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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Patriarch K

How to use Java application on Android

5 posts in this topic

This is something that I'm wondering about at the moment and I know that it's pretty much a beginners question, but do I have to do something with the code? How am I supposed to do? I want for example my application to be able for downloading on the internet on my own home page. Am I supposed to have a .jar-file to do this or something?
In short - how can I use my Java app on my Android phone.
Any advice?
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The app needs to be built targeting the platform.

There is a [url="http://developer.android.com/training/basics/firstapp/index.html"]tutorial here[/url] with links to instructions on building your first app, and also with links to the tools you will need.
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android does not run java. It runs dalvik. For all intents and purposes dalvik is basically java (source code is the same etc) but they aren't compatible. Dalvik also compiles to a .apk not a .jar. Dalvik bytecode is altered from standard java bytecode in order to be more efficient on mobile devices, there were some pretty fundamental changes though so java bytecode will not run on a dalvik VM or vice versa.

Most handsets if you just stick a .apk on the SD card or internal memory somewhere (downloaded from dropbox, mediafire, wherever) and then find it in the file browser will install the .apk to the device and add it to the app screens as normal. Some cell operators distribute handsets with branded firmware which may disable this functionality however that is very rare (I have come across one HTC handset on the vodaphone network with it removed).

So really if you want to bypass the play store entirely you would compile your application to a single .apk file. Stick it on a file sharing service. Users would find it in browser, it would be downloaded into their downloads folder on their SD card. When they tap it on the SD card it will prompt for install, they click yes, it installs it, done.

Most people just use the google play store as 99% of users rarely venture outside of it to obtain their apps.
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Soo...I don't really need to follow the tutorial that frob linked me to - I can instead use my finished code piece and compile it with something else in short? :)
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[quote name='Patriarch K' timestamp='1351897727' post='4996694']
Soo...I don't really need to follow the tutorial that frob linked me to - I can instead use my finished code piece and compile it with something else in short? [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
[/quote]

The application model is quite different as well, Android apps are not written in the same way as normal Java apps.
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Well your existing java application will use libraries not available on android. You can't just change a compile setting. A full port will need doing although a fair amount of program logic will be re-usable.
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