2023年6月27日发(作者:)
Android Application Fundamentals
Android applications are written in the Java programming language. The Android SDK
tools compile the code—along with any data and resource files—into an
Android package,
an archive file with an .apk suffix. All the code in a single .apk file is considered to be one
application and is the file that Android-powered devices use to install the application.
Once installed on a device, each Android application lives in its own security sandbox:
The Android operating system is a multi-user Linux system in which each
application is a different user.
By default, the system assigns each application a unique Linux user ID (the ID is
used only by the system and is unknown to the application). The system sets
permissions for all the files in an application so that only the user ID assigned to
that application can access them.
Each process has its own virtual machine (VM), so an application's code runs in
isolation from other applications.
By default, every application runs in its own Linux process. Android starts the
process when any of the application's components need to be executed, then
shuts down the process when it's no longer needed or when the system must
recover memory for other applications.
In this way, the Android system implements the
principle of least privilege. That is, each
application, by default, has access only to the components that it requires to do its work
and no more. This creates a very secure environment in which an application cannot
access parts of the system for which it is not given permission.
However, there are ways for an application to share data with other applications and
for an application to access system services:
It's possible to arrange for two applications to share the same Linux user ID, in
which case they are able to access each other's files. To conserve system
resources, applications with the same user ID can also arrange to run in the same
Linux process and share the same VM (the applications must also be signed with
the same certificate).
An application can request permission to access device data such as the user's
contacts, SMS messages, the mountable storage (SD card), camera, Bluetooth,
and more. All application permissions must be granted by the user at install time.
That covers the basics regarding how an Android application exists within the system. The
rest of this document introduces you to:
The core framework components that define your application.
The manifest file in which you declare components and required device features
for your application. Resources that are separate from the application code and allow your application
to gracefully optimize its behavior for a variety of device configurations.
Application Components
Application components are the essential building blocks of an Android application.
Each component is a different point through which the system can enter your application.
Not all components are actual entry points for the user and some depend on each other,
but each one exists as its own entity and plays a specific role—each one is a unique
building block that helps define your application's overall behavior.
There are four different types of application components. Each type serves a distinct
purpose and has a distinct lifecycle that defines how the component is created and
destroyed.
Here are the four types of application components:
Activities
An
activity represents a single screen with a user interface. For example, an email
application might have one activity that shows a list of new emails, another activity
to compose an email, and another activity for reading emails. Although the
activities work together to form a cohesive user experience in the email application,
each one is independent of the others. As such, a different application can start
any one of these activities (if the email application allows it). For example, a
camera application can start the activity in the email application that composes
new mail, in order for the user to share a picture.
An activity is implemented as a subclass of Activity and you can learn more about it
in the Activities developer guide.
Services
A
service is a component that runs in the background to perform long-running
operations or to perform work for remote processes. A service does not provide a
user interface. For example, a service might play music in the background while
the user is in a different application, or it might fetch data over the network
without blocking user interaction with an activity. Another component, such as an
activity, can start the service and let it run or bind to it in order to interact with it.
A service is implemented as a subclass of Service and you can learn more about it
in the Services developer guide.
Content providers
A
content provider manages a shared set of application data. You can store the
data in the file system, an SQLite database, on the web, or any other persistent
storage location your application can access. Through the content provider, other
applications can query or even modify the data (if the content provider allows it).
For example, the Android system provides a content provider that manages the
user's contact information. As such, any application with the proper permissions
can query part of the content provider (such as ) to read and write information about a particular person.
Content providers are also useful for reading and writing data that is private to
your application and not shared. For example, the Note Pad sample application
uses a content provider to save notes.
A content provider is implemented as a subclass of ContentProvider and must
implement a standard set of APIs that enable other applications to perform
transactions. For more information, see the Content Providers developer guide.
Broadcast receivers
A broadcast receiver is a component that responds to system-wide broadcast
announcements. Many broadcasts originate from the system—for example, a
broadcast announcing that the screen has turned off, the battery is low, or a
picture was captured. Applications can also initiate broadcasts—for example, to let
other applications know that some data has been downloaded to the device and is
available for them to use. Although broadcast receivers don't display a user
interface, they may create a status bar notification to alert the user when a
broadcast event occurs. More commonly, though, a broadcast receiver is just a
"gateway" to other components and is intended to do a very minimal amount of
work. For instance, it might initiate a service to perform some work based on the
event.
A broadcast receiver is implemented as a subclass of BroadcastReceiver and each
broadcast is delivered as an Intent object. For more information, see
theBroadcastReceiver class.
