Showing posts with label android development. Show all posts
Showing posts with label android development. Show all posts

Android Wireless Application Development (2nd Edition) (Developer''s Library) Review

Android Wireless Application Development (2nd Edition) (Developer''s Library)
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Android Wireless Application Development (2nd Edition) (Developer''s Library) ReviewThis books list many code examples, but it lacks in explanation. The examples are good for understanding what is possible in Android. The beginning the book has a good introduction chapter that can get you started in Android programming. But then it goes on wasting a lot of space with xml and code listings and not focusing on explaining the essentials. It is not a bad book but i miss a little more information on how to put everything together into a real working application. There is a chapter on best practices but it only gives very general information.
Before buying the book you might just download the examples from the book website first.
Android Wireless Application Development (2nd Edition) (Developer''s Library) OverviewThe start-to-finish guide to Android application development: massively updated for the newest SDKs and developer techniques!This book delivers all the up-to-date information, tested code, and best practices you need to create and market successful mobile apps with the latest versions of Android. Drawing on their extensive experience with mobile and wireless development, Lauren Darcey and Shane Conder cover every step: concept, design, coding, testing, packaging, and delivery. The authors introduce the Android platform, explain the principles of effective Android application design, and present today's best practices for crafting effective user interfaces. Next, they offer detailed coverage of each key Android API, including data storage, networking, telephony, location-based services, multimedia, 3D graphics, and hardware.Every chapter of this edition has been updated for the newest Android SDKs, tools, utilities, and hardware. All sample code has been overhauled and tested on leading devices from multiple companies, including HTC, Motorola, and ARCHOS. Many new examples have been added, including complete new applications. This new edition also addsNine new chapters covering web APIs, the Android NDK, extending application reach, managing users, data synchronization, backups, advanced user input, and more Greatly expanded coverage of Android manifest files, content providers, app design, and testing New coverage of hot topics like Bluetooth, gestures, voice recognition, App Widgets, live folders, live wallpapers, and global search Updated 3D graphics programming coverage reflecting OpenGL ES 2.0 An all-new chapter on tackling cross-device compatibility issues, from designing for the smallest phones to the big new tablets hitting the market Even more tips and tricks to help you design, develop, and test applications for different devices A new appendix full of Eclipse tips and tricksThis book is an indispensable resource for every member of the Android development team: software developers with all levels of mobile experience, team leaders and project managers, testers and QA specialists, software architects, and even marketers.

