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/frameworks/base/services/jni/
Dcom_android_server_LightsService.cpp67 Devices* devices; in init_native() local
69 devices = (Devices*)malloc(sizeof(Devices)); in init_native()
73 devices->lights[LIGHT_INDEX_BACKLIGHT] in init_native()
75 devices->lights[LIGHT_INDEX_KEYBOARD] in init_native()
77 devices->lights[LIGHT_INDEX_BUTTONS] in init_native()
79 devices->lights[LIGHT_INDEX_BATTERY] in init_native()
81 devices->lights[LIGHT_INDEX_NOTIFICATIONS] in init_native()
83 devices->lights[LIGHT_INDEX_ATTENTION] in init_native()
85 devices->lights[LIGHT_INDEX_BLUETOOTH] in init_native()
87 devices->lights[LIGHT_INDEX_WIFI] in init_native()
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/frameworks/base/docs/html/resources/dashboard/
Dplatform-versions.jd39 <p>This page provides data about the relative number of active devices
42 the development of your application features for the devices currently in
43 the hands of users. For information about how to target your application to devices based on
49 <p>The following pie chart and table is based on the number of Android devices that have accessed
80 <p style="font-size:.9em">* <em>Other: 0.1% of devices running obsolete versions</em></p>
88 active Android devices running different versions of the Android platform. It also provides a
89 valuable perspective of how many devices your application is compatible with, based on the
93 version at the top. This format indicates the total percent of active devices that are compatible
96 compatible with 100% of active devices (and all future versions), because all Android APIs are
98 then it is currently compatible with the percentage of devices indicated on the y-axis, where the
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/frameworks/base/docs/html/guide/webapps/
Dbest-practices.jd13 <p>Developing web pages and web applications for mobile devices presents a different set of
17 devices.</p>
21 <li>Redirect mobile devices to a dedicated mobile version of your web site
26 devices. If necessary, you can also identify the specific operating system in the User Agent string
28 <p class="note"><strong>Note:</strong> Large screen Android-powered devices that should be served
36 <li>Use a valid markup DOCTYPE that's appropriate for mobile devices
39 ensures specific markup for your web site that works best on mobile devices. For instance, it does
40 not allow HTML frames or nested tables, which perform poorly on mobile devices. Along with the
65 <p>For more information about how to use viewport meta data for Android-powered devices, read <a
71 <p>Because mobile devices typically have a connection speed far slower than a desktop
Dindex.jd12 client-side application (developed using the Android SDK and installed on user devices as an {@code
14 browser&mdash;there's nothing to install on user devices).</p>
49 <p>To develop a web application for Android-powered devices, you should read the
55 <dd>How to properly size your web app on Android-powered devices and support
57 application that you at least expect to be available on Android-powered devices (which you should
58 assume for anything you publish on the web), but especially if you're targeting mobile devices
69 Android-powered devices.</dd>
/frameworks/base/docs/html/guide/practices/
Dcompatibility.jd32 <p>Android is designed to run on many different types of devices. For
33 developers, the range and number of devices means a huge potential audience: the
34 more devices that run Android apps, the more users who can access your app. In
40 what types of devices your app is available to. With a bit of forethought and
42 whose devices can’t run your app will never see it in the Android Market, and
44 control which devices have access to your apps, and how to prepare your apps to
60 devices. Every compatible Android device your app will land on will include
65 Android to prevent apps from being visible to devices which don’t have features
72 only the devices capable of running them.</p>
84 <li>Android Market uses your app’s stated requirements to filter it from devices
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Dscreens-support-1.5.jd34 baseline HVGA screen used on the T-Mobile G1 and similar devices, which is <em>normal</em> screen
60 necessary to support Android 1.5. To see the relative number of devices that are still running
72 need to make some changes to your application in order for it to properly run on newer devices with
74 that you can distribute a single {@code .apk} to all devices.</p>
82 <li>Maintain compatibility with existing devices by leaving your application's <a
85 devices and multiple screens. </li>
86 <li>Extend compatibility for Android 1.6 (and higher) devices by adding <a
128 application will no longer be compatible with devices running on that version.</li>
132 Users of devices with QVGA resolution at low density may want to download your application, so you
135 devices.</p>
Doptimizing-for-3.0.jd38 <li><a href="#FilteringTabletApps">Filtering a tablet app from mobile devices</a></li>
64 you to enhance your user's experience on tablets and similar devices. Any application you've already
65 published is compatible with devices running Android 3.0, by default, because Android applications
66 are forward-compatible. However, new tablet devices running Android 3.0 are now available to the
81 <li><a href="#Optimizing">Optimize your app for tablets and similar devices</a>.
87 <li><a href="#Upgrading">Upgrade or develop a new app for tablets and similar devices</a>.
