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+page.title=Application Fundamentals
+@jd:body
+
+<div id="qv-wrapper">
+<div id="qv">
+
+<h2>Quickview</h2>
+<ul>
+ <li>Android applications are composed of one or more application components (activities,
+services, content providers, and broadcast receivers)</li>
+ <li>Each component performs a different role in the overall application behavior, and each
+one can be activated individually (even by other applications)</li>
+ <li>The manifest file must declare all components in the application and should also declare
+all application requirements, such as the minimum version of Android required and any hardware
+configurations required</li>
+ <li>Non-code application resources (images, strings, layout files, etc.) should include
+alternatives for different device configurations (such as different strings for different
+languages and different layouts for different screen sizes)</li>
+</ul>
+
+
+<h2>In this document</h2>
+<ol>
+<li><a href="#Components">Application Components</a>
+ <ol>
+ <li><a href="#ActivatingComponents">Activating components</a></li>
+ </ol>
+</li>
+<li><a href="#Manifest">The Manifest File</a>
+ <ol>
+ <li><a href="#DeclaringComponents">Declaring components</a></li>
+ <li><a href="#DeclaringRequirements">Declaring application requirements</a></li>
+ </ol>
+</li>
+<li><a href="#Resources">Application Resources</a></li>
+</ol>
+</div>
+</div>
+
+<p>Android applications are written in the Java programming language. The Android SDK tools compile
+the code&mdash;along with any data and resource files&mdash;into an <i>Android package</i>, an
+archive file with an {@code .apk} suffix. All the code in a single {@code .apk} file is considered
+to be one application and is the file that Android-powered devices use to install the
+application.</p>
+
+<p>Once installed on a device, each Android application lives in its own security sandbox: </p>
+
+<ul>
+ <li>The Android operating system is a multi-user Linux system in which each application is a
+different user.</li>
+
+<li>By default, the system assigns each application a unique Linux user ID (the ID is used only by
+the system and is unknown to the application). The system sets permissions for all the files in an
+application so that only the user ID assigned to that application can access them. </li>
+
+<li>Each process has its own virtual machine (VM), so an application's code runs in isolation from
+other applications.</li>
+
+<li>By default, every application runs in its own Linux process. Android starts the process when any
+of the application's components need to be executed, then shuts down the process when it's no longer
+needed or when the system must recover memory for other applications.</li>
+</ul>
+
+<p>In this way, the Android system implements the <em>principle of least privilege</em>. That is,
+each application, by default, has access only to the components that it requires to do its work and
+no more. This creates a very secure environment in which an application cannot access parts of
+the system for which it is not given permission.</p>
+
+<p>However, there are ways for an application to share data with other applications and for an
+application to access system services:</p>
+
+<ul>
+ <li>It's possible to arrange for two applications to share the same Linux user ID, in which case
+they are able to access each other's files. To conserve system resources, applications with the
+same user ID can also arrange to run in the same Linux process and share the same VM (the
+applications must also be signed with the same certificate).</li>
+ <li>An application can request permission to access device data such as the user's
+contacts, SMS messages, the mountable storage (SD card), camera, Bluetooth, and more. All
+application permissions must be granted by the user at install time.</li>
+</ul>
+
+<p>That covers the basics regarding how an Android application exists within the system. The rest of
+this document introduces you to:</p>
+<ul>
+ <li>The core framework components that define your application.</li>
+ <li>The manifest file in which you declare components and required device features for your
+application.</li>
+ <li>Resources that are separate from the application code and allow your application to
+gracefully optimize its behavior for a variety of device configurations.</li>
+</ul>
+
+<p class="note"><strong>Tip:</strong> If you're new to Android development, we suggest that you
+follow the Beginner's Path link at the bottom of this page. For each document in the Application
+Fundamentals, the Beginner's Path points you to the document we suggest you read next, in order
+to get up to speed on the core Android concepts.</p>
+
+
+
+<h2 id="Components">Application Components</h2>
+
+<p>Application components are the essential building blocks of an Android application. Each
+component is a different point through which the system can enter your application. Not all
+components are actual entry points for the user and some depend on each other, but each one exists
+as its own entity and plays a specific role&mdash;each one is a unique building block that
+helps define your application's overall behavior.</p>
+
+<p>There are four different types of application components. Each type serves a distinct purpose
+and has a distinct lifecycle that defines how the component is created and destroyed.</p>
+
+<p>Here are the four types of application components:</p>
+
+<dl>
+
+<dt><b>Activities</b></dt>
+
+<dd>An <i>activity</i> represents a single screen with a user interface. For example,
+an email application might have one activity that shows a list of new
+emails, another activity to compose an email, and another activity for reading emails. Although
+the activities work together to form a cohesive user experience in the email application, each one
+is independent of the others. As such, a different application can start any one of these
+activities (if the email application allows it). For example, a camera application can start the
+activity in the email application that composes new mail, in order for the user to share a picture.
+
+<p>An activity is implemented as a subclass of {@link android.app.Activity} and you can learn more
+about it in the <a href="{@docRoot}guide/topics/fundamentals/activities.html">Activities</a>
+developer guide.</p>
+</dd>
+
+
+<dt><b>Services</b></dt>
+
+<dd>A <i>service</i> is a component that runs in the background to perform long-running
+operations or to perform work for remote processes. A service
+does not provide a user interface. For example, a service might play music in the background while
+the user is in a different application, or it might fetch data over the network without
+blocking user interaction with an activity. Another component, such as an activity, can start the
+service and let it run or bind to it in order to interact with it.