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Beginning Android 3 Review

Beginning Android 3
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Beginning Android 3 ReviewFirst of all, I would like to say that I am in no way any Android or Java expert. I enjoy creating small apps on my free time and have read a few books about programming, but I have no formal education or experience in the field.
The book "Beginning Android 3" seems well suited for someone like me. It assumes that you have some experience in programming and Java, but it starts off easy, by explaining how to install and use the most common tools in your IDE. Then it continues, showing you how to get a simple "Hello world!" type program up and running. If you are using Eclipse, this book covers how to use Eclipse with the Android tools in details. It also covers other IDE's, but I feel that it leans more towards Eclipse. And that is probably not all that bad, since Eclipse is both free, available for most platforms, and probably the most likely choice for someone just starting with Android development.
If you, like me, also have read "Beginning Android 2", you might find yourself thinking "Hey, this book is exactly the same!". And you are actually right. Many of the chapters are exactly the same, word for word. But this book also covers more recent developments in Android, mainly the 3.0 or "Honeycomb", which is an edition of Android intended for devices with bigger screens than what is commonly used for phones. Honeycomb is more Tablet-oriented. The first few chapter is mainly about setting up text and buttons on the screen, and these are the chapters that haven't changed much since the previous book. Then, in later chapters, you'll have more new stuff, and the book explains how you would go about creating an app for a tablet that has more screen space, and how to create backwards compatibility when creating apps that could end up on a phone running 2.3 as well as a tablet running 3.0. Not all classes that are available to you in 3.0 will work on a device running 2.3, and the author shows examples of how you could check for what version of Android the app is running on, and how to load resources accordingly. He explains some of the changes that has been done to Android in the past, and how we should prepare for changes that might come in the future.
Then the book covers other subjects like how to communicate with the internet, how to load and save things on the phone, both preferences and other information that you need to stay put after the application has been stopped or the phone has been turned off. Then we are shown how to use various services, and how to create services of our own, for instance to get the location from the phones GPS and show that position on a map.
The author also show you how to use the emulator, so that you can check how well your app handles incoming calls, incoming messages or the user flipping the screen to landscape view.
In the last chapters of the book, you a briefly introduced to programming in other languages than Java, mainly HTML5 and PhoneGap. The author also mentions Rhodes, Flash/Flex/AIR, Jruby/ Ruboto, Mono for Android and Googles own "App Inventor", but this is just to give you an idea of what is out there. There is nothing here with any meat on it, it's basically just to tell you that it is possible to use these to create an Android application.
All in all I am pretty content with this book. As I mentioned earlier, if you have already read "Beginning Android 2", then you might feel like you have purchased the same book again. However, this book has more in it than the previous one. It has about 540 pages, where the previous had about 370 pages. If you do not have any Java experience, you should get another book. At least another book in addition to this one. This is not one of those books that starts off by showing you how to plug in your computer, it assumes that you have some Java programming experience. But if you are like me, a self-taught Java programmer that would like to learn how to program applications for Android as a hobby, this book is perfect. It may not be easy, there are chapters that you may have to read more than once, but as long as you know some basic Java, there is nothing in the book that should seem impossible to understand. The fact that the first word in title of the book is "Beginning" should tell you that this book might not be the only book you'll ever need, if you are going to do some serious Android programming. It gives you a good start, but you will not end up as an Android expert. For instance, it doesn't cover things like graphics, sound or video in any detail.Beginning Android 3 Overview
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 growthincludes 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
The Big Picture
How to Get Started
Your First Android Project
Examining Your First Project
A Bit About Eclipse
Enhancing Your First Project
Rewriting Your First Project
Using XML-Based Layouts
Employing Basic Widgets
Working with Containers
The Input Method Framework
Using Selection Widgets
Getting Fancy with Lists
Still More Widgets and Containers
Embedding The WebKit Browser
Applying Menus
Showing Pop-up Messages
Handling Activity Lifecycle Events
Handling Rotation
Dealing with Threads
Creating Intent Filters
Launching Activities and Sub-Activities
Working with Resources
Defining and Using Styles
Handling Multiple Screen Sizes
Introducing the Honeycomb UI
Using the Action Bar
Fragments
Handling Platform Changes
Accessing Files
Using Preferences
Managing and Accessing Local Databases
Leveraging Java Libraries
Communicating via the Internet
Services: The Theory
Basic Service Patterns
Alerting Users via Notifications
Requesting and Requiring Permissions
Accessing Location-Based Services
Mapping with MapView and MapActivity
Handling Telephone Calls
Fonts
More Development Tools
The Role of Alternative Environments
HTML5
PhoneGap
Other Alternative Environments
Dealing with Devices
Where Do We Go from Here?


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Sams Teach Yourself Android Application Development in 24 Hours (2nd Edition) (Sams Teach Yourself -- Hours) Review

