Android Tablet App

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Possibly the most widely acclaimed development environment in Google Android. Free or paid variants can also be purchased. The IDE has some valuable features, but this is a statement. If this makes sense, we should try analyzing their trustworthiness. Install AIDE at PlayMarket. You will be asked first if it's an excellent time to study Java for the first time. We assume it would be a second choice. The following window will appear: "Creating another project...". That looks like the desktop IDE in the screenshot above. Let us select our first option.

Creating a tablet layout design from an existing app

As suggested in another article, the best way to do this is to use Android Virtual Device Manager. This shows the current layout of the existing app and its UI design.

Please note that you can change various settings at this point. For example, you can set your preferred orientation for layout design, whether portrait or landscape. You may also need to test different screen resolutions on Android tablets before choosing. Please restart AIDE every time you do an AVD reset. Change the orientation mode if necessary by pressing the F11 button on your keyboard. For example, if I wanted my app to be presented in landscape mode only - instead of both portrait and landscape modes - I would set screen resolution 1280 x 760 pixels. The following screenshot shows what it would now look like.

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Framework set up

Now, the second phase is to install framework software. Go to Menu - Preferences, and under the Android sub-menu that appears, press the Install button on the upper part of this window.

When you click on "Install" here, Android SDK will be installed automatically. Depending on your computer's processing speed and connection speed, this process may take a few minutes. Please wait until the installation is complete before closing AIDE or any similar tool. You may also need to restart your system after installation is complete for changes to take effect in AIDE.

Selecting features to install with SDK

When downloading software via SDK Manager, you can select which components you want to be installed by default. To do this, go to Menu - Preferences and under the Android sub-menu that appears, click on "Install Packages."

Once you click on the Install Packages button, a window shows all components available for download. By default, everything is selected to be downloaded via SDK Manager. Check or uncheck the features as desired, and then press OK at the bottom of this window.

You can now proceed with downloading and installing packages (components). Once installation is complete and restarting your system is required after completion, you may need to manually start AIDE again by clicking on its icon in your desktop's shortcut menu or finding it from Unity Dash or a similar app launcher.

AVD Designer

An alternative tool for designing layouts is AVD. This can be found under Menu - Android sub-menu.

You will see various options here, so click on "AVD Manager" before choosing. You should now see the following window showing all available features of this tool for design and testing purposes.

Choosing Virtual Device Configuration

As with earlier screen resolutions, if your desired config is not one of those shown, choose Custom configuration (if that's what it says). If not, use the dropdown list under Device Profile to select Custom. After this is done, other aspects can be customized as well; things like pixel density, etc. These settings are usually best left at default or similar values to default (e.g. screen aspect ratio, pixel density, etc.).

AVD is now ready to be used for testing your tablet app's layouts and designs. To launch a new emulator window, click on the New button under "Virtual devices."

Selected configuration settings will now be applied to a blank virtual device with no operating system installed. Please wait until this process is complete before switching AIDE's interface from Android mode to Output mode by clicking the corresponding button at the top of the IDE main window.

Now you can select a location where each exported file (generated .apk file) should be saved as you design your layout and other visual elements. The first time you do this, there won't be any files to save your work. There are no layouts added to AVD yet - only the default one is present. After adding a layout, you can start designing for it by clicking on the "Save" icon on the toolbar or pressing Ctrl+S.

General settings are now set up, and critical components of Android framework software are also installed in Linux Mint 15 Xfce edition, which means that now, it's time to develop best Android tablet apps. You can do this by switching back to Android mode via the dropdown menu under AIDE's top toolbar if you wish to use this approach instead of using the AVD tool.

A quick recap of what was done so far: Framework SDK was installed via its installer. Android development environment (AVD) was customized using AIDE's tool. Finally, critical components of Android SDK were installed in the system if not already present under Menu - Preferences - Android sub-menu.

When you open the Layout Editor to design your layout(s), you can modify them or add new ones as desired, save them and run/test the google app right away within an emulator by pressing F11.

You can switch between device profiles in AVD to emulate various Android OS devices that different types of tablet users may use to see how well your apps adapt to these different screens sizes and resolutions. In addition, by editing possible layouts saved in AIDE, you can ensure that they will be ready for different screen sizes in the future.

