1 Mobile Application Development
Selected Topics – CPIT 490 Mobile Application Development 20-Apr-17
2 Mobile Application Development CPIT 490
Prerequisites: Comfortable with Java Grading: Exam 1 : 20% Exam 2 : 20% Final Exam : 30% Lab : 30% Course Website: Course materials will be available at Blackboard (lms.kau.edu.sa)
3 Mobile Application Development CPIT 490
Text: Required: Wei-Meng Lee, "Beginning Android 4 Application Development" Recommended: Reto Meier, "Professional Android 2 Application Development" James Steele, Nelson To, "The Android Developer's Cookbook“ Android Developers (Dev Guide, Reference, etc.):
4 Mobile Application Development CPIT 490
Academic Integrity / Honor Code: "I pledge to support the honor system of King Abdulaziz University. I will refrain from any form of academic dishonesty or deception, such as cheating or plagiarism. I am aware that as a member if the academic community, it is my responsibility to turn in all suspected violators of the respective authorities." Late submission of any coursework will not be accepted. Attendance is vital. Regular preparation is vital for success. Contact via is important.
5 Course Overview Introduces fundamentals of application development for Android phones Goals of this course: Help you learn about mobile app development and best practices Provide you with the tools and knowledge to create a novel mobile app that helps solve a serious problem that strengthens your programming portfolio Envisions new practical mobile applications/services
6 Thoughts on Learning Reading for knowing or absorbing concepts
Read fully, thoroughly, think, reread, ask, challenge Try the codes that make understand clear Reading for encouragement or excitement Read initial parts, don’t try to understand everything, get a feel Run the software or tools appropriate to the reading material Learning process Spending 3 hours daily for 10 consecutive days is better than spending 10 hours daily for 3 consecutive days
7 Mobile Computing Driven by technology and vision
wireless communication technology global infrastructure device miniaturization mobile computing platforms The field is moving fast “People and their machines should be able to access information and communicate with easily and securely, in any medium each other or combination of media – voice, data, image, video, or multimedia – any time, anywhere, in a timely, cost-effective way.”, Dr. G. H. Heilmeier, Oct 1992 “The mobile device will be the primary connection tool to the Internet for most people in the world in 2020.”, PEW Internet and American Life Project, Dec. 2008
8 Smart Devices A smart device is a device that is digital, active, computer networked, is user reconfigurable and that can operate to some extent autonomously. A smart device is a ubiquitous computing device: a device that exhibits some properties of ubiquitous computing including artificial intelligence. Mark Weiser categorized ubiquitous devices: Tabs: accompanied or wearable centimeter sized devices, e.g., smart phones, smart cards Pads: hand-held decimeter-sized devices, e.g., laptops Boards: meter sized interactive display devices, e.g., horizontal surface computers and vertical smart boards.
9 Mobile Devices Multi-purpose devices (e.g., personal office, mobile phone, camera, etc.) Mobility: loosely-bound vs. tightly-bound to users Personalized Operates as a single portal, e.g., a Web portal. Internal application services External services typically accessed local area wireless network Intermittent resource access A locus of control that resides in the smart device. Networked, distributed and transparently accessible. Context awareness
10 Smart Devices at Home / Office
11 Smart Devices on Road
12 Mobile Programming Projects
Mobile Millennium Traffic in San Francisco and the Bay Area Source: CarTel Project at MIT
13 Mobile Application Development CPIT 490
In-body smart devices Sensors/monitoring devices Drug delivery systems Medical robots Neural implants
14 Mobile Programming Projects
Habitat Monitoring
15 Mobile Programming Projects
Mobile Social Networking
16 Smart Phone – Overview A smartphone is a high-end mobile phone
Combines the functions of mobile phone, personal digital assistant (PDA) portable media players, camera phones high-resolution touchscreens web browsers, GPS navigation Wi-Fi and mobile broadband access, etc. Feature phone vs. Smartphone Feature phone proprietary firmware & limited platforms Smartphone open and complete mobile operating system tightly integrate with the user interface and phone features relies on a more powerful application programming interface (API)
17 Smart Phones – Statistics
18 Smart Phones – Statistics
19 Smart Phone – Pros Always with the user Increasingly powerful devices
Typically GPS capable Typically have accelerometer Designed for communication 2+ types of wireless connections Many apps are free or low-cost
20 Smart Phones – Cons Limited battery life Limited processor speed
Limited RAM Limited, unreliable, and slow network access Limited screen size Limited permanent storage capacity Limited or awkward input (none great: soft keyboard, phone keypad, touch screen, stylus, speech) Inconsistent platforms across devices High costs associated with data transfer