Sams Teach Yourself Android Application Development in 24 Hours (2nd Edition) (Sams Teach Yourself -- Hours)
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Sams Teach Yourself Android Application Development in 24 Hours (2nd Edition) (Sams Teach Yourself -- Hours) ReviewSams Teach Yourself Android Application Development in 24 Hours is another one of the famous series of "24 Hours" books. While a good resource, I want to mention right off that bat that if you don't have any programming experience, you're going to be completely lost with this one. That doesn't mean you have to be the foremost expert, but you need to have some familiarity with how programming works because this book (no surprise by the title), moves a bit quickly.
If you do have programming experience, but you haven't done Android application development, this is a good introduction. It carries you "hour by hour" (each chapter is supposedly an hour) to bring you through to completion of a basic application. Depending on your level of skill, some chapters will be a breeze, others are going to take longer than an hour. At the end, you will probably not be the foremost authority on Android development, but you'll have a foundation to explore more.
From my own perspective, I did computer programming for several years, mainly in C and C++ (but I've had experience with Java, which you'll need here), later doing database programming. I never touched Android development until this book so I found it useful and, for the most part, I could grasp the concepts. If you find yourself in a similar situation, this book isn't a bad starting off point for you.Sams Teach Yourself Android Application Development in 24 Hours (2nd Edition) (Sams Teach Yourself -- Hours) OverviewAndroid is the world's #1 mobile development platform, and with the new Android 3.0, it's becoming as popular for tablets as it is for smartphones. If you are a beginner, in just 24 lessons of one hour or less, this friendly, full-color book will help you master modern Android development. You can build a fully-featured app from scratch, learning all the skills you'll need to createyour own. Each lesson builds on prior chapters, providing a solid foundation for success. This edition is thoroughly updated for Android's newest features and development tools, while still supporting the popular Android 2.0. Coverage includes:
Using Eclipse to write apps quickly and efficiently
Understanding the application lifecycle
Building robust, friendly user interfaces
Retrieving, storing, and using data
Adding network, social, and location-based features
Supporting the camera and other hardware
Internationalizing, testing, and publishing apps
Revised and simplified step-by-step instructions with full-color screenshots walk you through key tasks... updated Q and As, Quizzes, and Exercises test your knowledge..."Did You Know?" tips offer insider advice..."Watch Out!" alerts help you avoid problems. By the time you're finished, you won't just understand core Android concepts: you'll be comfortable writing, testing, and publishing your own new apps.


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Sams Teach Yourself Android Application Development in 24 Hours (Sams Teach Yourself -- Hours) Review

Sams Teach Yourself Android Application Development in 24 Hours (Sams Teach Yourself -- Hours)
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Sams Teach Yourself Android Application Development in 24 Hours (Sams Teach Yourself -- Hours) ReviewFinally, I finished reading this book 24 hr is a misnomer, if you are thinking to finish the book in a day (it took me 13 days 2 hr a day cover to cover). One of the nice thing is the book is in Full Colour version these include screenshots, code and references to Eclipse (especially helpful if you are new with eclipse development). The book is easy to read, font and spacing were pleasing.
I should confess this is a beginner's book. You need some basic understanding of java and its concepts. The game the author picked was too basic for me, I wish I would have stated with this book months ago as it covers androids basic concepts and the first 6 chapters builds up the ground work for development on how to use eclipse and introduction to device debugging and logging( Eclipse DDMS, Android LogCat Logging).
A very good early introduction to debugging in chapter 2 right place before you get your hands dirty with coding, which i haven't seen any other books covering in that details. The author also mentions the reason they selected to use a particular android API or functionality at places and provide links for further reading.
There are also examples and exercises and although they are simple and primitive they give you the idea how to implement or use specific functionality and the solution for exercises are missing (it would have been helpful if there was a downloadable version on the website).Tips at some places are very useful and practical, some places it was an eye opener for an advance developer like me.
You will find this book useful and I'm sure it can be used as manual (not for expert android developer).Sams Teach Yourself Android Application Development in 24 Hours (Sams Teach Yourself -- Hours) OverviewFull Color!In just 24 sessions of one hour or less, learn how to build powerful applications for the world's first complete, open, and free mobile platform: Android. Using this book's straightforward, step-by-step approach, you'll build a fully-featured Android application from the ground up and master the skills you need to design, develop, test, and publish powerful applications. Each lesson builds on what you've already learned, giving you a rock-solid foundation for real-world success!Step-by-step instructions carefully walk you through the most common Android development tasks.Quizzes and Exercises at the end of each chapter help you test your knowledge. By the Way notes present interesting information related to the discussion. Did You Know? tips offer advice or show you easier ways to perform tasks. Watch Out! cautions alert you to possible problems and give you advice on how to avoid them.Learn how to… Develop Android applications quickly and successfully with JavaMaster Google's Android SDK and development toolsLeverage the Eclipse programming environment to develop Android projectsUnderstand the Android application lifecycleBuild effective, user-friendly user interfacesRetrieve, store, and work with application dataDevelop powerful network applications Add popular social features and location-based services to your applicationsTake advantage of Android device hardware like the cameraInternationalize, test, and publish your Android applications

