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b Lars Vogel
A D T
Baed on Andoid 4.0
L V
Version 9.8
Copyright 2009, 2010, 2011, 2012 Lars Vogel
20.02.2012
Revision Histor
Revision 0.1 04.07.2009
Created
Revision 0.2 - 9.8 07.07.2009 - 20.02.2012
bug fixing and enhancements
D A G E
This tutorial describes how to create Android applications with Eclipse. It is based on Eclipse 3.7 (Indigo), Java 1.6
and Android 4.0 (Ice Cream Sandwich).
T C
1. What is Android?
1.1. Android Operation System
1.2. Security and permissions
2. Android components
2.1. Activity
Home Tutorials Trainings Books Social
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2.2. Views and ViewGroups
2.3. Intents
2.4. Services
2.5. ContentProvider
2.6. BroadcastReceiver
2.7. (HomeScreen) Widgets
2.8. Other
3. Android Development Tools
3.1. What are the Android Development Tools?
3.2. Dalvik Virtual Machine
3.3. How to develop Android Applications
4. Android Application Architecture
4.1. AndroidManifest.xml
4.2. R.java and Resources
4.3. Assets
4.4. Reference to resources in XML files
4.5. Activities and Layouts
4.6. Activities and Lifecycle
4.7. Context
5. Installation
5.1. Pre-requisites for using a 64bit Linux
5.2. Eclipse and automatic Android SDK
5.3. Manually install Android SDK
5.4. Install a specific Android version
5.5. Android Source Code
6. Android virtual device - Emulator
6.1. What is the Android Emulator?
6.2. Google vrs. Android AVD
6.3. Emulator Shortcuts
6.4. Performance
6.5. Hardware button
7. Tutorial: Create and run Android Virtual Device
8. Error handling and typical problems
8.1. Clean Project
8.2. Problems with Android Debug Bridge (adb)
8.3. LogCat
8.4. Emulator does not start
8.5. Error message for @override
8.6. Missing Imports
8.7. Eclipse Tips
9. Your first Android project
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9.1. Create Project
9.2. Two faces of things
9.3. Create attributes
9.4. Add UI Elements
9.5. Edit UI properties
9.6. Code your application
9.7. Start Project
10. Starting an deployed application
11. Menus and Action Bar
11.1. Definition of menu entries
11.2. Action bar tabs
11.3. Context menus
12. Tutorial: Menus and Action Bar
12.1. Project
12.2. Add a menu XML resource
13. Preferences
14. Tutorial: Preferences
14.1. Using preferences
14.2. Run
15. Layout Manager and ViewGroups
15.1. Available Layout Manager
15.2. LinearLayout
15.3. RelativeLayout
15.4. GridLayout
16. ScrollView
17. Fragments
17.1. Overview
17.2. When to use Fragments
18. Fragments Tutorial
18.1. Overview
18.2. Create project
18.3. Create layouts for landscape mode
18.4. Create Fragment classes
18.5. Create layouts for landscape mode
18.6. Activities
18.7. Run
19. DDMS perspective and important views
19.1. DDMS - Dalvik Debug Monitor Server
19.2. LogCat View
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19.3. File explorer
20. Shell
20.1. Android Debugging Bridge - Shell
20.2. Uninstall an application via adb
20.3. Emulator Console via telnet
21. Deploy your application on a real device
22. Thank you
23. Questions and Discussion
24. Links and Literature
24.1. Source Code
24.2. Android Resources
24.3. vogella Resources
1. W A?
1.1. A O S
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 primary 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 consists out of different components and can re-use components of other applications if these
applications declare their components as available. 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 write an Application which integrates the a map component and a camera component to
archive a certain task.
1.2. S
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During deployment on an Android device, the Android system will create a unique user and group ID for every
Android application. Each application file is private to this generated user, e.g. other applications cannot access
these files.
In addition each Android application will be started in its own process.
Therefore by means of the underlying Linux operating system, every Android application is isolated from other
running applications. A misbehaving application cannot easily harm other Android applications.
If data should be shared the application must do this explicitly, e.g. via a Seice or a ConenPoide.
Android also contains a permission system. Android predefines permissions for certain tasks but every application
can also define its own permissions.
An application must declare in its configuration file (AndroidManifest.xml) that it requires certain permissions.
Depending on the details of the defined permission, the Android system will during installation either automatically
grant the permission, reject it or ask the user if he grants these permissions to the application.
If for example the application declares that is requires Internet access then the user need to confirm this during
installation.
This is called "user driven security". The user decides to grant a permission or to deny it. If the user does not want to
give all permissions required by the application, this application cannot be installed. The check of the permission is
only performed during installation, permissions cannot be denied or granted after the installation.
Typically not all users check the permissions in detail but some users do and if there is something strange with them,
they will write bad reviews on the corresponding Android markets.
2. A
The followings gives a short overview of important Android components.
2.1. A
Acii represents the presentation layer of an Android application. A simplified (and slightly incorrect)
description is that an Acii is a a screen. This is slightly incorrect as Aciiie can be displayed as
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dialogs or transparent. An Android application can have several Aciiie.
2.2. V VG
Vie are user interface widgets, e.g. buttons or text fields. The base class for all Vie is
andoid.ie.Vie. Vie often have attributes which can be used to change their appearance and behavior.
A VieGop is responsible for arranging other Vie e.g. they are layout manager. The base class for a layout
manager is andoid.ie.VieGop. VieGop also extends Vie. VieGop can be nestled to
create complex layouts. You should not nestle VieGop too deeply as this has a negative impact on
performance.
2.3. I
Inen are asynchronous messages which allow the application to request functionality from other components of
the Android systen, e.g. from Seice or Aciiie. An application can call a component directly (explicit
intent) or ask the Android system to evaluate registered components for a certain Inen (implicit intents). For
example the application could implement sharing of data via an Inen and all components which allow sharing of
data would be available for the user to select. Applications register themselves to an intent via an InenFile.
Inen allow to combine loosely coupled components to perform certain tasks.
2.4. S
Seice perform background tasks without providing an UI. They can notify the user via the notification framework
in Android.
2.5. CP
ConenPoide provides an structured interface to data. Via a ConenPoide your application can
share data with other applications. Android contains an SQLite database which is frequently used in conjunction with
a ConenPoide to persists the data of the ConenPoide.
2.6. BR
BoadcaReceie can be registered to receives system messages and Inen. BoadcaReceie
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will get notified by the Android system if the specified situation happens. For example a BoadcaReceie
could get called once the system completed its boot process or if a phone call is received.
2.7. (HS) W
Widge are interactive components which are primary used on the Android homescreen. They typically display
some kind of data and allow the user to perform actions via them. For example a Widget could display a short
summary of new emails and if the user select a email it could start the email application with the selected email.
2.8. O
Android provide much more components but the list above describes the most important ones. Other Android
components are "Live Folders" and "Live Wallpapers". Live Folders display data on the homescreen without
launching the corresponding application.
3. A D T
3.1. W A D T?
Google provides the Android Development Tools (ADT) to develop Android applications with Eclipse. ADT is a set
of plug-in which extended the Eclipse IDE with Android development capabilities.
ADT contains all required functionality to create, compile, debug and deploy Android applications from the Eclipse
IDE and from the command line. Other IDE's, e.g. IntellJ, are also reusing components of ADT.
ADT also provides an Android device emulator, so that Android applications can be tested without a real Android
phone.
3.2. D V M
The Android system uses a special virtual machine, i.e. the Dalvik Virtual Machine to run Java based applications.
Dalvik uses special bytecode which is different from Java bytecode.
Therefore you cannot run standard Java bytecode on Android.
3.3. H A A
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Android applications are primary written in the Java programming language. The Java source files are converted to
Java class files by the Java compiler.
Android provides a tool d which converts Java class files into a de (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 in different class file is found, the .dex file is
stored only once and reference this String in the corresponding classes.
.dex files are therefore much smaller in size then 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 aap (Android Asset Packaging Tool) perform 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) allows that all these steps are performed transparent to the user; either within
Eclipse or via the command line.
If you use the ADT tooling you press a button or run a script and the whole Android application (.apk file) will be
created and deployed.
4. A A A
4.1. AM.
An Android application is described in the file AndoidManife.ml. This file must declare all components,
e.g. Aciiie and Seice of the application.
It must also contain the required permissions for the application. For example if the application requires network
access it must be specified here.

