Android UI Fundamentals: Develop & Design by Jason Ostrander

By Jason Ostrander

Writer Jason Ostrander walks builders throughout the varied offerings to be had on their technique to making a well-designed software for Android. whereas development an easy program, Jason works during the fundamentals of Android UI improvement together with format, occasion dealing with, menus and notifications. the writer then exhibits the right kind solution to load and show photographs, create complex dialogs and growth symptoms, upload animation, and the way to construct customized UI parts. Jason discusses the right kind approach of including interplay via gestures and the complex graphical recommendations on hand utilizing Canvas, Renderscript and OpenGL. ultimately, he discusses pill improvement, the original variations among mobile and pill UI, and the recent APIs on hand to pill builders.

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Extra resources for Android UI Fundamentals: Develop & Design

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The layout includes a set of context-specific buttons for quickly changing the parameters of selected views. You can drag views from the Palette and drop them here to build the UI. You can right-click components to get a context-specific list of available configurations. You can also use this list for refactoring the UI into reusable components. 3 The Palette contains the basic building blocks of Android user interfaces. This is where you can find the basic layout containers, the form controls (including buttons and text inputs), and even advanced features like transition animations.

The attributes follow the form android:attribute_name, where attribute_name is the actual name of the attribute. All system attributes use the android: prefix. Here, we舗ll go over the most important attributes and behaviors, covering a few confusing aspects along the way. Note Android uses special dimension units called density-independent pixels, or dp. This is one way that Android handles varying screen sizes and densities. You舗ll learn more about this in Chapter 3. For now, know that you should almost always use dp units when specifying the size of your UI elements.

This app will eventually have all the features you would expect in a time-tracking application: a Start/Stop button, a running clock indicator, lists of previous times, editing capabilities, and a home-screen widget for fast time entry. But to begin, you舗ll create a basic app with a few buttons, a text view, and a list of times. In this chapter you舗ll learn the different layout containers and when to use them; explore XML options for getting the interface just right; learn the proper way to load data and display it as a list; and dive deep into the Activity class, a fundamental part of Android UI development.

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