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[This post is by Dounia Berrada, an engineer on the EngTools team. — Tim Bray]

Selenium WebDriver is a browser automation tool which provides a lightweight and elegant way for testing web apps. Selenium WebDriver is now available as an SDK extra in the Android SDK, and supports 2.3 (Gingerbread) and onwards!

Whether or not your site is optimized for mobile browsers, you can be sure that users will be accessing it from their phones and tablets. WebDriver makes it easy to write automated tests that ensure your site works correctly when viewed from the Android browser. We’ll walk you through some basics about WebDriver and look at it in action.

WebDriver Basics

WebDriver tests are end-to-end tests that exercise the web application just like a real user would. WebDriver models user interactions with a web page such as finger flicks, finger scrolls and long presses. It can rotate the display and interact with HTML5 features such as local storage, session storage and the application cache. Those tests run as part of an Android tests project and are based on Junit. They can be launched from Eclipse or the command line. WebDriver tests can be wired with a continuous integration system and can run on phone and tablet emulators or real devices. Once the test starts, WebDriver opens a WebView configured like the Android browser and runs the tests against it.

WebDriver is an Android SDK extra and can be installed following these instructions. Once you’ve done that you’ll be ready to write tests! There is a comprehensive WebDriver user guide on the Selenium site, but let’s start with a basic example using www.google.com to give you a taste of what’s possible.

Getting Started

First, create an Android project containing an empty activity with no layout.

public class SimpleAppActivity extends Activity {
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
}
}

Then create the Android test project that will contain the tests. WebDriver will create the WebView and set the layout automatically in the main Activity.

Let’s write a test that opens the Google home page on Android and issues a query for “weather in San Francisco”. The test will verify that Google returns search results, and that the first result returned is giving the weather in San Francisco.

public class SimpleGoogleTest extends ActivityInstrumentationTestCase2<SimpleAppActivity> {

public void testGoogleShouldWork() {
// Create a WebDriver instance with the activity in which we want the test to run
WebDriver driver = new AndroidDriver(getActivity());
// Let’s open a web page
driver.get("http://www.google.com");

// Lookup for the search box by its name
WebElement searchBox = driver.findElement(By.name("q"));

// Enter a search query and submit
searchBox.sendKeys("weather in san francisco");
searchBox.submit();

// Making sure that Google shows 11 results
WebElement resultSection = driver.findElement(By.id("ires"));
List<WebElement> searchResults = resultSection.findElements(By.tagName("li"));
assertEquals(11, searchResults.size());

// Let’s ensure that the first result shown is the weather widget
WebElement weatherWidget = searchResults.get(0);
assertTrue(weatherWidget.getText().contains("Weather for San Francisco, CA"));
}
}

Now let’s see our test in action! WebDriver will create a WebView with the same configuration as the Android browser in the main UI thread, i.e. the activity thread. The activity will display the WebView on the screen, allowing you to see your web application as the test code is executing.

Interaction Testing

We’ve mentioned that WebDriver supports creating advanced gestures to interact with the device. Let’s use WebDriver to throw an image across the screen by flicking horizontally, and ensure that the next image in the gallery is displayed.

WebElement toFlick = driver.findElement(By.id("image"));
// 400 pixels left at normal speed
Action flick = getBuilder(driver).flick(toFlick, 0, -400, FlickAction.SPEED_NORMAL)
.build();
flick.perform();
WebElement secondImage = driver.findElement(“secondImage”);
assertTrue(secondImage.isDisplayed());

Now, let’s rotate the screen and ensure that the image displayed on screen is resized.

assertEquals(landscapeSize, secondImage.getSize())
((Rotatable) driver).rotate(ScreenOrientation.PORTRAIT);
assertEquals(portraitSize, secondImage.getSize());

What if your test reveals a bug? You can easily take a screenshot for help in future debugging:

File tempFile = ((TakesScreenshot) driver).getScreenshotAs(OutputType.FILE);

Find Out More

If this has whetted your appetite and you’d like to know more, go ahead and install the Android WebDriver, take a look at the documentation on the Selenium project’s wiki, or just browse the javadocs. For questions and feedback not only of the Android WebDriver but also its desktop brethren, please join webdriver@googlegroups.com. For announcements keep an eye on http://seleniumhq.wordpress.com/.

