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Books > Computing & IT > Computer hardware & operating systems > Operating systems & graphical user interfaces (GUIs) > Handheld operating systems
Managing Apple Devices, Third Edition will enable you to create an effective plan for deploying and maintaining groups of Apple devices using iOS 9 and OS X El Capitan in your organization. This all-in-one resource teaches a wide variety of Apple management technologies; explains the theory behind the tools; and provides practical, hand-on exercises to get you up and running with the tools. You will be introduced to Apple management technologies including Mobile Device Management, the Volume Purchase Program, and the Device Enrollment Program. For example, not only will you learn how to use Profile Manager-Apple's implementation of Mobile Device Management-but you will also learn about the ideas behind profile management and how to make configuration easier for both administrators and users while maintaining a highly secure environment. The exercises contained within this guide are designed to let you explore and learn the tools provided by Apple for deploying and managing iOS 9 and OS X El Capitan systems. They start with verification of access to necessary services, move on to the configuration of those services, and finally test the results of those services on client devices. Each lesson builds on previous topics and is designed to give technical coordinators and system administrators the skills, tools, and knowledge to deploy and maintain Apple devices by: Providing knowledge of how Apple deployment technologies work Showing how to use specific deployment tools Explaining deployment procedures and best practices Offering practical exercises step-by-step solutions available
Make your Android device truly your own Are you eager to make your Android device your own but you're not sure where to start? Then this is the book for you. XDA is the world's most popular resource for Android hacking enthusiasts, and a huge community has grown around customizing Android devices with XDA. "XDA's Android Hacker's Toolkit" gives you the tools you need to customize your devices by hacking or rooting the android operating system. Providing a solid understanding of the internal workings of the Android operating system, this book walks you through the terminology and functions of the android operating system from the major nodes of the file system to basic OS operations. As you learn the fundamentals of Android hacking that can be used regardless of any new releases, you'll discover exciting ways to take complete control over your device.Teaches theory, preparation and practice, and understanding of the OSExplains the distinction between ROMing and themingProvides step-by-step instructions for Droid, Xoom, Galaxy Tab, LG Optimus, and more Identifies the right tools for various jobs Contains new models enabling you to root and customize your phoneOffers incomparable information that has been tried and tested by the amazing XDA community of hackers, gadgeteers, and technicians "XDA's Android Hacker's Toolkit" is a simple, one-stop resource on hacking techniques for beginners.
Stop looking at your phone--and start looking at your Apple Watch Much more than a time-telling device, the Apple Watch is your very own wrist-sized computer. And Apple Watch For Dummies is the most trusted guide for new and upgrading users. Learn how to check your email, make a phone call, look at tomorrow's weather forecast, and track your calorie burn, all right on your wrist. Dummies helps you navigate the interface, use helpful Siri shortcuts, make wireless payments, and more. This 2023 Edition is fully updated for the latest version of the Apple Watch and watchOS. Learn how to connect your Apple Watch to your phone and start receiving messages Check the weather, track your fitness, and use apps on your Watch Make payments wirelessly by tapping your Watch at points-of-sale Discover all the features of the newest Apple Watch models This is the perfect Dummies guide for first-time Apple Watch users, as well as people who are upgrading their Apple Watch and need a reference on the latest features.
The visual guide to developing for one of the world's hottest new mobile platforms, the Android OS The Android operating system works on phones that combine a camera, Web browser, e-mail, GPS, and mapping tool into a single accessible pocket-sized unit, and can function on computers, as well. Aimed at visual learners and packed with hundreds of screen shots, this guide brings Flash developers up to speed on the necessary factors to take into account when developing for this touch-based, mobile platform. Experienced Flash developer Julian Dolce escorts you through the process of creating applications for the Android OS using the Flash CS5 development platform and informs you of best practices to try as well as common pitfalls to avoid.Guides you step by step through the process of creating applications for the Android OS using Flash CS5Explores the capabilities and limitations of developing apps for the Android OSPoints out common pitfalls and teaches you best practicesFeatures hundreds of screen shots to assist with visual learning "Android Development with Flash: Your visual blueprint for developing mobile apps" gets you on your way to developing apps for Android... in a flash
Unboxing Android USB focuses on apps that use USB. This book covers everything starting from simple tasks like managing media with USB to complex tasks like Android ADB and developing application which exploit the potential of USB framework.With use cases that help developers build real world apps in real-time utilizing the advanced features of USB framework Unboxing Android USB tries to cover every single aspect of the app development cycle in totality. Unboxing Android USB helps you learn newly introduced android open accessory protocol with unique examples such as using USB Keyboard with Android device without USB host mode enabled and switching from MTP to MSC. The book is organized based on the USB functions, with each chapter explaining different USB classes available in Android. The functionalities are explained by starting from the USB specification followed by block diagrams that explain different blocks available in that USB class, followed by sequence diagram that elucidates flow of control and data. Each chapter has a unique sample Android application that uses the particular USB function.
