University certificate
The world's largest faculty of information technology”
Why study at TECH?
Learn from experts about all the key aspects of customer experience to develop Android applications with a strong market entry"
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Labor market reports confirm the growing demand for expert profiles in the design of mobile applications, valuing the complete experience in the life cycle of development, deployment and monetization of applications. To equip the computer scientist in all knowledge about application programming language, with special focus on Android, architectures and user interfaces. This program has been designed by the best experts in the field, who make up the teaching staff.
Thus, the computer scientist will acquire the skills to understand the different programming languages for each type of device, delving into responsive design. This will allow you to develop applications adaptable to the different characteristics of each device. In turn, the professional will delve into areas such as web computing, software, business development, marketing and sales, consulting, multi-platform mobile technology, business, automotive, home automation, Internet of Things (IoT), banking and drones.
In addition, TECH has the best 100% online study methodology, which eliminates the need to attend classes in person or follow a predetermined schedule. In this way, in 24 months the computer scientists will acquire the precise basis to develop their own business from the development of applications or to undertake consulting tasks in all aspects related to Android mobile technology.
In this Advanced master’s degree you will be up to date and know in depth the different programming languages for each type of mobile device"
This Advanced master’s degree in Mobile Application Development, Android Expert contains the most complete and up-to-date program on the market. The most important features include:
- The development of case studies presented by IT experts
- The graphic, schematic, and practical contents with which they are created, provide scientific and practical information on the disciplines that are essential for professional practice
- Practical exercises where self-assessment can be used to improve learning
- Special emphasis on innovative methodologies in the development of Mobile Applications
- Theoretical lessons, questions to the expert, debate forums on controversial topics, and individual reflection assignments
- Content that is accessible from any fixed or portable device with an Internet connection
As you master all the content on mobile app development, you will understand how to monetize them and delve deeper into mobile marketing"
Its teaching staff includes professionals from the field of information technology, who bring to this program the experience of their work, as well as recognized specialists from leading companies and prestigious universities.
The multimedia content, developed with the latest educational technology, will provide the professional with situated and contextual learning, i.e., a simulated environment that will provide an immersive learning experience designed to prepare for real-life situations.
This program is designed around Problem-Based Learning, whereby the student must try to solve the different professional practice situations that arise throughout the program. For this purpose, the professional will be assisted by an innovative interactive video system created by renowned and experienced experts.
Provide efficient solutions to your company, handling the fundamentals related to Android Application Development Systems"
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TECH gives you the opportunity to learn how to develop mobile applications in an autonomous and professional way, in multi-platform devices"
Syllabus
In order to provide the computer scientist with the best content for the successful development of mobile applications, TECH has a team of professionals in programming, application development and new technologies who have selected exclusive content and who will accompany the computer scientist in the study process during the modules developed over 24 months. From an online platform, the graduate will be able to access interactive content, distributed in videos, graphics, examples based on problems, audiovisual material and a large community to discuss the issues raised.
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You will have the best audiovisual content with practical exercises and interactive formats to make your learning process agile and efficient"
