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In this two-part guide, you will build your first Xamarin.Android application with Visual Studio and develop an understanding of the fundamentals of Android application development with Xamarin.
You will create an application that translates analphanumeric phone number (entered by the user) into a numeric phonenumber and display the numeric phone number to the user. The final application looks likethis:
Windows requirements
To follow along with this walkthrough, you will need the following:
- Windows 10.
- Visual Studio 2019 or Visual Studio 2017 (version 15.8 or later): Community, Professional, or Enterprise.
macOS requirements
To follow along with this walkthrough, you will need the following:
- The latest version of Visual Studio for Mac.
- A Mac running macOS High Sierra (10.13) or later.
This walkthrough assumes that the latest version of Xamarin.Android isinstalled and running on your platform of choice. For a guide toinstalling Xamarin.Android, refer to theXamarin.Android Installation guides.
Configuring emulators
If you are using the Android emulator, we recommend that you configurethe emulator to use hardware acceleration. Instructions for configuringhardware acceleration are available inHardware Acceleration for Emulator Performance.
Create the project
Start Visual Studio. Click File > New > Project to create a new project.
In the New Project dialog, click the Android App template.Name the new project
Phoneword
and click OK:In the New Android App dialog, click Blank App and click OKto create the new project:
Create a layout
Tip
Newer releases of Visual Studio support opening .xml files inside the Android Designer.
Both .axml and .xml files are supported in the Android Designer.
After the new project is created, expand the Resourcesfolder and then the layout folder in the Solution Explorer.Double-click activity_main.axml to open it in the Android Designer. Thisis the layout file for the app's screen:
Tip
Newer releases of Visual Studio contain a slightly different app template.
- Instead of activity_main.axml, the layout is in content_main.axml.
- The default layout will be a
RelativeLayout
. For the rest of the steps on this page to workyou should change the<RelativeLayout>
tag to<LinearLayout>
and add another attributeandroid:orientation='vertical'
to theLinearLayout
opening tag.
From the Toolbox (the area on the left), enter
text
into the searchfield and drag a Text (Large) widget onto the design surface(the area in the center):With the Text (Large) control selected on the design surface,use the Properties pane to change the
Text
property ofthe Text (Large) widget to Enter a Phoneword:
:Drag a Plain Text widget from the Toolbox to the design surfaceand place it underneath the Text (Large) widget. Placement of thewidget will not occur until you move the mouse pointer to a place inthe layout that can accept the widget. In the screenshots below, thewidget cannot be placed (as seen on the left) until the mouse pointeris moved just below the previous
TextView
(as shown on the right):When the Plain Text (an
EditText
widget) is placed correctly, itwill appear as illustrated in the following screenshot:With the Plain Text widget selected on the design surface,use the Properties pane to change the
Id
property of thePlain Text widget to @+id/PhoneNumberText
and change theText
property to 1-855-XAMARIN
:Drag a Button from the Toolbox to the designsurface and place it underneath the Plain Text widget:
With the Button selected on the design surface, use theProperties pane to change its
Text
property to Translate
andits Id
property to @+id/TranslateButton
:Drag a TextView from the Toolbox to the design surface andplace it under the Button widget. Change the
Text
property of theTextView to an empty string and set its Id
property to@+id/TranslatedPhoneword
:Save your work by pressing CTRL+S.
Write some code
The next step is to add some code to translate phone numbers fromalphanumeric to numeric. Add a new file to the project byright-clicking the Phoneword project in the SolutionExplorer pane and choosing Add > New Item... as shown below:
In the Add New Item dialog, select Visual C# > Code > Code Fileand name the new code file PhoneTranslator.cs:
This creates a new empty C# class. Insert the following code into this file:
Save the changes to the PhoneTranslator.cs file by clickingFile > Save (or by pressing CTRL+S), then close the file.
