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Developing Android Applications - Veronique Brossier
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Developing Android Applications with Adobe AIR

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2022-02-24 00:54:57
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  • Developing Android Applications with Adobe AIR
    • Foreword
    • Preface
      • Assumptions This Book Makes
      • Contents of This Book
      • Conventions Used in This Book
      • Using Code Examples
      • We’d Like to Hear from You
      • Safari® Books Online
      • Acknowledgments
    • 1. AIR
      • 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
    • 2. Call Me, Text Me
      • 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
    • 3. Android
      • How Does AIR Run on Android?
      • Using the Command-Line Tool
      • Conclusion
    • 4. Permissions, Certificates, and Installation
      • 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
    • 5. Evaluating Device Capabilities and Handling Multiple Devices
      • Software
      • Creating Content for Multiple Screens
      • Conclusion
    • 6. Opening and Closing an Application and Saving Data
      • Why and How to Save Data
      • Conclusion
    • 7. Multitouch Technology
      • What Is Multitouch and Gesture?
      • The Multitouch Class
      • The GestureEvent Class
      • The TouchEvent Class
      • The GestureWorks Library
      • Designing for Touch
      • Conclusion
    • 8. Accelerometer
      • Conclusion
    • 9. Camera
      • The Camera Application and the CameraUI Class
      • EXIF Data
      • Conclusion
    • 10. Geolocation
      • 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
    • 11. Microphone and Audio
      • Audio Assets
      • Working with Sounds
      • ID3 Tags
      • Modifying Sound
      • Raw Data and the Sound Spectrum
      • Audio and Application Activity
      • Conclusion
    • 12. Video
      • Playing Video
      • Capturing Video
      • Conclusion
    • 13. StageWebView
      • The StageWebView Class
      • Conclusion
    • 14. Hardware Acceleration
      • Rendering, or How Things Are Drawn to the Screen
      • GPU Rendering on Android
      • The Display List
      • Matrices
      • Hardware-Accelerated Audio and Video
      • Conclusion
    • 15. Your Device and Others
      • P2P Over a Local Network
      • P2P Over a Remote Network
      • Arduino and Physical Computing
      • Conclusion
    • 16. ViewManager
      • Breadcrumb Navigation
      • Flash Builder ViewNavigator
      • Conclusion
    • 17. Case Study
      • Conclusion
    • 18. Asset Management
      • Optimizing Art
      • Bitmap Size and Mip Mapping
      • Vector Graphics at Runtime
      • Sprite Sheet and Blitting
      • Custom Cursor
      • Asynchronous Bitmap Decoding
      • Caching Assets
      • Components
      • Conclusion
    • 19. Best Practices for Development
      • Where to Find Help
      • How Does It Run?
      • Memory
      • Events
      • Diagnostics Tools
      • Conclusion
    • Index
    • About the Author
    • Colophon
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