Module 1. Programming Methodologies in Mobile Application Development
1.1. Software Development Processes
1.1.1. Waterfall
1.1.2. Spiral
1.1.3. RUP
1.1.4. V-Model
1.2. Agile Software Development Processes
1.2.1. Scrum
1.2.2. XP
1.2.3. Kanban
1.3. Unified Modeling Language (UML)
1.3.1. UML
1.3.2. Types of Modeling
1.3.3. Basic Blocks of UML
1.4. UML Behavioral Diagrams
1.4.1. Activity Diagram
1.4.2. Use Case Diagram
1.4.3. Interaction Overview Diagram
1.4.4. Timing Diagram
1.4.5. State Machine Diagram
1.4.6. Communication Diagram
1.4.7. Sequence Diagram
1.5. UML Structural Diagrams
1.5.1. Class Diagram
1.5.2. Object Diagram
1.5.3. Component Diagram
1.5.4. Composite Structure Diagram
1.5.5. Deployment Diagram
1.6. Creative Design Patterns
1.6.1. Singleton
1.6.2. Prototype
1.6.3. Builder
1.6.4. Factory
1.6.5. Abstract Factory
1.7. Structural Design Patterns
1.7.1. Decorator
1.7.2. Facade
1.7.3. Adapter
1.7.4. Bridge
1.7.5. Composite
1.7.6. Flyweight
1.7.7. Proxy
1.8. Behavioral Patterns
1.8.1. Chain of Responsability
1.8.2. Command
1.8.3. Iterator
1.8.4. Mediator
1.8.5. Memento
1.8.6. Observer
1.8.7. State
1.8.8. Strategy
1.8.9. Template Method
1.8.10. Visitor
1.9. Testing
1.9.1. Unit Tests
1.9.2. Integration Tests
1.9.3. White Box Techniques
1.9.4. Black Box Techniques
1.10. Quality
1.10.1. ISO
1.10.2. ITIL
1.10.3. COBIT
1.10.4. PMP
Module 2. Technologies in Mobile Application Development
2.1. Mobile Devices
2.1.1. Mobile Devices
2.1.2. Infrastructure of a Mobile Device
2.1.3. Hardware Manufacturers
2.1.4. Software Developers
2.1.5. Service Providers
2.1.6. Platform Providers
2.1.7. Main Platforms
2.2. Physical Components of Mobile Devices
2.2.1. Storage
2.2.1.1. Immutable
2.2.1.2. Mutable
2.2.1.3. Temporal
2.2.1.4. External
2.2.2. Presenters
2.2.2.1. Displays, Loudspeakers, Haptic Responses
2.2.3. Input Methods
2.2.3.1. Buttons/Keypads
2.2.3.2. Screens
2.2.3.3. Microphones
2.2.3.4. Movement Sensors
2.2.4. Energy sources
2.2.4.1. Sources of Energy
2.2.4.2. Adaptive Use of Resources
2.2.4.3. Efficient Programming
2.2.4.4. Sustainable Development
2.3. Processors
2.3.1. Central Processor
2.3.2. Other Abstracted Processors
2.3.3. Artificial Intelligence Processors
2.4. Information Transmitters
2.4.1. Long Range
2.4.2. Mid-Range
2.4.3. Short Range
2.4.4. Ultra Short Range
2.5. Sensors
2.5.1. Internal to the Device
2.5.2. Environmental
2.5.3. Medical
2.6. Logic Components
2.6.1. Immutable
2.6.2. Manufacturer Mutable
2.6.3. Available to the User
2.7. Categorization
2.7.1. Laptops
2.7.2. Smartphones
2.7.2.1. Tablets
2.7.2.2. Multimedia Devices
2.7.2.3. Intelligent Complements
2.7.3. Robotic Assistants
2.8. Modes of Operation
2.8.1. Disconnected
2.8.2. Connected
2.8.3. Always Available
2.8.4. Point to Point
2.9. Interactions
2.9.1. User-Mediated Interactions
2.9.2. Supplier-Mediated Interactions
2.9.3. Devices-Mediated Interactions
2.9.4. Environmentally-Mediated Interactions
2.10. Security/Safety
2.10.1. Measures Implemented by the Manufacturer
2.10.2. Measures Implemented by Suppliers
2.10.3. User-Applied Security
2.10.4. Privacy
Module 3. Work Tools for Mobile Application Development
3.1. Environment and Tools for the Development of Applications for Mobile Devices
3.1.1. Mac OS Environment Preparation
3.1.2. Linux Environment Preparation
3.1.3. Windows Environment Preparation
3.2. Command Line
3.2.1. Command Line
3.2.2. Emulators
3.2.3. Command Interpreter
3.2.4. Folder Creation
3.2.5. File Creation
3.2.6. Navigation
3.2.7. Managing Files and Folders Using the Command Line Interface
3.2.8. Licences
3.2.9. SSH
3.2.10. Command List
3.3. Software Repository Git
3.3.1. Version Control System
3.3.2. Git
3.3.3. Settings
3.3.4. Repository
3.3.5. Branches
3.3.6. Branch Management
3.3.7. Work Flows
3.3.8. Merge
3.3.9. Commands
3.4. Web Service Version Control
3.4.1. Remote Repositories
3.4.2. Settings
3.4.3. Authentication
3.4.4. Branching of Software Fork
3.4.5. Git Clone Command
3.4.6. Repositories
3.4.7. Github Pages
3.5. Advanced Development Tools for Applications on Mobile Devices
3.5.1. Postman
3.5.2. Visual Studio Code
3.5.3. GUI for Databases
3.5.4. Hosting
3.5.5. Complementary Development Tools
