Chapter 1 introduces the Android platform and describes the current market for Android
apps. You create your first Android project using Android Studio and become familiar with the
Android Studio interface and its tools. As programming tradition mandates, your first project
is called Hello Android World, which you complete and then run in an emulator.
Chapter 2 focuses on the Android user interface. While developing an app for selecting and
displaying healthy recipes, you follow a series of steps that you repeat every time you create an
Android app. You learn how to develop a user interface using certain types of controls, select
a screen layout, and write code that responds to a button event (such as a tap or click). While
creating the chapter project, you develop an app that includes more than one screen and can
switch from one screen to another. Finally, you learn how to correct errors in Java code.
Chapter 3 covers user input, variables, and operations. You develop an Android app that
allows users to enter the number of concert tickets they want to purchase, and then tap or click
a button to calculate the total cost of the tickets. To do so, you create a user interface using an
Android theme and add controls to the interface, including text fields, buttons, and spinner
controls. You also declare variables and use arithmetic operations to perform calculations, and
then convert and format numeric data.
Chapter 4 discusses icons and decision-making controls. The sample app provides healthcare
professionals with a mobile way to convert the weight of a patient from pounds to kilograms
and from kilograms to pounds. You create this project using a custom application icon, learn
how to fine-tune the layout of the user interface, and include radio buttons for user selections.
You also learn how to program decisions using If statements, If Else statements, and logical
Chapter 5 describes how to use lists, arrays, and web browsers in an Android app. You design
and create an Android app that people can use as a traveler’s guide to popular attractions in
Chicago, Illinois. To do so, you work with lists, images, and the Switch decision structure. You
also learn how to let users access a web browser while using an Android app.
Chapter 6 explains how to include audio such as music in Android apps. The sample app
opens with a splash screen and then displays a second screen where users can select a song
to play. To develop this app, you create and set up a splash screen, learn about the Activity life
cycle, pause an Activity, and start, play, stop, and resume music playback.
Chapter 7 demonstrates how to use an Android layout tool called a GridView, which shows
thumbnail images in a scrolling grid. When the user taps or clicks a thumbnail, the app displays
a larger image below the grid. You also learn how to use an array to manage the images.
In Chapter 8, you design a calendar program that includes a DatePicker control for selecting
a date to book a reservation. Because this app is designed for a larger tablet interface, you also
learn how to design an app for a tablet device and add an Android Virtual Device specifically
designed for tablets.
Chapter 9 continues to explore Android apps designed for tablet devices. In this chapter, you
create a multipane interface, with a list of options in the left pane, and details about the selected
option in the right pane. Each pane displays a different layout and Activity. To create the
multipane interface, you work with the Master/Detail Flow template.
Chapter 10 explains how to create two types of animation. Using a frame-by-frame animation,
you animate a series of images so that they play in sequence. Using a motion tween animation,
you apply an animated effect to a single image.
Chapter 11 shows you how to create an Android app that requests data, stores it, and then
modifies that data to produce a result throughout multiple activities. You learn about the ways
Android apps can save persistent application data, and then use one—the SharedPreferences
class—to store data for an airline’s customer rewards app.
In Chapter 12, you learn how to publish an Android app to the Google Play Store. Before
publishing the app, you test it, prepare it for publication, create a package and digitally sign the
app, and then prepare promotional materials.