Last week, we released the SDK for Android 4.0 and a new set of developer tools, now in revision 14. The updated tools include a lot of build changes, many that improve build performance. Also included is an under-the-hood change in how libraries are used by main projects — a first step in improving library support and code reusability. While the change should have little impact on existing projects, some developers have had issues when migrating to the updated tools. Please read below for more information about the change to library projects and how to solve migration issues.

Previously, library projects were handled as extra resource and source code folders to be used when compiling the resources and the application’s source respectively. While this worked fine for most cases, there were two issues.

1. Developers asked us for the ability to distribute a library as a single jar file that included both compiled code and resources. The nature of Android resources, with their compiled IDs prevented this.

2. The implementation of the library projects was extremely fragile in Eclipse. Adding extra source folders outside of the project folders is non-trivial when it needs to be handled automatically, in a way that doesn’t expose a user’s local installation path (which is required for people working in teams through a source control system such as SVN or git).

For r14, we decided to fix both issues at once, by moving to a compiled-code based library mechanism. This solves the implementation fragility in Eclipse and will allow us to, later, enable distribution of libraries as a single jar file.

As you might have seen in the release notes, moving to this new mechanism can affect existing projects in some cases, but there are simple fixes.

The first impact of this change is that the new library project requires the resource IDs generated by libraries to be non final. This prevents the Java compiler from inlining the values in the library code, and therefore prevents usage of the switch statement in the library code. To address such occurrences in your code, Eclipse provides a refactoring action to convert from switch statements to if/else (see here).

Second, some projects may not have been properly migrated to the new mechanism, resulting in projects that fail to compile, with errors such as duplicated classes being added in the dex build step. ADT 14 should have migrated older projects to the new mechanism but the fragility of the old mechanism may have prevented it from happening. This makes projects reference the libraries twice, using both the old and new mechanisms, which then triggers the libraries classes being packaged twice. If you see this in your projects, look in the Package Explorer for extraneous source folders named with the pattern <libraryname>_src. The screenshot to the right shows an example of this.

To fix the project, you must remove the extraneous source folders with the following steps:

  • Right click source folder and choose Build Path > Remove from Build path
  • A dialog will pop up. In it, make sure to check “Also unlink the folder from the project” to completely remove the folder.

With this change to library projects, we pave the way to better support for reusable components. We will continue working to make components easier to create, work with, and manage. Our goal is to make it easy for developers to create apps with great user experiences that easily adapt to all form factors.

Some developers have also told us that they only use library projects internally, that they don’t need to distribute binary versions and would prefer to continue with a source-based mechanism. We are investigating how we could support this alongside the new mechanism.

Finally, I wanted to point out that we are tracking a few known issues (and workaround for them) in the current r14 tools at this page: http://tools.android.com/knownissues.

We are working on a tools update that will include fixes for most of these. We are hoping to have it out shortly.

Since Android is open-source, anyone can look at the code and see how it works inside. If you do this, you’ll notice that most but not all of the APIs are publicly documented.

If they’re publicly documented, they’re part of what we consider the Android Application Framework. This means their tests appear in the Compatibility Test Suite (CTS) so that our hardware partners have to prove that the APIs work, and that we promise to try very hard not to change them and thus break your code.

In almost every case, there’s only one reason for leaving APIs undocumented: We’re not sure that what we have now is the best solution, and we think we might have to improve it, and we’re not prepared to make those commitments to testing and preservation.

We’re not claiming that they’re “Private” or “Secret” — How could they be, when anyone in the world can discover them? We’re also not claiming they’re forbidden: If you use them, your code will compile and probably run. And in fact we know of quite a few apps out there whose developers have used undocumented APIs, often to good effect. It’s hard to get too upset about this in cases where there’s a useful API that we haven’t gotten around to stabilizing.

