A Beginner to Advance Apps in 2 Hours – App Inventor 2
A Beginner to Advance Apps in 2 Hours – App Inventor 2, available at $19.99, with 14 lectures, and has 8 subscribers.
You will learn about Introduction to programming using a block programming languages Master the App Inventor 2 interface and all features Build real-life applications to be your kick-start for merchandise your own Apps Making your App ready to be published on Google Play Store Master the block programming languages This course is ideal for individuals who are Everyone who would like to learn how to build mobile applications It is particularly useful for Everyone who would like to learn how to build mobile applications.
Enroll now: A Beginner to Advance Apps in 2 Hours – App Inventor 2
Summary
Title: A Beginner to Advance Apps in 2 Hours – App Inventor 2
Price: $19.99
Number of Lectures: 14
Number of Published Lectures: 14
Number of Curriculum Items: 14
Number of Published Curriculum Objects: 14
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- Introduction to programming using a block programming languages
- Master the App Inventor 2 interface and all features
- Build real-life applications to be your kick-start for merchandise your own Apps
- Making your App ready to be published on Google Play Store
- Master the block programming languages
Who Should Attend
- Everyone who would like to learn how to build mobile applications
Target Audiences
- Everyone who would like to learn how to build mobile applications
In this course, you will work through many simple applications to master the MIT App Inventor and create your own application.
By the end of this course you will be able to:
– Learn how to add the basic interface components features on your application screen, in addition, to changing the property of each component before assigning an action script that makes them alive.
– Use Image, Sound, and Acceloremetr components to interact with your application.
– Use Image, Sound, and Acceloremetr components to interact with your application.
– Use the App Inventor conditional statements to create a simple spilling game.
– Use App Inventor Canvas.
– Apply the button advance features.
– Change the drawing brush size.
– Change the drawing brush color.
– Use the Canvas drawing line characteristics.
– Use the Canvas advance blocks.
– Use of Random Block.
– Get and Set Variable Value.
– Control Statement Output Based on Used Interaction.
– Use the List Block features.
– Upload Images into your App.
– Traverse Throughout the Photo Gallery.
– Use the List Block features.
– Upload Images into your App.
– Traverse Throughout the Photo Gallery.
– Create an integer List.
– Add elements to the list.
– Use of looping blocks to print the list elements.
– Using the Math blocks to find the sum of list elements.
– Use the textbox for user input.
– Use Math Equation.
– Use the Nested If Statement Blocks.
– Use the textbox for user input.
– Use Math Equation.
– Use the Nested If Statement Blocks.
Course Curriculum
Chapter 1: Getting into App Inventor 2 – Essential Knowledge
Lecture 1: Introduction
Lecture 2: Application Layout – Make you App alive
Lecture 3: Discover Components – Image, Sound and Accelerometer
Lecture 4: Variables
Lecture 5: Conditional Statements
Chapter 2: Application #1 Paint Application
Lecture 1: Project Base Learning – The Paint Application
Chapter 3: Application #2 Simple Auto Guising Game using Random Blokes
Lecture 1: Project Base Learning – The Basic Random Game
Chapter 4: Application #3: Photo Gallery Application
Lecture 1: Project Based Learning – Using Lists to Build a Photo Gallery
Lecture 2: Advanced List Topics – Dynamic Lists
Lecture 3: Sum of Integer List Element
Chapter 5: Application #4: A BMI Calculator
Lecture 1: Project Based Learning – Nested Conditional Statement and User Input
Chapter 6: Application #5: The Answer Machine
Lecture 1: Project Based Learning : Using Database – TinyDB
Chapter 7: Application #5: Creating a User Tracking Application on a Google Maps
Lecture 1: Project Based Learning: A User Location Tracking Application
Chapter 8: Application #6: Creating an Interactive Game
Lecture 1: Project Based Learning: Creating an Interactive Game (The Scape Ball)
Instructors
-
Essa Sweidan
Programmer
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