Android is a complete set of software for mobile devices such as tablet computers, notebooks, smartphones, electronic book readers, set-top boxes etc.
It contains a linux-based Operating System, middleware and key mobile applications.
It can be thought of as a mobile operating system. But it is not limited to mobile only. It is currently used in various devices such as mobiles, tablets, televisions etc.
This tutorial is developed for beginners and experienced persons. Let's see the topics of android that we are going to learn.
Basics of Android
In this fundamental chapter, you will learn about android, its components, how to create first android application, internal of first android application etc.What is Android
History and Version
Software Stack
Core Building Blocks
Android Emulator
Installing softwares
Setup Eclipse
Hello Android example
Internal Details
Dalvik VM
AndroidManifest.xml
R.java
Hide Title Bar
Activity and Intent
It provides the detail of activity, its life cycle with example, implicit intent, sending information from one activity to another etc.Activity LifeCycle
Implicit Intent
Explicit Intent
StartActivityForResult
Android UI Widgets
There are given a lot of android ui widgets examples such as toggle button, alert dialog, spinner, progress bar, alert dialog etc.UI Widgets
Working with Button
Toast
Custom Toast
ToggleButton
CheckBox
AlertDialog
Spinner
AutoCompleteTextView
RatingBar
DatePicker
TimePicker
ProgressBar
Menus in Android
Here, you will learn about the option menu that is primary menu, context menu that works on long press and popup menu.Option Menu
Context Menu
Popup Menu
Service in Android
It can be used to perform any task in background. It doesn't have any user interface(UI).Android Service
Data Storage
You can store data in android using preferences, internal storage, external storage and sqlite database. Preferences are used to primitives, internal storage stores data in device internal memory, external storage stores data in device external memory such as SD card and SQLite is used to store data in sqlite database i.e. inbuilt in android Operating System (OS).Internal Storage
External Storage
SQLite Database
SQLite Tutorial and ExampleSQLite Example with GUI by Spinner
XML and JSON Parsing
There are three ways to parse the xml file but android recommends XMLPullParser to parse the XML. Instead of XML, JSON is preferred because it is fast and short.XML Parsing SAX
XML Parsing DOM
XMLPullParser
JSON Parsing
Android operating system is a stack of software components which is roughly divided into five sections and four main layers as shown below in the architecture diagram.
Linux kernel
At the bottom of the layers is Linux - Linux 2.6 with approximately 115 patches. This provides basic system functionality like process management, memory management, device management like camera, keypad, display etc. Also, the kernel handles all the things that Linux is really good at such as networking and a vast array of device drivers, which take the pain out of interfacing to peripheral hardware.
Libraries
On top of Linux kernel there is a set of libraries including open-source Web browser engine WebKit, well known library libc, SQLite database which is a useful repository for storage and sharing of application data, libraries to play and record audio and video, SSL libraries responsible for Internet security etc.
Android Runtime
This is the third section of the architecture and available on the second layer from the bottom. This section provides a key component called Dalvik Virtual Machine which is a kind of Java Virtual Machine specially designed and optimized for Android.
The Dalvik VM makes use of Linux core features like memory management and multi-threading, which is intrinsic in the Java language. The Dalvik VM enables every Android application to run in its own process, with its own instance of the Dalvik virtual machine.
The Android runtime also provides a set of core libraries which enable Android application developers to write Android applications using standard Java programming language.
Application Framework
The Application Framework layer provides many higher-level services to applications in the form of Java classes. Application developers are allowed to make use of these services in their applications.
Applications
You will find all the Android application at the top layer. You will write your application to be installed on this layer only. Examples of such applications are Contacts Books, Browser, Games etc.
Application components are the essential building blocks of an Android application. These components are loosely coupled by the application manifest file AndroidManifest.xml that describes each component of the application and how they interact.
