Apple, Inc. v. Motorola, Inc. et al
Filing
107
Declaration of Winslow B. Taub filed by Plaintiffs Apple, Inc., Next Softward, Inc. re: 90 Motion Requesting Claims Construction by Plaintiffs. (Attachments: # 1 Ex. A, '486 Inf. Chart, # 2 Ex. B, '354 file history excerpt, # 3 Ex. C, '354 file history excerpt, # 4 Ex. D, Spielman report excerpts, # 5 Ex. E, '983 file history excerpts, # 6 Ex. F, '983 file history excerpts, # 7 Ex. G, '337 Inf. Chart, # 8 Ex. H, '002 Inf. Chart, # 9 Ex. I, '002 file history excerpt, # 10 Ex. J, '002 file history excerpt, # 11 Ex. K, '002 file history excerpt, # 12 Ex. L, dictionary definitions, # 13 Ex. N, JPS63-167588 cert. trans., # 14 Ex. O, appl. 08/050952 file history excerpt, # 15 Ex. P, invalidity conten. excerpt, # 16 Ex. Q, 6,371,977, # 17 Ex. R, 5,474,831) (Haslam, Robert) Modified on 7/18/2011 (llj).
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Application Fundamentals | Android Developers
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Application Fundamentals
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Application Fundamentals
Android applications are written in the
Java programming language. The Android
Quickview
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Android applications are composed of one or
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SDK tools compile the code—along with
more application components (activities, services,
Activities new!
any data and resource files—into an
content providers, and broadcast receivers)
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Each component performs a different role in the
Fragments new!
Android package, an archive file with an .
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Loaders new!
apk suffix. All the code in a single .apk file
is considered to be one application and is
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Tasks and Back Stack
the file that Android-powered devices use
the application and should also declare all
to install the application.
application requirements, such as the minimum
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overall application behavior, and each one can be
activated individually (even by other applications)
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version of Android required and any hardware
Services
Once installed on a device, each Android
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Bound Services
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Content Providers
Intents and Intent Filters
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Processes and Threads
application lives in its own security
sandbox:
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User Interface new!
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each application is a different user.
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Non-code application resources (images, strings,
layout files, etc.) should include alternatives for
different device configurations (such as different
strings for different languages and different
layouts for different screen sizes)
In this document
1. Application Components
1. Activating components
2. The Manifest File
Creating Status Bar Notifications
1. Declaring components
and is unknown to the application).
Creating Toast Notifications
2. Declaring application requirements
The system sets permissions for all
3. Application Resources
the files in an application so that only
Dragging and Dropping new!
Applying Styles and Themes
Building Custom Components
Binding to Data with AdapterView
Common Layout Objects
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(the ID is used only by the system
Notifying the User
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By default, the system assigns each
application a unique Linux user ID
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■
The Android operating system is a
configurations required
multi-user Linux system in which
Declaring Layout
Creating Menus
Using the Action Bar new!
Creating Dialogs
Handling UI Events
The manifest file must declare all components in
the user ID assigned to that
application can access them.
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Each process has its own virtual machine (VM), so an application's code runs in isolation from
other applications.
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How Android Draws Views
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Application Resources
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Accessing Resources
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Handling Runtime Changes
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Localization
of the application's components need to be executed, then shuts down the process when it's no
Providing Resources
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By default, every application runs in its own Linux process. Android starts the process when any
longer needed or when the system must recover memory for other applications.
In this way, the Android system implements the principle of least privilege. That is, each application, by
default, has access only to the components that it requires to do its work and no more. This creates a
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Resource Types
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Animation
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Color State List
Drawable
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Layout
Menu
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More Types
However, there are ways for an application to share data with other applications and for an application
Style
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given permission.
String
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very secure environment in which an application cannot access parts of the system for which it is not
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to access system services:
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It's possible to arrange for two applications to share the same Linux user ID, in which case they
are able to access each other's files. To conserve system resources, applications with the same
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user ID can also arrange to run in the same Linux process and share the same VM (the
Data Storage
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Data Backup
Security and Permissions
applications must also be signed with the same certificate).
