Book Image

Google App Inventor

By : Ralph Roberts
Book Image

Google App Inventor

By: Ralph Roberts

Overview of this book

<center><iframe src="http://www.youtube.com/embed/UgRhYG_bvW8" width="500" height="315" frameborder="0"></iframe></center> <p>The number of mobile apps has grown exponentially in the last two years. If you want to join the crowd, Google’s App Inventor is the easiest and best tool for you to get started with. It is a tool to create Android phone apps and uses a graphical user interface, and drag and drop methods to create apps. It’s so simple that anyone can build an app.<br /><br />Learn how Google App Inventor eliminates the mystery around programming. It is a visual language, where we simply drag and drop blocks (graphic elements representing blocks of code) in various combinations to give us applications that run on our phones or other Android-based devices. No programming background is required. Playing with blocks has never been more fun!<br /><br />The emphasis is on creating apps that work and that you understand fully. The first part of the book gives you a sound foundation in the basics, and lots of tips on how to use App Inventor. The second part is all about creating complete apps ready for real world use. The book includes apps that communicate, use databases to remember, surf the Web and other networks, use GPS and various sensors on your phone, and let you write or play games.</p>
Table of Contents (19 chapters)
Google App Inventor
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Logic blocks


The use of logic is in testing various things to see if they are true or false. The first two blocks in the Logic drawer (shown in its entirety in the following screenshot) should be familiar by now—we've used true and false blocks several times in examples already.

The third, the not block, reverses logic—if something plugged in to the block is true, the not block reports it as false.

The equal framework works exactly the same and is interchangeable with the one in the Math drawer.

Using the and test block will return true only if all the things plugged into it are true. In our example here, all are, and we get true.

Finally, the or test block returns true if one or more of the items plugged into it are true.

Now, we take control of the Control drawer.