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Beginner's Guide Copyright: © 2011 Anywhere Software Edit 1.3

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Page 1: Android Beginners Guide

Beginner's Guide

Copyright: © 2011 Anywhere Software Edit 1.3

Page 2: Android Beginners Guide

Table of contents 2 Basic4Android Beginner's Guide

1 Getting started .........................................................................................................................6

1.1 Installing Basic4Android and Android SDK ....................................................................6 1.1.1 Install and configure Basic4Android ........................................................................8

1.2 Installing Android Emulator.............................................................................................9 2 My first program (MyFirstProgram.b4a)............................................................................... 13 3 Second program (SecondProgram.b4a) ................................................................................. 31 4 The IDE ................................................................................................................................ 44

4.1 Menu and Toolbar.......................................................................................................... 45 4.1.1 Toolbar .................................................................................................................. 45 4.1.2 File menu ............................................................................................................... 46 4.1.3 Edit menu............................................................................................................... 46 4.1.4 Project menu .......................................................................................................... 47 4.1.5 Tools menu ............................................................................................................ 48

4.2 Code area....................................................................................................................... 49 4.2.1 Undo – Redo ............................................................................................. 49 4.2.2 Collapse a subroutine ............................................................................................. 49 4.2.3 Collapse the whole code......................................................................................... 50 4.2.4 Commenting and uncommenting code ...................................................... 51 4.2.5 Bookmarks .................................................................................. 51 4.2.6 Indentation ............................................................................................... 52 4.2.7 Autocomplete ................................................................................................. 54 4.2.8 Debugging ............................................................................................................. 56 4.2.9 Breakpoints............................................................................................................ 58

4.3 Tabs............................................................................................................................... 61 4.3.1 Module and subroutine lists ............................................................... 61

4.3.2 Files ....................................................................................................... 62 4.3.3 Logs ...................................................................................................... 63 4.3.4 Libs ........................................................................................................ 64

5 Screen sizes and resolutions................................................................................................... 65 6 The Emulator......................................................................................................................... 70

6.1 Launch an Emulator....................................................................................................... 70 6.2 Generate a new Emulator ............................................................................................... 72 6.3 Emulator problems......................................................................................................... 74

7 B4A Bridge ........................................................................................................................... 75 8 The Designer ......................................................................................................................... 78

8.1 The menu....................................................................................................................... 79 8.1.1 File menu ............................................................................................................... 79 8.1.2 AddView menu ...................................................................................................... 79 8.1.3 The Tools menu ..................................................................................................... 80

8.2 Tools ............................................................................................................................. 81 8.2.1 Generate Members ................................................................................................. 81 8.2.2 BringTo Front ........................................................................................................ 82 8.2.3 Duplicate Selected View ........................................................................................ 82 8.2.4 Remove Selected View .......................................................................................... 83 8.2.5 Change grid............................................................................................................ 83 8.2.6 Connect device or emulator.................................................................................... 84

8.3 General settings ............................................................................................................. 84 8.4 Image files ..................................................................................................................... 85 8.5 Parameter list ................................................................................................................. 86

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8.6 Layout variants .............................................................................................................. 88 9 Process and Activity life cycle............................................................................................... 93 10 Variables and objects......................................................................................................... 97

10.1 Variable Types............................................................................................................... 97 10.2 Names of variables ........................................................................................................ 98 10.3 Declaring variables ........................................................................................................ 98

10.3.1 Simple variables..................................................................................................... 98 10.3.2 Array variables....................................................................................................... 99 10.3.3 Type variables...................................................................................................... 101

10.4 Casting ........................................................................................................................ 102 10.5 Scope........................................................................................................................... 103

10.5.1 Process variables.................................................................................................. 103 10.5.2 Activity variables ................................................................................................. 103 10.5.3 Local variables..................................................................................................... 103

10.6 Tips ............................................................................................................................. 104 11 Modules........................................................................................................................... 105

11.1 Activity modules.......................................................................................................... 106 11.2 Code modules .............................................................................................................. 107 11.3 Service modules........................................................................................................... 108

12 Example programs........................................................................................................... 109 12.1 User interfaces ............................................................................................................. 109

12.1.1 Menu example (UserInterfaceMenu.b4a)............................................................. 110 12.1.2 TabHost example (UserInterfaceTabHost.b4a) ................................................... 111 12.1.3 Button toolbox example (UserInterfaceButtonToolbox.b4a)................................ 112

12.2 Program with 3 Activities (ThreeActivityExample.b4a) .............................................. 113 12.3 ScrollView examples ................................................................................................... 120

12.3.1 ScrollView example program............................................................................... 121 12.4 Data base example ....................................................................................................... 132

12.4.1 Database basics .................................................................................................... 132 12.4.2 Database example program .................................................................................. 135

13 Basic language................................................................................................................. 149 13.1 Program flow............................................................................................................... 149

13.1.1 Prorogress_Globals routine .................................................................................. 149 13.1.2 Globals routine..................................................................................................... 150 13.1.3 Activity_Create (FirstTime As Boolean) routine .................................................. 150 13.1.4 Activity_Resume routine...................................................................................... 150 13.1.5 Activity_Pause (UserClosed As Boolean) routine................................................. 150

13.2 Expressions.................................................................................................................. 152 13.2.1 Mathematical expressions .................................................................................... 152 13.2.2 Relational expressions.......................................................................................... 153 13.2.3 Boolean expressions............................................................................................. 153

13.3 Conditional statements................................................................................................. 153 13.3.1 If – Then – End If................................................................................................. 154 13.3.2 Select – Case........................................................................................................ 155

13.4 Loop structures ............................................................................................................ 157 13.4.1 For – Next............................................................................................................ 157 13.4.2 Do - Loop ............................................................................................................ 158

13.5 Subs............................................................................................................................. 159 13.5.1 Declaring ............................................................................................................. 159 13.5.2 Calling a Sub........................................................................................................ 159 13.5.3 Naming ................................................................................................................ 159 13.5.4 Parameters ........................................................................................................... 160 13.5.5 Returned value ..................................................................................................... 160

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13.6 Libraries ...................................................................................................................... 161 13.6.1 Standard libraries ................................................................................................. 161 13.6.2 Additional libraries folder .................................................................................... 161 13.6.3 Error message "Are you missing a library reference?" .......................................... 162

13.7 String manipulation ..................................................................................................... 163 13.8 Timers ......................................................................................................................... 164

14 Graphics / Drawing.......................................................................................................... 165 14.1 Overview ..................................................................................................................... 165 14.2 Drawing test programs................................................................................................. 167

14.2.1 Drawing rotating bitmaps / RotatingNeedle.......................................................... 167 14.2.2 Simple draw functions.......................................................................................... 172

15 B4A Keywords ................................................................................................................ 181 15.1 Bit ............................................................................................................................... 181 15.2 DateTime..................................................................................................................... 182 15.3 Exception..................................................................................................................... 185 15.4 Keywords .................................................................................................................... 186 15.5 LayoutValues............................................................................................................... 198 15.6 String........................................................................................................................... 199 15.7 StringBuilder ............................................................................................................... 201 15.8 Timer........................................................................................................................... 203

16 Views .............................................................................................................................. 205 16.1 Activity........................................................................................................................ 205 16.2 Button.......................................................................................................................... 209 16.3 CheckBox.................................................................................................................... 212 16.4 EditText....................................................................................................................... 215 16.5 ImageView .................................................................................................................. 220 16.6 Label ........................................................................................................................... 223 16.7 ListView...................................................................................................................... 226 16.8 Panel............................................................................................................................ 231 16.9 ProgressBar ................................................................................................................. 234 16.10 RadioButton............................................................................................................. 236 16.11 ScrollView............................................................................................................... 239 16.12 SeekBar ................................................................................................................... 242 16.13 Spinner .................................................................................................................... 245 16.14 TabHost ................................................................................................................... 249 16.15 ToggleButton........................................................................................................... 253 16.16 View ........................................................................................................................ 256 16.17 WebView................................................................................................................. 258

17 VB6 versus B4A.............................................................................................................. 262 18 FAQ ................................................................................................................................ 267

18.1 "Please save project first" message............................................................................. 267 18.2 "Are you missing a library reference" message........................................................... 267 18.3 How loading / updating a library.................................................................................. 268 18.4 When do we need to 'Initialize' and when not ............................................................. 268 18.5 Split a long line into two or more lines......................................................................... 269 18.6 Avoid closing an application........................................................................................ 269 18.7 Unwanted events like Click, Touch or others ............................................................... 270 18.8 Adding a Menu item .................................................................................................... 270 18.9 How do I remove a View with the Designer................................................................. 271 18.10 "Process has timeout" message............................................................................... 271 18.11 Getting a picture from the gallery............................................................................. 272

19 Glossary .......................................................................................................................... 273

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Table of contents 5 Basic4Android Beginner's Guide

Contributors: Erel Uziel Klaus Christl nfordbscndrd

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1 Getting started 6 Basic4Android Beginner's Guide

1 Getting started Basic4android is a simple yet powerful development environment that targets Android devices. Basic4android language is similar to Visual Basic language with additional support for objects. Basic4android compiled applications are native Android applications, there are no extra runtimes or dependencies. Unlike other IDEs Basic4android is 100% focused on Android development. Basic4android includes a powerful GUI designer with built-in support for multiple screens and orientations. No XML writing is required. You can develop and debug with the Android emulator or with a real device (USB connected or over the local network). Basic4android has a rich set of libraries that make it easy to develop advanced applications. This includes: SQL databases, GPS, Serial ports (Bluetooth), Camera, XML parsing, Web services (HTTP), Services (background tasks), JSON, Animations, Network (TCP and UDP), Text To Speech (TTS), Voice Recognition, WebView, AdMob (ads), Charts, OpenGL, Graphics and more. Android 1.6 and above are supported (including tablets like Motorola Xoom).

1.1 Installing Basic4Android and Android SDK Basic4android depends on two additional (free) components: - Java JDK - Android SDK Installation instructions: The first step should be to install the Java JDK as Android SDK requires it as well. Note that there is no problem with having several versions of Java installed on the same computer. - Open the Java 6 JDK download link. - Check the Accept License Agreement radio button. - Select "Windows x86" in the platforms list (for 64 bit machines as well). Android SDK doesn't work with Java 64bit JDK. You should install the regular JDK for 64-bit computers as well. If for some reason, you don't see the red Continue button try to switch to a different browser. - On the next page, you should press on the file link:

- Download the file and install it.

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Next step is to install the Android SDK and a platform - Download Android SDK. - Install the SDK. The SDK doesn't always behave properly when it is installed in a path with spaces (like Program Files). It is recommended to install it to a custom folder similar to C:\Android. - When the application opens, it will show a page with all the available packages. Press the "Cancel" button, as you do not need to install all the platforms. - Choose "Available Packages" and choose "SDK Platform 2.2, API 8". It should appear under the "Android repository" node. The file structure of API 9 is different. For now, you should use API 8.

Note that you can install more packages later. - Press on Install Selected and install both packages.

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1.1.1 Install and configure Basic4Android - Download and install Basic4android. - Open Basic4android. - Choose Tools menu - Configure Paths.

- Use the browse buttons to locate "javac.exe" and "android.jar" javac is located under <java folder>\bin. android.jar is located under <android-sdk-windows>\platforms\android-8 The folder depends on where you installed the Android SDK, it should be C:\Android\android-sdk-windows\platforms\android-8\android.jar. On Windows 64 bit, Java will probably be installed under C:\Program Files (x86).

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1.2 Installing Android Emulator 9 Basic4Android Beginner's Guide

1.2 Installing Android Emulator Please follow the installation (and configuration) instructions if you have not done it yet: http://www.basic4ppc.com/forum/basic...droid-sdk.html. In this chapter, we will create a new AVD (Android Virtual Device) which is an emulator instance. Then we will create a simple program that displays a simple message box and writes a message to the log. You can also connect a real device to the IDE: Connecting your device with ADB Connecting your device with B4A-Bridge Create new AVD - Run Basic4android. - Choose Tools Menu - Run AVD Manager. Wait a few seconds. - The AVD Manager should appear:

- Click on and fill the fields similar to the following image:

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1.2 Installing Android Emulator 10 Basic4Android Beginner's Guide

- Click on .

- Select one of the emulators in the list, and click on in order to start the emulator

- Note that you can create more than one AVD. Each can have a different resolution or can target a different API version (you will need to install additional platforms first).

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- You will see this screen.

- Click on to start the emulator - You will see several windows popping up and

disappearing. This is fine. - The emulator should boot up:

Wait... on the first time it can take several minutes until the emulator is ready.

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The emulator is ready when it gets to this screen:

You may see this screen, which is the lock screen, instead: Drag the lock icon to the right to unlock the device. Note that there is no need to restart the emulator each time you deploy a program. The emulator can be kept running all the time. If you are not familiar with Android you can play with the emulator. Press on the button with the small squares to get to the application page.

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2 My first program 13 Basic4Android Beginner's Guide

2 My first program (MyFirstProgram.b4a) Let us write our first program. The suggested program is a math trainer for kids.

On the screen, we will have: - 2 Labels displaying randomly generated numbers - 1 Label with the math sign - 1 EditText view where the user must enter the result - 1 Button, used to either confirm when the user has finished entering the result or generate a new calculation. - 1 Label with a comment about the result. We will design the layout of the user interface with the Designer on the Emulator and go step by step through the whole process.

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Run the IDE Save the project. You must save the project before you can run the Designer.

Create a new folder MyFirstProgram and save the project with the name MyFirstProgram.

Run the Emulator.

Select the Emulator.

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The portrait Emulator in this case. Click on

Click on

Wait until the Emulator is ready, this will take quite some time.

Run the Designer.

Wait until the Designer is ready.

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Connect the Emulator to the Designer. Wait until the Designer and the Emulator are connected, this can take some time, be patient. You will see the state of the Designer here:

The top of the Emulator will have this look.

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Now we will add the 2 Labels for the numbers. In the Designer add a Label.

The label appears in the Emulator, and its default parameters are listed in the Designer.

Resize and move the Label with the red squares like this.

The new parameters Left, Top, Width and Height are directly updated in the Designer. You can also modify the Left, Top, Width and Height parameters directly in the Designer.

Let us change the parameters of this first Label according to our requirements. By default, the name is Label with a number, here Label1, let us change its name to lblNumber1. The three letters 'lbl' at the beginning for Label, and Number1 for the first number. It is recommended to use significant names for views so we know directly what kind of view it is and its purpose. Pressing Return or clicking elsewhere will also change the Event Name parameter.

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We have now:

Main: main module Name: name of the view Type: type of the view, Label, this parameter can't of course be changed Event Name: name of the routine that handles the events of the Label Parent: parent view the Label belongs to. Let us check and change the other parameters:

Left, Top, Width and Height are OK. Enabled, Visible are OK Tag we leave it empty. Text, we set a default number, say 5 Typeface, Style are OK Horizontal Alignment: we set it to CENTER_HORIZONTAL Vertical Alignment: we leave CENTER_VERTICAL. Size: we set it to 36 We leave all the other parameters as they are.

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The new parameters.

We need a second label similar to the first one. Instead of adding a new one, we copy the first one with the same parameters. Only the Name, Left and Top parameters will change.

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Let us position the new Label and change its name to lblNumber2.

Let us now add a 3rd Label for the math sign. We copy once again lblNumber1. Click on lblNumber1 in the Emulator, and in the Designer click in the 'Tools' menu on 'Duplicate Selected View'.

Position it between the two first Labels and change its name to lblMathSign and its Text parameter to '+'.

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Now let us add an EditText view. In the Designer click on Position it below the three Labels and change its name to edtResult. 'edt' for EditText and 'Result' for its purpose.

Let us change these parameters. Name to edtResult

Horizontal Alignment to CENTER_HORIZONTAL Text Size to 30 Input Type to NUMBERS Hint Text to 'Enter result'

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Let us add the Button to confirm the result or to generate a new calculation.

Position it below the EditText view; resize it and change following parameters:

Name: to 'btnAction' Text: to 'O K' and Text Size to 24.

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Let us add the last Label for the comments, position it below the Button and resize it.

Change the following parameters: Name to lblComments

Horizontal Alignment: CENTER_HORIZONTAL Text Color to Black Color to White Alpha to 255 By default, the Label background color is black and transparent. We set it to white and opaque Alpha = 255. We set the Text color to black.

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Let us save the layout in a file.

Click on and save it with the name 'Main'.

Click on .

To write the routines for the project we need to reference the views in the code. This can be done with the Generate Members tool in the Designer.

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The Generate Members tool allows to automatically generate references and subroutine frames. Click on to open the generator.

Here we find all the views added to the current layout. We check all views and check the Click event for the btnAction Button. Checking a view generates its reference in the Globals Sub in the code. This is needed to make the view recognized and allow the autocomplete function.

Clicking on en event of a view generates the Sub frame for this event.

Click on to generate the references and sub frame and .

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Now we go back to the IDE to enter the code. First, we need to load our layout file to the Activity in the Activity_Create Sub. - Enter 'Activity'

- Enter a dot

- The autocomplete function shows automatically all the possible parameters of the view. - Enter 'L' , the autocomplete function shows the parameters beginning with 'L'

- Press the down arrow key, LoadLayout will appear with the online help for the given parameter or method.

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- Press 'Return', LoadLayout is added.

- Enter '(', the online help is displayed showing the needed parameters for the method.

- Enter '"Main")'

We want to generate a new problem directly when the program starts. Therefore, we add a call to the New subroutine.

To generate a new problem, that means generate two random numbers Number1 and Number2 between 1 and 9 and show them in the lblNumber1 and lblNumber2 Labels. To do this we enter following code: In Sub Globals we add two variables for the two numbers.

And the 'New' Subroutine:

Rnd(1, 10) Random number generator, '1' min. number inclusive and '10' max. number exclusive. lblComments.Text = "Enter the result" & CRLF & "and click on OK"

Displays the comment in lblComments. CRLF is the LineFeed character.

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Now we add the code for the Button click event. We have two cases: - When the Button text is equal to "O K" this means that a new problem is proposed and the program waits for the user entering a result and then pressing the Button. - When the Button text is equal to "NEW" this means that the user has entered a correct answer and when the user clicks on the Button a new problem will be generated.

If btnAction.Text = "O K" Then checks if the Button text equals "O K" If yes then we check if the EditText is empty. If yes, we display a MessageBox telling the user that there is no result in the EditText view. If no, we check if the result is correct or if it is false. If no then we generate a new problem, set the Button text to "O K" and clear the EditText view. The last routine is the checking of the result.

With If edtResult.Text = Number1 + Number2 Then we check if the result is OK. If yes, we display in the lblComments label the text below:

'G O O D result' 'Click on NEW' and we change the Button text to "N E W ".

If no, we display in the lblComments label the text below: W R O N G result Enter a new result and click OK

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Let us now compile the program and transfer it to the Emulator. We have not yet set the package name so the IDE asks for it. Enter B4A.MyFirstProgram.

Click on .

We need also to enter the Label name

Click on .

These two parameters can also be changed in the IDE in the Project menu. The program is going to be compiled.

When you see 'Completed successfully.' in above message box, the compiling and transfer is finished. Look at the emulator, you should see something similar to the image below, with different numbers.

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Of course, we could make aesthetic improvements in the layout, but this was not the main issue for the first program. One disadvantage of the current layout is the covering of the comment label by the virtual keyboard. This will be improved in the next chapter 'Second program'. We will add a specific keyboard.

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3 Second program (SecondProgram.b4a) Improvements of My first program. Create a new folder SecondProgram. Copy the all the files and folders from MyFirstProgram to the new SecondProgram folder and rename the program file MyFirstProgram.b4a to SecondProgram.b4a .

Load this new program in the IDE. Run the Designer and connect it to the Emulator. Let us add a numeric keyboard to the layout to avoid the use of the virtual keyboard. We need to change the Package Name. In the IDE Project menu. Click on 'Project Name'

Change the name to B4A.SecondProgram.

Click on .

And change the Application Label. Click on 'Application Label' in the same menu.

Change the name to SecondProgram.

Click on .

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We want to replace the edtResult EditText view by a new Label. In the Emulator and the Designer.

Click on the edtResult view.

Click on

Click on lblNumber1 to select it.

Duplicate it

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Move it between the upper labels and the button and resize it.

Modify following parameters: Name to lblResult Text to " " blank character Text Color to Black Corner Radius to 5 Color to White Alpha to 255

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Let us add a Panel for the keyboard buttons. Position and resize it as in the image.

Change its name to pnlKeyboard "pnl" for Panel, the view type. Change Corner Radius to 0

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We will move the O K button from the Activity to the pnlKeyboard Panel. Click on

The button belongs now to the Panel

Move Label lblComments up near Label lblResult and increase the height of Panel pnlKeyboard like in the image.

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Click on the pnlKeyboard panel to select it.

Click on to add a new button. The new button is added.

Change following parameters. Name to btn0 Event name to btnEvent Left to 10 Top to 120 Width to 55 Height to 55 Tag to 0 Text to 0 Size to 24

Now we want to change the button colors. Click on StatelistDrawable. Click on GradientDrawable

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Change the following parameters. Orientation to TOP_BOTTOM First Color Second Color Pressed Drawable to GradientDrawable Orientation to TOP_BOTTOM First Color Second Color

The button looks now like this. Let us duplicate btn0 and position it besides button btn0. Change following parameters. Name to btn1 Tag to 1 Text to 1 Let us add 8 more Buttons and position them like in the image. Change following parameters: Name btn2, btn3, btn4 etc Tag 2 , 3 , 4 etc Text 2 , 3 , 4 etc

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Duplicate one of the number buttons, and position it like in the image. Resize and position btnOK. Change the pnlKeyboard Color to Black. Change their Name, Tag, Text and Color parameters as below.

btnBS < btnOK O K

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The finished new layout.

Now we will update the code. First, we must replace the edtResult by lblResult because we replaced the EditText view by a Label.

Click on edtResult to select it.

Click on Find(F3)

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Click on

Click on and . We need also to change its view type form EditText to Label.

Now we write the routine, that handles the Click events of the Buttons. The Event Name for all buttons, excepted btnAction, is "btnEvent". The routine name will become btnEvent_Click, let us enter following code:

We need to know what button raised the event. For this, we use the Sender object.

To have access to the parameters of the view that raised the event we declare a local view variable Dim Send As Button. And set Send = Sender. Then to make the difference between the backspace button and the numeric buttons we use a Select / Case / End Select structure and use the Tag parameter of the buttons. Remember, when we added the different buttons we set their Tag parameter to BS, 0, 1, 2 etc.

Select Send.Tag sets the variable to test. Case "BS" checks if it is the button with the "BS" tag value. Case Else handles all the other buttons.

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Now we add the code for the numeric buttons. We want to add the value of the button to the text in the lblResult Label.

This is done in line 75 with lblResult.Text = lblResult.Text & Send.Tag The "&" character means concatenation, so we just append to the already existing text the Tag value of the button that raised the event. Now we add the code for the BackSpace button.

When clicking on the BS button we must remove the last character from the existing text in lblResult. However, this is only valid if the length of the text is bigger than 0. This is checked with: If lblResult.Text.Length >0 Then To remove the last character we use the SubString2 function. lblResult.Text = lblResult.Text.SubString2(0,lblResult.Text.Length - 1) SubString2(BeginIndex, EndIndex) extracts a new string beginning at BeginIndex (inclusive) until EndIndex (exclucive). Now the whole routine is finished.

