Short Answer: use android:gravity or setGravity() to control gravity of all child views of a container; use android:layout_gravity or setLayoutParams() to control gravity of an individual view in a container.

To control the gravity of a child view in its container, use android:layout_gravity XML attribute. In code, one needs to get the LinearLayout.LayoutParams of the view and set its gravity. Here is a code example that set a button to bottom in a horizontally oriented container:


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For horizontal LinearLayout container, the horizontal gravity of its child view is left-aligned one after another and cannot be changed. Setting android:layout_gravity to center_horizontal has no effect. The default vertical gravity is center (or center_vertical) and can be changed to top or bottom. Actually the default layout_gravity value is -1 but Android put it center vertically.

Similarly, for vertical View Group container, the vertical gravity of its child view is top-aligned one below another and cannot be changed. The default horizontal gravity is center (or center_horizontal) and can be changed to left or right.

Actually, a child view such as a button also has android:gravity XML attribute and the setGravity() method to control its child views -- the text in it. The Button.setGravity(int) is linked to this developer.android.com entry.

If we want to set the gravity of content inside a view then we will use "android:gravity", and if we want to set the gravity of this view (as a whole) with in its parent view then we will use "android:layout_gravity".

FrameLayout fully working on Layout-gravity. Example:- If you work on FrameLayout then you don't need to change whole Layout for adding new View. You just add View as last in the FrameLayout and give him Layout-gravity with value.(This is adavantages of layout-gravity with FrameLayout).

android:gravity is used to specify how to place the content of the object within the object itself. In another word, android:gravity is used to specify the gravity of the content of the view.

Example: Let's say if you were to work with LinearLayout (Height: match_parent, Width: match_parent) as root level element, then you will have full frame space available; and the child views says 2 TextViews (Height: wrap_content, Width: wrap_content) inside the LinearLayout can be moved around along x/y axis using corresponding values for gravity on parent.

Example: If you keep in mind the previous example, we know gravity enabled us to move along x/y axis, i.e; the place TextViews inside LinearLayout. Let's just say LinearLayout specifies gravity: center; meaning every TextView needs to be center both vertically and horizontally. Now if we want one of the TextView to go left/right, we can override the specified gravity behavior using layout_gravity on the TextView.

Bonus: if you dig deeper, you will find out that text within the TextView act as sub-view; so if you apply the gravity on TextView, the text inside the TextView will move around. (the entire concept apply here too)

Gravity is used to set text alignment in views but layout_gravity is use to set views it self. Lets take an example if you want to align text written in editText then use gravity and you want align this editText or any button or any view then use layout_gravity, So its very simple.

layout_gravity: is used for current view only gravity in context of it's relative parent view like linear Layout or FrameLayout to make view in center or any other gravity of its parent.

android:layout_gravity handles the alignment of itself, it sets the gravity of the View or Layout relative to its parent. In other words it focuses on centering a specific child view in the parent view. So it works better on the child view you want centralized.

From simulators and reference tools to fun and games, physics-related mobile applications run the gamut. Some of the apps were designed by physicists for use by physicists, while others are intended to inform the general public about physics laws and the field's grandest experiments, or offer an entertaining escape.

Symmetry scoured the app stores and pulled out a few of our favorites. These apps stretch the scale from massive galactic phenomena to subatomic particles, and send you on adventures ranging from Ms. Particle Man's fictional pursuit of the Higgs boson to the actual particle pathways that led to its discovery at the Large Hadron Collider.

He teamed with another researcher, Phil Marshall, also now at KIPAC, who supplied the math calculations, to build an educational app that quickly simulates gravitational lensing effects such as those observed in space.

In gravitational lensing, an object nearer to the observer, such as a galaxy or galaxy cluster, serves as a lens for a more distant galaxy or other object that is behind it, and the more distant object can be greatly distorted to appear as multiple images, rings or arcs. Lensing can be used to study dark matter, dark energy and the age and size of the universe.