Using either tool or both, you can design layouts that are well-adjusted to all possible Android tablet devices currently on the market and any possible new ones yet to come out.

Now when you press F11 (for running/testing) inside the AVD emulator window, your free app should launch with no problems showing up. Your app's layout(s) should adjust automatically to any screen size or resolution specified by the selected device profile inside AVD settings. If not, check if every line of code is correct because there might be some errors that would need fixing before designing apps intended for use on various devices later on. That's it! As you can see, making an app for tablet devices is very simple. It's not much different from making standard versions of apps made for phones or any other kind of device except that it must be designed to make it suitable for use on tablets with larger screens.

Community distributions such as Linux Mint

It can also run on tablets with modifications made to their default desktop environments, such as the Cinnamon file manager, system tray, and other areas related to user experience. It is even possible to create a version of AIDE for running on ARM-based tablets so that you can develop apps specifically targeting them by using tools efficiently provided by Android SDK without having to use standard tools and command-line instructions that aren't suitable for use in this case. You do it all via AIDE instead!

The installation process described earlier allows us to set up our tablet device in under 5 minutes and develop an Android app using the emulator tool included with this distribution. In less than half an hour, we can make customized versions of apps suitable for use on various devices. Moreover, we can do it without studying documentation or consulting other resources about this topic.

Android development tools (emulator, API libraries) are included inside Android SDK by Default. Still, they can be helpful under Linux, too, so if you ever want to run them directly from your hard drive, here's how:

1. Download Android Studio

2. Run the installer and follow ongoing instructions until you get to choose the default components selection screen:

3. Install all components except NDK and SDK Tools (Google USB Driver, Build-Tools, and Repository):    

4. Rerun SDK Manager, and this time selects only:    

5. Go back to the main menu in the AVD Manager window, click on the Player Options item under the Virtual Device Configuration section on the left panel, check the Use Host GPU option, then click the OK button to save changes made:

       Note that Player Options are not shown by default, but you can enable them by checking the Show Advanced Settings option, which is hidden if the default is selected under the Select Player option on the right panel.

6. Download this zip package containing all required files:        Download Android SDK for Linux (or by checking it out through Bazaar).

7. In the terminal, go to the file directory where you downloaded the bundle and extract library.zip there:

  > unzip library.zip && cd lib && sudo cp * /usr/lib/ && rm -rf usr/local/* && cd ..

8. Finally, rerun SDK Manager to install packages that are missing in your system inside the AVD Manager window:    

9. Now, you can create custom emulator images based on any device profile you want using AVD Manager, just like before under Ubuntu. Just make sure to select Use Host GPU in the Player Options section of AVD's edit window.

10. And that's it! Now you can start using API libraries inside your apps on all Linux systems without any problems. If someone asks you why Android SDK doesn't work under Linux, now you know the answer - no one is seriously developing it for this purpose because Google has abandoned all previous attempts of creating an official port for this OS type due to lack of interest from community developers working on GNU/Linux distributions (most were not even aware that such a possibility exists). Whether or not that changes anytime soon is uncertain. Still, thanks to open-source enthusiasts who join forces and create things like AIDE, we will always have access to superior development tools for this platform.

The importance of a tablet app development tool

If you are an Android developer, the chances are that the development process for different platforms you work with will require using different tools. In addition, those tools may behave differently than those included as part of Android SDK. For example:

The Android emulator can emulate a wide range of devices running various versions of the OS. Still, it cannot work under virtualization software such as VirtualBox or VMware Workstation because it is designed to rely on the system hardware instead. In short, its performance will degrade heavily if it's run inside a virtual environment. Also, emulation acceleration support only works with NVIDIA drivers installed in your Linux distro. So, for example, if you have a Radeon card installed on your PC for ATI/AMD graphics acceleration support, emulation acceleration won't work no matter how you configure it.

Currently, Android Studio is the only official development environment officially supported by Google, but that doesn't mean other IDEs can't be used for developing Android apps. However, they won't get any official support from Google if something goes wrong during development, so use them at your own risk. One of these tools is Eclipse which is widely prevalent among Java developers working on different platforms, so it's good to know that there are special builds available for this IDE under Linux distros based on ARM processors (e.g., Ubuntu). See this guide for installing ADT plugin in Eclipse.