3.6. Web from the Prism of Application Development for Mobile Devices
3.6.2. Protocols
3.6.3. Internet Service Provider
3.6.4. IP Addresses
3.6.5. DNS Name Services
3.7. Programming in the Development of Applications for Mobile devices
3.7.1. Programming in the Development of Applications for Mobile devices
3.7.2. Programming Paradigms
3.7.3. Programming Languages
3.8. Application Development Components for Mobile Devices
3.8.1. Variables and Constants
3.8.2. Types
3.8.3. Operators
3.8.4. Declarations
3.8.5. Loops
3.8.6. Functions and Objects
3.9. Data Structure
3.9.1. Data Structure
3.9.2. Linear Structure Types
3.9.3. Functional Structure Types
3.9.4. Tree Structure Types
3.10. Algorithms
3.10.1. Algorithms in Programming Divide and Conquer
3.10.2. Voracious Algorithms
3.10.3. Dynamic Programming
Module 4. Multi-Platform Web Development for Mobiles
4.1. Multi-Platform Web Development
4.1.1. Multi-Platform Web Development
4.1.2. Hybrid Apps vs. Native Apps
4.1.3. Technologies to Create Hybrid Apps
4.2. Progressive Web Apps (PWA)
4.2.1. Progressive Web Apps (PWA)
4.2.2. Progressive Web Apps (PWA). Features
4.2.3. Progressive Web Apps (PWA). Construction
4.2.4. Progressive Web Apps (PWA). Limitations
4.3. Framework Ionic
4.3.1. Framework Ionic Analysis
4.3.2. Framework Ionic Features
4.3.3. Building an App with Ionic
4.4. Web Development Frameworks
4.4.1. Framework Analysis in Web Development
4.4.2. Web Development Frameworks
4.4.3. Web Frameworks Comparison
4.5. Angular Framework
4.5.1. Angular Framework
4.5.2. Using Angular in multi-platform Application Development
4.5.3. Angular + Ionic
4.5.4. Building Apps in Angular
4.6. React Development Library
4.6.1. JavaScript ReactLibrary
4.6.2. JavaScript React Library Use
4.6.3. React Native
4.6.4. React + Ionic
4.6.5. Building Apps in React
4.7. Vue Development Framework
4.7.1. Vue Development Framework
4.7.2. Vue Development Framework Use
4.7.3. Vue + Ionic
4.7.4. Building Apps in Vue
4.8. Electron Development Frameworks
4.8.1. Electron Development Frameworks
4.8.2. Electronic Development Frameworks. Use
4.8.3. Deploying Our Apps Also on Desktop
4.9. Flutter Mobile Device Development Tool
4.9.1. Flutter Mobile Device Development Tool
4.9.2. Use of Flutter SDK
4.9.3. Building Apps in Flutter
4.10. Development Tools for Mobile Devices Comparison
4.10.1. Tools for Application Development on Mobile Devices
4.10.2. Flutter vs. Ionic
4.10.3. Selection of the Most Suitable Stack for Creating an App
Module 5. Database for Mobile Application Development
5.1. Databases in Mobile Devices
5.1.1. Data Persistence in Mobile Application Development
5.1.2. Database Capabilities for Mobile Applications
5.1.3. SQL Structured Query Language
5.2. Choice of Database for Mobile Applications
5.2.1. Database-Driven Analysis of Applications in Mobile Devices
5.2.2. Database Categories
5.2.3. Database Overview
5.3. Development with SQLite
5.3.1. SQLite Database
5.3.2. Deployment of the Model
5.3.3. Connection to SQLite
5.4. Development with Oracle Berkeley DB
5.4.1. Berkeley DB Database
5.4.2. Model Deployment
5.4.3. Connection to Berkeley DB
5.5. Development with Realm
5.5.1. Realm Capabilities
5.5.2. Database Creation in Realm
5.5.3. Connection to Realm
5.6. Development with CouchDB Lite
5.6.1. CouchDB Lite Database
5.6.2. Database Creation with CouchDB Lite
5.6.3. Connection with CouchDB Lite
5.7. Development with MySQL Centralized Database
5.7.1. MySQL Database
5.7.2. Deployment of Relational Model with MySQL
5.7.3. Connection to MySQL
5.8. Centralized Developments Oracle, MS SQL Server, MongoDB
5.8.1. Development with Oracle
5.8.2. Development with MS SQL Server
5.8.3. Development with MongoDB
5.9. Graph Type Data
5.9.1. Graph Oriented Database
5.9.2. Database Creation with Neo4j
5.9.3. Connection to Neo4j from the Mobile App
5.10. Environments with Storage Capacities
5.10.1. Firebase Developments
5.10.2. Core Data Developments
5.10.3. Visual Builder Cloud Service Development
Module 6. Application Development for iOS Systems
6.1. Xcode Development Environment
6.1.1. Creation of a Project
6.1.2. Configuration of an Emulator for Compiling