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We can try to improve the user interface of the program in adding some colors to the lblComments Label. Let us set: - Yellow for a new problem - Light Green for a GOOD answer - Light Red for a WRONG answer. Let us first modify the New routine, where we add line 55.

And in the CheckResult routine we add lines 62 and 66.

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Another improvement would be to hide the '0' button to avoid entering a leading '0'. For this, we hide the button in the New subroutine in line 57.

In addition, in the btnEvent_Click subroutine, we hide the button if the length of the text in lblResult is equal to zero and show it if the length is higher than zero, lines 85 to 89.

As we are accessing btn0 in the code we need to declare it in the Globals routine. Modify line 12 like below:

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4 The IDE The Integrated Development Environment. When you run the IDE you will get a form like the image below: Example: SecondProgram.b4a.

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4.1 Menu and Toolbar

4.1.1 Toolbar

Generates a new empty project. Loads a project. Saves the current project. Copies the selected text to the clipboard. Cuts the selected text and copies it to the clipboard. Pastes the text in the clipboard at the cursor position. Undoes the last operation. Redoes the previous operation. Activates the Find and Replace function. Sets the selected lines as comments. Uncomments the selected lines. Adds a bookmark. Removes a bookmark. Go back to the previous bookmark. Go forward to the next bookmark. Autocomplete function Ctrl + space. Decrease the indentation of the selected lines. Increase the indentation of the selected lines. Runs the compiler.

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4.1.2 File menu New Generates a new empty project. Open Source Loads a project. Save Saves the current project. Export As Zip Exports the whole project in a zip file. Page Setup Pages setup for printing Print Preview Shows a print preview. Print Prints the code. List of the last loaded programs.

4.1.3 Edit menu

Cut Cuts the selected text and copies it to the clipboard. Cut Line Cuts the line at the cursor position. Copy Copies the selected text to the clipboard. Paste Pastes the text in the clipboard at the cursor position. Undo Undoes the last operation. Redo Redoes the previous operation. Find Activates the Find and Replace function. Block Comment Sets the selected lines as comments. Block Uncomment Uncomments the selected lines. Remove All Bookmarks Bookmarks. Remove All Breakpoints Breakpoints. Outlining Collapse the whole code.

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4.1.4 Project menu

Adds a new module Add an existing module Changes the module name Removes the current module Hides the current module Activity properties, see below. Chooses an icon for the program. Changes the package name. Changes the Application name. Changes the Application version. Checked, the program is installed on an external storage. Orientations supported, see below. Different compiling modes. Debugging

Activity properties

The program can be full screen or not The program can include the title bar or not. Orientations supported

Both modes. Portrait only. Landscape only.

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4.1.5 Tools menu

IDE Options see below Clean Files see below Clean Project see below Run AVD Manager Configure Paths

Change Tab size. Change Font., not recommended. Word wrap, see below. Auto Save, see below.

Show Tooltips, see below. Word wrap Without word wrap. The end of the line is hidden.

With word wrap. The end of the line is wrapped to the next line.

Auto Save Saves the program when you run it. Show Tooltips During Typing

Show Tooltips checked.

Show Tooltips unchecked.

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4.2 Code area The code of the selected module is displayed in this area and can be edited. The examples below are based on the code of the SecondProgram.

4.2.1 Undo – Redo In the IDE it is possible to undo the previous operations and redo undone operations. Click on to undo and on to redo.

4.2.2 Collapse a subroutine In the IDE a subroutine can be collapsed to minimize the number of lines displayed. The btnAction_Click routine expanded.

Click on the small square left to Sub to collapse the subroutine.

The btnAction_Click routine collapsed.

Hovering with the mouse over the collapsed routine name shows its content.

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4.2.3 Collapse the whole code

In the Edit menu there are two functions allowing collapsing or expanding the whole code.

The whole code collapsed.

Hovering with the mouse over a subroutine still shows the beginning of its content.

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4.2.4 Commenting and uncommenting code A selected part of the code can be set to comment lines or set to normal.

Original code

Select the code. Click on .

Lines set as comments. To set the lines to normal. Select the lines and click on .

4.2.5 Bookmarks You can set 'bookmarks' everywhere in the code and jump forward and backwards between these bookmarks.

To set a bookmark, position the cursor on the desired line, 12 in this example. Click on . The bookmark sign is displayed in the left margin. To remove a bookmark, position the cursor on the line and click on .

Click on to jump forward to the next bookmark. Click on to jump backward to the previous bookmark.

In the menu you can remove all bookmarks

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4.2.6 Indentation A good practice is to use the indentation of code parts. For example for subroutines, loops, structures etc.

This code is difficult to read because the structure of the code is not obvious.

This code is much easier to read, the structure of the code is in evidence. A tabulation value of 2 for the indentation is a good value.

Example with an indentation of 4 Personally, I prefer a value of 2.

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Whole blocks of code can be indented forth and back at once.

Original code

Select the code block. Click on . The whole block has moved one tabulation to the right. To move a block to the left. Select the code and click on .

The indentation value can be changed in the Tools menu.

Enter the value and click on .

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4.2.7 Autocomplete A very useful tool is the autocomplete function. Example:

Let us write lblN Press on Ctrl + Space or click on .

All variables, views and parameter names beginning with the letters already written are shown in a popup menu with the online help for the highlighted variable, view or parameter name. To choose lblNumber1 press Return. To choose lblNumber2 press the down arrow and press Return.

The selected name is completed.

After pressing "." all parameters and methods are displayed in a popup menu.

When selecting an item, the internal help is displayed Pressing on the up / down arrows selects the previous or next item with its help. Pressing a character updates the list and shows the parameter beginning with that character.

The best way to learn it is to 'play' with it.

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A second Autocomplete function allows you to create event subroutines. Enter the Sub word plus a blank character.

Press Tab.

Select the type, Button in our example.

Select the type, Click in our example.

The subroutine frame is generated. Modify 'EventName' to the EventName of the button, 'bntOK' in our case.

The routine is ready.

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4.2.8 Debugging To allow debugging you must activate the Debugger option.

In the IDE in the Project menu Click on Attach Debugger.

If this option is checked then the compiled code will contain debugging code. The debugging code allows the IDE to connect to the program and inspect it while it runs. When the program starts, it will wait for up to 10 seconds for the IDE to connect. Usually the IDE will connect immediately. However if you run your program manually from the phone you will see it waiting. The name of the compiled APK file will end with _DEBUG.apk. You should not distribute this apk file as it contains the debugging code which adds a significant overhead. Another relevant option in this menu is Include Debug Information. This option doesn't have any effect when the Attach Debugger option is checked. When Attach Debugger is not checked (which means that debugging code will not be added) this option determines whether the original B4A code will be added to the compiled APK file. Adding B4A code is useful for one specific reason. During an exception the message will include the original B4A line and not just the Java line. When we run the program with Attach Debugger checked, the IDE will open the debugger module at the bottom of the screen:

Notes about the debugger:

Breakpoints in the following subs will be ignored: Globals, Process_Globals and Activity_Pause.

Services - Breakpoints that appear after a call to StartService will be ignored. Breakpoints set in Service_Create and Service_Start will pause the program for up to a specific time (about 12 seconds). This is to avoid the OS from killing the Service.

Events that fire when the program is paused will be executed. Breakpoints in the event code will be ignored (only when the program is already paused).

The data sent from the device to the IDE is limited in size. Long strings may be truncated. When the debugger is running, the IDE is read-only. The user cannot change any of the

program text.

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The two major utilities for debugging are: Breakpoints - You can mark lines of codes as breakpoints. This is done by pressing on the grey area left of the line. The program will pause when it reaches a breakpoint and will allow you to inspect the current state. Logging - The Logs tab at the right pane is very useful. It shows messages related to the components life cycle and it can also show messages that are printed with the Log keyword. You should press on the Connect button to connect to the device logs. Note that there is a Filter checkbox. When it is checked you will only see messages related to your program. When it is unchecked you will see all the messages running in the system. If you are encountering an error and do not see any relevant message in the log, it is worth unchecking the filter option and looking for an error message. Note that the log is maintained by the device. When you connect to a device you will also see previous messages.

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4.2.9 Breakpoints Clicking on a line in the left margin adds a breakpoint. When the program is running it stops running at the first breakpoint.

Run the program, the program stops at the breakpoint and the IDE looks like below. The breakpoint line is highlighted in yellow.

. At the bottom of the IDE you find other information.

Debugger is connected. Double click to detach the Debuger.

Name of the routine where the program stopped. New routine at line 52. Calling routine of the New routine. Activity_Create routine in line 24. Clicking on these links jumps the cursor to the given line.

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Continue code execution equivalent to F5. Continues the execution until the end or the next breakpoint.

Step to the next line equivalent to F8. Continues the execution to the next line, very interesting during debugging to see the real program flow and the evolution of variable values.

Pause the code as soon as possible.

Stop the current program equivalent to F11. Stops also the program in the Emulator. Stopping the program in the Emulator doesn't stop it in the IDE !

Global variables. List of the global objects and variables used by the program with their values and parameters.

Examples: btnAction: Type = Button Left = 190 Top = 0 Width = 115 Height = 55 Tag = empty Text = OK Number1 = 6

Local variables. None in this example.

Hovering with the mouse over a variable shows its value.

Hovering with the mouse over a view shows its parameters like in the list.

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Let us run the program step by step: Set a breakpoint at line 50. Run the program click on or F5. The program will stop at line 50. Values of the two numbers in the Global variables window, it has been reduced to just show the two numbers.

Click on F8. The program executes the next code line.

The value of Number1 has changed ! Click on F8. The program executes the next code line.

The value of Number2 has changed !

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4.3 Tabs There are 4 tabs at the bottom right corner of the IDE that displays the followin information.

4.3.1 Module and subroutine lists All the modules of the project and all subroutines of the selected module are listed in two lists at the right of the IDE.

Module list Clicking on a module shows its code in the code area. Subroutine list of the selected module Clicking on a subroutine shows its code in the middle of the code area. In the IDE, in the bottom right corner.

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4.3.2 Files This window lists all the files that have been added to the project. These files are saved in the Files.DirAssets folder. These can be any kind of files: layouts, images, texts, etc.

Click on to add files to the list. The files in that folder can be accessed with File.DirAssets. Checking one or more files enables the

button. Clicking on this button removes the selected files from the list and from the Files folder of the project. In the IDE, in the bottom right corner.

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4.3.3 Logs Display of Log comments generated by the program when it is running. We add the two lines 51 and 53 in the program 'SecondProgram' in the 'New' routine.

Run the program.

Click on to connect the logger.

In the window we see the flow of the program. Activity (main) Create, isFirst = true First log message Second log message Activity (main) Resume In the IDE, in the bottom right corner.

When it is checked you will only see messages related to your program. When it is

unchecked you will see all the messages running in the system. If you are encountering an error and do not see any relevant message in the log, it is worth unchecking the filter option and looking for an error message

Click to clear the Logs window. If the debugger is still running, select Debug > Stop from the IDE menu, press F11 or click on

so the code can be edited.

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4.3.4 Libs List of the available libraries that can be used in the project. Check the libraries you need for your project. Make sure that you have the latest version of the libraries.

In the IDE, in the bottom right corner.

The documentation for libraries can be found here: Basic4android - Android programming with Gui designer

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5 Screen sizes and resolutions There exist many different screen sizes with different resolutions and pixel densities. We must make the difference between following parameters. - Physical screen size Ex: 3.6 '' diagonal - Resolution in pixels Ex: 320 / 480 - Density pixels per inch Ex: 160 The standard screen is 320 / 480 pixels, density 160 pixels/inch. There exist other screens with almost the same physical size but with a higher resolution for example 480 / 640 pixels with a density of 240 pixels/inch. Tablets have bigger physical sizes but can have a density similar to the standard screen. Example: 7.2 '' screen diagonal, 640 / 960 pixels and a density of 160 pixels/inch. A non-exhaustive list of screens:

Diagonal Resolution Density Scale W / H Ratio 3.6 320 / 480 160 1 3 / 2 3.6 480 / 720 240 1.5 3 / 2 3.9 480 / 800 240 1.5 5 / 3 3.6 240 / 320 120 0.75 4 / 3 7.2 640 / 960 160 1 3 / 2 10 720 / 1280 160 1 16 / 9

Let us compare the following resolutions: 1) 320 / 480 / 160 screen ~3.5'' standard density 160 2) 640 / 960 / 320 screen ~3.5'' density 320 3) 640 / 960 / 160 ~7'' screen standard density 160 In cases 1) and 2) the physical sizes of the screens are the same but the density of the pixels is different. In cases 1) and 3) the densities are the same but the physical dimensions of the screen in case 3) are the double of those of the screen in case 1) giving a surface 4 times bigger. Let us look at the size of a button with 80 / 80 dip, its physical size. dips pixels inch 1) 80 80 0.5 2) 80 120 0.5 2) -- 80 0.375 dimension given in pixels not in dips 3) 80 80 0.5 It is possible to generate special Emulators with special sizes, resolutions and densities.

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A same layout file can fit into different screen resolutions, but with some restrictions. We will use the TestLayouts program to test the same layout with different screen resolutions. The source code is in the <Guide>\SourceCode\TestLayouts directory. The different resolutions are:

Screen resolution

Density H / W ratio Height pixels Pixel diff.

240 / 320 120 3 / 2 360 - 40 320 / 480 160 4 / 3 480 0 480 / 800 240 5 / 3 720 + 80

The reference resolution is 320 / 480 with a density of 160. If we calculate, for the two other resolutions, the equivalent height using the same H/W ration we get the equivalent height in pixels and the difference in pixels. This means that with the same layout file for all three resolutions there will be 40 pixels missing with the 240/320 resolution and 80 extra pixels with the 480/800 resolution.

The original layout in the standard 320/480 pixels density 160 Emulator is the following. To make the tests we need three emulators: - 320 / 480 density 160 - 240 / 320 density 120 - 480 / 800 density 240 If you do not have these emulators, you must create them in the AVD Manager. Look here to generate an Emulator.

And the code is:

Note that lines 23 and 24 are commented out !

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Tests with the three Emulators with different resolutions and different densities.

480 / 800 240 320 / 480 160 240 / 320 120 The image sizes are reduced by a factor of 0.5 for easier comparison. What we see:

- with the standard resolution, the image in the emulator is equal to the original layout. - with the 240/320 resolution we see that there are the 'expected' 40 pixels missing. - with the 480/800 resolution, we see that there are the 'expected' 80 extra pixel.

The numbers of items in the ListView are the same for all three resolutions.

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Second test with lines 23 and 24 activated.

In line 23 we calculate the top of the pnlToolBox panel according to the screen height. In line 24 we calculate the ListView height according to the top of the pnlToolBox.

What we see:

- with the standard resolution, the image in the emulator is still equal to the original layout. - with the 240/320 resolution we see that the buttons are at the bottom of the screen but the

ListView height is shortened. - with the 480/800 resolution we see that the buttons are at the bottom and the ListView is

higher. The numbers of items in the ListView are different in the three layouts because the ListView height has been adapted to the different relative screen heights. In the first test, the number of items in the ListView were the same ! These examples show that it is not easy to have one layout for different screen resolutions. In the example above it was relatively easy because the view in the middle is easily adjustable.

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Even when we load the layout file in the three emulators with resolutions 480 / 800, 320 / 480 and 240 / 320 pixels the layout is stretched or shrinked according to the screen size, but we see of course also the extra and missing pixels depending on the different relative screen heights. The Android OS autoscale system adjusts the Left, Top, Width, Height, FontSize and other parameters with the scale factor but does NOT resize the vertical positions nor the heights of the views proportional to the screen height. The same is valid for the width in landscape mode.

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6 The Emulator The Emulator or Virtual Device is a program that simulates devices on the PC.

6.1 Launch an Emulator To launch an Emulator click in the IDE in the Tools menu on Run AVD Manager. .

Select the desired emulator.

The portrait Emulator in this case. Click on

Click on

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Wait until the Emulator is ready, this will take quite some time.

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6.2 Generate a new Emulator Let us add a new Emulator with a resolution of 480 / 800 pixels, density 240. In the AVD Manager

Click on

Enter the name Emulator 480_800 Select Android 2.2 – API Level 8 Enter 16. Enter 480 and 800

Click on

Click on .

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Change 160 to 240.

Click on .

Click on .

The new Emulator is added.

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6.3 Emulator problems Unfortunately, the Emulator is quite slow and sometimes a pain. When you either run the program or connect the Emulator from the Designer, sometimes you will see the message below.

You have two options: - Yes (Oui) to cancel the process. - No (Non) Continue the process.

Press , most times continuing the process will succeed. But, even after having clicked on continue, sometimes you will see this message.

Run the program once more, in most cases the Emulator will be connected and work well. This often happens when the Emulator is still running a program or if the Emulator is still connected to another project. In this case press the back button until you reach the Emulator's home screen, and try again. If this happens, a second time, close the current Emulator and run it again from the AVD Manager. If the first message above appears too often you can increase the timeout value in the b4aV0.1.ini file. The file is located in: XP: C:\Documents and Settings\<user>\Application Data\Anywhere Software\Basic4android Vista / 7: C:\Users\<user>\AppData\Roaming\Anywhere Software\Basic4android and set the ProcessesTimeoutSeconds parameter to a higher value. I set it to 45 seconds : ProcessesTimeoutSeconds=45.

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7 B4A Bridge Up until now there were two methods for testing your application during development. You can either work with the Android emulator or if your device supports ADB debugging, you were able to connect to your real device. The Android emulator is very slow compared to a real device (especially with applications installation). Therefore in most cases it is more convenient to work with a real device. Personally, I'm only using the emulator when working with the visual designer. However not all devices support ADB debugging. This is exactly the reason for the new B4A-Bridge tool. B4A-Bridge is made of two components. One component runs on the device and allows the second component which is part of the IDE to connect and communicate with the device. The connection is done over a network (B4A-Bridge cannot work if there is no network available). Once connected, B4A-Bridge supports all of the IDE features which include: installing applications, viewing LogCat and the visual designer. Android doesn't allow applications to quietly install other applications, therefore when you run your application using B4A-Bridge you will see a dialog asking for your approval. Getting started with B4A-Bridge 1. First you need to install B4A-Bridge on your device. B4A-Bridge can be downloaded here: http://www.basic4ppc.com/android/files/b4a_bridge.apk. B4A-Bridge is also available in Android market. Search for: B4A Bridge. Note that you need to allow install of applications from "Unknown sources". This is done by choosing Settings from the Home screen - Manage Applications. 2. Run B4A-Bridge on your device. It will display a screen similar to:

Status will be: Waiting for connections.

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3. In the IDE choose Tools - B4A Bridge - Connect. You will need to enter the IP address that appears on the device screen. The status bar at the bottom of the screen shows the current status:

That's it. When B4A-Bridge gets connected it first checks if the designer application needs to be updated. In that case it will first install the designer application. B4A-Bridge keeps running as a service until you press on the Stop button. You can always reach it by opening the notifications screen:

Pressing on the notification will open the main screen. As mentioned above, when you run an application you are required to approve the installation. You will usually see the following screens:

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In the above dialog you should choose Open to start the application. If you try to install an existing application signed with a different key, the install will fail (without any meaningful message). You should first uninstall the existing application. Go to the home screen - Settings - Applications - Manage applications - choose the application - Uninstall. Once you finished developing you should press on the Stop button in order to save battery. Note that B4A-Bridge was written with Basic4android. The source code is available here: http://www.basic4ppc.com/forum/basic...html#post45854

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8 The Designer The Designer allows generating layouts with either the Emulator or a real device.

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8.1 The menu

8.1.1 File menu

New Opens a new empty layout. Open Opens an existing layout. Save Saves the current layout. Save As… Saves the current layout with a new name. Main Layout file list, in this case only one file, 'Main'.

8.1.2 AddView menu This menu allows you to select the view you want to add on the current layout on the device or the Emulator. Button adds a Button CheckBox adds a CheckBox EditText adds an EditText ImageView adds an ImageView Label adds a Label ListView adds a ListView Panel adds a Panel ProgressBar adds a ProgressBar RadioButton adds a RadioButton ScrollView adds a Scrollview SeekBar adds a SeekBar Spinner adds a Spinner TabHost adds a TabHost ToggleButton adds a ToggleButton WebView adds a WebView

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8.1.3 The Tools menu

Generate Members Members generator Bring to Front Brings the selected View to front Duplicate Selected View Duplicates the selected View Remove Selected View Removes the selected View Change Grid Allows to change the grid size Connect Connects the Emulator or the device Disconnect Disconnects the Emulator or the device

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8.2 Tools

8.2.1 Generate Members Allows generating Dim statements and frames for subroutines. The Generate Members tool allows to automatically generate references and subroutine frames.

Click on to open the generator.

Here we find all the views added to the current layout. We check all views and check the Click event for the btnAction Button. Checking a view generates its reference in the Globals Sub in the code. This is needed to make the view recognized and allow the autocomplete function.

Clicking on en event of a view generates the Sub frame for this event.

Click on to generate the references and sub frame and .

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8.2.2 BringTo Front When views are overlapping, the hidden or partial hidden view can be brought to front. Click on the view to bring to front to select it.

Click on to bring the selected view to front. This is especially interesting with big Panels.

8.2.3 Duplicate Selected View Click on the view you want to duplicate to select it.

Click on to duplicate the view. The view is duplicated.

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8.2.4 Remove Selected View

Click on the view to remove to select it.

Click on to remove it. The view has been removed. Note: Be careful, you will not be asked if you really want to remove the view.

8.2.5 Change grid The grid is an invisible grid with a given size. The default grid size is 10 pixels. That means that all positions and dimensions of a view will be set to values in steps corresponding to the grid size. Moving a view will be done in steps equal to the grid size.

Click on

You can change the grid size to the value you want.

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8.2.6 Connect device or emulator

Click on to connect a device or an Emulator. If different devices or Emulators are connected, you will be asked what device or Emulator you want to connect.

Select the device in the list.

Click on to confirm.

8.3 General settings

Shows the Designer state, in this case the Designer is connected. Selects the current view to edit.

When the View combo box is selected, pressing the Up or Down arrows will move through the views, and the properties for the view will display automatically.

The window can be set to stay always on TOP.

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8.4 Image files

You can add image files to the layout.

Click on to select the files(s) to add. These files will be listed in the Image Files list. These files are saved to the Files folder of the project. To remove files, check the files to remove

and click on .

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8.5 Properties list List of the properties for the selected view organized in groups. All properties can be modified directly in the list. All properties in the Main group and some of the properties in the other groups are common to all view types.

Explanation of some general properties for all types of Views: Name Name of the view. It is good practice to give meaningful names. Common usage is to give a 3 character prefix and add the purpose of the view. In the example, the view is of type Label and its purpose is to enter a result. So we give it the name "lblResult", "lbl" for Label and "Result" for the purpose. This does not take much time during the design of the layout but saves a lot time during coding and maintenance of the program. Type Type of the view, not editable. It is not possible to change the type of a view. If you need to, you must remove the view and add a new one. Event Name Generic name for the subroutines that manages the view's events. By default, the Event Name is the same as the view's name like in the example. The Events of several Views can be redirected to a same subroutine. In that case you must enter the name of that routine. Look at the SecondProgram example for the Click event management for the buttons of the keyboard, the btnEvent_Click routine.

