From 7fb538cc77b2e42ccf63b7344b28c9e035a0278d Mon Sep 17 00:00:00 2001 From: Scott Main Date: Wed, 19 Jan 2011 21:11:50 -0800 Subject: [PATCH] docs: add getting started doc and version notes for HC preview Change-Id: Ia969c54a9b57197fb0f8814cc1898e50c02608e0 --- docs/html/sdk/android-3.0.jd | 668 +++++++++++++++++++++++++++++++++ docs/html/sdk/preview/start.jd | 265 +++++++++++++ docs/html/sdk/sdk_toc.cs | 6 +- 3 files changed, 936 insertions(+), 3 deletions(-) create mode 100644 docs/html/sdk/android-3.0.jd create mode 100644 docs/html/sdk/preview/start.jd diff --git a/docs/html/sdk/android-3.0.jd b/docs/html/sdk/android-3.0.jd new file mode 100644 index 0000000000000..6896f523cc4fa --- /dev/null +++ b/docs/html/sdk/android-3.0.jd @@ -0,0 +1,668 @@ +page.title=Android 3.0 Platform +@jd:body + +
+
+ +

In this document

+
    +
  1. API Overview
  2. +
  3. API Level
  4. +
  5. Built-in Applications
  6. +
  7. Locales
  8. +
  9. Emulator Skins
  10. +
+ +

Reference

+
    +
  1. API +Differences Report »
  2. +
+ +

See Also

+
    +
  1. Getting Started
  2. +
+ +
+
+ +

API Level: Honeycomb

+ +

For developers, the Android 3.0 preview is available as a downloadable component for the +Android SDK. The downloadable platform includes an Android library and system image, as well as a +set of emulator skins and more. The downloadable platform includes no external libraries.

+ + + + +

API Overview

+ +

The sections below provide a technical overview of what's new for developers in Android 3.0, +including new features and changes in the framework API since the previous version.

+ + + + +

Fragments

+ +

A fragment is a new framework component that allows you to separate distinct elements of an +activity into self-contained modules that define their own UI and lifecycle. To create a +fragment, you must extend the {@link android.app.Fragment} class and implement several lifecycle +callback methods, similar to an {@link android.app.Activity}. You can then combine multiple +fragments in a single activity to build a multi-pane UI in which each +pane manages its own lifecycle and user inputs.

+ +

You can also use a fragment without providing a UI and instead use the fragment as a worker +for the activity, such as to manage the progress of a download that occurs only while the +activity is running.

+ +

Additionally:

+ + + +

To manage the fragments in your activity, you must use the {@link +android.app.FragmentManager}, which provides several APIs for interacting with fragments, such +as finding fragments in the activity and popping fragments off the back stack to restore them +after they've been removed or hidden.

+ +

To perform transactions, such as add or remove fragments, you must create a {@link +android.app.FragmentTransaction}. You can then call methods such as {@link +android.app.FragmentTransaction#add add()} {@link android.app.FragmentTransaction#remove +remove()}, {@link android.app.FragmentTransaction#replace replace()}. Once you've applied all +the changes you want to perform for the transaction, you must call {@link +android.app.FragmentTransaction#commit commit()} and the system will apply the transaction to +the activity.

+ +

For more information about using fragments in your application, read the Fragments developer guide.

+ + + + +

Action Bar

+ +

The Action Bar is a replacement for the traditional title bar at the top of the activity +window. It includes the application logo in the left corner and also replaces the previous Options +Menu UI with a drop-down list for the menu items. Additionally, the Action Bar allows you +to:

+ + + +

The Action Bar is standard for all applications that set either the {@code +android:minSdkVersion} or {@code +android:targetSdkVersion} to {@code "Honeycomb"}. (The "Honeycomb" API Level is provisional +and effective only while using the preview SDK—you must change it to the official API +Level when the final SDK becomes available.)

+ +

For more information, read the Action +Bar developer guide.

+ + + + +

System clipboard

+ +

Applications can now copy and paste data (beyond mere text) to and from the system-wide +clipboard. Clipped data can be plain text, a URI, or an intent.

+ +

By providing the system access to your data in a content provider, the user can copy complex +content (such as an image or data structure) from your application and paste it into another +application that supports that type of content.

+ +

To start using the clipboard, get the global {@link android.content.ClipboardManager} object +by calling {@link android.content.Context#getSystemService getSystemService(CLIPBOARD_SERVICE)}.