The first version of GravLens took about six months to develop, Rykoff says, and allows users to touch their screen to move a large gravitational lens around a still image or live camera view to watch its effects.

Rykoff has continued to update the app, which has been featured in SLAC events, including a SLAC public lecture by KIPAC cosmologist Debbie Bard. This latest version, GravLens3, was released in November 2013 and allows users to wirelessly broadcast live lensing images to an external projector or screen.


Christopher Boddy was a graduate student at Oxford participating in the Higgs search at ATLAS, one of the main detectors at the LHC, when he started work on the app. He also spent his evenings and weekends indulging his hobby: writing smartphone games for the Android operating system.

"I loved the idea that people at home could view cutting-edge science using a device in their pocket, and had been toying with the idea," says Alan Barr, an associate professor of experimental particle physics at Oxford who oversaw the development of the apps. "The opportunity was too good to miss." Boddy built the app with support from other Oxford and ATLAS colleagues who specialized in data preparation, 3D visualizations and translating the app's scientific descriptions into different languages, including English, French, German, Italian, Spanish and Swedish.

In addition to providing background about the science of ATLAS and the LHC, the app can display experimental data for particle collisions in real time. The app also includes links to videos, particle physics information, and a game "to hunt your very own Higgs bosons."

LHSee has been downloaded more than 50,000 times, drawing more than 550 reviews and an average rating of 4.8 out of the maximum 5 stars. "One piece of rather funny feedback was from a person complaining that the app wouldn't let them actually control the LHC," Barr says.

Boddy began work on another free LHC-related app, Collider, that was completed last year by Tom McLaughlan, who also has worked in the ATLAS collaboration and at Oxford. Collider is available for Android and iPhone/iPad devices, and also features ATLAS data and games related to the Higgs boson.

"I was inspired by the particle accelerator work being done by scientists at Fermilab, CERN and elsewhere," Falk says, "and the idea of particles colliding felt like fertile ground for the game concept. As I read more about particle physics and quantum mechanics, what began as a simple pinball-like game morphed into a much richer game world inhabited by characters that took the form of various subatomic particles." Accelerators, photons, leptons, gluons, quarks and even dark matter play starring roles.

"The greatest challenge wasn't the physics, but learning how to develop apps, given that I was only doing it my free time," says Borland, who has several other apps to his name, including APS Status, which monitors the operating status of the Advanced Photon Source at Argonne National Laboratory, and AstroLight+Calculator, a mobile tool for astronomers.

Borland says he has used the TAPAs app on the job, including "several times during reviews, to give answers to unanticipated questions." Since its launch, Borland has added several new calculations in response to user requests or based on his own needs.

While mobile apps are a new hobby for Borland, his experience in scientific programming dates back to the 1980s. He has worked on several scientific simulation codes designed to run on machines ranging from laptops to supercomputers.

"When looking at the event displays of some particle detectors, my students asked me, 'What are these particles? What happened there and why?'" Kreslo says. "This need was what inspired me to write this app."

Kreslo, who also serves as deputy president of the scientific council of the Albert Einstein Center for Fundamental Physics at the University of Bern, says it took him about two weeks to create the original version of the app, which has since undergone a few updates. The next update, now in the works, will add information about neutrinos.

Jokisch, who as a former computational radiation dosimetrist has experience in calculating radiation doses for medical treatments, formed a company called Health Physics Apps LLC and an agreement with his university to develop and launch the apps. The first release, iRadiation, is built largely around National Council on Radiation Protection and Measurements data that provides information on natural levels of radiation exposure in specific locations, coupled with data on radiation levels from some common medical procedures, such as CT (computed tomography) scans. That app is intended as an educational tool for the general public.

Fluence, another app that Jokisch produced with student programmers, who received course credit for their work, is a radiation-dose calculator that is designed to be a handy reference for students and professionals working in the nuclear sciences. 152ee80cbc

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