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Beginning Android Games Review

Beginning Android Games
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Beginning Android Games ReviewThis book has done a great job getting me up to speed on what I needed to know in order to port my old C DirectX 3 game over to the Android platform. The book quickly introduces you to the concepts you'll need to understand in order to get user input from the device, play sounds, load resources and ultimately render them on the screen.
While the author does a solid job introducing some basic physics and collision detection, don't expect to find the information you'll need to know in order to implement any sort of artificial intelligence or network play. In my opinion that's just fine, this is a beginner's book after all.
The author's framework does a nice job making getting input from the touch screen, accelerometer, and keyboard a simple task. I don't entirely agree with some of the design decisions the author makes, but that could be due to my C/C++ vs. Java background.
As far as rendering goes, first you'll take the easy approach using Android's custom drawing API. If your game is simple enough, this may be all you need. As the book progresses you'll swap out the original renderer with one based on OpenGL ES. Although the author does a very good job covering OpenGL, keep in mind that you'll be developing 2D games and not 3D games.
There are three chapters at the end of the book that will teach you the basics of 3D games programming. You'll learn some basic concepts, how to get 3D models onto the screen, and how to do basic collision detection in 3D. However, I feel that the leap from the material in the book to an actual 3D game is fairly significant. Don't expect to finish this book and then go code the best FPS any mobile platform has ever seen.
All-in-all, I'm pretty happy with this book.Beginning Android Games Overview
Beginning Android Games offers everything you need to join the ranks of successful Android game developers. You'll start with game design fundamentals and programming basics, and then progress towards creating your own basic game engine and playable games. This will give you everything you need to branch out and write your own Android games. The potential user base and the wide array of available high-performance devices makes Android an attractive target for aspiring game developers. Do you have an awesome idea for the next break-through mobile gaming title?Beginning Android Games will help you kick-start your project. The book will guide you through the process of making several example games for the Android platform, and involves a wide range of topics:

The fundamentals of game development
The Android platform basics to apply those fundamentals in the context of making a game
The design of 2D and 3D games and their successful implementation on the Android platform

What you'll learn
How to set up and use the development tools for developing your first Android application
The fundamentals of game programming in the context of the Android platform
How to use the Android's APIs for graphics (Canvas, OpenGL ES 1.0/1.1), audio, and user input to reflect those fundamentals
How to develop two 2D games from scratch, based on the Canvas API and OpenGL ES.
How to create a full-featured 3D game
How to publish your games, get crash reports, and support your users
How to complete your own playable 2D OpenGL games

Who this book is for
This book is for people with a basic knowledge of Java who want to write games on the Android platform. It also offers information for experienced game developers about the pitfalls and peculiarities of the platform.

Table of Contents
Android, the New Kid on the Block
First Steps with the Android SDK
Game Development 101
Android for Game Developers
An Android Game Development Framework
Mr. Nom Invades Android
OpenGL ES: A Gentle Introduction
2D Game Programming Tricks
Super Jumper: A 2D OpenGL ES Game
OpenGL ES: Going 3D
3D Programming Tricks
Droid Invaders: the Grand Finale
Publishing Your Game
What's Next?


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Practical Android Projects (Books for Professionals by Professionals) Review

