Showing posts with label mobile. Show all posts
Showing posts with label mobile. Show all posts

Thursday, June 19, 2014

Week 4: Lesson 8: Integrating The Image Switcher Into The Application

Lesson 8: Integrating The Image Switcher Into The Application
INTRODUCTION
In this lesson you will learn more about working with images, editing XML layouts for images and parameters and creating a new class to support swiping images within the application. This is a great lesson to review some of the core content you have learned up to this point and refine your understanding of key concepts such as creating classes, working with the XML, overrides and the parameters of the layout of the application. Within this lesson you will also be introduced to the image switcher and will learn how to integrate it into your application.

LESSON OBJECTIVES
By the end of this lesson, you will be able to:
Section #1: Working With Images In Java for Android
1.     Summarize the use of images in mobile applications.
Section #2: Layout Parameters
1.     Summarize how to edit the layout parameters in XML.
Section #3: Video Demonstration:

LEARNING SEQUENCE

Required Reading
Read the following:
·      Section #1:


·      Section #2:
Resources
View the following: 
·      Sample Code
·      Video Transcripts
Assignments
Complete the following:
·       What are the image file types which Android supports? What are some of the locations which these files are stored to be used in a project?
·       Describe some of the properties of an Android Layout. What is the meaning of the Layout Parameters?
·       List the central components to getting the image swiper to work. What new skills have you learned in this lesson in managing this project?

INSTRUCTION

Section #1: Working With Images In Java for Android

In this section you will learn how to manage the use of images and graphics within an Android development project. You will learn how to save image resources in the appropriate locations in resource folders and display, change and work with bitmap graphics in Android projects.

Step 1.
This resource shows a list of the basic types of graphics which can be brought into a Java for Android project. The list provides an overview of the image types and how they will be attributed in the XML.

Step 2.
This reading will provide you with an overview of graphics and images in Android.
The folders in which images can be stored as well as the supported files which are used with Java for Android are included. This resource also describes the process of defining images in the XML of the application. Addition effects are also covered on pages 2 and 3 of this tutorial. You will review how to change the code to edit an image and also a basic background on image processing.

Step 3.
This reading shows you how to view an image in Android and also how to change the image. You will understand how to edit bitmap images. This reading explains image attributes, scaling an image and rotating images in Android.
Step 4.
Complete Assignment #1:

Section #2: Layout Parameters
In this section you will be provided an overview of the properties of the Layout Parameters which will support your knowledge of how objects are viewed in the application. You will learn how setting the layout parameters adds new views for components of the application.

Step 1.
This reading provides the direct description of what layout parameters are and why they are important to the view class in Java for Android. Understanding this basic overview will be highly beneficial as you move through this lesson and need to define the components of layout.

Step 2.
Review this presentation that will put the layout parameters into perspective with your current knowledge of relative layouts and nesting of components of the layouts and common attributes.

Step 3.
Complete Assignment #2:

Section #3: Video Demonstration

In the video tutorial for this lesson you will learn how to integrate the image swiper into the application. You will create the XML for the layout of the swiper page and create the ImageSwiper class for the images to swipe. You will also learn where to place the images into the correct resource folder for them to be linked. At the conclusion of this video you will better understand the sequence of connecting the activities to the XML layouts in the application. You will also become more confident editing the code to begin new activities.

Step 1.
View & Practice: Lesson 8 [12:52]

SUMMARY
In this lesson you have been introduced to how to work with images in Java for Android. You have reviewed information about how to place and save images in order for your code to work. As you worked with organizing the creation of files within the project, you also learned how to adjust the layout parameters of the elements you are adding. The video which corresponds to this lesson walked you through the process of identifying and applying skills using images, setting parameters and organizing images within the resource folders. In the next lesson you will learn how to export the .apk file which will be added to the Android device for testing.

