am 7b00a8ae: Merge "SDK doc change: fix android:glEsVersion description, add live_wallpaper feature, indicate market filtering on features." into eclair
Merge commit '7b00a8ae71c5964cb96e1663b778658eaa069b3e' into eclair-plus-aosp * commit '7b00a8ae71c5964cb96e1663b778658eaa069b3e': SDK doc change: fix android:glEsVersion description, add live_wallpaper feature, indicate market filtering on features.
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@@ -260,7 +260,7 @@ UI dimensions are declared in dip, the result is that they are displayed at the
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same physical size on all screens in a given configuration. </p> -->
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<p>Although the platform currently supports the nine possible size-density
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configurations listed in the table, you do not necessarily need to custom
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configurations listed in the table, you do not necessarily need to create custom
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resources for each one of them. The platform provides robust compatibility
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features, described in the sections below, that can handle most of the work of
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rendering your application on the current device screen, provided that the UI is
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@@ -14,23 +14,44 @@ page.title=<uses-feature>
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<dd><code><a
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href="{@docRoot}guide/topics/manifest/manifest-element.html"><manifest></a></code></dd>
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<div class="sidebox-wrapper">
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<img id="rule" src="{@docRoot}assets/images/grad-rule-qv.png">
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<div id="qv-sub-rule">
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<img src="{@docRoot}assets/images/icon_market.jpg" style="float:left;margin:0;padding:0;">
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<p style="color:#669999;">Android Market and <uses-feature> elements</p>
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<p>Android Market filters the applications that are visible to users, so
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that users can see and download only those applications that are compatible with their
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devices. One of the ways Market filters applications is by feature compatibility.</p>
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<p style="margin-top:1em;">To do this, Market checks the
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<code><uses-feature></code> elements in each application's manifest, to
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establish the app's feature needs. Market then shows or hides the application to
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each user, based on a comparison with the features available on the user's
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device. </p>
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<p style="margin-top:1em;">By specifying the features your application requires,
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you enable Android Market to present your application only to users whose
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devices meet the application's feature requirements, rather than presenting it
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to all users. </p>
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</div>
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</div>
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<dt>description:</dt>
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<dd>This element declares a specific feature used by the application.
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Android provides some features that may not be equally supported by all
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Android devices. In a manner similar to the <code><a
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href="uses-sdk-element.html"><uses-sdk></a></code>
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element, this element allows an application to specify which device-variable
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features it uses. In this way, the application
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will not be installed on devices that do not offer the feature.</p>
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<dd>This element declares a specific feature used by the application. Android
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provides some features that may not be equally supported by all Android devices.
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In a manner similar to the <a
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href="uses-sdk-element.html">{@code <uses-sdk>}</a> element, this element
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allows an application to specify which device-variable features it uses. For
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example, an application might specify that it requires a camera with auto-focus
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capabilities.</p>
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<p>For example, an application might specify that it requires a camera with auto-focus capabilities.
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If a device does not provide a camera with auto-focus, then it will not allow
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installation of the application.</p>
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<p>In order to maintain strict device compatibility, it's very important that you use
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this element to declare all applicable features (listed below) that your application uses. Failure
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to declare a feature may result in your application being installed on a device
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that does not support the feature and your application failing.</p>
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<p>Declaring a {@code <uses-feature>} element is informational only, meaning
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that the Android system itself does not check for matching feature support on
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the device before installing an application. However, note that other services
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(such as Android Market) or applications may check your application's
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{@code <uses-feature>} declarations as part of handling or interacting
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with your application. For this reason, it's very important that you declare all of
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the features (from the list below) that your application uses. </p>
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<p>For some features, there may exist a specfic attribute that allows you to define
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a version of the feature, such as the version of Open GL used (declared with
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@@ -38,11 +59,12 @@ a version of the feature, such as the version of Open GL used (declared with
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exist for a device, such as a camera, are declared using the
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<a href="#name">{@code name}</a> attribute.</p>
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<p>Any software or hardware features that may vary among Android-powered
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devices will be listed on this page among the attributes below. If you see any features
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here that you use in your application, you should include a {@code
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<uses-feature>} element for each one. For example, if your application uses the device
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camera, then you should include the following in your {@code AndroidManifest.xml}:</p>
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<p>Any software or hardware features that may vary among Android-powered devices
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will be listed on this page among the attributes below. If you see any features
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here that you use in your application, you should include a
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{@code <uses-feature>} element for each one. For example, if your
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application uses the device camera, then you should include the following in
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your {@code AndroidManifest.xml}:</p>
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<pre>
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<uses-feature android:name="android.hardware.camera" />
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@@ -77,10 +99,29 @@ instance of this element.</p>
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<dd>
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<dl class="attr">
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<dt><a name="glEsVersion"></a>{@code android:glEsVersion}</dt>
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<dd>The GLES version needed by the application.
