Android Developer Fundamentals is a training course created by the Google Android programming concepts and build a variety of apps, starting with Hello. This class enables generating a PDF document from native Android content. You create a new document and then for every page you want to add you start a. Android is a mobile operating system developed by Google, based on the Linux kernel and designed primarily for touchscreen mobile devices such as.
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Beginning Android® Programming with Android Studio. Published by. John Wiley & Sons, Inc. Crosspoint Boulevard. Indianapolis, IN ndolefideshal.tk Each device manufacturer can customize Android to suite their needs native headers. Distribution ndolefideshal.tk . So, if you've just started your career as an Android developer or planning to learn Android app development, follow these steps. [If you are an.
Therefore, two coding styles are slightly different than would be expected in a normal application: n n The code has limited comments. The text explains the functionality clearer than inline comments could, and bolded code shows the main lines needed to get the particular technique working.
In practice, actual code should have more comments than presented in the recipes. Strings are explicit and do not point to a global resource.
In this book, however, when only a few strings are needed for a recipe, the strings are made explicit rather than including a whole additional file just to define them.
People just starting with Android are served well to use Eclipse for the development environment with the Android plugin. As discussed more in Chapter 2, this ensures proper Android project setup and context, and Eclipse even adds a placeholder icon figure. It also helps with more advanced tasks, such as signing an application for distribution.
It leads to faster development and more realistic testing. All code examples in this book have been tested on an actual device running Android 2. Some functionality for example, Bluetooth pairing or sensor changes is difficult and opaque when using the emulator.
Therefore, it is recommended that initial testing be done with an action Android device. Designing Applications Well Three elements are needed for an excellent application: a good idea, good coding, and good design. Often, the last element is paid the least attention because most developers work alone and are not graphic designers.
Google must realize this because it has created a set of design guidelines: icon design,App Widget design, activity and task design, and menu design. Good design cannot be stressed enough. It sets an application apart, improves user adoption, and builds user appreciation. In fact, a device can be called an Android device only if it passes compatibly tests with the Android APIs.
However, if an application makes changes to the underlying system, compatibility is not guaranteed. To ensure forward compatibility of an application when future Android updates are installed on devices, follow these rules suggested by Google: n n n n n Do not use internal or unsupported APIs. Do not directly manipulate settings without asking the user. A future release might constrain settings for security reasons. For instance, it used to be possible for an app to turn on GPS or data roaming by itself, but this is no longer allowed.
Do not go overboard with layouts. This is rare, but complicated layouts more than 10 deep or 30 total can cause crashes. Do not make bad hardware assumptions.
Not all Android devices have all possible supported hardware. Be sure to check for the hardware needed, and if it does not exist, handle the exception.
Ensure device orientations do not disrupt the application or result in unpredictable behavior. Screen orientation can be locked, as described in Chapter 2.
Note that backward compatibility is not guaranteed with Android. It is best to declare the minimum SDK version as described in Chapter 2, so the device can load the proper compatibility settings. Utilizing other new features on older targets is also discussed at various places throughout the book. Robustness In the same vein as compatibility support, applications should be designed and tested for robustness.
Following are a few tips to help ensure robustness: n n Use the Android libraries before Java libraries. Android libraries are constructed specifically for embedded devices and cover many of the requirements needed in an application.
For the other cases, Java libraries are included. However, for cases where either can be used, the Android library is best. Take care of memory allocation.
Initialize variables. Try to reuse objects rather than reallocate. This speeds up application execution and avoids excessive use of garbage collection. Test thoroughly, including different environments and devices if possible. Installing and Upgrading There are many places on the Internet that discuss detailed step-by-step instructions on how to install the Android SDK. Therefore, the general procedure outlined here serves to emphasize the most common installation steps for reference.
These steps should be done on a host computer used as the development environment. Install Eclipse Classic for example, version 3. In the case of Windows, this just needs to be unzipped in place and is ready to use. Install the Android SDK starter package for example, version r Browse to the location where the SDK was unzipped and apply.
Android JUnit tests can be configured here, too. A main driver in OS improvement is the increased capability of hardware on new devices. Some legacy Android devices cannot support the new version requirements and are not updated with new OS releases.
This leads to a user base with a variety of different possible experiences. The developer is left with the task of checking for device capability or at least warning devices of required features.
This can be done through a check of a single number: the API level.
Smart virtual soft keyboard, support for third-party keyboards. AppWidget framework. Live Folders. Raw audio recording and playback. Interactive MIDI playback engine.
Video recording APIs. Stereo Bluetooth support. Removed end-user root access unless tethered to computer and using SDK. Speech recognition via RecognizerIntent cloud service. Donut: Android OS 1. Support for multiple screen sizes. Gesture APIs. Text-to-speech engine. Embed Quick Contact accessible in applications. Applications can control the Bluetooth connection to devices.
HTML5 support. The course materials include: Practical workbooks in the form of codelabs, which include suggested homework assignments: Codelabs for Android Developer Fundamentals Slide decks Source code in GitHub for starter apps and solution code for apps that you create during the practical codelabs Each lesson contains a slide deck, a concepts chapter, and in most cases, one or more practical codelabs.
As you work through the codelabs, you create apps as a way to practice and perfect the skills you're learning. Some lessons are purely conceptual and do not have practicals.
The materials are freely available online for use by instructors, or for self-study by anyone who knows the Java programming language. Android Developer Fundamentals prepares you to take the exam for the Associate Android Developer certification.
What does the course cover? The course includes five teaching units, each of which includes several lessons: Unit 1: Get started Unit 3: Working in the background Unit 4: Saving user data Unit 1: Get started This unit covers installing Android Studio, understanding project structure, building your first app, creating activities, testing your apps, and using the Android Support Library.
First, you deploy a simple Hello World app. You go on to create an app with a simple activity, and then you create a multi-screen app that passes data between activities. You also learn how to use the Android Support Library to provide backward-compatibility with earlier versions of the Android system for your app.
Unit 2: User experience This unit covers how to get input from the user, implement navigation strategies, use themes and styles, test your user interface, and follow Material Design principles. You create apps that use menus and tabs for navigation, and input controls such as spinners and picker dialogs to get information from the user.
You learn how to extract resources to create a style from an instance of a user interface element. You write an app that displays a word list in a recycler view and you learn why it's better to use a recycler view than a plain scrolling list. You also build a score-keeping app to explore Material Design guidelines. Unit 3: Working in the background This unit covers how to do background work, how to schedule tasks, and how to trigger events.