ASSIGNMENTS
·       What are the image file types which Android supports? What are some of the locations which these files are stored to be used in a project?
·       Describe some of the properties of an Android Layout. What is the meaning of the Layout Parameters?
·       List the central components to getting the image swiper to work. What new skills have you learned in this lesson in managing this project?


Wednesday, March 12, 2014

Mobile Application Curriculum Approaches: Defining The Differences Between Web and Native Apps

When the discussion of Mobile development projects begin a critical perspective on the differences between Mobile web and Native applications. Currently, most students of mine consider native applications the main goal of their development. This is the application which is downloaded directly from a app store or library and placed on a device and developed using programming languages such as Java or Objective-C. 

A web application can be a application which is viewed in a web browser like a web page but could be developed using a variety of languages such as HTML5,CSS,Javascript  or Jquery libraries. I have collected the resources below to help translate the benefits and weaknesses of each. I have also listed resoures which connect the development process to the marketing strategies linked with each. 

Use these to guide your own teaching or development process.



Critical Questions Before Exploring:


What are the differences between web and native applications?


What are  key issues in marketing strategies for Web versus Native Applications?


How can you compose a device specific marketing strategy for a mobile application?



Section 1.: How Are Web & Native Applications Different


Step 1.
This document outlines in clear language the difference in Web and Native Applications as well as other hybrid development. Use this reading to understand these differences and begin to envision which strategy may be best for your strategy.


Step 2.
Read: Web Vs. Native  
This document provides the overview of the market of native applications and the continuing development of web applications and resources becoming more available for creating applications. This article also outlines the continuing development towards creating a consistent user interface between application types. On page 52 a
clear graphic expresses the variety of different devices which challenge developers to create consistency and positive user experience across devices.


Step 3.
This source provides the list of current web based resources for web applications. This list has been created by the W3C(WorldWideWEb Consortium) to inform those who are interest in web based applications of the available API’s (Application Programming Interface) for the web. This source can be used to assist you in strateging your approach when choosing technology for your application strategy.


The provided resource describes a research project which revealed a misunderstanding amongst developers that many of the available API’s for mobile
development are solely for native applications. This is an important component for your strategy as you need to provide technology which works with your device strategy and application plan and provides a counter opinion on the wide availability of web based API’s.


Part II: Market Strategies For Web & Native Applications


Case Study Research:
The case study provided provides not only a description of a mobile project but it also describe the landscape of mobile application development. It provides the introductory context of development and also the choices and options for the team for choosing between web based applications and native.  The inclusion of best practices,user interaction and the conclusions drawn by the researchers about the mobile web applications make this a beneficial reference for those who look toward spearheding their own project.


Part III: Developing A Device Strategy




The reading titled “The Device Agnostic Approach” provides a perspective of the design of applications which is web dependant not so much for the sake of using one tool over the other but for the sake of taking advantage of the web without thinking about being device dependant. This artice can help you envision a project for a variety of devices by focusing on the web.




Starting on page 20 a breakdown of some of the current market perspective and language related to web applications and native applications is described. This chapter of a larger resource provides a real world and relevant context for evaluating the impact of choosing platforms and technology to integrate into  project.


Using the presentation introduced in earlier lessons go to slide 182 and review the area which breaks down in visual form the basics of web and native applications. Use the central questions from the presentation(provided below to help envision your strategy). These questions can be answered with the answering of your third assignment question which asks you to create a device strategy for yout idea and consider screen sizes and resoultions.
It is important to consider the variety of devices and concepts when designing the information architecture.  Designing for the future of how the application will be used provides the most benefits for the user and business which developed over the long term.


After considering the device and platform  the user will be using consider how the graphics will be managed on your device. Use your knowledge from the information architecture layout to consider what images will be shown and how large they will be rendered on the chosen device. It is important to have a device in mind and determine how large the images will be shown on each specific screen.


Important questions to guide learning about the differences in web and native applications.

1.How will different sizes be managed in the design?
2.What is your device strategy?
3.Do you plan on developing for multiple devices?
4.How will this step translate in your design?