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How-To Tutorials - Android Programming

62 Articles
article-image-top-5-must-have-android-applications
Packt
28 Jun 2011
6 min read
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Top 5 Must-have Android Applications

Packt
28 Jun 2011
6 min read
  Android Application Testing Guide Build intensively tested and bug free Android applications     1. ES File Explorer Description: ES File Explorer has everything you would expect from a file explorer – you can copy, paste, rename and delete files. You can select multiple files at a time just as you would on your PC or MAC. You can also compress files to zip or gz. One of the best features of ES file explorer is the ability to connect to network shares – this means you can connect to a shared folder on your LAN and transfer files to and from your Android device. Its user interface is very simple, quick and easy to use. Screenshots:   Features: Multiselect and Operate files (Copy, Paste, Cut/Move, Create, Delete and Rename, Share/Send) in the phone and computers Application manager -- Manage apps(Install, Uninstall, Backup, Shortcuts, Category) View Different file formats, photos, docs, videos anywhere, support third party applications such as Document To Go to open document files Text viewers and editors Bluetooth file transfer tool Access your Home PC, via WIFI with SMB Compress and Decompress ZIP files, Unpack RAR files, Create encrypted (AES 256 bit) ZIP files Manage the files on the FTP server as the ones on the sd card Link: This application is available for download at: https://market.android.com/details?id=com.estrongs.android.pop 2. Go Sms Pro Description: GO SMS Pro is the ultimate messaging application for Android devices. There is a nice setting that launches a pop-up for incoming messages. Users can then respond or delete directly within the window. The app supports batch actions for deleting, marking all, or backing up. It is highly customizable; everything from the text color, to the color of the background, SMS ringtones for specific contacts, and themes for the SMS application can be customized. Another interesting feature that you can take advantage of is the multiple plug-ins that are available as free download in the market. The Facebook chat plug-in makes it possible to receive and send Facebook chat messages and since these messages are sent through the Facebook network it does not affect your SMS messages at all. Screenshots: Features: GO-MMS service (FREE), you may send picture/music to your friend(ever they are no GO SMS) through one SMS with 2G/3G/4G or WIFI Many cool themes; also support DIY theme, and Wallpaper Maker plug-in; Fully customizable look; Supports chat style and list style; Font changeable SMS backup and restore by all or by conversations, supports XML format, send backup file by email Support schedule SMS; Group texting Settings backup and restore Notification with privacy mode and reminder notification Security lock, support lock by thread; Blacklist Link: This application is available for download at: https://market.android.com/details?id=com.jb.gosms 3. Dolphin HD browser Description: Dolphin Browser HD is a professional mobile browser presented by Mobotap Inc. Dolphin Browser HD is the most advanced and customizable web browser. You can browse the Web with the greatest speed and efficiency by using Dolphin browser HD. The main browsing screen is clean and uncluttered. Other than the Home and Refresh buttons that flank the address bar, Dolphin HD doesn't clutter the main interface with other quick-access buttons. In addition to tabbed browsing, bookmarking (that syncs to Google bookmarks), and multitouch zooming, it can also flag sites to read later as well as a tie-in to Delicious. You can search content within a page, subscribe to RSS feeds through Google Reader, and share links with social networks. Another great feature of this app is the capability to download YouTube videos. Screenshots: Features: Manage Bookmarks Multi Touch pinch zoom Unlimited Tabs Colorful theme pack Gestures as shortcuts for common commands You can save web pages to read them offline with all images preserved Link: This application is available for download at: https://market.android.com/details?id=mobi.mgeek.TunnyBrowser 4. Winamp Description: The one big advantage that Winamp has over other playback apps is that it can sync tracks wirelessly to the device over your home network, so you don’t have to fuss with a USB cable, making it easier to manage your music. You can set Winamp to sync automatically, every time you connect your Android phone to Winamp, which makes it incredibly easy to send new playlists, purchases and downloads to your portable player, sans USB. The interface is probably the most notable upgrade over the stock player. The playback controls remain on-screen pretty much wherever you are in the app – a small touch, but one that vastly improves the functionality of Winamp. Being able to control playback from any point is more useful than you might expect. Screenshots: Features: iTunes library & playlist import Wireless & wired sync with the desktop Winamp Media Player Over 45k+ SHOUTcast Internet radio stations Integrated Android Search & “Listen to” voice actions Play queue management Playlists and playlist shortcuts Extras Menu – Now Playing data interacts with other installed apps Link: This application is available for download at: https://market.android.com/details?id=com.nullsoft.winamp 5. Advanced Task Killer Description: One click to kill applications running in the background. Advanced Task Killer is pretty simple and easy to use. It allows you to see what applications are currently running and offers the ability to terminate them quickly and easily, thus freeing up valuable memory for other processes. It also remembers your selections, so the next time you launch it, the previously spared apps remain unchecked and the previously selected ones are checked and are ready to be shut down. You can choose to have Advanced Task Killer start at launch and there’s even the option to have it appear in your notifications bar for swift access. Screenshots: Features: Kill multiple apps with one tap Adjust the security levels It comes with a notification bar icon You can kill apps automatically by selecting one of auto-kill level: Safe, Aggressive or Crazy Link: This application is available for download at: https://market.android.com/details?id=com.rechild.advancedtaskkiller Summary In this article we discussed the Top 5 must-have applications for your android phone. Further resources on this subject: Android Application Testing: Getting Started [Article] Flash Development for Android: Audio Input via Microphone [Article] Android Application Testing: TDD and the Temperature Converter [Article] Android User Interface Development: Animating Widgets and Layouts [Article]
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article-image-a-decade-of-android-slayer-of-blackberry-challenger-of-iphone-mother-of-the-modern-mobile-ecosystem
Sandesh Deshpande
06 Oct 2018
6 min read
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A decade of Android: Slayer of Blackberry, challenger of iPhone, mother of the modern mobile ecosystem

Sandesh Deshpande
06 Oct 2018
6 min read
If someone says Eclair, Honeycomb, Ice Cream Sandwich, or Jelly Bean then apart from getting a sugar rush, you will probably think of Android OS. From just being a newly launched OS, filled with apprehensions, to being the biggest and most loved operating system in the history, Android has seen it all. The OS which powers our phones and makes our everyday life simpler recently celebrated its 10th anniversary. Android’s rise from the ashes The journey to become the most popular mobile OS since its launch in 2008, was not that easy for Android. Back then it competed with iOS and Blackberry, which were considered the go-to smartphones of that time. Google’s idea was to give users a Blackberry-like experience as the 'G1' had a full-sized physical Qwerty keypad just like Blackberry. But G1 had some limitations as it could play videos only on YouTube as it didn’t have any inbuilt video player app and Android Market (now Google Play) and had just a handful of apps. Though the idea to give users blackberry like the experience was spot on, it was not a hit with the users as by then Apple had made touchscreen all the rage with its iPhone. But one thing Google did right with Android OS, which its competitors didn't offer, was customizations and that's where Google scored a home run. Blackberry and iPhone were great and users loved them. But both the OS tied the users in their ecosystem. Motorola saw the potential for customization and it adopted Android to launch Motorola Droid in 2009.  This is when Android OS came of age and started competing with Apple's iOS. With Android OS, people could customize their phones and with its open source platform developers could tweak the Base OS and customize it to their liking. This resulted in users having options to choose themes, wallpapers, and launchers. This change pioneered the requirement for customization which was later adopted in iPhone as well. By virtue of it being an open platform and thanks to regular updates from Google, there was a huge surge in Android adoption and mobile manufacturers like Motorola, HTC, and Samsung launched their devices powered by Android OS. Because of this rapid adoption of Android by a large number of manufacturers, Android became the most popular mobile platform, beating Nokia's Symbian OS by the end of 2010. This Android phenomenon saved many manufacturers like HTC, Motorola, Samsung, Sony for losing significant market share to the then mobile handset market leaders, Nokia, Blackberry and Apple. They sensed the change in user preferences and adopted Android OS. Nokia, on the other hand, didn’t adopt Android and stuck to it’s Symbian OS which resulted in customer and market loss. Android: Sugar, and spice and everything nice In the subsequent years, Google launched Android versions like Cupcake, Donut, Eclair, Froyo, Gingerbread, Ice cream Sandwich, Jelly Bean, KitKat, Lollipop, and Marshmallow. The Android team sure love their sugars evident from all Android operating systems named after desserts. It's not new that tech companies get unique names for their software versions. For instance,  Apple names its OS after cats like Tiger, Leopard and Snow Leopard. But Google officially never revealed why their OS is named after desserts. Just in case that wasn't nerdy enough, Google put these sugary names in alphabetical order. Each update came with some cool features. Here’s a quick list of some popular features with the respective versions. Eclair (2009): Phone which came with Eclair onboard had digital zoom and flashlight for photos for the first time ever. Honeycomb (2011): Honeycomb was compatible with a tablet without any major glitches. Ice cream Sandwich (2011): Probably not as sophisticated as today but Ice cream sandwich had facial recognition and also a feature to take screenshots. Lollipop (2014): With Android Lollipop rounded icons were introduced in Android for the first time. Nougat (2016): With Nougat update Google introduced more natural looking emojis including skin tone modifiers, Unicode 9 emojis, and a removal of previously gender-neutral characters. Pie (2018): The latest Android update Android Pie also comes  with a bunch of cool features. However, the standout feature in this release is the  Indoor navigation which enables indoor GPS style tracking by determining your location within a building and facilitating turn-by-turn directions to help you navigate indoors. Android’s greatest strength probably is its large open platform community which helps developers to develop apps for Android. Though developers can write Android apps in any Java virtual machine (JVM) compatible programming language and can run on JVM, Google’s primary language for writing Android apps was Java (besides C++). At Google I/O 2018, Google announced that it will officially support Kotlin on Android as a “first-class” language. Kotlin is a super new programming language built by JetBrains, which also coincidentally develops the JetBrains IDE that powers the Android Studio. Apart from rich features and strong open platform community, Google also enhanced security with the newer Android versions which made it unbeatable. Manufacturers like Samsung leveraged the power of Android with their Galaxy S series making them one of the leading mobile manufacturers. Today, Google have proven themselves as strong players in the mobile market not only with Android OS but also with their Flagship phones like the Pixel series which receive updates before any other Smartphone with Android OS. Android today: love it, hate it, but you can’t escape it Today with a staggering 2 Billion active devices, Android is the market leader in mobile OS platform by far. A decade ago, no one anticipated that one mobile OS could have such dominance. Google has developed the OS for televisions, smartwatches, smart home devices, VR Headsets and has even developed Android Auto for cars. As Google showcased in Google I/O 2018 the power of machine learning with Smart compose for Gmail and Google Duplex for Google assistant, with Google assistant now being introduced on almost all latest android phones it is making Android more powerful than ever. However, all is not all sunshine and rainbows in the Android nation. In July this year, EU slapped Google with $5 billion fine as an outcome of its antitrust investigations around Android. Google was found guilty of imposing illegal restrictions on Android device manufacturers and network operators, since 2011, in an attempt to get all the traffic from these devices to the Google search engine. It is ironic that the very restrictive locked-in ecosystems that Android rebelled against in its early days are something it is now increasingly endorsing. Furthermore, as interfaces become less text and screen-based and more touch, voice, and gesture-based, Google does seem to realize Android’s limitations to some extent. They have been investing a lot into Project Fuschia lately, which many believe could be Android’s replacement in the future. With the tech landscape changing more rapidly than ever it will be interesting to see what the future holds for Android but for now, Android is here to stay. 6 common challenges faced by Android App developers Entry level phones to taste the Go edition of the Android 9.0 Pie version Android 9 pie’s Smart Linkify: How Android’s new machine learning based feature works
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Packt
08 Aug 2016
14 min read
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Getting started with Android Development

Packt
08 Aug 2016
14 min read
In this article by Raimon Ràfols Montané, author of the book Learning Android Application Development, we will go through all the steps required to start developing Android devices. We have to be aware that Android is an evolving platform and so are its development tools. We will show how to download and install Android Studio and how to create a new project and run it on either an emulator or a real device. (For more resources related to this topic, see here.) Setting up Android Studio Before being able to build an Android application, we have to download and install Android Studio on our computer. It is still possible to download and use Eclipse with the Android Development Tools (ADT) plugin, but Google no longer supports it and they recommend that we migrate to Android Studio. In order to be aligned with this, we will only focus on Android Studio in this article. for more information on this, visit http://android-developers.blogspot.com.es/2015/06/an-update-on-eclipse-android-developer.html. Getting the right version of Android Studio The latest stable version of Android Studio can be found at http://developer.android.com/sdk/index.html. If you are among the bravest developers, and you are not afraid of bugs, you can always go to the Canary channel and download the latest version. The Canary channel is one of the preview channels available on the Android tools download page (available at http://tools.android.com/download/studio) and contains weekly builds. The following are other preview channels available at that URL: The Canary channel contains weekly builds. These builds are tested but they might contain some issues. Just use a build from this channel if you need or want to see the latest features. The Dev channel contains selected Canary builds. The beta channel contains the beta milestones for the next version of Android Studio. The stable channel contains the most recent stable builds of Android Studio. The following screenshot illustrates the Android tools download page: It is not recommended to use an unstable version for production. To be on the safer side, always use the latest stable version. In this article, we will use the version 2.2 preview. Although it is a beta version at this moment, we will have the main version quite soon. Installing Android Studio Android Studio requires JDK 6 or higher and, at least, JDK 7 is required if you aim to develop for Android 5.0 and higher. You can easily check which version you have installed by running this on your command line: javac –version If you don't have any version of the JDK or you have an unsupported version, please install or update your JDK before proceeding to install Android Studio. Refer to the official documentation for a more comprehensive installation guide and details on all platforms (Windows, Linux, and Mac OSX): http://developer.android.com/sdk/installing/index.html?pkg=studio Once you have JDK installed, unpack the package you have just downloaded from the Internet and proceed with the installation. For example, let's use Mac OSX. If you download the latest stable version, you will get a .dmg file that can be mounted on your filesystem. Once mounted, a new finder window that appears will ask us to drag the Android Studio icon to the Applications folder. Just doing this simple step will complete the basic installation. If you have downloaded a preview version, you will have a ZIP file that once unpacked will contain the Android Studio Application directly (can be just dragged to the Applications folder using finder). For other platforms, refer to the official installation guide provided by Google at the web address mentioned earlier. First run Once you have finished installing Android Studio, it is time to run it for the first time. On the first execution (at least if you have downloaded version 2.2), will let you configure some options and install some SDK components if you choose the custom installation type. Otherwise, both these settings and SDK components can be later configured or installed. The first option you will be able to choose is the UI theme. We have the default UI theme or the Darcula theme, which basically is a choice of light or dark background, respectively. After this step, the next window will show the SDK Components Setup where the installation process will let you choose some components to automatically download and install. On Mac OS, there is a bug in some versions of Android Studio 2.0 that sometimes does not allow selecting any option if the target folder does not exist. If that happens, follow these steps for a quick fix: Copy the contents of the Android SDK Location field, just the path or something like /Users/<username>/Library/Android/sdk, to the clipboard. Open the terminal application. Create the folder manually as mkdir /Users/<username>/Library/Android/sdk. Go back to Android Studio, press the Previous button and then the Next button to come back to this screen. Now, you will be able to select the components that you would like to install. If that still does not work, cancel the installation process, ensuring that you checked the option to rerun the setup on the next installation. Quit Android Studio and rerun it. Creating a sample project We will introduce some of the most common elements on Android Studio by creating a sample project, building it and running it on an android emulator or on a real android device. It is better to dispaly those elements when you need them rather than just enumerate a long list without a real use behind. Starting a new project Just click on the Start a new Android Studio project button to start a project from scratch. Android Studio will ask you to make some project configuration settings, and you will be able to launch your project. If you have an already existing project and would like to import it to Android Studio, you could do it now as well. Any projects based on Eclipse, Ant, or Gradle build can be easily imported into Android Studio. Projects can be also checked out from Version Control software such as Subversion or Git directly from Android Studio. When creating a new project, it will ask for the application name and the company domain name, which will be reversed into the application package name. Once this information is filled out, Android Studio will ask the type of devices or form factors your application will target. This includes not only phone and tablet, but also Android Wear, Android TV, Android Auto, or Google Glass. In this example, we will target only phone and tablet and require a minimum SDK API level of 14 (Android 4.0 or Ice Cream Sandwich). By setting the minimum required level to 14, we make sure that the app will run on approximately 96.2% of devices accessing Google Play Store, which is good enough. If we set 23 as the minimum API level (Android 6.0 Marshmallow), our application will only run on Android Marshmallow devices, which is less than 1% of active devices on Google Play right now. Unless we require a very specific feature available on a specific API level, we should use common sense and try to aim for as many devices as we can. Having said that, we should not waste time supporting very old devices (or very old versions of the Android), as they might be, for example, only 5% of the active devices but may imply lots and lots of work to make your application support them. In addition to the minimum SDK version, there is also the target SDK version. The target SDK version should be, ideally, set to the latest stable version of Android available to allow your application to take advantage of all the new features, styles, and behaviors from newer versions. As a rule of thumb, Google gives you the percentage of active devices on Google Play, not the percentage of devices out there in the wild. So, unless we need to build an enterprise application for a closed set of devices and installed ad hoc, we should not mind those people not even accessing Google Play, as they will not the users of our application because they do not usually download applications, unless we are targeting countries where Google Play is not available. In that case, we should analyze our requirements with real data from the available application stores in those countries. To see the Android OS version distribution, always check the Android's developer dashboard at http://developer.android.com/about/dashboards/index.html. Alternatively, when creating a new project from Android Studio, there is a link to help you choose the version that you would like to target, which will open a new screen with the cumulative percentage of coverage. If you click on each version, it will give you more details about that Android OS version and the features that were introduced. After this step, and to simplify our application creation process, Android Studio will allow us to add an Activity class to the project out from some templates. In this case, we can add an empty Activity class for the moment being. Let's not worry for the name of the Activity class and layout file at this moment; we can safely proceed with the prefilled values. As defined by Android developer documentation an: Activity is a single, focused thing that the user can do.  http://developer.android.com/reference/android/app/Activity.html To simplify further, we can consider an Activity class as every single screen of our application where the user can interact with it. If we take into consideration the MVC pattern, we can assume the activity to be the controller, as it will receive all the user inputs and events from the views, and the layouts XML and UI widgets to be the views. To know more about the MVC pattern, visit https://en.wikipedia.org/wiki/Model%E2%80%93view%E2%80%93controller. So, we have just added one activity to our application; let's see what else the Android Studio wizard created for us. Running your project Android Studio project wizard not only created an empty Activity class for us, but it also created an AndroidManifest, a layout file (activity_main.xml) defining the view controlled by the Activity class, an application icon placed carefully into different mipmaps (https://en.wikipedia.org/wiki/Mipmap) so that the most appropriate will be used depending on the screen resolution, some Gradle scripts, and and some other .xml files containing colors, dimensions, strings, and style definitions. We can have multiple resources, and even repeated resources, depending on screen resolution, screen orientation, night mode, layout direction, or even mobile country code of the SIM card. Take a look at the next topic to understand how to add qualifiers and filters to resources. For the time being, let's just try to run this example by pressing the play button next to our build configuration named app at the top of the screen. Android Studio will show us a small window where we can select the deployment target: a real device or emulator where our application will be installed and launched. If we have not connected any device or created any emulator, we can do it from the following screen. Let's press the Create New Emulator button. From this new screen, we can easily select a device and create an emulator that looks like that device. A Nexus 5X will suit us. After choosing the device, we can choose which version of the Android OS and architecture on which the platform will run. For instance, if we want to select Android Marshmallow (API level 23), we can choose from armeabi-v7a, x86 (Intel processors) and x86_64 (Intel 64bit processors). As we previously installed HAXM during our first run (https://software.intel.com/en-us/android/articles/intel-hardware-accelerated-execution-manager), we should install an Intel image, so emulator will be a lot faster than having to emulate an ARM processor. If we do not have the Android OS image downloaded to our computer, we can do it from this screen as well. Note that you can have an image of the OS with Google APIs or without them. We will use one image or another depending on whether the application uses any of the Google-specific libraries (Google Play Services) or only the Android core libraries. Once the image is selected (and downloaded and installed, if needed), we can proceed to finish the Android Virtual Device (AVD) configuration. On the last configuration screen, we can fine-tune some elements of our emulator, such as the default orientation (portrait or landscape), the screen scale, the SD card(if we enable the advanced settings), the amount of physical RAM, network latency, and we can use the webcam in our computer as emulator's camera. You are now ready to run your application on the Android emulator that you just created. Just select it as the deployment target and wait for it to load and install the app. If everything goes as it should, you should see this screen on the Android emulator: If you want to use a real device instead of an emulator, make sure that your device has the developer options enabled and it is connected to your computer using a USB cable (to enable development mode on your device or get information on how to develop and debug applications over the network, instead of having the device connected through an USB cable; check out the following links: http://developer.android.com/tools/help/adb.html http://developer.android.com/tools/device.html) If these steps are performed correctly, your device will appear as a connected device on the deployment target selection window. Resource configuration qualifiers As we introduced in the previous section, we can have multiple resources depending on the screen resolution or any other device configuration, and Android will choose the most appropriate resource in runtime. In order to do that, we have to use what is called configuration qualifiers. These qualifiers are only strings appended to the resource folder. Consider the following example: drawable drawable-hdpi drawable-mdpi drawable-en-rUS-land layout layout-en layout-sw600dp layout-v7 Qualifiers can be combined, but they must always follow the order specified by Google in the Providing Resource documentation, available at http://developer.android.com/guide/topics/resources/providing-resources.html. This allows us, for instance, to target multiple resolutions and have the best experience for each of them. It can be also used to have different images based on the country, in which the application is executed, or language. We have to be aware that putting too many resources (basically, images or any other media) will make our application grow in size. It is always good to apply common sense. And, in the case of having too many different resources or configurations, do not bloat the application and produce different binaries that can be deployed selectively to different devices on Google Play. We will briefly explain on the Gradle build system topic in this article, how to produce different binaries from one single source code. It will add some complexity on our development but will make our application smaller and more convenient for end users. For more information on multiple APK support, visit http://developer.android.com/google/play/publishing/multiple-apks.html. Summary In this article, we covered how to install Android Studio and get started with it. We also introduced some of the most common elements on Android Studio by creating a sample project, building it and running it on an android emulator or on a real android device. %MCEPASTEBIN% Resources for Article: Further resources on this subject: Hacking Android Apps Using the Xposed Framework [article] Speeding up Gradle builds for Android [article] The Art of Android Development Using Android Studio [article]
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article-image-how-to-build-an-android-todo-app-with-phonegap-html-and-jquery
Robi Sen
14 Mar 2016
12 min read
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How to Build an Android To-Do App with PhoneGap, HTML and jQuery