<?xm1 ves1on="1.0" encod1ng="uff-"?>
<man1fesf xm1ns:ando1d="hffp://schemas.ando1d.com/apk/es/ando1d"
package="de.voge11a.ando1d.fempeafue"
ando1d:ves1onCode="1"
ando1d:ves1onName="1.0">
<app11caf1on ando1d:1con="0daWab1e/1con" ando1d:1abe1="0sf1ng/appname">
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<acf1v1fy ando1d:name=".Convef"
ando1d:1abe1="0sf1ng/appname">
<1nfenf-f11fe>
<acf1on ando1d:name="ando1d.1nfenf.acf1on.MAlN" />
<cafegoy ando1d:name="ando1d.1nfenf.cafegoy.LAuNChLk" />
</1nfenf-f11fe>
</acf1v1fy>
</app11caf1on>
<uses-sdk ando1d:m1n5dkves1on="9" />
</man1fesf>

The package attribute defines the base package for the following Java elements.
The Android Marketplace requires that very application uses its own unique package. Therefore it is a good habit to
use as package name your reverse domain name. This will avoid collisions with other developers.
andoid:eionName and andoid:eionCode specify the version of your application. eionName
is what the user sees and can be any string.
eionCode must be an integer. The Android Market determine based on eionCode if an update of an
Android applications on devices is required. You typically start with "1" and increase this value by one, if you roll-out
a new version of your application.
The tag <acii> defines an Acii, in this example pointing to the
de.ogella.andoid.empeae.Cone class. An intent filter is registered for this class which defines
that this Acii is started once the application starts (action
andoid:name="andoid.inen.acion.MAIN" ). The category definition caego
andoid:name="andoid.inen.caego.LAUNCHER" defines that this application is added to the
application directory on the Android device. The @ing/app_name value refer to resource files which contain
the actual values. This 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 devices with older SDK versions.
4.2. R. R
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The " gen " directory in an Android project contains generated values. R.jaa is a generated class which contains
references to certain resources of the the project.
These resources must be defined in the e directory and can be XML files, icons or pictures. Via XML files you can
for example define values, menus, layouts or animations.
If you create a new resource, the corresponding reference is automatically created in R.jaa. These references are
static int values and define ID's for the resources.
The Android system provides methods to access the corresponding resource via these ID's.
For example to access a String with the reference id R.ing.oSing use the method
geSing(R.ing.oSing));.
R.java is automatically created by the Eclipse development environment, manual changes are not necessary.
4.3. A
While the directory e is contains structured values which are known to the Android platform the directory ae
can be used to store any kind of data. In Java you can access this data via the AeManage and the
geAe() method .
4.4. R XML
In your XML files, e.g. your layout files, you can refer to other resources via the @ sign. For example if you want to
refer to a color you defined as resources you can refer to it via @colo/o_id or if you have defined a "hello"
string as resource you can access it via @ing/hello .
4.5. A L
The user interface for Aciiie is defined via layouts. The layout defines the include Vie (widgets) and
their properties.
A layout can be defined via Java code or via XML. You typically uses Java code to generate the layout if you don't
know the content until runtime; for example if your layout depends on content which you read from the Internet.
XML based layouts are defined via a resource file in the folder /e/lao . This file specifies the
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VieGop, Vie, their relationship and their attributes for a specific layout. If a UI element needs to be
accessed via Java code you have to give the UI element an unique id via the andoid:id attribute. To assign a
new id to an UI element use @+id/oale. By conversion this will create and assign a new id oale to
the corresponding UI element. In your Java code you can later access these UI elements via the method
findVieBId(R.id.oale).
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.
4.6. A L
The operating system controls the life cycle of your application. At any time the Android system may stop or destroy
your application, e.g. because of an incoming call. The Android system defines a life cycle for activities via pre-
defined methods. The most important methods are:
onSaeInanceSae() - called if the activity is stopped. Used to save data so that the activity can
restore its states if re-started
onPae() - always called if the Activity ends, can be used to release resource or save data
onReme() - called if the Activity is re-started, can be used to initialize fields
The activity will also be restarted if a so called "configuration change" happens. A configuration change for example
happens if the user changes the orientation of the device (vertical or horizontal). The activity is in this case restarted
to enable the Android platform to load different resources for these configuration, e.g. layouts for vertical or horizontal
mode. In the emulator you can simulate the change of the orientation via CNTR+F11.
You can avoid a restart of your application for certain configuration changes via the configChanges attribute on your
activity definition in your AndoidManife.ml. The following activity will not be restarted in case of orientation
changes or position of the physical keyboard (hidden / visible).

<acf1v1fy ando1d:name=".Pogess1esfAcf1v1fy"
ando1d:1abe1="0sf1ng/appname"
ando1d:conf1gChanges="o1enfaf1on|keyboadh1dden|keyboad">
</acf1v1fy>

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4.7. C
The class andoid.conen.Cone provides the connections to the Android system. It is the interface to
global information about the application environment. Context also provides access to Android Seice, e.g.
theLocation Service. As Activities and Services extend the class Cone you can directly access the context via
hi.
5. I
The following assume that you have already Eclipse installed. For details please see Eclipse Tutorial
5.1. P- 64 L
The Android SDK is 32bit, therefore on an 64bit Linux system you need to have the package ia32-lib installed.
For Ubuntu you can do this via the following command.

