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Android application development all-in-one for dummies / / by Barry Burd and John Paul Mueller
Android application development all-in-one for dummies / / by Barry Burd and John Paul Mueller
Autore Burd Barry
Edizione [3rd ed]
Pubbl/distr/stampa Wiley, 2020
Descrizione fisica 1 online resource (803 pages) : illustrations
Disciplina 929.605
Collana --For dummies
Soggetto topico Application software -- Development
Mobile computing
ISBN 1-119-66043-2
1-119-66046-7
9781119660460
Classificazione 694.6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Title Page -- Copyright Page -- Table of Contents -- Introduction -- How to Use This Book -- Conventions Used in This Book -- Foolish Assumptions -- Icons Used in This Book -- Beyond the Book -- Where to Go from Here -- Book 1 Getting Started with Android Application Development -- Chapter 1 All about Android -- The Consumer Perspective -- The Versions of Android -- The Developer Perspective -- Java and Kotlin -- XML -- Linux -- The Business Perspective -- Chapter 2 Installing the Software Tools -- Setting Up the Software -- Considering the requirements -- Downloading the software -- Installing Android Studio -- Installing offline tools -- Launching the Android Studio IDE -- In Windows -- On a Mac -- In Linux -- In Chrome OS -- Using the Android Studio Setup Wizard -- Fattening Up the Android SDK -- The more things stay the same, the more they change -- Installing new versions (and older versions) of Android -- Creating an Android virtual device -- A third-party emulator -- Chapter 3 Creating an Android App -- Creating Your First App -- Starting the IDE and creating your first app -- Launching your first app -- Running Your App -- You Can Download All the Code -- Troubleshooting Common IDE Errors -- Error message: Failed to find target -- Error running 'app': No target device found -- Error message: Android Virtual Device may be incompatible with your configuration -- You lose contact with the Android Debug Bridge (ADB) -- You don't like whatever AVD opens automatically -- The emulator stalls during startup -- Error message: The user data image is used by another emulator -- Error message: Unknown virtual device name -- The emulator displays a "process isn't responding" dialog box -- Changes to your app don't appear in the emulator -- Testing Apps on a Real Device -- Chapter 4 Examining a Basic Android App -- A Project's Files.
The MainActivity.kt file -- The onCreate() method -- Using other templates -- The res Branch -- The res/drawable branch -- The res/layout branch -- The res/menu branch -- The res/mipmap branch -- The res/values branch -- Other Files in an Android Project -- The build.gradle file -- The AndroidManifest.xml file -- The R.java file -- The assets folder -- The android.jar archive -- The APK file -- What Did I Agree To? -- What's in a name? -- Choosing a language -- Your app's API levels -- Chapter 5 Conjuring and Embellishing an Android App -- Dragging, Dropping, and Otherwise Tweaking an App -- Creating the "look" -- Coding the behavior -- A Bit of Debugging -- Try it! -- Discovering the secrets of Logcat -- Using the debugger -- Chapter 6 Improving Your App -- Improving the Layout -- Changing the layout -- Creating a reusable layout -- Reusing a layout -- Starting Another Activity -- Localizing Your App -- Responding to Check Box Events -- Displaying Images -- Sending in Your Order -- Book 2 Android Background Material -- Chapter 1 Using Android Studio -- Good to Know versus Need to Know -- Getting a Feel for the Big Picture -- The main window -- Viewing modes -- The Designer tool -- Discovering What You Can Do -- Finding things -- Fixing code -- Refactoring -- Chapter 2 Kotlin for Java Programmers -- Using Kotlin or Java for Development -- Defining the Java Issues That Kotlin Fixes -- Improving control over null references -- Removing raw data types -- Using invariant arrays -- Working with proper function types -- Getting rid of the checked exceptions -- Nothing's Perfect: Kotlin Is Missing Features, Too -- Considering primitive types that are not classes -- Losing static members -- Eliminating non-private fields -- Reducing confusion by eliminating wildcard-types -- Abandoning the ternary-operator a ? b : c.
Looking at What Kotlin Adds to the Picture -- Considering higher order functions and lambdas -- Refining object orientation using extension functions -- Relying on smart casts -- Employing string templates -- Understanding primary constructors -- Implementing first-class delegation -- Using ranges of values -- Creating data classes -- Overloading operators -- Developing asynchronous code using coroutines -- Chapter 3 Kotlin for Everyone -- Moving from Development to Execution with Kotlin -- What is a compiler? -- Understanding native code compiler or interpreter issues -- Considering the Android Runtime (ART) -- Grasping Kotlin Code -- Nearly everything begins with an expression -- The Kotlin class -- Classes and objects -- Kotlin types -- Performing casts -- The Kotlin function -- Objects and their constructors -- Classes grow on trees -- The Kotlin package -- Considering Kotlin visibility rules -- Defying your parent -- Kotlin comments -- Chapter 4 What Kotlin Does (and When) -- Making Decisions (Kotlin if Statements) -- Testing for equality -- Choosing among many alternatives (Kotlin when statements) -- Repeating Instructions Over and Over Again -- Kotlin while statements -- Kotlin do statements -- Arrays in Kotlin -- Kotlin's for statements -- Looping using Kotlin recursion -- Working with break and continue -- Jumping Away from Trouble -- Working with Kotlin Collections -- Considering the collection types -- Differentiating between read-only and mutable collections -- Chapter 5 Object-Oriented Programming in Kotlin -- Static Fields and Methods -- Interfaces and Callbacks -- Event handling and callbacks -- An object remembers who created it -- A less wordy way to implement an interface -- Classes That Must (and Must Not) Be Extended -- The need to override -- Java's final classes -- Kotlin's open classes -- Kotlin extensions -- Abstract classes.
