Sams Teach Yourself Android Application Development in 24 Hours
(Sprache: Englisch)
"Full color; sample code provided on enclosed CD"--Cover.
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"Full color; sample code provided on enclosed CD"--Cover.
Klappentext zu „Sams Teach Yourself Android Application Development in 24 Hours “
Android is the world's No.1 mobile development platform, and with the new Android 3.0, it's becoming as popular for tablets as it is for smartphones. If you are a beginner, in just 24 lessons of one hour or less, this friendly, full-color book will help you master modern Android development. You can build a fully-featured app from scratch, learning all the skills you'll need to create your own.
Inhaltsverzeichnis zu „Sams Teach Yourself Android Application Development in 24 Hours “
Introduction 1 Who Should Read This Book? ... 2 How This Book Is Structured ... 3 What Is (and Isn't) in This Book ... 4 What Development Environment Is Used? ... 5 What Conventions Are Used in This Book? ... 5 An Overview of Changes in This Edition ... 6 About the Short Links ... 7 Supplementary Tools Available... 8 Part I: Android Fundamentals HOUR 1: Getting Started with Android 9 Introducing Android ... 9 Google and the Open Handset Alliance ... 9 Android Makes Its Entrance ... 10 Cheap and Easy Development... 11 Familiarizing Yourself with Eclipse ... 13 Creating Android Projects... 14 Exploring the Android Project Files... 16 Editing Project Resources ... 17 Running and Debugging Applications ... 21 Managing Android Virtual Devices ... 21 Creating Debug and Run Configurations in Eclipse ... 22 Launching Android Applications Using the Emulator ... 24 Debugging Android Applications Using DDMS ... 25 Launching Android Applications on a Device ... 26 HOUR 2: Mastering the Android Development Tools 31 Using the Android Documentation ... 31 Debugging Applications with DDMS ... 33 Managing Tasks ... 34 Browsing the Android File System ... 35 Interacting with Emulators ... 36 Taking Screenshots of the Emulator or Handset ... 38 Viewing Log Information ... 39 Working with the Android Emulator ... 39 Providing Input to the Emulator ... 40 Exploring the Android System ... 40 Using SD Card Images with the Emulator ... 42 Using Other Android Tools ... 43 HOUR 3: Building Android Applications 47 Designing a Typical Android Application ... 47 Designing Application Features ... 48 Determining Application Activity Requirements... 49 Implementing Application Functionality ... 50 Using the Application Context ... 51 Retrieving Application Resources ... 51 Accessing Application Preferences ... 51 Accessing Other Application Functionality Using Contexts... 52 Working with Activities ... 52 Launching Activities ... 53 Managing Activity State... 54 Shutting Down Activities ... 56
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Working with Intents... 56 Passing Information with Intents... 56 Using Intents to Launch Other Applications ... 57 Working with Dialogs ... 58 Working with Fragments ... 59 Logging Application Information ... 60 HOUR 4: Managing Application Resources 65 Using Application and System Resources ... 65 Working with Application Resources ... 66 Working with System Resources ... 68 Working with Simple Resource Values ... 69 Working with Strings ... 69 Working with Colors ... 70 Working with Dimensions ... 71 Working with Drawable Resources ... 72 Working with Images... 72 Working with Other Types of Drawables ... 73 Working with Layouts ... 74 Designing Layouts Using the Layout Resource Editor... 74 Designing Layouts Using XML... 75 Working with Files ... 77 Working with XML Files ... 77 Working with Raw Files ... 78 Working with Other Types of Resources... 79 HOUR 5: Configuring the Android Manifest File 83 Exploring the Android Manifest File... 83 Using the Manifest Tab ... 84 Using the Application Tab ... 84 Using the Permissions Tab ... 85 Using the Instrumentation Tab ... 86 Using the AndroidManifest.xml Tab... 86 Configuring Basic Application Settings ... 87 Naming Android Packages ... 88 Versioning an Application ... 