But the developers who use those APIs have to be prepared to deal with the situation that arises when we move them from the undocumented outside into the Android Application Framework. Fortunately, this is reasonably straightforward. Also we take a close look at Android Market, using our in-house analytics tools, to get a feel for the impact when we know one of these changes is coming.

There are a few such changes coming up in the Android 4.0 “Ice Cream Sandwich” (ICS) release of Android. We wanted to take the opportunity to combine these words on undocumented APIs with some specifics about the changes.

Calendars

Let’s start with the good news: As of ICS, the Android Framework will include a fully-worked-out set of APIs for accessing Calendar data. You can guess the bad news: Quite a few developers have built apps (including many good ones) using the undocumented Calendar APIs, some using fairly low-level access to the calendar database. Unfortunately, these integrations were unsupported, and prone to breakage by platform updates or OEM customization of calendar features.

We want to see lots of good calendar apps and extensions that work reliably across Android devices, and aren't broken by platform updates. So we decided to create a clean API, including a comprehensive set of Intents, to manage calendar data in ICS. Now anyone can code against these new APIs and know that Android is committed to supporting them, and that partners have to support these APIs as part of CTS.

Once the new APIs arrive, you’re going to have to update your apps before they’ll run correctly on ICS while still working on older releases. There are a variety of techniques for doing that, many of which have been featured on this blog, including reflection and lazy loading. Recently, we introduced Multiple-APK support, which could also be used to help with this sort of transition.

Text To Speech

Android has never really had a text-to-speech API at the Framework level, but there was unofficial access at the C++ level. With ICS, we will have a fully-thought-through application-level API running on Dalvik, so you can access it with ordinary Java-language application code.

The old C++ API will no longer be supported, but we’ll have a compatibility layer that you can use to bridge from it to the new API. We think it should be easy to update for ICS with very little work.

Doing the Right Thing

We recognize that this means some work for developers affected by these changes, but we’re confident that Android programs in general, and both Calendar and TTS apps in particular, will come out ahead. And we also think that most developers know that when they use undocumented APIs, they’re making a commitment to doing the right thing when those APIs change.

ICS logo

Today we are announcing Android 4.0, Ice Cream Sandwich — a new version of the platform that brings a refined, unified user experience for phones, tablets, and more.

Android 4.0 builds on the things people love most about Android — efficient multitasking, rich notifications, customizable home screens, resizable widgets, and deep interactivity — and adds powerful new ways of communicating and sharing. It includes many great features for users, including social and sharing integration, network data usage control, innovative connectivity and camera options, and an updated set of standard apps.

For developers, Android 4.0 introduces many new capabilities and APIs. Here are some highlights:



Unified UI toolkit: A single set of UI components, styles, and capabilities for phones, tablets, and other devices.

Rich communication and sharing: New social and calendar APIs, Android Beam for NFC-based instant sharing, Wi-Fi Direct support, Bluetooth Health Device Profile support.

Deep interactivity and customization: Improved notifications, lockscreen with camera and music controls, and improved app management in the launcher.

New graphics, camera, and media capabilities: Image and video effects, precise camera metering and face detection, new media codecs and containers.

Interface and input: Hardware-accelerated 2D drawing, new grid-based layout, improved soft keyboard, spell-checker API, stylus input support, and better mouse support.

Improved accessibility: New accessibility APIs and text-to-speech APIs for writing new engines.

Enhancements for enterprise: Keychain and VPN APIs for managing credentials and connections, a new administrator policy for disabling the camera.

For a complete overview of what’s new for users and developers, please read the Android 4.0 Platform Highlights.

Alongside the new Android platform, we are releasing new versions of the SDK Tools (r14) and ADT Plugin (14.0) for Eclipse. Among the highlights are:

  • Improved build performance in Ant and Eclipse

  • Improved layout and XML editors

To get started developing on Android 4.0, visit the Android Developers site for information about the Android 4.0 platform, the SDK Tools, and the ADT Plugin.

If you have already developed and published apps, we encourage you to download the Android 4.0 platform now, to begin testing your app before devices arrive in stores.