Robi Sen
14 Mar 2016
12 min read
In this post, we are going to create a simple HTML 5, JavaScript, and CSS application then use PhoneGap to build it and turn it into an Android application, which will be useful for game development. We will learn how to structure a PhoneGap project, leverage Eclipse ADT for development, and use Eclipse as our build tool. To follow along with this post, it is useful to have a decent working knowledge of JavaScript and HTML, otherwise you might find the examples challenging. Understanding the typical workflow Before we begin developing our application, let’s look quickly at a workflow for creating a PhoneGap application. Generally you want to design your web application UI, create your HTML, and then develop your JavaScript application code. Then you should test it on your web browser to make sure everything works the way you would like it to. Finally, you will want to build it with PhoneGap and try deploying it to an emulator or mobile phone to test. And, if you plan to sell your application on an app store, you of course need to deploy it to an app store. The To-Do app For the example in this post we are going to build a simple To-Do app. The code for the whole application can be found here, but for now we will be working with two main files: the index.html and the todo.js. Usually we would create a new application using the command line argument phonegap create myapp but for this post we will just reuse the application we already made in Post 1. So, open your Eclipse ADT bundle and navigate to your project, which is most likely called HelloWorld since that’s the default app name. Now expand the application in the left pane of Eclipse and expand the www folder. You should end up seeing something like this: When PhoneGap creates an Android project it automatically creates several directories. The www directory under the root directory is where you create all your HTML, CSS, JavaScript, and store assets to be used in your project. When you build your project, using Eclipse or the command line, PhoneGap will turn your web application into your Android application. So, now that we know where to build our web application, let’s get started. Our goal is to make something that looks like the application in the following figure, which is the HTML we want to use shown in the Chrome browser: First let’s open the existing index.html file in Eclipse. We are going to totally rewrite the file so you can just delete all the existing HTML. Now let’s add the following code as shown here: <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <meta name="format-detection" content="telephone=no" /> <meta name="msapplication-tap-highlight" content="no" /> <meta name="viewport" content="user-scalable=no, initial-scale=1, maximum-scale=1, minimum-scale=1, width=device-width, height=device-height, target-densitydpi=device-dpi" /> <title>PhoneGap ToDo</title> <link rel="stylesheet" type="text/css" href="css/jquery.mobile-1.4.3.min.css"> <link rel="stylesheet" type="text/css" href="css/index.css" /> <link rel="stylesheet" type="text/css" href="css/jquery.mobile-1.0.1.custom.css?" /> <script type="text/javascript" src="js/jquery-1.11.1.min.js"></script> <script type="text/javascript"src="js/jquery.mobile-1.4.3.min.js"></script> </head> OK; there is a bunch of stuff going on in this code. If you are familiar with HTML, you can see this is where we are importing a majority of our style sheets and JavaScript. For this example we are going to make use of JQuery and JQuery Mobile. You can get JQuery from here http://jquery.com/download/ and JQuery mobile from here http://jquerymobile.com/download/, but it’s easier if you just download the files from GitHub here. Those files need to go under mytestapp/www/js. Next, download the style sheets from here on GitHub and put them in mytestapp/www/cs. You will also notice the use of the meta tag. PhoneGap uses the meta tag to help set preferences for your application such as window sizing of the application, scaling, and the like. For now this topic is too big for discussion, but we will address it in further posts. OK, with that being said, let’s work on the HTML for the GUI. Now add the code shown here: <body> <script type="text/javascript"src="js/todo.js"></script> <div id="index" data-url="index" data-role="page"> <div data-role="header"> <h1>PhoneGap ToDo</h1> </div> <div data-role="content"> <ul id="task_list" data-role="listview"> <li data-role="list-divider">Add a task</li> </ul> <form id="form_336" method="GET"> <div data-role="fieldcontain"> <label for="inp_337"></label> <input type="text" name="inp_337" id="inp_337" /> </div> <input id="add" type="button" data-icon="plus" value="Add"/> </form> </div></div> <div id="confirm" data-url="confirm" data-role="page"> <div data-role="header"> <h1>Finish Task</h1> </div> <div data-role="content"> Mark this task as<br> <a class="remove_task" href="#done" data-role="button" data-icon="delete" data-theme="f">Done</a> <a class="remove_task" href="#notdone" data-role="button" data-icon="check" data-theme="g">Not Done</a> <br><br> <a href="#index" data-role="button" data-icon="minus">Cancel</a> </div></div> <div id="done" data-url="done" data-role="page"> <div data-role="header"> <h1>Right On</h1> </div> <div data-role="content"> You did it<br><br> <a href="#index" data-role="button">Good Job</a> </div></div> <div id="notdone" data-url="notdone" data-role="page"> <div data-role="header"> <h1>Get to work!</h1> </div> <div data-role="content"> Keep at it<br><br> <a href="#index" data-role="button">Back</a> </div></div> </body> </html> This HTML should make the GUI you saw earlier in this post. Go ahead and save the HTML code. Now go to the js directory under www. Create a new file by right clicking and selecting create new file, text. Name the new file todo.js. Now open the file in Eclipse and add the following code: var todo = {}; /** Read the new task and add it to the list */ todo.add = function(event) { // Read the task from the input var task=$('input').val(); if (task) { // Add the task to array and refresh list todo.list[todo.list.length] = task; todo.refresh_list(); // Clear the input $('input').val(''); } event.prevetodoefault(); }; /** Remove the task which was marked as selected */ todo.remove = function() { // Remove from array and refresh list todo.list.splice(todo.selected,1); todo.refresh_list(); }; /** Recreate the entire list from the available list of tasks */ todo.refresh_list = function() { var $tasks = $('#task_list'), i; // Clear the existing task list $tasks.empty(); if (todo.list.length) { // Add the header $tasks.append('<li data-role="list-divider">To Do&#39;s</li>'); for (var i=0;i<todo.list.length;i++){ // Append each task var li = '<li><a data-rel="dialog" data-task="' + i + '" href="#confirm">' + todo.list[i] + '</a></li>' $tasks.append(li); } } // Add the header for addition of new tasks $tasks.append('<li data-role="list-divider">Add a task</li>'); // Use jQuery Mobile's listview method to refresh $tasks.listview('refresh'); // Store back the list localStorage.todo_list = JSON.stringify(todo.list || []); }; // Initialize the index page $(document).delegate('#index','pageinit', function() { // If no list is already present, initialize it if (!localStorage.todo_list) { localStorage.todo_list = "[]"; } // Load the list by parsing the JSON from localStorage todo.list = JSON.parse(localStorage.todo_list); $('#add').bind('vclick', todo.add); $('#task_list').on('vclick', 'li a', function() { todo.selected = $(this).data('task'); }); // Refresh the list everytime the page is reloaded $('#index').bind('pagebeforeshow', todo.refresh_list); }); // Bind the 'Done' and 'Not Done' buttons to task removal $(document).delegate('#confirm', 'pageinit', function(){ $('.remove_task').bind('vclick', todo.remove); }); // Make the transition in reverse for the buttons on the done and notdone pages $(document).delegate('#done, #notdone', 'pageinit', function(){ // We reverse transition for any button linking to index page $('[href="#index"]').attr('data-direction','reverse'); }) What todo.js does is store the task list as a JavaScript array. We then just create simple functions to add or remove from the array and then a function to update the list. To allow us to persist the task list we use HTML 5’s localStorage (for information on localStorage go here) to act like a simple data base and store simple name/value pairs directly in the browser. Because of this, we don’t need to use an actual database like SQLite or a custom file storage option. Now save the file and try out the application in your browser. Try playing with the application a bit to test out how it’s working. Once you can confirm that it’s working, build and deploy the application in the Android emulate via Eclipse. To do this create a custom “builder” in Eclipse to allow you to easily build or rebuild your PhoneGap applications each time you make want to make changes. Making Eclipse auto-build your PhoneGap apps One of the reasons we want to use the Eclipse ADT with PhoneGap is that we can simplify our workflow, assuming you’re doing most of your work targeting Android devices, by being able to do all of our web development, potentially native Android develop, testing, and building, all through Eclipse. Doing this, though, is not covered in the PhoneGap documentation and can cause a lot of confusion, since most people assume you have to use the PhoneGap CLI command line interface to do all the application building. To make your application auto-build, first right-click on the application and select Properties. Then select Builders. Now select New, which will pop up a configuration type screen. On this screen select Program. You should now see the Edit Configuration screen: Name the new builder “PhoneGap Builder” and for the location field select Browse File System and navigate to /android/cordova/build.bat under our mytestapp folder. Then, for a working directory, you will want to put in the path to your mytestapp root directory. Finally, you’ll want to use the argument - -local. Then select ok. What this will do is that every time you build the application in Eclipse it will run the build.bat file with the —local argument. This will build the .apk and update the project with your latest changes made in the application www directory. For this post that would be mytestappwww. Also, if you made any changes to the Android source code, which we will not in this post, those changes will be updated and applied to the APK build. Now that we have created a new builder, right-click on the project in the selected build. The application should now take a few seconds and then build. Once it has completed building, go ahead and select the project again and select Run As an Android application. Like what was shown in Post 1, expect this to take a few minutes as Eclipse starts the Android emulator and deploys the new Android app (you can find your Android app in mytestappplatformsandroidbin). You should now see something like the following: Go ahead and play around with the application. Summary In this post, you learned how to use PhoneGap and the Eclipse ADT to build your first real web application with HTML 5 and JQuery and then deploy it as a real Android application. You also used JQuery and HTML 5’s localStorage to simplify the creation of your GUI. Try playing around with your application and clean up the UI with CSS. In our next post we will dive deeper into working with PhoneGap to make our application more sophisticated and add additional capabilities using the phone’s camera and other sensors. About the author Robi Sen, CSO at Department 13, is an experienced inventor, serial entrepreneur, and futurist whose dynamic twenty-plus year career in technology, engineering, and research has led him to work on cutting edge projects for DARPA, TSWG, SOCOM, RRTO, NASA, DOE, and the DOD. Robi also has extensive experience in the commercial space, including the co-creation of several successful start-up companies. He has worked with companies such as UnderArmour, Sony, CISCO, IBM, and many others to help build out new products and services. Robi specializes in bringing his unique vision and thought process to difficult and complex problems allowing companies and organizations to find innovative solutions that they can rapidly operationalize or go to market with.
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Troy Miles
01 Jul 2014
6 min read
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How to Convert POJO to JSON Using Gson in Android Studio

Troy Miles
01 Jul 2014
6 min read
JSON has become the defacto standard of data exchange on the web. Compared to its cousin XML, it is smaller in size and faster to both create and parse. In fact, it seems so simple that many developers roll their own code to convert plain old Java objects or POJO to and from JSON. For simple objects, it is fairly easy to write the conversion code, but as your objects grow more complex, your code's complexity grows as well. Do you really want to maintain a bunch of code whose functionality is not truly intrinsic to your app? Luckily there is no reason for you to do so. There are quite a few alternatives to writing your own Java JSON serializer/deserializer; in fact, json.org lists 25 of them. One of them, Gson, was created by Google for use on internal projects and later was open sourced. Gson is hosted on Google Code and the source code is available in an SVN repo. Create an Android app The process of converting POJO to JSON is called serialization. The reversed process is deserialization. A big reason that GSON is such a popular library is how simple it makes both processes. For both, the only thing you need is the Gson class. Let's create a simple Android app and see how simple Gson is to use. Start Android Studio and select new project Change the Application name to GsonTest. Click Next Click Next again. Click Finish At this point we have a complete Android hello world app. In past Android IDEs, we would add the Gson library at this point, but we don't do that anymore. Instead we add a Gson dependency to our build.gradle script and that will take care of everything else for us. It is super important to edit the correct Gradle file. There is one at the root directory but the one we want is at the app directory. Double-click it to open. Locate the dependencies section near the bottom of the script. After the last entry add the following line: compile 'com.google.code.gson:gson:2.2.4' After you add it, save the script and then click the Sync Project with Gradle Files icon. It is the fifth icon from the right-hand side in the toolbar. At this point, the Gson library is visible to your app. So let's build some test code. Create test code with JSON For our test we are going to use the JSON Test web service at https://www.jsontest.com/. It is a testing platform for JSON. Basically it gives us a place to send data to in order to test if we are properly serializing and deserializing data. JSON Test has a lot of services but we will use the validate service. You pass it a JSON string URL encoded as a query string and it will reply with a JSON object that indicates whether or not the JSON was encoded correctly, as well as some statistical information. The first thing we need to do is create two classes. The first class, TestPojo, is the Java class that we are going to serialize and send to JSON Test. TestPojo doesn't do anything important. It is just for our test; however, it contains several different types of objects: ints, strings, and arrays of ints. Classes that you create can easily be much more complicated, but don't worry, Gson can handle it, for example: 1 package com.tekadept.gsontest.app; 2 3 public class TestPojo { 4 private intvalue1 = 1; 5 private String value2 = "abc"; 6 private intvalues[] = {1, 2, 3, 4}; 7 private transient intvalue3 = 3; 8 9 // no argsctor 10 TestPojo() { 11 } 12 } 13 Gson will also respect the Java transient modifier, which specifies that a field should not be serialized. Any field with it will not appear in the JSON. The second class, JsonValidate, will hold the results of our call to JSON Test. In order to make it easy to parse, I've kept the field names exactly the same as those returned by the service, except for one. Gson has an annotation, @SerializedName, if you place it before a field name, you can have name the class version of a field be different than the JSON name. For example, if we wanted to name the validate field isValid all we would have to do is: 1 package com.tekadept.gsontest.app; 2 3 import com.google.gson.annotations.SerializedName; 4 5 public class JsonValidate { 6 7 public String object_or_array; 8 public booleanempty; 9 public long parse_time_nanoseconds; 10 @SerializedName("validate") 11 public booleanisValid; 12 public intsize; 13 } By using the @SerializedName annotation, our name for the JSON validate becomes isValid. Just remember that you only need to use the annotation when you change the field's name. In order to call JSON Test's validate service, we follow the best practice of not doing it on the UI thread by using an async task. An async task has four steps: onPreExecute, doInBackground, onProgressUpdate, and onPostExecute. The doInBackground method happens on another thread. It allows us to wait for the JSON Test service to respond to us without triggering the dreaded application not responding error. You can see this in action in the following code: 60 @Override 61 protected String doInBackground(String... notUsed) { 62 TestPojotp = new TestPojo(); 63 Gsongson = new Gson(); 64 String result = null; 65 66 try { 67 String json = URLEncoder.encode(gson.toJson(tp), "UTF-8"); 68 String url = String.format("%s%s", Constants.JsonTestUrl, json); 69 result = getStream(url); 70 } catch (Exception ex){ 71 Log.v(Constants.LOG_TAG, "Error: " + ex.getMessage()); 72 } 73 return result; 74 } To encode our Java object, all we need to do is create an instance of the Gson class, then call its toJson method, passing an instance of the class we wish to serialize. Deserialization is nearly as simple. In the onPostExecute method, we get the string of JSON from the web service. We then call the convertFromJson method that does the conversion. First it makes sure that it got a valid string, then it does the conversion by calling Gson'sfromJson method, passing the string and the name of its the class, as follows: 81 @Override 82 protected void onPostExecute(String result) { 83 84 // convert JSON string to a POJO 85 JsonValidatejv = convertFromJson(result); 86 if (jv != null) { 87 Log.v(Constants.LOG_TAG, "Conversion Succeed: " + result); 88 } else { 89 Log.v(Constants.LOG_TAG, "Conversion Failed"); 90 } 91 } 92 93 private JsonValidateconvertFromJson(String result) { 94 JsonValidatejv = null; 95 if (result != null &&result.length() >0) { 96 try { 97 Gsongson = new Gson(); 98 jv = gson.fromJson(result, JsonValidate.class); 99 } catch (Exception ex) { 100     Log.v(Constants.LOG_TAG, "Error: " + ex.getMessage()); 101                 } 102             } 103             return jv; 104         } Conclusion For most developers this is all you need to know. There is a complete guide to Gson at https://sites.google.com/site/gson/gson-user-guide. The complete source code for the test app is at https://github.com/Rockncoder/GsonTest. Discover more Android tutorials and extra content on our Android page - find it here.
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Packt
05 May 2015
15 min read
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Writing a Fully Native Application

