| /frameworks/base/docs/html/training/articles/ |
| perf-anr.jd | 1 page.title=Keeping Your App Responsive 27 long to process input. The worst thing that can happen to your app's responsiveness 31 responsive for a period of time by displaying a dialog that says your app has 33 in Figure 1. At this point, your app has been unresponsive for a considerable 35 to design responsiveness into your application so the system never displays 39 application is not responding and provides guidelines for ensuring that your 54 <p>In any situation in which your app performs a potentially lengthy operation, 57 interface event loop) running and prevents the system from concluding that your code 80 This means anything your application is doing in the UI thread that 81 takes a long time to complete can trigger the ANR dialog because your [all...] |
| /frameworks/base/docs/html/training/managing-audio/ |
| index.jd | 28 <p>If your app plays audio, it?s important that your users can control the audio in a predictable 29 manner. To ensure a great user experience, it?s also important that your app manages the audio focus 46 <dt><b><a href="volume-playback.html">Controlling Your App?s Volume and 48 <dd>Learn how to ensure your users can control the volume of your app using the hardware or
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| /frameworks/base/docs/html/training/scheduling/ |
| wakelock.jd | 33 <p>The approach you take depends on the needs of your app. However, a general rule of thumb 34 is that you should use the most lightweight approach possible for your app, to minimize your 36 where the device's default sleep behavior is incompatible with the requirements of your app.</p> 43 in your activity (and only in an activity, never in a service or 56 manages the user moving between applications, without your app needing to worry about 59 <p>Another way to implement this is in your application's layout XML file, by using the 71 You can use whichever approach is best for your app. The advantage of setting the flag 72 programmatically in your activity is that it gives you the option of programmatically 78 stay on in your running application (for example, if you want the screen to time ou [all...] |
| /frameworks/base/docs/html/training/sign-in/ |
| index.jd | 16 usage of your app. 21 you to integrate sign-in and social features into your app. 29 Google Sign-In is a simple, trusted, and secure way to let people sign in to your app with their 37 After users have signed in with Google, your app can welcome them by name and display their 38 picture. If your app requests social scopes, it can connect users with friends, and access 48 set up the Google Play services SDK in your app development project. For more information, see
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| /frameworks/base/docs/html/training/testing/ |
| index.jd | 16 Testing your app is an integral part of the app development process. Testing allows you to verify 17 the correctness, functional behavior, and usability of your app before it is released publicly. 25 Learn the basics of testing your app, with information about building and running your tests with 39 Learn about the tools provided by the Android platform that help you test every aspect of your app 53 Learn techniques for testing your apps:
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| /frameworks/base/docs/html/training/tv/start/ |
| index.jd | 19 such as high-definition televisions. Apps on TV offer new opportunities to delight your users 25 create new TV apps based on what you already know about building apps for Android, or extend your 27 substantially different from phone and tablet devices. In order to make your app successful on TV 33 This class describes how to start building apps for TV, including setting up your development 51 <dd>Learn how to create a new Android Studio project for TV apps or modify your existing 55 <dd>Learn how to check if your app is running on TV hardware, handle unsupported hardware
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| navigation.jd | 21 navigation scheme for your TV app depends on understanding these limited controls and the limits 22 of users' perception while operating your app. As you build your Android app for TVs, 23 pay special attention to how the user actually navigates around your app when using remote 29 how to apply those requirements to your app. 39 can quickly learn how to navigate your app using these limited controls. 44 you typically do not need to do anything extra for your app. However, you should thoroughly test 46 test that your app's navigation system works well with a D-pad on a TV device: 66 relative position of focusable elements in your layouts. You should test the generated 67 navigation scheme in your app using a D-pad controller. After testing, if you decide you wan [all...] |
| /frameworks/base/docs/html/distribute/essentials/quality/ |
| tablets.jd | 2 page.metaDescription=Tablets are a fast-growing part of the Android installed base that offers new opportunities for your apps. 20 <li><a href="#google-play">11. Showcase Your Tablet UI</a></li> 45 appropriate for your app, but — in the interest of delivering the best 46 product to your customers — follow them to the greatest extent 64 Before publishing, also ensure that your app passes the basic technical checks and launch criteria, such as: 75 <p>If your app is already uploaded to the Google Play Developer Console, you 86 device screen sizes and form factors. This broad compatibility works in your 88 to all of your targeted devices. However, to give your users the best 90 tablets — you need to optimize your layouts and other UI components fo [all...] |