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The higher 16 bits represent the major number and the lower 16 bits
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represent the minor number. For example, for GL 1.2,
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the value should be set as {@code 0x00010002}.
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<dd>The OpenGL ES version required by the application. The higher 16 bits
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represent the major number and the lower 16 bits represent the minor number. For
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example, to specify OpenGL ES version 2.0, you would set the value as
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"0x00020000". To specify OpenGL ES 2.1, if/when such a version were made
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available, you would set the value as "0x00020001".
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<p>An application should specify at most one <code>android:glEsVersion</code>
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attribute in its manifest. If it specifies more than one, the
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<code>android:glEsVersion</code> with the numerically highest value is used and
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any other values are ignored.</p>
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<p>If an application does not specify an <code>android:glEsVersion</code>
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attribute, then it is assumed that the application requires only OpenGL ES 1.0,
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which is supported by all Android-powered devices.</p>
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<p>An application can assume that if a platform supports a given OpenGL ES
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version, it also supports all numerically lower OpenGL ES versions. Therefore,
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an application that requires both OpenGL ES 1.0 and OpenGL ES 2.0 must specify
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that it requires OpenGL ES 2.0.</p>
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<p>An application that can work with any of several OpenGL ES versions should
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only specify the numerically lowest version of OpenGL ES that it requires. (It
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can check at run-time whether a higher level of OpenGL ES is available.)</p>
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</dd>
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<dt><a name="name"></a>{@code android:name}</dt>
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@@ -90,7 +131,7 @@ instance of this element.</p>
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<table>
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<tr>
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<th>Feature</th>
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<th>Value</th>
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<th>Attribute Value</th>
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<th>Description</th>
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</tr><tr>
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<td rowspan="2">Camera</td>
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@@ -129,6 +170,11 @@ instance of this element.</p>
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<td>{@code android.hardware.sensor.light}</td>
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<td>The application requires a device with a light sensor.
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</td>
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</tr><tr>
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<td>Live Wallpaper</td>
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<td>{@code android.software.live_wallpaper}</td>
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<td>The application uses or provides Live Wallpapers and should be installed only on devices that support Live Wallpapers.
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</td>
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</tr><tr>
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<td>Proximity sensor</td>
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<td>{@code android.hardware.sensor.proximity}</td>
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@@ -218,6 +218,21 @@ href="{@docRoot}guide/appendix/api-levels.html">API Levels</a> document. </p>
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<li>Updated {@link android.app.WallpaperManager}.</li>
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</ul>
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<p>Additionally, if your application uses or provides Live Wallpapers, you must
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remember to add a <a
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href="{@docRoot}guide/topics/manifest/uses-feature-element.html"><code><uses-feature></code></a>
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element to the application's manifest, declaring the attribute
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<code>android:name="android.software.live_wallpaper"</code>. For example:</p>
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<pre class="no-pretty-print">
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<uses-feature android:name="android.software.live_wallpaper" />
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</pre>
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<p>When you've published your application, Android Market checks for the
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presence of this element and uses it as a filter, ensuring that your application
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is not made available to users whose devices do not support Live Wallpapers.
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</p>
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<h4>Telephony</h4>
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<ul>
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