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/frameworks/native/opengl/tests/gl_jni/jni/
Dgl_code.cpp115 const unsigned int on = 0xff0000ff; in create_texture() local
119 on, off, on, off, on, off, on, off, in create_texture()
120 off, on, off, on, off, on, off, on, in create_texture()
121 on, off, on, off, on, off, on, off, in create_texture()
122 off, on, off, on, off, on, off, on, in create_texture()
123 on, off, on, off, on, off, on, off, in create_texture()
124 off, on, off, on, off, on, off, on, in create_texture()
125 on, off, on, off, on, off, on, off, in create_texture()
126 off, on, off, on, off, on, off, on, in create_texture()
/frameworks/native/opengl/tests/tritex/
Dtritex.cpp207 const unsigned int on = 0xff0000ff; in create_texture() local
211 on, off, on, off, on, off, on, off, in create_texture()
212 off, on, off, on, off, on, off, on, in create_texture()
213 on, off, on, off, on, off, on, off, in create_texture()
214 off, on, off, on, off, on, off, on, in create_texture()
215 on, off, on, off, on, off, on, off, in create_texture()
216 off, on, off, on, off, on, off, on, in create_texture()
217 on, off, on, off, on, off, on, off, in create_texture()
218 off, on, off, on, off, on, off, on, in create_texture()
/frameworks/native/opengl/tests/gl_basic/
Dgl_basic.cpp314 const unsigned int on = 0xff0000ff; in create_texture() local
318 on, off, on, off, on, off, on, off, in create_texture()
319 off, on, off, on, off, on, off, on, in create_texture()
320 on, off, on, off, on, off, on, off, in create_texture()
321 off, on, off, on, off, on, off, on, in create_texture()
322 on, off, on, off, on, off, on, off, in create_texture()
323 off, on, off, on, off, on, off, on, in create_texture()
324 on, off, on, off, on, off, on, off, in create_texture()
325 off, on, off, on, off, on, off, on, in create_texture()
/frameworks/base/services/java/com/android/server/power/
DDisplayPowerState.java127 public void setScreenOn(boolean on) { in setScreenOn() argument
128 if (mScreenOn != on) { in setScreenOn()
130 Slog.d(TAG, "setScreenOn: on=" + on); in setScreenOn()
133 mScreenOn = on; in setScreenOn()
342 public boolean setState(boolean on, int backlight) { in setState() argument
344 if (on != mPendingOn || backlight != mPendingBacklight) { in setState()
346 Slog.d(TAG, "Requesting new screen state: on=" + on in setState()
350 mPendingOn = on; in setState()
377 final boolean on;
382 on = mPendingOn;
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/frameworks/base/docs/html/guide/appendix/
Dinstall-location.jd10 <li>You can allow your application to install on the device's external storage.</li>
11 <li>Some types of applications should <strong>not</strong> allow installation on the external
13 <li>Installing on the external storage is ideal for large applications that are not tightly
20 <li><a href="#ShouldNot">Applications That Should NOT Install on External Storage</a></li>
21 <li><a href="#Should">Applications That Should Install on External Storage</a></li>
33 <p>Beginning with API Level 8, you can allow your application to be installed on the
38 <em>not</em> declare this attribute, your application will be installed on the internal storage
41 <p>To allow the system to install your application on the external storage, modify your
54 <p>If you declare "{@code preferExternal}", you request that your application be installed on the
55 external storage, but the system does not guarantee that your application will be installed on
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/frameworks/base/docs/html/guide/topics/data/
Dinstall-location.jd10 <li>You can allow your application to install on the device's external storage.</li>
11 <li>Some types of applications should <strong>not</strong> allow installation on the external
13 <li>Installing on the external storage is ideal for large applications that are not tightly
20 <li><a href="#ShouldNot">Applications That Should NOT Install on External Storage</a></li>
21 <li><a href="#Should">Applications That Should Install on External Storage</a></li>
33 <p>Beginning with API Level 8, you can allow your application to be installed on the
38 <em>not</em> declare this attribute, your application will be installed on the internal storage
41 <p>To allow the system to install your application on the external storage, modify your
54 <p>If you declare "{@code preferExternal}", you request that your application be installed on the
55 external storage, but the system does not guarantee that your application will be installed on
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/frameworks/base/docs/html/tools/devices/
Dindex.jd14 <p>You can also create AVDs on the command line by passing the <code>android</code> tool options.
