From bf36507aec1ed348a36b43467947c2dcbd0488e0 Mon Sep 17 00:00:00 2001
From: "smain@google.com"
Date: Mon, 2 May 2016 12:35:56 -0700
Subject: [PATCH] Delete everything from /sdk directory that is now in /studio.
Redirects are in https://critique.corp.google.com/#review/121297240
Change-Id: If746be8a3dc7208f59cb2a3b971316517e889fe6
---
docs/html/sdk/index.jd | 536 ------------------
docs/html/sdk/installing/bundle.jd | 3 -
docs/html/sdk/installing/create-project.jd | 377 ------------
docs/html/sdk/installing/index.jd | 218 -------
docs/html/sdk/installing/migrate.jd | 267 ---------
.../html/sdk/installing/studio-androidview.jd | 55 --
docs/html/sdk/installing/studio-build.jd | 104 ----
docs/html/sdk/installing/studio-layout.jd | 157 -----
docs/html/sdk/installing/studio-tips.jd | 342 -----------
docs/html/sdk/sdk_vars.cs | 64 ---
docs/html/sdk/terms.jd | 144 -----
docs/html/sdk/win-usb.jd | 308 ----------
12 files changed, 2575 deletions(-)
delete mode 100644 docs/html/sdk/index.jd
delete mode 100644 docs/html/sdk/installing/bundle.jd
delete mode 100644 docs/html/sdk/installing/create-project.jd
delete mode 100644 docs/html/sdk/installing/index.jd
delete mode 100644 docs/html/sdk/installing/migrate.jd
delete mode 100644 docs/html/sdk/installing/studio-androidview.jd
delete mode 100755 docs/html/sdk/installing/studio-build.jd
delete mode 100644 docs/html/sdk/installing/studio-layout.jd
delete mode 100644 docs/html/sdk/installing/studio-tips.jd
delete mode 100644 docs/html/sdk/sdk_vars.cs
delete mode 100644 docs/html/sdk/terms.jd
delete mode 100644 docs/html/sdk/win-usb.jd
diff --git a/docs/html/sdk/index.jd b/docs/html/sdk/index.jd
deleted file mode 100644
index 1e7761b6d7794..0000000000000
--- a/docs/html/sdk/index.jd
+++ /dev/null
@@ -1,536 +0,0 @@
-page.title=Download Android Studio and SDK Tools
-page.tags=sdk, android studio
-page.template=sdk
-section.landing=true
-header.hide=1
-nonavpage=true
-fullpage=true
-page.image=images/cards/android-studio_2x.png
-page.metaDescription=Download the official Android IDE and developer tools to build apps for Android phones, tablets, wearables, TVs, and more.
-
-@jd:body
-
-
-
-
-
-
-
-
-
-
-
Android Studio
-The Official IDE for Android
-
-
Android Studio provides the fastest tools for
-building apps on every type of Android device.
-
-
World-class code editing, debugging,
-performance tooling, a flexible build system, and an instant build/deploy
-system all allow you to focus on building unique and high quality apps.
Write better code, work faster, and be more productive with an intelligent code editor that helps you each step of the way.
-
Android Studio is built on IntelliJ and is capable of advanced code completion, refactoring, and code analysis.
-
-
-
-
-
-
-
-
-
-
-
-
Fast and feature-rich emulator
-
Install and run your apps faster than with a physical device and test your app on virtually any Android device configuration: Android phones, Android tablets, Android Wear, and Android TV devices.
-
The new Android Emulator 2.0 is faster than ever and allows you to dynamically resize the emulator and access a suite of sensor controls.
Start projects with code templates for patterns such as navigation drawer and view pagers, or import Google code samples from GitHub.
-
Android Studio's project wizards make it easier than ever to add code in a new project.
-
-
-
-
-
-
-
-
- More
-
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- Less
-
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Latest News
-
-
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-
Resources
-
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-
-
-
-
Videos
-
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-
-
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-
-
-
System Requirements
-
-
-
-
-
Windows
-
-
Microsoft® Windows® 7/8/10 (32- or 64-bit)
-
2 GB RAM minimum, 8 GB RAM recommended
-
2 GB of available disk space minimum, 4 GB Recommended
-(500 MB for IDE + 1.5 GB for
-Android SDK and emulator system image)
-
1280 x 800 minimum screen resolution
-
Java Development Kit (JDK) 8
-
For accelerated emulator: 64-bit operating system and
-Intel® processor with support for Intel®
-VT-x, Intel® EM64T (Intel® 64), and Execute Disable (XD) Bit functionality
-
-
-
-
-
Mac
-
-
Mac® OS X® 10.8.5 or higher, up to 10.11.4 (El Capitan)
-
2 GB RAM minimum, 8 GB RAM recommended
-
2 GB of available disk space minimum, 4 GB Recommended
-(500 MB for IDE + 1.5 GB for
-Android SDK and emulator system image)
-
1280 x 800 minimum screen resolution
-
Java Development Kit (JDK) 6
-
-
-
-
-
Linux
-
-
GNOME or KDE desktop
-
Tested on Ubuntu® 12.04, Precise Pangolin (64-bit distribution
-capable of running 32-bit applications)
-
64-bit distribution capable of running 32-bit applications
-
GNU C Library (glibc) 2.11 or later
-
2 GB RAM minimum, 8 GB RAM recommended
-
2 GB of available disk space minimum, 4 GB Recommended
-(500 MB for IDE + 1.5 GB for
-Android SDK and emulator system image)
-
1280 x 800 minimum screen resolution
-
Java Development Kit (JDK) 8
-
For accelerated emulator: Intel® processor with support for Intel®
-VT-x, Intel® EM64T (Intel® 64), and Execute Disable (XD) Bit functionality,
-or AMD processor with support for AMD Virtualization™ (AMD-V™)
-
-
-
-
-
-
-
diff --git a/docs/html/sdk/installing/bundle.jd b/docs/html/sdk/installing/bundle.jd
deleted file mode 100644
index 22bdd117ae24a..0000000000000
--- a/docs/html/sdk/installing/bundle.jd
+++ /dev/null
@@ -1,3 +0,0 @@
-page.title=Setting Up the ADT Bundle
-
-@jd:body
diff --git a/docs/html/sdk/installing/create-project.jd b/docs/html/sdk/installing/create-project.jd
deleted file mode 100644
index a4de85ceb7e2b..0000000000000
--- a/docs/html/sdk/installing/create-project.jd
+++ /dev/null
@@ -1,377 +0,0 @@
-page.title=Managing Projects with Android Studio
-
-@jd:body
-
-
Android Studio provides graphical tools for creating and managing Android projects, which
-contain everything that define your Android apps, from app source code to build configurations and
-test code. Each project contains one or more different types of modules, such as
- application modules, library modules, and test modules.
-
-
This guide explains how to create Android projects and different modules using
-Android Studio.
-For more information about the Android project structure and module types, read Managing Projects Overview.
-
-
-
-
Creating an Android Project
-
-
Android Studio makes it easy to create Android apps for several form factors, such as phone,
-tablet, TV, Wear, and Google Glass. The New Project wizard lets you choose the form factors
-for your app and populates the project structure with everything you need to get started.
-
-
Follow the steps in this section to create a project in Android Studio.
-
-
Step 1: Create a New Project
-
-
If you didn't have a project opened, Android Studio shows the Welcome screen.
-To create a new project, click New Project.
-
-
If you had a project opened, Android Studio shows the development environment.
-To create a new project, click File > New Project.
-
-
The next window lets you configure the name of your app, the package name, and the location
-of your project.
-
-
-
Figure 1. Choose a name for your project.
-
-
Enter the values for your project then click Next.
-
-
Step 2: Select Form Factors and API Level
-
-
The next window lets you select the form factors supported by your app, such as phone, tablet,
-TV, Wear, and Google Glass. The selected form factors become the application modules within the
-project. For each form factor, you can also select the API Level for that app. To get more information,
-click Help me choose.
-
-
-
Figure 2. Select the API Level.
-
-
The API Level window shows the distribution of mobile devices running each version of Android,
-as shown in figure 3. Click on an API level to see a list of features introduced in the corresponding
-version of Android. This helps you choose the minimum API Level that has all the features that
-your apps needs, so you can reach as many devices as possible. Then click OK.
-
-
-
Figure 3. Choose form factors for your app.
-
-
Then, on the Form Factors Window, click Next.
-
-
-
Step 3: Add an Activity
-
-
The next screen lets you select an activity type to add to your app, as shown in figure 4.
-This screen displays a different set of activities for each of the form factors you selected earlier.
-
-
-
Figure 4. Add an activity to your app.
-
-
Choose an activity type then click Next.
-
-
Note: If you choose "Add No Activity", click Finish
- to create the project.
-
-
-
Step 4: Configure Your Activity
-
-
The next screen lets you configure the activity to add to your app, as shown in figure 5.
-
-
-
Figure 5. Choose a name for your activity.
-
-
Enter the activity name, the layout name, and the activity title. Then click
-Finish.
-
-
-
Step 5: Develop Your App
-
-
Android Studio creates the default structure for your project and opens the development
-environment. If your app supports more than one form factor, Android Studio creates a module folder
-with complete source files for each of them as shown in figure 6.
-
-
-
Figure 6. The default project structure for a mobile app.
