Using the Accelerometer on Android
In this tutorial, we are going to explore how to use the accelerometer, one of the many hardware sensors of modern smartphones, in an Android application. I'll explain what an accelerometer is and why it may be something you want to take advantage of in your Android applications.
Using gestures often feels more natural than interacting with a user interface through mouse and keyboard. This is especially true for touch devices, such as smartphones and tablets. I find that using gestures can bring an Android application to life, making it more interesting and exciting for the user.
In this tutorial, we'll use a gesture that you find in quite a few mobile applications, the shake gesture. We'll use the shake gesture to randomly generate six Lottery numbers and display them on the screen using a pretty animation.
If your IDE supports Android development, it'll have created a
Since we're going to make use of a shake gesture, it's a good idea to lock the device's orientation. This will ensure that the application's user interface isn't constantly switching between portrait and landscape. Open the project's manifest file and set the
Depending on the IDE that you're using, you may need to add a few import statements to
In the next step, we'll leverage the
To use the
From the moment, you update the
If you're using IntelliJ IDEA, you should be prompted to add these required methods when you click the error. If you're using a different IDE, this behavior may be different. Let's add the two required methods by hand as shown in the code snippet below. Make sure to add these methods in the
Let's take a look at the
Before we implement
The
In the
To initialize the
There are two other methods that we need to override,
Let's now zoom in on the implementation of the
The next step is to extract the device's position in space, the
To get the values of each axis, we ask the sensor event for its values as shown below. The event's
The system's sensors are incredibly sensitive. When holding a device in your hand, it is constantly in motion, no matter how steady your hand is. The result is that the
The final piece of the puzzle is detecting whether the device has been shaken or not. We use the
Let's start by setting up the application's main layout file that we'll use for the user interface. As you can see below, I use six frame layouts with a background of an image of a ball.
Each frame layout contains a text view that will display a randomly generated lottery number. Note that every frame layout and text view has an
With the main layout ready to use, let's revisit the
We first create an
Note that it may be necessary to add two more import statements to keep the compiler happy.
The final step is to display the randomly generated number in the user interface. We get a reference to the text views we created earlier and populate each text view with a random number. We also add a neat animation to the frame layouts, but feel free to omit or modify the animation.
We'll need to add a few more import statements to make all this work. Take a look at the code snippet below.
As for the animations, take a look at the contents of the animation file below. Note that you need to create an
All that's left for us to do is call
Introduction
Before the dawn of smartphones, one of the few hardware components applications could interact with was the keyboard. But times have changed and interacting with hardware components is becoming more and more common.Using gestures often feels more natural than interacting with a user interface through mouse and keyboard. This is especially true for touch devices, such as smartphones and tablets. I find that using gestures can bring an Android application to life, making it more interesting and exciting for the user.
In this tutorial, we'll use a gesture that you find in quite a few mobile applications, the shake gesture. We'll use the shake gesture to randomly generate six Lottery numbers and display them on the screen using a pretty animation.
1. Getting Started
Step 1: Project Setup
Start a new Android project in your favorite IDE (Integrated Development Environment) for Android development. For this tutorial, I'll be using IntelliJ IDEA.If your IDE supports Android development, it'll have created a
Main
class for you. The name of this class may vary depending on which IDE you're using. The Main
class plays a key role when your application is launched. Your IDE should also have created a main layout file that the Main
class uses to create the application's user interface.Since we're going to make use of a shake gesture, it's a good idea to lock the device's orientation. This will ensure that the application's user interface isn't constantly switching between portrait and landscape. Open the project's manifest file and set the
screenOrientation
option to portrait
