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Android Programming for Beginners

You're reading from   Android Programming for Beginners Build in-depth, full-featured Android 9 Pie apps starting from zero programming experience

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781789538502
Length 766 pages
Edition 2nd 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 (33) Chapters Close

Preface 1. Beginning Android and Java FREE CHAPTER 2. First Contact – Java, 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. Java Variables, Operators, and Expressions 8. Java Decisions and Loops 9. Java Methods 10. Object-Oriented programming 11. More Object-Oriented Programming 12. The Stack, the Heap, and the Garbage Collector 13. Anonymous Classes – Bringing Android Widgets to Life 14. Android Dialog Windows 15. Arrays, ArrayList, Map and 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. Supporting Different Versions of 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. Coding a Snake Game Using Everything We Have Learned So Far 29. Enumerations and Finishing the Snake Game 30. A Quick Chat Before You Go Other Books You May Enjoy Index

Chapter 6. The Android Lifecycle

In this chapter, we will get familiar with the lifecycle of an Android app. At first, this might sound a bit strange, that a computer program has a lifecycle, but it will make sense soon.

The lifecycle is the way that all Android apps interact with the Android OS. Just like the lifecycle of humans interacts with the world around them, we have no choice but to interact with it, and we must be prepared to handle different events without notice if we want our apps to survive.

We will see the phases of the lifecycle that an app goes through, from creation to destruction, and how this helps us know where to put out Java code, depending on what we are trying to achieve.

In brief, in this chapter, we will look at the following:

  • The life and times of an Android app
  • What is method overriding? And the @Override keyword
  • The phases of the Android lifecycle
  • What exactly we need to know and do to code our apps
  • A lifecycle demonstration mini app
  • Code structure, ready...
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