Check out the video below for a closer look at Android 4.0 in action.



[This post is by Natascha Bock, a Product Marketing Manager on Android. — Tim Bray]

With the latest Android Market update, our editorial team can use your 1024 x 500 “Featured Image” to promote your app on tablets, phones, and the Web. The image can be used on the home page on all versions of Android Market (Web, tablet and phone), on your product page in the Web and tablet versions, and on current and future top-level Android Market pages on phones.

Creating a Featured Image that will do a great job of highlighting your app requires special design consideration.

Not Really Optional

While many promotional assets are listed as “optional” for the publishing site, we strongly recommend treating them as required. To start with, a Featured Image is required if your app is to be featured anywhere within Android Market. They’re a good idea anyhow; they enhance your product page, making your game or app more attractive to end-users (and more likely to be considered for featuring by our editorial team).

There’s nothing optional about the size, either; it has to be 1024 x 500 pixels.

Do’s and Dont’s

Your graphic is not an ad, it’s a teaser. It’s a place for bold, creative promotional images.

Vivid background colors work best. Black and white are problems because those are the backgrounds used by the mobile-device and Web versions of Android Market.

Limit Text to your app name and maybe a few additional descriptive words. Anything else will be unreadable on phones, anyhow.

Do: Make the graphic fun
and enticing.
Don't: Create a text-heavy
advertising-style graphic.
Do: Use colors that stand out on
black or white backgrounds.
Don't: Let the graphic fade into
the background.
Do: Promote your brand prominently.
Don't: Overload the graphic with details.

Scaling

Your image has to be designed to scale; it will need to look good both in a full-size Web browser and on a little handset. You can rely on the aspect ratio being constant, but not the size. Here’s a tip: Try resizing your image down to 1 inch in width. If it still looks good and conveys your brand message, you have a winner.

On the Web:


On a tablet:



On a big phone:



On a small phone:

More Dont’s

  • Device imagery is tempting, but becomes dated fast, and may be inappropriate if your user’s device looks entirely different.

  • In-app screenshots are inappropriate because your product page already includes a place for these.

  • Just using your app icon is a failure of imagination. You have more room; put it to good use!

Consider the Context

Given the size of the form factor, the phone is the most challenging channel for your image. Below we have both the “good” and “bad” sample images in that context:

Don’t Forget

A 1024 x 500 Featured Image is required for feature placement consideration. Don't miss out on the opportunity!

Jesse Wilson

[This post is by Jesse Wilson from the Dalvik team. —Tim Bray]



Most network-connected Android apps will use HTTP to send and receive data. Android includes two HTTP clients: HttpURLConnection and Apache HTTP Client. Both support HTTPS, streaming uploads and downloads, configurable timeouts, IPv6 and connection pooling.

Apache HTTP Client

DefaultHttpClient and its sibling AndroidHttpClient are extensible HTTP clients suitable for web browsers. They have large and flexible APIs. Their implementation is stable and they have few bugs.

But the large size of this API makes it difficult for us to improve it without breaking compatibility. The Android team is not actively working on Apache HTTP Client.

HttpURLConnection

HttpURLConnection is a general-purpose, lightweight HTTP client suitable for most applications. This class has humble beginnings, but its focused API has made it easy for us to improve steadily.

Prior to Froyo, HttpURLConnection had some frustrating bugs. In particular, calling close() on a readable InputStream could poison the connection pool. Work around this by disabling connection pooling:

private void disableConnectionReuseIfNecessary() {
// HTTP connection reuse which was buggy pre-froyo
if (Integer.parseInt(Build.VERSION.SDK) < Build.VERSION_CODES.FROYO) {
System.setProperty("http.keepAlive", "false");
}
}

In Gingerbread, we added transparent response compression. HttpURLConnection will automatically add this header to outgoing requests, and handle the corresponding response:

Accept-Encoding: gzip

Take advantage of this by configuring your Web server to compress responses for clients that can support it. If response compression is problematic, the class documentation shows how to disable it.

