Mobile Operating System
Mobile Operating System
Physically Constrained
· Battery-powered device
· Small screens of varying shapes, sizes, and resolutions
· Memory
· Storage space
Working in Uncertainty
communicate
Symbian
Symbian OS is officially the property of Nokia. It means that any
other company will have to take permission from Nokia before using
this operating system. Nokia has remained a giant in the low-end
mobile market, so after Java Symbian was the most used in the mobile
phones till a couple of years ago. Still Symbian is widely used in low-
end phones but the demand rate has ben continuously decreasing. By
upgrading Symbian mobile OS, Nokia has made it capable to run
smartphones efficiently. Symbian ANNA and BELLE are the two
latest updates that are currently used in Nokia‘s smartphones. Overall,
the Symbian OS is excellently designed and is very user-friendly.
Unfortunately, Symbian OS graph is going downwards nowadays due
to the immense popularity of Android and iOS. Some of the phones
currently running on Symbian OS are Nokia C6-01, Nokia 603, Nokia
700, Nokia 808 Pure View, Nokia E6 (ANNA) and Nokia 701
(BELLE). Symbian is a popular choice among Nokia dual sim mobile
phones as well.
Android
September 20th, 2008 was the date when Google released the first
Android OS by the name of ‗Astro‘. After sometime next upgraded
versions ‗Bender‘ and ‗Cupcake‘ were also released. Google then
adopted the trend of naming Android versions after any dessert or a
sweet in alphabetical order. The other releases are Donut, Éclair,
Froyo, Gingerbread, Honeycomb, Ice Cream Sandwich and Jelly
Bean.Marshmallow (Android 6.0) is so far the latest Android version
from Google.
Since the platform is not closed like iOS, there are too many great
Android apps built by developers. Just after stepping into the
smartphone and tablets market Android gained immense popularity
due to its beautiful appearance and efficient working. Many new
features were introduced which played a significant role in Android‘s
success. Google Play is an official app market that contains millions
of different apps for Android devices. Samsung, HTC, Motorola and
many other top manufacturers are using Android in their devices.
Currently, Android is one of the top operating systems and is
considered serious threat for iPhon
Some of the smartphones operating on Android are HTC Desire,
Samsung Galaxy Gio, Motorola Droid Razr, Samsung Galaxy S3 and
HTC Wildfire.
Apple iOS
iOS was introduced in 29th June 2007 when the first iPhone was
developed. Since then iOS has been under gone many upgrades and
currently the latest one is the iOS 9. Apple has still not allowed any
other manufacturer to lay hands on its operating system. Unlike
Android, Apple has more concentrated on the performance along with
appearance. This is the reason that the basic appearance of iOS is
almost the same as it was in 2007. Overall it is very user-friendly and
is one of the mobile best operating systems in the world. So far iOS
has been used in all iPhones, iPod & iPad.
Blackberry OS
Blackberry OS is the property of RIM (Research In Motion) and was
first released in 1999. RIM has developed this operating system for its
Blackberry line of smartphones. Blackberry is much different from
other operating systems. The interface style, as well as the
Smartphone design, is also different having a trackball for moving on
the menu and a qwerty keyboard.
Windows OS
This was the case until Nokia and Microsoft joined hands to
work together. The latest Windows release by Microsoft is known as
Windows 7 which has gained immense popularity among all kind of
users. With its colorful and user-friendly interface, it has given
Windows OS a new life and is currently in demand all over the world.
Another reason behind its success is that this latest OS is used in very
powerful devices made by Nokia. The computer like look has totally
vanished from the windows phones with the release of Windows 7.
Samsung and HTC also released some Windows-based phones, but
they could not many places in the market.
Nokia Lumia series is completely windows based. Some of the latest Windows
Phones are Nokia Lumia 800, Nokia Lumia 900, Samsung Focus and HTC
Titan 2.
BADA
Like others, Samsung also owns an operating system that is known as BADA. It
is designed for mid-range and high-end smartphones. Bada is a quiet user-
friendly and efficient operating system, much like Android, but unfortunately
Samsung did not use Bada on a large scale for unknown reasons.
The latest version Bada 2.0.5 was released on March 15th, 2012. There are only
three phones that are operating on Bada. These three smartphones are Samsung
Wave, Samsung Wave 2 and Samsung Wave 3. I believe that Bada would have
achieved much greater success if Samsung had promoted it properly.
It has been 5 and half years since we saw the latest update of Palm OS in 2007.
Palm OS was used by many companies including Lenovo, Legend Group,
Janam, Kyocera and IBM.
Open WebOS
Like today‘s Android the home screen is divided into multiple sections that
show Internet Search bar, different shortcut icons, RSS Feed and other such
things. Later in 2010 at the MWC (Mobile World Congress) it was revealed that
now Maemo project will be merged with Mobilin to create a fresh operating
system known as MeeGo.
MeeGo
MeeGo was called a mobile platform, but it was designed to run
multiple electronic devices including handhelds, in-car devices, television sets,
and net books. All the devices on which MeeGo can have the same core but the
user interface is entirely different according to the device.
These ten are not the only mobile operating systems out there; there are
tons more, and we shall be seeing one by Firefox mobile OS <Source> in future
as well. Firefox, which once dominated the internet browser market, is in the
process of building their web OS for mobiles, so in the future mobile OS market
might get even more competitive.
iOS
Originally unveiled in 2007, for the iPhone, it has been extended to support
other Apple devices such as the iPod Touch (September 2007), iPad(January
2010), iPad Mini (November 2012) and second-generation Apple TV onward
(September 2010). As of January 2015, Apple's App Store contained more than
1.4 million iOS applications, 725,000 of which are native for iPads. These
mobile apps have collectively been downloaded more than 100 billion times.
The iOS user interface is based on the concept of direct manipulation, using
multi-touch gestures. Interface control elements consist of sliders, switches, and
buttons. Interaction with the OS includes gestures such as swipe, tap,pinch, and
reverse pinch, all of which have specific definitions within the context of the
iOS operating system and its multi-touch interface. Internal accelerometers are
used by some applications to respond to shaking the device (one common result
is the undo command) or rotating it in three dimensions (one common result is
switching from portrait to landscape mode).
Major versions of iOS are released annually. The current release, iOS 9.1, was
released on October 21, 2015. In iOS, there are four abstraction layers: the Core
OS layer, the Core Services layer, the Media layer, and the Cocoa Touch layer.
The current version of the operating system (iOS 9), dedicates around 1.3 GB of
the device's flash memory for iOS itself. It runs on theiPhone 4S and later, iPad
2 and later, iPad Pro, all models of the iPad Mini, and the 5th-generation iPod
Touch and later.
Android
Android is a mobile operating system (OS) currently developed by Google,
based on the Linux kernel and designed primarily for touch screen mobile
devices such as smart phones and tablets. Android's user interface is mainly
based on direct manipulation, using touch gestures that loosely correspond to
real-world actions, such as swiping, tapping and pinching, to manipulate on-
screen objects, along with a virtual keyboard for text input.
At Google I/O 2014, the company revealed that there were over one billion
active monthly Android users, up from 538 million in June 2013. Android's
source code is released by Google under open source licenses, although most
Android devices ultimately ship with a combination of open source and
proprietary software, including proprietary software required for accessing
Google services. Android is popular with technology companies that require a
ready-made, low-cost and customizable operating system for high-tech devices.
Its open nature has encouraged a large community of developers and enthusiasts
to use the open-source code as a foundation for community-driven projects,
which add new features for advanced users or bring Android to devices
originally shipped with other operating systems. At the same time, as Android
has no centralised update system most Android devices fail to receive security
updates: research in 2015 concluded that almost 90% of Android phones in use
had known but unpatched security vulnerabilities due to lack of updates and
support.
The success of Android has made it a target for patent litigation as part of the
so-called "smartphone wars" between technology companies.
BlackBerry
BlackBerry OS is a proprietary mobile operating system developed by
BlackBerry Ltd for its BlackBerry line of smart phone handheld devices. The
operating system provides multitasking and supports specialized input devices
that have been adopted by BlackBerry Ltd. for use in its handhelds, particularly
the track wheel, trackball, and most recently, the trackpad and touch screen.
The BlackBerry platform is perhaps best known for its native support for
corporate email, through MIDP 1.0 and, more recently, a subset of MIDP 2.0,
which allows complete wireless activation and synchronization with Microsoft
Exchange, Lotus Domino, or Novell
GroupWise email, calendar, tasks, notes, and contacts, when used with
BlackBerry Enterprise Server. The operating system also supports WAP 1.2.
Updates to the operating system may be automatically available from wireless
carriers that support the BlackBerry over the air software loading (OTASL)
service.
Windows Phone
Windows Phone (WP) is a family of mobile operating systems developed by
Microsoft for smart phones as the replacement successor to Windows Mobile
and Zune. Windows Phone features a new user interface derived from Metro
design language. Unlike Windows Mobile, it is primarily aimed at the consumer
market rather than the enterprise market. It was first launched in October 2010
with Windows Phone 7. Windows Phone 8.1 was the last public release of the
operating system, released to manufacturing on April 14, 2014
Work on a major Windows Mobile update may have begun as early as 2004
under the codename "Photon", but work moved slowly and the project was
ultimately cancelled. In 2008, Microsoft reorganized the Windows Mobile
group and started work on a new mobile operating system. The product was
to be released in 2009 as Windows Phone, but several delays prompted
Microsoft to develop Windows Mobile 6.5 as an interim release.
Windows Phone was developed quickly. One result was that the new OS would
not be compatible with Windows Mobile applications. Larry Lieberman, senior
product manager for Microsoft's Mobile Developer Experience, told eWeek: "If
we'd had more time and resources, we may have been able to do something in
terms of backward compatibility." Lieberman said that Microsoft was
attempting to look at the mobile phone market in a new way, with the end user
in mind as well as the enterprise network. Terry Myerson, corporate VP of
Windows Phone engineering, said, "With the move to capacitive touch screens,
away from the stylus, and the moves to some of the hardware choices we made
for the Windows Phone 7 experience, we had to break application compatibility
with Windows Mobile 6.5.
M-COMMERCE
The phrase mobile commerce was originally coined in 1997 by Kevin Duffey at
the launch of the Global Mobile Commerce Forum, to mean "the delivery of
electronic commerce capabilities directly into the consumer‘s hand, anywhere,
via wireless technology." Many choose to think of Mobile Commerce as
meaning "a retail outlet in your customer‘s pocket."
Mobile commerce is worth US$230 billion, with Asia representing almost half
of the market, and has been forecast to reach US$700 billion in 2017.
According to BI Intelligence in January 2013, 29% of mobile users have now
made a purchase with their phones. Walmart estimated that 40% of all visits to
their internet shopping site in December 2012 was from a mobile device. Bank
of America predicts $67.1 billion in purchases will be made from mobile
devices by European and U.S. shoppers in 2015. Mobile retailers in UK alone
are expected to increase revenues up to 31% in FY 2013–14.
The Global Mobile Commerce Forum, which came to include over 100
organisations, had its fully minuted launch in London on 10 November 1997.
Kevin Duffey was elected as the Executive Chairman at the first meeting in
November 1997. The meeting was opened by Dr Mike Short, former chairman
of the GSM Association, with the very first forecasts for mobile commerce from
Kevin Duffey (Group Telecoms Director of Logica) and Tom Alexander (later
CEO of Virgin Mobile and then of Orange).
Over 100 companies joined the Forum within a year, many forming mobile
commerce teams of their own, e.g. MasterCard and Motorola. Of these one
hundred companies, the first two were Logica and Cellnet (which later became
O2). Member organisations such as Nokia, Apple, Alcatel, and Vodafone began
a series of trials and collaborations.
Mobile commerce services were first delivered in 1997, when the first two
mobile-phone enabled Coca Cola vending machines were installed in the
Helsinki area in Finland. The machines accepted payment via SMS text
messages. This work evolved to several new mobile applications such as the
first mobile phone-based banking service was launched in 1997 by Merita Bank
of Finland, also using SMS. Finnair mobile check-in was also a major
milestone, first introduced in 2001.
In 1998, the first sales of digital content as downloads to mobile phones were
made possible when the first commercial downloadable ringtones
were launched in Finland by Radiolinja (now part of Elisa Oyj). Two
major national commercial platforms for mobile commerce were launched in
1999: Smart Money (http://smart.com.ph/money/) in the Philippines, and
NTT DoCoMo's i-Mode Internet service in Japan. i-Mode offered a
revolutionary revenue-sharing plan where NTT DoCoMo kept 9 percent of the
fee users paid for content, and returned 91 percent to the content owner.
Mobile-commerce-related services spread rapidly in early 2000. Norway
launched mobile parking payments. Austria offered train ticketing via mobile
device. Japan offered mobile purchases of airline tickets. In April 2002,
building on the work of the Global Mobile Commerce Forum (GMCF), the
European Telecommunications Standards Institute (ETSI) appointed Joachim
Hoffmann of Motorola to develop official standards for mobile commerce. In
appointing Mr Hoffman, ETSI quoted industry analysts as predicting "that m-
commerce is poised for such an exponential growth over the next few years that
could reach US$200 billion by 2004".
The first book to cover mobile commerce was Tomi Ahonen's M-profits in
2002. The first university short course to discuss mobile commerce was held at
the University of Oxford in 2003, with Tomi Ahonen and Steve Jones lecturing.
As of 2008, UCL Computer Science and Peter J. Bentley demonstrated the
potential for medical applications on mobile devices.
PDAs and cellular phones have become so popular that many businesses are
beginning to use mobile commerce as a more efficient way to communicate
with their customers. In order to exploit the potential mobile commerce market,
mobile phone manufacturers such as Nokia, Ericsson, Motorola, and Qualcomm
are working with carriers such as AT&T Wireless and Sprint to develop WAP-
enabled smartphones. Smartphones offer fax, e-mail, and phone capabilities.
"Profitability for device vendors and carriers hinges on high-end mobile devices
and the accompanying killer applications," said Burchett. Perennial early
adopters, such as the youth market, which are the least price sensitive, as well as
more open to premium mobile content and applications, must also be a key
target for device vendors.
Since the launch of the iPhone, mobile commerce has moved away from SMS
systems and into actual applications. SMS has significant security
vulnerabilities and congestion problems, even though it is widely available and
accessible. In addition, improvements in the capabilities of modern mobile
devices make it prudent to place more of the resource burden on the mobile
device.
More recently, brick and mortar business owners, and big-box retailers in
particular, have made an effort to take advantage of mobile commerce by
utilizing a number of mobile capabilities such as location-based services,
barcode scanning, and push notifications to improve the customer experience of
shopping in physical stores. By creating what is referred to as a 'bricks & clicks'
environment, physical retailers can allow customers to access the common
benefits of shopping online (such as product reviews, information, and coupons)
while still shopping in the physical store.