15 For more information on how to create AVDs in this manner, see <a href=
24 QWERTY keyboard or a dialing pad, how much memory it has, and so on.</li>
27 on the virtual device. You can choose a version of the standard Android platform or the system
28 image packaged with an SDK add-on.</li>
31 you control the screen dimensions, appearance, and so on. You can also specify the emulated SD
34 <li>A dedicated storage area on your development machine: the device's user data (installed
35 applications, settings, and so on) and emulated SD card are stored in this area.</li>
38 <p>You can create as many AVDs as you need, based on the types of device you want to model.
41 and test your application on each one.</p>
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/frameworks/base/docs/html/training/tv/
Dunsupported-features-tv.jd1 page.title=Handling Features Not Supported on TV
16 <li><a href="#WorkaroundUnsupportedFeatures">Work Around Features Not Supported on TV</a></li>
69 This lesson shows you how to work around features that are not available on TV by:
73 paths based on availability of those features.</li>
78 <h2 id="WorkaroundUnsupportedFeatures">Work Around Features Not Supported on TV</h2>
88 on this topic. The Android system assumes that a device has a touchscreen, so if you want your appl…
89 to run on a TV, you must <strong>explicitly</strong> disable the touchscreen requirement in your ma…
96 Although a TV doesn't have a camera, you can still provide a photography-related application on a T…
99 deactivate or activate specific functions in the application based on runtime device type detection.
139 The following code snippet demonstrates how to detect device type at runtime based on supported fea…
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/frameworks/base/docs/html/guide/webapps/
Doverview.jd11 <p>There are essentially two ways to deliver an application on Android: as a
12 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>
16 <p>The approach you choose for your application could depend on several factors, but Android makes
20 based on the screen size</li>
22 based on the screen's pixel density (screen resolution)</li>
26 screen support, because it's already easy to make your web pages look good on all types of screens
29 <p>Another great feature of Android is that you don't have to build your application purely on
30 the client or purely on the web. You can mix the two together by developing a client-side Android
55 <dd>How to properly size your web app on Android-powered devices and support
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/frameworks/base/docs/html/guide/practices/
Dscreens-support-1.5.jd34 baseline HVGA screen used on the T-Mobile G1 and similar devices, which is <em>normal</em> screen
36 configurations and added APIs that allow applications to control how they operate on different
49 href="screen-compat-mode.html">screen compatibility mode</a> when on a device with a screen larger …
70 <p>If you have already developed and published an Android application based on
72 need to make some changes to your application in order for it to properly run on newer devices with
77 lowest version that includes support for multiple screens) and test your application on each
100 runs fine on them, as long as you don't use APIs in your application code from Android 1.6. </li>
103 <p>Your application is now prepared to run on multiple screens, while maintaining support for
109 <li>Set up AVDs for testing your application on Android 1.6 and some new versions. Create AVDs
112 see <a href="{@docRoot}guide/practices/screens_support.html#testing">How to Test Your Application on
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Dtablets-and-handsets.jd41 <p>The Android platform runs on a variety of screen sizes and the system gracefully resizes your
56 UI into separate parts, which you can then combine to create multi-pane layouts when running on a
57 tablet or place in separate activities when running on a handset. Android 3.0 also introduced
62 optimized user experience on both handsets and tablets, using fragments and the action bar.</p>
76 experience on both tablets and handsets:</p>
79 <li><strong>Build your activity designs based on fragments</strong> that you can reuse in
80 different combinations&mdash;in multi-pane layouts on tablets and single-pane layouts on handsets.
93 is flexible enough for the system to adjust the action bar layout based on the screen size.
96 title bar at the top of the screen. By default, the action bar includes the application logo on the
97 left side, followed by the activity title, and access to items from the options menu on the right
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/frameworks/base/docs/html/about/
Dflexible.jd12 <blockquote>Android's flexible framework means it runs on more devices and reaches more
16 framework is specially built to run apps on more than just one screen size and hardware
20 <p>Android apps are flexible and easily adapt to the device on which they are running. Although the
23 appropriate resources when running your app, based on the current device’s configuration.</p>
28 how your app behaves on each device. If you publish your app on Google Play, you also have
/frameworks/base/docs/html/training/multiple-threads/
Drun-code.jd1 page.title=Running Code on a Thread Pool Thread
12 <li><a href="#RunRunnable">Run a Runnable on a Thread in the Thread Pool</a></li>
33 that run on them. This lesson shows you how to run a task on a thread pool. To do this,
35 {@link java.util.concurrent.ThreadPoolExecutor} takes a task from the queue and runs it on the
41 time, you can cancel the thread the task is running on. For example, if you are downloading
43 an image is already present in the cache. Depending on how you write your app, you may not be
46 <h2 id="RunRunnable">Run a Task on a Thread in the Thread Pool</h2>
48 To start a task object on a thread in a particular thread pool, pass the
52 runs it on the thread:
71 When {@link java.util.concurrent.ThreadPoolExecutor} starts a {@link java.lang.Runnable} on a
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Dindex.jd42 split it into smaller operations running on multiple threads. On a device that has a CPU with
45 display them on a thumbnail screen runs substantially faster when you do each decode on a
50 thread pool object. You'll also learn how to define code to run on a thread and how to
56 <b><a href="define-runnable.html">Specifying the Code to Run on a Thread</a></b>
