293 lines
16 KiB
Plaintext
293 lines
16 KiB
Plaintext
page.title=Glossary
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@jd:body
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<p>The list below defines some of the basic terminology of the Android platform. </p>
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<dl>
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<dt id="apk">.apk file</dt> <dd>Android application package file. Each
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Android application is compiled and packaged in a single file that
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includes all of the application's code (.dex files), resources, assets,
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and manifest file. The application package file can have any name but
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<em>must</em> use the <code>.apk</code> extension. For example:
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<code>myExampleAppname.apk</code>. For convenience, an application package
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file is often referred to as an ".apk".
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<p>Related: <a href="#application">Application</a>.</p>
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</dd>
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<dt id="dex">.dex file </dt>
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<dd>Compiled Android application code file.
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<p>Android programs are compiled into .dex (Dalvik Executable) files, which
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are in turn zipped into a single .apk file on the device. .dex files can
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be created by automatically translating compiled applications written in
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the Java programming language.</dd>
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<dt id="action">Action</dt>
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<dd>A description of something that an Intent sender wants done. An action is
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a string value assigned to an Intent. Action strings can be defined by Android
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or by a third-party developer. For example, android.intent.action.VIEW
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for a Web URL, or com.example.rumbler.SHAKE_PHONE for a custom application
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to vibrate the phone.
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<p>Related: <a href="#intent">Intent</a>.</p>
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</dd>
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<dt id="activity">Activity</dt>
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<dd>A single screen in an application, with supporting Java code, derived
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from the {@link android.app.Activity} class. Most commonly, an activity is
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visibly represented by a full screen window that can receive and handle UI
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events and perform complex tasks, because of the Window it uses to render
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its window. Though an Activity is typically full screen, it can also be
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floating or transparent.</dd>
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<dt id="adb">adb</dt>
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<dd>Android Debug Bridge, a command-line debugging application included with the
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SDK. It provides tools to browse the device, copy tools on the device, and
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forward ports for debugging. If you are developing in Eclipse using the
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ADT Plugin, adb is integrated into your development environment. See
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<a href="{@docRoot}guide/developing/tools/adb.html">Android Debug Bridge</a>
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for more information. </dd>
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<dt id="application">Application</dt>
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<dd>From a component perspective, an Android application consists of one
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or more activities, services, listeners, and intent receivers. From a
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source file perspective, an Android application consists of code,
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resources, assets, and a single manifest. During compilation, these files
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are packaged in a single file called an application package file (.apk).
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<p>Related: <a href="#apk">.apk</a>, <a href="#activity">Activity</a></p></dd>
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<dt id="canvas">Canvas</dt>
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<dd>A drawing surface that handles compositing of the actual bits against
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a Bitmap or Surface object. It has methods for standard computer drawing
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of bitmaps, lines, circles, rectangles, text, and so on, and is bound to a
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Bitmap or Surface. Canvas is the simplest, easiest way to draw 2D objects
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on the screen. However, it does not support hardware acceleration, as
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OpenGL ES does. The base class is {@link android.graphics.Canvas}.
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<p>Related: <a href="#drawable">Drawable</a>, <a href="#opengles">OpenGL
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ES</a>.</p></dd>
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<dt id="contentprovider">Content Provider</dt>
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<dd>A data-abstraction layer that you can use to safely expose your
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application's data to other applications. A content provider is built on
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the {@link android.content.ContentProvider} class, which handles content
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query strings of a specific format to return data in a specific format.
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See <a href="{@docRoot}guide/topics/providers/content-providers.html">
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Content Providers</a> topic for more information.
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<p>Related: <a href="#uri">URI Usage in Android</a></p></dd>
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<dt id="dalvik">Dalvik</dt>
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<dd>The Android platform's virtual machine. The Dalvik VM is an
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interpreter-only virtual machine that executes files in the Dalvik
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Executable (.dex) format, a format that is optimized for efficient storage
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and memory-mappable execution. The virtual machine is register-based, and
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it can run classes compiled by a Java language compiler that have been
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transformed into its native format using the included "dx" tool.
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The VM runs on top of Posix-compliant operating systems, which it relies
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on for underlying functionality (such as threading and low level memory
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management). The Dalvik core class library is intended to provide a
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familiar development base for those used to programming with Java Standard
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Edition, but it is geared specifically to the needs of a small mobile
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device.</dd>
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<dt id="ddms">DDMS</dt>
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<dd>Dalvik Debug Monitor Service, a GUI debugging application included
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with the SDK. It provides screen capture, log dump, and process
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examination capabilities. If you are developing in Eclipse using the ADT
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Plugin, DDMS is integrated into your development environment. See <a
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href="{@docRoot}guide/developing/tools/ddms.html">Dalvik Debug Monitor
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Server</a> to learn more about the program.</dd>
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<dt id="dialog">Dialog</dt> <dd> A floating window that that acts as a lightweight
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form. A dialog can have button controls only and is intended to perform a
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simple action (such as button choice) and perhaps return a value. A dialog
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is not intended to persist in the history stack, contain complex layout,
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or perform complex actions. Android provides a default simple dialog for
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you with optional buttons, though you can define your own dialog layout.
