A layout defines the structure for a user interface in your app, such as in an activity. All elements in the layout are built using a hierarchy of View and ViewGroup objects. A View usually draws something the user can see and interact with. A ViewGroup is an invisible container that defines the layout structure for View and other ViewGroup objects, as shown in figure.
View objects are often called widgets and can be one of many subclasses, such as Button or TextView. The ViewGroup objects are usually called layouts and can be one of many types that provide a different layout structure, such as LinearLayout or ConstraintLayout.
You can declare a layout in two ways:
Declare UI elements in XML. Android provides a straightforward XML vocabulary that corresponds to the View classes and subclasses, such as those for widgets and layouts. You can also use Android Studio's Layout Editor to build your XML layout using a drag-and-drop interface.
Instantiate layout elements at runtime. Your app can create View and ViewGroup objects and manipulate their properties programmatically.
Declaring your UI in XML lets you separate the presentation of your app from the code that controls its behavior. Using XML files also makes it easier to provide different layouts for different screen sizes and orientations. This is discussed further in Support different screen sizes.
The Android framework gives you the flexibility to use either or both of these methods to build your app's UI. For example, you can declare your app's default layouts in XML, and then modify the layout at runtime.
Using Android's XML vocabulary, you can quickly design UI layouts and the screen elements they contain, in the same way that you create web pages in HTML with a series of nested elements.
Each layout file must contain exactly one root element, which must be a View or ViewGroup object. After you define the root element, you can add additional layout objects or widgets as child elements to gradually build a View hierarchy that defines your layout. For example, here's an XML layout that uses a vertical LinearLayout to hold a TextView and a Button:
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical" >
<TextView android:id="@+id/text"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello, I am a TextView" />
<Button android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello, I am a Button" />
</LinearLayout>
After you declare your layout in XML, save the file with the .xml extension in your Android project's res/layout/ directory so it properly compiles.
When you compile your app, each XML layout file is compiled into a View resource. Load the layout resource in your app's Activity.onCreate() callback implementation. Do so by calling setContentView(), passing it the reference to your layout resource in the form: R.layout.layout_file_name. For example, if your XML layout is saved as main_layout.xml, load it for your Activity as follows:
//Kotlin
fun onCreate(savedInstanceState: Bundle) {
super.onCreate(savedInstanceState)
setContentView(R.layout.main_layout)
}
//Java
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main_layout);
}
The Android framework calls the onCreate() callback method in your Activity when the Activity launches.
Every View and ViewGroup object supports its own variety of XML attributes. Some attributes are specific to a View object. For example, TextView supports the textSize attribute. However, these attributes are also inherited by any View objects that extend this class. Some are common to all View objects, because they are inherited from the root View class, like the id attribute. Other attributes are considered layout parameters, which are attributes that describe certain layout orientations of the View object, as defined by that object's parent ViewGroup object.
Any View object can have an integer ID associated with it to uniquely identify the View within the tree. When the app is compiled, this ID is referenced as an integer, but the ID is typically assigned in the layout XML file as a string in the id attribute. This is an XML attribute common to all View objects, and it is defined by the View class. You use it very often. The syntax for an ID inside an XML tag is the following:
android:id="@+id/my_button"
The at symbol (@) at the beginning of the string indicates that the XML parser parses and expands the rest of the ID string and identifies it as an ID resource. The plus symbol (+) means this is a new resource name that must be created and added to your resources in the R.java file.
The Android framework offers many other ID resources. When referencing an Android resource ID, you don't need the plus symbol, but you must add the android package namespace as follows:
android:id="@android:id/empty"
The android package namespace indicates that you're referencing an ID from the android.R resources class, rather than the local resources class.
To create views and reference them from your app, you can use a common pattern as follows:
Define a view in the layout file and assign it a unique ID, as in the following example:
<Button android:id="@+id/my_button"
android:layout_width="wrap_content"
android:layout_height="wrap_content" android:text="@string/my_button_text"/>
2. Create an instance of the view object and capture it from the layout, typically in the onCreate() method, as shown in the following example:
// kotlin
val myButton: Button = findViewById(R.id.my_button)
// java
Button myButton = (Button) findViewById(R.id.my_button);
Defining IDs for view objects is important when creating a RelativeLayout. In a relative layout, sibling views can define their layout relative to another sibling view, which is referenced by the unique ID.
