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/frameworks/native/opengl/tests/gl_jni/jni/
Dgl_code.cpp115 const unsigned int on = 0xff0000ff; in create_texture() local
119 on, off, on, off, on, off, on, off, in create_texture()
120 off, on, off, on, off, on, off, on, in create_texture()
121 on, off, on, off, on, off, on, off, in create_texture()
122 off, on, off, on, off, on, off, on, in create_texture()
123 on, off, on, off, on, off, on, off, in create_texture()
124 off, on, off, on, off, on, off, on, in create_texture()
125 on, off, on, off, on, off, on, off, in create_texture()
126 off, on, off, on, off, on, off, on, in create_texture()
/frameworks/native/opengl/tests/tritex/
Dtritex.cpp208 const unsigned int on = 0xff0000ff; in create_texture() local
212 on, off, on, off, on, off, on, off, in create_texture()
213 off, on, off, on, off, on, off, on, in create_texture()
214 on, off, on, off, on, off, on, off, in create_texture()
215 off, on, off, on, off, on, off, on, in create_texture()
216 on, off, on, off, on, off, on, off, in create_texture()
217 off, on, off, on, off, on, off, on, in create_texture()
218 on, off, on, off, on, off, on, off, in create_texture()
219 off, on, off, on, off, on, off, on, in create_texture()
/frameworks/native/opengl/tests/gl_basic/
Dgl_basic.cpp315 const unsigned int on = 0xff0000ff; in create_texture() local
319 on, off, on, off, on, off, on, off, in create_texture()
320 off, on, off, on, off, on, off, on, in create_texture()
321 on, off, on, off, on, off, on, off, in create_texture()
322 off, on, off, on, off, on, off, on, in create_texture()
323 on, off, on, off, on, off, on, off, in create_texture()
324 off, on, off, on, off, on, off, on, in create_texture()
325 on, off, on, off, on, off, on, off, in create_texture()
326 off, on, off, on, off, on, off, on, in create_texture()
/frameworks/base/docs/html/guide/topics/data/
Dinstall-location.jd11 <li>You can allow your application to install on the device's external storage.</li>
12 <li>Some types of applications should <strong>not</strong> allow installation on the external
14 <li>Installing on the external storage is ideal for large applications that are not tightly
21 <li><a href="#ShouldNot">Applications That Should NOT Install on External Storage</a></li>
22 <li><a href="#Should">Applications That Should Install on External Storage</a></li>
34 <p>Beginning with API Level 8, you can allow your application to be installed on the
39 <em>not</em> declare this attribute, your application will be installed on the internal storage
42 <p>To allow the system to install your application on the external storage, modify your
55 <p>If you declare "{@code preferExternal}", you request that your application be installed on the
56 external storage, but the system does not guarantee that your application will be installed on
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/frameworks/base/docs/html/training/enterprise/
Dapp-compatibility.jd31 where company-specific apps and data are running on a user's device, while still
35 reliably on a device with managed profiles. You don't need to do anything
37 practices become especially important on devices with managed profiles. This
45 emails and contacts) are on a device the enterprise does not control. </p>
54 running on the device, no matter which profile the app is running under:</p>
59 app running on profile fires an intent, there is no handler for the intent on
63 <li>The profile administrator can limit which system apps are available on the
65 some common intents on the managed profile.</li>
67 file URI that is valid on one profile is not valid on the other. Any
68 intent fired on one profile might be handled on the other (depending on profile
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/frameworks/base/docs/html/tools/devices/
Dindex.jd14 <p>You can also create AVDs on the command line by passing the <code>android</code> tool options.
15 For more information on how to create AVDs in this manner, see
24 QWERTY keyboard or a dialing pad, how much memory it has, and so on.</li>
27 on the virtual device. You can choose a version of the standard Android platform or the system
28 image packaged with an SDK add-on.</li>
31 you control the screen dimensions, appearance, and so on. You can also specify the emulated SD
34 <li>A dedicated storage area on your development machine: the device's user data (installed
35 applications, settings, and so on) and emulated SD card are stored in this area.</li>
38 <p>You can create as many AVDs as you need, based on the types of device you want to model.
41 and test your application on each one.</p>
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/frameworks/opt/net/wifi/service/java/com/android/server/wifi/
DREADME.txt13 …ifiManager 3rd party API. The API and the device state information (screen on/off, battery state, …
15 … Acts as a controller to the WifiStateMachine based on various inputs (API and device state). Runs…
17 … tethering toggle, scan mode toggle) and provides API to figure if wifi should be turned on or off.