There are following four main components that can be used within an Android application:
Components | Description |
---|---|
Activities | They dictate the UI and handle the user interaction to the smartphone screen |
Services | They handle background processing associated with an application. |
Broadcast Receivers | They handle communication between Android OS and applications. |
Content Providers | They handle data and database management issues. |
Activities
An activity represents a single screen with a user interface. For example, an email application might have one activity that shows a list of new emails, another activity to compose an email, and another activity for reading emails. If an application has more than one activity, then one of them should be marked as the activity that is presented when the application is launched.
An activity is implemented as a subclass of Activity class as follows:
public class MainActivity extends Activity { }
Services
A service is a component that runs in the background to perform long-running operations. For example, a service might play music in the background while the user is in a different application, or it might fetch data over the network without blocking user interaction with an activity.
A service is implemented as a subclass of Service class as follows:
public class MyService extends Service { }
Broadcast Receivers
Broadcast Receivers simply respond to broadcast messages from other applications or from the system. For example, applications can also initiate broadcasts to let other applications know that some data has been downloaded to the device and is available for them to use, so this is broadcast receiver who will intercept this communication and will initiate appropriate action.
A broadcast receiver is implemented as a subclass of BroadcastReceiver class and each message is broadcasted as an Intent object.
public class MyReceiver extends BroadcastReceiver { }
Content Providers
A content provider component supplies data from one application to others on request. Such requests are handled by the methods of the ContentResolver class. The data may be stored in the file system, the database or somewhere else entirely.
A content provider is implemented as a subclass of ContentProvider class and must implement a standard set of APIs that enable other applications to perform transactions.
public class MyContentProvider extends ContentProvider { }
We will go through these tags in detail while covering application components in individual chapters.
Additional Components
There are additional components which will be used in the construction of above mentioned entities, their logic, and wiring between them. These components are:
Components | Description |
---|---|
Fragments | Represents a behavior or a portion of user interface in an Activity. |
Views | UI elements that are drawn onscreen including buttons, lists forms etc. |
Layouts | View hierarchies that control screen format and appearance of the views. |
Intents | Messages wiring components together. |
Resources | External elements, such as strings, constants and drawables pictures. |
Manifest | Configuration file for the application. |
Let us start actual programming with Android Framework. Before you start writing your first example using Android SDK, you have to make sure that you have setup your Android development environment properly as explained in Android - Environment Setup tutorial. I also assume that you have a little bit working knowledge with Eclipse IDE.
So let us proceed to write a simple Android Application which will print "Hello World!".
Create Android Application
The first step is to create a simple Android Application using Eclipse IDE. Follow the option File -> New -> Project and finally select Android New Application wizard from the wizard list. Now name your application as HelloWorld using the wizard window as follows:
Next, follow the instructions provided and keep all other entries as default till the final step. Once your project is created successfully, you will have following project screen:
Anatomy of Android Application
Before you run your app, you should be aware of a few directories and files in the Android project:
S.N. | Folder, File & Description |
---|---|
1 | src This contains the .java source files for your project. By default, it includes an MainActivity.javasource file having an activity class that runs when your app is launched using the app icon. |
2 | gen This contains the .R file, a compiler-generated file that references all the resources found in your project. You should not modify this file. |
3 | bin This folder contains the Android package files .apk built by the ADT during the build process and everything else needed to run an Android application. |
4 | res/drawable-hdpi This is a directory for drawable objects that are designed for high-density screens. |
5 | res/layout This is a directory for files that define your app's user interface. |
6 | res/values This is a directory for other various XML files that contain a collection of resources, such as strings and colors definitions. |
7 | AndroidManifest.xml This is the manifest file which describes the fundamental characteristics of the app and defines each of its components. |
Following section will give a brief overview few of the important application files.