Packt
05 May 2015
15 min read
In this article written by Sylvain Ratabouil, author of Android NDK Beginner`s Guide - Second Edition, we have breached Android NDK's surface using JNI. But there is much more to find inside! The NDK includes its own set of specific features, one of them being Native Activities. Native activities allow creating applications based only on native code, without a single line of Java. No more JNI! No more references! No more Java! (For more resources related to this topic, see here.) In addition to native activities, the NDK brings some APIs for native access to Android resources, such as display windows, assets, device configuration. These APIs help in getting rid of the tortuous JNI bridge often necessary to embed native code. Although there is a lot still missing, and not likely to be available (Java remains the main platform language for GUIs and most frameworks), multimedia applications are a perfect target to apply them. Here we initiate a native C++ project developed progressively throughout this article: DroidBlaster. Based on a top-down viewpoint, this sample scrolling shooter will feature 2D graphics, and, later on, 3D graphics, sound, input, and sensor management. We will be creating its base structure and main game components. Let's now enter the heart of the Android NDK by: Creating a fully native activity Handling main activity events Accessing display window natively Retrieving time and calculating delays Creating a native Activity The NativeActivity class provides a facility to minimize the work necessary to create a native application. It lets the developer get rid of all the boilerplate code to initialize and communicate with native code and concentrate on core functionalities. This glue Activity is the simplest way to write applications, such as games without a line of Java code. The resulting project is provided with this book under the name DroidBlaster_Part1. Time for action – creating a basic native Activity We are now going to see how to create a minimal native activity that runs an event loop. Create a new hybrid Java/C++ project:      Name it DroidBlaster.      Turn the project into a native project. Name the native module droidblaster.      Remove the native source and header files that have been created by ADT.      Remove the reference to the Java src directory in Project Properties | Java Build Path | Source. Then, remove the directory itself on disk.      Get rid of all layouts in the res/layout directory.      Get rid of jni/droidblaster.cpp if it has been created. In AndroidManifest.xml, use Theme.NoTitleBar.Fullscreen as the application theme. Declare a NativeActivity that refers to the native module named droidblaster (that is, the native library we will compile) using the meta-data property android.app.lib_name: <?xml version="1.0" encoding="utf-8"?> <manifest    package="com.packtpub.droidblaster2d" android_versionCode="1"    android_versionName="1.0">    <uses-sdk        android_minSdkVersion="14"        android_targetSdkVersion="19"/>      <application android_icon="@drawable/ic_launcher"        android_label="@string/app_name"        android_allowBackup="false"        android:theme        ="@android:style/Theme.NoTitleBar.Fullscreen">        <activity android_name="android.app.NativeActivity"            android_label="@string/app_name"            android_screenOrientation="portrait">            <meta-data android_name="android.app.lib_name"                android:value="droidblaster"/>            <intent-filter>                <action android:name ="android.intent.action.MAIN"/>                <category                    android_name="android.intent.category.LAUNCHER"/>            </intent-filter>        </activity>    </application> </manifest> Create the file jni/Types.hpp. This header will contain common types and the header cstdint: #ifndef _PACKT_TYPES_HPP_ #define _PACKT_TYPES_HPP_   #include <cstdint>   #endif Let's write a logging class to get some feedback in the Logcat.      Create jni/Log.hpp and declare a new class Log.      Define the packt_Log_debug macro to allow the activating or deactivating of debug messages with a simple compile flag: #ifndef _PACKT_LOG_HPP_ #define _PACKT_LOG_HPP_   class Log { public:    static void error(const char* pMessage, ...);    static void warn(const char* pMessage, ...);    static void info(const char* pMessage, ...);    static void debug(const char* pMessage, ...); };   #ifndef NDEBUG    #define packt_Log_debug(...) Log::debug(__VA_ARGS__) #else    #define packt_Log_debug(...) #endif   #endif Implement the jni/Log.cpp file and implement the info() method. To write messages to Android logs, the NDK provides a dedicated logging API in the android/log.h header, which can be used similarly as printf() or vprintf() (with varArgs) in C: #include "Log.hpp"   #include <stdarg.h> #include <android/log.h>   void Log::info(const char* pMessage, ...) {    va_list varArgs;    va_start(varArgs, pMessage);    __android_log_vprint(ANDROID_LOG_INFO, "PACKT", pMessage,        varArgs);    __android_log_print(ANDROID_LOG_INFO, "PACKT", "n");    va_end(varArgs); } ... Write other log methods, error(), warn(), and debug(), which are almost identical, except the level macro, which are respectively ANDROID_LOG_ERROR, ANDROID_LOG_WARN, and ANDROID_LOG_DEBUG instead. Application events in NativeActivity can be processed with an event loop. So, create jni/EventLoop.hpp to define a class with a unique method run(). Include the android_native_app_glue.h header, which defines the android_app structure. It represents what could be called an applicative context, where all the information is related to the native activity; its state, its window, its event queue, and so on: #ifndef _PACKT_EVENTLOOP_HPP_ #define _PACKT_EVENTLOOP_HPP_   #include <android_native_app_glue.h>   class EventLoop { public:    EventLoop(android_app* pApplication);      void run();   private:    android_app* mApplication; }; #endif Create jni/EventLoop.cpp and implement the activity event loop in the run() method. Include a few log events to get some feedback in Android logs. During the whole activity lifetime, the run() method loops continuously over events until it is requested to terminate. When an activity is about to be destroyed, the destroyRequested value in the android_app structure is changed internally to indicate to the client code that it must exit. Also, call app_dummy() to ensure the glue code that ties native code to NativeActivity is not stripped by the linker. #include "EventLoop.hpp" #include "Log.hpp"   EventLoop::EventLoop(android_app* pApplication):        mApplication(pApplication) {}   void EventLoop::run() {    int32_t result; int32_t events;    android_poll_source* source;      // Makes sure native glue is not stripped by the linker.    app_dummy();      Log::info("Starting event loop");    while (true) {        // Event processing loop.        while ((result = ALooper_pollAll(-1, NULL, &events,                (void**) &source)) >= 0) {            // An event has to be processed.            if (source != NULL) {                source->process(mApplication, source);            }            // Application is getting destroyed.            if (mApplication->destroyRequested) {                Log::info("Exiting event loop");                return;            }        }    } } Finally, create jni/Main.cpp to define the program entry point android_main(), which runs the event loop in a new file Main.cpp: #include "EventLoop.hpp" #include "Log.hpp"   void android_main(android_app* pApplication) {    EventLoop(pApplication).run(); } Edit the jni/Android.mk file to define the droidblaster module (the LOCAL_MODULE directive). Describe the C++ files to compile the LOCAL_SRC_FILES directive with the help of the LS_CPP macro. Link droidblaster with the native_app_glue module (the LOCAL_STATIC_LIBRARIES directive) and android (required by the Native App Glue module), as well as the log libraries (the LOCAL_LDLIBS directive): LOCAL_PATH := $(call my-dir)   include $(CLEAR_VARS)   LS_CPP=$(subst $(1)/,,$(wildcard $(1)/*.cpp)) LOCAL_MODULE := droidblaster LOCAL_SRC_FILES := $(call LS_CPP,$(LOCAL_PATH)) LOCAL_LDLIBS := -landroid -llog LOCAL_STATIC_LIBRARIES := android_native_app_glue   include $(BUILD_SHARED_LIBRARY)   $(call import-module,android/native_app_glue)   Create jni/Application.mk to compile the native module for multiple ABIs. We will use the most basic ones, as shown in the following code: APP_ABI := armeabi armeabi-v7a x86 What just happened? Build and run the application. Of course, you will not see anything tremendous when starting this application. Actually, you will just see a black screen! However, if you look carefully at the LogCat view in Eclipse (or the adb logcat command), you will discover a few interesting messages that have been emitted by your native application in reaction to activity events. We initiated a Java Android project without a single line of Java code! Instead of referencing a child of Activity in AndroidManifest, we referenced the android.app.NativeActivity class provided by the Android framework. NativeActivity is a Java class, launched like any other Android activity and interpreted by the Dalvik Virtual Machine like any other Java class. However, we never faced it directly. NativeActivity is in fact a helper class provided with Android SDK, which contains all the necessary glue code to handle application events (lifecycle, input, sensors, and so on) and broadcasts them transparently to native code. Thus, a native activity does not eliminate the need for JNI. It just hides it under the cover! However, the native C/C++ module run by NativeActivity is executed outside Dalvik boundaries in its own thread, entirely natively (using the Posix Thread API)! NativeActivity and native code are connected together through the native_app_glue module. The Native App Glue has the responsibility of: Launching the native thread, which runs our own native code Receiving events from NativeActivity Routing these events to the native thread event loop for further processing The Native glue module code is located in ${ANDROID_NDK}/sources/android/native_app_glue and can be analyzed, modified, or forked at will. The headers related to native APIs such as, looper.h, can be found in ${ANDROID_NDK}/platforms/<Target Platform>/<Target Architecture>/usr/include/android/. Let's see in more detail how it works. More about the Native App Glue Our own native code entry point is declared inside the android_main() method, which is similar to the main methods in desktop applications. It is called only once when NativeActivity is instantiated and launched. It loops over application events until NativeActivity is terminated by the user (for example, when pressing a device's back button) or until it exits by itself. The android_main() method is not the real native application entry point. The real entry point is the ANativeActivity_onCreate() method hidden in the android_native_app_glue module. The event loop we implemented in android_main() is in fact a delegate event loop, launched in its own native thread by the glue module. This design decouples native code from the NativeActivity class, which is run on the UI thread on the Java side. Thus, even if your code takes a long time to handle an event, NativeActivity is not blocked and your Android device still remains responsive. The delegate native event loop in android_main() is itself composed, in our example, of two nested while loops. The outer one is an infinite loop, terminated only when activity destruction is requested by the system (indicated by the destroyRequested flag). It executes an inner loop, which processes all pending application events. ... int32_t result; int32_t events; android_poll_source* source; while (true) {    while ((result = ALooper_pollAll(-1, NULL, &events,            (void**) &source)) >= 0) {        if (source != NULL) {            source->process(mApplication, source);        }        if (mApplication->destroyRequested) {            return;        }    } } ... The inner For loop polls events by calling ALooper_pollAll(). This method is part of the Looper API, which can be described as a general-purpose event loop manager provided by Android. When timeout is set to -1, like in the preceding example, ALooper_pollAll() remains blocked while waiting for events. When at least one is received, ALooper_pollAll() returns and the code flow continues. The android_poll_source structure describing the event is filled and is then used by client code for further processing. This structure looks as follows: struct android_poll_source {    int32_t id; // Source identifier  struct android_app* app; // Global android application context    void (*process)(struct android_app* app,            struct android_poll_source* source); // Event processor }; The process() function pointer can be customized to process application events manually. As we saw in this part, the event loop receives an android_app structure in parameter. This structure, described in android_native_app_glue.h, contains some contextual information as shown in the following table: void* userData Pointer to any data you want. This is essential in giving some contextual information to the activity or input event callbacks. void (*pnAppCmd)(…) and int32_t (*onInputEvent)(…) These member variables represent the event callbacks triggered by the Native App Glue when an activity or an input event occurs. ANativeActivity* activity Describes the Java native activity (its class as a JNI object, its data directories, and so on) and gives the necessary information to retrieve a JNI context. AConfiguration* config Describes the current hardware and system state, such as the current language and country, the current screen orientation, density, size, and so on. void* savedState size_t and savedStateSize Used to save a buffer of data when an activity (and thus its native thread) is destroyed and later restored. AInputQueue* inputQueue Provides input events (used internally by the native glue). ALooper* looper Allows attaching and detaching event queues used internally by the native glue. Listeners poll and wait for events sent on a communication pipe. ANativeWindow* window and ARect contentRect Represents the "drawable" area on which graphics can be drawn. The ANativeWindow API, declared in native_window.h, allows retrieval of the window width, height, and pixel format, and the changing of these settings. int activityState Current activity state, that is, APP_CMD_START, APP_CMD_RESUME, APP_CMD_PAUSE, and so on. int destroyRequested When equal to 1, it indicates that the application is about to be destroyed and the native thread must be terminated immediately. This flag has to be checked in the event loop. The android_app structure also contains some additional data for internal use only, which should not be changed. Knowing all these details is not essential to program native programs but can help you understand what's going on behind your back. Let's now see how to handle these activity events. Summary The Android NDK allows us to write fully native applications without a line of Java code. NativeActivity provides a skeleton to implement an event loop that processes application events. Associated with the Posix time management API, the NDK provides the required base to build complex multimedia applications or games. In summary, we created NativeActivity that polls activity events to start or stop native code accordingly. We accessed the display window natively, like a bitmap, to display raw graphics. Finally, we retrieved time to make the application adapt to device speed using a monotonic clock. Resources for Article: Further resources on this subject: Android Native Application API [article] Organizing a Virtual Filesystem [article] Android Fragmentation Management [article]
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article-image-art-android-development-using-android-studio
Packt
28 Oct 2015
5 min read
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The Art of Android Development Using Android Studio

Packt
28 Oct 2015
5 min read
 In this article by Mike van Drongelen, the author of the book Android Studio Cookbook, you will see why Android Studio is the number one IDE to develop Android apps. It is available for free for anyone who wants to develop professional Android apps. Android Studio is not just a stable and fast IDE (based on Jetbrains IntelliJ IDEA), it also comes with cool stuff such as Gradle, better refactoring methods, and a much better layout editor to name just a few of them. If you have been using Eclipse before, then you're going to love this IDE. Android Studio tip Want to refactor your code? Use the shortcut CTRL + T (for Windows: Ctrl + Alt + Shift + T) to see what options you have. You can, for example, rename a class or method or extract code from a method. Any type of Android app can be developed using Android Studio. Think of apps for phones, phablets, tablets, TVs, cars, glasses, and other wearables such as watches. Or consider an app that uses a cloud-base backend such as Parse or App Engine, a watch face app, or even a complete media center solution for TV. So, what is in the book? The sky is the limit, and the book will help you make the right choices while developing your apps. For example, on smaller screens, provide smart navigation and use fragments to make apps look great on a tablet too. Or, see how content providers can help you to manage and persist data and how to share data among applications. The observer pattern that comes with content providers will save you a lot of time. Android Studio tip Do you often need to return to a particular place in your code? Create a bookmark with Cmd + F3 (for Windows: F11). To display a list of bookmarks to choose from, use the shortcut: Cmd + F3 (for Windows: Shift + F11). Material design The book will also elaborate on material design. Create cool apps using CardView and RecycleView widgets. Find out how to create special effects and how to perform great transitions. A chapter is dedicated to the investigation of the Camera2 API and how to capture and preview photos. In addition, you will learn how to apply filters and how to share the results on Facebook. The following image is an example of one of the results: Android Studio tip Are you looking for something? Press Shift two times and start typing what you're searching for. Or to display all recent files, use the Cmd + E shortcut (for Windows: Ctrl + E). Quality and performance You will learn about patterns and how support annotations can help you improve the quality of your code. Testing your app is just as important as developing one, and it will take your app to the next level. Aim for a five-star rating in the Google Play Store later. The book shows you how to do unit testing based on jUnit or Robolectric and how to use code analysis tools such as Android Lint. You will learn about memory optimization using the Android Device Monitor, detect issues and learn how to fix them as shown in the following screenshot: Android Studio tip You can easily extract code from a method that has become too large. Just mark the code that you want to move and use the shortcut Cmd + Alt + M (for Windows: Ctrl + Alt + M). Having a physical Android device to test your apps is strongly recommended, but with thousands of Android devices being available, testing on real devices could be pretty expensive. Genymotion is a real, fast, and easy-to-use emulator and comes with many real-world device configurations. Did all your unit tests succeed? There are no more OutOfMemoryExceptions any more? No memory leaks found? Then it is about time to distribute your app to your beta testers. The final chapters explain how to configure your app for a beta release by creating the build types and build flavours that you need. Finally, distribute your app to your beta testers using Google Play to learn from their feedback. Did you know? Android Marshmallow (Android 6.0) introduces runtime permissions, which will change the way users give permission for an app. The book The art of Android development using Android Studio contains around 30 real-world recipes, clarifying all topics being discussed. It is a great start for programmers that have been using Eclipse for Android development before but is also suitable for new Android developers that know about the Java Syntax already. Summary The book nicely explains all the things you need to know to find your way in Android Studio and how to create high-quality and great looking apps. Resources for Article: Further resources on this subject: Introducing an Android platform [article] Testing with the Android SDK [article] Android Virtual Device Manager [article]
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Packt
13 May 2013
21 min read
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Android Native Application API

