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I'm looking for a book or other resource which gives me a good overview over the Android system.
Things I'm looking for:
how to define preinstalled apps / widgets
how to add drivers for sensor data (e.g. accelerometer)
how to configure display parameters
Every recommendation is welcome as I didn't find anything yet.
Sorry this is a late answer, but recently I've stumbled on a very helpful set of videos on this subject from Marko Gargenta -- it was very helpful to me understanding the different portions of android and how to get started with creating a custom ROM image:
Android Internals Part 1: http://www.youtube.com/watch?v=1_H4AlQaNa0
and Part 2: http://www.youtube.com/watch?v=rFqELLB1Kk8
I've seen a few books devoted to android system.
Embedded Android by Karim Yaghmour
Android Forensics: Investigation, Analysis and Mobile Security for Google Android by Andrew Hoog.
Marakana videos are useful also.
source.android.com - you should have done some build (to deal with common errors) before thinking about how to customize it.
This youtube playlist https://www.youtube.com/watch?v=KLUXPxxJc5c&list=PLtw7MVCFtZkTg93Ofr7KTusbSSauVu6bi is a very good start.
He introduces how to build a custom Android service there.
Also Embedded Android by Karim Yaghmour. (Everything covered from basics).
P/S: If you have one device, and you want to port pure Android (AOSP, Cyanogenmod) to it, then you kinda have to learn by experience at some point due to some of the source code not released by vendors.
Hope this help
I have no knowledge of such books, however, you can have clues on what you are asking in the source code. All these are done in the product definition.
You have a good example in ./device/samsung/crespo (which is the product definition for the Nexus S).
You define preinstalled apps by modifying the PRODUCT_PACKAGES variables, in the Makefile for your product.
Drivers are both done in the kernel, and in libsensors for the accelerometer, and every other sensors.
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I'm an android developer.
Since the first day into the android studio, I started complaining about my abilities in graphic design for activities UI and now I'm looking for a guide or a tutorial that could help me with this. Kind of newbie help.
I already made my best out of the simple drawable, but I want to do more, I need some way to make vectors, to understand how to make (i.e.) new button styles. Just a few minutes ago I gave up on trying to make a simple shape that would have been placed as part of the background.
I tried finding something with google obviously but using words like "design" "android studio" "vector" and others always makes show up irrelevant results.
I have no problem looking for Java problems, but with a graphic, I'm complete newbie, and I'm frustrated even more because I can't find a way out of this ignorance.
** Thank you all** for your help!
You could try using Adobe XD for the fact that it is fairly easy and pretty straightforward to use and has some very helpful plugins that automate your task. I have zero knowledge of how to make vector or use those path and all things, but XD has some great tools which help me make any sort of background vector/shape or a custom shape for a particular preferences and it provides you with the means to export the designed graphics at the various dpi level that android needs, thus cutting down the problem of responsiveness and having to recreate the designs at different dpi levels or you could just export them as svg's and just forget about it.
ADOBE XD!
A great and free alternative would be FIGMA, not only it gives you all these but also the code to implement these yourself, it provides code for CSS, iOS and ANDROID.
Figma can be used on their site or you could download the desktop version.
FIGMA
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Is there any simple (or even not so simple) way to transmit just small amounts of data (some small strings and the occasional number) between 2 iOS devices using Unity? I know there are some assets on the Asset Store, but those are upwards or $50 and far overkill. Or is there a good tutorial for this that I can follow?
those are upwards or $50
No, they are not. Here is a Bluetooth plugin for Android and iOS for $10.
The rule goes like:
If you are one person, use that. You will save yourself time. If you are working for a company, you should make your own plugin.
is there a good tutorial for this that I can follow?
If you decide to make your own Bluetooth plugin, you must first learn Java. Make a simple Android Java Bluetooth program and test it on your Android device. If it works, then you can then simply convert it into a plugin by seperating the code into functions such as bluetoothInit(), bluetoothConnect(), bluetoothSend(), bluetoothReceive(), bluetoothDisconnect(), bluetoothClose(). Then compile it into a plugin (jar or aar) file. You can now call the functions from Unity C#.
Learn Android Bluetooth API.
