Book Image

Android 3.0 Application Development Cookbook

By : Kyle Merrifield Mew
Book Image

Android 3.0 Application Development Cookbook

By: Kyle Merrifield Mew

Overview of this book

<p>Android is a mobile operating system that runs on a staggering number of smartphones and tablets. Android offers developers the ability to build extremely rich and innovative applications written using the Java programming language. Among the number of books that have been published on the topic, what&rsquo;s missing is a thoroughly practical, hands-on book that takes you straight to getting your job done without boring you with too much theory.<br /><br />Android 3.0 Application Development Cookbook will take you straight to the information you need to get your applications up and running. This book is written to provide you with the shortest possible route between an idea and a working application. <br /><br />Work through the book from start to finish to become an Android expert, or use it as a reference book by applying recipes directly to your project.<br /><br />This book covers every aspect of mobile app development, starting with major application components and screen layout and design, before moving on to how to manage sensors such as internal gyroscopes and near field communications. Towards the end, it delves into smartphone multimedia capabilities as well as graphics and animation, web access, and GPS. <br /><br />Whether you are writing your first app or your hundredth, this is a book that you will come back to time and time again, with its many tips and tricks on the rich features of Android 3.</p>
Table of Contents (18 chapters)
Android 3.0 Application Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Drawing with a Canvas


We briefly introduced the Canvas class in the previous recipe, using it to draw a shape. Objects that have an onDraw() callback, like Views, provide one for us, but the real power of the Canvas is that it gives us control over all our draw() calls so that we can change our graphics in real time.

Here we will use a Canvas, along with a Paint object to produce a graphic that will follow the user's finger as it moves across a touch screen.

Getting ready

This task is similar to the previous one. If you like, load it up and edit it according to what you find here. Otherwise start up a new project from scratch in Eclipse.

If you have not yet come across touch listeners, you might want to take a quick look at the recipes in Chapter 6, Detecting User Activity first as they are explained in more detail there.

How to do it...

  1. As before we are going to set a custom view of our own as the activity content view, so as to make it immediately visible when the application runs. Edit the...