Android Studio Jellyfish Essentials - Java Edition - Neil Smyth - E-Book

Android Studio Jellyfish Essentials - Java Edition E-Book

Neil Smyth

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Beschreibung

This book, fully updated for Android Studio Jellyfish (2023.3.1) and the new UI, teaches you how to develop Android-based applications using the Java programming language.


This book begins with the basics and outlines how to set up an Android development and testing environment, followed by an overview of areas such as tool windows, the code editor, and the Layout Editor tool. An introduction to the architecture of Android is followed by an in-depth look at the design of Android applications and user interfaces using the Android Studio environment.


Chapters also cover the Android Architecture Components, including view models, lifecycle management, Room database access, content providers, the Database Inspector, app navigation, live data, and data binding.


More advanced topics such as intents are also covered, as are touch screen handling, gesture recognition, and the recording and playback of audio. This book edition also covers printing, transitions, and foldable device support.


The concepts of material design are also covered in detail, including the use of floating action buttons, Snackbars, tabbed interfaces, card views, navigation drawers, and collapsing toolbars.


Other key features of Android Studio and Android are also covered in detail, including the Layout Editor, the ConstraintLayout and ConstraintSet classes, MotionLayout Editor, view binding, constraint chains, barriers, and direct reply notifications.


Chapters also cover advanced features of Android Studio, such as App Links, Gradle build configuration, in-app billing, and submitting apps to the Google Play Developer Console.


Assuming you already have some Java programming experience, are ready to download Android Studio and the Android SDK, have access to a Windows, Mac, or Linux system, and have ideas for some apps to develop, you are ready to get started.

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Veröffentlichungsjahr: 2024

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Android Studio Jellyfish

Essentials

Java Edition

Android Studio Jellyfish Essentials – Java Edition

ISBN: 978-1-951442-86-6

© 2024 Neil Smyth / Payload Media, Inc. All Rights Reserved.

This book is provided for personal use only. Unauthorized use, reproduction and/or distribution strictly prohibited. All rights reserved.

The content of this book is provided for informational purposes only. Neither the publisher nor the author offers any warranties or representation, express or implied, with regard to the accuracy of information contained in this book, nor do they accept any liability for any loss or damage arising from any errors or omissions.

This book contains trademarked terms that are used solely for editorial purposes and to the benefit of the respective trademark owner. The terms used within this book are not intended as infringement of any trademarks.

Rev: 1.0

https://www.payloadbooks.com.