88 Setting the Minimum Android SDK Version ... 89 Naming an Application ... 90 Providing an Icon for an Application ... 90 Providing an Application Description ... 90 Setting Debug Information for an Application ... 90 Setting Other Application Attributes... 90 Defining Activities ... 91 Registering Activities ... 91 Designating the Launch Activity ... 92 Managing Application Permissions ... 93 Managing Other Application Settings ... 96 HOUR 6: Designing an Application Framework 99 Designing an Android Trivia Game ... 99 Determining High-Level Game Features ... 100 Determining Activity Requirements ... 100 Determining Screen-Specific Game Features ... 101 Implementing an Application Prototype ... 106 Reviewing the Accompanying Source Code ... 106 Creating a New Android Project... 107 Adding Project Resources ... 107 Implementing Application Activities... 109 Creating Application Preferences ... 110 Running the Game Prototype ... 111 Creating a Debug Configuration ... 112 Launching the Prototype in the Emulator ... 112 Exploring the Prototype Installation ... 113 Part II: Building an Application Framework HOUR 7: Implementing an Animated Splash Screen 117 Designing the Splash Screen ... 117 Implementing the Splash Screen Layout ... 118 Adding New Project Resources ... 120 Updating the Splash Screen Layout ... 122 Working with Animation ... 126 Adding Animation Resources ... 126 Animating Specific Views ... 128 Animating All Views in a Layout ... 129 Handling Animation Life Cycle Events ... 129 HOUR 8: Implementing the Main Menu Screen 133 Designing the Main Menu Screen ... 133 Determining Main Menu Screen Layout Requirements ... 134 Designing the Screen Header with RelativeLayout ... 135 Designing the ListView Control... 135 Finishing Touches for the Main Menu Layout Design ... 135 Implementing the Main Menu Screen Layout ... 136 Adding New Project Resources ... 136 Updating the Main Menu Screen Layout Files ... 138 Working with the ListView Control ... 140 Filling a ListView Control ... 140 Listening for ListView Events ... 141 Customizing ListView Control Characteristics ... 143 Working with Other Menu Types ... 144 Adding an Options Menu to the Game Screen ... 145 HOUR 9: Developing the Help and Scores Screens 151 Designing the Help Screen ... 151 Implementing the Help Screen Layout ... 153 Adding New Project Resources ... 153 Updating the Help Screen Layout ... 154 Working with Files... 155 Adding Raw Resource Files ... 156 Accessing Raw File Resources... 156 Designing the Scores Screen ... 157 Determining Scores Screen Layout Requirements ... 158 Adding the TabHost Control ... 158 Implementing the Scores Screen Layout ... 160 Adding New Project Resources ... 160 Updating the Scores Screen Layout ... 161 Building a Screen with Tabs ... 163 Configuring the TabHost Control ... 163 Adding Tabs to the TabHost Control ... 164 Setting the Default Tab... 164 Working with XML ... 165 Retrieving XML Resources ... 165 Parsing XML Files with XmlResourceParser ... 165 Applying Finishing Touches to the Scores Screen... 166 HOUR 10: Building Forms to Collect User Input 171 Designing the Settings Screen ... 171 Implementing the Settings Screen Layout ... 175 Adding New Project Resources ... 175 Updating the Settings Screen Layout... 176 Using Common Form Controls ... 178 Working with EditText Controls ... 178 Working with Button Controls ... 179 Working with Spinner Controls ... 182 Saving Form Data with SharedPreferences... 184 Defining SharedPreferences Entries ... 184 Saving Settings to SharedPreferences... 184 Reading Settings from SharedPreferences... 185 HOUR 11: Using Dialogs to Collect User Input 189 Working with Activity Dialogs... 189 Exploring the Different Types of Dialogs ... 190 Tracing the Life Cycle of an Activity Dialog ... 191 Using the DatePickerDialog Class ... 192 Adding a DatePickerDialog to a Class ... 193 Initializing a DatePickerDialog... 194 Launching DatePickerDialog ... 195 Working with Custom Dialogs... 196 Adding a Custom Dialog to the Settings Screen ... 196 HOUR 12: Adding Application Logic 205 Designing the Game Screen ... 