To develop Android applications (or any Java applications, for that matter), you need a development environment to write and build applications. Eclipse is a very popular development environment (IDE) for Java and the preferred IDE for Android development. It’s freely available for Windows, Mac, and Linux operating systems.
For complete instructions on how to install Eclipse (including which versions are supported) and the Android SDK, see the Android developer website.
If you’re coming from a traditional programming background like C or C++, you’ll find Java syntax quite similar. If you’re not, then take comfort in knowing that you’ve chosen one of the easiest languages to learn. You’ll be up and running in no time at all.
Finally, Java is one of the most human-readable languages out there, by which we mean that a person who knows nothing about programming can often look at some Java code and have at least an inkling what it’s doing. Consider the following example:
Android applications run in a special virtual machine called the Dalvik VM. While the details of this VM are unimportant to the average developer, it can be helpful to think of the Dalvik VM as a bubble in which your Android application runs, allowing you to not have to worry about whether the device is a Motorola Droid, an HTC Evo, or the latest toaster running Android. You don’t care so long as the device is Dalvik VM friendly—and that’s the device manufacturer’s job to implement, not yours.
You can still manually compile your code if you so desire. Within Eclipse, you’ll find the Build settings under the project menu. If you have “Build Automatically” turned on, you can still choose the “Clean…” option that will allow you to do full rebuild of all files. If “Build Automatically” is turned off, “Build All” and “Build Project” menu options are enabled. “Build All” means to build all of the projects in the workspace. You can have many projects in an Eclipse workspace.
The build process, for regular Java projects, results in a file with the extension of JAR – Java ARchive. Android applications take JAR files and package them for deployment on devices as Android PacKage files with an extension .apk. These formats not only include your compiled Java code, but also any other resources, such as strings, images, or sound files, that your application requires to run as well as the Application Manifest file, AndroidManifest.xml. The Android Manifest file is a file required by all Android applications, which you use to define configuration details about your app.
What is an Object Oriented Programming Language?
Okay. Time for a very brief and 20,000 foot view of object oriented programming (OOP). OOP is a programming style or technique that relies upon the definition of data structures called objects. For those new to OOP, an object can be thought of much like a custom data type. For example, you might have a Dog object, which represents the blueprint for a generic dog, with a name, breed, and gender. You could then create different instances of the Dog object to represent specific dogs. Each Dog object must be created by calling its constructor (a method that has the same name as the object itself, and may or may not have parameters for setting initial values). For example, the following Dog objects use a constructor with three parameters (name, breed, gender):
A class typically describes the data and behavior of an object. The behavior is defined using class methods. Method is the common term for a subroutine in an OOP language. Many common object classes are defined in shared class libraries like software development kits (SDKs), whereas others are defined by you, the developer, for your own purposes. Software is then built up by using and manipulating object instances in different ways.
Please realize this is a very generalized definition of OOP. There are entire books written on this subject. If you’d like to know more about OOP, here are a few resources you might want to check out:
This concept is best illustrated by example. Let’s pretend we are developing a Java application to simulate an aquarium. This aquarium has some fish in it. Therefore, we might define a class to represent a fish. This class, called Fish, could include some data fields (also called attributes, or class member variables) to describe a fish object: species, color and size; as well as some of its behavior in the form of methods (also called subroutines, or functions in procedural languages), like eat(), sleep(), and makeBabyFish().
Classes can be organized into hierarchies, where a
derived class (or
subclass) includes all the features of its
parent class (or
superclass), but refines and adds to them to define a more specific object using the extends keyword. This is called inheritance.
For example, the Fish class might have two subclasses: FreshwaterFish and SaltwaterFish. These subclasses would have all the features of the Fish class, but could further customize the objects through new attributes and behaviors or modified behaviors from the parent class Fish. For example, the FreshwaterFish class might include information about the type of freshwater environment lived in (e.g. river, lake, pond, or puddle). Similarly, the SaltwaterFish class might customize the makeBabyFish() method such that the fish eats its mate after breeding (as defined in the super class) by using the override mechanism, like this:
public class SaltwaterFish extends Fish
{
@Override
public void makeBabyFish(Fish fishSpouse, int numBabies) {
// call parent method
super.makeBabyFish(fishSpouse, numBabies);
// eat mate
eat(fishSpouse);
}
}
Organizing Object Behavior with Interfaces
In Java, you can organize object behaviors in what are called interfaces. While a class defines an object, an interface defines some behavior that can be applied to an object. For example, we could define a Swimmer interface that provides a set of methods that are common across all objects that can swim, whether they are fish, otters, or submergible androids. The Swimmer interface might specify four methods: startSwimming(), stopSwimming(), dive(), and surface().