Copyright

Contents

Table of Contents

1. Introduction

1.1 Downloading the Code Samples

1.2 Feedback

1.3 Errata

2. Setting up an Android Studio Development Environment

2.1 System requirements

2.2 Downloading the Android Studio package

2.3 Installing Android Studio

2.3.1 Installation on Windows

2.3.2 Installation on macOS

2.3.3 Installation on Linux

2.4 Installing additional Android SDK packages

2.5 Installing the Android SDK Command-line Tools

2.5.1 Windows 8.1

2.5.2 Windows 10

2.5.3 Windows 11

2.5.4 Linux

2.5.5 macOS

2.6 Android Studio memory management

2.7 Updating Android Studio and the SDK

2.8 Summary

3. Creating an Example Android App in Android Studio

3.1 About the Project

3.2 Creating a New Android Project

3.3 Creating an Activity

3.4 Defining the Project and SDK Settings

3.5 Modifying the Example Application

3.6 Modifying the User Interface

3.7 Reviewing the Layout and Resource Files

3.8 Adding Interaction

3.9 Summary

4. Creating an Android Virtual Device (AVD) in Android Studio

4.1 About Android Virtual Devices

4.2 Starting the Emulator

4.3 Running the Application in the AVD

4.4 Running on Multiple Devices

4.5 Stopping a Running Application

4.6 Supporting Dark Theme

4.7 Running the Emulator in a Separate Window

4.8 Removing the Device Frame

4.9 Summary

5. Using and Configuring the Android Studio AVD Emulator

5.1 The Emulator Environment

5.2 Emulator Toolbar Options

5.3 Working in Zoom Mode

5.4 Resizing the Emulator Window

5.5 Extended Control Options

5.5.1 Location

5.5.2 Displays

5.5.3 Cellular

5.5.4 Battery

5.5.5 Camera

5.5.6 Phone

5.5.7 Directional Pad

5.5.8 Microphone

5.5.9 Fingerprint

5.5.10 Virtual Sensors

5.5.11 Snapshots

5.5.12 Record and Playback

5.5.13 Google Play

5.5.14 Settings

5.5.15 Help

5.6 Working with Snapshots

5.7 Configuring Fingerprint Emulation

5.8 The Emulator in Tool Window Mode

5.9 Creating a Resizable Emulator

5.10 Summary

6. A Tour of the Android Studio User Interface

6.1 The Welcome Screen

6.2 The Menu Bar

6.3 The Main Window

6.4 The Tool Windows

6.5 The Tool Window Menus

6.6 Android Studio Keyboard Shortcuts

6.7 Switcher and Recent Files Navigation

6.8 Changing the Android Studio Theme

6.9 Summary

7. Testing Android Studio Apps on a Physical Android Device

7.1 An Overview of the Android Debug Bridge (ADB)

7.2 Enabling USB Debugging ADB on Android Devices

7.2.1 macOS ADB Configuration

7.2.2 Windows ADB Configuration

7.2.3 Linux adb Configuration

7.3 Resolving USB Connection Issues

7.4 Enabling Wireless Debugging on Android Devices

7.5 Testing the adb Connection

7.6 Device Mirroring

7.7 Summary

8. The Basics of the Android Studio Code Editor

8.1 The Android Studio Editor

8.2 Splitting the Editor Window

8.3 Code Completion

8.4 Statement Completion

8.5 Parameter Information

8.6 Parameter Name Hints

8.7 Code Generation

8.8 Code Folding

8.9 Quick Documentation Lookup

8.10 Code Reformatting

8.11 Finding Sample Code

8.12 Live Templates

8.13 Summary

9. An Overview of the Android Architecture

9.1 The Android Software Stack

9.2 The Linux Kernel

9.3 Hardware Abstraction Layer

9.4 Android Runtime – ART

9.5 Android Libraries

9.5.1 C/C++ Libraries

9.6 Application Framework

9.7 Applications

9.8 Summary

10. The Anatomy of an Android App

10.1 Android Activities

10.2 Android Fragments

10.3 Android Intents

10.4 Broadcast Intents

10.5 Broadcast Receivers

10.6 Android Services

10.7 Content Providers

10.8 The Application Manifest

10.9 Application Resources

10.10 Application Context

10.11 Summary

11. An Overview of Android View Binding

11.1 Find View by Id

11.2 View Binding

11.3 Converting the AndroidSample project

11.4 Enabling View Binding

11.5 Using View Binding

11.6 Choosing an Option

11.7 View Binding in the Book Examples

11.8 Migrating a Project to View Binding

11.9 Summary

12. Understanding Android Application and Activity Lifecycles

12.1 Android Applications and Resource Management

12.2 Android Process States

12.2.1 Foreground Process

12.2.2 Visible Process

12.2.3 Service Process

12.2.4 Background Process

12.2.5 Empty Process

12.3 Inter-Process Dependencies

12.4 The Activity Lifecycle

12.5 The Activity Stack

12.6 Activity States

12.7 Configuration Changes

12.8 Handling State Change

12.9 Summary

13. Handling Android Activity State Changes

13.1 New vs. Old Lifecycle Techniques

13.2 The Activity and Fragment Classes

13.3 Dynamic State vs. Persistent State

13.4 The Android Lifecycle Methods

13.5 Lifetimes

13.6 Foldable Devices and Multi-Resume

13.7 Disabling Configuration Change Restarts

13.8 Lifecycle Method Limitations

13.9 Summary

14. Android Activity State Changes by Example

14.1 Creating the State Change Example Project

14.2 Designing the User Interface

14.3 Overriding the Activity Lifecycle Methods

14.4 Filtering the Logcat Panel

14.5 Running the Application

14.6 Experimenting with the Activity

14.7 Summary

15. Saving and Restoring the State of an Android Activity

15.1 Saving Dynamic State

15.2 Default Saving of User Interface State

15.3 The Bundle Class

15.4 Saving the State

15.5 Restoring the State

15.6 Testing the Application

15.7 Summary

16. Understanding Android Views, View Groups and Layouts

16.1 Designing for Different Android Devices

16.2 Views and View Groups

16.3 Android Layout Managers

16.4 The View Hierarchy

16.5 Creating User Interfaces

16.6 Summary

17. A Guide to the Android Studio Layout Editor Tool

17.1 Basic vs. Empty Views Activity Templates

17.2 The Android Studio Layout Editor

17.3 Design Mode

17.4 The Palette

17.5 Design Mode and Layout Views

17.6 Night Mode

17.7 Code Mode

17.8 Split Mode

17.9 Setting Attributes

17.10 Transforms

17.11 Tools Visibility Toggles

17.12 Converting Views

17.13 Displaying Sample Data

17.14 Creating a Custom Device Definition

17.15 Changing the Current Device

17.16 Layout Validation

17.17 Summary

18. A Guide to the Android ConstraintLayout

18.1 How ConstraintLayout Works

18.1.1 Constraints

18.1.2 Margins

18.1.3 Opposing Constraints

18.1.4 Constraint Bias

18.1.5 Chains

18.1.6 Chain Styles

18.2 Baseline Alignment

18.3 Configuring Widget Dimensions

18.4 Guideline Helper

18.5 Group Helper

18.6 Barrier Helper

18.7 Flow Helper

18.8 Ratios

18.9 ConstraintLayout Advantages

18.10 ConstraintLayout Availability

18.11 Summary

19. A Guide to Using ConstraintLayout in Android Studio

19.1 Design and Layout Views

19.2 Autoconnect Mode

19.3 Inference Mode

19.4 Manipulating Constraints Manually

19.5 Adding Constraints in the Inspector

19.6 Viewing Constraints in the Attributes Window

19.7 Deleting Constraints

19.8 Adjusting Constraint Bias

19.9 Understanding ConstraintLayout Margins

19.10 The Importance of Opposing Constraints and Bias

19.11 Configuring Widget Dimensions

19.12 Design Time Tools Positioning

19.13 Adding Guidelines

19.14 Adding Barriers

19.15 Adding a Group

19.16 Working with the Flow Helper

19.17 Widget Group Alignment and Distribution

19.18 Converting other Layouts to ConstraintLayout

19.19 Summary

20. Working with ConstraintLayout Chains and Ratios in Android Studio

20.1 Creating a Chain

20.2 Changing the Chain Style

20.3 Spread Inside Chain Style

20.4 Packed Chain Style

20.5 Packed Chain Style with Bias

20.6 Weighted Chain

20.7 Working with Ratios

20.8 Summary

21. An Android Studio Layout Editor ConstraintLayout Tutorial

21.1 An Android Studio Layout Editor Tool Example

21.2 Preparing the Layout Editor Environment

21.3 Adding the Widgets to the User Interface

21.4 Adding the Constraints

21.5 Testing the Layout

21.6 Using the Layout Inspector

21.7 Summary

22. Manual XML Layout Design in Android Studio

22.1 Manually Creating an XML Layout

22.2 Manual XML vs. Visual Layout Design

22.3 Summary

23. Managing Constraints using Constraint Sets

23.1 Java Code vs. XML Layout Files

23.2 Creating Views

23.3 View Attributes

23.4 Constraint Sets

23.4.1 Establishing Connections

23.4.2 Applying Constraints to a Layout

23.4.3 Parent Constraint Connections