19 WifiTrafficPoller: Polls traffic on wifi and notifies apps listening on it.
21 …ller: Controls whether the open network notification is displayed or not based on the scan results.
23 WifiStateMachine: Tracks the various states on STA and AP connectivity and handles bring up and shu…
29 … party app will show up a dialog reminding the user that scan mode will be on even though Wi-Fi is…
/frameworks/base/tests/LegacyRestoreTest/
DREADME2 "adb backup" archive of the settings provider package. It was generated on a
4 to the PBKDF2 implementation. The archive's encryption password, entered on-screen,
7 'adb restore' decrypts and applies the restored archive successfully on a device
8 running Android 4.3, but fails to restore correctly on a device running Android 4.4,
13 archive, using the same key, generated on a Nexus 4 running Android 4.4 with a fix
14 to this bug in place. This archive should be successfully restorable on any
/frameworks/base/docs/html/distribute/googleplay/
Dcast.jd8 their viewing on TV and listening on audio systems. All they need is a TV with a
13 a primary display on the sender. Native games can provide real-time interaction on
14 the TV and user control on the hand-held device. Graphics-intensive apps can now
36 <li>User interaction should only take place on the Cast sender (phone, tablet,
39 to help make things feel faster on the Cast sender interface.</li>
42 Cast badge</a> on your website and marketing materials.</li>
Dguide.jd1 page.title=Finding Success on Google Play
2 page.metaDescription=A guide to help you find success with your app or game business on Google Play.
11 game business on Google Play. In it, you’ll find features, tips, and best
20 <strong>Publishing on Google Play</strong> &mdash; using the Google Play
58 "http://goo.gl/DFjbrS">get it on Google Play</a>.
63 this website regularly as we post information on new features and best
/frameworks/base/docs/html/training/tv/start/
Dindex.jd18 Android offers a rich user experience that's optimized for apps running on large screen devices,
19 such as high-definition televisions. Apps on TV offer new opportunities to delight your users
25 create new TV apps based on what you already know about building apps for Android, or extend your
26 existing apps to also run on TV devices. However, the user interaction model for TV is
27 substantially different from phone and tablet devices. In order to make your app successful on TV
34 environment, basic requirements for layouts and navigation, as well as guidance on how to handle
35 hardware features that are not typically available on TV devices.
52 app project to run on TV devices.</dd>
62 <dd>Learn how to check if your app is running on TV hardware, handle unsupported hardware
Dstart.jd31 modify your existing apps to also run on TV devices or create new apps based on what you already
37 qualify as an Android TV app on Google Play. For more information, see the requirements listed
43 minimum required changes to enable an app to run on TV devices.
62 This section discusses how to modify an existing app to run on TV devices, or create a new one.
63 These are the main components you must use to create an app that runs on TV devices:
68 declare an activity that is intended to run on TV devices.</li>
101 <p>An application intended to run on TV devices must declare a launcher activity for TV
105 in your app to launch when a user selects its icon on the TV home screen.</p>
139 launch on a TV device.
145 your app, it is not visible to users running the Google Play store on TV devices. Also, if your
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Dlayouts.jd45 are meant to run on a TV device. This section explains which themes you should use.
70 The title bar is a standard user interface element for Android apps on phones and tablets, but it
94 effective on large screens. Follow these tips to build landscape layouts optimized for TV screens:
99 <li>Put on-screen navigation controls on the left or right side of the screen and save the
122 on all sides of your layout. This translates into a 48dp margin on the left and right edges and
123 a 27dp margin on the top and bottom of your base layouts for activities. The following
156 <li>Use light text on a dark background. This style is easier to read on a TV.</li>
190 cause display artifacts that degrade the quality of your layout and have a negative impact on
201 For more information on optimizing layouts and resources for large screens see
210 well on TV devices and lead to bad user experiences. Here are some user interface approaches you
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/frameworks/base/docs/html/design/wear/
Dpatterns.jd31 …y to convey information, not to brand a card. App icons are necessary only on the leftmost card; i…
37 <p>Supplementary information should be displayed on additional cards to the right of a main Context…
49on a card causes it to be dismissed from the stream. Dismissed cards may return when they next hav…
57on the information shown in a notification, you can provide action buttons. These are system-rende…
59 <p>Tapping on an action button can cause an action to be executed, an action to be continued on the…
68 <p>Where tapping on an action button results in an action being executed, one of the following can …
85 <h2 id="Continuing" style="clear:both">Continuing activities on phone</h2>
89on the wearable device wherever possible. In cases where the phone must be used, a generic animati…
92 <h2 id="ActionOnCard" style="clear:both">Actions on cards (such as media controls)</h2>
96 <p>Some cards may benefit from having tappable actions directly on a card. Some guidance on when to…
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/frameworks/base/docs/html/training/wearables/apps/
Dindex.jd18 Wearable apps run directly on the device, giving you access to hardware such as sensors and the
25 They contain only what makes sense on the wearable, which is usually a small
26 subset of the corresponding handheld app. In general, you should carry out operations on the
49 <p>To conserve power on a wearable device, you can enable ambient mode for your Wear app.