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Parent Name of the parent view. Activity, in the example. The parent view can be changed in selecting the new one in the list. Left X coordinate of the left edge of the View from the left edge of its parent View, in pixels. Top Y coordinate of the upper edge of the View from the upper edge of its parent View, in pixels. Width Width of the View in pixels. Height Height of the View in pixels. Enabled Enables or disables the use of the View Ex: Enabled = True Visible Determines if the View is visible to the user or not. Tag This is a place holder which can used to store additional data. Tag can simply be text but can also be any other kind of object. Tag is used in the SecondProgram example for the numeric buttons click events management in the btnEvent_Click routine.

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8.6 Layout variants

Different layout variants can be managed in a same layout file.

Let us make an example based on the TestLayouts project (which can be found under the Guide\SourceCode\TestLayouts directory): - Copy the whole TestLayouts folder. - Rename it to TestLayoutVariants. - Rename the TestLayout.b4a file to TestLayoutVariants.b4a. - Run the IDE. - Run the Emulator (320 * 480 - 160) - Run the Designer. - Connect the Designer to the Emulator or the device. The emulator should look like this.

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In the Designer, click on .

Select: 480 x 320 scale = 1 Click on

.

The new variant is added.

Go to the Emulator, press Ctrl + F11, to change it to landscape mode.

It should look like this.

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The toolbox is not visible, to get it we select it in the Designer. And set its Top value to 10. The Toolbox is now visible. We need to write code to automatically rearrange the views when landscape mode is used.

Button height 65 ListView1: Width = 380 Height = 220

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In the code we change the Activity_Create routine from

to

Run the program. The Emulator should look like this:

Click on Ctrl + F11 to change to portrait >>> We now have two layout variants in the same layout file.

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With the 320*240_120 emulator.

We can achieve a similar effect in the Designer when a different Layout Variant is selected and we switch to Landscape mode (Ctrl-F11).

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9 Process and Activity life cycle Let's start simple: Each Basic4android program runs in its own process. A process has one main thread which is also named the UI thread which lives as long as the process lives. A process can also have more threads which are useful for background tasks. A process starts when the user launches your application, assuming that it is not running already in the background. The process end is less determinant. It will happen sometime after the user or system has closed all the activities. If for example you have one activity and the user pressed on the back key, the activity gets closed. Later when the phone gets low on memory (and eventually it will happen) the process will quit. If the user launches your program again and the process was not killed then the same process will be reused. A Basic4android application is made of one or more activities. Android support several other "main" components. These will be added to Basic4android in the future. Activities are somewhat similar to Windows Forms. One major difference is that, while an activity is not in the foreground it can be killed in order to preserve memory. Usually you will want to save the state of the activity before it gets lost. Either in a persistent storage or in memory that is associated with the process. Later this activity will be recreated when needed. Another delicate point happens when there is a major configuration change in the device. The most common is an orientation change (user rotates the device). When such a change occurs the current activities are destroyed and then recreated. Now when we create the activity we can create it according to the new configuration (for example, we now know the new screen dimensions).

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How do we handle it? When you create a new activity you will start with the following code template:

Variables can be either global or local. Local variables are variables that are declared inside a sub other than Process_Globals or Globals. Local variables are local to the containing sub. Once the sub ends, these variables no longer exist. Global variables can be accessed from all subs. There are two types of global variables. Process variables and activity variables. Process variables These variables live as long as the process lives. You should declare these variables inside sub Process_Globals. This sub is called once when the process starts (this is true for all activities, not just the first activity). These variables are the only "public" variables. Which means that they can be accessed from other modules as well. However, not all types of objects can be declared as process variables. All of the views for example cannot be declared as process variables. The reason is that we do not want to hold a reference to objects that should be destroyed together with the activity. In other words, when the activity is destroyed, all of the views that are contained in the activity are destroyed as well. If we didn't do this, and kept a reference to a view after the Activity was destroyed, the garbage collector would not be able to free the resource and we would have a memory leak. If we hold a reference to a view, the garbage collector would not be able to free the resource and we will have a memory leak. The compiler enforces this requirement.

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Activity variables These variables are owned by the activity. You should declare these variables inside Sub Globals. These variables are "private" and can only be accessed from the current activity module. All object types can be declared as activity variables. Every time the activity is created, Sub Globals is called (before Activity_Create). These variables exist as long as the activity exists. Sub Activity_Create (FirstTime As Boolean) This sub is called when the activity is created. The activity is created

when the user first launches the application the device configuration has changed (user rotated the device) and the activity was

destroyed when the activity was in the background and the OS decided to destroy it in order to free

memory. The primary purpose of this sub is to load or create the layout.(among other uses). The FirstTime parameter tells us if this is the first time that this activity is created. First time relates to the current process. You can use FirstTime to run all kinds of initializations related to the process variables. For example if you have a file with a list of values that you need to read, you can read it if FirstTime is True and store the list as a process variable by declaring the list in Sub Process_Globals Now we know that this list will be available as long as the process lives and there is no need to reload it even when the activity is recreated. To summarize, you can test whether FirstTime is True and then initialize the process variables that are declared in Sub Process_Globals.

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Sub Activity_Resume and Sub Activity_Pause (UserClosed As Boolean) Each time the activity moves from the foreground to the background Activity_Pause is called. Activity_Pause is also called when the activity is in the foreground and a configuration change occurs (which leads to the activity getting paused and then destroyed). Activity_Pause is the last place to save important information. Generally there are two types of mechanisms that allow you to save the activity state. Information that is only relevant to the current application instance can be stored in one or more process variables. Other information should be stored in a persistent storage (file or database). For example, if the user changed some settings you should save the changes to a persistent storage at this point. Otherwise the changes may be lost. Activity_Resume is called right after Activity_Create finishes or after resuming a paused activity (activity moved to the background and now it returns to the foreground). Note that when you open a different activity (by calling StartActivity), the current activity is first paused and then the other activity will be created if needed and (always) resumed. As discussed above Activity_Pause is called every time that the activity moves from the foreground to the background. This can happen because:

1. A different activity was started. 2. The Home button was pressed. 3. A configuration changed event was raised (orientation changed for example). 4. The Back button was pressed.

In scenarios 1 and 2, the activity will be paused and for now kept in memory as it is expected to be reused later. In scenario 3 the activity will be paused, destroyed and then created (and resumed) again. In scenario 4 the activity will be paused and destroyed. Pressing on the Back button is similar to closing the activity. In this case you do not need to save any instance specific information (the position of pacman in a PacMan game for example). The UserClosed parameter will be true in this scenario and false in all other. Note that it will also be true when you call Activity.Finish. This method pauses and destroys the current activity, similar to the Back button. You can use UserClosed parameter to decide which data to save and also whether to reset any related process variables to their initial state (move pacman position to the center if the position is a process variable).

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10 Variables and objects A variable is a symbolic name given to some known or unknown quantity or information, for the purpose of allowing the name to be used independently of the information it represents. A variable name in computer source code usually associated with a data storage location and thus also its contents, and these may change during the course of program execution. (source Wikipedia) Basic4android type system is derived directly from Java type system. There are two types of variables: primitives and non-primitives types. Primitives include the numeric types: Byte, Short, Int, Long, Float and Double. Primitives also include: Boolean and Char.

10.1 Variable Types List of types with their ranges:

B4A Type min value max value Boolean boolean False True

- 2 7 2 7 - 1 Byte integer 8 bits -128 127 - 2 15 2 15 -1 Short integer 16 bits - 32768 32767 - 2 31 2 31 -1 Int integer 32 bits -2147483648 2147483647 - 2 63 2 63 -1 Long long integer 64 bits -9223372036854775808 9223372036854775807 - 2 -149 (2 -2 -23) * 2 127 Float floating point number

32 bits 1.4E-45 3.4028235 E 38 - 2 -1074 (2 -2 -52) * 2 1023

Double double precision number 64 bits

2.2250738585072014 E -308

1.7976931348623157 E 308

Char character String array of characters

Primitive types are always passed by value to other subs or when assigned to other variables. For example:

The variable A = 12 It's passed by value to routine S2 Variable A still equals 12, even though B was changed in routine S2. Variable B = 12 Its value is changed to B = 45

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All other types, including arrays of primitives types and strings are categorized as non-primitive types. When you pass a non-primitive to a sub or when you assign it to a different variable, a copy of the reference is passed. This means that the data itself isn't duplicated. It is slightly different than passing by reference as you cannot change the reference of the original variable. All types can be treated as Objects. Collections like lists and maps work with Objects and therefore can store any value. Here is an example of a common mistake, where the developer tries to add several arrays to a list:

10.2 Names of variables It is up to you give any name to a variable, except reserved words. A variable name must begin with a letter and must be composed by following characters A-Z, a-z, 0-9, and underscore "_", no spaces, no brackets etc. Variable names are case insensitive, that means that Index and index refer to the same variable. But it is good practice to give them meaningful names. Example: Interest = Capital * Rate / 100 is meaningful n1 = n2 * n3 / 100 not meaningful For Views it is useful to add to the name a three character prefix that defines its type. Examples: lblCapital lbl > Label Capital > purpose edtInterest edt > EditText Interest > purpose btnNext btn > Button Next > purpose

10.3 Declaring variables

10.3.1 Simple variables Variables are declared with the Dim keyword followed by the variable name the As keyword and followed by the variable type. Examples:

Declares three variables as Double, double precision numbers. Declares three variables as Int, integer numbers. Declares three variables as EditText views. Declares two variables as Button views.

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The same variables can also be declared in a short way.

The names of the variables separated by commas and followed by the type declaration. View names must be declared when we want to use them in the code. If we want, for example, change the text in an EditText view in the code, like edtCapital.Text = "1200", we need to reference this EditText view by its name edtCapital, this is done with the Dim declaration. If we never make any reference to this EditText view anywhere in the code no declaration is needed. Using an event routine for that view doesn't need a declaration either. To allocate a value to a variable write its name followed by the equal sign and followed by the value, like: Capital = 1200 LastName = "SMITH" Note that for Capital we wrote just 1200 because Capital is a number. But for LastName we wrote "SMITH" because LastName is a string. Strings must always be written between double quotes.

10.3.2 Array variables Arrays are collections of data or objects that can be selected by indices. Arrays can have multiple dimensions. The declaration contains the Dim keyword followed by the variable name LastName, the number of items between brackets (50), the keyword As and the variable type String. Examples:

One dimension array of strings, total number of items 50.

Two dimensions array of Doubles, total number of items 9.

Three dimensions array of integers, total number of items 150.

The first index of each dimension in an array is 0. LastName(0), Matrix(0,0), Data(0,0,0) The last index is equal to the number of items in each dimension minus 1. LastName(49), Matrix(2,2), Data(2,4,9)

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or

Example to access all items in the three dimensions array Data:

A more versatile way to declare arrays is to use variables.

We declare the variable Dim NbPers As Int and set its value to 10, NbPers = 10 . The colon ":" is a separator for two statement on the same line. Then we declare the arrays with this variable instead of the number 10 as before. The big advantage is that, if we need one time to change the number of items, we change only ONE value. For the Data array we could use the following code.

And the access routine.

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10.3.3 Type variables Let us reuse the example with the data of a person. Instead of declaring each parameter separately, we can define a personal type variable with the Type keyword:

The new personal type is Person , then we declare either single variables or arrays of this personal type. To access a particular item use following code. CurrentUser.FirstName CurrentUser.LastName User(1).LastName User(1).FirstName The variable name, followed by a dot and the desired parameter. If the variable is an array then the name is followed by the desired index between brackets. It is possible to assign a typed variable to another variable of the same type, as shown below.

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10.4 Casting Basic4android casts types automatically as needed. It also converts numbers to strings and vice versa automatically. In many cases you need to explicitly cast an Object to a specific type. This can be done by assigning the Object to a variable of the required type. For example, Sender keyword references an Object which is the object that raised the event. The following code changes the color of the pressed button. Note that there are multiple buttons that share the same event sub.

The above code could also be written more elegantly:

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10.5 Scope

10.5.1 Process variables These variables live as long as the process lives. You should declare these variables inside sub Process_Globals. This sub is called once when the process starts (this is true for all activities, not just the first activity). These variables are the only "public" variables. Which means that they can be accessed from other modules as well. However, not all types of objects can be declared as process variables. All of the views for example cannot be declared as process variables. The reason is that we do not want to hold a reference to objects that should be destroyed together with the activity. In other words, once the activity is being destroyed, all of the views which are contained in the activity are being destroyed as well. If we hold a reference to a view, the garbage collector would not be able to free the resource and we will have a memory leak. The compiler enforces this requirement.

10.5.2 Activity variables These variables are contained by the activity. You should declare these variables inside Sub Globals. These variables are "private" and can only be accessed from the current activity module. All object types can be declared as activity variables. Every time the activity is created, Sub Globals is called (before Activity_Create). These variables exist as long as the activity exists.

10.5.3 Local variables Variables declared in a subroutine are local to this subroutine. They are "private" and can only be accessed from within the subroutine where they were declared. All objects types can be declared as local variables. At each call of the subroutine the local variables are initialized to their default value or to any other value you have defined in the code and are 'destroyed' when the subroutine is left.

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10.6 Tips A view can be assigned to a variable so you can easily change the common properties of the view. For example, the following code disables all views that are direct children of the activity:

If we only want to disable buttons:

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11 Modules There does exist at least one module, the main module. Its name is always Main and cannot be changed.

There do exist three different types of modules:

Activity modules Code modules Service modules

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11.1 Activity modules Each Activity has its own module. For a better knowledge of Activity life cycle have a look at the Process and Activity life cycle chapter. You can add either an axisting module or a new module. To add a new Activity module click on:

An example is explained in detail in the chapter: Program with 3 Activities. To access any object or variable in a module other than then module where they were declared you must add the module name as a prefix to the object or variable name separated by a dot. Examples from the ThreeActivityExample program: Variables Value1 and Value2 are declared in Main module in Sub Process_Globals.

To access these variables from another module the name is Main.Value1 or Main.Value2.

It is NOT possible to access any view from another activity module, because when a new activity is started the current activity is paused and no more accessible !

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11.2 Code modules Code modules contain code only. No activity is allowed in Code modules. The purpose and advantage of code modules is sharing same code in different programs, mainly for calculations or other general management. Some code modules, called utilities, are already published be Erel in the forum:

DBUtils, Android databases are now simple. Database management utilities. HttpUtils, Android web services are now simple. StateManager, helps managing Android application settings and state.

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11.3 Service modules There does exist a Service modules tutorial.

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12 Example programs

12.1 User interfaces Let us make three different user interfaces to select three different screens. The three user interfaces are:

Menu TabHost view Button toolbox

For each test program there is a Main layout.

For each of the three pages there is a layout file Page1, Page2 and Page3. Each layout file is loaded to a Panel or a TabHost panel. These layouts can contain whatever views you need.

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12.1.1 Menu example (UserInterfaceMenu.b4a) The test program is: UserInterfaceMenu.b4a. The code is self explanatory.

1. Each page is on a Panel, pnlPage1, pnlPage2 and pnlPage3. 2. The Panels are added by code. 3. The page layout files are loaded to the Panels. 4. The Menu items are added to the Activity. 5. One Click event routine for each Menu item.

It could also be done in one routine (like in UserInterfaceButtonToolbox.b4a).

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12.1.2 TabHost example (UserInterfaceTabHost.b4a) The test program is: UserInterfaceTabHost.b4a The code is self explanatory.

1. Each page is on a TabHost panel. 2. The TabHost view is in the Main layout. 3. The TabHost panels are added with the Page layout files.

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12.1.3 Button toolbox example (UserInterfaceButtonToolbox.b4a) The test program is: UserInterfaceButtonToolbox.b4a The code is self explanatory.

1. Each page is on a Panel, pnlPage1, pnlPage2 and pnlPage3. 2. The Panels are added by code. 3. The page layout files are loaded to the Panels. 4. The Buttons are in the Main layout on the pnlToolBox panel. 5. One Click event routine for all Buttons.

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12.2 Program with 3 Activities (ThreeActivityExample.b4a) The test program is: ThreeActivityExample.b4a The goal of the program is:

- to show how to manage several Activities. - working with Process Global variables across different Activities. The variables can be

changed in different activities, but are available over the whole project. - change layout parameters, in moving a small red panel over the screen. - save and load the layout parameters of the small red panel with a Map object so the square

will keep the same position after changing a page or restarting the program. The program looks like below:

We have:

- 3 pages, each one in it's own Activity. - 3 process global variables, Value1, Value2 and Value3 - on each page 1 EditText view to modify the Value variable with page index. - 2 Labels to display the two other variables. - on Page1 a small red square Panel to move around.

We can:

- Change Value1 in Page1. - Change Value2 in Page2. - Change Value3 in Page3. - Move the small red square over the screen. - Select either Page2 or Page3 on Page1.

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Let us take the example with the Button toolbox (UserInterfaceButtonToolbox.b4a). Instead of having our three pages on three panels we will use 3 activities. Main, Page2 and Page 3. For this we must create two new Modules: Page2 and Page3.

In the IDE click on.

Enter the name Page2

and click on .

A new module is added to the project.

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Modify the code of Page2 module as below:

Add now a new module "Page3" the same way as Page2 and modify the code like below:

These codes are self explanatory.

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Let us modify the code of the Main module: In Sub Process-Globals we add following variables. Value1, Value2 and Value3 to save some values. mapMoveTopLeft as a Map object to save the Left and Top parameter of the small red square.

In Globals we have the variables below: lblValue2_P1 is the Label to display Value2 on page1. lblValue3_P1 is the Label to display Value3 on page1. edtValue1_P1 is the EditText to enter Value1 on page1. pnlPage1 is the container for the Page1 layout. pnlMove is the small red square. X0, Y0, X1 and Y1 are used to memorize initial coordinates when moving the red square.

Sub Activity_Create is modified like below: When the routine is called the first time, we initialize the three Value variables.

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In Sub Activity_Resume we initialize the parameters of the views of Activity Main. Init.txt is the file with the Left and Top parameters of the small red square pnlMove. If the file does exist we read it and set the Left and Top parameters of pnlMove. If the file doesn't exist we initialize the Map object and set the two first parameters to the Left and Top parameters of pnlMove..

When the "Main" Activity is paused, due to either a page change or the program closing, we:

- set variable Value1 to the edtValue1.Text contend. - save the Map to file Init.txt.

To go back to Page1 from either Page2 or Page3, the user must press the Back key. To avoid that the program stops when the user clicks, by inadvertence, one time too much, we check in Sub Activity_KeyPress what key was pressed. And if it's the Back key we display a message in a MessageBox asking the user if he really wants to quit the program. If Yes, then we set the Return value to False that means that the event is sent back to the OS to close the program. If the answer is No, we set the Return value to True, that means that we 'consume' the event and the OS will not stop the program.

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To show how to manage layout parameters we have the small red square, pnlMove, that can be moved on the screen. The position of pnlMove is handled in Sub Activity_Touch where we get three parameters:

- Action holding the value of the action the user made. ACTION_DOWN the user touches the screen. ACTION_MOVE the user moves on the screen ACTION_UP the user leaves the screen

- X the X coordinate of the finger on the screen. - Y the Y coordinate of the finger on the screen.

To be able to move pnlMove we do the following:

- when Action is equal to ACTION_DOWN, the user touches the screen we memorize the coordinates of the finger and the coordinates of the upper left corner of pnlMove (lines 76 to 79).

- when Action is equal to ACTION_MOVE the user moves his finger on the screen. we calculate the relative displacement, dX and dY, in both directions and set the new Left and Top parameters of pnlMove (lines 82 to 85).

- when Action is equal to ACTION_UP, the user leaves the screen we update the two parameters in the Map object (lines 88 and 89=.

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In Sub btnPage_Click we start the Page Activity according to what button was pressed. - We declare a new Button object, Send. - We attribute Sender to Send .

Sender is the buttom view that raised the event. - Depending on the Tag value of the sender object we start the correct Activity.

We still need to modify the four layout files:

Main: We remove btnPage1, as it is no longer needed. Enlarge the two remaining buttons and reposition them

Page 1: We add the views like in the image at the left. Similar for Page 2 and Page 3. The layout files are in the project.

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12.3 ScrollView examples ScrollView is a very versatile view to display lists of objects holding data or user interface views. ListViews are, currently, limited to two lines of text and an image per data set. ScrollViews have an internal Panel, bigger than the screen, that can be scrolled vertically and holds any type of views either as one layout or as lists of view sets. Some screenshots of examples: ( a summary of ScrollView examples) Gridline in TableView …Scrollview SQLLiteDB ScrollView, layouts …

Another ScrollView example Add imageview … HelpScrollView

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12.3.1 ScrollView example program Let us make a ScrollView example with following functions:

Read a csv file and display it in a table based on a ScrollView. The ScrollView can be scrolled vertically with the standard scrolling function of the

ScrollView. The ScrollView can also be scrolled horizontally with a Seekbar or dynamically with the

finger on the lower blue rectangle ( SeekBar visible or not). Clicking on a cell highlights the row and the cell, this routine allows adding other functions

related to a row or a cell. Clicking on a header, displays the column, this routine allows adding functions related to a

column.

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We define following variables and their default values: StringUtils1 Used to read the csv file. NumberOfColumns Number of columns. RowHeight Height of a row in the ScrollView. RowLineWidth Width of the lines between the rows. RowHeight_1 Internal height of a row

RowHeight_1 = RowHeight - RowLineWidth ColLineWidth Width of the lines between the columns. ColumnWidth() Width of the different columns as an array ColumnWidth_1() Internal width of the different columns. TotalColumnWidth() Coordinates of the left border of a column as an array. HeaderColor Headers background color. HeaderFontColor Headers font color. HeaderLineColor Headers line color. LineColor Cell line color. CellColor Cell background line color. FontColor Cell font line color. Alignment Text alignment of the text in the headers and cells. SelectedRow Index of the selected row. SelectedRowColor Color of the selected row. SelectedCellColor Color of the selected cell. Type RowCol (Row As Int, Col As Int) Define a custom variable that contains a row and a column index. MoveLeft0 Used for the horizontal scrolling. MoveX0 Used for the horizontal scrolling. MoveX1 Used for the horizontal scrolling. DeltaScroll Used for the horizontal scrolling. DeltaX Used for the horizontal scrolling. Time0 Used for the horizontal scrolling. Personally, I prefer working with variables rather than with values. The maintenance and modification of a program is much easier with variables than with values.

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Now we define the Views for the program: scvPersons ScrollView to display show the data. pnlHeader Panel to display the headers. skbScroll Seekbar to scroll the ScrollView and Header. pnlScroll Panel for the 'dynamic' horizontal scrolling. Timer1 Timer used the 'dynamic' horizontal scrolling.

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Now we initialize the different Views and variables, we: Initialize the panel for the horizontal scrolling. Initialize the SeekBar for the horizontal scrolling. Initialize the ScrollView Initialize the internal column width and the left coordinates for each column and the total

width of all columns. Initialize the ScrollView width. Set the Max parameter for the Seekbar Set the index of the selected row to -1, no row selected. Load the csv file, set the headers and fill the ScrollView. Initialize the Timer for the horizontal scrolling.