This is seen as a bridge between the gap created by e-commerce and in-store
shopping, and is being utilized by physical retailers as a way to compete with
the lower prices typically seen through online retailers. By mid summer 2013,
"omni channel" retailers (those with significant e-commerce and in-store sales)
were seeing between 25% and 30% of traffic to their online properties
originating from mobile devices. Some other pure play/online-only retail sites
(especially those in the travel category) as well as flash sales sites and deal sites
were seeing between 40% and 50% of traffic (and sometimes significantly
more) originate from mobile devices.
The Google Wallet Mobile App launched in September 2011 and the m-
Commerce joint venture formed in June 2011 between Vodafone, O2, Orange
and T-Mobile are recent developments of note. Reflecting the importance of m-
Commerce, in April 2012 the Competition Commissioner of the European
Commission ordered an in-depth investigation of the m-Commerce joint venture
between Vodafone, O2, Orange and T-Mobile. A recent survey states that 2012,
41% of smartphone customers have purchased retail products with their mobile
devices.
STRUCTURE OF M-COMMERCE
The three main processing components are the link engine, which creates
the navigation interface; the service manager, which creates the action interface,
and the user interface generator, which converts the interfaces into forms
suitable for the requesting device and browser. Formats include HTML,
Wireless Markup Language (WML), Handheld Device Markup Language
(HDML) and Compact HTML (CHTML).
M-Commerce Framework
All users must wait for the response from the service provider and then enjoy
the services. z QoS consideration An m-commerce service could be successful;
the QoS will be one of the ultimate criteria. For example, location awareness,
data burst control, and unpredictable bit error rate. Additionally, QoS combines
several qualities or properties of a service, such as availability, security
properties, response time and throughput.
Many providers compete to offer the same WS, implying that users can
decide to select providers based on the QoS to which they can commit. This
observation suggests that users and providers must be able to engage in QoS
negotiation. The interaction between users and WS providers occurs via XML-
based SOAP messages. z SOAP security Several service scenarios in which
security function is provided by the transport layer are insufficient. SOAP
security is useful for application developers.
Two parties can establish trust when they understand the risks, having
identified the threats and vulnerabilities and conferred on a set of
countermeasures and safeguards for protecting themselves in doing business. A
WS architecture implementation should allow for incremental security and QoS
models facilitated by configuring a set of environmental prerequisites to control
and manage the interactions. In addition, users can access their personal and
services folders once they have logged into the system using a pass phrase
(Certificate Authority; CA).
The client also has other functions, including changing the pass phrase;
customizing the appearance of information in the personal folder, and
specifying when the client should lock information. Web Services Flow
Language (WSFL) is an XML language describing WS compositions. WSFL
considers two types. The first type specifies the appropriate usage pattern of a
collection of WS, such that the resulting composition describes how to achieve
a particular business goal; typically, the result describes a business process.
Pros:
The development of smartphones has gone and replaced a few things we grew
up with: the watch, the alarm clock, the tape recorder, music players, and it
seems that very soon, we can add cash and wallets to that list. It‘s hardly a
surprise. Payment methods have been morphing through various channels: from
cash to cheques, to credit cards and debit cards, and now to online banking and
mobile commerce.
There are 6 billion mobile phone subscriptions in the world, and more than a
billion smartphones already in the market. Perhaps it‘s just a matter of time
before we embrace the idea of losing that wallet and opting for a digital one to
buy flight tickets, lunch, coffee or even to pay the rent.
Digital Wallets
The verdict is still out on what to call these cashless wallets: digital
wallet, electronic wallet, e-wallet, virtual wallet etc but they all work the same
way. By downloading an app onto your phone, you can link the service or app
account to your bank account or payment card. With that done, you can start
paying for your wares with your digital wallet.
Paying is a Breeze
If your digital wallet is an NFC enabled Android phone, you can tap your
smartphone at the card terminal at the checkout counter, like you would your
debit card. But let‘s face it, not all Android phones carry NFC technology and
it‘s hardly a strong reason for you to consider when it comes to picking your
next smartphone. But fret not, other e-wallets, like Square Wallet, let you pay
just by saying your name to the cashier.
Systems like ERPLY allow you to check in at a store, and let the cashier
identify you by facial recognition; your purchases are then auto-deducted from
your PayPal account.
Restaurants and pubs would love platforms like Tabbedout, which lets their
diners check in when they arrive, and pay for their meal anytime without
needing to wait for the bill or to bring their wallets along. All of this is made
possible with smartphones and the right apps.
Digital Wallets not only carry payment details to allow their owners to make
purchases, they also help them to better manage their loyalty cards. If your
really want to go full digital (wallet) then it only makes sense that you need not
carry around your loyalty cards either.
To cater for this, there are also apps that let users scan the information on the
barcodes of their loyalty cards, then store them up in the phone. At the checkout
counter, they can let the cashier scan the barcode displayed on their mobile
screen to ensure that they don‘t miss out on any rewards.
But then other apps take it up a notch and become the reward platform
itself. Loyalty platforms like LevelUp, Perka and rewardjunkie! give business
owners the flexibility to customize reward programs for their loyal, paying
customers, and to engage new customers for their booming business.
For the rest of us, this means that we don‘t have to carry around stacks of
brand-specific loyalty cards that are used probably once every couple of
months. Everything is in our smartphone, including new offers, discounts and
deals offered by participating merchants.
If however you are cautious with your spending and prefer to not put all
your chicken eggs in the same basket (i.e. what if you lose your smartphone?),
then there are other online payment methods to use.
Is it Secure?
Ultimately, the security of these mobile payment systems is always at the back
of our heads. What happens if I transfer all my payment card details into the
smartphone and the unthinkable happens: someone else gets hold of my lost or
stolen smartphone?. Well, it‘s a good thing that most of these accounts, as well
as your smartphone, can be remotely deactivated or wiped out. It is a good idea
to have a passcode lock, at least to give your phone an extra layer of protection.
Also, before you start linking your sensitive data to any mobile payment
platform, do take a look at customer reviews or coverage of the platform from
reliable sources first.
To wrap up, here is a small list of resources developers can adapt to their
online business to start accepting mobile payments from their online customers.
Card io
Tired of having to punch in line after line of credit card details? You can
skip through all that with Card.io by taking a photo of your credit card, then
punching in the CVV code manually. This help reduce fraud and developers can
easily join the program by grabbing the SDK for card.io at the site.
Jumio
Here is another app that lets you take photos of your credit card as a payment
method via Netswipe. It also has a similar online ID verification tool
calledNetverify, which lets your customer‘s computer work in your favor as an
ID scanning tool.
BancBox
BancBox is an all-in, one-stop solution for businesses that cater to the online
marketplace. With the payment portal in place, the business owner can receive
credit card payments, wire transfers and checks, among others. It also has a
relatively low fee of 0.5% + 30 cents per transaction for its services.
Stripe
Stripe helps developers take care of credit card payments online with a
simple JS script. It lets you build your own payment forms, and avoid PCI
requirements. Embedding the codes in the site lets Stripe to handle all your
online payment needs at 2.9% + 30 cents per successful charge.
Zooz
ZooZ gives developers 3 lines of code, which they can integrate into their
mobile applications. There is also a sandbox environment to let developers
test out transactions at no charge. Prices are locked in at 2.8% + 19 cents per
transaction.
UNIT-II
Introduction to Android Development
Last Updated : 30 Aug, 2024
Android 3.0.x –
Honeycomb 11 – 13 February 22, 2011
3.2.x
ANDROID PLATFORM:
The Android platform refers to the software stack used to create, run, and manage
applications on devices such as smartphones, tablets, wearables, and other embedded
systems. It is an open-source operating system developed by Google, based on the Linux
kernel, and designed primarily for touchscreen devices. Here's a breakdown of key
components and concepts related to the Android platform:
Activities: An activity represents a single screen with a user interface (UI). When a
user opens an app, one or more activities are started to handle different screens or
tasks.
Services: A service is a component that runs in the background and does not provide
a UI. Services are typically used for tasks like downloading data, playing music, or
performing long-running operations.
Broadcast Receivers: These components listen for and respond to broadcast
messages, such as notifications about system events or app-specific data.
Content Providers: These allow apps to share data with other apps securely.
Java: The original and most widely-used programming language for Android app
development, though newer Android versions encourage the use of Kotlin.
Kotlin: Kotlin is a modern, statically typed programming language that runs on the
Java Virtual Machine (JVM) and is officially supported by Google as the preferred
language for Android development.
C/C++ (via NDK): Android also supports native code development through the
Native Development Kit (NDK), which allows developers to write performance-
critical portions of apps in C or C++.
Google Play Store: The official marketplace for distributing Android apps, where
developers can publish apps and users can download and update them.
Google Play Services: A set of APIs that help integrate apps with Google services
(e.g., Google Maps, Firebase, Google Analytics).
Material Design: A design system developed by Google for creating visually
appealing and user-friendly interfaces in Android apps.
Android is released in versions, often named after desserts (e.g., Cupcake, Donut,
Eclair), although recent versions now use numeric names (e.g., Android 10, Android
11, etc.). Each version brings new features, improvements, and security updates.
Fragmentation: One of the challenges of Android is the fragmentation of devices and
OS versions. Because Android runs on many different devices with varying hardware
specifications, developers must account for different screen sizes, resolutions, and OS
versions.
7. Android Security
Android implements several security measures to protect user data, including app
sandboxing, encryption, secure boot, and runtime permissions (e.g., camera, location).
However, security remains an ongoing challenge due to its open-source nature and the
variability of devices.
8. Android Architecture
Open vs. Closed Ecosystem: Android is open-source, meaning developers have more
freedom to modify and customize it. iOS, on the other hand, is closed and controlled
by Apple.
Customization: Android allows for greater customization in terms of home screens,
widgets, and third-party app integrations. iOS is more restrictive but focuses on
consistency and ease of use.
App Stores: Android apps are distributed through the Google Play Store, while iOS
apps are available through Apple's App Store. While both platforms have strict
guidelines, Android allows more flexibility in app distribution (e.g., via third-party
app stores or sideloading).
In summary, the Android platform is a rich, flexible, and widely-used ecosystem that powers
billions of devices worldwide. It is characterized by its open-source nature, extensive
development tools, and wide-ranging hardware support.
What is Android?
Android is an open-source operating system used mainly for smartphones, tablets, and other
devices. It’s based on the Linux kernel and supports apps written in Java or Kotlin.
Development Tools:
Android Studio: The main program developers use to build Android apps.
Android SDK: Tools, libraries, and documentation for app development.
Android Emulator: Allows developers to test apps on virtual devices.
Key Features:
Android Versions:
Android updates are released regularly, with each version bringing new features and
improvements. Recent versions use numbers (Android 10, 11, etc.).
Security:
Android includes features like app sandboxing and encryption to protect user data, though
security can be a challenge due to the variety of devices.
Android’s Ecosystem:
Android runs on many types of devices, from phones to wearables and TVs.
It’s highly customizable, letting users and manufacturers change the look and feel of
devices.
Android is more open and customizable, while iOS (Apple's operating system) is
more closed and controlled.
Android apps are mainly available through the Google Play Store, but can also be
sideloaded (installed from other sources).
1. Development Tools:
o Android Studio: The official Integrated Development Environment (IDE) for
Android app development. It includes tools for coding, designing, debugging,
and testing apps.
o SDK Manager: A tool used to download and update Android platform
versions, tools, and libraries.
o Android Emulator: A virtual device that lets you test your apps on different
Android versions and screen sizes without needing a physical device.
2. Libraries & APIs:
o The SDK provides libraries that offer core functionality for your app, such as
networking, data storage, and UI design.
o Android API: Includes a collection of Java-based interfaces for accessing
Android features like the camera, GPS, sensors, and more.
3. Platform Tools:
o adb (Android Debug Bridge): A command-line tool that lets you interact
with your Android device or emulator to install apps, run commands, and
debug.
o fastboot: A tool used for flashing custom system images onto an Android
device, useful for advanced development.
4. Build Tools:
o Gradle: The build system used by Android Studio to compile and package
your app. It handles dependencies, versioning, and optimizing the app for
different devices.
5. Android Platforms:
o The SDK includes different versions of the Android platform (e.g., Android
10, Android 11) that allow you to develop apps for specific versions of
Android.
6. Additional Tools:
o Proguard: A tool for code optimization and obfuscation (making the app code
harder to reverse-engineer).
o Lint: A tool that helps you find potential bugs or performance issues in your
code.
Setup: You install Android Studio, which includes the SDK. The SDK Manager lets
you download specific versions of the Android platform and associated tools.
Development: You write your app's code in Java or Kotlin, design the UI with XML,
and then compile your app using Android Studio's build system (Gradle).
Testing: You can use the Android Emulator or a physical device to test your app.
Deployment: Once your app is ready, you can build an APK (Android installation
file) and distribute it through the Google Play Store or sideload it to users.
Summary:
The Android SDK is essential for Android app development, providing all the tools and
libraries needed to build and run apps. The most important tool in the SDK is Android
Studio, but the SDK also includes emulators, debugging tools, and platform libraries to help
developers create apps that work on a wide range of Android devices.
Eclipse
is a popular open-source Integrated Development Environment (IDE) used for Java
development, and it can also be used for Android development, although Android Studio is
now the official IDE for Android. That said, if you'd like to install Eclipse for general
development or for Android development, here's how you can do it:
1. Go to the Eclipse Downloads Page: Visit the Eclipse download page to get the
installer.
2. Choose Eclipse IDE Version:
o If you want to use Eclipse for Java development, you can choose Eclipse IDE
for Java Developers.
o If you're specifically looking to do Android development, you can opt for
Eclipse IDE for Java EE Developers (although, as mentioned, Android
Studio is recommended).
3. Download the Installer:
o Click the appropriate download link for your operating system (Windows,
macOS, or Linux).
o For Windows, the installer will be an .exe file.
o For macOS, it will be a .dmg file.
o For Linux, it may be a compressed tar.gz file.
If you still prefer using Eclipse for Android development, you'll need the Android
Development Tools (ADT) plugin. However, Android Studio is now the official IDE, and
it’s highly recommended for modern Android development. Here's how to install ADT in
Eclipse:
Once everything is set up, you can create a new Android project in Eclipse:
1. Open SDK Manager from Eclipse (under Window > Android SDK Manager).
2. Update the SDK and download any missing components like platform versions, tools,
and API libraries.
