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Alex Shaw

Android 3.0 Animations

نویسنده :Alex Shaw

    Preface 1
    Chapter 1: Animation Techniques on Android 7
    An animated application: counting calculator 8
    Time for action – learning to count with the counting calculator 8
    Frame animation 10
    Time for action – playing with the frames 11
    Fancy frame animations 13
    Simple fades using transition animations 14
    Tweening 14
    Time for action – finding tweens 15
    The tween jazz band 15
    Interpolations—meet the drummer 16
    Animation sets—meet the conductor 16
    Tweening elements in XML 16
    What are tweens good at? 17
    Animators – new in Android 3.0! 17
    Beyond views: high-speed animating in 2 dimensions 19
    Drawing loops 19
    Doing your own housekeeping is hard 20
    Where to use surfaces 21
    What do views do anyway? 21
    Time for action – let's draw views 21
    Animating awesome 3D 27
    Want to go faster? 28
    Making a better application 30
    Always be helpful 30
    Small and powered by batteries 30
    Summary 32

    Chapter 2: Frame Animations 33
    Making a frame animation 34
    Time for action – the funky stick man 34
    The anatomy of a frame animation 38
    XML elements 38
    <animation-list> 39
    <item> 39
    Timing 40
    Images and Drawables 40
    Screen size 41
    Sometimes you run out of memory 41
    Making frame animations in Java 43
    Time for action – making the stick man interactive 43
    Controlling frame animations 48
    start() and stop() 48
    AnimationDrawable.setVisible(true,true) 48
    Creating new animations 48
    Time for action – programmatically defined animation 48
    More neat methods on AnimationDrawable 52
    Working properly in the GUI thread 53
    Animating a transition between frames 55
    Time for action – make the transition 55
    Writing XML for a transitionDrawable 59
    <transition> 59
    <item> 59
    Working with other useful methods 60
    startTransition(int duration) 60
    reverseTransition(int duration) 60
    resetTransition() 60
    Summary 62
    Chapter 3: Tweening and Using Animators 63
    Greeting the tween 63
    Time for action – making a tower of Hanoi puzzle 64
    Defining starts and ends 67
    Assembling the building blocks of a tween 68
    Time for action – composing a tween animation 68
    Taking a look at the different types of tween animation 74
    <translate> 74
    <rotate> 74
    <alpha> 75
    <scale> 75
    Common attributes 76
    Declaring tweens in the correct order 76

    Making tweens that last for ever 77
    Time for action – creating an everlasting tween 77
    Animating layouts 81
    Time for action – laying out blocks 81
    Receiving animation events 83
    Time for action – receiving animation events 84
    Interpolating animations 86
    Time for action – changing the rhythm with interpolators 86
    Using the interpolators provided by Android 88
    Linear interpolator 88
    Accelerate interpolator 88
    Decelerate interpolator 88
    Accelerate-decelerate interpolator 88
    Bounce interpolator 89
    Anticipate interpolator 89
    Overshoot interpolator 89
    Anticipate overshoot interpolator 89
    Cycle interpolator 89
    Sharing interpolators 89
    android:sharedInterpolator="true" 90
    android:sharedInterpolator="false" 90
    Creating and parameterizing interpolators 90
    Finding out more 91
    Summary 92
    Chapter 4: Animating Properties and Tweening Pages 93
    Note for developers using versions of Android before 3.0 94
    Turning pages with a ViewFlipper 94
    Time for action – making an interactive book 94
    Creating tween animations in Java 103
    Time for action – creating a tween in Java 104
    Writing the SlideAndScale animation in Java 107
    Writing the SlideAndScale animation In XML 107
    Animating with ObjectAnimator 108
    Time for action – animating the rolling ball 109
    Constructing ObjectAnimators 111
    Breaking down the construction of ballRoller 111
    Getting and setting with ObjectAnimators 112
    Animating values with ValueAnimator 113
    Time for action – making a ball bounce 113
    Updating the frame rate 117
    Changing the interpolator 117
    Time for action – improving our bouncing ball 117
    Comparing animators and tweens 119

    Advantages of animators 119
    Advantages of tweens 119
    Things that are common between animators and tweens 119
    Summary 119
    Chapter 5: Creating Classes for Tween Animation 121
    Creating multi-variable Animators 121
    Time for action – making an animated Orrery 122
    The structure of the Orrery 129
    Animating LayerDrawables 129
    PropertyValuesHolder 130
    Helpful ValueAnimator parameters 130
    Using objects as parameters for value animations 130
    Time for action – animating between objects 131
    Using a TypeEvaluator 135
    Setting Keyframes 135
    Time for action – defining fixed points with Keyframes 136
    Using the Keyframe 137
    Keyframe timing 138
    Combining Fragments and XML Animators 139
    Time for action – adding a Description Pane 140
    Declaring ObjectAnimator attributes 143
    Customizing the interpolator classes 144
    What do interpolators do? 144
    Time for action – making a teleport interpolator 145
    Interpolator value ranges 148
    Summary 149
    Chapter 6: Using 3D Visual Techniques 151
    Understanding 3D graphics 151
    Showing depth with 3D effects 153
    Raising elements 153
    Time for action – making a jigsaw with lifting pieces 153
    Laying out the jigsaw 161
    Special classes we created to help animation 162
    Scaling the image with ScalableImageView.SetDepth 162
    Moving pieces with PieceSwapper 162
    Completing the animation with PieceSwapper.onAnimationEnd 163
    Adding drop shadows 163
    Time for action – using shadows with our jigsaw 163
    Conjuring up a change in focus 167