Inner Classes -- Named inner classes -- Anonymous inner classes -- Chapter 6 Functional Programming in Kotlin -- Defining Functional Programming -- Differences from other programming paradigms -- Understanding its goals -- Understanding Pure and Impure Languages -- Using the pure approach -- Using the impure approach -- Comparing the Functional Paradigm -- Using Kotlin for Functional Programming Needs -- Defining the Role of State -- Using Recursion to Perform Calculations -- Relying on standard recursion -- Relying on tail recursion -- Using Function Types -- Understanding Function Literals -- Lambda expressions -- Anonymous functions -- Defining the Function Types -- Comprehensions -- Receivers -- Inline -- Utility -- Using Functional Programming for Android Apps -- Chapter 7 A < -- brief> -- Look at XML -- XML Isn't Ordinary Text -- Of tags and elements -- Other things you find in an XML document -- What's in a Namespace? -- The package attribute -- The style attribute -- Book 3 The Building Blocks -- Chapter 1 Getting an Overview of Jetpack -- Understanding the Benefits of Jetpack -- Eliminating boilerplate code -- Managing background tasks -- Navigating between activities and fragments -- Managing memory -- Performing configuration changes -- Considering the Jetpack Components -- Foundation -- Architecture -- Behavior -- UI -- Getting an Overview of the AndroidX Package -- Working with Lifecycle-Aware Components -- Focusing on activities -- Understanding events and states -- Chapter 2 Building a Foundation for Your App -- Working with Android KTX -- Getting a feel for KTX features -- Using KTX in your project -- Considering the modules -- Addressing Security Issues -- Benchmarking Your Application -- Removing barriers to correct results -- Creating a test app -- Profiling your app -- Tracing your app.
Checking for benchmarking module support -- Benchmarking the app -- Testing Application Functionality -- Chapter 3 Creating an Architecture -- Managing Application Activities -- Defining an activity -- Getting an overview of intent filters -- Considering the activity lifecycle -- Understanding the backstack -- Working with fragments -- Considering the fragment lifecycle -- Seeing activities and fragments in action -- Providing for Navigational Needs -- Creating the navigational graph -- Adding a NavHostFragment to your activity -- Adding destinations -- Creating links between destinations -- Creating the required linkages -- Performing Background Tasks Using WorkManager -- Chapter 4 Defining an App's Behavior -- Working with Notifications -- Understanding what notifications do -- Anatomy of a notification -- Assigning a channel to your notification -- Setting the notification importance -- Considering the notification types -- Relying on notification updates -- Do Not Disturb mode -- Creating a notification -- Getting Permission -- Considering permission use -- Configuring permissions in Android Manifest.xml -- Complying with User Preferences -- Deciding on a preference set -- Setting preferences using the Preference Library -- Working with MediaPlayer -- Adding Camera Support Using CameraX -- Sharing with Others -- Performing simple share actions with other apps -- Using Slices -- Chapter 5 Interacting with the Users -- Creating a Great Layout -- Defining the View and ViewGroup elements -- Creating a layout using XML -- Modifying a layout at runtime -- Considering the common layouts -- Working with adapters -- Debugging your layout -- Employing Color and Texture -- Working with styles and themes -- Creating a palette -- Using swatches to create color schemes -- Using Animations and Transitions -- Understanding the need for animations.
Animating graphics.
Record Nr. UNINA-9911146957503321
Burd Barry  
Wiley, 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Android application development all-in-one for dummies / / by Barry Burd and John Paul Mueller
Android application development all-in-one for dummies / / by Barry Burd and John Paul Mueller
Edizione [3rd ed]
Pubbl/distr/stampa Hoboken, N.J., : John Wiley & Sons, c2020
Descrizione fisica 1 online resource (803 pages) : illustrations
Disciplina 929.605
Collana --For dummies
Soggetto topico Application software -- Development
Mobile computing
ISBN 1-119-66043-2
1-119-66046-7
9781119660460
Classificazione 694.6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Title Page -- Copyright Page -- Table of Contents -- Introduction -- How to Use This Book -- Conventions Used in This Book -- Foolish Assumptions -- Icons Used in This Book -- Beyond the Book -- Where to Go from Here -- Book 1 Getting Started with Android Application Development -- Chapter 1 All about Android -- The Consumer Perspective -- The Versions of Android -- The Developer Perspective -- Java and Kotlin -- XML -- Linux -- The Business Perspective -- Chapter 2 Installing the Software Tools -- Setting Up the Software -- Considering the requirements -- Downloading the software -- Installing Android Studio -- Installing offline tools -- Launching the Android Studio IDE -- In Windows -- On a Mac -- In Linux -- In Chrome OS -- Using the Android Studio Setup Wizard -- Fattening Up the Android SDK -- The more things stay the same, the more they change -- Installing new versions (and older versions) of Android -- Creating an Android virtual device -- A third-party emulator -- Chapter 3 Creating an Android App -- Creating Your First App -- Starting the IDE and creating your first app -- Launching your first app -- Running Your App -- You Can Download All the Code -- Troubleshooting Common IDE Errors -- Error message: Failed to find target -- Error running 'app': No target device found -- Error message: Android Virtual Device may be incompatible with your configuration -- You lose contact with the Android Debug Bridge (ADB) -- You don't like whatever AVD opens automatically -- The emulator stalls during startup -- Error message: The user data image is used by another emulator -- Error message: Unknown virtual device name -- The emulator displays a "process isn't responding" dialog box -- Changes to your app don't appear in the emulator -- Testing Apps on a Real Device -- Chapter 4 Examining a Basic Android App -- A Project's Files.
