Sunday, February 16, 2014

UPDATING ANDROID SDK AND ECLIPSE ADT PLUGIN

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     In this Android tutorial, we will see how to update an existing Android SDK and Eclipse ADT plugin to the latest version. 

Update Android SDK platform

First, we need to update Android SDK and then update Eclipse ADT plugin.
  • Open SDK Manager
    • Either from Eclipse or by double clicking on “SDK Manager.exe” from installed directory
  • Click on Install packages…, accept the license and click on Install
  • Once the Android SDK platform has been updated, it recommends you to update Android ADT plugin.

Update Eclipse ADT plugin

  • Restart or start Eclipse
  • Open Help -> Check for Updates.
    • It checks for any new revision of ADT which will have a dependency on a specific revision of the Android SDK Tools.
  • If there are no updates available, a dialog will say so and you’re done.
  • Select the required packages and click Next. In the Update Details dialog, click Next.
  • Read and accept the license agreement and click Finish.
  • Restart Eclipse.

Saturday, February 15, 2014

INSTALLING ANDROID SDK AND ECLIPSE ADT PLUGIN

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    This tutorial explains how to install Android SDK and add Android Development Tools (ADT) plugin in Eclipse IDE for developing Android projects.
    

Environment Used

Download and Install SDK Starter Package

Get the latest version of the SDK starter package from the link given below,
http://developer.android.com/sdk/index.html
The SDK starter package is not a full development environment – it includes only the core SDK Tools. You can use Android SDK Manager, part of SDK tools to download the rest of the SDK packages (such as the latest Android platform).

Using Windows Installer (.exe file)

If you downloaded the Windows installer (.exe file), run it to install the SDK Tools into a default location (For simplicity and easy access, I have used C:\Android\android-sdk).

Installing Android platform

When you complete the installation wizard, it will launch the Android SDK Manager with a default set of platforms and other packages selected for you to install. Simply click Install to accept the recommended set of packages and install them.
This might take sometime to install the selected platforms and packages.

Using .zip or .tgz file

If you downloaded a .zip or .tgz (for Linux) package, extract it to a safe location on your machine, for example, C:\Android\android-sdk.
After extracting the files, open SDK Manager to install the recommended platform and other packages as shown in the above step.

Install ADT plugin for Eclipse

ADT plugin for Eclipse IDE lets you quickly set up new Android projects, create an application UI, debug your applications using the Android SDK tools, and even export signed (or unsigned) APKs in order to distribute your application.
  • Open Eclipse IDE
  • Select Help -> Install New Software…
  • Click Add, in the top-right corner.
  • In the Add Repository dialog that appears, enter the name as “ADT Plugin” and the Location as
  • Click OK.
If you have trouble acquiring the plugin, try using “http” in the Location URL, instead of “https”.
  • In the Available Software dialog, select the checkbox next to Developer Tools and click Next.
  • In the next window, you’ll see a list of the tools to be downloaded. Click Next.
  • Read and accept the license agreements, then click Finish.
    If you get a security warning saying that the authenticity or validity of the software can’t be established, click OK.
  • When the installation completes, restart Eclipse.

Configuring the ADT Plugin in Eclipse

After installing the ADT plugin, you have to define the location of the Android SDK in Android preferences in Eclipse:
  • Select Window -> Preferences… to open the Preferences panel.
  • Select Android from the left panel.
    • You may see a dialog asking whether you want to send usage statistics to Google. If so, make your choice and click Proceed. You cannot continue with this procedure until you click Proceed.
  • For the SDK Location in the main panel, click Browse… and locate your downloaded SDK directory. In my case, it is C:\Android\android-sdk
  • Click Apply, then OK.

Adding Platforms and Other Packages

To download and install additional platforms and other essential SDK packages use Android SDK Manager.
You can launch the Android SDK Manager in one of the following ways:
  • From within Eclipse, select Window -> Android SDK Manager.
  • On Windows, double-click the SDK Manager.exe file available at installed directory.
  • On Mac or Linux, open a terminal and navigate to the tools/ directory in the Android SDK, then execute:
    android
To download and install packages, use the graphical UI of the Android SDK Manager to browse the SDK repository and select new or updated packages.

