519 lines
29 KiB
Plaintext
519 lines
29 KiB
Plaintext
page.title=Application Fundamentals
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@jd:body
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<div id="qv-wrapper">
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<div id="qv">
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<h2>Quickview</h2>
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<ul>
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<li>Android applications are composed of one or more application components (activities,
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services, content providers, and broadcast receivers)</li>
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<li>Each component performs a different role in the overall application behavior, and each
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one can be activated individually (even by other applications)</li>
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<li>The manifest file must declare all components in the application and should also declare
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all application requirements, such as the minimum version of Android required and any hardware
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configurations required</li>
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<li>Non-code application resources (images, strings, layout files, etc.) should include
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alternatives for different device configurations (such as different strings for different
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languages and different layouts for different screen sizes)</li>
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</ul>
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<h2>In this document</h2>
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<ol>
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<li><a href="#Components">Application Components</a>
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<ol>
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<li><a href="#ActivatingComponents">Activating components</a></li>
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</ol>
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</li>
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<li><a href="#Manifest">The Manifest File</a>
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<ol>
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<li><a href="#DeclaringComponents">Declaring components</a></li>
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<li><a href="#DeclaringRequirements">Declaring application requirements</a></li>
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</ol>
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</li>
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<li><a href="#Resources">Application Resources</a></li>
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</ol>
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</div>
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</div>
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<p>Android applications are written in the Java programming language. The Android SDK tools compile
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the code—along with any data and resource files—into an <i>Android package</i>, an
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archive file with an {@code .apk} suffix. All the code in a single {@code .apk} file is considered
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to be one application and is the file that Android-powered devices use to install the
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application.</p>
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<p>Once installed on a device, each Android application lives in its own security sandbox: </p>
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<ul>
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<li>The Android operating system is a multi-user Linux system in which each application is a
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different user.</li>
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<li>By default, the system assigns each application a unique Linux user ID (the ID is used only by
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the system and is unknown to the application). The system sets permissions for all the files in an
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application so that only the user ID assigned to that application can access them. </li>
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<li>Each process has its own virtual machine (VM), so an application's code runs in isolation from
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other applications.</li>
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<li>By default, every application runs in its own Linux process. Android starts the process when any
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of the application's components need to be executed, then shuts down the process when it's no longer
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needed or when the system must recover memory for other applications.</li>
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</ul>
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<p>In this way, the Android system implements the <em>principle of least privilege</em>. That is,
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each application, by default, has access only to the components that it requires to do its work and
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no more. This creates a very secure environment in which an application cannot access parts of
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the system for which it is not given permission.</p>
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<p>However, there are ways for an application to share data with other applications and for an
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application to access system services:</p>
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<ul>
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<li>It's possible to arrange for two applications to share the same Linux user ID, in which case
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they are able to access each other's files. To conserve system resources, applications with the
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same user ID can also arrange to run in the same Linux process and share the same VM (the
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applications must also be signed with the same certificate).</li>
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<li>An application can request permission to access device data such as the user's
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contacts, SMS messages, the mountable storage (SD card), camera, Bluetooth, and more. All
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application permissions must be granted by the user at install time.</li>
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</ul>
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<p>That covers the basics regarding how an Android application exists within the system. The rest of
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this document introduces you to:</p>
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<ul>
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<li>The core framework components that define your application.</li>
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<li>The manifest file in which you declare components and required device features for your
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application.</li>
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<li>Resources that are separate from the application code and allow your application to
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gracefully optimize its behavior for a variety of device configurations.</li>
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</ul>
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<!--
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<p class="note"><strong>Tip:</strong> If you're new to Android development, we suggest that you
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follow the Beginner's Path link at the bottom of this page. For each document in the Application
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Fundamentals, the Beginner's Path points you to the document we suggest you read next, in order
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to get up to speed on the core Android concepts.</p>
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-->
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<h2 id="Components">Application Components</h2>
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<p>Application components are the essential building blocks of an Android application. Each
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component is a different point through which the system can enter your application. Not all
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components are actual entry points for the user and some depend on each other, but each one exists
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as its own entity and plays a specific role—each one is a unique building block that
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helps define your application's overall behavior.</p>
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<p>There are four different types of application components. Each type serves a distinct purpose
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and has a distinct lifecycle that defines how the component is created and destroyed.</p>
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<p>Here are the four types of application components:</p>
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<dl>
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<dt><b>Activities</b></dt>
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<dd>An <i>activity</i> represents a single screen with a user interface. For example,
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an email application might have one activity that shows a list of new
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emails, another activity to compose an email, and another activity for reading emails. Although
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the activities work together to form a cohesive user experience in the email application, each one
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is independent of the others. As such, a different application can start any one of these
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activities (if the email application allows it). For example, a camera application can start the
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activity in the email application that composes new mail, in order for the user to share a picture.
