Android Application Development All-in-One For Dummies

Höfundur Barry Burd; John Paul Mueller

Útgefandi Wiley Professional Development (P&T)

Snið ePub

Print ISBN 9781119660453

Útgáfa 3

Útgáfuár 2020

3.490 kr.

Description

Efnisyfirlit

  • 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 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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