How to dismiss the keypad in Android

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If you want to dismiss the keypad manually through code, you can do that with the following methods
Method 1



Call these lines on which EditText you want to dismiss the keypad.
EditText txtEmail = (EditText) findViewById(R.id.inputEmail);
 
InputMethodManager imm = (InputMethodManager)getSystemService(Context.INPUT_METHOD_SERVICE);
imm.hideSoftInputFromWindow(txtEmail.getWindowToken(), 0);

Android Hello World Example

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Let us start actual programming with Android Framework. Before you start writing your first example using Android SDK, you have to make sure that you have setup your Android development environment properly as explained in Android - Environment Setup tutorial. I also assume that you have a little bit working knowledge with Eclipse IDE.
So let us proceed to write a simple Android Application which will print "Hello World!".

Create Android Application

The first step is to create a simple Android Application using Eclipse IDE. Follow the option File -> New -> Project and finally select Android New Application wizard from the wizard list. Now name your application as HelloWorld using the wizard window as follows:
Hello Android Wizard
Next, follow the instructions provided and keep all other entries as default till the final step. Once your project is created successfully, you will have following project screen:
Hello Android Project

Anatomy of Android Application

Before you run your app, you should be aware of a few directories and files in the Android project:
Android Directory Structure
S.N.Folder, File & Description
1src
This contains the .java source files for your project. By default, it includes an MainActivity.javasource file having an activity class that runs when your app is launched using the app icon.
2gen
This contains the .R file, a compiler-generated file that references all the resources found in your project. You should not modify this file.
3bin
This folder contains the Android package files .apk built by the ADT during the build process and everything else needed to run an Android application.
4res/drawable-hdpi
This is a directory for drawable objects that are designed for high-density screens.
5res/layout
This is a directory for files that define your app's user interface.
6res/values
This is a directory for other various XML files that contain a collection of resources, such as strings and colors definitions.
7AndroidManifest.xml
This is the manifest file which describes the fundamental characteristics of the app and defines each of its components.
Following section will give a brief overview few of the important application files.

The Main Activity File

The main activity code is a Java file MainActivity.java. This is the actual application file which ultimately gets converted to a Dalvik executable and runs your application. Following is the default code generated by the application wizard for Hello World! application:
package com.example.helloworld;

import android.os.Bundle;
import android.app.Activity;
import android.view.Menu;
import android.view.MenuItem;
import android.support.v4.app.NavUtils;

public class MainActivity extends Activity {

    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);
    }
    @Override
    public boolean onCreateOptionsMenu(Menu menu) {
        getMenuInflater().inflate(R.menu.activity_main, menu);
        return true;
    }
}
Here, R.layout.activity_main refers to the activity_main.xml file located in the res/layout folder. TheonCreate() method is one of many methods that are fi red when an activity is loaded.

The Manifest File

Whatever component you develop as a part of your application, you must declare all its components in a manifest file called AndroidManifest.xml which ressides at the root of the application project directory. This file works as an interface between Android OS and your application, so if you do not declare your component in this file, then it will not be considered by the OS. For example, a default manifest file will look like as following file:
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
   package="com.example.helloworld"
   android:versionCode="1"
   android:versionName="1.0" >
   <uses-sdk
      android:minSdkVersion="8"
      android:targetSdkVersion="15" />
   <application
       android:icon="@drawable/ic_launcher"
       android:label="@string/app_name"
       android:theme="@style/AppTheme" >
       <activity
           android:name=".MainActivity"
           android:label="@string/title_activity_main" >
           <intent-filter>
               <action android:name="android.intent.action.MAIN" />
               <category android:name="android.intent.category.LAUNCHER"/>
           </intent-filter>
       </activity>
   </application>
</manifest>
Here <application>...</application> tags enclosed the components related to the application. Attributeandroid:icon will point to the application icon available under res/drawable-hdpi. The application uses the image named ic_launcher.png located in the drawable folders
The <activity> tag is used to specify an activity and android:name attribute specifies the fully qualified class name of the Activity subclass and the android:label attributes specifies a string to use as the label for the activity. You can specify multiple activities using <activity> tags.
The action for the intent filter is named android.intent.action.MAIN to indicate that this activity serves as the entry point for the application. The category for the intent-filter is namedandroid.intent.category.LAUNCHER to indicate that the application can be launched from the device's launcher icon.
The @string refers to the strings.xml file explained below. Hence, @string/app_name refers to theapp_name string defined in the strings.xml fi le, which is "HelloWorld". Similar way, other strings get populated in the application.
Following is the list of tags which you will use in your manifest file to specify different Android application components:
  • <activity>elements for activities
  • <service> elements for services
  • <receiver> elements for broadcast receivers
  • <provider> elements for content providers

