/frameworks/base/docs/html/design/patterns/ |
D | index.jd | 6 #landing-graphic-container { 18 <div id="landing-graphic-container">
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/frameworks/base/docs/html/design/style/ |
D | index.jd | 7 #landing-graphic-container { 19 <div id="landing-graphic-container">
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/frameworks/base/docs/html/design/ |
D | devices.jd | 8 #landing-graphic-container { 23 <div id="landing-graphic-container">
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/frameworks/base/docs/html/training/wearables/watch-faces/ |
D | performance.jd | 123 <p>Many watch faces consist of a background image and other graphic assets that are transformed 125 that move over time. Typically these graphic elements are rotated (and sometimes scaled) inside the 131 <p>The larger these graphic assets are, the more computationally expensive it is to transform them. 132 Transforming large graphic assets in the 148 <li>Do not use graphic elements that are larger than you need.</li> 161 graphic asset. You can often combine the background image in interactive mode with the tick
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D | drawing.jd | 57 <li>Declare variables for a custom timer, graphic objects, and other elements.</li> 106 // graphic objects 168 <li>Create styles and colors to draw graphic objects.</li> 188 // create graphic styles 202 graphic styles are instances of the {@link android.graphics.Paint} class. Use these 446 <p>This example makes adjustments to some graphic styles and invalidates the canvas so the 478 <li>Perform any required graphic computations.</li> 541 and draws them on top of the background bitmap using the graphic styles initialized in the
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D | issues.jd | 133 graphic elements using values that are some fraction of the detected screen size. If you resize
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/frameworks/base/docs/html/distribute/tools/ |
D | launch-checklist.jd | 49 requirements of the app, and creating the product page and graphic assets for 546 Localizing the apps’ graphic assets, screenshots, and videos that 570 videos. For example, your app's feature graphic might include text that 603 graphic assets to showcase your app or brand. After you publish, these appear 604 on your store listing page, search results, and elsewhere. These graphic 612 All of your graphic assets should be designed so that they are easy to see 615 launcher once they have downloaded the app. Your graphic assets should also 616 fit in well with the graphic assets of all the apps you publish, which will 625 graphic, screenshots, and video that you've provided for the user's language. 632 feature or promotional graphic includes an embedded product name or tag line, [all …]
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/frameworks/base/docs/html/distribute/users/ |
D | experiments.jd | 43 lists. Test the feature graphic as a priority, as it has such a presence on 50 <li>Create up to three alternatives for your hi-res icon, feature graphic,
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D | your-listing.jd | 24 Be sure to supply a variety of high-quality graphic assets to showcase your 26 These graphic assets are key parts of successful product details pages that
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/frameworks/av/media/libstagefright/ |
D | OMXClient.cpp | 97 node_id node, OMX_U32 port_index, OMX_BOOL graphic, OMX_BOOL enable); 371 node_id node, OMX_U32 port_index, OMX_BOOL graphic, OMX_BOOL enable) { in enableNativeBuffers() argument 372 return getOMX(node)->enableNativeBuffers(node, port_index, graphic, enable); in enableNativeBuffers()
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/frameworks/base/docs/html/distribute/stories/games/ |
D | rvappstudios-zombie.jd | 58 graphic assets, we believe users will connect at a much deeper level.""
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D | kongregate-adv-cap.jd | 39 was that their current control graphic would outperform the variant designs,
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/frameworks/base/docs/html/training/graphics/opengl/ |
D | projection.jd | 152 <p>Next, modify the {@code draw()} method of your graphic objects to accept the combined 174 your graphic objects are drawn in correct proportions and should look like this:</p>
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D | shapes.jd | 38 knowing a few basic things about how OpenGL ES expects you to define graphic objects.</p>
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/frameworks/av/media/libstagefright/include/ |
D | OMX.h | 68 node_id node, OMX_U32 port_index, OMX_BOOL graphic, OMX_BOOL enable);
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D | OMXNodeInstance.h | 55 status_t enableNativeBuffers(OMX_U32 portIndex, OMX_BOOL graphic, OMX_BOOL enable);
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/frameworks/av/include/media/ |
D | IOMX.h | 104 node_id node, OMX_U32 port_index, OMX_BOOL graphic, OMX_BOOL enable) = 0;
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/frameworks/base/docs/html/distribute/essentials/quality/ |
D | core.jd | 783 App feature graphic follows the guidelines outlined in this <a href= 789 <li>The app listing includes a high-quality feature graphic. 792 <li>The feature graphic does not contain device images, screenshots, or 797 <li>The feature graphic does not resemble an advertisement. 1152 screenshots, feature graphic, maturity settings, and user feedback. 1161 Download your feature graphic and screenshots and scale them down to
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/frameworks/av/media/libstagefright/omx/ |
D | OMX.cpp | 394 node_id node, OMX_U32 port_index, OMX_BOOL graphic, OMX_BOOL enable) { in enableNativeBuffers() argument 401 return instance->enableNativeBuffers(port_index, graphic, enable); in enableNativeBuffers()
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D | OMXNodeInstance.cpp | 450 OMX_U32 portIndex, OMX_BOOL graphic, OMX_BOOL enable) { in enableNativeBuffers() argument 453 graphic ? ", graphic" : "", enable); in enableNativeBuffers() 455 graphic ? "OMX.google.android.index.enableAndroidNativeBuffers" in enableNativeBuffers() 470 if (!graphic) { in enableNativeBuffers() 480 if (!graphic) { in enableNativeBuffers()
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/frameworks/av/media/libmedia/ |
D | IOMX.cpp | 231 node_id node, OMX_U32 port_index, OMX_BOOL graphic, OMX_BOOL enable) { in enableNativeBuffers() argument 236 data.writeInt32((uint32_t)graphic); in enableNativeBuffers() 845 OMX_BOOL graphic = (OMX_BOOL)data.readInt32(); in onTransact() local 848 status_t err = enableNativeBuffers(node, port_index, graphic, enable); in onTransact()
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/frameworks/base/docs/html/training/design-navigation/ |
D | index.jd | 47 …<dd>Learn how to create screen wireframes (low-fidelity graphic mockups) representing the screens …
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/frameworks/base/docs/html/guide/topics/graphics/ |
D | overview.jd | 65 using the framework APIs compared to the NDK, so for many graphic intensive applications such as
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D | opengl.jd | 117 initializing OpenGL graphic objects. 124 drawing (and re-drawing) graphic objects.</li> 273 transform coordinates so your graphic objects have the correct proportions on any display.</p> 384 viewing matrices to be applied the graphic objects. The following example code shows how to modify 413 the projection matrix and camera view created in the code above and then apply it to the graphic
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/frameworks/base/docs/html/guide/practices/ui_guidelines/ |
D | icon_design.jd | 70 your product. Streamlining the graphic style will also make the UI seem more 83 <dd>A Launcher icon is a graphic that represents your application on the
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