Sams Teach Yourself Android Application Development in 24 Hours Second Edition by Lauren Darcey, Shane Conder.
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Part I: Android Fundamentals
HOUR 1 Getting Started with Android
2 Mastering the Android Development Tools
3 Building Android Applications
4 Managing Application Resources
5 Configuring the Android Manifest File
6 Designing an Application Framework
Part II: Building an Application Framework
HOUR 7 Implementing an Animated Splash Screen
8 Implementing the Main Menu Screen
9 Developing the Help and Scores Screens
10 Building Forms to Collect User Input
11 Using Dialogs to Collect User Input
12 Adding Application Logic
Part III: Enhancing Your Application with Powerful Android Features
HOUR 13 Working with Images and the Camera
14 Adding Support for Location-Based Services
15 Adding Basic Network Support
16 Adding Additional Network Features
17 Adding Social Features
18 Creating a Home Screen App Widget
Part IV: Adding Polish to Your Android Application
19 Internationalizing Your Application
20 Developing for Different Devices
21 Diving Deeper into Android
22 Testing Android Applications
Part V: Publishing Your Application
HOUR 23 Getting Ready to Publish
24 Publishing on the Android Market
Part VI: Appendixes
A Configuring Your Android Development Environment
B Eclipse IDE Tips and Trick
C Supplementary Materials
introduction: The Android platform is packing some serious heat these days in the mobile marketplace and gaining traction worldwide. The platform has seen numerous advancements in terms of SDK functionality, handset availability, and feature set. A wide diversity of Android handsets and devices are now in consumers’ hands—and we’re not just talking about smartphones: The Android platform is used by tablets, netbooks, e-book readers (such as the Barnes & Noble nook), the much-hyped Google TV, digital photo frames, and a variety of other consumer electronics. Mobile operators and carriers are taking the platform seriously and spending big bucks on ad campaigns for Android devices.
In the past two years, the Android platform has transitioned from an early-adopter platform to providing some serious competition to more established platforms. (Yes, we’re talking about platforms such as the iPhone and BlackBerry.) Not only is Android the number one global smartphone platform, having surpassed Symbian by the end of 2010 (http://goo.gl/EDrgz), but it’s also gained standing among consumers as the most desired smartphone operating system in the U.S. (http://goo.gl/pVRgy)—a claim supported by 50% of all new smartphone sales (double the sales rate of second place iOS, with 25%) and 37% of all smartphones in the U.S. (second place is iOS, with 27%).
But let’s not digress into an argument over which platform is better, okay? Because, honestly, you’re wasting your time if you think there’s one platform to rule them all. The reality is that people the world over use different phones, in different places, for different reasons—reasons such as price, availability, coverage quality, feature set, design, familiarity, compatibility. There is no one-size-fits-all answer to this debate.
Having developed for just about every major mobile platform out there, we are keenly aware of the benefits and drawbacks of each platform. We do not presume to claim that one platform is better than another in general; each platform has distinct advantages over the rest, and these advantages can be maximized. The trick is to know which platform to use for a given project. Sometimes, the answer is to use as many platforms as possible. Lately, we’ve been finding that the answer is the Android platform. It’s inexpensive and easy to develop for; it’s available to millions of potential users worldwide; and it has fewer limitations than other platforms.
Still, the Android platform is relatively young and has not yet reached its full-fledged potential. This means frequent SDK updates, an explosion of new devices on the market, and a nearly full-time job keeping track of everything going on in the Android world. In other words, it might be a bit of a bumpy ride, but there’s still time to jump on this bandwagon, write some kick-butt applications, and make a name for yourself.
Who Should Read This Book?
There’s no reason anyone with an Android device, a good idea for a mobile application, and some programming knowledge couldn’t put this book to use for fun and profit. Whether you’re a programmer looking to break into mobile technology or an entrepreneur with a cool app idea, this book can help you realize your goals of making killer Android apps.
We make as few assumptions about you as a reader of this book as possible. No wireless development experience is necessary. We do assume that you’re somewhat comfortable installing applications on a computer (for example, Eclipse, the Java JDK, and the Android SDK) and tools and drivers (for USB access to a phone). We also assume that you own at least one Android device and can navigate your way around it, for testing purposes.
Android apps are written in Java. Therefore, we assume you have a reasonably solid understanding of the Java programming language (classes, methods, scoping, OOP, and so on), ideally using the Eclipse development environment. Familiarity with common Java packages such as java.lang, java.net, and java.util will serve you well.
Android can also be a fantastic platform for learning Java, provided you have some background in object-oriented programming and adequate support, such as a professor or some really good Java programming references. We have made every attempt to avoid using any fancy or confusing Java in this book, but you will find that with Android, certain syntactical Java wizardry not often covered in your typical beginner’s Java book is used frequently: anonymous inner classes, method chaining, templates, reflection, and so on. With patience, and some good Java references, even beginning Java developers should be able to make it through this book alive; those with a solid understanding of Java should be able to take this book and run with it without issue.