The MainActivity.kt file -- The onCreate() method -- Using other templates -- The res Branch -- The res/drawable branch -- The res/layout branch -- The res/menu branch -- The res/mipmap branch -- The res/values branch -- Other Files in an Android Project -- The build.gradle file -- The AndroidManifest.xml file -- The R.java file -- The assets folder -- The android.jar archive -- The APK file -- What Did I Agree To? -- What's in a name? -- Choosing a language -- Your app's API levels -- Chapter 5 Conjuring and Embellishing an Android App -- Dragging, Dropping, and Otherwise Tweaking an App -- Creating the "look" -- Coding the behavior -- A Bit of Debugging -- Try it! -- Discovering the secrets of Logcat -- Using the debugger -- Chapter 6 Improving Your App -- Improving the Layout -- Changing the layout -- Creating a reusable layout -- Reusing a layout -- Starting Another Activity -- Localizing Your App -- Responding to Check Box Events -- Displaying Images -- Sending in Your Order -- Book 2 Android Background Material -- Chapter 1 Using Android Studio -- Good to Know versus Need to Know -- Getting a Feel for the Big Picture -- The main window -- Viewing modes -- The Designer tool -- Discovering What You Can Do -- Finding things -- Fixing code -- Refactoring -- Chapter 2 Kotlin for Java Programmers -- Using Kotlin or Java for Development -- Defining the Java Issues That Kotlin Fixes -- Improving control over null references -- Removing raw data types -- Using invariant arrays -- Working with proper function types -- Getting rid of the checked exceptions -- Nothing's Perfect: Kotlin Is Missing Features, Too -- Considering primitive types that are not classes -- Losing static members -- Eliminating non-private fields -- Reducing confusion by eliminating wildcard-types -- Abandoning the ternary-operator a ? b : c.
Looking at What Kotlin Adds to the Picture -- Considering higher order functions and lambdas -- Refining object orientation using extension functions -- Relying on smart casts -- Employing string templates -- Understanding primary constructors -- Implementing first-class delegation -- Using ranges of values -- Creating data classes -- Overloading operators -- Developing asynchronous code using coroutines -- Chapter 3 Kotlin for Everyone -- Moving from Development to Execution with Kotlin -- What is a compiler? -- Understanding native code compiler or interpreter issues -- Considering the Android Runtime (ART) -- Grasping Kotlin Code -- Nearly everything begins with an expression -- The Kotlin class -- Classes and objects -- Kotlin types -- Performing casts -- The Kotlin function -- Objects and their constructors -- Classes grow on trees -- The Kotlin package -- Considering Kotlin visibility rules -- Defying your parent -- Kotlin comments -- Chapter 4 What Kotlin Does (and When) -- Making Decisions (Kotlin if Statements) -- Testing for equality -- Choosing among many alternatives (Kotlin when statements) -- Repeating Instructions Over and Over Again -- Kotlin while statements -- Kotlin do statements -- Arrays in Kotlin -- Kotlin's for statements -- Looping using Kotlin recursion -- Working with break and continue -- Jumping Away from Trouble -- Working with Kotlin Collections -- Considering the collection types -- Differentiating between read-only and mutable collections -- Chapter 5 Object-Oriented Programming in Kotlin -- Static Fields and Methods -- Interfaces and Callbacks -- Event handling and callbacks -- An object remembers who created it -- A less wordy way to implement an interface -- Classes That Must (and Must Not) Be Extended -- The need to override -- Java's final classes -- Kotlin's open classes -- Kotlin extensions -- Abstract classes.
Inner Classes -- Named inner classes -- Anonymous inner classes -- Chapter 6 Functional Programming in Kotlin -- Defining Functional Programming -- Differences from other programming paradigms -- Understanding its goals -- Understanding Pure and Impure Languages -- Using the pure approach -- Using the impure approach -- Comparing the Functional Paradigm -- Using Kotlin for Functional Programming Needs -- Defining the Role of State -- Using Recursion to Perform Calculations -- Relying on standard recursion -- Relying on tail recursion -- Using Function Types -- Understanding Function Literals -- Lambda expressions -- Anonymous functions -- Defining the Function Types -- Comprehensions -- Receivers -- Inline -- Utility -- Using Functional Programming for Android Apps -- Chapter 7 A < -- brief> -- Look at XML -- XML Isn't Ordinary Text -- Of tags and elements -- Other things you find in an XML document -- What's in a Namespace? -- The package attribute -- The style attribute -- Book 3 The Building Blocks -- Chapter 1 Getting an Overview of Jetpack -- Understanding the Benefits of Jetpack -- Eliminating boilerplate code -- Managing background tasks -- Navigating between activities and fragments -- Managing memory -- Performing configuration changes -- Considering the Jetpack Components -- Foundation -- Architecture -- Behavior -- UI -- Getting an Overview of the AndroidX Package -- Working with Lifecycle-Aware Components -- Focusing on activities -- Understanding events and states -- Chapter 2 Building a Foundation for Your App -- Working with Android KTX -- Getting a feel for KTX features -- Using KTX in your project -- Considering the modules -- Addressing Security Issues -- Benchmarking Your Application -- Removing barriers to correct results -- Creating a test app -- Profiling your app -- Tracing your app.
