Visual Studio Dev Essential_登録手順書_2016年11月版Aya Tokura
マイクロソフトが無料で提供している総合的な開発者向けプログラム「Visual Studio Dev Essential」の登録手順書です。
※こちらに登録するとAzureが毎月3000円相当分のクレジットを12か月間無料で利用できます。
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アプリ開発を長く続けているからこそ見落としがちな変更点を、一つずつ丁寧に拾っていきました。
Android Bazaar and Conference Diverse 2015 Kanazawaでの発表資料です。
http://abcd2015k.strikingly.com/
The document discusses new location APIs in Android including the Fused Location Provider, Geo Fencing, and Activity Recognition. The Fused Location Provider combines data from multiple sensors like GPS, WiFi and cellular networks to determine device location more accurately and efficiently. Geo Fencing allows apps to define geographical boundaries and receive notifications when the device enters or exits those areas. Activity Recognition detects user activities like walking, running and cycling using accelerometer and location data. All these APIs are available through Google Play Services for more accurate, battery-efficient and contextual location services on Android devices.
Games and Java ME - Have fun and earn some moneyMarcelo Quinta
This document summarizes a presentation about developing games for Java ME platforms. It discusses how Java ME is still relevant on feature phones and newer devices like the Nokia X. It outlines strategies for implementing games, including using game canvases, sprites, layers, and game engines. It also reviews business models for monetizing games, such as paid apps, mobile advertising, freemium models with in-app purchases, and selling virtual goods. The presentation encourages developers to actively engage with the Java ME community.
Modul ini membahas pemrograman berorientasi objek dengan bahasa Java. Terdiri dari 6 unit yang mencakup konsep utama OOP seperti pewarisan, kapsulasi, dan polimorfisme. Modul ini mengimplementasikan berbagai metode OOP untuk pembentukan kelas, objek, dan interaksi antar objek. Penggunaan interface dan penanganan kesalahan juga diajarkan untuk membuat program lebih baik.
The Game Of Life - Java‘s Siblings and Heirs are populating the Ecosystemjexp
In the last decade we have seen a very fortunate development. Away from the monoculture of big languages to the realm of polyglotism. We’ve rediscovered the virtue of using the language that is most fitting for the problem at hand. The biggest advantages of the existing language ecosystems are the runtime environments and libraries. Many new and old languages have set out to use those assets add add ways to succinctly write down the solutions for our problems. What is better suited to explore this Game Of Life that the Game of Life itself. I’ll show how you can apply the existing languages to solve this problem very differently.
This document provides an introduction to developing Android applications. It outlines some prerequisite knowledge, necessary tools, and development workflow. It then demonstrates the process through examples, covering basic concepts like UI elements, overriding functions, and using widgets. Resources for continuing learning are also listed.
The document discusses Android development. It describes how Android is an open-source software stack based on Linux that includes APIs for developing mobile apps using Java. It outlines the steps to set up an Android development environment, including installing the Java Development Kit, Eclipse IDE, and Android SDK to then create Android Virtual Devices for app testing.
The document discusses GUI programming concepts in Java. It covers the basics of event-driven programming using Swing components like JLabel, JButton etc. It explains how to create a simple GUI application using a JFrame container, adding components, registering event listeners and writing event handler methods. The key aspects are creating Swing components, adding them to containers using layout managers, registering listeners and writing code to handle events like button clicks.
This document discusses creating graphical user interfaces (GUIs) in Java using Swing. It introduces JFrame for creating windows, layout managers for positioning components, and common Swing components like JButton and JLabel. It also covers event handling using the delegation model with interfaces like ActionListener, creating menus, dialogs using JOptionPane and JFileChooser, and separating GUI code from business logic by implementing listeners.
This document provides an overview of mobile application development on the Android platform. It discusses Android architecture and features. It also covers topics related to setting up an Android development environment in Eclipse, the basic building blocks of Android applications like activities and intents, designing user interfaces with views and layouts, and handling user interactions with events. The document uses examples to demonstrate how to create a simple Android project in Eclipse with an activity that displays a text view and handles button click events.
This document provides an overview of Firebase and how to use it with Android applications. It discusses Firebase features like the realtime database, authentication, and hosting. It then covers how to set up a Firebase project in Android Studio, write and read data from the Firebase database using the SDK, handle different types of read events, query data, and secure data with security rules. Authentication options like custom authentication are also explained. Code samples are provided for common tasks like writing, reading, and querying data.
This document provides an introduction to object-oriented programming concepts and Java. It discusses software engineering principles like abstraction, encapsulation, inheritance and polymorphism. It then gives a brief overview of Java, including its history and platforms. The document encourages readers to learn programming through reading, exercises, courses, projects and discussions to become better programmers.