| /frameworks/base/docs/html/guide/topics/graphics/ |
| 2d-graphics.jd | 35 <p>The Android framework APIs provides a set of 2D-drawing APIs that allow you to render your own 40 <li>Draw your graphics or animations into a View object from your layout. In this manner, 41 the drawing of your graphics is handled by the system's 43 <li>Draw your graphics directly to a Canvas. This way, you personally call the appropriate class's 44 {@link android.view.View#onDraw onDraw()} method (passing it your Canvas), or one of the Canvas 50 <p>Option "a," drawing to a View, is your best choice when you want to draw simple graphics that do not 52 draw your graphics into a View when you want to display a static graphic or predefined animation, within 56 <p>Option "b," drawing to a Canvas, is better when your application needs to regularly re-draw itself. 61 <li>In the same thread as your UI Activity, wherein you create a custom View component i [all...] |
| /external/libvncserver/webclients/novnc/include/web-socket-js/ |
| README.txt | 9 - If your server already provides socket policy file at port 843, modify the file to allow access to port 10081. Otherwise you can skip this step. See below for details. 10 - Publish the web-socket-js directory with your Web server (e.g. put it in ~/public_html). 12 - Open sample.html in your browser. 24 -- It's likely an issue of your code or the server. Debug your code as usual e.g. using console.log. 27 - It works on both Chrome and Firefox, but it doesn't work on your browser: 28 -- Check "Supported environment" section below. Your browser may not be supported by web-socket-js. 30 2. Add this line before your code: 34 3. Make sure you do NOT open your HTML page as local file e.g. file:///.../sample.html. web-socket-js doesn't work on local file. Open it via Web server e.g. http:///.../sample.html. 36 4. If you are NOT using web-socket-ruby as your WebSocket server, you need to place Flash socket policy file on your server. See "Flash socket pol (…) [all...] |
| /external/mesa3d/docs/ |
| repository.html | 45 <li>Install the git software on your computer if needed.<br><br> 50 <li>Later, you can update your tree from the master repository with: 74 Once your account is established: 78 <li>Install the git software on your computer if needed.<br><br> 83 Replace <em>username</em> with your actual login name.<br><br> 84 <li>Later, you can update your tree from the master repository with: 100 your local copy of the repository: 154 working on a separate branch and would rebase your branch prior to 169 Make your changes and use 175 to get your changes ready to push back into the fd.o repository [all...] |
| /frameworks/base/docs/html/training/basics/supporting-devices/ |
| platforms.jd | 30 <p>While the latest versions of Android often provide great APIs for your app, you should continue 40 targeting your app to the latest version.</p> 44 href="{@docRoot}tools/support-library/index.html">Android Support Library</a> in your app, 52 describes details about your app and 56 identify the lowest API level with which your app is compatible and the highest API level against 57 which you?ve designed and tested your app.</p> 69 To allow your app to take advantage of these changes and ensure that your app fits the style of 81 constants class. Use these codes within your app to build conditions that ensure the code that 100 <code>targetSdkVersion="11"</code>, your app includes the {@link android.app.ActionBar} by defaul [all...] |
| /frameworks/base/docs/html/training/id-auth/ |
| identify.jd | 1 page.title=Remembering Your User 20 <li><a href="#IdentifyUser">Use the Account Object to Personalize Your App</a></li> 28 effective things you can do to make your app more lovable is to remember who 29 your user is—especially when the user upgrades to a new device or starts carrying 30 a tablet as well as a phone. But how do you know who your user is? And how do 54 entering your app will automatically make your app less appealing. Second, 62 your app no longer remembers them.</p> 66 see in this lesson, using Account Manager lets you remember your user, no matter 67 how many devices the user may own, by adding just a couple of extra taps to your [all...] |
| /frameworks/base/docs/html/training/testing/integration-testing/ |
| service-testing.jd | 1 page.title=Testing Your Service 22 <li><a href="#setup">Set Up Your Testing Environment</a></li> 44 your app, you should test the {@link android.app.Service} to ensure that it doesn't behave in an 54 provides an API for testing your {@link android.app.Service} objects in isolation. 57 class is a JUnit 4 rule that starts your service before your unit test methods 59 connection to the service is always established before your test method runs. To 72 <h2 id="setup">Set Up Your Testing Environment</h2> 73 <p>Before building your integration test for the service, make sure to configure your project fo [all...] |
| /external/llvm/docs/ |
