- Building your first app bundle
- Android App Bundle is the new and official publishing format for Android applications.
- Building on the command line
- Building in Android Studio
- Uploading through the Play Console
- Exploring your Android App Bundle
- Download the app bundle and install locally
- Disabling optimizations
- Урок 15. Передача данных между экранами — пунктами назначения. Android Navigation. Bundle vs Safe Args
- На этом уроке
- Передача данных между экранами
- Bundle или Safe Args?
- Создаем проект
- Создаем граф навигации
- Добавляем пункты назначения – фрагменты
- Bundle in Android with Example
- Using the Bundle in the Android App
- Build and run your app
- Change the run/debug configuration
- Change the build variant
- Build your project
- Monitor the build process
- Apply Changes
- Requirements
- Use Apply Changes
- Enable Run fallback for Apply Changes
- Platform-dependent changes
- Limitations of Apply Changes
- Code changes that require app restart
- Libraries and plugins
- Code that directly references content in an installed APK
Building your first app bundle
Android App Bundle is the new and official publishing format for Android applications.
This article is available as a video and linked at the end of the post.
With the Android App Bundle we created a format that unlocks, amongst other things, shipping smaller apps to your users. Smaller apps are more likely to be installed and less likely to be uninstalled when disk space gets tight.
In this post we’ll take a closer look at how to build your first app bundle, how you can upload it using the Play Console and dive into some configuration options.
Getting started doesn’t require any changes to your existing codebase.
All you’ll need to do is create an Android App Bundle, using the command line or Android Studio.
Building on the command line
On the command line, you’ll run one of the bundle tasks like this:
Then locate the bundle in your application’s build directory. The default location is app/build/outputs/bundle/release .
This bundle needs to be signed. When using jarsigner , this is how you sign the bundle:
Once the variables are replaced with actual values and the keystore password is entered, the bundle will be signed and ready for upload.
Building in Android Studio
In Android Studio, select “Build => Generate Signed Bundle / APK” and follow the dialog.
Whether you use the command line or Android Studio, the process will leave you with a built and signed release bundle that’s ready for upload to the Play Store.
Uploading through the Play Console
To upload your app bundle to the Play Store, create a new release on a chosen release track. You can drag and drop the bundle into the “App bundles and APKs” section or use the Google Play Developer API.
Once the Bundle is uploaded, the Play Store can optimize the APKs it delivers to users’ devices based on their configuration. This in turn reduces download and installation size.
Exploring your Android App Bundle
To take a look at how the Play Store ships your app to a user’s device, you can click on the “Details” button at the end of the bundle’s row.
In the details screen you already see a lot of information on your app bundle such as version code, minSdk level, target SDK, required features, permissions, screen layouts, localizations and much more.
And you also can download signed APKs for your app, to see exactly what the Play Store delivers to a specific device. To navigate there, click on “Explore Bundle” and then open the “Downloads” tab.
You can either select a specific device or apply one or more of the many filters from the “Add filter” tab.
Download the app bundle and install locally
In the app bundle explorer, at the end of your screen, there is a “Download” button which provides a zip file, containing several APK, which are tailored to the specific device in question.
After you download and unzip the file, the containing APK can be installed on a local emulator or device by using `adb install — multiple *.apk` from the containing directory.
While each apk in this set is relevant to guarantee correct execution of your app, I want to point out that the base.apk always has to be installed on a device in order to provide your app’s core functionality. Next to code and resources the base module also contains the merged AndroidManifest and shared dependencies for the entire application.
Each feature module or configuration split provides its own resources and can contain code, but the base module is what ties it all together.
Disabling optimizations
You can disable the optimization in each module’s build.gradle file. All you have to do is edit the language , density or abi property and set enableSplit to false . This will tell the build system that it should not optimize this specific dimension.
Unless you have a good reason to, I recommend not touching this section as setting enableSplit to false can dramatically increase the on-device installation size of your app.
There could be exceptions, such as when your app has its own language selector built in and you want to have all potential languages available for selection at all times. But even then, using the Android App Bundle provides you with ways to load features on demand instead. This could be used to avoid to pre-install parts of your app that only a subset of users might need.
And since we enable you to download and install features in a programmatic way, we provide an unbundled API that you can use. It is part of the PlayCore library and is covered as part of the next post and this video in our Modern Android Development Skills series.
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Урок 15. Передача данных между экранами — пунктами назначения. Android Navigation. Bundle vs Safe Args
Продолжаем серию уроков по разработке android-приложений в Android Studio на языке Kotlin.