Since HTTP’s Content-Length header returns the compressed size, it is an error to use getContentLength() to size buffers for the uncompressed data. Instead, read bytes from the response until InputStream.read() returns -1.

We also made several improvements to HTTPS in Gingerbread. HttpsURLConnection attempts to connect with Server Name Indication (SNI) which allows multiple HTTPS hosts to share an IP address. It also enables compression and session tickets. Should the connection fail, it is automatically retried without these features. This makes HttpsURLConnection efficient when connecting to up-to-date servers, without breaking compatibility with older ones.

In Ice Cream Sandwich, we are adding a response cache. With the cache installed, HTTP requests will be satisfied in one of three ways:

  • Fully cached responses are served directly from local storage. Because no network connection needs to be made such responses are available immediately.


  • Conditionally cached responses must have their freshness validated by the webserver. The client sends a request like “Give me /foo.png if it changed since yesterday” and the server replies with either the updated content or a 304 Not Modified status. If the content is unchanged it will not be downloaded!


  • Uncached responses are served from the web. These responses will get stored in the response cache for later.


Use reflection to enable HTTP response caching on devices that support it. This sample code will turn on the response cache on Ice Cream Sandwich without affecting earlier releases:

private void enableHttpResponseCache() {
try {
long httpCacheSize = 10 * 1024 * 1024; // 10 MiB
File httpCacheDir = new File(getCacheDir(), "http");
Class.forName("android.net.http.HttpResponseCache")
.getMethod("install", File.class, long.class)
.invoke(null, httpCacheDir, httpCacheSize);
} catch (Exception httpResponseCacheNotAvailable) {
}
}

You should also configure your Web server to set cache headers on its HTTP responses.

Which client is best?

Apache HTTP client has fewer bugs on Eclair and Froyo. It is the best choice for these releases.

For Gingerbread and better, HttpURLConnection is the best choice. Its simple API and small size makes it great fit for Android. Transparent compression and response caching reduce network use, improve speed and save battery. New applications should use HttpURLConnection; it is where we will be spending our energy going forward.

This series started last month, and now registration is open for the European leg:

  • Berlin — September 28 and 29.

  • London — October 3 and 5.

  • Paris — October 27 and 28.

Remember, this ADL series isn’t another set of introduction-to-Android sessions, nor any other kind of general overview. It's specifically aimed at optimizing Android apps for tablets, in particular creating high-quality tablet apps with an emphasis on polish and user-experience.

Registration is a two-step process. Anyone can register, but we can only accommodate a relatively small number of attendees from among the registrants, based on whether they already have an Android app with the potential to be a top-tier tablet app in terms of quality, fit, and finish. The goal is to bring your app to the ADL, and leave equipped to make it into one that makes Android tablet users smile.

[This post is by Scott Main, lead tech writer for developer.android.com. — Tim Bray]

Early this year, Honeycomb (Android 3.0) launched for tablets. Although Honeycomb remains tablets-only, the upcoming Ice Cream Sandwich (ICS) release will support big screens, small screens, and everything in between. This is the way Android will stay from now on: the same version runs on all screen sizes.

Some Honeycomb apps assume that they’ll run only on a large screen, and have baked that into their designs. This assumption is currently true, but will become false with the arrival of ICS, because Android apps are forward-compatible — an app developed for Honeycomb is compatible with a device running ICS, which could be a tablet, a phone, or something else.



If you’ve developed a tablet app on Honeycomb, it’s important that your app do one of two things: prevent installation on smaller screens or (preferably) support smaller screens with the same APK.

Making your Honeycomb app for tablets only

If you don’t want your app to be used on handsets (perhaps it truly makes sense only on a large screen) or you need more time to update it, add the following <supports-screens> declaration to your manifest:

<manifest ... >
<supports-screens android:smallScreens="false"
android:normalScreens="false"
android:largeScreens="false"
android:xlargeScreens="true"
android:requiresSmallestWidthDp="600" />
<application ... >
...
</application>
</manifest>

This describes your app’s screen-size support in two different ways:

  • It declares that the app does not support the screen size buckets “small”, “normal”, and “large”, which are traditionally not tablets


  • It declares that the app requires a screen size with a minimum usable area that is at least 600dp wide


The first technique is for devices that are running Android 3.1 or older, because those devices declare their size based on generalized screen size buckets. The requiresSmallestWidthDp attribute is for devices running Android 3.2 and newer, which added the capability for apps to specify their size requirements based on a minimum number of density-independent pixels. In this example, the app declares a minimum width requirement of 600dp, which generally implies a 7”-or-greater screen.