Wire up the user interface
Use Android Apps On Mac
The next step is to add code to wire up the user interface by insertingbacking code into the
MainActivity
class. Begin by wiring up theTranslate button. In the MainActivity
class, find the OnCreate
method. The next step is to add the button code inside OnCreate
,below the base.OnCreate(savedInstanceState)
andSetContentView(Resource.Layout.activity_main)
calls. First, modify thetemplate code so that the OnCreate
method resembles the following:Get a reference to the controls that were created in the layoutfile via the Android Designer. Add the following code inside the
OnCreate
method, after the call to SetContentView
:Add code that responds to user presses of the Translate button.Add the following code to the
OnCreate
method (after the linesadded in the previous step):Save your work by selecting File > Save All (or bypressing CTRL-SHIFT-S) and build the application by selectingBuild > Rebuild Solution (or by pressing CTRL-SHIFT-B).
If there are errors, go through the previous steps and correct anymistakes until the application builds successfully. If you get abuild error such as, Resource does not exist in the currentcontext, verify that the namespace name in MainActivity.csmatches the project name (
Phoneword
) and then completely rebuildthe solution. If you still get build errors, verify that you haveinstalled the latest Visual Studio updates.Set the app name
You should now have a working application – it's time to set thename of the app. Expand the values folder (inside the Resourcesfolder) and open the file strings.xml. Change the app name stringto
Phone Word
as shown here:Run the app
Test the application by running it on an Android device or emulator.Tap the TRANSLATE button to translate 1-855-XAMARIN into aphone number:
To run the app on an Android device, see how to set up your device for development.
Launch Visual Studio for Mac from the Applications folder or fromSpotlight.
Click New Project... to create a new project.
In the Choose a template for your new project dialog, clickAndroid > App and select the Android App template. ClickNext.
In the Configure your Android app dialog, name the new app
Phoneword
and click Next.In the Configure your new Android App dialog, leave the Solutionand Project names set to
Phoneword
and click Create to createthe project.Create a layout
Tip
Newer releases of Visual Studio support opening .xml files inside the Android Designer.
Both .axml and .xml files are supported in the Android Designer.
After the new project is created, expand the Resources folderand then the layout folder in the Solution pad.Double-click Main.axml to open it in the Android Designer. Thisis the layout file for the screen when it is viewed in the Android Designer:
Select the Hello World, Click Me!Button on the designsurface and press the Delete key to remove it.
From the Toolbox (the area on the right), enter
text
into the search field and drag a Text (Large) widget onto the design surface (the area in the center):With the Text (Large) widget selected on the design surface, youcan use the Properties pad to change the
Text
property of theText (Large) widget to Enter a Phoneword:
as shown below:Next, drag a Plain Text widget from the Toolbox tothe design surface and place it underneath the Text (Large)widget. Notice that you can use the search field to help locatewidgets by name:
With the Plain Text widget selected on the design surface, youcan use the Properties pad to change the
Id
property of thePlain Text widget to @+id/PhoneNumberText
and change theText
property to 1-855-XAMARIN
:Drag a Button from the Toolbox to the design surfaceand place it underneath the Plain Text widget:
With the Button selected on the design surface, you can use theProperties pad to change the
Id
property of the Button to@+id/TranslateButton
and change the Text
property to Translate
:Drag a TextView from the Toolbox to the design surface and place it under the Button widget. With the TextView selected, set the
id
property of the TextView to @+id/TranslatedPhoneWord
and change the text
to an empty string:Android App Icons For Macbook
Save your work by pressing ⌘ + S.
Write some code
Now, add some code to translate phone numbers fromalphanumeric to numeric. Add a new file to the project byclicking the gear icon next to the Phoneword project in theSolution pad and choosing Add > New File...:
In the New File dialog, select General > Empty Class, name the new file PhoneTranslator, and click New. This creates a new empty C# class for us.
Remove all of the template code in the new class and replace it with the following code:
Save the changes to the PhoneTranslator.cs file bychoosing File > Save (or by pressing ⌘ + S), thenclose the file. Ensure that there are no compile-time errors byrebuilding the solution.