21 Mobile Applications What are they?
Any application software that is developed for small low-power handheld devices such as personal digital assistants, enterprise digital assistants or mobile phones. Users on mobile phone’s Typically check the news, weather, , or their social networks Often have a choice between the mobile web version or a specially-created mobile app. Mobile App Types Web apps: run in a web browser HTML, JavaScript, Flash, server-side components, etc. Native: compiled binaries for the device Not cross-platform, but more interesting options
22 Mobile Application Development
Web Apps Vs Native Apps Web apps are developed using HTML5, Javascript and others. The application package is generated using frameworks like PhoneGap Development is generic But the application requires Internet connectivity if the application is run from a webserver. Also, the application might be influenced by the web style of appearance. Native Apps are specific to the operating system of the mobile and development is made using Objective-C or Java or others.
23 Native Development Environments
Options Java ME .NET Compact Framework (C++, C#, VB.NET) for Windows Mobile Qualcomm’s BREW (C or C++) Symbian (C++) BlackBerry (Java) Android (Java) iPhone (Objective-C) Is having so many choices and so much industry turmoil/competition a good thing?
24 Development Environments
Most platforms have an SDK that you can download and build against Every platform has an emulator that you can use to test your apps Most emulators are configurable to match a variety of mobile devices Various screen sizes, memory limitations, tablets, etc. In practice, emulators quite limited IDE - integrated development environment that provides tools to allow a developer to write, test and deploy applications into the target platform environment.
25 xCode IDE & iPhone Emulator
26 Eclipse and Android Emulator
27 Android Android, Inc. founded in Palo Alto, California in October 2003
Google acquired Android Inc. in August 2005 Developed a mobile device platform powered by the Linux kernel Google marketed the platform to handset makers and carriers on the premise of providing a flexible, upgradable system On November 2007, the Open Handset Alliance, a consortium of several companies (e.g., Broadcom, Google, HTC, Intel, etc. unveiled itself). The goal is to develop open standards for mobile devices. Open Handset Alliance unveiled their first product, Android, a mobile device platform built on the Linux kernel version 2.6 Android OS (open source) released in October 2008
28 Why Android Simple and powerful SDK
Android SDK makes use of JDK (Java SE Development Kit) No licensing fees Excellent documentation, and a thriving developer community From commercial perspective Requires no certification for becoming an Android developer Provides the Android Market for distribution and monetization of your application Has no approval process for application distribution Gives you total control over your brand and access to the user’s home screen
29 Android Overview Open source OS and development platform
In theory, you can change anything In practice. Hardware reference design Linux OS kernel Open-source libraries for app development E.g., SQLite, Webkit, OpenGL, media manager, Mobile Application Design and Development SDK and tools Preinstalled apps Wild west of app stores: the Market / Play Store
30 Android Version Initial: 1.5 (Cupcake) (Apr 2009) , 1.6 (Donut) (Sep’09) 2.0/2.1 (Eclair) (Oct’09/Jan’10) : new web browser, new user interface, support for HTML5, Geolocation API, enhanced camera features / voice controls, 5 homescreens, animated backgrounds. 2.2 (Froyo) (May’10) : speed improvement, Chrome v8 JavaScript engine, Wi-Fi tethering, Adobe Flash support 2.3 (Gingerbread) (Dec’10) : Near Field Communication 3.0 (Honeycomb) (Feb’11) : tablet-oriented release, supports multicore processors, hardware acceleration for graphics 3.1 (Honeycomb) (May’11) : directly transfer content from USB devices 3.2 (Honeycomb) (July’11) : adds several new capabilities for users and developer (e.g., providing developers with more precise control over the UI) 4.0 (Ice Cream Sandwich) (Oct’11) : combination of Gingerbread and Honeycomb 4.1 (Jelly Bean) (Jul’12) : improve user interface Version 4.4 – 4.4.4; KitKat: API Level 19
31 Android – Features & Specifications
Platform is adaptable to larger, VGA, 2D graphics library, 3D OpenGL graphics library Storage - SQLite, a lightweight relational database Connectivity - supports connectivity technologies including GSM/EDGE, IDEN, CDMA, EV-DO, UMTS, Bluetooth, Wi-Fi, LTE, NFC and WiMAX. Messaging – SMS, MMS, threaded text messaging, Push Messaging service. Multiple language support Web browser - based on the open-source WebKit layout engine, coupled with Chrome's V8 JavaScript engine. Java support – no Java Virtual Machine, Dalvik executables and run on Dalvik
