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Android Programming with Kotlin for Beginners

You're reading from   Android Programming with Kotlin for Beginners Build Android apps starting from zero programming experience with the new Kotlin programming language

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Product type Paperback
Published in Apr 2019
Publisher Packt
ISBN-13 9781789615401
Length 698 pages
Edition 1st Edition
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Table of Contents (31) Chapters Close

Preface 1. Getting Started with Android and Kotlin FREE CHAPTER 2. Kotlin, XML, and the UI Designer 3. Exploring Android Studio and the Project Structure 4. Getting Started with Layouts and Material Design 5. Beautiful Layouts with CardView and ScrollView 6. The Android Lifecycle 7. Kotlin Variables, Operators, and Expressions 8. Kotlin Decisions and Loops 9. Kotlin Functions 10. Object-Oriented Programming 11. Inheritance in Kotlin 12. Connecting Our Kotlin to the UI and Nullability 13. Bringing Android Widgets to Life 14. Android Dialog Windows 15. Handling Data and Generating Random Numbers 16. Adapters and Recyclers 17. Data Persistence and Sharing 18. Localization 19. Animations and Interpolations 20. Drawing Graphics 21. Threads and Starting the Live Drawing App 22. Particle Systems and Handling Screen Touches 23. Android Sound Effects and the Spinner Widget 24. Design Patterns, Multiple Layouts, and Fragments 25. Advanced UI with Paging and Swiping 26. Advanced UI with Navigation Drawer and Fragment 27. Android Databases 28. A Quick Chat Before You Go A. Other Book You May Enjoy Index

Frequently asked questions

Q.1) We know how to animate widgets now, but what about shapes or images that I create myself?

A) An ImageView widget can hold any image you like. Just add the image to the drawable folder and then set the appropriate src attribute on the ImageView widget. You can then animate whatever image is being shown in the ImageView widget.

Q.2) But what if I want more flexibility than this, more like a drawing app or even a game?

A) To implement this kind of functionality, we will need to learn about another general computing concept known as threads, as well as some more Android classes (such as Paint, Canvas, and SurfaceView). We will learn how to draw anything from a single pixel to shapes, and then move them around the screen, starting in the next chapter, Chapter 20, Drawing Graphics.

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