+
+<p>A service is implemented as a subclass of {@link android.app.Service} and you can learn more
+about it in the <a href="{@docRoot}guide/topics/fundamentals/services.html">Services</a> developer
+guide.</p>
+</dd>
+
+
+<dt><b>Content providers</b></dt>
+
+<dd>A <i>content provider</i> manages a shared set of application data. You can store the data in
+the file system, an SQLite database, on the web, or any other persistent storage location your
+application can access. Through the content provider, other applications can query or even modify
+the data (if the content provider allows it). For example, the Android system provides a content
+provider that manages the user's contact information. As such, any application with the proper
+permissions can query part of the content provider (such as {@link
+android.provider.ContactsContract.Data}) to read and write information about a particular person.
+
+<p>Content providers are also useful for reading and writing data that is private to your
+application and not shared. For example, the <a
+href="{@docRoot}resources/samples/NotePad/index.html">Note Pad</a> sample application uses a
+content provider to save notes.</p>
+
+<p>A content provider is implemented as a subclass of {@link android.content.ContentProvider}
+and must implement a standard set of APIs that enable other applications to perform
+transactions. For more information, see the <a
+href="{@docRoot}guide/topics/providers/content-providers.html">Content Providers</a> developer
+guide.</p>
+</dd>
+
+
+<dt><b>Broadcast receivers</b></dt>
+
+<dd>A <i>broadcast receiver</i> is a component that responds to system-wide broadcast
+announcements. Many broadcasts originate from the system&mdash;for example, a broadcast announcing
+that the screen has turned off, the battery is low, or a picture was captured.
+Applications can also initiate broadcasts&mdash;for example, to let other applications know that
+some data has been downloaded to the device and is available for them to use. Although broadcast
+receivers don't display a user interface, they may <a
+href="{@docRoot}guide/topics/ui/notifiers/notifications.html">create a status bar notification</a>
+to alert the user when a broadcast event occurs. More commonly, though, a broadcast receiver is
+just a "gateway" to other components and is intended to do a very minimal amount of work. For
+instance, it might initiate a service to perform some work based on the event.
+
+<p>A broadcast receiver is implemented as a subclass of {@link android.content.BroadcastReceiver}
+and each broadcast is delivered as an {@link android.content.Intent} object. For more information,
+see the <a
+href="{@docRoot}guide/topics/intents/intents-filters.html">Intents and Intent Filters</a>
+developer guide.</p>
+</dd>
+
+</dl>
+
+
+
+<p>A unique aspect of the Android system design is that any application can start another
+application’s component. For example, if you want the user to capture a
+photo with the device camera, there's probably another application that does that and your
+application can use it, instead of developing an activity to capture a photo yourself. You don't
+need to incorporate or even link to the code from the camera application.
+Instead, you can simply start the activity in the camera application that captures a
+photo. When complete, the photo is even returned to your application so you can use it. To the user,
+it seems as if the camera is actually a part of your application.</p>
+
+<p>When the system starts a component, it starts the process for that application (if it's not
+already running) and instantiates the classes needed for the component. For example, if your
+application starts the activity in the camera application that captures a photo, that activity
+runs in the process that belongs to the camera application, not in your application's process.
+Therefore, unlike applications on most other systems, Android applications don't have a single entry
+point (there's no {@code main()} function, for example).</p>
+
+<p>Because the system runs each application in a separate process with file permissions that
+restrict access to other applications, your application cannot directly activate a component from
+another application. The Android system, however, can. So, to activate a component in
+another application, you must deliver a message to the system that specifies your <em>intent</em> to
+start a particular component. The system then activates the component for you.</p>
+
+
+<h3 id="ActivatingComponents">Activating Components</h3>
+
+<p>Three of the four component types&mdash;activities, services, and
+broadcast receivers&mdash;are activated by an asynchronous message called an <em>intent</em>.