89 Android 3.0 or create a new application targeted to tablets and similar devices. Compared to
98 for tablets and similar devices.</li>
170 APIs, your app should work fine on devices running Android 3.0. However, in order to provide users
175 <p>Here are a few things you can do to optimize your application for devices running Android
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Dscreens-distribution.jd38 application to certain types of screens, such as only tablets and other large devices or only
39 handsets and similar-sized devices. To do so, you can enable filtering by external services such as
47 available to the greatest number of users with different devices, using a single APK.</p>
62 information to apply filtering to your application, so that only devices that have a screen
116 devices from downloading your app by using the <a
120 <p>For example, if you want your application to be available only to tablet devices, you can declare
146 <p>The first technique is for devices that are running Android 3.1 or older, because those devices
149 requiresSmallestWidthDp}</a> attribute is for devices running Android 3.2 and newer, which includes
186 <p>Remember, you should strive to make your application available to as many devices as possible by
/frameworks/base/tools/layoutlib/
DREADME2 …y is to provide layout rendering in Eclipse that are very very close to their rendering on devices.
4 None of the com.android.* or android.* classes in layoutlib run on devices.
/frameworks/base/docs/html/guide/topics/usb/
Dindex.jd20 readers; and much more. This gives Android-powered devices that do not have host capabilities the
22 Android-powered devices and must adhere to the <a href=
24 host mode, the Android-powered device acts as the host. Examples of devices include digital
25 cameras, keyboards, mice, and game controllers. USB devices that are designed for a wide range of
38 library to support a broader range of devices. Device manufacturers can choose whether or not to
42 dependant on the device's hardware, regardless of platform level. You can filter for devices that
Dhost.jd14 <a href="#working-d">Working with devices</a>
40 and enumerates connected USB devices. USB host mode is supported in Android 3.1 and higher.</p>
59 <td>Allows you to enumerate and communicate with connected USB devices.</td>
121 <li>Because not all Android-powered devices are guaranteed to support the USB host APIs,
135 devices that you want to filter. The following list describes the attributes of
138 of USB devices, such as mass storage devices or digital cameras. You can specify none or
196 <p>When users connect USB devices to an Android-powered device, the Android system can determine
201 <li>Discover connected USB devices by using an intent filter to be notified when the user
202 connects a USB device or by enumerating USB devices that are already connected.</li>
212 <p>Your application can discover USB devices by either using an intent filter to be notified when
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/frameworks/base/docs/html/guide/topics/wireless/
Dbluetooth.jd10 other devices</li>
20 <li><a href="#QueryingPairedDevices">Querying paired devices</a></li>
21 <li><a href="#DiscoveringDevices">Discovering devices</a></li>
53 which allows a device to wirelessly exchange data with other Bluetooth devices.
56 connect to other Bluetooth devices, enabling point-to-point and multipoint
62 <li>Scan for other Bluetooth devices</li>
63 <li>Query the local Bluetooth adapter for paired Bluetooth devices</li>
65 <li>Connect to other devices through service discovery</li>
66 <li>Transfer data to and from other devices</li>
75 Bluetooth, finding devices that are either paired or available in the local
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Dindex.jd17 wirelessly exchange data with other Bluetooth devices. The application framework provides access to
19 wirelessly connect to other Bluetooth devices, enabling point-to-point and multipoint wireless
/frameworks/base/docs/html/sdk/
Dandroid-3.1-highlights.jd87 peripherals and accessories. Users can attach many types of input devices
93 hardware devices designed to attach to Android-powered devices as USB hosts. When an
102 support for USB on specific devices may vary and is determined by device
126 and pointing devices</h3>
129 Android-powered devices, to create a familiar environment and work more
130 efficiently. One or more input devices can be attached to the system simultaneously
132 driver is needed, in most cases. When multiple devices are connected, users can
136 <p>For pointing devices, the platform supports most types of mouse with a single
137 button and optionally a scroll wheel, as well as similar devices such as
176 that are optimized for use on larger screen devices. The sections below
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/frameworks/base/docs/html/guide/topics/manifest/
Dsupports-gl-texture-element.jd27 they can be installed only on devices that can handle their textures
66 <p>Applications and devices typically declare their supported GL texture
92 Android-powered devices that support OpenGL ES 2.0.</td>
104 <td>ATI texture compression. Available on devices running Adreno GPU, including
106 devices may also declare a <code>&lt;supports-gl-texture&gt;</code> element with the
115 <td>S3 DXT1 texture compression. Supported on devices running Nvidia Tegra2
121 <td>S3 texture compression, nonspecific to DXT variant. Supported on devices
128 <td>PowerVR texture compression. Available in devices running PowerVR SGX530/540
152 their devices. One of the ways Market filters applications is by texture