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An application can request permission to access device data such as the user's contacts, SMS
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messages, the mountable storage (SD card), camera, Bluetooth, and more. All application
The AndroidManifest.xml File
permissions must be granted by the user at install time.
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The core framework components that define your application.
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The manifest file in which you declare components and required device features for your
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That covers the basics regarding how an Android application exists within the system. The rest of this
document introduces you to:
application.
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Resources that are separate from the application code and allow your application to gracefully
optimize its behavior for a variety of device configurations.
Application Components
Application components are the essential building blocks of an Android application. Each component is
a different point through which the system can enter your application. Not all components are actual
entry points for the user and some depend on each other, but each one exists as its own entity and
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plays a specific role—each one is a unique building block that helps define your application's overall
behavior.
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There are four different types of application components. Each type serves a distinct purpose and has
Graphics new!
a distinct lifecycle that defines how the component is created and destroyed.
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2D Graphics
3D with OpenGL
3D with Renderscript new!
Here are the four types of application components:
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Property Animation new!
View Animation
Audio and Video
Copy and Paste new!
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Activities
An activity represents a single screen with a user interface. For example, an email application
might have one activity that shows a list of new emails, another activity to compose an email,
and another activity for reading emails. Although the activities work together to form a cohesive
Location and Maps
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Obtaining User Location
App Widgets
Bluetooth
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Near Field Communication new!
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user experience in the email application, each one is independent of the others. As such, a
Session Initiation Protocol new!
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Search
different application can start any one of these activities (if the email application allows it). For
example, a camera application can start the activity in the email application that composes new
mail, in order for the user to share a picture.
An activity is implemented as a subclass of Activity and you can learn more about it in the
Activities developer guide.
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Creating a Search Interface
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Adding Recent Query Suggestions
Adding Custom Suggestions
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Searchable Configuration
A service is a component that runs in the background to perform long-running operations or to
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Device Administration
perform work for remote processes. A service does not provide a user interface. For example, a
Services
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Testing
service might play music in the background while the user is in a different application, or it might
fetch data over the network without blocking user interaction with an activity. Another component,
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Testing Fundamentals
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Activity Testing
Content Provider Testing
such as an activity, can start the service and let it run or bind to it in order to interact with it.
Service Testing
What To Test
A service is implemented as a subclass of Service and you can learn more about it in the
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Android Market Topics
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Application Licensing
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Services developer guide.
Content providers
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A content provider manages a shared set of application data. You can store the data in the file
system, an SQLite database, on the web, or any other persistent storage location your
In-app Billing new!
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About this Release
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In-app Billing Overview
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Implementing In-app Billing
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modify the data (if the content provider allows it). For example, the Android system provides a
Security and Design
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application can access. Through the content provider, other applications can query or even
Testing In-app Billing
content provider that manages the user's contact information. As such, any application with the
proper permissions can query part of the content provider (such as ContactsContract.Data) to
read and write information about a particular person.
Content providers are also useful for reading and writing data that is private to your application
and not shared. For example, the Note Pad sample application uses a content provider to save
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Administering In-app Billing
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In-app Billing Reference
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Market Filters
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Developing
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notes.
A content provider is implemented as a subclass of ContentProvider and must implement a
standard set of APIs that enable other applications to perform transactions. For more
information, see the Content Providers developer guide.
Introduction
Broadcast receivers
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Managing Virtual Devices
A broadcast receiver is a component that responds to system-wide broadcast announcements.
Many broadcasts originate from the system—for example, a broadcast announcing that the
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With AVD Manager
screen has turned off, the battery is low, or a picture was captured. Applications can also initiate
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From the Command Line
broadcasts—for example, to let other applications know that some data has been downloaded to
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Using the Android Emulator
the device and is available for them to use. Although broadcast receivers don't display a user
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Using Hardware Devices
interface, they may create a status bar notification to alert the user when a broadcast event
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occurs. More commonly, though, a broadcast receiver is just a "gateway" to other components
Managing Projects
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From Eclipse with ADT
From the Command Line
and is intended to do a very minimal amount of work. For instance, it might initiate a service to
perform some work based on the event.