23.4.4 Sizing Constraints

23.4.5 Constraint Bias

23.4.6 Alignment Constraints

23.4.7 Copying and Applying Constraint Sets

23.4.8 ConstraintLayout Chains

23.4.9 Guidelines

23.4.10 Removing Constraints

23.4.11 Scaling

23.4.12 Rotation

23.5 Summary

24. An Android ConstraintSet Tutorial

24.1 Creating the Example Project in Android Studio

24.2 Adding Views to an Activity

24.3 Setting View Attributes

24.4 Creating View IDs

24.5 Configuring the Constraint Set

24.6 Adding the EditText View

24.7 Converting Density Independent Pixels (dp) to Pixels (px)

24.8 Summary

25. A Guide to Using Apply Changes in Android Studio

25.1 Introducing Apply Changes

25.2 Understanding Apply Changes Options

25.3 Using Apply Changes

25.4 Configuring Apply Changes Fallback Settings

25.5 An Apply Changes Tutorial

25.6 Using Apply Code Changes

25.7 Using Apply Changes and Restart Activity

25.8 Using Run App

25.9 Summary

26. A Guide to Gradle Version Catalogs

26.1 Library and Plugin Dependencies

26.2 Project Gradle Build File

26.3 Module Gradle Build Files

26.4 Version Catalog File

26.5 Adding Dependencies

26.6 Library Updates

26.7 Summary

27. An Overview and Example of Android Event Handling

27.1 Understanding Android Events

27.2 Using the android:onClick Resource

27.3 Event Listeners and Callback Methods

27.4 An Event Handling Example

27.5 Designing the User Interface

27.6 The Event Listener and Callback Method

27.7 Consuming Events

27.8 Summary

28. Android Touch and Multi-touch Event Handling

28.1 Intercepting Touch Events

28.2 The MotionEvent Object

28.3 Understanding Touch Actions

28.4 Handling Multiple Touches

28.5 An Example Multi-Touch Application

28.6 Designing the Activity User Interface

28.7 Implementing the Touch Event Listener

28.8 Running the Example Application

28.9 Summary

29. Detecting Common Gestures Using the Android Gesture Detector Class

29.1 Implementing Common Gesture Detection

29.2 Creating an Example Gesture Detection Project

29.3 Implementing the Listener Class

29.4 Creating the GestureDetectorCompat Instance

29.5 Implementing the onTouchEvent() Method

29.6 Testing the Application

29.7 Summary

30. Implementing Custom Gesture and Pinch Recognition on Android

30.1 The Android Gesture Builder Application

30.2 The GestureOverlayView Class

30.3 Detecting Gestures

30.4 Identifying Specific Gestures

30.5 Installing and Running the Gesture Builder Application

30.6 Creating a Gestures File

30.7 Creating the Example Project

30.8 Extracting the Gestures File from the SD Card

30.9 Adding the Gestures File to the Project

30.10 Designing the User Interface

30.11 Loading the Gestures File

30.12 Registering the Event Listener

30.13 Implementing the onGesturePerformed Method

30.14 Testing the Application

30.15 Configuring the GestureOverlayView

30.16 Intercepting Gestures

30.17 Detecting Pinch Gestures

30.18 A Pinch Gesture Example Project

30.19 Summary

31. An Introduction to Android Fragments

31.1 What is a Fragment?

31.2 Creating a Fragment

31.3 Adding a Fragment to an Activity using the Layout XML File

31.4 Adding and Managing Fragments in Code

31.5 Handling Fragment Events

31.6 Implementing Fragment Communication

31.7 Summary

32. Using Fragments in Android Studio - An Example

32.1 About the Example Fragment Application

32.2 Creating the Example Project

32.3 Creating the First Fragment Layout

32.4 Migrating a Fragment to View Binding

32.5 Adding the Second Fragment

32.6 Adding the Fragments to the Activity

32.7 Making the Toolbar Fragment Talk to the Activity

32.8 Making the Activity Talk to the Text Fragment

32.9 Testing the Application

32.10 Summary

33. Modern Android App Architecture with Jetpack

33.1 What is Android Jetpack?

33.2 The “Old” Architecture

33.3 Modern Android Architecture

33.4 The ViewModel Component

33.5 The LiveData Component

33.6 ViewModel Saved State

33.7 LiveData and Data Binding

33.8 Android Lifecycles

33.9 Repository Modules

33.10 Summary

34. An Android ViewModel Tutorial

34.1 About the Project

34.2 Creating the ViewModel Example Project

34.3 Removing Unwanted Project Elements

34.4 Designing the Fragment Layout

34.5 Implementing the View Model

34.6 Associating the Fragment with the View Model

34.7 Modifying the Fragment

34.8 Accessing the ViewModel Data

34.9 Testing the Project

34.10 Summary

35. An Android Jetpack LiveData Tutorial

35.1 LiveData - A Recap

35.2 Adding LiveData to the ViewModel

35.3 Implementing the Observer

35.4 Summary

36. An Overview of Android Jetpack Data Binding

36.1 An Overview of Data Binding

36.2 The Key Components of Data Binding

36.2.1 The Project Build Configuration

36.2.2 The Data Binding Layout File

36.2.3 The Layout File Data Element

36.2.4 The Binding Classes

36.2.5 Data Binding Variable Configuration

36.2.6 Binding Expressions (One-Way)

36.2.7 Binding Expressions (Two-Way)

36.2.8 Event and Listener Bindings

36.3 Summary

37. An Android Jetpack Data Binding Tutorial

37.1 Removing the Redundant Code

37.2 Enabling Data Binding

37.3 Adding the Layout Element

37.4 Adding the Data Element to Layout File

37.5 Working with the Binding Class

37.6 Assigning the ViewModel Instance to the Data Binding Variable

37.7 Adding Binding Expressions

37.8 Adding the Conversion Method

37.9 Adding a Listener Binding

37.10 Testing the App

37.11 Summary

38. An Android ViewModel Saved State Tutorial

38.1 Understanding ViewModel State Saving

38.2 Implementing ViewModel State Saving

38.3 Saving and Restoring State

38.4 Adding Saved State Support to the ViewModelDemo Project

38.5 Summary

39. Working with Android Lifecycle-Aware Components

39.1 Lifecycle Awareness

39.2 Lifecycle Owners

39.3 Lifecycle Observers

39.4 Lifecycle States and Events

39.5 Summary

40. An Android Jetpack Lifecycle Awareness Tutorial

40.1 Creating the Example Lifecycle Project

40.2 Creating a Lifecycle Observer

40.3 Adding the Observer

40.4 Testing the Observer

40.5 Creating a Lifecycle Owner

40.6 Testing the Custom Lifecycle Owner

40.7 Summary

41. An Overview of the Navigation Architecture Component

41.1 Understanding Navigation

41.2 Declaring a Navigation Host

41.3 The Navigation Graph

41.4 Accessing the Navigation Controller

41.5 Triggering a Navigation Action

41.6 Passing Arguments

41.7 Summary

42. An Android Jetpack Navigation Component Tutorial

42.1 Creating the NavigationDemo Project

42.2 Adding Navigation to the Build Configuration

42.3 Creating the Navigation Graph Resource File

42.4 Declaring a Navigation Host

42.5 Adding Navigation Destinations

42.6 Designing the Destination Fragment Layouts

42.7 Adding an Action to the Navigation Graph

42.8 Implement the OnFragmentInteractionListener

42.9 Adding View Binding Support to the Destination Fragments

42.10 Triggering the Action

42.11 Passing Data Using Safeargs

42.12 Summary

43. An Introduction to MotionLayout

43.1 An Overview of MotionLayout

43.2 MotionLayout

43.3 MotionScene

43.4 Configuring ConstraintSets

43.5 Custom Attributes

43.6 Triggering an Animation

43.7 Arc Motion

43.8 Keyframes

43.8.1 Attribute Keyframes

43.8.2 Position Keyframes

43.9 Time Linearity

43.10 KeyTrigger

43.11 Cycle and Time Cycle Keyframes

43.12 Starting an Animation from Code

43.13 Summary

44. An Android MotionLayout Editor Tutorial

44.1 Creating the MotionLayoutDemo Project

44.2 ConstraintLayout to MotionLayout Conversion

44.3 Configuring Start and End Constraints

44.4 Previewing the MotionLayout Animation

44.5 Adding an OnClick Gesture

44.6 Adding an Attribute Keyframe to the Transition

44.7 Adding a CustomAttribute to a Transition

44.8 Adding Position Keyframes

44.9 Summary

45. A MotionLayout KeyCycle Tutorial

45.1 An Overview of Cycle Keyframes

45.2 Using the Cycle Editor

45.3 Creating the KeyCycleDemo Project

45.4 Configuring the Start and End Constraints

45.5 Creating the Cycles

45.6 Previewing the Animation

45.7 Adding the KeyFrameSet to the MotionScene

45.8 Summary

46. Working with the Floating Action Button and Snackbar

46.1 The Material Design

