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  /frameworks/base/docs/html/training/basics/activity-lifecycle/
stopping.jd 14 <li><a href="#Stop">Stop Your Activity</a></li>
15 <li><a href="#Start">Start/Restart Your Activity</a></li>
35 <p>Properly stopping and restarting your activity is an important process in the activity lifecycle
36 that ensures your users perceive that your app is always alive and doesn't lose their progress.
37 There are a few of key scenarios in which your activity is stopped and restarted:</p>
40 <li>The user opens the Recent Apps window and switches from your app to another app. The
41 activity in your app that's currently in the foreground is stopped. If the user returns to your
43 <li>The user performs an action in your app that starts a new activity. The current activit
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  /frameworks/base/docs/html/google/play/billing/
billing_testing.jd 24 <p>The Google Play Developer Console provides several tools that help you test your In-app Billing
28 <li>Test purchases, which let license-test users purchase your published in-app
33 <p>To test in-app billing, you need to publish your app to an <a
42 purchases in your alpha or beta channel app, each tester
44 to your app?s alpha or beta test</a>. On your test?s opt-in URL, your
55 <p>When your In-app Billing implementation is ready, you can test purchasing of your in-app SKUs in two ways:</p>
58 <li><strong>Test purchases</strong>, which let your selected license-tes
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  /external/chromium-trace/catapult/third_party/gsutil/third_party/boto/boto/pyami/
copybot.cfg 2 # Your AWS Credentials
19 #smtp_host = <your smtp host>
20 #smtp_user = <your smtp username, if necessary>
21 #smtp_pass = <your smtp password, if necessary>
56 src_bucket = <your source bucket name>
57 dst_bucket = <your destination bucket name>
  /frameworks/base/docs/html/ndk/guides/
index.jd 5 C++ code in your Android apps. You can use it either to build from your own source code, or to take
15 <li>Reuse your own or other developers' C or C++ libraries.</li>
21 about targeting <a href="{@docRoot}ndk/guides/arch.html">different hardware platforms</a> in your
24 <a href="{@docRoot}ndk/guides/debug.html">debug</a> your app. Finally, it discusses how to use your
mips.jd 19 <p>To generate MIPS machine code, include {@code mips} in your
31 {@code $PROJECT} represents your project's root directory, and embeds them in your APK under
34 <p>The Android package manager extracts these libraries when installing your APK on a compatible
35 MIPS-based device, placing them under your app's private data directory.</p>
41 <p>MIPS support requires, at minimum, Android 2.3 (Android API level 9). If your project files
  /hardware/bsp/intel/peripheral/libupm/docs/
naming.md 19 1. Your lib must belong to the UPM namespace
20 2. Usually picking the name of the chip of your sensor/actuator makes sense.
22 sensor can inherit your class if they only have minor changes.
23 3. Avoid brand names, often your module can be very generic with little effort
24 4. Use only lowercase characters in your file names and folder names.
32 and we'll try suggest decent names for your module.
  /developers/build/prebuilts/gradle/BasicMediaDecoder/
README.md 18 1. Create a layout with a [TextureView][4] for your activity.
21 3. To start video playback, call `setDataSource(this, videoUri, null)` on your MediaExtractor instance,
22 where `videoUri` is the URI of your video source.
23 4. On your MediaExtractor instance, call `getTrackCount()` to know how many tracks you have in your streams.
27 on your MediaExtractor instance, where `i` is the index of your selected track.
29 on your MediaExtractor instance.
31 7. Configure your MediaCodec instance with `configure(trackFormat, textureView, null, 0)`,
32 where `trackFormat` is obtained by calling `getTrackFormat(i)` on your MediaExtractor instance
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  /developers/samples/android/media/BasicMediaDecoder/
README.md 18 1. Create a layout with a [TextureView][4] for your activity.
21 3. To start video playback, call `setDataSource(this, videoUri, null)` on your MediaExtractor instance,
22 where `videoUri` is the URI of your video source.
23 4. On your MediaExtractor instance, call `getTrackCount()` to know how many tracks you have in your streams.
27 on your MediaExtractor instance, where `i` is the index of your selected track.
29 on your MediaExtractor instance.
31 7. Configure your MediaCodec instance with `configure(trackFormat, textureView, null, 0)`,
32 where `trackFormat` is obtained by calling `getTrackFormat(i)` on your MediaExtractor instance
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template-params.xml 69 1. Create a layout with a [TextureView][4] for your activity.
72 3. To start video playback, call `setDataSource(this, videoUri, null)` on your MediaExtractor instance,
73 where `videoUri` is the URI of your video source.
74 4. On your MediaExtractor instance, call `getTrackCount()` to know how many tracks you have in your streams.
78 on your MediaExtractor instance, where `i` is the index of your selected track.
80 on your MediaExtractor instance.
82 7. Configure your MediaCodec instance with `configure(trackFormat, textureView, null, 0)`,
83 where `trackFormat` is obtained by calling `getTrackFormat(i)` on your MediaExtractor instance
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  /development/samples/ControllerSample/res/values/
strings.xml 6 game controllers. Please connect your game controller now and try
9 your favorite llama on their way back to Andromeda&#8230;
  /development/samples/training/basic/ActivityLifecycle/
local.properties 2 # Do not modify this file -- YOUR CHANGES WILL BE ERASED!
5 # as it contains information specific to your local configuration.
  /external/antlr/antlr-3.4/runtime/JavaScript/src/org/antlr/runtime/tree/
Tree.js 3 * don't have to make your trees implement this interface, but if you do,
7 * even use Token objects as trees if you add a child list to your tokens.