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Building and Running
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From Eclipse with ADT
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A broadcast receiver is implemented as a subclass of BroadcastReceiver and each broadcast is
delivered as an Intent object. For more information, see the BroadcastReceiver class.
From the Command Line
A unique aspect of the Android system design is that any application can start another application’s
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Debugging
component. For example, if you want the user to capture a photo with the device camera, there's
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From Eclipse with ADT
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From Other IDEs
probably another application that does that and your application can use it, instead of developing an
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activity to capture a photo yourself. You don't need to incorporate or even link to the code from the
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Using DDMS
Reading and Writing Logs
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Debugging and Profiling UIs
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Profiling with Traceview and dmtracedump
Using the Dev Tools App
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camera application. Instead, you can simply start the activity in the camera application that captures a
photo. When complete, the photo is even returned to your application so you can use it. To the user, it
seems as if the camera is actually a part of your application.
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Testing
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From Eclipse with ADT
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From Other IDEs
When the system starts a component, it starts the process for that application (if it's not already
running) and instantiates the classes needed for the component. For example, if your application starts
the activity in the camera application that captures a photo, that activity runs in the process that
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Tools
belongs to the camera application, not in your application's process. Therefore, unlike applications on
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adb
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android
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for example).
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bmgr
dmtracedump
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Draw 9-Patch
Because the system runs each application in a separate process with file permissions that restrict
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access to other applications, your application cannot directly activate a component from another
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Emulator
Hierarchy Viewer
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hprof-conv
application. The Android system, however, can. So, to activate a component in another application,
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layoutopt
logcat
you must deliver a message to the system that specifies your intent to start a particular component.
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mksdcard
Monkey
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monkeyrunner
most other systems, Android applications don't have a single entry point (there's no main() function,
The system then activates the component for you.
Activating Components
Three of the four component types—activities, services, and broadcast receivers—are activated by an
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MonkeyDevice
MonkeyImage
MonkeyRunner
ProGuard
sqlite3
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Traceview
zipalign
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Publishing
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Signing Your Applications
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Versioning Your Applications
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Preparing to Publish
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Publishing on Android Market
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asynchronous message called an intent. Intents bind individual components to each other at runtime
(you can think of them as the messengers that request an action from other components), whether the
component belongs to your application or another.
An intent is created with an Intent object, which defines a message to activate either a specific
component or a specific type of component—an intent can be either explicit or implicit, respectively.
For activities and services, an intent defines the action to perform (for example, to "view" or "send"
something) and may specify the URI of the data to act on (among other things that the component
being started might need to know). For example, an intent might convey a request for an activity to
show an image or to open a web page. In some cases, you can start an activity to receive a result, in
which case, the activity also returns the result in an Intent (for example, you can issue an intent to let
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Best Practices
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Compatibility
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Supporting Multiple Screens
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Optimizing Apps for Android 3.0 new!
the user pick a personal contact and have it returned to you—the return intent includes a URI pointing
to the chosen contact).
For broadcast receivers, the intent simply defines the announcement being broadcast (for example, a
broadcast to indicate the device battery is low includes only a known action string that indicates
"battery is low").
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UI Guidelines
The other component type, content provider, is not activated by intents. Rather, it is activated when
targeted by a request from a ContentResolver. The content resolver handles all direct transactions with
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Icon Design
the content provider so that the component that's performing transactions with the provider doesn't
need to and instead calls methods on the ContentResolver object. This leaves a layer of abstraction
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Launcher Icons
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Menu Icons
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Status Bar Icons
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Tab Icons
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Dialog Icons
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List View Icons
between the content provider and the component requesting information (for security).
There are separate methods for activiting each type of component:
●
You can start an activity (or give it something new to do) by passing an Intent to startActivity() or
startActivityForResult() (when you want the activity to return a result).
●
You can start a service (or give new instructions to an ongoing service) by passing an Intent to
startService(). Or you can bind to the service by passing an Intent to bindService().