6.1.3. Configuration of a Physical Phone for Compiling
6.2. Swift Programming Language
6.2.1. Swift I: Programming Language
6.2.2. Swift II: Functions and Loops
6.2.3. Swift III: Lambdas and Structs
6.3. Libraries and Cocoa Pods
6.3.1. Pods: Installation
6.3.2. Configuration of Cocoa Pods
6.3.3. Structure of Cocoa Pods
6.4. Libraries: Api, Database and R.swift
6.4.1. Alamofire
6.4.2. SQL Databases with GRDB
6.4.3. R.swift
6.5. Screen Design
6.5.1. Design with Storyboard
6.5.2. Responsive Design
6.5.3. View Design by Code and SwiftUI
6.6. View Setup
6.6.1. UIViewController and Its Lifecycle
6.6.2. Interaction between Different Screens
6.6.3. Types of Transitions and Modes
6.7. Sensors and Localization
6.7.1. Access to Sensors
6.7.2. Access to Foreground Localization
6.7.2. Background Location Access
6.8. Architecture
6.8.1. MVP
6.8.2. VIPER
6.8.3. IOS Development Architecture
6.9. Monetization and Analytics
6.9.1. Firebase Analytics
6.9.2. Firebase Crashlytics
6.9.3. Monetization and Ads with Google ADMob
6.10. App Store and Versioning
6.10.1. Configuration of an App Store Account
6.10.2. Test Flight Versions
6.10.3. Launch into Production
Module 7. Continuous Integration Deployments for Mobiles
7.1. DevSecOps
7.1.1. DevSecOps Use
7.1.2. Static Analyzers
7.1.3. Dynamic Analysis Safety Tests
7.2. Continuous Monitoring
7.2.1. Continuous Monitoring
7.2.2. Continuous Monitoring Analysis and Advantages
7.2.3. Continuous Monitoring Platforms
7.3. Implementation
7.3.1. Local Machine Implementation
7.3.2. Shared Machine Implementation
7.3.3. Cloud-Based Implementation
7.3.4. Configuration Management
Module 8. Mobile User Experience
8.1. User Experience
8.1.1. Client Experience
8.1.2. Client Experience. Requirements
8.1.3. Bidirectionality with the Client
8.2. Client Experience Objectives and Equipment
8.2.1. Client Experience. Objectives and Equipment
8.2.2. Iterative Processes
8.2.3. Information Required
8.3. Micro-Interactions
8.3.1. End-to-End Relationship
8.3.2. Interactions
8.3.3. Omnichannel
8.4. User Behavior
8.4.1. Foundation Design
8.4.2. Web and Session Analytics
8.4.3. Analytics Experts
8.5. State of the Art Technology
8.5.1. Machine Learning
8.5.2. Blockchain
8.5.3. Internet of Things
8.6. Technical Components
8.6.1. Technical Components
8.6.2. Advanced Components: Devices
8.6.3. Advanced Components: Different Profiles
8.7. Usability
8.7.1. Nielsen Heuristics
8.7.2. User Tests
8.7.3. Usabilidad. Errors
8.8. UX Techniques User Experience
8.8.1. Rules
8.8.2. Prototyping
8.8.3. Low-Code Tools
8.9. Visual Strategy
8.9.1. User Interface Designer
8.9.2. User Interface Work on the Web
8.9.3. User Interface Work in Applications
8.10. Developer Frameworks
8.10.1. CX Frameworks
8.10.2. UX Frameworks
8.10.3. UI Frameworks
Module 9. Security on Mobile Devices
9.1. Mobile Device Security Architecture
9.1.1. Physical Security of Devices
9.1.2. Operating System Security
9.1.3. Application Security
9.1.4. Data Security
9.1.5. Communications Security
9.1.6. Security of Enterprise Devices
9.2. Securing Mobile Hardware
9.2.1. Mobile Devices
9.2.2. Wearable Devices
9.2.3. Automotive
9.2.4. IOT Devices
9.2.5. TV Devices
9.3. Operating System Security
9.3.1. Android Mobile Devices
9.3.2. Apple IOS Mobile Devices
9.3.3. Other Existing Mobile Devices: Blackberry, etc
9.3.4. Wearable Devices
9.3.5. Automotive Operating Systems
9.3.6. Mobile Devices in the Internet of Things (IoT)
9.3.7. SmartTV Devices
9.4. Securing Mobile Applications
9.4.1. Android Mobile Devices
9.4.2. Apple IOS Mobile Devices
9.4.3. Other Mobile Devices Blackberry
9.4.4. Wearables Devices
9.4.5. Automotive Operating Systems
9.4.6. Mobile Devices in the Internet of Things (IoT)
9.4.7. SmartTV Devices
9.5. Securing Data in Mobile Applications
9.5.1. Android Mobile Devices
9.5.2. Apple IOS Mobile Devices
9.5.3. Other Mobile Devices Blackberry
9.5.4. Wearables Devices
9.5.5. Automotive Operating Systems
9.5.6. Mobile Devices in the Internet of Things (IoT)
9.5.7. SmartTV Devices
9.6. Mobile Market Places Security
9.6.1. Google Play by Google
9.6.2. Play Store by Apple
9.6.3. Other Market Places
9.6.4. Rooting of Mobile Devices
9.7. Multi-Platform Security Solutions
