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So before the add some lines of code here inside this on share through friends change.

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Smurfette First of all let's actually create a reference to our main activity for argument.

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So now let's actually scroll top and actually go inside this class as you can see I am actually inside

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this main activity class and now I want to actually create a reference to our main activity for humans.

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So he has just type in his main activity fragment and just name it my animal quis fragment and then

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put a semi-colon at the end.

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As you can see here I am actually declaring or reference an instance actually of type man activity affreightment.

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And now let's actually go inside this main activity fragment the java file.

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As you can see here inside this class we have we have actually some effects OK.

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So in order to use these methods of inside are actually an activity class we need to create a reference

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to our main activity fragment inside our main activity class.

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Right.

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So in order to use the methods that we created inside Isman activity for argument we need to actually

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create an instance of type an activity fragment inside this main activity class and then we can actually

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use those methods.

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So now as you can see here in line number 30 I actually declared an instance of pikemen activity regiment.

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And now let's actually go inside this uncreate Smurfette and he has just referred to the name of this

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instance my animal quiz regiment assignment assignment operator.

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And then I actually cast this object to a main activity fragment object and here just type in here get

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support of manager thought find fragments by ID and he has just opened here.

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Odd thought id that animal cuius fragments.

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So now just put a semicolon at the end of your statement.

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And now let me show you this structure of the project view tool windows and then project and now as

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you can see here it's actually going so these are.

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And then go inside this rest folder and go inside this layer folder.

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And now as you can see here.

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Just double click on this content underline Minutemen minute example as you can see here we actually

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put this fragment here right.

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So if you look at the Aldie of this fragment here as you can see the OT is animalcules fragment right.

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So inside this main activity class I am actually creating a reference to this.

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The fragment that we put here inside its contents.

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Underline minute minute example as you can see here.

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So the idea is animalcules placement as you can see here right.

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So now let's actually go inside this main activity class and now let me actually double tap here in

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order to make this area Vider.

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So I actually created a reference to this man this animal fragment.

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And then I assigned that reference to this my only increased alignment.

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So every time that I referred to this my sprite meant I can actually access this fragment here right.

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So now you can see that main activity AFFREIGHTMENT or java file actually is loading this animal cuius

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fragment.

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Right so now let's actually go inside these and share the preference change method here as you can see.

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And now I'm going to pasting some lines of code and then I'm going to explain to you what's going on

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here.

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So now as you can see here these are the lines of code that I pasted here.

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So now let me actually highlight the lines of code that I actually pasted here.

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Now let me try to explain to you what's going on here.

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Step by is there so now as you can see in line number 87 I actually just referred to the name of our

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valuable IIS settings change.

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Right.

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So I actually assigned the value truth to this value but sooner if I actually scroll to the top here.

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As you can see in line number 25 we actually created this variable which is a boolean and the name is

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setting's changed.

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And initially I assigned to devalue Follett's to this variable.

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So let me show you the emulator.

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So whenever you use it actually changes the settings of the application.

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The settings of the keys.

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Then we're going to assign the value true to this is settings change the value.

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But initially we assign the value of force.

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So let's actually go inside the Smurfette and Shirly friends change the method.

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So this effort here is going to be called every time they use it changes the settings of the application.

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Every time you use it interacts with the settings of the application then this will get that this is

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going to be executed.

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So in that case we are going to actually be assigned about you true to this valuable is that exchange

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is true.

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Right.

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And now we have actually an if statement.

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So if so as you can see here we actually received this key as an argument from the Smurfette right.

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So on shirt preference changed actually it gives us two arguments the first argument is of type shirt

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preferences and the name is shared offenses.

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So we're going to get the shared preferences of the application so that we can actually get the settings

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of the application get the actual values of the settings right.

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So share preferences shirt preferences and then we actually also get the key right.

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So the key of all these items for example the number of guests is key.

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The animals type key by uncolored key or the front for keys key right.

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So we also get the key from the Smurfette.

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So in that case we are actually saying that if the key is equal to guesses.

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So let me actually scroll to the top here.

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As you can see we actually created this key here in number 19 settings underline number of guesses right.

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So every time they use that is actually every time to use that changes the number of guesses here.

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As you can see two four or six then we can actually get the key here as you can see every time these

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changes the number of guesses.

