Programming Mobile Applications for Android Handheld Systems by Dr. Adam Porter Syllabus • Lecture #1 – The Android Platform • Lecture #2 – The Android Development Environment • Lab #1: Setup: Students identify required software & install it on their personal computers. Students perform several tasks to familiarize themselves with the Android Platform and Development Environment. • Lecture #3 – Application Fundamentals • Lecture #4 – The Activity Class • Lab #2 – The Activity Lifecycle & Reconfiguration: Students build applications that trace the lifecycle callback methods issued by the Android platform and that demonstrate Android’s behavior when the device configuration changes (e.g., when the device moves from portrait to landscape mode and back). • Lecture #5 – The Intent Class • Lecture #6 – Permissions • Lecture #7 – The Fragment Class • Lab #3a – Intents & Permissions: Students build applications that require starting multiple Activities via both standard and custom Intents. • Lab #3b – Permissions: Students build applications that require standard and custom permissions. • Lab #3c – Multi-pane and single-pane User Interfaces: Students build an application that uses a single code base, but creates different user interfaces depending on a device’s screen size. • Lectures #8 – User Interface Classes – Part I • Lectures #9 – User Interface Classes – Part II • Lab #4 – ToDoManager: Students build a ToDo list manager using the user interface elements discussed in lecture. The application allows users to create new ToDo Items and to display them in a ListView. • Lecture #10 – User Notifications • Lecture #11 – The BroadcastReceiver Class • Lecture #12 – Threads, AsyncTask & Handlers • Lecture #13 – Alarms • Lecture #14 – Networking • Lab #5 – Tweet app: Students build an app that downloads and displays Tweet data. The app uses an AsyncTask for downloading data over the network. The app will also user BroadcastReceivers and User Notifications to apprise the user of the apps behavior and state. • Lecture #15 – Graphics & Animation I • Lecture #16 – Graphics & Animation II • Lecture #17 – Multi-touch & Gestures • Lecture #18 – MultiMedia • Lab #6 – Bubble Popper: Students write an application to display and animate bubbles (graphics that look like bubbles) on the device’s screen. When users touch the screen where a bubble is displayed, the bubble pops. The app will also accept gesture input, allowing the user to change the direction and speed of the bubble, using a fling gesture. • Lecture #19 – Sensors • Lecture #20 – Location & Maps • Lab #7 – Place Badge Collector: Students build an application that uses location information to collect Badges for the places they visit. • Lecture #21 – DataManagement • Lecture #22 – The ContentProvider Class • Lecture #23 – The Service Class • Lab #8 – Place Badge Collector Content Provider: Students build a ContentProvider to store the Place Badges they collect with the app from Weekk 7 application that
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