Match Timer – Part 6

September 26th, 2014

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 at how we do this, and also discover a pitfall on the way.
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Match Timer – Part 5

September 19th, 2014

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.
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Match Timer – Part 4

September 12th, 2014

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 from the handlers in the BroadcastReceiver to the user.
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Match Timer – Part 3

September 5th, 2014

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.
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Match Timer – Part 2

August 29th, 2014

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.
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Match Timer – Part 1

August 22nd, 2014

Back in December 2013 there was a series of posts which covered how to write a basic app for the I’m Watch Smart Watch which allowed the user to track the stoppage time during a football (soccer to our American friends) match. With the arrival of Android Wear it seemed a good idea to port the app to a Wear device, however in understanding the architecture of Android Wear it became apparent that a simple port would be tricky, so in this series we’ll re-write the app from the ground up to work on Android Wear.
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Ripples – Part 3

August 15th, 2014

Previously in this series we’ve looked at the ripple effect touch feedback which was introduced in the Android-L developer preview, and looked at how we can define ripples, and also integrate them with existing background drawables. In this concluding article we’ll look at styling our ripples.
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Ripples – Part 2

August 8th, 2014

In the previous article we began looking an RippleDrawable which was introduced in the Android-L developer preview. In this article we’ll look at ways in which we can control the look of our Ripple.
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Ripples – Part 1

August 1st, 2014

At the time of writing, Google have recently announced the Android L Developer Preview which is a foretaste of some of the goodies coming in the full L release of Android. Over the coming weeks and months we’ll be covering a number of the new APIs and features being added in API 21. To start with, we’ll look at quite a subtle things that is the basis for providing touch feedback to our users: Ripples.
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Irregular Shapes – Part 4

July 25th, 2014

Previously in this series we’ve looked at how to display images with irregular outlines, beginning with simply rounding the corners, but also displaying them in a speech bubble. In this final article of the series we’ll look at displaying an image with a love heart outline.

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