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Directory for Android mobile development and entrepreneurship

The first sailing chapter

Chapter 1 Is it time for Android Time 2

Creator Jin Yan

eoeMobile and eoeandroid One of the founders, he has written the book "Introduction and Practical Use of Google Android".

The author also participated in the writing of Chapter 16.

1.1 What is Android and can it be eaten? 2

1.1.1 Everything starts with Android 2

1.1.2 Let’s talk about Android 2 in detail

1.1.3 The evolution and current situation of Android 3

1.2 The development of Android 3

1.2.1 Android’s growth path 3

1.2.2 Mobile phones Open Alliance 4

1.2.3 Android phones already on the market 5

1.2.4 Introduction to OMS 5

1.2.5 Brief analysis of Android users 6

1.3 The Prospects of Android 7

1.3.1 The Development of Android Platform and the Prospects of Android Mobile Phones 7

1.3.2 The Application of Android in Other Platforms 7

1.3.3 The Prospects of Android Application Development 8

1.4 Summary 9

Chapter 2 Discussion on the Profit Model of Android Projects 10

Creator Fang Yi< /p>

Internet practitioner, former eoeAndroid forum leader.

The author also participated in the writing of Chapter 15.

2.1 I am a software developer 10

2.1.1 Making an application 10

2.1.2 Selecting the application software type 10

2.1.3 About development 10

2.2 Android Market platform sales 11

2.2.1 Making application software and selling it on the Market 11

2.2.2 Paid applications It must be valuable11

2.2.3 Real users11

2.2.4 Disadvantages of Android Market platform sales15

2.2.5 Localization strategy 15

2.3 It is profit, not advertising15

2.3.1 Free software is a major trend15

2.3.2 Advertising16

2.3.3 Google Adsens 16

2.3.4 Admob 16

2.3.5 Professional advertising 18

2.3.6 Product placement 18

2.3.7 Advice on generating revenue from advertising18

2.4 Customize clients for Internet service providers19

2.4.1 Specialize in technical fields19

2.4.2 Internet service providers that provide API19

2.4.3 Websites that do not have open API interfaces19

2.5 The true meaning of doing projects: time changes money20

< p>2.6 Issues to pay attention to when making solutions 20

2.7 Summary 22

The second starting chapter

Chapter 3 User Definition and UI Design 24< /p>

Creator Yu Jian (ken)

Senior interactive interface designer at Motorola China R&D Center, engaged in mobile phone interactive interface design for Google Android system. He once worked at Palm Source Beijing R&D Center and was the first interactive interface designer and interactive interface design supervisor. He has many years of experience in mobile phone interaction design and has a deep understanding of interactive interface design. He has many excellent design works on the Android platform.

3.1 UI Overview 24

3.1.1 UI Definition 24

3.1.2 Importance of UI Design 26

3.2 User Definition and interaction design methods 28

3.2.1 Understand yourself and your own technology 28

3.2.2 Think about problems as a UI designer 28

3.2. 3 UI detailed design and development 31

3.3 Summary 33

Chapter 4 Android 2.0 technology 34

Creator Zhang Yunfang

Long-term Engaged in Android research and application development, he is a typical Linux enthusiast, an enthusiastic supporter of open source software and GNU/Linux. Participated in and managed more than 20 Android and OMS project management and development.

Java enthusiast, good at mobile embedded development such as Java ME, Android, BlackBerry, etc. Cheerful personality, humorous, good with friends, perseverance, and self-improvement. He likes movies and music, and has collaborated with rock bands on many occasions. He also likes electric guitar, drums, and electric bass. He has currently composed 6 complete band tracks.

The author also participated in the writing of Chapters 7, 13, and 14.

Creator 2 Zhao Xue

Engaged in the development of Android-related products, focusing on the release and sharing of mobile Internet applications. I like to study algorithms and am passionate about artificial intelligence. A hardcore gamer, he once worked for a company focusing on Android game development.

The author also participated in the writing of Chapter 9.

4.1 The era of Android 2.0 coming 34

4.1.1 Android 2.0 released 34

4.1.2 Android 2.0 technology era 34

4.1.3 Android 2.0 mobile phone prospects 35

4.2 Android 2.0 new features 35

4.2.1 Android 2.0 UI new features 36

4.2.2 Android 2.0 New features 41

4.2.3 Android 2.0 built-in program new features 43

4.3 Android 2.0 development environment (SDK/development environment/ADT) 45

4.3 .1 Android 2.0 SDK download 45

4.3.1.1 First encounter with Android - Beginner's introduction 46

4.3.1.2 Reunion with Android - Super Fans 57

4.3.2 Android 2.0 SDK mode analysis 60

4.3.2.1 Directory structure in component mode 61

4.3.2.2 Official component version SDK 63

4.3. 3 Android 2.0 SDK update elements 64

4.3.4 Android 2.0 development environment in-depth and compatibility 65

4.3.4.1 Android 2.0 development environment in-depth 65

4.3.4.2 Android 2.0 compatibility 71

4.4 Analysis of Android 2.0 cutting-edge technology examples - Gestures 73

4.5 Summary 76

Chapter 5 Android basic development Example 78

The creator Wang Xueming is a Google fan and is engaged in Android research and application development.

The author also participated in the writing of Chapter 11.

5.1 Introduction to Android architecture 78

5.1.1 Application 79

5.1.2 Application framework 79

5.1.3 Various libraries and Android operating environment 79

5.1.4 Linux kernel 80

5.2 The composition structure of Android execution file apk 80

5.3 The logical composition of Android applications 81

5.3.1 Introduction to Human-Computer Interaction Interface Activity 81

5.3.2 Broadcast Receiver 84

5.3.3 Service 84

5.3.4 Content provider 84

5.4 Quickly build an Android project 85

5.5 Create Android virtual device 88

5.5.1 Use the create avd command Create Android avd 88

5.5.2 Use ADT to create Android avd 88

5.6 Run an Android project 90

5.7 Debug an Android project 91

5.8 Sign Android executable files 93

5.8.1 Make signature files 93

5.8.2 Use signature files to sign apk 96

5.9 Release Apply to the Android Market store97

5.9.1 Register a Market account98

5.9.2 Publish the signed application to the Android Market store98

5.9.3 Download applications to mobile phones through Android Market mobile client 100

5.10 Publish applications to eoeMarket store 101

5.11 Summary 108

Chapter 6 NDK underlying development and expansion 109

Creator: Yao Shanglang (IceskYsl)

One of the founders of eoemobile and eoeAndroid, a heavy reliance on Google products. Engaged in the construction and implementation of personalized recommendation and sharing platforms in the field of mobile Internet, advocating agile development and rapid delivery of usable software models. He has unique insights into innovative business models in the telecommunications industry, mobile Internet and Web 2.0 development trends, and actively explores them through practice. He has edited "Introduction and Practical Combat of Google Android Development", "Google API Encyclopedia Programming·Development·Examples", and co-translated "The Rails Way". He is spontaneous, free-spirited and trustworthy. He likes backpacking to travel to strange places and making friends.

The author also participated in the writing of Chapters 8, 10, and 16.

Creator 2 Ma Wanzheng

Explorer of computer terminal technology and wireless terminal software technology. In 2004, he joined Motorola to develop and design software platforms and mobile terminal system frameworks; in 2009, he joined T3G to provide technical support for Android platform construction and development. In 2010, he joined eoeMobile as technical director (chief engineer) of PC terminal and wireless client software. A perfectionist, he focuses on both application layer and middleware technology, is familiar with the upper and lower-level principles of various systems, strives for excellence in technology and product requirements, and pursues unlimited pursuit of improving performance and user experience.

Creator Zhou Zhoubo

has been engaged in the development of mobile application software. The projects he has worked on include Nokia OVI Contacts client and China Mobile Express client. He joined the eoe team in 2009. Mainly engaged in Android product development work.

6.1 Overview of NDK 109

6.2 Marching towards low-level development 112

6.2.1 The qualities that low-level developers need to possess 112

6.2 .2 Preparation before development (environment setup) 112

6.2.2.1 Environment setup under Windows 112

6.2.2.2 Android NDK configuration and development under Linux (ubuntu) 117< /p>

6.2.2.3 Android NDK configuration and development on macbook 119

6.2.2.4 NDK project hello-jni 121

6.2.2.5 Learn more about NDK 123

6.3 Analysis of underlying development examples - real-time magnifying glass 125

6.3.1 Overview of examples 125

6.3.2 Writing program code 126

6.3. 2.1 Create a project 126

6.3.2.2 Write Java code 127

6.3.2.3 Write and compile C files 139

6.3.2.4 Run the program and compare performance 150

6.3.2.5 Program Signing and Packaging 151

6.4 Summary 152

Chapter 7 Applications Occupying the Mobile Desktop - Widget 153

< p>7.1 Introduction to Widget 153

7.1.1 Concept of Widget 153

7.1.2 Market position of Widget 154

7.1.3 Market capacity of Widget 155

7.2 Widget implementation method 157

7.2.1 Necessary elements for Widget implementation 157

7.2.2 Steps for Widget implementation 158

7.2 .2.1 Create Demo project 158

7.2.2.2 Widget desktop layout design 160

7.2.2.3 Add AppWidgetProviderInfo metadata 162

7.2.2.4 Implement the AppWidgetProvider class 163

7.2.2.5 Register receiver in Manifest——AppWidgetProvider 165

7.2.2.6 Add desktop Widget plug-in 166

7.2.2.7 Implement Widget configuration Activity class 167

7.2.2.8 Register and configure Activity class 167 in Manifest

7.2.2.9 Set the Widget configuration Activity to be started in AppWidgetProviderInfo metadata 168

7.2.2.10 Design Widget configuration Activity layout 168

7.2.2.11 Implement the logical framework, structure and function of Widget configuration Activity 170

7.2.2.12 Dynamically configure desktop Widget plug-in 173

7.3 Widget examples 174

7.3.1 Widget conception and planning 174

7.3.2 Widget architecture and implementation 181

7.3.2.1 Overall framework design 182

7.3.2.2 Detailed framework design 184

7.3.2.3 Code implementation 186

7.3.2.4 Widget testing 279

7.3.3 Widget packaging and productization 283

7.3.3.1 Widget packaging 283

7.3.3.2 Widget productization 294

7.4 Widget underlying framework analysis 295

7.4.1 Add APP Widget to the desktop 295

7.4.1.1 Events that occur when long pressing in the blank space of Home and clicking Add in Menu 296

7.4.1.2 Event 302 that occurs after selecting Widgets in ADD Dialog

7.4.1.3 Event 307 that occurs after clicking an item in AppWidget Picker

7.4.1.4 Adding APPWidget to the desktop 309

7.4.2 AppWidget Update 318

7.4.3 APP Widget Management 324

7.4.4 APP Widget Framework Received Action 335

7.4.5 APP Widget’s callback method 339

7.4.6 APP Widget’s life cycle 341

7.5 Widget product issues 350

< p>7.6 Summary 351

The third fighting chapter

Chapter 8 Traditional application software - the way to break through 353

8.1 Traditional application software - Android The pillars behind it353

8.1.1 Classification and statistics of applications354

8.1.2 See the essence through the appearance and find the right direction354

8.1.3 Based on strengths and weaknesses, look for breakthrough points355

8.2 Traditional application software - preparation before breakthrough355

8.2.1 An unexploited emerging demand market355

8.2.2 A market with fierce competition but opportunities356

8.2.3 Think about the way out from another angle358

8.3 Traditional application software - starting to break through360

8.3.1 Quickly attack emerging demand markets360

8.3.2 Stand on the shoulders of forerunners365

8.3.3 Going around is also a kind of success367< /p>

8.4 Summary 367

Chapter 9 Becoming a member of the game development family 368

9.1 The locomotive driving the development of Android

——Android Game Positioning 368

9.2 Market Prospect Analysis 368

9.3 Game Development Example "If You Are a Man, Just Hold on for 20 Seconds" 369

9.3.1 Game Planning 370

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9.3.2 Game structure construction 371

9.3.3 Art production 375

9.3.4 Programming implementation 376

9.3.5 Follow-up Development Outlook 395

9.3.6 Development Process Summary 398

9.4 Turning an egg into a butterfly and turning a stone into gold - Advanced Skills 399

9.4.1 Collision Judgment 399

9.4.2 Memory Management 405

9.4.3 Pathfinding Algorithm 410

9.5 Summary 411

Chapter 10 Movement Internet and platform-based products 412

10.1 Things about mobile Internet platformization 412

10.1.1 Overview of mobile Internet and its development trends 412

10.1. 2 Overview of platformization413

10.1.3 The temptation of platformization413

10.1.4 Are you ready for mobile Internet platform products414

10.2 Suggestions for selecting the direction of mobile Internet platform products414

10.2.1 Features of mobile Internet products414

10.2.2 Direction of mobile Internet products415

10.3 Mobile Internet Practical implementation of platform-based products 416

10.3.1 Product selection, conception and planning 416

10.3.2 Technology selection 417

10.3.3 Product technology Architecture 419

10.3.4 Implementation of server-side technology 424

10.3.4.1 Preliminary knowledge 424

10.3.4.2 Creating DB 426

10.3.4.3 Implementing the Web side 431

10.3.4.4 Implementing the management side 443

10.3.4.5 Implementing the API 446

10.3.5 Application deployment 453

10.3.6 Interface document writing 457

10.3.7 Client technology implementation 463

10.4 Issues that need attention in mobile Internet platform development 467

10.5 Summary 468