32 Android – Features & Specifications
Media support - audio/video/still media formats: WebM, H.263, H.264, MPEG-4 SP, WAV, JPEG, PNG, GIF, BMP, etc. Streaming media support - RTP/RTSP streaming (3GPP PSS, ISMA), HTML5 tag, Adobe Flash Streaming (RTMP), HTTP Dynamic Streaming, Apple HTTP Live Streaming Additional hardware support - video/still cameras, touchscreens, GPS, accelerometers, gyroscopes, magnetometers, dedicated gaming controls, proximity and pressure sensors, thermometers, accelerated 2D bit blits and accelerated 3D graphics Multi-touch Bluetooth - supports A2DP, AVRCP, sending files (OPP), accessing the phone book (PBAP), voice dialing and sending contacts between phones. Keyboard, mouse and joystick (HID)
33 Android – Features & Specifications
Video calling – no native video calling, but some handsets have a customized version of the operating system that supports it. Video calling through Google Talk is available in Android and later. Skype 2.1 offers video calling in Android 2.3, including front camera support. Multitasking Voice based features - Google search through voice and voice actions for calling, texting, navigation, etc. Tethering - Supports sharing of Internet connections as a wired/wireless hotspot Google describes Android as: “The first truly open and comprehensive platform for mobile devices, all of the software to run a mobile phone but without the proprietary obstacles that have hindered mobile innovation.”
35 Android SDK Features No licensing, distribution, or development fees
Wi-Fi hardware access GSM, EDGE, and 3G networks for telephony or data transfer, allowing you to make or receive calls or SMS messages, or to send and retrieve data across networks Comprehensive APIs for location-based services such as GPS Full multimedia hardware control including playback and recording using the camera and microphone APIs for accelerometer and compass hardware IPC message passing Shared data stores An integrated open source WebKit-based browser Full support for app that integrate Map controls as part of their user interface Peer-to-peer (P2P) support using Google Talk Mobile-optimized hardware-accelerated graphics including a path-based 2D graphics library and support for 3D graphics using OpenGL ES Media libraries for playing and recording a variety of audio/video or image formats An application framework that encourages reuse of application components and the replacement of native applications
36 Android Development “Open philosophy”
Application framework that encourages reuse of app components Access to (much) hardware Release and fix mentality (or it seems like it, sometimes) Background services Shared data and inter-process communication Notifications (via UI) Intents Content providers (managed access to app private data) All applications are created equal Native Development Kit (NDK) (C++ tinkering under the hood) OS optimization of memory and process management
37 Android Development Expect.
Limited processing power Limited RAM Limited permanent storage capacity Small screen and low resolution High cost of data transfer Slow data transfer rates with high latency Unreliable data connections Application framework that encourages reuse of application components
38 Android Development “Screens” are Activities that are chained with lightweight exchange of data between them OS can handle stack of Activities if you want it to (e.g., back) OS Manages process lifetime (app assassin) You MUST Ensure that your app is ready for swift death Yet, it must remain response and/or restart in the background Must come to the foreground quickly
39 Application Types Foreground Background Intermittent Widget
Useful when being used. Suspended otherwise Background Apart from when being configured, spends most of lifetime hidden (e.g., call screening app) Intermittent Some interaction but mostly in the background (e.g., media player) Widget Home screen status update
40 Application Good Behavior
Is well behaved Switches seamlessly from background to foreground Is polite (e.g., stealing focus) Presents a consistent user interface Is responsive
41 Behavior police – Process assassin
Two conditions monitored Must respond to any user action (e.g., key press) within 5s A BroadcastReceiver must return from its OnReceive handler within 10s
42 Android Development Environment
Understand Android Tools Setup Android Development Environment Create HelloWorld Application Understand HelloWorld Structure Familiarize with Android Application Types and Components Understand the Role of Android Activity Know how to Build and Run Android Application Introduce Debug and Publish
