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authorTim Murray <timmurray@google.com>2013-04-05 22:06:43 +0000
committerTim Murray <timmurray@google.com>2013-04-05 15:17:54 -0700
commita90842283e322b1210e2bea5850b05177e3d87af (patch)
tree1b814376dc63adeee70854711a94a29a51f3eb00 /docs/html/about/versions
parentb2cb8e41f93e8a26241e3de20e862ffa66dedaa4 (diff)
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Remove all public mention of RS graphics from docs.
Change-Id: Ie43b5fb0353149aa9af433b6f5c5141349388ea0
Diffstat (limited to 'docs/html/about/versions')
-rw-r--r--docs/html/about/versions/android-4.0.jd54
1 files changed, 7 insertions, 47 deletions
diff --git a/docs/html/about/versions/android-4.0.jd b/docs/html/about/versions/android-4.0.jd
index f2fd0c4..868227a 100644
--- a/docs/html/about/versions/android-4.0.jd
+++ b/docs/html/about/versions/android-4.0.jd
@@ -122,7 +122,7 @@ to invoke an action that indicates the user wants to add a contact to a social n
receiving the app uses it to invite the specified contact to that
social network. Most apps will be on the receiving-end of this operation. For example, the
built-in People app invokes the invite intent when the user selects "Add connection" for a specific
-social app that's listed in a person's contact details.</p>
+social app that's listed in a person's contact details.</p>
<p>To make your app visible as in the "Add connection" list, your app must provide a sync adapter to
sync contact information from your social network. You must then indicate to the system that your
@@ -327,7 +327,7 @@ image (usually done by calling the {@link android.opengl.GLES20#glTexImage2D glT
function). You may provide multiple mipmap levels. If the output texture has not been bound to a
texture image, it will be automatically bound by the effect as a {@link
android.opengl.GLES20#GL_TEXTURE_2D} and with one mipmap level (0), which will have the same
-size as the input.</p>
+size as the input.</p>
<p>All effects listed in {@link android.media.effect.EffectFactory} are guaranteed to be supported.
However, some additional effects available from external libraries are not supported by all devices,
@@ -452,7 +452,7 @@ android.hardware.Camera.Parameters#getMaxNumDetectedFaces()} and ensure the retu
value is greater than zero. Also, some devices may not support identification of eyes and mouth,
in which case, those fields in the {@link android.hardware.Camera.Face} object will be null.</p>
-
+
<h4>Focus and metering areas</h4>
<p>Camera apps can now control the areas that the camera uses for focus and for metering white
@@ -495,7 +495,7 @@ added in API level 9.</p>
<h4>Other camera features</h4>
-<ul>
+<ul>
<li>While recording video, you can now call {@link android.hardware.Camera#takePicture
takePicture()} to save a photo without interrupting the video session. Before doing so, you should
call {@link android.hardware.Camera.Parameters#isVideoSnapshotSupported} to be sure the hardware
@@ -775,7 +775,7 @@ methods that allow the view and its parents to add more contextual information t
<li>When invoked, the {@link
android.view.View#sendAccessibilityEvent sendAccessibilityEvent()} and {@link
android.view.View#sendAccessibilityEventUnchecked sendAccessibilityEventUnchecked()} methods defer
-to {@link android.view.View#onInitializeAccessibilityEvent onInitializeAccessibilityEvent()}.
+to {@link android.view.View#onInitializeAccessibilityEvent onInitializeAccessibilityEvent()}.
<p>Custom implementations of {@link android.view.View} might want to implement {@link
android.view.View#onInitializeAccessibilityEvent onInitializeAccessibilityEvent()} to
attach additional accessibility information to the {@link
@@ -1022,46 +1022,6 @@ roaming or connected to Wi-Fi.</p>
-<h3 id="RenderScript">RenderScript</h3>
-
-<p>Three major features have been added to RenderScript:</p>
-
-<ul>
- <li>Off-screen rendering to a framebuffer object</li>
- <li>Rendering inside a view</li>
- <li>RS for each from the framework APIs</li>
-</ul>
-
-<p>The {@link android.renderscript.Allocation} class now supports a {@link
-android.renderscript.Allocation#USAGE_GRAPHICS_RENDER_TARGET} memory space, which allows you to
-render things directly into the {@link android.renderscript.Allocation} and use it as a framebuffer
-object.</p>
-
-<p>{@link android.renderscript.RSTextureView} provides a means to display RenderScript graphics
-inside of a {@link android.view.View}, unlike {@link android.renderscript.RSSurfaceView}, which
-creates a separate window. This key difference allows you to do things such as move, transform, or
-animate an {@link android.renderscript.RSTextureView} as well as draw RenderScript graphics inside
-a view that lies within an activity layout.</p>
-
-<p>The {@link android.renderscript.Script#forEach Script.forEach()} method allows you to call
-RenderScript compute scripts from the VM level and have them automatically delegated to available
-cores on the device. You do not use this method directly, but any compute RenderScript that you
-write will have a {@link android.renderscript.Script#forEach forEach()} method that you can call in
-the reflected RenderScript class. You can call the reflected {@link
-android.renderscript.Script#forEach forEach()} method by passing in an input {@link
-android.renderscript.Allocation} to process, an output {@link android.renderscript.Allocation} to
-write the result to, and a {@link android.renderscript.FieldPacker} data structure in case the
-RenderScript needs more information. Only one of the {@link android.renderscript.Allocation}s is
-necessary and the data structure is optional.</p>
-
-
-
-
-
-
-
-
-
<h3 id="Enterprise">Enterprise</h3>
<p>Android 4.0 expands the capabilities for enterprise application with the following features.</p>
@@ -1758,7 +1718,7 @@ href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code targe
notes for more information.</li>
</ul>
</dd>
-
+
<dt><a href="android-3.1.html">Android 3.1</a></dt>
<dd>
<ul>
@@ -1781,7 +1741,7 @@ android.net.rtp} documentation.</li>
notes for many more new APIs.</li>
</ul>
</dd>
-
+
<dt><a href="android-3.2.html">Android 3.2</a></dt>
<dd>
<ul>