Mobile Phone Handheld Hardware Hardware Rick Rogers John Lombardo O'Reilly Media, Inc. O'Reilly Media Android Application Development, 1st Edition9.4. The MapView and MapActivityThis book's MJAndroid application needs to be able to add overlays that show the
locations for jobs in the area. So instead of using the Google Maps
application, we will use a MapView, which we can overlay with as many
graphics as we want. You can have only one MapView per Activity, however,
and your activity has to extend MapActivity. As you'll see, that's a small
price to pay for all the functionality that comes for free. There are a couple of unique prerequisites for using MapViews in
your application, and we touched on both of them when we looked at the
initialization of MJAndroid in Chapter 4.
Include the MapViews library The MapView is not included in the default Android libraries,
so you need to specify in AndroidManifest.xml that we are using this additional library: <application android:icon="@drawable/icon2">
<uses-library android:name="com.google.android.maps" />You can't put the uses-library
line just anywhere in AndroidManifest.xml; it needs to be
within the <application> tag and outside of the <activity> tag
definitions.
Sign your application and obtain a Map apiKey from Google When you use a MapView in your application, you are using actual Google Maps
data to draw the map. For legal reasons, Google needs to track who
is using their map data. They don't care what your application does
with it, but they need to have you register with them for
an API key and agree to appropriate Terms of Service.
This tells them your application is using mapping data, and whether
you are also using the routing data that is available from Google
Maps. Chapter 7 covered the processes of
signing your application and getting an
apiKey.
NOTE Remember that programs using a MapView must be signed. To make it
easy for you to try out the MJAndroid example from this book, we've
included an .apk file as described
in the sidebar Running the MJAndroid Code in Chapter 3. If you change the code
or do any coding of your own, you need to get your own key, as described
in Chapter 7.
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