59 Learn how to write code to run on a separate {@link java.lang.Thread}, by
71 <b><a href="run-code.html">Running Code on a Thread Pool Thread</a></b>
74 Learn how to run a {@link java.lang.Runnable} on a thread from the thread pool.
Dcommunicate-ui.jd12 <li><a href="#Handler">Define a Handler on the UI Thread</a></li>
31 In the previous lesson you learned how to start a task on a thread managed by
33 from the task to objects running on the user interface (UI) thread. This feature allows your
38 objects; this thread is called the UI thread. Only objects running on the UI thread have access
39 to other objects on that thread. Because tasks that you run on a thread from a thread pool
40 <em>aren't</em> running on your UI thread, they don't have access to UI objects. To move data
42 running on the UI thread.
44 <h2 id="Handler">Define a Handler on the UI Thread</h2>
51 runs on the UI thread.
59 {@link android.os.Handler} based on a particular {@link android.os.Looper} instance, the
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/frameworks/base/docs/html/tools/workflow/publishing/
Dpublishing.jd1 page.title=Publishing on Google Play
10 <li>Learn how to publish and update apps on Google Play.</li>
11 <li>Find out how to create links to apps that are published on Google Play.</li>
20 <li><A href="#marketpublish">Publishing Apps on Google Play</a></li>
21 <li><a href="#marketupgrade">Publishing Updates on Google Play</a></li>
24 <li><a href="#marketintent">Linking to Your Apps on Google Play</a>
58 publish it on an application marketplace like Google Play. Publishing on Google Play is a
64 <p>To start publishing on Google Play, first read this topic and then go to the <a
79 <p>Before you can publish applications on Google Play, you need to <a
90 <h2 id="marketpublish">Publishing Apps on Google Play</h2>
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/frameworks/base/docs/html/about/dashboards/
Dindex.jd13 the hands of users. For information about how to target your application to devices based on
20 <p>The following pie chart and table is based on the number of Android devices that have accessed
21 Google Play within a 14-day period ending on the data collection date noted below.</p>
59 <p style="clear:both"><em>Data collected during a 14-day period ending on February 4, 2013</em></p>
68 valuable perspective of how many devices your application is compatible with, based on the
71 <p>Notice that the platform versions are stacked on top of each other with the oldest active
76 forward compatible. Or, if you develop your application for a version lower on the chart,
77 then it is currently compatible with the percentage of devices indicated on the y-axis, where the
78 line for that version meets the y-axis on the right.</p>
80 <p>Each dataset in the timeline is based on the number of Android devices that accessed
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/frameworks/base/docs/html/tools/
Dindex.jd13 <p>Free, open-source, and runs on most major OS platforms.<br>To get started,
38 …<li>Visualize your UI on tablets, phones, and other devices. Switch themes, locales, even platform…
52 <li>Show CPU usage on screen.</li>
53 <li>Draw debugging information on screen such as layout bounds,
54 updates on GPU views and hardware layers, and other information.</li>
71 <h3>Develop on Hardware Devices</h3>
76 <li>Live, on-device debugging, testing, and profiling.</li>
81 <h3>Develop on Virtual Devices</h3>
96 <li>Full Java debugger with on-device debugging and Android-specific tools.</li>
107 <li>Create and run unit tests on hardware devices or emulator.</li>
/frameworks/base/docs/html/sdk/installing/
Dindex.jd16 <h3>Getting started on Windows</h3>
23 <li>Make a note of the name and location in which it saves the SDK on your system&mdash;you will ne…
28 and instead move on to <a href="{@docRoot}sdk/installing/installing-adt.html"
42 <h3>Getting started on Mac</h3>
46 into a directory named <code>android-sdk-mac_x86</code>. Move it to an appropriate location on your…
49 <p>Make a note of the name and location of the SDK directory on your system&mdash;you will need to
53 <li>If you're using Eclipse, move on to <a href="{@docRoot}sdk/installing/installing-adt.html"
66 <h3>Getting started on Linux</h3>
70 into a directory named <code>android-sdk-linux_x86</code>. Move it to an appropriate location on yo…
73 <p>Make a note of the name and location of the SDK directory on your system&mdash;you will need to
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/frameworks/base/docs/html/guide/practices/ui_guidelines/
Dicon_design_launcher.jd39 Launcher applications and appear on the user’s Home screen. Launcher icons can also be used to
48 across the range of devices on which your application can be installed. See <a
50 for suggestions on how to work with multiple sets of icons.</p>
53 for use in application listings. For more details on this, see <a
54 href="#icons_in_market">Application Icons on Google Play</a> below.</p>
84 <li>Help users discover the app on Google Play.</li>
103 <h3 id="help_users_discover">Help users discover the app on Google Play</h3>
105 <p>App launcher icons are the first look that prospective users will get of your app on Google Play.
