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Android Wireless Application Development: Advanced Android v. II

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Table of Contents

Introduction 1 Part I: Advanced Android Application Design Principles Chapter 1: Threading and Asynchronous Processing 9 The Importance of Processing Asynchronously 9 Working with the AsyncTask Class 10 Working with the Thread Class 13 Working with Loaders 14 Understanding StrictMode 14 Summary 15 References and More Information 15 Chapter 2: Working with Services 17 Determining When to Use Services 17 Understanding the Service Lifecycle 18 Creating a Service 18 Controlling a Service 23 Implementing a Remote Interface 24 Implementing a Parcelable Class 26 Using the IntentService Class 29 Summary 33 References and More Information 33 Chapter 3: Leveraging SQLite Application Databases 35 Storing Structured Data Using SQLite Databases 35 Creating a SQLite Database 36 Creating, Updating, and Deleting Database Records 38 Working with Transactions 40 Querying SQLite Databases 41 Closing and Deleting a SQLite Database 46 Designing Persistent Databases 47 Binding Data to the Application User Interface 50 Summary 55 References and More Information 55 Chapter 4: Building Android Content Providers 57 Acting as a Content Provider 57 Implementing a Content Provider Interface 58 Defining the Data URI 59 Defining Data Columns 59 Implementing Important Content Provider Methods 59 Updating the Manifest File 65 Enhancing Applications Using Content Providers 65 Accessing Images on the Device 66 Summary 71 References and More Information 71 Chapter 5: Broadcasting and Receiving Intents 73 Sending Broadcasts 73 Sending Basic Broadcasts 74 Sending Ordered Broadcasts 74 Receiving Broadcasts 75 Registering to Receive Broadcasts 76 Handling Incoming Broadcasts from the System 77 Securing Application Broadcasts 80 Summary 80 References and More Information 81 Chapter 6: Working with Notifications 83 Notifying the User 83 A Word on Compatibility 84 Notifying with the Status Bar 84 Using the NotificationManager Service 85 Creating a Simple Text Notification with an Icon 85 Working with the Notification Queue 86 Updating Notifications 88 Clearing Notifications 90 Vibrating the Phone 91 Blinking the Lights 92 Making Noise 93 Customizing the Notification 94 Designing Useful Notifications 96 Summary 97 References and More Information 97 Part II: Advanced Android User Interface Design Principles Chapter 7: Designing Powerful User Interfaces 99 Following Android User Interface Guidelines 99 Working with Menus 100 Using Options Menus 100 Using Context Menus 103 Using Popup Menus 105 Enabling Action Bars 105 Building Basic Action Bars 106 Customizing Your Action Bar 110 Handling Application Icon Clicks on the Action Bar 112 Working with Screens That Do Not Require Action Bars 114 Introducing Contextual Action Mode 114 Using Advanced Action Bar Features 114 Working with Styles 114 Building Simple Styles 115 Leveraging Style Inheritance 117 Working with Themes 119 Summary 121 References and More Information 122 Chapter 8: Handling Advanced User Input 123 Working with Textual Input Methods 123 Working with Software Keyboards 123 Working with Text Prediction and User Dictionaries 126 Using the Clipboard Framework 126 Handling User Events 127 Listening for Touch Mode Changes 127 Listening for Events on the Entire Screen 128 Listening for Long Clicks 129 Listening for Focus Changes 130 Working with Gestures 131 Detecting User Motions Within a View 131 Handling Common Single-Touch Gestures 132 Handling Common Multi-Touch Gestures 139 Making Gestures Look Natural 142 Using the Drag and Drop Framework 143 Working with the Trackball 143 Handling Screen Orientation Changes 144 Summary 146 References and More Information 147 Chapter 9: Designing Accessible Applications 149 Exploring the Accessibility Framework 149 Leveraging Speech Recognition Services 151 Leveraging Text-To-Speech Services 155 Summary 158 References and More Information 158 Chapter 10: Best Practices for Tablet and Google TV Development 159 Understanding Device Diversity 159 Don't Make Assumptions about Device Characteristics 159 Designing Flexible User Interfaces 160 Attracting New Types of Users 161 Leveraging Alternative Resources 161 Using Screen Space Effectively on Big Landscape Screens 161 Developing Applications for Tablets 162 Developing Applications for Google TV 164 Optimizing Web Applications for Google TV 165 Developing Native Android Applications for Google TV 165 Developing Apps for the Amazon Kindle Fire 166 Summary 167 References and More Information 168 Part III: Leveraging Common Android APIs Chapter 11: Using Android Networking APIs 169 Understanding Mobile Networking Fundamentals 169 Understanding Strict Mode with Networking 170 Accessing the Internet (HTTP) 170 Reading Data from the Web 170 Using HttpURLConnection 171 Parsing