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authorScott Main <smain@google.com>2012-07-19 21:11:49 -0700
committerScott Main <smain@google.com>2012-07-23 18:16:54 -0700
commit39871b7e4368b9789e715dde5ef4ff9e891380cf (patch)
tree9ce642d16dc217821bfc697d1714bf45718c73c9 /docs/html
parent7ba017807593bad0ae01204ff9c5f4af7d4a537a (diff)
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docs: update Building Your First App class to reflect changes to New Project setup in eclipse
Change-Id: I57c02676fbc2886872c2d294c5517b458e8751c5
Diffstat (limited to 'docs/html')
-rw-r--r--docs/html/images/tools/avd_manager.pngbin0 -> 269 bytes
-rw-r--r--docs/html/images/tools/eclipse-new.pngbin0 -> 1440 bytes
-rw-r--r--docs/html/images/tools/eclipse-run.pngbin0 -> 638 bytes
-rw-r--r--docs/html/images/tools/new_adt_project.pngbin0 -> 664 bytes
-rw-r--r--docs/html/images/tools/sdk_manager.pngbin0 -> 219 bytes
-rw-r--r--docs/html/images/training/firstapp/adt-firstapp-setup.pngbin54444 -> 43290 bytes
-rw-r--r--docs/html/images/training/firstapp/adt-new-activity.pngbin0 -> 38397 bytes
-rw-r--r--docs/html/sdk/installing/adding-packages.jd35
-rw-r--r--docs/html/training/basics/firstapp/building-ui.jd171
-rw-r--r--docs/html/training/basics/firstapp/creating-project.jd107
-rw-r--r--docs/html/training/basics/firstapp/index.jd30
-rw-r--r--docs/html/training/basics/firstapp/running-app.jd55
-rw-r--r--docs/html/training/basics/firstapp/starting-activity.jd137
13 files changed, 296 insertions, 239 deletions
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diff --git a/docs/html/images/training/firstapp/adt-firstapp-setup.png b/docs/html/images/training/firstapp/adt-firstapp-setup.png
index c092562..daf02b2 100644
--- a/docs/html/images/training/firstapp/adt-firstapp-setup.png
+++ b/docs/html/images/training/firstapp/adt-firstapp-setup.png
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diff --git a/docs/html/images/training/firstapp/adt-new-activity.png b/docs/html/images/training/firstapp/adt-new-activity.png
new file mode 100644
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--- /dev/null
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diff --git a/docs/html/sdk/installing/adding-packages.jd b/docs/html/sdk/installing/adding-packages.jd
index 7765343..65c5d94 100644
--- a/docs/html/sdk/installing/adding-packages.jd
+++ b/docs/html/sdk/installing/adding-packages.jd
@@ -4,8 +4,9 @@ walkthru=1
@jd:body
-<p>The Android SDK separates different parts of the SDK into separately downloadable packages. The
-SDK starter package that you've installed includes only the SDK Tools. To develop an Android app,
+<p>The Android SDK separates tools, platforms, and other components into packages you can
+ download using the Android SDK Manager. The original
+SDK package you've downloaded includes only the SDK Tools. To develop an Android app,
you also need to download at least one Android platform and the latest SDK Platform-tools.</p>
<p>You can update and install SDK packages at any time using the Android SDK Manager.</p>
@@ -48,28 +49,32 @@ you keep this up to date.</dd>
<dd><strong>Required.</strong> You must install this package when you install the SDK for
the first time.</dd>
<dt>SDK Platform</dt>
- <dd><strong>Required.</strong>You need to download <strong
-style="color:red">at least one platform</strong> into your environment so you're
-able to compile your application. In order to provide the best user experience on the latest
-devices, we recommend that you use the latest platform version as your build target. You'll
-still be able to run your app on older versions, but you must build against the latest version
-in order to use new features when running on devices with the latest version of Android.</dd>
+ <dd><strong>Required.</strong>You must download <em>at least one platform</em> into your
+environment so you're able to compile your application. In order to provide the best user experience
+on the latest devices, we recommend that you use the latest platform version as your build target.
+You'll still be able to run your app on older versions, but you must build against the latest
+version in order to use new features when running on devices with the latest version of Android.
+ <p>To get started, download the latest Android version, plus the lowest version you plan
+ to support (we recommend Android 2.2 for your lowest version).</p></dd>
<dt>System Image</dt>
<dd>Recommended. Although you might have one or more Android-powered devices on which to test
your app, it's unlikely you have a device for every version of Android your app supports. It's
-a good practice to download a system image for each version of Android you support and use them
-to test your app on the Android emulator.</dd>
+a good practice to download system images for all versions of Android your app supports and test
+your app running on them with the <a href="{@docRoot}tools/devices/emulator.html">Android emulator</a>.</dd>
+ <dt>Android Support</dt>
+ <dd>Recommended. Includes a static library that allows you to use some of the latest
+Android APIs (such as <a href="{@docRoot}guide/components/fragments.html">fragments</a>,
+plus others not included in the framework at all) on devices running
+a platform version as old as Android 1.6. All of the activity templates available when creating
+a new project with the <a href="{@docRoot}tools/sdk/eclipse-adt.html">ADT Plugin</a>
+require this. For more information, read <a
+href="{@docRoot}tools/extras/support-library.html">Support Library</a>.</dd>
<dt>SDK Samples</dt>
<dd>Recommended. The samples give you source code that you can use to learn about
Android, load as a project and run, or reuse in your own app. Note that multiple
samples packages are available &mdash; one for each Android platform version. When
you are choosing a samples package to download, select the one whose API Level
matches the API Level of the Android platform that you plan to use.</dd>
- <dt>Android Support</dt>
- <dd>Recommended. The APIs available in this static library allow you to use a variety of new
-framework features (including some not available in even the latest version) on devices running
-a platform version as old as Android 1.6. For more information, read <a
-href="{@docRoot}tools/extras/support-library.html">Support Library</a>.</dd>
</dl>
diff --git a/docs/html/training/basics/firstapp/building-ui.jd b/docs/html/training/basics/firstapp/building-ui.jd
index f0ec79e..bc6c47c 100644
--- a/docs/html/training/basics/firstapp/building-ui.jd
+++ b/docs/html/training/basics/firstapp/building-ui.jd
@@ -18,7 +18,7 @@ next.link=starting-activity.html
<h2>This lesson teaches you to</h2>
<ol>
- <li><a href="#LinearLayout">Use a Linear Layout</a></li>
+ <li><a href="#LinearLayout">Create a Linear Layout</a></li>
<li><a href="#TextInput">Add a Text Field</a></li>
<li><a href="#Strings">Add String Resources</a></li>
<li><a href="#Button">Add a Button</a></li>
@@ -28,10 +28,9 @@ next.link=starting-activity.html
<h2>You should also read</h2>
<ul>
- <li><a href="{@docRoot}guide/topics/ui/declaring-layout.html">XML Layouts</a></li>
+ <li><a href="{@docRoot}guide/topics/ui/declaring-layout.html">Layouts</a></li>
</ul>
-
-
+
</div>
</div>
