Android™ boot camp for developers using Java™ : a guide to creating your first Android apps / Corinne Hoisington.
By: Hoisington, Corinne [author.]
Language: English Publisher: Boston, MA : Cengage Learning, [2024]Copyright date: ©2024Edition: Fourth editionDescription: xxi 424 pages : color illustrations ; 28 cmContent type: text Media type: unmediated Carrier type: volumeISBN: 9780357881231Subject(s): Android (Electronic resource) | Java (Computer program language) | Application software -- Development | Application software -- Design | Mobile computingDDC classification: 005.2762 LOC classification: QA76.76.A65 | H656 2024Item type | Current location | Home library | Call number | Status | Date due | Barcode | Item holds |
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COLLEGE LIBRARY | COLLEGE LIBRARY SUBJECT REFERENCE | 005.2762 H688 2024 (Browse shelf) | Available | CITU-CL-54300 |
Includes index.
Chapter 1. Voilà! Meet the Android
1.1. Understanding the Market for Android Applications
1.2. The Role of the Android in the Mobile Market
Open-Source Platform
Android Open-Source Devices
1.3. Features of the Android Phone
1.4. The Languages Used in Android Development
Android Emulator
Versions of Android
1.5. Google Play in the Marketplace
1.6. The Connection between Windows and Android
Phone Link App
1.7. Creating an Android Project Using Android Studio
Opening Android Studio to Create a New Project
Creating the Hello Android World Project
Building the User Interface
The Android Project View
1.8. The User Interface Layout within the Virtual Device
The TextView Component
1.9. Executing an Android Application on an Emulator
1.10. Opening a Saved Android Project in Android Studio
Wrap It Up—Chapter Summary
Key Terms
Developer FAQs
Beyond the Book
Case Programming Projects
Chapter 2. Simplify! The Android User Interface
2.1. Designing an Android App
The Big Picture
Using the Android User Interface
2.2. Adding Text Using the String Table in the Translations Editor
The String Table
2.3. Constructing the User Interface with the ConstraintLayout
Constraint Handles
XML Code
The Easy Recipes Opening User Interface
Android Text Attributes
Adding a File to the Resources Folder
The ImageView Component
Adding a Button Component
2.4. Planning Out Program Design
Creating Activities
2.5. Creating Multiple Android Activities
2.6. Viewing Activities in the Android Manifest File
Coding the Java Activity
2.7. Writing Code Using the onCreate( ) Method
Displaying the User Interface
2.8. Creating a Button Event Handler
2.9. Coding a Button Event Handler
2.10. Correcting Errors in Code
2.11. Saving and Running the Application
Wrap It Up—Chapter Summary
Key Terms
Developer FAQs
Beyond the Book
Case Programming Projects
Chapter 3. Engage! Android User Input, Variables, and Operations
3.1. Collecting User Input
Simplifying User Input
Using Android Text Components
User Experience
3.2. Adding a Text Number Component
Using the String Table
3.3. Adding a String Array
3.4. Changing Background Attributes
3.5. Setting the Hint Attribute for a Text Component
3.6. Developing a User Interface Using a Spinner Component
3.7. Adding a Prompt and Entries to a Spinner Component
Using Entries
Adding the Button, TextView, and ImageView Controls
3.8. Coding the EditText Class for the Text Number Component
3.9. Coding the Spinner Control
3.10. Instantiating the Button Component and Variables
Declaring Variables
Primitive Data Types
The String Data Type
Declaring the Variables in the Project
3.11. Coding the getText( ) Method
Working with Mathematical Operations
3.12. Understanding Arithmetic Operators
Formatting Numbers
Displaying Android Output
Using the getSelectedltem( ) Method
3.13. Coding the setText( ) Method
Wrap It Up—Chapter Summary
Key Terms
Developer FAQs
Beyond the Book
Case Programming Projects
Chapter 4. Explore! Icons and Decision-Making Components
4.1. Creating an Android Project with a Custom Icon
Using the Launcher Icon
Customizing a Launcher Icon
4.2. Displaying the Action Bar Icon Using Code
String Table
4.3. Placing a RadioGroup and RadioButtons in Android Applications
Changing the Text Color of RadioButton and CheckBox Components
4.4. Determining Layouts with the layout:margin Attributes
4.5. Aligning Components Using the foregroundGravity Attributes
4.6. Adding the RadioButton Group and Other Components
Completing the User Interface
4.7. Coding a RadioButton Component
Coding the Button Component
4.8. Making Decisions with Conditional Statements
4.9. Making Decisions Using an If Statement
4.10. Making Decisions Using an If Else Statement
Relational Operators
4.11. Making Decisions Using Logical Operators
Data Validation
4.12. Displaying an Android Toast Notification
4.13. Using the isChecked( ) Method with RadioButton Components
4.14. Using Nested If Statements
Coding the Button Event
Coding the Nested If Statements
Running and Testing the App
Wrap It Up—Chapter Summary
Key Terms
Developer FAQs
Beyond the Book
Case Programming Projects
Chapter 5. Investigate! Android Lists, Arrays, Switch Statements, and Web Browsers
5.1. Creating an Android Project Using a List
Beginning the City Guide App
5.2. Adding a ListView Layout with XML Code
5.3. Creating an Array
Declaring an Array
5.4. Initializing a ListView Layout Component
5.5. Displaying an Array in the ListView with an ArrayAdapter
Adding the Images to the Resources Folder
Adding the String Table
5.6. Calling the setOnItemClick( ) Method
5.7. Creating a Decision Structure with a Switch Statement
