Hello, Android

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  • Edition: 3rd
  • Format: Paperback
  • Copyright: 2010-07-20
  • Publisher: Pragmatic Bookshelf
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Android is a software toolkit for mobile phones, created by Google and the Open Handset Alliance. It's inside millions of cell phones and other mobile devices, making Android a major platform for application developers. That could be your own program running on all those devices.

Within minutes, Hello, Android will get you started creating your first working application: Android's version of "Hello, World." From there, you'll build up a more substantial example: an Android Sudoku game. By gradually adding features to the game, you'll learn the basics of Android programming. You'll also see how to build in audio and video support, add graphics using 2D and 3D OpenGL, network with web pages and web services, and store data with SQLite. You'll also learn how to publish your applications to the Android Market.

The #1 book for learning Android is now in its third edition. Every page and example was reviewed and updated for compatibility with the latest versions. Freshly added material covers installing applications to the SD card, supporting multi-touch, and creating live wallpaper. You'll also find plenty of real-world advice on how to support all the Android versions in use today-everything from Cupcake (Android 1.5) to FroYo (Android 2.2) and beyond.

If you'd rather be coding than reading about coding, this book is for you.

Author Biography

Ed Burnette is editor of the articles section at eclipse.org, and author of the web site's "The Rich Client Platform (RCP) Tutorial" series. Ed also co-authored Eclipse in Action (Manning) and runs the eclipsepowered.org site, where he can often be found hanging out in the Eclipse community forums. He's written everything from multi-user servers to compilers to commercial video games since earning a Bachelor of Science degree in computer science from North Carolina State University. He is a Principal Systems Developer at SAS, and lives near Research Triangle Park, NC.

Table of Contents

Acknowledgmentsp. xi
Prefacep. xiii
What Makes Android Special?p. xiii
Who Should Read This Book?p. xiv
What's in This Book?p. xv
What's New in the Third Edition?p. xv
Online Resourcesp. xvii
Fast-Forward >>p. xvii
Introducing Androidp. 1
Quick Startp. 3
Installing the Toolsp. 3
Creating Your First Programp. 9
Running on the Emulatorp. 9
Running on a Real Phonep. 14
Fast-Forward >>p. 15
Key Conceptsp. 17
The Big Picturep. 17
It's Alive!p. 22
Building Blocksp. 26
Using Resourcesp. 27
Safe and Securep. 27
Fast-Forward >>p. 28
Android Basicsp. 29
Designing the User Interfacep. 31
Introducing the Sudoku Examplep. 31
Designing by Declarationp. 32
Creating the Opening Screenp. 33
Using Alternate Resourcesp. 43
Implementing an About Boxp. 45
Applying a Themep. 49
Adding a Menup. 52
Adding Settingsp. 53
Starting a New Gamep. 54
Debuggingp. 57
Exiting the Gamep. 59
Fast-Forward >>p. 59
Exploring 2D Graphicsp. 61
Learning the Basicsp. 61
Adding Graphics to Sudokup. 66
Handling Inputp. 75
The Rest of the Storyp. 81
Making More Improvementsp. 91
Fast-Forward >>p. 91
Multimediap. 93
Playing Audiop. 93
Playing Videop. 100
Adding Sounds to Sudokup. 103
Fast-Forward >>p. 107
Storing Local Datap. 109
Adding Options to Sudokup. 109
Continuing an Old Gamep. 111
Remembering the Current Positionp. 113
Accessing the Internal File Systemp. 115
Accessing SD Cardsp. 116
Fast-Forward >>p. 117
Beyond the Basicsp. 119
The Connected Worldp. 121
Browsing by Intentp. 122
Web with a Viewp. 126
From JavaScript to Java and Backp. 131
Using Web Servicesp. 138
Fast-Forward >>p. 151
Locating and Sensingp. 153
Location, Location, Locationp. 153
Set Sensors to Maximump. 160
Bird's-Eye Viewp. 163
Fast-Forward >>p. 169
Putting SQL to Workp. 171
Introducing SQLitep. 171
SQL 101p. 172
Hello, Databasep. 174
Data Bindingp. 182
Using a ContentProviderp. 185
Implementing a ContentProviderp. 188
Fast-Forward >>p. 189
3D Graphics in OpenGLp. 191
Understanding 3D Graphicsp. 191
Introducing OpenGLp. 192
Building an OpenGL Programp. 193
Rendering the Scenep. 195
Building a Modelp. 199
Lights, Camerap. 202
Action!p. 205
Applying Texturep. 205
Peekaboop. 209
Measuring Smoothnessp. 210
Fast-Forward >>p. 211
The Next Generationp. 213
Multi-Touchp. 215
Introducing Multi-Touchp. 215
Building the Touch Examplep. 217
Understanding Touch Eventsp. 220
Setting Up for Image Transformationp. 223
Implementing the Drag Gesturep. 224
Implementing the Pinch Zoom Gesturep. 225
Fast-Forward >>p. 227
There's No Place Like Homep. 229
Hello, Widgetp. 229
Live Wallpaperp. 238
Fast-Forward >>p. 250
Write Once, Test Everywherep. 253
Gentlemen, Start Your Emulatorsp. 254
Building for Multiple Versionsp. 254
Evolving with Android APIsp. 256
Bug on Paradep. 262
All Screens Great and Smallp. 264
Installing on the SD Cardp. 265
Fast-Forward >>p. 267
Publishing to the Android Marketp. 269
Preparingp. 269
Signingp. 270
Publishingp. 271
Updatingp. 273
Closing Thoughtsp. 274
Appendixesp. 275
Java vs. the Android Language and APIsp. 277
Language Subsetp. 277
Standard Library Subsetp. 279
Third-Party Librariesp. 280
Bibliographyp. 281
Insdexp. 283
Table of Contents provided by Ingram. All Rights Reserved.

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Customer Reviews

Best First Book for Android May 22, 2011
The writing is very clear, the examples are complete, and by building a Sudoku application you learn all the key aspects of Android development in a very logical way. With Android, you can write programs that run on any compatible cell phone in the world. It's a mobile platform you can't afford to ignore, and this textbook gets you started. This is a very complete introduction to Android that never once left me scratching my head or frantically Googling for omitted information. Highly recommended.
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Hello, Android: 5 out of 5 stars based on 1 user reviews.

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