diff --git a/docs/html/about/versions/android-4.0-highlights.jd b/docs/html/about/versions/android-4.0-highlights.jd old mode 100644 new mode 100755 index f2b35ace91b3c..c980af6cd9fda --- a/docs/html/about/versions/android-4.0-highlights.jd +++ b/docs/html/about/versions/android-4.0-highlights.jd @@ -143,7 +143,7 @@ content from the home screen. favorites tray

New home screen folders offer a new way for users to group -their apps and shortcuts logically, just by dragging one onto another. Also, +their apps and shortcuts logically, just by dragging one onto another. Also, in All Apps launcher, users can now simply drag an app to get information about it or immediately uninstall it, or disable a pre-installed app.

@@ -210,7 +210,7 @@ engine lets you dictate continously.

Improved text input and spell-checking

- +

The soft keyboard in Android 4.0 makes text input even faster and more accurate. Error correction and word suggestion are improved through a new set of default dictionaries and more accurate heuristics for handling cases such as @@ -693,7 +693,7 @@ development across the range of Android-powered devices.

Communication and sharing

Android 4.0 extends social and sharing features to any application on the -device. Applications can integrate contacts, profile data, stream items, +device. Applications can integrate contacts, profile data, stream items, and calendar events from any of the user’s activities or social networks.

@@ -914,8 +914,8 @@ supporting flatter view hierarchies that are faster to layout and render. Because hierarchies are flatter, developers can also manage alignments between components that are visually related to each other even when they are not logically related, for precise control over application UI. GridLayout is also -specifically designed to be configured by drag-and-drop design tools such as the -ADT Plug-in for Eclipse.

+specifically designed to be configured by drag-and-drop design tools such as +Android Studio.

OpenGL ES texture @@ -998,7 +998,7 @@ properties such as parent and child nodes, available states, supported actions, screen position, and more. Applications can also request changes to certain properties to help manage focus and selected state. For example, an accessibility service could use these new capabilities to add convenient -features such as screen-search by text.

+features such as screen-search by text.

Text-to-speech diff --git a/docs/html/google/play/expansion-files.jd b/docs/html/google/play/expansion-files.jd old mode 100644 new mode 100755 index fcdb71562f6ed..6d1de7e75451a --- a/docs/html/google/play/expansion-files.jd +++ b/docs/html/google/play/expansion-files.jd @@ -450,37 +450,36 @@ receives updates about the download progress. download two packages from the SDK Manager and add the appropriate libraries to your application.

-

First, open the Android SDK Manager, expand -Extras and download:

+

First, open the Android SDK Manager +(Tools > Android > SDK Manager), and under +Appearance & Behavior > System Settings > Android SDK, select +the SDK Tools tab to select and download:

-

If you're using Eclipse, create a project for each library and add it to your app:

+

Create a new library module for the License Verification Library and Downloader +Library. For each library:

    -
  1. Create a new Library Project for the License Verification Library and Downloader -Library. For each library: -
      -
    1. Begin a new Android project.
    2. -
    3. Select Create project from existing -source and choose the library from the {@code <sdk>/extras/google/} directory -({@code market_licensing/} for the License Verification Library or {@code -market_apk_expansion/downloader_library/} for the Downloader Library).
    4. -
    5. Specify a Project Name such as "Google Play License Library" and "Google Play -Downloader -Library"
    6. -
    7. Click Finish.
    8. -
    +
  2. Select File > New > New Module.
  3. +
  4. In the Create New Module window, select Android Library, +and then select Next.
  5. +
  6. Specify an Application/Library name such as "Google Play License Library" +and "Google Play Downloader Library", choose Minimum SDK level, then select +Finish.
  7. +
  8. Select File > Project Structure.
  9. +
  10. Select the Properties tab and in Library +Repository, enter the library from the {@code <sdk>/extras/google/} directory +({@code play_licensing/} for the License Verification Library or {@code +play_apk_expansion/downloader_library/} for the Downloader Library).
  11. +
  12. Select OK to create the new module.
  13. +
+

Note: The Downloader Library depends on the License Verification Library. Be sure to add the License -Verification Library to the Downloader Library's project properties (same process as -steps 2 and 3 below).

