At the time of writing, the full Lollipop SDK has just been released including new versions of the support libraries which provide some backwards compatibility for implementing material design in to older apps. In this series we’ll take a look at how we can actually apply this to an app.
Tag: androiddev
Palette – Part 4
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…
Palette – Part 3
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.
Palette – Part 2
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…
Palette – Part 1
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.
Match Timer – Part 6
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…
Match Timer – Part 5
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.
Match Timer – Part 4
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…
Match Timer – Part 3
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.
Match Timer – Part 2
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.