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App Widget Design
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Activity and Task Design
Menu Design
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Designing for Performance
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Designing for Responsiveness
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Designing for Seamlessness
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Web Applications
information about activating specific components is also provided in the following documents:
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Web Apps Overview
Activities, Services, BroadcastReceiver and Content Providers.
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Targeting Screens from Web Apps
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Building Web Apps in WebView
The Manifest File
●
Debugging Web Apps
Before the Android system can start an application component, the system must know that the
●
Best Practices for Web Apps
component exists by reading the application's AndroidManifest.xml file (the "manifest" file). Your
●
Appendix
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You can initiate a broadcast by passing an Intent to methods like sendBroadcast(),
sendOrderedBroadcast(), or sendStickyBroadcast().
●
You can perform a query to a content provider by calling query() on a ContentResolver.
For more information about using intents, see the Intents and Intent Filters document. More
application must declare all its components in this file, which must be at the root of the application
project directory.
●
Android API Levels
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App Install Location
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Supported Media Formats updated
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Intents List: Google Apps
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AIDL
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Glossary
The manifest does a number of things in addition to declaring the application's components, such as:
●
Identify any user permissions the application requires, such as Internet access or read-access to
the user's contacts.
●
Declare the minimum API Level required by the application, based on which APIs the application
uses.
●
Declare hardware and software features used or required by the application, such as a camera,
bluetooth services, or a multitouch screen.
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●
API libraries the application needs to be linked against (other than the Android framework APIs),
such as the Google Maps library.
●
And more
Declaring components
The primary task of the manifest is to inform the system about the application's components. For
example, a manifest file can declare an activity as follows:
...
In the element, the android:icon attribute points to resources for an icon that identifies
the application.
In the element, the 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 user-visible label for
the activity.
You must declare all application components this way:
●
elements for activities
●
elements for services
●
elements for broadcast receivers
●
elements for content providers
Activities, services, and content providers that you include in your source but do not declare in the
manifest are not visible to the system and, consequently, can never run. However, broadcast receivers
can be either declared in the manifest or created dynamically in code (as BroadcastReceiver objects)
and registered with the system by calling registerReceiver().
For more about how to structure the manifest file for your application, see the The AndroidManifest.xml
File documentation.
Declaring component capabilities
As discussed above, in Activating Components, you can use an Intent to start activities, services, and
broadcast receivers. You can do so by explicitly naming the target component (using the component
class name) in the intent. However, the real power of intents lies in the concept of intent actions. With
intent actions, you simply describe the type of action you want to perform (and optionally, the data
upon which you’d like to perform the action) and allow the system to find a component on the device
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that can perform the action and start it. If there are multiple components that can perform the action
described by the intent, then the user selects which one to use.
The way the system identifies the components that can respond to an intent is by comparing the intent
received to the intent filters provided in the manifest file of other applications on the device.
When you declare a component in your application's manifest, you can optionally include intent filters
that declare the capabilities of the component so it can respond to intents from other applications. You
can declare an intent filter for your component by adding an element as a child of the
component's declaration element.
For example, an email application with an activity for composing a new email might declare an intent
filter in its manifest entry to respond to "send" intents (in order to send email). An activity in your
application can then create an intent with the “send” action (ACTION SEND), which the system
matches to the email application’s “send” activity and launches it when you invoke the intent with
startActivity().
For more about creating intent filters, see the Intents and Intent Filters document.
Declaring application requirements
There are a variety of devices powered by Android and not all of them provide the same features and
capabilities. In order to prevent your application from being installed on devices that lack features
needed by your application, it's important that you clearly define a profile for the types of devices your
application supports by declaring device and software requirements in your manifest file. Most of these
declarations are informational only and the system does not read them, but external services such as
Android Market do read them in order to provide filtering for users when they search for applications
from their device.
For example, if your application requires a camera and uses APIs introduced in Android 2.1 (API Level
7), you should declare these as requirements in your manifest file. That way, devices that do not have
a camera and have an Android version lower than 2.1 cannot install your application from Android
Market.
However, you can also declare that your applicaiton uses the camera, but does not require it. In that
case, your application must perform a check at runtime to determine if the device has a camera and
disable any features that use the camera if one is not available.
