/prebuilts/go/linux-x86/doc/ |
contribute.html | 11 have <a href="code.html">written and tested your code</a>. 19 <h2 id="Design">Discuss your design</h2> 54 You've <a href="code.html">written and tested your code</a>, but 91 <a href="https://accounts.google.com/SignUpWithoutGmail">with your existing 102 To set up your account in Gerrit, visit 119 Your secret authentication token is now in a <code>.gitcookie</code> file 126 Now that you have your authentication token, 127 you need to register your account with Gerrit. 137 <p>Gerrit serves as the gatekeeper and uses your e-mail address as the key. 138 To send your first change to the Go project from a given address [all...] |
/frameworks/base/docs/html/training/wearables/ui/ |
confirm.jd | 25 <p>The Wearable UI Library helps you show confirmation animations and timers in your 48 performs the action, your app shows a button to cancel the action with a timer animation and 49 starts the timer. The user has the option to cancel the action until the timer finishes. Your app 52 <p>To show a confirmation timer when users complete an action in your app:</p> 57 element to your layout.</li> 60 interface in your activity.</li> 66 element to your layout as follows:</p> 85 listener methods in your activity:</p> 115 <p>To start the timer, add the following code to the point in your activity where users select 133 <p>To show a confirmation animation when users complete an action in your app, create an inten [all...] |
/frameworks/base/docs/html/training/wearables/watch-faces/ |
configuration.jd | 51 <p>If your watch face includes configuration activities, add the following metadata entries to 73 <p>Provide values for these entries that are preceded by the package name of your app. 75 intent when users want to configure your watch face.</p> 77 <p>If your watch face only includes a companion or a wearable configuration activity, you only 85 watch face, because complex menus are hard to navigate on smaller screens. Your wearable 87 the main aspects of your watch face.</p> 89 <p>To create a wearable configuration activity, add a new activity to your wearable app module 109 <p>In your configuration activity, build a simple UI that provides selections for users to 110 customize your watch face. When users make a selection, use the <a 127 <p>To create a companion configuration activity, add a new activity to your handheld app module an [all...] |
issues.jd | 22 issues that you may encounter as you implement your first few watch faces.</p> 29 round screens can contain an inset (or "chin") at the bottom of the screen. Your watch face 33 <p>Android Wear lets your watch face determine the screen shape at runtime. To detect whether 55 <p>To adapt your design when you draw your watch face, check the value of the 73 <a href="{@docRoot}training/wearables/watch-faces/drawing.html#SystemUI">system UI style</a>. Your 81 your watch face, use the 85 <p>In ambient mode, peek cards have a transparent background. If your watch face contains details 114 method. This is usually necessary if your watch face has a light background, since the system 127 resolutions. Your watch face should adapt to these variations by using relative measurement [all...] |
information.jd | 10 <li><a href="#AddData">Add Data to Your Watch Face</a></li> 29 <p>Like any other wearable app, your watch face can communicate with apps running on the handheld 31 API</a>. In some cases, you need to create an activity in the handheld app module of your project 32 that retrieves data from the Internet or from the user's profile and then shares it with your 57 in your watch face, such as location, calendar events, social media trends, picture feeds, stock 60 your users throughout the day. Your watch face should also gracefully handle the case where the 69 <p>You should summarize contextual information on your watch face, since there is limited 77 <h2 id="AddData">Add Data to Your Watch Face</h2> 95 <li>Create a custom timer to invoke your task periodically, or notify your watch face servic [all...] |
/frameworks/base/docs/html/training/testing/integration-testing/ |
content-provider-testing.jd | 1 page.title=Testing Your Content Provider 37 accessible to other apps, you should test your provider to ensure that it doesn't behave in an 39 applicable to providers that you keep private to your own app. 46 For this reason, you should write your tests based only on the provider's public members. 52 only run against data dependencies set explicitly in the test case. It also means that your tests 54 there was data left over from a previous test. Similarly, your test should avoid adding or deleting 59 To test your content provider in isolation, use the {@link android.test.ProviderTestCase2} class. 65 <p>Your integration test should be written as a JUnit 4 test class. To learn more about creating 70 <p>To create an integration test for your content provider, you must perform these steps:</p> 72 <li>Create your test class as a subclass of {@link android.test.ProviderTestCase2}.</li [all...] |