public interface Swimmer
{
void startSwimming();
void stopSwimming();
void dive();
void surface();
}
A class like Fish could then implement the Swimmer interface (using the implements keyword) and provide implementations of the swimming behavior:
public class Fish implements Swimmer {
// Provide implementations of the four methods within the Swimmer interface
}
Organizing Classes and Interfaces with Packages
Class hierarchies, such as our fish classes, can then be organized into
packages. A package is simply a set of classes and interfaces, bundled together. Developers use namespaces to uniquely name packages. For example, we could use com.mamlambo.aquarium or com.ourclient.project.subproject as our package name to keep track of our fish-related classes.
Wrapping Up
Wow! You’ve just embarked on a crash-course in Java for Android development. We’ve covered a pretty intense amount of material here, so let things settle for a bit before moving on to the next lesson of this tutorial series. In Lesson 2, we switch our focus to the nitty-gritty details of Java syntax.
You’ve only scratched the surface of Java development for Android development. Check out all the other great tutorials on Mobiletuts+ to dive deeper into Java and Android development. Good luck!
Getting Started
As far as prerequisites go, we’re not going to make many assumptions about your programming experience. We
are going to assume you understand how to program (perhaps in PHP, or Visual Basic or C++), but that you are unfamiliar with the specifics of programming in the Java language. We’re not going to go into the details of
why you would want to do a for-loop versus a while-loop, but we will show you, in Java, the syntax of both types of loops. Said another way, we aren’t going to teach you to program; we’re going to provide you with clear examples of commonly used Java language constructs and principles, while pointing out some Android-specific tips and tricks.
What You’ll Need
Technically, you don’t need any tools to complete this tutorial but you will certainly need them to develop Android applications.
To develop Android applications (or any Java applications, for that matter), you need a development environment to write and build applications. Eclipse is a very popular development environment (IDE) for Java and the preferred IDE for Android development. It’s freely available for Windows, Mac, and Linux operating systems.
For complete instructions on how to install Eclipse (including which versions are supported) and the Android SDK, see the Android developer website.
Now let’s look at some more helpful Java syntax.
Comments
Most programming languages allow for comments and Java is no different. You can encapsulate any number of lines of text by beginning your comment with /* and ending your comment with */. For example:
/* MULTILINE
COMMENT */
You can also provide comments after code on a single using //. For example:
int x = 7; // First variable called x equals seven
int y = 8; // Second variable called y equals eight
int result = x + y; // The result variable value should equal 15
Java also has a standard type of comments called Javadoc that can be used to not only comment code, but also easily create code documentation. This topic is rather large on it’s own, but here’s an example of what Javadoc comments looks like:
/** This method does something interesting
*
* @param someValue processed and returned
* @param option changes the type of processing done to someValue
* @return The result of someValue being processed
*/
public int sampleMethod(int someValue, boolean option) {
//…
}
Variables
A variable is simply a piece of data. Java variables generally fall into two categories:
Primitive data types, like int, float, double, char, etc.
Java objects (as defined by a class definition)
Variables are used for different purposes. Sometimes variables are used to store values that can change, or be modified, over time. For example, a variable called counter might be incremented on occasion. Other variables, notably class variables that remain the same for all instances of a given class, should be defined using the static keyword. Other times variables might represent constants—these variables should use the keyword final to show they do not change over time.
A variable is only valid within its territory, or scope. Variable scope is often controlled by curly braces { }. When a variable is defined, it is valid within those braces. If you try to access a variable outside of the braces, it will be undefined. Class member variables in object-oriented languages are often called attributes. They can also be called fields or properties.
