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Facebook Twitter Supporting Multiple Screens. Android runs on a variety of devices that offer different screen sizes and densities.

Supporting Multiple Screens

For applications, the Android system provides a consistent development environment across devices and handles most of the work to adjust each application's user interface to the screen on which it is displayed. At the same time, the system provides APIs that allow you to control your application's UI for specific screen sizes and densities, in order to optimize your UI design for different screen configurations. For example, you might want a UI for tablets that's different from the UI for handsets. Although the system performs scaling and resizing to make your application work on different screens, you should make the effort to optimize your application for different screen sizes and densities. In doing so, you maximize the user experience for all devices and your users believe that your application was actually designed for their devices—rather than simply stretched to fit the screen on their devices. Emulator.

The Android SDK includes a mobile device emulator — a virtual mobile device that runs on your computer. The emulator lets you develop and test Android applications without using a physical device. This document is a reference to the available command line options and the keyboard mapping to device keys. For a complete guide to using the Android Emulator, see Using the Android Emulator. Keyboard Commands. <uses-sdk> Google Play Filtering Google Play uses the <uses-sdk> attributes declared in your app manifest to filter your app from devices that do not meet it's platform version requirements.


Before setting these attributes, make sure that you understand Google Play filters. syntax: contained in: description: Lets you express an application's compatibility with one or more versions of the Android platform, by means of an API Level integer. Despite its name, this element is used to specify the API Level, not the version number of the SDK (software development kit) or Android platform.

Xamarin/monodroid-samples. Mono Documentation. Hello, Multiscreen Applications. In this article we’ll look at how to create multi-screen applications using Xamarin.Android and walk through the creation of a simple multi-screen app.

Hello, Multiscreen Applications

We’ll introduce Intents and show how they can be used to load additional Activities. However, before we dive into creating the application, let’s examine the constituent pieces of an Android application. Android applications are very different from traditional client applications found on platforms such as Windows, Mac OS X and even mobile platforms such as iOS. These platforms have a single entry point into the application in the form of a static main function, which creates an instance of an application that then launches, loads and manages its screens, etc. By contrast, Android applications consist of a set of loosely coupled screens, represented by Activity classes, and Service classes, which are long-running background processes. The following diagram illustrates the components of a basic Android application: Activities Context Intents.

Hello, Android. In this article we’ll look at how to create, deploy, and run a Xamarin.Android application.

Hello, Android

First, we’ll demonstrate how to use the default application template in the deployment process. Next, we’ll examine some of the basic parts of the android application that are created with the template. We’ll then create a hello world application, showing how to build the user interface both in code and by using Android XML. To get started, we are going to walk through the steps you need to take to create a Xamarin.Android application. Xamarin.Android works with Xamarin Studio on both OS X and Windows; it also works on Windows with Visual Studio 2010 Professional (or greater). Manifest.permission. Allows an application to read from external storage.


Any app that declares the WRITE_EXTERNAL_STORAGE permission is implicitly granted this permission. This permission is enforced starting in API level 19. Before API level 19, this permission is not enforced and all apps still have access to read from external storage. You can test your app with the permission enforced by enabling Protect USB storage under Developer options in the Settings app on a device running Android 4.1 or higher. Note: If both your minSdkVersion and targetSdkVersion values are set to 3 or lower, the system implicitly grants your app this permission.

Android GUI templates for Keynote and PowerPoint. Android Templates V3.0 Create wireframes and high fidelity prototypes for Android apps using Apple Keynote or Microsoft PowerPoint.

Android GUI templates for Keynote and PowerPoint

All elements are designed from scratch in Keynote and PowerPoint (no images!) And are fully customizable and editable without needing additional tools. [New] Use hundreds of royalty free vector icons in your prototypes and final app (yes, these were also created in Keynote and PowerPoint!) What’s included. Design. Application Fundamentals. Distribute Apps. A Platform For Making Apps Better. Mobile app testing. Lovely ui. Android Patterns.

Android SDK installation doesn't find JDK. Android Development Tutorial - Gingerbread. Learn Android : Android Layout Tutorial. An Android layout is a class that handles arranging the way its children appear on the screen.

Learn Android : Android Layout Tutorial

Anything that is a View (or inherits from View) can be a child of a layout. All of the layouts inherit from ViewGroup (which inherits from View) so you can nest layouts. You could also create your own custom layout by making a class that inherits from ViewGroup. The standard Layouts are: AbsoluteLayoutFrameLayoutLinearLayoutRelativeLayoutTableLayout In this article we will examine each of these layouts in detail. I have also created a demo project that uses the code samples from this tutorial and from the Lots of Lists: Part 1, Simple List Activity tutorial. Next: AbsoluteLayout.

SDK. Before installing Android Studio or the standalone SDK tools, you must agree to the following terms and conditions.


This is the Android Software Development Kit License Agreement 1. Introduction 1.1 The Android Software Development Kit (referred to in this License Agreement as the "SDK" and specifically including the Android system files, packaged APIs, and Google APIs add-ons) is licensed to you subject to the terms of this License Agreement. This License Agreement forms a legally binding contract between you and Google in relation to your use of the SDK. 1.2 "Android" means the Android software stack for devices, as made available under the Android Open Source Project, which is located at the following URL: as updated from time to time. 1.3 "Google" means Google Inc., a Delaware corporation with principal place of business at 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States.

Developer Resources. Package Index. The Developer's Guide. Android provides a rich application framework that allows you to build innovative apps and games for mobile devices in a Java language environment.

The Developer's Guide

The documents listed in the left navigation provide details about how to build apps using Android's various APIs. If you're new to Android development, it's important that you understand the following fundamental concepts about the Android app framework: Apps provide multiple entry points Android apps are built as a combination of distinct components that can be invoked individually. For instance, an individual activity provides a single screen for a user interface, and a service independently performs work in the background. From one component you can start another component using an intent. Learn more: