App Inventor 2 Essentials

 
 
Packt Publishing Limited
  • 1. Auflage
  • |
  • erschienen am 14. April 2016
  • |
  • 246 Seiten
 
E-Book | ePUB mit Adobe DRM | Systemvoraussetzungen
978-1-78528-604-9 (ISBN)
 
A step-by-step introductory guide to mobile app development with App Inventor 2About This BookGet an introduction to the functionalities of App Inventor 2 and use it to unleash your creativityLearn to navigate the App Inventor platform, develop basic coding skills and become familiar with a blocks based programming languageBuild your very first mobile app and feel proud of your accomplishmentFollow tutorials to expand your app development skillsWho This Book Is ForApp Inventor 2 Essentials is for anyone who wants to learn to make mobile apps for Android devices - no prior coding experience is necessary.What You Will LearnPerform technical setup and navigate the App Inventor platformUtilize the interactive development environment by pairing a mobile device with a computer using Wi-Fi or USBBuild three apps: a game, an event app and a raffle appCreate the user interface of the app in the Designer and program the code in the Blocks EditorIntegrate basic computer science principles along with more complex elements such fusion tables and listsTest and troubleshoot your applicationsPublish your apps on Google Play Store to reach a wide audienceUnleash your creativity for further app developmentIn DetailApp Inventor 2 will take you on a journey of mobile app development. We begin by introducing you to the functionalities of App Inventor and giving you an idea about the types of apps you can develop using it. We walk you through the technical set up so you can take advantage of the interactive development environment (live testing). You will get hands-on, practical experience building three different apps using tutorials. Along the way, you will learn computer science principles as well as tips to help you prepare for the creative process of building an app from scratch. By the end of the journey, you will learn how to package an app and deploy it to app markets. App Inventor 2 Essentials prepares you to amass a resource of skills, knowledge and experience to become a mobile app developerStyle and approachEvery topic in this book is explained in step-by-step and easy-to-follow fashion, accompanied with screenshots of the interface that will make it easier for you to understand the processes.
  • Englisch
  • Birmingham
978-1-78528-604-9 (9781785286049)
1785286048 (1785286048)
weitere Ausgaben werden ermittelt
  • Cover
  • Copyright
  • Credits
  • About the Authors
  • About the Reviewer
  • www.PacktPub.com
  • Table of Contents
  • Preface
  • Chapter 1: Unleashing Creativity with MIT App Inventor 2
  • What is MIT App Inventor 2?
  • Understanding your role as a mobile app developer
  • Brainstorming app ideas
  • The Design Thinking process
  • Empathize
  • Define
  • Ideate
  • Prototype
  • Test
  • Computational thinking
  • Best practices to design apps
  • MIT App Inventor - purpose and potential
  • Discovering the possibilities of MIT App Inventor
  • MIT App Inventor examples
  • Stopwatch and Timer
  • Yahtzee
  • BYJ3S
  • Loops
  • Quartet
  • Brain Reaction Accelerator
  • ConstHelp - Contractor Tools
  • UMATI
  • Ez School Bus Locator
  • Youth Radio
  • Rover 800 Remote
  • Summary
  • Chapter 2: Setting Up MIT App Inventor 2
  • The initial setup
  • System requirements
  • Signing up a Google account
  • Logging in to MIT App Inventor
  • Connectivity setup
  • Downloading the AI2 Companion app
  • Connecting your computer and Android device with WiFi
  • Connecting the emulator or connecting using a USB cable
  • Step 1 - installing the App Inventor setup software
  • Step 2 - launch aiStarter
  • Step 3 - opening a project and connecting to the emulator
  • Step 4 - setting up your device with a USB cable
  • Step 5 - connecting your computer and device (authenticating if necessary)
  • Step 6 - testing the connection
  • Summary
  • Chapter 3: Navigating the App Inventor Platform
  • The projects view
  • Creating a new project
  • The Designer
  • Palette
  • Viewer
  • Components
  • Properties
  • Media
  • Creating a game app
  • Creating the UI in designer
  • IDE
  • The Blocks editor
  • The Blocks drawer
  • Types of Blocks
  • Using Blocks to program Fling
  • Summary
  • Chapter 4: Fling App - Part 2
  • Adding a scoring feature
  • Coding scoring blocks
  • Updating the score label
  • Increasing difficulty
  • Changing the game's dynamic
  • Creating levels
  • Updating the score label to display the level
  • Updating the Reset button
  • Updating the Play button
  • Summary
  • Chapter 5: Building an Event App
  • User Interface for an event app
  • Setting the background image
  • Adding an image component
  • Adding buttons
  • Adding the ActivityStarter
  • Adding screens
  • Programming the blocks
  • Navigating between screens and launching maps
  • Screen1
  • Sharing blocks between screens using the Backpack
  • Adding text to screens
  • Summary
  • Chapter 6: Introduction to Databases
  • Creating a database
  • Creating a Google Fusion Table
  • Designing the RSVP screen
  • Creating the GUI in the designer window
  • Setting up Google Authentication
  • Sharing the Fusion Table with the service account email
  • Connecting the app to the Google Fusion Table
  • Our goal
  • Pushing data to the Fusion Table
  • Ensuring empty rows are not inserted
  • Viewing the guest list
  • Coding the blocks - requesting data
  • Coding the blocks - receiving data
  • Sharing the Event App
  • Summary
  • Chapter 7: Learning About Loops with a Raffle App
  • Creating the project and building the GUI
  • Creating a new project
  • Creating the User Interface (UI)
  • Programming the behavior of the Digital Raffle app
  • Creating and initializing the variable and list
  • Receiving text messages from participants
  • Adding the phone numbers of all the participants to the list
  • Selecting a winner
  • Notifying the winner
  • Notifying everyone else
  • Using loops
  • Clearing out the list and variable
  • Summary
  • Chapter 8: Expanding Your Mobile App Development Skills
  • Design principles
  • User-centered design
  • Visual hierarchy
  • Responsive design
  • Research app markets
  • Design tools
  • App Inventor extras
  • Shortcuts
  • Help
  • Titles
  • Images
  • Virtual screens
  • Backups
  • Distributing your app
  • The App Inventor Gallery
  • Viewing the Gallery apps
  • Sharing your app in the Gallery
  • Creating an AIA file
  • Downloading and sharing
  • Creating an APK
  • QR code
  • Direct download (or side-loading)
  • The Google Play Store
  • Summary
  • Index

