Android Wireless Application Development: Barnes & Noble Special Edition [NOOK Book]

Overview

Android™ Wireless Application Development Second Edition

Lauren Darcey

Shane Conder

Special Edition

Includes Bonus CD

The start-to-finish guide to Android application development: massively updated for the newest SDKs and developer techniques!

This book delivers all the up-to-date information, tested code, ...

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Overview

Android™ Wireless Application Development Second Edition

Lauren Darcey

Shane Conder

Special Edition

Includes Bonus CD

The start-to-finish guide to Android application development: massively updated for the newest SDKs and developer techniques!

This book delivers all the up-to-date information, tested code, and best practices you need to create and market successful mobile apps with the latest versions of Android. Drawing on their extensive experience with mobile and wireless development, Lauren Darcey and Shane Conder cover every step: concept, design, coding, testing, packaging, and delivery. The authors introduce the Android platform, explain the principles of effective Android application design, and present today’s best practices for crafting effective user interfaces. Next, they offer detailed coverage of each key Android API, including data storage, networking, telephony, location-based services, multimedia, 3D graphics, and hardware.

Every chapter of this edition has been updated for the newest Android SDKs, tools, utilities, and hardware. All sample code has been overhauled and tested on leading devices from multiple companies, including HTC, Motorola, and ARCHOS. Many new examples have been added, including complete new applications. This new edition also adds

  • Nine new chapters covering web APIs, the Android NDK, extending application reach, managing users, data synchronization, backups, advanced user input, and more
  • Greatly expanded coverage of Android manifest files, content providers, app design, and testing
  • New coverage of hot topics like Bluetooth, gestures, voice recognition, App Widgets, live folders, live wallpapers, and global search
  • Updated 3D graphics programming coverage reflecting OpenGL ES 2.0
  • An all-new chapter on tackling cross-device compatibility issues, from designing for the smallest phones to the big new tablets hitting the market
  • Even more tips and tricks to help you design, develop, and test applications for different devices
  • A new appendix full of Eclipse tips and tricks

This book is an indispensable resource for every member of the Android development team: software developers with all levels of mobile experience, team leaders and project managers, testers and QA specialists, software architects, and even marketers.

About the CD-ROM The accompanying CD-ROM contains all the sample code that is presented in the book, organized by chapter, as well as a new sample application that combines many of the individual lessons learned into a single cohesive sample. This new application is referred to and discussed in Appendix G, “A Brief Walkthrough of an Android Application from Start to Finish.”

Programming/Java

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Product Details

  • ISBN-13: 9780132487702
  • Publisher: Pearson Education
  • Publication date: 12/30/2010
  • Series: Developer's Library
  • Sold by: Barnes & Noble
  • Format: eBook
  • Edition number: 2
  • Pages: 780
  • Sales rank: 1,110,093
  • File size: 32 MB
  • Note: This product may take a few minutes to download.

Meet the Author

Lauren Darcey is responsible for the technical leadership and direction of a small software company specializing in mobile technologies, including Android, iPhone, Blackberry, Palm Pre,BREW, and J2ME and consulting services.With more than two decades of experience in professional software production, Lauren is a recognized authority in application architecture and the development of commercial-grade mobile applications. Lauren received a B.S. in Computer Science from the University of California, Santa Cruz.

She spends her copious free time traveling the world with her geeky mobile-minded husband and is an avid nature photographer. Her work has been published in books and newspapers around the world. In South Africa, she dove with 4-meter-long great white sharks and got stuck between a herd of rampaging hippopotami and an irritated bull elephant. She’s been attacked by monkeys in Japan, gotten stuck in a ravine with two hungry lions in Kenya, gotten thirsty in Egypt, narrowly avoided a coup d’état in Thailand, geocached her way through the Swiss Alps, drank her way through the beer halls of Germany, slept in the crumbling castles of Europe, and gotten her tongue stuck to an iceberg in Iceland (while being watched by a herd of suspicious wild reindeer).

Shane Conder has extensive development experience and has focused his attention on mobile and embedded development for the past decade. He has designed and developed many commercial applications for Android, iPhone,BREW, Blackberry, J2ME, Palm, and Windows Mobile—some of which have been installed on millions of phones worldwide. Shane has written extensively about the mobile industry and evaluated mobile development platforms on his tech blogs and is well known within the blogosphere. Shane received a B.S. in Computer Science from the University of California.