Checking for benchmarking module support -- Benchmarking the app -- Testing Application Functionality -- Chapter 3 Creating an Architecture -- Managing Application Activities -- Defining an activity -- Getting an overview of intent filters -- Considering the activity lifecycle -- Understanding the backstack -- Working with fragments -- Considering the fragment lifecycle -- Seeing activities and fragments in action -- Providing for Navigational Needs -- Creating the navigational graph -- Adding a NavHostFragment to your activity -- Adding destinations -- Creating links between destinations -- Creating the required linkages -- Performing Background Tasks Using WorkManager -- Chapter 4 Defining an App's Behavior -- Working with Notifications -- Understanding what notifications do -- Anatomy of a notification -- Assigning a channel to your notification -- Setting the notification importance -- Considering the notification types -- Relying on notification updates -- Do Not Disturb mode -- Creating a notification -- Getting Permission -- Considering permission use -- Configuring permissions in Android Manifest.xml -- Complying with User Preferences -- Deciding on a preference set -- Setting preferences using the Preference Library -- Working with MediaPlayer -- Adding Camera Support Using CameraX -- Sharing with Others -- Performing simple share actions with other apps -- Using Slices -- Chapter 5 Interacting with the Users -- Creating a Great Layout -- Defining the View and ViewGroup elements -- Creating a layout using XML -- Modifying a layout at runtime -- Considering the common layouts -- Working with adapters -- Debugging your layout -- Employing Color and Texture -- Working with styles and themes -- Creating a palette -- Using swatches to create color schemes -- Using Animations and Transitions -- Understanding the need for animations.
Animating graphics.
Record Nr. UNINA-9911093799303321
Hoboken, N.J., : John Wiley & Sons, c2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Android game programming for dummies / / by Derek James
Android game programming for dummies / / by Derek James
Pubbl/distr/stampa Hoboken, N.J., : Wiley, c2013
Descrizione fisica 1 online resource (387 p.)
Disciplina 794.81526
794.815268
Collana --For dummies
Soggetto topico Computer games -- Programming
Application software -- Development
Mobile computing
ISBN 1-118-22218-0
9781118222188
Classificazione 798.5
794.8/1526
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Android Game Programming For Dummies; About the Author; Dedication; Author's Acknowledgments; Contents at a Glance; Table of Contents; Introduction; Why You Need This Book; Conventions Used in This Book; Technical Considerations; How This Book Is Organized; Icons Used in This Book; Where to Go from Here; Part I: Adopting the Android Gaming Mindset; Chapter 1: Getting to Know Android Gaming; Seeing the Potential of the Android Platform; What You Must Know about the Mobile Gaming Industry; How Android Is Suited to Mobile Gaming; Thinking Through Your Game Project; Knowing What Tools You Need
Capitalizing on Your GameChapter 2: Designing Your Game; Deciding What Kind of Game to Make; Identifying Your Target Audience; Targeting Devices; Chapter 3: Setting Up Your Development Environment; Starting at the Beginning; Downloading and Installing Eclipse; Installing the Software; The Android Virtual Device (AVD) Manager; Creating an Android Project; Running an Android App; Part II: Starting to Program; Chapter 4: Dissecting an Android App; Creating a New Project; Taking the Bird's Eye View of a Project; Editing the Manifest; Organizing Resources; Organizing the Source Directory
Understanding ActivitiesUsing Views; Part III: Making Your First Game: Crazy Eights; Chapter 5: Creating a Simple Title Screen; Creating a Custom View; Loading the Title Graphic; Drawing the Title Graphic; Handling Screen Orientation; Controlling Screen Timeout; Making the Game Full-Screen; Adding buttons; Handling Button States; Launching the Play Screen; Chapter 6: Creating a Basic Play Screen; Displaying Cards; Taking Your Turn; Chapter 7: Finishing Your First Game; Ending Hands and Games; Wrapping Up the Game; Part IV: Moving On to Your Second Game: Whack-a-Mole
Chapter 8: Creating a Complex Title ScreenUsing SurfaceView; Adding an Options Menu; Toggling the Sound Option; Chapter 9: Creating an Animated Play Screen; Handling Images for the Play Screen; Making Simple Animations; Handling User Interaction; Loading and Playing Sounds; Handling End of Game; Chapter 10: Storing and Retrieving Game Information; Using Shared Preferences for Data Storage; Using XML for Data Storage; Using a SQLite Database for Data Storage; Part V: Managing Your Game in theMarket; Chapter 11: Making Money with Your Game; Knowing Your Competition; Monetization Models
Alternatives to Google PlayChapter 12: Publishing and Updating Your Game; Creating a developer account for Google Play; Generating a Key with Keytool; Exporting a Signed Application; Uploading Your Game to Google Play; Supporting and Updating Your Game After Publication; Part VI: The Part of Tens; Chapter 13: Ten Open-Source Game Projects; Lunar Lander; Replica Island; Alien Blood Bath; OpenSudoku; Lexic; Newton's Cradle; Vector Pinball; asqare; tiltmazes; GL ES Quake; Chapter 14: Ten Game Engines and Tools; libgdx; AndEngine; Unity; OpenFeint; Flurry; Audacity; sfxr; GIMP; Inkscape; AdWhirl
Chapter 15: Ten More Places to Distribute Your Game
Record Nr. UNINA-9911090853303321
Hoboken, N.J., : Wiley, c2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Android game programming for dummies / / by Derek James
Android game programming for dummies / / by Derek James
Pubbl/distr/stampa Hoboken, N.J., : Wiley, c2013
Descrizione fisica 1 online resource (387 p.)