43 Developing for Android
Eclipse Android SDK Android Development Tools (ADT) Extension to the Eclipse IDE that supports the creation and debugging of Android applications Android Virtual Devices (AVD) & SDK Manager SDK Manager manages the various versions of the Android SDK currently installed on your computer The Android Emulator Dalvik Debug Monitor Services (DDMS) The Android Debug Bridge (ADB)
44 ADB for android adb is the single most command in android
adb is used to interact with the device or emulator for various reasons like installation or uninstallation of the application
45 Eclipse Eclipse IDE for Java Developers Open http://www.eclipse.org/
Select "Downloads" Select Eclipse IDE for Java Developers, 149MB Select Windows32 Extract zip file to c:\eclipse Installation Tutorial: “Test First Development” Tutorial:
46 Android SDK Check Your Development Computer
Supported Operating Systems Windows XP (32-bit), Vista (32- or 64-bit), or Windows 7 (32- or 64-bit) Mac OS X or later (x86 only) Linux (tested on Ubuntu Linux, Lucid Lynx) Supported Development Environments JDK SE 6.0 – 32bit version (including JRE) Eclipse IDE for Java Developers - Indigo version – 32bit version Android Development Tools (ADT) plugin • SDK Installation Android SDK starter package installer_r12-windows.zip Android SDK Components Run Android SDK setup From “Available packages” window, select all items and then click install
47 ADT Plugin Start Eclipse, then select Help > Install New Software
Click Add, in the top-right corner. In the Add Repository dialog that appears, enter "ADT Plugin" for the Name and the following URL for the Location: Click OK Wait and you should see "Developer Tools" in the Available Software dialog, select the checkbox next to Developer Tools and click Next. In the next window, you'll see a list of the tools to be downloaded. Click Next. Click Finish.
48 Configure ADT Plugin Modify your ADT preferences in Eclipse to point to the Android SDK directory: 1) Select Window > Preferences. to open the Preferences panel (Mac OS X: Eclipse > Preferences). 2) Select Android from the left panel. 3) You may see a dialog asking whether you want to send usage statistics to Google. If so, make your choice and click Proceed. You cannot continue with this procedure until you click Proceed. 4) For the SDK Location, locate your downloaded SDK directory. Click Apply, then OK. (Spaces in path causes an error, if you are using Windows64). For example, C:\Program Files(x86)\Android\android-sdk is written as C:\PROGRA~2\Android\android-sdk
49 Android Emulator Hardware Option
Characteristic: Description Device ram size: The amount of physical RAM on the device, in megabytes. Default value is "96". Touch-screen support: Whether there is a touch screen or not on the device. Default value is "yes". Trackball support: Whether there is a trackball on the device. Default value is "yes". Keyboard support: Whether the device has a QWERTY keyboard. Default value is "yes". DPad support: Whether the device has DPad (Directional pad) keys. Default value is "yes". GSM modem support: Whether there is a GSM modem in the device. Default value is "yes". Camera support: Whether the device has a camera. Default value is "no". Maximum horizontal camera: Default value is "640" pixels Maximum vertical camera pixels: Default value is "480". GPS support: Whether there is a GPS in the device. Default value is "yes". Battery support: Whether the device can run on a battery. Default value is "yes".
50 Android Emulator Hardware Option
Characteristic: Description Accelerometer: Whether there is an accelerometer in the device. Default value is "yes". Audio recording support: Whether the device can record audio. Default value is "yes". Audio playback support: Whether the device can play audio. Default value is "yes". SD Card support: Whether the device supports insertion/removal of virtual SD Cards. Default value is "yes". Cache partition support: Whether we use a /cache partition on the device. Default value is "yes". Cache partition size: Default value is "66MB". Abstracted LCD density: Sets the generalized density characteristic used by the AVD's screen. Default value is "160".
51 Android Emulator Controls
To have snapshot: To use the snapshot feature, simply check the Snapshot Enabled checkbox when you create a new AVD The first time you launch the emulator, it will boot up normally. When you close the emulator, it will then save the state to a snapshot file. The next time you launch the emulator, it will appear almost instantly, restoring its state from the snapshot file.