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Then we read the csv file, fill the headers and the table (ScrollView). First, if the headers do exist, we read the csv file with the headers. Or, if the headers do not exist, we read the csv file without the headers and set default

header names Col1, Col2 etc. Get the number of columns. Display the headers SetHeader(h). Display the table, by adding the different rows to the ScrollView AddRow(row).

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To display the headers we: Initialize the header panel. Set the header panel color to the header line color. Initialize a Label for each column name. Set the different parameters for the labels. Add the Labels onto the header panel. Add the header panel to the Activity

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Filling a row of the ScrollView with the AddRow routine: First we check if the number of cells is equal to the number of columns. Initialize a Label for each cell in the row. Set the different parameters of the cell. Initialize a RowCol variable, rc, for the label tag. Set rc.Row to the row index and rc.Col to the column index. Set the label tag to rc. Add each label to the ScrollView. Set the height of the internal panel of the ScrollView.

Note: an underscore character at the end of a line, like in line 212 means 'continue same instruction next line'.

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Other functions: Cell_Click

Click event of one of the cells in the table. o Dim rc as a RowCol variable and Dim l as a Label o Set l equal to the Sender, the View that raised the event o Set rc equal to the Sender Tag parameter o Call the SelectRow routine o Display in the Activities title the row and column indexes and the cell content.

Header_Click Click event of one of the header cells in the table.

o Dim l as a Label and Dim col as an integer o Set I equal to the Sender o Set col equal to the Sender Tag parameter, which is the column index. o Display the selected column in the Activity title.

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SelectRow Routine managing the colors showing a selected row and cell. It is called from the Cell_Click routine

o Dim col as an integer. o If there is a row selected, set the normal cell color. o Set the SelectedRow variable to the new selected row index.. o Set the selected row and selected cell colors.

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GetView Gets the Label object for the given row and column.

o Dim l as a Label. o Gets the View in the given row and column, the view index in the ScrollView panel

is equal to Row * NumberOfColumns + Col . o Returns the Label.

GetCell Gets the text of the Label for the given row and column.

o Gets the View in the given row and column. o Return the Views Text parameter.

SetCell (not used in the program) Sets the text of the Label for the given row and column.

o Gets the View in the given row and column o Sets the Views Text parameter to the given value

ClearAll o Removes all Views (Labels) from the ScrollView Panel o Sets the ScrollView Panel Height to 0 o Sets the select row index to -1, no row selected

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Horizontal moving with the SeekBar o Sets the Left parameter of the Header panel and the ScrollView. o The SeekBar Max value was set to

skbScroll.Max = scvPersons.Width - Activity.Width.

Horizontal scrolling with the scroll panel. o pnlScroll_Touch and Timer1_Tick. o I leave it up to you to find how these work.

The basic principle it to calculate the speed between ACTION_DOWN and ACTION_UP and in the Timer routine to move dynamically the header and the Scrollview and reducing the speed.

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12.4 Data base example The demonstration program is: SQLExample.b4a What is a database (source Wikipedia Database): A database is an organized collection of data for one or more purposes, usually in digital form. The data are typically organized to model relevant aspects of reality (for example, the availability of rooms in hotels), in a way that supports processes requiring this information (for example, finding a hotel with vacancies). The term "database" refers both to the way its users view it, and to the logical and physical materialization of its data, content, in files, computer memory, and computer data storage. This definition is very general, and is independent of the technology used. However, not every collection of data is a database; the term database implies that the data is managed to some level of quality (measured in terms of accuracy, availability, usability, and resilience) and this in turn often implies the use of a general-purpose Database management system (DBMS). A general-purpose DBMS is typically a complex software system that meets many usage requirements, and the databases that it maintains are often large and complex. The standard database system in Android is SQLite. The interface between your program and the database is a the SQL language. The data is stored in tables, each table has a certain number of columns and rows. Each row contains a data set and the different data of a given set are stored in the columns.

12.4.1 Database basics Some simple SQL instructions. A very intersting site to learn SQL is this one:W3Schools SQL. Database initialisation: SQL1.Initialize(DBDirName, DBFileName, True) DBDirName = Directory name of the database. DBFileName = Database file name. True = Create if necessary False don't create

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Table creation: CREATE TABLE TableName ( ID INTEGER PRIMARY KEY, Col1 TEXT, Col2 FLOAT ) Creates a table with the name 'TableName' and three columns: Column Index Name Variable Type 1 ID INTEGER PRIMARY KEY

2 Col1 TEXT 3 Col2 FLOAT Different available data types: INTEGER PRIMARY KEY is a special variable type used for identifiers ID's. It is a long integer value beginning with 1 and it is incremented by one each time a new data set, with a NULL parameter for this column, is added to the database. INTEGER is a 64-bit signed integer number. FLOAT is a 64-bit IEEE floating point number. TEXT is a string. BLOB Binary Large OBject, the value is stored exactly as it was input. NULL SQL1.ExecuteNonQuery("CREATE TABLE TableName(ID INTERNAL PRIMARY KEY, Col1 TEXT, Col2 FLOAT") Adding data: INSERT INTO TableName VALUES ( NULL, 'Val1', Val2 ) SQL1.ExecuteNonQuery("INSERT INTO TableName VALUES (NULL, 'Val1', Val2") Text variable must be between two quotes 'Val1', numbers not Val2. Updating data: UPDATE TableName Set (Col1 = 'Val1', Col2 = Val2) WHERE ID = idVal SQL1.ExecuteNonQuery("UPDATE TableName Set (Col1 = 'Val1', Col2 = Val2)" WHERE ID = idVal") Reading data:

The whole database: SELECT * FROM TableName Cursor1 = SQL1.ExecuteQuery("SELECT * FROM TableName")

The whole database and ordering according to a given column: SELECT * FROM TableName ORDER BY Col1 ASC ascending Cursor1 = SQL1.ExecuteQuery("SELECT * FROM TableName ORDER BY Col1 ASC") SELECT * FROM TableName ORDER BY 2 DSC descending Cursor1 = SQL1.ExecuteQuery("SELECT * FROM TableName ORDER BY 2 DSC") The column to order can be given either by its name Col1 or its number 2. The column numbering begins with 1.

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Filtering SELECT * FROM Tablename WHERE Col1 LIKE 'abc' AND Col2 LIKE 123 Cursor1 = SQL1.ExecuteQuery("SELECT * FROM TableName" WHERE Col1 LIKE 'abc%' AND Col2 LIKE 123 ") The % character can be used as a wildcard: abc means the exact sequence %abc means beginning with any characters and ending with abc abc% means beginning with abc and ending with any characters %abc% means abc anywhere in the string

A single column SELECT Col1 FROM TableName Cursor1 = SQL1.ExecuteQuery("SELECT Col1 FROM TableName")

Single entry, in the examples the max and min values of the given column. SELECT Col1 FROM Tablename WHERE ID = idVal Cursor1 = SQL1.ExecuteQuery("SELECT Col1 FROM TableName WHERE ID = idVal")

Max / min value in a column SELECT max(Col1) FROM Tablename SELECT min(Col1) FROM Tablename Cursor1 = SQL1.ExecuteQuery("SELECT max(Col1) FROM TableName") Cursor1 = SQL1.ExecuteQuery("SELECT min(Col1) FROM TableName")

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12.4.2 Database example program The SQLite example program is a small database with persons, with First name, Last name, Address and City as the persons parameters. The source code of this example is in the SQLExample project. It is based on the Scrollview example program for the display of the database.

Database view Edit view Filter view The Edit and Filter panels are created automatically.

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What we can do: Ordering according to a given column Clicking on a header sorts the database accoring to this column in ASC ascending mode.

Default or click on Click on

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12.4.2.1 Editing Selecting a data set we get the screen below.

What we can do:

Click on to delete the current data set.

Click 0n to filter the database.

Long click on to show the Filter view.

Click on to edit the data set. We get the Editor panel. Here we can: - Change values

Move to the next data set

Move back to the previous data set.

Add the data set to the database.

Mdify the current data set.

Go back to the main screen.

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12.4.2.2 Filtering In the main view:

A click on filters the database according to the filter parameters. A click on resets the database to unfiltered.

A long click on or displays the Filter panel.

What can be done: Enter different filtering parameters. For example: - FirstName John - City Lon%

Filtering AND function.

Clear all parameters.

Filters the database.

Goes back to the previous screen. There does exist only one person with a first name John and living in a city beginning with Lon% (London in our example).

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If we change the AND parameter to OR. We get two more data sets. Three persons with a first name of John OR living on a city beginning with Lon… The active function is displayed in green.

12.4.2.3 Beginning of the code Let us define a simple database with persons. Each person has a certain number of parameters, called a data set or a database entry. Person:

First name Last name Address City

It is good practice to add an additional column, called 'ID' with a unique number to differentiate the data sets. So the columns are: ID, FirstName, LastName, Address, City Each column must be given a variable type: INTEGER, TEXT, FLOAT, BLOB . In our database example we have following types: ID INTEGER PRIMARY KEY FirstName TEXT LastName TEXT Address TEXT City TEXT

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To create a database we must : - First reference the SQL library in the tab in the lower right corner in the IDE.

- Declare it with a Dim in the Process_Global routine

- Define

o the file name : persons.db o the directory name : File.DirInternal (File.DirRootExternal) o the table name : persons

- Declare other variables.

The column names as an Array ColumnName And some more variables:

ColumnToSort the index of the column to sort Filter a flag, if the filter function is active or not FilterType the filter type string, can be either AND or OR SortDirection an array of strings with the sort direction for each column ASC or DSC

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- Copy the default database from the DirAssets folder to the DBFileDir folder if it does exist and initialize the database.

In the Activity_Create routine we check if the database does already exist.

If it doesn't exist, we check if FirstTime is True and, if yes, we initialize the database and we create the table.

If it does exist, we check if FirstTime is True and, if yes, we initialize the database.

Create the table. We create the table in a separate routine: Sub SQLTableCreate.

- Generate the Edit and the Filter View. The code below shows only the Edit View generation, the code for the Filter View is similar.

Define the Label height LHeight, the EdidText height EHeight and the space THeight between two following Labels.

In a loop for each colum: o Dim, Initialize and add the Label view o Set the ColumnName to the Label Text parameter o Dim, Initialize and add the EditText view o Set the EditText for the first colum to diabled, the ID value cannot be changed.

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12.4.2.4 Read the table

The text for the query is generated in the txt variable.

First we set SELECT * FROM DBTableName to the txt variable. Then we add the filter functions in the For / Next loop We Dim and Initialize an EditText view We set the EditText view to the view with index i from the Edit view that contains a text

to search for in the filter. If the text in this EditText view is not empty, we add the filter function At the end if there is a filter text we add WHERE to the first text and then add the filter

texts. Then we add ORDER BY and the name of the column to sort with its direction And finally we read the database.

Without the filter, the query text could look like this: SELECT * FROM persons ORDER BY ID ASC and with a filter it could look like this: SELECT * FROM persons WHERE FirstName LIKE 'John' AND City LIKE 'Lon%' ORDER BY ID ASC

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Then we:

Execute the query and put the result in Cursor1 Dim the Col array variable. Call the SetHeader routine to update the headers. Set NumerOfRows to 0 For each row in the table

o Dim a new Col array variable o Fill the Col array variable with the values of each data set o Call the AddRow(Col) routine.

Close the Cursor And set the Activities title to the DBFileName.

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12.4.2.5 Modify a data set

We

Dim the row array variable for the values of a row or data set We fill the row array variable with the values of the Text paramter of the EditView views in

the Edit view. The index of the EditView is calculated with i * 2 + 1, the indexes are all oss numbers. The views with even index numbers are the Labels.

We set UPDATE DBTableName Set ColumnName(0) = 'row(0)' and add the values for all the other columns.

Add WHERE ColumnName(0) = 'value of column 0' The query text could look like this: UPDATE persons Set ID = '12', FirstName = 'Jules', LastName = 'VERNE', Address = 'Rue St.Honoré', City = 'Paris' WHERE ID = '12'

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12.4.2.6 Add a data set to the database.

We Dim an array variable row, containing the values of the data set. We Dim a new Cursor object We get the max value of the ID column

we set SELECT max( ColumnName(0)) FROM DBTableName equivalent to SELECT max(ID)FROM persons

and get row(0)

Then we prepare the query text. Set INSERT INTO DBTableName VALUES ( NULL We get in a loop the new data set values.

o We Dim an EditText view o Set it to the corresponding EditText view from the Edit View o Get its Text parameter, the new data value o Increment the hh variable by 1 if there is no value

The final query text could look like this: INSERT INTO persons VALUES(NULL, 'Jules', 'VERNE', 'Rue St. Honoré', 'Paris') The NULL value is entered for the autoincrement of the ID column.

If there is at least one value missing we display an error message and leave the routine.

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Then we call the AddRow(row) routine to add the new data set to the Scrollview. And set the Edit button to visible if there is at least one data set in the database.

We execute the query

We calculate the new height hh of the inner panel of the scrollview and set it to the scrollviews ScrollPosition.

We need to add a DoEvents keyword to force the height update.

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12.4.2.7 Delete a data set from the database.

First we delete the data set from the database The query text could look like this: DELETE FROM persons WHERE ID = '12'

Then we need to update the content of the labels in the rows of the table. That means put the values of the Text parameters of the Lables in the row above the row to the Label in the row to delete and so on.

And finally remove the views of the last row. And adjust the height of the internal panel of the scrollview..

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12.4.2.8 Generation of the Edit View panel. Focus change in the EditText views of the Edit View or the Filter View.

We check if the EdutText view has got focus. If yes, we get the view that got the focus. We set the ScrollPosition to the top of the view – 40dip.

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13 Basic language In computer programming, BASIC (an acronym which stands for Beginner's All-purpose Symbolic Instruction Code) is a family of high-level programming languages designed to be easy to use. The original Dartmouth BASIC was designed in 1964 by John George Kemeny and Thomas Eugene Kurtz at Dartmouth College in New Hampshire, USA to provide computer access to non-science students. At the time, nearly all use of computers required writing custom software, which was something only scientists and mathematicians tended to do. The language and its variants became widespread on microcomputers in the late 1970s and 1980s. BASIC remains popular to this day in a handful of highly modified dialects and new languages influenced by BASIC such as Microsoft Visual Basic. (source Wikipedia).

13.1 Program flow This is a summary of the more detailed explanations in Process and Activity life cycle.

The program goes through following routines when starting from top to down:

13.1.1 Process_Globals routine Dedicated to the declaration of process global variables. Variables that are valid during the whole life time of the process and accessible from everywhere in the program.

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13.1.2 Globals routine Dedicated to the declaration of activity global variables. Variables that are valid only during the life time of the activity and accessible only insides the activity. As soon as the activity is paused, these variables are no more available.

13.1.3 Activity_Create (FirstTime As Boolean) routine Area to initialize activity variables. If variables or objects must be initialized only once, the first time at the launch of the application, you can use the FirstTime parameter to check it.

13.1.4 Activity_Resume routine This routine is called every time an activity is launched or resumed, re-activated, Here you can set any setup parameters for the new current activity.

13.1.5 Activity_Pause (UserClosed As Boolean) routine When the activity is going to be paused, this routine Activity_Pause is called. Here you need to save activity parameters you want to get back when the activity is resumed (re-activated) One of the most current reason why an activity is paused, is an orientation change. In that case the current activity is 'paused', and re-activated with the new orientation and goes at least through the Activity_Resume routine, but normally through Globals, Activity_Create and Activity_Resume. The variable UserClosed can be used to differentiate if the Activity has been paused by the Operating System (ex: orientation change) or by the user (ex: back button click).

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Program flow: Example: MyFirstProgram.

1. The program calls

Process_Globals. In the example there is no code.

2. Then the program calls Globals. Declares the variables.

3. Then the program calls Activity_Create. Loads the "Main" layout. Calls the New subroutine.

4. The code in Sub New is executed. When reaching End Sub, the program goes back to the line following New. In this case line 25.

5. Activity_Resume is called. No code.

6. The program waits for an event.

7. If the user clicks on the Button btnAction The Sub btnAction_Click is called and the code inside the Sub is executed.

8. The program waits for another event.

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13.2 Expressions An expression in a programming language is a combination of explicit values, constants, variables, operators, and functions that are interpreted according to the particular rules of precedence and of association for a particular programming language, which computes and then produces (returns) another value. This process, like for mathematical expressions, is called evaluation. The value can be of various types, such as numerical, string, and logical (source Wikipedia). For example, 2 + 3 is an arithmetic and programming expression which evaluates to 5. A variable is an expression because it is a pointer to a value in memory, so y + 6 is an expression. An example of a relational expression is 4 = 4 which evaluates to True (source Wikipedia).

13.2.1 Mathematical expressions Operator Example Precedence level Operation

+ x + y 3 Addition - x - y 3 Subtraction * x * y 2 Multiplication / x / y 2 Division

Mod x Mod y 2 Modulo Power Power(x,y) xy 1 Power of

Precedence level: In an expression, operations with level 1 are evaluated before operations with level 2, which are evaluated before operations with level 3. Examples: 4 + 5 * 3 + 2 = 21 > 4 + 15 + 2 (4 + 5) * (3 + 2) = 45 > 9 * 5 (4 + 5)2 * (3 + 2) = 405 > 92 * 5 > 81 * 5 Power(4+5,2)*(3+2) 11 Mod 4 = 3 > Mod is the remainder of 10 / 4 233 Power(23,3) > 23 at the power of 3 - 22 = - 4 (-2)2 = 4

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13.2.2 Relational expressions In computer science in relational expressions an operator tests some kind of relation between two entities. These include numerical equality (e.g., 5 = 5) and inequalities (e.g., 4 >= 3). In B4A these operators return True or False, depending on whether the conditional relationship between the two operands holds or not (source Wikipedia). Operator Example Used to test

= x = y the equivalence of two values <> x <> y the negated equivalence of two values > x > y if the value of the left expression is greater than that of the right < x < y if the value of the left expression is less than that of the right

>= x >= y if the value of the left expression is greater than or equal to that of the right <= x <= y if the value of the left expression is less than or equal to that of the right

13.2.3 Boolean expressions In computer science, a Boolean expression is an expression that produces a Boolean value when evaluated, i.e. one of True or False. A Boolean expression may be composed of a combination of the Boolean constants True or False, Boolean-typed variables, Boolean-valued operators, and Boolean-valued functions (source Wikipedia). Boolean operators are used in conditional statements such as IF-Then and Select-Case.

Operator Comment

Or Boolean Or Z = X Or Y Z = True if X or Y is equal to True or both are True

And Boolean And Z = X And Y Z = True if X and Y are both equal to True

Not ( ) Boolean Not X = True Y = Not(X) > Y = False

13.3 Conditional statements Different conditional statements are available in Basic.

Or And

X Y Z Z

False False False False

True False True False

False True True False

True True True True

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13.3.1 If – Then – End If The If-Then-Else structure allows to operate conditional tests and execute different code sections according to the test result. General case:

The If-Then-Else structure works as follows:

1. When reaching the line with the If keyword, test1 is executed. 2. If the test result is True, then code1 is executed until the line with the Else If keyword.

And jumps to the line following the End If keyword and continues. 3. If the result is False, then test2 is executed. 4. If the test result is True, then code2 is executed until the line with the Else keyword.

And jumps to the line following the End If keyword and continues. 5. If the result is False, then code3 is executed and continues at the line following the End

If keyword. The tests can be any kind of conditional test with two possibilities True or False. Some examples:

The simplest If-Then structure. The same but in one line.

The simplest If-Then-Else structure.

The same but in one line.

Personally, I prefer the structure on several lines, better readable. Old habit from HP Basic some decades ago, this Basic accepted only one instruction per line. Note. Difference between:

B4A VB Else If ElseIf

In B4A there is a blank character between Else and If.

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13.3.2 Select – Case The Select - Case structure allows to compare a TestExpression to other Expressions an execute different code sections according to the matches between the TestExpression and Expressions. General case:

TestExpression is the expression to test. ExpressionList1 is a list of expressions to compare to TestExpression ExpressionList2 is another list of expressions to compare to TestExpression

The Select - Case structure works as follows:

1. The TestExpression is evaluated. 2. If one element in the ExpressionList1 matches TestExpression then executes

code1 and continues at the line following the End Select keyword. 3. If one element in the ExpressionList2 matches TestExpression then executes

code2 and continues at the line following the End Select keyword. 4. For no expression matches TestExpression executes code3

and continues at the line following the End Select keyword. TestExpression can be any expression or value. ExpressionList1 is a list of any expressions or values. Examples:

The Value variable is a numeric value. The TestExpression is the sum of a + b

The TestExpression is a character at

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Note. Differences between: B4A VB Select Select Case Case 1,2,3,4,8,9,10 Case 1 To 4 , 8 To 9

In VB the keyword Case is added after the Select keyword. VB accepts Case 1 To 4 , this is not implemented in B4A.

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13.4 Loop structures Different loop structures are available in Basic.

13.4.1 For – Next The For–Next loop allows to repeat a certain number of times the same code. Example:

i incremental variable n1 initial value n2 final value n3 step

The For–Next loop works like follows:

1. At the beginning, the incremental variable i is equal to the initial value n1. i = n1

2. The specific code between the For and Next keywords is executed. 3. When reaching Next, the incremental variable i is incremented by the step value n3.

i = i + n3. 4. The program jumps back to For, compares if the incremental variable i is lower or equal to

the final value n2. test if i <= n2

5. If Yes, the program continues at step 2, the line following the For keyword. 6. If No, the program continues at the line following the Next keyword.

If the step value is equal to '+1' the step keyword is not needed.

is the same as

The step variable can be negative.

It is possible to exit a For – Next loop with the Exit keyword.

In this example, if the variable a equals 0 Then exit the loop.

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Note: Differences between B4A VB Next Next i Exit Exit For In VB the increment character is added after the Next Keyword. In VB the loop type is specified after the Exit keyword.

13.4.2 Do - Loop Several configurations do exist:

test is any expression Executes the code while test is True test is any expression Executes the code until test is True

The Do While -Loop loop works like follows:

1. At the beginning, test is evaluated. 2. If True, then executes code 3. If False continues at the line following the Loop keyword.

The Do Until -Loop loop works like follows:

1. At the beginning, test is evaluated. 2. If False, then executes code 3. If True continues at the line following the Loop keyword.

It is possible to exit a Do-Loop structure with the Exit keyword.

If a = 0 then exit the loop

Examples: Note: Difference between: B4A VB Exit Exit Loop In VB the loop type is specified after the Exit keyword. VB accepts also following loops, which are not supported inB4A.

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13.5 Subs A Subroutine (“Sub”) is a piece of code. It can be any length, and it has a distinctive name and a defined scope (in the means of variables scope discussed earlier). A Subroutine is called “Sub” in Basci4Android code, and is equivalent to procedures, functions, methods and subs in other programming languages. The lines of code inside a Sub are executed from first to last, as described in the program flow chapter. It is not recommended to have too long Subs, they get less readable.

13.5.1 Declaring A Sub is declared in the following way:

It starts with the keyword Sub, followed by the Sub’s name, followed by a parameter list, followed by the return type and ends with the keywords End Sub. Subs are always declared at the top level of the module – that is, you cannot nest two Subs one inside the other.

