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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

Summary


This was probably the most technical chapter so far. We explored threads, game loops, timing, using interfaces, and the Activity lifecycle – it's a very long list of topics to cram in.

If the exact interrelationship between these things is still not entirely clear, it is not a problem. All you need to know is that when the user starts and stops the app, the MainActivity class will handle starting and stopping the thread by calling the LiveDrawingView class's pause and resume functions. It achieves this through the overridden onPause and onResume functions, which are called by the OS.

Once the thread is running, the code inside the run function executes alongside the UI thread that is listening for user input. As we call the update and draw functions from the run function at the same time as keeping track of how long each frame is taking, our app is ready to rock and roll.

We just need to allow the user to add some particles to their artwork, which we can then update in each call to...

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