@@ -39,63 +38,68 @@ next.link=starting-activity.html
<p>The graphical user interface for an Android app is built using a hierarchy of {@link
android.view.View} and {@link android.view.ViewGroup} objects. {@link android.view.View} objects are
-usually UI widgets such as a button or text field and {@link android.view.ViewGroup} objects are
+usually UI widgets such as <a href="{@docRoot}guide/topics/ui/controls/button.html">buttons</a> or
+<a href="{@docRoot}guide/topics/ui/controls/text.html">text fields</a> and {@link
+android.view.ViewGroup} objects are
invisible view containers that define how the child views are laid out, such as in a
grid or a vertical list.</p>
<p>Android provides an XML vocabulary that corresponds to the subclasses of {@link
-android.view.View} and {@link android.view.ViewGroup} so you can define your UI in XML with a
-hierarchy of view elements.</p>
+android.view.View} and {@link android.view.ViewGroup} so you can define your UI in XML using
+a hierarchy of UI elements.</p>
<div class="sidebox-wrapper">
<div class="sidebox">
<h2>Alternative Layouts</h2>
- <p>Separating the UI layout into XML files is important for several reasons,
-but it's especially important on Android because it allows you to define alternative layouts for
+ <p>Declaring your UI layout in XML rather than runtime code is useful for several reasons,
+but it's especially important so you can create different layouts for
different screen sizes. For example, you can create two versions of a layout and tell
the system to use one on "small" screens and the other on "large" screens. For more information,
see the class about <a
href="{@docRoot}training/basics/supporting-devices/index.html">Supporting Different
-Hardware</a>.</p>
+Devices</a>.</p>
</div>
</div>
-<img src="{@docRoot}images/viewgroup.png" alt="" width="440" />
+<img src="{@docRoot}images/viewgroup.png" alt="" width="400" />
<p class="img-caption"><strong>Figure 1.</strong> Illustration of how {@link
-android.view.ViewGroup} objects form branches in the layout and contain {@link
+android.view.ViewGroup} objects form branches in the layout and contain other {@link
android.view.View} objects.</p>
-<p>In this lesson, you'll create a layout in XML that includes a text input field and a
+<p>In this lesson, you'll create a layout in XML that includes a text field and a
button. In the following lesson, you'll respond when the button is pressed by sending the
content of the text field to another activity.</p>
-<h2 id="LinearLayout">Use a Linear Layout</h2>
+<h2 id="LinearLayout">Create a Linear Layout</h2>
-<p>Open the <code>main.xml</code> file from the <code>res/layout/</code>
-directory (every new Android project includes this file by default).</p>
+<p>Open the <code>activity_main.xml</code> file from the <code>res/layout/</code>
+directory.</p>
<p class="note"><strong>Note:</strong> In Eclipse, when you open a layout file, you’re first shown
-the ADT Layout Editor. This is an editor that helps you build layouts using WYSIWYG tools. For this
-lesson, you’re going to work directly with the XML, so click the <em>main.xml</em> tab at
+the Graphical Layout editor. This is an editor that helps you build layouts using WYSIWYG tools. For this
+lesson, you’re going to work directly with the XML, so click the <em>activity_main.xml</em> tab at
the bottom of the screen to open the XML editor.</p>
-<p>By default, the <code>main.xml</code> file includes a layout with a {@link
-android.widget.LinearLayout} root view group and a {@link android.widget.TextView} child view.
-You’re going to re-use the {@link android.widget.LinearLayout} in this lesson, but change its
-contents and layout orientation.</p>
+<p>The BlankActivity template you used to start this project creates the
+<code>activity_main.xml</code> file with a {@link
+android.widget.RelativeLayout} root view and a {@link android.widget.TextView} child view.</p>
-<p>First, delete the {@link android.widget.TextView} element and change the value
+<p>First, delete the {@link android.widget.TextView &lt;TextView>} element and change the {@link
+ android.widget.RelativeLayout &lt;RelativeLayout>} element to {@link
+ android.widget.LinearLayout &lt;LinearLayout>}. Then add the
<a href="{@docRoot}reference/android/widget/LinearLayout.html#attr_android:orientation">{@code
-android:orientation}</a> to be <code>"horizontal"</code>. The result looks like this:</p>
+android:orientation}</a> attribute and set it to <code>"horizontal"</code>.
+The result looks like this:</p>
<pre>
&lt;?xml version="1.0" encoding="utf-8"?>
&lt;LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
- android:layout_width="fill_parent"
- android:layout_height="fill_parent"
+ xmlns:tools="http://schemas.android.com/tools"
+ android:layout_width="match_parent"
+ android:layout_height="match_parent"
android:orientation="horizontal" >
&lt;/LinearLayout>
</pre>
@@ -116,26 +120,18 @@ android:layout_height}</a>, are required for all views in order to specify their
<p>Because the {@link android.widget.LinearLayout} is the root view in the layout, it should fill
the entire screen area that's
available to the app by setting the width and height to
-<code>"fill_parent"</code>.</p>
-
-<p class="note"><strong>Note:</strong> Beginning with Android 2.2 (API level 8),
-<code>"fill_parent"</code> has been renamed <code>"match_parent"</code> to better reflect the
-behavior. The reason is that if you set a view to <code>"fill_parent"</code> it does not expand to
-fill the remaining space after sibling views are considered, but instead expands to
-<em>match</em> the size of the parent view no matter what&mdash;it will overlap any sibling
-views.</p>
+<code>"match_parent"</code>. This value declares that the view should expand its width
+or height to <em>match</em> the width or height of the parent view.</p>
<p>For more information about layout properties, see the <a
-href="{@docRoot}guide/topics/ui/declaring-layout.html">XML Layout</a> guide.</p>
+href="{@docRoot}guide/topics/ui/declaring-layout.html">Layout</a> guide.</p>
<h2 id="TextInput">Add a Text Field</h2>
<p>To create a user-editable text field, add an {@link android.widget.EditText
-&lt;EditText>} element inside the {@link android.widget.LinearLayout &lt;LinearLayout>}. The {@link
-android.widget.EditText} class is a subclass of {@link android.view.View} that displays an editable
-text field.</p>
+&lt;EditText>} element inside the {@link android.widget.LinearLayout &lt;LinearLayout>}.</p>
<p>Like every {@link android.view.View} object, you must define certain XML attributes to specify
the {@link android.widget.EditText} object's properties. Here’s how you should declare it
@@ -164,6 +160,8 @@ href="{@docRoot}reference/android/view/View.html#attr_android:id">{@code android
which allows you to reference that view from other code.</p>
<p>The SDK tools generate the {@code R.java} each time you compile your app. You should never
modify this file by hand.</p>
+ <p>For more information, read the guide to <a
+href="{@docRoot}guide/topics/resources/providing-resources.html">Providing Resources</a>.</p>
</div>
</div>
@@ -175,17 +173,18 @@ modify this file by hand.</p>
from your app code, such as to read and manipulate the object (you'll see this in the next
lesson).