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<p>An activity is implemented as a subclass of {@link android.app.Activity} and you can learn more
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about it in the <a href="{@docRoot}guide/topics/fundamentals/activities.html">Activities</a>
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developer guide.</p>
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</dd>
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<dt><b>Services</b></dt>
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<dd>A <i>service</i> is a component that runs in the background to perform long-running
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operations or to perform work for remote processes. A service
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does not provide a user interface. For example, a service might play music in the background while
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the user is in a different application, or it might fetch data over the network without
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blocking user interaction with an activity. Another component, such as an activity, can start the
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service and let it run or bind to it in order to interact with it.
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<p>A service is implemented as a subclass of {@link android.app.Service} and you can learn more
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about it in the <a href="{@docRoot}guide/topics/fundamentals/services.html">Services</a> developer
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guide.</p>
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</dd>
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<dt><b>Content providers</b></dt>
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<dd>A <i>content provider</i> manages a shared set of application data. You can store the data in
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the file system, an SQLite database, on the web, or any other persistent storage location your
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application can access. Through the content provider, other applications can query or even modify
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the data (if the content provider allows it). For example, the Android system provides a content
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provider that manages the user's contact information. As such, any application with the proper
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permissions can query part of the content provider (such as {@link
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android.provider.ContactsContract.Data}) to read and write information about a particular person.
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<p>Content providers are also useful for reading and writing data that is private to your
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application and not shared. For example, the <a
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href="{@docRoot}resources/samples/NotePad/index.html">Note Pad</a> sample application uses a
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content provider to save notes.</p>
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<p>A content provider is implemented as a subclass of {@link android.content.ContentProvider}
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and must implement a standard set of APIs that enable other applications to perform
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transactions. For more information, see the <a
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href="{@docRoot}guide/topics/providers/content-providers.html">Content Providers</a> developer
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guide.</p>
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</dd>
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<dt><b>Broadcast receivers</b></dt>
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<dd>A <i>broadcast receiver</i> is a component that responds to system-wide broadcast
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announcements. Many broadcasts originate from the system—for example, a broadcast announcing
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that the screen has turned off, the battery is low, or a picture was captured.
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Applications can also initiate broadcasts—for example, to let other applications know that
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some data has been downloaded to the device and is available for them to use. Although broadcast
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receivers don't display a user interface, they may <a
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href="{@docRoot}guide/topics/ui/notifiers/notifications.html">create a status bar notification</a>
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to alert the user when a broadcast event occurs. More commonly, though, a broadcast receiver is
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just a "gateway" to other components and is intended to do a very minimal amount of work. For
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instance, it might initiate a service to perform some work based on the event.
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<p>A broadcast receiver is implemented as a subclass of {@link android.content.BroadcastReceiver}
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and each broadcast is delivered as an {@link android.content.Intent} object. For more information,
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see the {@link android.content.BroadcastReceiver} class.</p>
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</dd>
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</dl>
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<p>A unique aspect of the Android system design is that any application can start another
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application’s component. For example, if you want the user to capture a
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photo with the device camera, there's probably another application that does that and your
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application can use it, instead of developing an activity to capture a photo yourself. You don't
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need to incorporate or even link to the code from the camera application.
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Instead, you can simply start the activity in the camera application that captures a
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photo. When complete, the photo is even returned to your application so you can use it. To the user,
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it seems as if the camera is actually a part of your application.</p>
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<p>When the system starts a component, it starts the process for that application (if it's not
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already running) and instantiates the classes needed for the component. For example, if your
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application starts the activity in the camera application that captures a photo, that activity
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runs in the process that belongs to the camera application, not in your application's process.
