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  /frameworks/base/docs/html/training/tv/
optimizing-layouts-tv.jd 18 <li><a href="#DesignForLargeScreens">Design for High-Density Large Screens</a></li>
24 <li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a></li>
42 <li>Providing high resolution bitmaps and icons for HD TV screens.</li>
48 TV screens are always in landscape orientation. Follow these tips to build landscape layouts optimized for TV screens:
76 (This layout file is placed in {@code layout-land-large} because TVs have large screens with landscape orientation. For details refer to
77 <a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a>.)</p>
140 from the screen (this distance is greater for very large screens). The best way to do this is to use
150 <h2 id="DesignForLargeScreens">Design for High-Density Large Screens</h2>
167 For more information on optimizing apps for large screens see <a href="{@docRoot}training/multiscreen/index.html"
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index.jd 2 page.tags="input","screens"
31 <dd>Shows you how to optimize app layouts for TV screens, which have some unique characteristics such as:
  /external/chromium_org/chrome/browser/chromeos/login/screens/
terms_of_service_screen.h 12 #include "chrome/browser/chromeos/login/screens/terms_of_service_screen_actor.h"
13 #include "chrome/browser/chromeos/login/screens/wizard_screen.h"
network_screen_browsertest.cc 7 #include "chrome/browser/chromeos/login/screens/mock_screen_observer.h"
8 #include "chrome/browser/chromeos/login/screens/network_screen.h"
9 #include "chrome/browser/chromeos/login/screens/wizard_screen.h"
eula_screen.cc 5 #include "chrome/browser/chromeos/login/screens/eula_screen.h"
10 #include "chrome/browser/chromeos/login/screens/screen_observer.h"
network_screen.h 12 #include "chrome/browser/chromeos/login/screens/network_screen_actor.h"
13 #include "chrome/browser/chromeos/login/screens/wizard_screen.h"
  /frameworks/base/docs/html/guide/topics/sensors/
index.jd 17 that run Android on screens that are naturally landscape in their orientation. That is, when held in
18 the default position, the screens are wider than they are tall. This introduces a few fairly subtle
  /packages/apps/Email/res/values-sw600dp/
styles.xml 17 <!-- Specializations for tablet screens - most colors are in values/colors.xml -->
31 <!-- Wizard buttons on the account setup screens -->
  /packages/apps/Protips/res/values-en-rGB/
arrays.xml 24 <item msgid="1000948398885889319">"Multiple Home screens.\n Swipe left or right to switch. Drag items to other screens."</item>
  /packages/apps/Protips/res/values-en-rIN/
arrays.xml 24 <item msgid="1000948398885889319">"Multiple Home screens.\n Swipe left or right to switch. Drag items to other screens."</item>
  /frameworks/base/docs/html/guide/practices/
optimizing-for-3.0.jd 45 <li><a href="#Landscape">Adding support for landscape screens</a></li>
86 add extra resources to support extra large screens, as appropriate.</p>
174 larger screens.</p>
232 <li><b>Supply alternative layout resources for xlarge screens</b>
235 resources</a> when running on extra large screens (using the <code>xlarge</code> resource
239 screens:</p>
483 application to certain types of screens, such as only tablets or only mobile devices. To do so, you
489 href="{@docRoot}guide/practices/screens_support.html">supporting multiple screens</a> and employ
490 them to the best of your ability. By supporting multiple screens, your application can be made
497 for smaller screens, you should add <
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screens_support.jd 1 page.title=Supporting Multiple Screens
20 <li><a href="#range">Range of screens supported</a></li>
23 <li><a href="#support">How to Support Multiple Screens</a>
41 <li><a href="#testing">How to Test Your Application on Multiple Screens</a></li>
75 different screens, you should make the effort to optimize your application for different screen
87 href="{@docRoot}guide/practices/screens-support-1.5.html">Strategies for Android 1.5</a>.