The Android on x86: An Introduction serves two main purposes. First, it makes the case for adapting your applications onto Intel's x86 architecture, including discussions of the business potential, the changing landscape of the Android marketplace, and the unique challenges and opportunities that arise from x86 devices. The fundamental idea is that extending your applications to support x86 or creating new ones is not difficult, but it is imperative to know all of the technicalities. This book is dedicated to providing you with an awareness of these nuances and an understanding of how to tackle them. Second, and most important, this book provides a one-stop detailed resource for best practices and procedures associated with the installation issues, hardware optimization issues, software requirements, programming tasks, and performance optimizations that emerge when developers consider the x86 Android devices. The authors have collected this information so that you can use the book as a field guide for the specific requirements you may need to consider.This book is not dedicated to code; instead it is filled with the information you need in order to take advantage of x86 architecture. It will guide you through installing the Android SDK for Intel Architecture, help you understand the differences and similarities between different Android devices using the Intel Architecture, teach you to create and port applications, debug existing x86 applications, offer solutions for NDK and C++optimizations, and explain the Intel Hardware Accelerated Execution Manager. This book provides the most useful information to help you get the job done quickly while utilizing best practices. What you'll learn *The development-relevant differences between Android on ARM and Android on Intel x86 *How to set up the SDK for an emulated Intel Android device *How to build the Android OS for the Intel Mobile Processor *How to create new x86 based Android applications, set up testing and performance tuning, and port existing Android applications to work with the x86 processor *How to debug problems they encounter when working on the x86 Android test platform *Intricacies of the Intel Hardware Accelerated Execution Manager.The reader will also gain significant insight into the OpenGL Android support. Who this book is for *Android developers *Hardware designers who need to understand how Android will work on their chipsets *CIOs and CEOs of technology-based companies *IT staff who may encounter or need to understand the issues *New startup founders and entrepreneurs *Computer science students
Augmented reality (AR) offers a live direct or indirect view of a physical, real-world environment, where the elements and surroundings are augmented by computer-generated sensory input such as graphics and GPS data. It makes a game more real. Your social media app puts you where want to be or go. Pro Android Augmented Reality walks you through the foundations of building an augmented reality application. From using various software and Android hardware sensors, such as an accelerometer or a magnetometer (compass), you'll learn the building blocks of augmented reality for both marker- and location-based apps. Case studies are included in this one-of-a-kind book, which pairs nicely with other Android development books. After reading Pro Android Augmented Reality, you'll be able to build augmented reality rich media apps or integrate all the best augmented reality into your favorite Android smartphone and/or tablet.What you'll learn * How to use most Android cameras * How to find the user's location with GPS data * How to detect movement and orientation of the device * How to program against the accelerometer and compass * How to use the AndAR library in marker recognition * How to create an artificial horizon for your app * How to integrate the Google Maps API into AR apps * How to build enterprise augmented reality apps using the case studies in this book Who this book is for This book is for Android developers familiar with Android programming, but new to the camera, accelerometer, magnetometer and building augmented reality applications in general. Table of Contents * Applications of Augmented Reality * Basics of Augmented Reality on the Android Platform * Adding Overlays * Artificial Horizons * Other Features of Augmented Reality * A Simple App Using AR * A More Complex Project Using More AR Features * A Project Using All AR Features * An AR Game
The first comprehensive guide to discovering and preventing attacks on the Android OS As the Android operating system continues to increase its share of the smartphone market, smartphone hacking remains a growing threat. Written by experts who rank among the world's foremost Android security researchers, this book presents vulnerability discovery, analysis, and exploitation tools for the good guys. Following a detailed explanation of how the Android OS works and its overall security architecture, the authors examine how vulnerabilities can be discovered and exploits developed for various system components, preparing you to defend against them. If you are a mobile device administrator, security researcher, Android app developer, or consultant responsible for evaluating Android security, you will find this guide is essential to your toolbox. * A crack team of leading Android security researchers explain Android security risks, security design and architecture, rooting, fuzz testing, and vulnerability analysis * Covers Android application building blocks and security as well as debugging and auditing Android apps * Prepares mobile device administrators, security researchers, Android app developers, and security consultants to defend Android systems against attack Android Hacker's Handbook is the first comprehensive resource for IT professionals charged with smartphone security.