A self-admitted gadget freak, Shane always has the latest phone, laptop, or other mobile device.He can often be found fiddling with the latest technologies, such as cloud services and mobile platforms, and other exciting, state-of-the-art technologies that activate the creative part of his brain. He also enjoys traveling the world with his geeky wife, even if she did make him dive with 4-meter-long great white sharks and almost get eaten by a lion in Kenya. He admits that he has to take at least two phones with him when backpacking—even though there is no coverage—that he snickered and whipped out his Android phone to take a picture when Laurie got her tongue stuck to that iceberg in Iceland, and that he is catching on that he should be writing his own bio.

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Table of Contents

Introduction 1

Part I: An Overview of Android

Chapter 1 Introducing Android 7

A Brief History of Mobile Software Development 7

Way Back When 7

“The Brick” 9

Wireless Application Protocol (WAP) 11

Proprietary Mobile Platforms 13

The Open Handset Alliance 15

Google Goes Wireless 15

Forming the Open Handset Alliance 15

Manufacturers: Designing the Android Handsets 16

Mobile Operators: Delivering the Android Experience 17

Content Providers: Developing Android Applications 17

Taking Advantage of All Android Has to Offer 18

Android Platform Differences 18

Android: A Next-Generation Platform 18

Free and Open Source 20

Familiar and Inexpensive Development Tools 20

Reasonable Learning Curve for Developers 20

Enabling Development of Powerful Applications 21

Rich, Secure Application Integration 21

No Costly Obstacles to Publication 21

A “Free Market” for Applications 22

A New and Growing Platform 22

The Android Platform 23

Android’s Underlying Architecture 23

Security and Permissions 25

Developing Android Applications 26

Summary 28

References and More Information 28

Chapter 2 Setting Up Your Android Development Environment 29

Configuring Your Development Environment 29

Configuring Your Operating System for Device Debugging 30

Configuring Your Android Hardware for Debugging 30

Upgrading the Android SDK 31

Problems with the Android Software Development Kit 32

Exploring the Android SDK 32

Understanding the Android SDK License Agreement 32

Reading the Android SDK Documentation 33

Exploring the Android Application Framework 35

Getting to Know the Android Tools 35

Exploring the Android Sample Applications 40

Summary 41

References and More Information 41

Chapter 3 Writing Your First Android Application 43

Testing Your Development Environment 43

Adding the Snake Application to a Project in Your Eclipse Workspace 43

Creating an Android Virtual Device (AVD) for Your Snake Project 44

Creating a Launch Configuration for Your Snake Project 46

Running the Snake Application in the Android Emulator 47

Building Your First Android Application 48

Creating and Configuring a New Android Project 50

Core Files and Directories of the Android Application 50

Creating an AVD for Your Project 51

Creating Launch Configurations for Your Project 52

Running Your Android Application in the Emulator 53

Debugging Your Android Application in the Emulator 56

Adding Logging Support to Your Android Application 59

Adding Some Media Support to Your Application 60

Adding Location-Based Services to Your Application 62

Debugging Your Application on the Hardware 65

Summary 66

References and More Information 67

Part II: Android Application Design Essentials

Chapter 4 Understanding the Anatomy of an Android Application 69

Mastering Important Android Terminology 69

Using the Application Context 70

Retrieving the Application Context 70

Using the Application Context 70

Performing Application Tasks with Activities 71

The Lifecycle of an Android Activity 72

Managing Activity Transitions with Intents 76

Working with Services 78

Receiving and Broadcasting Intents 79

Summary 80

References and More Information 80

Chapter 5 Defining Your Application Using the Android Manifest File 81

Configuring the Android Manifest File 81

Editing the Android Manifest File 82

Managing Your Application’s Identity 86

Versioning Your Application 86

Setting the Application Name and Icon 87

Enforcing Application System Requirements 87

Targeting Specific SDK Versions 87

Enforcing Application Platform Requirements 90

Working with External Libraries 92

Registering Activities and Other Application Components 92

Designating a Primary Entry Point Activity for Your Application Using an Intent Filter 92