apf-gef 1nsfa11 1a32-11bs

Please check your distribution documentation if you are using a different flavor of Linux.
5.2. E A SDK
Use the Eclipse update manager to install all available components for the Android Development Tools (ADT) from
the URL https://dl-ssl.google.com/android/eclipse/. If you are not familiar with the Eclipse update manager the usage
is described in Eclipse update manager.
After the new Android development components are installed you will be prompted to install the Android SDK. You
can use the following wizard or go to the next section to learn how to do it manually.
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5.3. M A SDK
The previous step downloads the Android SDK automatically for you. You can also download the Android SDK from
the Android SDK download page.
The download contains a zip file which you can extract to any place in your file system, e.g. I placed it under
"c:\android-sdk-windows". Avoid using spaces in the path name otherwise you may experience problems later.
You also have to define the location of the Android SDK in the Eclipse Preferences. In Eclipse open the Preferences
dialog via Windows Preferences. Select Android and enter the installation path of the Android SDK.
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5.4. I A
The Android SDK Manager allows you to install specific versions of Android. Select Window Android SDK
Manager from the Eclipse menu.
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The dialog allows you to install new packages and also allows you to delete them.
Select "Available packages" and open the "Third Party Add-ons". Select the Google API 14 (Android 4.0) version of
the SDK and press "Install".
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Press the "Install" button and confirm the license for all packages. After the installation completes, restart Eclipse.
5.5. A S C
The following step is optional.
5.5.1. A A 4.0
During Android development it is very useful to have the Android source code available as Android uses a lot of
defaults.
As of Android 4.0 the Android development tools provides also the source code. You can download it via the
Android SDK Manager by selecting the "Sources for Android SDK".
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The sources are downloaded to the source directory located in "path_to_android_sdk/sources/android-xx". xx is the
api level number (15 for 4.0.3).
In the Eclipse Package Explorer, right click on your android.jar and select Properties Java Source Attachment.
Type in the source directory name and press OK. Afterwards you can browse through the source code.
5.5.2. P A 4.0
For earlier versions Haris Peco maintains plugins, which provide the Android Source code code. Use the Eclipse
update manager to install the Android Source plugin from the following update site: "http://adt-
addons.googlecode.com/svn/trunk/source/com.android.ide.eclipse.source.update".
More details can be found on the project website.
6. A - E
6.1. W A E?
The Android Development Tools (ADT) include an emulator to run an Android system. The emulator behaves like a
real Android device (in most cases) and allows you to test your application without having a real device.
You can configure the version of the Android system you would like to run, the size of the SD card, the screen
resolution and other relevant settings. You can define several devices with different configurations.
Via the emulator you select which device should be started, you can also start several in parallel. These devices are
called "Android Virtual Device" (AVD).
The ADT allow to deploy and run your Android program on the AVD.
6.2. G . A AVD
During the creation of an AVD you decide if you want an Android device or an 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. Cloud2DeviceMessaging or Google
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Maps you must run this application on an AVD with Google API's.
6.3. E S
Obviously you can use the emulator via the keyboard on the right side of the emulator. But there are also some nice
shortcuts which are useful.
A+E Maximizes the emulator. Nice for demos.
C+F11 changes the orientation of the emulator.
F8 Turns network on / off.
6.4. P
Try to use a smaller resolution for your emulator as for example HVGA. The emulator gets slower the more pixels its
needs to render as it is using software rendering.
Also if you have sufficient memory on your computer, add at least 1 GB of memory to your emulator. This is the value
"Device ram size" during the creation of the AVD.
Also set the flag "Enabled" for Snapshots. This will save the state of the emulator and let it start much faster.
6.5. H
Android 4.0 introduced that devices do not have to have hardware button anymore. If you want to create such an
AVD, add the "Hardware Back/Home keys" property to the device configuration and set it to "false".
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7. T: C A V D
To define an Android Virtual Device (ADV) open the "AVD Manager" via Windows AVD Manager and press
"New".
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Enter the following.
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We can also select the box "Enabled" for Snapshots. This will make the second start of the virtual device much
faster.
At the end press the button "Create AVD". This will create the AVD configuration and display it under the "Virtual
devices".
To test if your setup is correct, select your device and press "Start".
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After (a long time) your AVD starts. You are able to use it via the mouse and via the virtual keyboard of the emulator.
8. E
Things are not always working as they should. This section gives an overview over typical problems and how to solve
them.
8.1. C P
Several users report that get the following errors:
1. Project ... is missing required source folder: 'gen'
2. The project could not be built until build path errors are resolved.
3. Unable to open class file R.java.
To solve any of these errors, go to the project menu and select Project Clean.
8.2. P A D B ()
The communication with the emulator or your Android device might have problems. This communication is handled
by the Android Debug Bridge (adb).
Eclipse allows to reset the adb in case this causes problems. Select therefore the DDMS perspective via Window
Open Perspective Other DDMS
To restart the adb, select the "Reset adb" in the Device Vie.
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8.3. LC
The "LogCat" Vie shows you the log messages of your Android device and help you analyze problems. For
example Java exceptions in your program would be shown here. To open this view, select Window Show View
Other Android LogCat.
8.4. E
If your emulator does not start, make sure that the android-sdk version is in a path without any spaces in the path
name.
8.5. E @
The @override annotation was introduced in Java 1.6. If you receive an error message for @oeide, change the
Java compiler level to Java 1.6. To do this right-click on the project, select Properties Java Compiler Compiler
compliance level and select "1.6" in the drop-down box.
8.6. M I
Java requires that classes which are not part of the standard Java Language be either fully qualified or declared via
imports.
If you see error message with "XX cannot be resolved to a variable", right-click in your Edio and select Source
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Organize Imports to important required packages.
8.7. E T
To work more efficiently with Eclipse, select Window Preferences Java Editor Save Actions and select
that the source code should be formatted and that the imports should be organized at every save.
1. C
T C
1. API version, package and application name
2. Warnings Messages for Strings
1. API ,
The tutorials of this document have been developed and tested with Android 4.0.3, API Level 15. Please use this
version for all tutorials in this book. Higher version usually should also work. Lower version of the Android API might
also work, but if you face issues, try the recommended version.
The base package for the projects is always the same as the project name, e.g. if you are asked to create a project
"de.vogella.android.example.test" then the corresponding package name is "de.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.
2. W M S
The Android development tools are show warnings if you use hard-coded strings, for example in layout files. While
for real application its best practice to use string resource files we use use Strings directly to simplify the creation of
the examples.
9. Y A
9.1. C P
This app is also available on the Android Marketplace. Search for "vogella" for find this example.
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Select File New Other Android Android Project and create the Android project
"de.vogella.android.temperature". Enter the following.
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Press "Finish". This should create the following directory structure.
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While "res" contains structured values which are known to the Android platform the directory "assets" can be used to
store any kind of data. In Java you can access this data via the AssetsManager and the method getAssets().
9.2. T
The Android SDK allows the developer to define certain artifacts, e.g. strings and UI's, in two ways: via a rich editor,
and directly via XML.
The following description tries to use the rich UI but for validation the resulting XML is also displayed. You can switch
between both things by clicking on the tab on the lower part of the screen. For example in the Package Explorer
select "res/layout/main.xml".
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9.3. C
Android allows you to create attributes for resources, e.g. for strings or colors. These attributes can be used in your
UI definition via XML or in your Java source code.
Select the file "res/values/string.xml" and press "Add". Select "Color" and enter "myColor" as the name and
"#3399CC" as the value.
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Add also the following "String" attributes. String attributes allow the developer to translate the application at a later
point.
T 1. S A
N V
celsius to Celsius
fahrenheit to Fahrenheit
calc Calculate
Switch to the XML representation and validate the values.

<?xm1 ves1on="1.0" encod1ng="uff-"?>
<esouces>
<sf1ng name="he11o">he11o Wo1d, Convef!</sf1ng>
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<sf1ng name="appname">1empeafue Convefe</sf1ng>
<co1o name="myCo1o">#3399CC</co1o>
<sf1ng name="myC11ckhand1e">myC11ckhand1e</sf1ng>
<sf1ng name="ce1s1us">fo Ce1s1us</sf1ng>
<sf1ng name="fahenhe1f">fo Iahenhe1f</sf1ng>
<sf1ng name="ca1c">Ca1cu1afe</sf1ng>
</esouces>

9.4. A UI E
Select "res/layout/main.xml" and open the Android editor via a double-click. This editor allows you to create the UI via
drag and drop or via the XML source code. You can switch between both representations via the tabs at the bottom
of the editor. For changing the position and grouping elements you can use the outline view.
The following shows a screenshot of the Palette view from which you can drag and drop new UI elements into your
layout. Please note that the "Palette" view changes frequently so your view might be a bit different.
Right-click on the text object Hello World, Hello! in the layout. Select Delete on the popup menu to remove the text
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object. Then, from the Palette view, select Text Fields and locate Plain Text. Drag this onto the layout to create a
text input field. All object types in the section "Text Fields derive from the class "EditText", they just specify via an
additional attribute which text type can be used.
Now select the Palette section Form Widgets and drag a RadioGroup object onto 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.
From the Palette section Form Widgets, drag a Button object onto the layout.
The result should look like the following.
Switch to "main.xml" and verify that your XML looks like the following.

<?xm1 ves1on="1.0" encod1ng="uff-"?>
<L1neaLayouf xm1ns:ando1d="hffp://schemas.ando1d.com/apk/es/ando1d"
ando1d:o1enfaf1on="vef1ca1" ando1d:1ayoufW1dfh="f111paenf"
ando1d:1ayoufhe1ghf="f111paenf">
<Ld1f1exf ando1d:1ayoufhe1ghf="Wapconfenf" ando1d:1d="0+1d/ed1f1exf1"
ando1d:1ayoufW1dfh="mafchpaenf" ando1d:fexf="Ld1f1exf"></Ld1f1exf>
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<kad1oGoup ando1d:1ayoufhe1ghf="Wapconfenf" ando1d:1d="0+1d/ad1oGoup1"
ando1d:1ayoufW1dfh="mafchpaenf">
<kad1o8uffon ando1d:fexf="kad1o8uffon"
ando1d:1ayoufW1dfh="Wapconfenf" ando1d:1d="0+1d/ad1o0"
ando1d:1ayoufhe1ghf="Wapconfenf" ando1d:checked="fue"></kad1o8uffon>
<kad1o8uffon ando1d:fexf="kad1o8uffon"
ando1d:1ayoufW1dfh="Wapconfenf" ando1d:1d="0+1d/ad1o1"
ando1d:1ayoufhe1ghf="Wapconfenf"></kad1o8uffon>
</kad1oGoup>
<8uffon ando1d:fexf="8uffon" ando1d:1d="0+1d/buffon1"
ando1d:1ayoufW1dfh="Wapconfenf" ando1d:1ayoufhe1ghf="Wapconfenf"></8uffon>
</L1neaLayouf>

9.5. E UI
If you select a UI element you can change its properties via the properties view. Most of the properties can be
changed via the right mouse menu. You can also edit properties of fields directy in XML. Typically you change
properties directly in the XML file as this is much faster. But the right mouse functionality is nice if you are searching
for a certain property.
Open your file "main.xml" We will delete the initial text for the EditText field in XML. Switch to the XML tab called
"main.xml" and delete the andoid:e="EdiTe" property from the EditText part. Switch back to the
"Graphical Layout" tab and check that the text is removed.
Use the right mouse click on the first radio button to assign the "celsius" string attribute to its "text" property. Assign
the and "fahrenheit" string attribute to the second radio button.
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From now on I assume you are able to use the properties menu on the UI elements. You can either edit the XML file
or modify the properties via right mouse click.
Set the property "Checked" to true for the first RadioButton. Assign "calc" to the text property of your button and
assign "myClickHandler" to the "onClick" property. Set the "Input type" property to "numberSigned" and
"numberDecimal" on your EditText.
All your other UI controls are contained in a LinearLayout. We want to assign a background color to this
LinearLayout. Right-click on an empty space in Graphical Layout mode, then select Other Properties All by Name
Background. Select Color and then myColor in the list.
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Switch to the "main.xml" tab and verify that the XML is correctly maintained.

