精通Android 4(高清英文版)

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精通Android 4,2012年3月Appress最新出版的,高清英文版
Contents at a glance Contents About the authors mmmmmxxi About the technical reviewers ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ XXI Acknowledgments Preface XXV Chapter 1: Introducing the Android computing platform.mRERn Chapter 2: Setting Up Your Development Environment 23 Chapter 3: Understanding Android resources IIIRI Imm 51 Chapter 4: Understanding content Providers a m ■■■■■■■■■■■■■■■■■■■■■■ Chapter 5: Understanding Intents. ua113 ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ Chapter 6: Building User Interfaces and Using Controls m mmmm 135 Chapter 7: Working with Menus Bm BRBIBRRBEBBRBRRBIBBRRBERR 203 Chapter 8: Fragments for Tablets and More ■■■■■■■■口■■■■■■■■国■■■■■■■■■■■■■■■■■■■■口■■■■ 229 Chapter 9: Working with Dialogs ■■■■■■■■■■口■■■■■■■aa 261 Chapter 10: Exploring Action. mRe mmm maman 281 Chapter 11: Advanced Debugging and analysis ama maman 315 Chapt Chapter 12: Responding to configuration Changes mmtsmamImmaLIRIaImn 331 Chapter 13: Working with Preferences and Saving State B RRBIRRaIRsIIaaian 339 Chapter 14: Exploring Security and Permissions RB RBERaBRaIRnaIIaaIn 363 CONTENTS AT A GLANCE Chapter15: Building and consuming Services………383 Chapter16: Exploring Packages………,,,,,,1441 Chapter 17: Exploring Handlers ■口■■■■■■■■■■■■■■■■■■■■■■■■■■■■L■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■D■ 469 Chapter 18: Exploring the AsyncTask.mIa g489 Chapter 19: Broadcast Receivers and Long-Running Services ammann 503 Chapter 20: Exploring the Alarm Manager n539 Chapter 21: Exploring 2D Animation anar n555 Chapter22: Exploring Maps and Location-based Services……,…599 Chapter 23: Using the Telephony APls 641 Chapter 24: Understanding the Media Frameworks u659 Chapter 25: Home Screen Widgets ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ 709 Chapter 26: Exploring list widgets mmaa ■■■■■■■■■■■■■口■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ 745 Chapter 27: Touch Screens.IBRIRI mmIn 775 Chapter 28: Implementing Drag and Drop IBmIBBmIBRIBIREaIMIIRRaIIRIaian 813 Chapter 29: Using Sensors ■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■口■■■■■■ 833 Chapter 30: Exploring the Contacts APl ■口■口■■■口■■■■■■■■■■口■■口■■■■n■■■■■量■■■■ 873 Chapter 31: Deploying Your Application: Android Market and beyond.n 927 Index mmmm 951 Chapter Introducing the Android Computing Platform Computing is more accessible than ever before. Handheld devices have transformed into computing platforms. Be it a phone or a tablet, the mobile device is now so capable of general-purpose computing that it's becoming the real personal computer(Pc). Every traditional pc manufacturer is producing devices of various form factors based on the Android OS. The battles between operating systems, computing platforms, programming languages, and development frameworks are being shifted and reapplied to mobile devices We are also seeing a surge in mobile programming as more and more IT applications start to offer mobile counterparts. In this book, we'l show you how to take advantage of your Java skills to write programs for devices that run on google's android platform (http://developer.androidcom/index.html),anopensourceplatformformobileand tablet development NOTE: We are excited about android because it is an advanced Java-based platform that introduces a number of new paradigms in framework design (even with the limitations of a mobile platform In this chapter, we'll provide an overview of android and its SDK, give a brief overview of key packages, introduce what we are going to cover in each chapter, show you how to take advantage of Android source code, and highlight the benefits of programming for the Android platform A New Platform for a New Personal computer The android platform embraces the idea of general-purpose computing for handheld devices. It is a comprehensive platform that features a Linux-based operating system stack for managing devices, memory, and processes. Android's Java libraries cover 2 CHAPTER 1: Introducing the Android Computing Platform telephony, video, speech, graphics, connectivity, UI programming, and a number of other aspects of the device NOTE: Although built for mobile-and tablet-based devices, the android platform exhibits the characteristics of a full-featured desktop framework. google makes this framework available to Java programmers through a Software Development Kit (SDK called the android SDK. When you are working with the android SDK, you rarely feel that you are writing to a mobile device because you have access to most of the class libraries that you use on a desktop or a server-including a relational database The Android SDK supports most of the Java Platform, Standard Edition (Java SE except for the Abstract Window Toolkit (AWt) and