Your size choice might be different, of course, based on how well your design works on different screen sizes; for example, if your design works well only on screens that are 9” or larger, you might require a minimum width of 720dp.

The catch is that you must compile your application against Android 3.2 or higher in order to use the requiresSmallestWidthDp attribute. Older versions don’t understand this attribute and will raise a compile-time error. The safest thing to do is develop your app against the platform that matches the API level you’ve set for minSdkVersion. When you’re making final preparations to build your release candidate, change the build target to Android 3.2 and add the requiresSmallestWidthDp attribute. Android versions older than 3.2 simply ignore that XML attribute, so there’s no risk of a runtime failure.

For more information about why the “smallest width” screen size is important for supporting different screen sizes, read New Tools for Managing Screen Sizes (really; it’s got lots of things you need to know).

Making your Honeycomb app work on handsets

On the other hand, if you want to distribute your app to devices of all sizes, we recommend that you update your existing Honeycomb app to work on smaller screens as well, rather than publishing multiple APKs.

Optimizing for handsets can be tricky if your designs currently use all of a large screen to deliver content. It’s worth the effort, though, because Ice Cream Sandwich brings the Honeycomb APIs to handsets and you’ll significantly increase the user-base for your app. Using a single APK for all devices also simplifies your updating and publishing process and makes it easier for users to identify your app.

Here are two guidelines to help make your Honeycomb tablet app work well on handsets:

  • Build your design around Fragments that you can reuse in different combinations, in single-pane layouts on handsets and multi-pane layouts on tablets


  • Be conservative with your Action Bar design so the system can adjust its layout based on the screen size


Creating single-pane and multi-pane layouts

The most effective way to optimize your app for both handsets and tablets is to combine fragments in different ways to create “single-pane” layouts for handsets and “multi-pane” layouts for tablets. There are two approaches to doing this:

  • For any screen in which your tablet version displays multiple fragments, use the same activity for handsets, but show only one fragment at a time — swapping the fragments within the activity when necessary.


  • Use separate activities to host each fragment on a handset. For example, when the tablet UI uses two fragments in an activity, use the same activity for handsets, but supply an alternative layout that includes just one fragment. When you need to switch fragments (such as when the user selects an item), start another activity that hosts the other fragment.


The approach you choose depends on your app design and personal preferences. The first option (single activity) requires that you dynamically add each fragment to the activity at runtime---rather than declare the fragments in your activity’s layout file — because you cannot remove a fragment from an activity if it’s been declared in the XML layout. You might also need to update the action bar each time the fragments change, depending on what actions or navigation modes are provided for the fragment. In some cases, these factors might not matter to your app, so using one activity and swapping fragments will work well. Other times, however, using just one activity and dynamically swapping fragments can make your code more complicated, because you must manage all the fragment combinations in the activity’s code rather than leveraging alternative layout files.

I’m going to talk about the second option in more detail. It might be a little more up-front work, because each fragment must work well across separate activities, but it usually pays off. It means that you can use alternative layout files that define different fragment combinations, keep fragment code modular, simplify action bar management, and let the system handle all the back stack work.

The following figure demonstrates how an application with two fragments can be arranged for both handsets and tablets when using separate activities for the handset design:

In this app, Activity A is the “main activity” and uses different layouts to display either one or two fragments at a time, depending on the size of the screen. When on a handset-sized screen, the layout contains only Fragment A (the list view); when on a tablet-sized screen, the layout contains both Fragment A and Fragment B.

