The Android development platform, created by Google and the Open Handset Alliance, is a platform in its truest sense, encompassing hundreds of classes beyond the traditional Java classes and open source components that ship with the SDK.
With Beginning Android 2, you’ll learn how to develop applications for Android 2.x mobile devices, using simple examples that are ready to run with your copy of the SDK. Author, Android columnist, writer, 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 GUIs, use GPS, 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 other 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 1.5, 1.6, and 2.0 devices, including dealing with multiple Android OS versions, multiple screen sizes, and other device-specific characteristics.
Who this book is for
This book is aimed at people new to mobile development, but with some knowledge of Java.
Table of Contents
1. The Big Picture
2. Projects & Targets
3. Creating a Skeleton Application
4. Using XML-Based Layouts
5. Employing Basic Widgets
6. Working with Containers
7. Using Selection Widgets
8. Getting Fancy With Lists
9. Employing Fancy Widgets and Containers
10. The Input Method Framework
11. Applying Menus
12. Fonts
13. Embedding the WebKit Browser
14. Showing Pop-Up Messages
15. Dealing with Threads
16. Handling Activity Lifecycle Events
17. Creating Intent Filters
18. Launching Activities and Sub-Activities
19. Handling Rotation
20. Working with Resources
21. Using Preferences
22. Managing and Accessing Local Databases
23. Accessing Files
24. Leveraging Java Libraries
25. Communicating via the Internet
26. Using a Content Provider
27. Building a Content Provider
28. Requesting and Requiring Permissions
29. Creating a Service
30. Invoking a Service
31. Alerting Users Via Notifications
32. Accessing Location-Based Services
33. Mapping with MapView and MapActivity
34. Handling Telephone Calls
35. Development Tools
36. Handling Multiple Screen Sizes
37. Dealing with Devices
38. Handling Platform Changes
39. Where Do We Go From Here?
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