| HowToAddABuilder.rst | 2 How To Add Your Build Configuration To LLVM Buildbot Infrastructure 21 interested in is not covered yet or gets built on your computer much 27 actually build your configuration successfully. Please check what degree 33 install with your packet manager, or you can download it directly from 36 #. Create a designated user account, your buildslave will be running under, 41 to authenticate your buildslave. 67 up your buildslave to start automatically at the start up time. See the 68 buildbot documentation for help. You may want to restart your computer 71 #. Send a patch which adds your build slave and your builder to zorg [all...] |
| /external/vulkan-validation-layers/ |
| CONTRIBUTING.md | 24 creating a branch with your commits, and then [submitting a pull request](https://help.github.com/articles/using-pull-requests/). 25 * Please base your fixes on the master branch. SDK branches are generally not updated except for critical fixes needed to repair an SDK release. 28 * If your changes are restricted only to files from the Vulkan-LoaderAndValidationLayers repository, please direct your pull request to that repository, instead of VulkanTools or VulkanSamples. 33 * Run clang-format on your changes to maintain formatting. 46 * Run the existing tests in the repository before and after your changes to check for any regressions. 48 These tests can be found in the following folders inside of your target build directory: 65 The idea here is that your changes shouldn't change the test results, unless that was the intent of your changes. 66 * Run tests that explicitly exercise your changes [all...] |
| /frameworks/base/docs/html/about/ |
| android.jd | 55 your apps broadly to hundreds of millions of users across a wide range of 60 automatically adapts your UI to look its best on each device, while giving you 61 as much control as you want over your UI on different device 65 both phone and tablet form factors. You declare your UI in lightweight sets of XML 79 <blockquote>Billion downloads a month and growing. Get your apps in front 82 <h3>Open marketplace for distributing your apps</h3> 92 <p>As an open marketplace, Google Play puts you in control of how you sell your 98 <p>You can monetize in the way that works best for your business—priced or 100 revenues. You also have complete control of the pricing for your apps 104 <p>Beyond growing your customer base, Google Play helps you build visibility an [all...] |
| index.jd | 64 your apps broadly to hundreds of millions of users across a wide range of 69 automatically adapts your UI to look its best on each device, while giving you 70 as much control as you want over your UI on different device 74 both phone and tablet form factors. You declare your UI in lightweight sets of XML 88 <blockquote>1.5 billion downloads a month and growing. Get your apps in front 91 <h3>Open marketplace for distributing your apps</h3> 101 <p>As an open marketplace, Google Play puts you in control of how you sell your 107 <p>You can monetize in the way that works best for your business—priced or 109 revenues. You also have complete control of the pricing for your apps 113 <p>Beyond growing your customer base, Google Play helps you build visibility an [all...] |
| /frameworks/base/docs/html/training/wearables/ui/ |
| exit.jd | 25 disable the swipe to exit gesture in your app. However, if you disable it, you must implement 26 the long-press-to-dismiss UI pattern to let users exit your app using the 28 class from the Wearable UI Library. You must also inform your users the first time they run your app 37 <p>If the user interaction model of your app interferes with the swipe-to-dismiss gesture, 38 you can disable it for your app. To disable the swipe-to-dismiss gesture in your app, extend 49 exit your app, as described in the next section.</p> 56 class in your activity, add this element to your layout definition such that it covers the whol [all...] |
| /frameworks/base/docs/html/training/wearables/watch-faces/ |
| designing.jd | 29 provide advanced capabilities for watch faces that you can leverage in your designs, such as 41 <p>As you plan the look of your watch face and what kind of information it should present 55 <dd>Your design should work for both square and round Android Wear devices, including devices with 60 <dd>Your watch face should support ambient mode with limited color and interactive mode with 64 <dd>In ambient mode, your watch face should keep most pixels black. Depending on the screen 69 <dd>Your design should ensure that system indicators remain visible and that users can still 73 <dd>Your watch face can leverage sensors and cellular connectivity on the companion mobile 78 <dd>You can let users configure some aspects of your design (like colors and sizes) on the 89 <p>After you finalize the design for your watch face, you need to determine how to obtain any 103 devices. In your code, you can detect the size of the device screen and scale down the backgroun [all...] |
| /frameworks/base/docs/html/wear/preview/features/ |
| ime.jd | 37 a Wear-specific IME, you need to optimize your IME for limited screen size. 52 To ensure that your IME can only be installed on Wearables that support input 53 methods beyond voice, add the following to your app's manifest: 57 This indicates that your app requires Android 6.0 or higher. 62 To control how your app is filtered from devices that do not support Wear 63 IMEs (for example, on Phone), add the following to your app's manifest: 70 IMEs from the list of installed IMEs. Once the users enable your IME, they 71 can invoke your IME from:</p> 111 flag {@code TYPE_TEXT_VARIATION_PASSWORD} in your IME. When your IME is in [all...] |