+Intents bind individual components to each other at runtime (you can think of them
+as the messengers that request an action from other components), whether the component belongs
+to your application or another.</p>
+
+<p>An intent is defined by an {@link android.content.Intent} object, which defines a message to
+activate either a specific component or a specific <em>type</em> of component&mdash;an intent
+can be either explicit or implicit, respectively.</p>
+
+<p>For activities and services, an intent defines the action to perform (for example, to "view" or
+"send" something) and may specify the URI of the data to act on (among other things that the
+component being started might need to know). For example, an intent might convey a request for an
+activity to present an image to the user or to open a web page. In some cases, you can start a
+component in order to receive a result, in which case, the component that is started also returns
+the result in an {@link android.content.Intent} object (for example, you can issue an intent to let
+the user pick a personal contact and have it returned to you&mdash;the return intent includes a
+URI pointing to the chosen contact). For broadcast receivers, the intent simply defines the
+announcement being broadcast (for example, a broadcast to indicate the device battery is low
+includes only a known action string that indicates "battery is low").</p>
+
+<p>The remaining type of component, content provider, is not activated by intents. Rather, it is
+activated when targeted by a request from a {@link android.content.ContentResolver}. The content
+resolver handles all direct transactions with the content provider so that the component that's
+performing transactions with the provider doesn't need to and instead calls methods on the {@link
+android.content.ContentResolver} object. This leaves a layer of abstraction between the content
+provider and the component requesting information (for security).</p>
+
+<p>For more information about using intents, see the <a
+href="{@docRoot}guide/topics/intents/intents-filters.html">Intents and
+Intent Filters</a> document. More information about activating specific components is also provided
+in the <a href="{@docRoot}guide/topics/fundamentals/activities.html">Activities</a>, <a
+href="{@docRoot}guide/topics/fundamentals/services.html">Services</a>, and <a
+href="{@docRoot}guide/topics/providers/content-providers.html">Content Providers</a> developer
+guides.</p>
+
+
+<h2 id="Manifest">The Manifest File</h2>
+
+<p>Before the Android system can start an application component, the system must know that the
+component exists by reading the application's {@code AndroidManifest.xml} file (the "manifest"
+file). Your application must declare all its components in this file, which must be at the root of
+the application project directory.</p>
+
+<p>The manifest does a number of things in addition to declaring the application's components,
+such as:</p>
+<ul>
+ <li>Identify any user permissions the application requires, such as Internet access or
+read-access to the user's contacts.</li>
+ <li>Declare the minimum <a href="{@docRoot}guide/appendix/api-levels.html">API Level</a>
+required by the application, based on which APIs the application uses.</li>
+ <li>Declare hardware and software features used or required by the application, such as a camera,
+bluetooth services, or a multitouch screen.</li>
+ <li>API libraries the application needs to be linked against (other than the Android framework
+APIs), such as the <a
+href="http://code.google.com/android/add-ons/google-apis/maps-overview.html">Google Maps
+library</a>.</li>
+ <li>And more</li>
+</ul>
+
+
+<h3 id="DeclaringComponents">Declaring components</h3>
+
+<p>The primary task of the manifest is to inform the system about the application's components. For
+example, a manifest file can declare an activity as follows: </p>
+
+<pre>
+&lt;?xml version="1.0" encoding="utf-8"?&gt;
+&lt;manifest ... &gt;
+ &lt;application android:icon="@drawable/app_icon.png" ... &gt;
+ &lt;activity android:name="com.example.project.ExampleActivity"
+ android:label="@string/example_label" ... &gt;
+ &lt;/activity&gt;
+ ...
+ &lt;/application&gt;
+&lt;/manifest&gt;</pre>
+
+<p>In the <code><a
+href="{@docRoot}guide/topics/manifest/application-element.html">&lt;application&gt;</a></code>
+element, the {@code android:icon} attribute points to resources for an icon that identifies the
+application.</p>
+
+<p>In the <code><a
+href="{@docRoot}guide/topics/manifest/activity-element.html">&lt;activity&gt;</a></code> element,
+the {@code android:name} attribute specifies the fully qualified class name of the {@link
+android.app.Activity} subclass and the {@code android:label} attributes specifies a string
+to use as the user-visible label for the activity.</p>
+
+<p>You must declare all application components this way:</p>
+<ul>
+ <li><code><a
+href="{@docRoot}guide/topics/manifest/activity-element.html">&lt;activity&gt;</a></code> elements
+for activities</li>
+ <li><code><a
+href="{@docRoot}guide/topics/manifest/service-element.html">&lt;service&gt;</a></code> elements for
+services</li>
+ <li><code><a
+href="{@docRoot}guide/topics/manifest/receiver-element.html">&lt;receiver&gt;</a></code> elements
+for broadcast receivers</li>
+ <li><code><a
+href="{@docRoot}guide/topics/manifest/provider-element.html">&lt;provider&gt;</a></code> elements
+for content providers</li>
+</ul>
+
+<p>Activities, services, and content providers that you include in your source but do not declare
+in the manifest are not visible to the system and, consequently, can never run. However,
+broadcast
+receivers can be either declared in the manifest or created dynamically in code (as
+{@link android.content.BroadcastReceiver} objects) and registered with the system by calling
+{@link android.content.Context#registerReceiver registerReceiver()}.</p>
+
+<p>For more about how to structure the manifest file for your application, see the <a
+href="{@docRoot}guide/topics/manifest/manifest-intro.html">The AndroidManifest.xml File</a>
+documentation. </p>
+
+
+
+<h3 id="DeclaringComponentCapabilities">Declaring component capabilities</h3>
+
+<p>As discussed above, in <a href="#ActivatingComponents">Activating Components</a>, you can use an
+{@link android.content.Intent} to start activities, services, and broadcast receivers. You can do so
+by explicitly naming the target component (using the component class name) in the intent. However,
+the real power of intents lies in the concept of intent actions. With intent actions, you simply
+describe the type of action you want to perform (and optionally, the data upon which you’d like to
+perform the action) and allow the system to find a component on the device that can perform the
+action and start it. If there are multiple components that can perform the action described by the
+intent, then the user selects which one to use.</p>
+
+<p>The way the system identifies the components that can respond to an intent is by comparing the
+intent received to the <i>intent filters</i> provided in the manifest file of other applications on
+the device.</p>
+
+<p>When you declare a component in your application's manifest, you can optionally include
+intent filters that declare the capabilities of the component so it can respond to intents
+from other applications. You can declare an intent filter for your component by
+adding an <a href="{@docRoot}guide/topics/manifest/intent-filter-element.html">{@code
+&lt;intent-filter&gt;}</a> element as a child of the component's declaration element.</p>
+
+<p>For example, an email application with an activity for composing a new email might declare an
+intent filter in its manifest entry to respond to "send" intents (in order to send email). An
+activity in your application can then create an intent with the “send” action ({@link
+android.content.Intent#ACTION_SEND}), which the system matches to the email application’s “send”
+activity and launches it when you invoke the intent with {@link android.app.Activity#startActivity
+startActivity()}.</p>
+
+<p>For more about creating intent filters, see the <a
+href="{@docRoot}guide/topics/intents/intents-filters.html">Intents and Intent Filters</a> document.