Swing In place of AWT and Swing, Android SDK has its own extensive modern U/ framework. Because you're programming your applications in Java, you could expect that you need a Java Virtual Machine (JVM) that is responsible for interpreting the runtime Java byte code. A JVM typically provides the necessary optimization to help Java reach performance levels comparable to compiled languages such as C and C++ Android offers its own optimized JVM to run the compiled java class files in order to counter the handheld device limitations such as nemory, processor speed, and power. This virtual machine is called the Dalvik VM which we'll explore in a later section, "Delving into the dalvik vm NOTE: The familiarity and simplicity of the Java programming language, coupled with androids extensive class library, makes android a compelling platform to write programs for Figure 1-1 provides an overview of the android software stack. We'll provide further details in the section"Understanding the Android Software Stack. " CHAPTER 1: Introducing the Android Computing Platform Applications Java libraries Activities /Services Ul/Graphics/Views Resources/Content Providers Telephone/Camera Multi-Media SQLite Database Http/connectivIty Java SE/Java Apache Dalvik VM Core c libraries Linux Figure 1-1. High-level view of the android software stack Early history of Android Mobile phones use a variety of operating systems, such as Symbian OS, Microsofts Windows Phone OS, Mobile Linux, iPhone oS (based on Mac OS X), Moblin(from Intel) 3 and many other proprietary OSs. So far, no single os has become the de facto standard. The available APls and environments for developing mobile applications too restrictive and seem to fall behind when compared to desktop frameworks. In contrast, the Android platform promised openness, affordability, open source code, and more important, a high-end, all-in-one-place, consistent development framework Google acquired the startup company Android InC in 2005 to start the development of the android platform(see Figure 1-2). the key players at Android Inc. included Andy Rubin. Rich miner. Nick Sears. and chris White CHAPTER 1: Introducing the Android Computing Platform 2008 2008 2008 2008 T-Mobile G1 SDK 1.0 Released Announced Android Open Sourced 2007 2007 2007 OHA Announced Early Look SDK 2005 2005 Google Buys Android Inc. Work on Dalvik VM Starts Figure 1-2. Android early timeline The Android SDK was first issued as an"early look release in November 2007. In September 2008, T-Mobile announced the availability of T-Mobile G1, the first smartphone based on the android platform. Since then we have seen the SDKs 2.0, 3.0, and now 4.0, roughly one every year. The devices that run android started out as a trickle but now are a torrent One of Androids key architectural goals is to allow applications to interact with one another and reuse components from one another. This reuse applies not only to services, but also to data and the user interface(UI) Android has attracted an early following and sustained the developer momentum because of its fully developed features to exploit the cloud-computing model offered by web resources and to enhance that experience with local data stores on the handset itself. Android's support for a relational database on the handset also played a part in early adoption In releases 1.0 and 1.1(2008)Android did not support soft keyboards, requiring the devices to carry physical keys. Android fixed this issue by releasing the 1.5 SDK in April 2009, along with a number of other features, such as advanced media-recording capabilities, widgets, and live folders In September 2009 came release 1.6 of the android os and, within a month, android 2.0 followed, facilitating a flood of android devices in time for the 2009 christmas season This release introduced advanced search capabilities and text to speech In Android 2.3, the significant features include remote wiping of secure data by administrators, the ability to use camera and video in low-light conditions, Wi-Fi hotspot, significant performance improvements improved bluetooth functionality installation of applications on the Sd card optionally, Open GL ES 2.0 support, improvements in backup, improvements in search usability, Near Field Communications support for credit card processing, much improved motion and sensor support (similar to Wi), video chat, and improved market Android 3.0 is focused on tablet-based devices and much more powerful dual core processors such as NViDIA Tegra 2. The main features of this release include support to use a larger screen. a significantly new concept called fragments has been introduced Fragments permeate the 3.0 experience More desktop-like capabilities, such as the action bar and drag-and-drop, have been introduced. Home-screen widgets have been CHAPTER 1: Introducing