The Main Activity File
The main activity code is a Java file MainActivity.java. This is the actual application file which ultimately gets converted to a Dalvik executable and runs your application. Following is the default code generated by the application wizard for Hello World! application:
package com.example.helloworld; import android.os.Bundle; import android.app.Activity; import android.view.Menu; import android.view.MenuItem; import android.support.v4.app.NavUtils; public class MainActivity extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); } @Override public boolean onCreateOptionsMenu(Menu menu) { getMenuInflater().inflate(R.menu.activity_main, menu); return true; } }
Here, R.layout.activity_main refers to the activity_main.xml file located in the res/layout folder. TheonCreate() method is one of many methods that are fi red when an activity is loaded.
The Manifest File
Whatever component you develop as a part of your application, you must declare all its components in a manifest file called AndroidManifest.xml which ressides at the root of the application project directory. This file works as an interface between Android OS and your application, so if you do not declare your component in this file, then it will not be considered by the OS. For example, a default manifest file will look like as following file:
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.example.helloworld" android:versionCode="1" android:versionName="1.0" > <uses-sdk android:minSdkVersion="8" android:targetSdkVersion="15" /> <application android:icon="@drawable/ic_launcher" android:label="@string/app_name" android:theme="@style/AppTheme" > <activity android:name=".MainActivity" android:label="@string/title_activity_main" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER"/> </intent-filter> </activity> </application> </manifest>
Here <application>...</application> tags enclosed the components related to the application. Attributeandroid:icon will point to the application icon available under res/drawable-hdpi. The application uses the image named ic_launcher.png located in the drawable folders
The <activity> tag is used to specify an activity and android:name attribute specifies the fully qualified class name of the Activity subclass and the android:label attributes specifies a string to use as the label for the activity. You can specify multiple activities using <activity> tags.
The action for the intent filter is named android.intent.action.MAIN to indicate that this activity serves as the entry point for the application. The category for the intent-filter is namedandroid.intent.category.LAUNCHER to indicate that the application can be launched from the device's launcher icon.
The @string refers to the strings.xml file explained below. Hence, @string/app_name refers to theapp_name string defined in the strings.xml fi le, which is "HelloWorld". Similar way, other strings get populated in the application.
Following is the list of tags which you will use in your manifest file to specify different Android application components:
- <activity>elements for activities
- <service> elements for services
- <receiver> elements for broadcast receivers
- <provider> elements for content providers
The Strings File
The strings.xml file is located in the res/values folder and it contains all the text that your application uses. For example, the names of buttons, labels, default text, and similar types of strings go into this file. This file is responsible for their textual content. For example, a default strings file will look like as following file:
<resources> <string name="app_name">HelloWorld</string> <string name="hello_world">Hello world!</string> <string name="menu_settings">Settings</string> <string name="title_activity_main">MainActivity</string> </resources>
The R File
The gen/com.example.helloworld/R.java file is the glue between the activity Java files likeMainActivity.java and the resources like strings.xml. It is an automatically generated file and you should not modify the content of the R.java file. Following is a sample of R.java file:
/* AUTO-GENERATED FILE. DO NOT MODIFY. * * This class was automatically generated by the * aapt tool from the resource data it found. It * should not be modified by hand. */ package com.example.helloworld; public final class R { public static final class attr { } public static final class dimen { public static final int padding_large=0x7f040002; public static final int padding_medium=0x7f040001; public static final int padding_small=0x7f040000; } public static final class drawable { public static final int ic_action_search=0x7f020000; public static final int ic_launcher=0x7f020001; } public static final class id { public static final int menu_settings=0x7f080000; } public static final class layout { public static final int activity_main=0x7f030000; } public static final class menu { public static final int activity_main=0x7f070000; } public static final class string { public static final int app_name=0x7f050000; public static final int hello_world=0x7f050001; public static final int menu_settings=0x7f050002; public static final int title_activity_main=0x7f050003; } public static final class style { public static final int AppTheme=0x7f060000; } }
The Layout File
The activity_main.xml is a layout file available in res/layout directory, that is referenced by your application when building its interface. You will modify this file very frequently to change the layout of your application. For your "Hello World!" application, this file will have following content related to default layout:
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" > <TextView android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerHorizontal="true" android:layout_centerVertical="true" android:padding="@dimen/padding_medium" android:text="@string/hello_world" tools:context=".MainActivity" /> </RelativeLayout>
This is an example of simple RelativeLayout which we will study in a separate chapter. The TextView is an Android control used to build the GUI and it have various attribuites like android:layout_width,android:layout_height etc which are being used to set its width and height etc. The @string refers to the strings.xml file located in the res/values folder. Hence, @string/hello_world refers to the hello string defined in the strings.xml fi le, which is "Hello World!".
