware (e.g., iOS Simulator).

3.5 Responsive Design

• A design approach where an app's UI adapts to different screen sizes and resolutions,
ensuring it looks and works well on a variety of devices.

3.6 Cross-platform Development

• The process of building apps that run on multiple platforms (Android, iOS, etc.) using a
single codebase. Popular frameworks for cross-platform development include:
o Flutter: Developed by Google, uses Dart.
o React Native: Developed by Facebook, uses JavaScript.

3.7 Version Control (Git)

• A system that tracks changes to the code over time, allowing developers to manage
different versions of their app efficiently. Popular platforms include GitHub, GitLab, and
Bitbucket.

3.8 Gradle (Android) / CocoaPods (iOS)

• Gradle: A build automation tool used in Android projects.


• CocoaPods: A dependency manager for iOS projects.
4. Core Mobile Programming Languages

4.1 Java/Kotlin (Android)

• Java: The traditional programming language for Android development.


• Kotlin: A modern, more concise language officially supported by Google for Android
development.

4.2 Swift/Objective-C (iOS)

• Objective-C: The older language used for iOS development.


• Swift: A newer language created by Apple, designed to be safer, more efficient, and
easier to learn.

4.3 Dart (Flutter)

• Dart is a programming language optimized for building UIs. It's used in the Flutter
framework to build cross-platform apps.

4.4 JavaScript (React Native, Hybrid Apps)

• JavaScript is often used in web-based and hybrid mobile applications. It is especially


important in frameworks like React Native and Cordova.

5. Mobile App Development Frameworks

5.1 Flutter

• A UI toolkit for building natively compiled applications for mobile, web, and desktop
from a single codebase.

5.2 React Native

• A JavaScript framework for writing real, natively rendering mobile applications for iOS
and Android.

5.3 Xamarin

• A Microsoft-owned framework that uses C# and .NET for cross-platform mobile app
development.

6. Best Practices in Mobile Development

• Optimized UI/UX: Focus on user-friendly design, fast response times, and intuitive
navigation.
• Battery and Memory Efficiency: Code should minimize resource consumption to
preserve battery life and performance.
• Secure Coding: Ensure data is transmitted and stored securely, following industry
standards (e.g., encryption).
• Testing on Multiple Devices: Ensure your app functions well across different screen
sizes, hardware configurations, and operating system versions.
7. Conclusion

Mobile programming requires a deep understanding of platform-specific constraints,


development tools, and frameworks. Mastering these core concepts and terminologies is key to
building efficient, responsive, and user-friendly mobile applications.

Q&A Session / Discussion Points

1. What are the major differences between native and hybrid apps?
2. How does cross-platform development impact app performance?
3. Why is responsive design critical in mobile development?

This structure introduces students to essential mobile programming concepts and provides them
with foundational knowledge for deeper learning.
Topic 8.
Android Development
Basics
Objective
By the end of this lecture, students will:

• Introduce students to the Android Activity lifecycle and XML


layout files and teach them how to create a simple activity with a
corresponding layout.
Key Concepts

• Activity: A single screen with a user interface, analogous to


a webpage in a web application.
• XML Layout: Defines the UI structure and elements in an
XML file.
Step-by-Step Process

1.Create a New Activity:


⚬ Go to File > New > Activity > Empty Activity.
⚬ This generates an activity class (e.g.,
MainActivity.java) and an XML layout file (e.g.,
activity_main.xml).
Step-by-Step Process
2. Modify XML Layout:
⚬ Add UI elements (buttons, text fields, etc.) in the XML file.
xml

<LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="match_parent"
android:layout_height="match_parent">

<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello, World!" />

<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Click Me" />
</LinearLayout>
Android Class File and
Manifest File
Lecture Objective:
Explain the structure of an Android project, focusing on class files and the
AndroidManifest.xml file.

Key Concepts:
• Class File: Defines the logic for the activity (e.g., MainActivity.java).
• Manifest File: Declares essential information about the app, such as
permissions, components (activities, services, etc.), and metadata.
Android Class File and
Manifest File
Explanation:

• Class Files:
⚬ Each activity has a corresponding Java/Kotlin class.
⚬ E.g., MainActivity.java includes lifecycle methods like onCreate().
• AndroidManifest.xml:
⚬ Declares each activity.
⚬ Permissions (e.g., internet access).
⚬ Declares app-wide configurations.
Android Class File and
Manifest File
xml

<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.example.myapp">

<application>
<activity android:name=".MainActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>

</manifest>
Intents and Filters

Lecture Objective:
Understand how to use intents to navigate between activities and
communicate between components.