The Strings File

The strings.xml file is located in the res/values folder and it contains all the text that your application uses. For example, the names of buttons, labels, default text, and similar types of strings go into this file. This file is responsible for their textual content. For example, a default strings file will look like as following file:
<resources>
    <string name="app_name">HelloWorld</string>
    <string name="hello_world">Hello world!</string>
    <string name="menu_settings">Settings</string>
    <string name="title_activity_main">MainActivity</string>
</resources>

The R File

The gen/com.example.helloworld/R.java file is the glue between the activity Java files likeMainActivity.java and the resources like strings.xml. It is an automatically generated file and you should not modify the content of the R.java file. Following is a sample of R.java file:
/* AUTO-GENERATED FILE.  DO NOT MODIFY.
 *
 * This class was automatically generated by the
 * aapt tool from the resource data it found.  It
 * should not be modified by hand.
 */

package com.example.helloworld;

public final class R {
    public static final class attr {
    }
    public static final class dimen {
        public static final int padding_large=0x7f040002;
        public static final int padding_medium=0x7f040001;
        public static final int padding_small=0x7f040000;
    }
    public static final class drawable {
        public static final int ic_action_search=0x7f020000;
        public static final int ic_launcher=0x7f020001;
    }
    public static final class id {
        public static final int menu_settings=0x7f080000;
    }
    public static final class layout {
        public static final int activity_main=0x7f030000;
    }
    public static final class menu {
        public static final int activity_main=0x7f070000;
    }
    public static final class string {
        public static final int app_name=0x7f050000;
        public static final int hello_world=0x7f050001;
        public static final int menu_settings=0x7f050002;
        public static final int title_activity_main=0x7f050003;
    }
    public static final class style {
        public static final int AppTheme=0x7f060000;
    }
}

The Layout File

The activity_main.xml is a layout file available in res/layout directory, that is referenced by your application when building its interface. You will modify this file very frequently to change the layout of your application. For your "Hello World!" application, this file will have following content related to default layout:
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
   xmlns:tools="http://schemas.android.com/tools"
   android:layout_width="match_parent"
   android:layout_height="match_parent" >

   <TextView
       android:layout_width="wrap_content"
       android:layout_height="wrap_content"
       android:layout_centerHorizontal="true"
       android:layout_centerVertical="true"
       android:padding="@dimen/padding_medium"
       android:text="@string/hello_world"
       tools:context=".MainActivity" />

</RelativeLayout>
This is an example of simple RelativeLayout which we will study in a separate chapter. The TextView is an Android control used to build the GUI and it have various attribuites like android:layout_width,android:layout_height etc which are being used to set its width and height etc. The @string refers to the strings.xml file located in the res/values folder. Hence, @string/hello_world refers to the hello string defined in the strings.xml fi le, which is "Hello World!".

Running the Application

Let's try to run our Hello World! application we just created. I assume you had created your AVD while doing environment setup. To run the app from Eclipse, open one of your project's activity files and click Run Eclipse Run Icon icon from the toolbar. Eclipse installs the app on your AVD and starts it and if everything is fine with your setup and application, it will display following Emulator window:
Android Hello World
Congratulations!!! you have developed your first Android Application and now just keep following rest of the tutorial step by step to become a great Android Developer. All the very best.
 

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