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90 Cards in this Set
- Front
- Back
A type of application development that creates applications for a specific platform or device |
Native Development |
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Native apps interact and/or take advantage of features and resources that are generally available for its parent platform |
Native Development |
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Uses platform-specific and proprietary tools for app development |
Native Development |
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What are the Native App Development Platforms for Mobile Devices ? |
• ios • android • windows |
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s the XCode IDE, as well as the iOS Software Development Kit (iOS SDK) that uses the Objective-C and Swift programming languages. |
iOS |
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has its aptly-named Android Studio as its native platform, along with the Android SDK that uses the Java programming language |
Android |
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use Visual Studio IDE for native app development, along with Windows APIs that use the C# programming language |
Windows |
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This is a type of application development that creates applications that work, or are compatible with, multiple platforms and devices |
Cross-platform development |
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It compliments a growing trend, called Bring Your Own Device (BYOD), where apps are capable of running on multiple devices. |
Cross-platform development |
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What BYOD stands for? |
Bring your own device |
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Cross platform solutions |
• xamarin • Titanium • Cordova |
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is the only major framework that compiles to respective native binaries for a 100% native application; coding is done using the C# programming language and compiled to native languages for different platforms/devices. |
Xamarin |
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instead uses a native shell to run a web version of the app. It can use CSS3, HTML5, and JavaScript as the code base. |
Cordova |
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A cross-platform IDE that can be added into Visual Studio to create native user interfaces for Android, iOS and UWP devices and systems |
Xamarin |
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Uses the C# programming language as its code base and is capable of using resources from the .NET Framework |
Xamarin |
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What are the xamarin approach? |
• C# code binding to native API calls • Support for other approaches • F# Support • Maximized Code Sharing |
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Apps are wholly written in C#, ensuring delivery of fully native user interfaces and app functionality while utilizing complete access to 100% of the native APIs for iOS, Android, and Windows in C#. App logic and UI code are shared across device platforms. |
C# code binding to native API calls |
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Approaches that involve other programming languages (such as XAML, JavaScript, and native shell logic) and features (device-specific feature usage, WebView capabilities, etc.) are supported to an extent |
Support for other approaches |
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Xamarin provides support for F#, a strongly-typed, functional, imperative programming language designed to run on the .NET Framework due to Xamarin support for the core .NET libraries |
F# Support |
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Code is shared across platforms/devices as much as possible (such as data access layers and business logic), leaving only a little work on the native code. This allows the approach to provide greater access to OS UI APIs. |
Maximize code sharing |
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Utilizes platform-specific UI code in C#, XAML, XML, Storyboards, and XIBs |
Platform-Specific architecture |
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Allows code sharing capability up to 100% to deliver fully native, cross-platform apps |
Xamarin.forms architecture |
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Allows mix-and-match use of Xamarin.Forms with platform-specific code |
Xamarin.forms architecture |
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A collection of bindings around various SDKs |
Xamarin platform |
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Also provides functionality of the .NET framework for app development |
Xamarin platform |
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What are the xamarin platform components? |
• xamarin • xamarin.ios • xamarin.android • xamarin.forms |
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provides the core functionality of .NET using C# |
Xamarin |
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binds to the Android SDK |
Xamarin. Android |
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binds to the iOS UI Kit. |
Xamarin.ios |
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binds to Xamarin.Android, Xamarin.iOS, and Windows SDK. |
Xamarin.forms |
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Isolation and minimizing of platform-specific code |
General application architecture |
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A programming language designed by Microsoft in January of 1999, with integration to the .NET framework in mind |
C# |
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Based on other programming languages such as C, C++, and Java |
C# |
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A very popular language used for a wide variety of applications |
C# |
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Pronounced as “zammel” |
Xaml |
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An XML-based Extensible Application Markup Language developed by Microsoft |
Xaml |
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A general-purpose markup language for instantiating and initializing objects |
Xaml |
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A C# binding to the Android SDK |
Xamarin.android |
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Provides and allows binding of Android APIs through Android Runtime (ART) |
Xamarin.android |
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Accessed when a Layout File (in .AXML format) is opened |
Android designer |
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Provides the interface for easy creation of layouts, views, and activities in Xamarin |
Android designer |
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Contains a variety of tools that can be used to customize an app’s controls |
Android designer |
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What are the parts of the android designer? |
• designer window • toolbar • solution explorer • document outline • properties window • source tab |
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shows a basic interface of an AVD (specified on the upper bar of the window. The AVD allows for customization of an app via the other parts |
Designer window |
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contains the different controls that can be inserted as part of an Android app’s design, from text labels to working buttons. |
Toolbar |
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shows the different files that can be worked on or created for the current project. |
Solution explorer |
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specifies the breakdown of objects created in the app, according to level. |
Document outline |
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allows the customization of the controls, such as text size, spacing/padding, and naming. |
Properties window |
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the Designer Window shows the actual XAML code that is created from the specifications made on the Design View of the window. |