Key Concepts:
• Intent: A messaging object used to request an action from another
app component (e.g., starting a new activity).
• Intent Filters: Used in the manifest to specify what intents an
activity or service can respond to.
Intents and Filters
Types of Intents:

1.Explicit Intent (to start a specific activity):


java

Intent intent = new Intent(MainActivity.this,SecondActivity.class);


startActivity(intent);

2. Implicit Intent (to perform a general action):

java

Intent intent = new Intent(Intent.ACTION_VIEW);


intent.setData(Uri.parse("https://www.google.com"));
startActivity(intent);
Coding the Java Activity

Lecture Objective:
Learn the basic structure of an Android activity class and how to
handle UI interactions in Java.

Key Concepts:
• onCreate(): The entry point for activity creation.
• findViewById(): Access UI elements from the XML layout.
• Event Listeners: Handle button clicks, etc.
Coding the Java Activity
Code Example:
java
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);

Button button = findViewById(R.id.button);


button.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
Toast.makeText(MainActivity.this, "Button clicked!", Toast.LENGTH_SHORT).show();
}
});
}
Saving and Running Android
Apps
Lecture Objective:
Teach students how to save, build, and run Android apps on a physical
device or emulator.

Key Concepts:
• Emulator Setup: How to configure Android Virtual Device (AVD) to
test apps.
• Build Process: Building the APK (Android application package) file.
• Run: Deploy and test the app using Android Studio or on a physical
device.
User Inputs
Lecture Objective:
Learn how to handle user input via EditText fields and retrieve the data in an
activity.

Key Concepts:
• EditText: Used to take input from the user.
• getText(): Retrieve text input from the EditText widget.

Code Example:
java

EditText editText = findViewById(R.id.editText);


String inputText = editText.getText().toString();
Alert Dialog Box

Lecture Objective:
Teach how to create alert dialog boxes for user notifications or
confirmation.

Key Concepts:
• AlertDialog: A modal dialog that prompts the user with a message
and potential actions (e.g., OK, Cancel).
Alert Dialog Box

Code Example:
java

new AlertDialog.Builder(this)
.setTitle("Alert")
.setMessage("Are you sure?")
.setPositiveButton(android.R.string.yes, new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int which) {
// Do something on confirmation
}
})
.setNegativeButton(android.R.string.no, null)
.show();
Event Handling

Lecture Objective:
Understand how to handle different user events, such as button
clicks, touch events, and gestures.

Key Concepts:
• Event Listeners: Functions that listen for user interactions like
button clicks.
• onClickListener: Commonly used to handle button click
events.
Using Variables in Android

Lecture Objective:
Understand how to declare and use variables within Android activity
classes to store and manipulate data.

Key Concepts:
• Local Variables: Declared inside methods.
• Instance Variables: Declared inside the class but outside methods to
maintain state across different methods.
Using Variables in Android
Example:
java

public class MainActivity extends AppCompatActivity {


private int counter = 0; // Instance variable

@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);

counter++; // Modifying the instance variable


}
}
Conclusion
• This lecture model covers the fundamentals of Android
app development, from creating activities to handling user
inputs and events. Through hands-on exercises, students
will gain practical skills in building and running Android
applications.
Assignment
Create a research paper about the Important Notes:
following:
1. Printed in long bond paper.
2. Create a front page with header.
Android:
• Mathematical Operations
• Relational and Logical Operations In the front page, include the following:
• Displaying Android Output Subject and Section:
⚬ GetSelectedItem() Method Title: Midterm Assignment 1
Submitted by:
⚬ SetText() Method
Submitted to:
Thank You
Topic 9.
Android Development Basics:
Operations and
Displaying Output
Objective
By the end of this lecture,

• students will understand how to perform basic mathematical,


relational, and logical operations in Android and,
• how to display output using methods like GetSelectedItem() and
SetText().
Mathematical Operations in
Android

Overview

• Android, built on Java, allows basic mathematical


operations such as addition, subtraction, multiplication,
division, and modulus.
Mathematical Operations in
Android
Syntax of Mathematical Operations