/external/curl/docs/ |
CONTRIBUTE | 31 3. Pushing Out Your Changes 35 3.4 How to get your changes into the main sources 61 When contributing with code, you agree to put your changes and new code under 78 to the code and to be allowed by your employer or whatever to hand over that 79 patch/code to us. We will credit you for your changes as far as possible, to 81 always provide us with your full real name when contributing! 94 Try using a non-confusing naming scheme for your new functions and variable 116 Comment your source code extensively using C comments (/* comment */), DO NOT 128 Keep your functions small. If they're small you avoid a lot of mistakes and 163 Please try to get the latest available sources to make your patche [all...] |
/frameworks/base/docs/html/design/patterns/ |
widgets.jd | 16 <p>As you begin planning your widget, think about what kind of widget you're trying to build. Widgets typically fall into one of the following categories:</p> 53 <p>For the purpose of your widget planning, center your widget around one of the base types and add elements of other types if needed.</p> 59 <p>While widgets could be understood as "mini apps", there are certain limitations that are important to understand before you start to embark on designing your widget:</p> 76 <p>Widgets are a great mechanism to attract a user to your app by "advertising" new and interesting content that is available for consumption in your app.</p> 77 <p>Just like the teasers on the front page of a newspaper, widgets should consolidate and concentrate an app's information and then provide a connection to richer detail within the app; or in other words: the widget is the information "snack" while the app is the "meal." As a bottom line, always make sure that your app shows more detail about an information item than what the widget already displays.</p> 80 <p>Besides the pure information content, you should also consider to round out your widget's offering by providing navigation links to frequently used areas of your app. This lets users complete tasks quicker and extends the functional reach of the app to the home screen.</p> 84 <li>Open application at top level: Tapping on an information element will usually navigate the user to a lower level detail screen. Providing access to the top level of your application provides more navigation flexibility and can replace a dedicated app shortcut that use (…) [all...] |
/frameworks/base/docs/html/training/tv/games/ |
index.jd | 5 page.metaDescription=How to bring your games to Android TV, including recommendations and examples. 33 shared display and the need to design your game for a landscape orientation. 67 your TV games to be displayed in landscape mode. 74 TVs don't have touch interfaces, so it's even more important to get your controls right and make 83 Plan your control scheme around a directional pad (D-pad) control, since this control set is the 86 should also ensure that your Android TV game does not refer to a touch interface. For example, an 97 <strong>Communicate Controller Requirements up Front</strong>. Use your Google Play description 100 an ill-suited controller for a game is likely to have a subpar experience and penalize your 116 So, your game should query the controller and if motion detection is not 147 <p>Not all game controllers provide Start, Search, or Menu buttons. Be sure your UI does not depen [all...] |
/frameworks/base/docs/html/training/monitoring-device-state/ |
doze-standby.jd | 2 page.metaDescription=Test and optimize your app for the power-saving features in Android 6.0. 22 <li><a href="#assessing_your_app">Adapting your app to Doze</a></li> 26 <li><a href="#using_gcm">Using GCM to Interact with Your App</a></li> 31 <li><a href="#testing_doze">Testing your app with Doze</a></li> 32 <li><a href="#testing_your_app_with_app_standby">Testing your app with App Standby</a></li> 52 To ensure the best experience for users, test your app in Doze and App 53 Standby modes and make any necessary adjustments to your code. The sections 101 The following restrictions apply to your apps while in Doze: 158 <li>If your users must see a notification right away, make sure to use a <a href= 176 <a href="#testing_doze">Test your app in Doze.</a [all...] |
/frameworks/base/docs/html/training/sync-adapters/ |