<?xm1 ves1on="1.0" encod1ng="uff-"?>
<L1neaLayouf xm1ns:ando1d="hffp://schemas.ando1d.com/apk/es/ando1d"
ando1d:o1enfaf1on="vef1ca1" ando1d:1ayoufW1dfh="f111paenf"
ando1d:1ayoufhe1ghf="f111paenf" ando1d:backgound="0co1o/myCo1o">
<Ld1f1exf ando1d:1ayoufhe1ghf="Wapconfenf" ando1d:1d="0+1d/ed1f1exf1"
ando1d:1ayoufW1dfh="mafchpaenf" ando1d:1npuf1ype="numbeDec1ma1|numbe51gned"
></Ld1f1exf>
<kad1oGoup ando1d:1ayoufhe1ghf="Wapconfenf" ando1d:1d="0+1d/ad1oGoup1"
ando1d:1ayoufW1dfh="mafchpaenf">
<kad1o8uffon ando1d:1ayoufW1dfh="Wapconfenf"
ando1d:1d="0+1d/ad1o0" ando1d:1ayoufhe1ghf="Wapconfenf"
ando1d:fexf="0sf1ng/ce1s1us" ando1d:checked="fue"></kad1o8uffon>
<kad1o8uffon ando1d:1ayoufW1dfh="Wapconfenf"
ando1d:1d="0+1d/ad1o1" ando1d:1ayoufhe1ghf="Wapconfenf"
ando1d:fexf="0sf1ng/fahenhe1f"></kad1o8uffon>
</kad1oGoup>
<8uffon ando1d:1d="0+1d/buffon1" ando1d:1ayoufW1dfh="Wapconfenf"
ando1d:1ayoufhe1ghf="Wapconfenf" ando1d:fexf="0sf1ng/ca1c"
ando1d:onC11ck="myC11ckhand1e"></8uffon>
</L1neaLayouf>

9.6. C
During the generation of your new Android project you specified that an Acii called ConeAcii
should get created. The project wizard also created the corresponding Java classs.
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Change your code in ConeAcii.jaa to the following. Note that the mClickHandle will be called
based on the OnClick property of your button.

package de.voge11a.ando1d.fempeafue
1mpof ando1d.app.Acf1v1fy
1mpof ando1d.os.8und1e
1mpof ando1d.v1eW.v1eW
1mpof ando1d.W1dgef.Ld1f1exf
1mpof ando1d.W1dgef.kad1o8uffon
1mpof ando1d.W1dgef.1oasf
pub11c c1ass ConvefAcf1v1fy exfends Acf1v1fy {
p1vafe Ld1f1exf fexf
@Override
pub11c vo1d onCeafe{8und1e savedlnsfance5fafe} {
supe.onCeafe{savedlnsfance5fafe}
sefConfenfv1eW{k.1ayouf.ma1n}
fexf = {Ld1f1exf} f1ndv1eW8yld{k.1d.ed1f1exf1}
}
// This method is called at button click because we assigned the name to the
// "On Click propert" of the button
pub11c vo1d myC11ckhand1e{v1eW v1eW} {
sW1fch {v1eW.gefld{}} {
case k.1d.buffon1:
kad1o8uffon ce1s1us8uffon = {kad1o8uffon} f1ndv1eW8yld{k.1d.ad1o0}
kad1o8uffon fahenhe1f8uffon = {kad1o8uffon} f1ndv1eW8yld{k.1d.ad1o1}
1f {fexf.gef1exf{}.1engfh{} == 0} {
1oasf.make1exf{fh1s, "P1ease enfe a va11d numbe",
1oasf.LLNG1hLONG}.shoW{}
efun
}
f1oaf 1npufva1ue = I1oaf.paseI1oaf{fexf.gef1exf{}.fo5f1ng{}}
1f {ce1s1us8uffon.1sChecked{}} {
fexf.sef1exf{5f1ng
.va1ueOf{convefIahenhe1f1oCe1s1us{1npufva1ue}}}
ce1s1us8uffon.sefChecked{fa1se}
fahenhe1f8uffon.sefChecked{fue}
} e1se {
fexf.sef1exf{5f1ng
.va1ueOf{convefCe1s1us1oIahenhe1f{1npufva1ue}}}
fahenhe1f8uffon.sefChecked{fa1se}
ce1s1us8uffon.sefChecked{fue}
}
beak
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}
}
// Converts to celsius
p1vafe f1oaf convefIahenhe1f1oCe1s1us{f1oaf fahenhe1f} {
efun {{fahenhe1f - 32} " 5 / 9}
}
// Converts to fahrenheit
p1vafe f1oaf convefCe1s1us1oIahenhe1f{f1oaf ce1s1us} {
efun {{ce1s1us " 9} / 5} + 32
}
}

9.7. S P
To start the Android Application, select your project, right click on it, and select Run-As Android Application. Be
patient, the emulator starts up very slowly.
You should get the following result.
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Type in a number, select your conversion and press the button. The result should be displayed and the other option
should get selected.
10. S
After you run your application on the virtual device you can start it again on the device. If you press the Home button
you can also select your application.
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11. M A B
11.1. D
Android provides two possible ways to display global actions which the user can select. The first one is the usage of
the Action Bar in the application. The Action Bar is a window feature at the top of the activity that may display the
activity title, navigation modes, and other interactive items.
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The second option is that the app can open a menu which shows additional actions via a popup menu. Typically you
define your menu entries in a way that they are added to the action bar if sufficient space is available in the action
bar and if not, remaining menu items are displayed in the popup menu.
The option menu and the action bar of your activity is filled by the method onCreateOptionsMenu() of your activity.
The AcionBa also shows an icon of your application. You can also add an action to this icon. If you select this
icon the onOpionIemSeleced() method will be called with the value andoid.R.id.home. The
recommendation is to return to the main Acii in your program.

// If home icon is clicked return to main Activit
case ando1d.k.1d.home:
lnfenf 1nfenf = neW lnfenf{fh1s, Ovev1eWAcf1v1fy.c1ass}
1nfenf.addI1ags{lnfenf.ILAGAC1lvl1YCLLAk1OP}
sfafAcf1v1fy{1nfenf}
beak

In this method you can create the menu programmatically or you can use a pre-defined XML resources which you
inflate via the MenInflao class. Each Acii has already an instance of the class available and this
instance can get accessed via the geMenInflao() method.
The onCeaeOpionMen() method is only called once. If you want to influence the menu later you have to use
the onPepaeOpionMen() method.
11.2. A
It is also possible to add tabs to an action bar.
11.3. C
You can also assign a context menu to an UI widget (view). A context menu is activated if the user "long presses" the
view.
A context menu for a view is registered via the egieFoConeMen(ie) method. The
onCeaeConeMen() method is called every time a context menu is activated as the context menu is
discarded after its usage. The Android platform may also add options to your Vie, e.g. EdiTe provides
context options to select text, etc.
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12. T: M A B
12.1. P
This chapter will demonstrate how to create and evaluate a option menu which is displayed in the action bar if
sufficient space is available. This example will be extended in the chapter about preferences.
Create a project called "de.vogella.android.socialapp" with the Acii called "OverviewActivity". Change the
"main.xml" layout file in the diretory "/res/layout/" to the following:

<?xm1 ves1on="1.0" encod1ng="uff-"?>
<L1neaLayouf xm1ns:ando1d="hffp://schemas.ando1d.com/apk/es/ando1d"
ando1d:1ayoufW1dfh="f111paenf"
ando1d:1ayoufhe1ghf="f111paenf"
ando1d:o1enfaf1on="vef1ca1" >
<8uffon
ando1d:1d="0+1d/8uffon01"
ando1d:1ayoufW1dfh="Wapconfenf"
ando1d:1ayoufhe1ghf="Wapconfenf"
ando1d:fexf="5hoW Pefeences" >
</8uffon>
<8uffon
ando1d:1d="0+1d/8uffon02"
ando1d:1ayoufW1dfh="Wapconfenf"
ando1d:1ayoufhe1ghf="Wapconfenf"
ando1d:fexf="Change Pefeences" >
</8uffon>
</L1neaLayouf>

