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authorRobert Ly <robertly@google.com>2012-02-22 11:15:53 -0800
committerRobert Ly <robertly@google.com>2012-02-22 18:41:03 -0800
commit02c93887023aec1fbea4976262b578fb58a33ec3 (patch)
tree301b8551a265b848cf9259cc37b4f90df02b6174
parent197fe26940022be75384f4038dd789f446d33122 (diff)
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docs: fix bug 5878445
Change-Id: I603a3b8d92d855baa8f3557bddecb662af2cc1d7
-rw-r--r--docs/html/guide/topics/graphics/hardware-accel.jd7
-rw-r--r--docs/html/guide/topics/manifest/activity-element.jd12
2 files changed, 11 insertions, 8 deletions
diff --git a/docs/html/guide/topics/graphics/hardware-accel.jd b/docs/html/guide/topics/graphics/hardware-accel.jd
index c8703a5..f5cd1e6 100644
--- a/docs/html/guide/topics/graphics/hardware-accel.jd
+++ b/docs/html/guide/topics/graphics/hardware-accel.jd
@@ -42,19 +42,20 @@ parent.link=index.html
<li><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL with the Framework
APIs</a></li>
- <li><a href="{@docRoot}guide/topics/renderscript/index.html">RenderScript</a></li>
+ <li><a href="{@docRoot}guide/topics/renderscript/index.html">Renderscript</a></li>
</ol>
</div>
</div>
<p>Beginning in Android 3.0 (API level 11), the Android 2D rendering pipeline is designed to
better support hardware acceleration. Hardware acceleration carries out all drawing operations
- that are performed on a {@link android.view.View}'s canvas using the GPU.</p>
+ that are performed on a {@link android.view.View}'s canvas using the GPU. Because of the
+ increased resources required to enable hardware acceleration, your app will consume more RAM.</p>
<p>The easiest way to enable hardware acceleration is to turn it on
globally for your entire application. If your application uses only standard views and {@link
android.graphics.drawable.Drawable}s, turning it on globally should not cause any adverse
- effects. However, because hardware acceleration is not supported for all of the 2D drawing
+ drawing effects. However, because hardware acceleration is not supported for all of the 2D drawing
operations, turning it on might affect some of your applications that use custom views or drawing
calls. Problems usually manifest themselves as invisible elements, exceptions, or wrongly
rendered pixels. To remedy this, Android gives you the option to enable or disable hardware
diff --git a/docs/html/guide/topics/manifest/activity-element.jd b/docs/html/guide/topics/manifest/activity-element.jd
index f44901b..8b131c8 100644
--- a/docs/html/guide/topics/manifest/activity-element.jd
+++ b/docs/html/guide/topics/manifest/activity-element.jd
@@ -307,7 +307,7 @@ attribute).
<dd>Whether or not an existing instance of the activity should be shut down
(finished) whenever the user again launches its task (chooses the task on the
home screen) &mdash; "{@code true}" if it should be shut down, and "{@code false}"
-if not. The default value is "{@code false}".
+if not. The default value is "{@code false}".
<p>
If this attribute and
@@ -321,13 +321,15 @@ activity is ignored. The activity is not re-parented, but destroyed.
Activity &mdash; "{@code true}" if it should be enabled, and "{@code false}" if
not. The default value is "{@code false}".
+
<p>Starting from Android 3.0, a hardware-accelerated OpenGL renderer is
available to applications, to improve performance for many common 2D graphics
operations. When the hardware-accelerated renderer is enabled, most operations
in Canvas, Paint, Xfermode, ColorFilter, Shader, and Camera are accelerated.
This results in smoother animations, smoother scrolling, and improved
responsiveness overall, even for applications that do not explicitly make use
-the framework's OpenGL libraries. </p>
+the framework's OpenGL libraries. Because of the increased resources required to
+enable hardware acceleration, your app will consume more RAM.</p>
<p>Note that not all of the OpenGL 2D operations are accelerated. If you enable
the hardware-accelerated renderer, test your application to ensure that it can
@@ -587,9 +589,9 @@ Permissions</a>.
</p></dd>
<dt><a name="proc"></a>{@code android:process}</dt>
-<dd>The name of the process in which the activity should run. Normally,
+<dd>The name of the process in which the activity should run. Normally,
all components of an application run in the default process created for the
-application. It has the same name as the application package. The <code><a href="{@docRoot}guide/topics/manifest/application-element.html">&lt;application&gt;</a></code> element's
+application. It has the same name as the application package. The <code><a href="{@docRoot}guide/topics/manifest/application-element.html">&lt;application&gt;</a></code> element's
<code><a href="{@docRoot}guide/topics/manifest/application-element.html#proc">process</a></code>
attribute can set a different default for all components. But each component
can override the default, allowing you to spread your application across
@@ -706,7 +708,7 @@ activity started for the first time.
A "{@code true}" setting ensures that the activity can be restarted in the
absence of retained state. For example, the activity that displays the
home screen uses this setting to make sure that it does not get removed if it
-crashes for some reason.
+crashes for some reason.
</p></dd>
<dt><a name="aff"></a>{@code android:taskAffinity}</dt>