Like other common programming languages, you’ve got your assignment operator, the equals sign:
int i = 5;
You’ve also got your arithmetic operators like +, -, *, /. Remember to use parenthesis to force the order of operations as necessary:
int result = (a + b) / c;
Finally, you have your typical unary operators, which allow you to modify a single variable with a simple statement:
iPositive++; // increment by one; equivalent to iPositive = iPositive + 1;
iPositive --; // decrement by one; equivalent to iPositive = iPositive - 1;
Note that the increment (++) and decrement (–) operators can be prefix or postfix, meaning that the increment can be executed before or after any conditionals are determined, if the item is used in a loop. Generally, we like to stick to postfix statements, so code is more readable.
Primitive Data Types
Let’s look at some of the primitive data types available in the Java programming language:
byte
A byte variable is an 8-bit signed integer between -128 and 127. Often used for arrays.
short
A short variable is a 16-bit signed integer between -32,768 and 32,767. Again, often used for arrays.
int
An int variable is a 32-bit signed integer between -2,147,483,648 and 2,147,483,647. This is the most commonly used “number” variable.
long
A long variable is a 64-bit signed integer between -9,223,372,036,854,775,808 and 9,223,372,036,854,775,807. Used when the int data type isn’t big enough.
float
A float variable is a single precision 32-bit floating point number.
double
A double variable is a double-precision 64-bit floating point number. Use this data type for decimal values.
boolean
A boolean variable has only two possible values: true and false. Use this data type for conditional statements.
char
A char variable is a single 16-bit Unicode character.
Primitive types variables can be defined by specifying the datatype, followed by the variable name, then an equals sign and an initial value. All Java statements end with an semicolon. For example, the following Java statement defines a variable called iVal, with an initial value of 1:
int iVal = 1;
Like many other languages, you can define a zero-based array of a specific data type. For example, the following defines an array of three integer values (first four powers of 2):
int[] aiPowersOfTwo;
aiPowersOfTwo = new int[4];
aiPowersOfTwo [0] = 1; // 2^0=1
aiPowersOfTwo [1] = 2; // 2^1=2
aiPowersOfTwo [2] = 4; // 2^2=4
aiPowersOfTwo [3] = 8; // 2^3=8
The Java libraries provide a number of helpful objects for use with common data structures. All objects are derived from the Object class. There are class counterparts for all primitive data types. For example, the Integer class encapsulates an int value and provides a number of helpful methods for manipulating integer data values. For example, the following Java code instantiates a integer variable called iVal, then creates an Integer object using a constructor that takes an integer, and then uses an handle method available in the Integer class to extract a float variable equivalent.
int iVal = 1;
Integer integ1= new Integer(iVal);
float f = integ1.floatValue();
Perhaps the most common object you’ll use in Android applications is the String. The String class is used to encapsulate human-readable text characters, which are often displayed to the screen. If you are modifying or building strings up from smaller parts, you’ll also want to check out the StringBuffer and StringBuilder classes.
String strHello = new String("Hello World");
For a list of common Java data types, the Android reference includes
documentation for the java.lang package. You can also find the common input/output objects in the java.io package.
For more complex data structures like lists, queues, stacks, dates, and times, appropriate classes are in the java.util package.
Finally, Android applications rely on a number of helpful classes that define the commonly used application components, like Activity, Application, Dialog, and Service. These classes can be found in the android.app package.
Class Permissions and Access
You can control the visibility of a class as well as its variables and methods by specifying an item’s access level. The access levels are: public, protected and private. Generally speaking, if you want something to be accessible from outside a class, use public. If a method or variable should only be accessible from the class itself, use private. Use protected when the class or any of its subclasses need access.
For example, the following SillySensor class definition defines several variables and methods with different access levels:
A class variable called sensorData, which is only visible within the class
A public constructor that can be called outside the class
A private method called calibrate(), which can only be called from within the class itself
A protected method called seedCalibration(), which can be called from within the class itself, or by a subclass
A public method called getSensorData(), which can be called from anywhere, allowing for “read-only” access to the sensorData variable
public class SillySensor
{
private int sensorData;
public SillySensor()
{
sensorData=0;
}
private void calibrate(int iSeed)
{
// Do some calibration here
}
protected void seedCalibration(int iSeed)
{
calibrate(iSeed);
}
public int getSensorData()
{
// Check sensor here
return sensorData;
}
}
Conditionals
Java includes conditional statements, which can be used
to execute snippets of code if, and only if, certain conditions are met. Typically, a conditional statement involves two sides. If the two sides are equivalent, the statement is true, otherwise it is false.