+Verification Library to the Downloader Library's project properties.

-
  • Right-click the Android project in which you want to use APK expansion files and -select Properties.
  • -
  • In the Library panel, click Add to select and add each of the -libraries to your application.
  • Or, from a command line, update your project to include the libraries:

    diff --git a/docs/html/guide/practices/app-design/seamlessness.jd b/docs/html/guide/practices/app-design/seamlessness.jd old mode 100644 new mode 100755 index ec6b7fdff73c9..16879625f6780 --- a/docs/html/guide/practices/app-design/seamlessness.jd +++ b/docs/html/guide/practices/app-design/seamlessness.jd @@ -41,10 +41,10 @@ display the dialog in front of whatever the user was doing (such as dialing a phone call, for example). That behavior would not work for your application or for the user.

    -

    To avoid these problems, your application should use the proper system -facility for notifying the user — the +

    To avoid these problems, your application should use the proper system +facility for notifying the user — the {@link android.app.Notification Notification} classes. Using -notifications, your application can signal the user that an event has +notifications, your application can signal the user that an event has taken place, by displaying an icon in the status bar rather than taking focus and interrupting the user.

    @@ -140,7 +140,7 @@ the application is hung and offers to kill it for the user.

    on the event handler thread, effectively blocking the event handler. This will delay input processing, and result in the ANR dialogs. To avoid this, move your computations to a thread. This Design for Responsiveness document +href="responsiveness.html">Design for Responsiveness document discusses how to do that..

    Don't Overload a Single Activity Screen

    @@ -175,16 +175,16 @@ the details, read Styles and The

    Design Your UI to Work with Multiple Screen Resolutions

    -

    Different Android-powered devices will support different screen resolutions. -Some will even be able to change resolutions on the fly, such as by switching -to landscape mode. It's important to make sure your layouts and drawables +

    Different Android-powered devices will support different screen resolutions. +Some will even be able to change resolutions on the fly, such as by switching +to landscape mode. It's important to make sure your layouts and drawables are flexible enough to display properly on a variety of device screens.

    -

    Fortunately, this is very easy to do. In brief, what you must do is -provide different versions of your artwork (if you use any) for the key -resolutions, and then design your layout to accommodate various dimensions. -(For example, avoid using hard-coded positions and instead use relative -layouts.) If you do that much, the system handles the rest, and your +

    Fortunately, this is very easy to do. In brief, what you must do is +provide different versions of your artwork (if you use any) for the key +resolutions, and then design your layout to accommodate various dimensions. +(For example, avoid using hard-coded positions and instead use relative +layouts.) If you do that much, the system handles the rest, and your application looks great on any device.

    Assume the Network is Slow

    @@ -208,9 +208,9 @@ likely to be unpopular.

    you're using the emulator, since the emulator uses your desktop computer's network connection. That's almost guaranteed to be much faster than a cell network, so you'll want to change the settings on the emulator that simulate -slower network speeds. You can do this in Eclipse, in the "Emulator Settings" -tab of your launch configuration or via a
    command-line +slower network speeds. You can do this in Android Studio via the AVD Manager or +via a command-line option when starting the emulator.

    Don't Assume Touchscreen or Keyboard

    diff --git a/docs/html/guide/practices/seamlessness.jd b/docs/html/guide/practices/seamlessness.jd index 347e457bd24e4..db12ad2933ba5 100755 --- a/docs/html/guide/practices/seamlessness.jd +++ b/docs/html/guide/practices/seamlessness.jd @@ -42,10 +42,10 @@ display the dialog in front of whatever the user was doing (such as dialing a phone call, for example). That behavior would not work for your application or for the user.