На прошлом уроке мы выполняли навигацию по условию, авторизован пользователь или нет.
На этом уроке
На этом уроке рассмотрим возможности передачи данных между экранами – пунктами назначения навигации в андроид-приложении. Создадим приложение с двумя экранами. На первом экране будет поле для ввода имени и кнопка отправки, а на втором экране будет отображаться приветствие с именем, которое мы указали. Таким образом, мы передадим данные (имя) с первого экрана на второй.
Передача данных между экранами
В процессе работы приложения часто возникает необходимость передавать данные между экранами. В уроке №5 мы рассматривали возможность передачи данных между активити с помощью интента. Для передачи данных между фрагментами такой способ не подходит, поскольку часто фрагменты отображаются в одном и том же активити.
Bundle или Safe Args?
В этом уроке мы рассмотрим два способа передачи данных между фрагментами: традиционный – с помощью наборов данных Bundle и типобезопасный – при помощи безопасных аргументов SafeArgs. Первый способ относительно прост – создаем набор данных «ключ-значение» типа Bundle и передаем через action в первом фрагменте, и извлекаем во втором фрагменте.
Второй способ потребует немного больше кода. На первый взгляд он может показаться сложнее, поскольку используется кодогенерация – среда разработки создает необходимые классы вместо вас. Но мы попробуем разобраться и вы увидите, что ничего особо сложного там нет. По сути, SafeArgs – просто обертка над Bundle. Тем не менее, разработчики настоятельно рекомендуют применять именно SafeArgs, как типобезопасный способ передачи данных между фрагментами в процессе навигации.
Создаем проект
Откройте среду разработки Android Studio и создайте новый проект с использованием шаблона Empty Activity.
Создаем граф навигации
Далее перейдите в папку res и создайте в ней папку navigation. Внутри папки navigation создайте Navigation Resource File с именем nav_graph.xml и корневым элементом .
Если вы забыли добавить в проект необходимые для поддержки навигации библиотеки – Android Studio предложит это сделать за вас, показав предупреждение.
Добавляем пункты назначения – фрагменты
Добавьте новые пункты назначения. Для этого:
- В окне редактора дизайна нажмите кнопку «New destination»
- Выберите «Create new destination»
- Далее в окне добавления фрагмента выберите Fragment (Blank):
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Bundle in Android with Example
It is known that Intents are used in Android to pass to the data from one activity to another. But there is one another way, that can be used to pass the data from one activity to another in a better way and less code space ie by using Bundles in Android. Android Bundles are generally used for passing data from one activity to another. Basically here concept of key-value pair is used where the data that one wants to pass is the value of the map, which can be later retrieved by using the key. Bundles are used with intent and values are sent and retrieved in the same fashion, as it is done in the case of Intent. It depends on the user what type of values the user wants to pass, but bundles can hold all types of values (int, String, boolean, char) and pass them to the new activity.
The following are the major types that are passed/retrieved to/from a Bundle:
putInt(String key, int value), getInt(String key, int value)
putString(String key, String value), getString(String key, String value)
putStringArray(String key, String[] value), getStringArray(String key, String[] value)
putChar(String key, char value), getChar(String key, char value)
putBoolean(String key, boolean value), getBoolean(String key, boolean value)
Using the Bundle in the Android App
The bundle is always used with Intent in Android. Now to use Bundle writes the below code in the MainActivity.
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Build and run your app
Android Studio sets up new projects to deploy to the Android Emulator or a connected device with just a few clicks. Once your app is installed, you can use Apply Changes to deploy certain code and resource changes without building a new APK.
To build and run your app, follow these steps:
- In the toolbar, select your app from the run configurations drop-down menu.
From the target device drop-down menu, select the device that you want to run your app on.
If you don’t have any devices configured, then you need to either connect a device via USB or create an AVD to use the Android Emulator.
Click Run .
Change the run/debug configuration
When you run your app for the first time, Android Studio uses a default run configuration. The run configuration specifies whether to deploy your app from an APK or an Android App Bundle, the module to run, package to deploy, activity to start, target device, emulator settings, logcat options, and more.
The default run/debug configuration builds an APK, launches the default project activity, and uses the Select Deployment Target dialog for target device selection. If the default settings don’t suit your project or module, you can customize the run/debug configuration, or even create a new one, at the project, default, and module levels. To edit a run/debug configuration, select Run > Edit Configurations. For more information, see Create and Edit Run/Debug Configurations.
Change the build variant
By default, Android Studio builds the debug version of your app, which is intended for use only during development, when you click Run.
