Hello App Inventor!: Android programming for kids and the rest of us
Paula Beer, Carl Simmons
Format: PDF / Kindle (mobi) / ePub
Hello App Inventor! introduces creative young readers to the world of mobile programming—no experience required! Featuring more than 30 fun invent-it-yourself projects, this full-color, fun-to-read book starts with the building blocks you need to create a few practice apps. Then you'll learn the skills you need to bring your own app ideas to life.
Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications.
About the Book
Have you ever wondered how apps are made? Do you have a great idea for an app that you want to make reality? This book can teach you how to create apps for any Android device, even if you have never programmed before. With App Inventor, if you can imagine it, you can create it. Using this free, friendly tool, you can decide what you want your app to do and then click together colorful jigsaw-puzzle blocks to make it happen. App Inventor turns your project into an Android app that you can test on your computer, run on your phone, share with your friends, and even sell in the Google Play store.
Hello App Inventor! introduces young readers to the world of mobile programming. It assumes no previous experience. Featuring more than 30 invent-it-yourself projects, this book starts with basic apps and gradually builds the skills you need to bring your own ideas to life. We've provided the graphics and sounds to get you started right away. And a special Learning Points feature connects the example you're following to important computing concepts you'll use in any programming language.
App Inventor is developed and maintained by MIT.
- Covers MIT App Inventor 2
- How to create animated characters, games, experiments, magic tricks, and a Zombie Alarm clock
- Use advanced phone features like:
- Movement sensors
- Touch screen interaction
- Web connectivity
About the Authors
Paula Beerand Carl Simmons are professional educators and authors who spend most of their time training new teachers and introducing children to programming.
Table of Contents
- Getting to know App Inventor
- Designing the user interface
- Using the screen: layouts and the canvas
- Fling, touch, and drag: user interaction with the touch screen
- Variables, decisions, and procedures
- Lists and loops
- Clocks and timers
- Position sensors
- Barcodes and scanners
- Using speech and storing data on your phone
- Web-enabled apps
- Location-aware apps
- From idea to app
- Publishing and beyond
blank list of projects and a welcome message like this: 2. Starting with a new project Tip No spaces are allowed in project names, and you’ll see the same is true of component names, too. One way to separate words is to use capital letters to indicate the start of each word. That’s what coders call camel case. See the humps in CamelCase? Once you’ve created or opened an app, the design page opens. This is where you add components to your app and design the appearance of the app screen on
combination of commands to read from: fling it, fling it, drag it, touch it, touch it, drag it, fling it, and so on. 5. Stopping the soundtrack Admittedly, a repeating soundtrack can be grating after a while, so we always recommend that you have a Stop button in an app that has a soundtrack. Taking it further You’ve created this fun app using three user-interactive events. There are many more you can use to help customize your own creations. If you look at the following table, you’ll
can go straight to a website that contains information about the book. It works for other products too: pizza, salad, lemonade, ice cream ... (it must be lunchtime!). In order to launch the internet browser from App Inventor, you need to use a component that’s new to you: the ActivityStarter component. Learning Point: What is the ActivityStarter component? We have a phrase in Britain (which comes from an advertising campaign for paint): “It does what it says on the tin.” This is just such an
is still on the white ice path. To do this, you’ll test the color of the canvas between her feet every time the orientation sensor changes. The color white has a value of -1 in App Inventor; so if during any of your tests the color doesn’t equal -1, you’ll play a “splash” animation (because the path is surrounded by the sea), reduce Gentoo’s lives by one, and send her back to the beginning of that level. Step 1 is to figure out how to check the color of the canvas between Gentoo’s feet. You can
Chapter 2. Designing the user interface What is a user interface? Using the Designer to make a UI Speeding along: built-in components Getting to Know Ewe app 1. Setting up the project 2. Adding a sheep image 3. Adding a “baa!” sound 4. Programming the blocks, part 1: playing the sound 5. Programming the blocks, part 2: vibrating the phone Extra challenge: Ewe Scared Her! app 1. Saving a new project 2. Adding components: accelerometer, reset button, and screen arrangement 3. Arranging the screen