Configuring Other Intent Filters 93

Working with Permissions 94

Registering Permissions Your Application Requires 94

Registering Permissions Your Application Grants to Other Applications 95

Exploring Other Manifest File Settings 96

Summary 96

References and More Information 96

Chapter 6 Managing Application Resources 97

What Are Resources? 97

Storing Application Resources 97

Understanding the Resource Directory Hierarchy 97

Resource Value Types 99

Storing Different Resource Value Types 101

Accessing Resources Programmatically 103

Setting Simple Resource Values Using Eclipse 104

Working with Resources 107

Working with String Resources 107

Using String Resources as Format Strings 108

Working with String Arrays 109

Working with Boolean Resources 110

Working with Integer Resources 111

Working with Colors 111

Working with Dimensions 112

Working with Simple Drawables 113

Working with Images 114

Working with Animation 116

Working with Menus 119

Working with XML Files 120

Working with Raw Files 121

References to Resources 122

Working with Layouts 123

Working with Styles 127

Working with Themes 131

Referencing System Resources 131

Summary 132

References and More Information 132

Part III: Android User Interface Design Essentials

Chapter 7 Exploring User Interface Screen Elements 133

Introducing Android Views and Layouts 133

Introducing the Android View 133

Introducing the Android Control 133

Introducing the Android Layout 134

Displaying Text to Users with TextView 134

Configuring Layout and Sizing 135

Creating Contextual Links in Text 136

Retrieving Data from Users 137

Retrieving Text Input Using EditText Controls 138

Giving Users Input Choices Using Spinner Controls 142

Using Buttons, Check Boxes, and Radio Groups 144

Using Basic Buttons 144

Using Check Boxes and Toggle Buttons 146

Using RadioGroups and RadioButtons 147

Getting Dates and Times from Users 150

Using Indicators to Display Data to Users 151

Indicating Progress with ProgressBar 151

Adjusting Progress with SeekBar 153

Displaying Rating Data with RatingBar 154

Showing Time Passage with the Chronometer 155

Displaying the Time 156

Providing Users with Options and Context Menus 157

Enabling the Options Menu 157

Enabling the ContextMenu 159

Handling User Events 161

Listening for Touch Mode Changes 161

Listening for Events on the Entire Screen 162

Listening for Long Clicks 163

Listening for Focus Changes 164

Working with Dialogs 165

Exploring the Different Types of Dialogs 165

Tracing the Lifecycle of a Dialog 166

Working with Custom Dialogs 168

Working with Styles 168

Working with Themes 170

Summary 171

Chapter 8 Designing User Interfaces with Layouts 173

Creating User Interfaces in Android 173

Creating Layouts Using XML Resources 173

Creating Layouts Programmatically 175

Organizing Your User Interface 177

Understanding View versus ViewGroup 178

Using Built-In Layout Classes 181

Using FrameLayout 183

Using LinearLayout 185

Using RelativeLayout 186

Using TableLayout 190

Using Multiple Layouts on a Screen 192

Using Built-In View Container Classes 192

Using Data-Driven Containers 194

Organizing Screens with Tabs 198

Adding Scrolling Support 201

Exploring Other View Containers 202

Summary 203

Chapter 9 Drawing and Working with Animation 205

Drawing on the Screen 205

Working with Canvases and Paints 205

Working with Text 210

Using Default Fonts and Typefaces 210

Using Custom Typefaces 211

Measuring Text Screen Requirements 212

Working with Bitmaps 212

Drawing Bitmap Graphics on a Canvas 213

Scaling Bitmap Graphics 213

Transforming Bitmaps Using Matrixes 213

Working with Shapes 214

Defining Shape Drawables as XML Resources 214

Defining Shape Drawables Programmatically 215

Drawing Different Shapes 215

Working with Animation 221

Working with Frame-by-Frame Animation 223

Working with Tweened Animations 224

Summary 230

Part IV: Using Common Android APIs

Chapter 10 Using Android Data and Storage APIs 231

Working with Application Preferences 231

Creating Private and Shared Preferences 232

Searching and Reading Preferences 232

Adding, Updating, and Deleting Preferences 233

Finding Preferences Data on the Android File System 234

Working with Files and Directories 235

Exploring with the Android Application Directories 235

Working with Other Directories and Files on the Android File System 238

Storing Structured Data Using SQLite Databases 239

Creating a SQLite Database 240

Creating, Updating, and Deleting Database Records 242

Querying SQLite Databases 244

Closing and Deleting a SQLite Database 250

