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Android Programming for Beginners

You're reading from   Android Programming for Beginners Learn all the Java and Android skills you need to start making powerful mobile applications

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Product type Paperback
Published in Dec 2015
Publisher Packt
ISBN-13 9781785883262
Length 698 pages
Edition 1st Edition
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Authors (2):
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Paresh Mayani Paresh Mayani
Author Profile Icon Paresh Mayani
Paresh Mayani
John Horton John Horton
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John Horton
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Table of Contents (32) Chapters Close

Preface 1. The First App FREE CHAPTER 2. Java – First Contact 3. Exploring Android Studio 4. Designing Layouts 5. Real-World Layouts 6. The Life and Times of an Android App 7. Coding in Java Part 1 – Variables, Decisions, and Loops 8. Coding in Java Part 2 – Methods 9. Object-Oriented Programming 10. Everything's a Class 11. Widget Mania 12. Having a Dialogue with the User 13. Handling and Displaying Arrays of Data 14. Handling and Displaying Notes in Note To Self 15. Android Intent and Persistence 16. UI Animations 17. Sound FX and Supporting Different Versions of Android 18. Design Patterns, Fragments, and the Real World 19. Using Multiple Fragments 20. Paging and Swiping 21. Navigation Drawer and Where It's Snap 22. Capturing Images 23. Using SQLite Databases in Our Apps 24. Adding a Database to Where It's Snap 25. Integrating Google Maps and GPS Locations 26. Upgrading SQLite – Adding Locations and Maps 27. Going Local – Hola! 28. Threads, Touches, Drawing, and a Simple Game 29. Publishing Apps 30. Before You Go Index

Chapter 28. Threads, Touches, Drawing, and a Simple Game

So far throughout the book, we have concentrated on using the diverse range of UI widgets provided by the Android API. In conventional apps, this is almost always the best way to do things.

For example, why would we want to reinvent a widget that has been designed and refined by experts?

Lots of Android apps, however, are not based on this conventional appearance. Think of the multitude of kids' or artists' drawing apps. And what about the best selling category on Google Play: games?

In this chapter, we will look at and play with the skills and Android classes that are needed to build apps of this type. The topics for this chapter are:

  • Threads: How to run more than one block of code simultaneously
  • Drawing: How we use the Canvas and Paint classes for pixels, lines, shapes, and custom text, including a mini app
  • Screen touches: Detecting and responding to screen touches that are not on a UI widget
  • Pong: Combining the first...
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