Donate to e Foundation | Murena handsets with /e/OS | Own a part of Murena! Learn more

Commit 0885403d authored by Dirk Dougherty's avatar Dirk Dougherty Committed by Android Git Automerger
Browse files

am b796d698: am dd142ac3: am 052e2102: am 0d1b0814: Doc change: updates for...

am b796d698: am dd142ac3: am 052e2102: am 0d1b0814: Doc change: updates for new tools, platform, adt versions. Misc other fixes updates in doc files.
parents df056a3a b796d698
Loading
Loading
Loading
Loading
+5 −5
Original line number Diff line number Diff line
@@ -431,7 +431,7 @@ web_docs_sample_code_flags := \

## SDK version identifiers used in the published docs
  # major[.minor] version for current SDK. (full releases only)
framework_docs_SDK_VERSION:=2.1
framework_docs_SDK_VERSION:=2.2
  # release version (ie "Release x")  (full releases only)
framework_docs_SDK_REL_ID:=1
  # name of current SDK directory (full releases only)
@@ -440,10 +440,10 @@ framework_docs_SDK_CURRENT_DIR:=$(framework_docs_SDK_VERSION)_r$(framework_docs_
framework_docs_SDK_PREVIEW:=0

## Latest ADT version identifiers, for reference from published docs
framework_docs_ADT_VERSION:=0.9.6
framework_docs_ADT_DOWNLOAD:=ADT-0.9.6.zip
framework_docs_ADT_BYTES:=7456339
framework_docs_ADT_CHECKSUM:=ea45d271be52b87b5dd1c9fb17536223
framework_docs_ADT_VERSION:=0.9.7
framework_docs_ADT_DOWNLOAD:=ADT-0.9.7.zip
framework_docs_ADT_BYTES:=na
framework_docs_ADT_CHECKSUM:=na

framework_docs_LOCAL_DROIDDOC_OPTIONS += \
		-hdf sdk.version $(framework_docs_SDK_VERSION) \
+1 −0
Original line number Diff line number Diff line
@@ -83,6 +83,7 @@ Android platform.</p>

<table>
  <tr><th>Platform Version</th><th>API Level</th></tr>
  <tr><td>Android 2.2</td><td>8</td></tr>
  <tr><td>Android 2.1</td><td>7</td></tr>
  <tr><td>Android 2.0.1</td><td>6</td></tr>
  <tr><td>Android 2.0</td><td>5</td></tr>
+1 −1
Original line number Diff line number Diff line
@@ -7,7 +7,7 @@ page.title=Android Emulator
that runs on your computer. The emulator lets you prototype, develop, and test 
Android applications without using a physical device. </p>

<p>The Android emulator all of the hardware and software features 
<p>The Android emulator mimics all of the hardware and software features 
of a typical mobile device, except that it can not receive or place actual phone 
calls. It provides a variety of navigation and control keys, which you can "press" 
using your mouse or keyboard to generate events for your application. It also 
+2 −2
Original line number Diff line number Diff line
@@ -110,7 +110,7 @@
      <li class="toggle-list">
        <div><a href="<?cs var:toroot ?>guide/topics/resources/index.html">
               <span class="en">Application Resources</span>
             </a></div>
             </a> <span class="new">new!</span></div>
        <ul>
          <li><a href="<?cs var:toroot ?>guide/topics/resources/providing-resources.html">
                <span class="en">Providing Resources</span>
@@ -127,7 +127,7 @@
          <li class="toggle-list">
            <div><a href="<?cs var:toroot ?>guide/topics/resources/available-resources.html">
              <span class="en">Resource Types</span>
            </a></div>
            </a> <span class="new">new!</span></div>
            <ul>
              <li><a href="<?cs var:toroot ?>guide/topics/resources/animation-resource.html">Animation</a></li>
              <li><a href="<?cs var:toroot ?>guide/topics/resources/color-list-resource.html">Color State List</a></li>
+19 −12
Original line number Diff line number Diff line
@@ -169,8 +169,12 @@ device screen. At run time, the platform handles the loading of the correct size
or density resources, based on the generalized size or density of the current
device screen, and adapts them to the actual pixel map of the screen.</p>

