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Chapter 3

Chapter 3. Android User Input, Variables, and Operations. Objectives & Goals. 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

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Chapter 3

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  1. Chapter 3 Android User Input, Variables, and Operations

  2. Objectives & Goals 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 Display a hint using the Hint property Develop the user interface using a Spinner control Add text to the String table

  3. Objectives & Goals (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

  4. 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

  5. AndroidThemes (continued) • Previewing a Theme • Check the main.xml file in the emulator to see what your screen looks like

  6. AndroidThemes (continued) Coding a Theme in the Android Manifest File Insert this code into the AndroidManifest.xml fileandroid:theme="@android:style/Theme.Black.NoTitleBar“

  7. 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

  8. 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

  9. Simplifying User Input (continued)

  10. 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

  11. 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)

  12. 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);

  13. Simplifying User Input (continued)

  14. 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

  15. 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

  16. 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

  17. Simplifying User Input (continued) Adding the Button, TextView, and ImageView Controls

  18. Simplifying User Input (continued)

  19. Simplifying User Input (continued)

  20. Simplifying User Input (continued)

  21. Simplifying User Input (continued)

  22. Declaring Variables Primitive Data Types

  23. Declaring Variables 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

  24. Declaring Variables

  25. Declaring Variables 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

  26. Working with Mathematical Operations Arithmetic Operators

  27. Working with Mathematical Operations Formatting Numbers Currency format requires a dollar sign, a comma (if needed), a decimal point, and two decimal places Java has a class called DecimalFormatthat provides patterns, such as $###,###.## for displaying on the Android screen

  28. 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

  29. Displaying Android Output (continued)

  30. 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 data

  31. 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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