    -

    To avoid these problems, your application should use the proper system -facility for notifying the user — the +

    To avoid these problems, your application should use the proper system +facility for notifying the user — the {@link android.app.Notification Notification} classes. Using -notifications, your application can signal the user that an event has +notifications, your application can signal the user that an event has taken place, by displaying an icon in the status bar rather than taking focus and interrupting the user.

    @@ -141,7 +141,7 @@ the application is hung and offers to kill it for the user.

    on the event handler thread, effectively blocking the event handler. This will delay input processing, and result in the ANR dialogs. To avoid this, move your computations to a thread. This Design for Responsiveness document +href="responsiveness.html">Design for Responsiveness document discusses how to do that..

    Don't Overload a Single Activity Screen

    @@ -176,16 +176,16 @@ the details, read Styles and The

    Design Your UI to Work with Multiple Screen Resolutions

    -

    Different Android-powered devices will support different screen resolutions. -Some will even be able to change resolutions on the fly, such as by switching -to landscape mode. It's important to make sure your layouts and drawables +

    Different Android-powered devices will support different screen resolutions. +Some will even be able to change resolutions on the fly, such as by switching +to landscape mode. It's important to make sure your layouts and drawables are flexible enough to display properly on a variety of device screens.

    -

    Fortunately, this is very easy to do. In brief, what you must do is -provide different versions of your artwork (if you use any) for the key -resolutions, and then design your layout to accommodate various dimensions. -(For example, avoid using hard-coded positions and instead use relative -layouts.) If you do that much, the system handles the rest, and your +

    Fortunately, this is very easy to do. In brief, what you must do is +provide different versions of your artwork (if you use any) for the key +resolutions, and then design your layout to accommodate various dimensions. +(For example, avoid using hard-coded positions and instead use relative +layouts.) If you do that much, the system handles the rest, and your application looks great on any device.

    Assume the Network is Slow

    @@ -209,9 +209,9 @@ likely to be unpopular.

    you're using the emulator, since the emulator uses your desktop computer's network connection. That's almost guaranteed to be much faster than a cell network, so you'll want to change the settings on the emulator that simulate -slower network speeds. You can do this in Android Studio via the AVD Manager, +slower network speeds. You can do this in Android Studio via the AVD Manager, or via a
    command-line +href="{@docRoot}tools/help/emulator.html#netspeed">command-line option when starting the emulator.

    Don't Assume Touchscreen or Keyboard

    diff --git a/docs/html/guide/topics/graphics/prop-animation.jd b/docs/html/guide/topics/graphics/prop-animation.jd old mode 100644 new mode 100755 index e45549678911e..aed533de16ca1 --- a/docs/html/guide/topics/graphics/prop-animation.jd +++ b/docs/html/guide/topics/graphics/prop-animation.jd @@ -920,10 +920,7 @@ in multiple activities and more easily edit the animation sequence.

    To distinguish animation files that use the new property animation APIs from those that use the legacy view animation framework, starting with Android 3.1, you should save the XML files for property animations in the {@code -res/animator/} directory (instead of {@code res/anim/}). Using the {@code animator} directory name -is optional, but necessary if you want to use the layout editor tools in the Eclipse ADT plugin (ADT -11.0.0+), because ADT only searches the {@code res/animator/} directory for property animation -resources.

    +res/animator/} directory.

    The following property animation classes have XML declaration support with the following XML tags:

    diff --git a/docs/html/guide/topics/location/strategies.jd b/docs/html/guide/topics/location/strategies.jd old mode 100644 new mode 100755 index f1eb66e878d9a..32be463e687cb --- a/docs/html/guide/topics/location/strategies.jd +++ b/docs/html/guide/topics/location/strategies.jd @@ -402,20 +402,23 @@ dynamic set of data is updated each time the user location updates.

    user location works. This is most easily done using a real Android-powered device. If, however, you don't have a device, you can still test your location-based features by mocking location data in the Android emulator. There are three different ways to send your application mock location -data: using Eclipse, DDMS, or the "geo" command in the emulator console.