13.5.2 Calling a Sub When you want the lines of code in a Sub to execute, you simply write the Sub’s name. For example:

Interest Value returned by the Sub. CalcInterest Sub name. 1235 Capital value transmitted to the Sub. 5.25 Rate value transmitted to the Sub.

13.5.3 Naming Basically, you can name a Sub any name that’s legal for a variable. It is recommended to name the Sub with a significant name, like CalcInterest in the example, so you can tell what it does from reading the code. There is no limit on the number of Subs you can add to your program, but it is not allowed to have two Subs with the same name in the same module.

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13.5.4 Parameters Parameters can be transmitted to the Sub, this list follows the sub name between brackets. The parameter types can be declared directly in the list.

In B4A, the parameters are transmitted by value and not by reference.

13.5.5 Returned value A sub can return a value, this can be any object. Returning a value is done with the Return keyword. The type of the return value is added after the parameter list.

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13.6 Libraries Libraries add more objects and functionalities to B4A. Some of these libraries are shipped with B4A and are part of the standard development system. Other, often developed by users like Andrew Graham (agraham), can be downloaded (by registered users only) to add supplementary functionalities to the B4A development environment. When you need a library, you have to:

- Check in the Lib Tab, if you already have the library. - For additional libraries, check if it's the latest version. - If yes, then check the library in the list to select it.

- If no, download the library, unzip it and copy the <LibraryName>.jar and <LibraryName>.xml files to the additional libraries folder.

- Restart the IDE and check the library in the Lib Tab list to select it.

13.6.1 Standard libraries The standard B4A libraries are saved in the Libraries folder in the B4A program folder. Normally in: C:\Program Files\Anywhere Software\Basic4android\Libraries

13.6.2 Additional libraries folder For the additional libraries it is useful to setup a special folder to save them somewhere else. For example: D:\Basic4Android\AddLibraries When you install a new version of B4A, all standard libraries are automatically updated, but the additional libraries are not included. The advantage of the special folder is that you don't need to care about them because this folder is not affected when you install the new version of B4A. The additional libraries are not systematically updated with new version of B4A. When the IDE starts, it looks first for the available libraries in the Libraries folder of B4A and then in the folder for the additional libraries.

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If you setup a special additional libraries folder you must specify it in the IDE. In the menu Tools / Configure Paths:

Enter the folder name and click on .

13.6.3 Error message "Are you missing a library reference?" If you get this message, means that you forgot to check the specified library in the Lib Tab list !

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13.7 String manipulation Basic4Android allows string manipulations like other basic languages but with some differences. These manipulations can be done directly on a string. Example:

Result: 123;234;45;23 The different functions are:

CharAt(Index) Returns the character at the given index. CompareTo(Other) Lexicographically compares the string with the Other string. Contains(SearchFor) Tests whether the string contains the given SearchFor string. EndsWith(Suffix) Returns True if the string ends with the given Suffix substring. EqualsIgnoreCase(Other) Returns True if both strings are equal ignoring their case. GetBytes(Charset) Encodes the Charset string into a new array of bytes. IndexOf(SearchFor) Returns the index of the first occurrence of SearchFor in the

string. IndexOf2(SearchFor, Index) Returns the index of the first occurrence of SearchFor

in the string. Starts searching from the given index. LastIndexOf(SearchFor) Returns the index of the first occurrence of SearchFor in the

string. Starts searching from the end of the string. Legnth Returns the length, number of characters, of the string. Replace(Target, Replacement) Returns a new string resulting from the replacement of

all the occurrences of Target with Replacement. StartsWith(Prefix) Returns True if this string starts with the given Prefix. Substring(BeginIndex) Returns a new string which is a substring of the original string.

The new string will include the character at BeginIndex and will extend to the end of the string.

Substring2(BeginIndex,EndIndex) Returns a new string which is a substring of the original string. The new string will include the character at BeginIndex and will extend to the character at EndIndex, not including the last character.

ToLowerCase Returns a new string which is the result of lower casing this string. ToUpperCase Returns a new string which is the result of upper casing this string. Trim Returns a copy of the original string without any leading or trailing

white spaces.

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13.8 Timers A Timer object generates ticks events at specified intervals. Using a timer is a good alternative to a long loop, as it allows the UI thread to handle other events and messages. Note that the timer events will not fire while the UI thread is busy running other code (unless you call DoEvents keyword). Timer events will not fire when the activity is paused, or if a blocking dialog (like Msgbox) is visible. It is also important to disable the timer when the activity is pausing and then enable it when it resumes. This will save CPU and battery. A timer has:

Three parameters. o Initialize Initializes the timer with two parameters, the EventName and the

interval. Timer1.Initialize(EventName As String, Interval As Long) Ex: Timer1.Initialize("Timer1", 1000)

o Interval Sets the timer interval in milli-seconds. Timer1. Interval = Inerval Ex: Timer1.Interval = 1000, 1 second

o Enabled Enables or disables the timer. It is False by default. Ex: Timer1.Enabled = True

One Event o Tick The Tick routine is called every time interval.

Ex: Sub Timer1_Tick

The Timer must be declared in a Process_Global routine.

But it must be initialized in the Activity_Create routine in the module where the timer tick event routine is used.

And the Timer Tick event routine. This routine will be called every second (1000 milli-seconds) by the operating system.

You find an example in the RotatingNeedle example program.

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14 Graphics / Drawing

14.1 Overview To draw graphics we need to use a Canvas object. Explanations from the help file. A Canvas is an object that draws on other views or (mutable) bitmaps. When the canvas is initialized and set to draw on a view, a new mutable bitmap is created for that view background, the current view's background is copied to the new bitmap and the canvas is set to draw on the new bitmap. The canvas drawings are not immediately updated on the screen. You should call the target view Invalidate method to make it refresh the view. This is useful as it allows you to make several drawings and only then refresh the display. The canvas can be temporary limited to a specific region (and thus only affect this region). This is done by calling ClipPath. Removing the clipping is done by calling RemoveClip. You can get the bitmap that the canvas draws on with the Bitmap property. This is an 'Activity Object', it cannot be declared under Sub Process_Globals. It is possible to draw onto following views:

Activity ImageView Panel Bitmap (mutable)

In the following functions you will find a number of common parameters.

Bitmap1 as Bitmap an Android bitmap x, y. x1, y1, x2, y2 As Float are coordinates, Float variables. Color as Int are color variables. Int variables SrcRect, DestRact, Rect1 As Rect are rectangles, Rect objects Filled As Boolean flag if the surface is filled (True) or not (False)

The most common drawing functions are:

DrawBitmap (Bitmap1 As Bitmap, SrcRect As Rect, DestRect As Rect) Draws the given bitmap or only a part of it.. SrcRect = source rectangle, can be only a part of the original bitmap. DestRect = destination rectangle, can be any size. Do draw with the same size both rectangles must have same width and same height. If DestRect is different than SrcRect the destination drawing is stretched or shrinked depending on the size ratios between the two rectangles.

Draw BitmapRotated (Bitmap1 As Bitmap, SrcRect As Rect, DestRect As Rect, Degrees As Float) Same function as DrawBitmap, but with a rotation of the given Degrees angle around the centre of the bitmap.

DrawCircle (x As Float, y As Float, Radius As Float, Color as Int, Filled As Boolean, StrokeWidth As Float) Draws a circle. x an y are the centre coordinates of the circle and Radius the circles radius.

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DrawColor (Color As Int) Fills the whole view with the given color. The color can be Colors.Transparent making the whole view transparent.

DrawLine (x1 As Float, y1 As Float, x2 As Float, y2 As Float, Color as Int, StrokeWidth As Float) Draws a straight line.

DrawRect (Rect1 As Rect, Color As Int, Filled As Boolean, StrokeWidth as Float) Draws a rectangle with given size, color, filled or not and line width.

DrawRectRotated (Rect1 As Rect, Color As Int, Filled As Boolean, StrokeWidth As Float, Degrees As Float) Same as DrawRect but rotated by the given angle

DrawText (Text As String, x As Float, y As Float, Typeface1 As TypeFace, TestSize As Float, Color As Int Align1 As Align)

DrawTextRotated (Text As String, x As Float, y As Float, Typeface1 As TypeFace, TestSize As Float, Color As Int Align1 As Align, Degrees As Float)

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14.2 Drawing test programs

14.2.1 Drawing rotating bitmaps / RotatingNeedle In the first test program we will demonstrate the DrawBitmapRotated function. The program has two modes:

A rotating needle with a static compass A rotating compass with a static needle

We have in the layout:

3 buttons

o starts rotating

o step by step moving

o we can let turn either the needle or the compass.

2 bitmap files o compass.png o needle.png

In the DrawBitmapRotated function the bitmap rotates around the bitmaps centre. If we had a needle image like this one, we would need to do some calculations to make sure that it turns around the needle centre. To avoid these calculations, the needle bitmap looks like this one. We added the lower part so that the needle centre is at the bitmap's centre. The blue pixels are, in reality, transparent pixels.

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Let us have a look at the code.

Here we define three global variables with their values.

AngleStep step in degrees for the angle variations from one step to the next. Angle current angle of the needle Mode program mode

True = needle turns False = compass turns

Then we define the different objects used by the program.

The three buttons from the layout file. Two Canvas views, one for the compass and one for the needle. Two Bitmaps, one for the compass and one for the needle. Two ImageViews, one for the compass and one for the needle. Three rectangles, one for the compass, two for the needle source and destination. One Timer, it is used to move dynamically the needle or the compass.

In the Activity_Create routine we:

Define two variables used for calculations Load the layout file to the Activity

Initialize the compass bitmap Initialize the needle bitmap

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Initialize the compass ImageView. Set the compass bitmap to the compass ImageView bitmap. Initialize the needle ImageView. Set the needle ImageView color to transparent.

Calculate the Left and Top coordinates of the compass ImageView. Add the compass ImageView to the Activity. Add the needle ImageView to the Activity

with the same dimensions as the compass ImageView. Initialize the compass Canvas and connect it to the compass ImageView. Initialize the compass rectangle.

Initialize the needle Canvas and connect it to the needle ImageView. Calculate the Left and Top coordinates of the needle ImageView. Initialize the needle source and destination rectangles.

Initialise the timer, set the Interval to 200 ms. Call the Timer1_Tick routine to draw the needle

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In the Timer1_Tick routine we:

Define a local variable representing the current Angle Calculate the new Angle using the Mod operator If Mode = True, rotating needle mode we:

o Draw a rotated transparent rectangle to erase the current needle. o Draw the needle with the new angle. o Invalidate the needle ImageView to update it.

If Mode = False, rotating compass mode we: o Draw the compass with the new angle, in our case the source and destination

rectangle are the same. o Invalidate the compass ImageView to update it.

In the btnStep_Click routine we:

Call the Timer1_Tick routine to draw a new step.

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In the btnGoStop_Click routine we:

If Timer1 = True, the timer is running. o We set the Timer1.Enabled parameter to False to stop it. o Set the btnGoStop button text to "Go". o Set the btnStep button to visible.

If Timer1 = False, the timer is stopped o We set the Timer1.Enabled parameter to True to let it run. o Set the btnGoStop button text to "Stop". o Hide the btnStep button.

In the btnMode_Click routine we:

We change the Mode variable from True to False or from False to True with the Not keyword.

If Mode = True, rotating needle, we: o Set the button text to "Needle turns". o Draw a transparent rectangle to erase the current needle. o Draw the needle at the new position. o Draw the default compass.

If Mode = False, rotating compass, we: o Set the button text to "Compass turns". o Erase the current needle o Draw the new needle.

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14.2.2 Simple draw functions In the second drawing program, SimpleDrawFunctions, we use the other common drawing functions. The program has no other utility than show what can be done with drawings. The program has three Panels which we use as layers and three ToggleButtons buttons allowing us to show or hide each layer. Layer(0) has a grey background and the two other layers have a transparent background.

You can play with the buttons to show the different combinations of visible and hidden layers.

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In this screenshot we just see the background image of the activity. We use the ToggleButtons to either show or hide the different layers.

Here we show layout(0). The panel has a dark gray background with:

a blue circle. a transparent circle, the activity's background is

inside this circle. a blue, semi-transparent rectangle a transparent rectangle, the activity's background

is inside this circle. Touching the screen and moving the finger moves the blue and transparent circles on layer(0).

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Here we show layout(1). The panel has a transparent background with:

a green circle. a small copy of the activity's background image. a green, rotated semi-transparent rectangle.

We see that the rectangle covers the activity's background because layer 1 is in front of layer 0. Here we show layout(2). The panel has a transparent background with:

4 lines on top. 3 horizontal texts with the three different

alignments. 3 rotated texts with the three different alignments. a point for each text showing the position of the

reference point.

You can play with the buttons to show the different combinations of visible and hidden layers.

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Touching the screen with the finger and moving it, moves the blue and transparent circles.

On each move, the backgound image of the activity appears.

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Analysis of the code: There is no layout file, all views are added by code. In the Sub Globals routine we declare the different views and variables:

We have:

3 Panels 3 Canvases 3 ToggleButtons 1 Rect, rectangle used to draw rectangles 1 Bitmap, holding the activity's background image 1 BitmapDrawable, holds the activity's background different variables used for the drawing.

Note that we use arrays of views for the three panels, canvases and togglebuttons. Dim pnlLayer(3) As Panel instead of Dim pnlLayer0, pnlLayer1, pnlLayer2 As Panel. In the Sub Activity_Create routine we initialize the different views and add them to the activity:

We:

initialize the views only if FirstTime = True. load the Rose2.jpg image file into the bitmap. initialize the background image of the activity. set the activity's background image

initialize some variables.

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In a loop we:

initialize the layer Panels. we define an individual EventName for each of the three Panels we use only an event on layout(0).

add the panels to the activity. initialize the layer Canvases. set the Panels Tag parameter to the index.

initialize the layer ToggleButtons.

we define a single EventName for all three ToggleButtons. we manage the showing and hiding of the Panels in one single event routine.

calculate the left coordinate for each ToggleButton. set the texts for the two states. set the Checked parameter to True. set the Tag parameter to the index.

In the Sub Activity_Resume routine we call the Drawing routine.

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In the Sub Drawing routine we:

draw the layout(0) background dark gray. draw the layout(1) and layout(2) background transparent.

draw four lines onto layer(2) cvsLayer(2).DrawLine(x1, y1, x2, y2, Colors.Red, 0) the last StrokeWidth parameter is '0', this means hairline mode, the width is one pixel. cvsLayer(2).DrawLine(x1, y1, x2, y2, Colors.Green, 0.99dip) here we use 0.99dip instead of 1dip because in some cases no line or only parts of it are drawn. This is a known bug in Android with a StrokeWidth of '1'.

draw a green circle line on layer(1). draw a filled blue circle on layer(0). draw a filled transparent circle on layer(0).

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define the coordinates of a rectangle. draw a red rectangle on layer(1). define the coordinates of a rectangle. draw a semi-transparent blue rectangle on layer(0). draw a semi-transparent green rotated rectangle on layer(1). define the coordinates of a rectangle. draw a transparent rectangle on layer(0). define the coordinates of a rectangle. draw a red rectangle on layer(1).

define the coordinates of a rectangle. draw the activity's background image in a smaller rectangle on layer(1)

draw the text "Rose" with the three different possible alignments. draw the reference point for each text.

same as above but rotated texts.

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Looking closer on the displayed texts we see the reference point for each text.

These are the x1 and y1 coordinates used to display the texts.

LEFT alignment. CENTER alignment. RIGHT alignment.

In the Sub btnLayer_Checked routine we:

dim a local Button to get the view that raised the event. set Send to the Sender view change the Visible parameter from True to False or from False to True.

In the Sub pnlLayer0_Checked routine we:

draw a dark gray circle to erase the previous blue and transparent circle. set xc and yc to the new coordinates of the circle centres. draw a blue and transparent circle on layer(1). invalidate pnlLayout(1) to force the update of the drawing.

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15 B4A Keywords

List of types: Bit DateTime Exception Keywords LayoutValues String StringBuilder Timer

15.1 Bit Bit is a predefined object containing bitwise related methods. Example: Dim flags As Int flags = Bit.Or(100, 200)

Events: None

Members:

And (N1 As Int, N2 As Int) As Int

Not (N As Int) As Int

Or (N1 As Int, N2 As Int) As Int

ParseInt (Value As String, Radix As Int) As Int

ShiftLeft (N As Int, Shift As Int) As Int

ShiftRight (N As Int, Shift As Int) As Int

ToBinaryString (N As Int) As String

ToHexString (N As Int) As String

ToOctalString (N As Int) As String

UnsignedShiftRight (N As Int, Shift As Int) As Int

Xor (N1 As Int, N2 As Int) As Int

Members description:

And (N1 As Int, N2 As Int) As Int

Returns the bitwise AND of the two values.

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Not (N As Int) As Int

Returns the bitwise complement of the given value.

Or (N1 As Int, N2 As Int) As Int

Returns the bitwise OR of the two values.

ParseInt (Value As String, Radix As Int) As Int

Parses Value as an integer using the specified radix. Radix - Should be between 2 to 36.

ShiftLeft (N As Int, Shift As Int) As Int

Shifts N left. Shift - Number of positions to shift.

ShiftRight (N As Int, Shift As Int) As Int

Shifts N right. Keeps the original value sign Shift - Number of positions to shift.

ToBinaryString (N As Int) As String

Returns a string representation of N in base 2.

ToHexString (N As Int) As String

Returns a string representation of N in base 16.

ToOctalString (N As Int) As String

Returns a string representation of N in base 8.

UnsignedShiftRight (N As Int, Shift As Int) As Int

Shifts N right. Shifts zeroes in the leftmost positions. Shift - Number of positions to shift.

Xor (N1 As Int, N2 As Int) As Int

Returns the bitwise XOR of the two values.

15.2 DateTime Date and time related methods. DateTime is a predefined object. You should not declare it yourself. Date and time values are stored as ticks. Ticks are the number of milliseconds since January 1, 1970. This value is too large to be stored in an Int variable. It should only be stored in a Long variable. The methods DateTime.Date and DateTime.Time convert the ticks value to a string. You can get the current time with DateTime.Now.

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Example: Dim now As Long now = DateTime.Now Msgbox("The date is: " & DateTime.Date(now) & CRLF & _ "The time is: " & DateTime.Time(now), "")

Events: None

Members:

Add (Ticks As Long, Years As Int, Months As Int, Days As Int) As Long

Date (Ticks As Long) As String

DateFormat As String

DateParse (Date As String) As Long

GetDayOfMonth (Ticks As Long) As Int

GetDayOfWeek (Ticks As Long) As Int

GetDayOfYear (Ticks As Long) As Int

GetHour (Ticks As Long) As Int

GetMinute (Ticks As Long) As Int

GetMonth (Ticks As Long) As Int

GetSecond (Ticks As Long) As Int

GetYear (Ticks As Long) As Int

Now As Long [read only]

TicksPerDay As Long

TicksPerHour As Long

TicksPerMinute As Long

TicksPerSecond As Long

Time (Ticks As Long) As String

TimeFormat As String

TimeParse (Time As String) As Long

Members description:

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Add (Ticks As Long, Years As Int, Months As Int, Days As Int) As Long

Returns a ticks value which is the result of adding the specified time spans to the given ticks value. Pass negative values if you want to subtract the values. Example: Dim Tomorrow As Long Tomorrow = DateTime.Add(DateTime.Now, 0, 0, 1) Log("Tomorrow date is: " & DateTime.Date(Tomorrow))

Date (Ticks As Long) As String

Returns a string representation of the date (which is stored as ticks). The date format can be set with the DateFormat keyword. Example: Log("Today is: " & DateTime.Date(DateTime.Now))

DateFormat As String

Gets or sets the format used to parse date strings. See this page for the supported patterns: formats. The default pattern is MM/dd/yyyy (04/23/2002 for example).

DateParse (Date As String) As Long

Parses the given date string and returns its ticks representation. An exception will be thrown if parsing fails. Example: Dim SomeTime As Long SomeTime = DateTime.DateParse("02/23/2007")

GetDayOfMonth (Ticks As Long) As Int

Returns the day of month component from the ticks value. Values are between 1 to 31.

GetDayOfWeek (Ticks As Long) As Int

Returns the day of week component from the ticks value. Values are between 1 to 7.

GetDayOfYear (Ticks As Long) As Int

Returns the day of year component from the ticks value. Values are between 1 to 366.

GetHour (Ticks As Long) As Int

Returns the hour of day component from the ticks value. Values are between 0 to 23.

GetMinute (Ticks As Long) As Int

Returns the minutes within a hour component from the ticks value. Values are between 0 to 59.

GetMonth (Ticks As Long) As Int

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Returns the month of year component from the ticks value. Values are between 1 to 12.

GetSecond (Ticks As Long) As Int

Returns the seconds within a minute component from the ticks value. Values are between 0 to 59.

GetYear (Ticks As Long) As Int

Returns the year component from the ticks value.

Now As Long [read only]

Gets the current time as ticks (number of milliseconds since January 1, 1970).

TicksPerDay As Long

TicksPerHour As Long

TicksPerMinute As Long

TicksPerSecond As Long

Time (Ticks As Long) As String

Returns a string representation of the time (which is stored as ticks). The time format can be set with the TimeFormat keyword. Example: Log("The time now is: " & DateTime.Date(DateTime.Now))

TimeFormat As String

Gets or sets the format used to parse time strings. See this page for the supported patterns: formats. The default pattern is HH:mm:ss (23:45:12 for example).

TimeParse (Time As String) As Long

Parses the given date string and returns its ticks representation. Note that the returned value date will be today.