A unique aspect of the Android system design is that any application can start another
application’s component. For example, if you want the user to capture a photo with the
device camera, there's probably another application that does that and your application
can use it, instead of developing an activity to capture a photo yourself. You don't need to
incorporate or even link to the code from the camera application. Instead, you can simply
start the activity in the camera application that captures a photo. When complete, the
photo is even returned to your application so you can use it. To the user, it seems as if the
camera is actually a part of your application.
When the system starts a component, it starts the process for that application (if it's
not already running) and instantiates the classes needed for the component. For example,
if your application starts the activity in the camera application that captures a photo, that
activity runs in the process that belongs to the camera application, not in your application's
process. Therefore, unlike applications on most other systems, Android applications don't
have a single entry point (there's no main() function, for example).
Because the system runs each application in a separate process with file permissions
that restrict access to other applications, your application cannot directly activate a
component from another application. The Android system, however, can. So, to activate a component in another application, you must deliver a message to the system that specifies
your
intent to start a particular component. The system then activates the component for
you.
Activating Components
Three of the four component types—activities, services, and broadcast receivers—are
activated by an asynchronous message called an
intent. Intents bind individual
components to each other at runtime (you can think of them as the messengers that
request an action from other components), whether the component belongs to your
application or another.
An intent is created with an Intent object, which defines a message to activate either
a specific component or a specific
type of component—an intent can be either explicit or
implicit, respectively.
For activities and services, an intent defines the action to perform (for example, to
"view" or "send" something) and may specify the URI of the data to act on (among other
things that the component being started might need to know). For example, an intent
might convey a request for an activity to show an image or to open a web page. In some
cases, you can start an activity to receive a result, in which case, the activity also returns
the result in an Intent (for example, you can issue an intent to let the user pick a personal
contact and have it returned to you—the return intent includes a URI pointing to the
chosen contact).
For broadcast receivers, the intent simply defines the announcement being broadcast
(for example, a broadcast to indicate the device battery is low includes only a known action
string that indicates "battery is low").
The other component type, content provider, is not activated by intents. Rather, it is
activated when targeted by a request from a ContentResolver. The content resolver
handles all direct transactions with the content provider so that the component that's
performing transactions with the provider doesn't need to and instead calls methods on
the ContentResolver object. This leaves a layer of abstraction between the content
provider and the component requesting information (for security).
There are separate methods for activating each type of component:
You can start an activity (or give it something new to do) by passing
an Intent to startActivity() or startActivityForResult() (when you want the activity
to return a result).
You can start a service (or give new instructions to an ongoing service) by passing
an Intent to startService(). Or you can bind to the service by passing
an Intent tobindService().
You can initiate a broadcast by passing an Intent to methods
like sendBroadcast(), sendOrderedBroadcast(), or sendStickyBroadcast(). You can perform a query to a content provider by calling query() on
a ContentResolver.
For more information about using intents, see the Intents and Intent Filters document.
More information about activating specific components is also provided in the following
documents: Activities, Services, BroadcastReceiver and Content Providers.
Declaring components
The primary task of the manifest is to inform the system about the application's
components. For example, a manifest file can declare an activity as follows:
android:label="@string/example_label" ... >
...
In the
icon that identifies the application.
In the
class name of the Activity subclass and the android:label attributes specifies a string to
use as the user-visible label for the activity.
You must declare all application components this way:
Activities, services, and content providers that you include in your source but do not
declare in the manifest are not visible to the system and, consequently, can never run.
However, broadcast receivers can be either declared in the manifest or created
dynamically in code (as BroadcastReceiver objects) and registered with the system by
calling registerReceiver().
Declaring component capabilities
As discussed above, in Activating Components, you can use an Intent to start
activities, services, and broadcast receivers. You can do so by explicitly naming the target
component (using the component class name) in the intent. However, the real power of intents lies in the concept of intent actions. With intent actions, you simply describe the
type of action you want to perform (and optionally, the data upon which you’d like to
perform the action) and allow the system to find a component on the device that can
perform the action and start it. If there are multiple components that can perform the
action described by the intent, then the user selects which one to use.
The way the system identifies the components that can respond to an intent is by
comparing the intent received to the
intent filters provided in the manifest file of other
applications on the device.
When you declare a component in your application's manifest, you can optionally
include intent filters that declare the capabilities of the component so it can respond to
intents from other applications. You can declare an intent filter for your component by
adding an
For example, an email application with an activity for composing a new email might
declare an intent filter in its manifest entry to respond to "send" intents (in order to send
email). An activity in your application can then create an intent with the “send” action
(ACTION_SEND), which the system matches to the email application’s “send” activity and
launches it when you invoke the intent with startActivity().
For more about creating intent filters, see the Intents and Intent Filters document.