Java has all the typical conditional operators, such as:
== equal to, as in (a == b)
!= not equal to, as in (x != y)
> greater than, as in (z > y)
>= greater than or equal to, as in (q >= z)
< less than, as in (b < a)
<= less than or equal to, as in (a <= z)
And when you need to combine multiple conditional statements into a single larger conditional test, you can use AND (&&) and OR (||):
((a==b)&& (a==c)) // true only if A is equal to B and equal to C
((a==b) || (a==c)) // true only if A is equal to B or equal to C
Java has bitwise operators (&, |, ^), shifts (>>, <<), and complement (~) operators as well, should you need them. See the Java documentation for more details.
Now that you know how to craft a conditional statement, you can create conditional code segments. The simplest form of a conditional code statement is the if() statement:
boolean condition = true;
if(condition==true)
{ // Execute this code only if condition variable is true }
If you want to provide alternative code to run if the condition is not met, then use the else clause with the if() statement:
boolean condition = true;
if(condition==true)
{
// Execute this code only if condition variable value is true
} else {
// Execute this code only if condition variable value is false
}
If you want to handle more than two cases, you can use cascading if-else-if-else statements, like this:
if(iVar==0) {
// variable is zero
} else if (iVar > 0) {
// variable is a positive number
} else {
// variable is a negative number
}
Switch Case Statements
When you have a number of different code paths possible that branch from a single variable value, you can use a switch() statement. With a switch statement, you supply the variable to check for and provide numerous options to execute for specific cases. You can also supply a default option to execute if none other cases apply. Each case can be terminated with a break statement. If a break statement is not supplied, the code will continue executing into the next case statement.
char singleChar = 'z';
switch(singleChar) {
case 'a':
case 'e':
case 'i':
case 'o':
case 'u':
// singleChar is a vowel! Execute this code!
break;
default:
// singleChar is a consonant! Execute this code instead!
break;
}
Loops
When you want to execute code repeatedly, or using recursion (heh, look that one up if you don’t know what we’re talking about), Java has support for several different kinds of loops.
To loop continuously provided that a statement is true, use a while() loop:
int numItemsToProcess = 3;
while(numItemsToProcess > 0)
{
// process an item
numItemsToProcess--;
}
If you want to evaluate the conditional loop expression AFTER the first iteration, you can use a do-while loop instead:
do
{
// check for items to process, update numItemsToProcess as required
// process item, updated numItemsToProcess
} while (numItemsToProcess > 0);
Finally, if you want to loop for a specific number of iterations, you can use a for() loop. A for() loop has three parameters: the initial value, the terminating value, and the incrementing value. For example, to execute a loop 100 times, printing the numbers 1 through 100, you could use the following for() loop:
for(int i = 1; i <=100; i++)
{
// print i
}
Note: You can also use a break statement to get out of a while(), do-while() or for() loop when necessary. You can also use a continue statement to skip the rest of a current iteration of a loop and move on to the next iteration (reevaluating
the conditional expression, of course).
Passing By Value vs. By Reference
There are no pointers in Java. Ok, ok, go ahead and breathe a sigh of relief. Life is hard enough without pointers mucking things up, right?
Ok, now it’s time to pay attention again. In Java, method parameters are passed by value. However, when a method parameter is an object (that is, anything except a primitive type), only a reference to that object is passed into the method [much like pointers, sorry!]. Therefore, in order to modify the object passed into a given method, you generally pass in the object reference, and then act upon it, which modifies the underlying data of the object you passed in. You cannot, however, swap out the object itself… Here’s a quick example:
Here, we have a class called Cat:
public class Cat {
private String mCatName;
Cat(String name) {
mCatName=name;
}
public String getName() {
return mCatName;
};
public void setName(String strName) {
mCatName = strName;
};
}
Now, let’s try to use this class and pass a Cat object into some functions and see what happens:
void messWithCat(Cat kitty) {
kitty = new Cat("Han");
}
void changeKitty(Cat kitty) {
kitty.setName("Wookie");
}
Cat haveKitten()
{
Cat kitten = new Cat("Luke");
return kitten;
}
Finally, let’s call these methods and see how they act upon Cat object instances:
Cat cat1 = new Cat("Jabba");
Cat cat2 = new Cat("Leia");
cat1.getName(); // Returns Jabba
cat2.getName(); // Returns Leia
messWithCat(cat1);
changeKitty(cat2);
Cat cat3 = haveKitten();
cat1.getName(); // Returns Jabba – Note that object remains unchanged!
