Android Cookbook. Problems and Solutions for Android Developers. 2nd Edition
- Autor:
- Ian F. Darwin
- Ocena:
- Bądź pierwszym, który oceni tę książkę
- Stron:
- 736
- Dostępne formaty:
-
ePubMobi
Opis ebooka: Android Cookbook. Problems and Solutions for Android Developers. 2nd Edition
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
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O autorze ebooka
Ian F. Darwin pracuje w branży komputerowej od trzech dziesięcioleci. Oprócz pisania programów i świadczenia usług consultingowych, Ian pracuje w firmie Learning Tree International, jednej z wiodących na świecie firm prowadzących kursy techniczne, gdzie naucza wykorzystania systemu Unix oraz programowania w językach C oraz Java. Jest także autorem książki Checking C Programs with Lint (O’Reilly) oraz ponad 70 artykułów poświęconych systemowi Unix.
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Szczegóły ebooka
- ISBN Ebooka:
- 978-14-493-7448-8, 9781449374488
- Data wydania ebooka:
- 2017-05-10 Data wydania ebooka często jest dniem wprowadzenia tytułu do sprzedaży i może nie być równoznaczna z datą wydania książki papierowej. Dodatkowe informacje możesz znaleźć w darmowym fragmencie. Jeśli masz wątpliwości skontaktuj się z nami sklep@ebookpoint.pl.
- Język publikacji:
- angielski
- Rozmiar pliku ePub:
- 16.8MB
- Rozmiar pliku Mobi:
- 16.8MB
Spis treści ebooka
- Preface
- Conventions Used in This Book
- Getting and Using the Code Examples
- OReilly Safari
- How to Contact Us
- Acknowledgments
- 1. Getting 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, World Application from the Command Line
- 1.6. Creating a Hello, World 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, World 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, World 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
- 2. Designing a Successful Application
- 2.1. Exception Handling
- 2.2. Requesting Android Permissions at Runtime
- 2.3. Accessing Androids Application Object as a Singleton
- 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
- 3. Application 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
- 4. Inter-/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
- 5. Graphics
- 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
- 6. Graphical 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 Next on the Soft Keyboard
- 6.22. Processing Key-Press Events in an Activity
- 6.23. Let Them See Stars: Using RatingBar
- 6.24. Making a View Shake
- 6.25. Providing Haptic Feedback
- 6.26. Navigating Different Activities Within a TabView
- 6.27. Creating a Loading Screen that Will Appear Between Two Activities
- 6.28. Adding a Border with Rounded Corners to a Layout
- 6.29. Detecting Gestures in Android
- 6.30. Creating a Simple App Widget
- 7. GUI Alerts: Menus, Dialogs, Toasts, Snackbars, and Notifications
- 7.1. Alerting the User with Toast and Snackbar
- 7.2. Customizing the Appearance of a Toast
- 7.3. Creating and Displaying a Menu
- 7.4. Handling Choice Selection in a Menu
- 7.5. Creating a Submenu
- 7.6. Creating a Pop-up/Alert Dialog
- 7.7. Using a Timepicker Widget
- 7.8. Creating an iPhone-like WheelPicker for Selection
- 7.9. Creating a Tabbed Dialog
- 7.10. Creating a ProgressDialog
- 7.11. Creating a Custom Dialog with Buttons, Images, and Text
- 7.12. Creating a Reusable About Box Class
- 7.13. Creating a Notification in the Status Bar
- 8. Other GUI Elements: Lists and Views
- 8.1. Building List-Based Applications with RecyclerView
- 8.2. Building List-Based Applications with ListView
- 8.3. Creating a No Data View for ListViews
- 8.4. Creating an Advanced ListView with Images and Text