XML from the Network 172 Handling Network Operations Asynchronously 174 Retrieving Android Network Status 179 Summary 181 References and More Information 181 Chapter 12: Using Android Web APIs 183 Browsing the Web with WebView 183 Designing a Layout with a WebView Control 184 Loading Content into a WebView Control 184 Adding Features to the WebView Control 186 Managing WebView State 189 Building Web Extensions Using WebKit 190 Browsing the WebKit APIs 190 Extending Web Application Functionality to Android 190 Working with Flash 195 Enabling Flash Applications 195 Building AIR Applications for Android 196 Summary 196 References and More Information 196 Chapter 13: Using Location-Based Services APIs 197 Using Global Positioning Services (GPS) 197 Using GPS Features in Your Applications 198 Determining the Location of the Device 198 Locating Your Emulator 200 Geocoding Locations 200 Mapping Locations 204 Mapping Intents 205 Mapping Views 206 Getting Your Debug API Key 207 Panning the Map View 209 Zooming the Map View 210 Marking the Spot 211 Doing More with Location-Based Services 216 Summary 217 References and More Information 217 Chapter 14: Using Android Multimedia APIs 219 Working with Multimedia 219 Working with the Camera 220 Capturing Still Images Using the Camera 220 Working with Video 229 Working with Face Detection 233 Working with Audio 233 Recording Audio 233 Playing Audio 235 Sharing Audio 236 Searching for Multimedia 236 Working with Ringtones 238 Summary 238 References and More Information 238 Chapter 15: Using Android Telephony APIs 239 Working with Telephony Utilities 239 Gaining Permission to Access Phone State Information 240 Requesting Call State 240 Requesting Service Information 242 Monitoring Signal Strength and Data Connection Speed 243 Working with Phone Numbers 243 Using SMS 244 Gaining Permission to Send and Receive SMS Messages 244 Sending an SMS 245 Receiving an SMS 247 Making and Receiving Phone Calls 248 Making Phone Calls 249 Receiving Phone Calls 251 Working with SIP 251 Summary 251 References and More Information 252 Chapter 16: Accessing Android's Hardware Sensors 253 Interacting with Device Hardware 253 Using the Device Sensors 254 Working with Different Sensors 254 Configuring the Android Manifest File for Sensors 255 Acquiring a Reference to a Sensor 256 Reading Sensor Data 256 Calibrating Sensors 258 Determining Device Orientation 258 Finding True North 258 Monitoring the Battery 258 Summary 261 References and More Information 261 Chapter 17: Using Android's Optional Hardware APIs 263 Working with Bluetooth 263 Checking for the Existence of Bluetooth Hardware 264 Enabling Bluetooth 264 Querying for Paired Devices 265 Discovering Devices 265 Establishing Connections Between Devices 266 Working with USB 267 Working with USB Accessories 268 Working as a USB Host 269 Working with Android Beam 269 Enabling Android Beam Sending 270 Receiving Android Beam Messages 271 Configuring the Manifest File for Android Beam 272 Working with Wi-Fi 273 Introducing Wi-Fi Direct 273 Monitoring Wi-Fi State 274 Summary 276 References and More Information 276 Part IV: Drawing, Animations, and Graphics Programming with Android Chapter 18: Developing Android 2D Graphics Applications 279 Drawing on the Screen 279 Working with Canvases and Paints 279 Working with Text 284 Using Default Fonts and Typefaces 284 Using Custom Typefaces 285 Measuring Text Screen Requirements 287 Working with Bitmaps 287 Drawing Bitmap Graphics on a Canvas 287 Scaling Bitmap Graphics 287 Transforming Bitmaps Using Matrixes 287 Working with Shapes 289 Defining Shape Drawables as XML Resources 289 Defining Shape Drawables Programmatically 290 Drawing Different Shapes 291 Leveraging Hardware Acceleration Features 297 Controlling Hardware Acceleration 298 Fine-Tuning Hardware Acceleration 298 Summary 299 References and More Information 299 Chapter 19: Working with Animation 301 Exploring Android's Animation Abilities 301 Working with Frame-by-Frame Animation 302 Working with Tweened Animations 304 Working with Property Animation 309 Working with Different Interpolators 313 Summary 314 References and More Information 314 Chapter 20: Developing Android 3D Graphics Applications 315 Working with OpenGL ES 315 Leveraging OpenGL ES in Android 316 Ensuring Device Compatibility 316 Using OpenGL ES APIs in the Android SDK 317 Handling OpenGL ES Tasks Manually 318 Creating a SurfaceView 318 Starting Your OpenGL ES Thread 319 Initializing EGL 321 Initializing GL 323 Drawing on the Screen 323 Drawing 3D Objects 325 Drawing Your Vertices 325 Coloring Your Vertices 326 Drawing More Complex Objects 327 Lighting Your Scene 329 Texturing Your Objects 331 Interacting with Android Views and Events 333 Enabling the OpenGL Thread to Talk to the Application Thread 333 Enabling the Application Thread to Talk to the OpenGL Thread 335 Cleaning Up OpenGL ES 337 Using GLSurfaceView (Easy OpenGL ES) 337 