Running the Application
Let's try to run our Hello World! application we just created. I assume you had created your AVD while doing environment setup. To run the app from Eclipse, open one of your project's activity files and click Run
icon from the toolbar. Eclipse installs the app on your AVD and starts it and if everything is fine with your setup and application, it will display following Emulator window:
Congratulations!!! you have developed your first Android Application and now just keep following rest of the tutorial step by step to become a great Android Developer. All the very best.
There are many more items which you use to build a good Android application. Apart from coding for the application, you take care of various other resources like static content that your code uses, such as bitmaps, colors, layout definitions, user interface strings, animation instructions, and more. These resources are always maintained separately in various sub-directories under res/ directory of the project.
This tutorial will explain you how you can organize your application resources, specify alternative resources and access them in your applications.
Organize Resources
You should place each type of resource in a specific subdirectory of your project's res/ directory. For example, here's the file hierarchy for a simple project:
MyProject/ src/ MyActivity.java res/ drawable/ icon.png layout/ activity_main.xml info.xml values/ strings.xml
The res/ directory contains all the resources in various subdirectories. Here we have an image resource, two layout resources, and a string resource file. Following table gives a detail about the resource directories supported inside project res/ directory.
Directory | Resource Type |
---|---|
anim/ | XML files that define property animations. They are saved in res/anim/ folder and accessed from the R.anim class. |
color/ | XML files that define a state list of colors. They are saved in res/color/ and accessed from the R.color class. |
drawable/ | Image files like .png, .jpg, .gif or XML files that are compiled into bitmaps, state lists, shapes, animation drawables. They are saved in res/drawable/ and accessed from the R.drawable class. |
layout/ | XML files that define a user interface layout. They are saved in res/layout/ and accessed from the R.layout class. |
menu/ | XML files that define application menus, such as an Options Menu, Context Menu, or Sub Menu. They are saved in res/menu/ and accessed from theR.menu class. |
raw/ | Arbitrary files to save in their raw form. You need to callResources.openRawResource() with the resource ID, which is R.raw.filename to open such raw files. |
values/ | XML files that contain simple values, such as strings, integers, and colors. For example, here are some filename conventions for resources you can create in this directory:
|
xml/ | Arbitrary XML files that can be read at runtime by calling Resources.getXML(). You can save various configuration files here which will be used at run time. |
Alternative Resources
Your application should provide alternative resources to support specific device configurations. For example, you should include alternative drawable resources ( ie.images ) for different screen resolution and alternative string resources for different languages. At runtime, Android detects the current device configuration and loads the appropriate resources for your application.
To specify configuration-specific alternatives for a set of resources, follow the following steps:
- Create a new directory in res/ named in the form <resources_name>-<config_qualifier>. Hereresources_name will be any of the resources mentioned in the above table, like layout, drawable etc. The qualifier will specify an individual configuration for which these resources are to be used. You can check official documentation for a complete list of qualifiers for different type of resources.
- Save the respective alternative resources in this new directory. The resource files must be named exactly the same as the default resource files as shown in the below example, but these files will have content specific to the alternative. For example though image file name will be same but for high resolution screen, its resolution will be high.
Below is an example which specifies images for a default screen and alternative images for high resolution screen.
MyProject/ src/ MyActivity.java res/ drawable/ icon.png background.png drawable-hdpi/ icon.png background.png layout/ activity_main.xml info.xml values/ strings.xml
Below is another example which specifies layout for a default language and alternative layout for arabic language.