Disciplina 794.81526
794.815268
Collana --For dummies
Soggetto topico Computer games -- Programming
Application software -- Development
Mobile computing
ISBN 1-118-22218-0
9781118222188
Classificazione 798.5
794.8/1526
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Android Game Programming For Dummies; About the Author; Dedication; Author's Acknowledgments; Contents at a Glance; Table of Contents; Introduction; Why You Need This Book; Conventions Used in This Book; Technical Considerations; How This Book Is Organized; Icons Used in This Book; Where to Go from Here; Part I: Adopting the Android Gaming Mindset; Chapter 1: Getting to Know Android Gaming; Seeing the Potential of the Android Platform; What You Must Know about the Mobile Gaming Industry; How Android Is Suited to Mobile Gaming; Thinking Through Your Game Project; Knowing What Tools You Need
Capitalizing on Your GameChapter 2: Designing Your Game; Deciding What Kind of Game to Make; Identifying Your Target Audience; Targeting Devices; Chapter 3: Setting Up Your Development Environment; Starting at the Beginning; Downloading and Installing Eclipse; Installing the Software; The Android Virtual Device (AVD) Manager; Creating an Android Project; Running an Android App; Part II: Starting to Program; Chapter 4: Dissecting an Android App; Creating a New Project; Taking the Bird's Eye View of a Project; Editing the Manifest; Organizing Resources; Organizing the Source Directory
Understanding ActivitiesUsing Views; Part III: Making Your First Game: Crazy Eights; Chapter 5: Creating a Simple Title Screen; Creating a Custom View; Loading the Title Graphic; Drawing the Title Graphic; Handling Screen Orientation; Controlling Screen Timeout; Making the Game Full-Screen; Adding buttons; Handling Button States; Launching the Play Screen; Chapter 6: Creating a Basic Play Screen; Displaying Cards; Taking Your Turn; Chapter 7: Finishing Your First Game; Ending Hands and Games; Wrapping Up the Game; Part IV: Moving On to Your Second Game: Whack-a-Mole
Chapter 8: Creating a Complex Title ScreenUsing SurfaceView; Adding an Options Menu; Toggling the Sound Option; Chapter 9: Creating an Animated Play Screen; Handling Images for the Play Screen; Making Simple Animations; Handling User Interaction; Loading and Playing Sounds; Handling End of Game; Chapter 10: Storing and Retrieving Game Information; Using Shared Preferences for Data Storage; Using XML for Data Storage; Using a SQLite Database for Data Storage; Part V: Managing Your Game in theMarket; Chapter 11: Making Money with Your Game; Knowing Your Competition; Monetization Models
Alternatives to Google PlayChapter 12: Publishing and Updating Your Game; Creating a developer account for Google Play; Generating a Key with Keytool; Exporting a Signed Application; Uploading Your Game to Google Play; Supporting and Updating Your Game After Publication; Part VI: The Part of Tens; Chapter 13: Ten Open-Source Game Projects; Lunar Lander; Replica Island; Alien Blood Bath; OpenSudoku; Lexic; Newton's Cradle; Vector Pinball; asqare; tiltmazes; GL ES Quake; Chapter 14: Ten Game Engines and Tools; libgdx; AndEngine; Unity; OpenFeint; Flurry; Audacity; sfxr; GIMP; Inkscape; AdWhirl
Chapter 15: Ten More Places to Distribute Your Game
Record Nr. UNINA-9911131604203321
Hoboken, N.J., : Wiley, c2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Android tablets for dummies / / by Dan Gookin
Android tablets for dummies / / by Dan Gookin
Edizione [4th ed]
Pubbl/distr/stampa Hoboken, N.J., : John Wiley & Sons, c2017
Descrizione fisica 1 online resource (355 pages) : color illustrations
Disciplina 004.167
Collana --For dummies
Soggetto topico Application software -- Development
Mobile computing
Tablet computers
ISBN 1-119-31074-1
9781119310754
Classificazione 548.295
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910149438903321
Hoboken, N.J., : John Wiley & Sons, c2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Android Tablet Application Development [[electronic resource]]
Beginning Android Tablet Application Development [[electronic resource]]
Autore Lee Wei-Meng
Pubbl/distr/stampa New York, : Wiley, 2011
Descrizione fisica 1 online resource (290 p.)
Disciplina 004.16
Collana Wrox beginning guides
Soggetto topico Android (Electronic resource)
Application software - Development
Application software -- Development
Mobile computing
Tablet computers
Soggetto genere / forma Electronic books.