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Then you are sure that the key is guesses right.

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Now this means that the user has actually interacted with the actually settings with the number of guesses

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item.

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So now we are going to execute this if statement right.

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So if cheap that equals guesses then it's going to execute.

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First of all this line I've got here my animalcules fragment.

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So here I am referring to this my Ahlquist Frank fragment.

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So I actually created a reference to this main activity for argument and the name is and the name of

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my reference is my name on cuius fragment that modified animal grassroots.

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So as you can see here with this class main activity does not recognize this method.

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So now let's actually go inside the main activity fragments class and now as you can see here inside

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this class I actually made a mistake and I actually did put the first letter of the name of my Millford

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capitalized as you can see here the first letter of the name of my method modified is actually chappal

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capitalized.

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So this is Ron.

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This should be the actually lowercase M.

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And now it is right.

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Modify animal guestrooms right.

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And now let's actually go inside this main activity that are right here and now as you can see here

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the error is gone.

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My animal is argument that modify animal just throws.

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And we actually passed this shirt preferences here as an argument from this Ancilla preference change

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center.

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So we get to show preferences of the application from the Smurfette.

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So when they use that actually changes the guesses as you can see here for example two four or six.

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Then this effect here is going to be executed.

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And and here we are actually checking that whether the key is guess's or not.

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So if the key is guesses and this means that if they use that actually interacted with the number of

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guesses option then as you can see it's going to actually modify animal throws then it's going to go

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in.

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So the main activity fragment class as you can see here and it's going to execute the Smurfit modified

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animal just throws.

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So let me actually go back to our main activity class and then here we're going to reset the animal

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quiz.

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So now if I actually change for example the number of guess is to not to two as you can see here it

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says new changes are applied.

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And if I click on this right in here as you can see our queen is now reset.

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Right.

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And we have to guess options.

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So as you can see here we have another else if statement so else if the key is equal to animal type

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and this means that if the user actually interacted with the animals type.

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So for example if the user wants to only have wild animals or the animate might want to have only tame

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animals all that maybe the user wants to have both of these types of animals wild animals and tame animals

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inside quiz.

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So for example in this case I want to have only wild animals in my case and I just checked the sequence

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here and I and I uncheck the safe box and then I click on this.

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OK.

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Here as you can see it's as new changes are applied.

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So first as you can see LCF cheap that equals animal type animals type.

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So this is the key right.

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So this means that if the user has interacted with the animals type then first that will be create a

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set of streambed values.

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So a set of sync values and the name is animal types.

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Assignment operator so shares preferences.

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So really first this shows the difference is that we get from the Smurfette.

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Does it get strange.

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So if we get we call this it gets thing set as you can see he has shared preferences that gets things

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set.

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And in this way we can actually get a set of values right.

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And we actually passed the key as you can see here.

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So by passing the key to the Smurfette get string set we can actually get those values as you can see

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here.

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And for the default value we passed that value null and now these animal types set now actually contain

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the animal types and then actually we have another if statement inside this.

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Else if statement as you can see here.

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So here we are taking that if animal types is not equal to not if this animal types said as you can

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see here is not equal to Kunaal And if these animal types that size is actually greater than zero.

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And this means that if these animal types here as you can see here is not equal to not and this means

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for example the user might actually uncheck.

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Actually my Antek both of these checkboxes as you can see here and in that case we are taking that if

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at least one of these checkboxes is checked.

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So if the animal types is not equal to an owl and if animal types this size and this means if the values

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if the size of the values that are inside of these animal types is actually greater than zero.

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So this means if the number of values actually that are inside of these animal types is actually greater

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than zero then it's going to execute this statement and it's going actually call.

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Going to first of all are the first to the name of this fragment.

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My animal is fragments that modify the type of animals in Queens.

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So if we are here we are calling the Smurfette and we passed this shared preferences to the Smurfette

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And we also want to reset the animal cuius.

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So now for example let's check the sequence here.

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Wild animals and then click on OK.

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And now let's actually come back to put in here.

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As you can see here now we have only this actually the wild animals.

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So for example let's actually click on shark.

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Now as you can see here the next animal is going to be also an animal a wild animal elephant.

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And now it's actually the church.

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And then as you can see here lion.

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Let's actually check out other animal dog.

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Right.