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The base class for dialogs is {@link android.app.Dialog Dialog}.
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<p>Related: <a href="#activity">Activity</a>.</p></dd>
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<dt id="drawable">Drawable</dt>
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<dd>A compiled visual resource that can be used as a background, title, or
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other part of the screen. A drawable is typically loaded into another UI
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element, for example as a background image. A drawable is not able to
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receive events, but does assign various other properties such as "state"
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and scheduling, to enable subclasses such as animation objects or image
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libraries. Many drawable objects are loaded from drawable resource files
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— xml or bitmap files that describe the image. Drawable resources
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are compiled into subclasses of {@link android.graphics.drawable}. For
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more information about drawables and other resources, see <a
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href="{@docRoot}guide/topics/resources/resources-i18n.html">Resources</a>.
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<p>Related: <a href="#resources">Resources</a>, <a href="#canvas">Canvas
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</a></p></dd>
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<dt id="intent">Intent</dt>
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<dd>An message object that you can use to launch or communicate with other
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applications/activities asynchronously. An Intent object is an instance of
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{@link android.content.Intent}. It includes several criteria fields that you can
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supply, to determine what application/activity receives the Intent and
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what the receiver does when handling the Intent. Available criteria include
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include the desired action, a category, a data string, the MIME type of
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the data, a handling class, and others. An application sends
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an Intent to the Android system, rather than sending it directly to
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another application/activity. The application can send the Intent to a
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single target application or it can send it as a broadcast, which can in
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turn be handled by multiple applications sequentially. The Android system
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is responsible for resolving the best-available receiver for each Intent,
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based on the criteria supplied in the Intent and the Intent Filters
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defined by other applications. For more information, see <a
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href="{@docRoot}guide/topics/intents/intents-filters.html">Intents and
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Intent Filters</a>.
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<p>Related: <a href="#intentfilter">Intent Filter</a>, <a
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href="#broadcastreceiver">Broadcast Receiver</a>.</p></dd>
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<dt id="intentfilter">Intent Filter</dt>
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<dd>A filter object that an application declares in its manifest file, to
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tell the system what types of Intents each of its components is willing to
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accept and with what criteria. Through an intent filter, an application
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can express interest in specific data types, Intent actions, URI formats,
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and so on. When resolving an Intent, the system evaluates all of the
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available intent filters in all applications and passes the Intent to the
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application/activity that best matches the Intent and criteria. For more
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information, see <a
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href="{@docRoot}guide/topics/intents/intents-filters.html">Intents and
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Intent Filters</a>.
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<p>Related: <a href="#intent">Intent</a>, <a
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href="#broadcastreceiver">Broadcast Receiver</a>.</p></dd>
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<dt id="broadcastreceiver">Broadcast Receiver </dt>
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<dd>An application class that listens for Intents that are broadcast,
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rather than being sent to a single target application/activity. The system
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delivers a broadcast Intent to all interested broadcast receivers, which
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handle the Intent sequentially.
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<p>Related: <a href="#intent">Intent</a>, <a href="#intentfilter">Intent
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Filter</a>.</p> </dd>
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<dt id="layoutresource">Layout Resource</dt>
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<dd>An XML file that describes the layout of an Activity screen.
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<p>Related: <a href="#resources">Resources</a></p></dd>
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<dt id="manifest">Manifest File</dt>
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<dd>An XML file that each application must define, to describe the
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application's package name, version, components (activities, intent
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filters, services), imported libraries, and describes the various
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activities, and so on. See <a
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href="{@docRoot}guide/topics/manifest/manifest-intro.html">The
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AndroidManifest.xml File</a> for complete information.</dd>
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<dt id="ninepatch">Nine-patch / 9-patch / Ninepatch image</dt>
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<dd>A resizeable bitmap resource that can be used for backgrounds or other
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images on the device. See <a
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href="{@docRoot}guide/topics/resources/available-resources.html#ninepatch">
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Nine-Patch Stretchable Image</a> for more information.
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<p>Related: <a href="#resources">Resources</a>.</p></dd>
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<dt id="opengles">OpenGL ES</dt>
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<dd> Android provides OpenGL ES libraries that you can use for fast,
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complex 3D images. It is harder to use than a Canvas object, but
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better for 3D objects. The {@link android.opengl} and
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{@link javax.microedition.khronos.opengles} packages expose
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OpenGL ES functionality.