ISBN 1-283-20433-9
9786613204332
1-118-15075-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Beginning: AndroidTM Tablet Application Development; Contents; Introduction; Part I: Quick Tour of Android 3 for Tablets; Chapter 1: Getting Started With Android Programming for Tablets; What Is Android?; Android Versions; Android Devices in the Market; The Android Market; Obtaining the Required Tools; Java JDK; Eclipse; Downloading the Android SDK; Installing the Packages; Creating Android Virtual Devices (AVDs); Android Development Tools (ADT); Creating Your First Android Application; Anatomy of an Android Application; Summary; Chapter 2: Components of an Android Tablet Application
ActivitiesFragments; Adding Fragments Dynamically; Understanding the Life Cycle of a Fragment; Interactions between Fragments; Utilizing the Action Bar; Adding Action Items to the Action Bar; Customizing the Action Items and Application Icon; Summary; Chapter 3: Android User Interface; Views and ViewGroups; LinearLayout; AbsoluteLayout; TableLayout; RelativeLayout; FrameLayout; ScrollView; Basic Views; TextView View; Common Views; Fragments; ListFragment; DialogFragment; PreferenceFragment; Summary; Part II: Projects; Chapter 4: Creating Location- Based Services Applications; Displaying Maps
Creating the ProjectObtaining the Maps API Key; Displaying the Map; Displaying the Zoom Control; Changing Views; Navigating to a Specific Location; Adding Markers; Getting the Location That Was Touched; Geocoding and Reverse Geocoding; Getting Location Data; Summary; Chapter 5: SMS Messaging and Networking; SMS Messaging; Sending SMS Messages Programmatically; Getting Feedback after Sending the Message; Sending SMS Messages Using Intent; Receiving SMS Messages; Caveats and Warnings; Project: Building the Location Tracker Applications; Sending E- Mail; Networking; Downloading Binary Data
Downloading Text FilesAccessing Web Services Using the GET Method; Performing Asynchronous Calls; Summary; Chapter 6: Publishing Android Applications; Preparing for Publishing; Versioning; Digitally Signing Your Android Applications; Deploying APK Files; Using the adb.exe Tool; Using a Web Server; Publishing on the Android Market; Summary; Part III: Appendices; Appendix A: Using Eclipse for Android Development; Getting Around in Eclipse; Workspaces; Package Explorer; Using Projects from Other Workspaces; Editors; Perspectives; Auto Import of Namespaces; Code Completion; Refactoring; Debugging
Setting BreakpointsExceptions; Appendix B: Using the Android Emulator; Uses of the Android Emulator; Creating Snapshots; Installing Custom AVDs; Emulating Real Devices; SD Card Emulation; Emulating Devices with Different Screen Sizes; Emulating Physical Capabilities; Sending SMS Messages to the Emulator; Making Phone Calls; Transferring Files into and out of the Emulator; Resetting the Emulator; Appendix C: Answers to Exercises; Index
Record Nr. UNINA-9910456530703321
Lee Wei-Meng  
New York, : Wiley, 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Android Tablet Application Development [[electronic resource]]
Beginning Android Tablet Application Development [[electronic resource]]
Autore Lee Wei-Meng
Pubbl/distr/stampa New York, : Wiley, 2011
Descrizione fisica 1 online resource (290 p.)
Disciplina 004.16
Collana Wrox beginning guides
Soggetto topico Android (Electronic resource)
Application software - Development
Application software -- Development
Mobile computing
Tablet computers
ISBN 1-283-20433-9
9786613204332
1-118-15075-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Beginning: AndroidTM Tablet Application Development; Contents; Introduction; Part I: Quick Tour of Android 3 for Tablets; Chapter 1: Getting Started With Android Programming for Tablets; What Is Android?; Android Versions; Android Devices in the Market; The Android Market; Obtaining the Required Tools; Java JDK; Eclipse; Downloading the Android SDK; Installing the Packages; Creating Android Virtual Devices (AVDs); Android Development Tools (ADT); Creating Your First Android Application; Anatomy of an Android Application; Summary; Chapter 2: Components of an Android Tablet Application
ActivitiesFragments; Adding Fragments Dynamically; Understanding the Life Cycle of a Fragment; Interactions between Fragments; Utilizing the Action Bar; Adding Action Items to the Action Bar; Customizing the Action Items and Application Icon; Summary; Chapter 3: Android User Interface; Views and ViewGroups; LinearLayout; AbsoluteLayout; TableLayout; RelativeLayout; FrameLayout; ScrollView; Basic Views; TextView View; Common Views; Fragments; ListFragment; DialogFragment; PreferenceFragment; Summary; Part II: Projects; Chapter 4: Creating Location- Based Services Applications; Displaying Maps
Creating the ProjectObtaining the Maps API Key; Displaying the Map; Displaying the Zoom Control; Changing Views; Navigating to a Specific Location; Adding Markers; Getting the Location That Was Touched; Geocoding and Reverse Geocoding; Getting Location Data; Summary; Chapter 5: SMS Messaging and Networking; SMS Messaging; Sending SMS Messages Programmatically; Getting Feedback after Sending the Message; Sending SMS Messages Using Intent; Receiving SMS Messages; Caveats and Warnings; Project: Building the Location Tracker Applications; Sending E- Mail; Networking; Downloading Binary Data
Downloading Text FilesAccessing Web Services Using the GET Method; Performing Asynchronous Calls; Summary; Chapter 6: Publishing Android Applications; Preparing for Publishing; Versioning; Digitally Signing Your Android Applications; Deploying APK Files; Using the adb.exe Tool; Using a Web Server; Publishing on the Android Market; Summary; Part III: Appendices; Appendix A: Using Eclipse for Android Development; Getting Around in Eclipse; Workspaces; Package Explorer; Using Projects from Other Workspaces; Editors; Perspectives; Auto Import of Namespaces; Code Completion; Refactoring; Debugging
Setting BreakpointsExceptions; Appendix B: Using the Android Emulator; Uses of the Android Emulator; Creating Snapshots; Installing Custom AVDs; Emulating Real Devices; SD Card Emulation; Emulating Devices with Different Screen Sizes; Emulating Physical Capabilities; Sending SMS Messages to the Emulator; Making Phone Calls; Transferring Files into and out of the Emulator; Resetting the Emulator; Appendix C: Answers to Exercises; Index
Record Nr. UNINA-9910781778703321
Lee Wei-Meng  
New York, : Wiley, 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Android Tablet Application Development
Beginning Android Tablet Application Development
Autore Lee Wei-Meng
Edizione [1st ed.]