Using OpenGL ES 2.0 341 Configuring Your Application for OpenGL ES 2.0 341 Requesting an OpenGL ES 2.0 Surface 341 Working with RenderScript 345 Defining RenderScript Functionality 346 Rendering to a Custom View Control 350 Summary 353 References and More Information 353 Chapter 21: Using the Android NDK 355 Determining When to Use the Android NDK 355 Installing the Android NDK 356 Exploring the Android NDK 357 Running an Android NDK Sample Application 357 Creating Your Own NDK Project 357 Calling Native Code from Java 358 Handling Parameters and Return Values 359 Using Exceptions with Native Code 360 Using Native Activities 362 Improving Graphics Performance 362 A Comparison to RenderScript 363 Summary 363 References and More Information 364 Part V: Maximizing Android's Unique Features Chapter 22: Extending Android Application Reach 365 Enhancing Your Applications 365 Working with App Widgets 366 Creating an App Widget 367 Installing an App Widget 374 Becoming an App Widget Host 375 Working with Live Wallpapers 375 Creating a Live Wallpaper 376 Creating a Live Wallpaper Service 376 Creating a Live Wallpaper Configuration 378 Configuring the Android Manifest File for Live Wallpapers 379 Installing a Live Wallpaper 379 Acting as a Content Type Handler 381 Determining Intent Actions and MIME Types 382 Implementing the Activity to Process the Intents 383 Registering the Intent Filter 384 Summary 384 References and More Information 384 Chapter 23: Enabling Application Search 385 Making Application Content Searchable 385 Enabling Searches in Your Application 386 Enabling Global Search 395 Summary 398 References and More Information 398 Chapter 24: Working with Cloud to Device Messaging 399 An Overview of C2DM 399 Understanding C2DM Message Flow 400 Understanding the Limitations of the C2DM Service 400 Signing Up for C2DM 401 Incorporating C2DM into Your Applications 402 Exploring the C2DM Sample Applications 403 What Alternatives to C2DM Exist? 403 Summary 404 References and More Information 404 Chapter 25: Managing User Accounts and Synchronizing User Data 405 Managing Accounts with the Account Manager 405 Synchronizing Data with Sync Adapters 406 Using Backup Services 407 Choosing a Remote Backup Service 408 Implementing a Backup Agent 409 Backing Up and Restoring Application Data 412 Summary 414 References and More Information 414 Part VI: Advanced Topics in Application Publication and Distribution Chapter 26: Internationalizing Your Applications 415 Internationalizing Applications 415 Internationalization Using Alternative Resources 416 Implementing Locale Support Programmatically 421 Publishing Applications for Foreign Users 422 Summary 422 References and More Information 422 Chapter 27: An Overview of Third-Party In-App Billing APIs for Android 423 What Is In-App Billing? 423 Using In-App Billing 424 Leveraging Android Market In-App Billing APIs 425 Leveraging Amazon Appstore In-App Billing APIs 426 Leveraging PayPal Billing APIs 426 Leveraging Other Billing APIs 427 Summary 427 References and More Information 427 Chapter 28: Enabling Application Statistics with Google Analytics 429 Creating a Google Account for Analytics 429 Adding the Library to Your Eclipse Project 431 Collecting Data from Your Applications 432 Logging Different Events 432 Using the Google Analytics Dashboard 433 Gathering eCommerce Information 436 Logging eCommerce Events in Your Applications 436 Reviewing eCommerce Reports 437 Tracking Ad and Market Referrals 438 Gathering Statistics 438 Protecting Users' Privacy 439 Summary 439 References and More Information 439 Chapter 29: Protecting Applications from Software Piracy 441 All Applications Are Vulnerable 441 Using Secure Coding Practices 442 Obfuscating with ProGuard 442 Configuring ProGuard for Your Android Applications 443 Dealing with Error Reports After Obfuscation 444 Leveraging the License Verification Library 444 Other Anti-Piracy Tips 445 Summary 446 References and More Information 446 Part VII: Appendices Appendix A: The Android Debug Bridge Quick-Start Guide 447 Listing Connected Devices and Emulators 447 Directing ADB Commands to Specific Devices 448 Starting and Stopping the ADB Server 448 Stopping the ADB Server Process 448 Starting and Checking the ADB Server Process 448 Listing ADB Commands 448 Issuing Shell Commands 449 Issuing a Single Shell Command 449 Using a Shell Session 449 Using the Shell to Start and Stop the Emulator 450 Copying Files 450 Sending Files to a Device or Emulator 450 Retrieving Files from a Device or Emulator 450 Installing and Uninstalling Applications 451 Installing Applications 451 Reinstalling Applications 451 Uninstalling Applications 452 Working with LogCat Logging 452 Displaying All Log Information 452 Including Date and Time with Log Data 452 Filtering Log Information 453 Clearing the Log 454 Redirecting Log Output to a File 454 Accessing the Secondary Logs 455 Controlling the Backup