9.7.1. Mobile Device Management (MDM)
9.7.2. Types of Solutions on the Market
9.7.3. Securing Devices Using MDM (Master Data Management)
9.8. Secure Mobile Application Development
9.8.1. Use of Patterns for Safe Development
9.8.2. Integrated Security Test Management
9.8.3. Secure Application Deployment
9.9. Permission Management in Mobile Devices
9.9.1. Permission Systems
9.9.2. Execution of Processes in the Core
9.9.3. Execution Threads and Events
9.10. Security Recommendations for Mobile Devices
9.10.1. NSA Recommendations on Mobile Devices
9.10.2. INCIBE Recommendations on Mobile Devices
9.10.3. ISO 27001:2013 Annex
Module 10. Android Programming Language
10.1. Android Platform
10.1.1. Android Platform
10.1.2. Android Operating System
10.1.3. Open Handset Alliance in Android development
10.2. Android Architecture
10.2.1. Architectural Elements of an Android System
10.2.2. Communication between Elements
10.2.3. Extensibility of the Android Architecture
10.2.4. Machine Resource Management: Battery and Memory
10.2.5. Android Emulators
10.3. Android Linux Core
10.3.1. Composition of the Core
10.3.2. Structural Elements of the Core
10.3.3. Dalvik Virtual Machine
10.3.4. The Android RunTime Virtual Machine (ART)
10.4. Native Android Libraries
10.4.1. Native Android Libraries
10.4.2. Support Library
10.4.3. Native Libraries and Extensibility
10.5. The Android File and Data System
10.5.1. Structure of a Typical Android Application
10.5.2. YAFFS2 and ext4 File System
10.5.3. Use of SQLite and Room for Data Management
10.6. Android Security
10.6.1. Permission System
10.6.2. Digital Signatures in the Android Application Package (apk)
10.6.3. Execution of Processes in the Core
10.6.4. Execution Threads and Events
10.7. Structural Components of a Standard Application
10.7.1. View
10.7.2. Activity
10.7.3. Fragment
10.7.4. Service
10.7.5. Intent
10.7.6. Broadcasts Receiver and Content Provider
10.7.7. Data Management and User Preferences
10.8. Android Versions
10.8.1. Android Versions
10.8.2. Deployment of Android Versions
10.8.3. Dispersion of Android Distributions
10.8.4. Android vs. Apple IOS and Other Mobile Systems
10.9. Android for Vehicles
10.9.1. Android and the Automotive World
10.9.2. Structural Elements in an Automotive Android System
10.9.3. Communication between Devices
10.10. Android in Home Automation, Wearables and Internet of Things (IoT)
10.10.1. The Connected World
10.10.2. Structural Elements in an Android Home Automation System
10.10.3. Elements of Android Wearable
10.10.4. Android in the Internet of Things (IoT)
Module 11. Frameworks in Android Application Development
11.1. Frameworks in Android Application Development
11.1.1. Frameworks in Android Application Development
11.1.2. Frameworks Typology
11.1.3. Choice of the Framework for the project
11.2. Android Framework Implementation
11.2.1. Android Frameworks Core for Java/Kotlin
11.2.2. Jetpack Compose
11.2.3. Frameworks in Other Languages
11.3. Library Management Systems in Development
11.3.1. Gradle
11.3.2. Automation with Gradle
11.3.3. Maven Development Tool
11.4. Clean Code
11.4.1. Ordered Code
11.4.2. Code Preparation in Android Applications
11.4.3. Bikeshedding and Prioritization
11.5. Android Development Patterns
11.5.1. Pattern Categories
11.5.2. Differences between Patterns
11.5.3. Factory, Observer and Singleton
11.6. MVP Model, Viewer and Presenter
11.6.1. MVC: Model, View and Controller
11.6.2. Model, Viewer and Presenter
11.6.3. Practical Example: Pokemon Battle
11.7. MVVM: Model, View and View Model
11.7.1. MVC vs. MVVM
11.7.2. Model, View and View Model
11.7.3. Practical Example: Pokemon Battle II
11.8. Frameworks and Libraries Most Used in Android
11.8.1. API Interaction Libraries
11.8.2. Data Conversion Libraries
11.8.3. Firebase and Firebase Analytics
11.9. Android’s Visual Framework
11.9.1. Life Cycle of an Android Application
11.9.2. XML View Design
11.9.3. Design of Elements and Animations in XML
11.10. Android Frameworks in Other Languages
11.10.1. React Native
11.10.2. Flutter
11.10.3. Ionic
Module 12. Interfaces and Layouts in Android Application Development
12.1. Android Interface Lifecycle