Conclusion:
While Eclipse was once the primary IDE for Android development, it's now recommended to
use Android Studio for Android-specific projects, as it provides more modern tools and
features. However, if you're using Eclipse for general Java or other programming
development, the steps above will help you set up the IDE and even configure it for Android
development if needed.
On Windows:
On macOS:
On Linux:
bash
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./studio.sh
o Follow the installation instructions to set up Android Studio.
1. SDK Setup:
o After installation, Android Studio will prompt you to download the
Android SDK and other required components.
o This includes the Android SDK Platform (e.g., Android 10,
Android 11), Android Emulator, and Build Tools.
o You can use the SDK Manager within Android Studio to manage
SDK packages and update tools.
2. Download SDK Components:
o Open Android Studio.
o Go to Tools > SDK Manager to check if the necessary SDK
packages are installed.
o Download SDK platforms and tools that you need for app
development.
Conclusion:
By following these steps, you will have Android Studio set up with the
necessary tools to start building Android apps. Android Studio simplifies the
process by integrating many tools like the Android SDK, emulator, and build
tools all in one place.
Building Your First Android App
Building your first Android application is an exciting process! Below is a step-by-step guide
to help you get started with creating a basic Android app using Android Studio.
If you haven’t already set up Android Studio, you can follow the installation steps outlined
earlier. Once Android Studio is installed and set up, you are ready to create your first app.
If you're already inside the IDE, go to File > New > New Project.
After Android Studio sets up the project, it will open the default files and project structure.
Here's what you will see:
app > src > main > java > [your package name] > MainActivity.kt: This
is the main activity file where your app’s logic will reside.
app > src > main > res > layout > activity_main.xml: This XML file is
where the UI layout for your app will be defined.
app > src > main > AndroidManifest.xml: This file defines important settings
like app permissions and activity declarations.
xml
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<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Click Me"
android:layout_centerInParent="true"/>
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello, World!"
android:layout_below="@id/button"
android:layout_centerHorizontal="true"
android:layout_marginTop="20dp"/>
</RelativeLayout>
Now, you’ll add logic to make the button interactive. When the user clicks the button, the text
in the TextView will change.
kotlin
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package com.example.myfirstapp
import android.os.Bundle
import android.widget.Button
import android.widget.TextView
import androidx.appcompat.app.AppCompatActivity
Explanation:
Now that you have a working app, you can further customize it:
Change the button’s text, size, or color in the activity_main.xml layout file.
Modify the logic in MainActivity.kt to add more interactive elements (e.g., more
buttons, text fields).
Explore Android Studio’s various features such as themes, animations, and database
support.
Building your first Android application is an exciting process! Below is a step-by-step guide
to help you get started with creating a basic Android app using Android Studio.
If you haven’t already set up Android Studio, you can follow the installation steps outlined
earlier. Once Android Studio is installed and set up, you are ready to create your first app.
If you're already inside the IDE, go to File > New > New Project.
After Android Studio sets up the project, it will open the default files and project structure.
Here's what you will see:
app > src > main > java > [your package name] > MainActivity.kt: This is
the main activity file where your app’s logic will reside.
app > src > main > res > layout > activity_main.xml: This XML file is where
the UI layout for your app will be defined.
app > src > main > AndroidManifest.xml: This file defines important settings like
app permissions and activity declarations.
In this step, you'll design the user interface for your app. Let's add a simple button and a text
field.
xml
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<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Click Me"
android:layout_centerInParent="true"/>
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello, World!"
android:layout_below="@id/button"
android:layout_centerHorizontal="true"
android:layout_marginTop="20dp"/>
</RelativeLayout>
Now, you’ll add logic to make the button interactive. When the user clicks the button, the text
in the TextView will change.
kotlin
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package com.example.myfirstapp
import android.os.Bundle
import android.widget.Button
import android.widget.TextView
import androidx.appcompat.app.AppCompatActivity
class MainActivity : AppCompatActivity() {
Explanation:
Now that you have a working app, you can further customize it:
Change the button’s text, size, or color in the activity_main.xml layout file.
Modify the logic in MainActivity.kt to add more interactive elements (e.g., more
buttons, text fields).
Explore Android Studio’s various features such as themes, animations, and database
support.
1. Activities
2. Services
3. Broadcast Receivers
4. Content Providers
5. Resources and Layouts
6. Manifest File
7. Code and Libraries
1. Activities
An Activity represents a single screen in an app. Each activity is associated with a user
interface (UI), where users can interact with your app. For example, in a messaging app, the
screen where you compose a new message could be one activity, and the screen that displays
the conversation history could be another.
Example: The main screen (home screen) of an app is typically an Activity. When you
navigate between screens, you're switching between activities.
Lifecycle: An activity has a lifecycle with specific methods like onCreate(), onStart(),
onResume(), onPause(), onStop(), and onDestroy(), which help manage the app's
behavior when it is visible, active, or paused.
2. Services
3. Broadcast Receivers
Example: A broadcast receiver could listen for when the phone’s battery is low and display a
notification to the user, or respond to system-level events like when the device is charging or
when Wi-Fi is available.
4. Content Providers
A Content Provider allows an app to share data with other apps securely. It provides a
standard interface for accessing and manipulating data in a structured way. Content providers
are used when you need to share data like contacts, media files, or other app-specific data
between apps.
Example: The Contacts app in Android is a content provider that allows other apps (like
messaging or email apps) to access and display your contact list.
An Android app uses resources (such as images, strings, layouts, and styles) to define its
content and appearance. These resources are typically placed in the res directory and are
referenced from the code.
Layout XML files (res/layout): Define the UI structure of each screen in an app.
These files describe how widgets (like buttons, text fields, images) are arranged and
presented.
Drawable resources (res/drawable): Store images, icons, and graphic assets used in
the UI.
Values resources (res/values): Store string literals, dimensions, colors, and styles.
Example: You might have a layout XML file (activity_main.xml) that defines the
positions and behavior of buttons, text fields, etc.
6. AndroidManifest.xml
The AndroidManifest.xml file is essential for every Android app. It describes the app’s
structure, components, permissions, and other essential information to the Android system.
The manifest file is like the "blueprint" of your app.
xml
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<activity android:name=".MainActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
MainActivity: The core of your app's functionality often resides in the MainActivity
class, which interacts with the UI and manages app behavior.
Kotlin/Java Code: The programming language you use to write the app’s logic
(either Kotlin or Java). The code defines what happens when users interact with the
app (such as clicking buttons, navigating between screens, etc.).
Libraries: Android apps can also use external libraries and frameworks, such as
libraries for image loading, network requests (e.g., Retrofit, Picasso), or third-party UI
components.
1. Launch: The AndroidManifest.xml defines which activity should start when the app is
launched.
2. User Interaction: Activities respond to user input (e.g., button clicks) by updating the UI,
calling services, or sending broadcast messages.
3. Background Work: Services may run background tasks (e.g., downloading data or playing
music).
4. Data Sharing: Content Providers allow apps to share and access data securely.
5. App Shutdown: The app may be paused, stopped, or killed by the system based on user
activity or system resources.
Summary of Core Components:
<application
android:label="HelloWorldApp"
android:theme="@style/Theme.AppCompat.Light">
<activity android:name=".MainActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category
android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>
Activity File (MainActivity.kt):
kotlin
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package com.example.helloworld
import android.os.Bundle
import androidx.appcompat.app.AppCompatActivity
Conclusion:
Understanding the anatomy of an Android app involves recognizing how the main
components—Activities, Services, Broadcast Receivers, Content Providers—work together
to form a complete app. Each component has a specific role, and together they allow for the
smooth functioning and interaction within the Android ecosystem.
Every app project must have an AndroidManifest.xml file, with precisely that name,
at the root of the project source set. The manifest file describes essential information
about your app to the Android build tools, the Android operating system, and Google
Play.
Among many other things, the manifest file is required to declare the following:
The components of the app, including all activities, services, broadcast receivers,
and content providers. Each component must define basic properties, such as the
name of its Kotlin or Java class. It can also declare capabilities, such as which
device configurations it can handle, and intent filters that describe how the
component can be started. Read more about app components in a following section.
The permissions that the app needs in order to access protected parts of the system
or other apps. It also declares any permissions that other apps must have if they
want to access content from this app. Read more about permissions in a following
section.
The hardware and software features the app requires, which affects which devices
can install the app from Google Play. Read more about device compatibility in a
following section.
If you're using Android Studio to build your app, the manifest file is created for you
and most of the essential manifest elements are added as you build your app,
especially when using code templates.
File features
The following sections describe how some of the most important characteristics of
your app are reflected in the manifest file.
App components
For each app component that you create in your app, declare a corresponding XML
element in the manifest file:
If you subclass any of these components without declaring it in the manifest file, the
system can't start it.
Specify the name of your subclass with the name attribute, using the full package
designation. For example, an Activity subclass is declared as follows:
However, if the first character in the name value is a period, the app's namespace,
from the module-level build.gradle file's namespace property, is prefixed to the
name. For example, if the namespace is "com.example.myapp", the following
activity name resolves to com.example.myapp.MainActivity:
For more information about setting the package name or namespace, see Set the
namespace.
Intent filters
App activities, services, and broadcast receivers are activated by intents. An intent is
a message defined by an Intent object that describes an action to perform, including
the data to be acted on, the category of component that is expected to perform the
action, and other instructions.
When an app issues an intent to the system, the system locates an app component
that can handle the intent based on intent filter declarations in each app's manifest
file. The system launches an instance of the matching component and passes
the Intent object to that component. If more than one app can handle the intent, then
the user can select which app to use.
An app component can have any number of intent filters (defined with the <intent-
filter> element), each one describing a different capability of that component.
For more information, see the Intents and Intent Filters document.
A number of manifest elements have icon and label attributes for displaying a small
icon and a text label, respectively, to users for the corresponding app component.
In every case, the icon and label that are set in a parent element become the
default icon and label value for all child elements. For example, the icon and label
that are set in the <application> element are the default icon and label for each of
the app's components, such as all activities.
The icon and label that are set in a component's <intent-filter> are shown to the
user whenever that component is presented as an option to fulfill an intent. By
default, this icon is inherited from whichever icon is declared for the parent
component, either the <activity> or <application> element.
You might want to change the icon for an intent filter if it provides a unique action
that you'd like to better indicate in the chooser dialog. For more information,
see Allow other apps to start your activity.
Permissions
Android apps must request permission to access sensitive user data, such as
contacts and SMS, or certain system features, such as the camera and internet
access. Each permission is identified by a unique label. For example, an app that
needs to send SMS messages must have the following line in the manifest:
Beginning with Android 6.0 (API level 23), the user can approve or reject some app
permissions at runtime. But no matter which Android version your app supports, you
must declare all permission requests with a <uses-permission> element in the
manifest. If the permission is granted, the app is able to use the protected features. If
not, its attempts to access those features fail.
Your app can also protect its own components with permissions. It can use any of
the permissions that are defined by Android, as listed
in android.Manifest.permission, or a permission that's declared in another app. Your
app can also define its own permissions. A new permission is declared with
the <permission> element.
Device compatibility
The manifest file is also where you can declare what types of hardware or software
features your app requires and, by extension, which types of devices your app is
compatible with. Google Play Store doesn't let users install your app on devices that
don't provide the features or system version that your app requires.
There are several manifest tags that define which devices your app is compatible
with. The following are some of the most common.
<uses-feature>
The <uses-feature> element lets you declare hardware and software features your
app needs. For example, if your app can't achieve basic functionality on a device
without a compass sensor, you can declare the compass sensor as required with the
following manifest tag:
Note: If you want to make your app available on Chromebooks, there are some important
hardware and software feature limitations to consider. For more information, see App manifest
compatibility for Chromebooks.
<uses-sdk>
Each successive platform version often adds new APIs not available in the previous
version. To indicate the minimum version with which your app is compatible, your
manifest must include the <uses-sdk> tag and its minSdkVersion attribute.
GroovyKotlin
android {
defaultConfig {
applicationId 'com.example.myapp'
For more information about the build.gradle file, read about how to configure your
build.
To learn more about how to declare your app's support for different devices, see
the Device compatibility overview.
File conventions
This section describes the conventions and rules that generally apply to all elements
and attributes in the manifest file.
Elements
Only the <manifest> and <application> elements are required. They each
must occur only once. Most of the other elements can occur zero or more
times. However, some of them must be present to make the manifest file
useful.
All values are set through attributes, not as character data within an element.
Elements at the same level are generally not ordered. For example,
the <activity>, <provider>, and <service> elements can be placed in any
order. There are two key exceptions to this rule:
Attributes
Multiple values
If more than one value can be specified, the element is almost always
repeated, rather than multiple values being listed within a single element. For
example, an intent filter can list several actions:
Resource values
Some attributes have values that are displayed to users, such as the title for
an activity or your app icon. The value for these attributes might differ based
on the user's language or other device configurations (such as to provide a
different icon size based on the device's pixel density), so the values should
be set from a resource or theme, instead of hardcoded into the manifest file.
The actual value can then change based on alternative resources that you
provide for different device configurations.
"@[package:]type/name"
You can omit the package name if the resource is provided by your app
(including if it is provided by a library dependency, because library resources
are merged into yours). The only other valid package name is android, when
you want to use a resource from the Android framework.
The type is a type of resource, such as string or drawable, and the name is
the name that identifies the specific resource. Here is an example:
For more information about how to add resources to your project, read App
resources overview.
To instead apply a value that's defined in a theme, the first character must
be ? instead of @:
"?[package:]type/name"
String values
Where an attribute value is a string, use double backslashes (\\) to escape
characters, such as \\n for a newline or \\uxxxx for a Unicode character.
Limits
The following tags have a limit on the number of occurrences in a manifest file:
<package> 1000
<meta-data> 1000
<uses-library> 1000
Attribute Limit
name 1024
versionName 1024
host 255
mimeType 255
<application
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"
android:roundIcon="@mipmap/ic_launcher_round"
android:label="@string/app_name"
android:supportsRtl="true"
android:theme="@style/AppTheme">
<activity
android:name=".DisplayMessageActivity"
android:parentActivityName=".MainActivity" />
</application>
</manifest>
Among other things, the manifest file must specify the following:
Most of the necessary manifest items are added while you develop your
app if you're using Android Studio to construct the manifest file (especially
when using code templates).
