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200920201070 李世忠_外文文献

200920201070 李世忠_外文文献
200920201070 李世忠_外文文献

本科毕业设计外文文献翻译

学生姓名:李世忠

学院:信息工程学院

系别:计算机系

专业:计算机科学与技术

班级:计算机09-1班

指导教师:王晓荣讲师

李来普工程师

二○一三年六月

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:

1、The core framework components that define your application.

2、The manifest file in which you declare components and required device features for your application.

3、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 ContactsContract.Data) 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 the BroadcastReceiver 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 to bindService().

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

In the element, the android:icon attribute points to resources for an icon that identifies the application.

In the element, the android:name attribute specifies the fully qualified 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:

1、 elements for activities

2、 elements for services

3、 elements for broadcast receivers

4、 elements for content providers

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 sy stem 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 element as a child of the component's declaration element.

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 element.

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 element. However, it is rare that an 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 element.

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 element.

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 logo.png (saved in

the res/drawable/ directory), the SDK tools generate a resource ID

named R.drawable.logo, 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.

For more about the different kinds of resources you can include in your application and how to create alternative resources for various device configurations, see theApplication Resources developer guide.

From: https://www.wendangku.net/doc/0f9882421.html,/guide/components/fundamentals.html

应用基础

Android应用程序使用Java作为编程语言。Android SDK工具将代码、数据以及资源文件编译成为扩展名为.apk的Android软件包。一个apk文件代表一个Android应用程序,Android使用apk文件来安装应用?

一经安装在一个设备上,每个Android应用程序就生存在自己的安全沙箱里面:

Android操作系统是一个多用户的Linux系统,每个应用程序代表一个不同的用户。

默认情况下,系统为每个应用程序赋予一个唯一的Linux用户ID(这个用户ID只供系统内部使用,应用程序本身并不知晓这个用户ID)。系统使用这个用户ID为应用程序的所有文件设置权限,因此只有这个用户ID才可以访问这些文件。

每个进程都有自己的虚拟机,所以应用程序之间的代码在物理上是隔离的。

默认情况下,每个应用程序在自己的Linux进程里面运行。Android在应用程序的任意组件运行的时候启动这个进程,然后当不再需要该应用程序的组件或者当系统需要为其它应用程序腾出内存的时候Android会关闭该进程。

通过这种方式,Android系统实现了最小特权原则。就是说默认情况下,每个应用程序只对工作所必需的组件拥有访问权。这样就创建了一个非常安全的环境,在这个环境中,每个应用程序都无法访问它未被授权的系统组件。

然而通过下面几种方式可以使应用程序之间共享数据,而且可以使应用程序访问系统服务:

可以使两个应用程序共享同一个Linux用户ID,这样它们就可以访问彼此的文件。为了节省系统资源,具备相同用户ID的应用程序可以共享同一个Linux 进程和虚拟机(这些应用程序必须被赋予相同的证书)。

应用程序可以申请访问设备数据的权限,比如联系人,短信,可挂载的存储(SDcard),相机,蓝牙等等。所有的应用程序权限必须在安装时被用户授予。

上述内容介绍了Android应用程序与系统的基础知识。下面将为您介绍:

1、定义应用程序的核心框架组件。

2、用于声明组件和设备需求的清单文件。

3、资源,独立于应用程序代码,允许应用程序根据不同的设备配置优化其

行为。

应用程序组件(Application Components)

应用程序组件是Android应用程序的核心构建块。每个组件表示一个不同的点,系统通过这个点与你的应用程序进行交互。并不是所有的组件都是直接面向用户的点,有一些组件之间是具备依赖关系的,但是每个组件都作为一个独立的实体扮演特定的角色—每个组件都是一个独一无二的构建块,帮助你定义应用程序的整体行为。

一共有4种类型的应用程序组件。每种类型的组件都服务于不同的目的,具备不同的生命周期。

下面就开始介绍这4种类型的应用程序组件:

活动(Activities)

