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IF you have been in relation with the Android sphere, I assume you know of what ADB is. Even if you don’t, you shall now recite it as here we’re going in to a little depth about the same. We will begin out journey with defining and explaining its structure, commands and end it with setting it up and exploring its daily applications for Android users/developers . Lets now lean forward towards the basic, followed by the complications. This guide and the information indulged in it, is meant for anyone and everyone related to Android. You shall find its necessity at several occasions like taking logs, flashing firmware images, updating phone software, flashing ROMs/Recoveries & even while developing a ROM/Kernel/Application. So, from users to developers, it will come in handy. What is ADB? ADB or Android Debug Bridge, is a fully equipped and loaded command-line tool which is put to use in order to communicate with an Android device. ADB tool is provided along side the Android SDK and one could easily find this tiny but versatile tool under <SDK>/platform-tools/ It comprises of three basic and important components: The Client It is what runs on your development machine The Server It is held responsible for communication between the client and daemon running on a device/emulator The Daemon It runs as a background process on each device/emulator instance Now, lets see how can a user set up ADB on his various OS incl. Windows, Linux & Mac. Since ADB is bundled with Android SDK, so you need it prior for your respective OS. Below are few easy steps to setup ADB easily on your OS without much hassle. SDK and ADB work on JAVA, so make sure that you have JDK6 or higher running on your OS. How to Setup ADB on Windows Download the Android SDK package for Windows [android-sdk_r21.1-windows.zip] Extract the zip files to your C:\ drive. Now you have a folder android-sdk-linux Double click on SDK Manager to initiate the SDK manager. You shall perceive the following window. Make sure everything is un-ticked. Now select Android SDK Platform-tools and install it. During the next window, you will be prompted. Accept the license and click on Install. When the installation is complete, close the window. The SDK manager has now download the platform-tools successfully, which certainly includes our prior ADB. The next step is to define the path where ADB is present. Go to C:\android-sdk-windows\platform-tools and take note of this path. Go to desktop, right click on Computer and select Properties. On the left pane, click on Advanced System Settings and a new window shall open. Select Environment Variables under Advanced tab. Select Path variable and click edit. Now add the path we noted in step #9 to the variable value and hit OK. Confirm and apply all the changes. To confirm that ADB has been configured properly, open CMD window and type in:adb You now have ADB successfully installed and configured on your Windows machine. How to Setup ADB on Linux You can setup ADB easily on any Linux distribution including Ubuntu, Fedora, openSUSE, Linux Mint etc. Download the Android SDK package for Linux [android-sdk_r21.1-linux.tgz] Place the downloaded file in your “HOME” folder. Right click on the file and select Extract here Now, you shall see a folder named android-sdk-linux. Open the terminal in the Home folder and type in the following commands:cd android-sdk-linux/tools./android Make sure everything is un-ticked. Now select Android SDK Platform-tools and install it. During the next window, you will be prompted. Accept the license and click on Install. When the installation is complete, close the window. The SDK manager has now download the platform-tools successfully, which certainly includes our prior ADB. The next step is to define the path where ADB is present. Open the terminal again and type in the following commands to add the SDK Path to the .bashrc & .profile. Here “gedit” is the default text editor in Ubuntu. In case you are running other Linux distribution, replace it with the name of the corrospoding text editor. For example, in case of linux mint, you shall use: gksudo pluma ~/.bashrc and so on for other distributions.gksudo gedit ~/.bashrc Go towards the end and add the following lines:# Android tools export PATH=${PATH}:~/android-sdk-linux/tools export PATH=${PATH}:~/android-sdk-linux/platform-tools export PATH=${PATH}:~/bin Lets do the same for .profile. Open Terminal and type:gksudo gedit ~/.profile Scroll to the very end of the file and add the following line:PATH="$HOME/android-sdk-linux/tools:$HOME/android-sdk-linux/platform-tools:$PATH" Reboot your system now to take effect. To confirm the configuration, open Terminal and type:adb You have now successfully installed and configured ADB on your Linux machine. How to Setup ADB on Mac OS At present Android SDK and its components like ADB only supports systems running Mac OS X 10.5.8 or higher. So, make sure that you meet the requirement. Download the Android SDK package for Mac OS [android-sdk_r21.1-macosx.zip] Extract the downloaded zip package to your Home directory. Now, you shall see a folder named android-sdk-macosx Navigate inside android-sdk-macosx/tools/ Double-click “android” to execute the SDK Manager. Make sure everything is un-ticked. Now select Android SDK Platform-tools and install it. During the next window, you will be prompted. Accept the license and click on Install. When the installation is complete, close the window. The SDK manager has now download the platform-tools successfully, which certainly includes our prior ADB. The next step is to define the path where ADB is present. Open terminal window and type following:nano ~/.bash_profile This shall open the .bash_profile file. Now enter the following line to define ADB path.export PATH=${PATH}:~/android-sdk-macosx/tools