Java programming for Android developers for dummies

Barry Burd

Book - 2017

"Master basic Java programming; created an Android program from start to finish; assemble and debug your own app"--Cover.

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Subjects
Published
Hoboken, NJ : For Dummies, a Wiley Brand [2017]
Language
English
Main Author
Barry Burd (author)
Edition
2nd edition
Item Description
Includes index.
Physical Description
xi, 437 pages : illustrations ; 24 cm
ISBN
9781119301080
  • Introduction
  • How to Use This Book
  • Conventions Used in This Book
  • What You Don't Have to Read
  • Foolish Assumptions
  • How This Book Is Organized
  • Part 1. Getting Started with Java Programming for Android Developers
  • Part 2. Writing Your Own Java Programs
  • Part 3. Working with the Big Picture: Object-Oriented Programming
  • Part 4. Powering Android with Java Code
  • Part 5. The Part of Tens
  • More on the web!
  • Icons Used in This Book
  • Beyond the Book
  • Where to Go from Here
  • Part 1. Getting Started with Java Programming for Android Developers
  • Chapter 1. All about Java and Android
  • The Consumer Perspective
  • The Many Faces of Android
  • The Developer Perspective
  • Java
  • XML
  • Linux
  • From Development to Execution with Java
  • What is a compiler?
  • What is a virtual machine?
  • Java, Android, and Horticulture
  • Chapter 2. Getting the Tools That You Need
  • The Stuff You Need
  • If You Don't Like to Read the Instructions
  • Getting This Book's Sample Programs
  • Setting Up Java
  • Setting Up Android Studio and the Android SDK
  • Launching the Android Studio IDE
  • Opening One of This Book's Sample Programs
  • Using Android Studio
  • Starting up
  • The main window
  • Things You Might Eventually Have to Do
  • Installing new versions (and older versions) of Android
  • Creating an Android virtual device
  • Chapter 3. Creating and Running an Android App
  • Creating Your First App
  • First things first
  • Launching your first app
  • If the Emulator Doesn't Behave
  • Running third-party emulators
  • Testing apps on a physical device
  • The Project Tool Window
  • The app/manifests branch
  • The app/java branch
  • The app/res branches
  • The Gradle scripts branch
  • Dragging, Dropping, and Otherwise Tweaking an App
  • Creating the "look"
  • Coding the behavior
  • What All That Java Code Does
  • Finding the EditText and TextView components
  • Responding to a button click
  • The rest of the code
  • Going Pro
  • Part 2. Writing Your Own Java Programs
  • Chapter 4. An Ode to Code
  • Hello, Android!
  • The Java Class
  • The names of classes
  • Why Java Methods Are Like Meals at a Restaurant
  • What does Mom's Restaurant have to do with Java?
  • Method declaration
  • Method call
  • Method parameters
  • The chicken or the egg
  • How many parameters?
  • Method declarations and method calls in an Android program
  • Punctuating Your Code
  • Comments are your friends
  • What's Barry's excuse?
  • All About Android Activities
  • Extending a class
  • Overriding methods
  • An activity's workhorse methods
  • Chapter 5. Java's Building Blocks
  • Info Is As Info Does
  • Variable names
  • Type names
  • Assignments and initializations
  • Expressions and literals
  • How to string characters together
  • Java's primitive types
  • Things You Can Do with Types
  • Add letters to numbers (Huh?)
  • Java's exotic assignment operators
  • True bit
  • Java isn't like a game of horseshoes
  • Use Java's logical operators
  • Parenthetically speaking
  • Chapter 6. Working with Java Types
  • Working with Strings
  • Going from primitive types to strings
  • Going from strings to primitive types
  • Getting input from the user
  • Practice Safe Typing
  • Widening is good; narrowing is bad
  • Incompatible types
  • Using a hammer to bang a peg into a hole
