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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

Storing and using data with variables


We can think of a variable as a named storage box. We choose a name, perhaps variableA. These names are like our programmer's window into the memory of the user's Android device.

Variables are values in memory ready to be used or altered when necessary by using their name.

Computer memory has a highly complex system of addressing that, fortunately, we do not need to interact with. Java variables allow us to devise our own convenient names for all the data we need our program to work with. The DVM will handle all the technicalities to interact with the operating system and the operating system will in turn interact with the physical memory.

So, we can think of our Android device's memory as a huge warehouse just waiting for us to add our variables to it. When we assign names to our variables, they are stored in the warehouse ready for when we need them. When we use our variable's name, the device knows exactly what we are referring to. We can then tell...

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