Packt
13 May 2013
21 min read
(For more resources related to this topic, see here.) Based on the features provided by the functions defined in these header files, the APIs can be grouped as follows: Activity lifecycle management: native_activity.h looper.h Windows management: rect.h window.h native_window.h native_window_jni.h Input (including key and motion events) and sensor events: input.h keycodes.h sensor.h Assets, configuration, and storage management: configuration.h asset_manager.h asset_manager_jni.h storage_manager.h obb.h In addition, Android NDK also provides a static library named native app glue to help create and manage native activities. The source code of this library can be found under the sources/android/native_app_glue/ directory. In this article, we will first introduce the creation of a native activity with the simple callback model provided by native_acitivity.h, and the more complicated but flexible two-threaded model enabled by the native app glue library. We will then discuss window management at Android NDK, where we will draw something on the screen from the native code. Input events handling and sensor accessing are introduced next. Lastly, we will introduce asset management, which manages the files under the assets folder of our project. Note that the APIs covered in this article can be used to get rid of the Java code completely, but we don't have to do so. The Managing assets at Android NDK recipe provides an example of using the asset management API in a mixed-code Android project. Before we start, it is important to keep in mind that although no Java code is needed in a native activity, the Android application still runs on Dalvik VM, and a lot of Android platform features are accessed through JNI. The Android native application API just hides the Java world for us. Creating a native activity with the native_activity.h interface The Android native application API allows us to create a native activity, which makes writing Android apps in pure native code possible. This recipe introduces how to write a simple Android application with pure C/C++ code. Getting ready Readers are expected to have basic understanding of how to invoke JNI functions. How to do it… The following steps to create a simple Android NDK application without a single line of Java code: Create an Android application named NativeActivityOne. Set the package name as cookbook.chapter5.nativeactivityone. Right-click on the NativeActivityOne project, select Android Tools | Add Native Support. Change the AndroidManifest.xml file as follows: <manifest package="cookbook.chapter5.nativeactivityone"android:versionCode="1"android:versionName="1.0"><uses-sdk android_minSdkVersion="9"/><application android_label="@string/app_name"android:icon="@drawable/ic_launcher"android:hasCode="true"><activity android_name="android.app.NativeActivity"android:label="@string/app_name"android:configChanges="orientation|keyboardHidden"><meta-data android_name="android.app.lib_name"android:value="NativeActivityOne" /><intent-filter><action android_name="android.intent.action.MAIN" /><category android_name="android.intent.category.LAUNCHER" /></intent-filter></activity></application></manifest> We should ensure that the following are set correctly in the preceding file: The activity name must be set to android.app.NativeActivity. The value of the android.app.lib_name metadata must be set to the native module name without the lib prefix and .so suffix. android:hasCode needs to be set to true, which indicates that the application contains code. Note that the documentation in <NDK root>/docs/NATIVE-ACTIVITY.HTML gives an example of the AndroidManifest.xml file with android:hasCode set to false, which will not allow the application to start. Add two files named NativeActivityOne.cpp and mylog.h under the jni folder. The ANativeActivity_onCreate method should be implemented in NativeActivityOne.cpp. The following is an example of the implementation: void ANativeActivity_onCreate(ANativeActivity* activity,void* savedState, size_t savedStateSize) {printInfo(activity);activity->callbacks->onStart = onStart;activity->callbacks->onResume = onResume;activity->callbacks->onSaveInstanceState = onSaveInstanceState;activity->callbacks->onPause = onPause;activity->callbacks->onStop = onStop;activity->callbacks->onDestroy = onDestroy;activity->callbacks->onWindowFocusChanged =onWindowFocusChanged;activity->callbacks->onNativeWindowCreated =onNativeWindowCreated;activity->callbacks->onNativeWindowResized =onNativeWindowResized;activity->callbacks->onNativeWindowRedrawNeeded =onNativeWindowRedrawNeeded;activity->callbacks->onNativeWindowDestroyed =onNativeWindowDestroyed;activity->callbacks->onInputQueueCreated = onInputQueueCreated;activity->callbacks->onInputQueueDestroyed =onInputQueueDestroyed;activity->callbacks->onContentRectChanged =onContentRectChanged;activity->callbacks->onConfigurationChanged =onConfigurationChanged;activity->callbacks->onLowMemory = onLowMemory;activity->instance = NULL;} Add the Android.mk file under the jni folder: LOCAL_PATH := $(call my-dir)include $(CLEAR_VARS)LOCAL_MODULE := NativeActivityOneLOCAL_SRC_FILES := NativeActivityOne.cppLOCAL_LDLIBS := -landroid -lloginclude $(BUILD_SHARED_LIBRARY) Build the Android application and run it on an emulator or a device. Start a terminal and display the logcat output using the following: $ adb logcat -v time NativeActivityOne:I *:S Alternatively, you can use the logcat view at Eclipse to see the logcat output. When the application starts, you should be able to see the following logcat output: As shown in the screenshot, a few Android activity lifecycle callback functions are executed. We can manipulate the phone to cause other callbacks being executed. For example, long pressing the home button and then pressing the back button will cause the onWindowFocusChanged callback to be executed. How it works… In our example, we created a simple, "pure" native application to output logs when the Android framework calls into the callback functions defined by us. The "pure" native application is not really pure native. Although we did not write a single line of Java code, the Android framework still runs some Java code on Dalvik VM. Android framework provides an android.app.NativeActivity.java class to help us create a "native" activity. In a typical Java activity, we extend android.app.Activity and overwrite the activity lifecycle methods. NativeActivity is also a subclass of android. app.Activity and does similar things. At the start of a native activity, NativeActivity. java will call ANativeActivity_onCreate, which is declared in native_activity.h and implemented by us. In the ANativeActivity_onCreate method, we can register our callback methods to handle activity lifecycle events and user inputs. At runtime, NativeActivity will invoke these native callback methods when the corresponding events occurred. In a word, NativeActivity is a wrapper that hides the managed Android Java world for our native code, and exposes the native interfaces defined in native_activity.h. The ANativeActivity data structure: Every callback method in the native code accepts an instance of the ANativeActivity structure. Android NDK defines the ANativeActivity data structure in native_acitivity.h as follows: typedef struct ANativeActivity {struct ANativeActivityCallbacks* callbacks;JavaVM* vm;JNIEnv* env;jobject clazz;const char* internalDataPath;const char* externalDataPath;int32_t sdkVersion;void* instance;AAssetManager* assetManager;} ANativeActivity; The various attributes of the preceding code are explained as follows: callbacks: It is a data structure that defines all the callbacks that the Android framework will invoke with the main UI thread. vm: It is the application process' global Java VM handle. It is used in some JNI functions. env: It is a JNIEnv interface pointer. JNIEnv is used through local storage data , so this field is only accessible through the main UI thread. clazz: It is a reference to the android.app.NativeActivity object created by the Android framework. It can be used to access fields and methods in the android. app.NativeActivity Java class. In our code, we accessed the toString method of android.app.NativeActivity. internalDataPath: It is the internal data directory path for the application. externalDataPath: It is the external data directory path for the application. internalDataPath and externalDataPath are NULL at Android 2.3.x. This is a known bug and has been fixed since Android 3.0. If we are targeting devices lower than Android 3.0, then we need to find other ways to get the internal and external data directories. sdkVersion: It is the Android platform's SDK version code. Note that this refers to the version of the device/emulator that runs the app, not the SDK version used in our development. instance: It is not used by the framework. We can use it to store user-defined data and pass it around. assetManager: It is the a pointer to the app's instance of the asset manager. We will need it to access assets data. We will discuss it in more detail in the Managing assets at Android NDK recipe of this article There's more… The native_activity.h interface provides a simple single thread callback mechanism, which allows us to write an activity without Java code. However, this single thread approach infers that we must quickly return from our native callback methods. Otherwise, the application will become unresponsive to user actions (for example, when we touch the screen or press the Menu button, the app does not respond because the GUI thread is busy executing the callback function). A way to solve this issue is to use multiple threads. For example, many games take a few seconds to load. We will need to offload the loading to a background thread, so that the UI can display the loading progress and be responsive to user inputs. Android NDK comes with a static library named android_native_app_glue to help us in handling such cases. The details of this library are covered in the Creating a native activity with the Android native app glue recipe. A similar problem exists at Java activity. For example, if we write a Java activity that searches the entire device for pictures at onCreate, the application will become unresponsive. We can use AsyncTask to search and load pictures in the background, and let the main UI thread display a progress bar and respond to user inputs. Creating a native activity with the Android native app glue The previous recipe described how the interface defined in native_activity.h allows us to create native activity. However, all the callbacks defined are invoked with the main UI thread, which means we cannot do heavy processing in the callbacks. Android SDK provides AsyncTask, Handler, Runnable, Thread, and so on, to help us handle things in the background and communicate with the main UI thread. Android NDK provides a static library named android_native_app_glue to help us execute callback functions and handle user inputs in a separate thread. This recipe will discuss the android_native_app_glue library in detail. Getting ready The android_native_app_glue library is built on top of the native_activity.h interface. Therefore, readers are recommended to read the Creating a native activity with the native_activity.h interface recipe before going through this one. How to do it… The following steps create a simple Android NDK application based on the android_native_app_glue library: Create an Android application named NativeActivityTwo. Set the package name as cookbook.chapter5.nativeactivitytwo. Right-click on the NativeActivityTwo project, select Android Tools | Add Native Support. Change the AndroidManifest.xml file as follows: <manifest package="cookbook.chapter5.nativeactivitytwo"android:versionCode="1"android:versionName="1.0"><uses-sdk android_minSdkVersion="9"/><application android_label="@string/app_name"android:icon="@drawable/ic_launcher"android:hasCode="true"><activity android_name="android.app.NativeActivity"android:label="@string/app_name"android:configChanges="orientation|keyboardHidden"><meta-data android_name="android.app.lib_name"android:value="NativeActivityTwo" /><intent-filter><action android_name="android.intent.action.MAIN" /><category android_name="android.intent.category.LAUNCHER" /></intent-filter></activity></application></manifest> Add two files named NativeActivityTwo.cpp and mylog.h under the jni folder. NativeActivityTwo.cpp is shown as follows: #include <jni.h>#include <android_native_app_glue.h>#include "mylog.h"void handle_activity_lifecycle_events(struct android_app* app,int32_t cmd) {LOGI(2, "%d: dummy data %d", cmd, *((int*)(app->userData)));}void android_main(struct android_app* app) {app_dummy(); // Make sure glue isn't stripped.int dummyData = 111;app->userData = &dummyData;app->onAppCmd = handle_activity_lifecycle_events;while (1) {int ident, events;struct android_poll_source* source;if ((ident=ALooper_pollAll(-1, NULL, &events, (void**)&source)) >=0) {source->process(app, source);}}} Add the Android.mk file under the jni folder: LOCAL_PATH := $(call my-dir)include $(CLEAR_VARS)LOCAL_MODULE := NativeActivityTwoLOCAL_SRC_FILES := NativeActivityTwo.cppLOCAL_LDLIBS := -llog -landroidLOCAL_STATIC_LIBRARIES := android_native_app_glueinclude $(BUILD_SHARED_LIBRARY)$(call import-module,android/native_app_glue) Build the Android application and run it on an emulator or device. Start a terminal and display the logcat output by using the following command: adb logcat -v time NativeActivityTwo:I *:S When the application starts, you should be able to see the following logcat output and the device screen will shows a black screen: On pressing the back button, the following output will be shown: How it works… This recipe demonstrates how the android_native_app_glue library is used to create a native activity. The following steps should be followed to use the android_native_app_glue library: Implement a function named android_main. This function should implement an event loop, which will poll for events continuously. This method will run in the background thread created by the library. Two event queues are attached to the background thread by default, including the activity lifecycle event queue and the input event queue. When polling events using the looper created by the library, you can identify where the event is coming from, by checking the returned identifier (either LOOPER_ID_MAIN or LOOPER_ID_INPUT). It is also possible to attach additional event queues to the background thread. When an event is returned, the data pointer will point to an android_poll_source data structure. We can call the process function of this structure. The process is a function pointer, which points to android_app->onAppCmd for activity lifecycle events, and android_app->onInputEvent for input events. We can provide our own processing functions and direct the corresponding function pointers to these functions. In our example, we implement a simple function named handle_activity_lifecycle_ events and point the android_app->onAppCmd function pointer to it. This function simply prints the cmd value and the user data passed along with the android_app data structure. cmd is defined in android_native_app_glue.h as an enum. For example, when the app starts, the cmd values are 10, 11, 0, 1, and 6, which correspond to APP_CMD_START, APP_CMD_RESUME, APP_CMD_INPUT_CHANGED, APP_CMD_INIT_WINDOW, and APP_CMD_ GAINED_FOCUS respectively. android_native_app_glue Library Internals: The source code of the android_native_ app_glue library can be found under the sources/android/native_app_glue folder of Android NDK. It only consists of two files, namely android_native_app_glue.c and android_native_app_glue.h. Let's first describe the flow of the code and then discuss some important aspects in detail. Since the source code for native_app_glue is provided, we can modify it if necessary, although in most cases it won't be necessary. android_native_app_glue is built on top of the native_activity.h interface. As shown in the following code (extracted from sources/android/native_app_glue/ android_native_app_glue.c). It implements the ANativeActivity_onCreate function, where it registers the callback functions and calls the android_app_create function. Note that the returned android_app instance is pointed by the instance field of the native activity, which can be passed to various callback functions: void ANativeActivity_onCreate(ANativeActivity* activity,void* savedState, size_t savedStateSize) {LOGV("Creating: %pn", activity);activity->callbacks->onDestroy = onDestroy;activity->callbacks->onStart = onStart;activity->callbacks->onResume = onResume;… …activity->callbacks->onNativeWindowCreated =onNativeWindowCreated;activity->callbacks->onNativeWindowDestroyed =onNativeWindowDestroyed;activity->callbacks->onInputQueueCreated = onInputQueueCreated;activity->callbacks->onInputQueueDestroyed =onInputQueueDestroyed;activity->instance = android_app_create(activity, savedState,savedStateSize);} The android_app_create function (shown in the following code snippet) initializes an instance of the android_app data structure, which is defined in android_native_app_ glue.h. This function creates a unidirectional pipe for inter-thread communication. After that, it spawns a new thread (let's call it background thread thereafter) to run the android_ app_entry function with the initialized android_app data as the input argument. The main thread will wait for the background thread to start and then return: static struct android_app* android_app_create(ANativeActivity*activity, void* savedState, size_t savedStateSize) {struct android_app* android_app = (struct android_app*)malloc(sizeof(struct android_app));memset(android_app, 0, sizeof(struct android_app));android_app->activity = activity;pthread_mutex_init(&android_app->mutex, NULL);pthread_cond_init(&android_app->cond, NULL);……int msgpipe[2];if (pipe(msgpipe)) {LOGE("could not create pipe: %s", strerror(errno));return NULL;}android_app->msgread = msgpipe[0];android_app->msgwrite = msgpipe[1];pthread_attr_t attr;pthread_attr_init(&attr);pthread_attr_setdetachstate(&attr, PTHREAD_CREATE_DETACHED);pthread_create(&android_app->thread, &attr, android_app_entry,android_app);// Wait for thread to start.pthread_mutex_lock(&android_app->mutex);while (!android_app->running) {pthread_cond_wait(&android_app->cond, &android_app->mutex);}pthread_mutex_unlock(&android_app->mutex);return android_app;} The background thread starts with the android_app_entry function (as shown in the following code snippet), where a looper is created. Two event queues will be attached to the looper. The activity lifecycle events queue is attached to the android_app_entry function. When the activity's input queue is created, the input queue is attached (to the android_ app_pre_exec_cmd function of android_native_app_glue.c). After attaching the activity lifecycle event queue, the background thread signals the main thread it is already running. It then calls a function named android_main with the android_app data. android_main is the function we need to implement, as shown in our sample code. It must run in a loop until the activity exits: static void* android_app_entry(void* param) {struct android_app* android_app = (struct android_app*)param;… …//Attach life cycle event queue with identifier LOOPER_ID_MAINandroid_app->cmdPollSource.id = LOOPER_ID_MAIN;android_app->cmdPollSource.app = android_app;android_app->cmdPollSource.process = process_cmd;android_app->inputPollSource.id = LOOPER_ID_INPUT;android_app->inputPollSource.app = android_app;android_app->inputPollSource.process = process_input;ALooper* looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS);ALooper_addFd(looper, android_app->msgread, LOOPER_ID_MAIN,ALOOPER_EVENT_INPUT, NULL, &android_app->cmdPollSource);android_app->looper = looper;pthread_mutex_lock(&android_app->mutex);android_app->running = 1;pthread_cond_broadcast(&android_app->cond);pthread_mutex_unlock(&android_app->mutex);android_main(android_app);android_app_destroy(android_app);return NULL;} The following diagram indicates how the main and background thread work together to create the multi-threaded native activity: We use the activity lifecycle event queue as an example. The main thread invokes the callback functions, which simply writes to the write end of the pipe, while true loop implemented in the android_main function will poll for events. Once an event is detected, the function calls the event handler, which reads the exact command from the read end of the pipe and handles it. The android_native_app_glue library implements all the main thread stuff and part of the background thread stuff for us. We only need to supply the polling loop and the event handler as illustrated in our sample code. Pipe: The main thread creates a unidirectional pipe in the android_app_create function by calling the pipe method. This method accepts an array of two integers. After the function is returned, the first integer will be set as the file descriptor referring to the read end of the pipe, while the second integer will be set as the file descriptor referring to the write end of the pipe. A pipe is usually used for Inter-process Communication (IPC), but here it is used for communication between the main UI thread and the background thread created at android_ app_entry. When an activity lifecycle event occurs, the main thread will execute the corresponding callback function registered at ANativeActivity_onCreate. The callback function simply writes a command to the write end of the pipe and then waits for a signal from the background thread. The background thread is supposed to poll for events continuously and once it detects a lifecycle event, it will read the exact event from the read end of the pipe, signal the main thread to unblock and handle the events. Because the signal is sent right after receiving the command and before actual processing of the events, the main thread can return from the callback function quickly without worrying about the possible long processing of the events. Different operating systems have different implementations for the pipe. The pipe implemented by Android system is "half-duplex", where communication is unidirectional. That is, one file descriptor can only write, and the other file descriptor can only read. Pipes in some operating system is "full-duplex", where the two file descriptors can both read and write. Looper is an event tracking facility, which allows us to attach one or more event queues for an event loop of a thread. Each event queue has an associated file descriptor. An event is data available on a file descriptor. In order to use a looper, we need to include the android/ looper.h header file. The library attaches two event queues for the event loop to be created by us in the background thread, including the activity lifecycle event queue and the input event queue. The following steps should be performed in order to use a looper: Create or obtain a looper associated with the current thread: This is done by the ALooper_prepare function: ALooper* ALooper_prepare(int opts); This function prepares a looper associated with the calling thread and returns it. If the looper doesn't exist, it creates one, associates it with the thread, and returns it Attach an event queue: This is done by ALooper_addFd. The function has the following prototype: int ALooper_addFd(ALooper* looper, int fd, int ident, int events,ALooper_callbackFunc callback, void* data); The function can be used in two ways. Firstly, if callback is set to NULL, the ident set will be returned by ALooper_pollOnce and ALooper_pollAll. Secondly, if callback is non-NULL, then the callback function will be executed and ident is ignored. The android_native_app_glue library uses the first approach to attach a new event queue to the looper. The input argument fd indicates the file descriptor associated with the event queue. ident is the identifier for the events from the event queue, which can be used to classify the event. The identifier must be bigger than zero when callback is set to NULL. callback is set to NULL in the library source code, and data points to the private data that will be returned along with the identifier at polling. In the library, this function is called to attach the activity lifecycle event queue to the background thread. The input event queue is attached using the input queue specific function AInputQueue_attachLooper, which we will discuss in the Detecting and handling input events at NDK recipe. Poll for events: This can be done by either one of the following two functions: int ALooper_pollOnce(int timeoutMillis, int* outFd, int*outEvents, void** outData);int ALooper_pollAll(int timeoutMillis, int* outFd, int* outEvents,void** outData); These two methods are equivalent when callback is set to NULL in ALooper_addFd. They have the same input arguments. timeoutMillis specifies the timeout for polling. If it is set to zero, then the functions return immediately; if it is set to negative, they will wait indefinitely until an event occurs. The functions return the identifier (greater than zero) when an event occurs from any input queues attached to the looper. In this case, outFd, outEvents, and outData will be set to the file descriptor, poll events, and data associated with the event. Otherwise, they will be set to NULL. Detach event queues: This is done by the following function: int ALooper_removeFd(ALooper* looper, int fd); It accepts the looper and file descriptor associated with the event queue, and detaches the queue from the looper.
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Packt
08 Nov 2016
35 min read
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Customizing Kernel and Boot Sequence

