Showing posts with label Java. Show all posts
Showing posts with label Java. Show all posts

The Beginner's Guide to Android Game Development


More detail or purchase here >> The Beginner's Guide to Android Game Development

Author: James S Cho
Publication date: July 28, 2014
Pages: 438

Table of Contents:
  1. Fundamentals of Programming (Data Type, Operations, Functions, Control Flow: If-Else Statements & For-While Loops).
  2. Beginning Java.
  3. Designing Better Objects (Constructors, Getters and Setters, Interface, Polymorphism, Inheritance, Graphics).
  4. Laying the Foundations (Java Game Development, Build Games, Development Framework).
  5. Keeping It Simple (Game Development High Level Overview, LoneBell Project, Gameplay Screen, Designing the Paddles & Balls, Exporting & Executing the Game).
  6. The Next Level (Framework Needs an Update, Methods to Know, Updating the Game Loop, Switching to Active Rendering, Updating the State Classes, Adding RandomNumberGenerator & Animation, Ellio:  Optimization Matter & High-Level Overview. Design and Implementing).
  7. Beginning Android Development.
  8. The Android Game Framework.
  9. Building the Game.
  10. Releasing Your Game (Publish a Game on Google Play, Updating the Game, Integrating Google Play Game Services).
  11. Continuing the Journey (Publish a Game, Additional Resources).

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Learning Android

 

More detail or purchase here >> Learning Android

Author: Marko Gargenta
Publication date: March 28, 2011
Pages: 270

Table of Contents:
  1. Android Overview.
  2. The Stack. (Stack Overview, Linux, Native Libraries, Dalvik, Application Framework)
  3. Quick Start. (Installing the Android SDK, Hello World, The Emulator)
  4. Main Building Blocks. (Real World Example, Activities, Intents, Services, Content Providers, Broadcast Receivers, Application Context)
  5. Yamba Project Overview. (Yamba Application, Design Philosophy)
  6. Android UI. (Two Ways to Create a UI, Views and Layouts, Starting the Yamba Project, The StatusActivity Layout, The StatusActivity  Java Class, Logging in Android, Threading in Android, Adding Colors and Graphics, Alternative Resources, Optimizing the UI)
  7. Preferences, Filesystem, Options Menu and Intents.
  8. Services. (The Yamba Application Object, UpdateService, Looping in the Service, Pulling Data from Twitter)
  9. The Database. (SQLite, DbHelper, Update UpdateServer, Refactoring Status Data)
  10. Lists and Adapters. (TimelineActivity, Basic TimelineActivity Layout, About Adapters, TimelineAdapter, ViewBuilder, Updating the Manifest File, Base Activity)
  11. Broadcast Receivers. (BootReceiver, TimeLineReceiver, Broadcasting Intents, The Network Receiver, Custom Permissions to Send and Receive Boardbasts)
  12. Content Providers. (Create and Using Content Providers)
  13. System Services. (Compass Demo, Location Service, Updating Yanba to Use the Location Service, Intent Service, Sending Notifications)
  14. The Android Interface Definition Language. (Implement the Remote Service and Client)
  15. The Native Development Kit (NDK)

Programming Android: Java Programming for the New Generation of Mobile Devices

 

More detail or purchase here >> Programming Android: Java Programming for the New Generation of Mobile Devices

Author: Zigurd Mednieks, Laird Dornin, G. Blake Meike, Masumi Nakamura
Publication date: October 19, 2012
Pages: 566

Table of Contents:

  1. Installing the Android SDK and Prerequisites.
  2. Java for Android. (Client-Side Java, Java Type System, Scope, Idioms of Java Programming)
  3. The Ingredients of an Android Application. (Traditional Programming Models, Activities Intents and Tasks, Android Components, Component Life Cycle, Static Application Resource and Context, Runtime Environment, Extending Android, Concurrency in Android, Serialization)
  4. Getting Your Application into User's Hands. (Application Signing, Placing an Application for Distribution in the Android Market, Alternative Distribution, Google Maps API Keys, API-Level Compatibility, Compatibility with Many Kinds of Screens)
  5. Eclipse for Android Software Development. (Concepts and Terminology, Eclipse Views and Perspectives, Java Coding in Eclipse, Eclipse and Android, Preventing Bugs and Keeping Your Code Clean, Eclipse Idiosyncrasies and Alternatives)
  6. Building a View. (Android GUI Architecture, Assembling a Graphical Interface, Wiring Up the Controller, The Menu and the Action Bar, View Debugging and Optimization)
  7. Fragments and Multiplatform Support. (Creating a Fragment, Fragment Life Cycle, The Fragment Manager, Fragment Transaction, The Support Package, Fragments and Layout)
  8. Drawing 2D and 3D Graphics.
  9. Handling and Persisting Data. (Relational Database Overview, SQLite, The SQL Language, SQL and the Database-Centric Data Model for Android Applications, The Android Database Classes, Database Design for Android Applications, Using the Database API: MJAndroid)
  10. A Framework for Well-Behaved Application. (Visualizing Life Cycle, Visualizing the Fragment Life Cycle, The Activity Class and Well-Behaved Applications, Life Cycle Methods of the Application Class)
  11. Building a User Interface. (Top-Level Design, Visual Editing of UI, Blank Slate, Laying Out the Fragment, Folding and Unfolding a Scalable UI, Making Activity Fragment Action Bar and Multiple Layouts Work Together)
  12. Using Content Providers. (Understanding Content Providers, Defining a Provider Public API, Writing and Integration a Content Provider, File Management and Binary Data, Android MVC and Content Observation, A Complete Content Provider, Declaring Your Content Provider)
  13. A Content Provider as a Facade for a RESTful Web Service. (A Network MVC, Video Content, Structure of the Source Code for the Finch YouTube Video Example, Stepping Through the Search Application)
  14. Search. (Search Interface, Query Suggestions)
  15. Location and Mapping. (Location-Based Service, Mapping, Google Map Activity, MapView and MapActivity, MapView and MyLocationOverlay Initialization, Pausing and Resuming a MapActivity, Controlling the Map with Menu Buttons and Keypad, Location Without Maps)
  16. Multimedia. (Audio and Video)
  17. Sensors, NFC, Speech, Gestures, and Accessibility.
  18. Communication, Identity, Sync, and Social Media.
  19. The Android Native Development Kit (NDK).

Android How to Program (2nd Edition)



More detail or purchase here >> Android How to Program (2nd Edition)

Author: Paul Deitel, Harvey Deitel, Abbey Deitel
Publication date: January 20, 2014
Pages: 736

Table of Contents: (N/A)

Book Detail: 
- Introduction and Intermediate-Level Programming for Android 4.3 and 4.4 by using JAVA
- Teaching and Learning Experience for Teacher and Student. In this session  provide "Add an App Component to your JAVA course", "Motivate Students with an App-driven Approach", and "Enchance Learning with Outstanding Pedagogical Features".

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