.1 2 3 4 5 6 7 8 | < activity android:name = "com.Lottery.Main" android:screenOrientation = "portrait" android:label = "@string/app_name" > < intent-filter > < action android:name = "android.intent.action.MAIN" /> < category android:name = "android.intent.category.LAUNCHER" /> </ intent-filter > </ activity > |
Step 2: Setting Up the Sensor
With our project set up, it's time to get our hands dirty and write some code. At the moment, the main activity class has anonCreate
method in which we set the main layout by invoking setContentView
as shown below.1 2 3 4 5 6 7 8 9 | public class Main extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super .onCreate(savedInstanceState); setContentView(R.layout.main); } } |
Main.java
, the file in which your Main
class lives. Most IDEs will insert these import statements for you, but I want to make sure we're on the same page before we continue. The first import statement, import android.app.Activity
, imports the Activity
class while the second import statement, import android.os.Bundle
, imports the Bundle
class. The third import statement, com.example.R
, contains the definitions for the resources of the application. This import statement will differ from the one you see below as it depends on the name of your package.1 2 3 | import android.app.Activity; import android.os.Bundle; import com.example.R; |
SensorEventListener
interface, which is declared in the Android SDK. To use the SensorEventListener
interface, the Main
activity class needs to implement it as shown in the code snippet below. If you take a look at the updated Main
activity class, you'll find that I use the implements
keyword to tell the compiler that the Main
class implements the SensorEventListener
interface.1 2 3 4 5 6 7 8 9 | public class Main extends Activity implements SensorEventListener { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super .onCreate(savedInstanceState); setContentView(R.layout.main); } } |
SensorEventListener
interface, you need to add another import statement as shown below. Most IDEs will intelligently add the import statement for you so you probably won't have to worry about this.1 | import android.hardware.SensorEventListener; |
Main
class implementation as shown above, you'll see a few errors pop up. This isn't surprising since we need two implement two required methods of the SensorEventListener
interface.If you're using IntelliJ IDEA, you should be prompted to add these required methods when you click the error. If you're using a different IDE, this behavior may be different. Let's add the two required methods by hand as shown in the code snippet below. Make sure to add these methods in the
Main
class and outside of the onCreate
method.1 2 3 4 5 6 7 8 9 | @Override public void onSensorChanged(SensorEvent event) { } @Override public void onAccuracyChanged(Sensor sensor, int accuracy) { } |
onSensorChanged
method. We will be using this method to detect the shake gesture. The onSensorChanged
method is invoked every time the built-in sensor detects a change. This method is invoked repeatedly whenever the device is in motion. To use the Sensor
and SensorEvent
classes, we add two additional import statements as shown below.1 2 | import android.hardware.Sensor; import android.hardware.SensorEvent; |
onSensorChanged
, we need to declare two private variables in the Main
class, senSensorManager
of type SensorManager
and senAccelerometer
of type Sensor
.1 2 | private SensorManager senSensorManager; private Sensor senAccelerometer; |
SensorManager
class is declared in android.hardware.SensorManager
. If you're seeing any errors pop up, double-check that the SensorManager
class is imported as well.1 | import android.hardware.SensorManager; |
onCreate
method, we initialize the variables we've just declared and register a listener. Take a look at the updated implementation of the onCreate
method.1 2 3 4 5 6 7 8 9 | @Override protected void onCreate(Bundle savedInstanceState) { super .onCreate(savedInstanceState); setContentView(R.layout.activity_main); senSensorManager = (SensorManager) getSystemService(Context.SENSOR_SERVICE); senAccelerometer = senSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER); senSensorManager.registerListener( this , senAccelerometer , SensorManager.SENSOR_DELAY_NORMAL); } |
SensorManager
instance, we invoke getSystemService
to fetch the system's SensorManager
instance, which we in turn use to access the system's sensors. The getSystemService
method is used to get a reference to a service of the system by passing the name of the service. With the sensor manager at our disposal, we get a reference to the system's accelerometer by invoking getDefaultSensor
on the sensor manager and passing the type of sensor we're interested in. We then register the sensor using one of the SensorManager
's public methods, registerListener
. This method accepts three arguments, the activity's context, a sensor, and the rate at which sensor events are delivered to us.01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 | public class Main extends Activity implements SensorEventListener { private SensorManager senSensorManager; private Sensor senAccelerometer; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super .onCreate(savedInstanceState); setContentView(R.layout.main); senSensorManager = (SensorManager) getSystemService(Context.SENSOR_SERVICE); senAccelerometer = senSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER); senSensorManager.registerListener( this , senAccelerometer , SensorManager.SENSOR_DELAY_NORMAL); } @Override public void onSensorChanged(SensorEvent sensorEvent) { } @Override public void onAccuracyChanged(Sensor sensor, int accuracy) { } } |
onPause
and onResume
. These are methods of the Main
class. It's good practice to unregister the sensor when the application hibernates and register the sensor again when the application resumes. Take a look at the code snippets below to get an idea of how this works in practice.1 2 3 4 | protected void onPause() { super .onPause(); senSensorManager.unregisterListener( this ); } |
1 2 3 4 | protected void onResume() { super .onResume(); senSensorManager.registerListener( this , senAccelerometer, SensorManager.SENSOR_DELAY_NORMAL); } |
Step 3: Detecting the Shake Gesture
We can now start to focus on the meat of the application. It will require a bit of math to figure out when a shake gesture takes place. Most of the logic will go into theonSensorChanged
method. We start by declaring a few variables in our Main
class. Take a look at the code snippet below.1 2 3 | private long lastUpdate = 0 ; private float last_x, last_y, last_z; private static final int SHAKE_THRESHOLD = 600 ; |
onSensorChanged
method. We grab a reference to the Sensor
instance using the SensorEvent
instance that is passed to us. As you can see in the code snippet below, we double-check that we get a reference to the correct sensor type, the system's accelerometer.1 2 3 4 5 6 7 | public void onSensorChange(SensorEvent sensorEvent) { Sensor mySensor = sensorEvent.sensor; if (mySensor.getType() == Sensor.TYPE_ACCELEROMETER) { } } |
x
, y
, and z
axis. Take a look at the image below to better understand what I'm referring to. The x
axis defines lateral movement, while the y
axis defines vertical movement. The z
axis is little trickier as it defines movement in and out of the plane defined by the x
and y
axes.To get the values of each axis, we ask the sensor event for its values as shown below. The event's
values
attribute is an array of floats.1 2 3 4 5 6 7 8 9 | public void onSensorChange(SensorEvent sensorEvent) { Sensor mySensor = sensorEvent.sensor; if (mySensor.getType() == Sensor.TYPE_ACCELEROMETER) { float x = sensorEvent.values[ 0 ]; float y = sensorEvent.values[ 1 ]; float z = sensorEvent.values[ 2 ]; } } |
onSensorChanged
method is invoked several times per second. We don't need all this data so we need to make sure we only sample a subset of the data we get from the device's accelerometer. We store the system's current time (in milliseconds) store it in curTime
and check whether more than 100
milliseconds have passed since the last time onSensorChanged
was invoked.01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 | public void onSensorChange(SensorEvent sensorEvent) { Sensor mySensor = sensorEvent.sensor; if (mySensor.getType() == Sensor.TYPE_ACCELEROMETER) { float x = sensorEvent.values[ 0 ]; float y = sensorEvent.values[ 1 ]; float z = sensorEvent.values[ 2 ]; long curTime = System.currentTimeMillis(); if ((curTime - lastUpdate) > 100 ) { long diffTime = (curTime - lastUpdate); lastUpdate = curTime; } } } |
Math
class to calculate the device's speed as shown below. The statically declared SHAKE_THRESHOLD
variable is used to see whether a shake gesture has been detected or not. Modifying SHAKE_THRESHOLD
increases or decreases the sensitivity so feel free to play with its value.01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 | public void onSensorChange(SensorEvent sensorEvent) { Sensor mySensor = sensorEvent.sensor; if (mySensor.getType() == Sensor.TYPE_ACCELEROMETER) { float x = sensorEvent.values[ 0 ]; float y = sensorEvent.values[ 1 ]; float z = sensorEvent.values[ 2 ]; long curTime = System.currentTimeMillis(); if ((curTime - lastUpdate) > 100 ) { long diffTime = (curTime - lastUpdate); lastUpdate = curTime; float speed = Math.abs(x + y + z - last_x - last_y - last_z)/ diffTime * 10000 ; if (speed > SHAKE_THRESHOLD) { } last_x = x; last_y = y; last_z = z; } } } |
2. Finishing the Lottery Application
We now have an application that can detect a shake gesture using the accelerometer. Let's finish this project by using the shake gesture to pick six random lottery numbers. I'll show you how to generate a random number between1
and 49
, but you are free to modify my implementation to make it work with how the lottery is played in your country.Let's start by setting up the application's main layout file that we'll use for the user interface. As you can see below, I use six frame layouts with a background of an image of a ball.