Packt
08 Nov 2016
35 min read
In this article by Ivan Morgillo and Stefano Viola, the authors of the book Learning Embedded Android N Programming, you will learn about the kernel customization to the boot sequence. You will learn how to retrieve the proper source code for Google devices, how to set up the build environment, how to build your first custom (For more resources related to this topic, see here.) version of the Linux kernel, and deploy it to your device. You will learn about: Toolchain overview How to configure the host system to compile your own Linux kernel How to configure the Linux kernel Linux kernel overview Android boot sequence The Init process An overview of the Linux kernel We learned how Android has been designed and built around the Linux kernel. One of the reasons to choose the Linux kernel was its unquestioned flexibility and the infinite possibilities to adjust it to any specific scenario and requirement. These are the features that have made Linux the most popular kernel in the embedded industry. Linux kernel comes with a GPL license. This particular license allowed Google to contribute to the project since the early stages of Android. Google provided bug fixing and new features, helping Linux to overcome a few obstacles and limitations of the 2.6 version. In the beginning, Linux 2.6.32 was the most popular version for the most part of the Android device market. Nowadays, we see more and more devices shipping with the new 3.x versions. The following screenshot shows the current build for the official Google Motorola Nexus 6, with kernel 3.10.40: The Android version we created in the previouly was equipped with a binary version of the Linux kernel. Using an already compiled version of the kernel is the standard practice: as we have seen, AOSP provides exactly this kind of experience. As advanced users, we can take it a step further and build a custom kernel for our custom Android system. The Nexus family offers an easy entry into this world as we can easily obtain the kernel source code we need to build a custom version. We can also equip our custom Android system with our custom Linux kernel and we will have a full-customized ROM, tailored for our specific needs. In this book, we are using Nexus devices on purpose—Google is one of the few companies that formally make available the kernel source code. Even if every company producing and selling Android devices is forced by law to release the kernel source code, very few of them actually do it, despite all the GPL license rules. Obtaining the kernel Google provides the kernel source code and binary version for every single version of Android for every single device of the Nexus family. The following table shows where the binary version and the source code are located, ordered by device code name: Device Binary location Source location Build configuration shamu device/moto/shamu-kernel kernel/msm shamu_defconfig fugu device/asus/fugu-kernel kernel/x86_64 fugu_defconfig volantis device/htc/flounder-kernel kernel/tegra flounder_defconfig hammerhead device/lge/ hammerhead-kernel kernel/msm hammerhead_defconfig flo device/asus/flo-kernel/kernel kernel/msm flo_defconfig deb device/asus/flo-kernel/kernel kernel/msm flo_defconfig manta device/samsung/manta/kernel kernel/exynos manta_defconfig mako device/lge/mako-kernel/kernel kernel/msm mako_defconfig grouper device/asus/grouper/kernel kernel/tegra tegra3_android_defconfig tilapia device/asus/grouper/kernel kernel/tegra tegra3_android_defconfig maguro device/samsung/tuna/kernel kernel/omap tuna_defconfig toro device/samsung/tuna/kernel kernel/omap tuna_defconfig panda device/ti/panda/kernel kernel/omap panda_defconfig stingray device/moto/wingray/kernel kernel/tegra stingray_defconfig wingray device/moto/wingray/kernel kernel/tegra stingray_defconfig crespo device/samsung/crespo/kernel kernel/samsung herring_defconfig crespo4g device/samsung/crespo/kernel kernel/samsung herring_defconfig We are going to work with the Motorola Nexus 6, code name Shamu. Both the kernel binary version and the kernel source code are stored in a git repository. All we need to do is compose the proper URL and clone the corresponding repository. Retrieving the kernel's binary version In this section, we are going to obtain the kernel as a binary, prebuilt file. All we need is the previous table that shows every device model, with its codename and its binary location that we can use to compose the download of the URL. We are targeting Google Nexus 6, codename shamu with binary location: device/moto/shamu-kernel So, to retrieve the binary version of the Motorola Nexus 6 kernel, we need the following command: $ git clone https://android.googlesource.com/device/moto/shamu-kernel The previous command will clone the repo and place it in the shamu-kernel folder. This folder contains a file named zImage-dtb—this file is the actual kernel image that can be integrated in our ROM and flashed into our device. Having the kernel image, we can obtain the kernel version with the following command: $ $ dd if=kernel bs=1 skip=$(LC_ALL=C grep -a -b -o $'x1fx8bx08x00x00x00x00x00' kernel | cut -d ':' -f 1) | zgrep -a 'Linux version' Output: The previous screenshot shows the command output: our kernel image version is 3.10.40 and it has been compiled with GCC version 4.8 on October the the twenty-second at 22:49. Obtaining the kernel source code As for the binary version, the previous table is critical also to download the kernel source code. Targeting the Google Nexus 6, we create the download URL using the source location string for the device codename shamu: kernel/msm.git Once we have the exact URL, we can clone the GIT repository with the following command: $ git clone https://android.googlesource.com/kernel/msm.git Git will create an msm folder. The folder will be strangely empty—that's because the folder is tracking the master branch by default. To obtain the kernel for our Nexus 6, we need to switch to the proper branch. There are a lot of available branches and we can check out the list with the following command: $ git branch -a The list will show every single branch, targeting a specific Android version for a specific Nexus device. The following screenshot shows a subset of these repositories: Now that you have the branch name, for your device and your Android version, you just need to checkout the proper branch: $ git checkout android-msm-shamu-3.10-lollipop-release The following screenshot shows the expected command output: Setting up the toolchain The toolchain is the set of all the tools needed to effectively compile a specific software to a binary version, enabling the user to run it. In our specific domain, the toolchain allows us to create a system image ready to be flashed to our Android device. The interesting part is that the toolchain allows us to create a system image for an architecture that is different from our current one: odds are that we are using an x86 system and we want to create a system image targeting an ARM (Advanced RISC Machine) device. Compiling software targeting an architecture different from the one on our host system is called cross-compilation. The Internet offers a couple of handy solutions for this task—we can use the standard toolchain, available with the AOSP (Android Open Source Project) or we can use an alternative, very popular toolchain, the Linaro toolchain. Both toolchains will do the job—compile every single C/C++ file for the ARM architecture. As usual, even the toolchain is available as precompiled binary or as source code, ready to be compiled. For our journey, we are going to use the official toolchain, provided by Google, but when you need to explore this world even more, you could try out the binary version of Linaro toolchain, downloadable from www.linaro.org/download. Linaro toolchain is known to be the most optimized and performing toolchain in the market, but our goal is not to compare toolchains or stubbornly use the best or most popular one. Our goal is to create the smoothest possible experience, removing unnecessary variables from the whole building a custom Android system equation. Getting the toolchain We are going to use the official toolchain, provided by Google. We can obtain it with Android source code or downloading it separately. Having your trusted Android source code folder at hand, you can find the toolchain in the following folder: AOSP/prebuilts/gcc/linux-x86/arm/arm-eabi-4.8/ This folder contains everything we need to build a custom kernel—the compiler, the linker, and few more tools such as a debugger. If, for some unfortunate reason, you are missing the Android source code folder, you can download the toolchain using the following git command: $ git clone https://android.googlesource.com/platform/prebuilts/gcc/linux-x86/arm/arm-eabi-4.8 Preparing the host system To successfully compile our custom kernel, we need a properly configured host system. The requirements are similar to those we satisfied to build the whole Android system: Ubuntu Linux kernel source code Toolchain Fastboot Ubuntu needs a bit of love to accomplish this task: we need to install the ncurses-dev package: $ sudo apt-get install ncurses-dev Once we have all the required tools installed, we can start configuring the environment variables we need. These variables are used during the cross-compilation and can be set via the console. Fire up your trusted Terminal and launch the following commands: $ export PATH=<toolchain-path>/arm-eabi-4.8/bin:$PATH $ export ARCH=arm $ export SUBARCH=arm $ export CROSS_COMPILE=arm-eabi- Configuring the kernel Before being able to compile the kernel, we need to properly configure it. Every device in the Android repository has a specific branch with a specific kernel with a specific configuration to be applied. The table on page 2 has a column with the exact information we need—Build configuration. This information represents the parameter we need to properly configure the kernel build system. Let's configure everything for our Google Nexus 6. In your terminal, launch the following command: $ make shamu_defconfig This command will create a kernel configuration specific for your device. The following screenshot shows the command running and the final success message: Once the .config file is in place, you could already build the kernel, using the default configuration. As advanced users, we want more and that's why we will take full control of the system, digging into the kernel configuration. Editing the configuration could enable missing features or disable unneeded hardware support, to create the perfect custom kernel, and fit your needs. Luckily, to alter the kernel configuration, we don't need to manually edit the .config file. The Linux kernel provides a graphical tool that will allow you to navigate the whole configuration file structure, get documentation about the single configurable item, and prepare a custom configuration file with zero effort. To access the configuration menu, open your terminal, navigate to the kernel folder and launch the following command: $ make menuconfig The following screenshot shows the official Linux kernel configuration tool—no frills, but very effective: In the upper half of the screenshot, you can see the version of the kernel we are going to customize and a quick doc about how you can navigate all those menu items: you navigate using the arrow keys, you enter a subsection with the Enter key, you select or deselect an item using Y/N or Spacebar to toggle. With great power comes great responsibility, so be careful enabling and disabling features—check the documentation in menuconfig, check the Internet, and, most of all, be confident. A wrong configuration could cause a freeze during the boot sequence and this would force you to learn, to create a different configuration and try again. As a real-world example, we are going to enable the FTDI support. Future Technology Devices International or FTDI is a worldwide known semiconductor company, popular for its RS-232/TTL to USB devices. These devices come in very handy to communicate to embedded devices using a standard USB connection. To enable the FTDI support, you need to navigate to the right menu by following these steps: Device Drivers|USB support|USB Serial Converter support Once you reach this section, you need to enable the following item: USB FTDI Single Port Serial Driver The following screenshot shows the correctly selected item and gives you an idea of how many devices we could possibly support (this screen only shows the USB Serial Converter support): Once you have everything in place, just select Exit and save the configuration, as shown in the following screenshot: With the exact same approach, you can add every new feature you want. One important note, we added the FTDI package merging it into the kernel image. Linux kernel gives you the opportunity to make a feature available also as a module. A module is an external file, with .ko extension, that can be injected and loaded in the kernel at runtime. The kernel modules are a great and handy feature when you are working on a pure Linux system, but they are very impractical on Android. With the hope of having a modular kernel, you should code yourself the whole module loading system, adding unnecessary complexity to the system. The choice we made of having the FTDI feature inside the kernel image penalizes the image from a size point of view, but relieves us from the manual management of the module itself. That's why the common strategy is to include every new feature we want right into the kernel core. Compiling the kernel Once you have a properly configured environment and a brand new configuration file, you just need one single command to start the building process. On your terminal emulator, in the kernel source folder, launch: $ make The make command will wrap up the necessary configuration and will launch the compiling and assembling process. The duration of the process heavily depends on the performance of your system: it could be one minute or one hour. As a reference, an i5 2.40 GHz CPU with 8 GB of RAM takes 5-10 minutes to complete a clean build. This is incredibly quicker than compiling the whole AOSP image, as you can see, due to the different complexity and size of the code base. Working with non-Google devices So far, we have worked with Google devices, enjoying the Google open-source mindset. As advanced users, we frequently deal with devices that are not from Google or that are not even a smartphone. As a real-world example, we are going to use again a UDOO board: a single-board computer that supports Ubuntu or Android. For the time being, the most popular version of UDOO is the UDOO Quad and that's the version we are targeting. As for every other device, the standard approach is to trust the manufacturer's website to obtain kernel source code and any useful documentation for the process: most of all, how to properly flash the new kernel to the system. When working with a custom kernel, the procedure is quite consolidated. You need the source code, the toolchain, a few configuration steps, and, maybe, some specific software package to be installed on to your host system. When it comes to flashing the kernel, every device can have a different procedure. This depends on how the system has been designed and which tools the manufacturing team provides. Google provides fastboot to flash our images to our devices. Other manufactures usually provide tools that are similar or that can do similar things with little effort. The UDOO development team worked hard to make the UDOO board fully compatible with fastboot—instead of forcing you to adjust to their tools, they adjusted their device to work with the tools you already know. They tuned up the board's bootloader and you can now flash the boot.img using fastboot, like you were flashing a standard Google Android device. To obtain the kernel, we just need to clone a git repository. With your trusted terminal, launch the following command: $ git clone http://github.com/UDOOBoard/Kernel_Unico kernel Once we have the kernel, we need to install a couple of software packages in our Ubuntu system to be able to work with it. With the following command, everything will be installed and put in place: $ sudo apt-get install build-essential ncurses-dev u-boot-tools Time to pick a toolchain! UDOO gives you a few possibilities—you can use the same toolchain you used for the Nexus 6 or you can use the one provided by the UDOO team itself. If you decide to use the UDOO official toolchain, you can download it with a couple of terminal commands. Be sure you have already installed curl. If not, just install it with the following command: $ sudo apt-get install curl Once you have curl, you can use the following command to download the toolchain: $ curl http://download.udoo.org/files/crosscompiler/arm-fsl-linux-gnueabi.tar.gz | tar -xzf Now, you have everything in place to launch the build process: $ cd kernel $ make ARCH=arm UDOO_defconfig The following is the output: /sites/default/files/Article-Images/B04293_05_09.png The previous screenshot shows the output of the configuration process. When the default .config file is ready, you can launch the build process with the following command: $ make –j4 CROSS_COMPILE ../arm-fsl-linux-gnueabi/bin/arm-fsl-linux-gnueabi- ARCH=arm uImage modules When the build process is over, you can find the kernel image in the arch folder: $ arch/arm/boot/uImage As for the Nexus 6, we can customize the UDOO kernel using menuconfig. From the kernel source folder, launch the following command: $ make ARCH=arm menuconfig The following screenshot shows the UDOO kernel configuration menu. It's very similar to the Nexus 6 configuration menu. We have the same combination of keys to navigate, select and deselect features, and so on: Working with UDOO, the same warnings we had with the Nexus 6 apply here too—be careful while removing components from the kernel. Some of them are just meant to be there to support specific hardware, some of them, instead, are vital for the system to boot. As always, feel free to experiment, but be careful about gambling! This kind of development device makes debugging the kernel a bit easier compared to a smartphone. UDOO, as with a lot of other embedded development boards, provides a serial connection that enables you to monitor the whole boot sequence. This comes in handy if you are going to develop a driver for some hardware and you want to integrate it into your kernel or even if you are simply playing around with some custom kernel configuration. Every kernel and boot-related message will be printed to the serial console, ready to be captured and analyzed. The next screenshot shows the boot sequence for our UDOO Quad board: As you can see, there is plenty of debugging information, from the board power-on to the Android system prompt. Driver management Since version 2.6.x, Linux gives the developer the opportunity to compile parts of the kernel as separated modules that can be injected into the core, to add more features at runtime. This approach gives flexibility and freedom: there is no need to reboot the system to enjoy new features and there is no need to rebuild the whole kernel if you only need to update a specific module. This approach is widely use in the PC world, by embedded devices such as routers, smart TVs, and even by our familiar UDOO board. To code a new kernel module is no easy task and it's far from the purpose of this book: there are plenty of books on the topic and most of the skill set comes from experience. In these pages, you are going to learn about the big picture, the key points, and the possibilities. Unfortunately, Android doesn't use this modular approach: every required feature is built in a single binary kernel file, for practical and simplicity reasons. In the last few years there has been a trend to integrate into the kernel even the logic needed for Wi-Fi functionality, that was before it was loaded from a separated module during the boot sequence. As we saw with the FTDI example in the previous pages, the most practical way to add a new driver to our Android kernel is using menuconfig and building the feature as a core part of the kernel. Altering the CPU frequency Overclocking a CPU is one of the most loved topics among advanced users. The idea of getting the maximum amount of powerfrom your device is exciting. Forums and blogs are filled with discussions about overclocking and in this section we are going to have an overview and clarify a few tricky aspects that you could deal with on your journey. Every CPU is designed to work with a specific clock frequency or within a specific frequency range. Any modern CPU has the possibility to scale its clock frequency to maximize performance when needed and power consumption when performance is not needed, saving precious battery in case of our beloved mobile devices. Overclocking, then, denotes the possibility to alter this working clock frequency via software, increasing it to achieve performance higher than the one the CPU was designed for. Contrary to what we often read on unscrupulous forum threads or blogs, overclocking a CPU can be a very dangerous operation: we are forcing the CPU to work with a clock frequency that formally hasn't been tested. This could backfire on us with a device rebooting autonomously, for its own protection, or we could even damage the CPU, in the worst-case scenario. Another interesting aspect of managing the CPU clock frequency is the so-called underclock. Leveraging the CPU clock frequency scaling feature, we can design and implement scaling policies to maximize the efficiency, according to CPU load and other aspects. We could, for instance, reduce the frequency when the device is idle or in sleep mode and push the clock to the maximum when the device is under heavy load, to enjoy the maximum effectiveness in every scenario. Pushing the CPU management even further, lots of smartphone CPUs come with a multicore architecture: you can completely deactivate a core if the current scenario doesn't need it. The key concept of underclocking a CPU is adding a new frequency below the lowest frequency provided by the manufacturer. Via software, we would be able to force the device to this frequency and save battery. This process is not riskless. We could create scenarios in which the device has a CPU frequency so low that it will result in an unresponsive device or even a frozen device. As for overclocking, these are unexplored territories and only caution, experience and luck will get you to a satisfying result. An overview of the governors Linux kernel manages CPU scaling using specific policies called governors. There are a few pre-build governors in the Linux kernel, already available via menuconfig, but you can also add custom-made governors, for your specific needs. The following screenshot shows the menuconfig section of Google Nexus 6 for CPU scaling configuration: As you can see, there are six prebuild governors. Naming conventions are quite useful and make names self-explanatory: for instance, the performance governor aims to keep the CPU always at maximum frequency, to achieve the highest performance at every time, sacrificing battery life. The most popular governors on Android are definitely the ondemand and interactive governors: these are quite common in many Android-based device kernels. Our reference device, Google Nexus 6, uses interactive as the default governor. As you would expect, Google disallows direct CPU frequency management, for security reasons. There is no quick way to select a specific frequency or a specific governor on Android. However, advanced users can satisfy their curiosity or their needs with a little effort. Customizing the boot image So far, you learned how to obtain the kernel source code, how to set up the system, how to configure the kernel, and how to create your first custom kernel image. The next step is about equipping your device with your new kernel. To achieve this, we are going to analyze the internal structure of the boot.img file used by every Android device. Creating the boot image A custom ROM comes with four .img files, necessary to create a working Android system. Two of them (system.img and data.img) are compressed images of a Linux compatible filesystem. The remaining two files (boot.img and recovery.img) don't contain a standard filesystem. Instead, they are custom image files, specific to Android. These images contain a 2KB header sector, the kernel core, compressed with gzip, a ramdisk, and an optional second stated loader. Android provides further info about the internal structure of the image file in the boot.img.h file contained in the mkbootimg package in the AOSP source folder. The following screenshot shows a snippet of the content of this file: As you can see, the image contains a graphical representation of the boot.img structure. This ASCII art comes with a deeper explanation of sizes and pages. To create a valid boot.img file, you need the kernel image you have just built and a ramdisk. A ramdisk is a tiny filesystem that is mounted into the system RAM during the boot time. A ramdisk provides a set of critically important files, needed for a successful boot sequence. For instance, it contains the init file that is in charge of launching all the services needed during the boot sequence. There are two main ways to generate a boot image: We could use the mkbootimg tool We could use the Android build system Using mkbootimg gives you a lot of freedom, but comes with a lot of complexity. You would need a serious amount of command-line arguments to properly configure the generating system and create a working image. On the other hand, the Android build system comes with the whole set of configuration parameters already set and ready to go, with zero effort for us to create a working image. Just to give you a rough idea of the complexity of mkbootimg, the following screenshot shows an overview of the required parameters: Playing with something so powerful is tempting, but, as you can see, the amount of possible wrong parameters passed to mkbootimg is large. As pragmatic developers, dealing with mkbootimg is not worth the risk at the moment. We want the job done, so we are going to use the Android build system to generate a valid boot image with no effort. All that you need to do is export a new environment variable, pointing to the kernel image you have created just a few pages ago. With your trusted terminal emulator, launch: $ export TARGET_PREBUILT_KERNEL=<kernel_src>/arch/arm/boot/zImage-dtb Once you have set and exported the TARGET_PREBUILT_KERNEL environment variable, you can launch: $ make bootimage A brand new, fully customized, boot image will be created by the Android build system and will be placed in the following folder: $ target/product/<device-name>/boot.img With just a couple of commands, we have a brand new boot.img file, ready to be flashed. Using the Android build system to generate the boot image is the preferred way for all the Nexus devices and for all those devices, such as the UDOO, that are designed to be as close as possible to an official Google device. For all those devices on the market that are compliant to this philosophy, things start to get tricky, but not impossible. Some manufactures take advantage of the Apache v2 license and don't provide the whole Android source code. You could find yourself in a scenario where you only have the kernel source code and you won't be able to leverage the Android build system to create your boot image or even understand how boot.img is actually structured. In these scenarios, one possible approach could be to pull the boot.img from a working device, extract the content, replace the default kernel with your custom version, and recreate boot.img using mkbootimg: easier said than done. Right now, we want to focus on the main scenario, dealing with a system that is not fighting us. Upgrading the new boot image Once you have your brand new, customized boot image, containing your customized kernel image, you only need to flash it to your device. We are working with Google devices or, at least, Google-compatible devices, so you will be able to use fastboot to flash your boot.img file to your device. To be able to flash the image to the device, you need to put the device in fastboot mode, also known as bootloader mode. Once your device is in fastboot mode, you can connect it via USB to your host computer. Fire up a terminal emulator and launch the command to upgrade the boot partition: $ sudo fastboot flash boot boot.img In a few seconds, fastboot will replace the content of the device boot partition with the content of your boot.img file. When the flashing process is successfully over, you can reboot your device with: $ sudo fastboot reboot The device will reboot using your new kernel and, thanks to the new USB TTL support that you added a few pages ago, you will be able to monitor the whole boot sequence with your terminal emulator. Android boot sequence To fully understand all Android internals, we are going to learn how the whole boot sequence works: from the power-on to the actual Android system boot. The Android boot sequence is similar to any other embedded system based on Linux: in a very abstract way, after the power-on, the system initializes the hardware, loads the kernel, and finally the Android framework. Any Linux-based system undergoes a similar process during its boot sequence: your Ubuntu computer or even your home DSL router. In the next sections, we are going to dive deeper in to these steps to fully comprehend the operating system we love so much. Internal ROM – bios When you press the power button on your device, the system loads a tiny amount of code, stored inside a ROM memory. You can think about this as an equivalent of the BIOS software you have in your PC. This software is in charge of setting up all the parameters for CPU clock and running the RAM memory check. After this, the system loads the bootloader into memory and launches it. An overview of bootloader So far, the bootloader has been loaded into the RAM memory and started. The bootloader is in charge of loading the system kernel into the RAM memory and launching it, to continue the boot sequence. The most popular bootloader software for Android devices is U-Boot, the Universal Bootloader. U-Boot is widely used in all kinds of embedded systems: DSL routers, smart TVs, infotainment systems, for example. U-boot is open source software and its flexibility to be customized for any device is definitely one of the reasons for its popularity. U-boot's main task is to read the kernel image from the boot partition, load it into the RAM memory, and run it. From this moment on, the kernel is in charge of finishing the boot sequence. You could think about U-boot on Android like GRUB on your Ubuntu system: it reads the kernel image, decompresses it, loads it into the RAM memory, and executes it. The following diagram gives you a graphical representation of the whole boot sequence as on an embedded Linux system, an Android system, and a Linux PC: The kernel After the bootloader loads the kernel, the kernel's first task is to initialize the hardware. With all the necessary hardware properly set up, the kernel mounts the ramdisk from boot.img and launches init. The Init process In a standard Linux system, the init process takes care of starting all the core services needed to boot the system. The final goal is to complete the boot sequence and start the graphical interface or the command line to make the system available to the user. This whole process is based on a specific sequence of system scripts, executed in a rigorous order to assure system integrity and proper configuration. Android follows the same philosophy, but it acts in a different way. In a standard Android system, the ramdisk, contained in the boot.img, provides the init script and all the scripts necessary for the boot. The Android init process consists of two main files: init.rc init.${ro.hardware}.rc The init.rc file is the first initialization script of the system. It takes care of initializing those aspects that are common to all Android systems. The second file is very hardware specific. As you can guess, ${ro.hardware} is a placeholder for the reference of a particular hardware where the boot sequence is happening. For instance, ${ro.hardware} is replaced with goldfinsh in the emulator boot configuration. In a standard Linux system, the init sequence executes a set of bash scripts. These bash scripts start a set of system services. Bash scripting is a common solution for a lot of Linux systems, because it is very standardized and quite popular. Android systems use a different language to deal with the initialization sequence: Android Init Language. The Android init language The Android team chose to not use Bash for Android init scripts, but to create its own language to perform configurations and services launches. The Android Init Language is based on five classes of statements: Actions Commands Services Options Imports Every statement is line-oriented and is based on specific tokens, separated by white spaces. Comment lines start with a # symbol. Actions An Action is a sequence of commands bound to a specific trigger that's used to execute the particular action at a specific moment. When the desired event happens, the Action is placed in an execution queue, ready to be performed. This snippet shows an example of an Action statement: on <trigger> [&& <trigger>]* <command> <command> <command> Actions have unique names. If a second Action is created with the same name in the same file, its set of commands is added to the first Action commands, set and executed as a single action. Services Services are programs that the init sequence will execute during the boot. These services can also be monitored and restarted if it's mandatory they stay up. The following snippet shows an example of a service statement: service <name> <pathname> [ <argument> ]* <option> <option> ... Services have unique names. If in the same file, a service with a nonunique name exists, only the first one is evaluated as valid; the second one is ignored and the developer is notified with an error message. Options Options statements are coupled with services. They are meant to influence how and when init manages a specific service. Android provides quite an amount of possible options statements: critical: This specifies a device-critical service. The service will be constantly monitored and if it dies more than four times in four minutes, the device will be rebooted in Recovery Mode. disabled: This service will be in a default stopped state. init won't launch it. A disabled service can only be launched manually, specifying it by name. setenv <name> <value>: This sets an environment variable using name and value. socket <name> <type> <perm> [ <user> [ <group> [ <seclabel> ] ] ]: This command creates a Unix socket, with a specified name, (/dev/socket/<name>) and provides its file descriptor the specified service. <type> specifies the type of socket: dgram, stream, or seqpacket. Default <user> and <group> are 0. <seclabel> specifies the SELinx security context for the created socket. user <username>: This changes the username before the service is executed. The default username is root. group <groupname> [ <groupname> ]*: This changes the group name before the service is executed. seclabel <seclabel>: This changes the SELinux level before launching the service. oneshot: This disables the service monitoring and the service won't be restarted when it terminates. class <name>: This specifies a service class. Classes of services can be launched or stopped at the same time. A service with an unspecified class value will be associated to the default class. onrestart: This executes a command when the service is restarted. writepid <file...>: When a services forks, this option will write the process ID (PID) in a specified file. Triggers Triggers specify a condition that has to be satisfied to execute a particular action. They can be event triggersor property triggers. Event triggers can be fired by the trigger command or by the QueueEventTrigger() function. The example event triggers are boot and late-init. Property triggers can be fired when an observed property changes value. Every Action can have multiple Property triggers, but only one Event trigger; refer to the following code for instance: on boot && property_a=b This Action will be executed when the boot event is triggered and the property a is equal to b. Commands The Command statement specifies a command that can be executed during the boot sequence, placing it in the init.rc file. Most of these commands are common Linux system commands. The list is quite extensive. Let's look at them in detail: bootchart_init: This starts bootchart if it is properly configured. Bootchart is a performance monitor and can provide insights about the boot performance of a device. chmod <octal-mode-permissions> <filename>: This changes file permissions. chown <owner> <group> <filename>: This changes the owner and the group for the specified file. class_start <serviceclass>: This starts a service specified by its class name. class_stop <serviceclass>: This stops and disables a service specified by its class name. class_reset <serviceclass>: This stops a service specified by its class name. It doesn't disable the service. copy <src> <dst>: This copies a source file to a new destination file. domainname <name>: This sets the domain name. enable <servicename>: This starts a service by its name. If the service is already queued to be started, then it starts the service immediately. exec [<seclabel>[<user>[<group> ]* ]] -- <command> [ <argument> ]*: This forks and executes the specified command. The execution is blocking: no other command can be executed in the meantime. export <name> <value>: This sets and exports an environment variable. hostname <name>: This sets the hostname. ifup <interface>: This enables the specified network interface. insmod <path>: This loads the specified kernel module. load_all_props: This loads all the system properties. load_persist_props: This loads the persistent properties, after the successful decryption of the /data partition. loglevel <level>: This sets the kernel log level. mkdir <path> [mode] [owner] [group]: This creates a folder with the specified name, permissions, owner, and group. The defaults are 755 as permissions, and root as owner and group. mount_all <fstab>: This mounts all the partitions in the fstab file. mount <type> <device> <dir> [ <flag> ]* [<options>]: This mounts a specific device in a specific folder. A few mount flags are available: rw, ro, remount, noatime, and all the common Linux mount flags. powerctl: This is used to react to changes of the sys.powerctl system parameter, critically important for the implementation of the reboot routing. restart <service>: This restarts the specified service. rm <filename>: This deletes the specified file. rmdir <foldername>: This deletes the specified folder. setpropr <name> <value>: This sets the system property with the specified name with the specified value. start <service>: This starts a service. stop <service>: This stops a service. swapon_all <fstab>: This enables the swap partitions specified in the fstab file. symlink <target> <path>: This creates a symbolic link from the target file to the destination path. sysclktz <mins_west_of_gtm>: This sets the system clock. trigger <event>: This programmatically triggers the specified event. wait <filename > [ <timeout> ]: This monitors a path for a file to appear. A timeout can be specified. If not, the default timeout value is 5 seconds. write <filename> <content>: This writes the specified content to the specified file. If the file doesn't exist, it creates the file. If the file already exists, it won't append the content, but it will override the whole file. Imports Imports specify all the external files that are needed in the current file and imports them: import <path> The previous snippet is an example of how the current init script can be extended, importing an external init script. path can be a single file or even a folder. In case path is a folder, all the files that exists in the first level of the specified folder will be imported. The command doesn't act recursively on folders: nested folders must be imported programmatically one by one. Summary In this article, you learned how to obtain the Linux kernel for your device, how to set up your host PC to properly build your custom kernel, how to add new features to the kernel, build it, package it, and flash it to your device. You learned how the Android boot sequence works and how to manipulate the init scripts to customize the boot sequence. Resources for Article: Further resources on this subject: Virtualization [article] Building Android (Must know) [article] Network Based Ubuntu Installations [article]
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Raka Mahesa
30 Jun 2016
6 min read
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Voice Interaction and Android Marshmallow

Raka Mahesa
30 Jun 2016
6 min read
"Jarvis, play some music." You might imagine that to be a quote from some Iron Man stories (and hey, that might be an actual quote), but if you replace the "Jarvis" part with "OK Google," you'll get an actual line that you can speak to your Android phone right now that will open a music player and play a song. Go ahead and try it out yourself. Just make sure you're on your phone's home screen when you do it. This feature is called Voice Action, and it was actually introduced years ago in 2010, though back then it only worked on certain apps. However, Voice Action only accepts a single-line voice command, unlike Jarvis who usually engages in a conversation with its master. For example, if you ask Jarvis to play music, it will probably reply by asking what music you want to play. Fortunately, this type of conversation will no longer be limited to movies or comic books, because with Android Marshmallow, Google has introduced an API for that: the Voice Interaction API. As the name implies, the Voice Interaction API enables you to add voice-based interaction to its app. When implemented properly, the user will be able to command his/her phone to do a particular task without any touch interaction just by having a conversation with the phone. Pretty similar to Jarvis, isn't it? So, let's try it out! One thing to note before beginning: the Voice Interaction API can only be activated if the app is launched using Voice Action. This means that if the app is opened from the launcher via touch, the API will return a null object and cannot be used on that instance. So let’s cover a bit of Voice Action first before we delve further into using the Voice Interaction API. Requirements To use the Voice Interaction API, you need: Android Studio v1.0 or above Android 6.0 (API 23) SDK A device with Android Marshmallow installed (optional) Voice Action Let's start by creating a new project with a blank activity. You won’t use the app interface and you can use the terminal logging to check what app does, so it's fine to have an activity with no user interface here. Okay, you now have the activity. Let’s give the user the ability to launch it using a voice command. Let's pick a voice command for our app—such as a simple "take a picture" command? This can be achieved by simply adding intent filters to the activity. Add these lines to your app manifest file and put them below the original intent filter of your app activity. <intent-filter> <action android_name="android.media.action.STILL_IMAGE_CAMERA" /> <category android_name="android.intent.category.DEFAULT" /> <category android_name="android.intent.category.VOICE" /> </intent-filter> These lines will notify the operating system that your activity should be triggered when a certain voice command is spoken. The action "android.media.action.STILL_IMAGE_CAMERA" is associated with the "take a picture" command, so to activate the app using a different command, you need to specify a different action. Check out this list if you want to find out what other commands are supported. And that's all you need to do to implement Voice Action for your app. Build the app and run it on your phone. So when you say "OK Google, take a picture", your activity will show up. Voice Interaction All right, let's move on to Voice Interaction. When the activity is created, before you start the voice interaction part, you must always check whether the activity was started from Voice Action and whether the VoiceInteractor service is available. To do that, call the isVoiceInteraction() function to check the returned value. If it returns true, then it means the service is available for you to use. Let's say you want your app to first ask the user which side he/she is on, then changes the app background color accordingly. If the user chooses the dark side, the color will be black, but if the user chooses the light side, the app color will be white. Sounds like a simple and fun app, doesn't it? So first, let’s define what options are available for users to choose. You can do this by creating an instance of VoiceInteractor.PickOptionRequest.Option for each available choice. Note that you can associate more than one word with a single option, as can be seen in the following code. VoiceInteractor.PickOptionRequest.Option option1 = new VoiceInteractor.PickOptionRequest.Option(“Light”, 0); option1.addSynonym(“White”); option1.addSynonym(“Jedi”); VoiceInteractor.PickOptionRequest.Option option2 = new VoiceInteractor.PickOptionRequest.Option(“Dark”, 1); option12addSynonym(“Black”); option2.addSynonym(“Sith”); The next step is to define a Voice Interaction request and tell the VoiceInteractor service to execute that requests. For this app, use the PickOptionRequest for the request object. You can check out other request types on this page. VoiceInteractor.Option[] options = new VoiceInteractor.Option[] { option1, option2 } VoiceInteractor.Prompt prompt = new VoiceInteractor.Prompt("Which side are you on"); getVoiceInteractor().submitRequest(new PickOptionRequest(prompt, options, null) { //Handle each option here }); And determine what to do based on the choice picked by the user. This time, we'll simply check the index of the selected option and change the app background color based on that (we won't delve into how to change the app background color here; let's leave it for another occasion). @Override public void onPickOptionResult(boolean finished, Option[] selections, Bundle result) { if (finished && selections.length == 1) { if (selections[0].getIndex() == 0) changeBackgroundToWhite(); else if (selections[0].getIndex() == 1) changeBackgroundToBlack(); } } @Override public void onCancel() { closeActivity(); } And that's it! When you run your app on your phone, it should ask which side you're on if you launch it using Voice Action. You've only learned the basics here, but this should be enough to add a little voice interactivity to your app. And if you ever want to create a Jarvis version, you just need to add "sir" to every question your app asks. About the author Raka Mahesa is a game developer at Chocoarts who is interested in digital technology in general. Outside of work hours, he likes to work on his own projects, with Corridoom VR being his latest released game. Raka also tweets regularly as @legacy99.
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article-image-offloading-work-ui-thread-android
Packt
13 Oct 2016
8 min read
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Offloading work from the UI Thread on Android