15.3 Exception Holds a thrown exception. You can access the last thrown exception by calling LastException. For example: Try Dim in As InputStream in = File.OpenInput(File.DirInternal, "SomeMissingFile.txt") '... Catch Log(LastException.Message) End Try If in.IsInitialized Then in.Close

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Events: None

Members:

IsInitialized As Boolean

Message As String [read only]

Members description:

IsInitialized As Boolean

Message As String [read only]

15.4 Keywords These are the internal keywords.

Events: None

Members:

Abs (Number As Double) As Double

ACos (Value As Double) As Double

ACosD (Value As Double) As Double

Array

Asc (Char As Char) As Int

ASin (Value As Double) As Double

ASinD (Value As Double) As Double

ATan (Value As Double) As Double

ATanD (Value As Double) As Double

BytesToString (Data() As Byte, StartOffset As Int, Length As Int, CharSet As String) As String

Catch

cE As Double

CharsToString (Chars() As Char, StartOffset As Int, Length As Int) As String

Chr (UnicodeValue As Int) As Char

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Continue

Cos (Radians As Double) As Double

CosD (Degrees As Double) As Double

cPI As Double

CRLF As String

Density As Float

Dim

DipToCurrent (Length As Int) As Int

DoEvents

Exit

ExitApplication

False As Boolean

File As File

Floor (Number As Double) As Double

For

GetDeviceLayoutValues As LayoutValues

GetType (object As Object) As String

If

InputList (Items As List, Title As String, CheckedItem As Int) As Int

InputMultiList (Items As List, Title As String) As List

Is

IsBackgroundTaskRunning (ContainerObject As Object, TaskId As Int) As Boolean

IsNumber (Text As String) As Boolean

LastException As Exception

LoadBitmap (Dir As String, FileName As String) As Bitmap

LoadBitmapSample (Dir As String, FileName As String, MaxWidth As Int, MaxHeight As

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Int) As Bitmap

Log (Message As String)

Logarithm (Number As Double, Base As Double) As Double

Max (Number1 As Double, Number2 As Double) As Double

Min (Number1 As Double, Number2 As Double) As Double

Msgbox (Message As String, Title As String)

Msgbox2 (Message As String, Title As String, Positive As String, Cancel As String, Negative As String, Icon As android.graphics.Bitmap) As Int

Not (Value As Boolean) As Boolean

Null As Object

NumberFormat (Number As Double, MinimumIntegers As Int, MaximumFractions As Int) As String

NumberFormat2 (Number As Double, MinimumIntegers As Int, MaximumFractions As Int, MinimumFractions As Int, GroupingUsed As Boolean) As String

PerXToCurrent (Percentage As Float) As Int

PerYToCurrent (Percentage As Float) As Int

Power (Base As Double, Exponent As Double) As Double

ProgressDialogHide

ProgressDialogShow (Text As String)

ProgressDialogShow2 (Text As String, Cancelable As Boolean)

QUOTE As String

Regex As Regex

Return

Rnd (Min As Int, Max As Int) As Int

Round (Number As Double) As Long

Round2 (Number As Double, DecimalPlaces As Int) As Double

Select

Sender As Object

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Sin (Radians As Double) As Double

SinD (Degrees As Double) As Double

Sqrt (Value As Double) As Double

StartActivity (Activity As Object)

Sub

TAB As String

Tan (Radians As Double) As Double

TanD (Degrees As Double) As Double

ToastMessageShow (Message As String, LongDuration As Boolean)

True As Boolean

Try

Type

Until

While

Members description:

Abs (Number As Double) As Double

Returns the absolute value.

ACos (Value As Double) As Double

Returns the angle measured with radians.

ACosD (Value As Double) As Double

Returns the angle measured with degrees.

Array

Creates a single dimension array of the specified type. The syntax is: Array As type (list of values). Example: Dim Days() As String Days = Array As String("Sunday", "Monday", ...)

Asc (Char As Char) As Int

Returns the unicode code point of the given character or first character in string.

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ASin (Value As Double) As Double

Returns the angle measured with radians.

ASinD (Value As Double) As Double

Returns the angle measured with degrees.

ATan (Value As Double) As Double

Returns the angle measured with radians.

ATanD (Value As Double) As Double

Returns the angle measured with degrees.

BytesToString (Data() As Byte, StartOffset As Int, Length As Int, CharSet As String) As String

Decodes the given bytes arrays as a string. Data - The bytes array. StartOffset - The first byte to read. Length - Number of bytes to read. CharSet - The name of the character set. Example: Dim s As String s = BytesToString(Buffer, 0, Buffer.Length, "UTF-8")

Catch

Any exception thrown inside a try block will be caught in the catch block. Call LastException to get the caught exception. Syntax: Try ... Catch ... End Try

cE As Double

e (natural logarithm base) constant.

CharsToString (Chars() As Char, StartOffset As Int, Length As Int) As String

Creates a new String by copying the characters from the array. Copying starts from StartOffset and the number of characters copied equals to Length.

Chr (UnicodeValue As Int) As Char

Returns the character that is represented by the given unicode value.

Continue

Stops executing the current iteration and continues with the next one.

Cos (Radians As Double) As Double

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Calculated the trigonometric cosine function. Angle measured in radians.

CosD (Degrees As Double) As Double

Calculated the trigonometric cosine function. Angle measured in degrees.

cPI As Double

PI constant.

CRLF As String

New line character. The value of Chr(13).

Density As Float

Returns the device scale, which is DPI / 160. (DPI stands for dots per inch).

Dim

Declares a variable. Syntax: Declare a single variable: Dim variable name [As type] The default type is String. Declare multiple variables. All variables will be of the specified type. Dim variable1, variable2, ..., [As type] Note that the shorthand syntax only applies to Dim keyword. Declare an array: Dim variable(Rank1, Rank2, ...) [As type] Example:Dim Days(7) As String The actual rank can be omitted for zero length arrays.

DipToCurrent (Length As Int) As Int

Scales the value, which represents a specific length on a default density device (Density = 1.0), to the current device. For example, the following code will set the width value of this button to be the same physical size on all devices. Button1.Width = DipToCurrent(100) Note that a shorthand syntax for this method is available. Any number followed by the string 'dip' will be converted in the same manner (no spaces are allowed between the number and 'dip'). So the previous code is equivalent to: Button1.Width = 100dip 'dip -> density independent pixel

DoEvents

Processes waiting messages in the messages queue. DoEvents can be called inside lengthy loops to allow the program to process waiting events.

Exit

Exits the most inner loop.

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ExitApplication

Immediately ends the application and stops the process. Most applications should not use this method and prefer Activity.Finish which lets the OS decide when the process is killed.

False As Boolean

File As File

Files related methods.

Floor (Number As Double) As Double

Returns the largest double that is smaller or equal to the specified number and is equal to an integer.

For

Syntax: For variable = value1 To value2 [Step interval] ... Next Example: For i = 1 To 10 Log(i) 'Will print 1 to 10 (inclusive). Next If the iterator variable was not declared before it will be of type Int.

GetDeviceLayoutValues As LayoutValues

Returns the device LayoutValues. Example: Log(GetDeviceLayoutValues)

GetType (object As Object) As String

Returns a string representing the object's java type.

If

Single line: If condition Then true-statement [Else false-statement] Multiline: If condition Then statement Else If condition Then statement ... Else statement End If

InputList (Items As List, Title As String, CheckedItem As Int) As Int

Shows a modal dialog with a list of items and radio buttons. Pressing on an item will close the dialog.

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Returns the index of the selected item or DialogResponse.Cancel if the user pressed on the back key. List - Items to display. Title - Dialog title. CheckedItem - The index of the item that will first be selected. Pass -1 if no item should be preselected.

InputMultiList (Items As List, Title As String) As List

Shows a modal dialog with a list of items and checkboxes. The user can select multiple items. The dialog is closed by pressing on the "Ok" button. Returns a list with the indices of the selected items. The list is sorted. Returns an empty list if the user has pressed on the back key.

Is

Tests whether the object if of the given type. Example: For i = 0 To Activity.NumberOfViews - 1 If Activity.GetView(i) Is Button Then Dim b As Button b = Activity.GetView(i) b.Color = Colors.Blue End If Next

IsBackgroundTaskRunning (ContainerObject As Object, TaskId As Int) As Boolean

Tests whether a background task, submitted by the container object and with the specified id, is running.

IsNumber (Text As String) As Boolean

Tests whether the specified string can be safely parsed as a number.

LastException As Exception

Returns the last exception that was caught (if such exists).

LoadBitmap (Dir As String, FileName As String) As Bitmap

Loads the bitmap. Note that the Android file system is case sensitive. You should consider using LoadBitmapSample if the image size is large. The actual file size is not relevant as images are usually stored compressed. Example: Activity.SetBackgroundImage(LoadBitmap(File.DirAssets, "SomeFile.jpg"))

LoadBitmapSample (Dir As String, FileName As String, MaxWidth As Int, MaxHeight As Int) As Bitmap

Loads the bitmap. The decoder will subsample the bitmap if MaxWidth or MaxHeight are smaller than the bitmap dimensions. This can save a lot of memory when loading large images. Example:

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Activity.SetBackgroundImage(LoadBitmapSample(File.DirAssets, "SomeFile.jpg", Activity.Width, Activity.Height))

Log (Message As String)

Logs a message. The log can be viewed in the LogCat tab.

Logarithm (Number As Double, Base As Double) As Double

Max (Number1 As Double, Number2 As Double) As Double

Returns the larger number between the two numbers.

Min (Number1 As Double, Number2 As Double) As Double

Returns the smaller number between the two numbers.

Msgbox (Message As String, Title As String)

Shows a modal message box with the specified message and title. The dialog will show one OK button. Example: Msgbox("Hello world", "This is the title")

Msgbox2 (Message As String, Title As String, Positive As String, Cancel As String, Negative As String, Icon As android.graphics.Bitmap) As Int

Shows a modal message box with the specified message and title. Message - The dialog message. Title - The dialog title. Positive - The text to show for the "positive" button. Pass "" if you don't want to show the button. Cancel - The text to show for the "cancel" button. Pass "" if you don't want to show the button. Negative - The text to show for the "negative" button. Pass "" if you don't want to show the button. Icon - A bitmap that will be drawn near the title. Pass Null if you don't want to show an icon. Returns one of the DialogResponse values. Example: Dim result As Int result = Msgbox2("This is the message", "This is the title", "Good", "", "Bad", LoadBitmap(File.DirAssets, "smiley.gif")) If result = DialogResponse.Positive Then ...

Not (Value As Boolean) As Boolean

Inverts the value of the given boolean.

Null As Object

NumberFormat (Number As Double, MinimumIntegers As Int, MaximumFractions As Int) As String

Converts the specified number to a string. The string will include at least Minimum Integers and at most Maximum Fractions digits. Example: Log(NumberFormat(12345.6789, 0, 2)) '"12,345.68" Log(NumberFormat(1, 3 ,0)) '"001"

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NumberFormat2 (Number As Double, MinimumIntegers As Int, MaximumFractions As Int, MinimumFractions As Int, GroupingUsed As Boolean) As String

Converts the specified number to a string. The string will include at least Minimum Integers, at most Maximum Fractions digits and at least Minimum Fractions digits. GroupingUsed - Determines whether to group every three integers. Example: Log(NumberFormat2(12345.67, 0, 3, 3, false)) '"12345.670"

PerXToCurrent (Percentage As Float) As Int

Returns the actual size of the given percentage of the activity width. Example: Button1.Width = PerXToCurrent(50) 'Button1.Width = 50% * Activity.Width A shorthand syntax for this method is available. Any number followed by the string '%x' will be converted in the same manner (no spaces are allowed between the number and '%x'). So the previous code is equivalent to: Button1.Width = 50%x

PerYToCurrent (Percentage As Float) As Int

Returns the actual size of the given percentage of the activity height. Example: Button1.Height = PerYToCurrent(50) 'Button1.Height = 50% * Activity.Height A shorthand syntax for this method is available. Any number followed by the string '%y' will be converted in the same manner (no spaces are allowed between the number and '%y'). So the previous code is equivalent to: Button1.Height = 50%y

Power (Base As Double, Exponent As Double) As Double

Returns the Base value raised to the Exponent power.

ProgressDialogHide

Hides a visible progress dialog. Does not do anything if no progress dialog is visible.

ProgressDialogShow (Text As String)

Shows a dialog with a circular spinning bar and the specified text. Unlike Msgbox and InputList methods, the code will not block. You should call ProgressDialogHide to remove the dialog. The dialog will also be removed if the user presses on the Back key.

ProgressDialogShow2 (Text As String, Cancelable As Boolean)

Shows a dialog with a circular spinning bar and the specified text. Unlike Msgbox and InputList methods, the code will not block. You should call ProgressDialogHide to remove the dialog. Cancelable - Whether the user can dismiss the dialog by pressing on the Back key.

QUOTE As String

Quote character. The value of Chr(34).

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Regex As Regex

Regular expressions related methods.

Return

Returns from the current sub and optionally returns the given value. Syntax: Return [value]

Rnd (Min As Int, Max As Int) As Int

Returns a random integer between Min (inclusive) and Max (exclusive).

Round (Number As Double) As Long

Returns the closest long number to the given number.

Round2 (Number As Double, DecimalPlaces As Int) As Double

Rounds the given number and leaves up to the specified number of fractional digits.

Select

Compares a single value to multiple values. Select blocks cannot be nested. Example: Dim value As Int value = 7 Select value Case 1: Log("One") Case 2, 4, 6, 8: Log("Even") Case 3, 5, 7, 9: Log("Odd larger than one") Case Else Log("Larger than 9") End Select

Sender As Object

Returns the object that raised the event. Only valid while inside the event sub. Example: Sub Button_Click Dim b As Button b = Sender b.Text = "I've been clicked" End Sub

Sin (Radians As Double) As Double

Calculated the trigonometric sine function. Angle measured in radians.

SinD (Degrees As Double) As Double

Calculated the trigonometric sine function. Angle measured in degrees.

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Sqrt (Value As Double) As Double

Returns the positive square root.

StartActivity (Activity As Object)

Starts an activity or brings it to front if it already exists. Activity can be a string with the target activity name or it can be the actual activity. After this call the current activity will be paused and the target activity will be resumed. This method can also be used to send Intents objects to the system. Example: StartActivity (Activity2)

Sub

Declares a sub with the parameters and return type. Syntax: Sub name [(list of parameters)] [As return-type] Parameters include name and type. The lengths of arrays dimensions should not be included. Example: Sub MySub (FirstName As String, LastName As String, Age As Int, OtherValues() As Double) As Boolean ... End Sub In this example OtherValues is a single dimension array. The return type declaration is different than other declarations as the array parenthesis follow the type and not the name (which does not exist in this case).

TAB As String

Tab character.

Tan (Radians As Double) As Double

Calculated the trigonometric tangent function. Angle measured in radians.

TanD (Degrees As Double) As Double

Calculated the trigonometric tangent function. Angle measured in degrees.

ToastMessageShow (Message As String, LongDuration As Boolean)

Shows a quick little message that goes out automatically. Message - The text message to show. LongDuration - If true then shows the message for a long period, otherwise shows the message for a short period.

True As Boolean

Try

Any exception thrown inside a try block will be caught in the catch block. Call LastException to get the caught exception. Syntax: Try ... Catch

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... End Try

Type

Declares a structure. Can only be used inside sub Globals or sub Process_Globals. Syntax: Type type-name (field1, field2, ...) Fields include name and type. Example: Type MyType (Name As String, Items(10) As Int) Dim a, b As MyType a.Initialize a.Items(2) = 123

Until

Loops until the condition is true. Syntax: Do Until condition ... Loop

While

Loops while the condition is true. Syntax: Do While condition ... Loop

15.5 LayoutValues Holds values related to the display. You can get the values of the the current display by calling GetDeviceLayoutValues. For example: Dim lv As LayoutValues lv = GetDeviceLayoutValues Log(lv) 'will print the values to the log Activity.LoadLayout and Panel.LoadLayout return a LayoutValues object with the values of the chosen layout variant.

Events: None

Members:

Height As Int

Scale As Float

toString As String

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Width As Int

Members description:

Height As Int

The display height (pixels).

Scale As Float

The device scale value which is equal to 'dots per inch' / 160. For most devices the value will be 1.0 or 1.5 (high resolution).

toString As String

Width As Int

The display width (pixels).

15.6 String Strings are immutable in Basic4android, which means that you can change the value of a string variable but you cannot change the text stored in a string object. So methods like SubString, Trim and ToLowerCase return a new string, they do not change the value of the current string. Typical usage: Dim s As String s = "some text" s = s.Replace("a", "b") You can use StringBuilder if you need a mutable string. Note that string literals are also string objects: Log(" some text ".Trim)

Events: None

Members:

CharAt (Index As Int) As Char

CompareTo (Other As String) As Int

EndsWith (Suffix As String) As Boolean

EqualsIgnoreCase (other As String) As Boolean

GetBytes (Charset As String) As Byte()

IndexOf (SearchFor As String) As Int

IndexOf2 (SearchFor As String, Index As Int) As Int

Length As Int

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Replace (Target As String, Replacement As String) As String

StartsWith (Prefix As String) As Boolean

SubString (BeginIndex As Int) As String

SubString2 (BeginIndex As Int, EndIndex As Int) As String

ToLowerCase As String

ToUpperCase As String

Trim As String

Members description:

CharAt (Index As Int) As Char

Returns the character at the given index.

CompareTo (Other As String) As Int

Lexicographically compares the two strings. Returns a value less than 0 if the current string precedes Other. Returns 0 if both strings are equal. Returns a value larger than 0 if the current string comes after Other. Note that upper case characters precede lower case characters. Examples: "abc".CompareTo("da") ' < 0 "abc".CompareTo("Abc") ' > 0 "abc".CompareTo("abca")' < 0

EndsWith (Suffix As String) As Boolean

Returns true if this string ends with the given Suffix.

EqualsIgnoreCase (other As String) As Boolean

Returns true if both strings are equal ignoring their case.

GetBytes (Charset As String) As Byte()

Encodes the string into a new array of bytes. Example: Dim Data() As Byte Data = "Some string".GetBytes("UTF8")

IndexOf (SearchFor As String) As Int

Returns the index of the first occurrence of SearchFor string in the string. Returns -1 if SearchFor was not found.

IndexOf2 (SearchFor As String, Index As Int) As Int

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Returns the index of the first occurrence of SearchFor string in the string. Starts searching from the given Index. Returns -1 if SearchFor was not found.

Length As Int

Returns the length of this string.

Replace (Target As String, Replacement As String) As String

Returns a new string resulting from the replacement of all the occurrences of Target with Replacement.

StartsWith (Prefix As String) As Boolean

Returns true if this string starts with the given Prefix.

SubString (BeginIndex As Int) As String

Returns a new string which is a substring of the original string. The new string will include the character at BeginIndex and will extend to the end of the string. Example: "012345".SubString(2) 'returns "2345"

SubString2 (BeginIndex As Int, EndIndex As Int) As String

Returns a new string which is a substring of the original string. The new string will include the character at BeginIndex and will extend to the character at EndIndex, not including the last character. Example: "012345".SubString2(2, 4) 'returns "23"

ToLowerCase As String

Returns a new string which is the result of lower casing this string.

ToUpperCase As String

Returns a new string which is the result of upper casing this string.

Trim As String

Returns a copy of the original string without any leading or trailing white spaces.

15.7 StringBuilder StringBuilder is a mutable string, unlike regular strings which are immutable. StringBuilder is especially useful when you need to concatenate many strings. The following code demonstrates the performance boosting of StringBuilder: Dim start As Long start = DateTime.Now 'Regular string Dim s As String For i = 1 To 5000 s = s & i

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Next Log(DateTime.Now - start) 'StringBuilder start = DateTime.Now Dim sb As StringBuilder sb.Initialize For i = 1 To 5000 sb.Append(i) Next Log(DateTime.Now - start) Tested on a real device, the first 'for loop' took about 20 seconds and the second took less then tenth of a second. The reason is that the code: s = s & i creates a new string each iteration (strings are immutable). The method StringBuilder.ToString converts the object to a string.

Events: None

Members:

Append (Text As String) As StringBuilder

Initialize

Insert (Offset As Int, Text As String) As StringBuilder

IsInitialized As Boolean

Length As Int [read only]

Remove (StartOffset As Int, EndOffset As Int) As StringBuilder

ToString As String

Members description:

Append (Text As String) As StringBuilder

Appends the specified text at the end. Returns the same object, so you can chain methods. Example: sb.Append("First line").Append(CRLF).Append("Second line")

Initialize

Initializes the object. Example: Dim sb As StringBuilder sb.Initialize sb.Append("The value is: ").Append(SomeOtherVariable).Append(CRLF)

Insert (Offset As Int, Text As String) As StringBuilder

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Inserts the specified text at the specified offset.

IsInitialized As Boolean

Length As Int [read only]

Returns the number of characters.

Remove (StartOffset As Int, EndOffset As Int) As StringBuilder

Removes the specified characters. StartOffset - The first character to remove. EndOffset - The ending index. This character will not be removed.

ToString As String

Converts the object to a string.

15.8 Timer A Timer object generates ticks events at specified intervals. Using a timer is a good alternative to a long loop, as it allows the UI thread to handle other events and messages. Note that the timer events will not fire while the UI thread is busy running other code (unless you call DoEvents keyword). The timer Enabled property is set to False by default. To make it start working you should change it to True. Timer events will not fire when the activity is paused, or if a blocking dialog (like Msgbox) is visible. Timers should be declared in Sub Process_Globals. Otherwise you may get multiple timers running when the activity is recreated. It is also important to disable the timer when the activity is pausing and then enable it when it resumes. This will save CPU and battery.

Events: Tick

Members:

Enabled As Boolean

Initialize (EventName As String, Interval As Long)

Interval As Long

Members description:

Enabled As Boolean

Gets or sets whether the timer is enabled (ticking).

Initialize (EventName As String, Interval As Long)

Initializes the timer with the event sub prefix and the specified interval (measured in milliseconds). IMPORTANT: this object should be declared in Sub Process_Globals.

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Example: Timer1.Initialize("Timer1", 1000) Timer1.Enabled = True Sub Timer1_Tick 'Handle tick events End Sub

Interval As Long

Gets or sets the interval between tick events, measured in milliseconds.

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16 Views

List of types: Activity Button CheckBox EditText ImageView Label ListView Panel ProgressBar RadioButton ScrollView SeekBar Spinner TabHost ToggleButton View WebView

16.1 Activity Each activity module include a predefined Activity object. Activity is the main component of your application. Activities have three special life cycle related event: Activity_Create, Activity_Resume and Activity_Pause. See this tutorial for more information about activities and processes life cycle: Life cycle tutorial. You can add and remove views to this activity with AddView and RemoveViewAt methods. You can also load a layout file with LoadLayout. The Touch event can be used to handle user touches. The first parameter of this event is the Action parameter. The parameter values can be ACTION_DOWN, ACTION_MOVE or ACTION_UP. Use this value to find the user current action. The KeyPress event occurs when the user has pressed on the key and assuming that no other view has consumed this event (like EditText). When handling the KeyPress event you should return a boolean value which tells whether the key press event was consumed. For example if the user pressed on the Back key and you return True then the OS will not close your activity. Sub Activity_KeyPress (KeyCode As Int) As Boolean If Keycode = KeyCodes.KEYCODE_BACK Then Return True Else Return False End If End Sub You can add menu items to the activity with AddMenuItem method. Note that this method should

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only be called inside Activity_Create event.

Events: Touch (Action As Int, X As Float, Y As Float) KeyPress (KeyCode As Int) As Boolean 'return true if you want to consume the event Click LongClick

Members:

ACTION_DOWN As Int

ACTION_MOVE As Int

ACTION_UP As Int

AddMenuItem (Title As String, EventName As String)

AddMenuItem2 (Title As String, EventName As String, Bitmap As android.graphics.Bitmap)

AddView (View As android.view.View, Left As Int, Top As Int, Width As Int, Height As Int)

Background As android.graphics.drawable.Drawable

BringToFront

Color As Int [write only]

Finish

GetView (Index As Int) As View

Height As Int

Initialize (EventName As String)

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

IsInitialized As Boolean

Left As Int

LoadLayout (Layout As String) As LayoutValues

NumberOfViews As Int [read only]

RemoveView

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RemoveViewAt (Index As Int)

RequestFocus As Boolean

SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Tag As Object

Title As CharSequence

Top As Int

Width As Int

Members description:

ACTION_DOWN As Int

ACTION_MOVE As Int

ACTION_UP As Int

AddMenuItem (Title As String, EventName As String)

Adds a menu item to the activity. Title - Menu item title. EventName - The prefix name of the sub that will handle the click event. This method should only be called inside sub Activity_Create. Note that the 'Sender' value inside the click event equals to the clicked menu item text. Example: Activity.AddMenuItem("Open File", "OpenFile") ... Sub OpenFile_Click ... End Sub

AddMenuItem2 (Title As String, EventName As String, Bitmap As android.graphics.Bitmap)

Adds a menu item to the activity. Title - Menu item title. EventName - The prefix name of the sub that will handle the click event. Bitmap - Bitmap to draw as the item background. Only the first five (or six if there are six total) menu items display icons. This method should only be called inside sub Activity_Create. Note that the 'Sender' value inside the click event equals to the clicked menu item text. Example: Activity.AddMenuItem2("Open File", "OpenFile", LoadBitmap(File.DirAssets, "SomeImage.png"))

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... Sub OpenFile_Click ... End Sub

AddView (View As android.view.View, Left As Int, Top As Int, Width As Int, Height As Int)

Adds a view to this activity.

Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

BringToFront

Changes the Z order of this view and brings it to the front.

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

Finish

Closes this activity.

GetView (Index As Int) As View

Gets the view that is stored in the specified index.

Height As Int

Initialize (EventName As String)

Invalidate

Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

Left As Int

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LoadLayout (Layout As String) As LayoutValues

Loads a layout file (.bal). Returns the LayoutValues of the actual layout variant that was loaded.

NumberOfViews As Int [read only]

Returns the number of child views.

RemoveView

Removes this view from its parent.

RemoveViewAt (Index As Int)

Removes the view that is stored in the specified index.

RequestFocus As Boolean

Tries to set the focus to this view. Returns True if the focus was set.

SendToBack

Changes the Z order of this view and sends it to the back.

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

Tag As Object

Gets or sets the Tag value. This is a place holder which can used to store additional data.

Title As CharSequence

Top As Int

Width As Int

Gets or sets the view's width.

16.2 Button

A Button view. If you change the button's background you will usually want to use StateListDrawable which allows you to set the "default" drawable and the "pressed" drawable. This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Events:

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Down Up Click LongClick

Members:

Background As android.graphics.drawable.Drawable

BringToFront

Color As Int [write only]

Enabled As Boolean

Gravity As Int

Height As Int

Initialize (EventName As String)

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

IsInitialized As Boolean

Left As Int

RemoveView

RequestFocus As Boolean

SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Tag As Object

Text As String

TextColor As Int

TextSize As Float

Top As Int

Typeface As android.graphics.Typeface

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Visible As Boolean

Width As Int

Members description:

Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

BringToFront

Changes the Z order of this view and brings it to the front.

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

Enabled As Boolean

Gravity As Int

Height As Int

Initialize (EventName As String)

Invalidate

Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

Left As Int

RemoveView

Removes this view from its parent.

RequestFocus As Boolean

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Tries to set the focus to this view. Returns True if the focus was set.

SendToBack

Changes the Z order of this view and sends it to the back.

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

Tag As Object

Gets or sets the Tag value. This is a place holder which can used to store additional data.

Text As String

TextColor As Int

TextSize As Float

Top As Int

Typeface As android.graphics.Typeface

Visible As Boolean

Width As Int

Gets or sets the view's width.

16.3 CheckBox

A CheckBox view. Unlike RadioButtons each CheckBox can be checked independently. This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Events: CheckedChange(Checked As Boolean)

Members:

Background As android.graphics.drawable.Drawable

BringToFront

Checked As Boolean

Color As Int [write only]

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Enabled As Boolean

Gravity As Int

Height As Int

Initialize (EventName As String)

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

IsInitialized As Boolean

Left As Int

RemoveView

RequestFocus As Boolean

SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Tag As Object

Text As String

TextColor As Int

TextSize As Float

Top As Int

Typeface As android.graphics.Typeface

Visible As Boolean

Width As Int

Members description:

Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

BringToFront

Changes the Z order of this view and brings it to the front.

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Checked As Boolean

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

Enabled As Boolean

Gravity As Int

Height As Int

Initialize (EventName As String)

Invalidate

Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

Left As Int

RemoveView

Removes this view from its parent.

RequestFocus As Boolean

Tries to set the focus to this view. Returns True if the focus was set.

SendToBack

Changes the Z order of this view and sends it to the back.

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

Tag As Object

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Gets or sets the Tag value. This is a place holder which can used to store additional data.

Text As String

TextColor As Int

TextSize As Float

Top As Int

Typeface As android.graphics.Typeface

Visible As Boolean

Width As Int

Gets or sets the view's width.

16.4 EditText

EditText view is a view that allows the user to write free text (similar to WinForms TextBox). The EditText has two modes; SingleLine and MultiLine. You can set it to be multiline by calling EditText1.SingleLine = False On most devices the soft keyboard will show automatically when the user presses on the EditText. You can change the InputType property and change the type of keyboard that appears. For example: EditText1.InputType = EditText1.INPUT_TYPE_NUMBERS will cause the numeric keyboard to appear when the user presses on the EditText. Note that it will also cause the EditText to only accept numbers. The TextChanged event fires whenever the text changes and it includes the old and new strings. The EnterPressed event fires when the user presses on the enter key or action key (Done or Next). This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Events: TextChanged (Old As String, New As String) EnterPressed

Members:

Background As android.graphics.drawable.Drawable

BringToFront

Color As Int [write only]

Enabled As Boolean

ForceDoneButton As Boolean [write only]

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Gravity As Int

Height As Int

Hint As String

HintColor As Int

Initialize (EventName As String)

INPUT_TYPE_DECIMAL_NUMBERS As Int

INPUT_TYPE_NONE As Int

INPUT_TYPE_NUMBERS As Int

INPUT_TYPE_PHONE As Int

INPUT_TYPE_TEXT As Int

InputType As Int

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

IsInitialized As Boolean

Left As Int

PasswordMode As Boolean [write only]

RemoveView

RequestFocus As Boolean

SelectAll

SelectionStart As Int

SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

SingleLine As Boolean [write only]

Tag As Object

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Text As String

TextColor As Int

TextSize As Float

Top As Int

Typeface As android.graphics.Typeface

Visible As Boolean

Width As Int

Wrap As Boolean [write only]

Members description:

Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

BringToFront

Changes the Z order of this view and brings it to the front.

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

Enabled As Boolean

ForceDoneButton As Boolean [write only]

By default the OS sets the virtual keyboard action key to display Done or Next according to the specific layout. You can force it to display Done by setting this value to True. Example: EditText1.ForceDoneButton = True

Gravity As Int

Height As Int

Hint As String

Gets or sets the text that will appear when the EditText is empty. Example: EditText1.Hint = "Enter username"

HintColor As Int

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Gets or sets the hint text color. Example: EditText1.HintColor = Colors.Gray

Initialize (EventName As String)

INPUT_TYPE_DECIMAL_NUMBERS As Int

Numeric keyboard will be displayed. Numbers, decimal point and minus sign are accepted.

INPUT_TYPE_NONE As Int

No keyboard will be displayed.

INPUT_TYPE_NUMBERS As Int

Numeric keyboard will be displayed. Only numbers are accepted.

INPUT_TYPE_PHONE As Int

Keyboard will be displayed in phone mode.

INPUT_TYPE_TEXT As Int

Default text mode.

InputType As Int

Gets or sets the input type flag. This flag is used to determine the settings of the virtual keyboard. Example: EditText1.InputType = EditText1.INPUT_TYPE_NUMBERS

Invalidate

Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

Left As Int

PasswordMode As Boolean [write only]

Sets whether the EditText should be in password mode and hide the actual characters.

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RemoveView

Removes this view from its parent.

RequestFocus As Boolean

Tries to set the focus to this view. Returns True if the focus was set.

SelectAll

Selects the entire text.

SelectionStart As Int

Gets or sets the selection start position (or the cursor position). Returns -1 if there is no selection or cursor.

SendToBack

Changes the Z order of this view and sends it to the back.

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

SingleLine As Boolean [write only]

Sets whether the EditText should be in single line mode or multiline mode.

Tag As Object

Gets or sets the Tag value. This is a place holder which can used to store additional data.

Text As String

TextColor As Int

TextSize As Float

Top As Int

Typeface As android.graphics.Typeface

Visible As Boolean

Width As Int

Gets or sets the view's width.

Wrap As Boolean [write only]

Sets whether the text content will wrap within the EditText bounds. Relevant when the EditText is in multiline mode. Example: EditText1.Wrap = False

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16.5 ImageView

A view that shows an image. You can assign a bitmap using the Bitmap property. The Gravity property changes the way the image appears. The two most relevant values are Gravity.FILL (which will cause the image to fill the entire view) and Gravity.CENTER (which will draw the image in the view's center). This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Events: Click LongClick

Members:

Background As android.graphics.drawable.Drawable

Bitmap As android.graphics.Bitmap

BringToFront

Color As Int [write only]

Enabled As Boolean

Gravity As Int

Height As Int

Initialize (EventName As String)

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

IsInitialized As Boolean

Left As Int

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RemoveView

RequestFocus As Boolean

SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Tag As Object

Top As Int

Visible As Boolean

Width As Int

Members description:

Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

Bitmap As android.graphics.Bitmap

Gets or sets the bitmap assigned to the ImageView. Example: ImageView1.Bitmap = LoadBitmap(File.DirAssets, "someimage.jpg")

BringToFront

Changes the Z order of this view and brings it to the front.

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

Enabled As Boolean

Gravity As Int

Gets or sets the gravity assigned to the bitmap. Example: ImageView1.Gravity = Gravity.Fill

Height As Int

Initialize (EventName As String)

Invalidate

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Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

Left As Int

RemoveView

Removes this view from its parent.

RequestFocus As Boolean

Tries to set the focus to this view. Returns True if the focus was set.

SendToBack

Changes the Z order of this view and sends it to the back.

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

Tag As Object

Gets or sets the Tag value. This is a place holder which can used to store additional data.

Top As Int

Visible As Boolean

Width As Int

Gets or sets the view's width.

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16.6 Label

A Label view that shows read-only text. This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Events: Click LongClick

Members:

Background As android.graphics.drawable.Drawable

BringToFront

Color As Int [write only]

Enabled As Boolean

Gravity As Int

Height As Int

Initialize (EventName As String)

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

IsInitialized As Boolean

Left As Int

RemoveView

RequestFocus As Boolean

SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Tag As Object

Text As String

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TextColor As Int

TextSize As Float

Top As Int

Typeface As android.graphics.Typeface

Visible As Boolean

Width As Int

Members description:

Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

BringToFront

Changes the Z order of this view and brings it to the front.

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

Enabled As Boolean

Gravity As Int

Height As Int

Initialize (EventName As String)

Invalidate

Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

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Left As Int

RemoveView

Removes this view from its parent.

RequestFocus As Boolean

Tries to set the focus to this view. Returns True if the focus was set.

SendToBack

Changes the Z order of this view and sends it to the back.

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

Tag As Object

Gets or sets the Tag value. This is a place holder which can used to store additional data.

Text As String

TextColor As Int

TextSize As Float

Top As Int

Typeface As android.graphics.Typeface

Visible As Boolean

Width As Int

Gets or sets the view's width.

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16.7 ListView

ListView is a very useful view that can handle large and small lists. The ListView raises two events. ItemClick is raised when an item is clicked and ItemLongClick is raised when an item is clicked and held. See the ListView tutorial for more information. This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Events: ItemClick (Position As Int, Value As Object) ItemLongClick (Position As Int, Value As Object)

Members:

AddSingleLine (Text As String)

AddSingleLine2 (Text As String, ReturnValue As Object)

AddTwoLines (Text1 As String, Text2 As String)

AddTwoLines2 (Text1 As String, Text2 As String, ReturnValue As Object)

AddTwoLinesAndBitmap (Text1 As String, Text2 As String, Bitmap As android.graphics.Bitmap)

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AddTwoLinesAndBitmap2 (Text1 As String, Text2 As String, Bitmap As android.graphics.Bitmap, ReturnValue As Object)

Background As android.graphics.drawable.Drawable

BringToFront

Clear

Color As Int [write only]

Enabled As Boolean

FastScrollEnabled As Boolean

GetItem (Index As Int) As Object

Height As Int

Initialize (EventName As String)

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

IsInitialized As Boolean

Left As Int

RemoveAt (Index As Int)

RemoveView

RequestFocus As Boolean

ScrollingBackgroundColor As Int [write only]

SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

SingleLineLayout As SingleLineLayout [read only]

Size As Int [read only]

Tag As Object

Top As Int

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TwoLinesAndBitmap As TwoLinesAndBitmapLayout [read only]

TwoLinesLayout As TwoLinesLayout [read only]

Visible As Boolean

Width As Int

Members description:

AddSingleLine (Text As String)

Adds a single line item. Example: ListView1.AddSingleLine("Sunday")

AddSingleLine2 (Text As String, ReturnValue As Object)

Adds a single line item. The specified return value will be returned when calling GetItem or in the ItemClick event. Example: ListView1.AddSingleLine2("Sunday", 1)

AddTwoLines (Text1 As String, Text2 As String)

Adds a two lines item. Example: ListView1.AddTwoLines("This is the first line.", "And this is the second")

AddTwoLines2 (Text1 As String, Text2 As String, ReturnValue As Object)

Adds a two lines item. The specified return value will be returned when calling GetItem or in the ItemClick event.

AddTwoLinesAndBitmap (Text1 As String, Text2 As String, Bitmap As android.graphics.Bitmap)

Adds a two lines and a bitmap item. Example: ListView1.AddTwoLinesAndBitmap("First line", "Second line", LoadBitmap(File.DirAssets, "SomeImage.png"))

AddTwoLinesAndBitmap2 (Text1 As String, Text2 As String, Bitmap As android.graphics.Bitmap, ReturnValue As Object)

Adds a two lines and a bitmap item. The specified return value will be returned when calling GetItem or in the ItemClick event.

Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

BringToFront

Changes the Z order of this view and brings it to the front.

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Clear

Clears all items from the list.

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

Enabled As Boolean

FastScrollEnabled As Boolean

Gets or sets whether the fast scroll icon will appear when the user scrolls the list. The default is false.

GetItem (Index As Int) As Object

Returns the value of the item at the specified position. Returns the "return value" if it was set and if not returns the text of the first line.

Height As Int

Initialize (EventName As String)

Invalidate

Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

Left As Int

RemoveAt (Index As Int)

Removes the item at the specified position.

RemoveView

Removes this view from its parent.

RequestFocus As Boolean

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Tries to set the focus to this view. Returns True if the focus was set.

ScrollingBackgroundColor As Int [write only]

Sets the background color that will be used while scrolling the list. This is an optimization done to make the scrolling smoother. Set to Colors.Transparent if the background behind the list is not solid color. The default is black.

SendToBack

Changes the Z order of this view and sends it to the back.

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

SingleLineLayout As SingleLineLayout [read only]

Returns the layout that is used to show single line items. You can change the layout values to change the appearance of such items. Example: Dim Label1 As Label Label1 = ListView1.SingleLineLayout.Label Label1.TextSize = 20 Label1.TextColor = Colors.Green

Size As Int [read only]

Returns the number of items stored in the list.

Tag As Object

Gets or sets the Tag value. This is a place holder which can used to store additional data.

Top As Int

TwoLinesAndBitmap As TwoLinesAndBitmapLayout [read only]

Returns the layout that is used to show two lines and bitmap items. You can change the layout values to change the appearance of such items. For example if you want to remove the second label (in all items with this layout): ListView1.TwoLinesAndBitmap.SecondLabel.Visible = False

TwoLinesLayout As TwoLinesLayout [read only]

Returns the layout that is used to show two lines items. You can change the layout values to change the appearance of such items. Example: Dim Label1 As Label Label1 = ListView1.TwoLinesLayout.SecondLabel Label1.TextSize = 20 Label1.TextColor = Colors.Green

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Visible As Boolean

Width As Int

Gets or sets the view's width.

16.8 Panel

A Panel is a view that holds other child views. You can add child views programmatically or by loading a layout file. The Panel raises the Touch event. The first parameter of this event is the Action which is one of the Activity action constants. This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Events: Touch (Action As Int, X As Float, Y As Float) Click LongClick

Members:

AddView (View As android.view.View, Left As Int, Top As Int, Width As Int, Height As Int)

Background As android.graphics.drawable.Drawable

BringToFront

Color As Int [write only]

Enabled As Boolean

GetView (Index As Int) As View

Height As Int

Initialize (EventName As String)

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

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IsInitialized As Boolean

Left As Int

LoadLayout (Layout As String) As LayoutValues

NumberOfViews As Int [read only]

RemoveView

RemoveViewAt (Index As Int)

RequestFocus As Boolean

SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Tag As Object

Top As Int

Visible As Boolean

Width As Int

Members description:

AddView (View As android.view.View, Left As Int, Top As Int, Width As Int, Height As Int)

Adds a view to this panel.

Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

BringToFront

Changes the Z order of this view and brings it to the front.

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

Enabled As Boolean

GetView (Index As Int) As View

Gets the view that is stored in the specified index.

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Height As Int

Initialize (EventName As String)

Invalidate

Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

Left As Int

LoadLayout (Layout As String) As LayoutValues

Loads a layout file to this panel. Returns the value of the chosen layout variant.

NumberOfViews As Int [read only]

Returns the number of child views.

RemoveView

Removes this view from its parent.

RemoveViewAt (Index As Int)

Removes the view that is stored in the specified index.

RequestFocus As Boolean

Tries to set the focus to this view. Returns True if the focus was set.

SendToBack

Changes the Z order of this view and sends it to the back.

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

Tag As Object

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Gets or sets the Tag value. This is a place holder which can used to store additional data.

Top As Int

Visible As Boolean

Width As Int

Gets or sets the view's width.

16.9 ProgressBar

A progress bar view. The Progress property sets the progress value which is between 0 to 100. This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Events: None

Members:

Background As android.graphics.drawable.Drawable

BringToFront

Color As Int [write only]

Enabled As Boolean

Height As Int

Initialize (EventName As String)

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

IsInitialized As Boolean

Left As Int

Progress As Int

RemoveView

RequestFocus As Boolean

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SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Tag As Object

Top As Int

Visible As Boolean

Width As Int

Members description:

Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

BringToFront

Changes the Z order of this view and brings it to the front.

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

Enabled As Boolean

Height As Int

Initialize (EventName As String)

Invalidate

Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

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Left As Int

Progress As Int

Gets or sets the progress value.

RemoveView

Removes this view from its parent.

RequestFocus As Boolean

Tries to set the focus to this view. Returns True if the focus was set.

SendToBack

Changes the Z order of this view and sends it to the back.

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

Tag As Object

Gets or sets the Tag value. This is a place holder which can used to store additional data.

Top As Int

Visible As Boolean

Width As Int

Gets or sets the view's width.

16.10 RadioButton

A RadioButton view. Only one RadioButton in a group can be checked. When a different RadioButton is checked all others will automatically be unchecked. Grouping is done by adding RadioButtons to the same activity or panel. This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Events: CheckedChange(Checked As Boolean)

Members:

Background As android.graphics.drawable.Drawable

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BringToFront

Checked As Boolean

Color As Int [write only]

Enabled As Boolean

Gravity As Int

Height As Int

Initialize (EventName As String)

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

IsInitialized As Boolean

Left As Int

RemoveView

RequestFocus As Boolean

SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Tag As Object

Text As String

TextColor As Int

TextSize As Float

Top As Int

Typeface As android.graphics.Typeface

Visible As Boolean

Width As Int

Members description:

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Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

BringToFront

Changes the Z order of this view and brings it to the front.

Checked As Boolean

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

Enabled As Boolean

Gravity As Int

Height As Int

Initialize (EventName As String)

Invalidate

Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

Left As Int

RemoveView

Removes this view from its parent.

RequestFocus As Boolean

Tries to set the focus to this view. Returns True if the focus was set.

SendToBack

Changes the Z order of this view and sends it to the back.

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SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

Tag As Object

Gets or sets the Tag value. This is a place holder which can used to store additional data.

Text As String

TextColor As Int

TextSize As Float

Top As Int

Typeface As android.graphics.Typeface

Visible As Boolean

Width As Int

Gets or sets the view's width.

16.11 ScrollView

ScrollView is a view that contains other views and allows the user to vertically scroll those views. See the ScrollView tutorial for more information. The ScrollView has an inner panel which actually contains the child views. You can add views by calling: ScrollView1.Panel.AddView(...) This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Events:

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None

Members:

Background As android.graphics.drawable.Drawable

BringToFront

Color As Int [write only]

Enabled As Boolean

FullScroll (Bottom As Boolean)

Height As Int

Initialize (Height As Int)

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

IsInitialized As Boolean

Left As Int

Panel As Panel [read only]

RemoveView

RequestFocus As Boolean

ScrollPosition As Int

SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Tag As Object

Top As Int

Visible As Boolean

Width As Int

Members description:

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Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

BringToFront

Changes the Z order of this view and brings it to the front.

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

Enabled As Boolean

FullScroll (Bottom As Boolean)

Scrolls the scroll view to the top or bottom.

Height As Int

Initialize (Height As Int)

Initializes the ScrollView and sets its inner panel height to the given height. You can later change this height by calling ScrollView.Panel.Height. Dim ScrollView1 As ScrollView ScrollView1.Initialize(1000dip)

Invalidate

Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

Left As Int

Panel As Panel [read only]

Returns the panel which you can use to add views to. Example: ScrollView1.Panel.AddView(...)

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RemoveView

Removes this view from its parent.

RequestFocus As Boolean

Tries to set the focus to this view. Returns True if the focus was set.

ScrollPosition As Int

Gets or sets the scroll position.

SendToBack

Changes the Z order of this view and sends it to the back.

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

Tag As Object

Gets or sets the Tag value. This is a place holder which can used to store additional data.

Top As Int

Visible As Boolean

Width As Int

Gets or sets the view's width.

16.12 SeekBar

A view that allows the user to set a value by dragging a slider. Similar to WinForms TrackBar. The ValueChanged event is raised whenever the value is changed. The UserChanged parameter can be used to distinguish between changes done by the user and changes done programmatically. This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Events: ValueChanged (Value As Int, UserChanged As Boolean)

Members:

Background As android.graphics.drawable.Drawable

BringToFront

Color As Int [write only]

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Enabled As Boolean

Height As Int

Initialize (EventName As String)

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

IsInitialized As Boolean

Left As Int

Max As Int

RemoveView

RequestFocus As Boolean

SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Tag As Object

Top As Int

Value As Int

Visible As Boolean

Width As Int

Members description:

Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

BringToFront

Changes the Z order of this view and brings it to the front.

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

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Enabled As Boolean

Height As Int

Initialize (EventName As String)

Invalidate

Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

Left As Int

Max As Int

Gets or sets the maximum allows value.

RemoveView

Removes this view from its parent.

RequestFocus As Boolean

Tries to set the focus to this view. Returns True if the focus was set.

SendToBack

Changes the Z order of this view and sends it to the back.

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

Tag As Object

Gets or sets the Tag value. This is a place holder which can used to store additional data.

Top As Int

Value As Int

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Gets or sets the current value.

Visible As Boolean

Width As Int

Gets or sets the view's width.