Pubbl/distr/stampa New York, : Wiley, 2011
Descrizione fisica 1 online resource (290 p.)
Disciplina 004.16
Collana Wrox beginning guides
Soggetto topico Android (Electronic resource)
Application software - Development
Application software -- Development
Mobile computing
Tablet computers
ISBN 1-283-20433-9
9786613204332
1-118-15075-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Beginning: AndroidTM Tablet Application Development; Contents; Introduction; Part I: Quick Tour of Android 3 for Tablets; Chapter 1: Getting Started With Android Programming for Tablets; What Is Android?; Android Versions; Android Devices in the Market; The Android Market; Obtaining the Required Tools; Java JDK; Eclipse; Downloading the Android SDK; Installing the Packages; Creating Android Virtual Devices (AVDs); Android Development Tools (ADT); Creating Your First Android Application; Anatomy of an Android Application; Summary; Chapter 2: Components of an Android Tablet Application
ActivitiesFragments; Adding Fragments Dynamically; Understanding the Life Cycle of a Fragment; Interactions between Fragments; Utilizing the Action Bar; Adding Action Items to the Action Bar; Customizing the Action Items and Application Icon; Summary; Chapter 3: Android User Interface; Views and ViewGroups; LinearLayout; AbsoluteLayout; TableLayout; RelativeLayout; FrameLayout; ScrollView; Basic Views; TextView View; Common Views; Fragments; ListFragment; DialogFragment; PreferenceFragment; Summary; Part II: Projects; Chapter 4: Creating Location- Based Services Applications; Displaying Maps
Creating the ProjectObtaining the Maps API Key; Displaying the Map; Displaying the Zoom Control; Changing Views; Navigating to a Specific Location; Adding Markers; Getting the Location That Was Touched; Geocoding and Reverse Geocoding; Getting Location Data; Summary; Chapter 5: SMS Messaging and Networking; SMS Messaging; Sending SMS Messages Programmatically; Getting Feedback after Sending the Message; Sending SMS Messages Using Intent; Receiving SMS Messages; Caveats and Warnings; Project: Building the Location Tracker Applications; Sending E- Mail; Networking; Downloading Binary Data
Downloading Text FilesAccessing Web Services Using the GET Method; Performing Asynchronous Calls; Summary; Chapter 6: Publishing Android Applications; Preparing for Publishing; Versioning; Digitally Signing Your Android Applications; Deploying APK Files; Using the adb.exe Tool; Using a Web Server; Publishing on the Android Market; Summary; Part III: Appendices; Appendix A: Using Eclipse for Android Development; Getting Around in Eclipse; Workspaces; Package Explorer; Using Projects from Other Workspaces; Editors; Perspectives; Auto Import of Namespaces; Code Completion; Refactoring; Debugging
Setting BreakpointsExceptions; Appendix B: Using the Android Emulator; Uses of the Android Emulator; Creating Snapshots; Installing Custom AVDs; Emulating Real Devices; SD Card Emulation; Emulating Devices with Different Screen Sizes; Emulating Physical Capabilities; Sending SMS Messages to the Emulator; Making Phone Calls; Transferring Files into and out of the Emulator; Resetting the Emulator; Appendix C: Answers to Exercises; Index
Record Nr. UNINA-9911094713503321
Lee Wei-Meng  
New York, : Wiley, 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Android Tablet Application Development
Beginning Android Tablet Application Development
Autore Lee Wei-Meng
Edizione [1st ed.]
Pubbl/distr/stampa New York, : Wiley, 2011
Descrizione fisica 1 online resource (290 p.)