Packt
13 Oct 2016
8 min read
In this article by Helder Vasconcelos, the author of Asynchronous Android Programming book - Second Edition, will present the most common asynchronous techniques techniques used on Android to develop an application, that using the multicore CPUs available on the most recent devices, is able to deliver up to date results quickly, respond to user interactions immediately and produce smooth transitions between the different UI states without draining the device battery. (For more resources related to this topic, see here.) Several reports have shown that an efficient application that provides a great user experience have better review ratings, higher user engagement and are able to achieve higher revenues. Why do we need Asynchronous Programming on Android? The Android system, by default, executes the UI rendering pipeline, base components (Activity, Fragment, Service, BroadcastReceiver, ...) lifecycle callback handling and UI interaction processing on a single thread, sometimes known as UI thread or main thread. The main thread handles his work sequentially collecting its work from a queue of tasks (Message Queue) that are queued to be processed by a particular application component. When any unit of work, such as a I/O operation, takes a significant period of time to complete, it will block and prevent the main thread from handling the next tasks waiting on the main thread queue to processed. Besides that, most Android devices refresh the screen 60 times per second, so every 16 milliseconds (1s/60 frames) a UI rendering task has to be processed by the main thread in order to draw and update the device screen. The next figure shows up a typical main thread timeline that runs the UI rendering task every 16ms. When a long lasting operation, prevents the main thread from executing frame rendering in time, the current frame drawing is deferred or some frame drawings are missed generating a UI glitch noticeable to the application user. A typical long lasting operation could be: Network data communication HTTP REST Request SOAP Service Access File Upload or Backup Reading or writing of files to the filesystem Shared Preferences Files File Cache Access Internal Database reading or writing Camera, Image, Video, Binary file processing. A user Interface glitch produced by dropped frames on Android is known on Android as jank. The Android SDK command systrace (https://developer.android.com/studio/profile/systrace.html) comes with the ability to measure the performance of UI rendering and then diagnose and identify problems that may arrive from various threads that are running on the application process. In the next image we illustrate a typical main thread timeline when a blocking operation dominates the main thread for more than 2 frame rendering windows: As you can perceive, 2 frames are dropped and the 1 UI Rendering frame was deferred because our blocking operation took approximately 35ms, to finish: When the long running operation that runs on the main thread does not complete within 5 seconds, the Android System displays an “Application not Responding” (ANR) dialog to the user giving him the option to close the application. Hence, in order to execute compute-intensive or blocking I/O operations without dropping a UI frame, generate UI glitches or degrade the application responsiveness, we have to offload the task execution to a background thread, with less priority, that runs concurrently and asynchronously in an independent line of execution, like shown on the following picture. Although, the use of asynchronous and multithreaded techniques always introduces complexity to the application, Android SDK and some well known open source libraries provide high level asynchronous constructs that allow us to perform reliable asynchronous work that relieve the main thread from the hard work. Each asynchronous construct has advantages and disadvantages and by choosing the right construct for your requirements can make your code more reliable, simpler, easier to maintain and less error prone. Let’s enumerate the most common techniques that are covered in detail in the “Asynchronous Android Programming” book. AsyncTask AsyncTask is simple construct available on the Android platform since Android Cupcake (API Level 3) and is the most widely used asynchronous construct. The AsyncTask was designed to run short-background operations that once finished update the UI. The AsyncTask construct performs the time consuming operation, defined on the doInBackground function, on a global static thread pool of background threads. Once doInBackground terminates with success, the AsyncTask construct switches back the processing to the main thread (onPostExecute) delivering the operation result for further processing. This technique if it is not used properly can lead to memory leaks or inconsistent results. HandlerThread The HandlerThread is a Threat that incorporates a message queue and an Android Looper that runs continuously waiting for incoming operations to execute. To submit new work to the Thread we have to instantiate a Handler that is attached to HandlerThread Looper. public class DownloadImageTask extends AsyncTask<URL, Integer, Bitmap> { protected Long doInBackground(URL... urls) {} protected void onProgressUpdate(Integer... progress) {} protected void onPostExecute(Bitmap image) {} } HandlerThread handlerThread = new HandlerThread("MyHandlerThread"); handlerThread.start(); Looper looper = handlerThread.getLooper(); Handler handler = new Handler(looper); handler.post(new Runnable(){ @Override public void run() {} }); The Handler interface allow us to submit a Message or a Runnable subclass object that could aggregate data and a chunk of work to be executed. Loader The Loader construct allow us to run asynchronous operations that load content from a content provider or a data source, such as an Internal Database or a HTTP service. The API can load data asynchronously, detect data changes, cache data and is aware of the Fragment and Activity lifecycle. The Loader API was introduced to the Android platform at API level 11, but are available for backwards compatibility through the Android Support libraries. public static class TextLoader extends AsyncTaskLoader<String> { @Override public String loadInBackground() { // Background work } @Override public void deliverResult(String text) {} @Override protected void onStartLoading() {} @Override protected void onStopLoading() {} @Override public void onCanceled(String text) {} @Override protected void onReset() {} } IntentService The IntentService class is a specialized subclass of Service that implements a background work queue using a single HandlerThread. When work is submitted to an IntentService, it is queued for processing by a HandlerThread, and processed in order of submission. public class BackupService extends IntentService { @Override protected void onHandleIntent(Intent workIntent) { // Background Work } } JobScheduler The JobScheduler API allow us to execute jobs in background when several prerequisites are fulfilled and taking into the account the energy and network context of the device. This technique allows us to defer and batch job executions until the device is charging or an unmetered network is available. JobScheduler scheduler = (JobScheduler) getSystemService( Context.JOB_SCHEDULER_SERVICE ); JobInfo.Builder builder = new JobInfo.Builder(JOB_ID, serviceComponent); builder.setRequiredNetworkType(JobInfo.NETWORK_TYPE_UNMETERED); builder.setRequiresCharging(true); scheduler.schedule(builder.build()); RxJava RxJava is an implementation of the Reactive Extensions (ReactiveX) on the JVM, that was developed by Netflix, used to compose asynchronous event processing that react to an observable source of events. The framework extends the Observer pattern by allowing us to create a stream of events, that could be intercepted by operators (input/output) that modify the original stream of events and deliver the result or an error to a final Observer. The RxJava Schedulers allow us to control in which thread our Observable will begin operating on and in which thread the event is delivered to the final Observer or Subscriber. Subscription subscription = getPostsFromNetwork() .map(new Func1<Post, Post>() { @Override public Post call(Post Post) { ... return result; } }) .subscribeOn(Schedulers.io()) .observeOn(AndroidSchedulers.mainThread()) .subscribe(new Observer<Post>() { @Override public void onCompleted() {} @Override public void onError() {} @Override public void onNext(Post post) { // Process the result } }); Summary As you have seen, there are several high level asynchronous constructs available to offload the long computing or blocking tasks from the UI thread and it is up to developer to choose right construct for each situation because there is not an ideal choice that could be applied everywhere. Asynchronous multithreaded programming, that produces reliable results, is difficult and error prone task so using a high level technique tends to simplify the application source code and the multithreading processing logic required to scale the application over the available CPU cores. Remember that keeping your application responsive and smooth is essential to delight your users and increase your chances to create a notorious mobile application. The techniques and asynchronous constructs summarized on the previous paragraphs are covered in detail in the Asynchronous Android Programming book published by Packt Publishing. Resources for Article: Further resources on this subject: Getting started with Android Development [article] Practical How-To Recipes for Android [article] Speeding up Gradle builds for Android [article]
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article-image-making-subtle-color-shifts-curves
Packt
23 Sep 2013
7 min read
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Making subtle color shifts with curves

Packt
23 Sep 2013
7 min read
(For more resources related to this topic, see here.) When looking at a scene, we may pick up subtle cues from the way colors shift between different image regions. For example, outdoors on a clear day, shadows have a slightly blue tint due to the ambient light reflected from the blue sky, while highlights have a slightly yellow tint because they are in direct sunlight. When we see bluish shadows and yellowish highlights in a photograph, we may get a "warm and sunny" feeling. This effect may be natural, or it may be exaggerated by a filter. Curve filters are useful for this type of manipulation. A curve filter is parameterized by sets of control points. For example, there might be one set of control points for each color channel. Each control point is a pair of numbers representing the input and output values for the given channel. For example, the pair (128, 180) means that a value of 128 in the given color channel is brightened to become a value of 180. Values between the control points are interpolated along a curve (hence the name, curve filter). In Gimp, a curve with the control points (0, 0), (128, 180), and (255, 255) is visualized as shown in the following screenshot: The x axis shows the input values ranging from 0 to 255, while the y axis shows the output values over the same range. Besides showing the curve, the graph shows the line y = x (no change) for comparison. Curvilinear interpolation helps to ensure that color transitions are smooth, not abrupt. Thus, a curve filter makes it relatively easy to create subtle, natural-looking effects. We may define an RGB curve filter in pseudocode as follows: dst.b = funcB(src.b) where funcB interpolates pointsB dst.g = funcG(src.g) where funcG interpolates pointsG dst.r = funcR(src.r) where funcR interpolates pointsR For now, we will work with RGB and RGBA curve filters, and with channel values that range from 0 to 255. If we want such a curve filter to produce natural-looking results, we should use the following rules of thumb: Every set of control points should include (0, 0) and (255, 255). This way, black remains black, white remains white, and the image does not appear to have an overall tint. As the input value increases, the output value should always increase too. (Their relationship should be monotonically increasing.) This way, shadows remain shadows, highlights remain highlights, and the image does not appear to have inconsistent lighting or contrast. OpenCV does not provide curvilinear interpolation functions but the Apache Commons Math library does. (See Adding files to the project, earlier in this chapter, for instructions on setting up Apache Commons Math.) This library provides interfaces called UnivariateInterpolator and UnivariateFunction, which have implementations including LinearInterpolator, SplineInterpolator, LinearFunction, and PolynomialSplineFunction. (Splines are a type of curve.) UnivariateInterpolator has an instance method, interpolate(double[] xval, double[] yval), which takes arrays of input and output values for the control points and returns a UnivariateFunction object. The UnivariateFunction object can provide interpolated values via the method value(double x). API documentation for Apache Commons Math is available at http://commons.apache.org/proper/commons-math/apidocs/. These interpolation functions are computationally expensive. We do not want to run them again and again for every channel of every pixel and every frame. Fortunately, we do not have to. There are only 256 possible input values per channel, so it is practical to precompute all possible output values and store them in a lookup table. For OpenCV's purposes, a lookup table is a Mat object whose indices represent input values and whose elements represent output values. The lookup can be performed using the static method Core.LUT(Mat src, Mat lut, Mat dst). In pseudocode, dst = lut[src]. The number of elements in lut should match the range of values in src, and the number of channels in lut should match the number of channels in src. Now, using Apache Commons Math and OpenCV, let's implement a curve filter for RGBA images with channel values ranging from 0 to 255. Open CurveFilter.java and write the following code: public class CurveFilter implements Filter { // The lookup table. private final Mat mLUT = new MatOfInt(); public CurveFilter( final double[] vValIn, final double[] vValOut, final double[] rValIn, final double[] rValOut, final double[] gValIn, final double[] gValOut, final double[] bValIn, final double[] bValOut) { // Create the interpolation functions. UnivariateFunction vFunc = newFunc(vValIn, vValOut); UnivariateFunction rFunc = newFunc(rValIn, rValOut); UnivariateFunction gFunc = newFunc(gValIn, gValOut); UnivariateFunction bFunc = newFunc(bValIn, bValOut); // Create and populate the lookup table. mLUT.create(256, 1, CvType.CV_8UC4); for (int i = 0; i < 256; i++) { final double v = vFunc.value(i); final double r = rFunc.value(v); final double g = gFunc.value(v); final double b = bFunc.value(v); mLUT.put(i, 0, r, g, b, i); // alpha is unchanged } } @Override public void apply(final Mat src, final Mat dst) { // Apply the lookup table. Core.LUT(src, mLUT, dst); } private UnivariateFunction newFunc(final double[] valIn, final double[] valOut) { UnivariateInterpolator interpolator; if (valIn.length > 2) { interpolator = new SplineInterpolator(); } else { interpolator = new LinearInterpolator(); } return interpolator.interpolate(valIn, valOut); } } CurveFilter stores the lookup table in a member variable. The constructor method populates the lookup table based on the four sets of control points that are taken as arguments. As well as a set of control points for each of the RGB channels, the constructor also takes a set of control points for the image's overall brightness, just for convenience. A helper method, newFunc, creates an appropriate interpolation function (linear or spline) for each set of control points. Then, we iterate over the possible input values and populate the lookup table. The apply method is a one-liner. It simply uses the precomputed lookup table with the given source and destination matrices. CurveFilter can be subclassed to define a filter with a specific set of control points. For example, let's open PortraCurveFilter.java and write the following code: public class PortraCurveFilter extends CurveFilter { public PortraCurveFilter() { super( new double[] { 0, 23, 157, 255 }, // vValIn new double[] { 0, 20, 173, 255 }, // vValOut new double[] { 0, 69, 213, 255 }, // rValIn new double[] { 0, 69, 218, 255 }, // rValOut new double[] { 0, 52, 189, 255 }, // gValIn new double[] { 0, 47, 196, 255 }, // gValOut new double[] { 0, 41, 231, 255 }, // bValIn new double[] { 0, 46, 228, 255 }); // bValOut } } This filter brightens the image, makes shadows cooler (more blue), and makes highlights warmer (more yellow). It produces flattering skin tones and tends to make things look sunnier and cleaner. It resembles the color characteristics of a brand of photo film called Kodak Portra, which was often used for portraits. The code for our other three channel mixing filters is similar. The ProviaCurveFilter class uses the following arguments for its control points: new double[] { 0, 255 }, // vValIn new double[] { 0, 255 }, // vValOut new double[] { 0, 59, 202, 255 }, // rValIn new double[] { 0, 54, 210, 255 }, // rValOut new double[] { 0, 27, 196, 255 }, // gValIn new double[] { 0, 21, 207, 255 }, // gValOut new double[] { 0, 35, 205, 255 }, // bValIn new double[] { 0, 25, 227, 255 }); // bValOut The effect is a strong, blue or greenish-blue tint in shadows and a strong, yellow or greenish-yellow tint in highlights. It resembles a film processing technique called cross-processing, which was sometimes used to produce grungy-looking photos of fashion models, pop stars, and so on. For a good discussion of how to emulate various brands of photo film, see Petteri Sulonen's blog at http://www.prime-junta.net/pont/How_to/100_Curves_and_Films/_Curves_and_films.html. The control points that we use are based on examples given in this article. Curve filters are a convenient tool for manipulating color and contrast, but they are limited insofar as each destination pixel is affected by only a single input pixel. Next, we will examine a more flexible family of filters, which enable each destination pixel to be affected by a neighborhood of input pixels. Summary In this article we learned how to make subtle color shifts with curves. Resources for Article: Further resources on this subject: Linking OpenCV to an iOS project [Article] A quick start – OpenCV fundamentals [Article] OpenCV: Image Processing using Morphological Filters [Article]
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Raka Mahesa
04 Apr 2017
6 min read
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Using Android Wear 2.0