Practical Android Projects (Books for Professionals by Professionals)
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Practical Android Projects (Books for Professionals by Professionals) ReviewGiven the popularity of the Android Platform, its Open Source development and the ubiquity of Smart Phones and Tablets there is little wonder that there have been a proliferation of perhaps a score of books by at least half-a-dozen publishers promising to teach you to develop Apps for the Android Environment--
But this project-oriented guide is Fun, Practical, Time-Saving and Mind-Expanding. While all of the basic tools of Android-Development assuming a knowledge of Java are clearly given (including all the steps to develop in three different IDE's (not just Eclipse), and the Architecture of the OS and Development Environment is fully described -- All in the first 2 chapters-- The CRITICAL & FUN DIFFERENCE in this book is the use of a variety of Practical Tools including multiple Non-Java languages are described and demonstrated. Cross Platform development for the Web is given in HTML Javascript and FLEX (Adobe Flash). RESTful Web Services are demonstrated with Twitter and Facebook and use of the Google App Engine is fully illustrated. Graphical and Animation tools are demonstrated for game development on Android Phones and Tablets.
Did you know that you can develop in BASIC, Python and the LUA scripting language (just like Warcraft) with plugins to the Java/Android environment? This book shows you how! Are you a weekend programmer who would rather use a graphical tool like the Android App Builder to build a salable App? This book shows you how to do that too! And as a hobbyist who wants to use RESTFUL and JSON interfaces to implement Internet of Things connections to Android Appliances -- This book showed me how to do that too.
I cannot say enough complementary things about this unique guide to building "Practical Android Projects" but I would begin by saying that it is FUN, USEFUL and it provides Unique Tools for Android Project Development not available in other texts.
--Ira Laefsky,MSE/MBA
Hacker and Former Senior Consulting Staff Member of Arthur D. Little, Inc. and DIGITAL Equipment Corporation
Practical Android Projects (Books for Professionals by Professionals) Overview

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Beginning 3D Game Development with Unity: All-in-one, multi-platform game development Review

Beginning 3D Game Development with Unity: All-in-one, multi-platform game development
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Beginning 3D Game Development with Unity: All-in-one, multi-platform game development ReviewFirst of all, this is an advanced book (for game artists who want to make their own game). It goes from easy to advanced very very quickly. The author has the ability to break down very complex material into easy to understand and approach. The programming part can be difficult if you have no programming experience. However the author explains it well, so as long as you go slowly through the programming (if you really want to learn it) it's VERY doable.
I'm working through the book, and am at chapter 4. I'm blown away by the information in this book, as there are many explanation of real-time game mechanics that I wasn't aware of. As this book is aimed at game artists who want to develop their own game, this information is invaluable. Unity is a real-time game engine and as such, many things from game assets development to game processes have to re-thought and redone. In my own case, as I've used 3DSMax to develop 3D content for traditional media (animated logos, advertising, etc.) it's a completely different thought process. There are a lot of concepts (which applies to all real-time engines as of this writing) and implementations of those concepts that I have not seen anywhere else. The details are amazing so far and I don't think the author withholds any information like other books.
I also own Unity Game Development Essentials by Will Goldstone, Unity Game Development by Example by Ryan Henson Creighton. This is the order I would do the books in order to get the most out of learning Unity:
1st - Unity Game Development by Example by Ryan Henson Creighton
If you just installed Unity and have never developed a game before and want to create one, start here. Really easy to understand little projects and get you started. Also a great book to start learning about Unity Javascript (I like to call it unityscript, but that's not the official term).
2nd - Unity Game Development Essentials by Will Goldstone
If you have some experience with Unity (after playing with it for 40 hours or so) and want to learn somewhere, check this out. Some easy projects, gets into more details but still focused on Unity essentials.
3rd - Beginning 3D Game Development with Unity by Sue Blackman
This book is 1 project. You actually get to build a difficult game by the end of the book. People don't think classic adventure games as difficult. After all, you are just going around exploring, picking up objects and solving the problem/mystery/adventure. But it is one of the most complex to program because the logic and management of the logic is difficult for most people. Then you have to translate that logic into code and make it work. The scripting will be complex and you really have to sit down, pay attention to learn it. If you know object oriented programming, it will make the going easier. If you have never programmed before (and hence don't know any different), it's easier.
BTW, game programming is NOT like business programming. The loops and vars may be similar, but there are a whole lot of game mechanics and logics that are completely different. Being able to program web stuff in Javascript is not game programming in Unity Javascript. Game programming is a completely different animal, and requires different thought processes. Form follows function. If the final function is game (not web), the form (programming) will also be different.
For me, this book IS A KEEPER. I'd gladly have paid $55.00 for it, and at the Amazon price, it's a steal. The book didn't have a CD for the assets and final code. It will be published on the Apress website. I can't wait to download them and finish the book!
Beginning 3D Game Development with Unity: All-in-one, multi-platform game development Overview
Beginning 3D Game Development with Unity is perfect for those who would like tocome to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design.
The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand.
In the second part, you'll build the foundations of a point-and-click style first-person adventure game-including reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map.
With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design.
By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.