12.1.1. Android Lifecycle
12.1.2. Process-Activity Relationship
12.1.3. Application State Persistence
12.1.4. Clean Architecture Applied to Android
12.2. Views in Android Application Development (Views)
12.2.1. Clean Architecture Presentation Layer
12.2.2. Recycler View
12.2.3. Adapter View
12.3. Designs in Android Application Development (Layouts)
12.3.1. Layouts in Android
12.3.2. Constraint Layout
12.3.3. Creating Layouts Using Android Studio Layout Editor
12.4. Animations in Android Application Development (Animations)
12.4.1. Icons and Images
12.4.2. Transitions
12.4.3. Difference between Property Animation and View Animation
12.5. Activities and Intentions in Android Application Development (Activity and Intentions)
12.5.1. Explicit and Implicit Intentions
12.5.2. Action Bar
12.5.3. Communication between Activities
12.6. Alternative and System Resources (Material Design, Cardboard, etc.)
12.6.1. Material Design for Android
12.6.2. Multimedia in Android
12.6.3. Virtual Reality with Google Cardboard for Android NDK
12.7. Styles and Themes in Android Application Development
12.7.1. Styles in an Android Project
12.7.2. Themes for the Android Project
12.7.3. Reuse of Styles and Themes
12.8. Graphics, Touch Screen and Sensors
12.8.1. Working with Advanced Graphics
12.8.2. Management of Touch Screen and Keypad Devices
12.8.3. Use of Android Device Sensors
12.9. Augmented Reality Designs
12.9.1. Complex Interfaces Using the Camera
12.9.2. Position Sensors and GPS in Augmented Reality
12.9.3. Presentation on Non-Standard Screens
12.9.4. Common Errors and Problems
12.10. Advanced Interface Configuration with AndroidManifest.xml
12.10.1. The Power of the Android Manifest File
12.10.2. Programmatic vs. Declarative Design
12.10.3. Key Components of the File
Module 13. Programming Language in Android Applications Kotlin
13.1. Kotlin Programming Language
13.1.1. Kotlin Programming Language
13.1.2. Kotlin Programming Language. Features
13.1.3. Running a Program in Kotlin
13.2. Programming in Kotlin
13.2.1. Structure of a Program in Kotlin
13.2.2. Reserved Words and Syntax
13.2.3. Write through Console and Read User Inputs-Hello World
13.3. Types and Variables in Kotlin
13.3.1. Types and Variables in Kotlin
13.3.2. Variable Declaration: Var vs. Val
13.3.3. Operators
13.3.4. Type Conversion
13.3.5. Arrays
13.4. Flow Control in Kotlin
13.4.1. Flow Control
13.4.2. Conditional Expressions
13.4.3. Loops
13.5. Functions in Kotlin
13.5.1. Functions in Kotlin
13.5.2. Structure of a Function
13.5.3. Scope Functions
13.6. Types and Objects in Kotlin
13.6.1. Types and Objects in Kotlin
13.6.2. Classes
13.6.3. Objects
13.6.4. Constructors and Property Initialization
13.6.5. Nested Classes and Inner Classes
13.6.6. Data Classes
13.7. Kotlin Inheritance
13.7.1. Heritage
13.7.2. Superclasses and Subclasses
13.7.3. Overwriting Properties and Functions
13.7.4. Inheritance vs. Other Types of Relationship between Classes
13.7.5. Sealed Classes
13.7.6. Listed
13.8. Abstract Classes and Interfaces in Kotlin
13.8.1. Abstract Classes and Interfaces
13.8.2. Abstract Classes
13.8.3. Interfaces
13.8.4. Validation and Conversion of Operator-Types Is, When, As
13.9. Kotlin Collections
13.9.1. Kotlin Collections
13.9.2. List
13.9.3. Set
13.9.4. Map
13.10. Exception and Null Value Handling in Kotlin
13.10.1. Exception and Null Value Handling
13.10.2. Null Value, Nullable and Non-Nullable Types
13.10.3. Exceptions
Module 14. Programming Language in Android Applications Advanced Kotlin Genericity, Functional Programming and Parallelism
14.1. Genericity in Kotlin
14.1.1. Genericity in Kotlin
14.1.2. Genericity in Collections, Functions, Classes and Interfaces
14.1.3. Covariance and Contravariance: Out or In
14.2. Lambda Functions in Kotlin
14.2.1. Lambda Functions
14.2.2. Structure of a Lambda Function
14.2.3. Use of Lambda Functions
14.3. Higher Order Functions in Kotlin
14.3.1. Higher Order Functions
14.3.2. Standard Kotlin Higher-Order Functions
14.3.3. Linking Function Calls
14.4. Kotlin Extensions
14.4.1. Kotlin Extensions
14.4.2. Extension Functions
14.4.3. Extension Properties
14.4.4. Accompanying Objects
14.5. Delegation Pattern in Kotlin
14.5.1. Delegation Pattern
14.5.2. Delegation in Kotlin
14.5.3. Delegated Properties
14.6. Annotations and Reflection in Kotlin
14.6.1. Annotations and Reflection
14.6.2. Annotations in Kotlin
14.6.3. Reflection in Kotlin
14.7. Testing in Kotlin
14.7.1. Testing in Kotlin
14.7.2. Kotlin Testing Frameworks and Libraries
14.7.3. Kotest
14.8. Asynchronous Programming in Kotlin
14.8.1. Asynchronous Programming
14.8.2. Asynchronous Programming Techniques in Kotlin
14.8.3. Comparative Programming Techniques
14.9. Coroutine in Kotlin
14.9.1. Coroutines
14.9.2. Channels
14.9.3. Context and Dispatchers
14.9.4. Shared State and Concurrency
14.9.5. Exception Handling in Coroutines
14.10. Kotlin Ecosystem
14.10.1. Kotlin Ecosystem
14.10.2. Libraries for Kotlin
14.10.3. Tools for Kotlin
Module 15. Data Management on Android Devices
15.1. Data Management Typology
15.1.1. Data Management in Mobile Devices
15.1.2. Alternatives for Data Management in Android devices
15.1.3. Data Generation for Work with Artificial Intelligence and Usage Analytics
15.1.4. Performance Measurement Tools for Optimal Data Management
15.2. User Preferences Management
15.2.1. Types of Data Involved in Preference Files
15.2.2. User Preferences Management
15.2.3. Exporting Preferences: Permissions Management
15.3. File Storage System
15.3.1. File System Classification on Mobile Devices
15.3.2. Internal File System
15.3.3. External File System
15.4. JSON Files as Storage in Android
15.4.1. Unstructured Information in JSON Files
15.4.2. JSON Data Management Libraries
15.4.3. Use of JSON in Android: Recommendations and Optimizations
15.5. XML Files as Android Storage
15.5.1. XML Format in Android
15.5.2. XML through SAX Libraries
15.5.3. XML through DOM Libraries
15.6. SQLite Database
15.6.1. Relational Database for Data Management
15.6.2. Database Use
15.6.3. SQLite Methods for Data Management
15.7. Advanced Use of SQLite Databases
15.7.1. Failure Recovery Using SQLite Transactions
15.7.2. Use of Caching to Accelerate Data Access
15.7.3. Mobile Databases
15.8. Room Library
15.8.1. Architecture of the Room Library
15.8.2. Room Library: Functionality
15.8.3. Room Library: Advantages and Disadvantages
15.9. Content Provider to Share Information
15.9.1. Content Provider to Share Information
15.9.2. Content Provider in Android Technician Use
15.9.3. Content Provider Security
15.10. Internet Cloud Data Collection
15.10.1. Android and Cloud Storage Systems
15.10.2. SOAP and REST Services for Android
15.10.3. Problems of Distributed Systems
15.10.4. Internet as a Backup of Application Data
Module 16. Android Device Tools
16.1. Management: “TO DO” Tools
16.1.1. Market Tools
16.1.2. Market Tools: Comparison of Functionalities
16.1.3. Management Tools: Differences
16.2. MDM: Enterprise Mobile Device Management
16.2.1. Control of Enterprise Devices
16.2.2. Analysis of the Main Market Tools
16.2.3. Choosing the Tool
16.3. CRM: Market Tools
16.3.1. Analysis of Market Tools with Android Application
16.3.2. Market Tools Efficiency
16.3.3. Market Tools Uses
16.4. Android Drones
16.4.1. Apps for Android Devices for Drone Control
16.4.2. Autonomous Controls
16.4.3. Drone Uses in Android
16.5. Android, Added Value in Banking Platforms
16.5.1. Android in Banking Platforms
16.5.2. Risks and Fraud of Cybercriminals
16.5.3. Uses of Mobile Devices
16.6. Brokering in Mobile Devices
16.6.1. Market Tools and Their Use
16.6.2. Comparison of Tools
16.6.3. Choice of Tool for Each Use
16.7. Entertainment and Training Tools
16.7.1. Uses
16.7.2. Market Tools
16.7.3. Feature Comparisons between Android Development Tools
16.8. IoT Android
16.8.1. Framework and Market Platforms
16.8.2. Android IoT Risks and Considerations
16.8.3. IoT Uses in Android
16.9. Process Efficiency
16.9.1. Analysis of Market Tools for Creating Apps
16.9.2. Comparison of Android App Creation Tools
16.9.3. Use Case
16.10. Most Downloaded Applications at Present
16.10.1. Most Downloaded Tools at Present
16.10.2. Grouping by Families
16.10.3. Primary, Secondary and Comparative Uses with IOS
Module 17. ResponsiveDesign in Android
17.1. Responsive Design