    +data: using Android Studio, DDMS, or the "geo" command in the emulator console.

    Note: Providing mock location data is injected as GPS location data, so you must request location updates from GPS_PROVIDER in order for mock location data to work.

    -

    Using Eclipse

    +

    Using Android Studio

    -

    Select Window > Show View > Other > Emulator Control.

    +

    Select Tools > Android > AVD Manager. In the Android Virtual +Device Manager window, choose your AVD and launch it in the emulator by selecting the green +play arrow in the Actions column.

    -

    In the Emulator Control panel, enter GPS coordinates under Location Controls as individual -lat/long coordinates, with a GPX file for route playback, or a KML file for multiple place marks. -(Be sure that you have a device selected in the Devices panel—available from Window -> Show View > Other > Devices.)

    +

    Then, select Tools > Android > Android Device Monitor. +Select the Emulator Control tab in the Android Device Monitor window, and enter GPS coordinates +under Location Controls as individual lat/long coordinates, with a GPX file for route playback, +or a KML file for multiple place marks. +

    Using DDMS

    diff --git a/docs/html/guide/topics/renderscript/compute.jd b/docs/html/guide/topics/renderscript/compute.jd old mode 100644 new mode 100755 index eef8cda3858de..7477b437fd1ea --- a/docs/html/guide/topics/renderscript/compute.jd +++ b/docs/html/guide/topics/renderscript/compute.jd @@ -192,7 +192,6 @@ precision (such as SIMD CPU instructions).

  • Make sure you have the required Android SDK version and Build Tools version installed.
  • Update the settings for the Android build process to include the RenderScript settings: -

    For Android Studio or Gradle-based builds

    • Open the {@code build.gradle} file in the app folder of your application module.
    • Add the following RenderScript settings to the file: @@ -233,42 +232,8 @@ android { installed build tools version is used. You should always set this value to ensure the consistency of builds across development machines with different configurations.
    -
  • - -

    For Eclipse

    - - - +
  • In your application classes that use RenderScript, add an import for the Support Library classes: @@ -279,7 +244,7 @@ import android.support.v8.renderscript.*;
  • - +

    Using RenderScript from Java Code

    diff --git a/docs/html/tools/adk/adk.jd b/docs/html/tools/adk/adk.jd old mode 100644 new mode 100755 index 3f45c3c1cca9c..d60249743c81b --- a/docs/html/tools/adk/adk.jd +++ b/docs/html/tools/adk/adk.jd @@ -299,46 +299,8 @@ href="http://arduino.cc/en/Main/ArduinoBoardADK">Arduino Mega ADK (for EU na ADK board. The ADK board receives commands such as lighting up the board's LEDs or sends data from the board such as joystick movement and temperature readings.

    -

    To install and run the application in Eclipse:

    - -
      -
    1. Install the - Google APIs API Level 10 add-on library, which includes the Open Accessory library for - 2.3.4 devices that support accessory mode. This library is also forward compatible with Android - 3.1 or newer devices that support accessory mode. If you only care about Android 3.1 or newer - devices, all you need is API Level 12. For more information on deciding which API level to use, - see the USB Accessory - documentation.
    2. - -
    3. Click File > New > Project..., then select Android > - Android Project
    4. - -
    5. In the Project name: field, type DemoKit.
    6. - -
    7. Choose Create project from existing source, click Browse, - select the app directory, click Open to close that dialog and then - click Finish.
    8. - -
    9. For Build Target, select Google APIs (Platform 2.3.3, API Level 10). - -

      Note: Even though the add-on is labeled as - 2.3.3, the newest Google API add-on library for API level 10 adds USB Open - Accessory API support for 2.3.4 devices.