205 Implementing the Game Screen Layout ... 208 Adding New Project Resources ... 208 Updating the Game Screen Layout ... 210 Working with ViewSwitcher Controls ... 211 Initializing Switcher Controls ... 212 Implementing Switcher Factory Classes ... 212 Updating the TextSwitcher Control ... 214 Updating the ImageSwitcher Control ... 214 Wiring Up Game Logic... 215 Adding Game State Settings to the SharedPreferences ... 216 Retrieving, Parsing, and Storing Question Data ... 217 Part III: Enhancing Your Application with Powerful Android Features HOUR 13: Working with Images and the Camera 227 Designing the Avatar Feature ... 227 Adding an Avatar to the Settings Layout... 229 Updating the Settings Screen Layout... 230 Working with ImageButton Controls ... 231 Setting the Image of an ImageButton Control... 231 Handling ImageButton Click Events ... 233 Choosing and Saving the Avatar Graphic ... 234 Working with Bitmaps ... 239 HOUR 14: Adding Support for Location-Based Services 245 Designing the Favorite Place Feature ... 245 Determining Favorite Place Feature Layout Updates ... 246 Designing the Favorite Place Dialog ... 247 Implementing the Favorite Place Feature ... 248 Adding New Project Resources ... 249 Updating the Settings Screen Layout... 250 Implementing the Favorite Place Dialog Layout ... 250 Implementing the Favorite Place Dialog ... 252 Using Location-Based Services ... 254 Enabling Location Testing on the Emulator ... 255 Accessing the Location-Based Services... 259 Using Geocoding Services ... 260 Using Geocoding Services with Android... 261 Working with Maps ... 263 Launching a Map Application by Using an Intent ... 263 Working with Third-Party Services and Applications ... 265 HOUR 15: Adding Basic Network Support 269 Designing Network Applications ... 269 Working with an Application Server ... 270 Managing Lengthy Network Operations ... 271 Informing the User of Network Activity ... 271 Developing Network Applications ... 272 Enabling Network Testing on the Emulator ... 272 Testing Network Applications on Hardware ... 273 Accessing Network Services ... 274 Planning Been There, Done That! Network Support... 274 Setting Network Permissions ... 275 Checking Network Status ... 275 Using HTTP Networking ... 276 Indicating Network Activity with Progress Bars ... 277 Displaying Indeterminate Progress ... 277 Displaying Determinate Progress ... 277 Displaying Progress Dialogs ... 278 Running Tasks Asynchronously ... 279 Using AsyncTask ... 279 Using Threads and Handlers ... 280 Downloading and Displaying Score Data ... 280 Extending AsyncTask for Score Downloads... 281 Starting the Progress Indicator with onPreExecute() ... 282 Clearing the Progress Indicator with onPostExecute()... 282 Handling Cancellation with onCancelled()... 283 Handling Processing with doInBackground() ... 284 Handling Progress Updates with onProgressUpdate() ... 285 Starting the ScoreDownloaderTask ... 286 Downloading and Parsing Question Batches ... 287 Extending AsyncTask for Question Downloads ... 287 Starting the Progress Dialog with onPreExecute()... 288 Dismissing the Progress Dialog with onPostExecute() ... 288 Handling the Background Processing ... 289 Starting QuizTask ... 289 HOUR 16: Adding Additional Network Features 293 Determining What Data to Send to the Server ... 293 Keeping Player Data in Sync ... 294 Uploading Settings Data to a Remote Server ... 295 Working with Android Services ... 296 Implementing UploadTask ... 298 Uploading Player Data with the HTTP GET Method ... 299 Uploading Avatar Data with the HTTP POST Method ... 301 Uploading Score Data to a Remote Server ... 304 Downloading Friends' Score Data ... 305 HOUR 17: Adding Social Features 309 Enhancing Applications with Social Features ... 309 Tailoring Social Features to Your Application ... 310 Supporting Basic Player Relationships... 310 Adding Friend Support to Your Application ... 311 Enabling Friend Requests on the Settings Screen ... 311 Implementing the Friend Request Feature ... 314 Enhancing Player Relationships... 318 Integrating with Social Networking Services... 