Merge "Doc update: Misc doc bugs" into jb-mr1.1-docs
This commit is contained in:
@@ -172,7 +172,7 @@ the user might not come back).</dd>
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<p>Most applications should implement at least these three methods for every fragment, but there are
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several other callback methods you should also use to handle various stages of the
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fragment lifecycle. All the lifecycle callback methods are discussed more later, in the section
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fragment lifecycle. All the lifecycle callback methods are discussed in more detail in the section
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about <a href="#Lifecycle">Handling the Fragment Lifecycle</a>.</p>
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@@ -479,7 +479,7 @@ ObjectAnimator.ofFloat(targetObject, "propName", 1f)
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</li>
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<li>Depending on what property or object you are animating, you might need to call the {@link
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android.view.View#invalidate invalidate()} method on a View force the screen to redraw itself with the
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android.view.View#invalidate invalidate()} method on a View to force the screen to redraw itself with the
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updated animated values. You do this in the
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{@link android.animation.ValueAnimator.AnimatorUpdateListener#onAnimationUpdate onAnimationUpdate()}
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callback. For example, animating the color property of a Drawable object only cause updates to the
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@@ -825,7 +825,7 @@ rotationAnim.setDuration(5000ms);
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<h2 id="views">Animating Views</h2>
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<p>The property animation system allow streamlined animation of View objects and offerse
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<p>The property animation system allow streamlined animation of View objects and offers
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a few advantages over the view animation system. The view
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animation system transformed View objects by changing the way that they were drawn. This was
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handled in the container of each View, because the View itself had no properties to manipulate.
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@@ -50,7 +50,7 @@ the {@code aapt} tool automatically generates.</p>
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<p>When your application is compiled, {@code aapt} generates the {@code R} class, which contains
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resource IDs for all the resources in your {@code
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res/} directory. For each type of resource, there is an {@code R} subclass (for example,
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{@code R.drawable} for all drawable resources) and for each resource of that type, there is a static
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{@code R.drawable} for all drawable resources), and for each resource of that type, there is a static
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integer (for example, {@code R.drawable.icon}). This integer is the resource ID that you can use
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to retrieve your resource.</p>
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@@ -68,7 +68,7 @@ resource is a simple value (such as a string).</li>
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<p>There are two ways you can access a resource:</p>
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<ul>
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<li><strong>In code:</strong> Using an static integer from a sub-class of your {@code R}
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<li><strong>In code:</strong> Using a static integer from a sub-class of your {@code R}
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class, such as:
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<pre class="classic no-pretty-print">R.string.hello</pre>
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<p>{@code string} is the resource type and {@code hello} is the resource name. There are many
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@@ -264,11 +264,13 @@ reference a system resource, you would need to include the package name. For exa
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android:text="@string/hello" />
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</pre>
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<p class="note"><strong>Note:</strong> You should use string resources at all times, so that your
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application can be localized for other languages. For information about creating alternative
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<p class="note"><strong>Note:</strong> You should use string resources at
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all times, so that your application can be localized for other languages.
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For information about creating alternative
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resources (such as localized strings), see <a
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href="providing-resources.html#AlternativeResources">Providing Alternative
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Resources</a>.</p>
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Resources</a>. For a complete guide to localizing your application for other languages,
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see <a href="localization.html">Localization</a>.</p>
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<p>You can even use resources in XML to create aliases. For example, you can create a
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drawable resource that is an alias for another drawable resource:</p>
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@@ -376,7 +376,7 @@ res/
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screen area. Specifically, the device's smallestWidth is the shortest of the screen's available
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height and width (you may also think of it as the "smallest possible width" for the screen). You can
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use this qualifier to ensure that, regardless of the screen's current orientation, your
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application's has at least {@code <N>} dps of width available for it UI.</p>
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application has at least {@code <N>} dps of width available for its UI.</p>
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<p>For example, if your layout requires that its smallest dimension of screen area be at
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least 600 dp at all times, then you can use this qualifer to create the layout resources, {@code
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res/layout-sw600dp/}. The system will use these resources only when the smallest dimension of
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@@ -722,6 +722,7 @@ public boolean onCreateOptionsMenu(Menu menu) {
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// Get the SearchView and set the searchable configuration
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SearchManager searchManager = (SearchManager) {@link android.app.Activity#getSystemService getSystemService}(Context.SEARCH_SERVICE);
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SearchView searchView = (SearchView) menu.findItem(R.id.menu_search).getActionView();
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// Assumes current activity is the searchable activity
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searchView.setSearchableInfo(searchManager.getSearchableInfo({@link android.app.Activity#getComponentName()}));
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searchView.setIconifiedByDefault(false); // Do not iconify the widget; expand it by default
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@@ -674,7 +674,7 @@ action view still appears in the action bar when the user selects the item. You
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view collapsible by adding {@code "collapseActionView"} to the {@code android:showAsAction}
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attribute, as shown in the XML above.</p>
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<p>Because the system will expand the action view when the user selects the item, so you
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<p>Because the system will expand the action view when the user selects the item, you
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<em>do not</em> need to respond to the item in the {@link
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android.app.Activity#onOptionsItemSelected onOptionsItemSelected} callback. The system still calls
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{@link android.app.Activity#onOptionsItemSelected onOptionsItemSelected()} when the user selects it,
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@@ -54,7 +54,7 @@ parent.link=index.html
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<p>When DDMS starts, it connects to <a href="{@docRoot}tools/help/adb.html">adb</a>.