50 Devices transition from interactive to ambient mode when the user is idle on an activity or when
52 called <i>always-on</i> apps. The following describes the two modes of operation for always-on apps:
60 This display mode is only supported on devices running Android 5.1 or higher.</dd>
64 when a user is idle on an activity or when the user covers the screen with their palm on an
66 need to show persistent content on versions prior to Android 5.1, create a notification in the
78 contains both the wearable and handheld app modules and how to run the app on a device
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/frameworks/base/docs/html/guide/practices/
Dscreens-support-1.5.jd35 baseline HVGA screen used on the T-Mobile G1 and similar devices, which is <em>normal</em> screen
37 configurations and added APIs that allow applications to control how they operate on different
50 href="screen-compat-mode.html">screen compatibility mode</a> when on a device with a screen larger …
71 <p>If you have already developed and published an Android application based on
73 need to make some changes to your application in order for it to properly run on newer devices with
78 lowest version that includes support for multiple screens) and test your application on each
101 runs fine on them, as long as you don't use APIs in your application code from Android 1.6. </li>
104 <p>Your application is now prepared to run on multiple screens, while maintaining support for
110 <li>Set up AVDs for testing your application on Android 1.6 and some new versions. Create AVDs
113 see <a href="{@docRoot}guide/practices/screens_support.html#testing">How to Test Your Application on
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/frameworks/base/docs/html/design/tv/
Dstyle.jd11 on the number, spacing, and size of on-screen elements. Although TV sizes and resolutions have
22 library</a>. These layouts have been built specifically for use on TV devices with
23 the guidance of the Android User Experience team. For more information on using these classes,
34 <li>Put on-screen navigational controls on the left or right side of the screen, and
49 outside of a safe zone that most TVs could reliably display. Even on some of today’s HDTV flat
61 <p>Color rendering on televisions can be imprecise compared to computer monitors or mobile
63 not match what you see on a computer screen.</p>
65 <p>Subtle hue or brightness differences between elements may disappear or be over-emphasized on
66 TV screens. Some color gradient combinations will show bands. You should avoid pure whites on
90 Therefore you should avoid thin or light typefaces on TV.</p>
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/frameworks/base/docs/html/training/cloudsave/
Dconflict-res.jd43 allows you to store application data for each user of an application on Google's
57 conflicts. The discussion focuses on games, but you can
67 for your application to resolve conflicts between the local state on a user's
142 has 20 coins, and then collects 10 coins on device A and 15 coins on device B.
153 <th>Data on Device A</th>
154 <th>Data on Device B</th>
155 <th>Data on Cloud</th>
166 <td>Player collects 10 coins on device A</td>
173 <td>Player collects 15 coins on device B</td>
204 to 35, when the user actually collected a total of 25 coins (10 on device A and 15 on
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/frameworks/base/docs/html/training/wearables/notifications/
Dstacks.jd25 on a handheld device&mdash;when more than one is message is received, use a single notification
28 <p>However, a summary notification is less useful on an Android wearable because users
29 are not able to read details from each message on the wearable (they must open your app on the
34 possible while allowing you to still provide only one summary notification on the handheld device.<…
60 <p>Later on, when you create another notification, specify
86 <p>It's important that you still provide a summary notification that appears on handheld devices.
89 on the summary notification.</p>
91 <p>This notification does not appear in your stack of notifications on the wearable, but
92 it appears as the only notification on the handheld device.</p>
130 <p>Summary notifications can also affect notifications on wearables without being displayed on them.