The program metadata, which includes the icon, version number, themes,
etc., is included in the manifest file. Additional top-level nodes can also
provide any necessary permissions, unit tests, and hardware, screen, or
platform requirements. A root manifest tag with the project's package as
its package attribute makes up the manifest. Additionally,
an xmls:android attribute that provides a number of system attributes
utilized inside the file should be included. The versionCode property is
internally used to specify the current application version as a number that
automatically increases with each repetition of the version that has to be
updated. A public version that will be shown to users is also specified
using the versionName parameter.
android:name="com.example.applicationname.MainActivity">
</activity>
</application>
</manifest>
xmlns:android="http://schemas.android.com/apk/res/android"
package="com.example.myfirstapplication">
<application
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name"
android:roundIcon="@mipmap/ic_launcher_round"
android:supportsRtl="true"
android:theme="@style/AppTheme">
<activity
android:name=".MainActivity">
<intent-filter>
<action
android:name="android.intent.action.MAIN" />
<category
android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<meta-data
android:name="preloaded_fonts"
android:resource="@array/preloaded_fonts" />
</application>
</manifest>
<activity
android:name=".DetailActivity"
android:label="@string/app_name">
<intent-filter>
<action
android:name="android.intent.action.MAIN" />
<category
android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
1. choose File > Save
<manifest>
<application>
icon
allowBackup
label
theme
<activity>
<intent-filter>
It specifies the kind of intent that the Android components can respond to
and is a component of the activity.
<action>
This component gives the intent filter an action. At least one active
element is required for each intent filter.
<category>
<service>
Each type has a unique lifetime that outlines how the component is
formed and destroyed, in addition to serving a specific purpose. The four
categories of app components are described in the sections that follow.
The users have the option of accepting or rejecting the permissions listed
in the manifest file. The protected features can be used by the program
after the user gives it permission to do so. The user must provide
permission for the app to access the protected features; otherwise, it will
not.
By default, the following permissions are included and are turned to TRUE:
INTERNET
ACCESS_NETWORK_STATE
READ_PHONE_STATE
The various manifest tags specify the devices with which your program is
compatible. Here are just a few of the most popular tags:
<uses-feature>
<uses-sdk>
<uses-configuration>
<supports-screens>
<permission-groups>
File conventions
This section discusses the standards and regulations that typically apply
to all elements and attributes in the manifest file.
Elements
It is just necessary to provide the manifest and application parts. Each one
can only happen once. The majority of the other components can happen
zero times or more. But for the manifest file to be useful, at least some of
them must be there. Instead of being stored as character data inside an
element, all of the values are set using attributes.
In general, elements at the same level are not arranged. The activity>,
provider>, and service>components, for instance, can be arranged in any
sequence. This rule has two important exceptions:
Attributes
All attribute names start with an android: prefix, with the exception of a
few attributes of the
root <manifest> element. Android:alwaysRetainTaskState, as an example. The
documentation often omits the prefix when referring to characteristics by
name because it is ubiquitous.
Multiple values
Instead of listing several values inside a single element when more than
one value may be given, the element is nearly always repeated.
Resource values
Users can see the values of some properties, such as the title of an
activity or the icon for your app. The settings should be set from a
resource or theme rather than being hard-coded into the manifest file
since they may vary depending on the user's language or other device
parameters (such as to give a varied icon size dependent on the device's
pixel density). Based on alternative resources you give for various device
setups, the actual value may then shift.
String values
When an attribute value is a string, you must escape characters like n for
a newline or uxxxx for a Unicode letter using double backslashes().
File features
The next sections go through how the manifest file reflects some of your
app's most crucial features.
Intent filters
Intentions turn on services, broadcast receivers, and app actions. An
intent is a message specified by an intent object that specifies an action
to be taken. It includes information about the data to be acted upon, the
type of component that should carry out the action, and other directives.
Based on intent filter declarations in each app's manifest file, the system
determines which app component may handle an intent when an app
issues one to the system. The matching component is launched by the
system, and it is provided with the Intent object. The user can choose
which app to use if more than one app can handle the purpose.
Any time an icon or label is set in a contained element, those changes are
applied automatically to all of the container's child components. The icon
and label specified in the application> element serve as the application's
default icons and labels for all other components. The icon and label
chosen for a component, such as an "activity" element, serve as its
default settings for all "intent-filter" components. When activity and its
intent filter do not set a label, but an application element does, the
application label is assumed to be the label for both the activity and the
intent filter.
Permissions
A permission is a restriction that restricts access to a specific section of
the device's code or to certain data. The restriction is put in place to
safeguard crucial data and code that may be used improperly to taint or
harm the user experience. Each permit has its own distinct label to
identify it. Frequently, the label identifies the prohibited conduct.
As of Android 6.0 (API level 23), the user has the option to accept or deny
certain app permissions at runtime. However, you must specify all
permission requests using a <uses-permission> part in the manifest
regardless of whatever Android version your app supports. The protected
functionalities can be used by the app if permission is granted to do so.
Libraries
Each program is linked to the standard Android library, which contains the
fundamental packages for creating apps (with common classes such as
Activity, Service, Intent, View, Button, Application, ContentProvider, and
so on).
Anatomy of Android
Application
The anatomy of an Android application consists of several key components and structures,
each playing a specific role in how the app functions and is organized. Here’s an overview:
1. Manifest File
Location: AndroidManifest.xml
Purpose: This file is the blueprint of the app, containing essential information like
app permissions, activities, services, broadcast receivers, and application metadata.
Key Components:
o App permissions (e.g., internet access, camera use)
o Declares app components (activities, services)
o Defines app-level configurations (e.g., app theme, hardware requirements)
2. Activities
Purpose: Activities represent individual screens with a user interface. Each activity is
a single focused action, like a login screen or a dashboard.
Lifecycle: Each activity has a lifecycle (created, started, resumed, paused, stopped,
and destroyed), allowing you to manage resources efficiently.
Common Class: AppCompatActivity (extends the Activity class, providing
backward compatibility)
3. Fragments
Purpose: Fragments are reusable components of an activity, representing portions of
the UI within an activity. They allow you to create more modular and flexible UI
designs, especially useful for tablet layouts or dynamic UI updates.
Lifecycle: Similar to activities but managed by the hosting activity.
4. Services
Purpose: Services are background tasks that run independently of the user interface,
ideal for long-running operations like network requests, data processing, or music
playback.
Types:
o Foreground Service: Shows a notification to keep the service running.
o Background Service: Runs without the user’s awareness (subject to
limitations since Android 8.0).
o Bound Service: Binds to components for inter-process communication.
5. Broadcast Receivers
6. Content Providers
Purpose: Content providers manage shared app data, allowing data to be stored and
retrieved across apps. They provide a standard interface for accessing structured data
like contacts or media.
Common Example: The Contacts Provider
7. Intents
Purpose: Intents are messaging objects used to request actions or exchange data
within and between apps.
Types:
o Explicit Intents: Directly specify the target component.
o Implicit Intents: Specify the action but not the target component, allowing the
system to choose.
8. Resources
9. Gradle Files
Location: build.gradle
Purpose: Gradle files manage app configurations, dependencies, and build processes.
Key Components:
o app-level Gradle (app/build.gradle): Includes dependencies, SDK
versions, permissions, and build configurations.
o project-level Gradle (build.gradle): Manages build plugins and
repositories for all modules in the project.
These elements make up the basic structure of an Android app, each part responsible for
different facets of app functionality, user interaction, and data handling.
The file format used for distributing and installing applications on Android. It
contains all the elements an app needs, including compiled code, resources, and
manifest files.
2. Activity
A single, focused screen with a user interface, such as a login screen or a homepage.
Each activity is a crucial component that provides the entry point for user interaction.
3. Fragment
A part of an activity that can be reused across different activities. Fragments help in
creating a modular UI for apps and improve adaptability for various screen sizes.
4. View
5. Intent
A messaging object used to request an action from another app component. For
instance, starting an activity, sending data to another activity, or opening a URL in a
browser.
6. Manifest File
The AndroidManifest.xml file describes essential information about the app, like app
permissions, components, minimum Android API level, and hardware/screen
configurations.
7. Gradle
The build system used in Android Studio. It automates and manages project builds,
allowing for dependencies, packaging, and handling multiple build configurations.
8. RecyclerView
A flexible and efficient view for displaying large data sets as lists or grids. It allows
for recycling views and comes with adapters and layout managers to customize data
display.
9. Context
A component that manages access to a central repository of data in the app, enabling
data sharing between apps, such as contacts, media, or other shared data.
11. Service
A component that responds to broadcast messages from other apps or the system, such
as incoming messages or system alerts like low battery.
13. Layout
Defines the structure of the UI in an XML file, such as how views are arranged on the
screen. Common layouts include LinearLayout, RelativeLayout, and
ConstraintLayout.
14. ViewModel
15. Lifecycle
Refers to the states of activity or fragment from its creation to destruction. The
lifecycle API helps handle different states efficiently.
16. Room
17. Jetpack
A suite of libraries, tools, and guidance to help developers build high-quality Android
apps, encompassing components like WorkManager, Data Binding, Navigation, and
LiveData.
18. LiveData
A lifecycle-aware data holder class for observing changes, particularly useful when
updating UI based on changes in the data.
A tool that handles the packaging of resources in an APK and performs validation.
These are foundational terms, and as you dive deeper, there’s much more to explore in
Android development!
APPLICATION CONTEXT
Application Context in Android is a context tied to the lifecycle of the entire application. It’s
a global context that is available across all components and can be used to access app-wide
resources and services, like file storage, databases, preferences, or registered services. Here's
an overview of when and why it's used:
1. Global Access:
o Since the Application Context is tied to the lifecycle of the application, it
exists as long as the app is running. You can obtain it from any activity or
other components using getApplicationContext().
2. Usage Across Components:
o It’s ideal when you need a context that isn’t tied to a particular activity or UI,
such as accessing shared preferences, databases, or starting a service.
3. Lifecycle:
o Unlike an Activity context, the Application Context isn’t destroyed when an
activity is destroyed. It remains until the application is terminated.
4. Common Use Cases:
o Accessing application resources and assets.
o Setting up or accessing a database.
o Setting up or accessing shared preferences.
o Starting a service or creating a singleton class that requires context.
5. Avoiding Memory Leaks:
o Since the Application Context persists for the entire app lifecycle, it helps
avoid memory leaks in cases where the context is needed beyond a single
activity's lifecycle. It’s often recommended for objects that need to survive
configuration changes, such as ViewModel or singleton patterns.
6. When Not to Use It:
o Avoid using Application Context for UI-related tasks like inflating layouts or
launching dialogs, as it does not have the same properties as an Activity
context.
Example
In Android, you can retrieve the Application Context in an activity like this:
java
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Context appContext = getApplicationContext();
This context is particularly useful in scenarios like initializing libraries or managing app-wide
settings, as it ensures you won’t leak an activity context when it’s no longer needed.
Activity
In Android, an Activity represents a single, focused screen that users interact with. It's a core
component of Android applications, responsible for displaying the app's UI and handling user
interaction. Each activity typically corresponds to one screen in the app, like a login screen, a
main menu, or a settings page.
java
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public class MainActivity extends AppCompatActivity {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main); // Set the layout for the
activity
In this code:
onCreate() sets the content view and initializes a button with a click listener.
The XML layout R.layout.activity_main defines the UI structure for the
MainActivity.
Benefits of Activities
Activities help create a cohesive, interactive experience by managing the UI and user
interactions on separate screens.
The lifecycle callbacks allow developers to optimize resource usage and handle
different app states efficiently.
By separating each screen as a different activity, code remains modular, making
maintenance and debugging easier.
Services
In Android, Services are components that run in the background to perform long-running
operations or to work independently of the user interface. Unlike Activities, Services do not
provide a UI. Instead, they operate silently, which is ideal for tasks that need to continue
working even when the user isn’t actively interacting with the app, such as playing music,
downloading files, or processing data.
1. No UI:
Services run without a user interface, so they’re not suitable for any operation
o
that requires user interaction. They work entirely in the background.
2. Lifecycle:
o Services have a straightforward lifecycle with three main callbacks:
onStartCommand(): Called when a service is started with
startService(). It defines what the service should do upon being
started.
onBind(): Called when a component wants to bind to the service (such
as for inter-process communication). It returns an IBinder object to
allow communication.
onDestroy(): Called when the service is stopped or destroyed to clean
up resources.
3. Types of Services:
o Android offers three main types of services:
Started Service: Initiated by calling startService(), it runs in the
background until it completes or stopSelf() is called. Examples
include playing audio or uploading a file.
Bound Service: Initiated by calling bindService(), it allows
components (like activities) to bind to it and interact with it. A bound
service remains active as long as at least one component is bound to it.
Foreground Service: Runs with a visible notification, which means it
is less likely to be terminated by the system when resources are low.
Foreground services are often used for tasks the user is actively aware
of, like media playback or GPS navigation.
4. Use Cases:
o Music Playback: A service can play music in the background while the user
navigates the app or other apps.
o File Downloads/Uploads: Services can manage file transfers in the
background without interrupting the user.
o Data Syncing: Syncing data with a server at regular intervals without the user
needing to be aware of it.
o Location Tracking: Foreground services are used for apps that continuously
track location.
5. Foreground Services and Notifications:
o A foreground service is a service that the user is actively aware of, and it
must display a persistent notification to inform the user. It’s often used for
ongoing tasks like media playback or tracking, which would be inappropriate
for the system to terminate.
6. Working with WorkManager:
o For tasks that don’t need immediate execution but require reliable background
processing, such as periodic or one-time tasks, the WorkManager API can be
used. It is preferable to use WorkManager for tasks like data backup or
periodic syncs that don’t require real-time processing.
java
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public class MyService extends Service {
@Override
public int onStartCommand(Intent intent, int flags, int startId) {
// Code for what the service should do
Log.d("MyService", "Service is running in the background");
@Override
public IBinder onBind(Intent intent) {
// Return null if binding is not required
return null;
}
@Override
public void onDestroy() {
super.onDestroy();
Log.d("MyService", "Service is being destroyed");
}
}
In this example:
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Intent intent = new Intent(context, MyService.class);
context.startService(intent);
To stop a service:
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stopService(intent);
java
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stopSelf();
Best Practices
Services provide a robust solution for managing background processes, and understanding
when and how to use them can significantly enhance an app’s performance and user
experience.
Intent
n Android, an Intent is a messaging object that facilitates communication between different
components within an app, as well as between different apps. Intents are used to start
activities, services, and broadcast receivers, or to share data between components. Intents can
specify the actions to be performed and carry additional data.