Designing Persistent Databases 250

Binding Data to the Application User Interface 253

Summary 257

References and More Information 258

Chapter 11 Sharing Data Between Applications with Content Providers 259

Exploring Android’s Content Providers 259

Using the MediaStore Content Provider 260

Using the CallLog Content Provider 261

Using the Browser Content Provider 263

Using the Contacts Content Provider 264

Using the UserDictionary Content Provider 267

Using the Settings Content Provider 267

Modifying Content Providers Data 267

Adding Records 267

Updating Records 268

Deleting Records 269

Enhancing Applications Using Content Providers 269

Accessing Images on the Device 270

Acting as a Content Provider 274

Implementing a Content Provider Interface 275

Defining the Data URI 276

Defining Data Columns 276

Implementing Important Content Provider Methods 276

Updating the Manifest File 282

Working with Live Folders 282

Summary 285

References and More Information 285

Chapter 12 Using Android Networking APIs 287

Understanding Mobile Networking Fundamentals 287

Accessing the Internet (HTTP) 288

Reading Data from the Web 288

Using HttpURLConnection 289

Parsing XML from the Network 290

Processing Asynchronously 291

Working with AsyncTask 292

Using Threads for Network Calls 293

Displaying Images from a Network Resource 295

Retrieving Android Network Status 297

Summary 298

References and More Information 299

Chapter 13 Using Android Web APIs 301

Browsing the Web with WebView 301

Designing a Layout with a WebView Control 302

Loading Content into a WebView Control 302

Adding Features to the WebView Control 304

Building Web Extensions Using WebKit 307

Browsing the WebKit APIs 307

Extending Web Application Functionality to Android 308

Working with Flash 311

Enabling Flash Applications 312

Building AIR Applications for Android 313

Summary 314

References and More Information 314

Chapter 14 Using Location-Based Services (LBS) APIs 315

Using Global Positioning Services (GPS) 315

Using GPS Features in Your Applications 316

Finding Your Location 316

Locating Your Emulator 318

Geocoding Locations 318

Mapping Locations 322

Mapping Intents 322

Mapping Views 322

Getting Your Debug API Key 325

Panning the Map View 326

Zooming the Map View 327

Marking the Spot 327

Doing More with Location-Based Services 332

Summary 333

References and More Information 333

Chapter 15 Using Android Multimedia APIs 335

Working with Multimedia 335

Working with Still Images 336

Capturing Still Images Using the Camera 336

Configuring Camera Mode Settings 340

Sharing Images 341

Assigning Images as Wallpapers 342

Working with Video 343

Recording Video 343

Playing Video 345

Working with Audio 346

Recording Audio 347

Playing Audio 348

Sharing Audio 349

Searching for Multimedia 350

Working with Ringtones 351

Summary 351

References and More Information 351

Chapter 16 Using Android Telephony APIs 353

Working with Telephony Utilities 353

Gaining Permission to Access Phone State Information 354

Requesting Call State 354

Requesting Service Information 356

Monitoring Signal Strength and Data Connection Speed 356

Working with Phone Numbers 357

Using SMS 357

Gaining Permission to Send and Receive SMS Messages 358

Sending an SMS 358

Receiving an SMS 360

Making and Receiving Phone Calls 362

Making Phone Calls 362

Receiving Phone Calls 364

Summary 365

References and More Information 365

Chapter 17 Using Android 3D Graphics with OpenGL ES 367

Working with OpenGL ES 367

Leveraging OpenGL ES in Android 368

Ensuring Device Compatibility 368

Using OpenGL ES APIs in the Android SDK 369

Handling OpenGL ES Tasks Manually 369

Creating a SurfaceView 370

Starting Your OpenGL ES Thread 371

Initializing EGL 373

Initializing GL 374

Drawing on the Screen 375

Drawing 3D Objects 376

Drawing Your Vertices 376

Coloring Your Vertices 377

Drawing More Complex Objects 378

Lighting Your Scene 379

Texturing Your Objects 381

Interacting with Android Views and Events 383

Enabling the OpenGL Thread to Talk to the Application Thread 384

Enabling the Application Thread to Talk to the OpenGL Thread 386

Cleaning Up OpenGL ES 387

Using GLSurfaceView (Easy OpenGL ES) 388

Using OpenGL ES 2.0 391

Configuring Your Application for OpenGL ES 2.0 391

Requesting an OpenGL ES 2.0 Surface 391

Summary 395

References and More Information 396

Chapter 18 Using the Android NDK 397

Determining When to Use the Android NDK 397

Installing the Android NDK 398

Exploring the Android NDK 398

Running an Android NDK Sample Application 399

Creating Your Own NDK Project 399

Calling Native Code from Java 400

Handling Parameters and Return Values 401

Using Exceptions with Native Code 402

Improving Graphics Performance 403

Summary 405

References and More Information 405

Chapter 19 Using Android’s Optional Hardware APIs 407

Interacting with Device Hardware 407

Using the Device Sensor 408

Working with Different Sensors 408

Acquiring Access to a Sensor 409

Reading Sensor Data 409

Calibrating Sensors 410

Determining Device Orientation 411

Finding True North 412

Working with Wi-Fi 412

Working with Bluetooth 414

Checking for the Existence of Bluetooth Hardware 415

Enabling Bluetooth 415

Querying for Paired Devices 416

Discovering Devices 416

Establishing Connections Between Devices 416

Monitoring the Battery 417

Summary 420

References and More Information 421

Part V: More Android Application Design Principles

Chapter 20 Working with Notifications 423

Notifying the User 423

Notifying with the Status Bar 424

Using the NotificationManager Service 425

Creating a Simple Text Notification with an Icon 425

Working with the Notification Queue 426

Updating Notifications 427

Clearing Notifications 428

Vibrating the Phone 429

Blinking the Lights 430

Making Noise 431

Customizing the Notification 432

Designing Useful Notifications 434

Summary 434

References and More Information 435

Chapter 21 Working with Services 437

Determining When to Use Services 437

Understanding the Service Lifecycle 438

Creating a Service 438

Controlling a Service 443

Implementing a Remote Interface 444

Implementing a Parcelable Class 446

Summary 449

References and More Information 449

Chapter 22 Extending Android Application Reach 451

Enhancing Your Applications 451

Working with App Widgets 452

Creating an App Widget 453

Installing an App Widget 460

Becoming an App Widget Host 460

Working with Live Wallpapers 461

Creating a Live Wallpaper 462

Installing a Live Wallpaper 465

Acting as a Content Type Handler 466

Determining Intent Actions and MIME Types 467

Implementing the Activity to Process the Intents 468

Registering the Intent Filter 469

Making Application Content Searchable 469

Enabling Searches Within Your Application 470

Enabling Global Search 478

Working with Live Folders 480

Creating Live Folders 481

Installing a Live Folder 485

Summary 487

References and More Information 487

Chapter 23 Managing User Accounts and Synchronizing User Data 489

Managing Accounts with the Account Manager 489

Synchronizing Data with Sync Adapters 490

Using Backup Services 491

Choosing a Remote Backup Service 492

Implementing a Backup Agent 492

Backing Up and Restoring Application Data 496

Summary 497

References and More Information 497

Chapter 24 Handling Advanced User Input 499

Working with Textual Input Methods 499

Working with Software Keyboards 499

Working with Text Prediction and User Dictionaries 502

Exploring the Accessibility Framework 502

Leveraging Speech Recognition Services 503

Leveraging Text-To-Speech Services 506

Working with Gestures 508

Detecting User Motions Within a View 509

Handling Common Single-Touch Gestures 509

Handling Common Multi-Touch Gestures 516

Making Gestures Look Natural 518

Working with the Trackball 519

Handling Screen Orientation Changes 519

Summary 522

References and More Information 522

Chapter 25 Targeting Different Device Configurations and Languages 523

Maximizing Application Compatibility 523

Designing User Interfaces for Compatibility 525

Supporting Specific Screen Types 526

Working with Nine-Patch Stretchable Graphics 526

Using the Working Square Principle 528

Providing Alternative Application Resources 531

Working with Alternative Resource Qualifiers 531

Providing Resources for Different Orientations 537

Using Alternative Resources Programmatically 538

Organizing Application Resources Efficiently 538

Internationalizing Applications 539

Internationalization Using Alternative Resources 540

Implementing Locale Support Programmatically 544

Targeting Different Device Configurations 545

Supporting Hardware Configurations 545

Targeting Different Android SDK Versions 546

Summary 548

References and More Information 549

Part VI: Deploying Your Android Application to the World

Chapter 26 The Mobile Software Development Process 551

An Overview of the Mobile Development Process 551

Choosing a Software Methodology 552

Understanding the Dangers of Waterfall Approaches 552

Understanding the Value of Iteration 553

Gathering Application Requirements 553

Determining Project Requirements 553