  • Chapter 7. Thought These Be Methods, Yet There Is Madness in't
  • Minding Your Types When You Call a Method
  • Method parameters and Java types
  • If at first you don't succeed
  • Return types
  • The great void
  • Displaying numbers
  • Primitive Types and Pass-by Value
  • What's a developer to do?
  • A final word
  • Chapter 8. What Java Does (and When)
  • Making Decisions
  • Java if statements
  • Choosing among many alternatives
  • Some formalities concerning Java switch statements
  • Repeating Instructions Over and Over Again
  • Check, and then repeat
  • Repeat, and then check
  • Count, count, count
  • What's Next?
  • Part 3. Working with the Big Picture: Object-Oriented Programming
  • Chapter 9. Why Object-Oriented Programming Is Like Selling Cheese
  • Classes and Objects
  • What is a class, really?
  • What is an object?
  • Creating objects
  • Reusing names
  • Calling a constructor
  • More About Classes and Objects (Adding Methods to the Mix)
  • Constructors with parameters
  • The default constructor
  • This is it!
  • Giving an object more responsibility
  • Members of a class
  • Reference types
  • Pass by reference
  • Java's Modifiers
  • Public classes and default-access classes
  • Access for fields and methods
  • Using getters and setters
  • What does static mean?
  • To dot, or not
  • A bad example
  • What's Next?
  • Chapter 10. Saving Time and Money: Reusing Existing Code
  • The Last Word on Employees - Or Is It?
  • Extending a class
  • Overriding methods
  • Java's super Keyword
  • Java annotations
  • More about Java's Modifiers
  • Keeping Things Simple
  • Using an interface
  • Some Observations about Android's Classes
  • Java's super keyword, revisited
  • Casting, again
  • Part 4. Powering Android with Java Code
  • Chapter 11. The Inside Story
  • A Button-Click Example
  • This is a callback
  • Android string resources (A slight detour)
  • Introducing Inner Classes
  • No Publicity, Please!
  • Lambda Expressions
  • Chapter 12. Dealing with a Bunch of Things at a Time
  • Creating a Collection Class
  • More casting
  • Java generics
  • Java's wrapper classes
  • Stepping Through a Collection
  • Using an iterator
  • The enhanced for statement
  • A cautionary tale
  • Functional programming techniques
  • Java's Many Collection Classes
  • Arrays
  • String resource arrays
  • Java's varargs
  • Using Collections in an Android App
  • The listener
  • The adapter
  • Chapter 13. An Android Social Media App
  • The Twitter App's Files
  • The Twitter4J API jar file
  • The manifest file
  • The main activity's layout file
  • How to Talk to the Twitter Server
  • Using OAuth
  • Making a ConfigurationBuilder
  • Getting OAuth keys and tokens
  • The Application's Main Activity
  • The onCreate method
  • The button listener methods
  • The trouble with threads
  • Understanding Android's AsyncTask
  • My Twitter app's AsyncTask classes
  • Cutting to the chase, at last
  • Java's Exceptions
  • Catch clauses
  • A finally clause
  • Passing the buck
  • Chapter 14. Hungry Burds: A Simple Android Game
  • Introducing the Hungry Burds Game
  • The Main Activity
  • The code, all the code, and nothing but the code
  • Measuring the display
  • Constructing a Burd
  • Android animation
  • Creating menus
  • Shared preferences
  • Informing the user
  • It's Been Fun
  • Part 5. The Part of Tens
  • Chapter 15. Ten Ways to Avoid Mistakes
  • Putting Capital Letters Where They Belong
  • Breaking Out of a switch Statement
  • Comparing Values with a Double Equal Sign
  • Adding Listeners to Handle Events
  • Defining the Required Constructors
  • Fixing Nonstatic References
  • Staying within Bounds in an Array
  • Anticipating Null Pointers
  • Using Permissions
  • The Activity Not Found
  • Chapter 16. Ten Websites for Developers
  • This Book's Websites
  • The Horse's Mouth
  • Finding News and Reviews
  • Index