Palette – Part 4

October 24th, 2014

When originally written this series concluded at the end of the previous article but, on the day that article was published, the full Lollipop SDK was released which included the full release of the Palette library. The Palette API which shipped with Lollipop changed slightly from the one which was released as part of the Android-L developer preview, so in this article we’ll look at the changes and update the code from Palette – Part 2 to work with the full released library.
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Palette – Part 3

October 17th, 2014

Previously in this series we’ve looked at how to use the new Palette library and in this concluding article in the series we’ll take a look at the types of color values which we can expect from Palette.
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Palette – Part 2

October 10th, 2014

In the previous article we began looking at the new Palette library which was introduced as part of the Android-L developer preview (but will be available in a support library with compatibility back to API 7) which enables us to extract colour information from bitmaps. We got our image loading working so we’l now turn our attention to extracting the colour information from the image
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Palette – Part 1

October 3rd, 2014

One of the many additions being introduced in Android-L is a new library for extracting key colours from bitmaps. In this short series we’ll take a look at the new Palette library.
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Match Timer – Part 6

September 26th, 2014

Previously in this series we’ve built a Wear app designed to time football matches. While we finished the coding in the last article, there is still another important thing to do if we want to distribute our app via Google Play, and that’s package it up! In this concluding article of this series we’ll look at how we do this, and also discover a pitfall on the way.
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Match Timer – Part 5

September 19th, 2014

Previously in this series we’ve looked at the timer engine, the event engine, and the mechanism for notifying the user in our app for timing football matches. In this article we’ll turn our attention to the UI and look at the Activities in the app.
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Match Timer – Part 4

September 12th, 2014

Previously in this series on developing Match Timer (for timing football matches on Android Wear) we’ve looked at the timing engine and the BroadcastReceiver which is used to register alarms and handle events both from those alarms and from user actions. In this article we’ll turn our attention to notifications which are the primary interface from the handlers in the BroadcastReceiver to the user.
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Match Timer – Part 3

September 5th, 2014

Previously in this series we’ve looked at the software design decisions and the main timer engine for our Android Wear app to time do football (soccer to our American cousins) matches. In this article we’ll look at how we can wake up periodically in order to update the user.
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Match Timer – Part 2

August 29th, 2014

In the previous article we looked at some of the decisions behind re-writing the Footy Timer app (which was previously developed for the I’m Watch) in order to implement it on Android Wear. In this article we’ll begin looking at the code.
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Match Timer – Part 1

August 22nd, 2014

Back in December 2013 there was a series of posts which covered how to write a basic app for the I’m Watch Smart Watch which allowed the user to track the stoppage time during a football (soccer to our American friends) match. With the arrival of Android Wear it seemed a good idea to port the app to a Wear device, however in understanding the architecture of Android Wear it became apparent that a simple port would be tricky, so in this series we’ll re-write the app from the ground up to work on Android Wear.
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