Developing Use Cases for Mobile Applications 555

Incorporating Third-Party Requirements 555

Managing a Device Database 555

Assessing Project Risks 558

Identifying Target Devices 558

Acquiring Target Devices 560

Determining Feasibility of Application Requirements 561

Understanding Quality Assurance Risks 561

Writing Essential Project Documentation 562

Developing Test Plans for Quality Assurance Purposes 562

Providing Documentation Required by Third Parties 563

Providing Documentation for Maintenance and Porting 563

Leveraging Configuration Management Systems 563

Choosing a Source Control System 563

Implementing an Application Version System That Works 564

Designing Mobile Applications 564

Understanding Mobile Device Limitations 564

Exploring Common Mobile Application Architectures 564

Designing for Extensibility and Maintenance 565

Designing for Application Interoperability 566

Developing Mobile Applications 567

Testing Mobile Applications 567

Deploying Mobile Applications 568

Determining Target Markets 568

Supporting and Maintaining Mobile Applications 568

Track and Address Crashes Reported by Users 569

Testing Firmware Upgrades 569

Maintaining Adequate Application Documentation 569

Managing Live Server Changes 569

Identifying Low-Risk Porting Opportunities 569

Summary 570

References and More Information 570

Chapter 27 Designing and Developing Bulletproof Android Applications 571

Best Practices in Designing Bulletproof Mobile Applications 571

Meeting Mobile Users’ Demands 572

Designing User Interfaces for Mobile Devices 572

Designing Stable and Responsive Mobile Applications 573

Designing Secure Mobile Applications 574

Designing Mobile Applications for Maximum Profit 575

Leveraging Third-Party Standards for Android Application Design 576

Designing Mobile Applications for Ease of Maintenance and Upgrades 576

Leveraging Android Tools for Application Design 578

Avoiding Silly Mistakes in Android Application Design 578

Best Practices in Developing Bulletproof Mobile Applications 579

Designing a Development Process That Works for Mobile Development 579

Testing the Feasibility of Your Application Early and Often 579

Using Coding Standards, Reviews, and Unit Tests to Improve Code Quality 580

Handling Defects Occurring on a Single Device 582

Leveraging Android Tools for Development 583

Avoiding Silly Mistakes in Android Application Development 583

Summary 583

References and More Information 584

Chapter 28 Testing Android Applications 585

Best Practices in Testing Mobile Applications 585

Designing a Mobile Application Defect Tracking System 585

Managing the Testing Environment 587

Maximizing Testing Coverage 589

Leveraging Android Tools for Android Application Testing 595

Avoiding Silly Mistakes in Android Application Testing 595

Outsourcing Testing Responsibilities 596

Summary 596

References and More Information 596

Chapter 29 Selling Your Android Application 597

Choosing the Right Distribution Model 597

Packaging Your Application for Publication 598

Preparing Your Code to Package 599

Packing and Signing Your Application 600

Testing the Release Version of Your

Application Package 603

Certifying Your Android Application 603

Distributing Your Applications 603

Selling Your Application on the Android Market 603

Selling Your Application on Your Own Server 609

Selling Your Application Using Other Alternatives 610

Protecting Your Intellectual Property 611

Billing the User 611

Summary 612

References and More Information 612

Part VII: Appendixes

Appendix A The Android Emulator Quick-Start Guide 613

Simulating Reality: The Emulator’s Purpose 613

Working with Android Virtual Devices (AVDs) 615

Using the Android SDK and AVD Manager 616

Creating an AVD 616

Launching the Emulator with a Specific AVD 620

Configuring Emulator Startup Options 621

Launching an Emulator to Run an Application 621

Launching an Emulator from the Android SDK and AVD Manager 623

Configuring the GPS Location of the Emulator 623

Calling Between Two Emulator Instances 625

Messaging Between Two Emulator Instances 625

Interacting with the Emulator Through the Console 628

Using the Console to Simulate Incoming Calls 628

Using the Console to Simulate SMS Messages 629

Using the Console to Send GPS Coordinates 630

Using the Console to Monitor Network Status 631

Using the Console to Manipulate Power Settings 631

Using Other Console Commands 632

Enjoying the Emulator 632

Understanding Emulator Limitations 632

Appendix B The Android DDMS Quick-Start Guide 635

Using DDMS with Eclipse and as a Stand-Alone Application 635