  /external/autotest/client/profilers/lockmeter/
lockstat.diff 4 # other than the one currently installed on your machine, define it in
5 # your environment or on the make command line.
  /external/eigen/
CTestConfig.cmake 1 ## This file should be placed in the root directory of your project.
2 ## Then modify the CMakeLists.txt file in the root directory of your
  /external/libphonenumber/demo/war/WEB-INF/
logging.properties 4 # To use this configuration, copy it into your application's WEB-INF
5 # folder and add the following to your appengine-web.xml:
  /external/libpng/contrib/pngminim/preader/
README 4 embedded libpng, zlib and your system's X library.
9 Edit makefile if required, to find your X library and include files,
  /external/replicaisland/
default.properties 2 # Do not modify this file -- YOUR CHANGES WILL BE ERASED!
7 # "build.properties", and override values to adapt the script to your
  /external/skia/site/dev/contrib/
submit.md 10 git config --global user.name "Your Name"
16 First create a branch for your changes:
23 After making your changes, create a commit
30 If your branch gets out of date, you will need to update it:
47 Unit tests are best, but if your change touches rendering and you can't think of
49 of SampleApp. Also, if your change is the GPU code, you may not be able to write
56 For your code to be accepted into the codebase, you must complete the
62 and send it to us as described on that page. Add your (or your organization's)
63 name and contact info to the AUTHORS file as a part of your CL
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  /external/slf4j/slf4j-android/
project.properties 2 # Do not modify this file -- YOUR CHANGES WILL BE ERASED!
7 # "ant.properties", and override values to adapt the script to your
  /frameworks/base/docs/html/distribute/users/
app-invites.jd 2 page.metaDescription=Tap into your existing user base to increase downloads and increase conversions.
8 <p>By combining the power of word-of-mouth with optimized discovery, App Invites helps drive your app installs. </p>
10 <p>Personal recommendations can be one of the strongest motivators for a user installing your app. With this in mind, App Invites helps you organically find valuable users to download and use your app. With intelligent friend recommendations, smart invite delivery, and the ability to add offers or incentives, new users will get immediate access to your app and can be deep linked to a personalized onboarding flow.</p>
19 <p class="figure-caption" style="text-align:center">You can create special offers that your user can deliver through a App Invite, to make installing your app more appealing.</p>
25 <p class="figure-caption" style="text-align:center">App Invites presents your user with a list of suggested contacts most likely to take advantage of any recommendation and determines the best delivery channel (notification, SMS, or email).</p>
  /frameworks/base/docs/html/google/backup/
index.jd 14 transport on most devices that include Google Play Store and backs up your app data to Google
17 transparent to your application.</p>
20 >register your app</a> with the service to receive a key that you must
21 include in your Android manifest.</p>
23 <p class="note"><strong>Note:</strong> Registering your application with Android Backup
26 data backup in your application, then it will back up using whichever transport is enabled
27 on the device. Registering with Android Backup Service allows your application to back up
30 <p>For more information about how data backup works on Android and how to use it in your app,
38 >register your app</a>, you'll receive a Backup Service Key,
39 which you must include in your Android manifest file with the following syntax:</p
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  /frameworks/base/docs/html/guide/practices/
screens-support-1.5.jd 40 <p>If your manifest file includes the <a
55 <p>This document describes how to get your application out of <a
73 need to make some changes to your application in order for it to properly run on newer devices with
74 different screen configurations. You should be able to make these changes to your application such
77 <p>The recommended strategy is to develop your application against Android 1.6 (because it's the
78 lowest version that includes support for multiple screens) and test your application on each
79 platform version your application supports (especially the minimum platform, such as Android 1.5).
83 <li>Maintain compatibility with existing devices by leaving your application's <a
92 android:targetSdkVersion}</a> to <code>"4"</code>. This allows your application to "inherit" the
97 <li>Change your application's build properties, such that it compiles against the Android 1.6 (AP
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  /frameworks/base/docs/html/training/backward-compatible-ui/
index.jd 23 <li><a href="http://android-developers.blogspot.com/2010/07/how-to-have-your-cupcake-and-eat-it-too.html">How to have your (Cup)cake and eat it too</a></li>
37 <p>This class demonstrates how to use UI components and APIs available in newer versions of Android in a backward-compatible way, ensuring that your application still runs on previous versions of the platform.</p>
46 <dd>Determine which features and APIs your application needs. Learn how to define application-specific, intermediary Java interfaces that abstract the implementation of the UI component to your application.</dd>
49 <dd>Learn how to create an implementation of your interface that uses newer APIs.</dd>
52 <dd>Learn how to create a custom implementation of your interface that uses older APIs.</dd>
55 <dd>Learn how to choose an implementation to use at runtime, and begin using the interface in your application.</dd>
  /frameworks/base/docs/html/training/testing/integration-testing/
index.jd 23 If your app uses components that users do not directly interact with, such as
26 should validate that these components behave in a correct way with your app.</p>
28 <em>integration tests</em> in order to validate the component's behavior when your app runs on a
34 it an {@link android.content.Intent} object. Alternatively, you can create an instance of your
48 Testing Your Service</a></strong></dt>
49 <dd>Learn how to build integration tests to verify that a service works correctly with your
52 Testing Your Content Provider</a></strong></dt>
54 your app.</dd>
  /frameworks/support/
local.properties 2 # Do not modify this file -- YOUR CHANGES WILL BE ERASED!
5 # as it contains information specific to your local configuration.

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