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So as you can see here we have only wild animals inside the quiz.

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So now we have an else statement and this statement here says that if the actually the value of these

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animal types is actually equal to nine all or if the animal types that size is not greater than zero.

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So this means that if they use it for example do not actually take both of these checkboxes as you can

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see here that in that case if they use that click on OK here then it says one type of animals must be

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selected.

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Right.

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So here as you can see if we create a shared preference says that editor to show references that editor

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and that name is editor assignment operator Scheft references that get it right.

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So in that case when the user do not want to have any types of animals in say the quiz then in that

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case we are going to actually provide a default type for the quiz because if you if we don't actually

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provide a default part of the file type for our quiz then we cannot actually starts the quiz.

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So we should have at least one type of animals of wild animal or tame animals inside the quiz.

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So as you can see here first of all we actually create an edited object so sharply Frances that editor

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and the name editor write assignment operator shows preferences that edits and then actually the first

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to the name of the set and command types start at.

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So here I want to actually add value to the animal types set as you can see here.

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I actually created this set inline number 96.

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So animal types that at and then I call this if it gets strange in order to get a string value and then

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I pass this value here are that strange dots defaults animal type.

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So now as you can see here we haven't still provided this different animal type String resource here.

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So let's actually just select disvalue default underline animal underline type and just hold the comment

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on your keyboard and then personally the key on your keyboard and then let's actually go inside the

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settings.

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Let's go in.

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So this is 3x that exemplified.

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And now let's actually create a single source.

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And the name just for the name just paste that's value here.

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Default on the line animal underline type and then disclose this value here.

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So for the default value I want to have wild animals inside my house.

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So just typing here while with capital W anemones.

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So now as you can see here we have this value void on the line.

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Animals.

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And now let me show you the structure of the project.

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So just click on View tool windows and then project as you can see here.

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Inside is Apfel there you have these assets what they're right.

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So the name of the default value that you provide here must be then the name of Deb of one of these

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values take underline animals or wild animals.

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And this name must be the same as these names team on the line animals or wild underline animals so

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I chose the wild Underland animals as the default value.

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So let me go back into our main activity of a fight as you can see here.

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So as you can see here the arrow is gone.

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Get string on that string that default underline animal.

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So we actually added this type to these animal types and now again we actually fed to the editor here.

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So editor that puts things set.

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So if you want to actually put us string set to this editor so editor that would string said animal

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type as you can see here animals type.

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So if we passed the key and then we need to for the second argument we need to pass the set as you can

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see here.

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So editor that puts string said for these key animals type animal types as you can see here and then

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we call Ed. that apply.

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And now we actually created a toast message here tossed in message.

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So TOSed that make takes I mean activity that this and here are three in the first animal type underline

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message.

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So here we can actually just change this value to for example a toast message toast message.

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And now let's actually copy disvalue because we haven't still provided a value for this.

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We haven't stood still provided a single source inside our strings that examen file.

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And he has can see Towcester then short.

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Here we are specifying the duration of this message and we need to actually call this to show him if

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at this object.

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So that's show.

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So now let's just copy this value here TOSed underlying message here.

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And let's actually go inside these strings that they say modified and here let's actually create a stunning

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resource and for that name just place that value here.

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Underlying message and then close this tag here and just type in here.

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And when a person of value here.

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And then I'm going explain to you what's going on here.

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So as you can see here I pasted this about you here.

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One type of animals must be selected.

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The default value is wild animals.

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As you can see here.

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Right.

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So we're going to show this message to the user if they use it actually doesn't change.

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Neither of these options neither of these checkboxes right.

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Avoid animals or tame animals.

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If they use it it doesn't check.

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Neither of these checkboxes.

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And then click on OK here.

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As you can see we don't actually provide this message in order to show to use it but here because we

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already didn't provide a value for these checkboxes.

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It didn't actually show us that message.

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So let me ask you to choose animals and then click on OK.

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And now let's actually click on these animals here again and this time this actually on take the box

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and then click on OK as you can see it one one type of animals must be selected and the default value

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is white animals right.

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So now let's actually go back into our main activity class and here we are going to show this message

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to the user if the user doesn't provide a type for our quiz.

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OK.

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So let me actually I need to explain here this LCF statement because this is very important so that

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it would make sense.