-<p>The at-symbol (<code>&#64;</code>) is required when you want to refer to a resource object from
-XML, followed by the resource type ({@code id} in this case), then the resource name ({@code
-edit_message}). (Other resources can use the same name as long as they are not the same
-resource type&mdash;for example, the string resource uses the same name.)</p>
-
-<p>The plus-symbol (<code>+</code>) is needed only when you're defining a resource ID for the
-first time. It tells the SDK tools that the resource ID needs to be created. Thus, when the app is
-compiled, the SDK tools use the ID value, <code>edit_message</code>, to create a new identifier in
-your project's {@code gen/R.java} file that is now associated with the {@link
-android.widget.EditText} element. Once the resource ID is created, other references to the ID do not
-need the plus symbol. This is the only attribute that may need the plus-symbol. See the sidebox for
+<p>The at sign (<code>&#64;</code>) is required when you're referring to any resource object from
+XML. It is followed by the resource type ({@code id} in this case), a slash, then the resource name
+({@code edit_message}).</p>
+
+<p>The plus sign (<code>+</code>) before the resource type is needed only when you're defining a
+resource ID for the first time. When you compile the app,
+the SDK tools use the ID name to create a new resource ID in
+your project's {@code gen/R.java} file that refers to the {@link
+android.widget.EditText} element. Once the resource ID is declared once this way,
+other references to the ID do not
+need the plus sign. Using the plus sign is necessary only when specifying a new resource ID and not
+needed for concrete resources such as strings or layouts. See the sidebox for
more information about resource objects.</p></dd>
<dt><a
@@ -195,39 +194,42 @@ href="{@docRoot}reference/android/view/View.html#attr_android:layout_height">{@c
android:layout_height}</a></dt>
<dd>Instead of using specific sizes for the width and height, the <code>"wrap_content"</code> value
specifies that the view should be only as big as needed to fit the contents of the view. If you
-were to instead use <code>"fill_parent"</code>, then the {@link android.widget.EditText}
-element would fill the screen, because it'd match the size of the parent {@link
+were to instead use <code>"match_parent"</code>, then the {@link android.widget.EditText}
+element would fill the screen, because it would match the size of the parent {@link
android.widget.LinearLayout}. For more information, see the <a
-href="{@docRoot}guide/topics/ui/declaring-layout.html">XML Layouts</a> guide.</dd>
+href="{@docRoot}guide/topics/ui/declaring-layout.html">Layouts</a> guide.</dd>
<dt><a
href="{@docRoot}reference/android/widget/TextView.html#attr_android:hint">{@code
android:hint}</a></dt>
<dd>This is a default string to display when the text field is empty. Instead of using a hard-coded
-string as the value, the {@code "@string/edit_message"} value refers to a string resource defined
-in a separate file. Because this value refers to an existing resource, it does not need the
-plus-symbol. However, because you haven't defined the string resource yet, you’ll see a compiler
-error when you add the {@code "@string/edit_message"} value. You'll fix this in the next section by
-defining the string resource.</dd>
+string as the value, the {@code "@string/edit_message"} value refers to a string resource defined in
+a separate file. Because this refers to a concrete resource (not just an identifier), it does not
+need the plus sign. However, because you haven't defined the string resource yet, you’ll see a
+compiler error at first. You'll fix this in the next section by defining the string.
+<p class="note"><strong>Note:</strong> This string resource has the same name as the element ID:
+{@code edit_message}. However, references
+to resources are always scoped by the resource type (such as {@code id} or {@code string}), so using
+the same name does not cause collisions.</p>
+</dd>
</dl>
<h2 id="Strings">Add String Resources</h2>
-<p>When you need to add text in the user interface, you should always specify each string of text in
-a resource file. String resources allow you to maintain a single location for all string
-values, which makes it easier to find and update text. Externalizing the strings also allows you to
+<p>When you need to add text in the user interface, you should always specify each string as
+a resource. String resources allow you to manage all UI text in a single location,
+which makes it easier to find and update text. Externalizing the strings also allows you to
localize your app to different languages by providing alternative definitions for each
-string.</p>
+string resource.</p>
<p>By default, your Android project includes a string resource file at
-<code>res/values/strings.xml</code>. Open this file, delete the existing <code>"hello"</code>
-string, and add one for the
-<code>"edit_message"</code> string used by the {@link android.widget.EditText &lt;EditText>}
-element.</p>
+<code>res/values/strings.xml</code>. Open this file and delete the {@code &lt;string>} element
+named <code>"hello_world"</code>. Then add a new one named
+<code>"edit_message"</code> and set the value to "Enter a message."</p>
-<p>While you’re in this file, also add a string for the button you’ll soon add, called
+<p>While you’re in this file, also add a "Send" string for the button you’ll soon add, called
<code>"button_send"</code>.</p>
<p>The result for <code>strings.xml</code> looks like this:</p>
@@ -238,12 +240,14 @@ element.</p>
&lt;string name="app_name">My First App&lt;/string>
&lt;string name="edit_message">Enter a message&lt;/string>
&lt;string name="button_send">Send&lt;/string>
+ &lt;string name="menu_settings">Settings&lt;/string>
+ &lt;string name="title_activity_main">MainActivity&lt;/string>
&lt;/resources>
</pre>
-<p>For more information about using string resources to localize your app for several languages,
+<p>For more information about using string resources to localize your app for other languages,
see the <a
-href="{@docRoot}training/basics/supporting-devices/index.html">Supporting Various Devices</a>
+href="{@docRoot}training/basics/supporting-devices/index.html">Supporting Different Devices</a>
class.</p>
@@ -280,23 +284,26 @@ android.widget.Button} widgets have their widths set to
<code>"wrap_content"</code>.</p>
<p>This works fine for the button, but not as well for the text field, because the user might type
-something longer and there's extra space left on the screen. So, it'd be nice to fill that width
-using the text field.
