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Android Programming with Kotlin for Beginners

You're reading from  Android Programming with Kotlin for Beginners

Product type Book
Published in Apr 2019
Publisher Packt
ISBN-13 9781789615401
Pages 698 pages
Edition 1st Edition
Languages
Author (1):
John Horton John Horton
Profile icon John Horton
Toc

Table of Contents (33) Chapters close

Android Programming with Kotlin for Beginners
Contributors
Preface
1. Getting Started with Android and Kotlin 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 Other Book You May Enjoy Index

Understanding the Canvas class


The Canvas class is part of the android.graphics package. In the next two chapters, we will be using all the following import statements from the android.graphics package and one more from the now familiar View package. They give us access to some powerful drawing functions from the Android API:

import android.graphics.Bitmap
import android.graphics.Canvas
import android.graphics.Color
import android.graphics.Paint
import android.widget.ImageView

First, let's talk about Bitmap, Canvas, and ImageView, as highlighted in the previous code.

Getting started drawing with Bitmap, Canvas, and ImageView

As Android is designed to run all types of mobile apps, we can't immediately start typing our drawing code and expect it to work. We need to do a bit of preparation (that is, more coding) to consider the specific device that our app is running on. It is true that some of this preparation can be slightly counterintuitive, but we will go through this one step at a time.

Canvas...

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