46.2 The Design Library

46.3 The Floating Action Button (FAB)

46.4 The Snackbar

46.5 Creating the Example Project

46.6 Reviewing the Project

46.7 Removing Navigation Features

46.8 Changing the Floating Action Button

46.9 Adding an Action to the Snackbar

46.10 Summary

47. Creating a Tabbed Interface using the TabLayout Component

47.1 An Introduction to the ViewPager2

47.2 An Overview of the TabLayout Component

47.3 Creating the TabLayoutDemo Project

47.4 Creating the First Fragment

47.5 Duplicating the Fragments

47.6 Adding the TabLayout and ViewPager2

47.7 Performing the Initialization Tasks

47.8 Testing the Application

47.9 Customizing the TabLayout

47.10 Summary

48. Working with the RecyclerView and CardView Widgets

48.1 An Overview of the RecyclerView

48.2 An Overview of the CardView

48.3 Summary

49. An Android RecyclerView and CardView Tutorial

49.1 Creating the CardDemo Project

49.2 Modifying the Basic Views Activity Project

49.3 Designing the CardView Layout

49.4 Adding the RecyclerView

49.5 Adding the Image Files

49.6 Creating the RecyclerView Adapter

49.7 Initializing the RecyclerView Component

49.8 Testing the Application

49.9 Responding to Card Selections

49.10 Summary

50. A Layout Editor Sample Data Tutorial

50.1 Adding Sample Data to a Project

50.2 Using Custom Sample Data

50.3 Summary

51. Working with the AppBar and Collapsing Toolbar Layouts

51.1 The Anatomy of an AppBar

51.2 The Example Project

51.3 Coordinating the RecyclerView and Toolbar

51.4 Introducing the Collapsing Toolbar Layout

51.5 Changing the Title and Scrim Color

51.6 Summary

52. An Android Studio Primary/Detail Flow Tutorial

52.1 The Primary/Detail Flow

52.2 Creating a Primary/Detail Flow Activity

52.3 Adding the Primary/Detail Flow Activity

52.4 Modifying the Primary/Detail Flow Template

52.5 Changing the Content Model

52.6 Changing the Detail Pane

52.7 Modifying the ItemDetailFragment Class

52.8 Modifying the ItemListFragment Class

52.9 Adding Manifest Permissions

52.10 Running the Application

52.11 Summary

53. An Overview of Android Services

53.1 Intent Service

53.2 Bound Service

53.3 The Anatomy of a Service

53.4 Controlling Destroyed Service Restart Options

53.5 Declaring a Service in the Manifest File

53.6 Starting a Service Running on System Startup

53.7 Summary

54. An Overview of Android Intents

54.1 An Overview of Intents

54.2 Explicit Intents

54.3 Returning Data from an Activity

54.4 Implicit Intents

54.5 Using Intent Filters

54.6 Automatic Link Verification

54.7 Manually Enabling Links

54.8 Checking Intent Availability

54.9 Summary

55. Android Explicit Intents – A Worked Example

55.1 Creating the Explicit Intent Example Application

55.2 Designing the User Interface Layout for MainActivity

55.3 Creating the Second Activity Class

55.4 Designing the User Interface Layout for SecondActivity

55.5 Reviewing the Application Manifest File

55.6 Creating the Intent

55.7 Extracting Intent Data

55.8 Launching SecondActivity as a Sub-Activity

55.9 Returning Data from a Sub-Activity

55.10 Testing the Application

55.11 Summary

56. Android Implicit Intents – A Worked Example

56.1 Creating the Android Studio Implicit Intent Example Project

56.2 Designing the User Interface

56.3 Creating the Implicit Intent

56.4 Adding a Second Matching Activity

56.5 Adding the Web View to the UI

56.6 Obtaining the Intent URL

56.7 Modifying the MyWebView Project Manifest File

56.8 Installing the MyWebView Package on a Device

56.9 Testing the Application

56.10 Manually Enabling the Link

56.11 Automatic Link Verification

56.12 Summary

57. Android Broadcast Intents and Broadcast Receivers

57.1 An Overview of Broadcast Intents

57.2 An Overview of Broadcast Receivers

57.3 Obtaining Results from a Broadcast

57.4 Sticky Broadcast Intents

57.5 The Broadcast Intent Example

57.6 Creating the Example Application

57.7 Creating and Sending the Broadcast Intent

57.8 Creating the Broadcast Receiver

57.9 Registering the Broadcast Receiver

57.10 Testing the Broadcast Example

57.11 Listening for System Broadcasts

57.12 Summary

58. Android Local Bound Services – A Worked Example

58.1 Understanding Bound Services

58.2 Bound Service Interaction Options

58.3 A Local Bound Service Example

58.4 Adding a Bound Service to the Project

58.5 Implementing the Binder

58.6 Binding the Client to the Service

58.7 Completing the Example

58.8 Testing the Application

58.9 Summary

59. Android Remote Bound Services – A Worked Example

59.1 Client to Remote Service Communication

59.2 Creating the Example Application

59.3 Designing the User Interface

59.4 Implementing the Remote Bound Service

59.5 Configuring a Remote Service in the Manifest File

59.6 Launching and Binding to the Remote Service

59.7 Sending a Message to the Remote Service

59.8 Summary

60. An Overview of Java Threads, Handlers and Executors

60.1 The Application Main Thread

60.2 Thread Handlers

60.3 A Threading Example

60.4 Building the App

60.5 Creating a New Thread

60.6 Implementing a Thread Handler

60.7 Passing a Message to the Handler

60.8 Java Executor Concurrency

60.9 Working with Runnable Tasks

60.10 Shutting down an Executor Service

60.11 Working with Callable Tasks and Futures

60.12 Handling a Future Result

60.13 Scheduling Tasks

60.14 Summary

61. Making Runtime Permission Requests in Android

61.1 Understanding Normal and Dangerous Permissions

61.2 Creating the Permissions Example Project

61.3 Checking for a Permission

61.4 Requesting Permission at Runtime

61.5 Providing a Rationale for the Permission Request

61.6 Testing the Permissions App

61.7 Summary

62. An Android Notifications Tutorial

62.1 An Overview of Notifications

62.2 Creating the NotifyDemo Project

62.3 Designing the User Interface

62.4 Creating the Second Activity

62.5 Creating a Notification Channel

62.6 Requesting Notification Permission

62.7 Creating and Issuing a Notification

62.8 Launching an Activity from a Notification

62.9 Adding Actions to a Notification

62.10 Bundled Notifications

62.11 Summary

63. An Android Direct Reply Notification Tutorial

63.1 Creating the DirectReply Project

63.2 Designing the User Interface

63.3 Requesting Notification Permission

63.4 Creating the Notification Channel

63.5 Building the RemoteInput Object

63.6 Creating the PendingIntent

63.7 Creating the Reply Action

63.8 Receiving Direct Reply Input

63.9 Updating the Notification

63.10 Summary

64. Foldable Devices and Multi-Window Support

64.1 Foldables and Multi-Window Support

64.2 Using a Foldable Emulator

64.3 Entering Multi-Window Mode

64.4 Enabling and using Freeform Support

64.5 Checking for Freeform Support

64.6 Enabling Multi-Window Support in an App

64.7 Specifying Multi-Window Attributes

64.8 Detecting Multi-Window Mode in an Activity

64.9 Receiving Multi-Window Notifications

64.10 Launching an Activity in Multi-Window Mode

64.11 Configuring Freeform Activity Size and Position

64.12 Summary

65. An Overview of Android SQLite Databases

65.1 Understanding Database Tables

65.2 Introducing Database Schema

65.3 Columns and Data Types

65.4 Database Rows

65.5 Introducing Primary Keys

65.6 What is SQLite?

65.7 Structured Query Language (SQL)

65.8 Trying SQLite on an Android Virtual Device (AVD)

65.9 Android SQLite Classes

65.9.1 Cursor

65.9.2 SQLiteDatabase

65.9.3 SQLiteOpenHelper

65.9.4 ContentValues

65.10 The Android Room Persistence Library

65.11 Summary

66. An Android SQLite Database Tutorial

66.1 About the Database Example

66.2 Creating the SQLDemo Project

66.3 Designing the User interface

66.4 Creating the Data Model

66.5 Implementing the Data Handler

66.6 The Add Handler Method

66.7 The Query Handler Method

66.8 The Delete Handler Method

66.9 Implementing the Activity Event Methods

66.10 Testing the Application

66.11 Summary

67. Understanding Android Content Providers

67.1 What is a Content Provider?

67.2 The Content Provider

67.2.1 onCreate()

67.2.2 query()

67.2.3 insert()

67.2.4 update()

67.2.5 delete()

67.2.6 getType()