-{@link android.widget.LinearLayout} enables such a design with the <em>weight</em> property, which
+something longer. So, it would be nice to fill the unused screen width
+with the text field. You can do this inside a
+{@link android.widget.LinearLayout} with the <em>weight</em> property, which
you can specify using the <a
href="{@docRoot}reference/android/widget/LinearLayout.LayoutParams.html#weight">{@code
android:layout_weight}</a> attribute.</p>
-<p>The weight value allows you to specify the amount of remaining space each view should consume,
-relative to the amount consumed by sibling views, just like the ingredients in a drink recipe: "2
+<p>The weight value is a number that specifies the amount of remaining space each view should
+consume,
+relative to the amount consumed by sibling views. This works kind of like the
+amount of ingredients in a drink recipe: "2
parts vodka, 1 part coffee liqueur" means two-thirds of the drink is vodka. For example, if you give
-one view a weight of 2 and another one a weight of 1, the sum is 3, so the first view gets 2/3 of
-the remaining space and the second view gets the rest. If you give a third view a weight of 1,
-then the first view now gets 1/2 the remaining space, while the remaining two each get 1/4.</p>
+one view a weight of 2 and another one a weight of 1, the sum is 3, so the first view fills 2/3 of
+the remaining space and the second view fills the rest. If you add a third view and give it a weight
+of 1, then the first view (with weight of 2) now gets 1/2 the remaining space, while the remaining
+two each get 1/4.</p>
<p>The default weight for all views is 0, so if you specify any weight value
-greater than 0 to only one view, then that view fills whatever space remains after each view is
-given the space it requires. So, to fill the remaining space with the {@link
+greater than 0 to only one view, then that view fills whatever space remains after all views are
+given the space they require. So, to fill the remaining space in your layout with the {@link
android.widget.EditText} element, give it a weight of 1 and leave the button with no weight.</p>
<pre>
@@ -331,8 +338,9 @@ android.widget.LinearLayout}.</p>
<pre>
&lt;?xml version="1.0" encoding="utf-8"?>
&lt;LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
- android:layout_width="fill_parent"
- android:layout_height="fill_parent"
+ xmlns:tools="http://schemas.android.com/tools"
+ android:layout_width="match_parent"
+ android:layout_height="match_parent"
android:orientation="horizontal">
&lt;EditText android:id="@+id/edit_message"
android:layout_weight="1"
@@ -351,7 +359,8 @@ that the SDK tools generated when you created the project, so you can now run th
results:</p>
<ul>
- <li>In Eclipse, click <strong>Run</strong> from the toolbar.</li>
+ <li>In Eclipse, click Run <img src="{@docRoot}images/tools/eclipse-run.png"
+ style="vertical-align:baseline;margin:0" /> from the toolbar.</li>
<li>Or from a command line, change directories to the root of your Android project and
execute:
<pre>
diff --git a/docs/html/training/basics/firstapp/creating-project.jd b/docs/html/training/basics/firstapp/creating-project.jd
index 4fbfe34..97f2a5d 100644
--- a/docs/html/training/basics/firstapp/creating-project.jd
+++ b/docs/html/training/basics/firstapp/creating-project.jd
@@ -34,66 +34,77 @@ SDK</a></li>
<p>An Android project contains all the files that comprise the source code for your Android
app. The Android SDK tools make it easy to start a new Android project with a set of
-default project directories and files.</p>
+default project directories and files.</p>
<p>This lesson
shows how to create a new project either using Eclipse (with the ADT plugin) or using the
SDK tools from a command line.</p>
<p class="note"><strong>Note:</strong> You should already have the Android SDK installed, and if
-you're using Eclipse, you should have installed the <a
-href="{@docRoot}tools/sdk/eclipse-adt.html">ADT plugin</a> as well. If you have not installed
-these, see <a href="{@docRoot}sdk/installing/index.html">Installing the Android SDK</a> and return here
-when you've completed the installation.</p>
+you're using Eclipse, you should also have the <a
+href="{@docRoot}tools/sdk/eclipse-adt.html">ADT plugin</a> installed. If you don't have
+these, follow the guide to <a href="{@docRoot}sdk/installing/index.html">Installing the Android SDK</a>
+before you start this lesson.</p>
<h2 id="Eclipse">Create a Project with Eclipse</h2>
-<div class="figure" style="width:416px">
+<ol>
+ <li>In Eclipse, click New Android
+ App Project <img src="{@docRoot}images/tools/new_adt_project.png"
+ style="vertical-align:baseline;margin:0" />
+ in the toolbar. (If you don’t see this button,
+then you have not installed the ADT plugin&mdash;see <a
+href="{@docRoot}sdk/installing/installing-adt.html">Installing the Eclipse Plugin</a>.)
+ </li>
+
+<div class="figure" style="width:420px">
<img src="{@docRoot}images/training/firstapp/adt-firstapp-setup.png" alt="" />
-<p class="img-caption"><strong>Figure 1.</strong> The new project wizard in Eclipse.</p>
+<p class="img-caption"><strong>Figure 1.</strong> The New Android App Project wizard in Eclipse.</p>
</div>
-<ol>
- <li>In Eclipse, select <strong>File &gt; New &gt; Project</strong>.
-The resulting dialog should have a folder labeled <em>Android</em>. (If you don’t see the
-<em>Android</em> folder,
-then you have not installed the ADT plugin&mdash;see <a
-href="{@docRoot}tools/sdk/eclipse-adt.html#installing">Installing the ADT Plugin</a>).</li>
- <li>Open the <em>Android</em> folder, select <em>Android Project</em> and click
-<strong>Next</strong>.</li>
- <li>Enter a project name (such as "MyFirstApp") and click <strong>Next</strong>.</li>
- <li>Select a build target. This is the platform version against which you will compile your app.
-<p>We recommend that you select the latest version possible. You can still build your app to
-support older versions, but setting the build target to the latest version allows you to
-easily optimize your app for a great user experience on the latest Android-powered devices.</p>
-<p>If you don't see any built targets listed, you need to install some using the Android SDK
-Manager tool. See <a href="{@docRoot}sdk/installing/index.html#AddingComponents">step 4 in the
-installing guide</a>.</p>
-<p>Click <strong>Next</strong>.</p></li>
- <li>Specify other app details, such as the:
+ <li>Fill in the form that appears:
<ul>
- <li><em>Application Name</em>: The app name that appears to the user. Enter "My First
-App".</li>
- <li><em>Package Name</em>: The package namespace for your app (following the same
+ <li><em>Application Name</em> is the app name that appears to users.
+ For this project, use "My First App."</p></li>
+ <li><em>Project Name</em> is the name of your project directory and the name visible in Eclipse.</li>
+ <li><em>Package Name</em> is the package namespace for your app (following the same
rules as packages in the Java programming language). Your package name
-must be unique across all packages installed on the Android system. For this reason, it's important
-that you use a standard domain-style package name that’s appropriate to your company or
-publisher entity. For
-your first app, you can use something like "com.example.myapp." However, you cannot publish your
-app using the "com.example" namespace.</li>
- <li><em>Create Activity</em>: This is the class name for the primary user activity in your
-app (an activity represents a single screen in your app). Enter "MyFirstActivity".</li>
- <li><em>Minimum SDK</em>: Select <em>4 (Android 1.6)</em>.