12.2. A XML
Select your project, right click on it and select New Other Android Android XML File to create a new XML
resource.
Select the option "Menu", enter as File "mainmenu.xml" and press the button "Finish".
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This will create a new file "mainmenu.xml" in the folder "res/menu" of your project. Android provides a nice editor to
edit this file, unfortunately this editor is not always automatically used due to bugs in the ADT. If that happens, you can
open this editor manually. Right-click on your menu file and select Open with Android Menu Editor.
Switch if necessary to the "Layout" tab of the editor. Press Add and select "Item". Maintain the following value. This
defines the entries in your menu. We will also define that the menu entry is displayed in the action bar if there is
sufficient space available.
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Change your Activity class "OverviewActivity" to the following. The OnCreateOptionsMenu method is used to create
the menu. The behavior in "onOptionsItemSelected" is currently hard-coded to show a Toast and will soon call the
preference settings. In case you want to disable or hide menu items you can use the method
"onPrepareOptionsMenu" which is called every time the menu is called.
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package de.voge11a.ando1d.soc1a1app
1mpof ando1d.app.Acf1v1fy
1mpof ando1d.os.8und1e
1mpof ando1d.v1eW.Menu
1mpof ando1d.v1eW.Menulnf1afe
1mpof ando1d.v1eW.Menulfem
1mpof ando1d.W1dgef.1oasf
pub11c c1ass Ovev1eWAcf1v1fy exfends Acf1v1fy {
@Override
pub11c vo1d onCeafe{8und1e savedlnsfance5fafe} {
supe.onCeafe{savedlnsfance5fafe}
sefConfenfv1eW{k.1ayouf.ma1n}
}
@Override
pub11c boo1ean onCeafeOpf1onsMenu{Menu menu} {
Menulnf1afe 1nf1afe = gefMenulnf1afe{}
1nf1afe.1nf1afe{k.menu.ma1nmenu, menu}
efun fue
}
@Override
pub11c boo1ean onOpf1onslfem5e1ecfed{Menulfem 1fem} {
1oasf.make1exf{fh1s, "Jusf a fesf", 1oasf.LLNG1h5hOk1}.shoW{}
efun fue
}
}

Run your application. As there is enough space in the action bar your item will be displayed there. If there would be
more items you could press "Menu" on the emulator to see them. If you select the menu item you should see a small
info message.
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The two "Preference" buttons are not yet active. We will use them in the next chapter.
13. P
Android supports the usage of Preferences to allow you to save data for your application. Preferences are stored as
key values. The definition of Preferences can also be done via an XML resource.
Android provides the class "PreferenceActivity" which extends the class Activity. PreferenceActivity supports the
simple handling of preferences. This activity can load a preference definition resources via the method
addPreferencesFromResource().
To communicate between different components Android uses Intents. Typically the PreferenceActivity is started from
another activity via an Intent.
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In your application you can access the preference manager via the following:

5haedPefeences pefeences = PefeenceManage.gefDefau1f5haedPefeences{fh1s}

Values can get access via the key of the preference setting.

5f1ng usename = pefeences.gef5f1ng{"usename", "n/a"}

To create or change preferences you have to call the edit() methods. Once you have changed the value you have to
call commit() to apply your changes.

Ld1fo ed1f = pefeences.ed1f{}
ed1f.puf5f1ng{"usename", "neWva1uefouse"}
ed1f.comm1f{}

14. T: P
14.1. U
We will continue using the example project "de.vogella.android.social".
Create an Android XML resource "preferences.xml" of type "PreferenceScreen".
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Open the file via right-mouse click and Open-with Android XML Resource Editor. Press Add, add a
"PreferenceCategory" and add two preferences "EditTextPreferences" to this category : "User" and "Password".
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You can also enter values for other properties of EdiTeField, e.g. the inputMethod.
Add the following attribute to the XML definition of your password field to make the input quoted with *.
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ando1d:1npuf1ype="fexfPassWod"

Create the class MPefeenceAcii which extends PefeenceAcii. This Acii will load
the "preference.xml" file and will allow the user to change the values.

package de.voge11a.ando1d.soc1a1app
1mpof ando1d.os.8und1e
1mpof ando1d.pefeence.PefeenceAcf1v1fy
pub11c c1ass MyPefeencesAcf1v1fy exfends PefeenceAcf1v1fy {
@Override
pub11c vo1d onCeafe{8und1e savedlnsfance5fafe} {
supe.onCeafe{savedlnsfance5fafe}
addPefeencesIomkesouce{k.xm1.pefeences}
}
}

To make this class available as an activity for Android you need to register it in your "AndroidManifest.xml" file.
Select "AndroidManifest.xml" and the tab "Application". Scroll to the botton of the view and add your new activity via
the "Add" button.
To make use of our new preference activity and the preference values we adjust the "OverviewActivity". The first
button will show the current values of the preferences via a Toast and the second button will revert the maintained
user name to demonstrate how you could change the preferences via code.

package de.voge11a.ando1d.soc1a1app
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1mpof ando1d.app.Acf1v1fy
1mpof ando1d.confenf.5haedPefeences
1mpof ando1d.confenf.5haedPefeences.Ld1fo
1mpof ando1d.os.8und1e
1mpof ando1d.pefeence.PefeenceManage
1mpof ando1d.v1eW.Menu
1mpof ando1d.v1eW.Menulnf1afe
1mpof ando1d.v1eW.Menulfem
1mpof ando1d.v1eW.v1eW
1mpof ando1d.v1eW.v1eW.OnC11ckL1sfene
1mpof ando1d.W1dgef.8uffon
1mpof ando1d.W1dgef.1oasf
pub11c c1ass Ovev1eWAcf1v1fy exfends Acf1v1fy {
5haedPefeences pefeences
@Override
pub11c vo1d onCeafe{8und1e savedlnsfance5fafe} {
supe.onCeafe{savedlnsfance5fafe}
sefConfenfv1eW{k.1ayouf.ma1n}
8uffon buffon = {8uffon} f1ndv1eW8yld{k.1d.8uffon01}
// Initialie preferences
pefeences = PefeenceManage.gefDefau1f5haedPefeences{fh1s}
buffon.sefOnC11ckL1sfene{neW OnC11ckL1sfene{} {
pub11c vo1d onC11ck{v1eW v} {
5f1ng usename = pefeences.gef5f1ng{"usename", "n/a"}
5f1ng passWod = pefeences.gef5f1ng{"passWod", "n/a"}
shoWPefs{usename, passWod}
}
}}
8uffon buffonChangePefeences = {8uffon} f1ndv1eW8yld{k.1d.8uffon02}
buffonChangePefeences.sefOnC11ckL1sfene{neW OnC11ckL1sfene{} {
pub11c vo1d onC11ck{v1eW v} {

updafePefeenceva1ue{}
}
}}
}

p1vafe vo1d shoWPefs{5f1ng usename, 5f1ng passWod}{
1oasf.make1exf{
Ovev1eWAcf1v1fy.fh1s,
"lnpuf: " + usename + " and passWod: "
+ passWod, 1oasf.LLNG1hLONG}.shoW{}
}

p1vafe vo1d updafePefeenceva1ue{}{
Ld1fo ed1f = pefeences.ed1f{}
5f1ng usename = pefeences.gef5f1ng{"usename", "n/a"}
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// We will just revert the current user name and save again
5f1ng8uffe buffe = neW 5f1ng8uffe{}
fo {1nf 1 = usename.1engfh{} - 1 1 >= 0 1--} {
buffe.append{usename.chaAf{1}}
}
ed1f.puf5f1ng{"usename", buffe.fo5f1ng{}}
ed1f.comm1f{}
// A toast is a view containing a quick little message for the
// user. We give a little feedback
1oasf.make1exf{Ovev1eWAcf1v1fy.fh1s,
"kevefed sf1ng sequence of use name.",
1oasf.LLNG1hLONG}.shoW{}
}

To open the new preference Acii we will use the onOpionIemSeleced() method. Even though we
currently have only one option in our menu we use a switch to be ready for several new menu entries. To see the
current values of the preferences we define a button and use the class PefeenceManage to get the
sharedPreferences.