running-sync-adapter.jd | 42 You should try to run your sync adapter based on a schedule or as the indirect result of some 43 event. For example, you may want your sync adapter to run on a regular schedule, either after a 44 certain period of time or at a particular time of the day. You may also want to run your sync 45 adapter when there are changes to data stored on the device. You should avoid running your 48 providing a refresh button in your user interface. 51 You have the following options for running your sync adapter: 67 implement if you actually store data in your content provider. If you're using a stub 89 If your app transfers data from a server and the server data changes frequently, you can use 91 the server send a special message to a {@link android.content.BroadcastReceiver} in your app. 93 ContentResolver.requestSync()} to signal the sync adapter framework to run your [all...] |
/frameworks/base/docs/html/training/tv/start/ |
hardware.jd | 29 This lesson discusses how to check if your app is running on a TV, how to handle unsupported 38 check what kind of device your app is running on and adjust the operation of your app. For 39 instance, if you have an app that can be started through an {@link android.content.Intent}, your 45 The recommended way to determine if your app is running on a TV device is to use the {@link 48 your app is running on a TV device: 66 Depending on the design and functionality of your app, you may be able to work around certain 141 app for use on TV, closely review your app's manifest for any hardware requirement 146 If your app uses hardware features (such as a touchscreen or camera) that are not available on 147 TV, but can operate without the use of those features, modify your app's manifest t [all...] |
/frameworks/base/docs/html/wear/preview/ |
downloads.jd | 23 1.1 The Android Wear SDK Preview (referred to in the License Agreement as the ?Preview? and specifically including the Android system files, packaged APIs, and Preview library files, if and when they are made available) is licensed to you subject to the terms of the License Agreement. The License Agreement forms a legally binding contract between you and Google in relation to your use of the Preview. 39 2.4 If you will use the Preview internally within your company or organization you agree to be bound by the License Agreement on behalf of your employer or other entity, and you represent and warrant that you have full legal authority to bind your employer or such entity to the License Agreement. If you do not have the requisite authority, you may not accept the License Agreement or use the Preview on behalf of your employer or other entity. 61 4.1 Google agrees that nothing in the License Agreement gives Google any right, title or interest from you (or your licensors) under the License Agreement in or to any software applications that you develop using the Preview, including any intellectual property rights that subsist in those applications. 65 4.3 You agree that if you use the Preview to develop applications, you will protect the privacy and legal rights of users. If users provide you with user names, passwords, or other login information or personal information, you must make the users aware that the information will be available to your application, and you must provide legally adequate privacy notice and protection for those users. If your application stores personal or sensitive information provided by users, it must do so securely. If users provide you with Google Account information, your application may only use that information to access the user's Google Account when, and for the limited purposes for which, each user has given you permission to do so. 69 4.5 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any data, content, or resources that you create, transmit or display through Android and/or applications for Android, and for the consequences of your actions (including any loss or damage which Google may suffer) by doing so [all...] |
/frameworks/base/docs/html/ndk/guides/ |
stable_apis.jd | 31 <p>There are two basic steps to enable your app to use the libraries that the NDK provides: 35 <li>Include in your code the headers associated with the libraries you wish to use.</li> 37 <li>Tell the build system that your native module needs to link against the libraries at load time. 38 For example, to link against {@code /system/lib/libfoo.so}, add the following line to your 53 to include them when defining your {@code LOCAL_LDLIBS} variable. For more information about 131 are nearly always safe if you use the most recently released headers when building your app. For 132 example, you can use the NDK headers for Android API level 21 for an app targeting API level 16. By doing so, however, you increase your APK's footprint.</p> 160 is the root of your NDK installation.</p> 162 <p>You can write your own wrapper macros to access this functionality. If you wish to perform 163 logging, your native module should link to {@code /system/lib/liblog.so}. Implement thi [all...] |