-
-
Now you are ready to develop your app. For more information, see the following links:
Android application modules contain the src/main/, AndroidManifest.xml,
- build.gradle, build output and other files you need to generate your app's APK files.
- Android Studio provides a New Module Wizard that you can use to quickly create a new
- Android module (or a module from existing code) based on selected application settings, such as
- minimum SDK level and activity template.
-
-
To create a new module, select File > New >
- Module. Select the desire module type then click Next to enter the basic module
- settings:
-
-
-
Enter an Application Name. This name is used as the title of your
- application launcher icon when it is installed on a device.
-
-
Enter a Module Name. This text is used as the name of the folder where
- your Java-based activity files are stored.
-
-
Enter a Package Name and Package Location. This class
- package namespace creates the initial
- package structure for your applications code files and is added as the
- {@code package}
- attribute in your application's
- Android manifest file.
- This manifest value serves as the unique identifier for your application app when you
- distribute it to users. The package name must follow the same rules as packages in the Java
- programming language.
-
-
Select the Minimum required SDK.
- This setting indicates the lowest version of the Android platform that your application
- supports for the selected form factor. This value sets the
- minSdkVersion attribute in the build.gradle file.
-
-
Note: You can manually change the minimum and target SDK
- for your module at any time: Double-click the module's build.gradle in the Project Explorer,
- set the targetSdkVersion and targetSdkVersion in the
- defaultConfig section.
-
-
-
Select a Target SDK. This setting indicates the highest version of
- Android with which you have tested with your application and sets the
- {@code
- targetSdkVersion} attribute in your application's' build.gradle file.
-
-
-
Select a Compile With API version. This setting specifies what version
- of the SDK to compile your project against. We strongly recommend using the most recent
- version of the API.
-
-
Select a Language Level API version. This setting specifies what version
- of the SDK to compile your project against. We strongly recommend using the most recent
- version of the API.
-
-
Select a Theme. This setting specifies which standard Android
- visual style is applied to your
- application. Select activity template. For more information about Android code templates, see
- Using Code Templates. Leave the
- Create activity option checked so you can start your
- application with some essential components.
-
-
Click the check box for the required Support Libraries then click Next.
-
-
In the Configure Launcher Icon page, create an icon and options, then click
- Next.
-
-
In the Create Activity page, select activity template then click
- Next. For more information about Android code templates, see
- Using Code Templates.
-
-
-
Review the new module settings then click Finish.
-
-
-
-
The wizard creates a new Android application module according to the options you have chosen.
-
-
-
-
Setting up a Library Module
-
-
A library module is a standard Android module, so you can create a new one in the same way
- as you would a new application module, using the New Module wizard and selecting Android
- Library as the module type. The created library module will appear in your project view
- along with the other modules.
-
-
You can easily change an existing application module to a library module by changing the
- plugin assignment in the build.gradle file to com.android.library.
The library dependency can be declared in the module's manifest file or in the
- file.
-
-
A library modules's manifest file must declare all of the shared components that it includes,
- just as would a standard Android application. For more information, see the documentation for
- AndroidManifest.xml.
-
-
For example, the TicTacToeLib example library
- project declares the activity GameActivity:
To add the dependency declaration to the build file, edit the build file for the app
-module (app/build.gradle) and add a dependency on the lib module:
In this example, the lib module can still be built and tested independently, and
-the build system creates an AAR package for it that you could reuse in other projects.
-
-
Note: The library settings in the app/build.gradle
-file will override any shared library resources declared in the manifest file.
-
-
-
Referencing a library module
-
-
If you are developing an application and want to include the shared code or resources from a
- library module, you can also do so easily by adding a reference to the library module in the
- module's dependency page.
-
-
To add a reference to a library module, follow these steps:
-
-
-
Make sure that both the module library and the application module that depends on it are
- in your project. If one of the modules is missing, import it into your project.
-
-
In the project view, right-click the dependent module and select
- Open > Module Settings.
-
-
Right-click the plus icon to add a new dependencies.
-
If you are adding references to multiple libraries, you can set their relative
- priority (and merge order) by selecting a library and using the Up and
- Down controls. The tools merge the referenced libraries with your application
- starting from lowest priority (bottom of the list) to highest (top of the list). If more than one
- library defines the same resource ID, the tools select the resource from the library with higher
- priority. The application itself has highest priority and its resources are always used in
- preference to identical resource IDs defined in libraries.
-
-
-
Use the Scope drop-down to select how the dependency will be applied.
-
-
Click Apply to create the dependency and OK to close the
- Project Structure window.
-
-
-
Android Studio rebuilds the module, including the contents of the library module the next time
- the project or module is built.
-
-
-
-
Declaring library components in the manifest file
-
-
In the manifest file of the application module, you must add declarations of all components
- that the application will use that are imported from a library module. For example, you must
- declare any <activity>, <service>,
- <receiver>, <provider>, and so on, as well as
- <permission>, <uses-library>, and similar elements.
-
-
Declarations should reference the library components by their fully-qualified package names,
- where appropriate.
-
-
For example, the TicTacToeMain example
- application declares the library activity GameActivity like this:
For more information about the manifest file, see the documentation for AndroidManifest.xml.
-
-
-
Using the Android Project View
-
-
-
The Android project view in Android Studio shows a flattened version of your project's structure
-that provides quick access to the key source files of Android projects and helps you work with
-the new Gradle-based build system. The
-Android project view:
-
-
-
Groups the build files for all modules at the top level of the project hierarchy.
-
Shows the most important source directories at the top level of the module hierarchy.
-
Groups all the manifest files for each module.
-
Shows resource files from all Gradle source sets.
-
Groups resource files for different locales, orientations, and screen types in a single group
-per resource type.
-
-
-
The Android project view is enabled by default and shows all the build files at
-the top level of the project hierarchy under Gradle Scripts. The project module
-appears as a folder at the top level of the project hierarchy and contains these three elements
-at the top level:
-
-
-
manifests/ - Manifest files for the module.
-
java/ - Source files for the module.
-
res/ - Resource files for the module.
-
-
-
Notice how the Android project view groups all instances of the
-ic_launcher.png resource for different screen densities under the same element.
-
-
Note: The Android project view shows a hierarchy that helps you
-work with Android projects by providing a flattened structure that highlights the most commonly
-used files while developing Android applications. However, the project structure on disk differs
-from this representation and maintains the traditional project structure.
Setting up Android Studio takes just a few clicks.
-
-
While the Android Studio download
-completes, verify which version of the JDK you have:
-open a command line and type javac -version. If the JDK
-is not available or the version is lower than 1.8, download the Java SE Development Kit 8.
-
-
-
-
-
To install Android Studio on Windows, proceed as follows:
-
-
Launch the .exe file you downloaded.
-
Follow the setup wizard to install Android Studio and any necessary SDK tools.
-
-
On some Windows systems, the launcher script does not find where the JDK is installed.
- If you encounter this problem,
- you need to set an environment variable indicating the correct location.
-
Select Start menu > Computer > System Properties >
- Advanced System Properties. Then open Advanced tab > Environment
- Variables and add a new system variable JAVA_HOME that points to
- your JDK folder, for example C:\Program Files\Java\jdk1.8.0_77.
-
-
-
-
-
That's it!
-The following video shows each step of the recommended setup procedure.
-
-
-
-
As new tools and other APIs become available, Android Studio tells you
-with a pop-up, or you can check for updates by clicking Help >
-Check for Update.
-
-
-
-
-
-
-
-
-
-
-
-
There are, however, known stability issues in Android Studio on Mac
-when using JDK 1.8. Until these issues are resolved, you can improve stability
-by downgrading your JDK to an older version (but no lower than JDK 1.6).
-
-
To install Android Studio on your Mac, proceed as follows:
-
-
-
Launch the Android Studio DMG file.
-
Drag and drop Android Studio into the Applications folder, then launch
- Android Studio.
-
Select whether you want to import previous Android Studio settings,
- then click OK.
-
The Android Studio Setup Wizard guides you though the rest of the
- setup, which includes downloading Android SDK components
- that are required for development.
-
-
-
That's it!
-The following video shows each step of the recommended setup procedure.
-
-
-
-
-As new tools and other APIs become available, Android Studio tells you
-with a pop-up, or you can check for updates by clicking Android Studio
-> Check for Updates.
-
-
-
-
-
-
-
-
-
-
-
-
To install Android Studio on Linux, proceed as follows:
-
-
-
Unpack the .zip file you downloaded to an
- appropriate location for your applications, such as within
- /usr/local/ for your user profile, or /opt/
- for shared users.
-
To launch Android Studio, open a terminal,
- navigate to the android-studio/bin/ directory,
- and execute studio.sh.
-
Tip:
- Add android-studio/bin/ to your PATH environment
- variable so you can start Android Studio from any directory.
-
-
Select whether you want to import previous Android Studio settings
- or not, then click OK.
-
The Android Studio Setup Wizard guides you though the rest of the
- setup, which includes downloading Android SDK components
- that are required for development.
-
-
-
-
-
Note:
-If you are running a 64-bit version of Ubuntu, you need to install some 32-bit
-libraries with the following command:
That's it!
-The following video shows each step of the recommended setup procedure.
-
-
-
-
As new tools and other APIs become available, Android Studio tells you
-with a pop-up, or you can check for updates by clicking Help >
-Check for Update.
-
-
-
-
Note:
-If you want to develop apps with the N Preview SDK, you must use
-the preview version of Android Studio 2.1. For more information, see the
-N Preview setup guide.