      -
    10. - -
    11. Click Finish.
    12. - -
    13. Install the application to your device.
    14. - -
    15. Connect the ADK board (USB-A) to your Android-powered device (micro-USB). Ensure that the - power cable to the accessory is plugged in or that the micro-USB port on the accessory is - connected to your computer for power (this also allows you to monitor the - ADK board). When connected, accept the prompt that asks for whether or not to open the - DemoKit application to connect to the accessory. If the prompt does not show up, connect and - reconnect the accessory.
    16. -
    - -

    You can now interact with the ADK board by moving the color LED or servo sliders (make sure +

    After the application is installed, you can interact with the ADK board by moving the color + LED or servo sliders (make sure the servos are connected) or by pressing the relay buttons in the application. On the ADK shield, you can press the buttons and move the joystick to see their outputs displayed in the application.

    diff --git a/docs/html/tools/support-library/features.jd b/docs/html/tools/support-library/features.jd old mode 100644 new mode 100755 index 61240f10d6ded..d0c09655464aa --- a/docs/html/tools/support-library/features.jd +++ b/docs/html/tools/support-library/features.jd @@ -38,7 +38,7 @@ page.title=Support Library Features Support Library Revisions
  • Support Library Setup
  • -
  • +
  • Testing Support Library
  • @@ -55,7 +55,7 @@ page.title=Support Library Features appcompat libraries, because they support a wide range of Android versions and provide APIs for recommended user interface patterns.

    -

    To use any of the following libraries, you must download the library files to your +

    In order to use any of the following libraries, you must download the library files to your Android SDK installation. Follow the directions for downloading the Support Libraries in Support Library Setup to complete this step. You must take additional steps to include a specific Support Library in @@ -204,8 +204,7 @@ com.android.support:multidex:1.0.0

    Note: - This library depends on the v4 Support Library. If you are using Ant or Eclipse, make sure - you include the v4 Support Library as part of this library's classpath. + This library depends on the v4 Support Library.

    Here are a few of the key classes included in the v7 appcompat library:

    @@ -308,12 +307,10 @@ with a dependency on the v7 appcompat library, so you'll need to include both libraries in your build path when setting up your project. For more information on how to set up your project, follow the instructions in Adding libraries -with resources. If you are developing in Eclipse/ADT, make sure to include -both the android-support-v7-mediarouter.jar and -android-support-v7-appcompat.jar files.

    +with resources.

    -

    If you are using Android Studio, all you need to do is specify the Gradle build -script dependency identifier com.android.support:support-v7-mediarouter:<revision>, +

    The Gradle builder script dependency identifier is as follows: +com.android.support:support-v7-mediarouter:<revision>, where "<revision>" is the minimum revision at which the library is available. For example:

    @@ -352,8 +349,8 @@ com.android.support:palette-v7:23.1.0
     
     

    The recyclerview library adds the {@link android.support.v7.widget.RecyclerView} class. This class provides support for the -RecyclerView widget, a view -for efficiently displaying large data sets by providing a +RecyclerView +widget, a view for efficiently displaying large data sets by providing a limited window of data items.

    After you download the Android Support Libraries, this library is located in the @@ -423,7 +420,7 @@ com.android.support:preference-v7:23.1.0

    Note: Use of RenderScript with the support library is supported with Android - Studio and Gradle-based builds, as well as the Eclipse plugin and Ant build tools. The + Studio and Gradle-based builds. The renderscript library is located in the build-tools/$VERSION/renderscript/ folder.

    diff --git a/docs/html/tools/testing/contentprovider_testing.jd b/docs/html/tools/testing/contentprovider_testing.jd old mode 100644 new mode 100755 index a6440df0f4c4c..28aef919ad8ba --- a/docs/html/tools/testing/contentprovider_testing.jd +++ b/docs/html/tools/testing/contentprovider_testing.jd @@ -48,10 +48,6 @@ parent.link=index.html href="{@docRoot}tools/testing/testing_android.html"> Testing Fundamentals -
  • - - Testing From Eclipse with ADT -
  • Testing From Other IDEs @@ -94,11 +90,8 @@ parent.link=index.html runner {@link android.test.InstrumentationTestRunner}. The section Running Tests With InstrumentationTestRunner describes the test runner in - more detail. The topic - Testing From Eclipse with ADT shows you how to run a test package in Eclipse, and the - topic - Testing From Other IDEs - shows you how to run a test package from the command line. + more detail. The topic + Testing From Other IDEs shows you how to run a test package from the command line.

