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Chapter 1. Introduction. Figure 01.01: Android Lollipop Notifications. Figure 01.02: Java programs are compiled into bytecode and run in Java Runtime Environments. Figure 01.03: Java bytecode is compiled into Dalvik bytecode and executed on a Dalvik VM.
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Chapter 1 Introduction
Figure 01.02: Java programs are compiled into bytecode and run in Java Runtime Environments
Figure 01.03: Java bytecode is compiled into Dalvik bytecode and executed on a Dalvik VM
Figure 01.04: The process for building begins with an idea and ends with delivery
Figure 01.05: Use of physical mockups can make application user experiences better understood
Figure 01.07: Pixel density of graphic images ranges from medium to extra-high density
Figure 01.08: The User Interface of an application is defined by an XML file
Figure 01.09: Android Studio Setup Wizard will install the latest Android SDK
Figure 01.10: The storyboard for the Hello Goodbye application
Figure 01.11: Android Studio provides quick starts to new projects
Figure 01.12: The SDK Manager can be used to update and install Android tools and packages
Figure 01.13: The SDK Manager categorizes tools and platforms into packages
Figure 01.19: The project structure for the newly created Hello Goodbye project
Figure 01.20: ic_launch.png is automatically generated as the default launch icon. The Android robot is reproduced or modified from work created and shared by Google and used according to terms described in the Creative Commons 3.0 Attribution License.
Figure 01.22: Copy-and-paste the xxhdi graphic to the drawable folder
Figure 01.28: Strings are static resources that are stored in an external file
Figure 01.30: A color.xml file is a resource file that stores colors used by the application
Figure 01.32: The Graphical Layout Editor is launched when a layout is activated
Figure 01.35: A background image is added to the application
Figure 01.36: The TextView element is removed in the XML code
Figure 01.37: The TextView is centered horizontally and aligned at the top
Figure 01.38: String values can be selected for TextView objects placed on the canvas
Figure 01.41: An ImageView is placed in the center of the canvas
Figure 01.43: The ImageView container is set to hold greetimage.png
Figure 01.45: The Button widget is given an identifying name, button
Figure 01.48: The completed layout contains textView, imageView, and button1