Chapter 3: Engage! Android User Input, Variables, and Operations

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Chapter 3: Engage! Android User Input, Variables, and Operations

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Chapter 3: Engage! Android User Input, Variables, and Operations. Objectives. In this chapter, you learn to: Use an Android theme Add a theme to the Android Manifest file Develop the user interface using Text Fields State the role of different Text Fields - PowerPoint PPT Presentation

Transcript of Chapter 3: Engage! Android User Input, Variables, and Operations

Page 1: Chapter 3: Engage! Android User Input, Variables, and Operations

Chapter 3: Engage! Android User Input, Variables, and Operations

Page 2: Chapter 3: Engage! Android User Input, Variables, and Operations

ObjectivesIn this chapter, you learn to:• Use an Android theme• Add a theme to the Android Manifest file• Develop the user interface using Text Fields• State the role of different Text Fields• Display a hint using the Hint property• Develop the user interface using a Spinner control• Add text to the String table

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Objectives (continued)

• Add a prompt to the Spinner control• Declare variables to hold data• Code the GetText() method• Understand arithmetic operations• Convert numeric data• Format numeric data• Code the SetText() method• Run the completed app in the emulator

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Android Themes

• Engaging the user by requesting input customizes the user experience each time the application is executed

• A theme is a style applied to an Activity or an entire application

• The default theme is a title bar (often gray) with a black background

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Android Themes (continued)

• Previewing a Theme– Check the main.xml file in the emulator to see what

your screen looks like

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Figure 3-3 Default Theme Figure 3-4 Holographic Theme

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Android Themes (continued)

• Coding a Theme in the Android Manifest File– Insert this code into the AndroidManifest.xml file

android:theme="@android:style/Theme.Black.NoTitleBar“

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Figure 3-10 Adding the theme to the Android Manifest File

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Simplifying User Input

– The onscreen keyboard is called a softkeyboard• Input can be in the form of tapping or gestures (using

two fingers to pan, rotate, or zoom)• Primary design challenge is to simplify user

experiences• Use legible fonts, simplify input, and optimize each

device’s capabilities to maximize user experience

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Figure 3-13 Onscreen keyboard

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Simplifying User Input (continued)

• Android Text Fields– Text Fields are the most common type of mobile

input• Can be free-form plain text• Numbers• A person’s name, password, email, phone number• A date• Multiline text

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Simplifying User Input (continued)

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Figure 3-12 Types of Text Fields controls

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Simplifying User Input (continued)

• Adding a Text Field– Use the Id property

in the Properties pane to enter a name that begins with the prefix txt

– Use descriptive names like txtTickets instead of txtText1

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Figure 3-14 TextView control added and formatted

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Simplifying User Input (continued)

• Setting the Hint Property for the Text Field– A hint is a short description of a field visible as light-

colored text (called a watermark)

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Figure 3-17 Hint added to text Field control

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Simplifying User Input (continued)

• Coding the EditText Class for the Text Field– A variable is used in programming to contain data

that changes during the execution of a program– Final variables can be initialized but cannot be

changed– Insert this code to create a variable:

final EditText tickets=(EditText) findViewById(R.id.txtTickets);

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Simplifying User Input (continued)

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Figure 3-18 Coding the EditText class for the Text Field

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Simplifying User Input (continued)

• Android Spinner Control– A Spinner control is similar to a drop-down list for

selecting a single item from a fixed list– The spinner control displays a list of strings called

items in a pop-up window– A string is a series of alphanumeric characters that

can include spaces

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Simplifying User Input (continued)

• Using the String Table– A file named strings.xml is part of all Android apps

and contains a list of commonly used strings– Android loads the resources from the project’s String

table– Android can select text using Localization which

allows for changing text based on the user’s preferred language

– A prompt is used to display instructions at the top of the spinner control

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Simplifying User Input (continued)

• Adding a Spinner Control with String Array Entries– A Spinner property named Entries connects the

String Array to the Spinner control• Coding the Spinner Control

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Figure 3-26 Coding the Spinner Control

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Simplifying User Input (continued)

• Adding the Button, TextView, and ImageView Controls

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Figure 3-27 Adding a Button control

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Simplifying User Input (continued)

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Figure 3-28 Coding the button

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Simplifying User Input (continued)

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Figure 3-29 Adding a TextView control to display results

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Simplifying User Input (continued)

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Figure 3-30 Assigning the TextView control to a variable

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Simplifying User Input (continued)

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Figure 3-31 Adding a ImageView control

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Declaring Variables• Primitive Data Types

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Table 3-1 Primitive data types in Java

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Declaring Variables (continued)

• String Data Type– A string can be a character, word, or phrase

• Declaring the Variables– Typically declared at the beginning of an Activity– Variables must be declared before you can use them

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Declaring Variables (continued)

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Figure 3-32 Declaring variables for the Activity

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Declaring Variables (continued)

• GetText() Method– Read data stored in the EditText control with the

GetText() method– Data is read in as a string, by default– A Parse class is used to convert strings into

numbers

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Table 3-2 Parse type conversions

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Working with Mathematical Operations

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• Arithmetic Operators

Table 3-3 Java arithmetic operators

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Working with Mathematical Operations (cont’d)

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• Formatting Numbers– Currency format requires a dollar sign, a comma (if

needed), a decimal point, and two decimal places– Java has a class called DecimalFormat that

provides patterns, such as $###,###.## for displaying on the Android screen

Figure 3-34 Calculating and formatting the ticket cost

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Displaying Android Output

• GetSelectedItem() Method– The GetSelectedItem() method returns the text

label of the currently selected Spinner item• SetText () Method

– The SetText() method displays text in a TextView control

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Displaying Android Output (continued)

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Figure 3-35 Completed code

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Summary• Assign a theme to an Activity or an entire

application to prevent apps from looking too similar• Define a theme in the Android Manifest file for each

Activity• Use Text Fields to request input from users• Use a control’s Hint property to provide guidelines

to users so they know what to enter• Use the EditText class to extract text users have

entered and store that text in a variable• Use GetText() to get data and SetText() to display

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Summary (continued)

• Strings.xml is part of every Android application• You can edit a string in the strings.xml file to update

text anywhere in the application• Use GetSelectedItem() to return the text of the

selected Spinner item• To use a variable, you must first declare it• Variables are declared at the beginning of an

Activity• Convert variables to the correct data type using the

Parse class

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