+</p>
+
+
+
+<h3 id="DeclaringRequirements">Declaring application requirements</h3>
+
+<p>There are a variety of devices powered by Android and not all of them provide the
+same features and capabilities. In order to prevent your application from being installed on devices
+that lack features needed by your application, it's important that you clearly define a profile for
+the types of devices your application supports by declaring device and software requirements in your
+manifest file. Most of these declarations are informational only and the system does not read
+them, but external services such as Android Market do read them in order to provide filtering
+for users when they search for applications from their device.</p>
+
+<p>For example, if your application requires a camera and uses APIs introduced in Android 2.1 (<a
+href="{@docRoot}guide/appendix/api-levels.html">API Level</a> 7), you should declare these as
+requirements in your manifest file. That way, devices that do <em>not</em> have a camera and have an
+Android version <em>lower</em> than 2.1 cannot install your application from Android Market.</p>
+
+<p>However, you can also declare that your applicaiton uses the camera, but does not
+<em>require</em> it. In that case, your application must perform a check at runtime to determine
+if the device has a camera and disable any features that use the camera if one is not available.</p>
+
+<p>Here are some of the important device characteristics that you should consider as you design and
+develop your application:</p>
+
+<dl>
+ <dt>Screen size and density</dt>
+ <dd>In order to categorize devices by their screen type, Android defines two characteristics for
+each device: screen size (the physical dimensions of the screen) and screen density (the physical
+density of the pixels on the screen, or dpi&mdash;dots per inch). To simplify all the different
+types of screen configurations, the Android system generalizes them into select groups that make
+them easier to target.
+<p>The screen sizes are: small, normal, large, and extra large.<br/>
+The screen densities are: low density, medium density, high density, and extra high density.</p>
+
+<p>By default, your application is compatible with all screen sizes and densities,
+because the Android system makes the appropriate adjustments to your UI layout and image
+resources. However, you should create specialized layouts for certain screen sizes and provide
+specialized images for certain densities, using alternative layout resources, and by declaring in
+your manifest exactly which screen sizes your application supports with the <a
+href="{@docRoot}guide/topics/manifest/supports-screens.html">{@code
+&lt;supports-screens&gt;}</a> element.</p>
+<p>For more information, see the <a
+href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a>
+document.</p></dd>
+
+ <dt>Input configurations</dt>
+ <dd>Many devices provide a different type of user input mechanism, such as a hardware keyboard, a
+trackball, or a five-way navigation pad. If your application requires a particular kind of input
+hardware, then you should declare it in your manifest with the <a
+href="{@docRoot}guide/topics/manifest/uses-configuration-element.html">{@code
+&lt;uses-configuration&gt;}</a> element. However, it is rare that an application should require
+a certain input configuration.</dd>
+
+ <dt>Device features</dt>
+ <dd>There are many hardware and software features that may or may not exist on a given
+Android-powered device, such as a camera, a light sensor, bluetooth, a certain
+version of OpenGL, or the fidelity of the touchscreen. You should never assume that a certain
+feature is available on all Android-powered devices (other than the availability of the standard
+Android library), so you should declare any features used by your application with the <a
+href="{@docRoot}guide/topics/manifest/uses-feature-element.html">{@code &lt;uses-feature&gt;}</a>
+element.</dd>
+
+ <dt>Platform Version</dt>
+ <dd>Different Android-powered devices often run different versions of the Android platform,
+such as Android 1.6 or Android 2.3. Each successive version often includes additional APIs not
+available in the previous version. In order to indicate which set of APIs are available, each
+platform version specifies an <a
+href="{@docRoot}guide/appendix/api-levels.html">API Level</a> (for example, Android 1.0 is API Level
+1 and Android 2.3 is API Level 9). If you use any APIs that were added to the platform after
+version 1.0, you should declare the minimum API Level in which those APIs were introduced using the
+<a href="{@docRoot}guide/topics/manifest/uses-sdk.html">{@code &lt;uses-sdk&gt;}</a> element.</dd>
+</dl>
+
+<p>It's important that you declare all such requirements for your application, because, when you
+distribute your application on Android Market, Market uses these declarations to filter which
+applications are available on each device. As such, your application should be available only to
+devices that meet all your application requirements.</p>
+
+<p>For more information about how Android Market filters applications based on these (and other)
+requirements, see the <a href="{@docRoot}guide/appendix/market-filters.html">Market Filters</a>
+document.</p>
+
+
+
+<h2 id="Resources">Application Resources</h2>
+
+<p>An Android application is composed of more than just code&mdash;it requires resources that are
+separate from the source code, such as images, audio files, and anything relating to the visual
+presentation of the application. For example, you should define animations, menus, styles, colors,
+and the layout of activity user interfaces with XML files. Using application resources makes it easy
+to update various characteristics of your application without modifying code and&mdash;by providing
+sets of alternative resources&mdash;enables you to optimize your application for a variety of
+device configurations (such as different languages and screen sizes).</p>
+
+<p>For every resource that you include in your Android project, the SDK build tools define a unique
+integer ID, which you can use to reference the resource from your application code or from
+other resources defined in XML. For example, if your application contains an image file named {@code
+logo.png} (saved in the {@code res/drawable/} directory), the SDK tools generate a resource ID
+named {@code R.drawable.logo}, which you can use to reference the image and insert it in your
+user interface.</p>
+
+<p>One of the most important aspects of providing resources separate from your source code
+is the ability for you to provide alternative resources for different device
+configurations. For example, by defining UI strings in XML, you can translate the strings into other
+languages and save those strings in separate files. Then, based on a language <em>qualifier</em>
+that you append to the resource directory's name (such as {@code res/values-fr/} for French string
