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  • Book Overview & Buying Android Studio 4.0 Development Essentials - Kotlin Edition
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Android Studio 4.0 Development Essentials - Kotlin Edition

Android Studio 4.0 Development Essentials - Kotlin Edition

By : Neil Smyth
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Android Studio 4.0 Development Essentials - Kotlin Edition

Android Studio 4.0 Development Essentials - Kotlin Edition

By: Neil Smyth

Overview of this book

Kotlin as an Android-compatible programming language is becoming increasingly popular. Fully updated for Android Studio 4.0, this book will teach you the skills necessary to develop Android-based applications using Kotlin. Starting with the basics, this book outlines the steps necessary to set up Android development and testing environments, and goes on to introduce you to programming in Kotlin. You’ll practice Java to Kotlin code conversion and explore data types, operators, expressions, loops, functions, as well as the basics of OOP in Kotlin. You’ll then learn about Android architecture components and advanced topics, such as intents, touchscreen handling, gesture recognition, multi-window support integration, and biometric authentication. As you make progress, you’ll explore Android Studio 4.0’s key features, including layout editor, direct reply notifications, and dynamic delivery. You’ll also delve into Android Jetpack and create a sample app project using ViewModel, the Android Jetpack component. Finally, you will upload your app to Google Play Console and model the build process using Gradle. By the end of this Android book, you’ll be fully prepared to develop applications using Android Studio 4.0 and Kotlin.
Table of Contents (97 chapters)
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97
Index

35. Detecting Common Gestures using the Android Gesture Detector Class

The term “gesture” is used to define a contiguous sequence of interactions between the touch screen and the user. A typical gesture begins at the point that the screen is first touched and ends when the last finger or pointing device leaves the display surface. When correctly harnessed, gestures can be implemented as a form of communication between user and application. Swiping motions to turn the pages of an eBook, or a pinching movement involving two touches to zoom in or out of an image are prime examples of the ways in which gestures can be used to interact with an application.

The Android SDK provides mechanisms for the detection of both common and custom gestures within an application. Common gestures involve interactions such as a tap, double tap, long press or a swiping motion in either a horizontal or a vertical direction (referred to in Android nomenclature as a fling).

The goal of...

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