Here are some of the important device characteristics that you should consider as you design and
develop your application:
Screen size and density
In order to categorize devices by their screen type, Android defines two characteristics for each
device: screen size (the physical dimensions of the screen) and screen density (the physical
density of the pixels on the screen, or dpi—dots per inch). To simplify all the different types of
screen configurations, the Android system generalizes them into select groups that make them
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easier to target.
The screen sizes are: small, normal, large, and extra large.
The screen densities are: low density, medium density, high density, and extra high density.
By default, your application is compatible with all screen sizes and densities, because the
Android system makes the appropriate adjustments to your UI layout and image resources.
However, you should create specialized layouts for certain screen sizes and provide specialized
images for certain densities, using alternative layout resources, and by declaring in your manifest
exactly which screen sizes your application supports with the element.
For more information, see the Supporting Multiple Screens document.
Input configurations
Many devices provide a different type of user input mechanism, such as a hardware keyboard, a
trackball, or a five-way navigation pad. If your application requires a particular kind of input
hardware, then you should declare it in your manifest with the element.
However, it is rare that an application should require a certain input configuration.
Device features
There are many hardware and software features that may or may not exist on a given Androidpowered device, such as a camera, a light sensor, bluetooth, a certain version of OpenGL, or the
fidelity of the touchscreen. You should never assume that a certain feature is available on all
Android-powered devices (other than the availability of the standard Android library), so you
should declare any features used by your application with the element.
Platform Version
Different Android-powered devices often run different versions of the Android platform, such as
Android 1.6 or Android 2.3. Each successive version often includes additional APIs not available
in the previous version. In order to indicate which set of APIs are available, each platform version
specifies an API Level (for example, Android 1.0 is API Level 1 and Android 2.3 is API Level 9). If
you use any APIs that were added to the platform after version 1.0, you should declare the
minimum API Level in which those APIs were introduced using the element.
It's important that you declare all such requirements for your application, because, when you distribute
your application on Android Market, Market uses these declarations to filter which applications are
available on each device. As such, your application should be available only to devices that meet all
your application requirements.
For more information about how Android Market filters applications based on these (and other)
requirements, see the Market Filters document.
Application Resources
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An Android application is composed of more than just code—it requires resources that are separate
from the source code, such as images, audio files, and anything relating to the visual presentation of
the application. For example, you should define animations, menus, styles, colors, and the layout of
activity user interfaces with XML files. Using application resources makes it easy to update various
characteristics of your application without modifying code and—by providing sets of alternative
resources—enables you to optimize your application for a variety of device configurations (such as
different languages and screen sizes).
For every resource that you include in your Android project, the SDK build tools define a unique
integer ID, which you can use to reference the resource from your application code or from other
resources defined in XML. For example, if your application contains an image file named logo.png
(saved in the res/drawable/ directory), the SDK tools generate a resource ID named R.drawable.logo,
which you can use to reference the image and insert it in your user interface.
One of the most important aspects of providing resources separate from your source code is the ability
for you to provide alternative resources for different device configurations. For example, by defining UI
strings in XML, you can translate the strings into other languages and save those strings in separate
files. Then, based on a language qualifier that you append to the resource directory's name (such as
res/values-fr/ for French string values) and the user's language setting, the Android system applies the
appropriate language strings to your UI.
Android supports many different qualifiers for your alternative resources. The qualifier is a short string
that you include in the name of your resource directories in order to define the device configuration for
which those resources should be used. As another example, you should often create different layouts
for your activities, depending on the device's screen orientation and size. For example, when the
device screen is in portrait orientation (tall), you might want a layout with buttons to be vertical, but
when the screen is in landscape orientation (wide), the buttons should be aligned horizontally. To
change the layout depending on the orientation, you can define two different layouts and apply the
appropriate qualifier to each layout's directory name. Then, the system automatically applies the
appropriate layout depending on the current device orientation.
For more about the different kinds of resources you can include in your application and how to create
alternative resources for various device configurations, see the Application Resources developer guide.
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