154 application to various devices, based on the capabilities of their GPUs.</p>
/frameworks/base/core/java/android/server/
DBluetoothInputProfileHandler.java127 List<BluetoothDevice> devices = lookupInputDevicesMatchingStates( in getConnectedInputDevices() local
129 return devices; in getConnectedInputDevices()
133 List<BluetoothDevice> devices = lookupInputDevicesMatchingStates(states); in getInputDevicesMatchingConnectionStates() local
134 return devices; in getInputDevicesMatchingConnectionStates()
DBluetoothPanProfileHandler.java193 List<BluetoothDevice> devices = new ArrayList<BluetoothDevice>(); in getConnectedPanDevices() local
197 devices.add(device); in getConnectedPanDevices()
200 return devices; in getConnectedPanDevices()
204 List<BluetoothDevice> devices = new ArrayList<BluetoothDevice>(); in getPanDevicesMatchingConnectionStates() local
210 devices.add(device); in getPanDevicesMatchingConnectionStates()
215 return devices; in getPanDevicesMatchingConnectionStates()
DBluetoothA2dpService.java197 String devices = mBluetoothService.getProperty("Devices", true); in onBluetoothEnable() local
198 if (devices != null) { in onBluetoothEnable()
199 String [] paths = devices.split(","); in onBluetoothEnable()
218 BluetoothDevice[] devices = new BluetoothDevice[mAudioDevices.size()]; in onBluetoothDisable() local
219 devices = mAudioDevices.keySet().toArray(devices); in onBluetoothDisable()
220 for (BluetoothDevice device : devices) { in onBluetoothDisable()
/frameworks/base/media/libmedia/
DIAudioFlinger.cpp365 uint32_t devices = pDevices ? *pDevices : 0; in openOutput() local
372 data.writeInt32(devices); in openOutput()
381 devices = reply.readInt32(); in openOutput()
382 if (pDevices) *pDevices = devices; in openOutput()
438 uint32_t devices = pDevices ? *pDevices : 0; in openInput() local
444 data.writeInt32(devices); in openInput()
451 devices = reply.readInt32(); in openInput()
452 if (pDevices) *pDevices = devices; in openInput()
835 uint32_t devices = data.readInt32(); in onTransact() local
841 int output = openOutput(&devices, in onTransact()
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/frameworks/base/docs/html/resources/articles/
Dbackward-compatibility.jd18 <p>A variety of Android-powered devices are now available to consumers from carriers
19 in geographies around the world. Across those devices, a range of Android
23 want to allow your application to run on all devices, or just those running the
25 devices that support them, while continuing to support older devices. </p>
33 be installed on older devices. For example, if your application depends on an
46 failing on older devices.</p>
54 Level 3). If you try to call it directly, your app will fail to run on devices
251 href="{@docRoot}guide/developing/devices/index.html">Creating and Managing Virtual Devices</a> and
/frameworks/base/wifi/java/android/net/wifi/p2p/
DWifiP2pDeviceList.java49 public WifiP2pDeviceList(ArrayList<WifiP2pDevice> devices) { in WifiP2pDeviceList() argument
51 for (WifiP2pDevice device : devices) { in WifiP2pDeviceList()
/frameworks/base/docs/html/resources/faq/
Dsecurity.jd14 <li><a href="#fixes">How will Android-powered devices receive security fixes?</a>
111 <li>attempts to automatically spread itself to other devices;</li>
124 <a name="fixes" id="fixes"></a><h2>How do Android-powered devices receive security
128 upgrades for it, including security fixes. Many devices will update themselves
129 automatically with software downloaded "over the air", while some devices
132 <p>Google provides software updates for a number of Android devices, including
134 series of devices, using an "over the air" (OTA) update. These updates may include
/frameworks/base/docs/html/guide/topics/resources/
Dindex.jd26 important as more Android-powered devices become available with different configurations. In order
34 <strong>Figure 1.</strong> Two different devices, both using default
41 <strong>Figure 2.</strong> Two different devices, one using alternative
63 to two different devices when there are no alternative resources available. Figure 2 shows
65 configurations, thus, the two devices uses different resources.</p>
/frameworks/base/docs/html/guide/market/publishing/
Dmultiple-apks.jd12 <li>Different APKs are distributed to different devices based on filters declared in the
15 support all desired devices with a single APK</li>
62 feature is useful for cases in which your application cannot reach all desired devices with a single
65 <p>Android-powered devices may differ in several ways and it's important
66 to the success of your application that you make it available to as many devices as possible.
67 Android applications usually run on most compatible devices with a single APK, by supplying
72 prevent a single APK from working on all devices.</p>
76 you publish your application for as many devices as possible, Android Market allows you to
78 the appropriate devices based on configuration support you've declared in the manifest file of each
161 whether your application is available for different devices. These rules are discussed more
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/frameworks/base/docs/html/guide/developing/devices/
Dindex.jd9 "{@docRoot}guide/developing/devices/managing-avds.html">AVD Manager</a>, which you launch
16 "{@docRoot}guide/developing/devices/managing-avds-cmdline.html">Managing Virtual
69 "{@docRoot}guide/developing/devices/managing-avds.html">Managing AVDs with AVD Manager</a>. To
71 <a href="{@docRoot}guide/developing/devices/managing-avds-cmdline.html">Managing AVDs

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