17.1.1. Responsive Design
17.1.2. Usability, Accessibility and UX
17.1.3. Responsive Design Advantages and Disadvantages
17.2. Mobile vs Tablet vs Web vs Smartwatches
17.2.1. Different Formats, Different Sizes, Different Needs
17.2.2. Design Problems
17.2.3. Adaptive vs. Responsive
17.3. Style Guide
17.3.1. Style Guide Uses
17.3.2. Design Meterial
17.3.3. Own Style Guide
17.4. Flexible Layouts
17.4.1. Flexible Layouts
17.4.2. Basic Layouts
17.4.3. Layouts in Grid
17.4.4. Layouts with Relative Layout
17.4.5. Layouts with Constraint Layout
17.5. Flexible Resources
17.5.1. Flexible Resources
17.5.2. Images
17.5.3. 9Patch
17.5.4. Global Resources
17.6. Flexible Navigation
17.6.1. Flexible Navigation
17.6.2. Navigation with Activities
17.6.3. Navigation with Fragments
17.7. External Tools
17.7.1. Automatic Generators
17.7.2. Prototyping Tools
17.7.3. Design Tools
17.8. Debug and Tests
17.8.1. Debug Layouts
17.8.2. Automatic Tests
17.8.3. Component-Based Development
17.8.4. Testing and Trials Best Practices
17.9. Alternatives to Native Android I. Web Pages
17.9.1. Design in a WebView
17.9.2. ChromeCustomTabs
17.9.3. Debug and Tests in Web Pages
17.10. Alternatives to Native Android II. Hybrid Applications
17.10.1. React/React Native
17.10.2. Flutter
17.10.3. Ionic
17.10.4. Apache Cordova
Module 18. Marketing in Android Applications
18.1. From Customer Service to Customer Experience
18.1.1. Customer Service. Current Customer Development
18.1.2. User with Access to Information: Requirements and Needs
18.1.3. Feedback as a Source of Knowledge
18.2. Customer Journey
18.2.1. User Pathway to Conversion
18.2.2. Micro-Segmentation
18.2.3. Cross-Channel Experience
18.3. User Experience Measurement
18.3.1. Web and Mobile Architecture
18.3.2. Session Analytics as a New Standard
18.3.3. State of the Art of User Experience
18.4. Android Applications Marketing
18.4.1. CX+AI
18.4.2. CX+Blockchain
18.4.3. CX+IoT
18.5. CX Products (Customer Experience)
18.5.1. Industry Standards
18.5.2. Telepresence
18.5.3. Customer Experience for all Development Agents
18.6. User-Centered Work
18.6.1. Equipment
18.6.2. Designer Thinking
18.6.3. Field Work
18.7. User Science
18.7.1. User Science Golden Rules
18.7.2. Iteration
18.7.3. Common Errors
18.8. Prototyping and Wireframing
18.8.1. Prototyping and Wireframing
18.8.2. Hands-on
18.8.3. Advanced Level
18.9. Mobiles Interfaces
18.9.1. Visual Design Rules
18.9.2. App Interface Keys
18.9.3. Best Practices in the Development of Mobile Interfaces
18.10. Best Practices in Users Experience. Tips for Developers
18.10.1. Level One Good Practices in CX
18.10.2. Level Two Good Practices in UX
18.10.3. Level Three Good Practices in UI
Module 19. Android Application Life Cycle: Cloud, Playstore and Versioning
19.1. Software Life Cycle
19.1.1. Software Life Cycle
19.1.2. Agile Methodologies
19.1.3. The Continuous Agile Software Cycle
19.2. Manual Product Development
19.2.1. Manual Integration
19.2.2. Manual Delivery
19.2.3. Manual Deployment
19.3. Supervised Integration
19.3.1. Continuous Integration
19.3.2. Manual Revision
19.3.3. Static Automatic Revisions
19.4. Logical Tests
19.4.1. Unit Tests
19.4.2. Integration Tests
19.4.3. Behavior Tests
19.5. Continuous Integration
19.5.1. Continuous Integration Cycle
19.5.2. Dependencies between Integrations
19.5.3. Continuous Integration as a Repository Management Methodology
19.6. Continuous Delivery
19.6.1. Continuous Delivery: Types of Problems to Be Solved
19.6.2. Continuous Delivery: Problem Solving
19.6.3. Advantages of Continuous Delivery
19.7. Continuous Deployment
19.7.1. Continuous Deployment Types of Problems to Be Solved
19.7.2. Continuous Deployment Problem Solving
19.8. Firebase Test Lab
19.8.1. Configuration from GCloud
19.8.2. Jenkins Configuration
19.8.3. Use of Jenkins: Advantages
19.9. Gradle Configuration
19.9.1. Gradle Automation System
19.9.2. Gradle Build Flavors Component
19.9.3. Gradle Lint Component
19.10. Android Application Life Cycle. Example
19.10.1. SemaphoreCI and GitHub Configuration
19.10.2. Configuration of Work Blocks
19.10.3. Promotions and Deployment
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