Lines Matching full:ambient
38 * Demonstrates support for Ambient screens by extending WearableActivity and overriding
41 * There are two modes (Active and Ambient). To trigger future updates (data/screen), we use a
42 * custom Handler for the "Active" mode and an Alarm for the "Ambient" mode.
45 * every second. However, they can not wake up the processor (common in Ambient mode).
47 * Alarms can wake up the processor (what we need for Ambient), but they struggle with quick updates
51 * battery), and we use Alarms for "Ambient" mode (only need to update once every 20 seconds and
55 * etc.) while in ambient mode to conserving battery life (processor allowed to sleep). If you can
62 * Finally, in ambient mode, this Activity follows the same best practices outlined in the
78 /** Tracks latest ambient details, such as burnin offsets, etc. */
95 * ambient mode and undocked, we use an Alarm to cover ambient mode updates when we need them
96 * more frequently than every minute. Remember, if getting updates once a minute in ambient
146 * This is mostly triggered by the Alarms we set in Ambient mode and informs us we need to
170 * Prepares UI for Ambient view.
178 * In this sample, we aren't using the ambient details bundle (EXTRA_BURN_IN_PROTECTION or
206 * Updates UI in Ambient view (once a minute). Because we need to update UI sooner than that
211 * If you are happy with just updating the screen once a minute in Ambient Mode (which will be
224 * Prepares UI for Active view (non-Ambient).
231 /** Clears out Alarms since they are only used in ambient mode. */
249 * (active mode = Handler and ambient mode = Alarm).
282 * Updates display based on Ambient state. If you need to pull data, you should do it here.