+ +

To create an item to attach to the clipboard, you need to create a new {@link +android.content.ClipData} object, which holds one or more {@link android.content.ClipData.Item} +objects, each describing a single entity. To create a {@link android.content.ClipData} object with +just one {@link android.content.ClipData.Item}, you can use one of the helper methods such as, +{@link android.content.ClipData#newPlainText newPlainText()}, {@link +android.content.ClipData#newUri newUri()}, and {@link android.content.ClipData#newIntent +newIntent()}, which each return a {@link android.content.ClipData} object pre-loaded with the +appropriate {@link android.content.ClipData.Item}.

+ +

To add the {@link android.content.ClipData} to the clipboard, pass it to {@link +android.content.ClipboardManager#setPrimaryClip setPrimaryClip()} for your instance of {@link +android.content.ClipboardManager}.

+ +

You can then acquire ("paste") a file from the clipboard by calling {@link +android.content.ClipboardManager#getPrimaryClip()} on the {@link +android.content.ClipboardManager}. Handling the {@link android.content.ClipData} you receive can +be more complicated and you need to be sure you can actually handle the data type.

+ +

For more information, see the {@link android.content.ClipData} class reference. You can also see +an example implementation of copy and paste in the NotePad sample application.

+ + + + +

Drag and drop

+ +

New APIs now facilitate the ability for your application to implement drag and drop +functionality in the UI.

+ +

To drag a {@link android.view.View} in your activity, call {@link android.view.View#startDrag +startDrag()} on the object, providing a {@link android.content.ClipData} object that represents the +information to drag, a {@link android.view.View.DragShadowBuilder} to facilitate the "shadow" that +the user sees while dragging, and an {@link java.lang.Object} that can share information about the +drag object with views that may receive the object. However,

+ +

To accept a drag object (receive the "drop") in a +{@link android.view.View}, register the view with an {@link android.view.View.OnDragListener} by +calling {@link android.view.View#setOnDragListener setOnDragListener()}. When a drag event occurs on +the view, the system calls {@link android.view.View.OnDragListener#onDrag onDrag()} for the {@link +android.view.View.OnDragListener}, which receives a {@link android.view.DragEvent} describing +the type of event has occurred (such as "drag started", "drag ended", and "drop"). The receiving +view can inquire the event type delivered to {@link +android.view.View#onDragEvent onDragEvent()} by calling {@link +android.view.DragEvent#getAction getAction()} on the {@link android.view.DragEvent}.

+ +

Although a drag event may carry a {@link android.content.ClipData} object, drag and drop does +not depend on the clipboard. The data being dragged is sent to the system as {@link +android.content.ClipData} and the system sends it to {@link android.view.View} objects in the +{@link android.view.DragEvent}. A drag and drop operation should never put the dragged data on the +clipboard.

+ + + +

Multiple-choice selection for ListView and GridView

+ +

New {@link android.widget.AbsListView#CHOICE_MODE_MULTIPLE_MODAL} mode for {@link +android.widget.AbsListView#setChoiceMode setChoiceMode()} allows for selecting multiple items +from a {@link android.widget.ListView} and {@link android.widget.GridView}.

+ +

To enable multiple-choice selection, call {@link +android.widget.AbsListView#setChoiceMode setChoiceMode(CHOICE_MODE_MULTIPLE_MODAL)} and register a +{@link android.widget.AbsListView.MultiChoiceModeListener} with {@link +android.widget.AbsListView#setMultiChoiceModeListener setMultiChoiceModeListener()}.

+ +

When the user performs a long-press on an item, the Action Bar switches to the Multi-choice +Action Mode. The system notifies the {@link android.widget.AbsListView.MultiChoiceModeListener} +when items are selected by calling {@link +android.widget.AbsListView.MultiChoiceModeListener#onItemCheckedStateChanged +onItemCheckedStateChanged()}.

+ +

For an example of multiple-choice selection, see the List15.java +class in the API Demos sample application.

+ + + + +

Content loaders

+ +

New framework APIs facilitate asynchronous loading of data using the {@link +android.content.Loader} class. You can use it in combination with UI components such as views and +fragments to dynamically load data from background threads. The {@link +android.content.CursorLoader} subclass is specially designed to help do so for data queried from +a {@link android.content.ContentResolver}.

+ + + +

Extended app widgets

+ +

App widgets can now be more interactive with scrolling list views, grid views, view flippers, and +a new 3D stack widget.