-
-
-
-
Start building apps
-
-
-
-
-
Build your first app
-
Get started quickly and learn the basics of Android by following
-the guide to Building Your First App.
Migrating from Eclipse ADT to Android Studio requires adapting to a new project structure,
-build system, and IDE functionality. To simplify the migration process, Android Studio provides an
-import tool so you can quickly transition your Eclipse ADT workspaces and Ant build scripts to
-Android Studio projects and Gradle-based build files.
-
-
This document provides an overview of the migration process and walks you
-through a sample import procedure. For more information about Android Studio features and the
-Gradle-based build system, see Android Studio Overview
-and Configuring Gradle Builds.
-
-
-
-
Migration Overview
-
Migrating from Eclipse to Android Studio requires that you change the structure of your
-development projects, move to a new build system, and use a new user interface. Here are some of
-the key changes you should be aware of as you prepare to migrate to Android Studio:
-
-
Project files
-
Android Studio uses a different project structure. Each Eclipse ADT
- project is called a module in Android Studio. Each instance of Android
- Studio contains a project with one or more app modules. For more information see,
- Project
- Structure.
-
-
Manifest settings
-
Several elements in the AndroidManifest.xml file are now properties in the
- defaultConfig and productFlavors blocks in the
- build.gradle file. These elements are still valid manifest entries and may
- appear in manifests from older projects, imported projects, dependencies, and libraries. For
- more information see,
- Manifest
- Settings.
-
-
Dependencies
-
Library dependencies are handled differently in Android Studio, using Gradle dependency
- declarations and Maven dependencies for well-known local source and binary libraries with
- Maven coordinates. For more information see,
- Dependencies
-
-
-
Test code
-
With Eclipse ADT, test code is written in separate projects and integrated through the
- <instrumentation> element in your manifest file. Android Studio provides a
- AndroidTest folder within your project so you can easily add and maintain your test
- code within the same project view. JUnit tests can also be configured to run locally to reduce
- testing cycles.
-
-
Gradle-based build system
-
In place of XML-based Ant build files, Android Studio supports Gradle build files, which
- use the Gradle Domain Specific Language (DSL) for ease of extensibility and customization.
- The Android Studio build system also supports
- build variants,
- which are combinations of productFlavor and buildTypes, to customize
- your build outputs.
-
-
User interface
-
Android Studio provides an intuitive interface and menu options based on the
- IntelliJ IDEA
- IDE. To become familiar with the IDE basics, such as navigation, code completion, and keyboard
- shortcuts, see
- IntelliJ IDEA Quick Start Guide.
-
-
Developer tools versioning
-
Android Studio updates independently of the Gradle-based build system so different build
- settings can be applied across different versions of command line, Android Studio, and
- continuous integration builds. For more information, see
- Configuring Gradle Builds.
-
-
-
-
-
-
-
Migration Prerequisites
-
Before migrating your Eclipse ADT app to Android Studio, review the following steps to make
-sure your project is ready for conversion, and verify you have the tool configuration you need in
-Android Studio:
-
-
-
In Eclipse ADT:
-
-
Make sure the Eclipse ADT root directory contains the AndroidManifest.xml
- file. Also, the root directory must contain either the .project and
- .classpath files from Eclipse or the res/ and src/
- directories.
-
Build your project to ensure your latest workspace and project updates are saved and
- included in the import.
-
Comment out any references to Eclipse ADT workspace library files in the
- project.properties or .classpath files for import. You can
- add these references in the build.gradle file after the import. For more
- information, see
- Configuring Gradle Builds.
-
It may be useful to record your workspace directory, path variables, and any actual path
- maps that could be used to specify any unresolved relative paths, path variables, and
- linked resource references. Android Studio allows you to manually specify any unresolved
- paths during the import process.
-
-
-
In Android Studio:
-
-
Make a note of any third-party Eclipse ADT plugins in use and check for equivalent features
- in Android Studio or search for a compatible plugin in the
- IntelliJ Android
- Studio Plugins repository. Use the File > Settings > Plugins menu
- option to manage plugins in Android Studio. Android Studio does not migrate any third-party
- Eclipse ADT plugins.
-
If you plan to run Android Studio behind a firewall, be sure to set the proxy settings for
- Android Studio and the SDK Manager. Android Studio requires an internet connection for
- Setup Wizard synchronization, 3rd-party library access, access to remote repositories,
- Gradle
- initialization and synchronization, and Android Studio version updates. For more information,
- see Proxy Settings.
-
Use the File > Settings > System Settings menu option to verify the
- current version and, if necessary, update Android Studio to the latest version from the
- stable channel. To install Android Studio, please visit the
- Android Studio download page.
-
-
-
-
-
-
-
Importing Projects to Android Studio
-
Android Studio provides a function for importing Eclipse ADT projects, which creates a new
-Android Studio project and app modules based on your current
-Eclipse ADT workspace and projects. No changes are made to your Eclipse project files. The Eclipse
-ADT workspace becomes a new Android Studio project, and each Eclipse ADT project within the workspace
-becomes a new Android Studio module. Each instance of Android Studio contains a project with one or
-more app modules.
-
-
After selecting an Eclipse ADT project to import, Android Studio creates the Android
-Studio project structure and app modules, generates the new Gradle-based build files and settings,
-and configures the required dependencies. The import options also allow you to enter your workspace
-directory and any actual path maps to handle any unresolved relative paths, path variables, and
-linked resource references.
-
-
Depending on the structure of your Eclipse ADT development project, you should select specific
-files for importing:
-
-
For workspaces with multiple projects, select the project folder for each Eclipse ADT
- project individually to import the projects into the same Android Studio project. Android
- Studio combines the Eclipse ADT projects into a single Android Studio project with different app
- modules for each imported project.
-
-
For Eclipse ADT projects with separate test projects, select the test project folder for
- import. Android Studio imports the test project and then follows the dependency chain to import
- the source project and any project dependencies.
-
-
If Eclipse ADT projects share dependencies within the same workspace, import each
- project individually into Android Studio. Android Studio maintains the shared dependencies
- across the newly created modules as part of the import process.
-
-
-
To import a project to Android Studio:
-
-
-
Start Android Studio and close any open Android Studio projects.
-
From the Android Studio menu select File > New > Import Project.
-
Alternatively, from the Welcome screen, select Import project
- (Eclipse ADT, Gradle, etc.).
-
Select the Eclipse ADT project folder with the AndroidManifest.xml file
- and click Ok.
-
-
-
Select the destination folder and click Next.
-
-
Select the import options and click Finish.
-
The import process prompts to migrate any library and project dependencies to Android Studio,
- and add the dependency declarations to the build.gradle file. The import process
- also replaces any well-known source libraries, binary libraries, and JAR files that have known
- Maven coordinates with Maven dependencies, so you no longer need to maintain these dependencies
- manually. The import options also allow you to enter your workspace directory and any actual
- path maps to handle any unresolved relative paths, path variables, and linked resource
- references.
-
-
-
Android Studio imports the app and displays the project import summary. Review the summary
- for details about the project restructuring and the import process.
-
-
-
-
-
After importing the project from Eclipse ADT to the new Android Studio project and module
-structure, each app module folder in Android Studio contains the complete source set for that
-module, including the {@code src/main} and {@code src/androidTest} directories, resources, build
-file, and Android manifest. Before starting app development, you should resolve any issues shown in
-the project import summary to make sure the project re-structuring and import process completed
-properly.
-
-
-
-
Validating imported projects
-
After completing the import process, use the Android Studio Build and
-Run menu options to build your project and verify the output. If your project
-is not building properly, check the following settings:
-
-
-
-
Use the Android SDK button in Android Studio to launch the SDK Manager and verify the installed versions of SDK
- tools, build tools, and platform match the settings for your Eclipse ADT project. Android Studio
- inherits the SDK Manager and JDK settings from your imported Eclipse project.
-
-
Use the File > Project Structure menu option to verify additional
- Android Studio settings:
-
-
Under SDK Location verify Android Studio has access to the correct SDK and
- JDK locations and versions.
-
Under Project verify the Gradle version, Android Plugin version, and related
- repositories.
-
Under Modules verify the app and module settings, such as signing configuration
- and library dependencies.
-
-
-
If your project depends on another project, make sure that dependency is defined properly in
- the build.gradle file in the app module folder.
-
-
-
-
If there still are unexpected issues when building and running your project in Android
-Studio after you have checked these settings, consider modifying the Eclipse ADT project and
-re-starting the import process. Importing an Eclipse ADT project to Android Studio creates a new
-Android Studio project and does not impact the existing Eclipse ADT project.
-
-
-
-
To get started using Android Studio, review the
-Android Studio features and
-Gradle-based build system to become familiar with the new
-project and module structure, flexible build settings, and other advanced Android development
-capabilities. For a comparison of Eclipse ADT and Android Studio features and usage, see
-Transitioning to Android Studio from
-Eclipse. For specific Android Studio how-to documentation, see the pages in the
-Workflow section.
-
The Android project view in Android Studio shows a flattened version of your project's structure
-that provides quick access to the key source files of Android projects and helps you work with
-the new Gradle-based build system. The
-Android project view:
-
-
-
Groups the build files for all modules at the top level of the project hierarchy.
-
Shows the most important source directories at the top level of the module hierarchy.
