Android Programming for Beginners

Android Programming for Beginners

What this book covers

Chapter 1, The First App, sets up your Android development environment, and then it helps you build and deploy your first simple app to an emulator and a real Android device.

Chapter 2, Java – First Contact, teaches some absolute beginner Java coding as well as shows you how to implement your first user interface design.

Chapter 3, Exploring Android Studio, gets to grips with the tools of the trade of professional Android developers with a fast tour around Android Studio.

Chapter 4, Designing Layouts, focuses on building user interfaces by exploring the layouts and widgets that make up an Android app as well as build some apps that demo our new skills.

Chapter 5, Real-World Layouts, takes user interfaces a step further by designing and implementing some apps with layouts more like what you would see on professional Android apps.

Chapter 6, The Life and Times of an Android App, explores how the Android operating the system works under the surface by building apps that demonstrate the Android lifecycle and how we make it work for us.

Chapter 7, Coding in Java Part 1 – Variables, Decisions, and Loops, gives you the first major glimpse of Java, the native language of Android, and the way we will be bringing our apps to life. Zero previous coding experience is assumed.

Chapter 8, Coding in Java Part 2 – Methods, discusses that methods are one of the key building blocks of all the apps we will make in this book. In this chapter, we will build a few working mini-apps to explore how to use methods.

Chapter 9, Object-Oriented Programming, states that OOP is the way that all modern programming is done, especially Java. This chapter holds the key to using all the advanced and exciting features contained in Android.

Chapter 10, Everything's a Class, will bring together everything we have seen in all the other chapters so far. By the end of this chapter, our design and Java skills will be as one and we will be well placed to start building apps with more advanced features.

Chapter 11, Widget Mania, covers the use of our new OOP, Java, and UI knowledge that we will be able to use and interact with many of the user interfaces features available on Android.

Download For FREE

What you need for this book

Any recent and free version of Eclipse or Android Studio running on any of the major operating systems can use the code in this book. Android Studio is the recommended development tool, and at the time of publication, the minimum system requirements were as follows: Windows
• Microsoft® Windows® 8/7/Vista/2003 (32 or 64 bit)
• 2 GB RAM minimum; however, 4 GB RAM is recommended
• 400 MB hard disk space
• At least 1 GB for Android SDK, emulator system images, and caches
• 1280 x 800 minimum screen resolution
• Java Development Kit (JDK) 7
• Optional for the accelerated emulator: Intel® processor with support for Intel®
VT-x, Intel® EM64T (Intel® 64), and Execute Disable (XD) Bit functionality

Mac OS X

• Mac® OS X® 10.8.5 or a higher version, up to 10.9 (Mavericks)
• 2 GB RAM minimum; however, 4 GB RAM is recommended
• 400 MB hard disk space
• At least 1 GB for the Android SDK, emulator system images, and caches
• 1280 x 800 minimum screen resolution
• Java Runtime Environment (JRE) 6
• Java Development Kit (JDK) 7
• Optional for the accelerated emulator: Intel® processor with support for Intel® VT-x, Intel® EM64T (Intel® 64), and Execute Disable (XD) Bit functionality On a Mac OS, run Android Studio with Java Runtime Environment (JRE) 6 for optimized font rendering. You can then configure your project to use the Java Development Kit (JDK) 6 or JDK 7.

Linux

• A GNOME or KDE desktop
• GNU C Library (glibc) 2.15 or later
• 2 GB RAM minimum; however, 4 GB RAM is recommended
• 400 MB hard disk space
• At least 1 GB for the Android SDK, emulator system images, and caches
• 1280 x 800 minimum screen resolution
• Oracle® Java Development Kit (JDK) 7
Categories:
Similar Post

0 comments:

Tell us your opinion about this blog site