+values) and the user's language setting, the Android system applies the appropriate language strings
+to your UI.</p>
+
+<p>Android supports many different <em>qualifiers</em> for your alternative resources. The
+qualifier is a short string that you include in the name of your resource directories in order to
+define the device configuration for which those resources should be used. As another
+example, you should often create different layouts for your activities, depending on the
+device's screen orientation and size. For example, when the device screen is in portrait
+orientation (tall), you might want a layout with buttons to be vertical, but when the screen is in
+landscape orientation (wide), the buttons should be aligned horizontally. To change the layout
+depending on the orientation, you can define two different layouts and apply the appropriate
+qualifier to each layout's directory name. Then, the system automatically applies the appropriate
+layout depending on the current device orientation.</p>
+
+<p>For more about the different kinds of resources you can include in your application and how
+to create alternative resources for various device configurations, see the <a
+href="{@docRoot}guide/topics/resources/index.html">Application Resources</a> developer guide.</p>
+
+
+<h2>Beginner's Path</h2>
+
+<p>For a close look at implementing activities&mdash;the components your users use to
+interact with your application&mdash;continue with the <b><a
+href="{@docRoot}guide/topics/fundamentals/activities.html">Activities</a></b> document.</p>
+
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+page.title=Processes and Threads
+parent.title=Application Fundamentals
+parent.link=index.html
+@jd:body
+
+<div id="qv-wrapper">
+<div id="qv">
+<h2>Quickview</h2>
+<ul>
+ <li>Every application runs in its own process and all components of the application run in that
+process, by default</li>
+ <li>Any slow, blocking operations in an activity should be done in a new thread, to avoid slowing
+down the user interface</li>
+</ul>
+
+<h2>In this document</h2>
+<ol>
+<li><a href="#Processes">Processes</a>
+ <ol>
+ <li><a href="#Lifecycle">Process lifecycle</a></li>
+ </ol>
+</li>
+<li><a href="#Threads">Threads</a>
+ <ol>
+ <li><a href="#WorkerThreads">Worker threads</a></li>
+ <li><a href="#ThreadSafe">Thread-safe methods</a></li>
+ </ol>
+</li>
+<li><a href="#IPC">Interprocess Communication</a></li>
+</ol>
+
+</div>
+</div>
+
+<p>When an application component starts and the application does not have any other components
+running, the Android system starts a new Linux process for the application with a single thread of
+execution. By default, all components of the same application run in the same process and thread
+(called the "main" thread). If an application component starts and there already exists a process
+for that application (because another component from the application exists), then the component is
+started within that process and uses the same thread of execution. However, you can arrange for
+different components in your application to run in separate processes, and you can create additional
+threads for any process.</p>
+
+<p>This document discusses how processes and threads work in an Android application.</p>
+
+
+<h2 id="Processes">Processes</h2>
+
+<p>By default, all components of the same application run in the same process and most applications
+should not change this. However, if you find that you need to control which process a certain
+component belongs to, you can do so in the manifest file.</p>
+
+<p>The manifest entry for each type of component element&mdash;<a
+href="{@docRoot}guide/topics/manifest/activity-element.html">{@code
+&lt;activity&gt;}</a>, <a href="{@docRoot}guide/topics/manifest/service-element.html">{@code
+&lt;service&gt;}</a>, <a href="{@docRoot}guide/topics/manifest/receiver-element.html">{@code
+&lt;receiver&gt;}</a>, and <a href="{@docRoot}guide/topics/manifest/provider-element.html">{@code
+&lt;provider&gt;}</a>&mdash;supports an {@code android:process} attribute that can specify a
+process in which that component should run. You can set this attribute so that each component runs
+in its own process or so that some components share a process while others do not. You can also set
+{@code android:process} so that components of different applications run in the same
+process&mdash;provided that the applications share the same Linux user ID and are signed with the
+same certificates.</p>
+
+<p>The <a href="{@docRoot}guide/topics/manifest/application-element.html">{@code
+&lt;application&gt;}</a> element also supports an {@code android:process} attribute, to set a
+default value that applies to all components.</p>
+
+<p>Android might decide to shut down a process at some point, when memory is low and required by
+other processes that are more immediately serving the user. Application
+components running in the process that's killed are consequently destroyed. A process is started
+again for those components when there's again work for them to do.</p>
+
+<p>When deciding which processes to kill, the Android system weighs their relative importance to
+the user. For example, it more readily shuts down a process hosting activities that are no longer
+visible on screen, compared to a process hosting visible activities. The decision whether to
+terminate a process, therefore, depends on the state of the components running in that process. The
+rules used to decide which processes to terminate is discussed below. </p>
+
+
+<h3 id="Lifecycle">Process lifecycle</h3>
+
+<p>The Android system tries to maintain an application process for as long as possible, but
+eventually needs to remove old processes to reclaim memory for new or more important processes. To
+determine which processes to keep
+and which to kill, the system places each process into an "importance hierarchy" based on the
+components running in the process and the state of those components. Processes with the lowest
+importance are eliminated first, then those with the next lowest importance, and so on, as necessary
+to recover system resources.</p>
+
+<p>There are five levels in the importance hierarchy. The following list presents the different
+types of processes in order of importance (the first process is <em>most important</em> and is
+<em>killed last</em>):</p>
+
+<ol>
+ <li><b>Foreground process</b>
+ <p>A process that is required for what the user is currently doing. A
+ process is considered to be in the foreground if any of the following conditions are true:</p>
+
+ <ul>
+ <li>It hosts an {@link android.app.Activity} that the user is interacting with (the {@link
+android.app.Activity}'s {@link android.app.Activity#onResume onResume()} method has been
+called).</li>
+
+ <li>It hosts a {@link android.app.Service} that's bound to the activity that the user is
+interacting with.</li>
+
+ <li>It hosts a {@link android.app.Service} that's running "in the foreground"&mdash;the
+service has called {@link android.app.Service#startForeground startForeground()}.