the Android Computing Platform significantly enhanced, and more Ul controls are now available. In the 3D space, OpengL has been enhanced with Renderscript to further supplement ES 2.0. It is an exciting introduction for tablets. However, the 3.0 experience is limited to tablets. At the time of the 3.0 release, the 2.X branch of Android continued to serve phones while 3. x branches served the tablets Starting with 4.0, Android has merged these branches and forged a single sdK. For phone users, the primary Ul difference is that the tablet experience is brought to phones as well The key aspects of the 4.0 user experience are as follows: A new type face called Roboto to provide crispness on high-density screens a better way to organize apps into folders on home pages Ability to drag apps and folders into the favorites tray that is always present at the bottom of the device Optimization of notifications based on device type. For small devices they show up on the top, and for larger devices they show up in the bottom system bar Resizable, scrollable widgets A variety of ways to unlock screens Spell checker. Improved voice input with a"speak continuously " option More controls to work with network data usage Enhanced Contacts application with a personal profile much like social networks Enhancements to the calendar application Better camera app: continuous focus, zero shutter lag, face detection tap to focus, and a photo editor. Live effects on pictures and videos for silly effects a quick way to take and share screen shots Browser performance that is twice as fast mproved e-mail A new concept called Android beaming for NFC-based sharing Support for Wi-Fi Direct to promote P2P services. Bluetooth health device profile Key aspects of developer support for 4.0 include CHAPTER 1: Introducing the Android Computing Platform Revamped animation based on changing properties of objects, cluding views Fixed number of list-based widget behaviors from 3.0 Much more mature action bar with integrated search Support for a number of mobile standards: Advanced Audio Distribution Profile(a2DP: the ability to use external speakers), real- time Transport Protocol rtP: to stream audio/video over IP), Media Transfer Protocol(MTP), Picture Transfer Protocol(PTP: for hooking up to computers to download photos and media), and bluetooth Headset Profile(HSP) Full device encryption Digital Rights Management(DRM Encrypted storage and passwords Social API involving personal profiles Enhanced Calendar AP Voice mail aPi Delving Into the Dalvik VM As part of Android, Google has spent a lot of time thinking about optimizing designs for low-powered handheld devices. Handheld devices lag behind their desktop counterparts in memory and speed by eight to ten years. They also have limited power for computation. The performance requirements on handsets are severe as a result requiring handset designers to optimize everything If you look at the list of packages in Android, you' ll see that they are fully featured and extensive These issues led Google to revisit the standard JVM implementation in many respects The key figure in Google's implementation of this JVM is Dan Bornstein, who wrote the Dalvik vM-dalvik is the name of a town in Iceland Dalvik vM takes the generated Java class files and combines them into one or more Dalvik Executable(. dex)files. The goal of the dalvik Vm is to find every possible way to optimize the JVM for space performance, and battery life The final executable code in android as a result of the dalvik Vm. is based not on java byte code but on. dex files instead. This means you cannot directly execute Java byte code; you have to start with Java class files and then convert them to linkable .dex files Understanding the Android Software Stack So far we've covered Android's history and its optimization features, including the Dalvik VM, and we've hinted at the Java programming stack available. In this section, we will

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心累 很好,很全面,值得学习
2019-06-10
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jingge_ 原版资源赞
2016-10-28
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北京吉普2020 好书,慢慢研究
2014-12-02
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super_debug7 老外写书很当回事,国内书不太敢看了
2014-09-17
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CoderLean 原版资源赞
2014-08-05
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linchong2009 原版资源赞。
2014-08-04
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coder8988 质量还行,可以看看
2014-07-16
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gyzboy 原汁原味 比翻译的好多了!赞一个
2014-06-14
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wflydong 还是老外写书容易理解。
2014-06-11
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signjing 高清,英文,都是我想要的。
2014-05-24
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