52 HTML5 HTML5 supports tags like , , etc
Ex. HTML5/html5/html5.html Media tags indicate which css to use for a specific handheld device and with specific screen size Meta tag with viewport support: Setting a viewport tells the browser how content should fit on the device's screen and informs the browser that the site is optimized for mobile iOS specific apple-mobile-web-app-capable and apple-mobile-web-app-status-bar-style will render page content in app-like full screen mode and make the status bar translucent Example codes: HTML5/mobile.html, HTML5/css folder
53 CSS, Storage with HTML5 Webkit is a web browser rendering engine used by Safari and Chrome (among others, but these are the popular ones). The -webkit prefix on CSS selectors are properties that only this engine is intended to process, very similar to -moz properties IE: Engine: Trident; CSS-prefix: -msie Firefox: Engine: Gecko; CSS-prefix: -moz Opera: Engine: Presto; CSS-prefix: -o Safari & Chrome: Engine: WebKit; CSS-prefix: -webkit Web Storage in HTML5 // set some local storage localStorage.setItem("foo", "test!"); // retrieve the value in local storage var data = localStorage.getItem("foo"); Ex. HTML5/data
54 Location with HTML5 Use navigator.geolocation.getCurrentPosition(function_name) in Javascript to obtain information about location. Note: Your browser must permit obtaining of current location. You could try this in IE. Ex. HTML5/geo/geo1.html Loading Google Maps API is done using
55 PhoneGap Application Download PhoneGap.zip file from Extract the contents of the zip file Use Eclipse to Develop a new application With basic steps involved: (extract information from the extracted zip’s lib\android) Copy cordova.js into assets/www folder Copy cordova.jar into libs folder Copy the xml folder into res folder
56 PhoneGap Application (index.html)
Now that you could write the html file and the source java program
60 Your First Android Project
Select File -> New -> Project -> Android -> Android Project and create the Android project right-click the project and select Run As > Android Application
61 Android Project Structure
src/ - Java packages. Each package can have multiple .java files representing different classes. res/layout/ - XML files that specify the layout of each screen. main.xml defines the layout of the application. Default view is Layout view. res/values/ - XML files used as references by other files. res/drawable-hdpi/ , res/drawable-mdpi/ , and res/drawable-ldpi/ - high, medium, and low dots-per-inch resolution pictures. res/color, res/menu, res/anim assets/ - additional non-media files. Assets used by application. Ex. HTML, database, etc AndroidManifest.xml specifies the project to the Android OS. Permissions and other features are specified here. Auto-generated files (do not modify): gen/ contains auto-generated code. Class R.java generated by Android Asset Packaging Tool (aapt). If you delete R.java, it will auto-generated again. R.java is based on AndroidManifest.xml file. default.properties contains project settings.
62 Resources, Package, Manifest
main.xml defines the user interface of the activity. @string refers to the strings.xml, which is present in res/values folder. Variables usage in strings.xml can help us to define strings in different languages under different folders, like values-ar, values-fr, etc.
63 AndroidManifest.xml versionCode: used to indicate the version number of the application versionNumber: Represented as . version numbers. This is displayed to the user Minimum, target and maximum SDK versions are specified here. Icon of the application is provided which refers to the res/drawable folder. The name of the main activity is provided. Also, the package name is provided. android.intent.action.MAIN means that the current activity is the first activity that will be loaded when the application runs.
64 Android Application Framework
Use aapt to dump the permission details of the application aapt dump permissions .appname.apk
65 Android Component Model
Packaging: APK File (Android Package) Collection of components Components share a set of resources Preferences, Database, File space Components share a Linux process By default, one process per APK APKs are isolated Communication via Intents or AIDL Every component has a managed lifecycle Task (what users know as applications) Collection of related activities Capable of spanning multiple processes Associated with its own UI history stack Processes are started & stopped as needed Processes may be killed to reclaim resources
66 Android Application Components
i) Activity: Activity is a visual screen for interaction of user with the application. Depends upon design, an application may consists of one or more activities ii) Views: The User interface of an Activity is build with widgets. ii) Service: Service do not have a visual interface, it runs in the background, like playback music and fetching data from the network. iii) Broadcast Receiver: Broadcast receiver receives broadcast announcements and respond to them according to the situation. iv) Content Provider: Content provider is a SQLite database, which supports the sharing and accessing of data among applications. v) Intents: Asynchronous messages which allow the application to request functionality from other services or activities. vi) Others parts are Android widgets / Live Folders and Live Wallpapers
67 Android Component Interactions
68 Types of Android Applications
Foreground Activity: An application that’s only useful when it’s in the foreground and is effectively suspended when it’s not visible. Background Service: An application with limited interaction that, apart from when being configured, spends most of its lifetime hidden. Examples of this include call screening applications or SMS auto-responders. Intermittent Activity: Expects some interactivity but does most of its work in the background. Often these applications will be set up and then run silently, notifying users when appropriate. A common example would be a media player. Widgets: Interactive visual components that users can add to their home screens. Usually used to display information such as battery levels, weather forecasts, or the date and time.
