Android Application Development: A Beginner's Tutorial .. Honeycomb. February 22, Honeycomb. May 10, Honeycomb . Chapter 15, “Animation” discusses the latest Animation API in Android called property. Android Apps for Absolute Beginners. Read more Android Animations: Beginner's Guide Dewey: A Beginner's Guide (Beginners Guide (Oneworld)). Android Programming Cookbook ii. Contents. 1 Android Tutorial For Beginners. 1 Simple Eclipse ADT project migration to Android Studio. 3 Android Google Maps v2 Tutorial. 33 .. Animation Resources. – Color State List Resource.
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Android Animations. Beginner's Guide. Bring your Android applications to life with stunning animations. Alex Shaw. BIRMINGHAM - MUMBAI. Chapter 2. Frame AnimationsFrame animations build up animation from a series of still images that are show. □Chapter 3: Setting Up Your Android Development Environment. . appearance, we'll get into graphics, animation, and video, and then get into even more advanced caite.info html.
Start by creating a Java class called "Cube" that represents the cube object. This is the opposite of " AccelerateInterpolator ". First Prev Next. Over new eBooks and Videos added each month. It is implemented using the " AnimationDrawable " class.
I find video tutorials less useful except when they teach design, animation, or any other visual topic but for many people they are the preferred way of learning. If you belong to this group, you will love this series of video tutorials. Similarly to the previous two tutorials, this series covers everything from absolute beginner level to advanced topics. It might be old-school, but for me the best way to get a complete idea about something is by reading a book about it.
The first two tutorials in this list are book-like but if you want something more authentic you could print them. Even better, a pdf tutorial, like this one , is a much better option. Similarly to the previous resource, this one might not be very up to date but it does cover the major principles of Android programming.
This is one more general tutorial that covers Android development from beginner level to advanced. If you have some knowledge about Android but you want to delve into games development, this series of video tutorials is a great start.
The series starts with the very basics of Android and Eclipse but my personal feeling is that if you are a total stranger to Android, the journey will be too hard. From what I saw, the series mentions general Android as well, not only game development. For some of these topics you can find information in the general tutorials as well but if you want more detail, this is for you. In this tutorial you will learn how to set up the action bar, how to add actions, how to split, hide, and overlay it, as well as how to add navigation.
You will also learn about action bar interactivity, such as how to handle clicks on its items and to use action views. While you could write Android applications that do not involve any data input, often you will need external data. In such cases you need to know how to handle this data. This tutorial leads you step by step in the world of XML parsing.
It also helps you create a parser that will look like the one shown in the next screenshot. With the huge popularity of Android, even die-hard iOS developers are likely to consider switching or at least expanding to it. If you are an iOS developer, you are lucky because you are not new to mobile development as a whole.
Of course, you could read the general Android tutorials I listed earlier but especially for you, here is a better tutorial. Each of them is given a unique id so that they can be referenced to in the code for manipulations. Similarly, to draw the window frame, create a " Shape Drawable " resource that represents the " ShapeDrawable " object of the window frame. Next, define the animation details.
Inside this directory, add two XML files as follows:. In this example, the property to animate is y-axis android: The attributes also specifies that the animation is to reverse play after each round of completion android: Let take stock of what you have done so far - created a layout file and the UI controls, defined the respective " ShapeDrawable " object for the Sun and the window frame in XML, and created the respective animation resource files for the Sun and the clouds.
To fire up the animation, you will have to add the code to the Activity. Open the "PropertyAnimationActivity. Note that the " android: To start animate the Sun, call the " start " method of the " AnimatorSet " object.
However, you will add the "start " method inside the onClick event handler of the toggle button later. Add an animation listener to the "sunAnimatorSet" object by extending the " AnimatorListenerAdapter " class to listen for events like " onAnimationStart " and " onAnimationEnd ". For example:. The listener will capture and announce the start and end events of the animation in a " Toast " pop up message.
This method takes several arguments - the sky object referenced by "R. Call the appropriate " setXxx " methods of the " ObjectAnimator " object to set the details of the animation, e. Add an update listener to the "skyAnimator" object by implementing the " onAnimationUpdate " method of the " ValueAnimator. AnimatorUpdateListener " interface to receive the update callback on every animation frame.
At each callback, get the current animated fraction by calling the " getAnimatedFraction " of the " ValueAnimator ". This current animated fraction is then used to determine the appropriate greeting to be announced in a " Toast " pop up message. I will leave it to you to figure out the logic on this. Add the following code to the "onResume " lifecycle event of the Activity to reset the Toggle button state to "unchecked" whenever the Activity resumes:. You have completed an exercise to implement animations using the "Property Animation" system, test it out on a real device or an AVD.
Go on to do an exercise to create a simple tween animation using the "View Animation" system. Refer to Figure 6 for a glimpse of the intended outcome. The screen in Figure 5 contains a button and five code project mascots scattering across the screen. When the button is clicked, the five mascots will rotate and move to converge at the center of the screen all at the same time. Open the "ViewAnimationActivity. Note that the " android. Add the event handler "getTogether " for the onClick event listener of the button android: The code simply gets the five ImageView controls from the XML file and submit them to a move method to animate.
Apart from getting the x and y coordinates of the screen center and the starting position of the ImageView object, the code creates an " AnimationSet " object called "animationSet" from the " android. Create two types of animation - " RotateAnimation " and " TranslateAnimation ". The former is for rotating the View, and the latter change its position on screen. Each of these two animations will have their own animation parameters e.