319 Adding Facebook Support ... 320 Adding Twitter Support ... 320 Working with the OpenSocial Initiative... 320 HOUR 18: Creating a Home Screen App Widget 325 Designing an App Widget... 325 Developing an App Widget ... 326 Configuring App Widget Properties ... 326 Working with RemoteViews ... 327 Working with Styles ... 328 Designing the App Widget Layout ... 329 Implementing an App Widget Provider ... 331 Handling App Widget Background Tasks... 331 Updating the Android Manifest File ... 335 HOUR 19: Internationalizing Your Application 341 General Internationalization Principles... 341 How Android Localization Works... 343 How the Android Operating System Handles Locale ... 345 How Applications Handle Locales ... 346 How the Android Market Handles Locales ... 348 Android Internationalization Strategies ... 349 Forgoing Application Internationalization... 349 Limiting Application Internationalization ... 350 Implementing Full Application Internationalization ... 350 Using Localization Utilities ... 351 Determining System Locale ... 351 Formatting Date and Time Strings ... 351 Handling Currencies ... 352 HOUR 20: Developing for Different Devices 355 Configuration Management for Android... 355 Handling Different Screen Orientations... 357 Handling Orientation Changes Programmatically ... 362 Supporting Different Screen Characteristics ... 363 Supporting Different Device Features ... 364 Developing for Different Android SDKs ... 365 HOUR 21: Diving Deeper into Android 371 Exploring More Core Android Features ... 371 Declaring and Enforcing Application Permissions ... 372 Alerting the User with Notifications ... 372 Designing Advanced User Interfaces... 373 Using Styles and Themes ... 373 Designing Custom View and ViewGroup Controls ... 374 Working with Input Methods... 374 Handling User Gestures ... 375 Converting Text to Speech... 376 Converting Speech to Text... 377 Working with Multimedia... 377 Playing and Recording Audio ... 377 Playing and Recording Video... 378 Working with 2D and 3D Graphics ... 378 Using the Android Graphics Libraries ... 379 Using the OpenGL ES Graphics API ... 379 Personalizing Android Devices ... 380 Setting the Ringtone ... 380 Setting the Wallpaper... 380 Creating a Live Wallpaper ... 381 Managing and Sharing Data ... 381 Working with Files and Directories ... 382 Storing Structured Data in a SQLite Database ... 383 Sharing Data with Other Applications ... 383 Integrating with Global Search ... 385 Accessing Underlying Device Hardware ... 386 Reading Raw Sensor Data ... 386 Working with Wi-Fi ... 387 Working with Bluetooth ... 387 Managing Power Settings and Battery Life... 387 HOUR 22: Testing Android Applications 391 Testing Best Practices ... 391 Developing Coding Standards ... 392 Performing Regular Versioned Builds ... 393 Using a Defect Tracking System ... 393 Developing Good Test Plans ... 393 Maximizing Test Coverage ... 395 Managing the Testing Environment ... 395 Testing on the Emulator ... 397 Testing on Target Devices ... 398 Performing Automated Testing ... 398 Part V: Publishing Your Application HOUR 23: Getting Ready to Publish 409 Understanding the Release Process ... 409 Preparing the Release Candidate Build ... 411 Preparing the Android Manifest File for Release ... 411 Protecting Your Application from Software Pirates ... 412 Readying Related Services for Release ... 413 Testing the Application Release Candidate ... 413 Packaging and Signing an Application... 414 Digitally Signing Applications ... 414 Exporting and Signing the Package File ... 415 Testing the Signed Application Package ... 417 Installing the Signed Application Package ... 417 Verifying the Signed Application ... 418 HOUR 24: Publishing on the Android Market 421 Selling on the Android Market ... 421 Signing Up for a Developer Account ... 422 Uploading an Application to the Android Market ... 423 Publishing on the Android Market ... 427 Using Other Developer Account Benefits ... 429 Exploring Other Android Publishing Options... 429 Selling Your Application on Your Own Site ... 429 Selling Your Application on Other Markets ... 430 Part VI: Appendixes APPENDIX A: Configuring Your Android Development Environment 437 APPENDIX B: Eclipse IDE Tips and Tricks 445 APPENDIX C: Supplementary Materials 453 TOC, 9780672335693, 6/30/2011