98 <h2 id="overview">Overview of Screens Support</h2>
100 <p>This section provides an overview of Android's support for multiple screens, including: an
130 <dd>The total number of physical pixels on a screen. When adding support for multiple screens,
143 when defining your application's UI, to ensure proper display of your UI on screens with differen
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  /external/chromium/chrome/browser/ui/
window_sizer_mac.mm 26 NSScreen* primary = [[NSScreen screens] objectAtIndex:0];
40 NSScreen* primary = [[NSScreen screens] objectAtIndex:0];
70 for (NSScreen* screen in [NSScreen screens]) {
95 for (NSScreen* screen in [NSScreen screens]) {
105 NSScreen* primary_screen = [[NSScreen screens] objectAtIndex:0];
123 NSRect main_area = [[[NSScreen screens] objectAtIndex:0] frame];
  /frameworks/base/docs/html/distribute/googleplay/quality/
tablet.jd 17 <li><a href="#support-screens">10. Declare tablet screens support</a></li>
64 <li><a href="#support-screens">Declares support for appropriate screens</a></li>
75 <h2 id="optimize-layouts">2. Optimize your layouts for larger screens</h2>
109 <code>xlarge</code> screens. You can also provide layouts that are loaded based
114 larger screens, to improve use of space and content legibility. </li>
159 Screens</a>&mdash;Developer documentation that explains the details of
180 balance on tablet screens, while offering more utility and legibility.</p>
183 <p>Tablet screens provide significantly more screen real estate to your app
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  /frameworks/base/docs/html/google/play/
filters.jd 33 href="{@docRoot}guide/topics/manifest/supports-screens-element.html">&lt;supports-screens&gt;</a></code></li>
122 <td valign="top" style="white-space:nowrap;"><code><a href="{@docRoot}guide/topics/manifest/supports-screens-element.html">&lt;supports-screens&gt;</a></code>
128 setting attributes of the <code>&lt;supports-screens&gt;</code> element. When
134 smaller layouts to larger screens, but cannot adapt larger layouts to smaller
135 screens. Thus, if an application declares support for "normal" screen size only,
141 <code>&lt;supports-screens&gt;</code>, Google Play uses the default values for those
149 targetSdkVersion</a></code> to 3 or lower, the <code>&lt;supports-screens&gt;</code> element itself
151 the application is designed for normal-size screens and shows the application t
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  /frameworks/base/docs/html/google/play/publishing/
multiple-apks.jd 38 <li><a href="#ScreenOptions">Supporting multiple screens</a></li>
49 <li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a></li>
215 href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
216 &lt;supports-screens&gt;}</a> <em>or</em> <a
217 href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
218 &lt;compatible-screens&gt;}</a> element. You should never use both elements and you should use only
219 <a href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
220 &lt;supports-screens&gt;}</a> when possible.</p>
221 <p>For example, you can provide one APK that supports small and normal size screens and another
222 APK that supports large and xlarge screens.</p
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  /external/chromium_org/third_party/mesa/src/src/glx/tests/
clientinfo_unittest.cpp 54 this->screens = new glx_screen *[dpy->nscreens];
55 memset(this->screens, 0, sizeof(struct glx_screen *) * dpy->nscreens);
61 if (this->screens[i] != NULL)
62 delete this->screens[i];
65 delete [] this->screens;
96 if (this->screens[i] != NULL)
97 delete this->screens[i];
99 this->screens[i] = new fake_glx_screen(this, i, ext);
245 if (this->glx_dpy->screens != NULL) {
247 delete [] this->glx_dpy->screens[i]->serverGLXexts
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  /external/mesa3d/src/glx/tests/
clientinfo_unittest.cpp 54 this->screens = new glx_screen *[dpy->nscreens];
55 memset(this->screens, 0, sizeof(struct glx_screen *) * dpy->nscreens);
61 if (this->screens[i] != NULL)
62 delete this->screens[i];
65 delete [] this->screens;
96 if (this->screens[i] != NULL)
97 delete this->screens[i];
99 this->screens[i] = new fake_glx_screen(this, i, ext);
245 if (this->glx_dpy->screens != NULL) {
247 delete [] this->glx_dpy->screens[i]->serverGLXexts
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  /frameworks/base/docs/html/design/style/
