Beginning Android 3

By Mark Murphy

With Beginning Android 3, you’ll learn how to develop applications for Android 3 mobile devices, using simple examples that are ready to run with your copy of the software development kit.

Full Description

  • ISBN13: 978-1-4302-3297-1
  • 612 Pages
  • User Level: Beginner to Intermediate
  • Publication Date: July 3, 2011
  • Available eBook Formats: EPUB, MOBI, PDF
  • Print Book Price: $39.99
  • eBook Price: $27.99
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Full Description

The vibrant and rich Android development platform, created by Google and the Open Handset Alliance, continues to be a platform in its truest sense, encompassing hundreds of classes beyond the traditional Java classes and open source components that ship with the software development kit. Android's continued growth includes support for Flash and Flash gaming apps, Wi-Fi tethering, improved performance, WebM or WebMedia integration for HTML5-based video and other multimedia APIs, Chrome OS (WebOS) integration, and more.

With Beginning Android 3, you’ll learn how to develop applications for Android 3 mobile devices using simple examples that are ready to run with your copy of the software development kit. Author, Android columnist, developer, and community advocate Mark L. Murphy will show you what you need to know to get started programming Android applications, including how to craft graphical user interfaces, use GPS, multi-touch, multi-tasking, and access web services.

What you’ll learn

  • Discover Android and how to use it to build Java-based mobile applications for a wide range of phones and devices.
  • Create user interfaces using both the Android widget framework and the built-in WebKit-powered Web browser components.
  • Utilize the distinctive capabilities of the Android engine, including location tracking, maps, and Internet access.
  • Use and create Android applications incorporating activities, services, content providers, and broadcast receivers.
  • Support Android 3 and earlier devices, including dealing with multiple Android OS versions, multiple screen sizes, and other device-specific characteristics.
  • Create Flash game and other apps on Android.
  • Build and experience the array of new WebM video and other multimedia APIs for Android and more.

Who this book is for

This book is aimed at people new to mobile development.

Table of Contents

Table of Contents

  1. The Big Picture
  2. How to Get Started
  3. Your First Android Project
  4. Examining Your First Project
  5. A Bit About Eclipse
  6. Enhancing Your First Project
  7. Rewriting Your First Project
  8. Using XML-Based Layouts
  9. Employing Basic Widgets
  10. Working with Containers
  11. The Input Method Framework
  12. Using Selection Widgets
  13. Getting Fancy with Lists
  14. Still More Widgets and Containers
  15. Embedding The WebKit Browser
  16. Applying Menus
  17. Showing Pop-up Messages
  18. Handling Activity Lifecycle Events
  19. Handling Rotation
  20. Dealing with Threads
  21. Creating Intent Filters
  22. Launching Activities and Sub-Activities
  23. Working with Resources
  24. Defining and Using Styles
  25. Handling Multiple Screen Sizes
  26. Introducing the Honeycomb UI
  27. Using the Action Bar
  28. Fragments
  29. Handling Platform Changes
  30. Accessing Files
  31. Using Preferences
  32. Managing and Accessing Local Databases
  33. Leveraging Java Libraries
  34. Communicating via the Internet
  35. Services: The Theory
  36. Basic Service Patterns
  37. Alerting Users via Notifications
  38. Requesting and Requiring Permissions
  39. Accessing Location-Based Services
  40. Mapping with MapView and MapActivity
  41. Handling Telephone Calls
  42. Fonts
  43. More Development Tools
  44. The Role of Alternative Environments
  45. HTML5
  46. PhoneGap
  47. Other Alternative Environments
  48. Dealing with Devices
  49. Where Do We Go from Here?
Source Code/Downloads

Downloads are available to accompany this book.

Your operating system can likely extract zipped downloads automatically, but you may require software such as WinZip for PC, or StuffIt on a Mac.

Errata

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On page Source:
I just bought this book, where can I download the source code?
Author Comment:
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On page 81:

Error is in the project name "ch04.Asteroids"
Errors are below as in the Logcat:-

11-29 16:53:26.503: E/AndroidRuntime(909): FATAL EXCEPTION: Timer-4
11-29 16:53:26.503: E/AndroidRuntime(909): java.lang.ArrayIndexOutOfBoundsException
11-29 16:53:26.503: E/AndroidRuntime(909): at ch04.common.Polygon.addPoint(Polygon.java:72)
11-29 16:53:26.503: E/AndroidRuntime(909): at ch04.game.PolygonSprite.render(PolygonSprite.java:55)
11-29 16:53:26.503: E/AndroidRuntime(909): at ch04.game.Asteroids.updateAsteroids(Asteroids.java:859)
11-29 16:53:26.503: E/AndroidRuntime(909): at ch04.game.Asteroids.updatePhysics(Asteroids.java:1210)
11-29 16:53:26.503: E/AndroidRuntime(909): at ch04.game.ArcadeGame$UpdateTask.run(ArcadeGame.java:132)
11-29 16:53:26.503: E/AndroidRuntime(909): at java.util.Timer$TimerImpl.run(Timer.java:289)

On page 119-120:
wrong source code for res/layout/row.xml in FancyLists/Static project, should be:

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:orientation="horizontal"
>
<ImageView
android:id="@+id/icon"
android:padding="2dip"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/ok"
/>
<TextView
android:id="@+id/label"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textSize="40sp"
/>
</LinearLayout>

On page 300:
The import android.support cannot be resolved.
This occurs in every class that uses ACL: DetailFragment, DetaisActivity and EU4You_6
I'm using Eclipse and Android Compatibility package, revison 3