Getting Up to Speed Using Key Features of DDMS 636

Working with Processes 637

Attaching a Debugger to an Android Application 638

Monitoring Thread Activity of an Android Application 638

Prompting Garbage Collection (GC) 639

Monitoring Heap Activity 639

Monitoring Memory Allocation 640

Stopping a Process 640

Working with the File Explorer 641

Browsing the File System of an Emulator or Device 641

Copying Files from the Emulator or Device 641

Copying Files to the Emulator or Device 642

Deleting Files on the Emulator or Device 642

Working with the Emulator Control 642

Simulating Incoming Voice Calls 643

Simulating Incoming SMS Messages 643

Sending a Location Fix 643

Working with Application Logging 644

Taking Screen Captures of Emulator and Device Screens 645

Appendix C The Android Debug Bridge Quick-Start Guide 647

Listing Connected Devices and Emulators 647

Directing ADB Commands to Specific Devices 648

Starting and Stopping the ADB Server 648

Stopping the ADB Server Process 648

Starting and Checking the ADB Server Process 648

Issuing Shell Commands 649

Issuing a Single Shell Command 649

Using a Shell Session 649

Using the Shell to Start and Stop the Emulator 649

Copying Files 650

Sending Files to a Device or Emulator 650

Retrieving Files from a Device or Emulator 650

Installing and Uninstalling Applications 651

Installing Applications 651

Reinstalling Applications 651

Uninstalling Applications 651

Working with LogCat Logging 652

Displaying All Log Information 652

Including Date and Time with Log Data 652

Filtering Log Information 652

Clearing the Log 654

Redirecting Log Output to a File 654

Accessing the Secondary Logs 654

Controlling the Backup Service 654

Forcing Backup Operations 655

Forcing Restore Operations 655

Wiping Archived Data 655

Generating Bug Reports 655

Using the Shell to Inspect SQLite Databases 656

Using the Shell to Stress Test Applications 656

Letting the Monkey Loose on Your Application 656

Listening to Your Monkey 656

Directing Your Monkey’s Actions 657

Training Your Monkey to Repeat His Tricks 658

Keeping the Monkey on a Leash 658

Learning More About Your Monkey 659

Installing Custom Binaries via the Shell 659

Exploring Other ADB Commands 660

Appendix D Eclipse IDE Tips and Tricks 661

Organizing Your Eclipse Workspace 661

Integrating with Source Control Services 661

Repositioning Tabs Within Perspectives 661

Maximizing Windows 662

Minimizing Windows 662

Viewing Windows Side by Side 662

Viewing Two Sections of the Same File 662

Closing Unwanted Tabs 662

Keeping Windows Under Control 663

Creating Custom Log Filters 663

Writing Code in Java 663

Using Auto-Complete 664

Formatting Code 664

Creating New Classes 664

Creating New Methods 664

Organizing Imports 664

Renaming Almost Anything 665

Refactoring Code 665

Reorganizing Code 667

Providing Javadoc-Style Documentation 667

Resolving Mysterious Build Errors 667

Appendix E The SQLite Quick-Start Guide 669

Exploring Common Tasks with SQLite 669

Using the sqlite3 Command-Line Interface 670

Launching the ADB Shell 670

Connecting to a SQLite Database 670

Exploring Your Database 671

Importing and Exporting the Database and Its Data 672

Executing SQL Commands on the Command Line 674

Using Other sqlite3 Commands 675

Understanding SQLite Limitations 675

Learning by Example: A Student Grade Database 675

Designing the Student Grade Database Schema 676

Creating Simple Tables with AUTOINCREMENT 676

Inserting Data into Tables 677

Querying Tables for Results with SELECT 677

Using Foreign Keys and Composite Primary Keys 678

Altering and Updating Data in Tables 679

Querying Multiple Tables Using JOIN 680

Using Calculated Columns 680

Using Subqueries for Calculated Columns 682

Deleting Tables 682

Appendix F The Android Quick-Start Guide for Beginners 683

Configuring Your Development Environment 683

Verifying System Requirements 684

Installing the Java Development Kit 684

Installing the Eclipse Development Environment for Java 684

Installing the Android SDK 685

Installing the Android Plug-In for Eclipse (ADT) 685

Downloading Android SDK Components 685

Upgrading the Android Software Development Kit 686

Problems with the Android Software Development Kit 686

Configuring Your Android Hardware for Debugging 687

Configuring Your Operating System for Device Debugging 687

The Android Tools at a Glance 687

Android Terms: A Whimsical Glossary 688

Ten Steps to Successful Android Applications 690

Help! I’m Stuck! 691

Appendix G A Brief Walkthrough of an Android Application from Start to Finish 693

