Using The Mac To Create A Podcast Or Video File (MP3)

In this video I create an audio file using Garageband. This can be a great tool for use with language labs because teachers can create their questions and leave a gap of time for students to respond. The program also enables MP3 files which are flexible for use with other programs.

I try to keep this tutorial simple with just a few simple steps to get started. Garageband also enables a range of great audio editing tools which can improve audio quality and volume. The clips can also be easily deleted, copied or pasted as needed.

Podcasts can be a great tool for bringing groups together collaboratively to make an audio project or to work with world languages. This tutorial was inspired by a question from Adriana Gonzalez at Andover High School who requested a way of creating audio files for the language lab which could have the space in time for students to respond. This provides a great way of taking ownership of the language lessons by creating their own content.

Week 5: Lesson 9: Integrating The Image Switcher Into The Application & Wrapping it Up

Lesson 9: Integrating The Image Switcher Into The Application
& Wrapping it Up
INTRODUCTION
The
process of publishing your app involves multiple steps that every programmer
and developer must follow. Your application must meet criteria for
functionality, performance and stability, and this involves necessary steps of
debugging and testing. In this lesson you will be exporting the .APK file from
your computer to the Android device for testing. You will learn how to package
the file and prepare it for distribution by creating a certificate and
exporting. You will also learn how to connect an Android device to a computer
and prepare the device for debugging an application file. Furthermore, you will
learn how to use a file manager application to easily locate the application
file and download it to the device. You will close the lesson by testing the device
and viewing its full functionality.
LESSON
OBJECTIVES
By the end of this lesson, you will be able to:
Section #1: Understanding the Publishing
Process and
Managing the .APK File
1.    
Explain the process of how to prepare an application
for publication and release.
2.    
Recognize and describe an Android
Application File (.APK).
Section #2: Using a File Manager to Manage Application
Files
1.    
Locate and employ a file manager for
Android Application devices.
Section
#3: Exporting the Application to a Device and Debugging it
1.    
Name and create an Android Application
File for testing on a device.
2.    
Describe and devise strategies and tools
for testing and debugging Android applications.
Section #4: Video Demonstration: Pulling
it All Together and Putting it to the Test
LEARNING SEQUENCE
Required Reading
Read the following:
·     
Section
#1:
·     
Section
#2:
·      Section
#3:
Resources
View the
following: 
·     
Sample Code
·     
Video Transcripts
Assignments
Complete the
following:
·     
Describe the process of preparing your Android app to be
released and publishing.  Why is it important to go through this
process?
·     
How can
the “Astro File Manager” application be beneficial when storing and managing
files you are testing?
·     
What are the critical components to look for
when testing an application?
INSTRUCTION

Section #1: Understanding the Publishing Process and Managing the .APK File

In this section you will review the process of
finally publishing your application. As a first step in the this process, you will learn about what makes up the
Android Application file (.APK) and what the process of publishing the file
includes.
Step 1.
This
resource from Google provides an overview of the considerations you need to
make before publishing an application. It includes tips for debugging before
publishing and also a list of potential ways of sharing out your .APK file.
Step 2.
This resource provides the direct definition of
the .APK file and tells you what purpose the APK serves to users. You will be
provided a brief overview of where .APK files can be downloaded from, and you
will learn tips for using them with your Android device.
Step 3.
This
resource provides a brief overview of how to download and install .APK files.
This resource can be used to assist you in seeing what the device needs for
.APK files.
Step 4.
Complete Assignment #1: Describe
the process of preparing your Android app to be released and publishing. Why is
it important to go through this process?
Section #2: Using a File Manager to Manage Application Files
In this section you will learn how to use the
“Astro File Manager” application to manage .APK files on an Android device.
Step 1.
This resource describes the tools available with the
Astro File Manager. The resources provided in this resources also point to
where this application is available on the Google Play store.
Step 2.
Complete Assignment #2: How can the “Astro File Manager” application be beneficial when
storing and managing files you are testing?
Section
#3: Exporting the Application to a Device and Debugging it
Step 1.
This
Google developer resource outlines some of the best practices for debugging
code within Eclipse. Using Eclipse with the
ADT plugin, you can access the built-in Java Debugger, along with DDMS, to perform
the debug of your application.
Step 2.
Read: Debugging
This resource provides an overview for what to
look for when debugging an application. This short article and resources
outlines the main components that
comprise a typical Android debugging environment. Use this resource as you review your application for
exporting.
Step 3.
This
resource provides suggestions for what to test for in the Android application.
Use this as a starting point for choosing items to focus on in your application
testing process. The guidance from this article will go a long way in making
sure that your app runs seamlessly.
Step 4.
Complete Assignment #3: What are the critical components to
look for when testing an application?