Another essential thing to mention is that up until recently, assembling code written in C/C++ inside an Android app was only possible through the Android NDK (Native Development Kit), which had to be downloaded and installed separately. As of version 1.5, Android Studio has its native development kit included, so there is no need to install it manually anymore unless you want to use a much older version or develop an app for a platform that doesn't support the current NDK available in the main SDK package.

Java standards and libraries used by Android apps

It will vary depending on the platform you target and which SDKs you include in your application package. For example:

Application Package (APK) files for Android 2.3 or older can access only APIs before Android 3.0. Also, they support only native C/C++ code via JNI (Java Native Interface). That's why it's not possible to use advanced UI technologies such as OpenGL ES or anything introduced with newer versions of the OS without relying on third-party solutions like Unity3D.

The latest stable build of Google Play Services available is v 8.1.52, so if an app you are working on requires a newer version, you will have to download and install it manually from this location.

As far as Java standards supported by Android are concerned, there aren't many significant differences between Android 2.2 and later versions so I won't address them separately in this post. The only drawback that comes with using the latest SDKs is that they rely on their build of Apache Ant (1.9) instead of the one included in the main JDK package, so you will have to use a different update mechanism if you want to use Ant for building your projects from command-line instead of relying on Gradle or any other task automation tool available out there today.

Android Studio makes things easy when it comes to working under different platforms. Still, at the same time, it makes things hard again for those who are new to the world of Android development or don't have enough experience with IDEs because almost everything is done automatically. For example, suppose you want to develop an app that supports both phones and tablets through different APKs targeting different versions of the OS. In that case, you will have to make some manual adjustments on your own every time Google releases new SDK tools. This can be annoying if you aren't patient enough or don't have enough free time at your disposal, so some developers choose to forego this method whenever possible.

Suppose you prefer developing apps directly on real devices. In that case, there's nothing more than installing ADB (Android Debug Bridge) into your system along with necessary drivers for all of your mobile phones and tablets. Unfortunately, this also requires using a desktop or laptop computer, which may limit your device selection to at most three mobile devices if you are only working with Android.

On the other hand, it's possible to save yourself from messing with drivers by using virtual machines instead, although it won't be possible to access USB connections on them without some extra work done. The next disadvantage comes in when you decide that you want to develop apps for more than one brand/model of Phone or Tablet inside a single virtual machine because there is no way of doing so unless you set up lots of separate VMs with different system images inside them (pricey solution). On top of everything else, keeping different VMs patched against security exploits can be a real pain, so it's not recommended to do so unless you are sure that you know what you are doing.

Android emulator doesn't support running different versions of the OS simultaneously, so it's impossible to test an app developed against one version on another without using hardware emulators or virtual machines to run them in their native environments. Unfortunately, this leads to the next problem - Android emulators work relatively slow even when making use of hardware acceleration, and there isn't much that can be done about it other than waiting for Google to upgrade this part of AVD (Android Virtual Device) before moving forward with your development efforts. The good news is that Intel has recently unveiled its solution for speeding up Android emulators on x86-based devices, which means that the emulator will be faster than ever once Intel's solution gets implemented into it after all tests are finished.

On the bright side, Android Studio offers you to create virtual devices with different system images inside them, so you won't have to worry about manually downloading and installing updates whenever necessary. It works well enough, but it makes things complicated for those who prefer working with command-line tools only because there is no straightforward guide on doing things properly without spending too much time researching alternatives or enduring lots of trial & error sessions.

This problem can be easily solved by sticking with Gradle as your primary build automation tool instead of relying on Ant or any other advanced features that come in handy when developing large projects powered by IntelliJ IDEA. In addition, Gradle is great for more straightforward use cases because this build automation tool makes it easy to handle project dependencies, build & package apps into APKs or JARs, and many other tasks related to preparing new releases of your app.

On the downside, you will have to research whenever you want to use advanced features like signing multiple APKs (against different system versions) or uploading your binaries to the Google Play Store in bulk instead of one by one. This means that you won't be able to take full advantage of Android Studio without getting familiar with Gradle first, which may waste lots of precious time if you don't know what you are doing here.

What's next?

