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authorDirk Dougherty <ddougherty@google.com>2010-04-02 18:37:10 -0700
committerAndroid (Google) Code Review <android-gerrit@google.com>2010-04-02 18:37:10 -0700
commitfc5aa9cfd103258c45fe1d6c072e93f227a044d8 (patch)
tree127841044114f70d3749fdb8543d749dbc9f817f /docs
parent0913ce95c29371cb7b58e294a8d60262bc7f4329 (diff)
parentfe1ffc3aadf14fbd402dced74663735174e1f533 (diff)
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Merge "doc change: miscellaneous small fixes." into froyo
Diffstat (limited to 'docs')
-rw-r--r--docs/html/guide/developing/tools/aidl.jd4
-rw-r--r--docs/html/guide/developing/tools/emulator.jd2
-rw-r--r--docs/html/guide/practices/ui_guidelines/icon_design.jd66
-rw-r--r--docs/html/guide/topics/fundamentals.jd4
-rw-r--r--docs/html/index.jd2
5 files changed, 58 insertions, 20 deletions
diff --git a/docs/html/guide/developing/tools/aidl.jd b/docs/html/guide/developing/tools/aidl.jd
index 19d9ea1..d3da285 100644
--- a/docs/html/guide/developing/tools/aidl.jd
+++ b/docs/html/guide/developing/tools/aidl.jd
@@ -161,10 +161,10 @@ private final IRemoteService.Stub mBinder = new IRemoteService.Stub(){
<p>A few rules about implementing your interface: </p>
<ul>
<li>No exceptions that you throw will be sent back to the caller.</li>
- <li>IPC calls are synchronous. If you know that an IPC service takes more than
+ <li>By default, IPC calls are synchronous. If you know that an IPC service takes more than
a few milliseconds to complete, you should not call it in the Activity/View thread,
because it might hang the application (Android might display an &quot;Application
- is Not Responding&quot; dialog).
+ is Not Responding&quot; dialog).
Try to call them in a separate thread. </li>
<li>Only methods are supported; you cannot declare static fields in an AIDL interface.</li>
</ul>
diff --git a/docs/html/guide/developing/tools/emulator.jd b/docs/html/guide/developing/tools/emulator.jd
index 507353e..dbfc8ef 100644
--- a/docs/html/guide/developing/tools/emulator.jd
+++ b/docs/html/guide/developing/tools/emulator.jd
@@ -7,7 +7,7 @@ page.title=Android Emulator
that runs on your computer. The emulator lets you prototype, develop, and test
Android applications without using a physical device. </p>
-<p>The Android emulator mimics all of the typical hardware and software features
+<p>The Android emulator all of the hardware and software features
of a typical mobile device, except that it can not receive or place actual phone
calls. It provides a variety of navigation and control keys, which you can "press"
using your mouse or keyboard to generate events for your application. It also
diff --git a/docs/html/guide/practices/ui_guidelines/icon_design.jd b/docs/html/guide/practices/ui_guidelines/icon_design.jd
index 26acf75..3f00b5c 100644
--- a/docs/html/guide/practices/ui_guidelines/icon_design.jd
+++ b/docs/html/guide/practices/ui_guidelines/icon_design.jd
@@ -105,7 +105,7 @@ the application on an Android Virtual Device (AVD) or an HVGA device such as the
T-Mobile G1. </li>
<li>Test and adjust your baseline icons as needed.</li>
<li>When you are satisfied with the icons you've developed at the baseline
-density, create scaled copies for the other densities. </li>
+density, create scaled copies for the other densities.