Augmented reality takes the real world and through the use of graphics, sound and other effects allows you to enhance the environment. It makes a game more real. Your social media app puts you where want to be or go. Pro iOS 5 Augmented Reality walks you through the foundations of building an augmented reality application for the iPhone or iPad. From using MapKit, to the accelerometer and magnetometer, to integrating facial recognition and Facebook data, you'll learn the building blocks of creating augmented reality applications. Case studies are included in this one-of-a-kind book and you'll learn how to create augmented reality apps that unleash the full potential of the on-board sensors and camera. This book complements other iOS game or social media apps development books available from Apress. After reading Pro iOS 5 Augmented Reality, you'll be able to build augmented reality rich media apps or integrate all the best augmented reality techniques and tools into your existing apps.
It's time to capitalize on your mastery of Cocoa withPro Objective-C Design Patterns for iOS.You've developed apps that impressed and performed, and now you're ready to jump into development practices that will leave you with more effective, efficient, and professional level apps.This book is the element you need to make the jump from journeyman to master. All too often, developers grind through building good apps on willpower and a vigorous focus on code development, leaving them unaware of and unable to benefit from the underlying structural and functional design patterns. Pro Objective-C Design Patterns for iOS will teach you those design patterns that have always been present at some level in your code, but were never recognized, acknowledged, or fully utilized.Implementation of specific pattern approaches will prove their value to any developer working in the iOS application arena. You'll learn to master classic patterns like singleton, abstract factory, chain of responsibility, and observer. You'll also discover less well-known but useful patterns like memento, composite, command, and mediator. What you'll learn The basic concepts ofvarious design patterns How to apply designpatterns to your code based on different scenarios How design patterns canstrengthen your apps Who this book is for Any professional or aspiring iOS developer will find productivity, efficiency, and effectiveness of software development enhanced by the methods and practice delivered byPro Objective-C Design Patterns for iOS. Table of Contents Hello, Design Patterns A Case Study: Designing an App Prototype Factory Method Abstract Factory Builder Singleton Adapter Bridge Facade Mediator Observer Composite Iterator Visitor Decorator Chain of Responsibility Template Method Strategy Command Flyweight Proxy Memento
The power of Core Data allows iOS developers to efficiently
store and retrieve application data using familiar object-oriented
paradigms.Pro Core Data for iOS explains both how and why to use
Core Data for data storage, from simple to advanced techniques.