Service 455 Forcing Backup Operations 455 Forcing Restore Operations 456 Wiping Archived Data 456 Generating Bug Reports 456 Using the Shell to Inspect SQLite Databases 456 Using the Shell to Stress Test Applications 456 Letting the Monkey Loose on Your Application 457 Listening to Your Monkey 457 Directing Your Monkey's Actions 457 Training Your Monkey to Repeat His Tricks 459 Keeping the Monkey on a Leash 459 Learning More About Your Monkey 459 Installing Custom Binaries via the Shell 459 Appendix B: The SQLite Quick-Start Guide 463 Exploring Common Tasks with SQLite 463 Using the sqlite3 Command-Line Interface 464 Launching the ADB Shell 464 Connecting to a SQLite Database 464 Exploring Your Database 465 Importing and Exporting the Database and Its Data 466 Executing SQL Commands on the Command Line 468 Using Other sqlite3 Commands 469 Understanding SQLite Limitations 469 Learning by Example: A Student Grade Database 469 Designing the Student Grade Database Schema 470 Creating Simple Tables with AUTOINCREMENT 470 Inserting Data into Tables 471 Querying Tables for Results with SELECT 471 Using Foreign Keys and Composite Primary Keys 472 Altering and Updating Data in Tables 473 Querying Multiple Tables Using JOIN 474 Using Calculated Columns 474 Using Subqueries for Calculated Columns 476 Deleting Tables 476 Index 477

About the Author

Lauren Darcey is responsible for the technical leadership and direction of a small software company specializing in mobile technologies, including Android, Apple iOS, Blackberry, Palm Pre, BREW, J2ME, and consulting services. With more than two decades of experience in professional software production, Lauren is a recognized authority in application architecture and the development of commercial-grade mobile applications. Lauren received a B.S. in computer science from the University of California, Santa Cruz. She spends her free time traveling the world with her geeky mobile-minded husband and daughter. She is an avid nature photographer. Her work has been published in books and newspapers around the world. In South Africa, she dove with 4-meter-long great white sharks and got stuck between a herd of rampaging hippopotami and an irritated bull elephant. She's been attacked by monkeys in Japan, gotten stuck in a ravine with two hungry lions in Kenya, gotten thirsty in Egypt, narrowly avoided a coup d'etat in Thailand, geocached her way through the Swiss Alps, drank her way through the beer halls of Germany, slept in the crumbling castles of Europe, and had her tongue stuck to an iceberg in Iceland (while being watched by a herd of suspicious wild reindeer). Shane Conder has extensive development experience and has focused his attention on mobile and embedded development for the past decade. He has designed and developed many commercial applications for Android, iOS, BREW, Blackberry, J2ME, Palm, and Windows Mobile--some of which have been installed on millions of phones worldwide. Shane has written extensively about the mobile industry and evaluated mobile development platforms on his tech blogs. He is well-known within the blogosphere. Shane received a B.S. in computer science from the University of California. A self-admitted gadget freak, Shane always has the latest smartphone, tablet, or other mobile device. He can often be found fiddling with the latest technologies, such as cloud services and mobile platforms, and other exciting, state-of-the-art technologies that activate the creative part of his brain. He is a very hands-on geek dad. He also enjoys traveling the world with his geeky wife, even if she did make him dive with 4-meter-long great white sharks and almost got him eaten by a lion in Kenya. He admits that he has to take at least two phones with him when backpacking--even though there is no coverage--and that he snickered and whipped out his Android phone to take a picture when Laurie got her tongue stuck to that iceberg in Iceland, and that he is catching on that he should be writing his own bio. The authors have also published several other Android books, including Android Wireless Application Development, Android Wireless Application Development Volume I: Android Essentials, Sams Teach Yourself Android Application Development, Learning Android Application Programming for the Kindle Fire, and the mini-book Introducing Android Development with Ice Cream Sandwich. Lauren and Shane have also published numerous articles on mobile software development for magazines, technical journals, and online publishers of educational content. You can find dozens of samples of their work in Linux User and Developer, Smart Developer magazine (Linux New Media),, Network World, Envato (MobileTuts+ and CodeCanyon), and InformIT, among others. They also publish articles of interest to their readers at their own Android website, can find a full list of the authors' publications at

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