<ul>
<li>Scale the baseline icons up 150% to create the high-density assets.</li>
@@ -128,12 +128,11 @@ directory.</li>
<p>For tips on how to create and manage icon sets for multiple densities, see
<a href="#design_tips">Tips for Designers</a>.</p>
-
-<p class="caption"><strong>Table 1.</strong> Summary of finished icon
-dimensions for each of the three generalized screen densities, by
+<p class="caption" id="screens-table"><strong>Table 1.</strong> Summary of
+finished icon dimensions for each of the three generalized screen densities, by
icon type.</p>
- <table id="screens-table" style="margin-top:2em;">
+ <table style="margin-top:2em;">
<tbody>
<tr>
<th>Icon Type</th><th colspan="3">Standard Asset Sizes (in Pixels), for
@@ -598,6 +597,14 @@ Screens</a>.</p>
when they press the Menu button. They are drawn in a flat-front perspective.
Elements in a menu icon must not be visualized in 3D or perspective.</p>
+<p>As described in <a href="#icon-sets">Providing Density-Specific Icon
+Sets</a>, above, you should create separate icon sets for low-, normal, and
+high-density screens. This ensures that your icons will display properly across
+the range of devices on which your application can be installed. See <a
+href="#screens-table">Table 1</a> for a listing of the recommended finished icon
+sizes for each density. Also, see <a href="#design-tips">Tips for Designers</a>
+for suggestions on how to work with multiple sets of icons.</p>
+
<h4>Structure</h4>
<ul>
@@ -722,6 +729,14 @@ your application. </p>
the status bar. Graphically, they are very similar to menu icons, but are
smaller and higher in contrast.</p>
+<p>As described in <a href="#icon-sets">Providing Density-Specific Icon
+Sets</a>, above, you should create separate icon sets for low-, normal, and
+high-density screens. This ensures that your icons will display properly across
+the range of devices on which your application can be installed. See <a
+href="#screens-table">Table 1</a> for a listing of the recommended finished icon
+sizes for each density. Also, see <a href="#design-tips">Tips for Designers</a>
+for suggestions on how to work with multiple sets of icons.</p>
+
<h4>Structure</h4>
<ul>
@@ -849,6 +864,14 @@ your application. </p>
<p>Tab icons are graphical elements used to represent individual tabs in a
multi-tab interface. Each tab icon has two states: unselected and selected.</p>
+<p>As described in <a href="#icon-sets">Providing Density-Specific Icon
+Sets</a>, above, you should create separate icon sets for low-, normal, and
+high-density screens. This ensures that your icons will display properly across
+the range of devices on which your application can be installed. See <a
+href="#screens-table">Table 1</a> for a listing of the recommended finished icon
+sizes for each density. Also, see <a href="#design-tips">Tips for Designers</a>
+for suggestions on how to work with multiple sets of icons.</p>
+
<h4>Structure</h4>
<ul>
@@ -1012,6 +1035,13 @@ px artboard with a transparent background. </li>
interaction. They use a light gradient and inner
shadow in order to stand out against a dark background.</p>
+<p>As described in <a href="#icon-sets">Providing Density-Specific Icon
+Sets</a>, above, you should create separate icon sets for low-, normal, and
+high-density screens. This ensures that your icons will display properly across
+the range of devices on which your application can be installed. See <a
+href="#screens-table">Table 1</a> for a listing of the recommended finished icon
+sizes for each density. Also, see <a href="#design-tips">Tips for Designers</a>
+for suggestions on how to work with multiple sets of icons.</p>
<h4>Structure</h4>
<ul>
@@ -1099,6 +1129,14 @@ used only in a {@link android.widget.ListView}. Examples include the Android
Market application home screen and the driving directions screen in the Maps
application.</p>
+<p>As described in <a href="#icon-sets">Providing Density-Specific Icon
+Sets</a>, above, you should create separate icon sets for low-, normal, and
+high-density screens. This ensures that your icons will display properly across
+the range of devices on which your application can be installed. See <a
+href="#screens-table">Table 1</a> for a listing of the recommended finished icon
+sizes for each density. Also, see <a href="#design-tips">Tips for Designers</a>
+for suggestions on how to work with multiple sets of icons.</p>
+
<h4>Structure</h4>
<ul>
@@ -1332,7 +1370,7 @@ density. For example if a 60x60 circle was painted as a bitmap for
<code>hdpi</code>.</p>
-<h4>When scaling a 9-patch image, crop tick marks before scaling and replace
+<h4>When scaling a nine-patch image, crop tick marks before scaling and replace
them after</h4>
<p>Nine-patch images include tick marks at the outer edge of the image. When you
@@ -1384,7 +1422,7 @@ the target resolution. </p>
file to use as reference. Create a new layer in which to paint new tick marks at
the single pixel outer edge of the image. Note tickmarks must be 100% opaque
black, without transparency, and all other areas of the tick mark region must be
-100% transparent, otherwise the system will not interpret the 9-patch image
+100% transparent, otherwise the system will not interpret the nine-patch image
correctly. </p>
<p>Using the scaled duplicate flattened image as reference paint new tick marks
@@ -1402,7 +1440,7 @@ to <code>hdpi</code>.