- <p>Because this version is lower than the build target selected for the app, a warning
-appears, but that's alright. You simply need to be sure that you don't use any APIs that require an
-<a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#ApiLevels">API level</a> greater than the minimum SDK
-version without first using some code to verify the device's system version (you'll see this in some
-other classes).</p>
- </li>
+must be unique across all packages installed on the Android system. For this reason, it's generally
+best if you use a name that begins with the reverse domain name of your organization or
+publisher entity. For this project, you can use something like "com.example.myfirstapp."
+However, you cannot publish your app on Google Play using the "com.example" namespace.</li>
+ <li><em>Build SDK</em> is the platform version against which you will compile your app.
+ By default, this is set to the latest version of Android available in your SDK. (It should
+ be Android 4.1 or greater; if you don't have such a version available, you must install one
+ using the <a href="{@docRoot}sdk/installing/adding-packages.html">SDK Manager</a>).
+ You can still build your app to
+support older versions, but setting the build target to the latest version allows you to
+enable new features and optimize your app for a great user experience on the latest
+devices.</li>
+ <li><em>Minimum Required SDK</em> is the lowest version of Android that your app supports.
+ To support as many devices as possible, you should set this to the lowest version available
+ that allows your app to provide its core feature set. If any feature of your app is possible
+ only on newer versions of Android and it's not critical to the app's core feature set, you
+ can enable the feature only when running on the versions that support it.
+ <p>Leave this set to the default value for this project.</p>
</ul>
- <p>Click <strong>Finish</strong>.</p>
+ <p>Click <strong>Next</strong>.</p>
+ </li>
+
+ <li>The following screen provides tools to help you create a launcher icon for your app.
+ <p>You can customize an icon in several ways and the tool generates an icon for all
+ screen densities. Before you publish your app, you should be sure your icon meets
+ the specifications defined in the <a
+ href="{@docRoot}design/style/iconography.html">Iconography</a>
+ design guide.</p>
+ <p>Click <strong>Next</strong>.</p>
+ </li>
+ <li>Now you can select an activity template from which to begin building your app.
+ <p>For this project, select <strong>BlankActivity</strong> and click <strong>Next</strong>.</p>
</li>
+ <li>Leave all the details for the activity in their default state and click
+ <strong>Finish</strong>.</li>
</ol>
<p>Your Android project is now set up with some default files and you’re ready to begin
@@ -104,7 +115,7 @@ building the app. Continue to the <a href="running-app.html">next lesson</a>.</p
<h2 id="CommandLine">Create a Project with Command Line Tools</h2>
<p>If you're not using the Eclipse IDE with the ADT plugin, you can instead create your project
-using the SDK tools in a command line:</p>
+using the SDK tools from a command line:</p>
<ol>
<li>Change directories into the Android SDK’s <code>tools/</code> path.</li>
@@ -117,13 +128,13 @@ support older versions, but setting the build target to the latest version allow
your app for the latest devices.</p>
<p>If you don't see any targets listed, you need to
install some using the Android SDK
-Manager tool. See <a href="{@docRoot}sdk/installing/index.html#AddingComponents">step 4 in the
-installing guide</a>.</p></li>
+Manager tool. See <a href="{@docRoot}sdk/installing/adding-packages.html">Adding Platforms
+ and Packages</a>.</p></li>
<li>Execute:
<pre class="no-pretty-print">
android create project --target &lt;target-id> --name MyFirstApp \
---path &lt;path-to-workspace>/MyFirstApp --activity MyFirstActivity \
---package com.example.myapp
+--path &lt;path-to-workspace>/MyFirstApp --activity MainActivity \
+--package com.example.myfirstapp
</pre>
<p>Replace <code>&lt;target-id></code> with an id from the list of targets (from the previous step)
and replace
diff --git a/docs/html/training/basics/firstapp/index.jd b/docs/html/training/basics/firstapp/index.jd
index 43b289b..e2b9cff 100644
--- a/docs/html/training/basics/firstapp/index.jd
+++ b/docs/html/training/basics/firstapp/index.jd
@@ -27,39 +27,21 @@ next.link=creating-project.html
project and run a debuggable version of the app. You'll also learn some fundamentals of Android app
design, including how to build a simple user interface and handle user input.</p>
-<p>Before you start this class, be sure that you have your development environment set up. You need
+<p>Before you start this class, be sure you have your development environment set up. You need
to:</p>
<ol>
- <li>Download the Android SDK Starter Package.</li>
+ <li>Download the Android SDK.</li>
<li>Install the ADT plugin for Eclipse (if you’ll use the Eclipse IDE).</li>
<li>Download the latest SDK tools and platforms using the SDK Manager.</li>
</ol>
-<p>If you haven't already done this setup, read <a href="{@docRoot}sdk/installing/index.html">Installing
-the SDK</a>. Once you've finished the setup, you're ready to begin this class.</p>
+<p>If you haven't already done these tasks, start by downloading the
+ <a href="{@docRoot}sdk/index.html">Android SDK</a> and following the install steps.