114 icon; for more details on this, see <a href="#icons_in_market">Application Icons in Google
121 launcher icon will look great in all situations: on any background and next to any other icons and
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Dmenu_design.jd46 <li>Put only the most important commands fixed on the screen. </li>
47 …mmands on the Context menu that appears when you touch &amp; hold on an item should be duplicated
70 …px;"><a href=#most_important_commands>Put only most important commands fixed on the screen</a></li>
108 on an item. Like on the Options menu, the operation can run either
118 on top of the activity screen and are smaller than full screen, so that the
148 menu may be different on different devices.
180 fit on the icon menu, then the last icon is labeled "More" &mdash; selecting it
203 A user can touch &amp; hold on content on the screen to
206 on the selected content. The command can either be part of the current
213 For example, in an email message list, a user can touch &amp; hold on
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/frameworks/base/docs/html/training/design-navigation/
Dwireframing.jd34 … for our different target device form factors. For simplicity, let's focus on tablets and handsets…
39on devices with narrow screens such as handsets. We can also group the <em>Saved Photo List</em> a…
41 …en as a left pane, and the <em>Story View</em> screen as the primary content pane on the right.</p>
47 alt="Final screen map for the example news application on handsets" id="figure-map-example-phone">
49 …tion"><strong>Figure 2.</strong> Final screen map for the example news application on handsets.</p>
53 …alt="Final screen map for the example news application on tablets, in landscape" id="figure-map-ex…
55 …trong>Figure 3.</strong> Final screen map for the example news application on tablets, in landscap…
71on which patterns to use. In some cases, patterns may apply well to a given design problem in theo…
73 <p>After you're satisfied with initial sketches, it's a good idea to move on to digital wireframing…
77 …ments across different screens? For example, Action Bars should be visible on almost every screen …
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/frameworks/base/docs/html/training/multiscreen/
Dadaptui.jd44 <p>Depending on the layout that your application is currently showing, the UI
46 mode, clicking on an item on the left pane will simply display the content on
48 on its own (in a different activity).</p>
79 components is to check whether they are available before performing an operation on
81 menu, but that button only exists when running on versions older than Android 3.0 (because it's
82 function is taken over by the {@link android.app.ActionBar} on API level 11+). So, to add the event
96 <p>Some actions may have a different result depending on the current layout.
97 For example, in the News Reader sample, clicking on a headline from the
107 /* display article on the right pane */
153 your interface that's implemented as a pane on some screen configurations and
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/frameworks/base/docs/html/tools/building/
Dbuilding-cmdline.jd18 <li><a href="#RunningOnEmulator">Running on the Emulator</a></li>
19 <li><a href="#RunningOnDevice">Running on a Device</a></li>
37 …it must be signed before it can install on an emulator or device&mdash;with a debug key when build…
41 …and build your project. This will create the .apk file that you can install on an emulator or devi…
52 getting started, however, you can quickly run your applications on an emulator or your own
60 <p class="note"><strong>Note:</strong> When installing JDK on Windows, the default is to install
72 and immediately install it on an emulator. In debug mode, the build tools automatically sign your
95 <p>To install and run your application on an emulator, see the following section about <a href=
96 "#RunningOnEmulator">Running on the Emulator</a>.</p>
138 You should test the final build on different devices or AVDs to ensure that it
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/frameworks/base/docs/html/distribute/googleplay/quality/
Dtablet.jd27 <p>Before you publish an app on Google Play, it's important to make sure that
35 you focus on key aspects of quality, feature set, and UI that can have a
36 significant impact on the app's success. Each focus area is given as checklist
58 <p>To assess the quality of your app on tablets &mdash; both for core app quality
70 apps should meet on all targeted devices.</li>
78 <p>Android makes it easy to develop an app that runs well on a wide range of
82 experience on each screen configuration &mdash; in particular on tablets
108 on the screen's <a href="{@docRoot}guide/practices/screens_support.html#NewQualifiers">shortest
116 <li>Padding of UI elements should normally be larger on tablets than on handsets. A
142 …er documentation that explains the details of managing UI for best display on multiple screen size…
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