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Therefore, unlike applications on most other systems, Android applications don't have a single entry
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point (there's no {@code main()} function, for example).</p>
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<p>Because the system runs each application in a separate process with file permissions that
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restrict access to other applications, your application cannot directly activate a component from
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another application. The Android system, however, can. So, to activate a component in
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another application, you must deliver a message to the system that specifies your <em>intent</em> to
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start a particular component. The system then activates the component for you.</p>
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<h3 id="ActivatingComponents">Activating Components</h3>
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<p>Three of the four component types—activities, services, and
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broadcast receivers—are activated by an asynchronous message called an <em>intent</em>.
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Intents bind individual components to each other at runtime (you can think of them
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as the messengers that request an action from other components), whether the component belongs
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to your application or another.</p>
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<p>An intent is created with an {@link android.content.Intent} object, which defines a message to
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activate either a specific component or a specific <em>type</em> of component—an intent
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can be either explicit or implicit, respectively.</p>
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<p>For activities and services, an intent defines the action to perform (for example, to "view" or
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"send" something) and may specify the URI of the data to act on (among other things that the
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component being started might need to know). For example, an intent might convey a request for an
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activity to show an image or to open a web page. In some cases, you can start an
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activity to receive a result, in which case, the activity also returns
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the result in an {@link android.content.Intent} (for example, you can issue an intent to let
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the user pick a personal contact and have it returned to you—the return intent includes a
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URI pointing to the chosen contact).</p>
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<p>For broadcast receivers, the intent simply defines the
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announcement being broadcast (for example, a broadcast to indicate the device battery is low
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includes only a known action string that indicates "battery is low").</p>
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<p>The other component type, content provider, is not activated by intents. Rather, it is
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activated when targeted by a request from a {@link android.content.ContentResolver}. The content
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resolver handles all direct transactions with the content provider so that the component that's
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performing transactions with the provider doesn't need to and instead calls methods on the {@link
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android.content.ContentResolver} object. This leaves a layer of abstraction between the content
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provider and the component requesting information (for security).</p>
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<p>There are separate methods for activiting each type of component:</p>
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<ul>
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<li>You can start an activity (or give it something new to do) by
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passing an {@link android.content.Intent} to {@link android.content.Context#startActivity
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startActivity()} or {@link android.app.Activity#startActivityForResult startActivityForResult()}
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(when you want the activity to return a result).</li>
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<li>You can start a service (or give new instructions to an ongoing service) by
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passing an {@link android.content.Intent} to {@link android.content.Context#startService
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startService()}. Or you can bind to the service by passing an {@link android.content.Intent} to
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{@link android.content.Context#bindService bindService()}.</li>
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<li>You can initiate a broadcast by passing an {@link android.content.Intent} to methods like
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{@link android.content.Context#sendBroadcast(Intent) sendBroadcast()}, {@link
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android.content.Context#sendOrderedBroadcast(Intent, String) sendOrderedBroadcast()}, or {@link
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android.content.Context#sendStickyBroadcast sendStickyBroadcast()}.</li>
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<li>You can perform a query to a content provider by calling {@link
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android.content.ContentProvider#query query()} on a {@link android.content.ContentResolver}.</li>
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</ul>
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<p>For more information about using intents, see the <a
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href="{@docRoot}guide/topics/intents/intents-filters.html">Intents and
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Intent Filters</a> document. More information about activating specific components is also provided
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in the following documents: <a
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href="{@docRoot}guide/topics/fundamentals/activities.html">Activities</a>, <a
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href="{@docRoot}guide/topics/fundamentals/services.html">Services</a>, {@link
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android.content.BroadcastReceiver} and <a
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href="{@docRoot}guide/topics/providers/content-providers.html">Content Providers</a>.</p>
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<h2 id="Manifest">The Manifest File</h2>
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<p>Before the Android system can start an application component, the system must know that the
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component exists by reading the application's {@code AndroidManifest.xml} file (the "manifest"
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file). Your application must declare all its components in this file, which must be at the root of
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the application project directory.</p>
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<p>The manifest does a number of things in addition to declaring the application's components,
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such as:</p>
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<ul>
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<li>Identify any user permissions the application requires, such as Internet access or
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read-access to the user's contacts.</li>
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<li>Declare the minimum <a href="{@docRoot}guide/appendix/api-levels.html">API Level</a>
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required by the application, based on which APIs the application uses.</li>
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<li>Declare hardware and software features used or required by the application, such as a camera,
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bluetooth services, or a multitouch screen.</li>
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<li>API libraries the application needs to be linked against (other than the Android framework
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APIs), such as the <a
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href="http://code.google.com/android/add-ons/google-apis/maps-overview.html">Google Maps
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library</a>.</li>
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<li>And more</li>
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</ul>
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<h3 id="DeclaringComponents">Declaring components</h3>
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<p>The primary task of the manifest is to inform the system about the application's components. For
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example, a manifest file can declare an activity as follows: </p>
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<pre>
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<?xml version="1.0" encoding="utf-8"?>
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<manifest ... >
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<application android:icon="@drawable/app_icon.png" ... >
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<activity android:name="com.example.project.ExampleActivity"
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android:label="@string/example_label" ... >
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</activity>
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...
