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Android Application Development

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This book is organized around the core example Android Application program introduced in Chapter 2. Later chapters illustrate development techniques by adding to the example through implementing modular extensions, where this is feasible. Some chapters (and the Appendix) cover more advanced topics that are not required for many applications. Part I, Development Kit Walk-Through, gets you started with the basics you'll need to write applications. Chapter 1, Getting to Know Android , explains Android's place in the market and its basic architecture. Chapter 2, Setting Up Your Android Development Environment , tells you how to download the software you need, including Eclipse and the Android plug-in, and how to get started programming. Chapter 3, Using the Android Development Environment for Real Applications, describes the files that make up a typical Android program. Chapter 4, Under the Covers: Startup Code and Resources in the MJAndroid Application, looks at the fundamental Java code and XML resources that every application needs. Chapter 5, Debugging Android Applications , introduces a number of tools for debugging and performance, including Eclipse, logs, the Android Debug Bridge (adb), DDMS, and Traceview. Chapter 6, The ApiDemos Application, offers a high-level tour of the sample Android code included in the toolkit, with tips for exploring it yourself. Chapter 7, Signing and Publishing Your Application , shows you how to make your application ready for public use. Part II, Programming Topics, explores in depth the major libraries you'll need, and shows you how to use them effectively. Chapter 8, Persistent Data Storage: SQLite Databases and Content Providers , shows how to use the two most powerful means in Android for storing and serving data. Chapter 9, Location and Mapping, shows how to determine and display the user's location, and how to use Google Maps. Chapter 10, Building a View , introduces graphical programming on Android by explaining how to create and manipulate windows and views. Chapter 11, A Widget Bestiary, covers the most popular and useful graphical interface elements provided by Android. Chapter 12, Drawing 2D and 3D Graphics, shows how to lay out graphics, and delves into drawing, transforming, and animating your own graphics.

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