001 002 003 004 005 006 007 008 009 010 011 012 013 014 015 016 017 018 019 020 021 022 023 024 025 026 027 028 029 030 031 032 033 034 035 036 037 038 039 040 041 042 043 044 045 046 047 048 049 050 051 052 053 054 055 056 057 058 059 060 061 062 063 064 065 066 067 068 069 070 071 072 073 074 075 076 077 078 079 080 081 082 083 084 085 086 087 088 089 090 091 092 093 094 095 096 097 098 099 100 101 102 103 104 105 106 107 108 109 110 | <? xml version = "1.0" encoding = "utf-8" ?> android:orientation = "vertical" android:layout_width = "fill_parent" android:layout_height = "fill_parent" > < LinearLayout android:layout_height = "wrap_content" android:layout_width = "fill_parent" android:weightSum = "6" android:orientation = "horizontal" > < FrameLayout android:layout_height = "wrap_content" android:layout_width = "wrap_content" android:layout_margin = "5dp" android:layout_weight = "2" android:id = "@+id/ball_1" android:background = "@drawable/blue" > < TextView android:layout_width = "fill_parent" android:layout_height = "fill_parent" android:id = "@+id/number_1" android:gravity = "center" android:layout_gravity = "center_vertical" android:textColor = "@android:color/white" /> </ FrameLayout > < FrameLayout android:layout_height = "wrap_content" android:layout_width = "wrap_content" android:layout_margin = "5dp" android:layout_weight = "2" android:id = "@+id/ball_2" android:background = "@drawable/blue" > < TextView android:layout_width = "fill_parent" android:layout_height = "fill_parent" android:id = "@+id/number_2" android:gravity = "center" android:layout_gravity = "center_vertical" android:textColor = "@android:color/white" /> </ FrameLayout > < FrameLayout android:layout_height = "wrap_content" android:layout_width = "wrap_content" android:layout_margin = "5dp" android:layout_weight = "2" android:id = "@+id/ball_3" android:background = "@drawable/blue" > < TextView android:layout_width = "fill_parent" android:layout_height = "fill_parent" android:id = "@+id/number_3" android:gravity = "center" android:layout_gravity = "center_vertical" android:textColor = "@android:color/white" /> </ FrameLayout > </ LinearLayout > < LinearLayout android:layout_height = "wrap_content" android:layout_width = "fill_parent" android:weightSum = "6" android:orientation = "horizontal" > < FrameLayout android:layout_height = "wrap_content" android:layout_width = "wrap_content" android:layout_margin = "5dp" android:layout_weight = "2" android:id = "@+id/ball_4" android:background = "@drawable/blue" > < TextView android:layout_width = "fill_parent" android:layout_height = "fill_parent" android:id = "@+id/number_4" android:gravity = "center" android:layout_gravity = "center_vertical" android:textColor = "@android:color/white" /> </ FrameLayout > < FrameLayout android:layout_height = "wrap_content" android:layout_width = "wrap_content" android:layout_margin = "5dp" android:id = "@+id/ball_5" android:layout_weight = "2" android:background = "@drawable/blue" > < TextView android:layout_width = "fill_parent" android:layout_height = "fill_parent" android:id = "@+id/number_5" android:gravity = "center" android:layout_gravity = "center_vertical" android:textColor = "@android:color/white" /> </ FrameLayout > < FrameLayout android:layout_height = "wrap_content" android:layout_width = "wrap_content" android:layout_margin = "5dp" android:id = "@+id/ball_6" android:layout_weight = "2" android:background = "@drawable/blue" > < TextView android:layout_width = "fill_parent" android:layout_height = "fill_parent" android:id = "@+id/number_6" android:gravity = "center" android:layout_gravity = "center_vertical" android:textColor = "@android:color/white" /> </ FrameLayout > </ LinearLayout > </ LinearLayout > |
id
to make sure that we can reference them later.With the main layout ready to use, let's revisit the
Main
class. We start by creating getRandomNumber
, a private method for generating six random numbers between 1
and 49
.01 02 03 04 05 06 07 08 09 10 11 12 13 14 | private void getRandomNumber() { ArrayList numbersGenerated = new ArrayList(); for ( int i = 0 ; i < 6 ; i++) { Random randNumber = new Random(); int iNumber = randNumber.nextInt( 48 ) + 1 ; if (!numbersGenerated.contains(iNumber)) { numbersGenerated.add(iNumber); } else { i--; } } } |
ArrayList
instance, which we use to store the six numbers in. In each loop of the for
loop, we take advantage of Java's Random
class to generate a random number. To make sure that we get a number between 1
and 49
, we add 1
to the result. The next step is to check if the generated number is already in the array list, because we only want unique numbers in the array list.Note that it may be necessary to add two more import statements to keep the compiler happy.