Covering common and advanced persistence patterns, this book
prepares any iOS developer to store and retrieve data accurately
and proficiently. All iPhone, iPad, and iPod touch developers whose applications manage any amount of data. Table of Contents Getting Started Understanding Core Data Storing Data: SQLite and Other Options Creating a Data Model Working with Data Objects Refining Result Sets Tuning Performance and Memory Usage Versioning and Migrating Data Using Core Data in Advanced Applications
Mobile devices haveevolved to focus onrich media production and consumption. Developers of mobile applications are able to create applications that allow people to play, capture, andshare media in a variety of new ways on mobile devices. The popularity of Android has soared in part because the platform offers developers a rich set of capabilities including access to media capturing and playback functions. Pro Android Mediaprovides concise and clear instruction on how to utilize the media APIs made available through Android to create dynamic apps. It takes youfrom a simple means to gain access to the camera to complex video capture and sharing examples. It also covers sound, graphics, painting, and moreeverything you need to make your app come "alive." What you'll learn Develop graphics, music, video and rich media apps for Android smartphones and tablets Build touchscreen input features into Android apps that allow users to draw, paint, and do other creative forms of input Turn the Android smartphone into a full fledged media player Integrate and use location-based services and media-related web service APIs Who this book is for This book is aimed primarily at the growing market of Android developers. It is written in such a way that it may be used by those who are familiar with Android, but have no experience developing applications that deal with images, audio, or video Table of Contents Introduction to Android Imaging Building Custom Camera Applications Image Editing and Processing Graphics and Touch Events Introduction to Audio on Android Background and Networked Audio Audio Capture Audio Synthesis and Analysis Introduction to Video Advanced Video Video Capture Media Consumption and Publishing Using Web Services
Android development is hot, and many programmers are interested in joining the fun. However, because this technology is based on Java, you should first obtain a solid grasp of the Java language and its foundational APIs to improve your chances of succeeding as an Android app developer. After all, you will be busy learning the architecture of an Android app, the various Android-specific APIs, and Android-specific tools. If you do not already know Java fundamentals, you will probably end up with a massive headache from also having to quickly cram those fundamentals into your knowledge base. Learn Java for Android Development teaches programmers of any skill level the essential Java language and foundational Java API skills that must be learned to improve the programmer's s chances of succeeding as an Android app developer. Each of the book's 10 chapters provides an exercise section that gives you the opportunity to reinforce your understanding of the chapter's s material. Answers to the book's s more than 300 exercises are provided in an appendix.Once you complete this book, you will be ready to dive into Android, and you can start that journey by obtaining a copy of Beginning Android 2. Additionally, author Jeff Friesen will provide supplementary material (such as 6 more chapters) on his javajeff.mb.ca website, available over the next few months following this book's release. What you'll learn * The Java language: This book provides complete coverage of nearly every pre-Java version 7 language feature (native methods are briefly mentioned but not formally covered). Starting with those features related to classes and objects, you progress to object-oriented features related to inheritance, polymorphism, and interfaces. You then explore the advanced language features for nested types, packages, static imports, exceptions, assertions, annotations, generics, and enums. Continuing, you investigate strictfp, class literals, synchronized, volatile, the enhanced for loop statement, autoboxing/unboxing, and transient fields. The book also briefly presents most (if not all) of Java version 7's language features, although not much is said about closures or modules (which were not finalized at the time of writing).* Java APIs: In addition to Object and APIs related to exceptions, you explore Math, StrictMath, BigDecimal, BigInteger, Package, Boolean, Character, Byte, Short, Integer, Long, Float, Double, Number, the References API, the Reflection API, String, StringBuffer, System, the Threading API, the collections framework, the concurrency utilities, the internationalization APIs, the Preferences API, Random, the Regular Expressions API, File, RandomAccessFile, stream classes, and writer/reader classes. You will also get a tiny taste of Swing in the context of internationalization. * Tools: You will learn how to use the JDK's javac (compiler), java (application launcher), javadoc (Java documentation generator), and jar (Java archive creator, updater, and extractor) tools. You will also receive an introduction to the NetBeans and Eclipse integrated development environments. Although you can develop Android apps without NetBeans or Eclipse, working with these IDEs is much more pleasant.Who this book is for This book is for any programmer (including existing Java programmers and Objective-C (iPhone/iPad) programmers) of any skill level who needs to obtain a solid understanding of the Java language and foundational Java APIs before jumping into Android app development.