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<p>Related: <a href="#canvas">Canvas</a>, <a href="#surface">Surface</a></p></dd>
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<dt id="resources">Resources</dt>
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<dd>Nonprogrammatic application components that are external to the
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compiled application code, but which can be loaded from application code
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using a well-known reference format. Android supports a variety of
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resource types, but a typical application's resources would consist of UI
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strings, UI layout components, graphics or other media files, and so on.
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An application uses resources to efficiently support localization and
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varied device profiles and states. For example, an application would
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include a separate set of resources for each supported local or device
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type, and it could include layout resources that are specific to the
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current screen orientation (landscape or portrait). For more information
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about resources, see <a
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href="{@docRoot}guide/topics/resources/index.html"> Resources and
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Assets</a>. The resources of an application are always stored in the
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<code>res/*</code> subfolders of the project. </dd>
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<dt id="service">Service</dt>
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<dd>An object of class {@link android.app.Service} that runs in the
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background (without any UI presence) to perform various persistent
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actions, such as playing music or monitoring network activity.
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<p>Related: <a href="#activity">Activity</a></p></dd>
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<dt id="surface">Surface</dt>
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<dd>An object of type {@link android.view.Surface} representing a block of
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memory that gets composited to the screen. A Surface holds a Canvas object
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for drawing, and provides various helper methods to draw layers and resize
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the surface. You should not use this class directly; use
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{@link android.view.SurfaceView} instead.
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<p>Related: <a href="#canvas">Canvas</a></p></dd>
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<dt id="surfaceview">SurfaceView</dt>
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<dd>A View object that wraps a Surface for drawing, and exposes methods to
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specify its size and format dynamically. A SurfaceView provides a way to
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draw independently of the UI thread for resource-intensive operations
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(such as games or camera previews), but it uses extra memory as a result.
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SurfaceView supports both Canvas and OpenGL ES graphics. The base class is
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{@link android.view.SurfaceView}.
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<p>Related: <a href="#canvas">Surface</a></p></dd>
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<dt id="theme">Theme</dt>
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<dd>A set of properties (text size, background color, and so on) bundled
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together to define various default display settings. Android provides a
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few standard themes, listed in {@link android.R.style} (starting with
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"Theme_"). </dd>
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<dt id="uri">URIs in Android</dt>
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<dd>Android uses URI strings as the basis for requesting data in a content
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provider (such as to retrieve a list of contacts) and for requesting
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actions in an Intent (such as opening a Web page in a browser). The URI
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scheme and format is specialized according to the type of use, and an
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application can handle specific URI schemes and strings in any way it
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wants. Some URI schemes are reserved by system components. For example,
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requests for data from a content provider must use the
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<code>content://</code>. In an Intent, a URI using an <code>http://</code>
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scheme will be handled by the browser. </dd>
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<dt id="view">View</dt>
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<dd>An object that draws to a rectangular area on the screen and handles
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click, keystroke, and other interaction events. A View is a base class for
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most layout components of an Activity or Dialog screen (text boxes,
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windows, and so on). It receives calls from its parent object (see
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viewgroup, below)to draw itself, and informs its parent object about where
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and how big it would like to be (which may or may not be respected by the
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parent). For more information, see {@link android.view.View}.
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<p>Related: <a href="#viewgroup">Viewgroup</a>, <a href="#widget">Widget
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</a></p></dd>
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<dt id="viewgroup">Viewgroup</dt>
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<dd> A container object that groups a set of child Views. The viewgroup is
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responsible for deciding where child views are positioned and how large
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they can be, as well as for calling each to draw itself when appropriate.
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Some viewgroups are invisible and are for layout only, while others have
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an intrinsic UI (for instance, a scrolling list box). Viewgroups are all
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in the {@link android.widget widget} package, but extend
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{@link android.view.ViewGroup ViewGroup}.
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<p>Related: <a href="#view">View</a></p></dd>
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<dt id="widget">Widget</dt>
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<dd>One of a set of fully implemented View subclasses that render form
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elements and other UI components, such as a text box or popup menu.
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Because a widget is fully implemented, it handles measuring and drawing
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itself and responding to screen events. Widgets are all in the
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{@link android.widget} package. </dd>
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<!--
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<dt id="panel">Panel</dt>
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<dd> A panel is a concept not backed by a specific class. It is a View of
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some sort that is tied in closely to a parent window, but can handle
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clicks and perform simple functions related to its parent. A panel floats
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in front of its parent, and is positioned relative to it. A common example
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of a panel (implemented by Android) is the options menu available to every
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screen. At present, there are no specific classes or methods for creating
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a panel — it's more of a general idea. </dd>
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-->
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<dt id="panel">Window</dt>
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<dd>In an Android application, an object derived from the abstract class
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{@link android.view.Window} that specifies the elements of a generic
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window, such as the look and feel (title bar text, location and content of
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menus, and so on). Dialog and Activity use an implementation of this class
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to render a window. You do not need to implement this class or use windows
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in your application. </dd>
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</dl> |