Add these two animations to the "animationSet" by calling " addAnimation " method of the " AnimationSet " class. To animate the View, call and pass the "animationSet" object to the " startAnimation " method of that View. The " setFillAfter true " specifies that the transformation will persist when it is finished, in other words, all the five mascots will remain at the screen center after the animation.
However, if you click the button again, the five mascots will reappear at their original positions and then animate to the screen center again.
What does this tell you? Well, animations under "View Animation" system do not modify the original Views, it simply re-draws them at their new positions.
You have completed an exercise to implement animations using the "View Animation" system, test it out on a real device or an AVD. Go on to do an exercise to create a "Drawable Animation" that plays a series of drawable resources one after another like a slideshow.
Refer to Figure 8 for a glimpse of the intended outcome. The screen in Figure 8 shows a photograph. When you click on the photograph, it will cycle through the list of eight photographs and show them one by one for the duration of ms each. The animation will repeat indefinitely as specified by "android: Open the "DrawableAnimationActivity.
Note that the " AnimationDrawable " class in the " android. The code simply gets the drawable resource, i. When you touch the photograph on the screen, this method will be fired and call the " start " method of the " AnimationDrawable " class to start the slideshow animation.
You have completed an exercise to implement an animation using the "Drawable Animation" system, test it out on a real device or an AVD. You have used ready-made images and XML-defined graphics as drawable resources in the preceding exercises. These drawable resources are static and cannot be changed. There are cases where you need to draw shapes dynamically on the screen.
For that, you have to engage the service of the " Canvas " class.
Extend the " View " class, create a " RectShape " object which is a subclass of the " Shape " class with the necessary dimensions based on the user's input, and then pass it to a " ShapeDrawable " object to manage its presence on the screen.
When it is time to draw the rectangle, call the " invalidate " method of the View which causes a callback to the " onDraw " method to do the actual drawing. Override the " onDraw " method of the View to do the drawing by calling the " draw " method of the " ShapeDrawable " object that takes the "Canvas" object as an argument.
Using this method, you will create an Activity that allows users to draw rectangles freely on the screen. Refer to Figure 9 for a glimpse of the intended outcome. When you touch, move, and lift your finger off the screen consecutively, a blue rectangle will be drawn. First, create a custom " View " class called "ShapeDrawableView. Part of the code stores all the rectangles drawn to an " ArrayList " so that they can be redrawn at each " onDraw " callback.
The code also includes the logic for determining the starting and ending points of the rectangle to be drawn by detecting the finger positions at respective gesture events - " MotionEvent. Extend the " View " class, create a " Paint " object that defines the style and color information about the shape to be drawn. When it is time to draw the shape, call the " invalidate " method of the View which causes a callback to the " onDraw " method to do the actual drawing.
Override the " onDraw " method of the View to draw the rectangle by calling the " drawRect " method of the " Canvas " object given by the " onDraw " method as an argument. The rectangle will be rendered according to the style and color information of the " Paint " object passed into the " drawRect " method. Using this method, you will create an Activity that will repeatedly " draw " a text message at different angles on the screen.
Refer to Figure 10 for a glimpse of the intended outcome. First, create a custom " View " class called "RotateTextView.
Renderer ". The actual drawing is done by a renderer object that implements the " GLSurfaceView. Renderer " interface and is attached to the " GLSurfaceView " object.
The renderer object must implement the following three methods of the " GLSurfaceView. Renderer " interface:. A place for setting and initializing the OpenGL environment parameters and graphic objects.
Refer to Figure 11 for a glimpse of the intended outcome. Start by creating a Java class called "Cube" that represents the cube object.
Follow these steps:. Add the necessary packages, especially this one - " javax. Define the coordinates of the eight vertices of the cube in an array called "cubeCoords" like this:. The value of each element in the array corresponds to the coordinates of a vertices in the "cubeCoords". For example, the value of 2 refers to the vertex 2 at x2, y2, z2 , and so on. In the constructor, put the information of vertices, colors , and drawing order into their respective buffers.
Refer to " javax.
GL10 " for details of these methods. You have created a Java class "Cube" that represents a cube object. Renderer " interface for rendering the cube. Add the code to implement the three methods of the " GLSurfaceView. Renderer " interface.
Add the "android. Add the code to pause and resume rendering in the respective "onPause " and "onResume " methods of the Activity's lifecycle. In this journey, you have learned and explore the various APIs to implement simple animations and to create simple 2D and 3D graphics through a series of hands-on exercises.
For easy reference, I have put them into a link for a quick jump to the respective topics in this article. Android Developers. OpenGL ES 1.
Sign in Email. Forgot your password? Search within: Articles Quick Answers Messages. Comments Tagged as Java. Stats Licenced CPOL. Peter Leow , 24 Jan Rate this: Please Sign up or sign in to vote. Learning to draw and animate simple 2D and 3D graphics in Android.
Download AndroidAnimation. Animation Overview Android provides three animation systems for meeting the animation needs of Android apps. Property Animation Introduced in Android 3. Drawable Animation Drawable animation works by displaying a running sequence of " Drawable " resources, i. Canvas Android framework provides a set of 2D-drawing APIs for rendering custom graphics either onto a canvas using the various drawing methods provided by the " Canvas " class. Figure 1: Visual Composition of Android Animation App.
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