Book Image

Mastering Android Studio 3

By : Kyle Mew
Book Image

Mastering Android Studio 3

By: Kyle Mew

Overview of this book

Android Studio is an Integrated Development Environment (IDE) designed for developing Android apps. As with most development processes, Android keeps resources and logic nicely separated, and so this book covers the management of imagery and other resources, and the development and testing tools provided by the IDE. After introducing the software, the book moves straight into UI development using the sophisticated, WYSIWYG layout editor and XML code to design and test complex interfaces for a wide variety of screen configurations. With activity design covered, the book continues to guide the reader through application logic development, exploring the latest APIs provided by the SDK. Each topic will be demonstrated by working code samples that can be run on a device or emulator. One of Android Studio's greatest features is the large number of third-party plugins available for it, and throughout the book we will be exploring the most useful of these, along with samples and libraries that can be found on GitHub. The final module of the book deals with the final stages of development: building and distribution. The book concludes by taking the reader through the registration and publication processes required by Google. By the time you have finished the book, you will be able to build faster, smoother, and error-free Android applications, in less time and with fewer complications than you ever thought possible.
Table of Contents (10 chapters)

Device Development

Android Studio provides some very powerful layout tools, enabling us to quickly and easily experiment with and develop user interfaces. However, perhaps the biggest challenge any Android developer faces is the bewildering number of form factors their applications could run on.

We saw in previous chapters how classes, for example the constraint layout and libraries such as the percent library, help us design uniform and consistent layouts. However, these techniques only provide general solutions, and we will all have stumbled across apps that do not really seem to have been designed with our device in mind. With a little knowledge and effort, these design faults can easily be avoided.

In this chapter, you will learn to:

  • Create alternative layout files
  • Extract string resources
  • Manage screen rotation
  • Configure resources
  • Create wearable UIs
  • Build shape-aware layouts...