Fast Forward

In this chapter, we just scratched the surface of Android's graphics capabilities. The native 2D library is quite large, so as you're actually writing your programs, be sure to take advantage of the tooltips, auto-completion, and Javadoc provided by the Android Eclipse plug-in. The online documentation for the android.graphics3 package goes into much more detail if you need it.


If your program needs more advanced graphics, you may want to look ahead a bit and read Chapter 10, 3D Graphics in OpenGL, on page 198. There you'll find information on how to use Android's 3D graphics library, which is based on the OpenGL ES standard. Otherwise, turn to the next chapter for an introduction to the wonderful world of Android audio and video.

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