+ +

Android 3.0 supports several new widget classes for App Widgets, including:

+ + +

You can use the new {@link android.widget.RemoteViewsService} to populate the new remote +collection views ({@link android.widget.GridView}, {@link android.widget.ListView}, and {@link +android.widget.StackView}).

+ +

You can also use two new {@link android.appwidget.AppWidgetProviderInfo} fields. The {@link +android.appwidget.AppWidgetProviderInfo#autoAdvanceViewId} field lets you specify the view ID of the +app widget subview, which is auto-advanced by the app widget’s host. The +{@link android.appwidget.AppWidgetProviderInfo#previewImage} field specifies a preview of what the +App Widget looks like and is shown to the user from the widget picker. If this field is not +supplied, the app widget's icon is used for the preview.

+ +

Android also provides a new widget preview tool (WidgetPreview), located in the SDK tools. The +tool lets you take a screenshot of your app widget, which you can use to populate the customization +tray.

+ + + + + +

Extended status bar notifications

+ +

The {@link android.app.Notification} APIs have been extended to support more content-rich status +bar notifications, plus a new {@link android.app.Notification.Builder} class allows you to easily +control the notification properties. New features include:

+ + + + + +

New animation framework

+ +

An all new flexible animation framework that allows you to animate the properties of any object +(View, Drawable, Fragment, Object, anything). It allows you to define many aspects of an animation, +such as:

+ + +

You can define these animation aspects, and others, for an object's int, float, and hexadecimal +color values, by default. To animate any other type of value, you tell the system how to calculate +the values for that given type, by implementing the {@link android.animation.TypeEvaluator} +interface.

+ +

There are two animators that you can use to animate values of a property: {@link +android.animation.ValueAnimator} and {@link android.animation.ObjectAnimator}. The {@link +android.animation.ValueAnimator} computes the animation values, but is not aware of the specific +object or property that is animated as a result. It simply performs the calculations, and you must +listen for the updates and process the data with your own logic. The {@link +android.animation.ObjectAnimator} is a subclass of {@link android.animation.ValueAnimator} and +allows you to set the object and property to animate, so you do not have to listen for updates.

+ +

For more information, see the Animation developer guide.

+ + + + + +

New widgets

+ + + + + + + +

Redesigned widgets

+ +

Android 3.0 offers an updated set of UI widgets that developers can use to quickly add new types +of content to their applications. The new UI widgets are redesigned for use on larger screens such +as tablets and incorporate the new holographic UI theme. Several new widget types are available, +including a 3D stack, search box, a date/time picker, number picker, stack, calendar View etc. +SearchView, PopupMenu, and others. Most of the redesigned widgets can now be used as remote views in +homescreen widgets. Applications written for earlier versions can inherit the new widget designs and +themes.

+ + + + +

Holographic themes

+ +

The standard system widgets and overall look have been redesigned for use on larger screens +such as tablets and incorporate the new holographic UI theme. These style changes are applied +using the standard style and theme system. +Any application that targets the Android 3.0 platform inherit the holographic theme by default. +However, if your application also applies its own styles, then it will override the holographic +theme, unless you update your styles to inherit them.

+ +

To apply the holographic theme to individual activities or to inherit them in your own theme +definitions, you can use one of several new {@link android.R.style#Theme_Holo Theme.Holo} +themes.

+ + + +

Bluetooth A2DP and headset APIs

+ +

Android now includes APIs for applications to verify the state of connected Bluetooth A2DP and +headset profile devices. You can initialize the respective {@link +android.bluetooth.BluetoothProfile} by calling {@link +android.bluetooth.BluetoothAdapter#getProfileProxy getProfileProxy()} with either the {@link +android.bluetooth.BluetoothProfile#A2DP} or {@link android.bluetooth.BluetoothProfile#HEADSET} +profile constant and a {@link android.bluetooth.BluetoothProfile.ServiceListener} to receive +callbacks when the client is connected or disconnected.

+ + + + + +

Graphics

+ + + + + + + +

Media

+ + + + + + + + + + + +

API Level

+ +

The Android 3.0 platform delivers an updated version of +the framework API. Because this is a preview of the Android 3.0 API, it uses a provisional API +level of "Honeycomb", instead of an integer identifier, which will be provided when the final SDK +is made available and all APIs are final.

+ +

To use APIs introduced in Android 3.0 in your application, you need compile the application +against the Android library that is provided in the Android 3.0 preview SDK platform and you must +declare this API Level in your manifest as android:minSdkVersion="Honeycomb", in the +<uses-sdk> element in the application's manifest.