67.3 The Content URI

67.4 The Content Resolver

67.5 The <provider> Manifest Element

67.6 Summary

68. An Android Content Provider Tutorial

68.1 Copying the SQLDemo Project

68.2 Adding the Content Provider Package

68.3 Creating the Content Provider Class

68.4 Constructing the Authority and Content URI

68.5 Implementing URI Matching in the Content Provider

68.6 Implementing the Content Provider onCreate() Method

68.7 Implementing the Content Provider insert() Method

68.8 Implementing the Content Provider query() Method

68.9 Implementing the Content Provider update() Method

68.10 Implementing the Content Provider delete() Method

68.11 Declaring the Content Provider in the Manifest File

68.12 Modifying the Database Handler

68.13 Summary

69. An Android Content Provider Client Tutorial

69.1 Creating the SQLDemoClient Project

69.2 Designing the User interface

69.3 Accessing the Content Provider

69.4 Adding the Query Permission

69.5 Testing the Project

69.6 Summary

70. The Android Room Persistence Library

70.1 Revisiting Modern App Architecture

70.2 Key Elements of Room Database Persistence

70.2.1 Repository

70.2.2 Room Database

70.2.3 Data Access Object (DAO)

70.2.4 Entities

70.2.5 SQLite Database

70.3 Understanding Entities

70.4 Data Access Objects

70.5 The Room Database

70.6 The Repository

70.7 In-Memory Databases

70.8 Database Inspector

70.9 Summary

71. An Android TableLayout and TableRow Tutorial

71.1 The TableLayout and TableRow Layout Views

71.2 Creating the Room Database Project

71.3 Converting to a LinearLayout

71.4 Adding the TableLayout to the User Interface

71.5 Configuring the TableRows

71.6 Adding the Button Bar to the Layout

71.7 Adding the RecyclerView

71.8 Adjusting the Layout Margins

71.9 Summary

72. An Android Room Database and Repository Tutorial

72.1 About the RoomDemo Project

72.2 Modifying the Build Configuration

72.3 Building the Entity

72.4 Creating the Data Access Object

72.5 Adding the Room Database

72.6 Adding the Repository

72.7 Adding the ViewModel

72.8 Creating the Product Item Layout

72.9 Adding the RecyclerView Adapter

72.10 Preparing the Main Activity

72.11 Adding the Button Listeners

72.12 Adding LiveData Observers

72.13 Initializing the RecyclerView

72.14 Testing the RoomDemo App

72.15 Using the Database Inspector

72.16 Summary

73. Accessing Cloud Storage using the Android Storage Access Framework

73.1 The Storage Access Framework

73.2 Working with the Storage Access Framework

73.3 Filtering Picker File Listings

73.4 Handling Intent Results

73.5 Reading the Content of a File

73.6 Writing Content to a File

73.7 Deleting a File

73.8 Gaining Persistent Access to a File

73.9 Summary

74. An Android Storage Access Framework Example

74.1 About the Storage Access Framework Example

74.2 Creating the Storage Access Framework Example

74.3 Designing the User Interface

74.4 Adding the Activity Launchers

74.5 Creating a New Storage File

74.6 Saving to a Storage File

74.7 Opening and Reading a Storage File

74.8 Testing the Storage Access Application

74.9 Summary

75. Video Playback on Android using the VideoView and MediaController Classes

75.1 Introducing the Android VideoView Class

75.2 Introducing the Android MediaController Class

75.3 Creating the Video Playback Example

75.4 Designing the VideoPlayer Layout

75.5 Downloading the Video File

75.6 Configuring the VideoView

75.7 Adding the MediaController to the Video View

75.8 Setting up the onPreparedListener

75.9 Summary

76. Android Picture-in-Picture Mode

76.1 Picture-in-Picture Features

76.2 Enabling Picture-in-Picture Mode

76.3 Configuring Picture-in-Picture Parameters

76.4 Entering Picture-in-Picture Mode

76.5 Detecting Picture-in-Picture Mode Changes

76.6 Adding Picture-in-Picture Actions

76.7 Summary

77. An Android Picture-in-Picture Tutorial

77.1 Adding Picture-in-Picture Support to the Manifest

77.2 Adding a Picture-in-Picture Button

77.3 Entering Picture-in-Picture Mode

77.4 Detecting Picture-in-Picture Mode Changes

77.5 Adding a Broadcast Receiver

77.6 Adding the PiP Action

77.7 Testing the Picture-in-Picture Action

77.8 Summary

78. Android Audio Recording and Playback using MediaPlayer and MediaRecorder

78.1 Playing Audio

78.2 Recording Audio and Video using the MediaRecorder Class

78.3 About the Example Project

78.4 Creating the AudioApp Project

78.5 Designing the User Interface

78.6 Checking for Microphone Availability

78.7 Initializing the Activity

78.8 Implementing the recordAudio() Method

78.9 Implementing the stopAudio() Method

78.10 Implementing the playAudio() method

78.11 Configuring and Requesting Permissions

78.12 Testing the Application

78.13 Summary

79. Working with the Google Maps Android API in Android Studio

79.1 The Elements of the Google Maps Android API

79.2 Creating the Google Maps Project

79.3 Creating a Google Cloud Billing Account

79.4 Creating a New Google Cloud Project

79.5 Enabling the Google Maps SDK

79.6 Generating a Google Maps API Key

79.7 Adding the API Key to the Android Studio Project

79.8 Testing the Application

79.9 Understanding Geocoding and Reverse Geocoding

79.10 Adding a Map to an Application

79.11 Requesting Current Location Permission

79.12 Displaying the User’s Current Location

79.13 Changing the Map Type

79.14 Displaying Map Controls to the User

79.15 Handling Map Gesture Interaction

79.15.1 Map Zooming Gestures

79.15.2 Map Scrolling/Panning Gestures

79.15.3 Map Tilt Gestures

79.15.4 Map Rotation Gestures

79.16 Creating Map Markers

79.17 Controlling the Map Camera

79.18 Summary

80. Printing with the Android Printing Framework

80.1 The Android Printing Architecture

80.2 The Print Service Plugins

80.3 Google Cloud Print

80.4 Printing to Google Drive

80.5 Save as PDF

80.6 Printing from Android Devices

80.7 Options for Building Print Support into Android Apps

80.7.1 Image Printing

80.7.2 Creating and Printing HTML Content

80.7.3 Printing a Web Page

80.7.4 Printing a Custom Document

80.8 Summary

81. An Android HTML and Web Content Printing Example

81.1 Creating the HTML Printing Example Application

81.2 Printing Dynamic HTML Content

81.3 Creating the Web Page Printing Example

81.4 Removing the Floating Action Button

81.5 Removing Navigation Features

81.6 Designing the User Interface Layout

81.7 Accessing the WebView from the Main Activity

81.8 Loading the Web Page into the WebView

81.9 Adding the Print Menu Option

81.10 Summary

82. A Guide to Android Custom Document Printing

82.1 An Overview of Android Custom Document Printing

82.1.1 Custom Print Adapters

82.2 Preparing the Custom Document Printing Project

82.3 Designing the UI

82.4 Creating the Custom Print Adapter

82.5 Implementing the onLayout() Callback Method

82.6 Implementing the onWrite() Callback Method

82.7 Checking a Page is in Range

82.8 Drawing the Content on the Page Canvas

82.9 Starting the Print Job

82.10 Testing the Application

82.11 Summary

83. An Introduction to Android App Links

83.1 An Overview of Android App Links

83.2 App Link Intent Filters

83.3 Handling App Link Intents

83.4 Associating the App with a Website

83.5 Summary

84. An Android Studio App Links Tutorial

84.1 About the Example App

84.2 The Database Schema

84.3 Loading and Running the Project

84.4 Adding the URL Mapping

84.5 Adding the Intent Filter

84.6 Adding Intent Handling Code

84.7 Testing the App

84.8 Creating the Digital Asset Links File

84.9 Testing the App Link

84.10 Summary

85. An Android Biometric Authentication Tutorial

85.1 An Overview of Biometric Authentication

85.2 Creating the Biometric Authentication Project

85.3 Configuring Device Fingerprint Authentication

85.4 Adding the Biometric Permission to the Manifest File

85.5 Designing the User Interface

85.6 Adding a Toast Convenience Method

85.7 Checking the Security Settings

85.8 Configuring the Authentication Callbacks

85.9 Adding the CancellationSignal

85.10 Starting the Biometric Prompt

85.11 Testing the Project

85.12 Summary

86. Creating, Testing, and Uploading an Android App Bundle

86.1 The Release Preparation Process

86.2 Android App Bundles

86.3 Register for a Google Play Developer Console Account

86.4 Configuring the App in the Console

86.5 Enabling Google Play App Signing

86.6 Creating a Keystore File

86.7 Creating the Android App Bundle

86.8 Generating Test APK Files

86.9 Uploading the App Bundle to the Google Play Developer Console

86.10 Exploring the App Bundle

86.11 Managing Testers

86.12 Rolling the App Out for Testing

86.13 Uploading New App Bundle Revisions

86.14 Analyzing the App Bundle File

86.15 Summary

87. An Overview of Android In-App Billing

87.1 Preparing a Project for In-App Purchasing

87.2 Creating In-App Products and Subscriptions

87.3 Billing Client Initialization

87.4 Connecting to the Google Play Billing Library

87.5 Querying Available Products

87.6 Starting the Purchase Process

87.7 Completing the Purchase

87.8 Querying Previous Purchases

87.9 Summary

88. An Android In-App Purchasing Tutorial

88.1 About the In-App Purchasing Example Project

88.2 Creating the InAppPurchase Project

88.3 Adding Libraries to the Project

88.4 Designing the User Interface

88.5 Adding the App to the Google Play Store

88.6 Creating an In-App Product

88.7 Enabling License Testers

88.8 Initializing the Billing Client

88.9 Querying the Product

88.10 Launching the Purchase Flow

88.11 Handling Purchase Updates

88.12 Consuming the Product

88.13 Restoring a Previous Purchase

88.14 Testing the App

88.15 Troubleshooting

88.16 Summary

89. Creating and Managing Overflow Menus on Android

89.1 The Overflow Menu

89.2 Creating an Overflow Menu

89.3 Displaying an Overflow Menu

89.4 Responding to Menu Item Selections

89.5 Creating Checkable Item Groups

89.6 Menus and the Android Studio Menu Editor

89.7 Creating the Example Project

89.8 Designing the Menu

89.9 Modifying the onOptionsItemSelected() Method

89.10 Testing the Application

89.11 Summary

90. Working with Material Design 3 Theming

90.1 Material Design 2 vs. Material Design 3

90.2 Understanding Material Design Theming

90.3 Material Design 3 Theming

90.4 Building a Custom Theme

90.5 Summary

91. A Material Design 3 Theming and Dynamic Color Tutorial

91.1 Creating the ThemeDemo Project

91.2 Designing the User Interface

91.3 Building a New Theme

91.4 Adding the Theme to the Project

91.5 Enabling Dynamic Color Support

91.6 Previewing Dynamic Colors

91.7 Summary

92. An Overview of Gradle in Android Studio

92.1 An Overview of Gradle

92.2 Gradle and Android Studio

92.2.1 Sensible Defaults

92.2.2 Dependencies

92.2.3 Build Variants

92.2.4 Manifest Entries

92.2.5 APK Signing

92.2.6 ProGuard Support

92.3 The Property and Settings Gradle Build File

92.4 The Top-level Gradle Build File

92.5 Module Level Gradle Build Files

92.6 Configuring Signing Settings in the Build File

92.7 Running Gradle Tasks from the Command Line

92.8 Summary

Index

1. Introduction

This book, fully updated for Android Studio Jellyfish (2023.3.1) and the new UI, teaches you how to develop Android-based applications using the Java programming language.