5.8. Understanding Android Intents
5.9. Launching a Browser from an Android Device
Adding Multiple Class Files
Designing XML Layout Files
Coding the Multiple Class Files
5.10. Testing an Application with Multiple Decisions
Wrap It Up—Chapter Summary
Key Terms
Developer FAQs
Beyond the Book
Case Programming Projects
Chapter 6. Jam! Implementing Audio in Android Apps
6.1. Creating an Android Project Using a Splash Screen
Beginning the Aloha Music App
6.2. Launching the Splash Screen before the MainActivity
6.3. Designing a TextView Component with a Background Image
6.4. Creating a Timer
Scheduling a Timer
6.5. Understanding the Life and Death of an Activity
Launching the Next Activity
Designing the activity_main.xml File
6.6. Assigning Class Variables
6.7. Playing Music
6.8. Creating a Raw Folder for Music Files
6.9. Playing Music with a MediaPlayer Method
6.10. Starting and Resuming Music Playback
6.11. Changing the Text Attribute of a Component
6.12. Changing the Visibility of a Component
Running and Testing the Application
Wrap It Up—Chapter Summary
Key Terms
Developer FAQs
Beyond the Book
Case Programming Projects
Chapter 7. Reveal! Displaying Pictures in a GridView
7.1. Creating an Android Project Using a GridView Component
7.2. Adding a GridView to Display a Two-Dimensional Grid of Images
7.3. Adding the ImageView Component in XML Code
7.4. Creating an Array for Images
7.5. Instantiating the GridView and ImageView Components
7.6. Using a setAdapter with an ImageAdapter
7.7. Coding the OnItemClickListener
7.8. Coding a Custom Toast Notification
7.9. Displaying the setImageResource Image
Customizing the ImageAdapter Class
7.10. Defining the Context of the ImageAdapter Class
7.11. Calculating the Length of an Array
7.12. Coding the getView( ) Method
Running and Testing the Application
Wrap It Up—Chapter Summary
Key Terms
Developer FAQs
Beyond the Book
Case Programming Projects
Chapter 8. Design! Using a DatePicker on a Tablet
8.1. Creating an Android App on a Tablet
8.2. Designing a Tablet App with Modern Design Principles
Design Best Practices for Tablets
8.3. Adding an Android Virtual Device for the Tablet
Creating a Tablet App
Creating the String Table
8.4. Designing a Tablet Table Layout
8.5. Using Date, Time, and Clock Components
Instantiating the Components
8.6. Creating a Calendar Class
Date Format
DatePickerDialog Input
8.7. Selecting the Date from the DatePickerDialog
8.8. Adding the onDateSet( ) Method
8.9. Displaying the Date Using the getTime( ) Method
8.10. Adding an Android Theme
Changing a Theme
Running and Testing the Application
Wrap It Up—Chapter Summary
Key Terms
Developer FAQs
Beyond the Book
Case Programming Projects
Chapter 9. Customize! Navigating with a Primary/Detail Flow Activity on a Tablet
9.1. Understanding Responsive Design
Creating Apps with Responsive Design
9.2. Creating an Android Tablet Project Using an Application Template
9.3. Using the Primary/Detail Flow Template
9.4. Modifying the Structure of the Primary/Detail Flow Template
Java Files
Layout Files
9.5. Designing an XML TableLayout
Creating a TextView XML Layout for the Second List Item
9.6. Creating a WebView XML Layout
9.7. Customizing the Content of the Sample Template File
9.8. Displaying the Custom Layout in the Detail Pane
Running and Testing the Application
Wrap It Up—Chapter Summary
Key Terms
Developer FAQs
Beyond the Book
Case Programming Projects
Chapter 10. Move! Creating Animation
10.1. Creating an Android Application with Frame and Tween Animation
Using Animation in Android
Adding the Layout for the Frame Image and Button Controls
10.2. Creating Frame-by-Frame Animation
Coding the AnimationDrawable Object
10.3. Setting the Background Resource
Adding Two Button Controls
10.4. Using the start( ) and stop( ) Methods
10.5. Moving with Tween Animation
10.6. Launching Tween Animation
10.7. Adding the Layout for the Tween Image
10.8. Setting Tween Animation Attributes
10.9. Coding the startAnimation( ) Method
10.10. Changing the Emulator to Landscape Orientation
Running and Testing the Application
Wrap It Up—Chapter Summary
Key Terms
Developer FAQs
Beyond the Book
Case Programming Projects
Chapter 11. Discover! Persistent Data
11.1. Creating an Android Project Using Persistent Data
11.2. Using Different Types of Shared Preferences
11.3. Using Internal and External Storage
11.4. Saving to a Database Connection
11.5. Saving Data Using a Network Connection
Creating XML Layout Files
Creating a Second Activity and XML Layout
Instantiating the XML Components
11.6. Writing Persistent Data with SharedPreferences
Launching the Second Activity
Instantiating the Second Activity Components
11.7. Retrieving Data Using getString( ) Methods
Displaying the Correct ImageView Component
Running and Testing the Application
Wrap It Up—Chapter Summary
Key Terms
Developer FAQs
Beyond the Book
Case Programming Projects
Chapter 12. Finale! Publishing Your Android App
12.1. Using Google Play
12.2. Targeting Device Configurations and Languages
Adding Localization Using the Translations Editor
12.3. Testing Your App before Publication
12.4. Creating an Android App Bundle
12.5. Preparing Promotional Materials to Upload
Providing Images
Providing a Description
Including Contact and Social Networks
Setting Versions for Your App
Registering for a Google Play Account
12.6. Publishing Your App to Google Play
Wrap It Up—Chapter Summary
Key Terms
Developer FAQs
Beyond the Book
Case Programming Projects
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