- 8.5. Using Section Headers in ListViews
- 8.6. Keeping the ListView with the Users Focus
- 8.7. Writing a Custom List Adapter
- 8.8. Using a SearchView to Search Through Data in a ListView
- 8.9. Handling Orientation Changes: From ListView Data Values to Landscape Charting
- 9. Multimedia
- 9.1. Playing a YouTube Video
- 9.2. Capturing Video Using MediaRecorder
- 9.3. Using Androids Face Detection Capability
- 9.4. Playing Audio from a File
- 9.5. Playing Audio Without Interaction
- 9.6. Using Speech to Text
- 9.7. Making the Device Speak with Text-to-Speech
- 10. Data Persistence
- 10.1. Reading and Writing Files in Internal and External Storage
- 10.2. Getting File and Directory Information
- 10.3. Reading a File Shipped with the App Rather than in the Filesystem
- 10.4. Getting Space Information About the SD Card
- 10.5. Providing a Preference Activity
- 10.6. Checking the Consistency of Default Shared Preferences
- 10.7. Using a SQLite Database in an Android Application
- 10.8. Performing Advanced Text Searches on a SQLite Database
- 10.9. Working with Dates in SQLite
- 10.10. Exposing Non-SQL Data as a SQL Cursor
- 10.11. Displaying Data with a CursorLoader
- 10.12. Parsing JSON Using JSONObject
- 10.13. Parsing an XML Document Using the DOM API
- 10.14. Storing and Retrieving Data via a Content Provider
- 10.15. Writing a Content Provider
- 10.16. Adding a Contact Through the Contacts Content Provider
- 10.17. Reading Contact Data Using a Content Provider
- 10.18. Implementing Drag and Drop
- 10.19. Sharing Files via a FileProvider
- 10.20. Backing Up Your SQLite Data to the Cloud with a SyncAdapter
- 10.21. Storing Data in the Cloud with Google Firebase
- 11. Telephone Applications
- 11.1. Doing Something When the Phone Rings
- 11.2. Processing Outgoing Phone Calls
- 11.3. Dialing the Phone
- 11.4. Sending Single-part or Multipart SMS Messages
- 11.5. Receiving an SMS Message
- 11.6. Using Emulator Controls to Send SMS Messages to the Emulator
- 11.7. Using Androids TelephonyManager to Obtain Device Information
- 12. Networked Applications
- 12.1. Consuming a RESTful Web Service Using a URLConnection
- 12.2. Consuming a RESTful Web Service with Volley
- 12.3. Notifying Your App with Google Cloud Messaging Push Messaging
- 12.4. Extracting Information from Unstructured Text Using Regular Expressions
- 12.5. Parsing RSS/Atom Feeds Using ROME
- 12.6. Using MD5 to Digest Clear Text
- 12.7. Converting Text into Hyperlinks
- 12.8. Accessing a Web Page Using a WebView
- 12.9. Customizing a WebView
- 12.10. Writing an Inter-Process Communication Service
- 13. Gaming and Animation
- 13.1. Building an Android Game Using flixel-gdx
- 13.2. Building an Android Game Using AndEngine
- 13.3. Processing Timed Keyboard Input
- 14. Social Networking
- 14.1. Authenticating Users with OAUTH2
- 14.2. Integrating Social Networking Using HTTP
- 14.3. Loading a Users Twitter Timeline Using HTML or JSON
- 15. Location and Map Applications
- 15.1. Getting Location Information
- 15.2. Accessing GPS Information in Your Application
- 15.3. Mocking GPS Coordinates on a Device
- 15.4. Using Geocoding and Reverse Geocoding
- 15.5. Getting Ready for Google Maps API V2 Development
- 15.6. Using the Google Maps API V2
- 15.7. Displaying Map Data Using OpenStreetMap
- 15.8. Creating Overlays in OpenStreetMap Maps
- 15.9. Using a Scale on an OpenStreetMap Map
- 15.10. Handling Touch Events on an OpenStreetMap Overlay
- 15.11. Getting Location Updates with OpenStreetMap Maps
- 16. Accelerometer
- 16.1. Checking for the Presence or Absence of a Sensor
- 16.2. Using the Accelerometer to Detect Shaking
- 16.3. Checking Whether a Device Is Facing Up or Down