Links on how to call Java functions from C# in Unity. I suggest you follow the first link.
http://www.what-could-possibly-go-wrong.com/creating-a-native-android-plugin-for-unity3d/
http://www.thegamecontriver.com/2015/04/android-plugin-unity-android-studio.html
https://www.thepolyglotdeveloper.com/2014/06/creating-an-android-java-plugin-for-unity3d/
EDIT:
For iOS, you need to learn Objective-C. Learn iOS Bluetooth API then make a plugin.
https://developer.apple.com/library/ios/documentation/NetworkingInternetWeb/Conceptual/CoreBluetooth_concepts/AboutCoreBluetooth/Introduction.html
http://code.tutsplus.com/tutorials/ios-7-sdk-core-bluetooth-practical-lesson--mobile-20741
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I'm developing an Android translation app and I've been searching a translation API with the capacity of language packages download to use the app offline but I'm not able to find something similar.
I've found two open source API, MyMemory and Apertium but I don't know how can I use them offline.
Any ideas? Thank you
Apertium is completely free and open source, including the language data, and it should be possible to run all the language pairs offline on a phone. In practice, some of the "newer" language pairs might require a bit of work since they have dependencies on C++ programs that haven't been ported to Android yet (cg-proc from the vislcg3 package and hfst-proc from the HFST package).
Still, quite a lot of the work has been done already, and there's an "example" app you can build on – http://wiki.apertium.org/wiki/Apertium_Android explains it:
The goal of the 'official' Apertium Android app is to provide example code on how to integrate Apertium offline translation into an Android app.
It requires internet permission to enable users to download language pairs (and developers to showcase their work from a phone).
You can of course make it not even require Internet permission by bundling the language pairs into the app.
(If you need some of the other language pairs and are interested in making cg-proc/hfst-proc work on Android, you should probably get in touch with the relevant maintainers.)
Translating is a very complex problem. There are no good offline translation engines that would work well on a Android phone.
MyMemory is just a translation memory, e.g. it stores millions of existing translation, but this will not help much with your app.
Apertium is also an online service.
There are great translation apps from Microsoft and Google. I would try to build something different.
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I was wondering that Clash of Clans, Candy Crush etc. are they being developed in Android Studio? Since i haven't seen any tutorials, i am kind of stuck at game development. iOS provides SpriteKit and its really useful. I couldn't find anything related to android game development.
Thanks in advance
Please note that game development for Android has various paths.
I will try to present some of them:
1) The most powerful tool for creating game is Unity Game Engine.
It gives enormous options for crating game (in C# and JavaScript).
What is interesting, you can create game for many platforms in Unity like Android, iOS, Windows Phone (there are 24 platforms that can run Unity Games!!!)
Please see this link:
https://unity3d.com/unity
2) Another option for creating games (but poorer that Unity) is Scirra
Construct 2.
That one is interesting because you dont have to know any programming language.
Creating games is based on instructions (which are converted to html after creating the game).
You can try it for free here:
https://www.scirra.com/
3) You can also try KiloBolt tool for creating simple Android games.
You can write natively in Java.
Description and tutorials you can find here:
http://www.kilobolt.com/game-development-tutorial.html
I hope that helped you.
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Anything to help design GUI like a paint program? (Delphi, VB, MSVC, QtBuilder, etc)
And anything to help build packages, set permissions, etc?
What is there out there to take the drudge work out of Android app creation and leave me free to concentrate on design and development?
Basic4Android, www.basic4ppc.com check it out, it compiles directly to native java (dex) with a visual designer.
DroidDraw, already mentioned, can help for the GUI. It now supports a few more root layouts, including ScrollView and TableLayout. It doesn't do much that can't be done in Eclipse, though.
Google is doing some research on a wysiwyg editor called App Inventor but if it does come out it's unlikely to be soon.
Edit: Spoke too soon, App Inventor's already out here
Try to take the time to get used to the tool (Android Eclipse plugin), it already takes care of a lot for you.
For GUI, you can try Droiddraw but I wouldn't recommend it. Last time I checked it only support AbsoluteLayout.
For the others, I found its a breeze using Eclipse, so I don't really know if there's any.
The official Android plugin for Eclipse contains everything you want.
Delphi for Android sneak preview: http://www.lenniedevilliers.net/preview/DAndroid_01.avi