Now that we know both the pros and cons of Android Studio, we can finally download and set up our development environment. The first and most crucial step is downloading and installing JDK 8 (Java Development Kit). You can download from Oracle's site or use one offered by Google instead since Android Studio requires Java SE Development Kit version 1.8 at a minimum.

Next, you need to head over to the Android Developer website, click on the 'Start a new Android Studio project' button, enter your desired application name and package name (independent of each other), check off both Phone & Tablet as well as Empty Activity options, make sure that Minimum SDK is set to API 13:Android 4.0.3 IceCreamSandwich for now, choose 'Blank Activity from the template list and confirm your choices once you are done.

Once Android Studio finishes asking you a few basic questions related to your app's name or package, it will create a new project structure that includes all of its components (manifest file, initial Gradle configuration & dependencies). The next step is to open 'Gradle Scripts' from your main navigation menu on the left side of Android Studio's main window double-click on the build. Gradle (Project:your_app) file inside the android section and change the minSdkVersion value if it doesn't match the one we chose earlier when creating a new project. Once this is done, press the 'Sync Now' button to start syncing Gradle & Android Studio.

Once the build process is finished, you need to open SDK Manager using the 'SDK Manager' button, which you can find inside the Android SDK Tools tab on the left side of your main window. This will automatically download all of the tools that are needed for compiling apps, as well as system images for different API levels/versions that are supported by Intel's hardware. If you want to target specific device models, it is best to do this step because most phones and tablets require their system image, which may not be included in Google's default list.

After all of these steps are done, I would recommend opening Android Virtual Device (AVD) manager from the same place where you can find Android SDK Manager and generating a new virtual device that runs API 13:Android 4.0.3 Ice Cream Sandwich as well as ARM system image to make sure that everything is set up correctly so you can start testing your apps before publishing them online or submitting them to Google Play Store for approval.

Multi-window mode peculiarities

While the multi-window mode is one of the most significant new features in Android Nougat, it also has its fair share of peculiarities that I need to mention. First and foremost, this capability isn't available to all apps out there, so you will have to open yours inside a multi-window capable launcher/dock app before being able to resize them.

Another important thing worth mentioning here is that if your game has any form of gamepad support (physical or virtual), you will need to disable it every time you enter into multi-window mode because Android can't handle multiple input devices at once for obvious reasons.

This behaviour usually gets fixed with future updates, but developers are solely responsible for fixing this issue that may not happen.

And finally, Nougat supports two modes of split-screen view: ' filling' (where all apps take full width & height of the secondary window) and 'pinning' (the default mode where an app takes half of the screen's real estate).

The official rules for the Google Play Store listing state that every game needs to support at least one input method, which means that there is no way around this requirement if you want to publish your game on the store. That being said, let's move on to some workarounds that I have found so far.

One way to get rid of the 'unsupported input devices' warning is by opening developer options on your device first using a fairly straightforward method, opening your Phone's settings app and scrolling to the bottom. First, you need to find the 'About Phone (or About Tablet) section and repeatedly tap on the Android version number found under there multiple times (usually 7-10 taps should be enough). Then, when it asks you for confirmation, make sure that you select 'Yes,' and Developer Options will appear right below your main system settings.

Once this is done, go back to system> Developer Options and look for an option called "Force activities to be resizable." Make sure that this setting is enabled before relaunching Google Play Store. While this workaround allows you to use your gamepad/physical controller in a split-screen mode without any additional issues, it does come with a significant drawback that may force you to publish your game in 'demo mode' and disable accurate screen rotation for Android devices.

Suppose you use Google Play Games Services (or any other similar service) in your game. In that case, it is possible to prevent Nougat from using a split-screen view, so this method should be perfect for most developers if they don't want their players to modify the permissions manually before playing their games. Here's how this can be done: go inside Google Play Games phone app and open Settings > General settings > Restrict gameplay access section and toggle everything off. Of course, if you do this, your game will only run on android smartphones/tablets with multi-window support enabled by default. This works only if you don't plan on playing your game in a multi-window view.