    Content Provider Testing API

    @@ -204,9 +197,7 @@ classes.

    Next Steps

    - To learn how to set up and run tests in Eclipse, please refer to -Testing from Eclipse with ADT. - If you're not working in Eclipse, refer to + To learn how to set up and run tests from other IDEs, please refer to Testing From Other IDEs.

    diff --git a/docs/html/tools/testing/index.jd b/docs/html/tools/testing/index.jd old mode 100644 new mode 100755 index 56de4cf80658b..185727c27ecfa --- a/docs/html/tools/testing/index.jd +++ b/docs/html/tools/testing/index.jd @@ -3,7 +3,7 @@ page.title=Testing

    The Android framework includes an integrated testing framework that helps you test all aspects of your application and the SDK tools include tools for setting up and running test applications. -Whether you are working in Eclipse with ADT or working from the command line, the SDK tools help you +Whether you are working in Android Studio or working from the command line, the SDK tools help you set up and run your tests within an emulator or the device you are targeting.

    If you aren't yet familiar with the Android testing framework, start by reading

    See Also

      -
    1. - - Testing From Eclipse with ADT -
    2. Testing From Other IDEs diff --git a/docs/html/tools/testing/testing_android.jd b/docs/html/tools/testing/testing_android.jd old mode 100644 new mode 100755 index 10843e8986d4f..5b2b549d377aa --- a/docs/html/tools/testing/testing_android.jd +++ b/docs/html/tools/testing/testing_android.jd @@ -67,10 +67,6 @@ parent.link=index.html

    See also

      -
    1. - - Testing from Eclipse with ADT -
    2. Testing from Other IDEs @@ -110,7 +106,7 @@ parent.link=index.html you don't need to learn a new set of tools or techniques for designing and building tests.
    3. - The SDK tools for building and tests are available in Eclipse with ADT, and also in + The SDK tools for building and tests are available in Android Studio, and also in command-line form for use with other IDEs. These tools get information from the project of the application under test and use this information to automatically create the build files, manifest file, and directory structure for the test package. @@ -162,11 +158,10 @@ parent.link=index.html Tests, like Android applications, are organized into projects.

      - A test project is a directory or Eclipse project in which you create the source code, manifest - file, and other files for a test package. The Android SDK contains tools for Eclipse with ADT + A test project is a directory in which you create the source code, manifest + file, and other files for a test package. The Android SDK contains tools for Android Studio and for the command line that create and update test projects for you. The tools create the directories you use for source code and resources and the manifest file for the test package. - The command-line tools also create the Ant build files you need.

      You should always use Android tools to create a test project. Among other benefits, @@ -488,7 +483,7 @@ parent.link=index.html in the shared library android.test.runner, which is not normally linked to Android code. To include it, you must specify it in a <uses-library> - element. You do not have to set up these elements yourself. Both Eclipse with ADT and the + element. You do not have to set up these elements yourself. Both Android Studio and the android command-line tool construct them automatically and add them to your test package's manifest file.

      @@ -499,7 +494,7 @@ parent.link=index.html

      To run {@link android.test.InstrumentationTestRunner}, you use internal system classes called by - Android tools. When you run a test in Eclipse with ADT, the classes are called automatically. + Android tools. When you run a test in Android Studio the classes are called automatically. When you run a test from the command line, you run these classes with Android Debug Bridge (adb).