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Autoren-Porträt von Shane Conder, Lauren Darcey
Lauren Darcey is responsible for the technical leadership and direction of a small software company specializing in mobile technologies, including Android, iPhone, BlackBerry, Palm Pre, BREW, and J2ME, and consulting services. With more than two decades of experience in professional software production, Lauren is a recognized authority in enterprise architecture and the development of commercial-grade mobile applications. Lauren received a B.S. in Computer Science from the University of California, Santa Cruz. She spends her copious free time traveling the world with her geeky mobile-minded husband. She is an avid nature photographer, and her work has been published in books and newspapers around the world. In South Africa, she dove with 4-meter-long great white sharks and got stuck between a herd of rampaging hippopotami and an irritated bull elephant. She's been attacked by monkeys in Japan, gotten stuck in a ravine with two hungry lions in Kenya, gotten thirsty in Egypt, narrowly avoided a coup d'etat in Thailand, geocached her way through the Swiss Alps, drank her way through the beer halls of Germany, slept in the crumbling castles of Europe, and gotten her tongue stuck to an iceberg in Iceland (while being watched by a herd of suspicious wild reindeer). Shane Conder has extensive development experience and has focused his attention on mobile and embedded development for the past decade. He has designed and developed many commercial applications for Android, iPhone, BREW, BlackBerry, J2ME, Palm, and Windows Mobile-some of which have been installed on millions of phones worldwide. Shane has written extensively about the mobile industry and evaluated mobile development platforms on his tech blogs and is well known within the blogosphere. Shane received a B.S. in Computer Science from the University of California. A self-admitted gadget freak, Shane always has the latest phone, laptop, or other mobile device. He can often be found fiddling with the latest
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technologies, such as cloud services and mobile platforms, and other exciting, state-of-the-art technologies that activate the creative part of his brain. He also enjoys traveling the world with his geeky wife, even if she did make him dive with 4-meter-long great white sharks and almost get eaten by a lion in Kenya. He admits that he has to take at least two phones and a tablet with him when backpacking, even though there is no coverage, that he snickered and whipped out his Android phone to take a picture when his wife got her tongue stuck to that iceberg in Iceland, and that he is catching on that he should be writing his own bio. The authors have also published an intermediate/advanced book on Android development called Android Wireless Application Development, Second Edition, part of the Addison-Wesley Developer's Library series. Lauren and Shane have also published numerous articles on mobile software development for magazines, technical journals, and online publishers of educational content. You can find dozens of samples of their work in Smart Developer magazine (Linux New Media), Developer.com, Network World, Envato (MobileTuts+ and CodeCanyon), and InformIT, among others. They also publish articles of interest to their readers at their own Android website, http://androidbook.blogspot.com. You can find a full list of the authors' publications at http://goo.gl/f0Vlj.
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Bibliographische Angaben
- Autoren: Shane Conder , Lauren Darcey
- 2011, 2nd, rev. ed., 512 Seiten, mit Schwarz-Weiß-Abbildungen, mit Abbildungen, Maße: 17,9 x 23,3 cm, Kartoniert (TB), Englisch
- Verlag: Sams
- ISBN-10: 0672335697
- ISBN-13: 9780672335693
Sprache:
Englisch
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