Section #4: Video Demonstration:
Pulling it All Together

In this final video tutorial you will learn how to
export the .APK file from the Eclipse software. You will then learn how to add
an Android device to a computer and change its setting to that of an external
device. You will be asked to download the “Astro File Manager” application to
help you locate the .APK file on the device. At the conclusion of the video the
.APK file will be transferred from the computer to the device and the “Astro
File Manager” will be used to locate and run the application for testing on the
Android device.
Step 1.
View & Practice: Lesson 9 [11:05]
SUMMARY
This lesson concludes the course in developing a
mobile application using Java for Android. You have learned how to export the
program that you have been creating as an .APK file which can run on a Android
device and test the loading, user interface, counter, music, accelerometer and
image swiper activities located within the menu of the application. In this course
you have learned how to create an application which incorporates a launching
graphic with sound that also includes a list menu of distinct items (counter, accelerometer,
image swiper). The application you have learned to develop also has an icon that
will appear on the apps page of an Android device.
ASSIGNMENTS
·      Describe the process
of preparing your Android app to be released and publishing.  Why is it
important to go through this process?
·      How can the “Astro File Manager” application be
beneficial when storing and managing files you are testing?

·      What are
the critical components to look for when testing an application?

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?

Week 4: Lesson 7: Integrating Sensors Into Java For Android

Lesson 7: Integrating Sensors Into Java For Android
INTRODUCTION
In this lesson you will
learn more about relative layouts and how these can accommodate a variety of
different content in your application. You will also be introduced to the
variety of sensors available for Android mobile application hardware and software
and how they function based on motion or environmental conditions. Within this
lesson you will also be introduced to the Accelerometer Motion sensor 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: Understanding Sensors in Java For
Android
1.     Summarize the use of sensors in mobile
applications.
Section #2: Understanding Relative Layouts
1.     Summarize the benefits of a relative layout.
Section
#3:
Video Demonstration: Relative
Layouts & Integration Accelerometer Sensor
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 sensors in
mobile applications and how are they used to interpret information from the
world around them?
·      
What are the
benefits of using a relative layout for your application?  Why are positioning views important in a
relative layout? What do they do?
INSTRUCTION

Section #1: Understanding Sensors in Java For Android

In this
section, you will be introduced to what sensors on applications are and how
they can be integrated into Android applications. You will learn how motion
sensors work and how to integrate the Accelerometer sensor into an Android
application. You will also be introduced to the SensorEvent class which
supports the integration of the sensors into Java for Android.
Step 1.
Read the Sensors Overview
provided by Android. This reading will explain the three main types of sensors,
included motion, environmental and position sensors and how these have been
integrated into Android application development. The reading provides an
overview of the sensor framework, classes and interfaces that help you to
perform different types of sensor-related tasks used on Android.
Step 2.
This web page describes
the variety of motion sensors available with Java for Android. This reading
will describe the difference between hardware- and software-based sensors and
outlines how motion sensors can be used to monitor device movement (tilt,
shake, rotation and swing) from direct user input. The page also reviews the
application of motion sensors for reading device movement. A list of motion sensors
available on the Android platform is provided with descriptions. This page also
introduces you to the Using the Accelerometer. 
Step 3.
The
section on the Accelerometer sensor gives you a conceptual model and code
examples of how to measure the acceleration
applied to the device, including the force of gravity. The reading explains how
the accelerometer can be used to monitor device motion and how pervasive it is
in Android devices such as handsets and tablets. 
Step 4.
This is a class described for the use of a
SensorEvent in your Java code. Use this document as a guide when implementing
it into your code. It provides an overview and a sample.
Step 5.
Complete Assignment #1: Describe the intents that you see in
your current mobile application.
Section #2: Understanding Relative Layouts
In this
section you will understand how to create a relative layout and edit its
attributes and then integrate it into a Java for Android project.
Step 1.
Use the reading provided to review what
relative layouts are and how they can organize the content of your page. This
reading provides the benefits of using a relative layout and how it can benefit
the design of your application. This resource also provides the details of
positioning views within the relative layout. A sample of the relative layout
in XML is provided and will be useful to you as you complete the video
tutorial. The additional sensors listed will assist you with future development
projects.
Step 2.
Complete Assignment #2: What are the benefits of using a relative layout for your
application? Why are positioning views important in a relative layout? What do
they do?

Section #3: Video
Demonstration of Relative Layouts & Integration Accelerometer Sensor

In this
video you will create a new XML file for the Accelerometer and add the Accelerometer
to the menu. You will also create the Java code for the Accelerometer and add
the necessary activity code to the Android Manifest to have the Accelerometer
run within the application.
Step 1.
View & Practice: Lesson 7 [12:33]
SUMMARY
In this
lesson you have practiced using sensors in mobile application development using
Java. You were provided an overview of how sensors interact with environmental
factors, while you created the Java code for integrating an accelerometer
sensor into your project. You also integrated a relative layout into your
project and learned how the positioning views can adjust your project in the
layout. In the next lesson you will learn how to integrate an image swiper
into your application and. You will use the same process of creating an XML
file by adding the item to the menu and creating the Java for the swiper to
run.
ASSIGNMENTS
·      What are sensors in mobile applications and how are they
used to interpret information from the world around them?

·      What are the benefits of using a relative layout for your
application? Why are positioning views important in a relative layout? What do
they do?