一个Activity代表了用户界面的一个独立屏幕。例如,一个电子邮件应用程序必需有一个Activity用来显示邮件列表,一个Activity用来写邮件,一个Activity用来读邮件。尽管在电子邮件应用程序中这些Activity共同工作从而形成一种聚合的用户体验,但是事实上它们是相互独立的。因此,一个不同的应用程序可以启动这些Activity中的任意一个(在电子邮件应用程序允许的情况下)。例如,为了方便用户共享图片,相机应用程序可以启动电子邮件应用程序中用于写邮件的Activity。

服务(Services)

服务是运行于后台,执行长时间/耗时操作或者远程操作的组件。服务没有用户界面。例如,当用户在与另外一个应用程序交互的时候,可能一个播放音乐的服务正在后台运行,或者它可能用于获取网络数据而不阻塞用户与Activity 的交互。其它组件,比如Activity,可以启动一个服务,也可以绑定到一个服务从而可以与服务进行交互。

广播接收器(Broadcast receivers)

广播接收者可以接收系统范围的广播/通知。许多广播源自系统——例如,屏幕关闭,电量不足,或者拍照事件。应用程序也可以发送广播—例如,通知其它应用程序数据下载完成。尽管广播接受者并没有用户界面,但是在接收到

广播时,它们可以创建一个状态栏的通知以提醒用户。不过,更常见的情况是,广播接收者作为其它组件的门户只做很少量的工作。例如,它可能仅仅只是在接收到某个广播/通知的时候启动某个服务来处理相应的工作。

广播接受者被实现为BroadcastReceiver的子类,每个广播都是一个Intent 对象。

内容提供者(Content providers)

内容提供者可以管理应用程序需要共享的数据。你可以选择将数据存储在文件系统,SQLite数据库,Web,以及应用程序可以访问到的任意其它持久存储。借助内容提供者,一个应用程序可以查询甚至修改另外一个应用程序的数据(在内容提供者允许的情况下)。例如,Android系统提供了一个管理联系人信息的内容提供者。因此,任何具备相应权限的应用程序都可以通过这个内容提供者查询、修改联系人信息。

内容提供者对于访问应用程序私有数据也是有用的。例如,NotePad示例应用程序使用内容提供者保存笔记。

内容提供者被实现为ContentProvider的子类,而且必须实现一组标准接口来使其它应用程序执行相应的事务。从ContentProviders开发者指南你可以获取更多关于内容提供者的信息。?

每当出现一个需要被特定组件处理的请求时,Android会确保那个组件的应用程序进程处于运行状态,或在必要的时候启动它?并确保那个相应组件的实例的存在,必要时会创建那个实例?

Android系统设计的独特之处在于任何应用程序都可以调用其它应用程序的组件。例如,如果你的应用程序想让用户拍照,而且其它应用程序已经实现了一个拍照组件,这个时候你就可以直接使用它的拍照组件儿不需要自己重新实现一次。你不必要将你的应用程序代码链接到那个相机应用程序。相反,你可以简单的启动相机应用程序的拍照Activity,然后拍照。拍照完成的时候,照片会返回到你的应用程序,这时你就可以使用这张照片了。从用户的角度来看,拍照组件似乎是你的应用程序的一部分。

当系统启动一个组件的时候,它会首先启动组件所属应用程序的进程(如果该进程尚未运行的话),然后创建组件类的实例。例如,如果你的应用程序启动了相机应用程序的拍照Activity并且拍照,拍照Activity其实是运行在相机应

用程序的进程里,而不是你的应用程序进程。因此,和其它系统上应用程序的区别在于,Android应用程序并没有单一的入口点(例如,不具备main函数)。

由于在Android系统中每个应用程序运行在独立的进程中,并且每个应用程序并不具备访问其它应用程序文件的权限,所以你的应用程序是不能直接激活其它应用程序的组件的。然而,Android系统具备激活其它应用程序组件的能力。因此,为了激活其它应用程序的组件,你必须在你的应用程序中向Android 系统发送一个描述你意图的消息,然后Android系统解析这个消息,激活目标组件。

激活组件(Activating Components)