+ +

For more information about using this provisional API Level and setting up your environment +to use the preview SDK, please see the Getting +Started document.

+ + + + +

Built-in Applications

+ +

The system image included in the downloadable platform provides these +built-in applications:

+ + + + + + +
+
    +
  • Browser
  • +
  • Calculator
  • +
  • Camera
  • +
  • Clock
  • +
  • Contacts
  • +
  • Custom Locale
  • +
  • Dev Tools
  • +
  • Downloads
  • +
  • Email
  • +
+
+
    +
  • Gallery
  • +
  • Music
  • +
  • Search
  • +
  • Settings
  • +
  • Spare Parts (developer app)
  • +
  • Speech Recorder
  • +
+
+ + +

Locales

+ +

The system image included in the downloadable SDK platform provides a variety of +built-in locales. In some cases, region-specific strings are available for the +locales. In other cases, a default version of the language is used. The +languages that are available in the Android 3.0 system +image are listed below (with language_country/region locale +descriptor).

+ + + + + + +
+
    +
  • Arabic, Egypt (ar_EG)
  • +
  • Arabic, Israel (ar_IL)
  • +
  • Bulgarian, Bulgaria (bg_BG)
  • +
  • Catalan, Spain (ca_ES)
  • +
  • Czech, Czech Republic (cs_CZ)
  • +
  • Danish, Denmark(da_DK)
  • +
  • German, Austria (de_AT)
  • +
  • German, Switzerland (de_CH)
  • +
  • German, Germany (de_DE)
  • +
  • German, Liechtenstein (de_LI)
  • +
  • Greek, Greece (el_GR)
  • +
  • English, Australia (en_AU)
  • +
  • English, Canada (en_CA)
  • +
  • English, Britain (en_GB)
  • +
  • English, Ireland (en_IE)
  • +
  • English, India (en_IN)
  • +
  • English, New Zealand (en_NZ)
  • +
  • English, Singapore(en_SG)
  • +
  • English, US (en_US)
  • +
  • English, Zimbabwe (en_ZA)
  • +
  • Spanish (es_ES)
  • +
  • Spanish, US (es_US)
  • +
  • Finnish, Finland (fi_FI)
  • +
  • French, Belgium (fr_BE)
  • +
  • French, Canada (fr_CA)
  • +
  • French, Switzerland (fr_CH)
  • +
  • French, France (fr_FR)
  • +
  • Hebrew, Israel (he_IL)
  • +
  • Hindi, India (hi_IN)
  • +
+
+
  • Croatian, Croatia (hr_HR)
  • +
  • Hungarian, Hungary (hu_HU)
  • +
  • Indonesian, Indonesia (id_ID)
  • +
  • Italian, Switzerland (it_CH)
  • +
  • Italian, Italy (it_IT)
  • +
  • Japanese (ja_JP)
  • +
  • Korean (ko_KR)
  • +
  • Lithuanian, Lithuania (lt_LT)
  • +
  • Latvian, Latvia (lv_LV)
  • +
  • Norwegian bokmål, Norway (nb_NO)
  • +
  • Dutch, Belgium (nl_BE)
  • +
  • Dutch, Netherlands (nl_NL)
  • +
  • Polish (pl_PL)
  • +
  • Portuguese, Brazil (pt_BR)
  • +
  • Portuguese, Portugal (pt_PT)
  • +
  • Romanian, Romania (ro_RO)
  • +
  • Russian (ru_RU)
  • +
  • Slovak, Slovakia (sk_SK)
  • +
  • Slovenian, Slovenia (sl_SI)
  • +
  • Serbian (sr_RS)
  • +
  • Swedish, Sweden (sv_SE)
  • +
  • Thai, Thailand (th_TH)
  • +
  • Tagalog, Philippines (tl_PH)
  • +
  • Turkish, Turkey (tr_TR)
  • +
  • Ukrainian, Ukraine (uk_UA)
  • +
  • Vietnamese, Vietnam (vi_VN)
  • +
  • Chinese, PRC (zh_CN)
  • +
  • Chinese, Taiwan (zh_TW)
  • +
    + +

    Note: The Android platform may support more +locales than are included in the SDK system image. All of the supported locales +are available in the Android Open Source +Project.

    + +

    Emulator Skins

    + +

    The downloadable platform includes the following emulator skin:

    + + + +

    For more information about how to develop an application that displays +and functions properly on all Android-powered devices, see Supporting Multiple +Screens.