Peak Bagging Explained 693

The PeakBagger Application Design 693

The PeakBagger Components Explained 694

9780321749673 TOC 11/19/2010

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Sort by: Showing all of 13 Customer Reviews
  • Posted August 7, 2011

    Solid but uninspiring coverage of a wide range of Android topics

    To begin with the title, I was immediately confused by the use of the word "wireless." In fact, this book does not specialise in the radio circuitry of Android handsets but instead covers pretty much every known topic related to Android application development. So you don't just get a primer on the Android application frameworks, but there is also help on setting up Eclipse, the most commonly-used IDE, a discussion of waterfall project planning versus agile iterative methods and how to set up your Market account and deploy your applications. Now, this book has the best part of 800 pages and they are pretty jammed with descriptions of most sections of the Android frameworks with many example program snippets. There is a lot of information here but Android is a very big subject, and this leads to many sections being a bit light on detail. So the value in this book is that the authors have chosen quite carefully which bits of documentation to include in order to provide an overview of Android development to a newcomer. It is largely defect-free (which just makes the dreadful typo on page 122 stand out even more :-) ), but because many topics receive brief treatment it can be quite heavy-going sometimes, jumping around without a strong narrative. Some of the example programs are lifted (with attribution) straight from Google's online documentation so the book does have the feel of an efficient production and a harsh critic might call this a flaw, as the motivation behind why particular software patterns are used in Android is generally not discussed. I feel there is a deeper understanding which, due to space constraints, is not often communicated. Froyo is the version of Android described here, which is a good starting point, but obviously a bit dated now that we have Gingerbread and Honeycomb. It should also be noted that the book assumes at least a working knowledge of Java, which is the programming language used to write software for Android. If you don't know what an unhandled exception is, for example, it would be best to read this book in tandem with a beginner's book on Java. Although I've criticised this for being a bit dry, a by-the-numbers publication, it has been completed competently by authors who understand the subject matter. It is a bit too much for a novice programmer, but if you are coming to Android from another Java platform or maybe from the iPhone then this book should get you up to speed quickly. In this respect I think it is reasonably priced given the volume of information contained. There is also a bundled CD in this special edition to get you started straight away, so overall I give it a thumbs-up. Paul.

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  • Posted August 7, 2011

    Very good intro to Android app development

    As a seasoned Android developer it's easy to forget the steps necessary in getting up and going with the platform - Conder and Darcey do a very good job of explaining the basics, with a small taster of the more complex stuff, with plenty of code examples to help along the way and just enough levity to keep the experience engaging (I also want to call my pet Null!) For someone new to the platform this is definitely a book you can read the first third of without skipping any, and then refer back to as a reference guide as and when needed. The middle parts of the book, where the more complex ideas come in, aren't full enough to be of any real use - the OpenGL and NDK sections could have multiple books written about each. I'm stuck between wondering if they are a nice, but brief, introduction which people will find useful to whet the pallet, or short enough, and not detailed enough, to be of no real use and to warrant not being included in the first place. The latter parts of the book include some useful guides for testing and selling you Android app, as well as some short but useful sections on Eclipse; the emulator; SQLite and ADB. I found there were a few items I would have liked to have seen some more info about (i.e. broadcast receivers receive very little attention), and there were a few small coding mistakes throughout the book. The order of the sections in the latter half of the book also looked like they could have had a little more thought applied to them. Overall this is a solid book for getting up to speed with Android development and the negative points are small enough so as to not distract from the overall learning experience. It's not a book you are going to keep forever as once you learn the basics you'll want to move on to other fuller, and more detailed, sources.

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  • Posted August 1, 2011

    Great Introduction!

    As an iOS developer, this book has tons of information to absorb. Almost 800 pages with CD. Even if you don't have an Android device, this book will lead you through the steps of using the desktop emulator. This is what I had to do to make my first android app. If youre already a mobile developer, this book will definitely help you transition to the Android platform.

    Note: This is not a beginner book though, some previous experience with programming (specifically Java) is expected.

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