-
Groups all the manifest files for each module.
-
Shows resource files from all Gradle source sets.
-
Groups resource files for different locales, orientations, and screen types in a single group
-per resource type.
-
-
-
-
-
Figure 1: Show the Android project view.
-
-
-
-
Enable the Android Project View
-
-
The Android project view is not yet enabled by default. To show the Android project view,
-click Project and select Android, as shown in Figure 1.
-
-
-
Use the Android Project View
-
-
The Android project view shows all the build files at the top level of the project hierarchy
-under Gradle Scripts. Each project module appears as a folder at the top
-level of the project hierarchy and contains these three elements at the top level:
-
-
-
java/ - Source files for the module.
-
manifests/ - Manifest files for the module.
-
res/ - Resource files for the module.
-
-
-
Figure 2 shows how the Android project view groups all the instances of the
-ic_launcher.png resource for different screen densities under the same element.
-
-
Note: The Android project view shows a hierarchy that helps you
-work with Android projects by providing a flattened structure that highlights the most commonly
-used files while developing Android applications. However, the project structure on disk differs
-from this representation.
-
-
-
Figure 2: The traditional project view (left) and the
-Android project view (right).
\ No newline at end of file
diff --git a/docs/html/sdk/installing/studio-build.jd b/docs/html/sdk/installing/studio-build.jd
deleted file mode 100755
index 6464b28e893e4..0000000000000
--- a/docs/html/sdk/installing/studio-build.jd
+++ /dev/null
@@ -1,104 +0,0 @@
-page.title=Build System Overview
-
-@jd:body
-
-
The Android build system is the toolkit you use to build, test, run and package
-your apps. The build system can run as an integrated tool from the Android Studio menu and
-independently from the command line. You can use the features of the build system to:
-
-
-
Customize, configure, and extend the build process.
-
Create multiple APKs for your app with different features using the same project and
- modules.
-
Reuse code and resources across source sets.
-
-
-
The flexibility of the Android build system enables you to achieve all of this without
-modifying your app's core source files. To build an Android Studio project, see
-Building and Running from Android Studio.
-To configure custom build settings in an Android Studio project, see
-Configuring Gradle Builds.
-
-
-
A Detailed Look at the Build Process
-
-
The build process involves many tools and processes that generate intermediate files on the
-way to producing an .apk. If you are developing in Android Studio, the complete build
-process is done every time you run the Gradle build task for your project or modules. The build
-process is very flexible so it's useful, however, to understand what is happening under the hood
-since much of the build process is configurable and extensible. The following diagram depicts the
-different tools and processes that are involved in a build:
-
-
-
-
The general process for a typical build is outlined below. The build system merges all the
-resources from the configured product flavors, build types, and dependencies. If different
-folders contain resources with the same name or setting, the following override priority order is:
-dependencies override build types, which override product flavors, which override the main source
-directory.
-
-
-
-
The Android Asset Packaging Tool (aapt) takes your application resource files, such as the
- AndroidManifest.xml file and the XML files for your Activities, and compiles them.
- An R.java is also produced so you can reference your resources from your Java code.
-
-
The aidl tool converts any .aidl interfaces that you have into Java interfaces.
-
-
All of your Java code, including the R.java and .aidl files, are
- compiled by the Java compiler and .class files are output.
-
-
The dex tool converts the .class files to Dalvik byte code. Any 3rd party libraries and
- .class files that you have included in your module build are also converted into .dex
- files so that they can be packaged into the final .apk file.
-
-
All non-compiled resources (such as images), compiled resources, and the .dex files are
- sent to the apkbuilder tool to be packaged into an .apk file.
-
-
Once the .apk is built, it must be signed with either a debug or release key
- before it can be installed to a device.
-
-
Finally, if the application is being signed in release mode, you must align the
- .apk with the zipalign tool. Aligning the final .apk decreases memory
- usage when the application is -running on a device.
-
-
-
Note: Apps are limited to a 64K method reference limit. If your app reaches
-this limit, the build process outputs the following error message:
-
-
Unable to execute dex: method ID not in [0, 0xffff]: 65536.
The build generates an APK for each build variant in the app/build folder:
-the app/build/outputs/apk/ directory contains packages named
-app-<flavor>-<buildtype>.apk; for example, app-full-release.apk and
-app-demo-debug.apk.
Android Studio offers an advanced layout editor that allows you to drag-and-drop widgets
-into your layout and preview your layout while editing the XML.
-
-
Within the layout editor, you can switch between the Text view, where
-you edit the XML file as text, and the Design view. Just click the
-appropriate tab at the bottom of the window to display the desired editor.
-
-
Editing in the Text View
-
-
You can use the Text view to edit your layout file. This section describes
-some of the features that are available in the Text view.
-
-
Preview
-
-
While editing in the Text view, you can preview the layout on devices
-by opening the Preview pane available on the right side of the window.
-Within the Preview pane, you can modify the preview by changing various
-options at the top of the pane, including the preview device, layout theme, platform
-version and more. To see a preview of how your app would look with a particular device
-skin, click the preview icon
-
-and choose the desired device, such as Nexus 4:
-
-
-
Figure 1. Previewing your app.
-
-
To preview the layout on multiple devices simultaneously, select Preview All
-Screen Sizes from the device drop-down.
-
-
When you click in the preview image, the layout editor highlights the corresponding
-section in the XML, and vice-versa.
-
-
Interactive error detection and recovery
-
-
As you edit the Text view of your layout XML file, Android Studio flags
-typos and offers assistance.
-
-
For example, suppose you are adding a button, and you misspell it as "Buttonn".
-Android Studio helps you to correct it by displaying an error such as the following,
-where you can click on "Change to Button" to fix the error in the XML file:
-
-
-
-
Figure 2. Flagging errors.
-
-
Android Studio also prompts you to supply missing information. For example, suppose you
-start adding a fragment to your layout XML file. First of all, Android Studio displays
-auto-complete suggestions as you type. Once it becomes clear that you are adding a fragment,
-Android Studio displays an error panel with links that you can click to supply the missing
-attributes. Clicking "Automatically add all missing attributes" in this case
-does just that—it completes the fragment definition in your layout XML file:
-
-
-
-
Figure 3. Supplying missing information
-
-
Picking a theme
-
-
To pick a theme for your app, click the Theme icon
-.
-
-
-
This displays the Select Theme dialog, where you can search for a
-particular theme and/or select one from the list on the right hand side. The theme you
-choose will be reflected in the previewed image.
-
-
-
-
Figure 4. Specifying a theme.
-
-
Localization
-
-
Android Studio provides built-in localization support. When you click the
-localization icon
-,
-you can select a particular locale, add and edit translations, preview the locales your
-app supports (all locales or just a single locale), and preview right-to-left layout for
-languages that are RTL.
For example, here is a preview of a "Hello World" app for the
-
-locale:
-
-
-
Figure 5. Previewing locales.
-
-
Editing in the Design View
-
-
You can switch to the graphical editor by clicking Design at the
-bottom of the window. While editing in the Design view, you can show and
-hide the widgets available to drag-and-drop by clicking Palette on the
-left side of the window. Clicking Designer on the right side of the
-window reveals a panel with a layout hierarchy and a list of properties for each view in
-the layout.
-
-
When you drag a widget into the graphical layout for your app, the display changes to
-help you place the widget. What you see depends on the type of layout. For example, if
-you're dragging a widget into a {@link android.widget.FrameLayout}, it displays a grid to
-help you place the widget, as shown in figure 6:
-
-
-
-
Figure 6. Using the grid layout to place a widget.
-
-
Within the graphical editor, you can rearrange your app's UI by dragging widgets to
-the desired location.
-
-
Multi-API Version Rendering
-
-
Android Studio supports multi-API version rendering. When you click the Android version icon in the Design view,
-Android Studio allows you to preview your Android layouts across multiple Android API levels.
-
-
-
-
Figure 7. Multi-API version rendering.
-
-
Taking a snapshot
-
-
When you run your app on a connected device, you can take a snapshot of it by clicking
-the camera icon
-
-to the left of the logging
-panel (at the bottom of the window by default). This takes a snapshot of your running app
-(or whatever is currently displayed on your device) and displays it in a window. Check
-Frame Screenshot to show your screenshot within the device skin of your
-choice. You can also specify whether you want the image to have screen glare and/or a drop
-shadow. Once you have the desired effect, you can save the image.
-
-
You can use the same process to create a snapshot of your app's preview. Just click the
-camera icon in the preview area and follow the steps for adding a device skin.
diff --git a/docs/html/sdk/installing/studio-tips.jd b/docs/html/sdk/installing/studio-tips.jd
deleted file mode 100644
index 4cd6f8ce04bb5..0000000000000
--- a/docs/html/sdk/installing/studio-tips.jd
+++ /dev/null
@@ -1,342 +0,0 @@
-page.title=Android Studio Tips and Tricks
-page.image=images/tools/studio-previewall.png
-page.metaDescription=Tips to help you get started with Android Studio's most common tasks and productivity enhancements.
-page.tags=studio,tips
-meta.tags="studio", "tools"
-@jd:body
-
-
If you're unfamiliar with using Android Studio and the IntelliJ IDEA interface, this page
-provides some tips to help you get started with some of the most common tasks and productivity
-enhancements.
-
-
-
Productivity Shortcuts
-
-
Android Studio includes a number of features to help you be more productive in your coding.