Types of Intents
1. Explicit Intent:
o Used to start a specific component (such as an activity or service) within the
same app. The target component’s class name is specified directly, making it
explicit.
o Commonly used within the same app for tasks like navigating from one
activity to another or starting a background service.
java
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// Explicit intent to start SecondActivity
Intent intent = new Intent(MainActivity.this, SecondActivity.class);
startActivity(intent);
2. Implicit Intent:
o Used to request an action from another component without specifying its exact
class name. Instead, you specify an action, and Android determines the best
component to handle it.
o Often used to perform common actions, such as opening a URL in a browser,
sharing data, or making a phone call.
java
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// Implicit intent to view a web page
Intent intent = new Intent(Intent.ACTION_VIEW);
intent.setData(Uri.parse("http://www.example.com"));
startActivity(intent);
Components of an Intent
Common Actions
ACTION_VIEW: Opens data in the appropriate app (e.g., a browser for a URL).
ACTION_SEND: Opens a sharing dialog to send data to other apps, such as text or
images.
ACTION_DIAL: Opens the dialer app with a given phone number.
ACTION_CALL: Initiates a phone call directly (requires permissions).
ACTION_PICK: Allows the user to pick an item from data, such as a contact or a
photo.
You can pass extra data through an intent using the putExtra() method. The receiving
component retrieves this data using getIntent() and the appropriate get methods, such as
getStringExtra().
java
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// Passing data to another activity
Intent intent = new Intent(MainActivity.this, SecondActivity.class);
intent.putExtra("KEY_NAME", "John Doe");
intent.putExtra("KEY_AGE", 25);
startActivity(intent);
When you want to receive data back from a launched activity, use
startActivityForResult() and handle the response in onActivityResult() (in older
versions) or the Activity Result API (recommended for newer apps).
java
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// Starting an activity for a result
Intent intent = new Intent(MainActivity.this, SecondActivity.class);
startActivityForResult(intent, REQUEST_CODE);
An intent filter is a declaration in the AndroidManifest.xml file that specifies which intents an
activity, service, or broadcast receiver can respond to. Intent filters are necessary for handling
implicit intents.
xml
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<activity android:name=".WebActivity">
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.BROWSABLE" />
<data android:scheme="http" android:host="www.example.com" />
</intent-filter>
</activity>
In this example, the implicit intent with the action ACTION_IMAGE_CAPTURE tells Android to
open any camera app installed on the device.
Summary
Intents are a powerful feature in Android, enabling seamless communication and data sharing
across components and apps. Whether launching activities, sharing content, or handling
background tasks, intents help create a more dynamic and connected user experience.
receiving and broadcasting intent
There are following two important steps to make BroadcastReceiver works for
the system broadcasted intents −
Broadcasting Intents
When you broadcast an intent, it’s sent to all components registered to listen for that
specific action, either within the app or system-wide.
1. Broadcasting an Intent:
o Use the sendBroadcast() method to broadcast an intent. Broadcasting is
typically used for sending system-wide notifications or custom events within
an app.
o Example: Broadcasting a custom action to indicate a download completion.
java
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Intent intent = new Intent("com.example.ACTION_DOWNLOAD_COMPLETE");
sendBroadcast(intent);
2. Broadcast Types:
o Normal Broadcast: These are asynchronous, meaning all receivers receive
the intent in an undefined order and at the same time.
o Ordered Broadcast: These are synchronous, where receivers are triggered
one at a time based on priority, and the result can be modified by each
receiver.
o Sticky Broadcast (Deprecated): This type of broadcast remains in the system
until another broadcast with the same action overwrites it. However, it is now
deprecated due to security concerns.
Broadcast Receivers are components that listen for and respond to broadcasted intents. You
can define a broadcast receiver in two main ways: in the AndroidManifest.xml file or
dynamically in code.
xml
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<receiver android:name=".MyBroadcastReceiver">
<intent-filter>
<action android:name="android.intent.action.BOOT_COMPLETED"/>
<action android:name="com.example.ACTION_DOWNLOAD_COMPLETE"/>
</intent-filter>
</receiver>
o The BOOT_COMPLETED action, for example, allows the app to perform tasks
upon device startup.
2. Registering a Broadcast Receiver Dynamically in Code:
o Registering a receiver programmatically (at runtime) is often used when you
only need it to listen while an activity or service is active.
o Example:
java
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BroadcastReceiver myReceiver = new BroadcastReceiver() {
@Override
public void onReceive(Context context, Intent intent) {
// Handle the received broadcast
if
(intent.getAction().equals("com.example.ACTION_DOWNLOAD_COMPLETE")) {
// Perform some action on download complete
}
}
};
System Broadcasts
Android provides many built-in system broadcasts that can notify an app when certain system
events occur. Some common system broadcasts include:
These can be very useful for apps that need to respond to hardware or system-level changes.
java
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Intent intent = new Intent("com.example.CUSTOM_ACTION");
intent.putExtra("message", "Hello from Broadcast!");
sendBroadcast(intent);
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public class MyBroadcastReceiver extends BroadcastReceiver {
@Override
public void onReceive(Context context, Intent intent) {
if ("com.example.CUSTOM_ACTION".equals(intent.getAction())) {
String message = intent.getStringExtra("message");
Toast.makeText(context, message,
Toast.LENGTH_SHORT).show();
}
}
}
Ordered Broadcasts
Ordered broadcasts are used when you want the broadcast to be received by multiple
receivers in a specific order based on priority. Each receiver can pass along a result that can
be modified by other receivers.
java
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Intent intent = new Intent("com.example.ORDERED_ACTION");
sendOrderedBroadcast(intent, null);
xml
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<receiver android:name=".HighPriorityReceiver">
<intent-filter android:priority="2">
<action android:name="com.example.ORDERED_ACTION"/>
</intent-filter>
</receiver>
<receiver android:name=".LowPriorityReceiver">
<intent-filter android:priority="1">
<action android:name="com.example.ORDERED_ACTION"/>
</intent-filter>
</receiver>
The android:priority attribute controls the order, where a higher priority value is
processed first.
Summary
Broadcast Intents allow the sending of messages across components and apps, and
can be either system or custom broadcasts.
Broadcast Receivers handle these messages, and can be registered statically in the
manifest or dynamically in code.
Ordered broadcasts enable synchronous, prioritized handling, while normal
broadcasts are asynchronous.
Using broadcast intents and receivers effectively helps your app respond dynamically to
system events or custom events in a decoupled, scalable way.
Here are the most common settings and elements found in the AndroidManifest.xml file:
xml
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.example.myapp">
...
</manifest>
2. <application> Element:
o Encapsulates all components of the app and settings related to the app as a
whole.
o Attributes include:
android:icon: Specifies the app icon.
android:label: Sets the app name.
android:theme: Defines the app’s default theme.
android:allowBackup: Enables backup and restore functionality.
android:supportsRtl: Indicates support for right-to-left text.
xml
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<application
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name"
android:theme="@style/AppTheme"
android:allowBackup="true"
android:supportsRtl="true">
...
</application>
3. Permissions (<uses-permission>):
o Specifies the permissions the app requires to perform certain operations, such
as accessing the internet, location, or camera.
o Common permissions:
android.permission.INTERNET: Allows the app to use internet
access.
android.permission.ACCESS_FINE_LOCATION: Enables the app to
access precise location.
android.permission.CAMERA: Allows the app to use the device
camera.
xml
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<uses-permission android:name="android.permission.INTERNET" />
<uses-permission
android:name="android.permission.ACCESS_FINE_LOCATION" />
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<uses-feature android:name="android.hardware.camera"
android:required="true" />
<uses-feature android:name="android.hardware.bluetooth"
android:required="false" />
5. Activities (<activity>):
o Declares each activity in the app, with attributes like android:name
(specifying the class name) and android:label (setting the title).
o Configurable with attributes for task handling, launch modes, and screen
orientation.
o The main activity (entry point) must include an <intent-filter> with MAIN
action and LAUNCHER category.
xml
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<activity android:name=".MainActivity"
android:label="@string/app_name">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
6. Services (<service>):
o Declares background services that handle tasks outside the app’s UI, with the
android:name attribute pointing to the service class.
o Services can be started or bound by other app components and can define
permissions for security.
xml
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<service android:name=".MyService" android:enabled="true" />
xml
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<provider android:name=".MyContentProvider"
android:authorities="com.example.myapp.provider"
android:exported="true" />
xml
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<activity android:name=".ShareActivity">
<intent-filter>
<action android:name="android.intent.action.SEND" />
<category android:name="android.intent.category.DEFAULT" />
<data android:mimeType="text/plain" />
</intent-filter>
</activity>
xml
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<meta-data android:name="com.google.android.geo.API_KEY"
android:value="YOUR_API_KEY" />
xml
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<uses-sdk
android:minSdkVersion="21"
android:targetSdkVersion="30" />
o App Icon and Theme:
Defined in the <application> element, these attributes control the
default appearance and style of the app across the system UI.
o Backup Settings:
Specifies backup and restore settings, such as
android:allowBackup="true" and android:fullBackupContent to
control what data is backed up.
o Restricted Permissions (<uses-permission-sdk-23>):
Required for specifying dangerous permissions starting from API level
23 (Android 6.0+).
xml
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<uses-permission-sdk-23
android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
Sample AndroidManifest.xml
xml
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.example.myapp">
<application
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name"
android:theme="@style/AppTheme">
<activity android:name=".MainActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category
android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<receiver android:name=".MyBroadcastReceiver">
<intent-filter>
<action android:name="android.intent.action.BOOT_COMPLETED"
/>
</intent-filter>
</receiver>
<provider android:name=".MyContentProvider"
android:authorities="com.example.myapp.provider"
android:exported="true" />
<meta-data android:name="com.google.android.geo.API_KEY"
android:value="YOUR_API_KEY" />
</application>
</manifest>
Summary
The AndroidManifest.xml file is the app's blueprint, defining its structure, capabilities,
permissions, and essential configurations. Proper configuration ensures the app interacts
seamlessly with the Android system, adheres to permissions, and offers a secure, feature-rich
experience.
Starting an activity
An Activity represents a single screen in an app. You can start a new instance of
an Activity by passing an Intent to startActivity(). The Intent describes the activity
to start and carries any necessary data.
If you want to receive a result from the activity when it finishes,
call startActivityForResult(). Your activity receives the result as a
separate Intent object in your activity's onActivityResult() callback. For more
information, see the Activities guide.
Starting a service
A Service is a component that performs operations in the background without a user
interface. With Android 5.0 (API level 21) and later, you can start a service
with JobScheduler. For more information about JobScheduler, see its API-reference
documentation.
For versions earlier than Android 5.0 (API level 21), you can start a service by using
methods of the Service class. You can start a service to perform a one-time
operation (such as downloading a file) by passing an Intent to startService().
The Intent describes the service to start and carries any necessary data.
If the service is designed with a client-server interface, you can bind to the service
from another component by passing an Intent to bindService(). For more
information, see the Services guide.
Delivering a broadcast
A broadcast is a message that any app can receive. The system delivers various
broadcasts for system events, such as when the system boots up or the device
starts charging. You can deliver a broadcast to other apps by passing
an Intent to sendBroadcast() or sendOrderedBroadcast().
The rest of this page explains how intents work and how to use them. For related
information, see Interacting with Other Apps and Sharing Content.
Intent types
There are two types of intents:
Explicit intents specify which component of which application will satisfy the intent,
by specifying a full ComponentName. You'll typically use an explicit intent to start a
component in your own app, because you know the class name of the activity or
service you want to start. For example, you might start a new activity within your app
in response to a user action, or start a service to download a file in the background.
Implicit intents do not name a specific component, but instead declare a general
action to perform, which allows a component from another app to handle it. For
example, if you want to show the user a location on a map, you can use an implicit
intent to request that another capable app show a specified location on a map.
Figure 1. How an implicit intent is delivered through the system to start another
activity: [1] Activity A creates an Intent with an action description and passes it
to startActivity(). [2] The Android System searches all apps for an intent filter that matches the
intent. When a match is found, [3] the system starts the matching activity (Activity B) by invoking
its onCreate() method and passing it the Intent.
When you use an implicit intent, the Android system finds the appropriate component
to start by comparing the contents of the intent to the intent filters declared in
the manifest file of other apps on the device. If the intent matches an intent filter, the
system starts that component and delivers it the Intent object. If multiple intent filters
are compatible, the system displays a dialog so the user can pick which app to use.
An intent filter is an expression in an app's manifest file that specifies the type of
intents that the component would like to receive. For instance, by declaring an intent
filter for an activity, you make it possible for other apps to directly start your activity
with a certain kind of intent. Likewise, if you do not declare any intent filters for an
activity, then it can be started only with an explicit intent.
Unit IV
interface screen elements
In Android development, interface screen elements (also known as UI components or
widgets) are the building blocks for creating user interfaces within an activity or fragment.
These elements include basic components like buttons, text fields, images, checkboxes, and
more complex layouts that help you design interactive and visually organized interfaces.
