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Android software development is the process by which new applications are created for the Android operating system. Applications are usually developed in Java programming language using the Android software development kit (SDK), but other development environments are also available.Enhancements to Android's SDK go hand in hand with the overall Android platform development. The SDK also supports older versions of the Android platform in case developers wish to target their applications at older devices.
Development tools are downloadable components, so after one has downloaded the latest version and platform, older platforms and tools can also be downloaded for compatibility testing. [13]Android applications are packaged in .apk format and stored under /data/app folder on the Android OS (the folder is accessible only to the root user for security reasons). APK package contains .
dex files[14] (compiled byte code files called Dalvik executables), resource files, etc.The Android Debug Bridge (ADB) is a toolkit included in the Android SDK package. It consists of both client and server-side programs that communicate with one another. The ADB is typically accessed through the command-line interface,[15] although numerous graphical user interfaces exist to control ADB.adb [-d|-e|-s serialNumber ] command where -d is the option for specifying the USB-attached device, -e for indicating a running Android emulator on the computer, -s for specifying either one by its adb-assigned serial number.
If there is only one attached device or running emulator, these options are not necessary. flash – rewrites a partition with a binary image stored on the host computer erase – erases a specific partition reboot – reboots the device into either the main operating system, the system recovery partition or back into its boot loader devices – displays a list of all devices (with the serial number) connected to the host computer format – formats a specific partition; the file system of the partition must be recognized by the deviceComplete applications can be compiled and installed using traditional development tools.[21] However, according to the Android documentation, NDK should not be used solely because the developer prefers to program in C/C++, as using NDK increases complexity while most applications would not benefit from using it.[22]The Android 3.1 platform (also backported to Android 2.3.4) introduces Android Open Accessory support, which allows external USB hardware (an Android USB accessory) to interact with an Android-powered device in a special "accessory" mode. When an Android-powered device is in accessory mode, the connected accessory acts as the USB host (powers the bus and enumerates devices) and the Android-powered device acts as the USB device.
Android USB accessories are specifically designed to attach to Android-powered devices and adhere to a simple protocol (Android accessory protocol) that allows them to detect Android-powered devices that support accessory mode.[29]Since version 1.4 of the Go programming language, writing applications for Android is supported without requiring any Java code, although with a restricted set of Android APIs.[30]In the second half of 2011, Google released the source code, terminated its Web service, and provided funding for the creation of The MIT Center for Mobile Learning, led by the App Inventor creator Hal Abelson and fellow MIT professors Eric Klopfer and Mitchel Resnick. [36] Latest version created as the result of Google–MIT collaboration was released in February 2012, while the first version created solely by MIT was launched in March 2012[37] and upgraded to App Inventor 2 in December 2013.[38] As of 2014, App inventor is now maintained by MIT.Corona lets developers build graphic applications by using its integrated Lua language, which is layered on top of C++/OpenGL. The SDK uses a subscription-based purchase model, without requiring any per-application royalties and imposes no branding requirements.
The Processing environment, which also uses the Java language, has supported an Android mode since version 1.5; integration with device camera and sensors is possible using the Ketai library. RubyMotion is a toolchain to write native mobile apps in Ruby. As of version 3.0, RubyMotion supports Android.
RubyMotion Android apps can call into the entire set of Java Android APIs from Ruby, can use 3rd-party Java libraries, and are statically compiled into machine code.[43]Visual Studio 2015 supports cross-platform development, letting C++ developers create projects from templates for Android native-activity applications, or create high-performance shared libraries to include in other solutions. Its features include platform-specific IntelliSense, breakpoints, device deployment and emulation.
[46]With a C# shared codebase, developers can use Xamarin to write native iOS, Android, and Windows apps with native user interfaces and share code across multiple platforms. Over 1 million developers use Xamarin's products in more than 120 countries around the world as of May 2015.[citation needed]Those firmware packages are updated frequently, incorporate elements of Android functionality that haven't yet been officially released within a carrier-sanctioned firmware, and tend to have fewer limitations. CyanogenMod and OMFGB are examples of such firmware.
A preview release of the Android SDK was released on November 12, 2007. On July 15, 2008, the Android Developer Challenge Team accidentally sent an email to all entrants in the Android Developer Challenge announcing that a new release of the SDK was available in a "private" download area. The email was intended for winners of the first round of the Android Developer Challenge. The revelation that Google was supplying new SDK releases to some developers and not others (and keeping this arrangement private) led to widely reported frustration within the Android developer community at the time.[70]On August 18, 2008, the Android 0.9 SDK beta was released. This release provided an updated and extended API, improved development tools and an updated design for the home screen.
Detailed instructions for upgrading are available to those already working with an earlier release. [71] On September 23, 2008, the Android 1.0 SDK (Release 1) was released.
[72] According to the release notes, it included "mainly bug fixes, although some smaller features were added." It also included several API changes from the 0.9 version. Multiple versions have been released since it was developed .
[73]In 2015, Alphabet purchased Jibe to leverage a standard called Rich Communications Services. In 2017, Android announced they would make a texting app that comes with your phone and is every bit as powerful as dedicated messaging apps. According to technology analyst, David Garrity, the Android Messenger app will be key to the whole equation as it is where users will engage with the new features along with the old SMS and MMS messages.
[79]^ "Package app, which lets you write Apps for Android (and eventually, iOS)". Retrieved 2015-06-09. There are two ways to use Go in an Android App. The first is as a library called from Java, the second is to use a restricted set of features but work entirely in Go.[..] An app can be written entirely in Go. This results in a significantly simpler programming environment (and eventually, portability to iOS), however only a very restricted set of Android APIs are available. The provided interfaces are focused on games.
It is expected that the app will draw to the entire screen (via OpenGL, see the go.mobile/gl package), and that none of the platform's screen management infrastructure is exposed. On Android, this means a native app is equivalent to a single Activity (in particular a NativeActivity) and on iOS, a single UIWindow. Touch events will be accessible via this package.
When Android support is out of preview, all APIs supported by the Android NDK will be exposed via a Go package. ^ "Simple DirectMedia Layer for Android". sdl.org. August 12, 2012. Retrieved September 9, 2012. How the port works, - Android applications are Java-based, optionally with parts written in C, - As SDL apps are C-based, we use a small Java shim that uses JNI to talk to the SDL library, - This means that your application C code must be placed inside an android Java project, along with some C support code that communicates with Java, - This eventually produces a standard Android .
apk package ^ van Gurp, Jilles (November 13, 2007). "Google Android: Initial Impressions and Criticism". Javalobby.
Retrieved March 7, 2009. Frankly, I don't understand why Google intends to ignore the vast amount of existing implementation out there. It seems like a bad case of "not invented here" to me. Ultimately, this will slow adoption.
There are already too many Java platforms for the mobile world and this is yet another one ^ "J2Android hopes you don't know that Android is Java-based". March 23, 2010. On the other hand, you might think this is kind of a scam aimed at developers who don't really understand the nature of the platform they're targeting. My biggest complaint is that you'd think that Mikael Ricknäs, the IDG News Service reporter who wrote the first story linked to above (who toils for the same company that publishes JavaWorld), would have at least mentioned the relationship between Java and Android to make the oddness of this announcement clear.
^ "Myriad CTO: J2Android moves MIDlets to "beautiful" Android framework". March 31, 2010. We will have to wait and see exactly how much pickup J2Android actually sees. The tool isn't actually available on the open market just yet; while Schillings spoke optimistically about "converting 1,000 MIDlets in an afternoon," at the moment they're working with a few providers to transform their back catalogs. So those of you out there hoping to avoid learning how to write Android code may have to wait a while.