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Developing Android Applications With Adobe AIR

Developing Android Applications With Adobe AIR

          
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About the Book

Put your ActionScript 3 skills to work building mobile apps. This book shows you how to develop native applications for Android-based smartphones and tablets from the ground up, using Adobe AIR. You learn the entire development process hands-on, from coding specific functions to options for getting your app published. Start by building a sample app with step-by-step instructions, using either Flash Professional or Flash Builder. Then learn how to use ActionScript libraries for typical device features, such as the camera and the accelerometer. This book includes ready-to-run example code and a case study that demonstrates how to bring all of the elements together into a full-scale working app. Create functionality and content that works on multiple Android devices Choose from several data storage options Create view and navigation components, including a back button Get tips for designing user experience with touch and gestures Build a location-aware app, or one that makes use of motion Explore ways to use audio, video, and photos in your application Learn best practices for asset management and development About The AuthorVeronique Brossier is Senior Flash Engineer at MTVNetworks and adjunct professor at ITP/New York University. She has worked on applications for the world of art and entertainment, including The New York Visitor Center and the 9/11 Memorial site for Local Projects, NickLab for R/Greenberg Associates, Cartoon Network Online, the Hall of Biodiversity at the American Museum of National History, and many more. Table of Content Chapter 1 AIR Installing the Adobe Development Tools Installing the AIR Runtime on an Android Device What Is in the AIR SDK New ActionScript Libraries AIR on the Desktop Versus AIR on Android Mobile Flash Player 10.1 Versus AIR 2.6 on Android Chapter 2 Call Me, Text Me Setting Up Your Device Creating a Project Creating the Application Descriptor Writing the Code Packaging Your Application As an APK File and Installing It on the Device Testing and Debugging Mobile Utility Applications Installing AIR on an Android Device via a Server Other Tools Conclusion Chapter 3 Android Android Software Development Kit How Does AIR Run on Android? Using the Command-Line Tool Conclusion Chapter 4 Permissions, Certificates, and Installation Why Mobile? The APK File Registering As an Android Developer Publishing an Application on the Android Market Controlling Distribution by Using the MAC Address Launching an AIR Application Monetizing Your Application Reporting Conclusion Chapter 5 Evaluating Device Capabilities and Handling Multiple Devices Hardware Software Creating Content for Multiple Screens Conclusion Chapter 6 Opening and Closing an Application and Saving Data The AIR Application Why and How to Save Data Conclusion Chapter 7 Multitouch Technology A Brief History What Is Multitouch and Gesture? The Multitouch Class The GestureEvent Class The TouchEvent Class The GestureWorks Library Designing for Touch Conclusion Chapter 8 Accelerometer What Is a Motion Sensor? Conclusion Chapter 9 Camera The Gallery Application and the CameraRoll Class The Camera Application and the CameraUI Class EXIF Data Conclusion Chapter 10 Geolocation Geolocation Classes Locating a Device Using Global Positioning System and Network/WiFi Technology AIR and Android Reverse Geocoding Maps EXIF Data and the Map Object The speed Property Conclusion Chapter 11 Microphone and Audio The Microphone Audio Assets Working with Sounds ID3 Tags Modifying Sound Raw Data and the Sound Spectrum Audio and Application Activity Conclusion Chapter 12 Video Preparing Video Playing Video Capturing Video Conclusion Chapter 13 Stage Web View The Native Browser The StageWebView Class Conclusion Chapter 14 Hardware Acceleration Some Definitions Rendering, or How Things Are Drawn to the Screen GPU Rendering on Android The Display List Matrices Hardware-Accelerated Audio and Video Conclusion Chapter 15 Your Device and Others RTMFP UDP P2P Over a Local Network P2P Over a Remote Network Arduino and Physical Computing Conclusion Chapter 16 ViewManager Navigation Breadcrumb Navigation Flash Builder ViewNavigator Conclusion Chapter 17 Case Study The Album Application Conclusion Chapter 18 Asset Management Text Optimizing Art Bitmap Size and Mip Mapping Vector Graphics at Runtime Sprite Sheet and Blitting Custom Cursor Asynchronous Bitmap Decoding Caching Assets Components Conclusion Chapter 19 Best Practices for Development Resources on Optimization Where to Find Help How Does It Run? Memory Events Diagnostics Tools Conclusion Colophon


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Product Details
  • ISBN-13: 9789350234006
  • Publisher: O'Reilly
  • Binding: Paperback
  • ISBN-10: 9350234006
  • Publisher Date: 2015
  • Language: English

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