Thursday 20 September 2012

eBook To Learn Android - III


The vibrant and rich Android development platform, created by Google and the Open Handset Alliance, continues to be a platform in its truest sense, encompassing hundreds of classes beyond the traditional Java classes and open source components that ship with the software development kit. Android’s continued growth includes support for Flash and Flash gaming apps, Wi-Fi tethering, improved performance, WebM or WebMedia integration for HTML5-based video and other multimedia APIs, Chrome OS (WebOS) integration, and more.

With Beginning Android 3, you’ll learn how to develop applications for Android 3 mobile devices using simple examples that are ready to run with your copy of the software development kit. Author, Android columnist, developer, and community advocate Mark L. Murphy will show you what you need to know to get started programming Android applications, including how to craft graphical user interfaces, use GPS, multi-touch, multi-tasking, and access web services.


What you’ll learn


Discover Android and how to use it to build Java-based mobile applications for a wide range of phones and devices.
Create user interfaces using both the Android widget framework and the built-in WebKit-powered Web browser components.
Utilize the distinctive capabilities of the Android engine, including location tracking, maps, and Internet access.
Use and create Android applications incorporating activities, services, content providers, and broadcast receivers.
Support Android 3 and earlier devices, including dealing with multiple Android OS versions, multiple screen sizes, and other device-specific characteristics.
Create Flash game and other apps on Android.
Build and experience the array of new WebM video and other multimedia APIs for Android and more.

Who this book is for

This book is aimed at people new to mobile development.

Table of Contents


1.The Big Picture
2.How to Get Started
3.Your First Android Project
4.Examining Your First Project
5.A Bit About Eclipse
6.Enhancing Your First Project
7.Rewriting Your First Project
8.Using XML-Based Layouts
9.Employing Basic Widgets
10.Working with Containers
11.The Input Method Framework
12.Using Selection Widgets
13.Getting Fancy with Lists
14.Still More Widgets and Containers
15.Embedding The WebKit Browser
16.Applying Menus
17.Showing Pop-up Messages
18.Handling Activity Lifecycle Events
19.Handling Rotation
20.Dealing with Threads
21.Creating Intent Filters
22.Launching Activities and Sub-Activities
23.Working with Resources
24.Defining and Using Styles
25.Handling Multiple Screen Sizes
26.Introducing the Honeycomb UI
27.Using the Action Bar
28.Fragments
29.Handling Platform Changes
30.Accessing Files
31.Using Preferences
32.Managing and Accessing Local Databases
33.Leveraging Java Libraries
34.Communicating via the Internet
35.Services: The Theory
36.Basic Service Patterns
37.Alerting Users via Notifications
38.Requesting and Requiring Permissions
39.Accessing Location-Based Services
40.Mapping with MapView and MapActivity
41.Handling Telephone Calls
42.Fonts
43.More Development Tools
44.The Role of Alternative Environments
45.HTML5
46.PhoneGap
47.Other Alternative Environments
48.Dealing with Devices
49.Where Do We Go from Here?





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