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/external/chromium_org/chrome/browser/chromeos/login/screens/
mock_screen_observer.h
10
#include "chrome/browser/chromeos/login/
screens
/screen_observer.h"
16
//
screens
.
reset_screen.h
12
#include "chrome/browser/chromeos/login/
screens
/reset_screen_actor.h"
13
#include "chrome/browser/chromeos/login/
screens
/wizard_screen.h"
wrong_hwid_screen.h
12
#include "chrome/browser/chromeos/login/
screens
/wizard_screen.h"
13
#include "chrome/browser/chromeos/login/
screens
/wrong_hwid_screen_actor.h"
gaia_screen.cc
5
#include "chrome/browser/chromeos/login/
screens
/gaia_screen.h"
mock_error_screen.cc
5
#include "chrome/browser/chromeos/login/
screens
/mock_error_screen.h"
mock_update_screen.h
8
#include "chrome/browser/chromeos/login/
screens
/screen_observer.h"
9
#include "chrome/browser/chromeos/login/
screens
/update_screen.h"
10
#include "chrome/browser/chromeos/login/
screens
/update_screen_actor.h"
controller_pairing_screen.h
10
#include "chrome/browser/chromeos/login/
screens
/controller_pairing_screen_actor.h"
11
#include "chrome/browser/chromeos/login/
screens
/screen_context.h"
12
#include "chrome/browser/chromeos/login/
screens
/wizard_screen.h"
host_pairing_screen.h
9
#include "chrome/browser/chromeos/login/
screens
/host_pairing_screen_actor.h"
10
#include "chrome/browser/chromeos/login/
screens
/screen_context.h"
11
#include "chrome/browser/chromeos/login/
screens
/wizard_screen.h"
mock_eula_screen.cc
5
#include "chrome/browser/chromeos/login/
screens
/mock_eula_screen.h"
mock_network_screen.cc
5
#include "chrome/browser/chromeos/login/
screens
/mock_network_screen.h"
/external/chromium_org/content/public/test/
content_browser_test_utils_mac.mm
16
if ([[NSScreen
screens
] count] > 0) {
18
[[[NSScreen
screens
] objectAtIndex:0] frame].size.height -
/frameworks/base/docs/html/training/basics/supporting-devices/
index.jd
2
page.tags=layouts,resources,
screens
,localization
20
<li><a href="{@docRoot}training/multiscreen/index.html">Designing for Multiple
Screens
</a></li>
42
<dt><b><a href="
screens
.html">Supporting Different
Screens
</a></b></dt>
/external/chromium_org/third_party/webrtc/modules/desktop_capture/win/
screen_capture_utils.h
18
// Output the list of active
screens
into |
screens
|. Returns true if succeeded,
20
bool GetScreenList(ScreenCapturer::ScreenList*
screens
);
/frameworks/base/docs/html/training/design-navigation/
multiple-sizes.jd
6
previous.title=Planning
Screens
and Their Relationships
11
meta.tags="multiple
screens
"
22
<li><a href="#multi-pane-layouts">Group
Screens
with Multi-pane Layouts</a></li>
24
<li><a href="#group-
screens
">Group
Screens
in the Screen Map</a></li>
30
<li><a href="{@docRoot}training/multiscreen/index.html">Designing for Multiple
Screens
</a></li>
37
<p>The exhaustive screen map from the previous lesson isn't tied to a particular device form factor, although it can generally look and work okay on a handset or similar-size device. But Android applications need to adapt to a number of different types of devices, from 3" handsets to 10" tablets to 42" TVs. In this lesson we explore reasons and tactics for grouping together multiple
screens
from the exhaustive map.</p>
41
<h2 id="multi-pane-layouts">Group
Screens
with Multi-pane Layouts</h2>
49
<p>3 to 4-inch
screens
are generally only suitable for showing a single vertical pane of content at a time, be it a list of items, or detail information about an item, etc. Thus on such devices,
screens
generally map one-to-one with levels in the information hierarchy (<em>categories</em> → <em> (…)
[
all
...]
descendant-lateral.jd
37
<p>One way of providing access to the full range of an application's
screens
is to expose hierarchical navigation. In this lesson we discuss <em>descendant navigation</em>, allowing users to descend 'down' a screen hierarchy into a child screen, and <em>lateral navigation</em>, allowing users to access sibling
screens
.</p>
46
<p>There are two types of sibling
screens
: collection-related and section-related
screens
. <em>Collection-related</em>
screens
represent individual items in the collection represented by the parent. <em>Section-related</em>
screens
represent different sections of information about the parent. For example, one section may show textual information about an object while another may provide a map of the object's geographic location. The number of section-related
screens
for a given parent is generally small.</p>
66
<p>For section-related
screens
, offering touchable and keyboard-focusable targets in the parent is generally the most straightforward and familiar kind of touch-based navigation interface. Examples of such targets include buttons, fixed-size list views, or text links, although the latter is not an ideal UI (user interface) element for touch-based navigation. Upon selecting one of these targets, the child screen is opened, replacing the current context (screen) entirely. Buttons and other simple targets are rarely used for representing items in a collection.</p>
75
<p>A common, button-based pattern for accessing different top-level application sections, is the dashboard pattern. A <em>dashboard</em> is a grid of large, iconic buttons that constitutes the entirety, or most of, the parent screen. The grid generally has either 2 or 3 rows and columns, depending on the number of top-level sections in the app. This pattern is a great way to present all the sections of the app in a visually rich way. The large touch targets also make this UI very easy to use. Dashboards are best used when each section is equally important, as determined by product decisions or better yet, real-world usage. However, this pattern doesn't visually work well on larger
screens
, and requires users to take an extra step to jump directly into the app's content.</p>
89
<p>For collection-related
screens
, and especially for textual information, vertically scrolling lists are often the most straightfor (…)
[
all
...]