-This section notes a few of the key features to help you work quickly and efficiently.
-
-
-
-
Smart Rendering
-
With smart rendering, Android Studio displays links for quick fixes to rendering errors.
-For example, if you add a button to the layout without specifying the width and
-height attributes, Android Studio displays the rendering message Automatically
-add all missing attributes. Clicking the message adds the missing attributes to the layout.
-
-
-
Bitmap rendering in the debugger
-
While debugging, you can now right-click on bitmap variables in your app and invoke
-View Bitmap. This fetches the associated data from the debugged process and renders
-the bitmap in the debugger.
-
-
Figure 1. Bitmap Rendering
-
-
-
Creating new files
-
You can quickly add new code and resource files by clicking the appropriate directory in the
-Project pane and pressing ALT + INSERT on Windows and Linux or
-COMMAND + N on Mac. Based on the type of directory selected, Android Studio
-offers to create the appropriate file type.
-
-
For example, if you select a layout directory, press ALT + INSERT on Windows,
-and select Layout resource file, a dialog opens so you can name the file
-(you can exclude the {@code .xml} suffix) and choose a root view element. The editor then
-switches to the layout design editor so you can begin designing your layout.
-
-
-
Output window message filtering
-
When checking build results, you can filter messages by message type to quickly
-locate messages of interest.
-
-
Figure 2. Filter Build Messages
-
-
-
Hierarchical parent setting
-
The activity parent can now be set in the Activity Wizard when creating a new
-activity. Setting a hierarchal parent sets the {@code Up} button to automatically
-appear in the app's Action bar when viewing a child activity, so the {@code Up}
-button no longer needs to be manually specified in the menu.xml file.
-
-
-
Creating layouts
-
Android Studio offers an advanced layout editor that allows you to drag-and-drop widgets
-into your layout and preview your layout while editing the XML.
-
-
While editing in the Text view, you can preview the layout on devices by
-opening the Preview pane available on the right side of the window. Within the
-Preview pane, you can modify the preview by changing various options at the top of the pane,
-including the preview device, layout theme, platform version and more. To preview the layout on
-multiple devices simultaneously, select Preview All Screen Sizes from the
-device drop-down.
-
-
Figure 3. Preview All Screens
-
-
You can switch to the graphical editor by clicking Design at the
-bottom of the window. While editing in the Design view, you can show and hide the
-widgets available to drag-and-drop by clicking Palette on the left side of the
-window. Clicking Designer on the right side of the window reveals a panel
-with a layout hierarchy and a list of properties for each view in the layout.
-
-
-
Annotations
-
Android Studio provides coding assistance for using annotations from the
-{@link android.support.annotation Support-Annotations} library, part of the
-Support Repository.
-
-Adding a dependency for this library enables you to decorate your code with annotations to help
-catch bugs, such as null pointer exceptions and resource type conflicts. You can also create
-enumerated annotations to, for example, check that a passed parameter value matches a value from
-a defined set of constants. For more information, see
-Improving Code Inspection with
-Annotations.
-
-
-
-
Java class decompiling
-
Android Studio allows you to look at what’s inside Java libraries when you don’t have access
-to the source code.
-
-
The decompiler is built into Android Studio for easy access. To use this feature, right-click
-a class, method, or field from a library for which you do not have source file access and select
-decompile.
The decompiled source code appears.
-
-
To adjust the Java decompiler settings, select
-File > Settings > Other Settings > Java Decompiler.
-
-
-
Debugging and performance enhancements
-
Android Studio offers debugging and performance enhancements such as:
-
-
Custom keymaps. To modify the current keymap, choose
- File > Settings > Keymap.
-
Support for high density (Retina) displays on Windows and Linux.
-
Scratch files for quick prototyping without creating any project files.
-
Choose Tools > New Scratch File to open a scratch file to quickly
- build and run code prototypes. Together with Android Studio coding assistance, scratch
- files allow you to quickly run and debug code updates with the support of all file operations.
- By embedding code created with scripting languages, you can run your code from within the
- scratch file.
-
-
-
-
-
Live templates
-
Live templates allow you to enter code snippets for fast insertion and completion of small chunks
-of code. To insert a live template, type the template abbreviations and press the
-Tab key. Android Studio inserts the code snippet associated with the template into
-your code.
-
-
For example, entering the newInstance abbreviation followed by the
-Tab key inserts the code for a new fragment instance with argument placeholders.
-
-
-public static $fragment$ newInstance($args$) {
- $nullChecks$
- Bundle args = new Bundle();
- $addArgs$
- $fragment$ fragment = new $fragment$();
- fragment.setArguments(args);
- return fragment;
-}
-
-
-
Similarly, the fbc abbreviation inserts a findViewById call along
-with cast and resource id syntax.
-
-
-() findViewById(R.id.);
-
-
-
Use the File > Settings > Editor > Live Templates menu option to
-display the full list of supported live templates and customize the inserted code.
-
-
-
-
Working with IntelliJ-based Coding Practices
-
-
This section list just a few of the code editing
-practices you should consider using when creating Android Studio apps.
-
-
For complete user documentation for the IntelliJ IDEA interface (upon which Android Studio
-is based), refer to the
-IntelliJ IDEA documentation.
-
-
-
Alt + Enter key binding
-
For quick fixes to coding errors, the IntelliJ powered IDE implements the Alt + Enter
-key binding to fix errors (missing imports, variable assignments, missing references, etc) when
-possible, and if not, suggest the most probable solution.
-
-
-
Ctrl + D key binding
-
The Ctrl + D key binding is great for quickly duplicating code lines or fragments.
-Simply select the desired line or fragment and enter this key binding.
-
-
-
Navigate menu
-
In case you're not familiar with an API class, file or symbol, the Navigate menu lets
-you jump directly to the class of a method or field name without having to search through
-individual classes.
-
-
-
Inspection scopes
-
Scopes set the color of code segments for easy code identification and location. For example,
-you can set a scope to identify all code related to a specific action bar.
-
-
-
Injecting languages
-
With language injection, the Android Studio IDE allows you to work with islands of different
-languages embedded in the source code. This extends the syntax, error highlighting and coding
-assistance to the embedded language. This can be especially useful for checking regular expression
-values inline and validating XML.
-
-
-
Code folding
-
This allows you to selectively hide and display sections of the code for readability. For
-example, resource expressions or code for a nested class can be folded or hidden in to one line
-to make the outer class structure easier to read. The inner class can be later expanded for
-updates.
-
-
-
Image and color preview
-
When referencing images and icons in your code, a preview of the image or icon appears
-(in actual size at different densities) in the code margin to help you verify the image or icon
-reference. Pressing {@code F1} with the preview image or icon selected displays resource asset
-details, such as the dp settings.
-
-
-
Quick F1 documentation
-
You can now inspect theme attributes using View > Quick Documentation
-(F1),
-see the theme inheritance hierarchy, and resolve values for the various attributes.
-
-
If you invoke View > Quick Documentation (usually bound to F1) on the theme
-attribute ?android:textAppearanceLarge, you will see the theme inheritance hierarchy and
-resolved values for the various attributes that are pulled in.
-
-
-
-
Keyboard Commands
-
-
The following tables list keyboard shortcuts for common operations.
-
-
Note: This section lists Android Studio keyboard shortcuts
-for the default keymap. To change the default keymap on Windows and Linux, go to
-File > Settings > Keymap. If you're
-using Mac OS X, update your keymap to use the Mac OS X 10.5+ version keymaps under
-Android Studio > Preferences > Keymap.
-
-
-
Table 1. Programming key commands
-
-
Action
Android Studio Key Command
-
-
-
Command look-up (autocomplete command name)
-
CTRL + SHIFT + A
-
-
-
-
Project quick fix
-
ALT + ENTER
-
-
-
-
Reformat code
-
CTRL + ALT + L (Win)
- OPTION + CMD + L (Mac)
-
-
-
-
Show docs for selected API
-
CTRL + Q (Win)
- F1 (Mac)
-
-
-
-
Show parameters for selected method
-
CTRL + P
-
-
-
-
Generate method
-
ALT + Insert (Win)
- CMD + N (Mac)
-
-
-
-
Jump to source
-
F4 (Win)
- CMD + down-arrow (Mac)
-
-
-
-
Delete line
-
CTRL + Y (Win)
- CMD + Backspace (Mac)
-
-
-
-
Search by symbol name
-
CTRL + ALT + SHIFT + N (Win)
- OPTION + CMD + O (Mac)
-
-
-
-
-
-
-
-
Table 2. Project and editor key commands
-
-
Action
Android Studio Key Command
-
-
-
Build
-
CTRL + F9 (Win)
- CMD + F9 (Mac)
-
-
-
-
Build and run
-
SHIFT + F10 (Win)
- CTRL + R (Mac)
-
-
-
-
Toggle project visibility
-
ALT + 1 (Win)
- CMD + 1 (Mac)
-
-
-
-
Navigate open tabs
-
ALT + left-arrow; ALT + right-arrow (Win)
- CTRL + left-arrow; CTRL + right-arrow (Mac)
-
-
-
-
-
For a complete keymap reference guide, see the
-IntelliJ IDEA
-documentation.
-
-This is the Android Software Development Kit License Agreement
-
-
1. Introduction
-1.1 The Android Software Development Kit (referred to in the License Agreement as the "SDK" and specifically including the Android system files, packaged APIs, and Google APIs add-ons) is licensed to you subject to the terms of the License Agreement. The License Agreement forms a legally binding contract between you and Google in relation to your use of the SDK.