Is it possible for JavaScript programmers to learn Apple's iOS 4 SDK and live to tell the tale? Technology guru Danny Goodman did, and with this book he leaves a well-marked trail for you to follow. An authority on JavaScript since its inception, Goodman understands the challenges you might face in creating native iOS apps with this SDK, and introduces Xcode, Objective-C, and Cocoa Touch in a context you'll readily understand. Why bother with the SDK when you can simply build web apps for Apple's iOS devices? Web apps can't access an iPhone's music library, camera, or iOS system software for maps, audio, and more. Nor can you sell web apps in the App Store. If you want to take full advantage of the iPhone and iPad, iOS 4 SDK is your tool -- and this is your book. Includes full coverage of iOS SDK 4.2. Learn the distinction between web app and iOS native app programming Create a workbench app to test code snippets throughout the learning process Get a structural view of an iOS app, and compare the process of building objects in Objective-C versus JavaScipt Discover how your code launches iOS apps and makes them user-ready Learn about iOS memory management details that are different from JavaScript, including pointers and data types Use Objective-C and Cocoa Touch to implement common JavaScript tasks
With the MacApp Store launch in early 2011, a new age in Mac development began. Look for many of the cool apps for iPhone and iPadcoming to an iMac orMacBookPronear you Beginning OS X Lion Apps Development explains how to develop OS X Lion-based apps and publish them in the Mac App Store. It begins with the basics of Objective-C and Cocoa, and then moves through all the topics necessary to build and publish your first successful Mac apps Get started with Objective-C and Xcode Build your first complete apps that integrate well with Mac OS X Publish your apps on the Mac App Store If you're new to Mac ornew to iPhone or iPad apps development, and looking to develop apps for the Macbook Pro or Mac desktop, this book is for you What you'll learn How to use Apple's development tools How to build user interfaces and create user experiences (UX) How to respond to user input How to integrate your apps into the Mac ecosystem How to store and retrieve data How to publish your apps to the new Mac App Store Who this book is for This book is for those new to Mac or for iPhone or iPad apps developers who want todevelop apps for the MacBook Pro or Mac desktop. Table of Contents Building a Graphiing Calculator Laying Out the User Interface Handling User Input Pimp My UI Storing and Retrieving Data Using Core Data Integrating Graphique into the Mac OS X Desktop Creating Help Printing
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 software development kit. 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 graphical user interfaces, 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 The Big Picture Projects & Targets Creating a Skeleton Application Using XML-Based Layouts Employing Basic Widgets Working with Containers Using Selection Widgets Getting Fancy With Lists Employing Fancy Widgets and Containers The Input Method Framework Applying Menus Fonts Embedding the WebKit Browser Showing Pop-Up Messages Dealing with Threads Handling Activity Lifecycle Events Creating Intent Filters Launching Activities and Sub-Activities Handling Rotation Working with Resources Using Preferences Managing and Accessing Local Databases Accessing Files Leveraging Java Libraries Communicating via the Internet Using a Content Provider Building a Content Provider Requesting and Requiring Permissions Creating a Service Invoking a Service Alerting Users Via Notifications Accessing Location-Based Services Mapping with MapView and MapActivity Handling Telephone Calls Development Tools Handling Multiple Screen Sizes Dealing with Devices Handling Platform Changes Where Do We Go From Here?
Beginning Android Games offers everything you need to join the ranks of successful Android game developers. You'll start with game design fundamentals and programming basics, and then progress towards creating your own basic game engine and playable games. This will give you everything you need to branch out and write your own Android games. The potential user base and the wide array of available high-performance devices makes Android an attractive target for aspiring game developers. Do you have an awesome idea for the next break-through mobile gaming title? Beginning Android Games will help you kick-start your project. The book will guide you through the process of making several example games for the Android platform, and involves a wide range of topics: * The fundamentals of game development * The Android platform basics to apply those fundamentals in the context of making a game * The design of 2D and 3D games and their successful implementation on the Android platform What you'll learn * How to set up and use the development tools for developing your first Android application * The fundamentals of game programming in the context of the Android platform * How to use the Android's APIs for graphics (Canvas, OpenGL ES 1.0/1.1), audio, and user input to reflect those fundamentals * How to develop two 2D games from scratch, based on the Canvas API and OpenGL ES. * How to create a full-featured 3D game * How to publish your games, get crash reports, and support your users * How to complete your own playable 2D OpenGL games Who this book is for This book is for people with a basic knowledge of Java who want to write games on the Android platform. It also offers information for experienced game developers about the pitfalls and peculiarities of the platform.