This book begins with the basics and outlines how to set up an Android development and testing environment, followed by an overview of areas such as tool windows, the code editor, and the Layout Editor tool. An introduction to the architecture of Android is followed by an in-depth look at the design of Android applications and user interfaces using the Android Studio environment.

Chapters also cover the Android Architecture Components, including view models, lifecycle management, Room database access, content providers, the Database Inspector, app navigation, live data, and data binding.

More advanced topics such as intents are also covered, as are touch screen handling, gesture recognition, and the recording and playback of audio. This book edition also covers printing, transitions, and foldable device support.

The concepts of material design are also covered in detail, including the use of floating action buttons, Snackbars, tabbed interfaces, card views, navigation drawers, and collapsing toolbars.

Other key features of Android Studio and Android are also covered in detail, including the Layout Editor, the ConstraintLayout and ConstraintSet classes, MotionLayout Editor, view binding, constraint chains, barriers, and direct reply notifications.

Chapters also cover advanced features of Android Studio, such as App Links, Gradle build configuration, in-app billing, and submitting apps to the Google Play Developer Console.

Assuming you already have some Java programming experience, are ready to download Android Studio and the Android SDK, have access to a Windows, Mac, or Linux system, and have ideas for some apps to develop, you are ready to get started.

1.1 Downloading the Code Samples

The source code and Android Studio project files for the examples contained in this book are available for download at:

https://www.payloadbooks.com/product/jellyfishjava

The steps to load a project from the code samples into Android Studio are as follows:

1. From the Welcome to Android Studio dialog, click on the Open button option.

2. In the project selection dialog, navigate to and select the folder containing the project to be imported and click on OK.

1.2 Feedback

We want you to be satisfied with your purchase of this book. If you find any errors in the book, or have any comments, questions or concerns please contact us at [email protected].

1.3 Errata

While we make every effort to ensure the accuracy of the content of this book, it is inevitable that a book covering a subject area of this size and complexity may include some errors and oversights. Any known issues with the book will be outlined, together with solutions, at the following URL:

https://www.payloadbooks.com/jellyfishjava

If you find an error not listed in the errata, please let us know by emailing our technical support team at [email protected]. They are there to help you and will work to resolve any problems you may encounter.

2. Setting up an Android Studio Development Environment

Before any work can begin on developing an Android application, the first step is to configure a computer system to act as the development platform. This involves several steps consisting of installing the Android Studio Integrated Development Environment (IDE), including the Android Software Development Kit (SDK) and the OpenJDK Java development environment.

This chapter will cover the steps necessary to install the requisite components for Android application development on Windows, macOS, and Linux-based systems.

2.1 System requirements

Android application development may be performed on any of the following system types:

•Windows 8/10/11 64-bit

•macOS 10.14 or later running on Intel or Apple silicon

•Chrome OS device with Intel i5 or higher

•Linux systems with version 2.31 or later of the GNU C Library (glibc)

•Minimum of 8GB of RAM

•Approximately 8GB of available disk space

•1280 x 800 minimum screen resolution

2.2 Downloading the Android Studio package

Most of the work involved in developing applications for Android will be performed using the Android Studio environment. The content and examples in this book were created based on Android Studio Jellyfish 2023.3.1 using the Android API 34 SDK (UpsideDownCake), which, at the time of writing, are the latest stable releases.

Android Studio is, however, subject to frequent updates, so a newer version may have been released since this book was published.

The latest release of Android Studio may be downloaded from the primary download page, which can be found at the following URL:

https://developer.android.com/studio/index.html

If this page provides instructions for downloading a newer version of Android Studio, there may be differences between this book and the software. A web search for “Android Studio Jellyfish” should provide the option to download the older version if these differences become a problem. Alternatively, visit the following web page to find Android Studio Jellyfish 2023.3.1 in the archives:

https://developer.android.com/studio/archive

2.3 Installing Android Studio

Once downloaded, the exact steps to install Android Studio differ depending on the operating system on which the installation is performed.

2.3.1 Installation on Windows

Locate the downloaded Android Studio installation executable file (named android-studio-<version>-windows.exe) in a Windows Explorer window and double-click on it to start the installation process, clicking the Yes button in the User Account Control dialog if it appears.

Once the Android Studio setup wizard appears, work through the various screens to configure the installation to meet your requirements in terms of the file system location into which Android Studio should be installed. When prompted to select the components to install, ensure that the Android Studio and Android Virtual Device options are both selected.

Although there are no strict rules on where Android Studio should be installed on the system, the remainder of this book will assume that the installation was performed into C:\Program Files\Android\Android Studio and that the Android SDK packages have been installed into the user’s AppData\Local\Android\sdk sub-folder. Once the options have been configured, click the Install button to complete the installation process.

2.3.2 Installation on macOS

Android Studio for macOS is downloaded as a disk image (.dmg) file. Once the android-studio-<version>-mac.dmg file has been downloaded, locate it in a Finder window and double-click on it to open it, as shown in Figure 2-1:

Figure 2-1

To install the package, drag the Android Studio icon and drop it onto the Applications folder. The Android Studio package will then be installed into the Applications folder of the system, a process that will typically take a few seconds to complete.

To launch Android Studio, locate the executable in the Applications folder using a Finder window and double-click on it.

For future, easier access to the tool, drag the Android Studio icon from the Finder window and drop it onto the dock.

2.3.3 Installation on Linux

Having downloaded the Linux Android Studio package, open a terminal window, change directory to the location where Android Studio is to be installed, and execute the following command:

tar xvfz /<path to package>/android-studio-<version>-linux.tar.gz

Note that the Android Studio bundle will be installed into a subdirectory named android-studio. Therefore, assuming that the above command was executed in /home/demo, the software packages will be unpacked into /home/demo/android-studio.

To launch Android Studio, open a terminal window, change directory to the android-studio/bin sub-directory, and execute the following command:

./studio.sh

2.4 Installing additional Android SDK packages

When you launch Android Studio, the Welcome to Android Studio screen will appear as shown below:

Figure 2-2

The steps performed so far have installed the Android Studio IDE and the current set of default Android SDK packages. Before proceeding, it is worth taking some time to verify which packages are installed and to install any missing or updated packages.

This task can be performed by clicking on the More Actions link within the welcome dialog and selecting the SDK Manager option from the drop-down menu.Once invoked, the Android SDK screen of the Settings dialog will appear as shown in Figure 2-3:

Figure 2-3

Google pairs each release of Android Studio with a maximum supported Application Programming Interface (API) level of the Android SDK. In the case of Android Studio Jellyfish, this is Android UpsideDownCake (API Level 34). This information can be confirmed using the following link:

https://developer.android.com/studio/releases#api-level-support

Immediately after installing Android Studio for the first time, it is likely that only the latest supported version of the Android SDK has been installed. To install older versions of the Android SDK, select the checkboxes corresponding to the versions and click the Apply button. The rest of this book assumes that the Android UpsideDownCake (API Level 34) SDK is installed.