-
-1.2 "Android" means the Android software stack for devices, as made available under the Android Open Source Project, which is located at the following URL: http://source.android.com/, as updated from time to time.
-
-1.3 A "compatible implementation" means any Android device that (i) complies with the Android Compatibility Definition document, which can be found at the Android compatibility website (http://source.android.com/compatibility) and which may be updated from time to time; and (ii) successfully passes the Android Compatibility Test Suite (CTS).
-
-1.4 "Google" means Google Inc., a Delaware corporation with principal place of business at 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States.
-
-
-
2. Accepting this License Agreement
-2.1 In order to use the SDK, you must first agree to the License Agreement. You may not use the SDK if you do not accept the License Agreement.
-
-2.2 By clicking to accept, you hereby agree to the terms of the License Agreement.
-
-2.3 You may not use the SDK and may not accept the License Agreement if you are a person barred from receiving the SDK under the laws of the United States or other countries, including the country in which you are resident or from which you use the SDK.
-
-2.4 If you are agreeing to be bound by the License Agreement on behalf of your employer or other entity, you represent and warrant that you have full legal authority to bind your employer or such entity to the License Agreement. If you do not have the requisite authority, you may not accept the License Agreement or use the SDK on behalf of your employer or other entity.
-
-
-
3. SDK License from Google
-3.1 Subject to the terms of the License Agreement, Google grants you a limited, worldwide, royalty-free, non-assignable, non-exclusive, and non-sublicensable license to use the SDK solely to develop applications for compatible implementations of Android.
-
-3.2 You may not use this SDK to develop applications for other platforms (including non-compatible implementations of Android) or to develop another SDK. You are of course free to develop applications for other platforms, including non-compatible implementations of Android, provided that this SDK is not used for that purpose.
-
-3.3 You agree that Google or third parties own all legal right, title and interest in and to the SDK, including any Intellectual Property Rights that subsist in the SDK. "Intellectual Property Rights" means any and all rights under patent law, copyright law, trade secret law, trademark law, and any and all other proprietary rights. Google reserves all rights not expressly granted to you.
-
-3.4 You may not use the SDK for any purpose not expressly permitted by the License Agreement. Except to the extent required by applicable third party licenses, you may not: (a) copy (except for backup purposes), modify, adapt, redistribute, decompile, reverse engineer, disassemble, or create derivative works of the SDK or any part of the SDK; or (b) load any part of the SDK onto a mobile handset or any other hardware device except a personal computer, combine any part of the SDK with other software, or distribute any software or device incorporating a part of the SDK.
-
-3.5 Use, reproduction and distribution of components of the SDK licensed under an open source software license are governed solely by the terms of that open source software license and not the License Agreement.
-
-3.6 You agree that the form and nature of the SDK that Google provides may change without prior notice to you and that future versions of the SDK may be incompatible with applications developed on previous versions of the SDK. You agree that Google may stop (permanently or temporarily) providing the SDK (or any features within the SDK) to you or to users generally at Google's sole discretion, without prior notice to you.
-
-3.7 Nothing in the License Agreement gives you a right to use any of Google's trade names, trademarks, service marks, logos, domain names, or other distinctive brand features.
-
-3.8 You agree that you will not remove, obscure, or alter any proprietary rights notices (including copyright and trademark notices) that may be affixed to or contained within the SDK.
-
-
-
4. Use of the SDK by You
-4.1 Google agrees that it obtains no right, title or interest from you (or your licensors) under the License Agreement in or to any software applications that you develop using the SDK, including any intellectual property rights that subsist in those applications.
-
-4.2 You agree to use the SDK and write applications only for purposes that are permitted by (a) the License Agreement and (b) any applicable law, regulation or generally accepted practices or guidelines in the relevant jurisdictions (including any laws regarding the export of data or software to and from the United States or other relevant countries).
-
-4.3 You agree that if you use the SDK to develop applications for general public users, you will protect the privacy and legal rights of those users. If the users provide you with user names, passwords, or other login information or personal information, you must make the users aware that the information will be available to your application, and you must provide legally adequate privacy notice and protection for those users. If your application stores personal or sensitive information provided by users, it must do so securely. If the user provides your application with Google Account information, your application may only use that information to access the user's Google Account when, and for the limited purposes for which, the user has given you permission to do so.
-
-4.4 You agree that you will not engage in any activity with the SDK, including the development or distribution of an application, that interferes with, disrupts, damages, or accesses in an unauthorized manner the servers, networks, or other properties or services of any third party including, but not limited to, Google or any mobile communications carrier.
-
-4.5 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any data, content, or resources that you create, transmit or display through Android and/or applications for Android, and for the consequences of your actions (including any loss or damage which Google may suffer) by doing so.
-
-4.6 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any breach of your obligations under the License Agreement, any applicable third party contract or Terms of Service, or any applicable law or regulation, and for the consequences (including any loss or damage which Google or any third party may suffer) of any such breach.
-
-
-
5. Your Developer Credentials
-5.1 You agree that you are responsible for maintaining the confidentiality of any developer credentials that may be issued to you by Google or which you may choose yourself and that you will be solely responsible for all applications that are developed under your developer credentials.
-
-
-
6. Privacy and Information
-6.1 In order to continually innovate and improve the SDK, Google may collect certain usage statistics from the software including but not limited to a unique identifier, associated IP address, version number of the software, and information on which tools and/or services in the SDK are being used and how they are being used. Before any of this information is collected, the SDK will notify you and seek your consent. If you withhold consent, the information will not be collected.
-
-6.2 The data collected is examined in the aggregate to improve the SDK and is maintained in accordance with Google's Privacy Policy.
-
-
-
7. Third Party Applications
-7.1 If you use the SDK to run applications developed by a third party or that access data, content or resources provided by a third party, you agree that Google is not responsible for those applications, data, content, or resources. You understand that all data, content or resources which you may access through such third party applications are the sole responsibility of the person from which they originated and that Google is not liable for any loss or damage that you may experience as a result of the use or access of any of those third party applications, data, content, or resources.
-
-7.2 You should be aware the data, content, and resources presented to you through such a third party application may be protected by intellectual property rights which are owned by the providers (or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell, distribute or create derivative works based on these data, content, or resources (either in whole or in part) unless you have been specifically given permission to do so by the relevant owners.
-
-7.3 You acknowledge that your use of such third party applications, data, content, or resources may be subject to separate terms between you and the relevant third party. In that case, the License Agreement does not affect your legal relationship with these third parties.
-
-
-
8. Using Android APIs
-8.1 Google Data APIs
-
-8.1.1 If you use any API to retrieve data from Google, you acknowledge that the data may be protected by intellectual property rights which are owned by Google or those parties that provide the data (or by other persons or companies on their behalf). Your use of any such API may be subject to additional Terms of Service. You may not modify, rent, lease, loan, sell, distribute or create derivative works based on this data (either in whole or in part) unless allowed by the relevant Terms of Service.
-
-8.1.2 If you use any API to retrieve a user's data from Google, you acknowledge and agree that you shall retrieve data only with the user's explicit consent and only when, and for the limited purposes for which, the user has given you permission to do so.
-
-
-
9. Terminating this License Agreement
-9.1 The License Agreement will continue to apply until terminated by either you or Google as set out below.
-
-9.2 If you want to terminate the License Agreement, you may do so by ceasing your use of the SDK and any relevant developer credentials.
-
-9.3 Google may at any time, terminate the License Agreement with you if:
-(A) you have breached any provision of the License Agreement; or
-(B) Google is required to do so by law; or
-(C) the partner with whom Google offered certain parts of SDK (such as APIs) to you has terminated its relationship with Google or ceased to offer certain parts of the SDK to you; or
-(D) Google decides to no longer provide the SDK or certain parts of the SDK to users in the country in which you are resident or from which you use the service, or the provision of the SDK or certain SDK services to you by Google is, in Google's sole discretion, no longer commercially viable.
-
-9.4 When the License Agreement comes to an end, all of the legal rights, obligations and liabilities that you and Google have benefited from, been subject to (or which have accrued over time whilst the License Agreement has been in force) or which are expressed to continue indefinitely, shall be unaffected by this cessation, and the provisions of paragraph 14.7 shall continue to apply to such rights, obligations and liabilities indefinitely.
-
-
-
10. DISCLAIMER OF WARRANTIES
-10.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT YOUR USE OF THE SDK IS AT YOUR SOLE RISK AND THAT THE SDK IS PROVIDED "AS IS" AND "AS AVAILABLE" WITHOUT WARRANTY OF ANY KIND FROM GOOGLE.
-
-10.2 YOUR USE OF THE SDK AND ANY MATERIAL DOWNLOADED OR OTHERWISE OBTAINED THROUGH THE USE OF THE SDK IS AT YOUR OWN DISCRETION AND RISK AND YOU ARE SOLELY RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER SYSTEM OR OTHER DEVICE OR LOSS OF DATA THAT RESULTS FROM SUCH USE.