MyProject/ src/ MyActivity.java res/ drawable/ icon.png background.png drawable-hdpi/ icon.png background.png layout/ activity_main.xml info.xml layout-ar/ main.xml values/ strings.xml
Accessing Resources
During your application development you will need to access defined resources either in your code, or in your layout XML files. Following section explains how to access your resources in both the scenarios:
ACCESSING RESOURCES IN CODE
When your Android application is compiled, a R class gets generated, which contains resource IDs for all the resources available in your res/ directory. You can use R class to access that resource using sub-directory and resource name or directly resource ID.
EXAMPLE:
To access res/drawable/myimage.png and set an ImageView you will use following code:
ImageView imageView = (ImageView) findViewById(R.id.myimageview); imageView.setImageResource(R.drawable.myimage);
Here first line of the code make use of R.id.myimageview to get ImageView defined with idmyimageview in a Layout file. Second line of code makes use of R.drawable.myimage to get an image with name myimage available in drawable sub-directory under /res.
EXAMPLE:
Consider next example where res/values/strings.xml has following definition:
<?xml version="1.0" encoding="utf-8"?> <resources> <string name="hello">Hello, World!</string> </resources>
Now you can set the text on a TextView object with ID msg using a resource ID as follows:
TextView msgTextView = (TextView) findViewById(R.id.msg); msgTextView.setText(R.string.hello);
EXAMPLE:
Consider a layout res/layout/activity_main.xml with the following definition:
<?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical" > <TextView android:id="@+id/text" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Hello, I am a TextView" /> <Button android:id="@+id/button" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Hello, I am a Button" /> </LinearLayout>
This application code will load this layout for an Activity, in the onCreate() method as follows:
public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main_activity); }
ACCESSING RESOURCES IN XML
Consider the following resource XML res/values/strings.xml file that includes a color resource and a string resource:
<?xml version="1.0" encoding="utf-8"?> <resources> <color name="opaque_red">#f00</color> <string name="hello">Hello!</string> </resources>
Now you can use these resources in the following layout file to set the text color and text string as follows:
<?xml version="1.0" encoding="utf-8"?> <EditText xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:textColor="@color/opaque_red" android:text="@string/hello" />
Now if you will go through previous chapter once again where I have explained Hello World! example, and I'm sure you will have better understanding on all the concepts explained in this chapter. So I highly recommend to check previous chapter for working example and check how I have used various resources at very basic level.
An activity represents a single screen with a user interface. For example, an email application might have one activity that shows a list of new emails, another activity to compose an email, and another activity for reading emails. If an application has more than one activity, then one of them should be marked as the activity that is presented when the application is launched.
If you have worked with C, C++ or Java programming language then you must have seen that your program starts from main() function. Very similar way, Android system initiates its program with in anActivity starting with a call on onCreate() callback method. There is a sequence of callback methods that start up an activity and a sequence of callback methods that tear down an activity as shown in the below Activity lifecycle diagram: (image courtesy : android.com )
The Activity class defines the following callbacks i.e. events. You don't need to implement all the callbacks methods. However, it's important that you understand each one and implement those that ensure your app behaves the way users expect.