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/frameworks/base/docs/html/training/multiple-threads/
Drun-code.jd1 page.title=Running Code on a Thread Pool Thread
12 <li><a href="#RunRunnable">Run a Runnable on a Thread in the Thread Pool</a></li>
33 that run on them. This lesson shows you how to run a task on a thread pool. To do this,
35 {@link java.util.concurrent.ThreadPoolExecutor} takes a task from the queue and runs it on the
41 time, you can cancel the thread the task is running on. For example, if you are downloading
43 an image is already present in the cache. Depending on how you write your app, you may not be
46 <h2 id="RunRunnable">Run a Task on a Thread in the Thread Pool</h2>
48 To start a task object on a thread in a particular thread pool, pass the
52 runs it on the thread:
71 When {@link java.util.concurrent.ThreadPoolExecutor} starts a {@link java.lang.Runnable} on a
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Dindex.jd43 split it into smaller operations running on multiple threads. On a device that has a CPU with
46 display them on a thumbnail screen runs substantially faster when you do each decode on a
51 thread pool object. You'll also learn how to define code to run on a thread and how to
57 <b><a href="define-runnable.html">Specifying the Code to Run on a Thread</a></b>
60 Learn how to write code to run on a separate {@link java.lang.Thread}, by
72 <b><a href="run-code.html">Running Code on a Thread Pool Thread</a></b>
75 Learn how to run a {@link java.lang.Runnable} on a thread from the thread pool.
/frameworks/base/docs/html/training/wearables/ui/
Dlayouts.jd26 good experience. For more information on how to design great wearable apps, read the
30 and round screens. Any content placed near the corners of the screen may be cropped on round
31 Android Wear devices, so layouts designed for square screens do not work well on round devices.
35 <p>For example, figure 1 shows how the following layout looks on square and round screens:</p>
39 square screens does not work well on round screens.</p>
56 <p>The text does not display correctly on devices with round screens.</p>
64 applies different window insets depending on the shape of the device screen.</li>
67 <p>You typically use the first approach when you want your app to look different depending on
69 on both screen shapes without having views cropped near the edges of round screens.</p>
74 <p>Android Studio includes the Wearable UI Library on your <code>wear</code> module by default
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/frameworks/base/docs/html/guide/practices/ui_guidelines/
Dicon_design_launcher.jd40 Launcher applications and appear on the user’s Home screen. Launcher icons can also be used to
49 across the range of devices on which your application can be installed. See <a
51 for suggestions on how to work with multiple sets of icons.</p>
54 for use in application listings. For more details on this, see <a
55 href="#icons_in_market">Application Icons on Google Play</a> below.</p>
85 <li>Help users discover the app on Google Play.</li>
104 <h3 id="help_users_discover">Help users discover the app on Google Play</h3>
106 <p>App launcher icons are the first look that prospective users will get of your app on Google Play.
115 icon; for more details on this, see <a href="#icons_in_market">Application Icons in Google
122 launcher icon will look great in all situations: on any background and next to any other icons and
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Dmenu_design.jd47 <li>Put only the most important commands fixed on the screen. </li>
48 …mmands on the Context menu that appears when you touch &amp; hold on an item should be duplicated
71 …px;"><a href=#most_important_commands>Put only most important commands fixed on the screen</a></li>
109 on an item. Like on the Options menu, the operation can run either
119 on top of the activity screen and are smaller than full screen, so that the
149 menu may be different on different devices.
181 fit on the icon menu, then the last icon is labeled "More" &mdash; selecting it
204 A user can touch &amp; hold on content on the screen to
207 on the selected content. The command can either be part of the current
214 For example, in an email message list, a user can touch &amp; hold on
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/frameworks/base/docs/html/tools/building/
Dbuilding-cmdline-ant.jd18 <li><a href="#RunningOnEmulator">Running on the Emulator</a></li>
19 <li><a href="#RunningOnDevice">Running on a Device</a></li>
36 …<a href="http://android-developers.blogspot.com/2015/06/an-update-on-eclipse-android-developer.htm…
38 Android Studio and Gradle as soon as possible. For more information on transitioning to these
45 …it must be signed before it can install on an emulator or device&mdash;with a debug key when build…
49 …and build your project. This will create the .apk file that you can install on an emulator or devi…
60 getting started, however, you can quickly run your applications on an emulator or your own
68 <p class="note"><strong>Note:</strong> When installing JDK on Windows, the default is to install
80 and immediately install it on an emulator. In debug mode, the build tools automatically sign your
103 <p>To install and run your application on an emulator, see the following section about <a href=
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