1 2 | import java.util.ArrayList; import java.util.Random; |
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 | private void getRandomNumber() { ArrayList numbersGenerated = new ArrayList(); for ( int i = 0 ; i < 6 ; i++) { Random randNumber = new Random(); int iNumber = randNumber.nextInt( 48 ) + 1 ; if (!numbersGenerated.contains(iNumber)) { numbersGenerated.add(iNumber); } else { i--; } } TextView text = (TextView)findViewById(R.id.number_1); text.setText( "" +numbersGenerated.get( 0 )); text = (TextView)findViewById(R.id.number_2); text.setText( "" +numbersGenerated.get( 1 )); text = (TextView)findViewById(R.id.number_3); text.setText( "" +numbersGenerated.get( 2 )); text = (TextView)findViewById(R.id.number_4); text.setText( "" +numbersGenerated.get( 3 )); text = (TextView)findViewById(R.id.number_5); text.setText( "" +numbersGenerated.get( 4 )); text = (TextView)findViewById(R.id.number_6); text.setText( "" +numbersGenerated.get( 5 )); FrameLayout ball1 = (FrameLayout) findViewById(R.id.ball_1); ball1.setVisibility(View.INVISIBLE); FrameLayout ball2 = (FrameLayout) findViewById(R.id.ball_2); ball2.setVisibility(View.INVISIBLE); FrameLayout ball3 = (FrameLayout) findViewById(R.id.ball_3); ball3.setVisibility(View.INVISIBLE); FrameLayout ball4 = (FrameLayout) findViewById(R.id.ball_4); ball4.setVisibility(View.INVISIBLE); FrameLayout ball5 = (FrameLayout) findViewById(R.id.ball_5); ball5.setVisibility(View.INVISIBLE); FrameLayout ball6 = (FrameLayout) findViewById(R.id.ball_6); ball6.setVisibility(View.INVISIBLE); Animation a = AnimationUtils.loadAnimation( this , R.anim.move_down_ball_first); ball6.setVisibility(View.VISIBLE); ball6.clearAnimation(); ball6.startAnimation(a); ball5.setVisibility(View.VISIBLE); ball5.clearAnimation(); ball5.startAnimation(a); ball4.setVisibility(View.VISIBLE); ball4.clearAnimation(); ball4.startAnimation(a); ball3.setVisibility(View.VISIBLE); ball3.clearAnimation(); ball3.startAnimation(a); ball2.setVisibility(View.VISIBLE); ball2.clearAnimation(); ball2.startAnimation(a); ball1.setVisibility(View.VISIBLE); ball1.clearAnimation(); ball1.startAnimation(a); } |
1 2 3 4 5 | import android.view.View; import android.view.animation.Animation; import android.view.animation.AnimationUtils; import android.widget.FrameLayout; import android.widget.TextView; |
anim
folder in your project's resources directory and name it move_down_ball_first.xml
. By adjusting the values of the scale
element, you can modify the animation's duration and the position of each ball.01 02 03 04 05 06 07 08 09 10 11 12 | <? xml version = "1.0" encoding = "utf-8" ?> android:fillAfter = "true" android:interpolator = "@android:anim/bounce_interpolator" > < scale android:duration = "1500" android:fromXScale = "1.0" android:fromYScale = "-10.0" android:toXScale = "1.0" android:toYScale = "1.0" /> </ set > |
getRandomNumber
in onSensorChanged
in the Main
class. Take a look at the complete implementation of onSensorChanged
shown below.01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 | public void onSensorChange(SensorEvent sensorEvent) { Sensor mySensor = sensorEvent.sensor; if (mySensor.getType() == Sensor.TYPE_ACCELEROMETER) { float x = sensorEvent.values[ 0 ]; float y = sensorEvent.values[ 1 ]; float z = sensorEvent.values[ 2 ]; long curTime = System.currentTimeMillis(); if ((curTime - lastUpdate) > 100 ) { long diffTime = (curTime - lastUpdate); lastUpdate = curTime; float speed = Math.abs(x + y + z - last_x - last_y - last_z)/ diffTime * 10000 ; if (speed > SHAKE_THRESHOLD) { getRandomNumber(); } last_x = x; last_y = y; last_z = z; } } } |
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