Wire up the user interface
The next step is to add code to wire up the user interface byadding the backing code into the
MainActivity
class.Double-click MainActivity.cs in the Solution Pad to open it.Install Android On Mac
Begin by adding an event handler to the Translate button. In the
MainActivity
class, find the OnCreate
method. Add the button codeinside OnCreate
, below the base.OnCreate(bundle)
andSetContentView (Resource.Layout.Main)
calls. Remove any existingbutton handling code (i.e., code that references Resource.Id.myButton
and creates a click handler for it) so that the OnCreate
methodresembles the following:Next, a reference is needed to the controls that were created inthe layout file with the Android Designer. Add the followingcode inside the
OnCreate
method (after the call toSetContentView
):Add code that responds to user presses of the Translate buttonby adding the following code to the
OnCreate
method (after thelines added in the last step):Save your work and build the application by selecting Build > Build All(or by pressing ⌘ + B). If the applicationcompiles, you will get a success message at the top of Visual Studio for Mac:
If there are errors, go through the previous steps andcorrect any mistakes until the application builds successfully. Ifyou get a build error such as, Resource does not exist in thecurrent context, verify that the namespace name inMainActivity.cs matches the project name (
Phoneword
) and thencompletely rebuild the solution. If you still get build errors,verify that you have installed the latest Xamarin.Android andVisual Studio for Mac updates.Set the label and app icon
Now that you have a working application, it's time to add thefinishing touches! Start by editing the
Label
for MainActivity
.The Label
is what Android displays at the top of the screen tolet users know where they are in the application. At the top of theMainActivity
class, change the Label
to Phone Word
as shownhere:Now it's time to set the application icon. By default, Visual Studio for Mac will provide a default icon for the project. Delete these files from the solution, and replace them with a different icon. Expand the Resources folder in the Solution Pad. Notice that there are five folders that are prefixed with mipmap-, and that each of these folders contains a single Icon.png file:
It is necessary to delete each of these icon files from the project. Right click on each of Icon.png files, and select Remove from the context menu:
Click on the Delete button in the dialog.
Next, download and unzip Xamarin App Icons set. This zip file holds the icons for the application. Each icon is visually identical but at different resolutions it renders correctly on different devices with different screen densities. The set of files must be copied into the Xamarin.Android project. In Visual Studio for Mac, in the Solution Pad, right-click the mipmap-hdpi folder and select Add > Add Files:
From the selection dialog, navigate to the unzipped Xamarin AdApp Icons directory and open the mipmap-hdpi folder. Select Icon.png and click Open.
In the Add File to Folder dialog box, select Copy the file into the directory and click OK:
Repeat these steps for each of the mipmap- folders until the contents of the mipmap- Xamarin App Icons folders are copied to their counterpart mipmap- folders in the Phoneword project.
After all the icons are copied to the Xamarin.Android project, open the Project Options dialog by right clicking on the project in the Solution Pad. Select Build > Android Application and select
@mipmap/icon
from the Application icon combo box:Run the app
Finally, test the application by running it on an Android device or emulator and translating a Phoneword:
To run the app on an Android device, see how to set up your device for development.
Congratulations on completing your first Xamarin.Android application!Now it's time to dissect the tools and skills you have just learned. Next up is theHello, Android Deep Dive.
Related links
Apps & Games on Google Play are adopting a new icon system to better fit diversedeveloper artwork to Google Play's various UI layouts, form factors, anddevices, as well as to bring consistency and a cleaner look to Google Play.
Uniformed shapes are visually more appealing and easier to digest. They helpusers focus on the artwork, as opposed to the shape. They fix alignment issuescaused by random open space to better present surrounding information, such asthe title, rating, and price.
This page describes the guidelines you should follow when creating assets foryour app's listing on Google Play. For example, because Google Play dynamicallyrenders rounded corners and drop shadows for your app icons, you should omitthem from your original assets.
Important: If instead you're interested in learning more about creating APKlauncher icons, which are separate from the Google Play icons described on thispage, see the resources below:
- Android Adaptive Icons
Follow these APK icon guidelines to learn how to create adaptive launchericons introduced in Android 8.0 (API level 26). - Product icons
Discover Material Design principles for product icons, including guidelinesfor icon design, shapes, specs, and treatment.
Creating assets
This section describes some guidelines you should follow when creating visualassets for your app on Google Play.