What you'll learn
How to build interactive games that work on a variety of platforms
Take the tour around Unity user interface fundamentals, scripting and more
Create a test environment and gain control over functionality, cursor control, action objects, state management, object metadata, message text and more
What is inventory logic and how to manage it
How to handle 3D object visibility, effects and other special cases
How to handle variety of menus and levels in your games development
How to handle characters, scrollers, and more
How to create or integratea story/walkthrough

Who this book is for
Students or artists familiar with tools such as 3ds Max or Maya who want to create games for mobile platforms, computers, or consoles, but with little or no experience in scripting or the logic behind games development.

Table of Contents
Exploring the Genre
Unity UI-Basics andGetting Started
Scripting-Getting your Feet Wet
Terrain Generation-Creating a Test Environment
Navigation and Introduction to Functionality
Cursor Control
Action Objects
Managing State
Object Metadata
Message Text
Inventory Logic
Managing the Inventory
Finishing the Basic Functionality
Getting Down to the Game
Maze and Final Sequence
Menus and Levels
Beyond the Basics
Appendix A:Shader Graphs
Appendix B:Keyboard Key Names
Appendix C: Final Sequence Outline


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Hello, Android: Introducing Google's Mobile Development Platform (Pragmatic Programmers) Review

Hello, Android: Introducing Google's Mobile Development Platform (Pragmatic Programmers)
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Hello, Android: Introducing Google's Mobile Development Platform (Pragmatic Programmers) ReviewI've read several books on Android from cover to cover, and skimmed several others, and "Hello, Android" is hands-down the best introduction to Android development.
Here's why I say that --
You really can get through the book in a day or two. The explanations are clear, the topics focus on what's relevant to getting started in Android development, and when you're done you have the skills to dive into the SDK to continue learning.
There is a consistent example project that is developed throughout the book. I found this very helpful, because it showed me how all the different parts fit together. For example, launching activities from an existing activity, using multiple classes in your project, adding preferences, etc.
There are very few (if any) "gotchas" in this book. I followed the examples step by step without any problem. I think some people have used the book's online forum to ask about which packages to import, but when I used Eclipse it was done automatically for me. (By the way, all the files are also online.)
Even after having many months of Android development under my belt, I find that I still refer back to this book from time to time. That's saying something for a book that sets out to be an introduction.
Remember, this book is a great introduction. If you already know Android and are looking for a deep-dive, look elsewhere. But if you are curious about all the excitement around Android and have a few hours to spare, spend them with this book and find out what developing in Android is all about.Hello, Android: Introducing Google's Mobile Development Platform (Pragmatic Programmers) Overview
Android is a software toolkit for mobile phones, created by Google and the Open Handset Alliance. It's inside millions of cell phones and other mobile devices, making Android a major platform for application developers. That could be your own program running on all those devices. Within minutes, Hello, Android will get you started creating your first working application: Android's version of "Hello, World." From there, you'll build up a more substantial example: an Android Sudoku game. By gradually adding features to the game, you'll learn the basics of Android programming. You'll also see how to build in audio and video support, add graphics using 2D and 3D OpenGL, network with web pages and web services, and store data with SQLite. You'll also learn how to publish your applications to the Android Market. The #1 book for learning Android is now in its third edition. Every page and example was reviewed and updated for compatibility with the latest versions. Freshly added material covers installing applications to the SD card, supporting multi-touch, and creating live wallpaper. You'll also find plenty of real-world advice on how to support all the Android versions in use today-everything from Cupcake (Android 1.5) to FroYo (Android 2.2) and beyond. If you'd rather be coding than reading about coding, this book is for you.


