The vibrant and rich 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 growth includes support for Flash and Flash gaming apps, WiFi tethering, improved performance, WebM or WebMedia integration for -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.
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.
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
Showing Pop-up Messages
Handling Activity Lifecycle Events
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
Handling Platform Changes
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
More Development Tools
The Role of Alternative Environments
Other Alternative Environments
Dealing with Devices
书名：Beginning Android 3
页数: 612 pages
出版社: Apress (July 2011)
文件大小: 27.6 MiB