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</application>
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</manifest></pre>
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<p>In the <code><a
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href="{@docRoot}guide/topics/manifest/application-element.html"><application></a></code>
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element, the {@code android:icon} attribute points to resources for an icon that identifies the
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application.</p>
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<p>In the <code><a
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href="{@docRoot}guide/topics/manifest/activity-element.html"><activity></a></code> element,
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the {@code android:name} attribute specifies the fully qualified class name of the {@link
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android.app.Activity} subclass and the {@code android:label} attributes specifies a string
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to use as the user-visible label for the activity.</p>
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<p>You must declare all application components this way:</p>
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<ul>
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<li><code><a
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href="{@docRoot}guide/topics/manifest/activity-element.html"><activity></a></code> elements
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for activities</li>
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<li><code><a
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href="{@docRoot}guide/topics/manifest/service-element.html"><service></a></code> elements for
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services</li>
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<li><code><a
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href="{@docRoot}guide/topics/manifest/receiver-element.html"><receiver></a></code> elements
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for broadcast receivers</li>
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<li><code><a
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href="{@docRoot}guide/topics/manifest/provider-element.html"><provider></a></code> elements
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for content providers</li>
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</ul>
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<p>Activities, services, and content providers that you include in your source but do not declare
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in the manifest are not visible to the system and, consequently, can never run. However,
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broadcast
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receivers can be either declared in the manifest or created dynamically in code (as
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{@link android.content.BroadcastReceiver} objects) and registered with the system by calling
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{@link android.content.Context#registerReceiver registerReceiver()}.</p>
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<p>For more about how to structure the manifest file for your application, see the <a
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href="{@docRoot}guide/topics/manifest/manifest-intro.html">The AndroidManifest.xml File</a>
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documentation. </p>
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<h3 id="DeclaringComponentCapabilities">Declaring component capabilities</h3>
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<p>As discussed above, in <a href="#ActivatingComponents">Activating Components</a>, you can use an
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{@link android.content.Intent} to start activities, services, and broadcast receivers. You can do so
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by explicitly naming the target component (using the component class name) in the intent. However,
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the real power of intents lies in the concept of intent actions. With intent actions, you simply
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describe the type of action you want to perform (and optionally, the data upon which you’d like to
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perform the action) and allow the system to find a component on the device that can perform the
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action and start it. If there are multiple components that can perform the action described by the
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intent, then the user selects which one to use.</p>
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<p>The way the system identifies the components that can respond to an intent is by comparing the
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intent received to the <i>intent filters</i> provided in the manifest file of other applications on
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the device.</p>
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<p>When you declare a component in your application's manifest, you can optionally include
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intent filters that declare the capabilities of the component so it can respond to intents
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from other applications. You can declare an intent filter for your component by
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adding an <a href="{@docRoot}guide/topics/manifest/intent-filter-element.html">{@code
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<intent-filter>}</a> element as a child of the component's declaration element.</p>
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<p>For example, an email application with an activity for composing a new email might declare an
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intent filter in its manifest entry to respond to "send" intents (in order to send email). An
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activity in your application can then create an intent with the “send” action ({@link
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android.content.Intent#ACTION_SEND}), which the system matches to the email application’s “send”
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activity and launches it when you invoke the intent with {@link android.app.Activity#startActivity
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startActivity()}.</p>
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<p>For more about creating intent filters, see the <a
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href="{@docRoot}guide/topics/intents/intents-filters.html">Intents and Intent Filters</a> document.
