Android Application Development All-in-One For Dummies
Lýsing:
Conquer the world of Android app development Android has taken over the mobile and TV markets and become unstoppable! Android offers a vast stage for developers to serve millions--and rake in the profits--with diverse and wide-ranging app ideas. Whether you’re a raw recruit or a veteran programmer, you can get in on the action and become a master of the Android programming universe with the new edition of Android Application Development For Dummies All-in-One.
In addition to receiving guidance on mobile and TV development, you’ll find overviews of native code, watch, car, Android wear, and other device development. This friendly, easy-to-follow book kicks off by offering a fundamental understanding of Android’s major technical ideas, including functional programming techniques. It moves on to show you how to work effectively in Studio, program cool new features, and test your app to make sure it’s ready to release to a waiting world.
You’ll also have an opportunity to brush up on your Kotlin and develop your marketing savvy. There are millions of potential customers out there, and you want to stand out from the crowd! Understand new features and enhancements Get development best-practices Know your Android hardware Access online materials With a market share like Android’s, the stakes couldn’t be higher.
Annað
- Höfundar: Barry Burd, John Paul Mueller
- Útgáfa:3
- Útgáfudagur: 15-07-2020
- Hægt að prenta út 10 bls.
- Hægt að afrita 2 bls.
- Format:ePub
- ISBN 13: 9781119660439
- Print ISBN: 9781119660453
- ISBN 10: 1119660432
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
- Chapter 1: All about Android
- 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?
- 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
- 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
- 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
- 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
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- Gerð : 208
- Höfundur : 16145
- Útgáfuár : 2020
- Leyfi : 380