1. TextView
o Used to display text to the user, either as static content or updated
dynamically.
o Example:
xml
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<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello, World!"
android:textSize="18sp" />
2. EditText
o A user-editable text field that allows input of different types like plain text,
numbers, email, or password.
o Example:
xml
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<EditText
android:id="@+id/editText"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:hint="Enter your name" />
3. Button
o A clickable component used to perform actions or trigger events.
o Example:
xml
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<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Submit" />
4. ImageView
o Displays images from various sources (e.g., resources, URIs).
o Example:
xml
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<ImageView
android:id="@+id/imageView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/sample_image" />
5. Checkbox
o Allows users to select multiple options from a list or toggle a single option.
o Example:
xml
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<CheckBox
android:id="@+id/checkbox"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Agree to terms" />
xml
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<RadioGroup
android:id="@+id/radioGroup"
android:layout_width="wrap_content"
android:layout_height="wrap_content">
<RadioButton
android:id="@+id/radioButton1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Option 1" />
<RadioButton
android:id="@+id/radioButton2"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Option 2" />
</RadioGroup>
7. Switch
o A two-state toggle button (on/off) often used for settings.
o Example:
xml
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<Switch
android:id="@+id/switch"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Enable notifications" />
8. ProgressBar
o Used to show the progress of an ongoing task. There are two types:
determinate (progress known) and indeterminate (progress unknown).
o Example:
xml
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<ProgressBar
android:id="@+id/progressBar"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:indeterminate="true" />
9. Spinner
o A dropdown menu that allows the user to select from a set of options.
o Example:
xml
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<Spinner
android:id="@+id/spinner"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
10. RecyclerView
o Displays a large set of data in a scrollable list or grid format. RecyclerView is
more flexible and optimized than ListView for handling large datasets.
o Requires a RecyclerView.Adapter to manage data and views.
o Example:
xml
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<androidx.recyclerview.widget.RecyclerView
android:id="@+id/recyclerView"
android:layout_width="match_parent"
android:layout_height="match_parent" />
Layouts
To arrange UI components on the screen, you’ll use layouts. Some common layout types are:
1. LinearLayout
o Arranges child views in a single row (horizontal) or column (vertical).
o Example:
xml
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<LinearLayout
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="vertical">
<TextView ... />
<Button ... />
</LinearLayout>
2. RelativeLayout
o Positions child views relative to each other or to the parent container.
o Example:
xml
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<RelativeLayout
android:layout_width="match_parent"
android:layout_height="wrap_content">
<TextView
android:id="@+id/textView"
android:layout_alignParentTop="true"
android:text="Hello" />
<Button
android:layout_below="@id/textView"
android:text="Click Me" />
</RelativeLayout>
3. ConstraintLayout
o A flexible and powerful layout for creating complex UIs, with constraints to
position and align views.
o Example:
xml
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<androidx.constraintlayout.widget.ConstraintLayout
android:layout_width="match_parent"
android:layout_height="match_parent">
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello, World!"
app:layout_constraintTop_toTopOf="parent"
app:layout_constraintStart_toStartOf="parent" />
</androidx.constraintlayout.widget.ConstraintLayout>
Handling Interactions
java
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Button button = findViewById(R.id.button);
button.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
// Perform action on button click
Toast.makeText(getApplicationContext(), "Button Clicked",
Toast.LENGTH_SHORT).show();
}
});
2. Switch Toggle Listener:
java
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Switch mySwitch = findViewById(R.id.switch);
mySwitch.setOnCheckedChangeListener(new
CompoundButton.OnCheckedChangeListener() {
@Override
public void onCheckedChanged(CompoundButton buttonView, boolean
isChecked) {
if (isChecked) {
// Switch is ON
} else {
// Switch is OFF
}
}
});
java
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Spinner spinner = findViewById(R.id.spinner);
spinner.setOnItemSelectedListener(new
AdapterView.OnItemSelectedListener() {
@Override
public void onItemSelected(AdapterView<?> parent, View view, int
position, long id) {
String selectedItem =
parent.getItemAtPosition(position).toString();
}
@Override
public void onNothingSelected(AdapterView<?> parent) {
// Do something if nothing is selected
}
});
xml
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<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical"
android:padding="16dp">
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Welcome to the app!"
android:textSize="20sp" />
<EditText
android:id="@+id/editText"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:hint="Enter your name" />
<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Submit" />
<CheckBox
android:id="@+id/checkbox"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="I agree to the terms and conditions" />
</LinearLayout>
Each UI element in Android serves a unique purpose, enabling you to create interactive and
engaging layouts that provide a smooth user experience. Proper usage of these elements and
listeners helps in designing intuitive and efficient UIs for Android applications.
TextView
ImageView
EditText
Button
ImageButton
ToggleButton
RadioButton
RadioGroup
CheckBox
AutoCompleteTextView
ProgressBar
Spinner
TimePicker
DatePicker
SeekBar
AlertDialog
Switch
Remember, you can have your parent Layout as Linear Layout, Constraint
Layout, Relative Layout, Frame Layout, or Coordinator Layout. Then, inside
the parent layout, you can add these UI elements.
1. LinearLayout
o Organizes views either vertically or horizontally.
o Vertical Orientation: Stacks views in a column.
o Horizontal Orientation: Stacks views in a row.
xml
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<LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical">
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello, User!" />
<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Click Me" />
</LinearLayout>
Example:
xml
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<RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello!"
android:layout_centerHorizontal="true"
android:layout_alignParentTop="true" />
<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Press"
android:layout_below="@id/textView"
android:layout_centerHorizontal="true" />
</RelativeLayout>
Example:
xml
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<androidx.constraintlayout.widget.ConstraintLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Welcome!"
app:layout_constraintTop_toTopOf="parent"
app:layout_constraintStart_toStartOf="parent"
android:textSize="20sp" />
<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Click Me"
app:layout_constraintTop_toBottomOf="@id/textView"
app:layout_constraintStart_toStartOf="parent" />
</androidx.constraintlayout.widget.ConstraintLayout>
Example:
xml
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<FrameLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<ImageView
android:id="@+id/imageView"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:src="@drawable/sample_image" />
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Overlay Text"
android:layout_gravity="center" />
</FrameLayout>
o In this example, the TextView will appear over the ImageView in the center,
because FrameLayout stacks the views in the order they are declared.
5. GridLayout
o Organizes views in a grid format, similar to a table. It allows you to specify
the number of rows and columns for your layout.
Example:
xml
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<GridLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:columnCount="2">
<Button
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Button 1" />
<Button
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Button 2" />
<Button
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Button 3" />
<Button
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Button 4" />
</GridLayout>
Example:
xml
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<TableLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:stretchColumns="1">
<TableRow>
<TextView
android:text="Row 1, Col 1"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
<Button
android:text="Button 1"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
</TableRow>
<TableRow>
<TextView
android:text="Row 2, Col 1"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
<Button
android:text="Button 2"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
</TableRow>
</TableLayout>
Nesting Layouts
You can nest layouts to achieve more complex UIs. For example, you might use a
LinearLayout inside a RelativeLayout, or a ConstraintLayout inside a LinearLayout.
However, excessive nesting of layouts should be avoided to maintain performance. Using
ConstraintLayout is usually a good strategy to reduce the need for nesting.
By combining different layouts and views, you can design UIs that are both functional and
user-friendly, ensuring a smooth experience across different Android devices.
drawing and working with animation
In Android development, drawing and working with animation can help create engaging
and dynamic user interfaces. Android provides a rich set of tools and APIs for rendering
graphics, drawing shapes, and creating animations. Below are the key concepts and
techniques for drawing and animating UI components in Android.
Android allows you to draw custom graphics (like shapes, text, and images) on the screen
using the Canvas class. You can subclass View or SurfaceView to create custom views and
override the onDraw() method to perform drawing operations.
Canvas: Provides the surface for drawing shapes, text, and images.
Paint: Defines the style and color used for drawing (e.g., stroke width, fill color, text
size).
java
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public class CustomView extends View {
Android's Canvas class allows you to draw various types of shapes, including:
java
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public class CustomView extends View {
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// Draw a blue rectangle
canvas.drawRect(100, 100, 500, 500, paint);
Drawing Text
You can also draw text on the screen using the drawText() method of the Canvas class. The
Paint object can be used to style the text (e.g., color, size, font).
java
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public class CustomView extends View {
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// Draw the text "Hello, World!" at position (100, 100)
canvas.drawText("Hello, World!", 100, 100, paint);
}
}
Animations in Android are used to create motion and transitions, such as fading, sliding, or
rotating elements. Android offers two main types of animations:
The ObjectAnimator class allows you to animate properties like translation, rotation,
scaling, or alpha (opacity) of a View.
java
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Button button = findViewById(R.id.button);
// Animate the button to move from its current position to 500 pixels on
the X-axis
ObjectAnimator animator = ObjectAnimator.ofFloat(button, "translationX",
500);
animator.setDuration(1000); // Animation duration (in milliseconds)
animator.start(); // Start the animation
java
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Button button = findViewById(R.id.button);
Tween animations are used to animate views via transformations, like moving, rotating,
scaling, or fading. These animations are defined in XML files and applied to UI components.
xml
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<translate xmlns:android="http://schemas.android.com/apk/res/android"
android:fromXDelta="0%" // Starting position (0%)
android:toXDelta="50%" // Ending position (50% of its width)
android:duration="1000" // Duration of 1 second
android:repeatCount="1" // Repeat once
android:repeatMode="reverse"/> // Reverse after 1st iteration
java
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Button button = findViewById(R.id.button);
Animation animation = AnimationUtils.loadAnimation(this, R.anim.translate);
button.startAnimation(animation); // Apply animation to the button
xml
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<rotate xmlns:android="http://schemas.android.com/apk/res/android"
android:fromDegrees="0"
android:toDegrees="360"
android:duration="1000"
android:pivotX="50%"
android:pivotY="50%" />
Apply it to a view:
java
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Button button = findViewById(R.id.button);
Animation rotate = AnimationUtils.loadAnimation(this, R.anim.rotate);
button.startAnimation(rotate); // Apply the rotate animation
The AnimatorSet class allows you to combine multiple animations and play them in
sequence or simultaneously.
ValueAnimator allows you to animate arbitrary properties and create more custom
animations.
java
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final View view = findViewById(R.id.view);
1. Smooth Transitions: Keep animations smooth and seamless to improve the user
experience. Avoid jarring transitions unless the design specifically calls for it.
2. Performance: Keep animations light and simple to avoid performance issues,
especially on lower-end devices. Avoid overusing animations.
3. Consistency: Use animations consistently to indicate changes in state (e.g.,
showing/hiding views, indicating progress).
4. Duration: Set reasonable durations for animations (e.g., 300-500ms for simple
transitions).
Conclusion
By using the Android Canvas class for drawing and Property Animations
(ObjectAnimator), Tween Animations, and AnimatorSets for animation, you can create
dynamic, engaging UIs that respond to user interactions and enhance the overall experience.
These tools allow you to animate UI elements, draw custom shapes, and implement smooth
transitions between UI states.
n Android, playing audio and video is a common requirement for multimedia applications.
Android provides APIs to handle audio and video playback, both for local files and streaming
content. Below, I'll walk you through the key concepts and methods to play audio and video
in an Android app.
Android provides the MediaPlayer class to handle audio playback. The MediaPlayer can
play audio from various sources, such as local files, assets, or streaming URLs.
To play an audio file stored locally (e.g., in the res/raw folder), you can use MediaPlayer.
Here's how to do it:
Steps:
java
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import android.media.MediaPlayer;
import android.os.Bundle;
import androidx.appcompat.app.AppCompatActivity;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
// Initialize MediaPlayer
mediaPlayer = MediaPlayer.create(this, R.raw.sample); // "sample"
is the file in res/raw
// Start playing the audio
mediaPlayer.start();
@Override
protected void onPause() {
super.onPause();
if (mediaPlayer.isPlaying()) {
mediaPlayer.pause(); // Pause if the activity goes into the
background
}
}
@Override
protected void onStop() {
super.onStop();
mediaPlayer.release(); // Release resources when the activity stops
}
}
If you want to play audio from a URL, the MediaPlayer can handle streaming. Here’s an
example:
java
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import android.media.MediaPlayer;
import android.os.Bundle;
import androidx.appcompat.app.AppCompatActivity;
import java.io.IOException;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
mediaPlayer.setDataSource("https://www.example.com/audiofile.mp3"); // URL
of the audio file
mediaPlayer.prepareAsync(); // Asynchronously prepare the
player
} catch (IOException e) {
e.printStackTrace();
}
@Override
protected void onPause() {
super.onPause();
if (mediaPlayer.isPlaying()) {
mediaPlayer.pause(); // Pause if the activity goes into the
background
}
}
@Override
protected void onStop() {
super.onStop();
mediaPlayer.release(); // Release resources when the activity stops
}
}
For video playback, Android offers VideoView, a simple view to display video content. You
can also use MediaPlayer for more advanced control over video, but VideoView is easier for
basic usage.
To play a video from local resources or a URL, you can use VideoView. Here's how to
implement it:
Steps:
1. Add a video file to the res/raw folder, or use a URL to stream the video.
2. Set up a VideoView in your layout to display the video.
xml
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<!-- activity_main.xml -->
<VideoView
android:id="@+id/videoView"
android:layout_width="match_parent"
android:layout_height="match_parent"/>
java
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import android.net.Uri;
import android.os.Bundle;
import android.widget.VideoView;
import androidx.appcompat.app.AppCompatActivity;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
You can also stream video from a URL using VideoView. Here's an example of playing video
from a URL:
java
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import android.net.Uri;
import android.os.Bundle;
import android.widget.VideoView;
import androidx.appcompat.app.AppCompatActivity;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
// Initialize VideoView
videoView = findViewById(R.id.videoView);
For more advanced use cases, you can combine MediaPlayer with a SurfaceView to have
more control over the video playback.
xml
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<!-- activity_main.xml -->
<SurfaceView
android:id="@+id/surfaceView"
android:layout_width="match_parent"
android:layout_height="match_parent" />
java
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import android.media.MediaPlayer;
import android.os.Bundle;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import androidx.appcompat.app.AppCompatActivity;
import java.io.IOException;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
surfaceView = findViewById(R.id.surfaceView);
// Initialize MediaPlayer
mediaPlayer = new MediaPlayer();
try {
mediaPlayer.setDataSource("https://www.example.com/video.mp4");
// URL or local file path
mediaPlayer.setDisplay(surfaceHolder); // Set the Surface for
video display
mediaPlayer.prepareAsync(); // Prepare media player
asynchronously
} catch (IOException e) {
e.printStackTrace();
}
@Override
protected void onStop() {
super.onStop();
if (mediaPlayer != null) {
mediaPlayer.release(); // Release resources when the activity
stops
}
}
}
Key Considerations
1. Permissions:
o For streaming audio/video from the internet, ensure you have the appropriate
permissions in the AndroidManifest.xml:
xml
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<uses-permission android:name="android.permission.INTERNET"/>
Conclusion
Android provides robust tools for playing audio and video content, both locally and via
streaming. The MediaPlayer class is great for handling both audio and video, while
VideoView is ideal for simple video playback. By combining MediaPlayer with
SurfaceView, you can handle more complex video scenarios. Always ensure proper error
handling and resource management to provide a smooth user experience.
In this guide, I'll focus on using CameraX, which is the most modern and user-friendly way
to access the camera in Android. CameraX simplifies the task of integrating camera
functionality and provides a consistent API across devices.
gradle
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dependencies {
// CameraX Core library
implementation "androidx.camera:camera-core:1.1.0-beta01"
// CameraX Camera2 Extensions (for enhanced camera functionality)
implementation "androidx.camera:camera-camera2:1.1.0-beta01"
// CameraX Lifecycle (to bind camera lifecycle to activity or fragment)
implementation "androidx.camera:camera-lifecycle:1.1.0-beta01"
// CameraX View (for displaying the camera preview)
implementation "androidx.camera:camera-view:1.0.0-alpha04"
}
You need to request permissions for using the camera and saving images to storage. Add the
following permissions to your manifest file:
xml
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<uses-permission android:name="android.permission.CAMERA" />
<uses-permission
android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-feature android:name="android.hardware.camera"
android:required="true" />
For Android 6.0 (API level 23) and above, you must also request runtime permissions for
camera and storage.