cat2.getName(); // Returns Wookie
cat3.getName(); // Returns Luke
Wrapping Up
You’ve just completed a crash-course of the Java programming language. While you may not be ready to write your first Java app, you should be able to work through the simplest of the Android sample application Java classes and determine what they’re up to, at least in terms of the Java syntax of things. The first class you’re going to want to look into for Android development is the Activity class. An Android application uses activities to define different runtime tasks, and therefore you must define an Activity to act as the entry point to your application. Now that you’ve got a handle on Java syntax, we highly recommend that you work through a beginner Android tutorial.
You’ve only scratched the surface of Java development for Android development. Check out all the other great tutorials on Mobiletuts+ to dive deeper into Java and Android development. We highly recommend the following beginning Android tutorials: Introduction to Android Development by Gyuri Grell and Beginning Android: Getting Started with Fortune Crunch to begin dabbling in Android development. Good luck!
This quick lesson in our
Learn Java for Android Development series shows you how to conditionally check the type of an object using the instanceof keyword in Java.
Basic Conditionals
We talked about many of the basic Java conditional statements in the
Learn Java for Android Development: Java Syntax tutorial. For example, Java provides all the typical conditional operators one might expect, including those to check for equality, inequality, greater than, less than, etc.
Here’s some Java code that checks the value of a numeric variable (called iVar) and provides different code paths depending on whether the value of iVar is zero, negative or positive:
if(iVar==0) {
// variable is zero
} else if (iVar > 0) {
// variable is a positive number
} else {
// variable is a negative number
}
Using instanceof in Conditional Statements
Now let’s look at a specific Java feature you can also use in conditional statements. Because Java is a fully object oriented language, you can also test if an object is of a specific type (an instance of a specific class) conditionally using the instanceof keyword. The instanceof keyword is a Boolean operator, used like a regular mathematical Boolean conditional operator to generate a true or a false result.
Let’s look at a quick example. Let’s assume we have a parent class called Fish, which has two derived subclasses: SaltwaterFish and FreshwaterFish. We could use the instanceof keyword to test if an object is an instance of a specific class (or subclass) by name:
SaltwaterFish nemo = new SaltwaterFish();
if(nemo instanceof Fish) {
// we’ve got some sort of Fish
// could be a Fish (parent class), or subclass of some kind, like
// SaltwaterFish, or FreshwaterFish.
if(nemo instanceof SaltwaterFish) {
// Nemo is a Saltwater fish!
}
}
Using instanceof in Android Development
So, when it comes to Android development, when is the instanceof feature useful? Well, for starters, the Android SDK classes are organized in typical object oriented fashion: hierarchically. For example, the classes such as Button, TextView, and CheckBox, which represent different types of user interface controls, are all derived from the same parent class: View. Therefore, if you wanted to create a method that took a View parameter, but had different behavior depending upon the specific type of control, you could use the instanceof mechanism to check the incoming parameter and determine exactly what kind of view control had been passed in.
For example, the following method takes a View parameter, allowing you to pass in any type of View, but specifically singles out TextView controls for special processing:
void checkforTextView(View v)
{
if(v instanceof TextView)
{
// This is a TextView control
} else {
// This is not a TextView control
}
}
In this example, we might continue by making a call to a method that is only valid for a TextView object and not the generic View object—in which case, we would likely cast the View parameter to a TextView prior to making such a call. If, however, we wanted to make a call that is available in all View objects, but behaves differently in TextView objects, there is no need to test for this. Java will handle calling the appropriate version of the method specific to TextView. This is one of the great features of object-oriented programming: the most appropriate version of a given method is called.
Conclusion
In this quick lesson you have learned how to use the instanceof Java keyword to check the type of an object at runtime and provide conditional code paths based on the result. This is a handy Java feature that Android developers often rely upon, since the Android SDK is organized hierarchically.