export PATH=${PATH}:~/android-sdk-macosx/platform-tools Reboot your system now to take effect. To confirm the configuration, open Terminal and type:adb You have now successfully installed and configured ADB on your Mac OS machine. ADB Commands ADB commands are independent of the OS you’re using them on. Once you have setup the SDK and hence, the ADB, you can move forward and make use of any of these commands upon your requirement. Lets hit the basic commands. What if you connected your Android device to your machine and you want to make sure that its correctly detected? You got to put in use this simple command.adb devicesNow, what it does is, start a daemon (background process) and output the device debugging serial. So, if it does so, then you can be sure that your device has made a successful connection with the machine. The second most made-in-use command is logcat. Most used, because its not only used by users to report the errors in Apps, Kernel, ROMs etc but also by the developers to track the bugs and fix them. So, it holds a great importance in Android development. Once, you have started to log, you also need to put a barrier of stopage when you think that you have acquired sufficient knowledge about what you seek, to do this press Ctrl + C.Logcat command can itself be used in several ways. To display a real-time log of the device, Its best to take a log since boot, which gives a more appropriate knowledge. This command in most cases is used by developers to simply take note of the log of their developed Apps, ROMs, Kernels etc. To take in a real-time log, type the following command in your CMD (Windows) or Terminal (Linux/Mac).adb logcatCases arise when you’re a user and at certain situations, you’re required to take note of the log and upload it for the developer assistance/help. But, recording the log over CMD/Terminal is pretty messy and so this command makes it simple. What it shall do is, take the log and store it decently in a .txt file, so that a user can carry it or transfer it easily. Again, its better to log since boot until you are considerate about logging a single process. Type in the following command: adb logcat > logcat.txtHere, “logcat.txt” is the name of the file, you may vary it in accordance to your needs. For Eg. adb logcat > ROMlogcat.txt The same file shall be stored in C:\Users\<username> for Windows & Linux Pull/Push commands hold equivalent importance as it saves the trouble of manually extracting a specific apk using a file manager with Root permissions and then transferring it to the PC. What it does is, directly pull out/push in the desired apk from/to any location under the device without much hassle.To pull an apk file, type:adb pull <filepath)eg. adb pull /system/app/SystemUI.apk To push/copy over an apk file to the device, type: adb push <filename> <filepath>eg. adb push SystemUI.apk /system/app/SystemUI.apk NOTE: The file names and file paths in these commands are case-sensitive. Also, in case of system apks, its advised to first mount using the following command. adb remount There are several occasions when a user has to use his device accessed in shell mode and ADB makes it easier. To initiate a shell connection with the device/emulator, type in the following command:adb shellWhile in the ADB shell, a user has access to some unique and new commands which are as following: cd <path>The above commands changes the CMD/Terminal directory to a specified directory inside the Android device/emulator. e.g: cd /system/app ls <path>The above command lists all the files in the current shell directory e.g: ls /system/app rm <file_path>The command removes a specified file from the directory e.g: rm /system/app/SystemUI.apk cp <file_path> <copy_path>The command copies a specified file to another location eg. cp /system/app/SystemUI.apk /sdcard/SystemUI.apk To exit the shell, type: exit Booting commands also hold their place and come in very handy while rooting processes and even while Android development. Below are stated such 3 commands:adb rebootThe command simply reboots your device at any instance adb reboot recoveryThe command reboots a device into recovery mode adb reboot bootloaderThe command reboots a device into its bootloader (fastboot) mode In case you’re in bootloader mode, your device shall never show any response to ADB commands. But, here comes fastboot in action, which has a limited, but a few and very useful commands. This is the same reason that bootloader mode is often referred to as fastboot mode.fastboot devicesDisplays the device ID of the Android device connected while in bootloader mode. fastboot rebootReboots a device fastboot reboot-bootloaderReboots the bootloader fastboot oem unlockInitiates the bootloader unlocking sequence fastboot oem lockRe-locks the device bootloader fastboot flash recovery <recovery_image_name.img>Flashes a recovery image to the device eg: fastboot flash recovery clockworkmod-6.0.3.1_mako.img fastboot flash radio <radio_file_name.img>Flashes the Radio (baseband) image file eg. fastboot flash radio radio-crespo-i9020xxki1.img fastboot flash bootloader <bootloader_file_name.img>Flashes a bootloader image to the device partition eg. fastboot flash bootloader bootloader-crespo-i9020xxlc2.img This is all! We’ve guided you setup Android SDK, ADB and use the simple command-line tool. We do not expect everyone to grasp this knowledge all at once, so in case you’re in any trouble while setting up or while using these commands, comment below and I shall give you an helping hand. UNCLESAM TECHNOLOGY 171214 |
A Comprehensive Guide to ADB (Android Debug Bridge) and Commands