+ Once you've finished the setup, you're ready to begin this class.</p>
-<p>This class uses a tutorial format that incrementally builds a small Android app in order to teach
+<p>This class uses a tutorial format that incrementally builds a small Android app that teaches
you some fundamental concepts about Android development, so it's important that you follow each
step.</p>
<p><strong><a href="creating-project.html">Start the first lesson &rsaquo;</a></strong></p>
-
-<h2>Lessons</h2>
-
-<dl>
- <dt><b><a href="creating-project.html">Creating an Android Project</a></b></dt>
- <dd>Shows how to create a project for an Android app, which includes a set of default
-app files.</dd>
-
- <dt><b><a href="running-app.html">Running Your Application</a></b></dt>
- <dd>Shows how to run your app on an Android-powered device or the Android
-emulator.</dd>
-
- <dt><b><a href="building-ui.html">Building a Simple User Interface</a></b></dt>
- <dd>Shows how to create a new user interface using an XML file.</dd>
-
- <dt><b><a href="starting-activity.html">Starting Another Activity</a></b></dt>
- <dd>Shows how to respond to a button press, start another activity, send it some
-data, then receive the data in the subsequent activity.</dd>
-</dl>
diff --git a/docs/html/training/basics/firstapp/running-app.jd b/docs/html/training/basics/firstapp/running-app.jd
index 5105a3b..552d5fa 100644
--- a/docs/html/training/basics/firstapp/running-app.jd
+++ b/docs/html/training/basics/firstapp/running-app.jd
@@ -37,7 +37,7 @@ next.link=building-ui.html
<p>If you followed the <a href="creating-project.html">previous lesson</a> to create an
Android project, it includes a default set of "Hello World" source files that allow you to
-run the app right away.</p>
+immediately run the app.</p>
<p>How you run your app depends on two things: whether you have a real Android-powered device and
whether you’re using Eclipse. This lesson shows you how to install and run your app on a
@@ -49,14 +49,16 @@ project:</p>
<dl>
<dt><code>AndroidManifest.xml</code></dt>
- <dd>This manifest file describes the fundamental characteristics of the app and defines each of
+ <dd>The <a href="{@docRoot}guide/topics/manifest/manifest-intro.html">manifest file</a> describes
+the fundamental characteristics of the app and defines each of
its components. You'll learn about various declarations in this file as you read more training
classes.</dd>
<dt><code>src/</code></dt>
<dd>Directory for your app's main source files. By default, it includes an {@link
android.app.Activity} class that runs when your app is launched using the app icon.</dd>
<dt><code>res/</code></dt>
- <dd>Contains several sub-directories for app resources. Here are just a few:
+ <dd>Contains several sub-directories for <a
+href="{@docRoot}guide/topics/resources/overview.html">app resources</a>. Here are just a few:
<dl style="margin-top:1em">
<dt><code>drawable-hdpi/</code></dt>
<dd>Directory for drawable objects (such as bitmaps) that are designed for high-density
@@ -70,30 +72,30 @@ string and color definitions.</dd>
</dd>
</dl>
-<p>When you build and run the default Android project, the default {@link android.app.Activity}
-class in the <code>src/</code> directory starts and loads a layout file from the
-<code>layout/</code> directory, which includes a "Hello World" message. Not real exciting, but it's
-important that you understand how to build and run your app before adding real functionality to
-the app.</p>
+<p>When you build and run the default Android app, the default {@link android.app.Activity}
+class starts and loads a layout file
+that says "Hello World." The result is nothing exciting, but it's
+important that you understand how to run your app before you start developing.</p>
<h2 id="RealDevice">Run on a Real Device</h2>
-<p>Whether you’re using Eclipse or the command line, you need to:</p>
+<p>If you have a real Android-powered device, here's how you can install and run your app:</p>
<ol>
- <li>Plug in your Android-powered device to your machine with a USB cable.
+ <li>Plug in your device to your development machine with a USB cable.
If you’re developing on Windows, you might need to install the appropriate USB driver for your
device. For help installing drivers, see the <a href="{@docRoot}tools/extras/oem-usb.html">OEM USB
Drivers</a> document.</li>
<li>Ensure that <strong>USB debugging</strong> is enabled in the device Settings (open Settings
-and navitage to <strong>Applications > Development</strong> on most devices, or select
+and navitage to <strong>Applications > Development</strong> on most devices, or click
<strong>Developer options</strong> on Android 4.0 and higher).</li>
</ol>
<p>To run the app from Eclipse, open one of your project's files and click
-<strong>Run</strong> from the toolbar. Eclipse installs the app on your connected device and starts
+Run <img src="{@docRoot}images/tools/eclipse-run.png" style="vertical-align:baseline;margin:0" />
+from the toolbar. Eclipse installs the app on your connected device and starts
it.</p>
@@ -108,18 +110,18 @@ it.</p>
<li>On your device, locate <em>MyFirstActivity</em> and open it.</li>
</ol>
-<p>To start adding stuff to the app, continue to the <a href="building-ui.html">next
+<p>That's how you build and run your Android app on a device!
+ To start developing, continue to the <a href="building-ui.html">next
lesson</a>.</p>
<h2 id="Emulator">Run on the Emulator</h2>
-<p>Whether you’re using Eclipse or the command line, you need to first create an <a
-href="{@docRoot}tools/devices/index.html">Android Virtual
-Device</a> (AVD). An AVD is a
-device configuration for the Android emulator that allows you to model
-different device configurations.</p>
+<p>Whether you’re using Eclipse or the command line, to run your app on the emulator you need to
+first create an <a href="{@docRoot}tools/devices/index.html">Android Virtual Device</a> (AVD). An
+AVD is a device configuration for the Android emulator that allows you to model different
+devices.</p>
<div class="figure" style="width:457px">
<img src="{@docRoot}images/screens_support/avds-config.png" alt="" />
@@ -131,13 +133,14 @@ devices.</p>
<ol>
<li>Launch the Android Virtual Device Manager:
<ol type="a">
- <li>In Eclipse, select <strong>Window > AVD Manager</strong>, or click the <em>AVD
-Manager</em> icon in the Eclipse toolbar.</li>
- <li>From the command line, change directories to <code>&lt;sdk>/tools/</code> and execute:
-<pre class="no-pretty-print">./android avd</pre></li>
+ <li>In Eclipse, AVD Manager <img src="{@docRoot}images/tools/avd_manager.png"
+style="vertical-align:baseline;margin:0" /> in the toolbar.</li>
+ <li>From the command line, change
+directories to <code>&lt;sdk>/tools/</code> and execute:
+<pre class="no-pretty-print">android avd</pre></li>
</ol>
</li>
- <li>In the <em>Android Virtual Device Device Manager</em> panel, click <strong>New</strong>.</li>
+ <li>In the <em>Android Virtual Device Manager</em> panel, click <strong>New</strong>.</li>
<li>Fill in the details for the AVD.
Give it a name, a platform target, an SD card size, and a skin (HVGA is default).</li>
<li>Click <strong>Create AVD</strong>.</li>
@@ -147,7 +150,8 @@ Give it a name, a platform target, an SD card size, and a skin (HVGA is default)
</ol>
<p>To run the app from Eclipse, open one of your project's files and click
-<strong>Run</strong> from the toolbar. Eclipse installs the app on your AVD and starts it.</p>
+Run <img src="{@docRoot}images/tools/eclipse-run.png" style="vertical-align:baseline;margin:0" />
+from the toolbar. Eclipse installs the app on your AVD and starts it.</p>
<p>Or to run your app from the command line:</p>
@@ -163,7 +167,8 @@ variable, then execute:
</ol>
-<p>To start adding stuff to the app, continue to the <a href="building-ui.html">next
+<p>That's how you build and run your Android app on the emulator!