Callback | Description |
---|---|
onCreate() | This is the first callback and called when the activity is first created. |
onStart() | This callback is called when the activity becomes visible to the user. |
onResume() | This is called when the user starts interacting with the application. |
onPause() | The paused activity does not receive user input and cannot execute any code and called when the current activity is being paused and the previous activity is being resumed. |
onStop() | This callback is called when the activity is no longer visible. |
onDestroy() | This callback is called before the activity is destroyed by the system. |
onRestart() | This callback is called when the activity restarts after stopping it. |
Example
This example will take you through simple steps to show Android application activity life cycle. Follow the following steps to modify the Android application we created in Hello World Example chapter:
Step | Description |
---|---|
1 | You will use Eclipse IDE to create an Android application and name it as HelloWorld under a package com.example.helloworld as explained in the Hello World Example chapter. |
2 | Modify main activity file MainActivity.java as explained below. Keep rest of the files unchanged. |
3 | Run the application to launch Android emulator and verify the result of the changes done in the aplication. |
Following is the content of the modified main activity filesrc/com.example.helloworld/MainActivity.java. This file includes each of the fundamental lifecycle methods. The Log.d() method has been used to generate log messages:
package com.example.helloworld; import android.os.Bundle; import android.app.Activity; import android.util.Log; public class MainActivity extends Activity { String msg = "Android : "; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); Log.d(msg, "The onCreate() event"); } /** Called when the activity is about to become visible. */ @Override protected void onStart() { super.onStart(); Log.d(msg, "The onStart() event"); } /** Called when the activity has become visible. */ @Override protected void onResume() { super.onResume(); Log.d(msg, "The onResume() event"); } /** Called when another activity is taking focus. */ @Override protected void onPause() { super.onPause(); Log.d(msg, "The onPause() event"); } /** Called when the activity is no longer visible. */ @Override protected void onStop() { super.onStop(); Log.d(msg, "The onStop() event"); } /** Called just before the activity is destroyed. */ @Override public void onDestroy() { super.onDestroy(); Log.d(msg, "The onDestroy() event"); } }
An activity class loads all the UI component using the XML file available in res/layout folder of the project. Following statement loads UI components from res/layout/activity_main.xml file:
setContentView(R.layout.activity_main);
An application can have one or more activities without any restrictions. Every activity you define for your application must be declared in your AndroidManifest.xml file and the main activity for your app must be declared in the manifest with an <intent-filter> that includes the MAIN action and LAUNCHER category as follows:
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.example.helloworld" android:versionCode="1" android:versionName="1.0" > <uses-sdk android:minSdkVersion="8" android:targetSdkVersion="15" /> <application android:icon="@drawable/ic_launcher" android:label="@string/app_name" android:theme="@style/AppTheme" > <activity android:name=".MainActivity" android:label="@string/title_activity_main" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER"/> </intent-filter> </activity> </application> </manifest>
If either the MAIN action or LAUNCHER category are not declared for one of your activities, then your app icon will not appear in the Home screen's list of apps.
Let's try to run our modified Hello World! application we just modified. I assume you had created your AVD while doing environment setup. To run the app from Eclipse, open one of your project's activity files and click Run
icon from the toolbar. Eclipse installs the app on your AVD and starts it and if everything is fine with your setup and application, it will display Emulator window and you should see following log messages in LogCat window in Eclipse IDE:
07-19 15:00:43.405: D/Android :(866): The onCreate() event 07-19 15:00:43.405: D/Android :(866): The onStart() event 07-19 15:00:43.415: D/Android :(866): The onResume() event
Let us try to click Red button
on the Android emulator and it will generate following events messages in LogCat window in Eclipse IDE:
07-19 15:01:10.995: D/Android :(866): The onPause() event 07-19 15:01:12.705: D/Android :(866): The onStop() event
Let us again try to click Menu button
on the Android emulator and it will generate following events messages in LogCat window in Eclipse IDE:
07-19 15:01:13.995: D/Android :(866): The onStart() event 07-19 15:01:14.705: D/Android :(866): The onResume() event
Next, let us again try to click Back button
on the Android emulator and it will generate following events messages in LogCat window in Eclipse IDE and this completes the Acitivity Life Cycle for an Android Application.
07-19 15:33:15.687: D/Android :(992): The onPause() event 07-19 15:33:15.525: D/Android :(992): The onStop() event 07-19 15:33:15.525: D/Android :(992): The onDestroy() event
Internal Details of Hello Android Example
Here, we are going to learn the details of first android program.Android application contains different components such as java source code, string resources, images, manifest file, apk file etc. Let's understand the project structure of android application.