69 Android’s Activity An “activity” is an application component that provides a screen with which users can interact Activity is usually a single screen Implemented as a single class extending Activity Displays user interface controls (views) Reacts on user input / events An application typically consists of several activities Each screen is typically implemented by one activity Each activity can then start another activity (new screen) An activity may return a result to the previous activity "main" activity is presented to the user when launching the application for the first time. Each activity receives callbacks due to a change in its state during its lifecycle — whether the system is creating it, stopping it, resuming it, or destroying it.
70 Building Android Project
Eclipse outputs an .apk file automatically to the bin folder of the project Contains all information to run the application, such as compiled .dex files, a binary version of AndroidManifest.xml, compiled resources (resources.arsc) and uncompiled resource files. Eclipse automatically builds application, enables debugging and signs the .apk with a debug key, by default.
71 Building Android Project
72 Building Android Project
.apk is a modified Java Archive (jar) file .apk is made up of class files (in the form of .dex) and the manifest file To see the contents of an .apk file: jar tvf filename.apk Dalvik virtual machine Cut down version of JVM. Uses less space and processing power Dalvik is register-based VM, JVM is stack-based This Virtual Machine works with its own version of the Java ByteCode, pre-processing its input by using a utility called “dx”. This “dx” produces “.dex” (i.e. Dalvik EXecutable) files from the corresponding Java “.class” files, which are more compact than their counterparts, and offer a richer, 16-bit instruction set Dalvik instructions work directly on variables (loaded into virtual registers), saving time required to load variables to and from the stack. Register based VMs allow for code that is up to half the size, and runs some 30% faster
73 Building Android Project
Size of Dalvik instructions are double that of JVM but when compressed .dex occupies less space than that of .class. This is due to optimization in strings and method declarations. Constants are declared only once in dalvik but they are declared repeatedly whenever they are needed Swing and AWT are not supported by dalvik dexdump can be used to display details of an dex file dex file can be decompiled easily and thus it is good to use library files (as java native code) so as to prevent the code from being decompiled easily Custom strip down version of libC for Android is Bionic.
74 Running the Application
Running on the emulator To run (or debug) your application, select Run > Run (or Run > Debug ) from the Eclipse menu bar. Be certain to create multiple AVDs upon which to test your application. Enable Running on a device Ensure application is debuggable by setting android:debuggable="true" of the element in AndroidManifest.xml. Set up the device to allow installation of non-Market applications. On the device, go to Settings > Applications and enable Unknown sources. Enable USB Debugging on the device. On the device, Settings > Applications > Development > USB debugging . For Windows, use Device Manager to install a USB driver for adb . (\extras\google\usb_driver)
75 Manual Application Installation
Manual Installation using adb App Package: \\bin\.apk Need adb tool located at /platform-tools/ Modify Device settings as in “Running on a Device” Connect the device to your machine through USB In Command Prompt, type: adb [-d | -e] install /.apk Manual Uninstall On device, go to Applications Menu ->Settings->Manage Applications. Select the application which you want to Uninistall, and click on the ‘Uninstall’ button.
76 Debugging The main components that comprise Android debugging environment are: Device or Android Virtual Device Dalvik Debug Monitoring Service (DDMS): graphical program that can capture screenshots, gather thread and stack information, spoof incoming calls and SMS messages, and other features. The Android Debug Bridge (ADB): provides various device management capabilities . JDWP debugger: allows you to step through code, view variable values, and pause execution of an application. A JDWP-compliant debugger is already included in Eclipse.
77 DDMS (Window > Open Perspective > Other. > DDMS)
78 Debug (Window > Open Perspective > Debug)
79 Putting Application on Play Store
Signing Your Application with Eclipse To distribute your application, however, you must build your application in release mode and sign the .apk file with your own private key. right-click the project in the Package Explorer and select Android Tools > Export Unsigned Application Package. Then specify the file location for the unsigned .apk. Versioning Your Applications android:versionCode, android:versionName android:minSdkVersion, android:targetSdkVersion, android:maxSdkVersion Preparing to Publish Check the following checklist:
80 Expectations Refresh your Java programming
Have your development environment setup Programming: Hello World
81 References App Development for Smart Devices