To change the build variant Android Studio uses, select Build > Select Build Variant in the menu bar.
For projects without native/C++ code, the Build Variants panel has two columns: Module and Active Build Variant. The Active Build Variant value for the module determines which build variant the IDE deploys to your connected device and is visible in the editor.
Figure 1. The Build Variants panel has two columns for projects that do not have native/C++ code
To switch between variants, click the Active Build Variant cell for a module and choose the desired variant from the list field.
For projects with native/C++ code, the Build Variants panel has three columns: Module, Active Build Variant, and Active ABI. The Active Build Variant value for the module determines the build variant that the IDE deploys to your device and is visible in the editor. For native modules, the Active ABI value determines the ABI that the editor uses, but does not impact what is deployed.
Figure 2. The Build Variants panel adds the Active ABI column for projects with native/C++ code
To change the build variant or ABI, click the cell for the Active Build Variant or Active ABI column and choose the desired variant or ABI from the list. After you change the selection, the IDE syncs your project automatically. Changing either column for an app or library module will apply the change to all dependent rows.
By default, new projects are set up with two build variants: a debug and release variant. You need to build the release variant to prepare your app for public release.
To build other variations of your app, each with different features or device requirements, you can define additional build variants.
Conflicts in Android Studio’s Build Variants dialog
In Android Studio’s Build Variants dialog, you might see error messages indicating conflicts between build variants, such as the following:
This error does not indicate a build issue with Gradle – it is only indicating that the Android Studio IDE itself cannot resolve symbols between the variants of the selected modules.
For example, if you have a module M1 that depends on variant v1 of module M2 , but M2 has variant v2 selected in the IDE, you have unresolved symbols in the IDE. Let’s say that M1 depends on a class Foo which is only available in v1 . When v2 is selected, that class is not known by the IDE and it will fail to resolve it and show errors in the code of M1 .
These error messages appear because the IDE cannot load code for multiple variants simultaneously. In terms of your app’s build, however, the variant selected in this dialog will have no effect because Gradle builds your app with the source code specified in your Gradle build recipes, not based on what’s currently loaded in the IDE.
Build your project
The Run button builds and deploys your app to a device. However, to build your app to share or upload to Google Play, you’ll need to use one of the options in the Build menu to compile parts or all of your project. Before you select any of the build options listed in table 1, make sure you first select the build variant you want to use.
Table 1. Build options in the Build menu.
Menu Item | Description |
---|---|
Make Module | Compiles all source files in the selected module that have been modified since the last build, and all modules the selected module depends on recursively. The compilation includes dependent source files and any associated build tasks. You can select the module to build by selecting either the module name or one of its files in the Project window. |
Make Project | Makes all modules. |
Clean Project | Deletes all intermediate/cached build files. |
Rebuild Project | Runs Clean Project for the selected build variant and produces an APK. |
Build Bundle(s) / APK(s) > Build APK(s) | |
Build Bundle(s) / APK(s) > Build Bundle(s) | |
Brings up a dialog with a wizard to set up a new signing configuration, and build either a signed app bundle or APK. You need to sign your app with a release key before you can upload it to the Play Console. For more information about app signing, see Sign your app. |
Note: The Run button builds an APK with testOnly=»true» , which means the APK can only be installed via adb (which Android Studio uses). If you want a debuggable APK that people can install without adb, select your debug variant and click Build Bundle(s) / APK(s) > Build APK(s).
For details about the tasks that Gradle executes for each command, open the Build window as described in the next section. For more information about Gradle and the build process, see Configure Your Build.
Monitor the build process
You can view details about the build process by clicking View > Tool Windows > Build (or by clicking Build in the tool window bar). The window displays the tasks that Gradle executes in order to build your app, as shown in figure 3.
Figure 3. The Build output window in Android Studio
- Build tab: Displays the tasks Gradle executes as a tree, where each node represents either a build phase or a group of task dependencies. If you receive build-time or compile-time errors, inspect the tree and select an element to read the error output, as shown in figure 4.
Figure 4. Inspect the Build output window for error messages
If your build variants use product flavors, Gradle also invokes tasks to build those product flavors. To view the list of all available build tasks, click View > Tool Windows > Gradle (or click Gradle in the tool window bar).
If an error occurs during the build process, Gradle may recommend some command-line options to help you resolve the issue, such as —stacktrace or —debug . To use command-line options with your build process:
- Open the Settings or Preferences dialog:
- On Windows or Linux, select File >Settings from the menu bar.