Java Source Code
Let's see the java source file created by the Eclipse IDE:
File: MainActivity.java
- package com.example.helloandroid;
- import android.os.Bundle;
- import android.app.Activity;
- import android.view.Menu;
- import android.widget.TextView;
- public class MainActivity extends Activity {//(1)
- @Override
- protected void onCreate(Bundle savedInstanceState) {//(2)
- super.onCreate(savedInstanceState);
- setContentView(R.layout.activity_main);//(3)
- }
- @Override
- public boolean onCreateOptionsMenu(Menu menu) {//(4)
- // Inflate the menu; this adds items to the action bar if it is present.
- getMenuInflater().inflate(R.menu.activity_main, menu);
- return true;
- }
- }
It provides life cycle methods for activity such as onCreate, onStop, OnResume etc.
(2) The onCreate method is called when Activity class is first created.
(3) The setContentView(R.layout.activity_main) gives information about our layout resource. Here, our layout resources are defined in activity_main.xml file.
File: activity_main.xml
- <RelativeLayout xmlns:androclass="http://schemas.android.com/apk/res/android"
- xmlns:tools="http://schemas.android.com/tools"
- android:layout_width="match_parent"
- android:layout_height="match_parent"
- tools:context=".MainActivity" >
- <TextView
- android:layout_width="wrap_content"
- android:layout_height="wrap_content"
- android:layout_centerHorizontal="true"
- android:layout_centerVertical="true"
- android:text="@string/hello_world" />
- </RelativeLayout>
File: strings.xml
- <?xml version="1.0" encoding="utf-8"?>
- <resources>
- <string name="app_name">helloandroid</string>
- <string name="hello_world">Hello world!</string>
- <string name="menu_settings">Settings</string>
- </resources>
Generated R.java file
It is the auto-generated file that contains IDs for all the resources of res directory. It is generated by aapt(Android Asset Packaging Tool). Whenever you create any component on activity_main, a corresponding ID is created in the R.java file which can be used in the Java Source file later.
File: R.java
- /* AUTO-GENERATED FILE. DO NOT MODIFY.
- *
- * This class was automatically generated by the
- * aapt tool from the resource data it found. It
- * should not be modified by hand.
- */
- package com.example.helloandroid;
- public final class R {
- public static final class attr {
- }
- public static final class drawable {
- public static final int ic_launcher=0x7f020000;
- }
- public static final class id {
- public static final int menu_settings=0x7f070000;
- }
- public static final class layout {
- public static final int activity_main=0x7f030000;
- }
- public static final class menu {
- public static final int activity_main=0x7f060000;
- }
- public static final class string {
- public static final int app_name=0x7f040000;
- public static final int hello_world=0x7f040001;
- public static final int menu_settings=0x7f040002;
- }
- public static final class style {
- /**
- Base application theme, dependent on API level. This theme is replaced
- by AppBaseTheme from res/values-vXX/styles.xml on newer devices.
- Theme customizations available in newer API levels can go in
- res/values-vXX/styles.xml, while customizations related to
- backward-compatibility can go here.
- Base application theme for API 11+. This theme completely replaces
- AppBaseTheme from res/values/styles.xml on API 11+ devices.
- API 11 theme customizations can go here.
- Base application theme for API 14+. This theme completely replaces
- AppBaseTheme from BOTH res/values/styles.xml and
- res/values-v11/styles.xml on API 14+ devices.
- API 14 theme customizations can go here.
- */
- public static final int AppBaseTheme=0x7f050000;
- /** Application theme.
- All customizations that are NOT specific to a particular API-level can go here.
- */
- public static final int AppTheme=0x7f050001;
- }
- }
APK File
An apk file is created by the framework automatically. If you want to run the android application on the mobile, transfer and install it.Resources
It contains resource files including activity_main, strings, styles etc.Manifest file
It contains information about package including components such as activities, services, content providers etc.For more information about manifest file visit here: Android Manifest.xml file.
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