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When a device is connected, a VM monitoring service is created between
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<code>adb</code> and DDMS, which notifies DDMS when a VM on the device is started or terminated. Once a VM
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is running, DDMS retrieves the the VM's process ID (pid), via <code>adb</code>, and opens a connection to the
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is running, DDMS retrieves the VM's process ID (pid), via <code>adb</code>, and opens a connection to the
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VM's debugger, through the adb daemon (adbd) on the device. DDMS can now talk to the VM using a
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custom wire protocol.</p>
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@@ -30,7 +30,7 @@ device directly from Eclipse or from the command line with ADB. If
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you don't yet have a device, check with the service providers in your area to determine which
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Android-powered devices are available.</p>
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<p>If you want a SIM-unlocked phone, then you might consider the Google Nexus S. To find a place
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<p>If you want a SIM-unlocked phone, then you might consider a Nexus phone. To find a place
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to purchase the Nexus S and other Android-powered devices, visit <a
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href="http://www.google.com/phone/detail/nexus-s">google.com/phone</a>.</p>
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@@ -68,12 +68,12 @@ page.title=Managing Projects
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<code>src<em>/your/package/namespace/ActivityName</em>.java</code>. All other source code
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files (such as <code>.java</code> or <code>.aidl</code> files) go here as well.</dd>
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<dt><code>bin</code></dt>
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<dt><code>bin/</code></dt>
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<dd>Output directory of the build. This is where you can find the final <code>.apk</code> file and other
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compiled resources.</dd>
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<dt><code>jni</code></dt>
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<dt><code>jni/</code></dt>
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<dd>Contains native code sources developed using the Android NDK. For more information, see the
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<a href="{@docRoot}tools/sdk/ndk/index.html">Android NDK documentation</a>.</dd>
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@@ -88,7 +88,7 @@ page.title=Managing Projects
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<dd>This is empty. You can use it to store raw asset files. Files that you save here are
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compiled into an <code>.apk</code> file as-is, and the original filename is preserved. You can navigate this
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directory in the same way as a typical file system using URIs and read files as a stream of
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bytes using the the {@link android.content.res.AssetManager}. For example, this is a good
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bytes using the {@link android.content.res.AssetManager}. For example, this is a good
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location for textures and game data.</dd>
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<dt><code>res/</code></dt>
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@@ -114,7 +114,7 @@ page.title=Managing Projects
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<dt><code>drawable/</code></dt>
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<dd>For bitmap files (PNG, JPEG, or GIF), 9-Patch image files, and XML files that describe
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Drawable shapes or a Drawable objects that contain multiple states (normal, pressed, or
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Drawable shapes or Drawable objects that contain multiple states (normal, pressed, or
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focused). See the <a href=
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"{@docRoot}guide/topics/resources/drawable-resource.html">Drawable</a> resource type.</dd>
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@@ -251,7 +251,7 @@ used.</dd>
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code and resources as a standard Android project, stored in the same way. For example, source
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code in the library project can access its own resources through its <code>R</code> class.</p>
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<p>However, a library project differs from an standard Android application project in that you
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<p>However, a library project differs from a standard Android application project in that you
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cannot compile it directly to its own <code>.apk</code> and run it on an Android device.
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Similarly, you cannot export the library project to a self-contained JAR file, as you would do
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for a true library. Instead, you must compile the library indirectly, by referencing the
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@@ -111,14 +111,14 @@ parent.link=index.html
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</li>
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<li>
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The SDK tools for building and tests are available in Eclipse with ADT, and also in
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command-line form for use with other IDES. These tools get information from the project of
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command-line form for use with other IDEs. These tools get information from the project of
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the application under test and use this information to automatically create the build files,
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manifest file, and directory structure for the test package.
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</li>
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<li>
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The SDK also provides
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<a href="{@docRoot}tools/help/monkeyrunner_concepts.html">monkeyrunner</a>, an API
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testing devices with Python programs, and <a
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for testing devices with Python programs, and <a
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href="{@docRoot}tools/help/monkey.html">UI/Application Exerciser Monkey</a>,
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a command-line tool for stress-testing UIs by sending pseudo-random events to a device.
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</li>
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@@ -34,7 +34,7 @@ development steps encompass four development phases, which include:</p>
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</li>
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<li><strong>Development</strong>
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<p>During this phase you set up and develop your Android project, which contains all of the
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source code and resource files for your application. For more informations, see
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source code and resource files for your application. For more information, see
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<a href="{@docRoot}tools/projects/index.html">Create an Android project</a>.</p>
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</li>
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<li><strong>Debugging and Testing</strong>
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