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Book 1: Getting Started with Android Application Development
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Book 1: Getting Started with Android Application Development
by Barry Burd, John Paul Mueller
Android Application Development All-in-One For Dummies, 3rd Edition
Cover
Introduction
How to Use This Book
Conventions Used in This Book
Foolish Assumptions
Icons Used in This Book
Beyond the Book
Where to Go from Here
Book 1: Getting Started with Android Application Development
Chapter 1: All about Android
The Consumer Perspective
The Versions of Android
The Developer Perspective
The Business Perspective
Chapter 2: Installing the Software Tools
Setting Up the Software
Launching the Android Studio IDE
Fattening Up the Android SDK
Chapter 3: Creating an Android App
Creating Your First App
Running Your App
You Can Download All the Code
Troubleshooting Common IDE Errors
Testing Apps on a Real Device
Chapter 4: Examining a Basic Android App
A Project’s Files
The MainActivity.kt file
The res Branch
Other Files in an Android Project
What Did I Agree To?
Chapter 5: Conjuring and Embellishing an Android App
Dragging, Dropping, and Otherwise Tweaking an App
A Bit of Debugging
Chapter 6: Improving Your App
Improving the Layout
Starting Another Activity
Localizing Your App
Responding to Check Box Events
Displaying Images
Sending in Your Order
Book 2: Android Background Material
Chapter 1: Using Android Studio
Good to Know versus Need to Know
Getting a Feel for the Big Picture
Discovering What You Can Do
Chapter 2: Kotlin for Java Programmers
Using Kotlin or Java for Development
Defining the Java Issues That Kotlin Fixes
Nothing’s Perfect: Kotlin Is Missing Features, Too
Looking at What Kotlin Adds to the Picture
Chapter 3: Kotlin for Everyone
Moving from Development to Execution with Kotlin
Grasping Kotlin Code
Chapter 4: What Kotlin Does (and When)
Making Decisions (Kotlin if Statements)
Repeating Instructions Over and Over Again
Jumping Away from Trouble
Working with Kotlin Collections
Chapter 5: Object-Oriented Programming in Kotlin
Static Fields and Methods
Interfaces and Callbacks
Classes That Must (and Must Not) Be Extended
Inner Classes
Chapter 6: Functional Programming in Kotlin
Defining Functional Programming
Understanding Pure and Impure Languages
Comparing the Functional Paradigm
Using Kotlin for Functional Programming Needs
Defining the Role of State
Using Recursion to Perform Calculations
Using Function Types
Understanding Function Literals
Defining the Function Types
Using Functional Programming for Android Apps
Chapter 7: A <brief> Look at XML
XML Isn't Ordinary Text
What's in a Namespace?
Book 3: The Building Blocks
Chapter 1: Getting an Overview of Jetpack
Understanding the Benefits of Jetpack
Considering the Jetpack Components
Getting an Overview of the AndroidX Package
Working with Lifecycle-Aware Components
Chapter 2: Building a Foundation for Your App
Working with Android KTX
Addressing Security Issues
Benchmarking Your Application
Testing Application Functionality
Chapter 3: Creating an Architecture
Managing Application Activities
Providing for Navigational Needs
Performing Background Tasks Using WorkManager
Chapter 4: Defining an App’s Behavior
Working with Notifications
Getting Permission
Complying with User Preferences
Working with MediaPlayer
Adding Camera Support Using CameraX
Sharing with Others
Chapter 5: Interacting with the Users
Creating a Great Layout
Employing Color and Texture
Using Animations and Transitions
Communicating with Emoji
Book 4: Programming Cool Phone Features
Chapter 1: Hungry Burds: A Simple Android Game
Introducing the Hungry Burds Game
The Hungry Burds Project's Files
The Main Activity
The Code, All the Code, and Nothing But the Code
Setting Up the Game
Displaying a Burd
Handling a Touch Event
Finishing Up
Chapter 2: An Android Social Media App
Setting Things Up on Facebook's Developer Site
A Minimal Facebook App
Enriching the Minimal App
Chapter 3: Going Native
The Native Development Kit
Creating an Application
Book 5: Apps for Tablets, Watches, TV Sets, and Cars
Chapter 1: Apps for Tablets
Gaining Perspective
Developing a Nested Navigational Graph
Creating a Responsive App
Chapter 2: Developing for Android Wear
Seeing Where Wearables Are Used
Setting Up Your Testing Environment
Wearable Apps: What's the Big Deal?
Case Study: A Watch Face
Chapter 3: Developing for Android TV
Getting Started
Running the Skeletal App
Dissecting the TV App
Chapter 4: Developing for Android Auto
Checking Auto Compatibility
Choosing the Google Play Services
Considering Notification Limits
Creating an Emulator
Developing an Android Auto App
Book 6: The Job Isn’t Done Until …
Chapter 1: Publishing Your App to the Google Play Store
Creating a Google Play Developer Account
Preparing Your Code
Preparing Graphic Assets for the Play Store
Creating a Publishable File
Publishing Your App
Leave No Stone Unturned
Publishing Elsewhere
Chapter 2: Monetizing and Marketing Your App
Choosing a Revenue Model
Marketing Your Application
Brick Breaker Master: An App Marketing Case Study
Chapter 3: Creating Public Support for Your App
Obtaining Support through Patreon
Developing Your Own Distribution Stream
Taking the Personal Approach
Considering App Store Alternatives
Getting Awards
Index
About the Authors
Connect with Dummies
End User License Agreement
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Prev
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Introduction
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Chapter 1: All about Android
Book 1
Getting Started with Android Application Development
Contents at a Glance
Chapter 1: All about Android
The Consumer Perspective
The Versions of Android
The Developer Perspective
The Business Perspective
Chapter 2: Installing the Software Tools
Setting Up the Software
Launching the Android Studio IDE
Fattening Up the Android SDK
Chapter 3: Creating an Android App
Creating Your First App
Running Your App
You Can Download All the Code
Troubleshooting Common IDE Errors
Testing Apps on a Real Device
Chapter 4: Examining a Basic Android App
A Project’s Files
The MainActivity.kt file
The res Branch
Other Files in an Android Project
What Did I Agree To?
Chapter 5: Conjuring and Embellishing an Android App
Dragging, Dropping, and Otherwise Tweaking an App
A Bit of Debugging
Chapter 6: Improving Your App
Improving the Layout
Starting Another Activity
Localizing Your App
Responding to Check Box Events
Displaying Images
Sending in Your Order
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