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  /external/valgrind/main/gdbserver_tests/
README_DEVELOPERS 113 and/or the OS version influences the output of irrelevant things which
  /external/valgrind/main/
glibc-2.4.supp 129 ## Various structure padding things on amd64 SuSE 10.1
glibc-2.6.supp 124 ## Various structure padding things on SUSE 10.2
  /external/wpa_supplicant_8/src/utils/
radiotap.c 17 * I only modified some things on top to ease syncing should bugs be found.
  /frameworks/av/media/libstagefright/omx/
GraphicBufferSource.h 47 * things up until we're ready to go.
  /frameworks/base/core/java/android/net/http/
HttpsConnection.java 336 // to prevent us from stalling the network if things go
  /frameworks/base/core/java/android/os/
FileUtils.java 222 * @param file to read (will not seek, so things like /proc files are OK)
  /frameworks/base/core/tests/coretests/src/android/animation/
ViewPropertyAnimatorTest.java 90 * it releases it after some further delay, to give the test time to do other things right
  /frameworks/base/core/tests/coretests/src/android/provider/
SettingsProviderTest.java 54 // Try all the same things in the System table
  /frameworks/base/docs/html/design/videos/
index.jd 37 <p>Pull up a chair and join the Android platform team for a fireside chat. It's your opportunity to ask us about the platform and learn a little bit more about why things work the way they do, from the people who built it. </p>
  /frameworks/base/docs/html/guide/topics/manifest/
receiver-element.jd 126 href="http://android-developers.blogspot.com/2011/06/things-that-cannot-change.html">should not
  /frameworks/base/docs/html/tools/building/
building-eclipse.jd 120 The following steps highlight the important things you need to do for an Android project:</p>
  /frameworks/base/docs/html/tools/debugging/
index.jd 20 a JDWP-compliant debugger if you want to be able to do things such as step through code,
  /frameworks/base/docs/html/tools/
device.jd 50 would on the emulator. Before you can start, there are just a few things to do:</p>
  /frameworks/base/docs/html/training/basics/firstapp/
running-app.jd 42 <p>How you run your app depends on two things: whether you have a real Android-powered device and
  /frameworks/base/docs/html/training/graphics/opengl/
environment.jd 173 within an application that uses OpenGL ES is where things start to get interesting. This class
  /frameworks/base/docs/html/training/multiscreen/
adaptui.jd 54 the first things you will probably have to do is determine what layout the user is currently
  /frameworks/base/docs/html/training/scheduling/
wakelock.jd 80 ensuring that the right things happen when the app goes into the background or returns to
  /frameworks/base/include/androidfw/
Asset.h 39 * things will be less efficient. [pass that in??]
  /frameworks/base/services/java/com/android/server/am/
BatteryStatsService.java 46 * All information we are collecting about things that can happen that impact
  /frameworks/base/services/java/com/android/server/wm/
AppWindowAnimator.java 326 // where we want to synchronize multiple things that may be animating.
  /frameworks/base/tools/aapt/
Bundle.h 30 * Things we can do.
  /frameworks/compile/libbcc/bcinfo/Wrap/
bitcode_wrapperer.cpp 177 // for larger things.
  /frameworks/native/include/android/
looper.h 29 * Loopers do not define event structures or other such things; rather
  /frameworks/native/opengl/specs/
EGL_ANDROID_native_fence_sync.txt 237 that might be added for fence sync objects, but there may be things that

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