Book Image

Android Studio 4.1 Development Essentials – Kotlin Edition

By : Neil Smyth
Book Image

Android Studio 4.1 Development Essentials – Kotlin Edition

By: Neil Smyth

Overview of this book

Android 11 has a ton of new capabilities. It comes up with three foci: a people-centric approach to communication, controls to let users quickly access and manage all of their smart devices, and privacy to give users more ways to control how data on devices is shared. This book starts off with the steps necessary to set up an Android development and testing environment, followed by an introduction to programming in Kotlin. An overview of Android Studio and its architecture is provided, followed by an in-depth look at the design of Android applications and user interfaces using the Android Studio environment. You will also learn about the Android architecture components along with some advanced topics such as touch screen handling, gesture recognition, the recording and playback of audio, app links, dynamic delivery, the AndroidStudio profiler, Gradle build configuration, and submitting apps to the Google Play Developer Console. The concepts of material design are also covered in detail. This edition of the book also covers printing, transitions, and cloud-based file storage; foldable device support is the cherry on the cake. By the end of this course, you will be able to develop Android 11 Apps using Android Studio 4.1, Kotlin, and Android Jetpack. The code files for the book can be found here: https://www.ebookfrenzy.com/retail/as41kotlin/index.php
Table of Contents (95 chapters)
95
Index

36.1 The Android Gesture Builder Application

The Android SDK allows developers to design custom gestures which are then stored in a gesture file bundled with an Android application package. These custom gesture files are most easily created using the Gesture Builder application which is bundled with the samples package supplied as part of the Android SDK. The creation of a gestures file involves launching the Gesture Builder application, either on a physical device or emulator, and “drawing” the gestures that will need to be detected by the application. Once the gestures have been designed, the file containing the gesture data can be pulled off the SD card of the device or emulator and added to the application project. Within the application code, the file is then loaded into an instance of the GestureLibrary class where it can be used to search for matches to any gestures performed by the user on the device display.