Hello, Android: Introducing Google's Mobile Development Platform / Edition 3

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Overview

Google's Android is shaking up the mobile market in a big way. With Android, you can write programs that run on any compatible cell phone or tablet in the world. It's a mobile platform you can't afford not to learn, and this book gets you started. Hello, Android has been updated to Android 2.3.3, with revised code throughout to reflect this updated version. That means that the book is now up-to-date for tablets such as the Kindle Fire. All examples were tested for forwards and backwards compatibility on a variety of devices and versions of Android from 1.5 to 4.0. (Note: the Kindle Fire does not support home screen widgets or wallpaper, so those samples couldn't be tested on the Fire.)

Android is an operating system for mobile phones and tablets. It's inside millions of cell phones and other devices, including the hugely popular Amazon Kindle Fire, making Android the foremost platform for mobile application developers. That could be your own program running on all those devices.

Within minutes, Hello, Android will get you started creating your first working application: Android's version of "Hello, World." From there, you'll build up a more substantial example: an Android Sudoku game. By gradually adding features to the game, you'll learn the basics of Android programming. You'll also see how to build in audio and video support, add graphics using 2D and 3D OpenGL, network with web pages and web services, and store data with SQLite. You'll also learn how to publish your applications to the Android Market.

The #1 book for learning Android is now in its third edition. Every page and example was reviewed and updated for compatibility with the latest versions. Freshly added material covers installing applications to the SD card, supporting multi-touch, and creating live wallpaper. You'll also find plenty of real-world advice on how to support all major Android versions in use today.

If you'd rather be coding than reading about coding, this book is for you.

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Editorial Reviews

From the Publisher
"I thoroughly enjoyed the “Hello, Android” book, and it helped me get on the right track to releasing my first two apps to the Market."

—Nathan Rapp, Founder, KMBurrito Designs

"I’ve read several books on Android from cover to cover, and skimmed several others, and “Hello, Android” is hands-down the best introduction to Android development."

—Steve Oliver

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Product Details

  • ISBN-13: 9781934356562
  • Publisher: Pragmatic Programmers, LLC, The
  • Publication date: 7/28/2010
  • Edition description: Third Edition
  • Edition number: 3
  • Pages: 280
  • Sales rank: 768,228
  • Product dimensions: 7.40 (w) x 8.90 (h) x 0.80 (d)

Meet the Author

Ed Burnette is editor of the articles section at eclipse.org, and author of the web site's "The Rich Client Platform (RCP) Tutorial" series. Ed also co-authored Eclipse in Action (Manning) and runs the eclipsepowered.org site, where he can often be found hanging out in the Eclipse community forums. He's written everything from multi-user servers to compilers to commercial video games since earning a Bachelor of Science degree in computer science from North Carolina State University. He is a Principal Systems Developer at SAS, and lives near Research Triangle Park, NC.

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Table of Contents

Acknowledgments xi

Preface xiii

What Makes Android Special? xiii

Who Should Read This Book? xiv

What's in This Book? xv

What's New for Cupcake? xv

What's New for Donut? xvi

Online Resources xvi

Fast-Forward xvii

I Introducing Android 1

1 Quick Start 3

1.1 Installing the Tools 3

1.2 Creating Your First Program 7

1.3 Running on the Emulator 7

1.4 Running on a Real Phone 10

1.5 Fast-Forward» 11

2 Key Concepts 15

2.1 The Big Picture 15

2.2 It's Alive! 20

2.3 Building Blocks 24

2.4 Using Resources 25

2.5 Safe and Secure 26

2.6 Fast-Forward» 27

II Android Basics 29

3 Designing the User Interface 31

3.1 Introducing the Sudoku Example 31

3.2 Designing by Declaration 32

3.3 Creating the Opening Screen 33

3.4 Using Alternate Resources 41

3.5 Implementing an About Box 44

3.6 Applying a Theme 49

3.7 Adding a Menu 50

3.8 Adding Settings 53

3.9 Starting a New Game 55

3.10 Debugging with Log Messages 57

3.11 Debugging with the Debugger 58

3.12 Exiting the Game 58

3.13 Fast-Forward » 59

4 Exploring 2D Graphics 61

4.1 Learning the Basics 61

4.2 Adding Graphics to Sudoku 66

4.3 Handling Input 75

4.4 The Rest of the Story 81

4.5 Making More Improvements 90

4.6 Fast-Forward» 91

5 Multimedia 93

5.1 Playing Audio 93

5.2 Playing Video 99

5.3 Adding Sounds to Sudoku 104

5.4 Fast-Forward » 107

6 Storing Local Data 109

6.1 Adding Options to Sudoku 109

6.2 Continuing an Old Game 111

6.3 Remembering the Current Position 113

6.4 Accessing the Internal File System 115

6.5 Accessing SD Cards 116

6.6 Fast-Forward » 117

III Beyond the Basics 119

7 The Connected World121

7.1 Browsing by Intent 122

7.2 Web with a View 126

7.3 From JavaScript to Java and Back 131

7.4 Using Web Services 138

7.5 Fast-Forward » 149

8 Locating and Sensing 151

8.1 Location, Location, Location 151

8.2 Set Sensors to Maximum 157

8.3 Bird's-Eye View 160

8.4 Fast-Forward » 166

9 Putting SQL to Work 167

9.1 Introducing SQLite 167

9.2 SQL 101 168

9.3 Hello, Database 170

9.4 Data Binding 178

9.5 Using a Content Provider 181

9.6 Implementing a Content Provider 184

9.7 Fast-Forward » 185

10 3D Graphics in OpenGL 187

10.1 Understanding 3D Graphics 187

10.2 Introducing OpenGL 188

10.3 Building an OpenGL Program 189

10.4 Rendering the Scene 191

10.5 Building a Model 195

10.6 Lights, Camera 198

10.7 Action! 201

10.8 Applying Texture 201

10.9 Peekaboo 205

10.10 Measuring Smoothness 206

10.11 Fast-Forward » 207

IV Appendixes 209

A Java vs. the Android Language and APIs 211

A.1 Language Subset 211

A.2 Standard Library Subset 213

A.3 Third-Party Libraries 214

B Hello, Widget 215

B.1 Creating Your First Widget 215

B.2 Calling All Widgets! 217

B.3 Stretch to Fit 218

B.4 The Rest of the Story 219

B.5 Running the Widget 220

B.6 Keeping Up to Date 222

B.7 Go Wild 224

C Publishing to the Android Market 225

C.1 Preparing 225

C.2 Signing 228

C.3 Publishing 229

C.4 Updating 231

C.5 Closing thoughts 233

D Bibliography 233

Index 235

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Sort by: Showing all of 3 Customer Reviews
  • Posted September 1, 2010

    Excellent tutorial and reference

    This book is a great resource. I was skeptical when I purchased it, but after I got through it, reading, while examining the sample code and running the sample apps, I realized that this was the best springboard I could've come across to assist me in diving into Android development. All of the sample code is excellent, and ran like a champ! I read a lot of reviews on other sites about the source code for this book being riddled with syntax and runtime errors, but those comment were obviously written by people that either had no experience with Java, XML, Mobile Development, or just programming in general. The book leads you in a very intuitive way...very basic, yet, informative, and I think that this book is a very good place to start for anyone new to Android development.

    2 out of 2 people found this review helpful.

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    Posted December 16, 2010

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    Posted August 10, 2010

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