+
+ <li>It hosts a {@link android.app.Service} that's executing one of its lifecycle
+callbacks ({@link android.app.Service#onCreate onCreate()}, {@link android.app.Service#onStart
+onStart()}, or {@link android.app.Service#onDestroy onDestroy()}).</li>
+
+ <li>It hosts a {@link android.content.BroadcastReceiver} that's executing its {@link
+ android.content.BroadcastReceiver#onReceive onReceive()} method.</li>
+ </ul>
+
+ <p>Generally, only a few foreground processes exist at any given time. They are killed only as
+a last resort&mdash;if memory is so low that they cannot all continue to run. Generally, at that
+point, the device has reached a memory paging state, so killing some foreground processes is
+required to keep the user interface responsive.</p></li>
+
+ <li><b>Visible process</b>
+ <p>A process that doesn't have any foreground components, but still can
+ affect what the user sees on screen. A process is considered to be visible if either of the
+ following conditions are true:</p>
+
+ <ul>
+ <li>It hosts an {@link android.app.Activity} that is not in the foreground, but is still
+visible to the user (its {@link android.app.Activity#onPause onPause()} method has been called).
+This might occur, for example, if the foreground activity started a dialog, which allows the
+previous activity to be seen behind it.</li>
+
+ <li>It hosts a {@link android.app.Service} that's bound to a visible (or foreground)
+activity.</li>
+ </ul>
+
+ <p>A visible process is considered extremely important and will not be killed unless doing so
+is required to keep all foreground processes running. </p>
+ </li>
+
+ <li><b>Service process</b>
+ <p>A process that is running a service that has been started with the {@link
+android.content.Context#startService startService()} method and does not fall into either of the two
+higher categories. Although service processes are not directly tied to anything the user sees, they
+are generally doing things that the user cares about (such as playing music in the background or
+downloading data on the network), so the system keeps them running unless there's not enough memory
+to retain them along with all foreground and visible processes. </p>
+ </li>
+
+ <li><b>Background process</b>
+ <p>A process holding an activity that's not currently visible to the user (the activity's
+{@link android.app.Activity#onStop onStop()} method has been called). These processes have no direct
+impact on the user experience, and the system can kill them at any time to reclaim memory for a
+foreground,
+visible, or service process. Usually there are many background processes running, so they are kept
+in an LRU (least recently used) list to ensure that the process with the activity that was most
+recently seen by the user is the last to be killed. If an activity implements its lifecycle methods
+correctly, and saves its current state, killing its process will not have a visible effect on
+the user experience, because when the user navigates back to the activity, the activity restores
+all of its visible state. See the <a
+href="{@docRoot}guide/topics/fundamentals/activities.html#SavingActivityState">Activities</a>
+document for information about saving and restoring state.</p>
+ </li>
+
+ <li><b>Empty process</b>
+ <p>A process that doesn't hold any active application components. The only reason to keep this
+kind of process alive is for caching purposes, to improve startup time the next time a component
+needs to run in it. The system often kills these processes in order to balance overall system
+resources between process caches and the underlying kernel caches.</p>
+ </li>
+</ol>
+
+
+ <p>Android ranks a process at the highest level it can, based upon the importance of the
+components currently active in the process. For example, if a process hosts a service and a visible
+activity, the process is ranked as a visible process, not a service process.</p>
+
+ <p>In addition, a process's ranking might be increased because other processes are dependent on
+it&mdash;a process that is serving another process can never be ranked lower than the process it is
+serving. For example, if a content provider in process A is serving a client in process B, or if a
+service in process A is bound to a component in process B, process A is always considered at least
+as important as process B.</p>
+
+ <p>Because a process running a service is ranked higher than a process with background activities,
+an activity that initiates a long-running operation might do well to start a <a
+href="{@docRoot}guide/topics/fundamentals/services.html">service</a> for that operation, rather than
+simply create a worker thread&mdash;particularly if the operation will likely outlast the activity.
+For example, an activity that's uploading a picture to a web site should start a service to perform
+the upload so that the upload can continue in the background even if the user leaves the activity.
+Using a service guarantees that the operation will have at least "service process" priority,
+regardless of what happens to the activity. This is the same reason that broadcast receivers should
+employ services rather than simply put time-consuming operations in a thread.</p>
+
+
+
+
+<h2 id="Threads">Threads</h2>
+
+<p>When an application is launched, the system creates a thread of execution for the application,
+called "main." This thread is very important because it is in charge of dispatching events to
+the appropriate user interface widgets, including drawing events. It is also the thread in which
+your application interacts with components from the Android UI toolkit (components from the {@link
+android.widget} and {@link android.view} packages). As such, the main thread is also sometimes
+called the UI thread.</p>
+
+<p>The system does <em>not</em> create a separate thread for each instance of a component. All
+components that run in the same process are instantiated in the UI thread, and system calls to
+each component are dispatched from that thread. Consequently, methods that respond to system
+callbacks (such as {@link android.view.View#onKeyDown onKeyDown()} to report user actions
+or a lifecycle callback method) always run in the UI thread of the process.</p>
+
+<p>For instance, when the user touches a button on the screen, your app's UI thread dispatches the
+touch event to the widget, which in turn sets its pressed state and posts an invalidate request to
+the event queue. The UI thread dequeues the request and notifies the widget that it should redraw
+itself.</p>
+
+<p>When your app performs intensive work in response to user interaction, this single thread model
+can yield poor performance unless you implement your application properly. Specifically, if
+everything is happening in the UI thread, performing long operations such as network access or
+database queries will block the whole UI. When the thread is blocked, no events can be dispatched,
+including drawing events. From the user's perspective, the
+application appears to hang. Even worse, if the UI thread is blocked for more than a few seconds
+(about 5 seconds currently) the user is presented with the infamous "<a
+href="http://developer.android.com/guide/practices/design/responsiveness.html">application not
+responding</a>" (ANR) dialog. The user might then decide to quit your application and uninstall it
+if they are unhappy.</p>
+
+<p>Additionally, the Andoid UI toolkit is <em>not</em> thread-safe. So, you must not manipulate
+your UI from a worker thread&mdash;you must do all manipulation to your user interface from the UI
+thread. Thus, there are simply two rules to Android's single thread model:</p>
+
+<ol>
+<li>Do not block the UI thread
+<li>Do not access the Android UI toolkit from outside the UI thread
+</ol>
+
+<h3 id="WorkerThreads">Worker threads</h3>
+
+<p>Because of the single thread model described above, it's vital to the responsiveness of your
+application's UI that you do not block the UI thread. If you have operations to perform
+that are not instantaneous, you should make sure to do them in separate threads ("background" or
+"worker" threads).</p>
+
+<p>For example, below is some code for a click listener that downloads an image from a separate
+thread and displays it in an {@link android.widget.ImageView}:</p>
+
+<pre>
+public void onClick(View v) {
+ new Thread(new Runnable() {
+ public void run() {
+ Bitmap b = loadImageFromNetwork("http://example.com/image.png");
+ mImageView.setImageBitmap(b);
+ }
+ }).start();
+}
+</pre>
+
+<p>At first, this seems to work fine, because it creates a new thread to handle the network
+operation. However, it violates the second rule of the single-threaded model: <em>do not access the
+Android UI toolkit from outside the UI thread</em>&mdash;this sample modifies the {@link
+android.widget.ImageView} from the worker thread instead of the UI thread. This can result in
+undefined and unexpected behavior, which can be difficult and time-consuming to track down.</p>
+
+<p>To fix this problem, Android offers several ways to access the UI thread from other
+threads. Here is a list of methods that can help:</p>
+
+<ul>
+<li>{@link android.app.Activity#runOnUiThread(java.lang.Runnable)
+Activity.runOnUiThread(Runnable)}</li>
+<li>{@link android.view.View#post(java.lang.Runnable) View.post(Runnable)}</li>
+<li>{@link android.view.View#postDelayed(java.lang.Runnable, long) View.postDelayed(Runnable,
+long)}</li>
+</ul>
+
+<p>For example, you can fix the above code by using the {@link
+android.view.View#post(java.lang.Runnable) View.post(Runnable)} method:</p>
+
+<pre>
+public void onClick(View v) {
+ new Thread(new Runnable() {
+ public void run() {
+ final Bitmap bitmap = loadImageFromNetwork("http://example.com/image.png");
+ mImageView.post(new Runnable() {
+ public void run() {
+ mImageView.setImageBitmap(bitmap);
+ }
+ });
+ }
+ }).start();
+}
+</pre>
+
+<p>Now this implementation is thread-safe: the network operation is done from a separate thread
+while the {@link android.widget.ImageView} is manipulated from the UI thread.</p>
+
+<p>However, as the complexity of the operation grows, this kind of code can get complicated and
+difficult to maintain. To handle more complex interactions with a worker thread, you might consider
+using a {@link android.os.Handler} in your worker thread, to process messages delivered from the UI
+thread. Perhaps the best solution, though, is to extend the {@link android.os.AsyncTask} class,
+which simplifies the execution of worker thread tasks that need to interact with the UI.</p>
+
+
+<h4 id="AsyncTask">Using AsyncTask</h4>
+
+<p>{@link android.os.AsyncTask} allows you to perform asynchronous work on your user
+interface. It performs the blocking operations in a worker thread and then publishes the results on
+the UI thread, without requiring you to handle threads and/or handlers yourself.</p>
+
+<p>To use it, you must subclass {@link android.os.AsyncTask} and implement the {@link
+android.os.AsyncTask#doInBackground doInBackground()} callback method, which runs in a pool of
+background threads. To update your UI, you should implement {@link
+android.os.AsyncTask#onPostExecute onPostExecute()}, which delivers the result from {@link
+android.os.AsyncTask#doInBackground doInBackground()} and runs in the UI thread, so you can safely