Most of the examples in this book will support older versions of Android as far back as Android 8.0 (Oreo). This ensures that the apps run on a wide range of Android devices. Within the list of SDK versions, enable the checkbox next to Android 8.0 (Oreo) and click the Apply button. Click the OK button to install the SDK in the resulting confirmation dialog. Subsequent dialogs will seek the acceptance of licenses and terms before performing the installation. Click Finish once the installation is complete.

It is also possible that updates will be listed as being available for the latest SDK. To access detailed information about the packages that are ready to be updated, enable the Show Package Details option located in the lower right-hand corner of the screen. This will display information similar to that shown in Figure 2-4:

Figure 2-4

The above figure highlights the availability of an update. To install the updates, enable the checkbox to the left of the item name and click the Apply button.

In addition to the Android SDK packages, several tools are also installed for building Android applications. To view the currently installed packages and check for updates, remain within the SDK settings screen and select the SDK Tools tab as shown in Figure 2-5:

Figure 2-5

Within the Android SDK Tools screen, make sure that the following packages are listed as Installed in the Status column:

•Android SDK Build-tools

•Android Emulator

•Android SDK Platform-tools

•Google Play Services

•Intel x86 Emulator Accelerator (HAXM installer)*

•Google USB Driver (Windows only)

•Layout Inspector image server for API 31-34

*Note that the Intel x86 Emulator Accelerator (HAXM installer) cannot be installed on Apple silicon-based Macs.

If any of the above packages are listed as Not Installed or requiring an update, select the checkboxes next to those packages and click the Apply button to initiate the installation process. If the HAXM emulator settings dialog appears, select the recommended memory allocation:

Figure 2-6

Once the installation is complete, review the package list and ensure that the selected packages are listed as Installed in the Status column. If any are listed as Not installed, make sure they are selected and click the Apply button again.

2.5 Installing the Android SDK Command-line Tools

Android Studio includes tools that allow some tasks to be performed from your operating system command line. To install these tools on your system, open the SDK Manager, select the SDK Tools tab, and locate the Android SDK Command-line Tools (latest) package as shown in Figure 2-7:

Figure 2-7

If the command-line tools package is not already installed, enable it and click Apply, followed by OK to complete the installation. When the installation completes, click Finish and close the SDK Manager dialog.

For the operating system on which you are developing to be able to find these tools, it will be necessary to add them to the system’s PATH environment variable.

Regardless of your operating system, you will need to configure the PATH environment variable to include the following paths (where <path_to_android_sdk_installation> represents the file system location into which you installed the Android SDK):

<path_to_android_sdk_installation>/sdk/cmdline-tools/latest/bin

<path_to_android_sdk_installation>/sdk/platform-tools

You can identify the location of the SDK on your system by launching the SDK Manager and referring to the Android SDK Location: field located at the top of the settings panel, as highlighted in Figure 2-8:

Figure 2-8

Once the location of the SDK has been identified, the steps to add this to the PATH variable are operating system dependent:

2.5.1 Windows 8.1

1. On the start screen, move the mouse to the bottom right-hand corner of the screen and select Search from the resulting menu. In the search box, enter Control Panel. When the Control Panel icon appears in the results area, click on it to launch the tool on the desktop.

2. Within the Control Panel, use the Category menu to change the display to Large Icons. From the list of icons, select the one labeled System.

3. In the Environment Variables dialog, locate the Path variable in the System variables list, select it, and click the Edit… button. Using the New button in the edit dialog, add two new entries to the path. For example, assuming the Android SDK was installed into C:\Users\demo\AppData\Local\Android\Sdk, the following entries would need to be added:

C:\Users\demo\AppData\Local\Android\Sdk\cmdline-tools\latest\bin

C:\Users\demo\AppData\Local\Android\Sdk\platform-tools

4. Click OK in each dialog box and close the system properties control panel.

Open a command prompt window by pressing Windows + R on the keyboard and entering cmd into the Run dialog. Within the Command Prompt window, enter:

echo %Path%

The returned path variable value should include the paths to the Android SDK platform tools folders. Verify that the platform-tools value is correct by attempting to run the adb tool as follows:

adb

The tool should output a list of command-line options when executed.

Similarly, check the tools path setting by attempting to run the AVD Manager command-line tool (don’t worry if the avdmanager tool reports a problem with Java - this will be addressed later):

avdmanager

If a message similar to the following message appears for one or both of the commands, it is most likely that an incorrect path was appended to the Path environment variable:

'adb' is not recognized as an internal or external command,

operable program or batch file.

2.5.2 Windows 10

Right-click on the Start menu, select Settings from the resulting menu and enter “Edit the system environment variables” into the Find a setting text field. In the System Properties dialog, click the Environment Variables... button. Follow the steps outlined for Windows 8.1 starting from step 3.

2.5.3 Windows 11

Right-click on the Start icon located in the taskbar and select Settings from the resulting menu. When the Settings dialog appears, scroll down the list of categories and select the “About” option. In the About screen, select Advanced system settings from the Related links section. When the System Properties window appears, click the Environment Variables... button. Follow the steps outlined for Windows 8.1 starting from step 3.

2.5.4 Linux

This configuration can be achieved on Linux by adding a command to the .bashrc file in your home directory (specifics may differ depending on the particular Linux distribution in use). Assuming that the Android SDK bundle package was installed into /home/demo/Android/sdk, the export line in the .bashrc file would read as follows:

export PATH=/home/demo/Android/sdk/platform-tools:/home/demo/Android/sdk/cmdline-tools/latest/bin:/home/demo/android-studio/bin:$PATH

Note also that the above command adds the android-studio/bin directory to the PATH variable. This will enable the studio.sh script to be executed regardless of the current directory within a terminal window.

2.5.5 macOS

Several techniques may be employed to modify the $PATH environment variable on macOS. Arguably the cleanest method is to add a new file in the /etc/paths.d directory containing the paths to be added to $PATH. Assuming an Android SDK installation location of /Users/demo/Library/Android/sdk, the path may be configured by creating a new file named android-sdk in the /etc/paths.d directory containing the following lines:

/Users/demo/Library/Android/sdk/cmdline-tools/latest/bin

/Users/demo/Library/Android/sdk/platform-tools

Note that since this is a system directory, it will be necessary to use the sudo command when creating the file. For example:

sudo vi /etc/paths.d/android-sdk

2.6 Android Studio memory management

Android Studio is a large and complex software application with many background processes. Although Android Studio has been criticized in the past for providing less than optimal performance, Google has made significant performance improvements in recent releases and continues to do so with each new version. These improvements include allowing the user to configure the amount of memory used by both the Android Studio IDE and the background processes used to build and run apps. This allows the software to take advantage of systems with larger amounts of RAM.

If you are running Android Studio on a system with sufficient unused RAM to increase these values (this feature is only available on 64-bit systems with 5GB or more of RAM) and find that Android Studio performance appears to be degraded, it may be worth experimenting with these memory settings. Android Studio may also notify you that performance can be increased via a dialog similar to the one shown below:

Figure 2-9

To view and modify the current memory configuration, select the File -> Settings... main menu option (Android Studio -> Settings... on macOS) and, in the resulting dialog, select Appearance & Behavior followed by the Memory Settings option listed under System Settings in the left-hand navigation panel, as illustrated in Figure 2-10 below:

Figure 2-10

When changing the memory allocation, be sure not to allocate more memory than necessary or than your system can spare without slowing down other processes.

The IDE heap size setting adjusts the memory allocated to Android Studio and applies regardless of the currently loaded project. On the other hand, when a project is built and run from within Android Studio, several background processes (referred to as daemons) perform the task of compiling and running the app. When compiling and running large and complex projects, build time could be improved by adjusting thedaemon heap settings. Unlike the IDE heap settings, these daemon settings apply only to the current project and can only be accessed when a project is open in Android Studio. To display the SDK Manager from within an open project, select the Tools -> SDK Manager... menu option from the main menu.

2.7 Updating Android Studio and the SDK

From time to time, new versions of Android Studio and the Android SDK are released. New versions of the SDK are installed using the Android SDK Manager. Android Studio will typically notify you when an update is ready to be installed.