+ To start developing, continue to the <a href="building-ui.html">next
lesson</a>.</p>
diff --git a/docs/html/training/basics/firstapp/starting-activity.jd b/docs/html/training/basics/firstapp/starting-activity.jd
index 37bc871..cbd063a 100644
--- a/docs/html/training/basics/firstapp/starting-activity.jd
+++ b/docs/html/training/basics/firstapp/starting-activity.jd
@@ -43,8 +43,8 @@ SDK</a></li>
<p>After completing the <a href="building-ui.html">previous lesson</a>, you have an app that
shows an activity (a single screen) with a text field and a button. In this lesson, you’ll add some
-code to <code>MyFirstActivity</code> that
-starts a new activity when the user selects the Send button.</p>
+code to <code>MainActivity</code> that
+starts a new activity when the user clicks the Send button.</p>
<h2 id="RespondToButton">Respond to the Send Button</h2>
@@ -64,13 +64,13 @@ attribute to the {@link android.widget.Button &lt;Button>} element:</p>
<p>The <a
href="{@docRoot}reference/android/view/View.html#attr_android:onClick">{@code
-android:onClick}</a> attribute’s value, <code>sendMessage</code>, is the name of a method in your
-activity that you want to call when the user selects the button.</p>
+android:onClick}</a> attribute’s value, <code>"sendMessage"</code>, is the name of a method in your
+activity that the system calls when the user clicks the button.</p>
-<p>Add the corresponding method inside the <code>MyFirstActivity</code> class:</p>
+<p>Open the <code>MainActivity</code> class and add the corresponding method:</p>
<pre>
-/** Called when the user selects the Send button */
+/** Called when the user clicks the Send button */
public void sendMessage(View view) {
// Do something in response to button
}
@@ -79,7 +79,7 @@ public void sendMessage(View view) {
<p class="note"><strong>Tip:</strong> In Eclipse, press Ctrl + Shift + O to import missing classes
(Cmd + Shift + O on Mac).</p>
-<p>Note that, in order for the system to match this method to the method name given to <a
+<p>In order for the system to match this method to the method name given to <a
href="{@docRoot}reference/android/view/View.html#attr_android:onClick">{@code android:onClick}</a>,
the signature must be exactly as shown. Specifically, the method must:</p>
@@ -99,11 +99,11 @@ another activity.</p>
<p>An {@link android.content.Intent} is an object that provides runtime binding between separate
components (such as two activities). The {@link android.content.Intent} represents an
-app’s "intent to do something." You can use an {@link android.content.Intent} for a wide
+app’s "intent to do something." You can use intents for a wide
variety of tasks, but most often they’re used to start another activity.</p>
<p>Inside the {@code sendMessage()} method, create an {@link android.content.Intent} to start
-an activity called {@code DisplayMessageActvity}:</p>
+an activity called {@code DisplayMessageActivity}:</p>
<pre>
Intent intent = new Intent(this, DisplayMessageActivity.class);
@@ -127,7 +127,7 @@ specifies the exact app component to which the intent should be given. However,
can also be <em>implicit</em>, in which case the {@link android.content.Intent} does not specify
the desired component, but allows any app installed on the device to respond to the intent
as long as it satisfies the meta-data specifications for the action that's specified in various
-{@link android.content.Intent} parameters. For more informations, see the class about <a
+{@link android.content.Intent} parameters. For more information, see the class about <a
href="{@docRoot}training/basics/intents/index.html">Interacting with Other Apps</a>.</p>
</div>
</div>
@@ -136,9 +136,9 @@ href="{@docRoot}training/basics/intents/index.html">Interacting with Other Apps<
will raise an error if you’re using an IDE such as Eclipse because the class doesn’t exist yet.
Ignore the error for now; you’ll create the class soon.</p>
-<p>An intent not only allows you to start another activity, but can carry a bundle of data to the
+<p>An intent not only allows you to start another activity, but it can carry a bundle of data to the
activity as well. So, use {@link android.app.Activity#findViewById findViewById()} to get the
-{@link android.widget.EditText} element and add its message to the intent:</p>
+{@link android.widget.EditText} element and add its text value to the intent:</p>
<pre>
Intent intent = new Intent(this, DisplayMessageActivity.class);
@@ -148,37 +148,36 @@ intent.putExtra(EXTRA_MESSAGE, message);
</pre>
<p>An {@link android.content.Intent} can carry a collection of various data types as key-value
-pairs called <em>extras</em>. The {@link android.content.Intent#putExtra putExtra()} method takes a
-string as the key and the value in the second parameter.</p>
+pairs called <em>extras</em>. The {@link android.content.Intent#putExtra putExtra()} method takes the
+key name in the first parameter and the value in the second parameter.</p>
-<p>In order for the next activity to query the extra data, you should define your keys using a
+<p>In order for the next activity to query the extra data, you should define your key using a
public constant. So add the {@code EXTRA_MESSAGE} definition to the top of the {@code
-MyFirstActivity} class:</p>
+MainActivity} class:</p>
<pre>
-public class MyFirstActivity extends Activity {
- public final static String EXTRA_MESSAGE = "com.example.myapp.MESSAGE";
+public class MainActivity extends Activity {
+ public final static String EXTRA_MESSAGE = "com.example.myfirstapp.MESSAGE";
...
}
</pre>
-<p>It's generally a good practice to define keys for extras with your app's package name as a prefix
-to ensure it's unique, in case your app interacts with other apps.</p>
+<p>It's generally a good practice to define keys for intent extras using your app's package name
+as a prefix. This ensures they are unique, in case your app interacts with other apps.</p>
<h2 id="StartActivity">Start the Second Activity</h2>
<p>To start an activity, you simply need to call {@link android.app.Activity#startActivity
-startActivity()} and pass it your {@link android.content.Intent}.</p>
-
-<p>The system receives this call and starts an instance of the {@link android.app.Activity}
+startActivity()} and pass it your {@link android.content.Intent}. The system receives this call
+and starts an instance of the {@link android.app.Activity}
specified by the {@link android.content.Intent}.</p>
-<p>With this method included, the complete {@code sendMessage()} method that's invoked by the Send
+<p>With this new code, the complete {@code sendMessage()} method that's invoked by the Send
button now looks like this:</p>
<pre>
-/** Called when the user selects the Send button */
+/** Called when the user clicks the Send button */
public void sendMessage(View view) {
Intent intent = new Intent(this, DisplayMessageActivity.class);
EditText editText = (EditText) findViewById(R.id.edit_message);
@@ -195,20 +194,48 @@ work.</p>
<h2 id="CreateActivity">Create the Second Activity</h2>
-<p>In your project, create a new class file under the <code>src/&lt;package-name&gt;/</code>
-directory called <code>DisplayMessageActivity.java</code>.</p>
+<div class="figure" style="width:400px">
+<img src="{@docRoot}images/training/firstapp/adt-new-activity.png" alt="" />
+<p class="img-caption"><strong>Figure 1.</strong> The new activity wizard in Eclipse.</p>
+</div>
-<p class="note"><strong>Tip:</strong> In Eclipse, right-click the package name under the
-<code>src/</code> directory and select <strong>New > Class</strong>.
