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-rw-r--r--docs/html/guide/appendix/faq/commontasks.jd14
-rw-r--r--docs/html/guide/appendix/install-location.jd2
2 files changed, 9 insertions, 7 deletions
diff --git a/docs/html/guide/appendix/faq/commontasks.jd b/docs/html/guide/appendix/faq/commontasks.jd
index b3dc236..cf9cbd3 100644
--- a/docs/html/guide/appendix/faq/commontasks.jd
+++ b/docs/html/guide/appendix/faq/commontasks.jd
@@ -124,8 +124,9 @@ It is not necessary to put external JARs in the assets folder.
<h2>Implementing Activity Callbacks</h2>
<p>Android calls a number of callbacks to let you draw your screen, store data before
pausing, and refresh data after closing. You must implement at least some of
- these methods. See <a href="{@docRoot}guide/topics/fundamentals.html#lcycles">Lifecycles</a>
- discussion in Application Fundamentals to learn when and in what order these methods
+ these methods. See the <a
+href="{@docRoot}guide/topics/fundamentals/activites.html#Lifecycle">Activities</a>
+ document to learn when and in what order these methods
are called. Here are some of the standard types of screen classes that Android provides:</p>
<ul>
<li>{@link android.app.Activity android.app.Activity} - This is a standard screen,
@@ -150,9 +151,9 @@ It is not necessary to put external JARs in the assets folder.
<p>When you open a new screen you can decide whether to make it transparent or floating,
or full-screen. The choice of new screen affects the event sequence of events
in the old screen (if the new screen obscures the old screen, a different
- series of events is called in the old screen). See <a
- href="{@docRoot}guide/topics/fundamentals.html#lcycles">Lifecycles</a> discussion
- in Application Fundamentals for details. </p>
+ series of events is called in the old screen). See the <a
+ href="{@docRoot}guide/topics/fundamentals/activities.html#Lifecycle">Activities</a> document for
+details. </p>
<p>Transparent or floating windows are implemented in three
standard ways: </p>
<ul>
@@ -309,7 +310,8 @@ loopback interface.
the application is finalized. See the topics for {@link android.app.Activity#onSaveInstanceState} and
{@link android.app.Activity#onCreate} for
examples of storing and retrieving state.</p>
-<p>Read more about the lifecycle of an application in <a href="{@docRoot}guide/topics/fundamentals.html">Application Fundamentals</a>.</p>
+<p>Read more about the lifecycle of an activity in <a
+href="{@docRoot}guide/topics/fundamentals/activities.html">Activities</a> document.</p>
<h3>Storing and Retrieving Larger or More Complex Persistent Data<a name="storingandretrieving" id="storingandretrieving"></a></h3>
<p>Your application can store files or complex collection objects, and reserve them
for private use by itself or other activities in the application, or it can expose
diff --git a/docs/html/guide/appendix/install-location.jd b/docs/html/guide/appendix/install-location.jd
index 914aa66..7f96809 100644
--- a/docs/html/guide/appendix/install-location.jd
+++ b/docs/html/guide/appendix/install-location.jd
@@ -193,7 +193,7 @@ applications that should allow installation on external storage, because games d
provide additional services when innactive. When external storage becomes unavailable and a game
process is killed, there should be no visible effect when the storage becomes available again and
the user restarts the game (assuming that the game properly saved its state during the normal
-<a href="{@docRoot}guide/topics/fundamentals.html#lcycles">Activity lifecycle</a>).</p>
+<a href="{@docRoot}guide/topics/fundamentals/activities.html#Lifecycle">Activity lifecycle</a>).</p>
<p>If your application requires several megabytes for the APK file, you should
carefully consider whether to enable the application to install on the external storage so that