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Pro Android Web Apps: Develop for Android using HTML5, CSS3 & JavaScript (Books for Professionals by Professionals) Review

Pro Android Web Apps: Develop for Android using HTML5, CSS3 and JavaScript (Books for Professionals by Professionals)
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Pro Android Web Apps: Develop for Android using HTML5, CSS3 & JavaScript (Books for Professionals by Professionals) ReviewI was up and running fast! Coming in with little web experience and some general programming experience I was worried (1) I would get lost quick or (2) I'd get frustrated with my lack of progress, but neither happened. In fact I found I was moving at a pretty good clip. The authors start you at the beginning (approachable) but quickly get into interesting material. By the end of the book you've got a live beautiful app that has covered most everything you might want to do (comprehensive). It was motivating to accomplish so much, in such little time (productive). If you are looking to cut your chops on the future of the web, look no further.
Specifically, they take you from a simple to-do list, then to local storage, cloud storage, maps, social apis, graphics/animation, etc. You'll be in html, css, javascript the whole time with the help of Google App Engine, jsonengine, and others.Pro Android Web Apps: Develop for Android using HTML5, CSS3 & JavaScript (Books for Professionals by Professionals) Overview
Developing applications for Android and other mobile devices using web technologies is now well within reach. When the capabilities of HTML5 are combined with CSS3 and JavaScript, web application developers have an opportunity to develop compelling mobile applications using familiar tools. Not only is it possible to build mobile web apps that feel as good as native apps, but to also write an application once and have it run a variety of different devices. While the HTML5 specification is still evolving, there is a lot that can be used right now to build mobile web apps. Mobile web apps are now starting to provide many of the features that were once only available to native-language-based apps in Java, Objective-C, etc. Pro Android Web Apps teaches developers already familiar with web application development, how to code and structure a web app for use on the Android mobile platform.

Understand both the why and how of mobile web app development, focusing on the Android platform.
Learn how to structure mobile web apps through a number of practical, real-world application examples.
Discover what cloud platforms such as Google AppEngine have to offer Android web apps, for both hosting web apps and providing device to cloud data synchronization solutions.
Get a real picture of the status of HTML5 on Android and other mobile devices, including some things to watch out for when building your own applications.
Understand the capabilities of the web application stack, and how to complement those with native bridging frameworks such as PhoneGap to access native features of the device.
Gain an understanding of the different UI frameworks that are available for building mobile web apps.
Learn how to include mapping and leverage location-based services in mobile web apps to create engaging mobile experiences.
Enable social integration with your Android web app and gain access to millions of potential users.

After reading this book, you will not only have a greater understanding of the world of web apps on Android, but also how to leverage additional tools and frameworks to increase the reach of your mobile web apps. Additionally, through the practical samples in the book you will have been given solid exposure of where both the opportunities and challenges lie when building mobile apps the web way.

What you'll learn
What Android web apps can do, and when to use web development rather than native development to create an application.
How to use existing JavaScript and CSS frameworks to create rich mobile user interfaces.
When to use HTML5 and when to use a native bridging framework to access native Android functionality.
Connext with cloud services and APIs to build engaging location based services and games.
Enable social integration with your Android web app and gain access to millions of potential users.

Who this book is for
This bookis targeted at web developers looking to transfer their skills over to mobile application development.Readers will understand that Android is continuing to gain momentum in the marketplace and will want to build an application specifically for that platform.They will have a strong desire to use web technologies rather than the native tools to build applications, either due to personal taste or to gain cross-platform mobile portability for the majority of their application code.

Table of Contents
Getting Started
Building a Mobile HTML Entry Form
HTML5 Storage APIs
Constructing a Multipage App
Synchronizing with the Cloud
Competing with Native Apps
Exploring Interactivity
Location Based Services and Mobile Mapping
Native Bridging with PhoneGap
Integrating with Social APIs
Mobile UI Frameworks Compared
Polishing andPackaging an App for Release
The Future of Mobile Computing
Appendix: Debugging Android Web Apps




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