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Application Fundamentals——Android Developers 毕业设计(论文)外文资料翻译

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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 \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 Android Market do read them in order to provide filtering for users when they search for applications from their device.

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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 Android Market.

However, you can also declare that your applicaiton 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.

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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 you’re your application, because, when you distribute your application on Android Market, Market 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.

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For more information about how Android Market filters applications based on these (and other) requirements, see the Market Filters 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

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