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Index
Cover Page Title Page Copyright Page About the Author About the Technical Reviewer Dedication Brief Contents Contents in Detail Acknowledgments Introduction
Why Should I Learn to Code? Why Should I Learn Java? What’s in This Book What Tools Do I Need? Online Resources Start Now!
1: Getting Started
Java on Windows, macOS, and Linux Installing Java 8 and 9 for Developers Installing the Eclipse IDE for Java Developers Setting Up Eclipse
Installing the WindowBuilder Editor Customizing Eclipse’s Look and Feel
Installing Android Studio for Mobile App Development Getting to Know Java with JShell
Running JShell Working with Java Expressions in JShell Declaring Java Variables in JShell Printing Output in Java JShell Commands
What You Learned
2: Build a Hi-Lo Guessing Game App!
Planning the Game Step-by-Step Creating a New Java Project Creating the HiLo Class
Generating a Random Number Getting User Input from the Keyboard Making the Program Print Output
Loops: Ask, Check, Repeat
if Statements: Testing for the Right Conditions Adding a Play Again Loop
Testing the Game What You Learned Programming Challenges
#1: Expanding Your Range #2: Counting Tries #3: Playing MadLibs
3: Creating a GUI for Our Guessing Game
Practicing with JShell
Creating a GUI in Four Lines of Code Creating an Interactive GUI in 10 Lines of Code!
Setting Up the GUI App in Eclipse GUI Design with Eclipse’s WindowBuilder Editor Designing the User Interface
Setting GUI Properties in the Properties Pane Customizing GUI Components in the Palette Pane Aligning GUI Elements Naming GUI Components for Coding Connecting the GUI to Your Java Code
Adding a Method to Check the Player’s Guess
Getting Text from a JTextField Converting Strings to Numbers
Starting a New Game Listening for User Events: Click to Guess! Setting Up the GUI Window Time to Play! Adding a Play Again Feature Improving the UX
Allowing Users to Press Enter to Guess Automatically Removing Old Guesses
Handling Bad User Input What You Learned Programming Challenges
#1: Showing Users How Many Tries They Took #2: Showing and Hiding a Play Again Button #3: Creating a GUI MadLib
4: Creating Your First Android App
Starting a New Android Studio App Project Building the GUI Layout in Design View Naming GUI Components in Android Studio Connecting the GUI to Java in Android Studio Adding Methods to Check the Guess and Begin a New Game Handling Events in Android Running the App on the Android Emulator Running the App on a Real Android Device
Preparing Your Device Connecting Your Device Running the App on Your Device
Improving the UX
Centering the User’s Guess in the Text Field Adding a Listener for the Enter Key Adding One More Finishing Touch
What You Learned Programming Challenges
#1: “Toast”-ing to the Number of Tries #2: Adding Visual Appeal #3: Creating a MadLibs Mobile App
5: Polishing Your App by Adding Menus and Preferences
Adding an Options Menu in Android
Adding Items to the Menu’s XML File Displaying the Options Menu Responding to User Selections Creating an Alert Dialog Pop-up for the About Screen
Changing the Guessing Range
Adding a Variable for the Range Using the range Variable Building the Dialog to Allow the User to Select the Range
Storing User Preferences and Game Stats
Storing and Retrieving the User’s Preferred Range Storing the Number of Games Won
What You Learned Programming Challenges
#1: You Win Some, You Lose Some #2: Ratio of Wins to Losses
6: Deciphering Secret Messages
The Caesar Cipher Setting Up the Secret Messages App
Creating the Secret Messages Project in Eclipse Beginning to Code SecretMessages.java Messing with Strings
Characters and Values in Java Encoding Just the Letters Closing the Scanner Adding a Custom Key Value Encoding Digits Running Command Line Apps Without Eclipse
Finding Your Workspace Folders Opening a Command Line Window
What You Learned Programming Challenges
#1: Looping the Loop #2: Reversing and Encoding #3: Safely Handling Keys with try and catch
7: Creating Advanced GUIs and Sharing Your App
Setting Up the Secret Messages GUI App Project Designing the GUI and Naming Components Coding the Secret Messages GUI App
Creating the encode() Method Writing the Event Handler for the Encode/Decode Button Handling Bad Input and User Errors Building the main() Method and Running the App
Improving the GUI
Setting Line Wrap and Word Wrap Handling Bad Input and User Errors: Part 2 Adding a Slider to the Secret Messages GUI
Code Cracking with the Slider Bonus: Sharing Your App as a Runnable JAR File What You Learned Programming Challenges
#1: Movin’ On Up! #2: Scrolling Away! #3: Changing the Text to Change the Slider
8: Make Secret Messages a Phone App to Share with Friends!