- On Mac OSX, select Android Studio >Preferences from the menu bar.
- Navigate to Build, Execution, Deployment >Compiler.
- In the text field next to Command-line Options, enter your command-line options.
- Click OK to save and exit.
Gradle applies these command-line options the next time you try building your app.
Apply Changes
In Android Studio 3.5 and higher, Apply Changes lets you push code and resource changes to your running app without restarting your app—and, in some cases, without restarting the current activity. This flexibility helps you control how much of your app is restarted when you want to deploy and test small, incremental changes while preserving your device’s current state. Apply Changes uses capabilities in the Android JVMTI implementation that are supported on devices running Android 8.0 (API level 26) or higher. To learn more about how Apply Changes works, see Android Studio Project Marble: Apply Changes.
Requirements
Apply Changes actions are only available when you meet the following conditions:
- You build the APK of your app using a debug build variant.
- You deploy your app to a target device or emulator that runs Android 8.0 (API level 26) or higher.
Use Apply Changes
Use the following options when you want to deploy your changes to a compatible device:
Apply Changes and Restart Activity
Attempts to apply both your resource and code changes by restarting your activity but without restarting your app. Generally, you can use this option when you’ve modified code in the body of a method or modified an existing resource.
You can also perform this action by pressing Ctrl+Alt+F10 (or Control+Shift+Command+R on macOS).
Apply Code Changes
Attempts to apply only your code changes without restarting anything. Generally, you can use this option when you’ve modified code in the body of a method but you have not modified any resources. If you’ve modified both code and resources, use Apply Changes and Restart Activity instead.
You can also perform this action by pressing Ctrl+F10 (or Control+Command+R on macOS).
Run
Deploys all changes and restarts the app. Use this option when the changes that you have made cannot be applied using either of the Apply Changes options. To learn more about the types of changes that require an app restart, see Limitations of Apply Changes.
Enable Run fallback for Apply Changes
After you’ve clicked either Apply Changes and Restart Activity or Apply Code Changes, Android Studio builds a new APK and determines whether the changes can be applied. If the changes can’t be applied and would cause Apply Changes to fail, Android Studio prompts you to Run your app again instead. However, if you don’t want to be prompted every time this occurs, you can configure Android Studio to automatically rerun your app when changes can’t be applied.
To enable this behavior, follow these steps:
Open the Settings or Preferences dialog:
- On Windows or Linux, select File > Settings from the menu bar.
- On macOS, select Android Studio > Preferences from the menu bar.
Navigate to Build, Execution, Deployment > Deployment.
Select the checkboxes to enable automatic Run fallback for either of the Apply Changes actions.
Click OK.
Platform-dependent changes
Some features of Apply Changes depend on specific versions of the Android platform. To apply these kinds of changes, your app must be deployed to a device running that version of Android (or higher).
Type of change | Minimum platform version |
---|---|
Adding a method | Android 11 |
Limitations of Apply Changes
Apply Changes is designed to speed up the app deployment process. However, there are some limitations for when it can be used. If you encounter any issues while using Apply Changes, file a bug.
Code changes that require app restart
Some code and resource changes cannot be applied until the app is restarted, including the following:
- Adding or removing a field
- Removing a method
- Changing method signatures
- Changing modifiers of methods or classes
- Changing class inheritance
- Changing values in enums
- Adding or removing a resource
- Changing the app manifest
- Changing native libraries (SO files)
Libraries and plugins
Some libraries and plugins automatically make changes to your app’s manifest files or to resources that are referenced in the manifest. These automatic updates can interfere with Apply Changes in the following ways:
- If a library or plugin makes changes to your app’s manifest, you can’t use either Apply Code Changes or Apply Changes and Restart Activity and have to restart your app before you can see your changes.
- If a library or plugin makes changes to your app’s resource files, you can’t use Apply Code Changes , and you must use Apply Changes and Restart Activity to see your changes.
You can avoid these limitations by disabling all automatic updates for your debug build variants.
For example, Crashlytics updates app resources with a unique build ID during every build, which prevents you from using Apply Code Changes and requires you to restart your app’s activity to see your changes. You can disable this behavior so that you can use Apply Code Changes alongside Crashlytics with your debug builds.
Code that directly references content in an installed APK
If your code directly references content from your app’s APK that’s installed on the device, that code can cause crashes or misbehave after clicking Apply Code Changes . This behavior occurs because when you click Apply Code Changes, the underlying APK on the device is replaced during installation. In these cases, you can click Apply Changes and Restart Activity or Run , instead.
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