metrics-grids.jd 2 page.tags="layout","screens"
6 inch">DPI</acronym>). To simplify the way you design for multiple screens, think of each device as
41 <a href="http://developer.android.com/resources/dashboard/screens.html" target="_blank">
  /frameworks/base/docs/html/training/design-navigation/
ancestral-temporal.jd 34 ancestor screens. Additionally, we should ensure that temporal navigation via the <em>Back</em>
45 <p>Temporal navigation, or navigation between historical screens, is deeply rooted in the Android
47 regardless of other state. The set of historical screens is always rooted at the user's Launcher
62 the <em>back stack</em></a>, or the list of previous screens, automatically. The <em>Back</em>
63 button by default simply traverses this list of screens, removing the current screen from the list
102 <em>Home</em> or <em>Up</em>, make sure to clear the back stack of any descendent screens. For
wireframing.jd 25 <p>Now that we have a solid understanding of navigation patterns and screen grouping techniques, it's time to apply them to our screens. Let's take another look at our exhaustive screen map for the example news application from the <a href="screen-planning.html">first lesson</a>, below.</p>
39 <p>First, our second-level screens (<em>Story Category List</em>, <em>Photo List</em>, and <em>Saved Item List</em>) can be grouped together using tabs. Note that we don't necessarily have to use horizontally arranged tabs; in some cases a drop-down list UI element can serve as a suitable replacement, especially on devices with narrow screens such as handsets. We can also group the <em>Saved Photo List</em> and <em>Saved Story List</em> screens together using tabs on handsets, or use multiple vertical content panes on tablets.</p>
58 <p>At this point, it's a good idea to think of screen map variations, in case your chosen patterns don't apply well in practice (when you sketch the application's screen layouts). Below is an example screen map variation for tablets that presents story lists for different categories side-by-side, with story view screens remaining independent.</p>
69 <p><em><a href="http://en.wikipedia.org/wiki/Website_wireframe">Wireframing</a></em> is the step in the design process where you begin to lay out your screens. Get creative and begin imagining how to arrange UI elements to allow users to navigate your app. Keep in mind that at this point, pixel-perfect precision (creating high-fidelity mockups) is not important.</p>
71 <p>The easiest and fastest way to get started is to sketch out your screens by hand using paper and pencils. Once you begin sketching, you may uncover practicality issues in your original screen map or decisions on which patterns to use. In some cases, patterns may apply well to a given design problem in theory, but in practice they may break down and cause visual clutter or interactional issues (for example, if there are two rows of tabs on the screen). If that happens, explore other navigation patterns, or variations on chosen patterns, to arrive at a more optimal set of sketches.</p>
77 <li>Is there screen 'master' functionality, allowing re-use of visual elements across different screens? For example, Action Bars should be visible on almost every screen in your application.</li>
  /packages/apps/Launcher2/
print_db.py 9 SCREENS = 5
185 screens = [] variable
186 for i in range(0,SCREENS):
193 screens.append(screen)
196 screen = screens[row["screen"]]
209 for screen in screens:
  /external/chromium_org/chromeos/display/
real_output_configurator_delegate.h 82 // and tries to match them up to screens in |outputs|.
83 // |outputs| is an array of detected screens.
  /external/chromium_org/ui/gfx/
screen_ios.mm 40 return [[UIScreen screens] count];
72 UIScreen* mainScreen = [[UIScreen screens] objectAtIndex:0];
  /frameworks/base/core/java/android/util/
DisplayMetrics.java 31 * Standard quantized DPI for low-density screens.
36 * Standard quantized DPI for medium-density screens.
60 * Standard quantized DPI for high-density screens.
65 * Standard quantized DPI for extra-high-density screens.
70 * Intermediate density for screens that sit somewhere between
78 * Standard quantized DPI for extra-extra-high-density screens. Applications
85 * Standard quantized DPI for extra-extra-extra-high-density screens. Applications
88 * use of this density would be 4K television screens -- 3840x2160, which

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