Setting Up the Mobile GUI Designing the Mobile GUI Wiring the GUI to the Java Code
Connecting the Encode Button to the encode() Method Testing the App Working with the SeekBar
Running the App on the Emulator and on an Android Device Bonus: Customizing the Floating Action Button Receiving Secret Messages from Other Apps What You Learned Programming Challenges
#1: Creating a Move Up Button #2: Changing the SeekBar’s Progress
9: Paint Colorful Bubbles with Your Mouse!
Creating the BubbleDraw Project Files Building the BubbleDraw Frame Creating a Class for Bubbles
Defining a Bubble Designing a Bubble’s Methods
Storing Bubbles in an ArrayList
Adding a Constructor to the BubblePanel Class Adding a Method to Draw on the Screen Testing the BubblePanel Class
Handling Mouse Events from the User
Creating a Reusable Event Listener Handling Clicks and Drags Bonus: Handling MouseWheel Events
What You Learned Programming Challenges
#1: No Bubble Too Small #2: PixelDraw!
10: Adding Animation and Collision Detection with Timers
Copying the BubbleDraw Java Project to Create BubbleDrawGUI
Renaming the Main Class and Java File Adding Transparency
Adding Animation: Bubbles Rising!
Adding a Timer Setting the Timer Preparing the Animation Starting the Timer
Forever Blowing Bubbles: Adding Random Speed and Direction Building a GUI for Our Animated Drawing App
Setting Up the GUI Panel and Buttons Coding the Clear and Pause/Start Buttons
Bouncing off the Walls with Collision Detection
A Soft Bounce A Hard Bounce
Adding a Slider to Control the Animation Speed
Customizing the Slider Implementing the Slider Event Handler
What You Learned Programming Challenges
#1: No Bubble Left Behind #2: Flexi-Draw! #3: PixelDraw 2.0
11: Making BubbleDraw a Multitouch Android App
Setting Up the BubbleDraw Project Creating the BubbleView Constructor
Adding the Animation Variables Creating the BubbleView() Constructor Preparing the Layout to Use BubbleView
Modifying the Bubble Class Drawing in Android with the onDraw() Method Testing BubbleDraw with 100 Bubbles
Adding testBubbles() Fixing the OnTouchListener Error Running the BubbleDraw App
Using Threaded Animation and Multitasking in Java Using Touch to Draw with Your Finger
Using Multitouch to Draw with 10 Fingers at a Time! Testing Multitouch Events on an Android Device
Changing the App Launcher Icon
Creating a Custom App Icon Adding the Custom Icon to Your App Displaying Your New Icon Changing the App Name
What You Learned Programming Challenges
#1: Combining One-Finger and Multitouch Events, v1.0 #2: Combining One-Finger and Multitouch Events, v2.0
Appendix: Debugging and Avoiding Common Errors in Java
Spelling and Case
Correcting Typos in Eclipse Correcting Typos in Android Studio Avoiding Other Common Spelling Errors
Comparison Trouble Grouping Symbols
Quick Fixes in Eclipse Code Completion in Android Studio
Summary
Index
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