Loading Android.mk +5 −5 Original line number Diff line number Diff line Loading @@ -428,7 +428,7 @@ 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) Loading @@ -437,10 +437,10 @@ 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) \ Loading docs/html/guide/appendix/api-levels.jd +1 −0 Original line number Diff line number Diff line Loading @@ -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> Loading docs/html/guide/developing/tools/emulator.jd +1 −1 Original line number Diff line number Diff line Loading @@ -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 Loading docs/html/guide/guide_toc.cs +2 −2 Original line number Diff line number Diff line Loading @@ -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> Loading @@ -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> Loading docs/html/guide/practices/screens_support.jd +19 −12 Original line number Diff line number Diff line Loading @@ -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> Loading Loading @@ -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 — HVGA (320x480) resolution on a 3.2" screen — 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 Loading @@ -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> Loading Loading @@ -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. Loading Loading @@ -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 Loading Loading @@ -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 Loading
Android.mk +5 −5 Original line number Diff line number Diff line Loading @@ -428,7 +428,7 @@ 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) Loading @@ -437,10 +437,10 @@ 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) \ Loading
docs/html/guide/appendix/api-levels.jd +1 −0 Original line number Diff line number Diff line Loading @@ -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> Loading
docs/html/guide/developing/tools/emulator.jd +1 −1 Original line number Diff line number Diff line Loading @@ -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 Loading
docs/html/guide/guide_toc.cs +2 −2 Original line number Diff line number Diff line Loading @@ -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> Loading @@ -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> Loading
docs/html/guide/practices/screens_support.jd +19 −12 Original line number Diff line number Diff line Loading @@ -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> Loading Loading @@ -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 — HVGA (320x480) resolution on a 3.2" screen — 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 Loading @@ -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> Loading Loading @@ -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. Loading Loading @@ -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 Loading Loading @@ -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