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The list below defines some of the basic terminology of the Android platform. .apk file Android application package file. Each Android application is compiled and packaged in a single file that includes all of the application's code (.dex files), resources, assets, and manifest file. The application package file can have any name but must use the .apk extension. For example: myExampleAppname.apk. For convenience, an application package file is often referred to as an ".apk". .dex file Compiled Android application code file. Android programs are compiled into .dex (Dalvik Executable) files, which are in turn zipped into a single .apk file on the device. .dex files can be created by automatically translating compiled applications written in the Java programming language. Action A description of something that an Intent sender wants done. An action is a string value assigned to an Intent. Action strings can be defined by Android or by a third-party developer. For example, android.intent.action.VIEW for a Web URL, or com.example.rumbler.SHAKE_PHONE for a custom application to vibrate the phone. Activity A single screen in an application, with supporting Java code, derived from the Activity class. Most commonly, an activity is visibly represented by a full screen window that can receive and handle UI events and perform complex tasks, because of the Window it uses to render its window. Though an Activity is typically full screen, it can also be floating or transparent. adb Android Debug Bridge, a command-line debugging application included with the SDK. It provides tools to browse the device, copy tools on the device, and forward ports for debugging. If you are developing in Eclipse using the ADT Plugin, adb is integrated into your development environment. See Android Debug Bridge for more information. Application From a component perspective, an Android application consists of one or more activities, services, listeners, and intent receivers. From a source file perspective, an Android application consists of code, resources, assets, and a single manifest. During compilation, these files are packaged in a single file called an application package file (.apk). Canvas A drawing surface that handles compositing of the actual bits against a Bitmap or Surface object. It has methods for standard computer drawing of bitmaps, lines, circles, rectangles, text, and so on, and is bound to a Bitmap or Surface. Canvas is the simplest, easiest way to draw 2D objects on the screen. However, it does not support hardware acceleration, as OpenGL ES does. The base class is Canvas. Content Provider A data-abstraction layer that you can use to safely expose your application's data to other applications. A content provider is built on the ContentProvider class, which handles content query strings of a specific format to return data in a specific format. See Content Providers topic for more information. Dalvik The Android platform's virtual machine. The Dalvik VM is an interpreter-only virtual machine that executes files in the Dalvik Executable (.dex) format, a format that is optimized for efficient storage and memory-mappable execution. The virtual machine is register-based, and it can run classes compiled by a Java language compiler that have been transformed into its native format using the included "dx" tool. The VM runs on top of Posix-compliant operating systems, which it relies on for underlying functionality (such as threading and low level memory management). The Dalvik core class library is intended to provide a familiar development base for those used to programming with Java Standard Edition, but it is geared specifically to the needs of a small mobile device. DDMS Dalvik Debug Monitor Service, a GUI debugging application included with the SDK. It provides screen capture, log dump, and process examination capabilities. If you are developing in Eclipse using the ADT Plugin, DDMS is integrated into your development environment. See Using DDMS to learn more about the program. Dialog A floating window that that acts as a lightweight form. A dialog can have button controls only and is intended to perform a simple action (such as button choice) and perhaps return a value. A dialog is not intended to persist in the history stack, contain complex layout, or perform complex actions. Android provides a default simple dialog for you with optional buttons, though you can define your own dialog layout. The base class for dialogs is Dialog. Drawable A compiled visual resource that can be used as a background, title, or other part of the screen. A drawable is typically loaded into another UI element, for example as a background image. A drawable is not able to receive events, but does assign various other properties such as "state" and scheduling, to enable subclasses such as animation objects or image libraries. Many drawable objects are loaded from drawable resource files — xml or bitmap files that describe the image. Drawable resources are compiled into subclasses of android.graphics.drawable. For more information about drawables and other resources, see Resources. Intent An message object that you can use to launch or communicate with other applications/activities asynchronously. An Intent object is an instance of Intent. It includes several criteria fields that you can supply, to determine what application/activity receives the Intent and what the receiver does when handling the Intent. Available criteria include include the desired action, a category, a data string, the MIME type of the data, a handling class, and others. An application sends an Intent to the Android system, rather than sending it directly to another application/activity. The application can send the Intent to a single target application or it can send it as a broadcast, which can in turn be handled by multiple applications sequentially. The Android system is responsible for resolving the best-available receiver for each Intent, based on the criteria supplied in the Intent