四种组件中的三种——Activity,服务,以及广播接受者—是通过被称“意图”的异步消息激活的。“意图”与组件的映射在运行时完成(你可以将这种映射关系想象为向其它组件发出某种请求的信使),不论该组件是否属于你的应用程序。

“意图”其实是一个Intent对象,它定义了激活特定组件或者激活特定类型组件的消息——“意图”可以是明确的,也可以是隐含的。

就Activity和服务来说,“意图”定义了需要执行的动作(例如,“看”或者“发送”某样东西)并且指定了目标数据的URI(组件激活所需要的参数)。例如,某个“意图”可能需要请求某个Activity显示一张图片或者打开一个Web页面。在某些情况下,你激活某个Activity是为了获取某种结果,这种情况下,目标Activity会将结果存储在Intent对象中返回(例如,你可以发送一个让用户选择联系人的“意图”并将选择的联系人返回给你—返回的“意图”包含一个指向联系人信息的URI)。

就广播接受者来说,“意图”只是简单的定义了需要广播的通知(例如,一条广播可能只是包含一个指示“电量过低”的字符串)。

另外一种组件,内容提供者,并不是通过“意图”激活的。内容提供者是在响应ContentResolver的请求时被激活的。内容解析者负责所有与内容提供者的直接交互。这样就在内容提供者和请求信息的组件之间添加了一层抽象(为了安全考虑)。

激活每种组件的方法如下:

你可以通过发送一个“意图”给startActivity()或者startActivityForResult()

(当你希望获取Activity的返回结果时)来启动Activity或者给Activity分配新的任务。

你可以通过发送一个“意图”给startService()来启动一个服务或者给正在运行的服务发送新的指令。你也可以通过发送一个“意图”给bindService()来绑定到一个服务。

你可以通过发送一个“意图”给sendBroadcast(),sendOrderedBroadcast(),或者sendStickyBroadcast()来产生一个广播。

清单文件

在启动应用程序组件之前,Android系统必须通过读取应用程序清单文件来确定组件是否存在。应用程序必须在清单文件中声明它的所有组件,而且清单文件必须位于应用程序工程的根目录。

除了声明组件,清单文件还有一些其它责任,例如:

1、声明应用程序需要的权限,比如访问网络或者访问联系人信息。

2、声明应用程序兼容的最低API版本。

3、声明应用程序的硬件和软件需求,例如相机,蓝牙服务,或者多点触控屏幕。

4、声明应用程序依赖的库(不包括Android框架API),例如GoogleMapslibrary。

声明组件

清单文件的主要功能是告知系统应用程序所拥有的组件。例如,清单文件可以按照下述方式声明Activity:

android:label=“@string/example_label”…>

元素的android:icon属性指向应用程序的图标资源。

元素的android:name指定Activity关联的类名称,android:label 属性为Activity指定一个用户可见的字符串。

你必须按照如下方式声明所有组件:

1、元素用于声明Activity

2、元素用于声明服务

3、元素用于声明广播接收者

4、元素用于声明内容提供者

如果源代码包含的Activity、服务或者内容提供者没有在清单文件中声明,那么它们对系统是不可见的,因此,它们永远不会运行。然而,广播接收者既可以在清单文件中声明也可以在代码中动态创建并通过调用registerReceiver()来注册。

声明组件的能力

正如上面所讨论的那样,你可以使用“意图”启动Activity、服务和广播接收者。你可以在“意图”中明确指定目标组件的类名称。然而,“意图”的实际动作其实是“意图”动作。使用“意图”动作,你只需要简单的描述需要执行的动作类型(还可以指定执行动作需要的数据)并允许系统在设备商找到可以执行这个动作的组件然后启动它。如果有多个组件可以执行目标动作,则由用户从中选择一个。

系统通过比较“意图”与应用程序清单文件中的“意图过滤器”来确定能够执行“意图”的组件。

当你在清单文件中声明一个组件的时候,你可以选择包含一个描述该组件能力的“意图过滤器”,这样该组件就能够响应其它应用程序发送的“意图”了。你通过为为组件声明元素添加一个子元素就可以为组件添加“意图过滤器”。

