Book description
The vibrant and rich Android development platform, created by Google and the Open Handset Alliance, continues to be a platform in its truest sense, encompassing hundreds of classes beyond the traditional Java classes and open source components that ship with the SDK. Android's continued growth includes support for Flash and Flash Gaming Apps, WIFI tethering, improved performance, WebM or WebMedia integration for HTML 5 based video and other multimedia APIs, Chrome OS (WebOS) integration, and more.
With Beginning Android 3, you'll learn how to develop applications for Android 3 mobile devices using simple examples that are ready to run with your copy of the SDK. Author, Android columnist, developer, and community advocate Mark L. Murphy will show you what you need to know to get started programming Android applications, including how to craft GUIs, use GPS, Multi-touch, Multi-tasking, and access web services.
What you'll learn
Discover Android and how to use it to build Java-based mobile applications for a wide range of phones and devices.
Create user interfaces using both the Android widget framework and the built-in WebKit-powered Web browser components.
Utilize the distinctive capabilities of the Android engine, including location tracking, maps, and Internet access.
Use and create Android applications incorporating activities, services, content providers, and broadcast receivers.
Support Android 3 and earlier devices, including dealing with multiple Android OS versions, multiple screen sizes, and other device-specific characteristics.
Create Flash game and other apps on Android.
Build and experience the array of new WebM video and other multimedia APIs for Android and more.
Who this book is for
This book is aimed at people new to mobile development.
Table of contents
- Copyright
- About the Author
- About the Technical Reviewer
- Acknowledgments
- Preface
-
I. Core Concept
- 1. The Big Picture
- 2. How to Get Started
- 3. Your First Android Project
- 4. Examining Your First Project
- 5. A Bit About Eclipse
- 6. Enhancing Your First Project
-
II. Activities
- 7. Rewriting Your First Project
- 8. Using XML-Based Layouts
- 9. Employing Basic Widgets
- 10. Working with Containers
- 11. The Input Method Framework
- 12. Using Selection Widgets
- 13. Getting Fancy with Lists
- 14. Still More Widgets and Containers
- 15. Embedding the WebKit Browser
- 16. Applying Menus
- 17. Showing Pop-Up Messages
- 18. Handling Activity Lifecycle Events
- 19. Handling Rotation
-
20. Dealing with Threads
- 20.1. The Main Application Thread
- 20.2. Making Progress with ProgressBars
- 20.3. Getting Through the Handlers
- 20.4. Where Oh Where Has My UI Thread Gone?
- 20.5. Asyncing Feeling
- 20.6. Threads and Rotation
- 20.7. And Now, the Caveats
- 21. Creating Intent Filters
- 22. Launching Activities and Subactivities
- 23. Working with Resources
- 24. Defining and Using Styles
- 25. Handling Multiple Screen Sizes
-
III. Honeycomb and Tablets
- 26. Introducing the Honeycomb UI
- 27. Using the Action Bar
- 28. Fragments
- 29. Handling Platform Changes
- 30. Accessing Files
-
IV. Data Stores, Network Services, and APIs
- 31. Using Preferences
- 32. Managing and Accessing Local Databases
- 33. Leveraging Java Libraries
- 34. Communicating via the Internet
- V. Services
-
VI. Other Android Capabilities
- 38. Requesting and Requiring Permissions
- 39. Accessing Location-Based Services
- 40. Mapping with MapView and MapActivity
- 41. Handling Telephone Calls
- 42. Fonts
- 43. More Development Tools
-
VII. Alternative Application Environments
- 44. The Role of Alternative Environments
- 45. HTML5
- 46. PhoneGap
- 47. Other Alternative Environments
- VIII. The Ever-Evolving Android
Product information
- Title: Beginning Android 3
- Author(s):
- Release date: July 2011
- Publisher(s): Apress
- ISBN: 9781430232971
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