• Basic mathematical operations follow standard Java syntax:

int a = 10;
int b = 5;
int sum = a + b; // Addition
int diff = a - b; // Subtraction
int product = a * b; // Multiplication
int quotient = a / b; // Division
int remainder = a % b; // Modulus
Mathematical Operations in
Android
Common Use Cases

• Mathematical operations are widely used in apps for calculations,


games, data processing, etc.
Mathematical Operations in
Android
Practical Example

int x = 20;
int y = 15;
int result = x + y;
System.out.println("The sum is: " + result);

• The above example outputs the result of addition in the console. In


Android apps, the output would be handled differently (using UI
components).
Relational and Logical
Operations in Android
Relational Operations

Used to compare two values. Results in a boolean


(true/false).
Example:
Operations:
int a = 10;
• == : Equal to
int b = 5;
• != : Not equal to
boolean isEqual = (a == b); // false
• > : Greater than
boolean isGreater = (a > b); // true
• < : Less than
• >= : Greater than or equal to
• <= : Less than or equal to
Relational and Logical
Operations in Android

Logical Operations

• Used to combine multiple conditions.

Operations: Example:

• && : Logical AND boolean cond1 = (5 > 3); // true


• || : Logical OR boolean cond2 = (8 < 6); // false
boolean result = cond1 && cond2; // false (AND operation)
• ! : Logical NOT
Displaying Android Output

Overview

• Android uses TextViews and other UI components to


display output. The common methods to update or
retrieve values from these components are SetText()
and GetSelectedItem().
GetSelectedItem() Method
Purpose

• The GetSelectedItem() method is used to get the selected value from UI


elements like Spinner, ListView, or other similar components.

Syntax Example

Spinner mySpinner = (Spinner) findViewById(R.id.spinner);


String selectedItem = mySpinner.getSelectedItem().toString();

• This retrieves the selected item from a Spinner and converts it to a string
for further use.
GetSelectedItem() Method

Practical Example
• Imagine a country selector in a form:

Spinner countrySpinner = (Spinner) findViewById(R.id.countrySpinner);


String selectedCountry = countrySpinner.getSelectedItem().toString();
Toast.makeText(getApplicationContext(), "Selected: " + selectedCountry, Toast.LENGTH_SHORT).show();

• The selected country is retrieved and displayed as a toast message.


SetText() Method

Purpose
• The SetText() method is used to update the text displayed in a TextView
or EditText component.

Syntax Example
TextView textView = (TextView) findViewById(R.id.textView);
textView.setText("Hello, World!");

• This updates the text of the TextView to "Hello, World!".


SetText() Method

Practical Example
TextView resultView = (TextView) findViewById(R.id.resultView);
int result = 50;
resultView.setText("Result: " + result);

• This displays the result of a mathematical operation in a TextView.


Summary

• Mathematical Operations allow developers to handle calculations.


• Relational and Logical Operations help in decision-making through
conditions.
• GetSelectedItem() and SetText() are crucial for interacting with and
updating the UI.
Conclusion
• These foundational concepts in Android development
provide the necessary skills for building interactive and
functional apps. Understanding operations and UI
updates will allow students to enhance their apps with
dynamic behaviors.
Assignment
Create a research paper about the Important Notes:
following:
1. Printed in long bond paper.
Android: 2. Create a front page with header.
• Using RadioButton, CheckBox and
Spinner Controls
In the front page, include the following:
• Customizing Launcher Icons
Subject and Section:
• Conditional Statements
Title: Midterm Assignment 2
⚬ If..Else Statement Submitted by:
⚬ Switch Statement Submitted to:
Thank You
Topic 10.
Android Development:
Radiobutton, Checkbox, Spinner Controls
Customizing Launcher Icons
Conditional Statments
Overview
In this lecture, we will explore fundamental controls and features
used in Android development, including RadioButton, CheckBox,
Spinner controls, customizing launcher icons, and conditional
statements like if-else and switch. These topics are essential for
building user-friendly Android applications and writing efficient
code.
Using RadioButton, CheckBox, and
Spinner Controls

RadioButton

• A RadioButton is used when the user must select one


option from a group. RadioButtons are usually placed
inside a RadioGroup to ensure only one option is
selectable at a time.
RadioButton
Usage Example: XML
<RadioGroup
android:layout_width="wrap_content"
android:layout_height="wrap_content">

<RadioButton
android:id="@+id/radio_option1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Option 1" />

<RadioButton
android:id="@+id/radio_option2"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Option 2" />

</RadioGroup>
RadioButton

Java Example: JAVA


RadioGroup radioGroup = findViewById(R.id.radioGroup);
int selectedId = radioGroup.getCheckedRadioButtonId();
RadioButton radioButton = findViewById(selectedId);
String selectedText = radioButton.getText().toString();
CheckBox

A CheckBox allows multiple selections from a list of options.