Dateiformat: EPUB
Kopierschutz: Adobe-DRM (Digital Rights Management)

Systemvoraussetzungen:

Computer (Windows; MacOS X; Linux): Installieren Sie bereits vor dem Download die kostenlose Software Adobe Digital Editions (siehe E-Book Hilfe).

Tablet/Smartphone (Android; iOS): Installieren Sie bereits vor dem Download die kostenlose App Adobe Digital Editions (siehe E-Book Hilfe).

E-Book-Reader: Bookeen, Kobo, Pocketbook, Sony, Tolino u.v.a.m. (nicht Kindle)

Das Dateiformat EPUB ist sehr gut für Romane und Sachbücher geeignet - also für "fließenden" Text ohne komplexes Layout. Bei E-Readern oder Smartphones passt sich der Zeilen- und Seitenumbruch automatisch den kleinen Displays an. Mit Adobe-DRM wird hier ein "harter" Kopierschutz verwendet. Wenn die notwendigen Voraussetzungen nicht vorliegen, können Sie das E-Book leider nicht öffnen. Daher müssen Sie bereits vor dem Download Ihre Lese-Hardware vorbereiten.

Weitere Informationen finden Sie in unserer E-Book Hilfe.


Download (sofort verfügbar)

24,93 €
inkl. 19% MwSt.
Download / Einzel-Lizenz
ePUB mit Adobe DRM
siehe Systemvoraussetzungen
E-Book bestellen

Unsere Web-Seiten verwenden Cookies. Mit der Nutzung des WebShops erklären Sie sich damit einverstanden. Mehr Informationen finden Sie in unserem Datenschutzhinweis. Ok