+update your UI. You can then run the task by calling {@link android.os.AsyncTask#execute execute()}
+from the UI thread.</p>
+
+<p>For example, you can implement the previous example using {@link android.os.AsyncTask} this
+way:</p>
+
+<pre>
+public void onClick(View v) {
+ new DownloadImageTask().execute("http://example.com/image.png");
+}
+
+private class DownloadImageTask extends AsyncTask&lt;String, Void, Bitmap&gt; {
+ /** The system calls this to perform work in a worker thread and
+ * delivers it the parameters given to AsyncTask.execute() */
+ protected Bitmap doInBackground(String... urls) {
+ return loadImageFromNetwork(urls[0]);
+ }
+
+ /** The system calls this to perform work in the UI thread and delivers
+ * the result from doInBackground() */
+ protected void onPostExecute(Bitmap result) {
+ mImageView.setImageBitmap(result);
+ }
+}
+</pre>
+
+<p>Now the UI is safe and the code is simpler, because it separates the work into the
+part that should be done on a worker thread and the part that should be done on the UI thread.</p>
+
+<p>You should read the {@link android.os.AsyncTask} reference for a full understanding on
+how to use this class, but here is a quick overview of how it works:</p>
+
+<ul>
+<li>You can specify the type of the parameters, the progress values, and the final
+value of the task, using generics</li>
+<li>The method {@link android.os.AsyncTask#doInBackground doInBackground()} executes automatically
+on a worker thread</li>
+<li>{@link android.os.AsyncTask#onPreExecute onPreExecute()}, {@link
+android.os.AsyncTask#onPostExecute onPostExecute()}, and {@link
+android.os.AsyncTask#onProgressUpdate onProgressUpdate()} are all invoked on the UI thread</li>
+<li>The value returned by {@link android.os.AsyncTask#doInBackground doInBackground()} is sent to
+{@link android.os.AsyncTask#onPostExecute onPostExecute()}</li>
+<li>You can call {@link android.os.AsyncTask#publishProgress publishProgress()} at anytime in {@link
+android.os.AsyncTask#doInBackground doInBackground()} to execute {@link
+android.os.AsyncTask#onProgressUpdate onProgressUpdate()} on the UI thread</li>
+<li>You can cancel the task at any time, from any thread</li>
+</ul>
+
+<p class="caution"><strong>Caution:</strong> Another problem you might encounter when using a worker
+thread is unexpected restarts in your activity due to a <a
+href="{@docRoot}guide/topics/resources/runtime-changes.html">runtime configuration change</a>
+(such as when the user changes the screen orientation), which may destroy your worker thread. To
+see how you can persist your task during one of these restarts and how to properly cancel the task
+when the activity is destroyed, see the source code for the <a
+href="http://code.google.com/p/shelves/">Shelves</a> sample application.</p>
+
+
+<h3 id="ThreadSafe">Thread-safe methods</h3>
+
+<p> In some situations, the methods you implement might be called from more than one thread, and
+therefore must be written to be thread-safe. </p>
+
+<p>This is primarily true for methods that can be called remotely&mdash;such as methods in a <a
+href="{@docRoot}guide/topics/fundamentals/bound-services.html">bound service</a>. When a call on a
+method implemented in an {@link android.os.IBinder} originates in the same process in which the
+{@link android.os.IBinder IBinder} is running, the method is executed in the caller's thread.
+However, when the call originates in another process, the method is executed in a thread chosen from
+a pool of threads that the system maintains in the same process as the {@link android.os.IBinder
+IBinder} (it's not executed in the UI thread of the process). For example, whereas a service's
+{@link android.app.Service#onBind onBind()} method would be called from the UI thread of the
+service's process, methods implemented in the object that {@link android.app.Service#onBind
+onBind()} returns (for example, a subclass that implements RPC methods) would be called from threads
+in the pool. Because a service can have more than one client, more than one pool thread can engage
+the same {@link android.os.IBinder IBinder} method at the same time. {@link android.os.IBinder
+IBinder} methods must, therefore, be implemented to be thread-safe.</p>
+
+<p> Similarly, a content provider can receive data requests that originate in other processes.
+Although the {@link android.content.ContentResolver} and {@link android.content.ContentProvider}
+classes hide the details of how the interprocess communication is managed, {@link
+android.content.ContentProvider} methods that respond to those requests&mdash;the methods {@link
+android.content.ContentProvider#query query()}, {@link android.content.ContentProvider#insert
+insert()}, {@link android.content.ContentProvider#delete delete()}, {@link
+android.content.ContentProvider#update update()}, and {@link android.content.ContentProvider#getType
+getType()}&mdash;are called from a pool of threads in the content provider's process, not the UI
+thread for the process. Because these methods might be called from any number of threads at the
+same time, they too must be implemented to be thread-safe. </p>
+
+
+<h2 id="IPC">Interprocess Communication</h2>
+
+<p>Android offers a mechanism for interprocess communication (IPC) using remote procedure calls
+(RPCs), in which a method is called by an activity or other application component, but executed
+remotely (in another process), with any result returned back to the
+caller. This entails decomposing a method call and its data to a level the operating system can
+understand, transmitting it from the local process and address space to the remote process and
+address space, then reassembling and reenacting the call there. Return values are then
+transmitted in the opposite direction. Android provides all the code to perform these IPC
+transactions, so you can focus on defining and implementing the RPC programming interface. </p>
+
+<p>To perform IPC, your application must bind to a service, using {@link
+android.content.Context#bindService bindService()}. For more information, see the <a
+href="{@docRoot}guide/topics/fundamentals/services.html">Services</a> developer guide.</p>
+
+
+<h2>Beginner's Path</h2>
+
+<p>For information about how to perform work in the background for an indefinite period of time
+(without a user interface), continue with the <b><a
+href="{@docRoot}guide/topics/fundamentals/services.html">Services</a></b> document.</p>
+