Unlike RadioButton, multiple CheckBoxes can be checked
simultaneously.
CheckBox

Usage Example: XML

<CheckBox
android:id="@+id/checkbox_option1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Option 1" />

<CheckBox
android:id="@+id/checkbox_option2"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Option 2" />
CheckBox

Java Example: JAVA

CheckBox checkBox1 = findViewById(R.id.checkbox_option1);


CheckBox checkBox2 = findViewById(R.id.checkbox_option2);

if (checkBox1.isChecked()) {
// Perform action for CheckBox 1
}
if (checkBox2.isChecked()) {
// Perform action for CheckBox 2
}
Spinner

A Spinner provides a dropdown menu from which users can


select an item. It is similar to a dropdown list in web
development.
Spinner

Usage Example: XML

<Spinner
android:id="@+id/spinner"
android:layout_width="wrap_content"
android:layout_height="wrap_content"/>
Spinner
Java Example: JAVA
Spinner spinner = findViewById(R.id.spinner);
ArrayAdapter<CharSequence> adapter = ArrayAdapter.createFromResource(this,
R.array.spinner_items, android.R.layout.simple_spinner_item);
adapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item);
spinner.setAdapter(adapter);
spinner.setOnItemSelectedListener(new AdapterView.OnItemSelectedListener() {
@Override
public void onItemSelected(AdapterView<?> parent, View view, int position, long id) {
String selectedItem = parent.getItemAtPosition(position).toString();
// Perform action with the selected item
}

@Override
public void onNothingSelected(AdapterView<?> parent) {
}
});
Using RadioButton, CheckBox, and
Spinner Controls

Key Points:

• RadioButton: Used for single selections in a group.


• CheckBox: Used for multiple selections.
• Spinner: Dropdown menu for choosing an option.
Customizing Launcher Icons

Launcher icons are the visual representation of your app on the home screen or in
the app drawer. A well-designed launcher icon improves the visual identity of your
app.

Steps to Customize Launcher Icon:


1. Create Icon Asset: Android Studio provides an easy way to generate launcher
icons using the "Image Asset" tool.
⚬ Navigate to: Right-click on res folder > New > Image Asset.
⚬ Choose the icon type, set foreground and background images, and adjust
shapes.
Customizing Launcher Icons

2. Follow Android Guidelines:


⚬ Icons should be square-shaped.
⚬ Ensure proper resolution for different screen densities (ldpi, mdpi, hdpi,
xhdpi, xxhdpi, xxxhdpi).
⚬ Use transparent backgrounds where necessary.

Important Note:

Android 8.0 (API level 26) introduced Adaptive Icons, which allow the system to
display different shapes (e.g., circle, square) based on user preferences.
Conditional Statements in Android

Conditional statements control the flow of execution in your program by


performing actions based on conditions.

If-Else Statement
The if-else statement executes a block of code if a condition is true, and another
block of code if it’s false.

Syntax: java Example: java


if (condition) {
int age = 18;
// Code to execute if condition is true
if (age >= 18) {
} else {
// Allow access
// Code to execute if condition is false
} else {
}
// Deny access
}
Conditional Statements in Android

SwitchStatement
A switch statement allows you to select one of many code blocks to execute,
based on the value of an expression.
Example: java
Syntax: java int day = 2;
switch (day) {
switch (variable) { case 1:
case value1: System.out.println("Monday");
// Code for value1 break;
case 2:
break;
System.out.println("Tuesday");
case value2: break;
// Code for value2 case 3:
break; System.out.println("Wednesday");
break;
default:
default:
// Code for default case System.out.println("Invalid day");
} }
Conditional Statements in Android

Key Points:

• If-Else: Useful for two-way branching based on a condition.