      @@ -509,7 +504,7 @@ parent.link=index.html application under test. They then pass control to {@link android.test.InstrumentationTestRunner}, which runs each test case class in the test package. You can also control which test cases and - methods are run using settings in Eclipse with ADT, or using flags with the command-line tools. + methods are run using settings in Android Studio or using flags with the command-line tools.

      Neither the system classes nor {@link android.test.InstrumentationTestRunner} run @@ -521,16 +516,14 @@ parent.link=index.html Activity that displays a Spinner widget.

      - To learn more about running tests, please read the topics - - Testing from Eclipse with ADT or + To learn more about running tests, please read Testing from Other IDEs.

      Seeing Test Results

      The Android testing framework returns test results back to the tool that started the test. - If you run a test in Eclipse with ADT, the results are displayed in a new JUnit view pane. If + If you run a test in Android Studio, the results are displayed in a new JUnit view pane. If you run a test from the command line, the results are displayed in STDOUT. In both cases, you see a test summary that displays the name of each test case and method that was run. You also see all the assertion failures that occurred. These include pointers to the @@ -538,10 +531,8 @@ parent.link=index.html value and actual value.

      - The test results have a format that is specific to the IDE that you are using. The test - results format for Eclipse with ADT is described in - - Testing from Eclipse with ADT. The test results format for tests run from the + The test results have a format that is specific to the IDE that you are using. The test +results format for tests run from the command line is described in Testing from Other IDEs. @@ -628,12 +619,7 @@ The UI/Application Exerciser Monkey

      Next Steps

      -

      - To learn how to set up and run tests in Eclipse, please refer to -Testing from Eclipse with ADT. - If you're not working in Eclipse, refer to -Testing from Other IDEs. -

      +

      If you want a step-by-step introduction to Android testing, try the Activity Testing Tutorial. diff --git a/docs/html/tools/testing/testing_otheride.jd b/docs/html/tools/testing/testing_otheride.jd old mode 100644 new mode 100755 index a77408747f808..8a3eb05defd96 --- a/docs/html/tools/testing/testing_otheride.jd +++ b/docs/html/tools/testing/testing_otheride.jd @@ -25,7 +25,7 @@ parent.link=index.html Running Tests

      1. - Quick build and run with Ant + Quick build and run with Gradle
      2. Running tests on a device or emulator @@ -58,7 +58,7 @@ parent.link=index.html

        This document describes how to create and run tests directly from the command line. - You can use the techniques described here if you are developing in an IDE other than Eclipse + You can use the techniques described here if you are developing in an IDE other than Android Studio or if you prefer to work from the command line. This document assumes that you already know how to create a Android application in your programming environment. Before you start this document, you should read the topic @@ -66,19 +66,17 @@ parent.link=index.html which provides an overview of Android testing.

        - If you are developing in Eclipse with ADT, you can set up and run your tests - directly in Eclipse. For more information, please read - - Testing from Eclipse with ADT. + If you are developing in Android Studio, you can set up and run your tests + directly in Android Studio.

        Working with Test Projects

        You use the android tool to create test projects. You also use android to convert existing test code into an Android test project, - or to add the test Ant target to an existing Android test project. + or to add the test Gradle target to an existing Android test project. These operations are described in more detail in the section Updating a test project. The test target is described in - Quick build and run with Ant. + Quick build and run with Gradle.

        Creating a test project

        @@ -193,7 +191,7 @@ $ android create test-project -m ../HelloAndroid -n HelloAndroidTest -p HelloAnd

        You use the android tool when you need to change the path to the project of the application under test. If you are changing an existing test project created in - Eclipse with ADT so that you can also build and run it from the command line, you must use the + Android Studio so that you can also build and run it from the command line, you must use the "create" operation. See the section Creating a test project.

        @@ -293,13 +291,13 @@ $ android create test-project -m ../HelloAndroid -n HelloAndroidTest -p HelloAnd

        Running Tests

        - You run tests from the command line, either with Ant or with an + You run tests from the command line, either with Gradle or with an Android Debug Bridge (adb) shell.