-Enter "DisplayMessageActivity" for the name and {@code android.app.Activity} for the superclass.</p>
+<p>To create a new activity using Eclipse:</p>
-<p>Inside the class, add the {@link android.app.Activity#onCreate onCreate()} callback method:</p>
+<ol>
+ <li>Click New <img src="{@docRoot}images/tools/eclipse-new.png"
+ style="vertical-align:baseline;margin:0" /> in the toolbar.</li>
+ <li>In the window that appears, open the <strong>Android</strong> folder
+ and select <strong>Android Activity</strong>. Click <strong>Next</strong>.</li>
+ <li>Select <strong>BlankActivity</strong> and click <strong>Next</strong>.</li>
+ <li>Fill in the activity details:
+ <ul>
+ <li><em>Project</em>: MyFirstApp</li>
+ <li><em>Activity Name</em>: DisplayMessageActivity</li>
+ <li><em>Layout Name</em>: activity_display_message</li>
+ <li><em>Navigation Type</em>: None</li>
+ <li><em>Hierarchial Parent</em>: com.example.myfirstapp.MainActivity</li>
+ <li><em>Title</em>: My Message</li>
+ </ul>
+ <p>Click <strong>Finish</strong>.</p>
+ </li>
+</ol>
+
+<p>If you're using a different IDE or the command line tools, create a new file named
+{@code DisplayMessageActivity.java} in the project's <code>src/</code> directory, next to
+the original {@code MainActivity.java} file.</p>
+
+<p>Open the {@code DisplayMessageActivity.java} file. If you used Eclipse to create it, the class
+already includes an implementation of the required {@link android.app.Activity#onCreate onCreate()}
+method. There's also an implemtation of the {@link android.app.Activity#onCreateOptionsMenu
+onCreateOptionsMenu()} method, but
+you won't need it for this app so you can remove it. The class should look like this:</p>
<pre>
public class DisplayMessageActivity extends Activity {
&#64;Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
+ setContentView(R.layout.activity_display_message);
}
}
</pre>
@@ -216,7 +243,7 @@ public class DisplayMessageActivity extends Activity {
<p>All subclasses of {@link android.app.Activity} must implement the {@link
android.app.Activity#onCreate onCreate()} method. The system calls this when creating a new
instance of the activity. It is where you must define the activity layout and where you should
-initialize essential activity components.</p>
+perform initial setup for the activity components.</p>
@@ -226,22 +253,39 @@ initialize essential activity components.</p>
<a
href="{@docRoot}guide/topics/manifest/activity-element.html">{@code &lt;activity>}</a> element.</p>
-<p>Because {@code DisplayMessageActivity} is invoked using an explicit intent, it does not require
-any intent filters (such as those you can see in the manifest for <code>MyFirstActivity</code>). So
-the declaration for <code>DisplayMessageActivity</code> can be simply one line of code inside the <a
-href="{@docRoot}guide/topics/manifest/application-element.html">{@code &lt;application>}</a>
-element:</p>
+<p>When you use the Eclipse tools to create the activity, it creates a default entry. It should
+look like this:</p>
<pre>
&lt;application ... >
- &lt;activity android:name="com.example.myapp.DisplayMessageActivity" />
...
+ &lt;activity
+ android:name=".DisplayMessageActivity"
+ android:label="@string/title_activity_display_message" >
+ &lt;meta-data
+ android:name="android.support.PARENT_ACTIVITY"
+ android:value="com.example.myfirstapp.MainActivity" />
+ &lt;/activity>
&lt;/application>
</pre>
+<p>The <a href="{@docRoot}guide/topics/manifest/meta-data-element.html">{@code
+ &lt;meta-data>}</a> element declares the name of this activity's parent activity
+ within the app's logical hierarchy. The Android <a
+href="{@docRoot}tools/extras/support-library.html">Support Library</a> uses this information
+ to implement default navigation behaviors, such as <a
+ href="{@docRoot}design/patterns/navigation.html">Up navigation</a>.</p>
+
+<p class="note"><strong>Note:</strong> During <a
+href="{@docRoot}sdk/installing/adding-packages.html">installation</a>, you should have downloaded
+the latest Support Library. Eclipse automatically includes this library in your app project (you
+can see the library's JAR file listed under <em>Android Dependencies</em>). If you're not using
+Eclipse, you may need to manually add the library to your project&mdash;follow this guide for <a
+href="{@docRoot}tools/extras/support-library.html#SettingUp">setting up the Support Library</a>.</p>
+
<p>The app is now runnable because the {@link android.content.Intent} in the
first activity now resolves to the {@code DisplayMessageActivity} class. If you run the app now,
-pressing the Send button starts the
+clicking the Send button starts the
second activity, but it doesn't show anything yet.</p>
@@ -249,15 +293,15 @@ second activity, but it doesn't show anything yet.</p>
<p>Every {@link android.app.Activity} is invoked by an {@link android.content.Intent}, regardless of
how the user navigated there. You can get the {@link android.content.Intent} that started your
-activity by calling {@link android.app.Activity#getIntent()} and the retrieve data contained
+activity by calling {@link android.app.Activity#getIntent()} and retrieve the data contained
within it.</p>
<p>In the {@code DisplayMessageActivity} class’s {@link android.app.Activity#onCreate onCreate()}
-method, get the intent and extract the message delivered by {@code MyFirstActivity}:</p>
+method, get the intent and extract the message delivered by {@code MainActivity}:</p>
<pre>
Intent intent = getIntent();
-String message = intent.getStringExtra(MyFirstActivity.EXTRA_MESSAGE);
+String message = intent.getStringExtra(MainActivity.EXTRA_MESSAGE);
</pre>
@@ -279,22 +323,23 @@ public void onCreate(Bundle savedInstanceState) {
// Get the message from the intent
Intent intent = getIntent();
- String message = intent.getStringExtra(MyFirstActivity.EXTRA_MESSAGE);
+ String message = intent.getStringExtra(MainActivity.EXTRA_MESSAGE);
// Create the text view
TextView textView = new TextView(this);
textView.setTextSize(40);
textView.setText(message);
+ // Set the text view as the activity layout
setContentView(textView);
}
</pre>
-<p>You can now run the app, type a message in the text field, press Send, and view the message on
-the second activity.</p>
+<p>You can now run the app. When it opens, type a message in the text field, click Send,
+ and the message appears on the second activity.</p>
<img src="{@docRoot}images/training/firstapp/firstapp.png" />
-<p class="img-caption"><strong>Figure 1.</strong> Both activities in the final app, running
+<p class="img-caption"><strong>Figure 2.</strong> Both activities in the final app, running
on Android 4.0.
<p>That's it, you've built your first Android app!</p>