In Pro OpenGL ES for iOS, you'll find out how to harness the full power of OpenGL ES, and design your own 3D applications by building a fully-functional 3D solar system model using Open GL ES OpenGL has set the standard for 3D computer graphics, and is an essential aspect of iPhone, iPad, and iOS development. This book offers everything you need to know, from basic mathematical concepts to advanced coding techniques. You'll learn by building this fascinating 3D solar system simulator After introducing OpenGL ES, Pro OpenGL ES for iOS explains the basics of 3D math and then orients you to the iOS-native 3D libraries you'll be using in your own 3D games and the solar system project you'll build using this book. Through the solar system example project, you'll learn how to incorporate a variety of graphic and animation techniques into your applications. You will also discover how the full spectrum of 3D development that awaits, with topics such as lighting, texture-mapping, modeling, shaders, blending modes, and several more advanced concepts.By the time you finish Pro OpenGL ES for iOS, you'll have learned all the skills you'll need to build your own incredible 3D applications, based on one of the most powerful 3D libraries available. What you'll learn * The basics of 3D mathematics, and how they are applied in the OpenGL library * How to design and build your 3D worlds * To create 2D interfaces within the 3D world * To develop animation and 3D movement * How to implement 3D shading, coloring, and texturing * The differences between OpenGL and other 3D toolkits * To build a fully-functional 3D solar system simulator using OpenGL ES Who this book is for Experienced iOS programmers who want to enter the 3D world of OpenGL ES programming. Table of Contents * Introduction to OpenGL ES and Our 3D Solar System Project * Generating a Basic OpenGL Program * Getting Past the 3D Math * Shading, Lighting and Colors * Materials and Textures * Animation * Creating a User Interface * Blending Modes, Buffer Objects, and Other Cool Stuff * Latest Features of OpenGL ES * Ray Tracing, Hidden Surfaces, and Other Advanced Topics Appendix A: APIs
Android is new, Android is open, and Android is fun. It's also serious about business. Android for Work shows you how to harness the power of Android to stay productive and take your office on the road. This book also sheds light on the often daunting task of finding the right Android phone for the business user. Whether this is your first smartphone, your first Android smartphone, or your first attempt to make your phone into a productivity tool, Android for Work gets you started. You'll learn how to manage email and tasks, but you'll also learn how to weed through the sea of games to find specialized productivity tools for a variety of professions. For those that are more interested in an enterprise wide deployment, the book includes an appendix of information on administering Android phones, creating custom interfaces, and creating specialized apps for your enterprise. You'll also learn more about integrating Android with other Google Apps for enterprise.
Pro Android 2 shows how to build real-world and fun mobile applications using Google's latest Android software development kit. This new edition is updated for Android 2, covering everything from the fundamentals of building applications for embedded devices to advanced concepts such as custom 3D components, OpenGL, and touchscreens including gestures. While other Android development guides simply discuss topics, Pro Android 2 offers the combination of expert insight and real sample applications that work. Discover the design and architecture of the Android SDK through practical examples, and how to build mobile applications using the Android SDK. Explore and use the Android APIs, including those for media and Wi-Fi. Learn about Android 2's integrated local and web search, handwriting gesture UI, Google Translate, and text-to-speech features. Pro Android 2 dives deep, providing you with all the knowledge and techniques you need to build mobile applications ranging from games to Google apps, including add-ons to Google Docs. You'll be able to extend and run the new Google Chrome APIs on the G1, the G2, and other next-generation Google phones and Android-enabled devices. What you'll learn How to use Android to build Java-based mobile applications for Google phones with a touch screen or keyboard (thanks to Cupcake's inclusion as of Android 1.5) How to design and architect using Google's latest Android SDK How to use the Android SDK to write mobile applications for embedded devices How to create 3D graphics with OpenGL and custom components How to build multimedia and game apps using Android's Media APIs and OpenGL How to use Android's location-based services, networking (Wi-Fi APIs), and security How to create and allow for more integrated local and web searches How to build handwriting gesture UIs How to incorporate Google Translate into your Android applications Who this book is for This book is for professional software engineers/programmers looking to move their ideas and applications into the mobile space with Android. It assumes that readers have a passable understanding of Java, including being able to write classes and handle basic inheritance structures. This book also targets hobbyists. Table of Contents Introducing the Android Computing Platform Getting Your Feet Wet Using Resources, Content Providers, and Intents Building User Interfaces and Using Controls Working with Menus and Dialogs Unveiling 2D Animation Exploring Security and Location-Based Services Building and Consuming Services Using the Media Framework and Telephony APIs Programming 3D Graphics with OpenGL Managing and Organizing Preferences Exploring Live Folders Home Screen Widgets Android Search Exploring Text to Speech and Translate APIs Touchscreens Titanium Mobile: A WebKit-Based Approach to AndroidDevelopment Working with Android Market Outlook and Resources