Raka Mahesa
04 Apr 2017
6 min read
As of this writing, Android Wear 2.0 was unveiled by Google a few weeks ago. Like most second iterations of software, this latest version of Android Wear adds various new features that make the platform easier to use and much more functional to its users. But what about its developers? Is there any critical change that developers should know about for the platform? Let's find out together. One of the biggest additions to Android Wear 2.0 is the ability of apps to run on the watch without needing a companion app on the phone. Devices running Android Wear 2.0 will have their own Google Play Store app, as well as reliable internet from Wi-Fi or a cellular connection, allowing apps to be installed and operated without requiring a phone. This feature, known as "Standalone App," is a big deal for developers. While it's not really complicated to implement said feature, we must now reevaluate about how to distribute our apps and whether our apps should work independently, or should they be embedded to a phone app like before. So let's get into the meat of things. Right now Android Wear 2.0 supports the following types of apps: - Standalone apps that do not require a phone app. - Standalone apps that require a phone app. - Non-Standalone apps that are embedded in a phone app. In this case, "Standalone apps" means apps that are not included in a phone app and can be downloaded separately on the Play Store on the watch. After all, a standalone app may still require a phone app to function. To distribute a standalone watch app, all we have to do is designate an app as standalone and upload the APK to the Google Play Developer Console. To designate an app as standalone, simply add the following metadata to the <application> section in the app manifest file. <meta-data android_name="com.google.android.wearable.standalone" android_value="true" /> Do note that any app that has that metadata will be available to download on the watch Play Store, even if the value is set to false. Setting the value to false will simply limit the app to smart devices that have been paired to phones that have Play Store installed. One more thing about Standalone Apps: They are not supported on Android Wear before 2.0. So, to support all versions of Android Wear, we will have to provide both the Standalone and Non-Standalone APKs. Both of them need the same package name and must be uploaded under the same app, with the Standalone APK having a higher versionCode value so the Play Store will install that version when requested by a compatible device. All right, with that settled, let's move on to another big addition introduced by Android Wear 2.0: the Complication API. In case you're not familiar with the world of watchmaking. Complications are areas in a watch that show data other than the current time. In traditional watches, they can be a stopwatch or the current date. In smartwatches, they can be a battery indicator or a display for a number of unread emails. In short, complications are Android widgets for smart watches. Unlike widgets on Android phones, however, the user interface that displays a complication data is not made by the same developer whose data was displayed. Android Wear 2.0 gives the responsibility of displaying the complication data to the watch face developer, so an app developer has no say on how his app data will look on the watch face. To accommodate that Complication system, Android Wear provides a set of complication types that all watch faces have to be able to display, which are: - Icon type - Short Text display - Long Text display - Small Image type - Large Image type - Ranged Value type (value with minimum and maximum limit, like battery life) Some complication types may have additional data that they can show. For example, the Short Text complication may also show an icon if the data provides an icon to show, and the Long Text complication can show a title text if that data was provided. Okay, so now we know how the data is going to be displayed to the user. How then do we provide said data to the watch face? To do that, first we have to create a new Service class that inherits the ComplicationProviderService class. Then, on that class we just created, we override the function onComplicationUpdate() and provide the ComplicationManager object with data from our app like the following: @Override public void onComplicationUpdate(int complicationID, int type, ComplicationManager manager) { if (type == SHORT_TEXT) { ComplicationData data = new ComplicationData.Builder(SHORT_TEXT) .setShortText(dataShortText) .setIcon(appIconResource)) .setTapAction(onTapIntent) .build(); manager.updateComplicationDatra(complicationID, data); } else if (type == LONG_TEXT) { ComplicationData data = new ComplicationData.Builder(.LONG_TEXT) .setLongTitle(dataTitle) .setLongText(dataLongText) .setIcon(appIconResource)) .setTapAction(onTapIntent) .build(); manager.updateComplicationDatra(complicationID, data); } } As can be seen from the code above, we use ComplicationData.Builder to provide the correct data based on the requested Complication type. You may notice the setTapAction() function and wonder what it was for. Well, you may want the user seeing your data to be able to tap the Complication and do an action. Using the setTapAction() you will be able to provide an Intent that will be executed later when the complication was tapped. One last thing to do is to register the service on the project manifest with a filter for android.support.wearable.complications.ACTION_COMPLICATION_UPDATE_REQUEST intent like the following: <service android_name=".ComplicationProviderService" android_label=”ServiceLabel” > <intent-filter> <action android_name="android.support.wearable.complications.ACTION_COMPLICATION_UPDATE_REQUEST" /> </intent-filter> </service> And that's it for all the biggest changes to Android Wear 2.0! For other additions and changes to this version of Android Wear like the new CurvedLayout, a new notification display, Rotary Input API, and more, you can read the official documentation. About the author Raka Mahesa is a game developer at Chocoarts (http://chocoarts.com/) who is interested in digital technology in general. Outside of work hours, he likes to work on his own projects, with Corridoom VR being his latest released game. Raka also regularly tweets as @legacy99.
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Packt
06 Feb 2015
8 min read
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Android Virtual Device Manager

Packt
06 Feb 2015
8 min read
This article written by Belén Cruz Zapata, the author of the book Android Studio Essentials, teaches us the uses of the AVD Manager tool. It introduces us to the Google Play services. (For more resources related to this topic, see here.) The Android Virtual Device Manager (AVD Manager) is an Android tool accessible from Android Studio to manage the Android virtual devices that will be executed in the Android emulator. To open the AVD Manager from Android Studio, navigate to the Tools | Android | AVD Manager menu option. You can also click on the shortcut from the toolbar. The AVD Manager displays the list of the existing virtual devices. Since we have not created any virtual device, initially the list will be empty. To create our first virtual device, click on the Create Virtual Device button to open the configuration dialog. The first step is to select the hardware configuration of the virtual device. The hardware definitions are listed on the left side of the window. Select one of them, like the Nexus 5, to examine its details on the right side as shown in the following screenshot. Hardware definitions can be classified into one of these categories: Phone, Tablet, Wear or TV. We can also configure our own hardware device definitions from the AVD Manager. We can create a new definition using the New Hardware Profile button. The Clone Device button creates a duplicate of an existing device. Click on the New Hardware Profile button to examine the existing configuration parameters. The most important parameters that define a device are: Device Name: Name of the device. Screensize: Screen size in inches. This value determines the size category of the device. Type a value of 4.0 and notice how the Size value (on the right side) is normal. Now type a value of 7.0 and the Size field changes its value to large. This parameter along with the screen resolution also determines the density category. Resolution: Screen resolution in pixels. This value determines the density category of the device. Having a screen size of 4.0 inches, type a value of 768 x 1280 and notice how the density value is 400 dpi. Change the screen size to 6.0 inches and the density value changes to hdpi. Now change the resolution to 480 x 800 and the density value is mdpi. RAM: RAM memory size of the device. Input: Indicate if the home, back, or menu buttons of the device are available via software or hardware. Supported device states: Check the allowed states. Cameras: Select if the device has a front camera or a back camera. Sensors: Sensors available in the device: accelerometer, gyroscope, GPS, and proximity sensor. Default Skin: Select additional hardware controls. Create a new device with a screen size of 4.7 inches, a resolution of 800 x 1280, a RAM value of 500 MiB, software buttons, and both portrait and landscape states enabled. Name it as My Device. Click on the Finish button. The hardware definition has been added to the list of configurations. Click on the Next button to continue the creation of a new virtual device. The next step is to select the virtual device system image and the target Android platform. Each platform has its architecture, so the system images that are installed on your system will be listed along with the rest of the images that can be downloaded (Show downloadable system images box checked). Download and select one of the images of the Lollipop release and click on the Next button. Finally, the last step is to verify the configuration of the virtual device. Enter the name of the Android Virtual Device in the AVD Name field. Give the virtual device a meaningful name to recognize it easily, such as AVD_nexus5_api21. Click on the Show Advanced Settings button. The settings that we can configure for the virtual device are the following: Emulation Options: The Store a snapshot for faster startup option saves the state of the emulator in order to load faster the next time. The Use Host GPU tries to accelerate the GPU hardware to run the emulator faster. Custom skin definition: Select if additional hardware controls are displayed in the emulator. Memory and Storage: Select the memory parameters of the virtual device. Let the default values, unless a warning message is shown; in this case, follow the instructions of the message. For example, select 1536M for the RAM memory and 64 for the VM Heap. The Internal Storage can also be configured. Select for example: 200 MiB. Select the size of the SD Card or select a file to behave as the SD card. Device: Select one of the available device configurations. These configurations are the ones we tested in the layout editor preview. Select the Nexus 5 device to load its parameters in the dialog. Target: Select the device Android platform. We have to create one virtual device with the minimum platform supported by our application and another virtual device with the target platform of our application. For this first virtual device, select the target platform, Android 4.4.2 - API Level 19. CPU/ABI: Select the device architecture. The value of this field is set when we select the target platform. Each platform has its architecture, so if we do not have it installed, the following message will be shown; No system images installed for this target. To solve this, open the SDK Manager and search for one of the architectures of the target platform, ARM EABI v7a System Image or Intel x86 Atom System Image. Keyboard: Select if a hardware keyboard is displayed in the emulator. Check it. Skin: Select if additional hardware controls are displayed in the emulator. You can select the Skin with dynamic hardware controls option. Front Camera: Select if the emulator has a front camera or a back camera. The camera can be emulated or can be real by the use of a webcam from the computer. Select None for both cameras. Keyboard: Select if a hardware keyboard is displayed in the emulator. Check it. Network: Select the speed of the simulated network and select the delay in processing data across the network. The new virtual device is now listed in the AVD Manager. Select the recently created virtual device to enable the remaining actions: Start: Run the virtual device. Edit: Edit the virtual device configuration. Duplicate: Creates a new device configuration displaying the last step of the creation process. You can change its configuration parameters and then verify the new device. Wipe Data: Removes the user files from the virtual device. Show on Disk: Opens the virtual device directory on your system. View Details: Open a dialog detailing the virtual device characteristics. Delete: Delete the virtual device. Click on the Start button. The emulator will be opened as shown in the following screenshot. Wait until it is completely loaded, and then you will be able to try it. In Android Studio, open the main layout with the graphical editor and click on the list of the devices. As the following screenshot shows, our custom device definition appears and we can select it to preview the layout: Navigation Editor The Navigation Editor is a tool to create and structure the layouts of the application using a graphical viewer. To open this tool navigate to the Tools | Android | Navigation Editor menu. The tool opens a file in XML format named main.nvg.xml. This file is stored in your project at /.navigation/app/raw/. Since there is only one layout and one activity in our project, the navigation editor only shows this main layout. If you select the layout, detailed information about it is displayed on the right panel of the editor. If you double-click on the layout, the XML layout file will be opened in a new tab. We can create a new activity by right-mouse clicking on the editor and selecting the New Activity option. We can also add transitions from the controls of a layout by shift clicking on a control and then dragging to the target activity. Open the main layout and create a new button with the label Open Activity: <Button        android_id="@+id/button_open"        android_layout_width="wrap_content"        android_layout_height="wrap_content"        android_layout_below="@+id/button_accept"        android_layout_centerHorizontal="true"        android_text="Open Activity" /> Open the Navigation Editor and add a second activity. Now the navigation editor displays both activities as the next screenshot shows. Now we can add the navigation between them. Shift-drag from the new button of the main activity to the second activity. A blue line and a pink circle have been added to represent the new navigation. Select the navigation relationship to see its details on the right panel as shown in the following screenshot. The right panel shows the source the activity, the destination activity and the gesture that triggers the navigation. Now open our main activity class and notice the new code that has been added to implement the recently created navigation. The onCreate method now contains the following code: findViewById(R.id.button_open).setOnClickListener( new View.OnClickListener() { @Override public void onClick(View v) { MainActivity.this.startActivity( new Intent(MainActivity.this, Activity2.class)); } }); This code sets the onClick method of the new button, from where the second activity is launched. Summary This article thought us about the Navigation Editor tool. It also showed how to integrate the Google Play services with a project in Android Studio. In this article, we got acquainted to the AVD Manager tool. Resources for Article: Further resources on this subject: Android Native Application API [article] Creating User Interfaces [article] Android 3.0 Application Development: Multimedia Management [article]
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Packt
22 Feb 2016
10 min read
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Publication of Apps

Packt
22 Feb 2016
10 min read
Ever wondered if you could prepare and publish an app on Google Play and you needed a short article on how you could get this done quickly? Here it is! Go ahead, read this piece of article, and you'll be able to get your app running on Google Play. (For more resources related to this topic, see here.) Preparing to publish You probably don't want to upload any of the apps from this book, so the first step is to develop an app that you want to publish. Head over to https://play.google.com/apps/publish/ and follow the instructions to get a Google Play developer account. This was $25 at the time of writing and is a one-time charge with no limit on the number of apps you can publish. Creating an app icon Exactly how to design an icon is beyond the remit of this book. But, simply put, you need to create a nice image for each of the Android screen density categorizations. This is easier than it sounds. Design one nice app icon in your favorite drawing program and save it as a .png file. Then, visit http://romannurik.github.io/AndroidAssetStudio/icons-launcher.html. This will turn your single icon into a complete set of icons for every single screen density. Warning! The trade-off for using this service is that the website will collect your e-mail address for their own marketing purposes. There are many sites that offer a similar free service. Once you have downloaded your .zip file from the preceding site, you can simply copy the res folder from the download into the main folder within the project explorer. All icons at all densities have now been updated. Preparing the required resources When we log into Google Play to create a new listing in the store, there is nothing technical to handle, but we do need to prepare quite a few images that we will need to upload. Prepare upto 8 screenshots for each device type (a phone/tablet/TV/watch) that your app is compatible with. Don't crop or pad these images. Create a 512 x 512 pixel image that will be used to show off your app icon on the Google Play store. You can prepare your own icon, or the process of creating app icons that we just discussed will have already autogenerated icons for you. You also need to create three banner graphics, which are as follows: 1024 x 500 180 x 120 320 x 180 These can be screenshots, but it is usually worth taking a little time to create something a bit more special. If you are not artistically minded, you can place a screenshot inside some quite cool device art and then simply add a background image. You can generate some device art at https://developer.android.com/distribute/tools/promote/device-art.html. Then, just add the title or feature of your app to the background. The following banner was created with no skill at all, just with a pretty background purchased for $10 and the device art tool I just mentioned: Also, consider creating a video of your app. Recording video of your Android device is nearly impossible unless your device is rooted. I cannot recommend you to root your device; however, there is a tool called ARC (App Runtime for Chrome) that enables you to run APK files on your desktop. There is no debugging output, but it can run a demanding app a lot more smoothly than the emulator. It will then be quite simple to use a free, open source desktop capture program such as OBS (Open Broadcaster Software) to record your app running within ARC. You can learn more about ARC at https://developer.chrome.com/apps/getstarted_arc and about OBS at https://obsproject.com/. Building the publishable APK file What we are doing in this section is preparing the file that we will upload to Google Play. The format of the file we will create is .apk. This type of file is often referred to as an APK. The actual contents of this file are the compiled class files, all the resources that we've added, and the files and resources that Android Studio has autogenerated. We don't need to concern ourselves with the details, as we just need to follow these steps. The steps not only create the APK, but they also create a key and sign your app with the key. This process is required and it also protects the ownership of your app:   Note that this is not the same thing as copy protection/digital rights management. In Android Studio, open the project that you want to publish and navigate to Build | Generate Signed APK and a pop-up window will open, as shown: In the Generate Signed APK window, click on the Create new button. After this, you will see the New Key Store window, as shown in the following screenshot: In the Key store path field, browse to a location on your hard disk where you would like to keep your new key, and enter a name for your key store. If you don't have a preference, simply enter keys and click on OK. Add a password and then retype it to confirm it. Next, you need to choose an alias and type it into the Alias field. You can treat this like a name for your key. It can be any word that you like. Now, enter another password for the key itself and type it again to confirm. Leave Validity (years) at its default value of 25. Now, all you need to do is fill out your personal/business details. This doesn't need to be 100% complete as the only mandatory field is First and Last Name. Click on the OK button to continue. You will be taken back to the Generate Signed APK window with all the fields completed and ready to proceed, as shown in the following window: Now, click on Next to move to the next screen: Choose where you would like to export your new APK file and select release for the Build Type field. Click on Finish and Android Studio will build the shiny new APK into the location you've specified, ready to be uploaded to the App Store. Taking a backup of your key store in multiple safe places! The key store is extremely valuable. If you lose it, you will effectively lose control over your app. For example, if you try to update an app that you have on Google Play, it will need to be signed by the same key. Without it, you would not be able to update it. Think of the chaos if you had lots of users and your app needed a database update, but you had to issue a whole new app because of a lost key store. As we will need it quite soon, locate the file that has been built and ends in the .apk extension. Publishing the app Log in to your developer account at https://play.google.com/apps/publish/. From the left-hand side of your developer console, make sure that the All applications tab is selected, as shown: On the top right-hand side corner, click on the Add new application button, as shown in the next screenshot: Now, we have a bit of form filling to do, and you will need all the images from the Preparing to publish section that is near the start of the chapter. In the ADD NEW APPLICATION window shown next, choose a default language and type the title of your application: Now, click on the Upload APK button and then the Upload your first APK button and browse to the APK file that you built and signed in. Wait for the file to finish uploading: Now, from the inner left-hand side menu, click on Store Listing: We are faced with a fair bit of form filling here. If, however, you have all your images to hand, you can get through this in about 10 minutes. Almost all the fields are self-explanatory, and the ones that aren't have helpful tips next to the field entry box. Here are a few hints and tips to make the process smooth and produce a good end result: In the Full description and Short description fields, you enter the text that will be shown to potential users/buyers of your app. Be sure to make the description as enticing and exciting as you can. Mention all the best features in a clear list, but start the description with one sentence that sums up your app and what it does. Don't worry about the New content rating field as we will cover that in a minute. If you haven't built your app for tablet/phone devices, then don't add images in these tabs. If you have, however, make sure that you add a full range of images for each because these are the only images that the users of this type of device will see. When you have completed the form, click on the Save draft button at the top-right corner of the web page. Now, click on the Content rating tab and you can answer questions about your app to get a content rating that is valid (and sometimes varied) across multiple countries. The last tab you need to complete is the Pricing and Distribution tab. Click on this tab and choose the Paid or Free distribution button. Then, enter a price if you've chosen Paid. Note that if you choose Free, you can never change this. You can, however, unpublish it. If you chose Paid, you can click on Auto-convert prices now to set up equivalent pricing for all currencies around the world. In the DISTRIBUTE IN THESE COUNTRIES section, you can select countries individually or check the SELECT ALL COUNTRIES checkbox, as shown in the next screenshot:   The next six options under the Device categories and User programs sections in the context of what you have learned in this book should all be left unchecked. Do read the tips to find out more about Android Wear, Android TV, Android Auto, Designed for families, Google Play for work, and Google Play for education, however. Finally, you must check two boxes to agree with the Google consent guidelines and US export laws. Click on the Publish App button in the top-right corner of the web page and your app will soon be live on Google Play. Congratulations. Summary You can now start building Android apps. Don't run off and build the next Evernote, Runtatstic, or Angry Birds just yet. Head over to our book, Android Programming for Beginners: https://www.packtpub.com/application-development/android-programming-beginners. Here are a few more books that you can check out to learn more about Android: Android Studio Cookbook (https://www.packtpub.com/application-development/android-studio-cookbook) Learning Android Google Maps (https://www.packtpub.com/application-development/learning-android-google-maps) Android 6 Essentials (https://www.packtpub.com/application-development/android-6-essentials) Android Sensor Programming By Example (https://www.packtpub.com/application-development/android-sensor-programming-example) Resources for Article: Further resources on this subject: Saying Hello to Unity and Android[article] Android and iOS Apps Testing at a Glance[article] Testing with the Android SDK[article]
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