Hello Codi!
Hello Codi!
Hello Codi!
To build HelloCodi, you'll need an image file of Codi the bee. Download these files to your computer by clicking the
following links. To download: after clicking a link, right click on the image and select "Save As." Save the file onto your
desktop or downloads folder, or anywhere that you can easily find it later.
Other components are more elaborate: a drawing Canvas that can hold still images or
animations, an Accelerometer sensor that works like a Wii controller and detects when
you move or shake the phone, components that send text messages, components that
play music and video, components that get information from Web sites, and so on.
To use a component in your app, you need to click and drag it onto the viewer in the middle of the Designer. When you
add a component to the Viewer (#1 below), it will also appear in the components list on the right hand side of the
Viewer.
Components (#2 below) have adjustable properties. These properties change the way the component appears or
behaves within the app. To view and change the Properties of a component (#3 below), you must first select the
desired component in your list of components.
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Step 1a. From the User Interface palette, drag and drop the Button component to Screen1 (#1).
Step 1b.To give the button the image of the bee, in the Properties pane, under Image, click on the text "None..." and
click "Upload File..." (#2). A window will pop up to let you choose the image file. Click "Browse" and then navigate to the
location of the codi.jpg file you downloaded earlier (#3). Click the codi.jpg file, click "Open", and then click "OK".
Step 3. From the User Interface palette, drag and drop the Label component to the Viewer (#1), placing it below the
picture of the bee. It will appear under your list of components as Label1.
(2) Text property of Label1 to read "Touch the Bee". You'll see the text change in the Designer and on your device.
(3) FontSize to 30.
(4) BackgroundColor of Label1 by clicking on the box. You can change it to any color you like.
(5) TextColor to any color you like. (Note: if BackgroundColor and TextColor are the same, you will not be able to
read your text!)
Here, the background color is set to aqua and the text color is set blue.
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Step 4. Under Palette, click on the Media drawer and drag out a Sound component and place it in the Viewer (#1).
Wherever you drop it, it will appear in the area at the bottom of the Viewer marked Non-visible components. Under the
Media pane, Click Upload File... (#2) Browse to the location of the Bee-Sound.mp3 file that you downloaded earlier and
upload it to this project (#3). Under the Properties pane, see that the Source property currently says None.... Click the
word None... to change the Sound1 component's Source to Bee-Sound.mp3 (#4).
Once you have the Blocks Editor in front of you, continue to the next step to start programming your app with blocks.
Those mustard yellow blocks are called event handler blocks. The event handler blocks specify how the mobile device
should respond to certain events: a button has been pressed, the phone is being shaken, the user is dragging her finger
over a canvas, etc. when Button1.Click is an event handler.
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Step 2a. Click the Sound1 drawer and drag the Sound1.Play block and connect it to the "do" section of the when
Button1.Click block. The blocks connect together like puzzle pieces and you can hear a clicking sound when they
connect.
The purple blocks are called command blocks, which are placed in the body of event handlers. When an event handler
is executed, it runs the sequence of commands in its body. A command is a block that specifies an action to be
performed (e.g., playing sound) when the event (e.g., pressing Button1) is triggered.
Now you can see that the command block is in the event handler. This set of blocks means; "when Button1 is clicked,
Sound1 will play." The event handler is like a category of action (e.g., a button is being clicked), and the command
specifies the type of action and the details of the action (e.g., playing a sound).
You can read more about the blocks and how they work here: App Inventor Built-in Blocks.
Try it out on your device or with the emulator! When you press the button you should hear the bee buzz.
Congratulations, your first app is running!
Note: there is a known issue with the Sound component on some devices. If you see an "OS Error" and the
sound does not play - or is very delayed in playing, go back into the Designer and try using a Player
component (found under Media) instead of the Sound component.
For now, this last step, packaging apps, only works for Android phones. We are actively working to bring this capability
to iOS devices soon!
To "package" the app to install on your device or to send to someone else, click the Build tab at the top of the screen.
Under Build, there are two options available for you to choose from:
1. App (provide QR code): You can generate a Barcode (a QR Code), which you can use to install the app on a mobile
device that has a camera.
this barcode is only good for two hours. If you want to share your app with others via barcode over a longer period,
you'll need to download the .apk file to your computer and use a third-party software to convert the file into a barcode.
More information can be found here.
2. App (save to my computer): You can download the app to your computer as an apk file, which you can distribute
and share as you like by manually installing it on other devices (sometimes called "side loading").
Review
Here are the key ideas covered so far:
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You build apps by selecting components (ingredients) and then telling them what to do and when to do it.
You use the Designer to select components and set each component's properties. Some components are visible
and some aren't.
You can add media (sounds and images) to apps by uploading them from your computer.
You use the Blocks Editor to assemble blocks that define the components' behavior
when ... do ... blocks define event handlers, that tell components what to do when something happens.
call ... blocks tell components to do things.
Next steps
Now that you know the basics of how App Inventor works we recommend you:
Something not working right? Visit the troubleshooting page, or check the App Inventor Community
Forum for help.
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