    Time for action – changing the focus of the jigsaw 167
    Setting the image focus on a RaisableImageView 170
    Applying image focus to the whole jigsaw 170
    Creating 3D rotations 171
    Time for action – spinning jigsaws 172
    Examining Rotate3DAnimation.java 174
    Extending a tween animation 176
    initialize (int width, int height, int parentWidth, int parentHeight) 176
    applyTransformation (float interpolatedTime, Transformation t) 176
    Describing transformations with a Matrix (android.graphics.Matrix) 176
    Doing 3D transformations with a Camera (android.graphics.Camera) 177
    rotateX (float), rotateY (float), rotateZ (float) 177
    translate (float x, float y, float z) 177
    save() and restore() 177
    Summary 179
    Chapter 7: 2D Graphics with Surfaces 181
    Introducing game loops 182
    Drawing a surface on the screen 182
    Time for action – animating bubbles on a surface 183
    The design of the Bubbles application 193
    Investigating Bubble.java 193
    Investigating BubblesView.java 194
    Seeing the game loop in action 195
    Using a SurfaceView 196
    Using a SurfaceHolder 196
    lockCanvas 196
    unlockCanvasAndPost 196
    Using a SurfaceHolder.Callback 197
    surfaceCreated (SurfaceHolder holder) 197
    surfaceDestroyed(SurfaceHolder holder) 198
    surfaceChanged(SurfaceHolder holder, int format, int width, int height) 198
    Using the Canvas as an animation tool 199
    Time for action – making more realistic bubbles 199
    Getting to know the drawing tools in Canvas 204
    drawBitmap and drawPicture 205
    drawCircle 205
    drawColor and drawPaint 205
    drawLine and drawLines 205
    drawOval and drawArc 205
    drawPath 205
    drawRect and drawRoundRect 205
    drawText and drawTextOnPath 205

    Using Paint effects 206
    setAlpha 206
    setAntiAlias 206
    setColor 206
    setStrokeCap 206
    setStrokeWidth 206
    setStyle 206
    setTextAlign 207
    setTextScaleX 207
    setTextSize 207
    setTypeface 207
    Frame scheduling 207
    Time for action – creating smooth game loops 207
    Adjusting the frame duration 210
    Taking the wait out of the game loop 210
    Summary 212
    Chapter 8: Live Wallpapers 213
    Creating a live wallpaper 213
    Time for action – making our first live wallpaper 214
    Declaring a live wallpaper 219
    How live wallpapers appear 219
    Understanding services 220
    WallpaperService 220
    Adding interactivity to live wallpaper 223
    Time for action – making soapy fingers 223
    Enabling WallpaperService.Engine interaction 228
    Registering live wallpaper interaction 228
    Using live wallpaper preferences 230
    Time for action – configuring a live wallpaper 231
    Updating preferences as soon as they are set 237
    Time for action – updating live wallpaper configuration 237
    Connecting our wallpaper to our prefereces 239
    Disconnecting our preferences when our wallpaper exits 239
    How the user will see preferences 239
    Storing preferences with SharedPreferences 240
    Reading from SharedPreferences 240
    Writing to SharedPreferences 240
    OnSharedPreferenceChangedListener 241
    Composing preference XML 241
    Defining preferences in XML 241
    Setting attributes on XML preferences 242
    Summary 244

    Chapter 9: Practicing Good Practice and Style 245
    Using focus and metaphor 246
    Looking at focus 247
    Time for action – don't confuse me with animation! 247
    Getting to grips with metaphors 250
    Time for action – getting messages from houses 251
    Focus, redux 254
    Maintaining consistency within an application 254
    Reducing power usage 255
    Time for action – measuring battery usage with PowerTutor 256
    Precise estimation 258
    Changing the Application Viewer Timespan 258
    PowerTutor-supported devices 258
    Optimizing an animation for power 259
    Looking for problems 259
    Time for action – identifying a problem 259
    Finding the power hogs 260
    Time for action – tracing to find optimizations 261
    Removing the gremlin 264
    Time for action – squashing gremlins that use too much power 264
    Optimizing using an easy recipe 267
    Summary 270
    Appendix: Pop Quiz Answers 271
    Chapter 1: Animation Techniques on Android 271
    View animations and Drawable animations 271
    Putting it all together 271
    Chapter 2: Frame Animations 272
    Making frame animations 272
    Controlling frame animations 272
    Transition Drawables 272
    Chapter 3: Tweening and Using Animators 272
    All those tweens! 272
    AnimationListeners 273
    Interpolators 273
    Chapter 4: Animating Properties and Tweening Pages 273
    ViewFlippers 273
    Java tweens 273
    ObjectAnimators 273
    Value Animators 273

    Chapter 5: Creating Classes for Tween Animation 274
    PropertyValueHolders, ObjectAnimators, and TypeEvaluators 274
    Fragment Animation and XML Animators 274
    Custom interpolators 274
    Chapter 6: Using 3D Visual Techniques 274
    Depth effects 274
    3D rotations 274
    Chapter 7: 2D Graphics with Surfaces 275
    Surface animations 275
    Chapter 8: Live Wallpapers 275
    Live wallpapers 275
    Interactivity 275
    Preferences for live wallpapers 275
    Chapter 9: Practicing Good Practice and Style 276
    Usability 276
    Power usage 276
    Index 277

1394/07/27 2243 477
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