/external/chromium-trace/catapult/third_party/coverage/coverage/ |
plugin.py | 14 :class:`CoveragePlugin`. You will override methods in your class to 25 Coverage.py will store its own information on your plugin object, using 28 To register your plugin, define a function called `coverage_init` in your 34 You use the `reg` parameter passed to your `coverage_init` function to 35 register your plugin object. It has one method, `add_file_tracer`, which 36 takes a newly created instance of your plugin. 38 If your plugin takes options, the `options` parameter is a dictionary of 39 your plugin's options from the coverage.py configuration file. Use them 40 however you want to configure your object before registering it [all...] |
/external/llvm/docs/ |
Projects.rst | 18 * ``PROJECT_NAME`` - The name by which your project is known. 33 * You can write your own ``Makefiles`` which hard-code these values. 40 If you want to devise your own build system, studying other projects and LLVM 41 ``Makefiles`` will probably provide enough information on how to write your own 47 In order to use the LLVM build system, you will want to organize your source 49 your source tree layout to look similar to the LLVM source tree layout. 51 Underneath your top level directory, you should have the following directories: 55 This subdirectory should contain all of your library source code. For each 65 This subdirectory should contain any header files that are global to your 67 executable of your project [all...] |
/frameworks/base/docs/html/google/play/billing/ |
billing_overview.jd | 45 Billing features into your application.</p> 59 <p>Your application accesses the In-app Billing service using an API that is 61 app then conveys billing requests and responses between your 62 application and the Google Play server. In practice, your application never 63 directly communicates with the Google Play server. Instead, your application 66 Your application does not manage any network connections between itself and 98 <p>In-app products are the digital goods that you offer for sale from inside your 101 for your application.</p> 107 responsible for delivering the digital content that you sell in your 114 how you monetize your application. In all cases, you define your products usin [all...] |
/frameworks/base/docs/html/training/basics/activity-lifecycle/ |
starting.jd | 16 <li><a href="#launching-activity">Specify Your App's Launcher Activity</a></li> 44 handle the first lifecycle callback that creates a new instance of your activity.</p> 71 <p>Depending on the complexity of your activity, you probably don't need to implement all the 73 ensure your app behaves the way users expect. Implementing your activity lifecycle methods properly 74 ensures your app behaves well in several ways, including that it:</p> 77 while using your app.</li> 80 <li>Does not lose the user's progress if they leave your app and return to it at a 142 <h2 id="launching-activity">Specify Your App's Launcher Activity</h2> 144 <p>When the user selects your app icon from the Home screen, the system calls the {@lin [all...] |
/frameworks/base/docs/html/guide/topics/media/ |
mediarouter.jd | 48 louder devices. Enabling this kind of playback can turn your one-device, one-user app 60 <li><strong>Secondary Output</strong> — With this approach, your app retrieves, renders 66 <p>This guide explains how your app can deliver media to secondary playback devices using either 75 device. This architecture allows your app to quickly channel media content to 79 <p>In order to use this framework within your app, you must get an instance 85 classes your app can use to play content with the media router framework. 120 support library package</a> to your app development project. For more 121 information on adding support libraries to your app development project, see 132 the button, which you should use to help users recognize and use the feature in your app. 145 your {@code android:minSdkVersion} is API 11 or higher [all...] |
/docs/source.android.com/src/devices/ |