Declaring application requirements
There are a variety of devices powered by Android and not all of them provide the
same features and capabilities. In order to prevent your application from being installed on
devices that lack features needed by your application, it's important that you clearly define
a profile for the types of devices your application supports by declaring device and
software requirements in your manifest file. Most of these declarations are informational
only and the system does not read them, but external services such as Google Play do read
them in order to provide filtering for users when they search for applications from their
device.
For example, if your application requires a camera and uses APIs introduced in
Android 2.1 (API Level 7), you should declare these as requirements in your manifest file.
That way, devices that do
not have a camera and have an Android version
lower than 2.1
cannot install your application from Google Play.
However, you can also declare that your application uses the camera, but does
not
require it. In that case, your application must perform a check at runtime to determine
if the device has a camera and disable any features that use the camera if one is not
available.
Here are some of the important device characteristics that you should consider as you
design and develop your application: Screen size and density
In order to categorize devices by their screen type, Android defines two
characteristics for each device: screen size (the physical dimensions of the screen)
and screen density (the physical density of the pixels on the screen, or dpi—dots
per inch). To simplify all the different types of screen configurations, the Android
system generalizes them into select groups that make them easier to target.
The screen sizes are: small, normal, large, and extra large.
The screen densities are: low density, medium density, high density, and extra
high density.
By default, your application is compatible with all screen sizes and densities,
because the Android system makes the appropriate adjustments to your UI layout
and image resources. However, you should create specialized layouts for certain
screen sizes and provide specialized images for certain densities, using alternative
layout resources, and by declaring in your manifest exactly which screen sizes your
application supports with the
For more information, see the Supporting Multiple Screens document.
Input configurations
Many devices provide a different type of user input mechanism, such as a
hardware keyboard, a trackball, or a five-way navigation pad. If your application
requires a particular kind of input hardware, then you should declare it in your
manifest with the
application should require a certain input configuration.
Device features
There are many hardware and software features that may or may not exist on a
given Android-powered device, such as a camera, a light sensor, bluetooth, a
certain version of OpenGL, or the fidelity of the touchscreen. You should never
assume that a certain feature is available on all Android-powered devices (other
than the availability of the standard Android library), so you should declare any
features used by your application with the
Platform Version
Different Android-powered devices often run different versions of the Android
platform, such as Android 1.6 or Android 2.3. Each successive version often
includes additional APIs not available in the previous version. In order to indicate
which set of APIs are available, each platform version specifies an API Level (for
example, Android 1.0 is API Level 1 and Android 2.3 is API Level 9). If you use any
APIs that were added to the platform after version 1.0, you should declare the
minimum API Level in which those APIs were introduced using
the
It's important that you declare all such requirements for your application, because,
when you distribute your application on Google Play, the store uses these declarations to filter which applications are available on each device. As such, your application should be
available only to devices that meet all your application requirements.
For more information about how Google Play filters applications based on these (and
other) requirements, see the Filters on Google Play document.
Application Resources
An Android application is composed of more than just code—it requires resources that
are separate from the source code, such as images, audio files, and anything relating to
the visual presentation of the application. For example, you should define animations,
menus, styles, colors, and the layout of activity user interfaces with XML files. Using
application resources makes it easy to update various characteristics of your application
without modifying code and—by providing sets of alternative resources—enables you to
optimize your application for a variety of device configurations (such as different languages
and screen sizes).
For every resource that you include in your Android project, the SDK build tools define
a unique integer ID, which you can use to reference the resource from your application
code or from other resources defined in XML. For example, if your application contains an
image file named (saved in the res/drawable/ directory), the SDK tools generate
a resource ID named , which you can use to reference the image and
insert it in your user interface.
One of the most important aspects of providing resources separate from your source
code is the ability for you to provide alternative resources for different device
configurations. For example, by defining UI strings in XML, you can translate the strings
into other languages and save those strings in separate files. Then, based on a
language
qualifier that you append to the resource directory's name (such
as res/values-fr/ for French string values) and the user's language setting, the Android
system applies the appropriate language strings to your UI.
Android supports many different
qualifiers for your alternative resources. The qualifier
is a short string that you include in the name of your resource directories in order to define
the device configuration for which those resources should be used. As another example,
you should often create different layouts for your activities, depending on the device's
screen orientation and size. For example, when the device screen is in portrait orientation
(tall), you might want a layout with buttons to be vertical, but when the screen is in
landscape orientation (wide), the buttons should be aligned horizontally. To change the
layout depending on the orientation, you can define two different layouts and apply the
appropriate qualifier to each layout's directory name. Then, the system automatically
applies the appropriate layout depending on the current device orientation.
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