Enabling multi-window support for all apps

As I have already mentioned numerous times before, not every app can use or benefit from Android's new split-screen view. Hence, developers need to enable it manually using the following steps: Open your Phone's Settings app and navigate Developer Options (or System > About Phone/Tablet). Locate the 'Force activities to be resizable' option and toggle it off. Now open Google Play Store, select an app you want to use with split-screen mode, and tap on the green Install button. A dialogue will appear right above the purchase section. Next, you will find a dropdown menu that asks you to select your device's platform. Select the 'regular phone' option, keep the app selected, press install again once the download finishes, go back to system settings and enable Developer Options if you haven't done so already (just like we did for Google Play Store). Finally, open Developer Options > Force activities to be resizable and toggle it on for all apps using split-screen mode. You can do this manually one by one or use a simple script that I have created, which will handle everything automatically:

Download All Apps Resizer (apk)

Press Install and set up permissions when requested (if prompted). Now open any app from your mobile and move it to the right corner – you should see a new overlay notification appearing within the next second, which will quickly change its colour to green while active. If you don't, then it means that your app isn't compatible with split-screen mode for some reason – see the 'Why is my screen black?' section below for troubleshooting tips. Once this happens, you can simply press the Home button and open any other app – it should have a long notification bar at the top where you will be able to find a green circle indicating that your current app has been successfully resized into a split-screen view.

Both of these methods are easy to implement. They work perfectly if you want to enable genuine multi-window support in games designed primarily for touch devices without any additional issues whatsoever. I hope that Google Play Store will be capable of resizing all apps shortly.

Creating design for a tablet app from scratch

If you want to create a tablet app from scratch, you are free to do so without any limitations caused by this new update. But if you are planning on porting an existing touch-based game title, then the following tips should be constructive for you:

Use larger images that support high resolutions (leave some parts of your UI for scaling). Create large virtual buttons only if it is necessary to use them in landscape mode. Don't provide any additional information about controls or other important stuff inside your menu – make players discover everything they need on their own. Use accurate 3D models instead of 2D sprites whenever possible because most Android devices with screen sizes of 10" and more feature better GPU performance, allowing devs to use higher polygon models. Finally, take advantage of 'soft input' settings that expand the virtual keyboard and allow players to enter text using a hardware/software solution (this can be very useful if you need a password).

Use larger images that support high resolutions.

It is an excellent practice to create your app's GUI images to match landscape and portrait modes while keeping them simple. And although you should always resize your assets for new screen sizes, I don't recommend doing it during porting process because it may lead to unexpected changes in orientation on some devices. In other words, make sure that all buttons, labels, and control elements are visible even when resized from 100% down to 50% – it will allow you to focus on gameplay during testing. At the same time, larger images will be assigned automatically.

If you are serious about your UI design, I suggest taking advantage of vector graphics that can be easily scaled to any size without losing quality. However, keep in mind that loading vector assets may significantly affect performance on some devices (especially if they are drawn using OpenGL), so don't consider this unless you are sure that it's the way to go. Just make sure that all text labels are rasterized because they don't scale very well when drawn using this particular technology.

Create large virtual buttons only if necessary

Most Android tablets offer much better precision and accuracy when controlled with a stylus or a mouse pointer – for this reason, you don't need large virtual buttons unless they are necessary to the gameplay. More importantly, resist the temptation to simply upscale all your UI elements because it will cause display issues on some devices. For example, Apple's iPads have retina displays with a resolution of 2048×1536, thus requiring twice larger images than those used by Google Nexus 9.

Don't provide any additional information about controls.

Many titles take advantage of touch screens by adding various gestures or other interactions that aren't possible with a keyboard. Unfortunately, this is often done without taking hardware limitations into account. As a result, players usually install the app only to discover that these fancy features just stop working halfway through level one – yeah, it's a horrible experience.

Nowadays, most tablet players use either a stylus or a mouse pointer when playing games and if they want to tap something, then having an icon or label next to the object is a good idea. On the other hand, I'd say that there is no real need for additional information about controls when using this type of input because players can simply hover over any area of interest to discover what button does what. Just make sure that all-important interface elements are visible even when using larger images, such as menu buttons, etc.

Provide virtual keyboard access for text fields (if necessary)

Unlike touch screens which allow devs to create new forms of interaction with existing interfaces, some tablets come equipped with a hardware keyboard which may seriously affect your virtual one. So unless you plan on using a hardware-specific feature or your app requires entering text, it is highly recommended to provide an alternative way of moving around all those menus.