@Override
pub11c boo1ean onCeafeOpf1onsMenu{Menu menu} {
Menulnf1afe 1nf1afe = gefMenulnf1afe{}
1nf1afe.1nf1afe{k.menu.ma1nmenu, menu}
efun fue
}
// This method is called once the menu is selected
@Override
pub11c boo1ean onOpf1onslfem5e1ecfed{Menulfem 1fem} {
sW1fch {1fem.geflfemld{}} {
// We have onl one menu option
case k.1d.pefeences:
// Launch Preference activit
lnfenf 1 = neW lnfenf{Ovev1eWAcf1v1fy.fh1s, MyPefeencesAcf1v1fy.c1ass}
sfafAcf1v1fy{1}
// Some feedback to the user
1oasf.make1exf{Ovev1eWAcf1v1fy.fh1s, "Lnfe you use cedenf1a1s.",
1oasf.LLNG1hLONG}.shoW{}
beak
}
efun fue
}

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14.2. R
Run your application. Press the "menu" hardware button and then select your menu item "Preferences". You should
be able to enter your user settings then press the back hardware button to return to your main activity. The saved
values should be displayed in a small message windows (Toast) if you press your first button. If you press the second
button the username should be reversed.
15. L M VG
15.1. A L M
A layout manager is a subclass of VieGop and is responsible for the layout of itself and its child Vie.
Android supports different default layout managers.
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As of Android 4.0 the most relevant layout manager are LineaLao, FameLao, RelaieLao and
GidLao.
All layouts allow the developer to define attributes. Children can also define attributes which may be evaluated by
their parent layout.
AboleLaoLao is deprecated and TableLao can be implemented more effectively via
GidLao
15.2. LL
LineaLao puts all its child elements into a single column or row depending on the andoid:oienaion
attribute. Possible values for this attribute are hoional and eical, hoional is the default value.
LineaLao can be nested to achieve more complex layouts.
15.3. RL
RelaieLao allow to position the widget relative to each other. This allows for complex layouts.
A simple usage for RelaieLao is if you want to center a single component. Just add one component to the
RelaieLao and set the andoid:lao_ceneInPaen attribute to true.

<?xm1 ves1on="1.0" encod1ng="uff-"?>
<ke1af1veLayouf xm1ns:ando1d="hffp://schemas.ando1d.com/apk/es/ando1d"
ando1d:1ayoufW1dfh="mafchpaenf"
ando1d:1ayoufhe1ghf="mafchpaenf"
ando1d:o1enfaf1on="vef1ca1" >
<Pogess8a
ando1d:1d="0+1d/pogess8a1"
sfy1e="?ando1d:aff/pogess8a5fy1eLage"
ando1d:1ayoufW1dfh="Wapconfenf"
ando1d:1ayoufhe1ghf="Wapconfenf"
ando1d:1ayoufcenfelnPaenf="fue"
/>
</ke1af1veLayouf>

15.4. GL
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15.4.1. O
GidLao 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 Vie in which row and column it should be placed
and how many columns and rows it should use. If not specified GidLao uses defaults, e.g. one column, one
row and the position of a Vie depends on the order of the declaration of the Vie.
15.4.2. T GL
Create the project "de.vogella.android.layout.gridlayout" with the Acii called "DemoGridLayout".
Change "main.xml" to the following.

<?xm1 ves1on="1.0" encod1ng="uff-"?>
<G1dLayouf xm1ns:ando1d="hffp://schemas.ando1d.com/apk/es/ando1d"
ando1d:1d="0+1d/G1dLayouf1"
ando1d:1ayoufW1dfh="f111paenf"
ando1d:1ayoufhe1ghf="f111paenf"
ando1d:co1umnCounf="4"
ando1d:useDefau1fMag1ns="fue" >
<1exfv1eW
ando1d:1ayoufco1umn="0"
ando1d:1ayoufco1umn5pan="3"
ando1d:1ayoufgav1fy="cenfeho1zonfa1"
ando1d:1ayoufmag1n1op="40dp"
ando1d:1ayoufoW="0"
ando1d:fexf="use Cedenf1a1s"
ando1d:fexf51ze="32d1p" />
<1exfv1eW
ando1d:1ayoufco1umn="0"
ando1d:1ayoufgav1fy="1ghf"
ando1d:1ayoufoW="1"
ando1d:fexf="use Name: " >
</1exfv1eW>
<Ld1f1exf
ando1d:1d="0+1d/1npuf1"
ando1d:1ayoufco1umn="1"
ando1d:1ayoufco1umn5pan="2"
ando1d:1ayoufoW="1"
ando1d:ems="10" />
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<1exfv1eW
ando1d:1ayoufco1umn="0"
ando1d:1ayoufgav1fy="1ghf"
ando1d:1ayoufoW="2"
ando1d:fexf="PassWod: " >
</1exfv1eW>
<Ld1f1exf
ando1d:1d="0+1d/1npuf1"
ando1d:1ayoufco1umn="1"
ando1d:1ayoufco1umn5pan="2"
ando1d:1ayoufoW="2"
ando1d:ems="" />
<8uffon
ando1d:1d="0+1d/buffon1"
ando1d:1ayoufco1umn="2"
ando1d:1ayoufoW="3"
ando1d:fexf="Log1n" />
</G1dLayouf>

Run your example. You should see a nice arranged layout.
This is a layout example wherefore we have not connected any functionality to it. To extend this example you could
now connect the Bon with a method in the Acii via its andoid:onClick.
16. SV
ScrollViews can be used to contain one view that might be to big to fit on one screen. If the view is to big the
ScrollView will display a scroll bar to scroll the context. Of course this view can be a layout which can then contain
other elements.
Create an android project "de.vogella.android.scrollview" with the activity "ScrollView". Create the following layout
and class.

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<?xm1 ves1on="1.0" encod1ng="uff-"?>
<5co11v1eW xm1ns:ando1d="hffp://schemas.ando1d.com/apk/es/ando1d"
ando1d:1ayoufW1dfh="f111paenf"
ando1d:1ayoufhe1ghf="f111paenf"
ando1d:f111v1eWpof="fue"
ando1d:o1enfaf1on="vef1ca1" >
<L1neaLayouf
ando1d:1d="0+1d/L1neaLayouf01"
ando1d:1ayoufW1dfh="f111paenf"
ando1d:1ayoufhe1ghf="Wapconfenf"
ando1d:o1enfaf1on="vef1ca1" >
<1exfv1eW
ando1d:1d="0+1d/1exfv1eW01"
ando1d:1ayoufW1dfh="Wapconfenf"
ando1d:1ayoufhe1ghf="Wapconfenf"
ando1d:padd1ngLeff="d1p"
ando1d:padd1ngk1ghf="d1p"
ando1d:padd1ng1op="d1p"
ando1d:fexf="1h1s 1s a heade"
ando1d:fexfAppeaance="?ando1d:aff/fexfAppeaanceLage" >
</1exfv1eW>
<1exfv1eW
ando1d:1d="0+1d/1exfv1eW02"
ando1d:1ayoufW1dfh="Wapconfenf"
ando1d:1ayoufhe1ghf="f111paenf"
ando1d:1ayoufWe1ghf="1.0"
ando1d:fexf="0+1d/1exfv1eW02" >
</1exfv1eW>
<L1neaLayouf
ando1d:1d="0+1d/L1neaLayouf02"
ando1d:1ayoufW1dfh="Wapconfenf"
ando1d:1ayoufhe1ghf="Wapconfenf" >
<8uffon
ando1d:1d="0+1d/8uffon01"
ando1d:1ayoufW1dfh="Wapconfenf"
ando1d:1ayoufhe1ghf="Wapconfenf"
ando1d:1ayoufWe1ghf="1.0"
ando1d:fexf="5ubm1f" >
</8uffon>
<8uffon
ando1d:1d="0+1d/8uffon02"
ando1d:1ayoufW1dfh="Wapconfenf"
ando1d:1ayoufhe1ghf="Wapconfenf"
ando1d:1ayoufWe1ghf="1.0"
ando1d:fexf="Cance1" >
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</8uffon>
</L1neaLayouf>
</L1neaLayouf>
</5co11v1eW>


package de.voge11a.ando1d.sco11v1eW
1mpof ando1d.app.Acf1v1fy
1mpof ando1d.os.8und1e
1mpof ando1d.v1eW.v1eW
1mpof ando1d.W1dgef.1exfv1eW
pub11c c1ass 5co11v1eW exfends Acf1v1fy {

/"" Ca11ed When fhe acf1v1fy 1s f1sf ceafed. "/
@Override
pub11c vo1d onCeafe{8und1e savedlnsfance5fafe} {
supe.onCeafe{savedlnsfance5fafe}
sefConfenfv1eW{k.1ayouf.ma1n}
1exfv1eW v1eW = {1exfv1eW} f1ndv1eW8yld{k.1d.1exfv1eW02}
5f1ng s=""
fo {1nf 1=0 1 < 100 1++} {
s += "voge11a.de "
}
v1eW.sef1exf{s}
}
}