        -

        Quick build and run with Ant

        +

        Quick build and run with Gradle

        - You can use Ant to run all the tests in your test project, using the target + You can use Gradle to run all the tests in your test project, using the target test, which is created automatically when you create a test project with the android tool.

        diff --git a/docs/html/tools/workflow.jd b/docs/html/tools/workflow.jd old mode 100644 new mode 100755 index 4eb5adace56b5..edf74006b9428 --- a/docs/html/tools/workflow.jd +++ b/docs/html/tools/workflow.jd @@ -2,14 +2,13 @@ page.title=Introduction @jd:body

        Developing applications for Android devices is facilitated by a group of tools that are - provided with the SDK. You can access these tools through an Eclipse plugin called ADT (Android - Development Tools) or from the command line. Developing with Eclipse is the preferred method because + provided with the SDK. You can access these tools through Android Studio or from the command line. Developing with Android Studio is the preferred method because it can directly invoke the tools that you need while developing applications.

        However, you may choose to develop with another IDE or a simple text editor and invoke the tools on the command line or with scripts. This is a less streamlined way to develop because you will sometimes have to call command line tools manually, but you will have access to the same - number of features that you would have in Eclipse.

        + number of features that you would have in Android Studio.

        -

        The basic steps for developing applications (with or without Eclipse) are shown in figure 1. The +

        The basic steps for developing applications (with or without Android Studio) are shown in figure 1. The development steps encompass four development phases, which include:

          @@ -39,13 +38,14 @@ development steps encompass four development phases, which include:

        • Debugging and Testing

          During this phase you build your project into a debuggable .apk package that you - can install and run on the emulator or an Android-powered device. If you are using Eclipse, - builds are generated each time you project is saved. If you're using another IDE, - you can build your project using Ant and install it on a device using - adb. For more information, see + can install and run on the emulator or an Android-powered device. Android Studio uses + a build system based on Gradle + that provides flexibility, customized build variants, dependency resolution, and much more. + If you're using another IDE, you can build your project using Gradle and install it on a device + using adb. For more information, see Build and run your application.

          Next, you debug your application using a JDWP-compliant debugger along with the debugging - and logging tools that are provided with the Android SDK. Eclipse already comes packaged with + and logging tools that are provided with the Android SDK. Android Studio already comes packaged with a compatible debugger. For more information see, Debug your application with the SDK debugging and logging tools.

          @@ -62,7 +62,7 @@ development steps encompass four development phases, which include:

          Essential command line tools

          -

          When developing in IDEs or editors other than Eclipse, be familiar with +

          When developing in IDEs or editors other than Android Studio, be familiar with all of the tools below, because you will have to run them from the command line.

          @@ -84,7 +84,7 @@ development steps encompass four development phases, which include:

          source and third-party tools:

          -
          Ant
          + Gradle
          To compile and build your Android project into an installable .apk file.
          @@ -99,13 +99,13 @@ development steps encompass four development phases, which include:

          JDK.
          -

          If you are using Eclipse and ADT, tools such as adb and android - are automatically called by Eclipse and ADT so you don't have to manually invoke these tools. +

          If you are using Android Studio, tools such as adb and android + are automatically called by Android Studio, so you don't have to manually invoke these tools. You need to be familiar with adb, however, because certain functions are not accessible from - Eclipse, such as the adb shell commands. You might also need to call Keytool and + Android Studio, such as the adb shell commands. You might also need to call Keytool and Jarsigner to - sign your applications, but you can set up Eclipse to do this automatically as well.

          + sign your applications, but you can set up Android Studio to do this automatically as well.

          For more information on the tools provided with the Android SDK, see the Tools section of the documentation.

          @@ -147,4 +147,3 @@ src="{@docRoot}images/developing/intellijidea_android_ide.png"/> IntelliJ IDEA Android Tutorials
        -