TY - BOOK AU - Hoisington,Corinne TI - Android™ boot camp for developers using Java™: a guide to creating your first Android apps SN - 9780357881231 AV - QA76.76.A65 H656 2024 U1 - 005.2762 2 PY - 2024///] CY - Boston, MA PB - Cengage Learning KW - Android (Electronic resource) KW - Java (Computer program language) KW - Application software KW - Development KW - Design KW - Mobile computing N1 - 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 ER -