    \ No newline at end of file diff --git a/docs/html/sdk/preview/start.jd b/docs/html/sdk/preview/start.jd new file mode 100644 index 0000000000000..7e816c1600865 --- /dev/null +++ b/docs/html/sdk/preview/start.jd @@ -0,0 +1,265 @@ +page.title=Getting Started with the Android 3.0 Preview +@jd:body + +

    Welcome to Android 3.0!

    + +

    Android 3.0 is the next major release of the Android platform and is optimized for tablet +devices. We're offering a preview SDK so you can get a head-start developing +applications for it or simply optimize your existing application for upcoming +tablets.

    + + +

    What is the preview SDK?

    + +

    The Android 3.0 preview SDK is an early look at the upcoming version of Android 3.0, for +developers only.

    + +

    The preview SDK includes:

    + + +
    +

    Be aware that:

    + +
    + + + +

    How do I start?

    + +
      +
    1. Set up the preview SDK
    2. +
    3. Then choose your app adventure: +
        +
      1. Optimize Your App for Tablets +

        When you have an existing application and you want to maintain compatibility with +older versions of Android.

        +
      2. +
      3. Upgrade or Develop a New App for Tablets +

        When you want to upgrade your application to use APIs introduced in Android 3.0 or + create an all new application targeted to tablet devices.

      4. +
      +
    4. +
    + + + + +

    Set Up the Preview SDK

    + +

    To start using the Android 3.0 preview SDK, set up your existing Android SDK with the new +platform:

    +

    (If you don't have an existing SDK, download it +now.)

    +
      +
    1. Launch the Android SDK and AVD +Manager and install the following: +
        +
      • SDK Platform Android 3.0 Preview
      • +
      • Android SDK Tools, revision 9
      • +
      • Documentation for Android 'Honeycomb' Preview
      • +
      • Samples for SDK API Honeycomb Preview
      • +
      +
    2. +
    3. Create an AVD for tablets: set +the target to "Android 3.0 (Preview)" and the skin to "WXGA".
    4. +
    + + +

    About Emulator Performance

    + +

    Because the Android emulator must simulate the ARM instruction set architecture on your +computer and the WXGA screen is significantly larger than what the emulator +normally handles, emulator performance is much slower than usual.

    + +

    We're working hard to resolve the performance issues and it will improve in future releases. +Unfortunately, the emulator will perform slowly during your trial with the preview SDK. Please +continue to use the emulator to evaluate your application's appearance and functionality on Android +3.0.

    + +

    Tip: To improve the startup time for the emulator, enable +snapshots for the AVD when you create it with the SDK and AVD Manager (there's a checkbox in +the GUI). Then, start the AVD from the manager and check Launch from snapshot and Save to +snapshot. This way, when you close the emulator, a snapshot of the AVD state is saved and +used to quickly relaunch the AVD next time. However, when you choose to save a snapshot, the +emulator will be slow to close, so you might want to enable Save to +snapshot only for the first time you launch the AVD.

    + + + +

    Optimize Your Application for Tablets

    + +

    If you've already developed an application for Android, there are a few things you can do +to optimize it for a tablet experience, without changing the minimum platform version required (you +don't need to change the manifest {@code minSdkVersion}).

    + +

    Note: All Android applications are forward-compatible, so +there's nothing you have to do—if your application is a good citizen of the Android +APIs, your app should work fine on devices running Android 3.0. However, in order to provide users +a better experience when running your app on an Android 3.0 tablet, we recommend that you update +your application to adapt to the new system theme and add optimize your application for larger +screens.

    + +

    Here's what you can do to optimize your application for tablets running Android +3.0:

    + +
      +
    1. Test your current application on Android 3.0 +
        +
      1. Build your application as-is and install it on your WXGA AVD (created above).
      2. +
      3. Perform your usual tests to be sure everything works and looks as expected.
      4. +
      +
    2. + +
    3. Apply the new "Holographic" theme to your application +
        +
      1. Open your manifest file and update the {@code <uses-sdk>} element to +set {@code android:targetSdkVersion} to {@code "Honeycomb"}. For example: +
        +<manifest ... >
        +    <uses-sdk android:minSdkVersion="4" 
        +              android:targetSdkVersion="Honeycomb" />
        +    <application ... >
        +        ...
        +    <application>
        +</manifest>
        +
        +

        Note: The API Level value "Honeycomb" is a provisional API +Level that is valid only while testing against the preview SDK. You +should not publish your application using this API Level. When the final version of +the Android 3.0 SDK is made available, you must change this value to the real API Level that will be +specified for Android 3.0. For more information, read about Android API Levels.