index.jd | 28 Android gives you the freedom to implement your own device specifications and 30 creating software hooks between the Android platform stack and your hardware. 31 The Android operating system is also open source, so you can contribute your own 44 Before porting Android to your hardware, take a moment to understand the Android 45 system architecture at a high level. Because your drivers and the HAL interact 98 your product provides. HAL implementations are typically built into shared 100 interaction between your HAL implementation and your device drivers, so you have 101 free reign to do what is best for your situation. However, to enable the Android 102 system to correctly interact with your hardware, you <strong>must</strong> abid [all...] |
/frameworks/base/docs/html/training/backup/ |
backupapi.jd | 17 <li><a href="#manifest">Configure Your Manifest</a></li> 18 <li><a href="#agent">Write Your Backup Agent</a></li> 32 expect that when Google Play restores your app back to their device during the 35 or settings in your app are lost.</p> 39 through integrating the Backup API into your application, and restoring data to 53 that's done, the service pre-populates an XML tag for insertion in your Android 63 <h2 id="manifest">Configure Your Manifest</h2> 64 <p>Use of the Android Backup Service requires two additions to your application 65 manifest. First, declare the name of the class that acts as your backup agent, 67 your backup agent is going to be called {@code TheBackupAgent}, here's an example o [all...] |
/external/libjpeg-turbo/ |
jconfig.txt | 24 * These symbols indicate the properties of your machine or compiler. 28 /* Does your compiler support the declaration "unsigned char" ? 34 /* Define "void" as "char" if your compiler doesn't know about type void. 40 /* Define "const" as empty if your compiler doesn't know the "const" keyword. 50 /* Define this if your system has an ANSI-conforming <stddef.h> file. 54 /* Define this if your system has an ANSI-conforming <stdlib.h> file. 58 /* Define this if your system does not have an ANSI/SysV <string.h>, 63 /* Define this if your system does not provide typedef size_t in any of the 97 /* Define this if your compiler implements ">>" on signed values as a logical 125 * your system can't cope with binary I/O to stdin/stdout. See comments a [all...] |
/frameworks/base/docs/html/guide/practices/ |
screens_support.jd | 13 <li>The screen on which your application is displayed can affect its user interface.</li> 14 <li>The system handles most of the work of adapting your app to the current screen.</li> 15 <li>You should create screen-specific resources for precise control of your UI. </li> 43 <li><a href="#testing">How to Test Your Application on Multiple Screens</a></li> 71 displayed. At the same time, the system provides APIs that allow you to control your 72 application's UI for specific screen sizes and densities, in order to optimize your UI 76 <p>Although the system performs scaling and resizing to make your application work on 77 different screens, you should make the effort to optimize your application for different screen 78 sizes and densities. In doing so, you maximize the user experience for all devices and your users 79 believe that your application was actually designed for <em>their</em> devices—rather tha [all...] |
/frameworks/base/docs/html/training/system-ui/ |
navigation.jd | 47 navigation bar, you should design your app to hide the status bar 67 // a general rule, you should design your app to hide the status bar whenever you 79 <li>Once the flags have been cleared, your app needs to reset them if you 81 discussion of how to listen for UI visibility changes so that your app can 84 <li>Where you set the UI flags makes a difference. If you hide the system bars in your activity's 88 persist as the user navigates in and out of your activity, set UI flags in 100 <p>On Android 4.1 and higher, you can set your application's content to appear behind 105 {@link android.view.View#SYSTEM_UI_FLAG_LAYOUT_STABLE} to help your app maintain a 108 <p>When you use this approach, it becomes your responsibility to ensure that critical parts 109 of your app's UI don't end up getting covered by system bars. For mor [all...] |
/frameworks/base/docs/html/training/tv/discovery/ |
searchable.jd | 16 <li><a href="#details">Deep Link to Your App in the Details Screen</a></li> 31 to retrieve content data from installed apps and deliver search results to the user. Your app's 33 your app.</p> 35 <p>Your app must provide Android TV with the data fields from which it generates suggested search 36 results as the user enters characters in the search dialog. To do that, your app must implement a 45 <p>This lesson builds on your knowledge of using search in Android to show you how to make your app 57 columns of an SQLite database. Regardless of your data's format, you must map your data fields to 58 these columns, usually in the class that accessess your content data. For information about buildin [all...] |