The following steps will guide you through capturing a photo using CameraX.
java
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import android.os.Bundle;
import android.view.Surface;
import androidx.appcompat.app.AppCompatActivity;
import androidx.camera.core.CameraSelector;
import androidx.camera.core.Preview;
import androidx.camera.core.ImageCapture;
import androidx.camera.lifecycle.ProcessCameraProvider;
import androidx.core.app.ActivityCompat;
import androidx.core.content.ContextCompat;
import androidx.lifecycle.LifecycleOwner;
import android.Manifest;
import android.content.pm.PackageManager;
import androidx.camera.core.ImageCaptureException;
import android.widget.Toast;
import androidx.camera.core.ImageAnalysis;
import androidx.camera.view.PreviewView;
import java.util.concurrent.ExecutionException;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_camera);
if (ContextCompat.checkSelfPermission(this,
Manifest.permission.CAMERA) == PackageManager.PERMISSION_GRANTED) {
startCamera(); // Start the camera if permission is granted
} else {
ActivityCompat.requestPermissions(this, new String[]
{Manifest.permission.CAMERA}, 100);
}
}
preview.setSurfaceProvider(previewView.getSurfaceProvider());
@Override
public void onError(ImageCaptureException exception) {
runOnUiThread(() -> Toast.makeText(CameraActivity.this,
"Error saving photo: " + exception.getMessage(),
Toast.LENGTH_SHORT).show());
}
});
}
}
@Override
protected void onDestroy() {
super.onDestroy();
cameraExecutor.shutdown(); // Clean up the camera executor when the
activity is destroyed
}
}
In the above code:
Once you have captured the image, you can process it. For instance, you can rotate, crop, or
apply filters to the image using standard image processing techniques.
java
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public Bitmap rotateImage(Bitmap bitmap, int degrees) {
Matrix matrix = new Matrix();
matrix.postRotate(degrees); // Rotate the image by the given degrees
return Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(),
bitmap.getHeight(), matrix, true);
}
You can apply this method after you have captured the image and obtained the bitmap.
Since Android 6.0 (API level 23), you need to request permissions at runtime for sensitive
data such as camera access. You can request camera permissions like this:
java
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if (ContextCompat.checkSelfPermission(this, Manifest.permission.CAMERA) !=
PackageManager.PERMISSION_GRANTED) {
ActivityCompat.requestPermissions(this, new String[]
{Manifest.permission.CAMERA}, 100);
}
java
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@Override
public void onRequestPermissionsResult(int requestCode, String[]
permissions, int[] grantResults) {
super.onRequestPermissionsResult(requestCode, permissions,
grantResults);
if (requestCode == 100) {
if (grantResults.length > 0 && grantResults[0] ==
PackageManager.PERMISSION_GRANTED) {
startCamera();
} else {
Toast.makeText(this, "Camera permission is required",
Toast.LENGTH_SHORT).show();
}
}
}
Once you've captured the photo, you may want to display it in an ImageView or save it to
external storage or the gallery. You can use MediaStore to add the image to the gallery.
Here’s how you can add the captured photo to the gallery:
java
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ContentValues values = new ContentValues();
values.put(MediaStore.Images.Media.TITLE, "Photo");
values.put(MediaStore.Images.Media.DESCRIPTION, "Taken with CameraX");
values.put(MediaStore.Images.Media.DATA, photoFile.getAbsolutePath());
Conclusion
Using CameraX to capture and process pictures in Android simplifies working with the
camera, providing a modern and efficient API for developers. With CameraX, you can easily
set up a camera preview, capture photos, and even integrate image processing tasks.
Permission
n Android, permissions are a key aspect of ensuring that apps only access sensitive resources
and data when allowed by the user. Permissions are required to access things like the camera,
location services, contacts, storage, and more.
1. Normal Permissions: These are granted automatically by the system because they
don't pose a significant risk to user privacy (e.g., setting the wallpaper, accessing
network state).
2. Dangerous Permissions: These are permissions that could potentially affect user
privacy, so they require explicit approval from the user. Examples include access to
the camera, location, contacts, and storage.
To request permissions in your app, you first need to declare them in the
AndroidManifest.xml file. For example:
xml
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<uses-permission android:name="android.permission.CAMERA" />
<uses-permission
android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.INTERNET" />
These permissions are required by your app, and the Android system will check if the app has
permission to use these resources before granting access.
Starting from Android 6.0 (API level 23), permissions for dangerous permissions need to be
requested at runtime, even though they are declared in the manifest. This means that after
declaring the permission in the AndroidManifest.xml, you also need to check if the app
already has permission and, if not, request it from the user.
java
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import androidx.core.content.ContextCompat;
import android.Manifest;
import android.content.pm.PackageManager;
if (ContextCompat.checkSelfPermission(this, Manifest.permission.CAMERA) !=
PackageManager.PERMISSION_GRANTED) {
// Permission is not granted
}
java
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import androidx.core.app.ActivityCompat;
ActivityCompat.requestPermissions(this,
new String[]{Manifest.permission.CAMERA},
1); // The second parameter is a request code (can be any number)
After requesting permissions, the system will show a prompt to the user asking whether to
grant the permission. You can handle the result of the permission request in the
onRequestPermissionsResult() method:
java
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@Override
public void onRequestPermissionsResult(int requestCode, String[]
permissions, int[] grantResults) {
super.onRequestPermissionsResult(requestCode, permissions,
grantResults);
This method is called when the user either accepts or denies the permission request. The
grantResults array contains the result for each requested permission, where
PackageManager.PERMISSION_GRANTED means the permission was granted, and
PackageManager.PERMISSION_DENIED means it was denied.
For accessing external storage on Android devices, the permissions you need depend on the
version of Android you are targeting.
For Android 10 (API level 29) and higher: You can use Scoped Storage, which
limits direct access to shared storage. Apps are recommended to use the MediaStore
API or the Storage Access Framework (SAF) for accessing files.
For Android 9 (API level 28) and lower: Apps can use READ_EXTERNAL_STORAGE
and WRITE_EXTERNAL_STORAGE permissions to read and write files to external storage.
xml
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<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission
android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
java
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if (ContextCompat.checkSelfPermission(this,
Manifest.permission.READ_EXTERNAL_STORAGE) !=
PackageManager.PERMISSION_GRANTED) {
ActivityCompat.requestPermissions(this, new String[]
{Manifest.permission.READ_EXTERNAL_STORAGE}, 1);
}
For apps targeting Android 10 and higher, using Scoped Storage is preferred.
For runtime permission handling, the process is similar to requesting camera or storage
permissions:
xml
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<uses-permission android:name="android.permission.ACCESS_FINE_LOCATION" />
java
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if (ContextCompat.checkSelfPermission(this,
Manifest.permission.ACCESS_FINE_LOCATION) !=
PackageManager.PERMISSION_GRANTED) {
ActivityCompat.requestPermissions(this, new String[]
{Manifest.permission.ACCESS_FINE_LOCATION}, 1);
}
To access the camera, your app must declare the CAMERA permission in the
AndroidManifest.xml:
xml
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<uses-permission android:name="android.permission.CAMERA" />
Additionally, for apps targeting Android 6.0 and higher, you'll need to request this permission
at runtime:
java
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if (ContextCompat.checkSelfPermission(this, Manifest.permission.CAMERA) !=
PackageManager.PERMISSION_GRANTED) {
ActivityCompat.requestPermissions(this, new String[]
{Manifest.permission.CAMERA}, 1);
}
java
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if (ActivityCompat.shouldShowRequestPermissionRationale(this,
Manifest.permission.CAMERA)) {
// Show explanation dialog to the user before requesting permission
again
new AlertDialog.Builder(this)
.setTitle("Permission Needed")
.setMessage("This app needs the camera to take photos.")
.setPositiveButton("OK", (dialog, which) ->
ActivityCompat.requestPermissions(this, new String[]
{Manifest.permission.CAMERA}, 1))
.setNegativeButton("Cancel", null)
.show();
} else {
// No explanation needed, just request the permission
ActivityCompat.requestPermissions(this, new String[]
{Manifest.permission.CAMERA}, 1);
}
Conclusion
Handling permissions correctly is crucial for building a secure and user-friendly Android app.
Always request only the permissions you need, explain why they're necessary, and handle
cases where users deny permissions appropriately. By following best practices for runtime
permissions, you can ensure that your app works smoothly while respecting user privacy and
security.
UNIT-V
using android data and storage api
n Android, managing data and storage is a crucial part of application development. Android
provides several APIs and methods to help developers store and retrieve data, including:
1. Internal Storage
2. External Storage
3. SQLite Database
4. SharedPreferences
5. Content Providers
6. Cloud Storage (Firebase, etc.)
1. Internal Storage
Internal storage refers to the storage area that is private to your app. Files saved here are not
accessible to other apps or users unless explicitly shared.
java
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try {
FileOutputStream fos = openFileOutput("example.txt",
Context.MODE_PRIVATE);
String data = "Hello, Android!";
fos.write(data.getBytes());
fos.close();
} catch (IOException e) {
e.printStackTrace();
}
This will save the file example.txt to your app’s internal storage. The MODE_PRIVATE mode
ensures that only your app can access this file.
java
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try {
FileInputStream fis = openFileInput("example.txt");
int character;
StringBuilder stringBuilder = new StringBuilder();
while ((character = fis.read()) != -1) {
stringBuilder.append((char) character);
}
fis.close();
String data = stringBuilder.toString();
Log.d("InternalStorage", "Data: " + data);
} catch (IOException e) {
e.printStackTrace();
}
2. External Storage
External storage is more accessible and is where files like images, music, and videos are
usually stored. External storage may or may not be removable, and access to it depends on
the version of Android you're targeting.
java
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File externalStorage = Environment.getExternalStorageDirectory();
File myFile = new File(externalStorage, "example.txt");
try {
FileOutputStream fos = new FileOutputStream(myFile);
String data = "Hello from external storage!";
fos.write(data.getBytes());
fos.close();
} catch (IOException e) {
e.printStackTrace();
}
In Android 10 and above, Scoped Storage is introduced. Apps are restricted from accessing
the entire external storage and are instead given access to specific directories (such as app-
specific directories and shared media directories).
java
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File file = new File(getExternalFilesDir(Environment.DIRECTORY_DOCUMENTS),
"example.txt");
try {
FileOutputStream fos = new FileOutputStream(file);
String data = "Hello, Scoped Storage!";
fos.write(data.getBytes());
fos.close();
} catch (IOException e) {
e.printStackTrace();
}
Before Android 10, you needed the following permissions in your AndroidManifest.xml:
xml
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<uses-permission
android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
From Android 10 and above, you need to use the new Scoped Storage model, and these
permissions are not needed for app-specific directories or shared media (like photos and
videos).
3. SQLite Database
Android provides a built-in SQLite database for storing structured data. It's a lightweight
relational database.
java
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public class DBHelper extends SQLiteOpenHelper {
@Override
public void onCreate(SQLiteDatabase db) {
db.execSQL("CREATE TABLE " + TABLE_NAME + " (ID INTEGER PRIMARY KEY
AUTOINCREMENT, NAME TEXT, AGE INTEGER)");
}
@Override
public void onUpgrade(SQLiteDatabase db, int oldVersion, int
newVersion) {
db.execSQL("DROP TABLE IF EXISTS " + TABLE_NAME);
onCreate(db);
}
}
To insert data:
java
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DBHelper dbHelper = new DBHelper(this);
SQLiteDatabase db = dbHelper.getWritableDatabase();
To query data:
java
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SQLiteDatabase db = dbHelper.getReadableDatabase();
Cursor cursor = db.rawQuery("SELECT * FROM " + DBHelper.TABLE_NAME, null);
if (cursor.moveToFirst()) {
do {
String name =
cursor.getString(cursor.getColumnIndex(DBHelper.COL_2));
int age = cursor.getInt(cursor.getColumnIndex(DBHelper.COL_3));
Log.d("SQLite", "Name: " + name + ", Age: " + age);
} while (cursor.moveToNext());
}
cursor.close();
4. SharedPreferences
SharedPreferences is a key-value storage mechanism typically used for storing small amounts
of primitive data (like user settings or app preferences).
java
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SharedPreferences sharedPreferences = getSharedPreferences("MyPrefs",
Context.MODE_PRIVATE);
SharedPreferences.Editor editor = sharedPreferences.edit();
editor.putString("username", "john_doe");
editor.putInt("age", 30);
editor.apply();
java
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SharedPreferences sharedPreferences = getSharedPreferences("MyPrefs",
Context.MODE_PRIVATE);
String username = sharedPreferences.getString("username", "default");
int age = sharedPreferences.getInt("age", 0);
Log.d("SharedPreferences", "Username: " + username + ", Age: " + age);
5. Content Providers
Content providers allow apps to share data with other apps securely. Common content
providers include those for contacts, media, and calendar data.
Firebase provides cloud storage that allows you to store files, such as images and videos, in
the cloud.
java
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// Get a reference to Firebase Storage
FirebaseStorage storage = FirebaseStorage.getInstance();
StorageReference storageRef = storage.getReference();
java
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// Get the file reference
StorageReference fileRef =
storage.getReference().child("uploads/myfile.jpg");
Conclusion
In Android, you can store and manage data in various ways, such as using internal storage,
external storage, SQLite databases, SharedPreferences, and Content Providers. For
more complex or cloud-based storage, Firebase can be an excellent option. Each storage
method has its use cases, and you should choose the appropriate one based on your app’s
needs and data type.
To interact with an SQLite database in Android, you first need to create a helper class that
extends SQLiteOpenHelper. This class provides methods to create, upgrade, and manage the
database.
java
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import android.content.Context;
import android.database.sqlite.SQLiteDatabase;
import android.database.sqlite.SQLiteOpenHelper;
To perform database operations like inserting, updating, deleting, or querying data, you need
to open the database using getWritableDatabase() for read-write access or
getReadableDatabase() for read-only access.