        +

        By targeting the Android 3.0 platform, the system automatically applies the Holographic theme +to each of your activities, when running on an Android 3.0 device.

        +
      2. +
      3. Continue to build against your application's {@code minSdkVersion}, but install it +on the Android 3.0 AVD. Perform more testing on your application to be sure that your user interface +works well with the Holographic theme. +

        Note: If you've applied themes to your activities already, +they will override the Holographic theme that the system applies when you set the {@code +android:targetSdkVersion} to {@code "Honeycomb"}. +Once the Android 3.0 APIs are finalized and an official API Level is assigned, you can use +the system +version qualifier to provide an alternative theme that's based on the Holographic theme when +your application is running on Android 3.0.

        +
      +
    4. + +
    5. Supply alternative layout resources for xlarge screens +

      As discussed in the guide to Supporting Multiple Screens, Android +2.3 and above support the xlarge resource qualifier, which you should use to supply +alternative layouts for extra large screens.

      +

      By providing alternative layouts for some of your activities when running on extra large +screens, you can improve the user experience of your application on a tablet without using any +new APIs.

      +

      For example, here are some things to consider when creating a new layout for tables:

      +
        +
      • Landscape layout: The "normal" orientation for tablets is usually landscape (wide), so +you should be sure that your activities offer an appropriate layout for such a wide viewing +area.
      • +
      • Button position: Consider whether the position of the most common buttons in your UI are +easily accessible while holding a tablet with two hands.
      • +
      +
    6. +
    + +

    In general, always be sure that your application follows the Best Practices +for Screen Independence.

    + + + + +

    Upgrade or Develop a New App for Tablets

    + +

    If you want to develop something truly for tablets running Android 3.0, then you need to use new +APIs available in Android 3.0. This section introduces some of the new features that you +should use.

    + +

    The first thing to do when you create a project with the Android 3.0 preview is set the {@code <uses-sdk>} element to +use {@code "Honeycomb"} for the {@code android:minSdkVersion}. For example:

    + +
    +<manifest ... >
    +    <uses-sdk android:minSdkVersion="Honeycomb" />
    +    <application ... >
    +        ...
    +    <application>
    +</manifest>
    +
    + +

    Note: The API Level value "Honeycomb" is a provisional API +Level that is valid only while building and testing against the preview SDK. You +cannot publish your application using this API Level. When the final version of the +Android 3.0 SDK is made available, you must change this value to the real API Level that is +specified for Android 3.0. For more information, read about Android API Levels.

    + +

    Be sure that the {@code +<uses-sdk>} element appears before the {@code <application>} +element.

    + +

    By targeting the Android 3.0 platform (and declaring it before {@code <application>}), +the system automatically applies the new Holographic theme to each of your +activities.

    + + + +

    Publishing your app for tablets only

    + +

    Additionally, you should decide whether your application is for only tablet devices +(specifically, xlarge devices) or for devices of all sizes that may run Android 3.0.

    + +

    If your application is only for tablets (xlarge screens; not for mobile +devices/phones), then you should include the {@code +<supports-screens>} element in your manifest with all sizes except for xlarge declared +false. For example:

    + +
    +<manifest ... >
    +    <uses-sdk android:minSdkVersion="Honeycomb" />
    +    <supports-screens android:smallScreens="false"
    +                      android:normalScreens="false"
    +                      android:largeScreens="false"
    +                      android:xlargeScreens="true" />
    +    <application ... >
    +        ...
    +    <application>
    +</manifest>
    +
    + +

    With this declaration, you indicate that your application does not support any screen size except +extra large. External services such as Android Market may use this to filter your application +from devices that do not have an extra large screen.

    + +

    Otherwise, if you want your application to be available to both small devices (phones) and large +devices (tablets), do not include the {@code +<supports-screens>} element.

    + +
    +

    To learn more about some of the new APIs, +see the Android 3.0 Platform document.

    +
    diff --git a/docs/html/sdk/sdk_toc.cs b/docs/html/sdk/sdk_toc.cs index 2780135a3fd80..4dd68cfe3a60a 100644 --- a/docs/html/sdk/sdk_toc.cs +++ b/docs/html/sdk/sdk_toc.cs @@ -42,11 +42,11 @@