Book Image

Android Programming for Beginners - Second Edition

By : John Horton
Book Image

Android Programming for Beginners - Second Edition

By: John Horton

Overview of this book

Are you trying to start a career in programming, but haven't found the right way in? Do you have a great idea for an app, but don't know how to make it a reality? Or maybe you're just frustrated that in order to learn Android, you must know Java. If so, then this book is for you. This new and expanded second edition of Android Programming for Beginners will be your companion to create Android Pie applications from scratch. We will introduce you to all the fundamental concepts of programming in an Android context, from the basics of Java to working with the Android API. All examples use the up-to-date API classes, and are created from within Android Studio, the official Android development environment that helps supercharge your application development process. After this crash course, we'll dive deeper into Android programming and you'll learn how to create applications with a professional-standard UI through fragments and store your user's data with SQLite. In addition, you'll see how to make your apps multilingual, draw to the screen with a finger, and work with graphics, sound, and animations too. By the end of this book, you'll be ready to start building your own custom applications in Android and Java.
Table of Contents (35 chapters)
Android Programming for Beginners - Second Edition
Contributors
Preface
Other Books You May Enjoy
Index

Coding the apple


Let's start with the Apple class by adding the required import statements and the member variables. Add the code and study it, and then we will discuss it:

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Point;
import java.util.Random;

class Apple {

    // The location of the apple on the grid
    // Not in pixels
    private Point mLocation = new Point();

    // The range of values we can choose from
    // to spawn an apple
    private Point mSpawnRange;
    private int mSize;

    // An image to represent the apple
    private Bitmap mBitmapApple;
}

The Apple class has a Point object that we will use to store the horizontal and vertical location of the apple. Note that this will be a position on our virtual grid, and not a specific pixel position.

There is a second Point variable called mSpawnRange as well that will eventually hold...