Finally, regardless of your specific skill set, we do expect you to use this book in conjunction with other supplementary resources, specifically the Android SDK reference and the sample source code that accompanies each coding chapter. The Android SDK reference provides exhaustive documentation about each package, class, and method of the Android SDK. It’s searchable online. If we were to duplicate this data in book form, this book would weigh a ton, literally. Secondly, we provide complete, functional code projects for each lesson in this book. If you’re having trouble building the tutorial application as you go along, compare your work to the sample code for that lesson. The sample code is not intended to be the “answers,” but it is the complete code listings that could not otherwise be reproduced in a book of this length.
How This Book Is Structured
In 24 easy one-hour lessons, you design and develop a fully functional networkenabled Android application, complete with social features and LBS (location-based services) support. Each lesson builds on your knowledge of newly introduced Android concepts, and you iteratively improve your application from hour to hour.
This book is divided into six parts:
▪️Part I, “Android Fundamentals”—Here, you get an introduction to Android, become familiar with the Android SDK and tools, install the development tools, and write your first Android application. Part I also introduces the design principles necessary to write Android applications, including how Android applications are structured and configured, as well as how to incorporate application resources such as strings, graphics, and user interface components into your projects. .
▪️Part II, “Building an Application Framework”—In this part, you begin developing an application framework that serves as the primary teaching-tool for the rest of the book. You start by developing an animated splash screen, followed by screens for the main menu, settings, help, and scores. You review basic user interface design principles, such as how to collect input from the user, and how to display dialogs to the user. Finally, you implement the core application logic of the game screen.
▪️Part III, “Enhancing Your Application with Powerful Android Features”— Here, you dive deeper into the Android SDK, adding more specialized features to the sample application. You learn how to work with graphics and the builtin camera, how to leverage LBS, how to network-enable your application, and how to enhance your application with social features. .
▪️Part IV, “Adding Polish to Your Android Application”—In this part, you learn how to customize your application for different handsets, screen sizes, and foreign languages. You also review different ways to test your mobile applications.
▪️Part V, “Publishing Your Application”—Here, you find out what you need to do to prepare for and publish your Android applications to the Android Market.
▪️Part VI, “Appendixes”—In this part you can find several helpful references for setting up your Android development environment, using the Eclipse IDE, and accessing supplementary book materials, like the book website and downloadable source code.
What Is (and Isn’t) in This Book:
First and foremost, this book aims to provide a thorough introduction to the Android platform by providing a detailed walk-through of building a real application from start to finish. We begin with the fundamentals, try to cover the most important aspects of development, and provide information on where to go for more information. This is not an exhaustive reference on the Android SDK. We assume you are using this book as a companion to the Android SDK documentation, which is available for download as part of the SDK and online at http://developer.android.com.
We only have 24 “hours” to get you up to speed on the fundamentals of Android development, so forgive us if we stay strictly to the topic at hand. Therefore, we take the prerequisites listed earlier seriously. This book does not teach you how to program, does not explain Java syntax and programming techniques, and does not stray too far into the details of supporting technologies often used by mobile applications, such as algorithm design, network protocols, developing web servers, graphic design, database schema design, and other such peripheral topics; there are fantastic references available on each of these subjects.
The Android SDK and related tools are updated very frequently (every few months). This means that no matter how we try, some minor changes in step-by-step instructions may occur if you choose to use versions of the tools and SDK that do not exactly match those listed later in this introduction in the “What Development Environment Is Used?” section. When necessary, we point out areas where the Android SDK version affects the features and functionality available to the developer. Feel free to contact us if you have specific questions; we often post addendum information or tool change information on our book website, http://androidbook.blogspot.com.
Although we specifically targeted Android SDK Version 2.3.3 and 3.0 for the tutorial in this book, many of the examples were tested on handsets running a variety of Android SDK versions, as far back as Android 1.6. We have made every effort to make the content of this book compatible with all currently used versions of Android, as well as work smoothly regardless of what version of the Android SDK you want to target.
This book is written in a tutorial style. If you’re looking for an exhaustive reference on Android development, with cookbook-style code examples and a more thorough examination of the many features of the Android platform, we recommend our more advanced Android book, Android Wireless Application Development, Second Edition, which is part of the Addison-Wesley Developer’s Library series.
Lauren Darcey, Shane Conder
Sams Teach Yourself Android Application Development in 24 Hours 2nd Edition by Lauren Darcey, Shane Conder pdf.
⏩Authors: Lauren Darcey, Shane Conder
⏩Publisher: Sams Publishing; 2 edition (August 7, 2011)
⏩Puplication Date: August 7, 2011
⏩Size: 7.87 MB
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