<p>The range of screens supported by Android and the generalized screen
configurations that the platform maps them to are shown in the table below. </p>
<p>The table below lists some of the more common screens supported
by Android and illustrates how the platform maps them to generalized screen
configurations.</p>

<p class="table-caption" id="screens-table"><strong>Table 1.</strong> Examples of
device screens supported by Android.</p> 

  <table id="screens-table" width="80%" style="margin-top:2em;">
    <tbody>
@@ -236,15 +240,13 @@ configurations that the platform maps them to are shown in the table below. </p>
    </tbody>
  </table>

<p class="caption" style="margin-top:1em;margin-bottom:1.5em;"><strong>Table
1.</strong> Summary of device screens supported by Android. </p>
<p class="caption" style="margin-top:1em;margin-bottom:1.5em;"> </p>

<p>As shown above, the various screen configurations are arranged around a
baseline screen &mdash; HVGA (320x480) resolution on a 3.2" screen &mdash; which
is assigned a size of "normal" and a density of "medium". The HVGA screen is
used as the baseline because all applications written against Android 1.5 or
earlier are (by definition) written for the HVGA screen used on the T-Mobile G1
and similar devices.</p>
<em>baseline screen</em> that is assigned a size of "normal" and a density of
"medium". The HVGA screen is used as the baseline because all applications
written against Android 1.5 or earlier are (by definition) written for the HVGA
screen used on the T-Mobile G1 and similar devices.</p>

<!-- <p>Note that each screen configuration spans a range of actual resolutions
and physical screen sizes. For example, the The baseline configuration spans a
@@ -267,6 +269,11 @@ rendering your application on the current device screen, provided that the UI is
properly implemented. For more information, see  <a
href="#screen-independence">Best Practices for Screen Independence</a>.</p>

<!--
<p>For an overview of the relative numbers of high (hdpi), medium (mdpi), and 
low (ldpi) density screens, see the <a 
href="{@docRoot}guide/resources/dashboard/screen-densities.html">Screen Densities dashboard</a>.</p> 
-->

<h3 id="support">How Android supports multiple screens</h3>

@@ -401,7 +408,7 @@ including those written against Android 1.5 and earlier platform versions, can
display properly on most devices, especially when the device's screen is at the
baseline "normal" size or larger. </p>

<p>However, note that applications written for the baseline HVGA screen may need
<p>However, note that applications written for the baseline screen may need
minor adjustments before they display properly on smaller screens such as QVGA.
With the reduced screen area of small screens, there may be tradeoffs in design,
content, and function that you, as the application developer, need to consider.
@@ -557,7 +564,7 @@ support:</p>
    <li>If you declare <code>largeScreens="false"</code>, your application can
still be installed by users of devices with large screens. When run on a device
with a large screen, this attribute value causes the platform to run the
application in compatibility mode, rendering it in a baseline HVGA screen area
application in compatibility mode, rendering it in a baseline screen area
(normal size, medium density) reserved on the larger screen. See 
<a href="#compatibility-examples">Screen-Compatibility Examples</a> for an
illustration of what an application looks like when displayed in compatibility
@@ -803,7 +810,7 @@ that you use in your code. The sections below provide more information. </p>
<p>In some cases, you will need to express dimensions in <code>dip</code> and
then convert them to pixels. Imagine an application in which a scroll gesture is
recognized after the user's finger has moved by at least 16 pixels. On a
baseline HVGA screen, the user will have to move his finger by 16 pixels / 160
baseline screen, the user will have to move his finger by 16 pixels / 160
dpi = 1/10th of an inch (or 2.5 mm) before the gesture is recognized. On a
device with a high (240) density display, the user will move his finger by only
16 pixels / 240 dpi = 1/15th of an inch (or 1.7 mm.) The distance is much
Loading