Crazy android Handouts

Source: Internet
Author: User

Crazy android Handouts

Crazy comes from dreams

Brilliant Technological Achievements

Basic Information

Author:Li Gang

Press: Electronic Industry Press

ISBN:9787121135767

Mounting time:

Published on: February 1, July 2011

Http://product.china-pub.com/193974


Online reading of crazy android Handouts

Introduction  

Computer portability is the future development trend. As one of the most popular mobile phone and tablet operations, Android is becoming increasingly popular. Android applications use Java as their development language, which is also an excellent opportunity for Java.
The crazy android handout comprehensively introduces the knowledge of Android Application Development. The book covers Android User Interface Programming, four Android components,
Android resource access, graphics/image processing, event processing, Android input/output processing, audio/video multimedia application development, OpenGL and 3D application development, and network communication
Information programming, Android platform Web Service, sensor application development, GPS application development, Google map service, etc.
  
The crazy android handout is not limited to introducing various theoretical knowledge about Android programming, but to teaching the theory from the perspective of "project-driven". The book contains nearly a hundred examples.
Instances can help readers better understand the application of various knowledge points in actual development, and can also be used as a reference and reference for actual development. The crazy android handout also provides two practical
Case: The Android client of the crazy serialization and electronic auction system has extremely high reference value. Crazy android handout provides a supporting Q & A website.
Android handouts "encountered technical problems, you can log on to the crazy Java Alliance (http://www.crazyit.org) post, the author will promptly answer.
  
Crazy android handout is suitable for readers who have certain Java programming basics. If you are familiar with Java programming syntax and have some graphic interface programming experience, read crazy
Android handouts are suitable. Otherwise, we recommend that you carefully read the crazy Java handout of the crazy java system before reading the crazy android handout.

Directory

Crazy android handout

Chapter 2 Android applications and development environment 1

1.1 Android development and History 2

1.1.1 Development and introduction of Android 2

1.1.2 architecture and feature 3 of the Android platform

1.2 build an android Development Environment 5

1.2.1 download and install Android SDK 5

1.2.2 install eclipse and ADT plug-in 7

1.3 usage of common android development tools 10

1.3.1 create, delete, and browse AVD 10

1.3.2 use the android Simulator

(Emulator) 14

1.3.3 use ddms for debugging 15

1.3.4 Android debug bridge (ADB)

Usage 16

1.3.5 use dx to compile Android app 18

1.3.6 use Android asset Packaging

Tool (aapt) package resources 19

1.3.7 use mksdcard to manage virtual SD card 19

1.4 first Android app 20

. 1.4.1 use eclipse to develop the first

Android app 20

1.4.2 run Android app through ADT 23

1.5 Android Application structure analysis 24

1.5.1 create an Android app 24

1.5.2 automatically generated R. Java 26

1.5.3 res directory description 27

1.5.4 list file of the Android Application:

Androidmanifest. xml 28

1.5.5 application permission description 29

1.6 Basic Components of Android applications

Introduction 31

1.6.1 activity and view 31

1.6.2 service 32

1.6.3 broadcastreceiver 32

1.6.4 contentprovider 32

1.6.5 intent and intentfilter 33

1.7 chapter 33

Chapter 5 Interface Programming for Android applications 35

2.1 Interface Programming and view component 36

2.1.1 view components and container components 36

2.1.2 use XML layout file to control the UI

Interface 40

2.1.3 control UI in Code 41

2.1.4 use XML layout file and Java

Code mixed control UI interface 42

2.1.5 Develop custom view 43

2.2 layout manager 46

2.2.1 linear layout 47

2.2.2 table layout 49

2.2.3 frame layout 52

2.2.4 relative layout 55

2.2.5 absolute layout 58

2.3 Basic interface component 60

2.3.1 text box (textview) and edit box

(Edittext) Functions and usage 60

2.3.2 functions and

Usage 66

2.3.3 use a 9patch image as the button Background 68

2.3.4 radio button (radiobutton) and check

Box (checkbox) introduction and application 69

2.3.5 status switch button (togglebutton)

Functions and usage 71

2.3.6 clock (analogclock and digital

Clock) Functions and techniques 73

2.3.7 Image view

Functions and usage 75

2.4 Advanced Interface Component 79

2.4.1 automatically complete

Functions and usage 79

2.4.2 functions and usage of the spinner 80

2.4.3 Date and Time selector (datepicker

And timepicker) Functions and usage 83

2.4.4 progress bar

Functions and usage 85

2.4.5 functions and

Usage 90

2.4.6 rating bar (ratingbar)

