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Sunday, May 16, 2010

Beginning Android

Beginning Android

■MARK MURPHY is the founder of CommonsWare and the author of the
Busy Coder’s Guide to Android Development.

A three-time entrepreneur, his experience ranges from consulting on open source and collaborative development for the Fortune 500 to application development on just
about anything smaller than a mainframe.

He has been a software developer for over 25 years, from the TRS-80 to the latest crop of mobile devices.

A polished speaker, Mr. Murphy has delivered conference presentations and training sessions on a wide array of topics internationally.

Mr. Murphy writes the Building ‘Droids column for AndroidGuys and
the Android Angle column for NetworkWorld.

Outside of CommonsWare, Mr. Murphy has an avid interest in how the Internet will play a
role in citizen involvement with politics and government. He is also a contributor to the Rebooting America essay collection.





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hello-android-introducing-googles-mobile-development-platform

hello-android-introducing-googles-mobile-development-platform

Hello, Android is divided into three parts. Roughly speaking, the book
progresses from less advanced to more advanced topics, or from more
common to less common aspects of Android.
Several chapters share a common example: an Android Sudoku game.
By gradually adding features to the game, you’ll learn about many
aspects of Android programming including user interfaces, multimedia,
and the Android life cycle.

In Part I, we’ll start with an introduction to Android. This is where you’ll
learn how to install the Android emulator and how to use an integrated
development environment (IDE) to write your first program. Then we’ll
introduce a few key concepts like the Android life cycle. Programming
in Android is a little different from what you’re probably used to, so
make sure you get these concepts before moving on.
Part II talks about Android’s user interface, two-dimensional graphics,
multimedia components, and simple data access. These features will be
used in most programs you write.
Part III digs deeper into the Android platform. Here you’ll learn about
connecting to the outside world, location-based services, the built-in
SQLite database, and three-dimensional graphics.

At the end of the book, you’ll find appendices that cover the differences
between Android and Java Standard Edition (SE), how to create a widget,
and publishing your application.
















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