and the Intent Filters defined by other applications. For more information, see Intents and Intent Filters. Intent Filter A filter object that an application declares in its manifest file, to tell the system what types of Intents each of its components is willing to accept and with what criteria. Through an intent filter, an application can express interest in specific data types, Intent actions, URI formats, and so on. When resolving an Intent, the system evaluates all of the available intent filters in all applications and passes the Intent to the application/activity that best matches the Intent and criteria. For more information, see Intents and Intent Filters. Broadcast Receiver An application class that listens for Intents that are broadcast, rather than being sent to a single target application/activity. The system delivers a broadcast Intent to all interested broadcast receivers, which handle the Intent sequentially. Layout Resource An XML file that describes the layout of an Activity screen. Manifest File An XML file that each application must define, to describe the application's package name, version, components (activities, intent filters, services), imported libraries, and describes the various activities, and so on. See The AndroidManifest.xml File for complete information. Nine-patch / 9-patch / Ninepatch image A resizeable bitmap resource that can be used for backgrounds or other images on the device. See Nine-Patch Stretchable Image for more information. OpenGL ES Android provides OpenGL ES libraries that you can use for fast, complex 3D images. It is harder to use than a Canvas object, but better for 3D objects. The android.opengl and javax.microedition.khronos.opengles packages expose OpenGL ES functionality. Resources Nonprogrammatic application components that are external to the compiled application code, but which can be loaded from application code using a well-known reference format. Android supports a variety of resource types, but a typical application's resources would consist of UI strings, UI layout components, graphics or other media files, and so on. An application uses resources to efficiently support localization and varied device profiles and states. For example, an application would include a separate set of resources for each supported local or device type, and it could include layout resources that are specific to the current screen orientation (landscape or portrait). For more information about resources, see Resources and Assets. The resources of an application are always stored in the res/* subfolders of the project. Service An object of class Service that runs in the background (without any UI presence) to perform various persistent actions, such as playing music or monitoring network activity. Surface An object of type Surface representing a block of memory that gets composited to the screen. A Surface holds a Canvas object for drawing, and provides various helper methods to draw layers and resize the surface. You should not use this class directly; use SurfaceView instead. SurfaceView A View object that wraps a Surface for drawing, and exposes methods to specify its size and format dynamically. A SurfaceView provides a way to draw independently of the UI thread for resource-intensive operations (such as games or camera previews), but it uses extra memory as a result. SurfaceView supports both Canvas and OpenGL ES graphics. The base class is SurfaceView. Theme A set of properties (text size, background color, and so on) bundled together to define various default display settings. Android provides a few standard themes, listed in R.style (starting with "Theme_" .URIs in Android Android uses URI strings as the basis for requesting data in a content provider (such as to retrieve a list of contacts) and for requesting actions in an Intent (such as opening a Web page in a browser). The URI scheme and format is specialized according to the type of use, and an application can handle specific URI schemes and strings in any way it wants. Some URI schemes are reserved by system components. For example, requests for data from a content provider must use the content://. In an Intent, a URI using an http:// scheme will be handled by the browser. View An object that draws to a rectangular area on the screen and handles click, keystroke, and other interaction events. A View is a base class for most layout components of an Activity or Dialog screen (text boxes, windows, and so on). It receives calls from its parent object (see viewgroup, below)to draw itself, and informs its parent object about where and how big it would like to be (which may or may not be respected by the parent). For more information, see View. Viewgroup A container object that groups a set of child Views. The viewgroup is responsible for deciding where child views are positioned and how large they can be, as well as for calling each to draw itself when appropriate. Some viewgroups are invisible and are for layout only, while others have an intrinsic UI (for instance, a scrolling list box). Viewgroups are all in the widget package, but extend ViewGroup. Widget One of a set of fully implemented View subclasses that render form elements and other UI components, such as a text box or popup menu. Because a widget is fully implemented, it handles measuring and drawing itself and responding to screen events. Widgets are all in the android.widget package. Window In an Android application, an object derived from the abstract class Window that specifies the elements of a generic window, such as the look and feel (title bar text, location and content of menus, and so on). Dialog and Activity use an implementation of this class to render a window. You do not need to implement this class or use windows in your application. |
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