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Android Programming with Kotlin for Beginners

You're reading from  Android Programming with Kotlin for Beginners

Product type Book
Published in Apr 2019
Publisher Packt
ISBN-13 9781789615401
Pages 698 pages
Edition 1st Edition
Languages
Author (1):
John Horton John Horton
Profile icon John Horton

Table of Contents (33) Chapters

Android Programming with Kotlin for Beginners
Contributors
Preface
1. Getting Started with Android and Kotlin 2. Kotlin, XML, and the UI Designer 3. Exploring Android Studio and the Project Structure 4. Getting Started with Layouts and Material Design 5. Beautiful Layouts with CardView and ScrollView 6. The Android Lifecycle 7. Kotlin Variables, Operators, and Expressions 8. Kotlin Decisions and Loops 9. Kotlin Functions 10. Object-Oriented Programming 11. Inheritance in Kotlin 12. Connecting Our Kotlin to the UI and Nullability 13. Bringing Android Widgets to Life 14. Android Dialog Windows 15. Handling Data and Generating Random Numbers 16. Adapters and Recyclers 17. Data Persistence and Sharing 18. Localization 19. Animations and Interpolations 20. Drawing Graphics 21. Threads and Starting the Live Drawing App 22. Particle Systems and Handling Screen Touches 23. Android Sound Effects and the Spinner Widget 24. Design Patterns, Multiple Layouts, and Fragments 25. Advanced UI with Paging and Swiping 26. Advanced UI with Navigation Drawer and Fragment 27. Android Databases 28. A Quick Chat Before You Go Other Book You May Enjoy Index

Creating bitmap graphics with the Bitmap class


Let's examine a bit of theory before we dive into the code and consider exactly how we are going to draw images to the screen. To draw a bitmap graphic, we will use the drawBitmap function of the Canvas class.

First, we will need to add a bitmap graphic to the project in the res/drawable folder – we will do this in reality in the Bitmap demo app later. For now, assume that the graphics file/bitmap has a name of myImage.png.

Next, we will declare an object of the Bitmap type in the same way that we did for the Bitmap object that we used for our background in the previous demo.

Next, we will need to initialize the myBitmap instance using our preferred image file, which we previously added to the project's drawable folder:

myBitmap = BitmapFactory.decodeResource
                (resources, R.drawable.myImage)

The decodeResource function of the BitmapFactory class is used to initialize myBitmap. It takes two parameters; the first is the resources property...

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