Functions and usage 91

2.4.7 tab (tabhost) Functions and

Usage 93

2.4.8

Functions and usage 95

2.4.9 List View (listview and

Listactivity) 95

2.4.10 expanded list component (expandablelistview) 101

2.4.11 grid view (gridview) and

Imageswitcher)

Features and usage 104

2.4.12 functions and

Usage 107

2.5 Dialog Box 110

2.5.1 simple creation using alertdialog

Dialog 110

2.5.2 use alertdialog to create a list

Dialog 112

2.5.3 use alertdialog to create a custom

Dialog 116

2.5.4 use popupwindow 121

2.5.5 use datepickerdialog and timepickerdialog 123

2.5.6 use progressdialog to create progress

Dialog 125

2.6 message 127

2.6.1 use toast to display the prompt box 128

2.6.2 functions and usage of notification 129

2.7 menu 132

2.7.1 option menu and sub menu

(Submenu) 132

2.7.2 use a listener to listen to menu events 136

2.7.3 create check menu items and single-choice menu items 137

2.7.4 set activity 140 associated with the menu item

2.7.5 context menu 141

2.8 summary of this Chapter 143

Chapter 1 event handling 3rd

3.1 Android event handling 145

3.2 listener-based event handling 145

3.2.1 event monitoring processing model 145

3.2.2 event and event listener 148

3.2.3 internal class as event listener class 151

3.2.4 external Class As event listener class 152

3.2.5 activity itself serves as the event listener 153

3.2.6 anonymous internal class as event listener 154

3.2.7 bind directly to tag 155

3.3 callback-based event processing 156

3.3.1 callback and listener 156

3.3.2 callback-based event propagation 158

3.3.3 override ontouchevent method response

Touch screen event 160

3.4 system-set events responded 162

3.4.1 configuration 162

3.4.2 override onconfigurationchanged

164 response to system settings change

3.5 handler message transmission mechanism 166

3.5.1 handler class Introduction 166

3.5.2 handler Use Case 167

3.6 summary of this chapter 168

Chapter 2 deep understanding of activity 4th

4.1 create, configure, and use activity 170

4.1.1 establish activity 170

4.1.2 configure the activity 177

4.1.3 Start and Stop activity 179

4.1.4 use bundle between activities

Exchange data 181

4.1.5 start other activities and return result 185

4.2 activity callback mechanism 189

4.3 activity lifecycle 190

4.3.1 activity lifecycle demonstration 190

4.3.2 similarity and

Difference 194

4.4 summary of this chapter 195

Chapter 2 Use intent and intentfilter

Chapter 1 Communication 5th

5.1 intent object details 197

5.1.1 use intent to start system components 197

5.2 intent attributes and intent-Filter

Configure 198

5.2.1 Component Property 198

5.2.2 action, category attributes and

Configure intent-filter 200

5.2.3 specify action and category call

System activity 204

5.2.4 data and type attributes and intent-Filter

Configure 209

5.2.5 extra property 211

5.3 use intent to create a tab page 211

5.4 summary of this Chapter 212

Chapter 2 Android Application resources 6th

6.1 Resource types and storage methods 214

6.1.1 resource type and storage method 214

6.1.2 use resource 216

6.2 use strings, colors,

Size resource 217

6.2.1 definition of color value 217

6.2.2 define strings, colors, and size Resources

File 218

6.2.3 use strings, colors,

Size resource 219

6.3 array resources 222

6.4 Use (drawable) Resource 225

6.4.1 image resources 225

6.4.2 statelistdrawable resource 225

6.4.3 layerdrawable resource 227

6.4.4 shapedrawable resource 229

6.4.5 clipdrawable resource 231

6.4.6 animationdrawable resource 233

6.5 use the original XML resource 236

6.5.1 define the original XML resource 236

6.5.2 use the original XML file 237

6.6 use layout resources 239

6.7 use menu resources 239

6.7.1 define menu resource 239

6.7.2 use menu resource 240

6.8 style and theme)

