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Android 2: Introduction to the Technology

Android 2: Introduction to the Technology. Kirk Scott. 1.1 General Android Background 1.2 Development Software 1.3 Getting Started 1.4 Summary. 1.1 General Android Background. The Android platform belongs to Google

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Android 2: Introduction to the Technology

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  1. Android 2: Introduction to the Technology Kirk Scott

  2. 1.1 General Android Background • 1.2 Development Software • 1.3 Getting Started • 1.4 Summary

  3. 1.1 General Android Background

  4. The Android platform belongs to Google • The development environment is non-proprietary (no need to pay) • It is supported by the Open Handset Alliance (OHA)—cell phone manufacturers • Many different companies cooperate to support Android

  5. What Kinds of Companies Are Involved? • Hardware device manufacturers • Mobile service providers • Android/Google, which provides the basic software operating and development environments • Independent app developers marketing through the app store or other places

  6. The platform is based on: • A widely-known object-oriented language, Java • A tested software development environment, Eclipse

  7. Non-Proprietary • Android is based on open source licensing • Developers do not have to pay fees to use the development tool kit • They do not have to pay fees on the apps developed with it

  8. Another useful aspect of the development environment: • It comes with an emulator for handheld devices • You can develop and test on this software emulator • You can develop and test apps even if you don’t have a cell phone or tablet computer available

  9. Versions • Android has had a succession of versions • These are some of the more recent ones: • 4.0, Ice Cream Sandwich • 4.1-4.3, Jellybean • 4.4, KitKat • (They’ve all been named after sweets)

  10. 1.2 Development Software and Hardware

  11. To develop for Android you need to have a desktop or laptop computer • On it you download and install two pieces of software: • The Java JDK (Standard Edition, SE) • The Android Development Toolkit (ADT) bundle

  12. The ADT bundle includes Eclipse, a programming environment • We are not going to be programming • However, we still need the development environment in order to arrange for content, resources, for the sample app

  13. Eventually you will want a physical device to run the app on • The physical device that I have is a Nexus 7 running Android version 4.2.2 • Google Play for Education has standardized on the Nexus 7 device

  14. Downloads • Remember, the first piece of software you need on your development machine is Java • The entry point for downloading Java is www.oracle.com • On that Web page there is a link for downloads • Under that heading you can find Java for developers

  15. You need to find the right SDK for your system and install it before installing the Android tools • These overheads will not give detailed instructions • If you have downloaded and installed software before, you will be familiar with the process

  16. If you are not familiar, you will want to get help from someone who is • For reference purposes, a screen shot of the download page is shown on the following overhead • (Download Java, not NetBeans)

  17. The entry point for Android is www.android.com • On this Web page you’ll find a link for developers or you can go directly to developer.android.com • Find the ADT bundle (The Android SDK) which is right for your system and install it • For the time being, just accept the defaults, whatever they might be

  18. The Android Web Site • Virtually anything you might want to know about Android can be found at the developer’s Web site • It includes both general and technical information • The problem is too much information • The overheads for this seminar are basically a small selection from the contents of the Web site

  19. 1.3 Getting Started

  20. The following overheads assume that Java and the ADT bundle are installed on your system • Once the ADT is installed, your entry point for working with the sample app will be Eclipse

  21. The Eclipse Interface • A screenshot of the Eclipse interface is shown on the following overhead • Android things are included in the toolbar and menu when you successfully install Eclipse

  22. This will be the starting point for the next set of overheads • That set of overheads will go over the components of an app in general • It will show how to locate those components in the Eclipse environment

  23. It will cover the topic of importing the framework code for the sample app into the environment • It will then discuss how to include specific resources in the framework

  24. 1.4 Summary • These are the most important points of this set of overheads: • 1. The goal is not to turn you into a programmer or Android developer • 2. The goal is to provide enough background to create a simple educational app without programming knowledge • 3. This still requires understanding of the development environment

  25. In order to do this it is necessary to install the following pieces of software: • 1. Java • 2. The Android ADT bundle

  26. The details of installation are not covered • A skilled computer user (not a programmer) who is accustomed to software installation can install the software by following the directions

  27. Once the software is installed: • 1. Eclipse is the editor/command central for working with Android apps at the development level • 2. In particular, this is where you can import the sample framework app to, and where you can add resources • 3. Eclipse also allows you to keep the software installation up-to-date • 4. And Eclipse supports emulation

  28. Finally, what we will eventually see: • Out of the Eclipse interface it is possible to directly install an app from the development machine onto a tablet computer • A laptop with the development software installed is available • A demo tablet is available that an app can be transferred to from the development laptop

  29. The End

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