How to Use FontAwesome in an Android App(把 icons 变得和 text 一样)

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android好书系列,我目前找了两本,先贡献给大家。以后如果有好的资源,再上传和大家分享。 本资源是第一本。 这是一本学习android的好书,我浏览了,是老外著的,高清晰的pdf。为了方便大家学习android,我将本书所附的源码一块打包了。方便了不少,如果觉得好就顶一下吧,大家共同进步。 另外一本pro android 的下载地址: http://download.csdn.net/source/3139707 本书的目录结构如下: Chapter 1: The Big Picture Challenges of Smartphone Programming What Androids Are Made Of Stuff at Your Disposal ■Chapter 2: Projects and Targets Pieces and Parts Creating a Project Project Structure Root Contents The Sweat Off Your Brow And Now, the Rest of the Story What You Get Out of It Inside the Manifest In the Beginning, There Was the Root, And It Was Good Permissions, Instrumentations, and Applications (Oh My!) Your Application Does Something, Right? Achieving the Minimum Version=Control Emulators and Targets Virtually There Aiming at a Target ■Chapter 3: Creating a Skeleton Application Begin at the Beginning Dissecting the Activity Building and Running the Activity ■Chapter 4: Using XML-Based Layouts What Is an XML-Based Layout? Why Use XML-Based Layouts? OK, So What Does It Look Like? What’s with the @ Signs? And How Do We Attach These to the Java? The Rest of the Story ■Chapter 5: Employing Basic Widgets Assigning Labels Button, Button, Who’s Got the Button? Fleeting Images Fields of Green Or Other Colors Just Another Box to Check Turn the Radio Up It’s Quite a View Useful Properties Useful Methods Colors ■Chapter 6: Working with Containers Thinking Linearly LinearLayout Concepts and Properties LinearLayout Example All Things Are Relative RelativeLayout Concepts and Properties RelativeLayout Example Tabula Rasa TableLayout Concepts and Properties TableLayout Example Scrollwork ■Chapter 7: Using Selection Widgets Adapting to the Circumstances Lists of Naughty and Nice Spin Control Grid Your Lions (or Something Like That) Fields: Now with 35% Less Typing! Galleries, Give or Take the Art ■Chapter 8: Getting Fancy with Lists Getting to First Base A Dynamic Presentation Better Stronger Faster Using
What’s in This Book? Chapter 1 takes you through the steps of setting up the Android development envi‐ ronment and building several simple applications of the well-known “Hello, World” type pioneered by Brian Kernighan. Chapter 2 covers some of the differences in mobile computing that will hit developers coming from desktop and enterprise software environments, and talks about how mobile design (in particular, Android design) differs from those other environments. Testing is often an afterthought for some developers, so we discuss this early on, in Chapter 3. Not so that you’ll skip it, but so that you’ll read and heed. We talk about unit testing individual components as well as testing out your entire application in a well-controlled way. Android provides a variety of mechanisms for communicating within and across applications. In Chapter 4 we discuss Intents and broadcast receivers, Services, AsyncTasks, and handlers. Chapter 5 covers a range of topics related to graphics, including use of the graphical drawing and compositing facilities in Android as well as using desktop tools to develop graphical images, textures, icons, and so on that will be incorporated into your finished application. Every mobile app needs a GUI, so Chapter 6 covers the main ins and outs of GUI development for Android. Examples are given both in XML and, in a few cases, in Java-coded GUI development. Chapter 7 covers all the pop-up mechanisms—menus, dialogs, and toasts—and one that doesn’t pop up but is also for interaction outside your application’s window, Android’s notification mechanism. Lists of items are very common in mobile applications on all platforms. Chapter 8 focuses on the “list” components in Android: the ListView and its newer replacement, the RecyclerView. Android is rich in multimedia capabilities. Chapter 9 shows how to use the most important of these. Chapter 10 shows how to save data into files, databases, and so on—and how to retrieve it later, of course. Another communication mechanism is about allowing controlled access to data that is usually in a SQL database. This chapter also shows you how to make application data available to other applications through something as simple but ubiquitous (in Android) as the URL, and how to use various cloud- based services to store data. Android started out as an operating system for mobile telephones. Chapter 11 shows how to control and react to the telephony component that is in most mobile devices nowadays. Mobile devices are, for the most part, always-on and always-connected. This has a major impact on how people use them and think about them. Chapter 12 shows the coding for traditional networked applications. This is followed by Chapter 13, which discusses gaming and animation, and Chapter 14, which discusses social networking. The now-ubiquitous Global Positioning System (GPS) has also had a major impact on how mobile applications work. Chapter 15 discusses how to find a device’s loca‐ tion, how to get map data from Google and OpenStreetMap, and how applications can be location-aware in ways that are just now being explored. Chapter 16 talks about the sensors built into most Android devices and how to use them. Chapter 17 talks about the low-energy very-local area networking that Bluetooth ena‐ bles, going beyond connecting your Bluetooth headset to your phone. Android devices are perhaps unique in how much control they give the developer. Some of these angles are explored in Chapter 18. Because Android is Linux-based, a few of the recipes in this chapter deal with traditional Unix/Linux commands and facilities. In Chapter 19, we explore the use of other programming languages to write all or part of your Android application. Examples include C, Perl, Python, Lisp, and other lan‐ guages. While this edition of this book is in English, and English remains the number-one technical language worldwide, it is far from the only one. Most end users would rather have an application that has its text in their language and its icons in a form that is culturally correct for them. Chapter 20 goes over the issues of language and culture and how they relate to Android. Finally, most Android developers hope other people will use their applications. But this won’t happen if users can’t find the applications. Chapter 21 shows how to pre‐ pare your application for distribution via the Google Play Store, and to use that as well as other markets to get your application out to the people who will use it.

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