Attributes
Icon artwork can populate the entire asset space, or you can design and positionartwork elements such as logos onto the keyline grid. When placing your artwork,use keylines as a guideline, not a hard rule.
When creating your artwork, ensure it conforms to the following:
- Final size: 512px x 512px
- Format: 32-bit PNG
- Color space: sRGB
- Max file size: 1024KB
- Shape: Full square – Google Play dynamically handles masking. Radius will beequivalent to 20% of icon size.
- Shadow: None – Google Play dynamically handles shadows. See 'Shadows' sectionbelow on including shadows within your artwork.
After the asset is uploaded, Google Play dynamically applies the rounded maskand shadow to ensure consistency across all app/game icons.
On the left-hand side is your new icon asset. The following three images on the right-hand side show Google Play dynamic processing of the icon.
Sizing
Utilize the full asset space as the background when dealing with minimalisticartwork.
Use the keylines as guides for positioning artwork elements (i.e. logos).
Android For Mac
End result with shadows and rounded corners dynamically applied by Google Play
Don't force your logo or artwork to fit the full asset space. Instead, utilizethe keyline grid.
Don't force drastic brand & artwork transformation to full bleed
Place freeform icon artwork on keylines instead
Illustrated artwork typically works well as a full bleed icon.
Don't scale down illustrated artwork onto keylines
Utilize full asset space so your artwork occupies the entire icon
Shadows
Google Play will dynamically add a drop shadow around the final icon onceuploaded.
When adding shadows inside your icon artwork, consider consistency with theAndroid platform by following Google Material guidelines.
Don't add drop shadows to your final asset
You can create shadows and lighting within the artwork
Corner radius
Google Play dynamically applies corner radius. This ensures consistency when theicon is resized across different UI layouts. Radius will be equivalent to 20% oficon size.
Don't round the edges of your final asset
Fill your entire asset with artwork when possible
Badges
Embedded badges take away from the artwork itself and don't scale down well withthe icon.
Avoid communicating promotions on your artwork
Avoid using branding badges
Brand adaptation
If shapes are a critical part of a logo, do not force the artwork to full bleed.Instead place it on the new keyline grid.
From left to right: original icon asset, new icon asset (recommended adaptation), new icon rendered on Google Play.
If possible, pick a background color for your asset that's appropriate for yourbrand and doesn't include any transparency. Transparent assets will display thebackground color of Google Play UI.
From left to right: original icon asset, new icon asset (recommended adaptation), new icon rendered on Google Play.
If there is no distinct shape around a logo defining it, place it on a fullbleed background.
From left to right: original icon asset, new icon asset (recommended adaptation), new icon rendered on Google Play.
If your artwork is flexible enough, consider tweaking it to fully utilize theasset size. If that's not possible, revert to placing the logo on a keylinegrid.
From left to right: original icon asset, new icon asset (recommended adaptation), new icon rendered on Google Play.
Legacy mode
Original icon assets that have not been updated per the new specifications willeventually be migrated to legacy mode and scaled down 75% to the keyline gridsize (512 * 0.75 = 384px).
Uploading an icon per the original specification will not be allowed as of May2019. See more details on timelines.
Original icon assets will be automatically turned into legacy mode assets and be scaled down 75% to new keyline grid.
Instructions for API users
Migration dates are slightly different for API users, but achieve the same endresult of migrating all icons to either the new specification or 'legacy mode'by June 24, 2019.
Before June 17, 2019, developers must use the Play Console to apply the newspecification to their icons. All calls to Edits.images: uploadwill apply whichever specification is configured in the Play Console. There isno way to apply the new specification via API. The
Edits.images: upload
callmay error if the old specification is still applied, and the errormessage for that specific icon will point you to this specification. Afterapplying a new specification using the Play Console, you can retry theEdits.images: upload
call. You may need to retry the call multiple timesbefore it will succeed.Beginning on June 17, 2019, all API calls to
Edits.images: upload
willautomatically apply the new specification to the icon. Following June 17, 2019,you should only upload icons that are compatible with the new specification.Download design templates & resources
To get started, download one of the provided asset templates:
- Sketch template (.sketch)
- Illustrator template (.ai)
- Photoshop template (.psd)