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 growthincludes
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 The Big Picture How to Get Started Your First Android
Project Examining Your First Project A Bit About Eclipse Enhancing
Your First Project Rewriting Your First Project Using XML-Based
Layouts Employing Basic Widgets Working with Containers The Input
Method Framework Using Selection Widgets Getting Fancy with Lists
Still More Widgets and Containers Embedding The WebKit Browser
Applying Menus Showing Pop-up Messages Handling Activity Lifecycle
Events Handling Rotation Dealing with Threads Creating Intent
Filters Launching Activities and Sub-Activities Working with
Resources Defining and Using Styles Handling Multiple Screen Sizes
Introducing the Honeycomb UI Using the Action Bar Fragments
Handling Platform Changes Accessing Files Using Preferences
Managing and Accessing Local Databases Leveraging Java Libraries
Communicating via the Internet Services: The Theory Basic Service
Patterns Alerting Users via Notifications Requesting and Requiring
Permissions Accessing Location-Based Services Mapping with MapView
and MapActivity Handling Telephone Calls Fonts More Development
Tools The Role of Alternative Environments HTML5 PhoneGap Other
Alternative Environments Dealing with Devices Where Do We Go from
Here?
General
Is the information for this product incomplete, wrong or inappropriate?
Let us know about it.
Does this product have an incorrect or missing image?
Send us a new image.
Is this product missing categories?
Add more categories.
Review This Product
No reviews yet - be the first to create one!