| Autore |
Allen Grant
|
| Edizione | [5th ed. 2015.] |
| Pubbl/distr/stampa |
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
|
| Descrizione fisica |
1 online resource (419 p.)
|
| Disciplina |
004
|
| Soggetto topico |
Mobile computing
Computer science
Mobile Computing
Computer Science, general
|
| ISBN |
9781430246879
1430246871
|
| Formato |
Materiale a stampa  |
| Livello bibliografico |
Monografia |
| Lingua di pubblicazione |
eng
|
| Nota di contenuto |
Contents at a Glance; Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Part 1: Get Android and Get Coding!; Chapter 1: Welcome to Android; The Fast Path to Learning Android Development; Thinking in a Smartphone Mindset; Computing on the Go!; Size Matters; The Interface Is More Than the Screen; You Are Not Alone; Translating Developer Dreams into Android Action; A Look Inside Android; A Look Inside This Book; Chapter 2: Ready, Set, Code!; Getting the Prerequisites for Android; Determining the Right Java for You; Getting the JDK
Installing the JDK Knowing (Enough) Java for Android; Choosing a Development Environment; Option 1: Choosing Android Studio; Downloading Android Studio; Installing Android Studio; Downloading the Android SDK; Configuring the Android SDK for Android Studio; Option 2: Choosing Eclipse the Quick Way; Options 3: Choosing Eclipse the Do-It-Yourself Way; Downloading the Android SDK; Adding ADT to Your Existing Eclipse IDE; Configuring the Android SDK for ADT in Eclipse; Completing Your Development Environment Setup; Creating Your First Android Virtual Device
Creating Your First Android Application Writing Your First Android Code; Chapter 3: Inside Your First Android Project; Looking at Android Project Structure ; Starting at the Source; Benefitting from Generated Components; Using Libraries and JARs; Counting Your Assets; Putting Things in the Bin; Using Resources; Picturing What Drawables Can Do For You; User Interface Layouts ; What's on the Menu?; Valuable Values; Working with Other Key Files in Your Project; Controlling Applications with Android Manifests ; Permutating Projects with Properties; "R" You Forgetting Something?
Solving the Appcompat MysteryChapter 4: Changing and Enhancing Your Project; Extending Your Application with the Android Manifest; Editing the Android Manifest; Specifying Target Screen Sizes; Controlling Support for Different Android Versions; Writing Actual Android Code ; Introducing the Activity; Looking Inside Your First Activity; Building and Running Your Enhanced Application ; Part 2: Activities and the UserInterface; Chapter 5: Working with Android Widgets; Understanding Activity Fundamentals; Naming with Labels; Pressing Buttons (redux)
Handling Images with ImageView and ImageButton Fielding Text with EditText; CheckBox? Got It.; Switching to the Switch; Working with Radio Buttons; Timing All Manner of Things with Clocks; Easing Input with SeekBar ; Views: The Base of All UI Widgets; Useful Common Inherited Properties; Useful Common Inherited Methods; Even More UI Widgets; Chapter 6: Layouts and UI Design; Working with Relative Layouts; Positioning Relative to the Activity Container ; Identifying Properties for Relative Layout; Relative Positioning Properties; Determining the Order of Layout Relationships
A RelativeLayout Example
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| Record Nr. | UNINA-9910300647103321 |