| /frameworks/base/docs/html/design/patterns/ |
| accessibility.jd | 22 <p><a href="https://www.google.com/#hl=en&q=universal+design&fp=1">Universal design</a> is the practice of making products that are inherently accessible to all users, regardless of ability. The Android design patterns were created in accordance with universal design principles, and following them will help your app meet basic usability standards. Adhering to universal design and enabling Android's accessibility tools will make your app as accessible as possible.</p> 23 <p>Robust support for accessibility will increase your app's user base. It may also be required for adoption by some organizations.</p> 27 <p>Android includes several features that support access for users with visual impairments; they don't require drastic visual changes to your app.</p> 31 <li><strong>Explore by Touch</strong> is a system feature that works with TalkBack, allowing you to touch your device's screen and hear what's under your finger via spoken feedback. This feature is helpful to users with low vision.</li> 32 <li><strong>Accessibility settings</strong> let you modify your device's display and sound options, such as increasing the text size, changing the speed at which text is spoken, and more.</li> 35 <p>Some users use hardware or software directional controllers (such as a D-pad, trackball, keyboard) to jump from selection to selection on a screen. They interact with the structure of your app in a linear fashion, similar to 4-way remote control navigation on a television.</p> 39 <p>As you design your app, think about the labels and notations needed to navigate your app by sound. When using Explore by Touch, the user enables an invisible but audible layer of stru (…) [all...] |
| /frameworks/base/docs/html/training/in-app-billing/ |
| purchase-iab-products.jd | 8 next.title=Testing Your In-app Billing Application 31 <p>Once your application is connected to Google Play, you can initiate purchase requests for in-app products. Google Play provides a checkout interface for users to enter their payment method, so your application does not need to handle payment transactions directly.</p> 32 <p>When an item is purchased, Google Play recognizes that the user has ownership of that item and prevents the user from purchasing another item with the same product ID until it is consumed. You can control how the item is consumed in your application, and notify Google Play to make the item available for purchase again.</p> 33 <p>You can also query Google Play to quickly retrieve the list of purchases that were made by the user. This is useful, for example, when you want to restore the user's purchases when your user launches your app.</p> 37 <p>To start a purchase request from your app, call {@code launchPurchaseFlow(Activity, String, int, OnIabPurchaseFinishedListener, String)} on your {@code IabHelper} instance. You must make this call from the main thread of your {@code Activity}. Here?s an explaination of the {@code launchPurchaseFlow} method parameters:</p> 43 <li>The fifth argument contains a ?developer payload? string that you can use to send supplemental information about an order (it can be an empty string). Typically, this is used to pass in a string token that uniquely identifies this purchase request. If you specify a string value, Google Play returns this string along with the purchase response. Subsequently, when you make queries about this purchase, Google Play returns this string together with the purchase details. <p class="note"><strong>Security Recommendation:</strong> It?s good practice to pass in a string that helps your application to identify the user who made the purchase, so that you can later verify that this is (…) [all...] |
| /prebuilts/gcc/linux-x86/host/x86_64-w64-mingw32-4.8/lib/gcc/x86_64-w64-mingw32/4.8.3/plugin/include/ |
| auto-host.h | 209 /* Define if your assembler supports cmpb. */ 215 /* Define if your assembler supports the DCI/ICI instructions. */ 221 /* Define if your assembler supports the --debug-prefix-map option. */ 227 /* Define if your assembler supports DFP instructions. */ 233 /* Define if your assembler supports DSPR1 mult. */ 239 /* Define if your assembler supports .dtprelword. */ 245 /* Define if your assembler supports dwarf2 .file/.loc directives, and 252 /* Define if your assembler supports explicit relocations. */ 258 /* Define if your assembler supports FMAF, HPC, and VIS 3.0 instructions. */ 264 /* Define if your assembler supports fprnd. * [all...] |
| /prebuilts/go/darwin-x86/doc/ |
| install.html | 26 If a binary distribution is not available for your combination of operating 37 Please ensure your system meets these requirements before proceeding. 38 If your OS or architecture is not on the list, you may be able to 90 Choose the archive file appropriate for your installation. 101 variable. You can do this by adding this line to your <code>/etc/profile</code> 120 For example, if you installed Go to your home directory you should add the 147 The package should put the <code>/usr/local/go/bin</code> directory in your 162 MSI installer that configures your installation automatically. 176 The installer should put the <code>c:\Go\bin</code> directory in your 188 <a href="https://golang.org/dl/">Download the zip file</a> and extract it into the directory of your choice (we suggest <code>c:\Go</code>) [all...] |