Source tab |
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.XAML files usually found inside the Resources folder of an app project |
User interfaces |
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Can be created in the Android Designer workspace via the Toolbar |
User interfaces |
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Usually contains one (1) root item: a LinearLayout object to put child items of the corresponding UI |
User interfaces |
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A .CS file (usually, the MainActivity.cs file) puts logic on the UI activity and handles events of the .XAML file’s elements |
User interfaces |
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Basically, the “structure” of a specific activity (window or part) of an Android app |
Layouts |
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Contains the different controls that execute and manage an app’s primary and secondary functions |
Layouts |
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What are the types of android layouts? |
• Linear Layout • Relative Layout • Grid Layout • Frame Layout • Fragments |
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aligns all children in a single direction, vertically, or horizontally. A scrollbar is created if the length of the window exceeds the length of the screen. |
Linear Layout |
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displays child views in relative positions. The position of each view can be specified as relative to sibling elements (such as child A to the left of child B) or in positions relative to the parent RelativeLayout area (such as aligned to the top of the parent). |
Relative Layout |
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displays items in a two-dimensional scrollable grid. This layout is similar to the Home menu of most Android devices. |
Grid Layout |
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blocks out an area on the screen to display a single item. Generally used to hold a single child view, because it can be difficult to organize child views in a way that's scalable to different screen sizes without the children overlapping each other. |
Frame Layout |
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are small, individual activities embedded within other layouts and activities |
Fragments |
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Self-contained, modular components that are used to help address the complexity of writing applications that may run on screens of different sizes; |
Fragments |
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What are the xamarin UI controls? |
• Spinners • DatePicker • TimePicker • SeekBar • Switch/Toggle Button • CheckBox • RadioButton • Button • TextField |
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are simple drop-down menus containing a list of pre-determined values |
Spinners |
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is used when date values (date, month, year) must be specified and selected as data |
DatePicker |
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works in a similar manner as DatePicker, except that it specifies/selects time values (hour, minute, second) |
TimePicker |
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is used whenever value adjustments are needed (such as in audio volume, rewind/fast-forwarding of audio tracks, or any other specified value). It uses a bar with control that can be dragged left or right |
SeekBar |
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is used to turn features and other functions on or off |
Switch/ToggleButton |
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is used when multiple choices are allowed to be selected in an activity |
CheckBox |
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is used when only one (1) choice is allowed to be selected in an activity. |
Radio Button |
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is a control that can be tapped (clicked) in order to execute various operations |
Button |
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is an input control that allows for inputting of alphanumeric values (numbers, letters, certain symbols) via a generated keyboard on the device. |
TextField |
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The main building block of Android applications |
Activity |
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What are the Android Life Cycle Callback Methods? |
• onCreate() • onStart() • onResume () • onPause () • onStop() • onDestroy () |
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fires when the system first creates the activity; created activity enters the Created state. Basic application startup logic that should happen only once for the entire life of the activity can be performed in this state/method |
onCreate () |
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invoked when the activity enters the Started state. The call makes the activity visible to the user, as the app prepares for the activity to enter the foreground and become interactive. |
onStart () |
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invoked when the activity enters the Resumed state in which the app interacts with the user. The app stays in this state until something happens to take focus away from the app. |
onResume () |
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called during the Paused state as the first indication that the user is leaving the activity. The method is used to pause operations such animations and music playback that should not continue while the activity is in the Paused state, and that you expect to resume app interaction shortly |
onPause () |
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– invoked during the Stopped state, meaning the activity is no longer visible to the user |
onStop () |
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Called before the activity is destroyed. This is the final call that the activity receives. The system either invokes this callback because the activity is finishing or because the system is temporarily destroying the process containing the activity to save space. |
onDestroy () |
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Represents the basic building block for user interface components |
Android App Views |
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Works similarly to selection controls, only that some of them aren’t necessarily related to input |
Android app views |
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Occupies a rectangular area on the screen and is responsible for drawing and event handling |
Android app views |
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The base class for widgets, which are used to create interactive UI components (buttons, text fields, etc.) |
Androi app views |
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used to create interactive UI components (buttons, text fields, etc.) |
Widgets |
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What are the commonly used views in android apps? |
• Button • TextView • EditText • Image View |
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is a view user interface element that the user can tap or click to perform an action. It makes use of event listeners and handlers in order to receive input from users and execute its corresponding code |
Button |
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displays customized, non-editable text that can be used to label certain controls. It can contain properties that alter its appearance, such as size and color |
TextView |
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is a user interface element for entering and modifying text. The TextView_inputType attribute must be specified to determine the type of input keyboard to be generated (such as keyboards used for entering email addresses, for example). |
Edit Text |
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displays image resources, for example, Bitmap or Drawable resources. It is also commonly used to apply tints to an image and handle image scaling |
Image View |