-
-10.3 GOOGLE FURTHER EXPRESSLY DISCLAIMS ALL WARRANTIES AND CONDITIONS OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES AND CONDITIONS OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
-
-
-
11. LIMITATION OF LIABILITY
-11.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT GOOGLE, ITS SUBSIDIARIES AND AFFILIATES, AND ITS LICENSORS SHALL NOT BE LIABLE TO YOU UNDER ANY THEORY OF LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL OR EXEMPLARY DAMAGES THAT MAY BE INCURRED BY YOU, INCLUDING ANY LOSS OF DATA, WHETHER OR NOT GOOGLE OR ITS REPRESENTATIVES HAVE BEEN ADVISED OF OR SHOULD HAVE BEEN AWARE OF THE POSSIBILITY OF ANY SUCH LOSSES ARISING.
-
-
-
12. Indemnification
-12.1 To the maximum extent permitted by law, you agree to defend, indemnify and hold harmless Google, its affiliates and their respective directors, officers, employees and agents from and against any and all claims, actions, suits or proceedings, as well as any and all losses, liabilities, damages, costs and expenses (including reasonable attorneys fees) arising out of or accruing from (a) your use of the SDK, (b) any application you develop on the SDK that infringes any copyright, trademark, trade secret, trade dress, patent or other intellectual property right of any person or defames any person or violates their rights of publicity or privacy, and (c) any non-compliance by you with the License Agreement.
-
-
-
13. Changes to the License Agreement
-13.1 Google may make changes to the License Agreement as it distributes new versions of the SDK. When these changes are made, Google will make a new version of the License Agreement available on the website where the SDK is made available.
-
-
-
14. General Legal Terms
-14.1 The License Agreement constitutes the whole legal agreement between you and Google and governs your use of the SDK (excluding any services which Google may provide to you under a separate written agreement), and completely replaces any prior agreements between you and Google in relation to the SDK.
-
-14.2 You agree that if Google does not exercise or enforce any legal right or remedy which is contained in the License Agreement (or which Google has the benefit of under any applicable law), this will not be taken to be a formal waiver of Google's rights and that those rights or remedies will still be available to Google.
-
-14.3 If any court of law, having the jurisdiction to decide on this matter, rules that any provision of the License Agreement is invalid, then that provision will be removed from the License Agreement without affecting the rest of the License Agreement. The remaining provisions of the License Agreement will continue to be valid and enforceable.
-
-14.4 You acknowledge and agree that each member of the group of companies of which Google is the parent shall be third party beneficiaries to the License Agreement and that such other companies shall be entitled to directly enforce, and rely upon, any provision of the License Agreement that confers a benefit on (or rights in favor of) them. Other than this, no other person or company shall be third party beneficiaries to the License Agreement.
-
-14.5 EXPORT RESTRICTIONS. THE SDK IS SUBJECT TO UNITED STATES EXPORT LAWS AND REGULATIONS. YOU MUST COMPLY WITH ALL DOMESTIC AND INTERNATIONAL EXPORT LAWS AND REGULATIONS THAT APPLY TO THE SDK. THESE LAWS INCLUDE RESTRICTIONS ON DESTINATIONS, END USERS AND END USE.
-
-14.6 The rights granted in the License Agreement may not be assigned or transferred by either you or Google without the prior written approval of the other party. Neither you nor Google shall be permitted to delegate their responsibilities or obligations under the License Agreement without the prior written approval of the other party.
-
-14.7 The License Agreement, and your relationship with Google under the License Agreement, shall be governed by the laws of the State of California without regard to its conflict of laws provisions. You and Google agree to submit to the exclusive jurisdiction of the courts located within the county of Santa Clara, California to resolve any legal matter arising from the License Agreement. Notwithstanding this, you agree that Google shall still be allowed to apply for injunctive remedies (or an equivalent type of urgent legal relief) in any jurisdiction.
-
-
-November 20, 2015
-
-
-
\ No newline at end of file
diff --git a/docs/html/sdk/win-usb.jd b/docs/html/sdk/win-usb.jd
deleted file mode 100644
index d4948eb1f7b6b..0000000000000
--- a/docs/html/sdk/win-usb.jd
+++ /dev/null
@@ -1,308 +0,0 @@
-page.title=Google USB Driver
-@jd:body
-
-
-
-
-
-
-
-
-
-
-
-
Before downloading the Google USB Driver,
-you must agree to the following terms and conditions.
-
-
-
Terms and Conditions
-This is the Android Software Development Kit License Agreement
-
-
1. Introduction
-1.1 The Android Software Development Kit (referred to in the License Agreement as the "SDK" and specifically including the Android system files, packaged APIs, and Google APIs add-ons) is licensed to you subject to the terms of the License Agreement. The License Agreement forms a legally binding contract between you and Google in relation to your use of the SDK.
-
-1.2 "Android" means the Android software stack for devices, as made available under the Android Open Source Project, which is located at the following URL: http://source.android.com/, as updated from time to time.
-
-1.3 A "compatible implementation" means any Android device that (i) complies with the Android Compatibility Definition document, which can be found at the Android compatibility website (http://source.android.com/compatibility) and which may be updated from time to time; and (ii) successfully passes the Android Compatibility Test Suite (CTS).
-
-1.4 "Google" means Google Inc., a Delaware corporation with principal place of business at 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States.
-
-
-
2. Accepting this License Agreement
-2.1 In order to use the SDK, you must first agree to the License Agreement. You may not use the SDK if you do not accept the License Agreement.
-
-2.2 By clicking to accept, you hereby agree to the terms of the License Agreement.
-
-2.3 You may not use the SDK and may not accept the License Agreement if you are a person barred from receiving the SDK under the laws of the United States or other countries, including the country in which you are resident or from which you use the SDK.
-
-2.4 If you are agreeing to be bound by the License Agreement on behalf of your employer or other entity, you represent and warrant that you have full legal authority to bind your employer or such entity to the License Agreement. If you do not have the requisite authority, you may not accept the License Agreement or use the SDK on behalf of your employer or other entity.
-
-
-
3. SDK License from Google
-3.1 Subject to the terms of the License Agreement, Google grants you a limited, worldwide, royalty-free, non-assignable, non-exclusive, and non-sublicensable license to use the SDK solely to develop applications for compatible implementations of Android.
-
-3.2 You may not use this SDK to develop applications for other platforms (including non-compatible implementations of Android) or to develop another SDK. You are of course free to develop applications for other platforms, including non-compatible implementations of Android, provided that this SDK is not used for that purpose.
-
-3.3 You agree that Google or third parties own all legal right, title and interest in and to the SDK, including any Intellectual Property Rights that subsist in the SDK. "Intellectual Property Rights" means any and all rights under patent law, copyright law, trade secret law, trademark law, and any and all other proprietary rights. Google reserves all rights not expressly granted to you.
-
-3.4 You may not use the SDK for any purpose not expressly permitted by the License Agreement. Except to the extent required by applicable third party licenses, you may not: (a) copy (except for backup purposes), modify, adapt, redistribute, decompile, reverse engineer, disassemble, or create derivative works of the SDK or any part of the SDK; or (b) load any part of the SDK onto a mobile handset or any other hardware device except a personal computer, combine any part of the SDK with other software, or distribute any software or device incorporating a part of the SDK.
-
-3.5 Use, reproduction and distribution of components of the SDK licensed under an open source software license are governed solely by the terms of that open source software license and not the License Agreement.
-
-3.6 You agree that the form and nature of the SDK that Google provides may change without prior notice to you and that future versions of the SDK may be incompatible with applications developed on previous versions of the SDK. You agree that Google may stop (permanently or temporarily) providing the SDK (or any features within the SDK) to you or to users generally at Google's sole discretion, without prior notice to you.
-
-3.7 Nothing in the License Agreement gives you a right to use any of Google's trade names, trademarks, service marks, logos, domain names, or other distinctive brand features.
-
-3.8 You agree that you will not remove, obscure, or alter any proprietary rights notices (including copyright and trademark notices) that may be affixed to or contained within the SDK.
-
-
-
4. Use of the SDK by You
-4.1 Google agrees that it obtains no right, title or interest from you (or your licensors) under the License Agreement in or to any software applications that you develop using the SDK, including any intellectual property rights that subsist in those applications.
-
-4.2 You agree to use the SDK and write applications only for purposes that are permitted by (a) the License Agreement and (b) any applicable law, regulation or generally accepted practices or guidelines in the relevant jurisdictions (including any laws regarding the export of data or software to and from the United States or other relevant countries).
-
-4.3 You agree that if you use the SDK to develop applications for general public users, you will protect the privacy and legal rights of those users. If the users provide you with user names, passwords, or other login information or personal information, you must make the users aware that the information will be available to your application, and you must provide legally adequate privacy notice and protection for those users. If your application stores personal or sensitive information provided by users, it must do so securely. If the user provides your application with Google Account information, your application may only use that information to access the user's Google Account when, and for the limited purposes for which, the user has given you permission to do so.
-
-4.4 You agree that you will not engage in any activity with the SDK, including the development or distribution of an application, that interferes with, disrupts, damages, or accesses in an unauthorized manner the servers, networks, or other properties or services of any third party including, but not limited to, Google or any mobile communications carrier.
-
-4.5 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any data, content, or resources that you create, transmit or display through Android and/or applications for Android, and for the consequences of your actions (including any loss or damage which Google may suffer) by doing so.
-
-4.6 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any breach of your obligations under the License Agreement, any applicable third party contract or Terms of Service, or any applicable law or regulation, and for the consequences (including any loss or damage which Google or any third party may suffer) of any such breach.