16.13 Spinner

A folded list that opens when the user clicks on it and allows the user to choose an item. Similar to WinForms ComboBox. The ItemClick event is raised each time a user presses on an item (even if it is the already selected item). This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Events: ItemClick (Position As Int, Value As Object)

Members:

Add (Item As String)

AddAll (List As List)

Background As android.graphics.drawable.Drawable

BringToFront

Clear

Color As Int [write only]

Enabled As Boolean

GetItem (Index As Int) As String

Height As Int

IndexOf (value As String) As Int

Initialize (EventName As String)

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

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IsInitialized As Boolean

Left As Int

Prompt As String

RemoveAt (Index As Int)

RemoveView

RequestFocus As Boolean

SelectedIndex As Int

SelectedItem As String [read only]

SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Size As Int [read only]

Tag As Object

Top As Int

Visible As Boolean

Width As Int

Members description:

Add (Item As String)

Adds an item. Example: Spinner1.Add("Sunday")

AddAll (List As List)

Adds multiple items. Example: Spinner1.AddAll(Array As String("Sunday", "Monday", ...))

Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

BringToFront

Changes the Z order of this view and brings it to the front.

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Clear

Clears all items.

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

Enabled As Boolean

GetItem (Index As Int) As String

Returns the item at the specified index.

Height As Int

IndexOf (value As String) As Int

Initialize (EventName As String)

Invalidate

Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

Left As Int

Prompt As String

Gets or sets the title that will be displayed when the spinner is opened.

RemoveAt (Index As Int)

Removes the item at the specified index.

RemoveView

Removes this view from its parent.

RequestFocus As Boolean

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Tries to set the focus to this view. Returns True if the focus was set.

SelectedIndex As Int

Gets or sets the index of the selected item. Returns -1 if no item is selected.

SelectedItem As String [read only]

Returns the value of the selected item.

SendToBack

Changes the Z order of this view and sends it to the back.

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

Size As Int [read only]

Returns the number of items.

Tag As Object

Gets or sets the Tag value. This is a place holder which can used to store additional data.

Top As Int

Visible As Boolean

Width As Int

Gets or sets the view's width.

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16.14 TabHost

TabHost is a view that contains multiple tab pages. Each tab page contains other child views. See the TabHost tutorial for more information. This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Events: TabChanged Click LongClick

Members:

AddTab (Title As String, LayoutFile As String)

AddTab2 (Title As String, View As android.view.View)

AddTabWithIcon (Title As String, DefaultBitmap As android.graphics.Bitmap, SelectedBitmap As android.graphics.Bitmap, LayoutFile As String)

AddTabWithIcon2 (Title As String, DefaultBitmap As android.graphics.Bitmap, SelectedBitmap As android.graphics.Bitmap, View As android.view.View)

Background As android.graphics.drawable.Drawable

BringToFront

Color As Int [write only]

CurrentTab As Int

Enabled As Boolean

Height As Int

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Initialize (EventName As String)

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

IsInitialized As Boolean

Left As Int

RemoveView

RequestFocus As Boolean

SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

TabCount As Int [read only]

Tag As Object

Top As Int

Visible As Boolean

Width As Int

Members description:

AddTab (Title As String, LayoutFile As String)

Adds a tab page. Title - The page title. LayoutFile - A layout file describing the page layout. Example: TabHost1.AddTab("Page 1", "page1.bal")

AddTab2 (Title As String, View As android.view.View)

Adds a tab page. Title - The page title. View - The page content. Usually the view should be a panel containing other views.

AddTabWithIcon (Title As String, DefaultBitmap As android.graphics.Bitmap, SelectedBitmap As android.graphics.Bitmap, LayoutFile As String)

Adds a tab page. The tab title includes an icon. Title - The page title. DefaultBitmap - The icon that will be drawn when the page is not selected.

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SelectedBitmap - The icon that will be drawn when the page is selected. LayoutFile - A layout file describing the page layout. Example: Dim bmp1, bmp2 As Bitmap bmp1 = LoadBitmap(File.DirAssets, "ic.png") bmp2 = LoadBitmap(File.DirAssets, "ic_selected.png") TabHost1.AddTabWithIcon("Page 1", bmp1, bmp2,"tabpage1.bal")

AddTabWithIcon2 (Title As String, DefaultBitmap As android.graphics.Bitmap, SelectedBitmap As android.graphics.Bitmap, View As android.view.View)

Adds a tab page. The tab title includes an icon. Title - The page title. DefaultBitmap - The icon that will be drawn when the page is not selected. SelectedBitmap - The icon that will be drawn when the page is selected. View - The page content. Usually the view should be a panel containing other views.

Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

BringToFront

Changes the Z order of this view and brings it to the front.

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

CurrentTab As Int

Gets or sets the current tab. Example: TabHost1.CurrentTab = (TabHost1.CurrentTab + 1) Mod TabHost1.TabCount 'switch to the next tab.

Enabled As Boolean

Height As Int

Initialize (EventName As String)

Invalidate

Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

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Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

Left As Int

RemoveView

Removes this view from its parent.

RequestFocus As Boolean

Tries to set the focus to this view. Returns True if the focus was set.

SendToBack

Changes the Z order of this view and sends it to the back.

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

TabCount As Int [read only]

Returns the number of tab pages.

Tag As Object

Gets or sets the Tag value. This is a place holder which can used to store additional data.

Top As Int

Visible As Boolean

Width As Int

Gets or sets the view's width.

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16.15 ToggleButton

A ToggleButton view. This view which is similar to a button has two modes: ON and OFF. When the user presses on it, it will change its mode. You can set the text with the TextOn and TextOff properties. This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Events: CheckedChange(Checked As Boolean)

Members:

Background As android.graphics.drawable.Drawable

BringToFront

Checked As Boolean

Color As Int [write only]

Enabled As Boolean

Gravity As Int

Height As Int

Initialize (EventName As String)

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

IsInitialized As Boolean

Left As Int

RemoveView

RequestFocus As Boolean

SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

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SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Tag As Object

TextColor As Int

TextOff As String

TextOn As String

TextSize As Float

Top As Int

Typeface As android.graphics.Typeface

Visible As Boolean

Width As Int

Members description:

Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

BringToFront

Changes the Z order of this view and brings it to the front.

Checked As Boolean

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

Enabled As Boolean

Gravity As Int

Height As Int

Initialize (EventName As String)

Invalidate

Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

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Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

Left As Int

RemoveView

Removes this view from its parent.

RequestFocus As Boolean

Tries to set the focus to this view. Returns True if the focus was set.

SendToBack

Changes the Z order of this view and sends it to the back.

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

Tag As Object

Gets or sets the Tag value. This is a place holder which can used to store additional data.

TextColor As Int

TextOff As String

Gets or sets the text that will appear in the OFF mode.

TextOn As String

Gets or sets the text that will appear in the ON mode.

TextSize As Float

Top As Int

Typeface As android.graphics.Typeface

Visible As Boolean

Width As Int

Gets or sets the view's width.

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16.16 View View is a special type of object. You cannot create new View objects. However all other view types can be assigned to a view variable. This allows you to access the shared properties of all views. For example this code hides all views of an activity: For i = 0 To Activity.NumberOfViews - 1 Dim v As View v = Activity.GetView(i) v.Visible = False Next This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Events: Click LongClick

Members:

Background As android.graphics.drawable.Drawable

BringToFront

Color As Int [write only]

Enabled As Boolean

Height As Int

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

IsInitialized As Boolean

Left As Int

RemoveView

RequestFocus As Boolean

SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Tag As Object

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Top As Int

Visible As Boolean

Width As Int

Members description:

Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

BringToFront

Changes the Z order of this view and brings it to the front.

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

Enabled As Boolean

Height As Int

Invalidate

Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

Left As Int

RemoveView

Removes this view from its parent.

RequestFocus As Boolean

Tries to set the focus to this view. Returns True if the focus was set.

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SendToBack

Changes the Z order of this view and sends it to the back.

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

Tag As Object

Gets or sets the Tag value. This is a place holder which can used to store additional data.

Top As Int

Visible As Boolean

Width As Int

Gets or sets the view's width.

16.17 WebView

The WebView view uses the internal WebKit engine to display Html pages. The page displayed can be an online page loaded with LoadUrl or a Html string loaded with LoadHtml. This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Permissions: android.permission.INTERNET

Events: None

Members:

Back

Background As android.graphics.drawable.Drawable

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BringToFront

Color As Int [write only]

Enabled As Boolean

Forward

Height As Int

Initialize (EventName As String)

Invalidate

Invalidate2 (Rect As android.graphics.Rect)

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

IsInitialized As Boolean

JavaScriptEnabled As Boolean

Left As Int

LoadHtml (Html As String)

LoadUrl (Url As String)

RemoveView

RequestFocus As Boolean

SendToBack

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Tag As Object

Top As Int

Url As String [read only]

Visible As Boolean

Width As Int

ZoomEnabled As Boolean

Members description:

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Back

Goes back to the previous Url.

Background As android.graphics.drawable.Drawable

Gets or sets the background drawable.

BringToFront

Changes the Z order of this view and brings it to the front.

Color As Int [write only]

Sets the background of the view to be a ColorDrawable with the given color. If the current background is of type GradientDrawable or ColorDrawable the round corners will be kept.

Enabled As Boolean

Forward

Goes forward to the next Url.

Height As Int

Initialize (EventName As String)

Invalidate

Invalidates the whole view forcing the view to redraw itself. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate2 (Rect As android.graphics.Rect)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

Invalidate3 (Left As Int, Top As Int, Right As Int, Bottom As Int)

Invalidates the given rectangle. Redrawing will only happen when the program can process messages. Usually when it finishes running the current code.

IsInitialized As Boolean

JavaScriptEnabled As Boolean

Gets or sets whether JavaScript is enabled. JavaScript is enabled by default.

Left As Int

LoadHtml (Html As String)

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Loads the given Html. Example: WebView1.LoadHtml("<html><body>Hello world!</body></html>") You can use "file:///android_asset" to access files added with the file manager: WebView1.LoadHtml("<html><body><img src='file:///android_asset/someimage.jpg'/></body></html>") Note that files added with the file manager should be accessed with a lower cased name.

LoadUrl (Url As String)

Loads the given Url. Example: WebView1.LoadUrl("http://www.google.com")

RemoveView

Removes this view from its parent.

RequestFocus As Boolean

Tries to set the focus to this view. Returns True if the focus was set.

SendToBack

Changes the Z order of this view and sends it to the back.

SetBackgroundImage (Bitmap As android.graphics.Bitmap)

SetLayout (Left As Int, Top As Int, Width As Int, Height As Int)

Changes the view position and size.

Tag As Object

Gets or sets the Tag value. This is a place holder which can used to store additional data.

Top As Int

Url As String [read only]

Returns the current Url.

Visible As Boolean

Width As Int

Gets or sets the view's width.

ZoomEnabled As Boolean

Gets or sets whether the internal zoom feature is enabled. The zoom feature is enabled by default.

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17 VB6 versus B4A Written by : nfordbscndrd http://www.basic4ppc.com/forum/members/nfordbscndrd.html VB6 B4A === === controls Views (button, edittext, label, etc.) In the VB6 code window, the top left drop-down list contains all the controls you have placed in the current form and the right list contains all the events for each control. The equivalent in B4A can be found by clicking on Designer - Tools - Generate Members. Once you have created Subs in the program coding window, the tab "Modules" on the right side will list each of the Subs. In B4A, you start by typing "Sub [viewName]" followed by a space and follow the prompts, pressing Enter after each selection until B4A ends with "EventName" highlighted. This is where you would type in the name of the Sub. Dim/ReDim: --------- Dim Array(n) Dim Array(n+1) While "n" is the last index number in VB6, it indicates the number of array elements when used in B4A. For example, to Dim an array with 0-32 elements in VB6, you would say Dim A(32), while to convert this to B4A, you need to change it to Dim A(33), yet index #33 is never used (doing so would cause an out-of-range error). ReDim Array() Dim Array(n+1) -- to clear an array, just Dim it again. [Dim a Int: Dim b as Boolean] If Not b Then... If Not(b) Then... If b Then... same If b = True Then same If a Then... If a > 0 Then... B4A does not treat any non-zero value as True like VB6. a = a + b If b = True Then a = a - 1 Boolean's value cannot be used in a math function in B4A. Global Const x=1 B4A does not have a Global Const function. In Sub Globals, you can say Dim x as Int: x = 1 but x is not a constant (it's value can be changed). Loops, If-Then, Select Case: --------------------------- Do [Until/While] same Loop [Until/While] Loop [Until/While not allowed.] For - Next same For i... - Next i The loop variable (i) is not allowed with Next. Exit Do/For Exit If - Then - Else same, except VB's ElseIf is "Else If" in B4A; ditto EndIf --- Continue [Skips to Next in For-Next loop] For i = 1 to 6 For i = 1 to 6 If i = 4 Then If i = 4 Then Continue ...code... ...code... End If ... Next Next Select Case [expr] Select [value] Colors: ------

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L1.BackColor = L1.Color = Colors.Red vbRed L1.ForeColor = L1.TextColor = Colors.Black vbBlack Calling a sub: ------------- SubName x, y SubName(x, y) Sub SubName() Sub SubName() As Int/String/etc. -- a Global variable cannot be a parameter, so say that "player" is a Global variable, you cannot say: PlayCard(player). Instead you have to say: i=player: PlayCard(i) Function FName() Sub FName() As [var.type] As [var.type] In B4A, any Sub can be used like a Function by adding a variable type such as Sub CheckX(x As Int) As Boolean ...optional code... If x = [desired value] Then Return True ...optional code... End Sub If no Return is given, then zero/False/"" is returned. The calling code does not have to reference the returned value, so that while "If CheckX(x) = True..." is valid, so is just "CheckX(x)" Exit Sub Return Exit Function Return [value] General: ------- DoEvents same, except that Erel says: "Calling DoEvents in a loop consumes a lot of resources and it doesn't allow the system to process all waiting messages properly." This was in response to my pointing out that while in a Do Loop with DoEvents in it, WebView could not be loaded or if loaded, would not process a hyperlink click. And Agraham says: "Looping is bad practice on mobile devices. The CPU will be constantly executing code and using battery power as the code will never get back to the OS idle loop where the hardware power saving measures are invoked." Format() NumberFormat & NumberFormat2 [see documentation] InputBox($) InputList(Items as List, Title, CheckedItem as Int) as Int Shows list of choices with radio buttons. Returns index. CheckedItem is the default. InputMultiList(Items as List, Title) As List Usere can select multiple items via checkboxes. Returns list with the indexes of boxes checked. MsgBox "text" MsgBox("text", "title") i=MsgBox() MsgBox2(Message, Title, Positive, Cancel, Negative, Icon) as Int Displays three buttons with text to display for buttons (Positive, Cancel, Negative) Icon is displayed near the title and is specified like: LoadBitmap(File.DirAssets, "[filename].gif")

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--- ToastMessageShow(text, b) [where b=True for long duration] Rnd is < 1 Rnd(min, max) is integer >= min to < max Round(n) same, or Round2(n, x) where x=number of decimal places i = Val(string) If IsNumber(string) Then i = string Else i = 0 -- An attempt to use i=string "throws an exception" if the string is not numbers. control.SetFocus view.RequestFocus n / 0 : error n / 0 = 2147483647 -- B4A does not "throw an exception" for division by 0, but it does return 2147483647 no matter what the value of "n" is. x = Shell("...") See "Intent". This is not a complete replacement, but allows code such as the following from the B4A forum (by Erel): Dim pi As PhoneIntents StartActivity (pi.OpenBrowser("file:///sdcard/yourfile.html")) t = Timer t = DateTime.Now ' Ticks are number of milliseconds since 1-1-70 TabIndex: -------- In VB6, TabIndex can be set to control the order in which controls get focus when Tab is pressed. According to Erel, in B4A: "Android handles the sequence according to their position. You can set EditText.ForceDone = True in all your EditTexts. Then catch the EditText_EnterPressed event and explicitly set the focus to the next view (with EditText.RequestFocus)." Setting Label Transparency: -------------------------- Properties - Back Style Designer - Drawable - Alpha Constants: --------- "" Quote = Chr$(34) vbCr CRLF = Chr$(13) vbCrLf none String "Members": ---------------- VB6 uses a character position pointer starting with 1. B4A uses a character Index pointer starting with 0. VB6 B4A Mid$("abcde", 1, 1) = "a" = letter array index 0 -- "a" = "abcde".CharAt(0) Mid$("abcde", 2, 1) = "b" = letter array index 1 Mid$("abcde", 3, 1) = "c" = letter array index 2 Mid$("abcde", 4, 1) = "d" = letter array index 3 Mid$("abcde", 5, 1) = "e" = letter array index 4 VB6 B4A === === Mid$(text, n, 1) text.CharAt(n-1) Mid$(text, n) text.SubString(n-1) Mid$(text, n, x) [x=length wanted] text.SubString2(n-1, n+x-1) [n+x-1=end position] Mid$(text, n, x) = text2 text = text.SubString2(0, n-2) & _

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text2.SubString2(0, x-1) & _ text.SubString(n-1 + z) where... z = Min(x, text2.length) Left$(text, n) [n=num.of chars.] text.SubString2(0, n) Right$(text, n) text.SubString(text.Length - n + 1) If a$ = b$... If a.CompareTo(b)... If Right$(text, n) = text2... If text.EndsWith(text2)... If Left$(text, n) = text2... If text.StartsWith(text2)... If Lcase$(text) = Lcase$(text2)... If text.EqualsIgnoreCase(text2)... x = Len(text) x = text.Length text = Replace(text, str, str2) text.Replace(str, str2) Lcase(text) text.ToLowerCase Ucase(text) text.ToUpperCase Trim(text) text.Trim (no LTrim or RTrim in B4A) Instr(text, string) text.IndexOf(string) Instr(int, text, string) text.IndexOf2(string, int) Returns -1 if not found. Returns char. index, not position. Starts search at "int". If Lcase$(x) = Lcase$(y)... If x.EqualsIgnoreCase(y)... text = Left$(text, n) & s & text.Insert(n, s) Right$(Text, y) Asc(s) [where s = a character] same Error Trapping: -------------- VB6: === Sub SomeSub On [Local] Error GoTo ErrorTrap ...some code... On Error GoTo 0 [optional end to error trapping] ...optional additional code... Exit Sub [to avoid executing ErrorTrap code] ErrorTrap: ...optional code for error correction... Resume [optional: "Resume Next" or "Resume [line label]". End Sub B4A: === Sub SomeSub Try ...some code... Catch [only executes if error above] Log(LastException) [optional] ...optional code for error correction... End Try ...optional additional code... End Sub WIth B4A, if you get an error caught in the middle of a large subroutine, you can NOT make a correction and resume within the code you were executing. Only the code in "Catch" gets executed. That would seem to make Try-Catch-End Try of use mainly during development. Try-Catch in place of GoTo: -------------------------- Try-Catch can be used as a substitute for GoTo [line label] for forward, but not backward, jumps. It cannot be used to replace GoSub, for which B4A has no equivalent.

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Start the code with "Try" and replace the [line label] with "Catch". Replace "GoTo [line label]" with code which will create an exception, which causes a jump to "Catch", such as OpenInput("bad path", "bad filename"). "Immediate Window" vs "Logs" Tab -------------------------------- Comments, variable values, etc., can be displayed in VB6's Immediate Window by entering into the code "Debug.Print ...". In the B4A environment, the Logs tab on the right side of the IDE is a way to show the values of variables, etc., while the code is running. Both VB6 and (now) B4A allow single-stepping through the code while it is running and viewing the values of variables. VB6 also allows changing the value of variables, changing the code, jumping to other lines from the current line, etc. Because B4A runs on a PC while the app runs on a separate device, B4A is currently unable to duplicate all of these VB6 debug features.

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18 FAQ Some of the chapters below have been picked up in in the forum.

18.1 "Please save project first" message When I try to compile or open the Designer I see a message saying: "Please save source code first." A new project doesn't have a containing folder until it is first saved. Save your project and this error will go away.

18.2 "Are you missing a library reference" message Compiler says: "Are you missing a library reference?".

Go to the Libraries tab in the right pane and check the required libraries. If you do not know which library a specific object type belongs to, you can go to the documentation page.

At the bottom of this page there is a long list with all the objects types.

Pressing on any type will take you to the right library. Note that the trial version doesn't support libraries. Only the full version.

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18.3 How loading / updating a library See the Libraries chapter. The additional libraries is shown here: Additional libraries and official updates. A listing of the additional libraies with their version is found here: DLL's Version Listing. To load or update a library follow the steps below:

Download the library zip file somewhere. Unzip it. Copy the xxx.jar and xxx.xml files to the

o B4A Library folder for a standard B4A library o Additional libraries folder for an additional library.

Restart the IDE and check the library in the Lib Tab list to select it.

18.4 When do we need to 'Initialize' and when not View. For ALL Views:

To be able to have access to any View by its name you must Dim it in the Sub Globals routine.

Views added

in the Designer in a layout file MUST NOT be initialized ! o Just Dim the View in the Sub Globals routine.

and nothing else.

by code MUST be initilized. o Dim the View in the Sub Globals routine.

o Initialize it and add it to the Activity (or a Panel) in the Activity_Create routine.

List / Map. List and Map objects must be Initialized before they can be used.

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18.5 Split a long line into two or more lines To split a long line into two or more lines put an underscore character, seperated by a blank character, at the end of the line. Look at the example in the chapter below.

Becomes:

18.6 Avoid closing an application This can be done by intercepting the Activity_KeyPress event.

We check if the the KeyCode equals the Back key. If yes, we ask the user if he really wants to quit the program.

o If yes we return False to resume the event o If no we return True to transmit the event to the OS.

Just as a reminder, the underscore at the end in the 5th line Answ = Msgbox2("Do you really want to quit the program ?", _ means split the line and put the rest on the next line.

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18.7 Unwanted events like Click, Touch or others Proposed by alfcen: Suppose you have an Activity containing several buttons with Click events. Now, you add a Panel onto the Activity, thus covering buttons. As you tap on the panel you will see that a click event was fired on a button on the Activity. This is NOT a B4A bug, on the contrary, it might be quite useful. However, if this is not wanted, just add:

18.8 Adding a Menu item You should also have a look at Example programs / User interfaces. This is done with the AddMenuItem or AddMenuItem2 methods. Once a menu item is added you cannot modify it nor remove or disable it. Activity.AddMenuItem("Title", "EventName") Activity.AddMenuItem("Title", "EventName", Image) Examples:

or

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18.9 How do I remove a View with the Designer To remove a View with the Designer you must:

Select the View to remove either on the device, the Emulator or in the Designer. Remove it, in the menu Tools click on Remove Selected View.

18.10 "Process has timeout" message If you often get this message "Process has timeout" you can change its value:

In the IDE menu Tools / IDE Options click on Configure Process Timeout.

And change the value:

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18.11 Getting a picture from the gallery Following code allows you to load a picture from the gallery.

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19 Glossary Android Android is a software stack for mobile devices that includes an operating system, middleware and key applications. Google Inc. purchased, in 2005, Android Inc. the company that initially developed the software. Java Java is a programming language originally developed by James Gosling at Sun Microsystems (which is now a subsidiary of Oracle Corporation) and released in 1995 as a core component of Sun Microsystems' Java platform. The language derives much of its syntax from C and C++ but has a simpler object model and fewer low-level facilities. Activity An activity is a single, focused thing that the user can do. Almost all activities interact with the user, so the Activity class takes care of creating a window for you in which you can place your UI. View Provides classes that expose basic user interface classes that handle screen layout and interaction with the user. Examples: Label, Panel, Button, EditText etc.