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ANDROID COOKBOOK 2E. PROBLEMS AND SOLUTIONS FOR ANDROID DEVELOPERS
Título:
ANDROID COOKBOOK 2E. PROBLEMS AND SOLUTIONS FOR ANDROID DEVELOPERS
Subtítulo:
Autor:
DARWIN, I
Editorial:
O´REILLY
Año de edición:
2017
Materia
MACINTOSH
ISBN:
978-1-4493-7443-3
Páginas:
772
66,95 €

 

Sinopsis

Jump in and build working Android apps with the help of more than 230 tested recipes. The second edition of this acclaimed cookbook includes recipes for working with user interfaces, multitouch gestures, location awareness, web services, and specific device features such as the phone, camera, and accelerometer. You also get useful info on packaging your app for the Google Play Market.

Ideal for developers familiar with Java, Android basics, and the Java SE API, this book features recipes contributed by more than three dozen Android developers. Each recipe provides a clear solution and sample code you can use in your project right away. Among numerous topics, this cookbook helps you:

Get started with the tooling you need for developing and testing Android apps
Create layouts with Android's UI controls, graphical services, and pop-up mechanisms
Build location-aware services on Google Maps and OpenStreetMap
Control aspects of Android's music, video, and other multimedia capabilities
Work with accelerometers and other Android sensors
Use various gaming and animation frameworks
Store and retrieve persistent data in files and embedded databases
Access RESTful web services with JSON and other formats
Test and troubleshoot individual components and your entire application



Chapter 1Getting Started
1.1. Understanding the Android Application Architecture
1.2. Understanding the Android Activity Life Cycle
1.3. Learning About Android Releases
1.4. Learning the Java Language
1.5. Creating a "Hello, Worldö Application from the Command Line
1.6. Creating a "Hello, Worldö App with Apache Maven
1.7. Choosing an IDE for Android Development
1.8. Setting Up Android Studio
1.9. Installing Platform Editions and Keeping the SDK Updated
1.10. Creating a "Hello, Worldö App Using Android Studio
1.11. Converting an Eclipse ADT Project to Android Studio
1.12. Preserving History While Converting from Eclipse to Android Studio
1.13. Building an Android Application with both Eclipse and Android Studio
1.14. Setting Up Eclipse with AndMore (Replacing ADT)
1.15. Creating a "Hello, Worldö Application Using Eclipse
1.16. Installing the Eclipse Marketplace Client in Your Eclipse
1.17. Upgrading a Project from Eclipse ADT to Eclipse AndMore
1.18. Controlling Emulators/Devices Using Command-Line ADB
1.19. Sharing Java Classes from Another Eclipse Project
1.20. Referencing Libraries to Implement External Functionality
1.21. Using New Features on Old Devices via the Compatibility Libraries
1.22. Using SDK Samples to Help Avoid Head Scratching
1.23. Taking a Screenshot/Video from the Emulator/Android Device
1.24. Program: A Simple CountDownTimer Example
1.25. Program: Tipster, a Tip Calculator for the Android OS
Chapter 2Designing a Successful Application
2.1. Exception Handling
2.2. Requesting Android Permissions at Runtime
2.3. Accessing Android's Application Object as a "Singletonö
2.4. Keeping Data When the User Rotates the Device
2.5. Monitoring the Battery Level of an Android Device
2.6. Creating Splash Screens in Android
2.7. Designing a Conference/Camp/Hackathon/Institution App
2.8. Using Google Analytics in an Android Application
2.9. Setting First-Run Preferences
2.10. Formatting Numbers
2.11. Formatting with Correct Plurals
2.12. Formatting the Time and Date for Display
2.13. Simplifying Date/Time Calculations with the Java 8 java.time API
2.14. Controlling Input with KeyListeners
2.15. Backing Up Android Application Data
2.16. Using Hints Instead of Tool Tips
Chapter 3Application Testing
3.1. Setting Up an Android Virtual Device (AVD) for App Testing
3.2. Testing on a Wide Range of Devices with Cloud-Based Testing
3.3. Testing with Eclipse and JUnit
3.4. Testing with Android Studio and JUnit
3.5. Testing with Robolectric and JUnit 4
3.6. Testing with ATSL, Espresso, and JUnit 4
3.7. Troubleshooting Application Crashes
3.8. Debugging Using Log.d() and LogCat
3.9. Getting Bug Reports Automatically with Crash Reporting
3.10. Using a Local Runtime Application Log for Analysis of Field Errors or Situations
3.11. Reproducing Activity Life-Cycle Scenarios for Testing
3.12. Keeping Your App Snappy with StrictMode
3.13. Static Code Testing with Android Lint
3.14. Dynamic Testing with the Monkey Program
3.15. Sending Text Messages and Placing Calls Between AVDs
Chapter 4Inter-/Intra-Process Communication
4.1. Opening a Web Page, Phone Number, or Anything Else with an Intent
4.2. Emailing Text from a View
4.3. Sending an Email with Attachments
4.4. Pushing String Values Using Intent.putExtra()
4.5. Retrieving Data from a Subactivity Back to Your Main Activity
4.6. Keeping a Background Service Running While Other Apps Are on Display
4.7. Sending/Receiving a Broadcast Message
4.8. Starting a Service After Device Reboot
4.9. Creating a Responsive Application Using Threads
4.10. Using AsyncTask to Do Background Processing
4.11. Sending Messages Between Threads Using an Activity Thread Queue and Handler
4.12. Creating an Android Epoch HTML/JavaScript Calendar
Chapter 5Graphics
5.1. Using a Custom Font
5.2. Drawing a Spinning Cube with OpenGL ES
5.3. Adding Controls to the OpenGL Spinning Cube
5.4. Freehand Drawing Smooth Curves
5.5. Taking a Picture Using an Intent
5.6. Taking a Picture Using android.media.Camera
5.7. Scanning a Barcode or QR Code with the Google ZXing Barcode Scanner
5.8. Using AndroidPlot to Display Charts and Graphs
5.9. Using Inkscape to Create an Android Launcher Icon from OpenClipArt.org
5.10. Using Paint.NET to Create Launcher Icons from OpenClipArt.org
5.11. Using Nine Patch Files
5.12. Creating HTML5 Charts with Android RGraph
5.13. Adding a Simple Raster Animation
5.14. Using Pinch to Zoom
Chapter 6Graphical User Interface
6.1. Understanding and Following User Interface Guidelines
6.2. Looking Good with Material Design
6.3. Choosing a Layout Manager (a.k.a. ViewGroup) and Arranging Components
6.4. Handling Configuration Changes by Decoupling the View from the Model
6.5. Controlling the Action Bar
6.6. Adding a Share Action to Your Action Bar
6.7. Building Modern UIs with the Fragment API
6.8. Creating a Button and Its Click Event Listener
6.9. Enhancing UI Design Using Image Buttons
6.10. Using a FloatingActionButton
6.11. Wiring Up an Event Listener in Many Different Ways
6.12. Using CheckBoxes and RadioButtons
6.13. Using Card Widgets
6.14. Offering a Drop-Down Chooser via the Spinner Class
6.15. Handling Long-Press/Long-Click Events
6.16. Displaying Text Fields with TextView and EditText
6.17. Constraining EditText Values with Attributes and the TextWatcher Interface
6.18. Implementing AutoCompleteTextView
6.19. Feeding AutoCompleteTextView Using a SQLite Database Query
6.20. Turning Edit Fields into Password Fields
6.21. Changing the Enter Key to "Nextö on the Soft Keyboard
6.22. Processing Key-Press Events in an Activity
6.23. Let Them See Stars: Using