例如,邮件应用程序负责创作邮件的Activity可能会声明一个响应“发送”(目的是发送邮件)“意图”的“意图过滤器”。这样你的应用程序就可以创建一个具备“发送”动作(ACTION_SEND)的“意图”,然后调用startActivity(),这时系统就会将“发送”“意图”映射到邮件应用程序并启动它。

声明运行程序所需的条件

Android支持的设备多种多样,而且它们在功能和特性上存在差别。为了避免你的应用程序安装在缺少必需功能的设备上,在清单文件中清晰的声明应用程序的硬件和软件需求就显得尤为重要。系统并不读取这部分声明信息,但是扩展服务例如Android电子市场在搜索应用的时候会读取这些信息并过滤。

例如,如果你的应用程序基于Android2.1(APILevel7)并且需要相机,你应该在清单文件中声明这些需求。这样如果Android版本低于2.1或者没有相机就不能从电子市场安装你的应用程序。

然而,你也可以声明你的应用程序需要但不必须有相机的支持。这种情况下,应用程序必须在运行时检测设备是否有相机,如果没有相机则禁用相关功能。

下面是在设计和开发应用程序时需要考虑的一些重要的设备特征:

屏幕尺寸和分辨率

为了按照屏幕类型对设备归类,Android为每种设备定义了两个特征:屏幕尺寸(屏幕的物理尺寸)和屏幕分辨率(屏幕的物理像素分辨率)。为了简化不同类型的屏幕配置,Android系统将这些特征作了概括。

屏幕尺寸:小,正常,大,特别大。

屏幕分辨率:低分辨率,中等分辨率,高分辨率,特高分辨率。

默认情况下,你的应用程序兼容所有屏幕尺寸和分辨率,因为Android系统会为你的UI布局和图像文件作适当调整。然而,你应该根据屏幕尺寸和分辨率提供特定的布局和图像资源,并且在清单文件的元素中声明你的应用程序支持的屏幕类型。

输入配置

许多设备提供不同的用户输入机制,比如键盘,跟踪球或者五向导航。如果你的应用程序需要特定类型的输入硬件,你应该在清单文件的元素中声明。然而,应用程序依赖特定输入配置的情况很少见。设备功能Android设备有可能具备或者不具备某些硬件和软件功能,例如相机,光传感器,蓝牙,某个版本的OpenGL,或者触摸屏。你不应当假设所有的Android设备都具备这些功能(Android标准API除外),相反,你应当在

元素中声明你的应用程序所需要的硬件和软件功能。

平台版本

不同的Android设备经常会运行不同的Android版本,例如Android 1.6或者Android 2.3。后续版本通常会包括对前期版本扩展之后的API。为了标识可用的API版本,每个平台版本被指定了一个API Level(例如,Android 1.0是API Level1,Android2.3是API Level9)。如果你使用了任何平台版本1.0之后的API,你应该在元素中声明应用程序所需的最低API Level。

声明所有这些需求是非常重要的,因为,当你在电子市场发布Android应用程序的时候,电子市场会使用这些信息去过滤设备可用的软件。因此,你的应用程序应当只能使那些满足所有应用程序需求的设备获取。

应用程序资源

Android应用程序不只包含代码—它也需要独立于代码的资源,例如图像、音频文件以及其它可视化相关的资源。例如,你应当使用XML文件定义动画、菜单、风格、颜色以及Activity用户界面的布局。通过提供多套可选资源,我们可以在不修改代码的情况下很容易的更新应用程序的各种特征,为特定设备提供优化之后的资源(比如不同的语言、屏幕尺寸)。

SDK构建工具会为你包含进Android工程的每一个资源项生成一个唯一的整型ID,你可以使用这个ID在代码或者其它XML资源文件中引用这个资源项。例如,如果你的应用程序包含一个名为logo.png的图像文件(保存在res/drawable/目录),SDK工具会为它生成一个名为R.drawable.logo的资源ID,你可以使用这个ID引用这个图像并且将它插入用户界面。

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