Introduction to Android development - PresentationAtul Panjwani
A powerpoint presentation on Introduction to android development
prepared for college seminar
[Report is also uploaded named "Introduction to Android development - Presentation Report"]
Source: developer.android.com
The document discusses object-oriented programming (OOP) concepts like abstraction, encapsulation, inheritance, and polymorphism. It then covers design patterns, the Unified Modeling Language (UML), and provides an example case study of developing a student information system using Java and related technologies. The key topics are introduced at a high-level with the goal of demonstrating practical OOP through the case study example.
appengine ja night #24 Google Cloud Endpoints and BigQueryRyo Yamasaki
appengine ja night #24で発表したGoogle Cloud Endpoints と BigQueryのスライドです。
・English version
http://www.slideshare.net/vierjp/appengine-ja-night-24-google-cloud-endpoints-and-bigquery-english
This document discusses UI optimization for nighttime usage of Android apps. It recommends using a dark theme at night by setting different themes for day and night. It provides details on calculating sunrise and sunset times using the TwilightCalculator class to determine when to switch themes. The class calculates sunrise/sunset times based on location, date and time. It also discusses alternatives like using UiModeManager but notes some drawbacks around needing to enable CarMode. The goal is to make the UI easier on the eyes during nighttime usage.
1. Mortar is a library that provides an alternative to fragments for building user interfaces on Android. It enumerates app states and navigates between them.
2. Popup and PopupPresenter provide an alternative to dialog fragments. Popup displays dialogs and PopupPresenter handles callbacks without using a fragment manager.
3. The document provides an example of how to use Popup and PopupPresenter to display a confirmation dialog and handle the user's selection without injecting the presenter or popup at the view level.
Android and Java have some differences in their regular expression (regexp) implementations. Android only supports a subset of the flags defined for Pattern in Java. It also uses the ICU regexp engine instead of Java's, so patterns may produce different results than in Java. Developers need to test regexp on both the test environment and runtime environment due to these discrepancies between the two platforms.
Keishin Yokomaku discusses various techniques for "hacking" into Android through unofficial means such as reflection and AIDL. He describes how to use public APIs like MediaSession but also how to access hidden APIs through reflection. Reflection allows accessing private methods and fields but is risky as it breaks encapsulation. AIDL can be used to communicate with system services but requires careful versioning. Overall the techniques discussed allow expanding what apps can do but may be fragile and break with system changes.
This document discusses ways to make an Android application compatible across different Android versions and phone models. It recommends setting minSdkVersion, targetSdkVersion, and maxSdkVersion values. It also suggests using annotations, branching with if statements, and the AOSP delegate pattern to implement version-specific code. For compatibility across models, it advises testing on many devices, integrating crash reporting tools, and encapsulating compatibility code in a separate library. Even with these techniques, compatibility issues may still occur due to framework or native code bugs, in which case the author recommends collecting detailed logs and seeking help from online communities.
This document discusses best practices for managing Android keystores used to sign applications. It recommends putting keystore files in a private repository so they are not lost and setup is quick. It also suggests using environment variables to securely share keystore passwords without checking them into the code repository in plain text. The passwords are generated from a seed value using MD5 hashing and read from the build configuration file. This allows easy sharing of signing credentials while maintaining security.
This document discusses various ways to control media playback on Android, including through notifications, widgets, and Android Auto. It describes how media playback controls work using the RemoteController, RemoteControlClient, MediaSession, and MediaController APIs. It also explains how to potentially hijack another app's media session by accessing its token through a NotificationListenerService, though this would be an unethical security risk. The document concludes by recommending using MediaSession and MediaController for cross-compatibility while avoiding putting private data in notifications.
The document discusses ways to avoid NullPointerExceptions (NPEs) in Android development. It provides several strategies: 1) adding null checks before accessing object properties, 2) using support annotations to document nullable values, 3) implementing the Null Object pattern to avoid returning null values, and 4) returning empty collections instead of null values. It also warns about potential "null abysses" when Android APIs return null values that then need to be checked by the developer. Overall, the document offers best practices for preventing NPEs through careful null checking, support annotations, and design patterns.
This document discusses how to build stable and flexible libraries. To make libraries stable, it recommends using entity classes over primitive types, implementing threading synchronization techniques, and aligning object lifecycles. To make libraries flexible, it suggests considering annotations versus listeners, allowing customization of resources, and splitting packages by domain. The overall goal is to create libraries that are both robust and customizable for clients.
This document discusses typefaces in Android and introduces a library called TypefaceHelper. It provides information on setting typefaces through the Android API and issues like leaking asset streams. It then demonstrates how to initialize and use TypefaceHelper to easily set typefaces across an application for TextViews, Activities, Fragments and more. The library aims to simplify and standardize typeface management in Android apps.
The document discusses version management for mobile applications. When an application is updated, changes may need to be made to the database, preferences, or data models. The author proposes using an annotation-based library called Fit that automatically calls version-specific procedures based on the application's current and previous version codes, avoiding the need for multiple "if" statements. This allows defining version-specific behavior through annotated methods in a VersionModule class.