- 16.4. Reading the Temperature Sensor
- 17. Bluetooth
- 17.1. Enabling Bluetooth and Making the Device Discoverable
- 17.2. Connecting to a Bluetooth-Enabled Device
- 17.3. Accepting Connections from a Bluetooth Device
- 17.4. Implementing Bluetooth Device Discovery
- 18. System and Device Control
- 18.1. Accessing Phone Network/Connectivity Information
- 18.2. Obtaining Information from the Manifest File
- 18.3. Changing Incoming Call Notification to Silent, Vibrate, or Normal
- 18.4. Copying Text and Getting Text from the Clipboard
- 18.5. Using LED-Based Notifications
- 18.6. Making the Device Vibrate
- 18.7. Determining Whether a Given Application Is Running
- 19. All the Worlds Not Java: Other Programming Languages and Frameworks
- 19.1. Learning About Cross-Platform Solutions
- 19.2. Running Shell Commands from Your Application
- 19.3. Running Native C/C++ Code with JNI on the NDK
- 19.4. Getting Started with SL4A, the Scripting Layer for Android
- 19.5. Creating Alerts in SL4A
- 19.6. Fetching Your Google Documents and Displaying Them in a ListView Using SL4A
- 19.7. Sharing SL4A Scripts in QR Codes
- 19.8. Using Native Handset Functionality from a WebView via JavaScript
- 19.9. Building a Cross-Platform App with Xamarin
- 19.10. Creating a Cross-Platform App Using PhoneGap/Cordova
- 20. All the Worlds Not English: Strings and Internationalization
- 20.1. Internationalizing Application Text
- 20.2. Finding and Translating Strings
- 20.3. Handling the Nuances of strings.xml
- 21. Packaging, Deploying, and Distributing/Selling Your App
- 21.1. Creating a Signing Certificate and Using It to Sign Your Application
- 21.2. Distributing Your Application via the Google Play Store
- 21.3. Distributing Your Application via Other App Stores
- 21.4. Monetizing Your App with AdMob
- 21.5. Obfuscating and Optimizing with ProGuard
- 21.6. Hosting Your App on Your Own Server
- 21.7. Creating a Self-Updating App
- 21.8. Providing a Link to Other Published Apps in the Google Play Store
- Index
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Dzieki opcji "Druk na żądanie" do sprzedaży wracają tytuły Grupy Helion, które cieszyły sie dużym zainteresowaniem, a których nakład został wyprzedany.
Dla naszych Czytelników wydrukowaliśmy dodatkową pulę egzemplarzy w technice druku cyfrowego.
Co powinieneś wiedzieć o usłudze "Druk na żądanie":
- usługa obejmuje tylko widoczną poniżej listę tytułów, którą na bieżąco aktualizujemy;
- cena książki może być wyższa od początkowej ceny detalicznej, co jest spowodowane kosztami druku cyfrowego (wyższymi niż koszty tradycyjnego druku offsetowego). Obowiązująca cena jest zawsze podawana na stronie WWW książki;
- zawartość książki wraz z dodatkami (płyta CD, DVD) odpowiada jej pierwotnemu wydaniu i jest w pełni komplementarna;
- usługa nie obejmuje książek w kolorze.
Masz pytanie o konkretny tytuł? Napisz do nas: sklep[at]helion.pl.
Książka, którą chcesz zamówić pochodzi z końcówki nakładu. Oznacza to, że mogą się pojawić drobne defekty (otarcia, rysy, zagięcia).
Co powinieneś wiedzieć o usłudze "Końcówka nakładu":
- usługa obejmuje tylko książki oznaczone tagiem "Końcówka nakładu";
- wady o których mowa powyżej nie podlegają reklamacji;
Masz pytanie o konkretny tytuł? Napisz do nas: sklep[at]helion.pl.
Książka drukowana
Oceny i opinie klientów: Android Cookbook. Problems and Solutions for Android Developers. 2nd Edition Ian F. Darwin (0) Weryfikacja opinii następuję na podstawie historii zamówień na koncie Użytkownika umieszczającego opinię. Użytkownik mógł otrzymać punkty za opublikowanie opinii uprawniające do uzyskania rabatu w ramach Programu Punktowego.