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.
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17. F
17.1. O
Fagmen components allow you to organize your application code so that it is easier to support different sized
devices.
Fagmen are components with their own lifecycle and their own user interface. They can be defined via layout
files or via coding.
Fagmen always run in the context of an Acii. If an Acii is stopped its Fagmen will also be
stopped; if an Acii is destroyed its Fagmen will also get destroyed.
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If a Fagmen component is defined in an XML layout file, the andoid:name attribute points to the Fagmen
class.
The base class for Fagmen is andoid.app.Fagmen. For special purposes you can also use more
special classes, like LiFagmen or DialogFagmen.
The onCreateView() method is called by Android once the Fagmen should create its user interface. Here you can
inflate an layout. The onSa() mehod i called once he Fagmen ge iible.
Fagmen can be dynamically added and removed from an Acii via Fagmen transactions. This will add
the action to the history stack of the Acii, i.e. this will allow to revert the Fagmen changes in the
Acii via the back button.
17.2. W F
Fagmen make it easy to re-use components in different layouts, e.g. you can build single-pane layouts for
handsets (phones) and multi-pane layouts for tablets.
This is not limited to tablets; for example you can use Fagmen also to support different layout for landscape and
portrait orientation. But as tablets offer significantly more space you typically include more views into the layout and
Fagmen makes that easier.
The typical example is a list of items in an activity. On a tablet you see the details immediately on the same screen
on the right hand side if you click on item. On a handset you jump to a new detail screen. The following discussion will
assume that you have two Fagmen (main and detail) but you can also have more. We will also have one main
activity and one detailed activity. On a tablet the main activity contains both Fagmen in its layout, on a handheld
it only contains the main fragment.
To check for an fragment you can use the FragmentManager.

Defa11Iagmenf fagmenf = {Defa11Iagmenf} gefIagmenfManage{}.
f1ndIagmenf8yld{k.1d.defa11fag}
1f {fagmenf==nu11 || ! fagmenf.1slnLayouf{}} {
// start new Activit
}
e1se {
fagmenf.updafe{...}
}
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To create different layouts with Fagmen you can:
Use one activity, which displays two Fagmen for tablets and only one on handsets devices. In this case
you would switch the Fagmen in the activity whenever necessary. This requires that the fragment is not
declared in the layout file as such Fagmen cannot be removed during runtime. It also requires an update of
the action bar if the action bar status depends on the fragment.
Use separate activities to host each fragment on a handset. For example, when the tablet UI uses two
Fagmen in an activity, use the same activity for handsets, but supply an alternative layout that includes just
one fragment. When you need to switch Fagmen, start another activity that hosts the other fragment.
The second approach is the most flexible and in general preferable way of using Fagmen. In this case the main
activity checks if the detail fragment is available in the layout. If the detailed fragment is there, the main activity tells
the fragment that is should update itself. If the detail fragment is not available the main activity starts the detailed
activity.
It is good practice that Fagmen do not manipulate each other. For this purpose a Fagmen typically
implements an interface to get new data from its host Acii.
18. F T
18.1. O
The following tutorial demonstrates how to use Fagmen. The entry Acii (called MainAcii of our
application ) will use different layouts for portrait and for landscape mode.
In portrait mode MainAcii will show one Fragment with a list of names. If the user touches an item in the list,
a second Acii called DeailAcii will start and show the selected text.
In landscape mode MainAcii will show two Fagmen. The first is again the Fagmen which shows the
list of names. The second Fagmen shows the text of the current selected item. This is similar to the portrait mode,
but the whole information will be shown on one screen.
18.2. C
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Create a new project de.ogella.andoid.fagmen with an Acii called MainAcii.
18.3. C
Create or change the following layout files in the "res/layout/" folder.
First create the following file called "details.xml". This layout will be used by the DeailFagmen.

<?xm1 ves1on="1.0" encod1ng="uff-"?>
<L1neaLayouf xm1ns:ando1d="hffp://schemas.ando1d.com/apk/es/ando1d"
ando1d:1ayoufW1dfh="mafchpaenf"
ando1d:1ayoufhe1ghf="mafchpaenf"
ando1d:o1enfaf1on="vef1ca1" >
<1exfv1eW
ando1d:1d="0+1d/defa11s1exf"
ando1d:1ayoufW1dfh="Wapconfenf"
ando1d:1ayoufhe1ghf="mafchpaenf"
ando1d:1ayoufgav1fy="cenfeho1zonfa1|cenfevef1ca1"
ando1d:1ayoufmag1n1op="20d1p"
ando1d:fexf="Lage 1exf"
ando1d:fexfAppeaance="?ando1d:aff/fexfAppeaanceLage"
ando1d:fexf51ze="30d1p" />
</L1neaLayouf>

Change the existing "main.xml" file. This layout will be used by MainAcii in landscape mode and shows two
Fagmen.

<?xm1 ves1on="1.0" encod1ng="uff-"?>
<L1neaLayouf xm1ns:ando1d="hffp://schemas.ando1d.com/apk/es/ando1d"
ando1d:1ayoufW1dfh="f111paenf"
ando1d:1ayoufhe1ghf="f111paenf"
ando1d:o1enfaf1on="ho1zonfa1" >
<fagmenf
ando1d:1d="0+1d/11sfIagmenf"
ando1d:1ayoufW1dfh="150d1p"
ando1d:1ayoufhe1ghf="mafchpaenf"
ando1d:1ayoufmag1n1op="?ando1d:aff/acf1on8a51ze"
c1ass="de.voge11a.ando1d.fagmenfs.L1sfIagmenf" ></fagmenf>
<fagmenf
ando1d:1d="0+1d/defa11Iagmenf"
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ando1d:1ayoufW1dfh="mafchpaenf"
ando1d:1ayoufhe1ghf="mafchpaenf"
c1ass="de.voge11a.ando1d.fagmenfs.Defa11Iagmenf" >
<!-- Pev1eW: 1ayouf=@laout/details -->
</fagmenf>
</L1neaLayouf>

18.4. C F
Create now the Fagmen classes. Create the LiFagmen class.

package de.voge11a.ando1d.fagmenfs
1mpof ando1d.confenf.lnfenf
1mpof ando1d.os.8und1e
1mpof ando1d.v1eW.v1eW
1mpof ando1d.W1dgef.AayAdapfe
1mpof ando1d.W1dgef.L1sfv1eW
pub11c c1ass L1sfIagmenf exfends ando1d.app.L1sfIagmenf {
@Override
pub11c vo1d onCeafe{8und1e savedlnsfance5fafe} {
supe.onCeafe{savedlnsfance5fafe}
}
@Override
pub11c vo1d onAcf1v1fyCeafed{8und1e savedlnsfance5fafe} {
supe.onAcf1v1fyCeafed{savedlnsfance5fafe}
5f1ng|] va1ues = neW 5f1ng|] { "Ando1d", "1Phone", "W1ndoWsMob11e",
"81ackbey", "WebO5", "ubunfu", "W1ndoWs7", "Max O5 X",
"L1nux", "O5/2" }
AayAdapfe<5f1ng> adapfe = neW AayAdapfe<5f1ng>{gefAcf1v1fy{},
ando1d.k.1ayouf.s1mp1e11sf1fem1, va1ues}
sefL1sfAdapfe{adapfe}
}
@Override
pub11c vo1d onL1sflfemC11ck{L1sfv1eW 1, v1eW v, 1nf pos1f1on, 1ong 1d} {
5f1ng 1fem = {5f1ng} gefL1sfAdapfe{}.geflfem{pos1f1on}
Defa11Iagmenf fagmenf = {Defa11Iagmenf} gefIagmenfManage{}
.f1ndIagmenf8yld{k.1d.defa11Iagmenf}
1f {fagmenf != nu11 && fagmenf.1slnLayouf{}} {
fagmenf.sef1exf{1fem}
} e1se {
lnfenf 1nfenf = neW lnfenf{gefAcf1v1fy{}.gefApp11caf1onConfexf{},
Defa11Acf1v1fy.c1ass}
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1nfenf.pufLxfa{"va1ue", 1fem}
sfafAcf1v1fy{1nfenf}
}
}
}

Create the DeailFagmen class.