Inserting Data
To insert data into the database, create a method that uses ContentValues to store the values:
java
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import android.content.ContentValues;
import android.database.sqlite.SQLiteDatabase;
Querying Data
You can query the database using query(), rawQuery(), or Cursor to read data. Here’s how
to query the database:
java
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import android.database.Cursor;
import android.database.sqlite.SQLiteDatabase;
cursor.close();
}
db.close();
}
Updating Data
java
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import android.content.ContentValues;
import android.database.sqlite.SQLiteDatabase;
Deleting Data
java
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import android.database.sqlite.SQLiteDatabase;
java
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public void insertMultipleData() {
DBHelper dbHelper = new DBHelper(this);
SQLiteDatabase db = dbHelper.getWritableDatabase();
When querying the database, it's a good practice to use parameterized queries to prevent SQL
injection attacks.
java
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public void queryById(int userId) {
DBHelper dbHelper = new DBHelper(this);
SQLiteDatabase db = dbHelper.getReadableDatabase();
Log.d("SQLite", "User ID: " + userId + ", Name: " + name + ", Age:
" + age);
cursor.close();
}
db.close();
}
java
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@Override
public void onUpgrade(SQLiteDatabase db, int oldVersion, int newVersion) {
if (oldVersion < 2) {
// Add a new column in the database
db.execSQL("ALTER TABLE " + TABLE_NAME + " ADD COLUMN NEW_COLUMN
TEXT");
}
// Additional upgrades can be handled here as needed
}
It's important to always close your database and cursors to prevent memory leaks.
java
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if (cursor != null) {
cursor.close();
}
if (db != null) {
db.close();
}
Here’s an example of how you might use SQLite to manage data in an Android activity:
java
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public class MainActivity extends AppCompatActivity {
DBHelper dbHelper;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
// Insert data
insertData("John", 30);
insertData("Jane", 25);
// Query data
queryData();
// Update data
updateData(1, "John Updated", 35);
// Delete data
deleteData(2);
}
}
Conclusion
SQLite provides an efficient way to store structured data on an Android device. By creating a
helper class that extends SQLiteOpenHelper, you can manage your database’s schema and
versioning, perform CRUD (Create, Read, Update, Delete) operations, and use transactions
for bulk operations. Be sure to follow best practices like using parameterized queries,
handling database version upgrades, and closing your database and cursor objects to avoid
memory leaks.
A Content Provider is an abstraction layer that manages access to a structured set of data. It
provides methods for querying, inserting, updating, and deleting data, and exposes this
functionality to other apps using a URI (Uniform Resource Identifier).
Each Content Provider is backed by a database or other data source, and allows other apps to
query or modify its data securely using ContentResolver.
To use a Content Provider, an app must first know the URI (Uniform Resource Identifier)
that the content provider uses to access its data.
java
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import android.content.ContentProvider;
import android.content.ContentValues;
import android.database.Cursor;
import android.database.SQLException;
import android.net.Uri;
import android.util.Log;
@Override
public boolean onCreate() {
dbHelper = new DBHelper(getContext());
return true;
}
@Override
public Cursor query(Uri uri, String[] projection, String selection,
String[] selectionArgs, String sortOrder) {
SQLiteDatabase db = dbHelper.getReadableDatabase();
return db.query("users", projection, selection, selectionArgs,
null, null, sortOrder);
}
@Override
public Uri insert(Uri uri, ContentValues values) {
SQLiteDatabase db = dbHelper.getWritableDatabase();
long rowId = db.insert("users", null, values);
if (rowId > 0) {
Uri newUri = Uri.withAppendedPath(CONTENT_URI,
String.valueOf(rowId));
getContext().getContentResolver().notifyChange(newUri, null);
return newUri;
}
throw new SQLException("Failed to insert row into " + uri);
}
@Override
public int update(Uri uri, ContentValues values, String selection,
String[] selectionArgs) {
SQLiteDatabase db = dbHelper.getWritableDatabase();
return db.update("users", values, selection, selectionArgs);
}
@Override
public int delete(Uri uri, String selection, String[] selectionArgs) {
SQLiteDatabase db = dbHelper.getWritableDatabase();
return db.delete("users", selection, selectionArgs);
}
@Override
public String getType(Uri uri) {
return
"vnd.android.cursor.dir/vnd.com.example.myapp.provider.users";
}
}
In your AndroidManifest.xml, you need to declare the ContentProvider and provide its
authority:
xml
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<provider
android:name=".MyContentProvider"
android:authorities="com.example.myapp.provider"
android:exported="true" />
Once the Content Provider is set up, another app can access the data it exposes using the
ContentResolver class. Here’s an example of how to query the ContentProvider:
java
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import android.content.ContentResolver;
import android.database.Cursor;
import android.net.Uri;
cursor.close();
}
}
You can insert data into the Content Provider using the insert() method:
java
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import android.content.ContentValues;
import android.net.Uri;
ContentResolver.insert() inserts data into the Content Provider and returns the
URI of the newly inserted row.
java
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import android.content.ContentValues;
import android.net.Uri;
java
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import android.net.Uri;
5. Permissions
To access a Content Provider, you may need the appropriate permissions. For example,
accessing the contacts or calendar Content Providers requires declaring permissions in the
manifest:
xml
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<uses-permission android:name="android.permission.READ_CONTACTS" />
For your own Content Providers, you may need to ensure that appropriate permissions are
granted for other apps to access the data (e.g., android:permission in the <provider>
element in the manifest).
Content Providers use URIs to identify data and MIME types to describe the format of the
data. The MIME type tells the system how to handle the data (whether it's a single item or a
list).
java
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@Override
public String getType(Uri uri) {
switch (URI_MATCHER.match(uri)) {
case USERS:
return
"vnd.android.cursor.dir/vnd.com.example.myapp.provider.users"; // Type for
a list of users
case USER_ID:
return
"vnd.android.cursor.item/vnd.com.example.myapp.provider.users"; // Type
for a single user
default:
throw new IllegalArgumentException("Unknown URI " + uri);
}
}
7. Conclusion
Using Content Providers in Android is a powerful way to share data between applications
securely. By exposing your data via a ContentProvider, you can allow other apps to read,
insert, update, or delete data without directly accessing your app’s internal storage or
databases. It's a key part of Android’s data-sharing model, helping developers build apps that
can securely interact with each other.
HttpURLConnection is the standard Java class used for making HTTP requests in Android.
It’s simple and doesn’t require any third-party libraries.
java
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import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStreamReader;
import java.net.HttpURLConnection;
import java.net.URL;
// Set timeouts
connection.setConnectTimeout(5000);
connection.setReadTimeout(5000);
reader.close();
connection.disconnect();
} catch (IOException e) {
e.printStackTrace();
}
return response;
}
}
java
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import java.io.DataOutputStream;
import java.io.IOException;
import java.net.HttpURLConnection;
import java.net.URL;
connection.setRequestMethod("POST");
connection.setConnectTimeout(5000);
connection.setReadTimeout(5000);
// Set headers
connection.setRequestProperty("Content-Type",
"application/json");
// Enable input/output streams
connection.setDoOutput(true);
reader.close();
connection.disconnect();
} catch (IOException e) {
e.printStackTrace();
}
return response;
}
}
OkHttp is a third-party library that simplifies HTTP requests and improves performance. It
handles connection pooling, GZIP compression, and much more.
gradle
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dependencies {
implementation("com.squareup.okhttp3:okhttp:4.9.3")
}
java
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import okhttp3.OkHttpClient;
import okhttp3.Request;
import okhttp3.Response;
try {
// Execute the request
Response response = client.newCall(request).execute();
if (response.isSuccessful()) {
responseString = response.body().string();
}
} catch (IOException e) {
e.printStackTrace();
}
return responseString;
}
}
java
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import okhttp3.MediaType;
import okhttp3.OkHttpClient;
import okhttp3.Request;
import okhttp3.RequestBody;
import okhttp3.Response;
try {
Response response = client.newCall(request).execute();
if (response.isSuccessful()) {
responseString = response.body().string();
}
} catch (IOException e) {
e.printStackTrace();
}
return responseString;
}
}
3. Asynchronous Networking
Network operations should never be performed on the main (UI) thread to prevent ANR
(Application Not Responding) errors. Android provides several ways to run network tasks
asynchronously:
Using AsyncTask (Deprecated in API 30)
AsyncTask is a convenient class for performing background operations and updating the UI
thread.
java
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import android.os.AsyncTask;
@Override
protected String doInBackground(String... params) {
String urlString = params[0];
return makeGetRequest(urlString);
}
@Override
protected void onPostExecute(String result) {
// Update UI with result
super.onPostExecute(result);
}
}
java
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import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
In Kotlin, coroutines provide a more modern and concise approach for handling
background tasks.
kotlin
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import kotlinx.coroutines.*
fun fetchData() {
GlobalScope.launch(Dispatchers.IO) {
val result = makeGetRequest("http://example.com")
withContext(Dispatchers.Main) {
// Update UI with result
}
}
}
When working with APIs, data is often returned in JSON format. You can parse the JSON
response using JSONObject and JSONArray classes or use libraries like Gson or Moshi for
easier serialization.
java
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import org.json.JSONArray;
import org.json.JSONObject;
5. WebSocket Communication
For real-time communication (e.g., chat apps), you can use WebSockets to maintain an open
connection between the client and server.
java
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import okhttp3.*;
@Override
public void onMessage(WebSocket webSocket, String text) {
Log.d("WebSocket", "Received message: " + text);
}
@Override
public void onFailure(WebSocket webSocket, Throwable t,
Response response) {
t.printStackTrace();
}
});
client.dispatcher().executorService().shutdown();
}
}
Retrofit is a popular library for making network calls in Android. It simplifies the process of
creating REST APIs.
gradle
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dependencies {
implementation 'com.squareup.retrofit2:retrofit:2.9.0'
implementation 'com.squareup.retrofit2:converter-gson:2.9.0'
}
Let’s go through how to interact with a web API in Android step by step:
1. Making HTTP Requests
Android provides several ways to make HTTP requests to a web API. Common approaches
include using HttpURLConnection, OkHttp, or Retrofit (third-party library).
Here’s how you can make a simple GET request to a web API using HttpURLConnection:
java
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import android.os.AsyncTask;
import java.io.BufferedReader;
import java.io.InputStreamReader;
import java.net.HttpURLConnection;
import java.net.URL;
@Override
protected String doInBackground(String... params) {
String result = "";
try {
// URL of the API endpoint
URL url = new URL(params[0]);
@Override
protected void onPostExecute(String result) {
// Handle the response, e.g., update UI
}
}
java
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new ApiRequestTask().execute("https://api.example.com/data");
OkHttp is a more modern and powerful HTTP client. To use it, add the dependency in your
build.gradle:
gradle
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dependencies {
implementation("com.squareup.okhttp3:okhttp:4.9.3")
}
java
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import okhttp3.OkHttpClient;
import okhttp3.Request;
import okhttp3.Response;
// API URL
String url = "https://api.example.com/data";
@Override
public void onResponse(okhttp3.Call call, Response response)
throws IOException {
if (response.isSuccessful()) {
String responseData = response.body().string();
// Handle the response (e.g., parse JSON)
}
}
});
}
}
If the response from the API is in JSON format, here’s how you can parse it manually:
java
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import org.json.JSONArray;
import org.json.JSONObject;
} catch (Exception e) {
e.printStackTrace();
}
}
gradle
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dependencies {
implementation 'com.google.code.gson:gson:2.8.8'
}
java
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import com.google.gson.Gson;
3. Handling Responses
You can handle the API responses asynchronously. This is critical because network
operations should never run on the main UI thread to avoid blocking the app.
4. Authentication
Many APIs require authentication (e.g., OAuth2, API keys, etc.). Here's how you can pass
authentication data:
java
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import okhttp3.OkHttpClient;
import okhttp3.Request;
import okhttp3.Response;
// API URL
String url = "https://api.example.com/data";
String apiKey = "YOUR_API_KEY";
client.newCall(request).enqueue(new okhttp3.Callback() {
@Override
public void onFailure(okhttp3.Call call, IOException e) {
e.printStackTrace();
}
@Override
public void onResponse(okhttp3.Call call, Response response)
throws IOException {
if (response.isSuccessful()) {
String responseData = response.body().string();
// Handle the response
}
}
});
}
}
For OAuth2 or other complex authentication methods, libraries like Retrofit or OAuth
libraries can be used to simplify the process.
5. Using Retrofit
Retrofit is a type-safe HTTP client for Android and Java that makes it easier to interact with
REST APIs. Retrofit integrates with Gson or Moshi for automatic serialization and
deserialization.
gradle
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dependencies {
implementation 'com.squareup.retrofit2:retrofit:2.9.0'
implementation 'com.squareup.retrofit2:converter-gson:2.9.0'
}
java
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import retrofit2.Call;
import retrofit2.http.GET;
import retrofit2.http.Query;
java
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import retrofit2.Retrofit;
import retrofit2.converter.gson.GsonConverterFactory;
import retrofit2.Call;
import retrofit2.Callback;
import retrofit2.Response;
@Override
public void onFailure(Call<List<User>> call, Throwable t) {
t.printStackTrace();
}
});
}
}
6. Conclusion
Before publishing your app, make sure it’s ready for release. This involves optimizing your
app, generating a signed APK (Android Application Package) or AAB (Android App
Bundle), and ensuring that it adheres to best practices.
Steps:
Check for bugs: Test your app thoroughly using various tools like Android
Emulator or physical devices.
Remove debugging code: Make sure to remove any log statements, test code, or
debugging features.
Optimize the app: Optimize performance by reducing APK size, optimizing images,
and using ProGuard or R8 for code shrinking and obfuscation.
Ensure app stability: Handle different screen sizes, orientations, and API levels.
Google recommends using Android App Bundles (AAB) over APKs because AAB allows
for smaller app size and better optimizations for different device configurations. An APK is
still accepted, but AAB is now the preferred distribution format.
This process will generate a signed APK or AAB in the output folder of your project.
To publish an app on the Google Play Store, you need a Google Play Developer account.
Steps:
The Play Store requires specific details to display your app’s listing. Prepare the following:
After preparing the store listing, you can upload the APK or AAB to the Play Console.
Steps:
If your app requests certain sensitive permissions (like access to contacts, location, etc.), you
must declare them in the Permissions section and explain why the app requires these
permissions in the privacy policy.
Once you’ve filled out all necessary details and uploaded your APK or AAB, you can click
the Review and Rollout to Production button to submit your app for Google’s review.
Google typically takes a few hours to a couple of days to review the app, but it can
sometimes take longer.
Once approved, your app will be published and available for users worldwide to download.
To publish an update, simply follow the same steps as before to upload a new APK or AAB
with a higher version code.
While the Google Play Store is the most popular platform for deploying Android apps, there
are other methods of distributing apps:
You can distribute APK files manually. Users can download the APK from a website or
through email and install it on their devices. To allow this, users need to enable "Install from
Unknown Sources" in their Android settings.
Some third-party platforms like Amazon Appstore, Huawei AppGallery, and Samsung
Galaxy Store allow developers to publish their apps for distribution.
c) Enterprise Distribution
If you're developing an app for internal use within a company, you can use Google Play for
Work or a similar enterprise deployment tool to distribute the app to employees.
Conclusion
Deploying an Android application to the world typically involves publishing it on the Google
Play Store. The process includes preparing your app, generating a signed APK or AAB,
creating a developer account, filling out the app’s store listing, uploading the APK/AAB, and
submitting the app for review. Alternative methods of distribution include side-loading APKs
or using third-party app stores. Regular updates and monitoring user feedback are also
essential to ensure the app's success.
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