April 1, 2010

Introduction

Welcome! In this blog I will create a series of tutorials to help shed some light on the Graphics package of the Android framework. Why am I doing this? Personally, I have been pretty frustrated by the lack of information out there regarding the Android SDK. Don't get me wrong, there is a lot of very useful information available at the Android Developers site, but it is ultimately insufficient. There is a ton of documentation out there about what you can do with Android, but there is surprisingly little instruction regarding how to do it. The API Demos provided with the SDK help with this a little, but reading a bunch of code with no explanation of why it works or what's really going on behind the scenes doesn't get you very far in your quest for knowledge. That's where I come in. I've had my fair share of struggles while learning the Android Graphics package, and I'm here to share with you the knowledge I've gained. Throughout my posts here, I will show you what you can do with Android Graphics, how to do it, and why it works. Hopefully, by reading this blog you will come away a little less confused about how to accomplish the graphical tasks that you want using Android, and you might even pick up some pretty neat tricks that you can use for some slick effects in your apps.

Disclaimer: It is assumed that the reader is somewhat familiar with developing on Android. There will not be a lot of time spent on the simpler concepts, as most of the content here will be devoted to the more obscure parts of the Graphics package. The reader should have a basic understanding of graphics programming, pixel formats, RGB values, alpha channels, and so on.

1 comment:

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