Here’s res/layout/main.xml for handsets:

<?xml version="1.0" encoding="utf-8"?>
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<fragment class="com.example.android.TitlesFragment"
android:id="@+id/list_frag"
android:layout_width="match_parent"
android:layout_height="match_parent"/>
</FrameLayout>

And res/layout-large/main.xml for tablets:

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="horizontal"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:id="@+id/frags">
<fragment class="com.example.android.TitlesFragment"
android:id="@+id/list_frag"
android:layout_width="@dimen/titles_size"
android:layout_height="match_parent"/>
<fragment class="com.example.android.DetailsFragment"
android:id="@+id/details_frag"
android:layout_width="match_parent"
android:layout_height="match_parent" />
</LinearLayout>

How the application responds when a user selects an item from the list depends on whether Fragment B is available in the layout. If Fragment B is there, Activity A notifies Fragment B to update itself. If Fragment B is not in the layout, Activity A starts Activity B (which hosts Fragment B).

To implement this pattern for your application, it's important that you develop your fragments to be highly compartmentalized. Specifically, you should follow two general guidelines:

  • Do not manipulate one fragment directly from another.


  • Keep all code that concerns content in a fragment inside that fragment, rather than putting it in the host activity’s code.


To avoid directly calling one fragment from another, declare a callback interface in each fragment class that it can use to deliver events to its host activity, which implements the callback interface. When the activity receives a callback due to an event (such as the user selecting a list item), it acts appropriately based on the current fragment configuration.

For example, Activity A from above handles item selections like this:

/** This is a callback that the list fragment (Fragment A) calls
when a list item is selected */
public void onItemSelected(int position) {
DisplayFragment fragB = (DisplayFragment) getFragmentManager()
.findFragmentById(R.id.display_frag);
if (fragB == null) {
// DisplayFragment (Fragment B) is not in the layout,
// start DisplayActivity (Activity B)
// and pass it the info about the selected item
Intent intent = new Intent(this, DisplayActivity.class);
intent.putExtra("position", position);
startActivity(intent);
} else {
// DisplayFragment (Fragment B) is in the layout, tell it to update
fragB.updateContent(position);
}
}

When DisplayActivity (Activity B) starts, it reads the data delivered by the Intent and passes it to the DisplayFragment (Fragment B).

If Fragment B needs to deliver a result back to Fragment A, then the process works similarly with a callback interface between Fragment B and Activity B. That is, Activity B implements a callback interface defined by Fragment B. When Activity B gets the callback, it sets the result for the activity and finishes itself. Activity A then receives the result and delivers it to Fragment A.

For a complete demonstration of this technique for creating different fragment combinations for different tablets and handsets, look at the code for this updated version of the Honeycomb Gallery sample.

Making the Action Bar work on handsets

As long as you’ve been using the framework’s implementation of ActionBar for your tablet app (rather than building your own), the conversion from tablets to handsets should be painless. The Android system will do the work for you; all you need to do is ensure that your action bar design is flexible. Here are some important tips:

  • When setting a menu item to be an action item, avoid using the “always” value. Use “ifRoom” for action items you’d like to add to the action bar. Now, you might need “always” when an action view does not have an alternative action for the overflow menu or when a menu item added by a fragment is low in the menu order and it must jump into the action bar at all times. But you should not use “always” more than once or twice.


  • When possible, provide icons for all action items and declare showAsAction="ifRoom|withText". This way, if there’s not enough room for the text, but there is enough for the icon, then just the icon may be used.


  • Avoid using custom navigation modes in the action bar. Use the built-in tab and drop-down navigation modes — they’re designed to be flexible and adapt to different screen sizes. For example, when the width is too narrow for both tabs and other action items, the tabs appear below the action bar. If your app requires a custom navigation mode in the action bar, thoroughly test it on smaller screens when Ice Cream Sandwich becomes available and make any adjustments necessary for a narrow action bar.


For example, the mock ups below demonstrates how the system might adapt an app’s action bar based on the available screen space. On the handset, only two action items fit, so the remaining menu items appear in the traditional menu and the tabs appear in a separate row. On the tablet, more action items can fit in the action bar and so do the tabs.