You've developed a killer app for one mobile devicenow it's time to maximize your intellectual investment and develop for the full spectrum of mobile platforms and devices. WithCracking Windows Phone and BlackBerry Native Development, you'll learn how to quickly retool your application betweenthe Windows Phone 7, Windows Mobile, and BlackBerry platforms and broaden the interest and audience of your app. Cracking Windows Phone and BlackBerry Native Development takes you through the same mobile software development projecton each platform, learning the differences between and the relative strengths and weaknesses of each platform as you go. No magic intermediate layers of obfuscationby the time you get to the end, you'll be an expert at developing for any of the major smartphone platforms using each vendor's preferred toolset and approach. Cracking Windows Phone and BlackBerry Native Development covers the Windows Phone 7, Windows Mobile, and BlackBerry platforms, as well as the development of a general web application accessible on other devices. If you're interested in takingyour app into the world of iPhone and Android, be sure to check out the companion volume, Cracking iPhone and Android Native Development, at http: //www.apress.com/9781430231981. What you'll learn How to develop, end-to-end, the same application on the Windows Phone 7, Windows Mobile, and BlackBerry platforms How to develop the same mobile application as a hosted web application, mainly for comparison and debugging The different service architectures available on each platform, concentrating on services related to storage, communications and security Key differences in deploying and managing applications on the various platforms How to translate experience at developing onone platformto speed development when attempting a project on a different platform Plus, stay on top of developments in the mobile application space by visiting the author's comprehensive resource site at MultimobileDevelopment.com. Who this book is for Cracking Windows Phone and BlackBerry Native Development is the essential book for software developers looking to build applications that run natively, without cumbersome compatibility layers and toolkits, on Windows Phone 7, Windows Mobile, and BlackBerry platforms. Table of Contents Introduction TheSix Bookmarks Server Service Application Architecture and Functional Specification Windows Phone 7Installing the Toolset Windows Phone 7Building the Logon Form and Consuming REST Services Windows Phone 7Persisting Bookmarks Locally Windows Phone 7Pushing Changes Back to the Server Six Bookmarks on Windows Mobile BlackberryInstalling the Toolset BlackberryBuilding the Logon Form and Consuming REST Services BlackberryAn ORM Layer on SQLite BlackberryPushing Changes Back to the Server
Learn how to develop applications for Android mobile devices using simple examples, ready to run with your copy of the software development kit. Author and Android columnist, writer, developer, and community advocate Mark L. Murphy shows you what you need to know to get started on programming Android applicationseverything from crafting graphical user interfaces to using GPS, accessing web services, and more 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. Some Android books race through the material, trying to cover as much ground as possible in as few pages as possible. Experienced writer and community advocate Mark Murphy shows you how to develop Android applications simply and with care. The book includes dozens of sample projects, ready to run with your copy of the SDKnot just one huge project where you have difficulty finding the specific examples of the technique you are looking for. You can even get these sample programs online at Apress.com. What you'll learn Discover what Android is and how to use Android to build Java-based mobile applications for Google Phones G1 and more phones as they hit the market Work with the new Android 1.x SDK Create user interfaces using both the Android Widget framework and the built-in WebKit-powered web browser components Use scripting with BeanShell Work with menu inflation, fonts, SDK tools, rotation events, and more Work with TabActivity, MyLocationOverlay, DDMS, and more Utilize the distinctive capabilities of the Android engine including maps, Internet access, integrated search, media playback, and more Use and create similar sample Android applications for services, content providers, mapping, and location-based services/events. Who this book is for This book is aimed at people new to mobile development, perhaps even to Java itself. Table of Contents The Big Picture Project Structure Inside the Manifest Creating a Skeleton Application Using XML-Based Layouts Employing Basic Widgets Working with Containers Using Selection Widgets Getting Fancy with Lists Employing Fancy Widgets and Containers Applying Menus Fonts Embedding the WebKit Browser Showing Pop-Up Messages Dealing with Threads Handling Activity Lifecycle Events Using Preferences Accessing Files Working with Resources Managing and Accessing Local Databases Leveraging Java Libraries Communicating via the Internet Creating Intent Filters Launching Activities and Sub-Activities Finding Available Actions via Introspection Handling Rotation Using a Content Provider Building a Content Provider Requesting and Requiring Permissions Creating a Service Invoking a Service Alerting Users Via Notifications Accessing Location-Based Services Mapping with MapView and MapActivity Handling Telephone Calls Searching with SearchManager Development Tools Where Do We Go From Here?
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