In most cases, tablet players have a choice between the hardware and software input methods, so it's up to them to decide what suits their needs best – just make sure that they can enter characters even when your app decides to show larger images because it might lead to some nasty surprises if they're forced to use virtual 'buttons' as letters.

Properly adjust gameplay for tablets.

When creating a new version of an Android game, you should always ensure that this device meets its system requirements – you know, things like screen size, memory amount, etc. However, this isn't the only thing you need to do because it is also essential that your game runs just as smoothly on tablets as on handsets or anything else that can run this OS.

Unfortunately, many devs tend to ignore the differences between devices, which often leads to an underwhelming gaming experience – for example, some titles stop working after being put into landscape mode, forcing players to restart the app, thus causing a wrong first impression. Now imagine what happens if your gameplay relies on virtual buttons displayed on specific screen areas – yes, stuff like menu functions become inaccessible when resizing an image more significant than its native resolution!

To avoid issues like these, make sure that all critical controls are always visible and work properly in all supported orientations. For example, if you want to use landscape mode, your app will need larger images, and don't forget to double-check gameplay when testing it on a real tablet. What feels natural could easily lead to an unexpected result due to the lack of virtual buttons.

Respect expectations when resizing resolution

Despite having hardware specifications that are very different from those of your typical Phone, tablets run Android just like any other device, which means that devs have complete control over system resources. So, for example, even if your game doesn't support more significant screen resolutions, there is a chance that players will be able to resize their screens, thus manually changing this setting somehow.

As I've already explained in one of my previous articles, changing screen resolution can cause unexpected results, and this is even more true when it comes to Android games because devs usually add custom images that don't take into account different resolutions, thus resulting in a useless mess of low-res pixels. So unless you're 100% sure that resizing doesn't affect anything, make sure that your app functions correctly across all supported modes and, if possible, provide alternative ways of displaying menus (see above).

Avoid using both hardware buttons and virtual controls.

When creating an Android game, devs have access to two input methods: touch screen or physical buttons, which means that there is no reason for adding support for something else. Most devices only come equipped with one hardware button, so why bother? However, some tablets offer more than one button, so devs have to be extra careful when designing gameplay because the wrong choice might lead to a catastrophe.

The problem is not about running a game with two input methods because it can easily be achieved by adding one more option in its settings menu. Still, the real issue arises from using both control types at once – while some developers do this, there is no reason for you to do this as well! So, unless your app requires physical buttons to interact with menus or other features, don't waste system resources and time testing anything nobody wants.

In summary

While creating an Android tablet version of an existing app may sound easy, reality shows us that it isn't always perfect, especially if devs want players from all available devices to enjoy the same quality of gameplay. This is why devs need to avoid common mistakes that can lead to a bad user experience – after all, who would buy something that doesn't work as intended?

And if you are not sure how your game will behave on tablets or smartphones with different screen resolutions, make sure you test it before release because this way, you won't have to fix annoying bugs later...

External hardware development for Android is easier than you think!

External hardware development for Android is easier than you might think, especially if the device doesn't use a custom version of Android. First, you need to install USB drivers for your Android tablet or smartphone, configure your PC correctly, and connect the device via an appropriate USB cable. Afterward, make sure that the ADB driver file is installed on your computer by following the instructions. Finally, if everything goes fine, you should be able to run any external app directly from the command line – keep in mind that most devices don't support their native resolutions, so this means no full-screen mode...

Attach external hardware modules to tablets and smartphones with ease!

There are plenty of reasons why attaching external hardware modules (e.g. cameras, speakers) to an Android tablet or smartphone is easier than you think – the most common one probably being that modern devices come equipped with USB ports which makes it possible to connect almost any device without the hassle...

Remember that your PC must have appropriate drivers installed for your device; otherwise, this may lead to issues during development, so taking care of this before attaching external components is strongly recommended! You can download actual versions on Google's website or order them directly from its official website.

Suppose you're interested in natively developing apps for smartphones and tablets running custom versions of Android. In that case, I recommend checking out my brand new book called " Native Android Apps - Develop & Design " because it explains how everything works behind the scenes! It is available via Amazon, so click on the link below to get a copy!


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