Some other tips

  • When working with a ListView, consider how you might provide more or less information in each list item based on the available space. That is, you can create alternative layouts to be used by the items in your list adapter such that a large screen might display more detail for each item.


  • Create alternative resource files for values such as integers, dimensions, and even booleans. Using size qualifiers for these resources, you can easily apply different layout sizes, font sizes, or enable/disable features based on the current screen size.


Testing your handset support

At this point you might be wondering, “How do I test my layout for smaller screens without a handset that runs Honeycomb?” Well, until Ice Cream Sandwich is available for the SDK, you technically can’t. So don’t publish your changes until you’re able to test on a device or emulator running ICS.

However, you can begin some early testing of your alternative layouts with a little trick: instead of using the “large” configuration qualifier for the tablet layouts, use the “land” qualifier (that is, instead of res/layout-large/main.xml, use res/layout-land/main.xml). This way, a Honeycomb tablet (or emulator) in landscape orientation uses your tablet design and the same device in portrait orientation uses your handset design. Just be certain to switch back to using the size qualifiers once you’re able to test on ICS.

Conclusion

Ice Cream Sandwich is coming, and with it, handsets will be able to install apps built on Honeycomb. We haven’t released the ICS SDK just yet, but you can start preparing your Honeycomb apps by thinking about how they should work on smaller screens.

So if you have a Honeycomb tablet app out there (and by that, I mean an app with minSdkVersion="11" or higher), you should make sure it’s available only on large screen devices for now. We hope that you’ll then follow our advice here and optimize your tablet app to support smaller screens, using the same APK for both tablets and handsets.

If your app supports API levels lower than 11, then there’s probably nothing you need to do right now, because your app is already running on handset devices. When the ICS SDK does arrive, though, it’ll still be important that you verify your app’s performance on the new platform.

Stay tuned to the blog for more information about ICS as it nears release.

The Great Falls Discovery Center is a nicely kept little nature center, near the fish ladder and Unity Park, a decent playground with the only real see saw I've seen recently. I parked on the street, for free, right outside the Center. There is a cute little garden outside and well maintained yards, but this isn't really outdoor space for the kids to play.
The interior boasts many dioramas of local animal life, including several interactive features (buttons to push, a computer program to play with). However, for my 5 year old, the displays were quickly digested (especially because he has seen quite a lot of these kinds of exhibits). The most engaging area for the kids was a small table set up near the gift shop that held tadpole-to-frog models and books on the same subject. There are quite a few activities held there for the preschool set, though I haven't attended any yet.
The whole museum was clean, including the restrooms.
After exploring the Discovery Center we made our way to Unity Park, down the street. What appeared at first glance to be dilapidated turned out to be a pretty nice park! The equipment was a good mix of new and old, a pavilion provided shade for our snack, and the sport fields were in use, creating a nice community feel.

This is one of my very favorite hikes with the kids because it's super short (.75 miles), it's a loop, so there is no whining about turning around, the trail is well kept, it's right near the Eric Carle Museum and Atkins, and if you worry about being isolated, you don't have to worry much here.


If you are hiking with a small toddler who is barely able to walk the full length, I recommend heading to the right hand side (when the Visitor Center is at your back) to start (going counter clockwise). This is the steepest part of the trail, so if you end up going clockwise you will face a steep hill when the children are the most tired.

After a rain, you'll find every color of fungus on this trail. It is lovely in all seasons, and buggy in most seasons - you really need some serious bug spray here, the poisonous stuff. I have found that the bug repellent wipes are really handy, especially for little ones who can't hold their breath and shut their eyes while you are spraying them.

Located on Rt. 9 in Belchertown, Evergreene Golf offers regular and mini golf. The grooming of the course is great. This is a family business, so it is managed with care. The air conditioned building has restrooms, the rental counter, souvenirs and ice cream!! This is always an idea for slightly older kids on summmer evenings.
One caveat : there is no shade (really, none). My first visit there with an infant in a stroller had me fearing heatstroke. We have visited several times and find this is a nice option.

MKRdezign

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