An ID doesn't need to be unique throughout the entire tree, but it must be unique within the part of the tree you search. It might often be the entire tree, so it's best to make it unique when possible.
XML layout attributes named layout_something define layout parameters for the View that are appropriate for the ViewGroup it resides in.
Every ViewGroup class implements a nested class that extends ViewGroup.LayoutParams. This subclass contains property types that define the size and position of each child view, as appropriate for the view group. As shown in figure 2, the parent view group defines layout parameters for each child view, including the child view group.
Every LayoutParams subclass has its own syntax for setting values. Each child element must define a LayoutParams that is appropriate for its parent, though it might also define a different LayoutParams for its own children.
All view groups include a width and height, using layout_width and layout_height, and each view is required to define them. Many LayoutParams include optional margins and borders.
You can specify width and height with exact measurements, but you might not want to do this often. More often, you use one of these constants to set the width or height:
wrap_content: tells your view to size itself to the dimensions required by its content.
match_parent: tells your view to become as big as its parent view group allows.
In general, we don't recommend specifying a layout width and height using absolute units such as pixels. A better approach is using relative measurements, such as density-independent pixel units (dp), wrap_content, or match_parent, because it helps your app display properly across a variety of device screen sizes. The accepted measurement types are defined in Layout resource.
A view has rectangular geometry. It has a location, expressed as a pair of left and top coordinates, and two dimensions, expressed as a width and height. The unit for location and dimensions is the pixel.
You can retrieve the location of a view by invoking the methods getLeft() and getTop(). The former returns the left (x) coordinate of the rectangle representing the view. The latter returns the top (y) coordinate of the rectangle representing the view. These methods return the location of the view relative to its parent. For example, when getLeft() returns 20, this means the view is located 20 pixels to the right of the left edge of its direct parent.
In addition, there are convenience methods to avoid unnecessary computations: namely getRight() and getBottom(). These methods return the coordinates of the right and bottom edges of the rectangle representing the view. For example, calling getRight() is similar to the following computation: getLeft() + getWidth().
The size of a view is expressed with a width and height. A view has two pairs of width and height values.
The first pair is known as measured width and measured height. These dimensions define how big a view wants to be within its parent. You can obtain the measured dimensions by calling getMeasuredWidth() and getMeasuredHeight().
The second pair is known as width and height, or sometimes drawing width and drawing height. These dimensions define the actual size of the view on screen, at drawing time and after layout. These values might, but don't have to, differ from the measured width and height. You can obtain the width and height by calling getWidth() and getHeight().
To measure its dimensions, a view takes into account its padding. The padding is expressed in pixels for the left, top, right and bottom parts of the view. You can use padding to offset the content of the view by a specific number of pixels. For instance, a left padding of two pushes the view's content two pixels to the right of the left edge. You can set padding using the setPadding(int, int, int, int) method and query it by calling getPaddingLeft(), getPaddingTop(), getPaddingRight(), and getPaddingBottom().
Although a view can define a padding, it doesn't support margins. However, view groups do support margins. See ViewGroup and ViewGroup.MarginLayoutParams for more information.
For more information about dimensions, see Dimension.
Besides setting margins and padding programmatically, you can also set them in your XML layouts, as shown in the following example:
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical" >
<TextView android:id="@+id/text"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_margin="16dp"
android:padding="8dp"
android:text="Hello, I am a TextView" />
<Button android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_marginTop="16dp"
android:paddingBottom="4dp"
android:paddingEnd="8dp"
android:paddingStart="8dp"
android:paddingTop="4dp"
android:text="Hello, I am a Button" />
</LinearLayout>
The preceding example shows margin and padding being applied. The TextView has uniform margins and padding applied all around, and the Button shows how you can apply them independently to different edges.
Each subclass of the ViewGroup class provides a unique way to display the views you nest within it. The most flexible layout type, and the one that provides the best tools for keeping your layout hierarchy shallow, is ConstraintLayout.