index.jd
31
<dt><strong><a href="screen-planning.html">Planning
Screens
and Their
33
<dd>Learn how to choose which
screens
your application should contain. Also learn how to choose which
screens
should be directly reachable from others. This lesson introduces a hypothetical news application to serve as an example for later lessons.</dd>
36
<dd>Learn how to group related
screens
together on larger-screen devices to optimize use of available screen space.</dd>
43
practices for the <em>Back</em> button and temporal navigation, or navigation to previous
screens
47
<dd>Learn how to create screen wireframes (low-fidelity graphic mockups) representing the
screens
in a news application based on the desired information model. These wireframes utilize navigational elements discussed in previous lessons to demonstrate intuitive and efficient navigation.</dd>
screen-planning.jd
1
page.title=Planning
Screens
and Their Relationships
38
<p>Once you define the information model, you can begin to define the contexts necessary to enable users to effectively discover, view, and act upon the data in your application. In practice, one way to do this is to <em>determine the exhaustive set of
screens
</em> needed to allow users to navigate to and interact with the data. The set of
screens
we actually expose should generally vary depending on the target device; it's important to consider this early in the design process to ensure that the application can adapt to its environment.</p>
40
<p>In our example application, we want to enable users to <strong>view</strong>, <strong>save</strong>, and <strong>share</strong> <em>categorized</em> <strong>stories</strong> and <strong>photos</strong>. Below is an exhaustive list of
screens
that covers these use cases.</p>
57
<p>Now we can define the directed relationships between
screens
; an arrow from one screen <em>A</em> to another screen <em>B</em> implies that screen <em>B</em> should be directly reachable via some user interaction in screen <em>A</em>. Once we define both the set of
screens
and the relationships between them, we can express these in concert as a screen map, which shows all of your
screens
and their relationships:</p>
65
<p>If we later wanted to allow users to submit news stories or upload photos, we could add additional
screens
to this diagram.</p>
70
<p>At this point, it's possible to design a completely functional application from this exhaustive screen map. A simplistic user interface could consist of lists and buttons leading to child
screens
:</p>
/frameworks/base/docs/html/training/wearables/ui/
layouts.jd
10
<li><a href="#different-layouts">Specify Different Layouts for Square and Round
Screens
</a></li>
30
and round
screens
. Any content placed near the corners of the screen may be cropped on round
31
Android Wear devices, so layouts designed for square
screens
do not work well on round devices.
35
<p>For example, figure 1 shows how the following layout looks on square and round
screens
:</p>
39
square
screens
does not work well on round
screens
.</p>
56
<p>The text does not display correctly on devices with round
screens
.</p>
69
on both screen shapes without having views cropped near the edges of round
screens
.</p>
95
<h2 id="different-layouts">Specify Different Layouts for Square and Round
Screens
</h2>
98
different layout definitions for square and round
screens
. This class detects the screen shap
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all
...]
/external/chromium_org/chrome/browser/chromeos/login/ui/
oobe_display.h
34
// Interface which is used by WizardController to do actual OOBE
screens
35
// showing. Also it provides actors for the OOBE
screens
.
68
// Pointers to actors which should be used by the specific
screens
. Actors
/frameworks/base/tests/DpiTest/
AndroidManifest.xml
20
<supports-
screens
android:smallScreens="true" />
21
<compatible-
screens
>
26
</compatible-
screens
>
/packages/apps/Email/res/values/
colors.xml
17
<!-- See also values-xlarge for specializations for xlarge
screens
-->
18
<!-- See also values-xlarge for specializations for xlarge
screens
-->
20
<!-- Account setup
screens
-->
/sdk/eclipse/plugins/com.android.ide.eclipse.tests/src/com/android/ide/eclipse/adt/internal/editors/layout/refactoring/testdata/
manifest-expected-completion16.txt
3
compatible-
screens
11
supports-
screens
: The "supports-
screens
" specifies the screen dimensions an application supports.
/external/chromium_org/third_party/WebKit/ManualTests/
screen-availLeft.html
24
<p>On a two-monitor system, configure the menu bar to be on the right screen. Then drag this window between
screens
. When on the left screen, screen.availLeft should be negative.</p>
/frameworks/base/docs/html/design/style/
devices-displays.jd
40
<p>So where do you begin when designing for multiple
screens
? One approach is to work in the base
43
size, and then scale down and figure out the UI compromises you'll need to make on smaller
screens
.</p>
45
<p>For details about designing layouts for larger
screens
, see the <a
52
<a href="{@docRoot}training/multiscreen/index.html">Designing for Multiple
Screens
</a> and
/frameworks/base/docs/html/guide/practices/
screens-support-1.5.jd
3
parent.title=Supporting Multiple
Screens
15
<li>There are some simple steps you should take to enable support for multiple
screens
in
21
<li><a href="#strategies">Adding Multiple
Screens
Support</a></li>
27
href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
Screens
</a></li>
38
screens
, using alternative resources for different screen configurations.</p>
57
mode</a> and instead support multiple
screens
, but also maintain compatibility with Android 1.5 and
69
<h2 id="strategies">Adding Multiple
Screens
Support</h2>
78
lowest version that includes support for multiple
screens
) and test your application on each
86
devices and multiple
screens
. </li>
93
platform's multiple
screens
support, even though it is technically using an earlier version of th
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all
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