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This is a most excellent book: very well written, easy to read, and fun.
In addition, any of Androids quirks are explained along with just the
right amount of detail to ensure quality programming principles are
followed.
Anthony Stevens
Founder and CTO, PocketJourney and Top 20 Winner of
Google Android Competition
Ed Burnette covers an impressive amount of ground in a nicely compact book while retaining the popular Pragmatic style. For the material on 2D and 3D graphics alone, this is worthy of a spot in any
Android developers library.
Mark Murphy
Founder, CommonsWare
I remember when I first started to work with Android; it was like a
huge maze. With this book, the introduction would have been much
less painful. I am convinced that by reading this book new Android
programmers will have an easier start.
Gabor Paller
Senior Software Architect, OnRelay, Ltd.
Hello, Android
Introducing Googles
Mobile Development Platform
Ed Burnette
Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and The
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device are trademarks of The Pragmatic Programmers, LLC.
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Contents
Acknowledgments
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11
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Preface
What Makes Android Special?
Who Should Read This Book?
Whats in This Book? . . . . .
Whats New for Cupcake? . .
Online Resources . . . . . . .
Fast-Forward >> . . . . . . . .
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14
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Introducing Android
19
Quick Start
1.1
Installing the Tools . . . . .
1.2
Creating Your First Program
1.3
Running on the Emulator .
1.4
Running on a Real Phone .
1.5
Fast-Forward >> . . . . . . .
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29
29
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30
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35
39
40
Key Concepts
2.1
The Big Picture . .
2.2
Its Alive! . . . . . .
2.3
Building Blocks . .
2.4
Using Resources . .
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CONTENTS
2.5
2.6
41
42
CONTENTS
II Android Basics
43
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Exploring 2D Graphics
4.1
Learning the Basics . . . . .
4.2
Adding Graphics to Sudoku
4.3
Handling Input . . . . . . .
4.4
The Rest of the Story . . . .
4.5
Making More Improvements
4.6
Fast-Forward >> . . . . . . .
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102
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Multimedia
5.1
Playing Audio . . . . . . .
5.2
Playing Video . . . . . . . .
5.3
Adding Sounds to Sudoku
5.4
Fast-Forward >> . . . . . .
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104
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119
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127
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CONTENTS
128
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129
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146
156
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158
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173
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217
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10 3D Graphics in OpenGL
10.1 Understanding 3D Graphics .
10.2 Introducing OpenGL . . . . .
10.3 Building an OpenGL Program
10.4 Managing Threads . . . . . .
10.5 Building a Model . . . . . . .
10.6 Lights, Camera, ... . . . . . . .
10.7 Action! . . . . . . . . . . . . .
10.8 Applying Texture . . . . . . .
10.9 Peekaboo . . . . . . . . . . . .
10.10 Fast-Forward >> . . . . . . . .
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CONTENTS
IV Appendixes
A Java
A.1
A.2
A.3
218
B Hello, Widget
B.1
Creating Your First Widget
B.2
Calling All Widgets! . . . .
B.3
Stretch to Fit . . . . . . . .
B.4
The Rest of the Story . . .
B.5
Running the Widget . . . .
B.6
Keeping Up to Date . . . .
B.7
Go Wild . . . . . . . . . . .
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223
223
225
226
227
228
228
231
233
D Bibliography
234
Index
235