package de.voge11a.ando1d.fagmenfs
1mpof ando1d.app.Iagmenf
1mpof ando1d.os.8und1e
1mpof ando1d.uf11.Log
1mpof ando1d.v1eW.Layouflnf1afe
1mpof ando1d.v1eW.v1eW
1mpof ando1d.v1eW.v1eWGoup
1mpof ando1d.W1dgef.1exfv1eW
pub11c c1ass Defa11Iagmenf exfends Iagmenf {
@Override
pub11c vo1d onCeafe{8und1e savedlnsfance5fafe} {
supe.onCeafe{savedlnsfance5fafe}
Log.e{"1esf", "he11o"}
}
@Override
pub11c vo1d onAcf1v1fyCeafed{8und1e savedlnsfance5fafe} {
supe.onAcf1v1fyCeafed{savedlnsfance5fafe}
}
@Override
pub11c v1eW onCeafev1eW{Layouflnf1afe 1nf1afe, v1eWGoup confa1ne,
8und1e savedlnsfance5fafe} {
v1eW v1eW = 1nf1afe.1nf1afe{k.1ayouf.defa11s, confa1ne, fa1se}
efun v1eW
}
pub11c vo1d sef1exf{5f1ng 1fem} {
1exfv1eW v1eW = {1exfv1eW} gefv1eW{}.f1ndv1eW8yld{k.1d.defa11s1exf}
v1eW.sef1exf{1fem}
}
}

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18.5. C
We want that Android uses a different main.xml file in portrait model then in landscape mode.
For this reason create the "res/layout-port" folder.
In portrait mode Android will check the "layout-port" folder for fitting layout files. Only if we would not have a
"main.xml" file in "layout-port", Android would check the "layout" folder.
Therefore create the following "main.mxl" layout file in "res/layout-port".

<?xm1 ves1on="1.0" encod1ng="uff-"?>
<L1neaLayouf xm1ns:ando1d="hffp://schemas.ando1d.com/apk/es/ando1d"
ando1d:1ayoufW1dfh="f111paenf"
ando1d:1ayoufhe1ghf="f111paenf"
ando1d:o1enfaf1on="ho1zonfa1" >
<fagmenf
ando1d:1d="0+1d/11sfIagmenf"
ando1d:1ayoufW1dfh="mafchpaenf"
ando1d:1ayoufhe1ghf="mafchpaenf"
ando1d:1ayoufmag1n1op="?ando1d:aff/acf1on8a51ze"
c1ass="de.voge11a.ando1d.fagmenfs.L1sfIagmenf" />
</L1neaLayouf>

Also create the "details_activity_layout.xml" layout file. This layout will be used in the DeailAcii which is
only used in portrait mode. Please note that we could have create this file also in the "layout" folder, but as it is only
used in portrait mode it is best practise to place it into this folder.

<?xm1 ves1on="1.0" encod1ng="uff-"?>
<L1neaLayouf xm1ns:ando1d="hffp://schemas.ando1d.com/apk/es/ando1d"
ando1d:1ayoufW1dfh="mafchpaenf"
ando1d:1ayoufhe1ghf="mafchpaenf"
ando1d:o1enfaf1on="vef1ca1" >
<fagmenf
ando1d:1d="0+1d/defa11Iagmenf"
ando1d:1ayoufW1dfh="mafchpaenf"
ando1d:1ayoufhe1ghf="mafchpaenf"
c1ass="de.voge11a.ando1d.fagmenfs.Defa11Iagmenf" />
</L1neaLayouf>

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18.6. A
Create a new Acii called DeailAcii with the following class.

package de.voge11a.ando1d.fagmenfs
1mpof ando1d.app.Acf1v1fy
1mpof ando1d.os.8und1e
1mpof ando1d.W1dgef.1exfv1eW
pub11c c1ass Defa11Acf1v1fy exfends Acf1v1fy {
@Override
pofecfed vo1d onCeafe{8und1e savedlnsfance5fafe} {
supe.onCeafe{savedlnsfance5fafe}
sefConfenfv1eW{k.1ayouf.defa11sacf1v1fy1ayouf}
8und1e exfas = geflnfenf{}.gefLxfas{}
1f {exfas != nu11} {
5f1ng s = exfas.gef5f1ng{"va1ue"}
1exfv1eW v1eW = {1exfv1eW} f1ndv1eW8yld{k.1d.defa11s1exf}
v1eW.sef1exf{s}
}
}
}

MainAcii will remain unmodified.

package de.voge11a.ando1d.fagmenfs
1mpof ando1d.app.Acf1v1fy
1mpof ando1d.os.8und1e
pub11c c1ass Ma1nAcf1v1fy exfends Acf1v1fy {

/"" Ca11ed When fhe acf1v1fy 1s f1sf ceafed. "/
@Override
pub11c vo1d onCeafe{8und1e savedlnsfance5fafe} {
supe.onCeafe{savedlnsfance5fafe}
sefConfenfv1eW{k.1ayouf.ma1n}
}
}

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18.7. R
Run your example. If you run the application in portrait mode you should see only one Fagmen. Use Ctrl+F11 to
switch the orientation. In horizontal mode you should see two Fagmen. If you select an item in portrait mode a
new Acii should get started with the selected item. In horizontal mode your second Fagmen should display
the select item.
19. DDMS
19.1. DDMS - D D M S
Eclipse provides a perspective for interacting with your Android (virtual) device and your Android application
program. Select Window Open Perspective Other DDMS to open this perspective. It includes several
Vie which can also be used independently and allows for example the application to place calls and send SMS to
the device. It also allows the application to set the current geo position and allows you to perform a performance
trace of your application.
19.2. LC V
You can see the log (including System.out.print() statements) via the LogCat view.
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19.3. F
The file explorer allows to see the files on the Android simulator.
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20. S
20.1. A D B - S
You can access your Android emulator also via the console. Open a shell, switch to your "android-sdk" installation
directory into the folder "tools". Start the shell via the following command "adb shell".

adb she11

You can also copy a file from and to your device via the following commands.

// Assume fhe gesfue f11e ex1sfs on you Ando1d dev1ce
adb pu11 /sdcad/gesfues ~/fesf
// NoW copy 1f back
adb push ~/fesf/gesfue /sdcad/gesfues2
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This will connect you to your device and give you Linux command line access to the underlying file system, e.g. ls, rm,
mkdir, etc. The application data is stored in the directory "/data/data/package_of_your_app".
If you have several devices running you can issue commands to one individual device.

# L1sfs a11 dev1ces
adb dev1ces
#kesu1f
L1sf of dev1ces affached
emu1afo-5554 affached
emu1afo-5555 affached
# lssue a command fo a spec1f1c dev1ce
adb -s emu1afo-5554 she11

20.2. U
You can uninstall an android application via the shell. Switch the data/app directory (cd /data/app) and simply delete
your android application.
You can also uninstall an app via adb with the package name.

adb un1nsfa11 <packagename>

20.3. E C
Alternatively to adb you can also use telnet to connect to the device. This allows you to simulate certain things, e.g.
incoming call, change the network "stability", set your current geocodes, etc. Use "telnet localhost 5554" to connect
to your simulated device. To exit the console session, use the command "quit" or "exit".
For example to change the power settings of your phone, to receive an sms and to get an incoming call make the
following.

# connecfs fo dev1ce
fe1nef 1oca1hosf 5554
# sef fhe poWe 1eve1
poWe sfafus fu11
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poWe sfafus chag1ng
# make a ca11 fo fhe dev1ce
gsm ca11 012041293123
# send a sms fo fhe dev1ce
sms send 12345 W111 be home soon
# sef fhe geo 1ocaf1on
geo f1x 4 51

For more information on the emulator console please see Emulator Console manual
21. D
Turn on "USB Debugging" on your device in the settings. Select in the settings Applications > Development, then
enable USB debugging. You also need to install the driver for your mobile phone. For details please see Developing
on a Device . Please note that the Android version you are developing for must be the installed version on your
phone.
To select your phone, select the "Run Configurations", select "Manual" selection and select your device.
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22. T
Please help me to support this article:

23. Q D
Before posting questions, please see the vogella FAQ. If you have questions or find an error in this article please use
the www.vogella.de Google Group. I have created a short list how to create good questions which might also help
you.
24. L L
24.1. S C
Source Code of Examples
24.2. A R
Android 2 (German Book)
Android ListView and ListActivity
Android SQlite Database
Android Widgets
Android Live Wallpaper
Android Services
Android Location API and Google Maps
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Android Intents
Android and Networking
Android Homepage
Android Developer Homepage
Android Issues / Bugs
Android Google Groups
Android Live Folder
24.3. R
Eclipse RCP Training (German) Eclipse RCP Training with Lars Vogel
Android Tutorial Introduction to Android Programming
GWT Tutorial Program in Java and compile to JavaScript and HTML
Eclipse RCP Tutorial Create native applications in Java
JUnit Tutorial Test your application
Git Tutorial Put everything you have under distributed version control system

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