To manually check for Android Studio updates, use the Help -> Check for Updates... menu option from the Android Studio main window (Android Studio -> Check for Updates... on macOS).

2.8 Summary

Before beginning the development of Android-based applications, the first step is to set up a suitable development environment. This consists of the Android SDKs and Android Studio IDE (which also includes the OpenJDK development environment). This chapter covers the steps necessary to install these packages on Windows, macOS, and Linux.

3. Creating an Example Android App in Android Studio

The preceding chapters of this book have explained how to configure an environment suitable for developing Android applications using the Android Studio IDE. Before moving on to slightly more advanced topics, now is a good time to validate that all required development packages are installed and functioning correctly. The best way to achieve this goal is to create an Android application and compile and run it. This chapter will cover creating an Android application project using Android Studio. Once the project has been created, a later chapter will explore using the Android emulator environment to perform a test run of the application.

3.1 About the Project

The project created in this chapter takes the form of a rudimentary currency conversion calculator (so simple, in fact, that it only converts from dollars to euros and does so using an estimated conversion rate). The project will also use one of the most basic Android Studio project templates. This simplicity allows us to introduce some key aspects of Android app development without overwhelming the beginner by introducing too many concepts, such as the recommended app architecture and Android architecture components, at once. When following the tutorial in this chapter, rest assured that the techniques and code used in this initial example project will be covered in much greater detail later.

3.2 Creating a New Android Project

The first step in the application development process is to create a new project within the Android Studio environment. Begin, therefore, by launching Android Studio so that the “Welcome to Android Studio” screen appears as illustrated in Figure 3-1:

Figure 3-1

Once this window appears, Android Studio is ready for a new project to be created. To create the new project, click on the New Project option to display the first screen of the New Project wizard.

3.3 Creating an Activity

The next step is to define the type of initial activity to be created for the application. Options are available to create projects for Phone and Tablet, Wear OS, Television, or Automotive. A range of different activity types is available when developing Android applications, many of which will be covered extensively in later chapters. For this example, however, select the Phone and Tablet option from the Templates panel, followed by the option to create an Empty Views Activity. The Empty Views Activity option creates a template user interface consisting of a single TextView object.

Figure 3-2

With the Empty Views Activity option selected, click Next to continue with the project configuration.

3.4 Defining the Project and SDK Settings

In the project configuration window (Figure 3-3), set the Name field to AndroidSample. The application name is the name by which the application will be referenced and identified within Android Studio and is also the name that would be used if the completed application were to go on sale in the Google Play store.

The Package nameuniquely identifies the application within the Android application ecosystem. Although this can be set to any string that uniquely identifies your app, it is traditionally based on the reversed URL of your domain name followed by the application’s name. For example, if your domain is www.mycompany.com, and the application has been named AndroidSample, then the package name might be specified as follows:

com.mycompany.androidsample

If you do not have a domain name, you can enter any other string into the Company Domain field, or you may use example.com for testing, though this will need to be changed before an application can be published:

com.example.androidsample

The Save location setting will default to a location in the folder named AndroidStudioProjects located in your home directory and may be changed by clicking on the folder icon to the right of the text field containing the current path setting.

Set the minimum SDK setting to API 26 (Oreo; Android 8.0). This minimum SDK will be used in most projects created in this book unless a necessary feature is only available in a more recent version. The objective here is to build an app using the latest Android SDK while retaining compatibility with devices running older versions of Android (in this case, as far back as Android 8.0). The text beneath the Minimum SDK setting will outline the percentage of Android devices currently in use on which the app will run. Click on the Help me choose button (highlighted in Figure 3-3) to see a full breakdown of the various Android versions still in use:

Figure 3-3

Finally, change the Language menu to Javaand select Kotlin DSL (build.gradle.kts) as the build configuration language before clicking Finish to create the project.

3.5 Modifying the Example Application

Once the project has been created, the main window will appear containing our AndroidSample project, as illustrated in Figure 3-4 below:

Figure 3-4

The newly created project and references to associated files are listed in the Project tool windowon the left side of the main project window. The Project tool window has several modes in which information can be displayed. By default, this panel should be in Android mode. This setting is controlled by the menu at the top of the panel as highlighted in Figure 3-5. If the panel is not currently in Android mode, use the menu to switch mode:

Figure 3-5

3.6 Modifying the User Interface

The user interface design for our activity is stored in a file named activity_main.xml which, in turn, is located under app -> res -> layout in the Project tool window file hierarchy. Once located in the Project tool window, double-click on thefile to load it into the user interface Layout Editor tool, which will appear in the center panel of the Android Studio main window:

Figure 3-6

In the toolbar across the top of the Layout Editor window is a menu (currently set to Pixel in the above figure) which is reflected in the visual representation of the device within the Layout Editor panel. A range of other device options are available by clicking on this menu.

Use the System UI Mode button () to turn Night mode on and off for the device screen layout. To change the orientation of the device representation between landscape and portrait, use the drop-down menu showing the icon.

As we can see in the device screen, the content layout already includes a label that displays a “Hello World!” message. Running down the left-hand side of the panel is a palette containing different categories of user interface components that may be used to construct a user interface, such as buttons, labels, and text fields. However, it should be noted that not all user interface components are visible to the user. One such category consists of layouts. Android supports a variety of layouts that provide different levels of control over how visual user interface components are positioned and managed on the screen. Though it is difficult to tell from looking at the visual representation of the user interface, the current design has been created using a ConstraintLayout. This can be confirmed by reviewing the information in the Component Tree panel, which, by default, is located in the lower left-hand corner of the Layout Editor panel and is shown in Figure 3-7:

Figure 3-7

As we can see from the component tree hierarchy, the user interface layout consists of a ConstraintLayout parent called main and a TextView child object.

Before proceeding, check that the Layout Editor’s Autoconnect mode is enabled. This means that as components are added to the layout, the Layout Editor will automatically add constraints to ensure the components are correctly positioned for different screen sizes and device orientations (a topic that will be covered in much greater detail in future chapters). The Autoconnect button appears in the Layout Editor toolbar and is represented by a U-shaped icon. When disabled, the icon appears with a diagonal line through it (Figure 3-8). If necessary, re-enable Autoconnect mode by clicking on this button.

Figure 3-8

The next step in modifying the application is to add some additional components to the layout, the first of which will be a Button for the user to press to initiate the currency conversion.

The Palette panel consists of two columns, with the left-hand column containing a list of view component categories. The right-hand column lists the components contained within the currently selected category. In Figure 3-9, for example, the Button view is currently selected within the Buttons category:

Figure 3-9

Click and drag the Button object from the Buttons list and drop it in the horizontal center of the user interface design so that it is positioned beneath the existing TextView widget:

Figure 3-10

The next step is to change the text currently displayed by the Button component. The panel located to the right of the design area is the Attributes panel. This panel displays the attributes assigned to the currently selected component in the layout. Within this panel, locate the text property in the Common Attributes section and change the current value from “Button” to “Convert”, as shown in Figure 3-11:

Figure 3-11

The second text property with a wrench next to it allows a text property to be set, which only appears within the Layout Editor tool but is not shown at runtime. This is useful for testing how a visual component and the layout will behave with different settings without running the app repeatedly.

Just in case the Autoconnect system failed to set all of the layout connections, click on the Infer Constraints button (Figure 3-12) to add any missing constraints to the layout:

Figure 3-12

It is important to explain the warning button in the top right-hand corner of the Layout Editor tool, as indicated in Figure 3-13. This warning indicates potential problems with the layout. For details on any problems, click on the button:

Figure 3-13

When clicked, the Problems tool window (Figure 3-14) will appear, describing the nature of the problems:

Figure 3-14

This tool window is divided into two panels. The left panel (marked A in the above figure) lists issues detected within the layout file. In our example, only the following problem is listed:

button <Button>: Hardcoded text

When an item is selected from the list (B), the right-hand panel will update to provide additional detail on the problem (C). In this case, the explanation reads as follows:

Hardcoded string "Convert", should use @string resource