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</p>
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<h3 id="DeclaringRequirements">Declaring application requirements</h3>
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<p>There are a variety of devices powered by Android and not all of them provide the
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same features and capabilities. In order to prevent your application from being installed on devices
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that lack features needed by your application, it's important that you clearly define a profile for
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the types of devices your application supports by declaring device and software requirements in your
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manifest file. Most of these declarations are informational only and the system does not read
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them, but external services such as Android Market do read them in order to provide filtering
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for users when they search for applications from their device.</p>
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<p>For example, if your application requires a camera and uses APIs introduced in Android 2.1 (<a
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href="{@docRoot}guide/appendix/api-levels.html">API Level</a> 7), you should declare these as
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requirements in your manifest file. That way, devices that do <em>not</em> have a camera and have an
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Android version <em>lower</em> than 2.1 cannot install your application from Android Market.</p>
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<p>However, you can also declare that your applicaiton uses the camera, but does not
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<em>require</em> it. In that case, your application must perform a check at runtime to determine
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if the device has a camera and disable any features that use the camera if one is not available.</p>
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<p>Here are some of the important device characteristics that you should consider as you design and
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develop your application:</p>
|
||
|
||
<dl>
|
||
<dt>Screen size and density</dt>
|
||
<dd>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 easier to target.
|
||
<p>The screen sizes are: small, normal, large, and extra large.<br/>
|
||
The screen densities are: low density, medium density, high density, and extra high density.</p>
|
||
|
||
<p>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 <a
|
||
href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
|
||
<supports-screens>}</a> element.</p>
|
||
<p>For more information, see the <a
|
||
href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a>
|
||
document.</p></dd>
|
||
|
||
<dt>Input configurations</dt>
|
||
<dd>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 <a
|
||
href="{@docRoot}guide/topics/manifest/uses-configuration-element.html">{@code
|
||
<uses-configuration>}</a> element. However, it is rare that an application should require
|
||
a certain input configuration.</dd>
|
||
|
||
<dt>Device features</dt>
|
||
<dd>There are many hardware and software features that may or may not exist on a given
|
||
Android-powered 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 <a
|
||
href="{@docRoot}guide/topics/manifest/uses-feature-element.html">{@code <uses-feature>}</a>
|
||
element.</dd>
|
||
|
||
<dt>Platform Version</dt>
|
||
<dd>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 <a
|
||
href="{@docRoot}guide/appendix/api-levels.html">API Level</a> (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
|
||
<a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code <uses-sdk>}</a>
|
||
element.</dd>
|
||
</dl>
|
||
|
||
<p>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.</p>
|
||
|
||
<p>For more information about how Android Market filters applications based on these (and other)
|
||
requirements, see the <a href="{@docRoot}guide/appendix/market-filters.html">Market Filters</a>
|
||
document.</p>
|
||
|
||
|
||
|
||
<h2 id="Resources">Application Resources</h2>
|
||
|
||
<p>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).</p>
|
||
|
||
<p>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 {@code
|
||
logo.png} (saved in the {@code res/drawable/} directory), the SDK tools generate a resource ID
|
||
named {@code R.drawable.logo}, which you can use to reference the image and insert it in your
|
||
user interface.</p>
|
||
|
||
<p>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 <em>qualifier</em>
|
||
that you append to the resource directory's name (such as {@code res/values-fr/} for French string
|
||
values) and the user's language setting, the Android system applies the appropriate language strings
|
||
to your UI.</p>
|
||
|
||
<p>Android supports many different <em>qualifiers</em> 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.</p>
|
||
|
||
<p>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 <a
|
||
href="{@docRoot}guide/topics/resources/index.html">Application Resources</a> developer guide.</p>
|
||
|
||
|
||
<!--
|
||
<h2>Beginner's Path</h2>
|
||
|
||
<p>For a close look at implementing activities—the components your users use to
|
||
interact with your application—continue with the <b><a
|
||
href="{@docRoot}guide/topics/fundamentals/activities.html">Activities</a></b> document.</p>
|
||
-->
|