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Setting Up Your Android Development Environment : Hello, Android

12/20/2012 11:12:52 AM
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So enough downloading; let’s write a program. A “Hello World!” program is traditional, and we will start with something similar to demonstrate what you need to do to create, build, and test an Android application. We won’t explore much of the Android API for this program—but here we’ll get a taste for the development environment and the steps you go through to create an application for Android.

1. Where We’re Going

There isn’t much functionality in this program. We just want to display some text on the Android emulator window that says “Hello Android!” (see Figure 1).

Figure 1. “Hello Android” screenshot

2. Starting a New Android Application: HelloWorld

Several components are needed to build an Android application. Fortunately, the Eclipse IDE with the Android plug-in automates a lot of the work needed to create and maintain these components. We will start by using the IDE to create a project for our application. Start up Eclipse and select “File → New → Project...” from the menu bar (be sure to select “Project...”, not “Java Project”). You’ll see a list of project types, similar to the menu in Figure 2.

Figure 2. Eclipse New Project menu

Select “Android Project” and click “Next” to get the “New Android Project” dialog box (Figure 3).

Figure 3. Eclipse New Android Project dialog

We’ll use “HelloWorld” as the name for both the Project and the Application. You don’t need to change the button or checkbox selections, and we’ll use the package name com.oreilly.helloworld as shown.

Every Android application has to have at least one Activity (an executable that usually has a user interface), so let’s say we’re going to include an Activity called HelloWorl⁠dAc⁠tivity, as shown in the dialog box. Click “Finish,” and the Android Software Development Kit does a number of things for you, to make your life easier as a developer. In Figure 4, I’ve expanded the tree in the Package Explorer window to show some of the files and directories that the Android SDK created.

The Android SDK created a HelloWorld directory in the default Eclipse workspace for your project. It also created subdirectories for your source files (.src), references to the Android Library, assets, resources (.res), and a manifest file (AndroidManifest.xml). In each of the subdirectories it created another level of subdirectories as appropriate. Let’s take a quick look at them:

Sources (under src)

  • Contains a directory structure that corresponds to the package name you gave for your application: in this case,

  • Contains a Java template for the Activity you indicated was in the application (HelloWorldActivity) and may contain a directory of resource references ( is actually generated by the Android SDK the first time you compile your application; it contains the Java version of all the resources you define in the res directory (covered later). We’ll come back to later.

    Figure 4. Eclipse project listing after creation of the HelloWorld project

Android Library

This is just what it says. If you like, you can expand the android.jar tree and see the names of the modules included in the library. This is where your application will go for Android library references.


Files you want to bundle with your application. We won’t have any for HelloWorld.

Resources (under res)

  • Drawable resources are any images, bitmaps, etc., that you need for your application. For HelloWorld, the Android SDK has supplied us with the default Android icon, and that’s all we’ll need.

  • Layout resources tell Android how to arrange items on the screen when the application runs. These resources are XML files that give you quite a bit of freedom in laying out the screen for different purposes. For HelloWorld, we’ll just use the defaults generated by the Android SDK.

  • Values are constants, strings, etc., available for use by your application. Keeping them outside the sources makes it easier to customize the application, such as adapting it for different languages.

Manifest (AndroidManifest.xml)

This is another XML file that tells the Android build system what it needs to know to build and package your application so it can be installed on an Android phone or the emulator. This file has its own specialized editor, which we’ll describe when we get to more complicated applications.

3. Writing HelloWorld

In the Eclipse Package Explorer window, double-click on This opens the source file of that name in the center window, ready for editing:

package com.oreilly.helloworld;

import android.os.Bundle;

public class HelloWorldActivity extends Activity {
    /** Called when the activity is first created. */
    public void onCreate(Bundle savedInstanceState) {

Looking quickly at the template code that the Android SDK has provided for us, we can note several things:

  • The Android SDK has included the package reference we asked for, which is consistent with the directory structure it created.

  • It has also created a (collapsed) set of imports for the library references it knows we need.

  • It created a class definition for the Activity we said we wanted (HelloWorl⁠dAc⁠tiv⁠ity), including a method called OnCreate.

    For the moment, don’t worry about the parameter passed into OnCreate. The save⁠dInstanceState Bundle is a way of passing data between activities and storing data between instantiations of the same Activity. We won’t need to use this for HelloWorld.

  • One special line of code has been included in OnCreate:

    setContentView (R.layout.main);         

    Remember that Android uses layouts to define screen layouts on the target, and that main.xml was the name of the default layout file that the Android SDK created for us under .res/layout. The file is generated automatically and contains Java references for each of the resources under .res. You will never need to edit the file by hand; the Android SDK takes care of it as you add, change, or delete resources.

Again in the Eclipse Package Explorer window, double-click on main.xml and you will see the default layout screen in the center window. There are two tabs at the bottom of the panel that say “Layout” and “main.xml”. Click on the one that says “main.xml” to bring up the code version:

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android=""

Again, let’s look at the key features of this template code:

  • Like any other XML file, this one starts with a reference to the XML version and encoding used.

  • LinearLayout is one of the screen layout formats provided by the Android SDK. There are several others, which can be combined hierarchically to create very complex screen layouts. For our purposes, a simple linear layout is fine. 

    • The LinearLayout definition:


      identifies the XML schema being used.

    • This code:


      defines an orientation, width, and height for the entire scope of the layout.

  • TextView describes an area where text can be displayed and edited. It resembles the text boxes you may have encountered when programming in other graphical environments.

    • Within the TextView definition:


      define a width and height for the TextView box.

    • This code:


      provides some text to display in the TextView. The actual string is defined in a separate file, res/values/strings.xml. If we open that file (again by clicking on it in the Package Explorer), we see a specialized string editor added by ADT. If you select “hello (String)” by clicking on it, you’ll see the current value for that string. By a stroke of luck, the Android SDK has already included text that is close to what we wanted to display anyway. Just to show them who’s boss, change the value of the String hello to say “Hello Android!”, or something else equally clever.

Save the Project either from the Eclipse File menu (File → Save) or by clicking on the disk icon in the menu bar.

Believe it or not, we’re done. We don’t have to write a single line of Java to create this application.

4. Running HelloWorld

From the Eclipse menu bar, select Run → Run. A “Run As” dialog box will pop up. Select “Android Application” from the list, which displays the dialog shown in Figure 5.

Figure 5. Eclipse Application Type selection

A command window will pop up, followed quickly by an emulator window that looks just like a mobile phone. The emulated phone will then go through its boot sequence, which takes a few minutes (relax; if anything goes wrong, it will tell you). After a few minutes you should see the screen shown in Figure 6.

Figure 6. First try at HelloAndroid

Notice anything different between that screen image and the one we showed in Figure 2-1? The application prints out “Hello Android!”, or whatever you wrote into the android:text line earlier, but it also displays the title of the application as “Hello World”. Let’s change the title to match our creative change to the application text.

In the Package Explorer in the left panel of the Eclipse workbench, reopen the strings.xml file (the one where we found the String hello before). This will open the file in the editing window. The intent of this file is to give you a place to define strings that will be used by your application, without actually embedding them in the Java source code. The other string that’s defined here is app_name. To make things consistent, change the definition of app_name to HelloAndroid, as shown in Figure 7.

Figure 7. HelloWorld String editing

Now when we run the application, we get a screen that looks just like what we set out to do, as shown previously in Figure 1.

Congratulations! You’ve just created your first Android program by doing nothing more than changing the text in one line of code. There are much greater challenges ahead.

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