Week 3: Lesson 6: Integrating The List Menu and Expanding Knowledge of Java Activities

Lesson 6: Integrating The List Menu and
Expanding Knowledge of Java
Activities
INTRODUCTION
In this lesson you will expand your
knowledge of Java by learning how to integrate the List Menu into the
application. You will also learn how to create the list menu and arrange the
items and their corresponding Java files within the code. In this lesson you
will also learn how to create new activities with a variety of intents and
learn how to edit the Android Manifest to support these new activities. The
videos in this lesson will support these components and provide an opportunity
for you to edit and create your own code for the application.
LESSON
OBJECTIVES
By the end of this lesson, you will be able to:
Section #1: Working with Layouts
In Java
1.    
Review
the components of the ListActivity layout and edit.
Section #2: Creating Activities and Understanding the
Activity Lifecycle
1.     Compose activities
in your Java for Android project.
Section
#3:
Understanding Intents
1.     Describe
the purpose and types of intents in Java code.
2.     Describe
and analyze the purpose of overrides in Java.
3.     Construct
a list menu and expand activities.
Section
#4:
Video Demonstrations:
Expanding on Classes, Activities & Overrides
LEARNING SEQUENCE
Required Reading
Read the following:
·     
Section
#1:
·     
Section
#2:
·      Section
#3:
Resources
View the
following: 
·     
Sample Code
·     
Video Transcripts
Assignments
Complete the
following:
·     
Describe the intents
that you see in your current mobile application.
·      
What do you need to
understand about the relationship between the classes and the overrides
necessary for the function of the list menu?
·     
Describe the editing
of the code we did in the Android Manifest for the activities in this
project.
INSTRUCTION

Section #1: Working with Layouts In Java

In this section, you
will learn what it takes to create the ListActivity which will enable
you to be able to create the list of items on the menu of the application.
Step 1.
The ListActivity class helps to create
the layout of the mobile application you are working on. Read through this
resource to better understand how the ListActivity binds the data within the
Java code.
Step 2.
Complete Assignment #1: Describe the intents that you see in
your current mobile application.
Section #2: Creating Activities and Understanding the Activity
Lifecycle
In this section, you
will learn how activities are created and what the components of the
Activity Lifecycle are and how understanding how they will benefit your
development process.
Step 1.
Read: Activities
This web page provides an overview of
activities and how they are created. There are descriptions of how activities
are created and how the activities are linked to the creation of the user
interface. There are also directions for adding the activity into the Android
Manifest file and managing the Activity Life Cycle.
Step 2.
Review this resource which provides an
overview of what an activity is in Java for Android. This resource will help
you understand that activities are single actions that a user can engage with
on the user interface. This reading will provide you with an overview of how
activities are initialized and the components of the activity life-cycle.
Step 3.
This reading provides an overview of
what an override is in Java and what it does. This reading provides a
step-by-step overview of what an override looks like and how it can benefit you
in development with Java.
Step 4.
Read: Override
This resource provides the description
of the @override code and how an error will be created if the override does not
override the superclass. This resource is beneficial to help you understand
some of the sample code you will be entering as part of this lesson and the
video tutorials.
Step 5.
Complete Assignment #2: What do you need to
understand about the relationship between the classes and the overrides
necessary for the function of the list menu?
Section #3: Understanding Intents
In this section you
will gain an overview of intents and how they are integrated into Java
for Android projects. You will learn about the different ways intents are used
with activities.
Step 1.
This reading will provide an overview
of intents and how they are integrated into a Java for Android project. This
reading also provides examples of how intents are created and how the Android Manifest
should be edited to identify intents.
Step 2.
This reading provides an additional
overview of intents but also includes a section on filters. Be sure to review
the section entitled Types of Intents.
Review this page fully from the top. This reading will provide a deep review of
how intents work and will provide deeper insight into the code you are working
with in this lesson.
Step 3.
Complete Assignment #3: Describe the editing
of the code we did in the Android Manifest for the activities in this project.

Section #4: Video
Demonstration on Expanding on Classes,
Activities & Overrides

In these two video tutorials you will
learn how to create the list menu and expand the amount of activities in your
application project. You will also learn how to edit the import overrides in
the sample code to add to your knowledge of classes. Please pause and review
the video, as necessary, to complete tasks. Transcripts are provided.
Step 1.
View & Practice: Lesson 6, Part 1 [12:36]
In this first video you will learn how
to create a new Java file and create a new class.
You will use some sample code to learn
the components of the code in this lesson. You will learn how to set up the
Android Manifest to run the Java files in the right order for compiling. You
will also learn how to edit the codes in the overrides that had been created
for you.
Step 2.
View & Practice: Lesson 6,
Part 2
[14:45]
In this second video you will be
introduced to the different classes with the ListActivity. You will learn how
to type out the intents to show the menu of list options in the layout.
Additional editing of the Android Manifest will be done to support the new
activities in the project.
SUMMARY
In this lesson you
have been introduced to the list menu and how the menu will connect the other
Java files you have created to this point. You have also learned that, as you
add these components to your application, you are generating new activities
which are part of the “life- cycle” of the application. You have also been
provided a firm base in the operation of overrides in Java and the integration
of intents for better understanding the code you are working with. In the next
lesson you will learn what sensors are and how they can be integrated into your
application.
ASSIGNMENTS
·      Describe the intents that you see in your current mobile
application.
·      
What do you need to
understand about the relationship between the classes and the overrides
necessary for the function of the list menu?

·      Describe the editing of the code we did in the Android
Manifest for the activities in this project.

Week 3: Lesson 5: Creating a Logo in Java, and Connecting the Classes in the Android Manifest

Lesson 5: Creating
a Logo in Java, and Connecting the Classes in the Android Manifest
INTRODUCTION
Using a series of four video-based
tutorials, this lesson leads you through the following tasks and processes.
First, you will understand how icons are integrated into an Android application
and a logo image is added to the layout. You will also learn what you will need
to know about designing icons for Android applications. Second, you will be
introduced to the Java class for integrating the MediaPlayer into the
application by creating a new public class. Finally, you will learn how to
create a new XML file within the application and then edit the Android Manifest
to bring all of these changes together.
LESSON
OBJECTIVES
By the end of this lesson, you will be able to:
Section #1: Understanding Icons & Launcher
Graphics in Java For Android
1.    
Explain
the importance of application icons in your application. Reading: Iconography.
Section #2: Working with Classes
1.     Explain what a
public class is and how it works within Java.
2.     Define what the MediaPlayer class does in Java for Android.
Section
#3:
Understanding The
Android Manifest
1.     Practice how to link XML to Java class
2.     Determine how to set up buttons in the
Java class
Section
#4:
Video Demonstrations:
From Designing Icons to the Android Manifest 
LEARNING SEQUENCE
Required Reading
Read the following:
·     
Section
#1:
·     
Section
#2:
·      Section
#3:
Resources
View the
following: 
·     
Sample Code
·     
Video Transcripts
Assignments
Complete the
following:
·     
Explain the
importance of Android application icons
·     
What is a public
class? What are some of the different class instances?
·      
How does the
Android Manifest address the concept of “hierarchy” within the application?
INSTRUCTION

Section #1: Understanding Icons & Launcher Graphics
in Java For Android

In this section you
will be introduced to what an icon is and why it is important to the
branding and identity of an application. This section will begin to show you how
the graphics integrated into your application will be used to represent an app
marketplaces.
Step 1.
An icon is a graphic that
takes up a small portion of screen real estate and provides a quick, intuitive
representation of an action, a status, or an app. Read through the entire website to understand important
design principles and understand how and why graphics and icons are central to
your app. This reading covers all of the most common kinds of icons that you
will need to develop ad use, including the logo, action bar, contextual and
notification icons. Consider technical and design issues of size and scale, use
of color, focal area, proportions and style.
Step 2.
Complete Assignment #1: Explain the importance of Android application icons
Section #2: Working
with Classes
In this section, you
will begin to better develop an understanding of what the syntax of a
class is in Java. This knowledge will not only make you a better programmer but
will assist you in expanding your knowledge of Java beyond Android development.
Step 1.
Read: Class
This resource provides a description
directly from the Java for Android website. The definition provided here
describes the details of querying
class-related information of the three different class instances. Read through
the web page to understand the three different class instances: those representing real classes and
interfaces, those representing primitive types, and those representing array
classes.
Step 2.
This reading extends the
metaphor of a bicycle to explain classes. Go through the tutorial to gain a
better understanding of additional concepts such as inheritance, an interface
and a package. At the end of the reading and tutorial, you can test your
knowledge of object-oriented programming concepts. Be sure to check your
answers by clicking the Check Answers link.
Step 3.
Complete Assignment #2: What is a public class? What are some of the different class
instances?
Section #3: Understanding The Android Manifest
In this section you
will learn how to edit and manage the elements of the Android Manifest
File. You will learn how this page of code becomes the “heart” of the
application.
Step 1.
This is a description of the MediaPlayer
class from the Android website. This page provides a summary of the use of the
MediaPlayer class and the different states of the MediaPlayer within Java. This
page provides a thorough overview of the lifecycle of this class.
Step 2.
This reading provides an overview of
the AndroidManifest.xml,
which is the root of the project hierarchy in Android applications. This
reading will help you understand the importance of the file and learn how to
define the components of metadata in your application.
Step 3.
Complete Assignment #3: How does
the Android Manifest address the concept of “hierarchy” within the application?

Section #4: Video
Demonstration on Designing Icons, to
the Android Manifest 

This series of four video tutorials
will guide you through the following processes and tasks as outlined below. Please
pause and review the video, as necessary, to complete tasks. Transcripts are
provided.
Step 1.
View & Practice: Lesson 5,
Part 1
[11:18]
Demonstrates how to edit application
icons and logos. In this video you will learn how to edit the icon and logo for
the application and learn which folders they should be saved within (res
folder). You will also be prompted to edit all the icons in the folders. You
will also understand the difference in resolution between the icons based on
the devices that they may be shown on. You will then create the logo page
graphic for the application and placed this into the same folder as the other
graphic. At the conclusion of this video, you will add an mp3 file into the raw
folder (created earlier in the lesson) and then locate that folder into the res
folder.
Step 2.
View & Practice: Lesson 5,
Part 2
[6:28]
Shows how to prepare a new XML file for
the layout of the logo. Within the Eclipse IDE, you will create an XML file for
logo in layout folder. You will add the logo.png in the new XML file and save
your project. Sample code will be used to introduce the public class and you
will be shown where to add this code to continue in the next video.
Step 3.
View & Practice: Lesson 5,
Part 3
[9:20]
Demonstrates
how the class for the MediaPlayer and logo works in the Application. You will
review how the MediaPlayer class is placed into the Java code and will walk
through how to create the necessary overrides to make the music in the
application play.
Step 4.
View & Practice: Lesson 5,
Part 4
[3:30]
In
this video-based tutorial, you will demonstrate
how to create a new Class and a new XML file. You will begin editing the Java
and Android Manifest of your application. You will also learn how to integrate
the MediaPlayer class into the application and then you will learn how to edit
the code of the Android Manifest to work with the other Java files created.
SUMMARY
In this lesson you have been introduced
to the application icon and how to integrate the logo graphic which will
represent the application on the home screen of the device. You have also learned
about the public class in Java and some of the variety of different instances
and the “object orientated” approach of the Java language in Android
applications. This lesson draws together the variety of graphics, media and
layout components that will make your application unique and provide a base for
understanding how the XM layout, Java programing and manifest will work
together.
ASSIGNMENTS
·      Explain the importance of Android application icons
·      What is a public class? What are some of the different class
instances?

·      How does the Android Manifest address the concept of
“hierarchy” within the application?

Week 2: Lesson 4: Introduction to the Java Language

Lesson 4: Introduction to
the Java Language
INTRODUCTION
In this lesson you
will be learning how to understand and use Java and how it will make your
Android app work. The basic concepts of the Java language will set you on your
way to becoming a proficient programmer, and you will be able to apply these
concepts and skills as you work within the Eclipse IDE to create a mobile app
for Android.
LESSON
OBJECTIVES
By the end of this lesson, you will be able to:
Section #1: Introduction to Java for Android
1.     Develop a basic
understanding of programming languages, including concepts and the terminology
used to describe what programmers need to know and are able to do
2.     Identify central
components of the Java language in order to use this language to develop your
app for Android
3.     Describe how the
Java language can be used to develop an app for Android
Section #2: Using Java for Android with Eclipse
1.     Practice using the
Java language with the Eclipse IDE to create a mobile application for Android.
Section
#3: Video Tutorial: Practice with the Java Language
1.     Practice how to link XML to Java class
2.    
Determine
how to set up buttons in the Java class
LEARNING SEQUENCE
Required Reading
Read the following:
·     
Section
#1:
·     
Section
#2:
Resources
View the
following: 
·     
Sample Code
·     
Video Transcripts
Assignments
Complete the
following:
·     
The Five Basic
Concepts in Programming
·     
Starting a Project Using Java with the Eclipse
IDE to Create Basic Components of an Android App
INSTRUCTION

Section #1: Introduction to Java for Android

In this section, you will gain insight
into what most programmers know and do. While programming concepts may not be
easy to initially grasp, you will understand them better in time and with
practice. With knowledge of the Java language, you can develop both simple and
sophisticated Android applications.
Step 1.
Read through this
entire website and use it as a resource to develop your basic knowledge of
programming for any language. The 5 central topics introduced in this reading
will assist you in better understanding the central components of the Java
Language. Read through each section which will cover Variables, Control
Structures
, Data
Structures
, Syntax, Tools for programming.  
Step 2.
This reading provides an overview of
the Java language. Read through the concepts presented: Constructors,
Inheritance, Static and Instance Variables, Interfaces, Imports, ”main” method,
Inner Classes, Packages, Build Path, Jar Files, API’s, Comments and JavaDoc.
This reading can become a resource to build your knowledge of the Java language
and become a guide as you move through this course.
Step 3.
This reading will provide you with an
introduction to Java programming but in the context of Android mobile
development. This is important in this course as you will be learning the Java
language but it will be used to develop mobile applications for the Android
platform with development environment specific to this purpose. Starting from
the Introduction and Getting Started,
read all the way to the section on Wrapping
Up
. This reading provides descriptions of the necessary downloads, overview
of Java and object orientated programming (OOP).
Step 4.
Complete Assignment #1: The Five
Basic Concepts in Programming
Section #2: Using
Java for Android with Eclipse
In this section you will understand
more about how to work with the Eclipse software. Basic components of the
Eclipse UI will be explained. This should set you on your way to creating your
Android project with ease.
Step 1.
This resource offers a step-by-step guide on how to set up
the SDK and Eclipse. With the ADT (Android
Developer Tools) plugin, Eclipse provides an environment in which you can
build, code, design, and run your Android apps.
Step 2.
Complete Assignment #2: Starting a Project Using Java with the Eclipse IDE to
Create Basic Components of an Android App

Section #3: Video
Demonstration on Developing an Understanding of Java

This video tutorial will guide you
through the process of how to link XML to a Java class. You will also determine
how to set up buttons in the Java class. Please pause and review the video, as
necessary, to complete tasks. Transcripts are provided.
Step 1.
View & Practice: Lesson 4 [6:52]
SUMMARY
While the Java language and the
concepts behind it may take some time for you to understand and use, the five
concepts presented in this lesson will set you on your way to becoming more
proficient with the language. Now that you know a bit more about basic concepts
in programming and with the Java language in specific, you can determine how to
best develop your Android app using the Eclipse IDE. In the next lesson you
will be introduced to new Java classes as you create a logo for your app.
ASSIGNMENTS
·      The Five Basic Concepts in Programming
·     
Starting a Project Using Java with the Eclipse
IDE to Create Basic Components of an Android App

Week 2: Lesson 3: Editing XML, and Viewing it in the Graphical Layout

Lesson 3: Editing XML, and Viewing
it in the Graphical Layout
INTRODUCTION
In this lesson you
will develop good habits as a beginning programmer by testing what each piece
of code does, and seeing and experimenting with how it works. Through a trial-and-error
approach, you will understand how to change certain parts of the code to see
how it comes out in the Graphic Layout of Eclipse. You will also learn how to
clean a Java project of errors and debug it as well.
LESSON
OBJECTIVES
By the end of this lesson, you will be able to:
Section #1: Establishing
Good Programming Habits
1.    
Review
expert tips, tools and suggestions to develop your programming skills
2.    
Describe
the benefits of “cleaning” a Java For Android Project
Section #2: Describe
the changes that happen when you edit the XML
1.    
Identify
the components of the XML and how it works with the Java language to define
views.
2.    
Determine
how to manipulate XML to produce desired results.
Section #3: Understanding
the Importance of the GUI
1.    
Describe the
benefits of using a graphic user interface (GUI) in the development process.
Section #4: Video Demonstration of How
to Clean Your Project
1.    
Learning
how to ‘Clean’ your project
2.    
How to
change code in the XML
3.    
How to
view changes in Graphical Layout
LEARNING SEQUENCE
Required Reading
Read the following:
·     
Section
#1:
·     
Section
#2:
·      Section
#3:
Resources
View the
following: 
·     
Sample Code
·     
Video Transcripts
Assignments
Complete the
following:
·     
What Do Beginning
Programmers Need to Know about Android?
·     
What’s in a GUI?
INSTRUCTION

Section #1: Establishing Good Programming Habits

In this section, you will develop an
understanding of what it is like to work as an Android developer and
programmer.
Step 1.
In this interview
with Tony Hillerson, an Android developer at Effective UI, you will read about the
skills and tools you’ll need to become an Android developer. Hillerson also
discusses a variety of topics related to programming for Android with Java, including
understanding how Android’s XML-defined views translate onto the screen.
Information about the mobile marketplace is also discussed.
Step 2.
This article presents
useful information you can use to better understand the power of Eclipse with
Android plugin. You will also review information presented on the many editors
Eclipse uses and understand how to best configure them. The topic of version
control is also touched upon at the end of this tip sheet.
Step 3.
In this short
tutorial you will be provided an overview of the process of “cleaning” an
Android project in the Eclipse IDE. This will be beneficial as you begin the
development process. In the process of Android programming you will need to be
able to “clean” your project and also check for errors in development.
Step 4.
Complete
Assignment #1
: What Do
Beginning Programmers Need to Know about Android?
Section #2: Describe the changes
that happen when you edit the XML
In this section you will be introduced
to XML layouts and the options for using them in the development of a layout
for an Android application.
Step 1.
Read: Layouts
In this resource you
are introduced to the user interface components of Android through the process
of editing the XML code for the layout. On this web page view the area titled Write The XML. In this area you are
provided a section of sample code for the layout described. Review this page
and read the areas titled Load The XML
Resource
, Attributes, ID and Layout Parameters. These sections will provide you with an overview
of the components of the XML and how it works with the Java language to define
the views.
Section #3: Understanding the
Importance of the GUI
An
important part of most applications is the Graphical User Interface, or GUI. In
this section you will explore how to use the Graphical Layout Editor to develop
your Android application.
Step 1.
This reading will
assist you in describing the benefits of using a graphic user interface (GUI)
in the development process. You will review all of the main features of the
editor including the canvas, outline, palette and configuration chooser.
Viewing video segments provided in links in the reading will allow you to see
how these features work.
Step 2.
Complete Assignment #2: What’s
in a GUI?

Section #4: Video
Demonstration of How to Clean Your Project 

Cleaning your project
is when Eclipse scans your app of any false errors, and cleans it. This video
demonstration will walk you through the process of how to clean your project. This
is an important step that programmers must use throughout the development
process to make certain that there are no errors in their code and that their
applications run seamlessly. You will also practice how to change code in the
XML and then learn how to view changes in Graphical Layout. Please pause and
review the video, as necessary, to complete tasks. Transcripts are provided.
Step 1.
View & Practice: Lesson 3 [10:10]
SUMMARY
In this lesson you
gained exposure to XML and experimented and tested various changes to your
code. You also used Eclipse to clean your project and to identify any potential
errors, a necessary step and best practice for all programmers. Through
demonstration, trial and error with XML and your code, you explored various
graphical layout options with manipulations to the code. In the next lesson you
will expand on your knowledge of the Java language as you work more in-depth
with the Eclipse IDE.
ASSIGNMENTS
·      What Do Beginning Programmers Need to Know about Android?
·      What’s in a GUI?

Week 1: Lesson 2: Learning & Understanding XML Layout-Introduction To Java For Android Course Blog



Lesson 2: Learning and Understanding XML Layout
INTRODUCTION
In this lesson you will be introduced to the folder structure of the IDE Eclipse environment and understand the difference between Relative and Linear Layouts using XML with Java for Android applications. You will also be introduced to the process for changing, viewing and manipulating the text in various XML layouts.
Lesson Objectives
By the end of this lesson you will be able to:
Section #1: What Is XML?
  1. Identify the XML language and how you may use it to develop your app
  2. Determine the best way to complete design and development tasks while working within the structure of the IDE Eclipse environment
Section #2: What Can XML Layouts Do for Android?
  1. Examine XML Layouts in Android Development
Section #3: Differentiating between Relative and Linear Layouts in XML
  1. Discern the difference between Relative and Linear Layouts using XML with Android
Section #4: Video Demonstration
  1. Demonstrate how to edit and change XML code
  2. Use XML code to develop the desired layout for your app project
LEARNING SEQUENCE
Required Reading
Reading the following:
Resources
View and follow the steps to the following:
1.  Eclipse (Integrated Development Environment)
2.  Android Development Tools (ADT)
3.  Video Tutorial: XML Video Tutorial: https://www.youtube.com/watch?v=91K25FRKScA
Assignments
Complete the following:
  • Video Tutorial: Java For Android 1
INSTRUCTION
Section #1: What Is XML?
In this section you will be introduced to the XML language and understand its power to support Android development.
In this reading you will be provided a definition of XML as a language and its main purpose with programming. There is a sample of the code included with descriptions for how the language is formatted. At the conclusion of reading, you will understand the benefits of using XML language and how to write it.
Section #2: What Can XML Layouts Do for Android?
In this section you will be introduced to XML layouts and the options for using them in the development of a layout for an Android application.
Read: Describe the XML for layouts used in Android Applications using Java.
Section #3: Differentiating between Relative and Linear Layouts in XML
Section #4: Lesson Project Tutorial (video) XML Video Tutorials
In this video demonstration and tutorial, you will learn what the default XML code is, how to edit it, and how changing the code will impact your project. Please pause and review the video, as necessary, to complete tasks and meet these objectives:
  • Recognize default code in XML
  • Create your own code for the XML
  • Understand what the new code does in the XML
Complete Section #4: The video will lead you through the following steps:
  1. You’ll than want to begin typing what is on screen, starting with the xml version and then continuing downwards
  2. The LinearLayout is the home of how your app will be set up. ‘android:orientation’ tells the device that the application will be vertical, meaning it locks the accelerometer, you can change this to being horizontal for future apps
  3. ‘android:layout_width’ and ‘android:layout_height’ both control where your app is positioned. ‘Fill_parent’ describes that the app will fill the whole screen, not leaving any space on the outside of the app
  4. ‘TextView’ is the code for displaying what the text in the app shows. ‘wrap_content’ describes that the text will expand to as big as the text will be, so it leaves space for the other parts of your app
  5. ‘android:textSize’ describes how big you want the text to be. For this you
  6. can type out px for pixel or dp for density independent pixels which is a ratio for the pixels to the screen size of the phone. Allowing the text to scale up or down depending on if you have a big size phone
  7. the ‘layout_gravity’ and ‘gravity’ refer to the position of the app. The ‘layout_gravity’ tells the text where it is located on screen, it defaults to being at the top of the app, and centering it will make it in the center of the top of the app. ‘gravity’ describes that the text will be centered in the middle of it’s home in the app, which is at the top of the screen.
  8. ‘id’ describes the identification of the ‘TextView’ in the Java, allowing it to be used and changed in the Java
  9. The coding in the button portion of the app is the same as the ‘TextView’, just changing the ‘Button:Text’ and the ‘Button:id’ to distinguish which is adding and which is subracting
  10. You have just successfully created the layout of your app. Congratulations.
SUMMARY
Additional Information Discussed In Class
JQuery Layouts
Responsive Web Apps
HTML5
Phonegap
API’s

Questions for Posting on this blog:




Week 1: Lesson 1:Introduction To Java For Android Course Blog

Welcome to class!


Main Course Document
http://bit.ly/javaforandroid

Lesson 1: Introduction to
Java for Android Development Environment
INTRODUCTION
In this lesson you will consider the mobile marketplace and
specific tools used to build mobile applications. You will be introduced to the
components of the Android Operating System and the development tools used to
create Android applications. The readings will provide an overview of the
Android Operating System, and the video tutorials will walk you through the
necessary setup and downloads to get started with development. In this lesson
you will use the Eclipse IDE (Integrated Development Environment) and Android
Development Tools (ADT). You will download the development environment onto a
removable media device for easy access and use.
LESSON
OBJECTIVES
By the end of this lesson, you will be able to:
Section #1: Why Develop Mobile Applications For Android?
  1. Describe
    market and labor forces and trends that drive demand for skilled
    programmers.
  2. Recognize
    and identify basic concepts and the language used for Android Mobile
    Application development.
Section #2: Understanding the
Components Of The Android Mobile Application
  1. Differentiate the basic components of the Android
    Operating System.
Section #3: Video Demonstration of
Development Tools & Resources
  1. Demonstrate how to download and install the Eclipse
    Development Environment and Google ADT (Android Development Tools).
  2. Demonstrate how to open the ADT and set up a workspace
    (Android Development Tools).
  3. Demonstrate
    how to organize and start a new project using ADT (Android Development
    Tools).
LEARNING SEQUENCE
Required Reading
Read the following:
·     
Section
#1:
·     
Section
#2:
·      Section
#3:
Resources
View the
following: 
·     
Sample Code
·     
Video Transcripts
Assignments
Complete the
following:
·     
What’s Your Place
in the Mobile Market?
·     
Uncovering the
Basic Tools, Concepts and Processes of Android Environment
INSTRUCTION

Section #1: Why Develop Mobile Applications For Android?

In this section you
will be introduced to the fundamentals of Android apps written in Java code.
You will also learn about the Android Development Tools (ADT) and Software
Development Toolkit (SDK). Additionally, you will identify market forces with
the ever-changing demands of and for mobile application development by questioning
and interpreting information resources used to discuss the relative value of
Android development tools. Finally, you will consider your own level of
knowledge and interest in mobile app development for Android. 
Step 1.
This article
discusses market demands for mobile app developers, making specific reference
to salaries and lists both necessary and desired skills. The article also
provides specific examples of how companies, both big and small, continue to
define their hiring needs in the ever-changing mobile market.
Step 2.
This reading
introduces you to the fundamentals of the secure environment of an Android
applications environment. The core framework of the application, manifest file
and resources for a variety of device configurations are described. Read
through the introductory section on Application Fundamentals, then review the
heading topics: App Components, Activating Components, The Manifest File,
Declaring Components, Declaring component capabilities, Declaring app
requirements and App Resources. With this overview, go back and read through
the sections on App Components, Activating Components and The Manifest File to
solidify your basic understanding of the core framework for the Android
application.   
Step 3.
Complete Assignment 1: What’s Your Place in the Mobile Market?

Section #2: Understanding the Components Of The Android Mobile
Application

In this section, you
will be introduced to the fundamentals of Android app framework. You will also
learn about the importance of device compatibility in designing your app for a
variety of devices and audiences.
Step 1.
Referencing the
previous reading on App Fundamentals, you can get a sense of how Android works
with the Java language. Review sections on “Apps provide multiple entry points”
and “Apps adapt to different devices.” This should give you a solid foundation
for how to understand Android and application development basics.
Step 2.
This resource
explains how Android is designed to run on a range of different types of
devices, from phones to tablets and televisions. The term “compatibility” is
defined, and you will understand how you can control which devices have access
to your apps, and how to prepare your apps to make sure they reach the right
audience. Read through the first three sections of this web page, starting with
Device Compatibility, What Does “Compatibility” Mean? and “Controlling Your
App’s Availability to Devices.” You will revisit these concepts and ideas
throughout most of the lessons in this course.
Step 3.
Complete Assignment #2
Are We Compatible? How to Determine User Interactions?

Section #3: Video
Demonstration of Development Tools & Resources 

These two video
demonstrations will walk you through the sequence of steps needed to find and
download Android development resources online. At the completion of the videos
you will know how to set up a new project and run the emulator successfully.
Please pause and review the video, as necessary, to complete tasks. Transcripts
are provided.
Step 1.
View
& Practice:
Lesson 1, Part 1 [4:03]
Step 2.
View
& Practice:
Lesson 1, Part 2 [9:22]
SUMMARY
While
the mobile app marketplace continues to evolve, there are plenty of free and
open-source resources and tools you can use to develop your skills.
Opportunities for Android developers continue to grow, and the setup of Eclipse
and Android ADT will set you on your way to creating the next killer app. Now
that you have downloaded, set up and configured the tools to begin your Android
project, you are ready to XXX in lesson 2.
ASSIGNMENTS
·      What’s Your Place in the Mobile Market?

·      Uncovering the Basic Tools, Concepts and Processes of
Android Environment

Answer the questions below for lesson 1(include question number in response):

Question 1: How does the user interface(UI) influence user engagement with an application?



Question 2: What changes have you seen in the mobile marketplace(apps,tablets,screen-sizes) in the past  5 years? How do you think these changes influence mobile development?