Resource 243

6.8.1 style resource 243

6.8.2 theme resource 245

6.9 attribute resource 247

6.10 use original resource 249

6.11 internationalization and Resource Adaptation 251

6.11.1 idea of Java internationalization 252

6.11.2 languages and countries supported by Java 252

6.11.3 completion program internationalization 253

6.11.4 provides internationalization for Android apps

Resource 255

6.11.5 International Android app 256

6.12 summary of this chapter 258

Chapter 2 graphics and image processing 7th

7.1 use simple images 260

7.1.1 use drawable object 260

7.1.2 bitmaps and bitmapfactory 260

7.2 plot 263

7.2.1 Android plotting basics: canvas,

Paint and other 263

7.2.2 path 267

7.2.3 draw game animation 270

7.3 graphic effects processing 278

7.3.1 use matrix to control transformation 278

7.3.2 use drawbitmapmesh Distortion

Image 282

7.3.3 use shader to fill the image 285

7.4 frame-by-frame animation 288

7.4.1 animationdrawable and frame-by-frame

Animation 288

7.5 tween animation 292

7.5.1 tween animation and interpolator 292

7.5.2 position, size, rotation, transparency

Changed compensation animation 293

7.5.3 custom compensation animation 298

7.6 use surfaceview for animation 300

7.6.1 surfaceview plotting 301

7.7 Summary of this Chapter 305

Chapter 2 Android data storage and IO 8th

8.1 use sharedpreferences 307

8.1.1 sharedpreferences and Editor

Introduction 307

8.1.2 storage of sharedpreferences

Position and format 308

8.1.3 Read and Write Other applications shared

Preferences 310.

8.2 file storage 311

8.2.1 openfileoutput and open

Fileoutput 312

8.2.2 Read and Write files on the SD card 314

8.3 SQLite database 321

8.3.1 sqlitedatabase 321

8.3.2 create a database and a table 323

8.3.3 use SQL statements to operate SQLite

Database 323

8.3.4 use sqlite3 tool 325

8.3.5 use specific methods to operate SQLite

Database 327

8.3.6 transaction 329

8.3.7 sqliteopenhelper class 330

8.4 gesture 335

8.4.1 gesture detection 335

8.4.2 increase gesture 342

8.4.3 recognition of user gestures 346

8.5 automatic reading (TTS) 347

8.6 summary of this chapter 350

Chapter 2 using contentprovider

Chapter 4 data sharing 9th

9.1 data sharing standards:

Contentprovider introduction 352

9.1.1 contentprovider description 352

9.1.2 URI introduction 353

9.1.3 use contentresolver

Data 354

9.2 operating system contentprovider 355

9.2.1 use contentprovider for management

Contact 355

9.2.2 use contentprovider for management

Multimedia 360

9.3 implement contentprovider 364

9.3.1 create contentprovider step 364

9.4 listen to contentprovider data

Change 370

9.4.1 contentobserver profile 370

9.5 summary of this chapter 372

Chapter 2 service and broadcast

Chapter 2 faster er 10th

10.1 service Introduction 374

10.1.1 create and configure service 374

10.1.2 start and stop the service 376

10.1.3 bind a local service

Communication 377

10.1.4 service lifecycle 381

10.2 cross-process service calling

(Aidl Service) 382

10.2.1 aidl service Introduction 382

10.2.2 create aidl file 383

10.2.3 expose the interface to client 383

10.2.4 client access aidlservice 385

10.3 Phone Manager

(Telephonymanager) 393

10.4 SMS Manager (smsmanager) 400

10.5 audio manager

(Audiomanager) 404

10.5.1 introduction to audiomanager 404

10.6 vibrator (vibrator) 407

10.6.1 vibrator Introduction 407

10.6.2 use vibrator to control the mobile phone vibration 407

10.7 mobile alarm service

(Alarmmanager) 408

10.7.1 alarmmanager introduction 408

10.7.2 set the alarm to 409

10.8 receive broadcast messages 413

10.8.1 broadcastreceiver introduction 413

10.8.2 send broadcast 414

10.8.3 broadcast order 416

10.9 receive system broadcast messages 424

10.10 summary of this Chapter 427

Chapter 2 Multimedia Application Development 11th

11.1 audio and video playback 429

11.1.1 use mediaplayer to play audio 429

11.1.2 use soundpool to play sound 432

11.1.3 use videoview to play video 435

11.1.4 use mediaplayer and

Surfaceview video 436

11.2 use mediarecorder for recording

Audio 439

11.3 Control Camera Photo 442

11.3.1 photograph via camera 442

11.3.2 video clip 446

11.4 summary of this chapter 450

Chapter 2 OpenGL and 3D Application Development 12th

12.1 3D image and 3D Development

452 basic knowledge

12.2 introduction to OpenGL and OpenGL ES 453

12.3 draw 2D images 454

12.3.1 used in Android applications

OpenGL ES 454

12.3.2 draw a polygon 457 on the plane

12.3.3 rotate 463

12.4 draw 3D images 465

12.4.1 construct 3D image 465

12.4.2 apply texture map 469

12.5 summary of this Chapter 475

Chapter 2 network applications of Android 13th

13.1 TCP-based network communication 477

13.1.1 TCP 477

13.1.2 create using serversocket

TCP server 478

13.1.3 use socket for communication 479

13.1.4 add multithreading 483

13.2 use a URL to access network resources 488

13.2.1 use a URL to read Network Resources 489

13.2.2 use urlconnection

Submit request 490

13.3 Use http to access the network 496

13.3.1 use httpurlconnection 496

13.3.2 use Apache httpclient 501

13.4 use webview

Display webpage 505

13.4.1 use webview to browse Web page 506

13.4.2 use webview to load HTML

Code 507:

13.5 use Web Service

Network Programming 508

13.5.1 introduction to Web Service 509

13.5.2 Web Service Platform overview 510

13.5.3 use the Android app to call

Web Service 512

13.6 Summary of this Chapter 524

Chapter 4 Management of Android mobile desktop 14th

14.1 manage mobile desktop 526

14.1.1 Delete desktop components 526

14.1.2 add desktop components 526

14.2 change mobile phone wallpaper 527

14.2.1 develop live wallpapers

(Live wallpapers) 528

14.3 Desktop shortcuts 532

14.3.1 create shortcuts on the desktop 532

14.3.2 add shortcuts to launcher 534

14.4 manage desktop widgets 535

14.5 livefolder 539

14.5.1 use real-time folder display

Contentprovider data 540

14.6 summary of this chapter 545

Chapter 2 sensor application development 15th

15.1 use Android sensors 547

15.1.1 development of sensor applications 547

15.1.2 download and install sensorsimulator 549

15.1.3 developed using sensorsimulator

Sensor Application 551

15.2 common android sensors 553

15.2.1 orientation 553

15.2.2 Magnetic Field Sensor magnetic field 554

15.2.3 temperature sensor temperature 554

15.2.4 light 554

15.2.5 pressure sensor pressure 554

15.3 sensor application cases 557

15.4 summary of this chapter 564

Chapter 2 GPS application development 16th

16.1 core APIs supporting GPS 566

16.2 obtain locationprovider 568

16.2.1 obtain all available

Locationprovider 568

16.2.2 get the specified name by name

Locationprovider 569

16.2.3 obtained based on criteria

Locationprovider 569

16.3 obtain location information 570

16.3.1 send GPS information 571 through Simulator

16.3.2 obtain positioning data 571

16.4 approaching warning 573

16.5 summary of this Chapter 575

Chapter 4 use Google map 17th

17.1 prepare for calling Google map 577

17.1.1 obtain map API key 577

17.1.2 create a project that supports the Google map API

AVD 580

17.2 Map Based on GPS information

Positioning 582

17.3 GPS navigation 588

17.4 locate 590 by address

17.4.1 address parsing and reverse address parsing 590

17.4.2 locate 595 Based on the address

17.5 summary of this chapter 597

Chapter 2 crazy connection 18th

18.1 connected video game introduction 599

18.2 develop game interface 600

18.2.1 development interface layout 600

18.2.2 develop game interface component 601

18.2.3 connection line between processing blocks 605

18.3 connection status data model 606

18.3.1 define data model 606

18.3.2 initialize game status 606

18.4 load the image of the interface 610

18.5 game activity 612

18.6 game logic 618

18.6.1 define gameservice Component Interface 618

18.6.2 implement the gameservice component 619

18.6.3 get the square 620 of the touch point

18.6.4 determine whether two squares can be connected. 622

18.6.5 define a tool for obtaining a channel 623

18.6.6 horizontal connections without turning points 625

18.6.7 longitudinal connections without turning points 626

18.6.8 connections at a turning point 626

18.6.9 connections at two turning points 629

18.6.10 find the shortest distance of 636

18.7 summary of this chapter 638

Chapter 2 electronic auction system 19th

19.1 system function introduction and Architecture Design 640

19.1.1 system functions 640

19.1.2 System Architecture Design 641

19.2 JSON introduction 643

19.2.1 create an object using JSON syntax 643

19.2.2 use JSON syntax to create array 644

19.2.3 Java JSON 645

19.3 tools for sending requests 646

19.4 User Login 647

19.4.1 process login servlet 648

19.4.2 User Login 649

19.5 view streaming items 655

19.5.1 servlet 655 for viewing streaming items

19.5.2 view streaming object 656

19.6 manage item categories 661

19.6.1 servlet 661 for viewing item types

19.6.2 view item type 662

19.6.3 Add a type of servlet 666

19.6.4 add item Category 666

19.7 manage auction items 668

19.7.1

Servlet 668

19.7.2 view your auction items 669

19.7.3 Add the servlet 672 for the auction

19.7.4 add an auction item 673

19.8 participate in bidding 678

19.8.1 select item type 678

19.8.2 servlet 680

19.8.3 view items by category 680

19.8.4 servlet 682

19.8.5 participate in bidding 683

19.9 permission control 688

19.10 summary of this chapter 689

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