• Switch: Useful for multiple branches based on a single
variable's value.
Conclusion
• In this lecture, we have covered essential Android controls
like RadioButtons, CheckBoxes, Spinners, customizing
launcher icons, and conditional statements using if-else
and switch. These features are crucial for building
interactive, dynamic, and visually appealing applications.
Q&A / Practical Exercises:

• Q1: Implement a form with RadioButtons, CheckBoxes, and a Spinner to


capture user preferences.

• Q2: Customize the launcher icon for your app with an image of your
choice.

• Q3: Write a program using if-else to show different messages based on


user input age.
Thank You
Topic 11.
• Data Validation and Toast Notification
• Using List View Control Implementing Arrays
• Notifications (Create and Send Notifications)
Objective

Understand data validation, toast notifications, list


view control with arrays, and creating/sending
notifications in mobile apps.
Data Validation

• Definition: Ensuring data entered by users meets certain criteria


before processing.
• Importance: Prevents errors, improves user experience, and
enhances security.
• Techniques:
⚬ Client-side validation: Using JavaScript or mobile-specific
frameworks.
⚬ Server-side validation: Ensuring data integrity on the server.
• Examples:
⚬ Email format validation
⚬ Password strength check
⚬ Required fields
Toast Notifications

• Definition: Small, unobtrusive messages that appear on the screen to


provide feedback to the user.
• Usage: Inform users of actions like form submission, errors, or updates.
• Implementation:
⚬ Android: Toast.makeText(context, "Message",
Toast.LENGTH_SHORT).show();
⚬ iOS: Using third-party libraries like Toast-Swift.
Using List View Control Implementing Arrays

• Definition: A view that displays a list of scrollable items.


• Importance: Efficiently handles large sets of data.
• Implementation:
⚬ Android: • iOS:
■ Define a layout for list items. ⚬ Use UITableView and
■ Use ArrayAdapter to bind data. UITableViewDataSource.
■ Example: ⚬ Example:
Java
ArrayAdapter<String> adapter = new Swift
ArrayAdapter<>(this, let array = ["Item 1", "Item 2",
android.R.layout.simple_list_item_1, array); "Item 3"]
listView.setAdapter(adapter); tableView.dataSource = self
Notifications (Create and Send
Notifications)

• Definition: Alerts that inform users Java


about important events.
NotificationCompat.Builder builder = new
• Types: Local notifications and push NotificationCompat.Builder(this, CHANNEL_ID)
notifications. .setSmallIcon(R.drawable.notification_icon)
• Implementation: .setContentTitle("Title")
.setContentText("Message")
⚬ Android:
■ Use NotificationManager and .setPriority(NotificationCompat.PRIORITY_DEFAULT);
NotificationCompat.Builder. NotificationManagerCompat notificationManager =
NotificationManagerCompat.from(this);
■ Example: notificationManager.notify(notificationId,
builder.build());
Notifications (Create and Send
Notifications)

• Definition: Alerts that inform users Java


about important events.
let content = UNMutableNotificationContent()
• Types: Local notifications and push content.title = "Title"
notifications. content.body = "Message"
• Implementation: let trigger =
UNTimeIntervalNotificationTrigger(timeInterval: 5,
⚬ iOS: repeats: false)
■ Use UNUserNotificationCenter let request = UNNotificationRequest(identifier:
and UNNotificationRequest. "notificationId", content: content, trigger:
trigger)
■ Example: UNUserNotificationCenter.current().add(request,
withCompletionHandler: nil)
Practical Exercise

• Task: Implement a simple app that validates user input,


displays a list of items, and sends a notification.
• Steps:
⚬ Create a form with validation.
⚬ Display the form data in a list view.
⚬ Send a notification upon form submission.
Conclusion
• In this lecture, we covered key aspects of mobile development: data
validation, toast notifications, list view control with arrays, and
creating/sending notifications. We learned how to ensure user inputs are
correct, provide immediate feedback with toast messages, display lists
efficiently, and keep users engaged with notifications. By integrating these
elements, you can create more robust and user-friendly mobile apps.
Keep experimenting and pushing the boundaries of your projects. Feel
free to ask any questions. Happy coding!
Thank You
Topic 12.
Android Animation and
Audio Capture
Objective

Understand Android animations (tween and zoom


in) and audio capture using the MediaRecorder
class.
Android Animation

• Definition: Techniques to create Tween Animation


visual effects in Android • Usage: Create smooth transitions
applications. and effects.
• Types: ⚬ Implementation:
⚬ Tween Animation: Animates ⚬ Define animation in XML (e.g.,
properties of objects (e.g., res/anim/rotate.xml).
position, size, rotation). • Example:
⚬ Zoom In Animation: Specific
type of tween animation that
scales an object to make it
appear larger.
Android Animation
Tween Animation
• Usage: Create smooth transitions and effects.
⚬ Implementation: ⚬ Apply animation
⚬ Define animation in XML (e.g., res/anim/rotate.xml). in Java/Kotlin:
• Example:
Java
XML Animation animation =
<rotate
AnimationUtils.loadAn
xmlns:android="http://schemas.android.com/apk/res/android"
imation(context,
android:fromDegrees="0"
android:toDegrees="360"
R.anim.rotate);
android:pivotX="50%" view.startAnimation(a
android:pivotY="50%" nimation);
android:duration="1000" />
Android Animation
Zoom In Animation
• Usage: Highlight or focus on a specific part of the UI.
⚬ Implementation:
⚬ Apply animation
⚬ Define zoom in animation in XML (e.g.,
in Java/Kotlin:
res/anim/zoom_in.xml).
• Example:
Java
Animation zoomIn =
XML
<scale AnimationUtils.loadAn
xmlns:android="http://schemas.android.com/apk/res/android" imation(context,
android:fromXScale="1.0" R.anim.zoom_in);
android:toXScale="1.5" view.startAnimation(z
android:fromYScale="1.0" oomIn);
android:toYScale="1.5"
android:pivotX="50%"
android:pivotY="50%"
android:duration="500" />
Audio Capture
• Definition: Recording audio using the device’s microphone.
• Class: MediaRecorder
• Methods: Various methods to configure and control audio recording.

• MediaRecorder Class
• Usage: Capture and store audio. JAVA
• Setup: Java
⚬ Declare permissions in AndroidManifest.xml: MediaRecorder recorder = new MediaRecorder();
recorder.setAudioSource(MediaRecorder.AudioSource.MIC);
XML
recorder.setOutputFormat(MediaRecorder.OutputFormat.THR
<uses-permission
EE_GPP);
android:name="android.permission.RECORD_AUDIO" />
recorder.setAudioEncoder(MediaRecorder.AudioEncoder.AMR
<uses-permission
_NB);
android:name="android.permission.WRITE_EXTERNAL_S
recorder.setOutputFile(filePath);
TORAGE" />

⚬ Initialize MediaRecorder:
Audio Capture
• Definition: Recording audio using the device’s microphone.
• Class: MediaRecorder
• Methods: Various methods to configure and control audio recording.

• MediaRecorder Methods JAVA


• Key Methods: try {
⚬ prepare(): Prepares the recorder to recorder.prepare();
begin capturing. recorder.start();
} catch (IOException e) {
⚬ start(): Begins recording.
e.printStackTrace();
⚬ stop(): Stops recording.
}
⚬ release(): Releases resources.
// To stop recording
• Example: recorder.stop();
recorder.release();
Practical Exercise

• Task: Implement an app that uses tween and zoom in


animations and captures audio.
• Steps:
⚬ Create animations in XML and apply them to UI
elements.
⚬ Set up MediaRecorder to capture and save audio.
Conclusion
• In this lecture, we explored Android animations, focusing on tween and
zoom in animations, and audio capture using the MediaRecorder class.
We learned how to create smooth visual effects to enhance user
experience and how to record audio efficiently. By integrating these
techniques, you can develop more dynamic and interactive mobile
applications. Keep experimenting with these features to fully understand
their potential and improve your app development skills. Feel free to
reach out with any questions or for further clarification on the topics
covered. Happy coding!
Readings
• Best Practices in Making Mobile • Testing
Apps Flexible ⚬ Test Structure
⚬ Interaction Design Features ⚬ Testing Tools in Android
⚬ Performance ⚬ JUnit
⚬ Security and Privacy • UI Testing
⚬ Compatibility ⚬ uiautomatorv iewer
⚬ Testing and Distributing ⚬ uiautomator
Thank You

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