Disciplina 004.16
Collana Wrox beginning guides
Soggetto topico Android (Electronic resource)
Application software - Development
Application software -- Development
Mobile computing
Tablet computers
ISBN 1-283-20433-9
9786613204332
1-118-15075-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Beginning: AndroidTM Tablet Application Development; Contents; Introduction; Part I: Quick Tour of Android 3 for Tablets; Chapter 1: Getting Started With Android Programming for Tablets; What Is Android?; Android Versions; Android Devices in the Market; The Android Market; Obtaining the Required Tools; Java JDK; Eclipse; Downloading the Android SDK; Installing the Packages; Creating Android Virtual Devices (AVDs); Android Development Tools (ADT); Creating Your First Android Application; Anatomy of an Android Application; Summary; Chapter 2: Components of an Android Tablet Application
ActivitiesFragments; Adding Fragments Dynamically; Understanding the Life Cycle of a Fragment; Interactions between Fragments; Utilizing the Action Bar; Adding Action Items to the Action Bar; Customizing the Action Items and Application Icon; Summary; Chapter 3: Android User Interface; Views and ViewGroups; LinearLayout; AbsoluteLayout; TableLayout; RelativeLayout; FrameLayout; ScrollView; Basic Views; TextView View; Common Views; Fragments; ListFragment; DialogFragment; PreferenceFragment; Summary; Part II: Projects; Chapter 4: Creating Location- Based Services Applications; Displaying Maps
Creating the ProjectObtaining the Maps API Key; Displaying the Map; Displaying the Zoom Control; Changing Views; Navigating to a Specific Location; Adding Markers; Getting the Location That Was Touched; Geocoding and Reverse Geocoding; Getting Location Data; Summary; Chapter 5: SMS Messaging and Networking; SMS Messaging; Sending SMS Messages Programmatically; Getting Feedback after Sending the Message; Sending SMS Messages Using Intent; Receiving SMS Messages; Caveats and Warnings; Project: Building the Location Tracker Applications; Sending E- Mail; Networking; Downloading Binary Data
Downloading Text FilesAccessing Web Services Using the GET Method; Performing Asynchronous Calls; Summary; Chapter 6: Publishing Android Applications; Preparing for Publishing; Versioning; Digitally Signing Your Android Applications; Deploying APK Files; Using the adb.exe Tool; Using a Web Server; Publishing on the Android Market; Summary; Part III: Appendices; Appendix A: Using Eclipse for Android Development; Getting Around in Eclipse; Workspaces; Package Explorer; Using Projects from Other Workspaces; Editors; Perspectives; Auto Import of Namespaces; Code Completion; Refactoring; Debugging
Setting BreakpointsExceptions; Appendix B: Using the Android Emulator; Uses of the Android Emulator; Creating Snapshots; Installing Custom AVDs; Emulating Real Devices; SD Card Emulation; Emulating Devices with Different Screen Sizes; Emulating Physical Capabilities; Sending SMS Messages to the Emulator; Making Phone Calls; Transferring Files into and out of the Emulator; Resetting the Emulator; Appendix C: Answers to Exercises; Index
Record Nr. UNINA-9911152876303321
Lee Wei-Meng  
New York, : Wiley, 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
iOS 7 Programming Pushing the Limits [[electronic resource]]
iOS 7 Programming Pushing the Limits [[electronic resource]]
Autore Napier Rob
Pubbl/distr/stampa Hoboken, : Wiley, 2014
Descrizione fisica 1 online resource (506 p.)
Disciplina 005.446
Altri autori (Persone) KumarMugunth
Soggetto topico Application software -- Development
iOS (Electronic resource)
Operating systems (Computers)
Engineering & Applied Sciences
Computer Science
Soggetto genere / forma Electronic books.
ISBN 1-118-81832-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto About the Authors; Contents; Introduction; Who This Book Is For; What This Book Covers; What Is New in This Edition; How This Book Is Structured; What You Need to Use This Book; Finding Apple Documentation; Source Code; Errata; Part I: What's New?; Chapter 1: The Brand New Stuff; The New UI; UIKit Dynamics and Motion Effects; Custom Transitions; New Multitasking Modes; Text Kit; Dynamic Type; MapKit Integration; SpriteKit; LLVM 5; Xcode 5; Others; Summary; Further Reading; Chapter 2: The World Is Flat: New UI Paradigms; Clarity, Deference, and Depth; Animations Animations Animations
Tint ColorsLayering and Context through Translucency; Dynamic Type; Custom Transitions; Transitioning (Migrating) Your App to iOS 7; Summary; Further Reading; Part II: Getting the Most Out of Everyday Tools; Chapter 3: You May Not Know...; Naming Best Practices; Property and Ivar Best Practices; Categories; Associative References; Weak Collections; NS Cache; NSURL Components; CFString Transform; Instancetype; Base64 and Percent Encoding; -[NSArray firstObject]; Summary; Further Reading; Chapter 4: Storyboards and Custom Transitions; Getting Started with Storyboards; Custom Transitions; Summary
Further ReadingChapter 5: Get a Handle onCollection Views; Collection Views; Advanced Customization with Collection View Custom Layout; Summary; Further Reading; Chapter 6: Stay in Bounds withAuto Layout; Auto Layout in Xcode 4; Getting Started with Auto Layout; What's New in Auto Layout in Xcode 5; Summary; Further Reading; Chapter 7: Better Custom Drawing; iOS's Many Drawing Systems; UIKit and the View Drawing Cycle; View Drawing Versus View Layout; Custom View Drawing; Optimizing UIView Drawing; Summary; Further Reading; Chapter 8: Layers Like an Onion: Core Animation; View Animations
Managing User InteractionDrawing with Layers; Moving Things Around; Into the Third Dimension; Decorating Your Layers; Auto-Animating with Actions; Animating Custom Properties; Core Animation and Threads; Summary; Further Reading; Chapter 9: Two Things at Once: Multitasking; Introduction to Multitasking and Run Loops; Developing Operation-Centric Multitasking; Multitasking with Grand Central Dispatch; Summary; Further Reading; Part III: The Right Tool for the Job; Chapter 10: Building a (Core) Foundation; Core Foundation Types; Naming and Memory Management; Allocators; Introspection
Strings and DataCollections; Toll-Free Bridging; Summary; Further Reading; Chapter 11: Behind the Scenes: Background Processing; Best Practices for Backgrounding: With Great Power Comes Great Responsibility; Important Backgrounding Changes in iOS 7; Network Access with NSURLSession; Periodic Fetching and Adaptive Multitasking; Waking Up in the Background; When We Left Our Heroes: State Restoration; Summary; Further Reading; Chapter 12: REST for the Weary; The REST Philosophy; Choosing Your Data Exchange Format; A Hypothetical Web Service; Important Reminders
RESTfulEngine Architecture (iHotelApp Sample Code)
Record Nr. UNINA-9910453511203321
Napier Rob  
Hoboken, : Wiley, 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui