At least I gave up and decided for buying myself a
tablet. I've always been more favorable towards netbooks instead of
tablets mostly because real computers, even under-powered, better
suits the way I use them: mostly writing documents and programming. I
didn't entirely changed my mind but I have to reckon a tablet can
have many uses where it perform superbly like browsing the Internet
or keeping in contact with e-mail or the many social media
applications. Last but not least I needed a modern device for
studying and testing Android
development, so here I am ...
"A human being should be able to change a
diaper, plan an invasion, butcher a hog, conn a ship, design a
building, write a sonnet, balance accounts, build a wall, set a bone,
comfort the dying, take orders, give orders, cooperate, act alone,
solve equations, analyze a new problem, pitch manure, program a
computer, cook a tasty meal, fight efficiently, die gallantly.
Specialization is for insects." (Robert A. Heinlein)
Showing posts with label Android. Show all posts
Showing posts with label Android. Show all posts
Saturday, 27 May 2017
Monday, 17 October 2016
LibGDX: The “Swiss Army Knife” of Java Games Programming
My
few readers might remember
I sometimes explore, and play with, game engines and libraries. I
suppose it's a sort of “compensation” for my everyday work with
not-so-exciting middle-ware and web-services projects. I
already posted about Slick2D
libraries for Java games but I was looking for something more
complete and, most of all, that would allow me to develop also
Android applications.
LibGDX
is a Java game-engine that provide a vast variety of features for
developing games. It's mostly aimed to 2D games development but it
even provides some
3D features. In addition LibGDX can deploy games on different
platforms like Java desktop or Applet, Android, HTML5 and IOS (with
some extra requirement due to peculiar Apple developing
policies). Last but not least a LibGDX project can include additional
extension libraries helping to develop different aspects of game
programming like AI, physics or networking (and this is the why of
this post title).
First
project creation
You don't have to download
the whole LibGDX project in order to start to develop. LibGDX people
suggest using the handy utility they provide, LibGDX Project Setup,
in order to generate a skeleton project. The generated project will
be based on the Gradle building
tool that will think about downloading from the Internet all needed
libraries and their dependencies.
Labels:
Android
,
Eclipse
,
Fun-Programming
,
Games-Engine
,
Java
,
LibGDX
Wednesday, 4 December 2013
Fun programming: Andengine
Here I am back on the
“Fun programming” theme: finding ways to have some fun while
programming. A way I use to detach myself from daily routine while
seeking for new techniques or languages to learn. While visiting back
this blog I noticed many
articles about Andengine: a
promising 2D games engine for Android developed by Nicolas
Gramich.
Setting-Up Andengine
The starting point so
set-up a working Andengine environment is to have a working Android
development set-up based on Eclipse
and Android SDK.
I had
prepared it before during my previous Android experiments. Also
is needed a Git plug-in for
Eclipse, like EGit.
Andengine is available as
a Android library project it can be easily downloaded from its
GitHub page by selecting Eclipse import wizard (Choosing the
“File → Import …” menu first then the “Git →
Projects from Git” option).
After copying the project
URI in the wizard request …
The project branch must
be selected, I did choose the GLES2 branch the latest and the one
currently under develop.
Labels:
AndEngine
,
Android
,
Eclipse
,
Fun-Programming
Tuesday, 13 November 2012
Android programming : Exploring sensors
Sensors are one of the the things that make mobile development different, and
interesting, from the programming of our desktop computers. Modern
mobile devices with their combined capabilities of communicating,
imaging and sensing surrounding environment looks more like a pocket
version of a artificial satellite than a desktop computer. This is
why, after initial hello-worlding,
the first thing I've been looking for in the 'net has been how to
read sensors in an Android application. I got several examples like
here,
all showing how to read a single sensor. I decided so to make more
interesting these basic examples in order to build a simple user
interface able to discover and read available sensors on a device.
The
user interface design
After
reading
about sensors on Android worked I refined my idea on how the user
interface: a selector (also known as spinner) on the top filled with
available sensors list, some details on the selected sensor just
under the selector and sensors values updating on the bottom.
User
interfaces (activities) layout is defined, in Android programming,
trough a XML file. Eclipse Android development plug-in provides a
handy graphical user interface to arrange activity layout. It worked
for me well enough even if I went to manual XML editing a couple of
times just to make things a little faster. Eclipse plug-in also
provide a lot of useful warnings, to a beginner like me, like
reminding not to place hard-coded strings in your interface. By the
way here is, at last, my interface definition.
Labels:
Android
,
Programming
,
Sensors
Saturday, 13 October 2012
Android Development on Netbeans (and the EEEPC)
In my previous
post I moved my first steps in Android development world by
installing Android
SDK and Eclipse IDE on my
desktop computer. After successfully writing my first Android
hello-world I went, almost immediately, on how to do Android
development on the EEEPC 900. If it's true the desktop computer is
much more suited for writing code it's the EEEPC tho one I always
bring with me and I use for my experiments.
I'm a big fan of Eclipse and I use it everyday at
work but, when it comes using it on a netbook, it performs very
poorly. Worst of all some Eclipse configuration windows are too big
to fit into the small EEEPC screen and even lack of scroll-bars. This
is why I use Netbeans on the
EEEPC. After a brief looking-up on the 'net I came to NBAnroid
plug-in page.
Installing Netbeans to 7.2
Even if it isn't
required I decided to upgrade my Netbeans installation to the latest
7.2 version. I so removed previous version by launching Netbeans
removal script
sudo /usr/local/netbeans-7.1.2/uninstall.sh
then I downloaded latest
Netbeans version from its download
page and launched the auto-installing script
chmod +x netbeans-7.2-ml-javase-linux.shsudo ./netbeans-7.2-ml-javase-linux.sh
this started the usual
Netbeans installation
wizard
after some “I agree”
and several “Next” I got the new version installed.
Installing Android SDK
Like in my previous post
I downloaded Android SDK from Google's page and extracted it on my
home folder
mkdir androidmv Downloads/android-sdk_r20.0.3-linux.tgz android/
cd android/
tar -xf android-sdk_r20.0.3-linux.tgz
Labels:
Android
,
Development
,
EEEPC
,
Linux
,
NetBeans
,
Netbeans-7.2
Saturday, 29 September 2012
The many steps of an Android Hello-World
As I promised on my last
post,
I couldn't resist not to write at least a hello-world application on
my new phone. I went so through the, a bit long, task of installing
the Android developer
tools and writing my first program with it. I followed,
step-by-step, instructions provided from Google Android SDK how-to
pages. As a start I installed on my desktop computer but, soon, I'll
try installing Android SDK on the EEEPC too.
Installation
The first step I took has
been, of course, installing Eclipse IDE, a quite plain install from
the software centre apart from some compatibility problem
with Oracle Java 7. I had to revert to OpenJDK as default JVM in
order to make Eclipse start.
The second step has been
downloading
and extracting Google's Android SDK. I though, at the beginning,
about installing on a system folder like “/opt”, until I
discovered that Android's Eclipse plug-in takes care of downloading
and upgrading files on the SDK folder. I so went back to installing
it on my home folder since running Eclipse as root user every time
you have to do an upgrade is far from being advisable. By the way
installing the SDK has only matter of extracting the downloaded file:
tar -xf android-sdk_r20.0.3-linux.tgz
Then I started Eclipse
and selected the “Install new software” option from the
“Help” menu opening the plug-in installation form. Here I
added Google plug-in update URL (with the “Add...” button)
and selected all the “Developer tools” items.
Labels:
Android
,
Development
,
Eclipse
,
Hello-World
,
Ubuntu
Sunday, 9 September 2012
New toy on the desk: LG L3 Optimus E400
I'm not easy at changing
my devices, unless they stop working. This time I did sort of an
exception and after only a little more of two years I decided
to change my (still doing its job) Nokia
5800 XM. Android phones always attracted me, since I first heard
of Google promoting this new operating system, but price kept me from
buying one since now. After having a look at the (not many) low
priced models available here in Genoa my choice fell on the LG
L3 Optimus E400. The phones I evaluated had roughly the same
features and price so, at last, had been the plain metal-black design of
the LG phone that triggered my choice. I'm not usually design-driven
in my choices but when design is the only difference ...
By the way the new phone
does all the old phone did even if the camera quality is far from
what the old Nokia had. Is not new that thin bodies and good lenses
are things that hardly go well together.
I'm not going to become a
mobile developer tomorrow but ... be sure I'll post some hello-world
in android as soon I'll find the time.
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