<h4>Save nine-patch images with the appropriate filename suffix</h4>
-<p>If an asset is a 9-patch asset (with tick marks), be sure to save the asset
+<p>If an asset is a nine-patch asset (with tick marks), be sure to save the asset
in PNG format with a filename that includes the <code>.9.png</code> suffix. If
the filename does not use the suffix, the system won't recognize the image as a
nine-patch asset and won't resize it as intended. </p>
@@ -1428,13 +1466,13 @@ filenames</h4>
<p>Corresponding icon asset files for each density must use the same filename,
but be stored in density-specific resource directories. This allows the system
-to look up and load the proper resource according to the resource requested by
-the application and the screen characteristics of the device. For this reason,
-make sure that the set of assets in each density-specific is consistent and do
-not use density-specific suffixes in the filenames. For more information about
-how to manage density-specific resources, see <a
+to look up and load the proper resource according to the screen characteristics
+of the device. For this reason, make sure that the set of assets in each
+directory is consistent and that the files do not use density-specific suffixes.
+For more information about density-specific resources and how the system uses
+them to meet the needs of different devices, see <a
href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
-Screens</a>. </p>
+Screens</a>.</p>
<h2 id="templatespack">Using the Android Icon Templates Pack</h2>
diff --git a/docs/html/guide/topics/fundamentals.jd b/docs/html/guide/topics/fundamentals.jd
index fd9af50..f780e7c 100644
--- a/docs/html/guide/topics/fundamentals.jd
+++ b/docs/html/guide/topics/fundamentals.jd
@@ -63,12 +63,12 @@ In many ways, each Android application lives in its own world:
</p>
<ul>
-<li>By default, every application runs in its own Linux process.
+<li>By default, every application runs in its own Linux process.
Android starts the process when any of the application's code needs to be
executed, and shuts down the process when it's no longer needed and system
resources are required by other applications.</li>
-<li>Each process has its own Java virtual machine (VM), so application code
+<li>Each process has its own virtual machine (VM), so application code
runs in isolation from the code of all other applications.</li>
<li>By default, each application is assigned a unique Linux user ID.
diff --git a/docs/html/index.jd b/docs/html/index.jd
index 913f83d..dd42ced 100644
--- a/docs/html/index.jd
+++ b/docs/html/index.jd
@@ -13,7 +13,7 @@ home=true
<!-- total max width is 520px -->
<img src="{@docRoot}assets/images/home/gdc-logo.png" alt="Android at GDC 2010" width="203px" style="padding-left:22px;padding-bottom:28px;padding-top:22px;"/>
<div id="announcement" style="width:275px">
-<p>Android will be at the <a href="http://www.gdconf.com/">2010 Game Developers Conference</a> in San Francisco, from March 9th to 11th. We're looking forward to seeing you there!</p>
+<p>Thanks to everyone who attended our sessions at the <a href="http://www.gdconf.com/">2010 Game Developers Conference</a> in San Francisco. We're looking forward to seeing your games running on Android!</p>
<p><a href="http://android-developers.blogspot.com/2010/03/android-at-game-developers-conference.html">Learn more &raquo;</a></p>
</div> <!-- end annoucement -->
</div> <!-- end annoucement-block -->