-
-
-
5. Your Developer Credentials
-5.1 You agree that you are responsible for maintaining the confidentiality of any developer credentials that may be issued to you by Google or which you may choose yourself and that you will be solely responsible for all applications that are developed under your developer credentials.
-
-
-
6. Privacy and Information
-6.1 In order to continually innovate and improve the SDK, Google may collect certain usage statistics from the software including but not limited to a unique identifier, associated IP address, version number of the software, and information on which tools and/or services in the SDK are being used and how they are being used. Before any of this information is collected, the SDK will notify you and seek your consent. If you withhold consent, the information will not be collected.
-
-6.2 The data collected is examined in the aggregate to improve the SDK and is maintained in accordance with Google's Privacy Policy.
-
-
-
7. Third Party Applications
-7.1 If you use the SDK to run applications developed by a third party or that access data, content or resources provided by a third party, you agree that Google is not responsible for those applications, data, content, or resources. You understand that all data, content or resources which you may access through such third party applications are the sole responsibility of the person from which they originated and that Google is not liable for any loss or damage that you may experience as a result of the use or access of any of those third party applications, data, content, or resources.
-
-7.2 You should be aware the data, content, and resources presented to you through such a third party application may be protected by intellectual property rights which are owned by the providers (or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell, distribute or create derivative works based on these data, content, or resources (either in whole or in part) unless you have been specifically given permission to do so by the relevant owners.
-
-7.3 You acknowledge that your use of such third party applications, data, content, or resources may be subject to separate terms between you and the relevant third party. In that case, the License Agreement does not affect your legal relationship with these third parties.
-
-
-
8. Using Android APIs
-8.1 Google Data APIs
-
-8.1.1 If you use any API to retrieve data from Google, you acknowledge that the data may be protected by intellectual property rights which are owned by Google or those parties that provide the data (or by other persons or companies on their behalf). Your use of any such API may be subject to additional Terms of Service. You may not modify, rent, lease, loan, sell, distribute or create derivative works based on this data (either in whole or in part) unless allowed by the relevant Terms of Service.
-
-8.1.2 If you use any API to retrieve a user's data from Google, you acknowledge and agree that you shall retrieve data only with the user's explicit consent and only when, and for the limited purposes for which, the user has given you permission to do so.
-
-
-
9. Terminating this License Agreement
-9.1 The License Agreement will continue to apply until terminated by either you or Google as set out below.
-
-9.2 If you want to terminate the License Agreement, you may do so by ceasing your use of the SDK and any relevant developer credentials.
-
-9.3 Google may at any time, terminate the License Agreement with you if:
-(A) you have breached any provision of the License Agreement; or
-(B) Google is required to do so by law; or
-(C) the partner with whom Google offered certain parts of SDK (such as APIs) to you has terminated its relationship with Google or ceased to offer certain parts of the SDK to you; or
-(D) Google decides to no longer provide the SDK or certain parts of the SDK to users in the country in which you are resident or from which you use the service, or the provision of the SDK or certain SDK services to you by Google is, in Google's sole discretion, no longer commercially viable.
-
-9.4 When the License Agreement comes to an end, all of the legal rights, obligations and liabilities that you and Google have benefited from, been subject to (or which have accrued over time whilst the License Agreement has been in force) or which are expressed to continue indefinitely, shall be unaffected by this cessation, and the provisions of paragraph 14.7 shall continue to apply to such rights, obligations and liabilities indefinitely.
-
-
-
10. DISCLAIMER OF WARRANTIES
-10.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT YOUR USE OF THE SDK IS AT YOUR SOLE RISK AND THAT THE SDK IS PROVIDED "AS IS" AND "AS AVAILABLE" WITHOUT WARRANTY OF ANY KIND FROM GOOGLE.
-
-10.2 YOUR USE OF THE SDK AND ANY MATERIAL DOWNLOADED OR OTHERWISE OBTAINED THROUGH THE USE OF THE SDK IS AT YOUR OWN DISCRETION AND RISK AND YOU ARE SOLELY RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER SYSTEM OR OTHER DEVICE OR LOSS OF DATA THAT RESULTS FROM SUCH USE.
-
-10.3 GOOGLE FURTHER EXPRESSLY DISCLAIMS ALL WARRANTIES AND CONDITIONS OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES AND CONDITIONS OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
-
-
-
11. LIMITATION OF LIABILITY
-11.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT GOOGLE, ITS SUBSIDIARIES AND AFFILIATES, AND ITS LICENSORS SHALL NOT BE LIABLE TO YOU UNDER ANY THEORY OF LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL OR EXEMPLARY DAMAGES THAT MAY BE INCURRED BY YOU, INCLUDING ANY LOSS OF DATA, WHETHER OR NOT GOOGLE OR ITS REPRESENTATIVES HAVE BEEN ADVISED OF OR SHOULD HAVE BEEN AWARE OF THE POSSIBILITY OF ANY SUCH LOSSES ARISING.
-
-
-
12. Indemnification
-12.1 To the maximum extent permitted by law, you agree to defend, indemnify and hold harmless Google, its affiliates and their respective directors, officers, employees and agents from and against any and all claims, actions, suits or proceedings, as well as any and all losses, liabilities, damages, costs and expenses (including reasonable attorneys fees) arising out of or accruing from (a) your use of the SDK, (b) any application you develop on the SDK that infringes any copyright, trademark, trade secret, trade dress, patent or other intellectual property right of any person or defames any person or violates their rights of publicity or privacy, and (c) any non-compliance by you with the License Agreement.
-
-
-
13. Changes to the License Agreement
-13.1 Google may make changes to the License Agreement as it distributes new versions of the SDK. When these changes are made, Google will make a new version of the License Agreement available on the website where the SDK is made available.
-
-
-
14. General Legal Terms
-14.1 The License Agreement constitutes the whole legal agreement between you and Google and governs your use of the SDK (excluding any services which Google may provide to you under a separate written agreement), and completely replaces any prior agreements between you and Google in relation to the SDK.
-
-14.2 You agree that if Google does not exercise or enforce any legal right or remedy which is contained in the License Agreement (or which Google has the benefit of under any applicable law), this will not be taken to be a formal waiver of Google's rights and that those rights or remedies will still be available to Google.
-
-14.3 If any court of law, having the jurisdiction to decide on this matter, rules that any provision of the License Agreement is invalid, then that provision will be removed from the License Agreement without affecting the rest of the License Agreement. The remaining provisions of the License Agreement will continue to be valid and enforceable.
-
-14.4 You acknowledge and agree that each member of the group of companies of which Google is the parent shall be third party beneficiaries to the License Agreement and that such other companies shall be entitled to directly enforce, and rely upon, any provision of the License Agreement that confers a benefit on (or rights in favor of) them. Other than this, no other person or company shall be third party beneficiaries to the License Agreement.
-
-14.5 EXPORT RESTRICTIONS. THE SDK IS SUBJECT TO UNITED STATES EXPORT LAWS AND REGULATIONS. YOU MUST COMPLY WITH ALL DOMESTIC AND INTERNATIONAL EXPORT LAWS AND REGULATIONS THAT APPLY TO THE SDK. THESE LAWS INCLUDE RESTRICTIONS ON DESTINATIONS, END USERS AND END USE.
-
-14.6 The rights granted in the License Agreement may not be assigned or transferred by either you or Google without the prior written approval of the other party. Neither you nor Google shall be permitted to delegate their responsibilities or obligations under the License Agreement without the prior written approval of the other party.
-
-14.7 The License Agreement, and your relationship with Google under the License Agreement, shall be governed by the laws of the State of California without regard to its conflict of laws provisions. You and Google agree to submit to the exclusive jurisdiction of the courts located within the county of Santa Clara, California to resolve any legal matter arising from the License Agreement. Notwithstanding this, you agree that Google shall still be allowed to apply for injunctive remedies (or an equivalent type of urgent legal relief) in any jurisdiction.
-
-November 20, 2015
-
The Google USB Driver is required for Windows only in order to perform
-adb debugging with any of
-the Google Nexus devices. The one exception is the
-Galaxy Nexus: the driver for Galaxy Nexus is distributed by Samsung
-(listed as model SCH-I515).
-
-
Windows drivers for all other devices are provided by the respective hardware
-manufacturer, as listed in the OEM USB Drivers
-document.
-
-
-
-
Note:
-If you're developing on Mac OS X or Linux, then you do not need to install a USB
-driver. To start developing with your device, read
-Using Hardware Devices.
-
-
-
Downloading the Google USB Driver
-
-
The Google USB Driver for Windows is available for download as an optional SDK
-component. You need the driver only if you are developing on Windows and
-want to connect a Google Android-powered device (such as a Nexus 7) to your
-development environment over USB.
-
-
-
-
Figure 1. The SDK Manager
- with the Google USB Driver selected.
-
-
-
You can download the Google USB Driver for Windows in one of two ways:
Or, use the Android SDK Manager tool that is
-included with the Android SDK. Using the SDK Manager
-helps you keep the driver up to date by notifying you when your current driver is out of date.
-
-
Launch the Android SDK Manager by double-clicking SDK Manager.exe,
- at the root of your SDK directory.
-
Expand Extras.
-
Check Google USB Driver package and click Install.
-
Proceed to install the package. When done, the driver files are
- downloaded into the <sdk>\extras\google\usb_driver\ directory.