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cherrypick Change-Id: I52bc4e2d34015e6e30887590f920b580a034180e
docs: anchor link fixes Change-Id: I41175d61bb4ee2b0e087515e609e5ebfb19b1ea1
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docs/html/guide/developing/eclipse-adt.jd

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@@ -13,7 +13,7 @@ page.title=Developing In Eclipse, with ADT
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<li><a href="#RunningOnDevice">Running on a device</a></li>
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</ol>
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</li>
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<li><a href="#RunConfig">Creating a Custom Run Configuration</a></li>
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<li><a href="#RunConfig">Creating a Run Configuration</a></li>
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<li><a href="#Signing">Setting Up Application Signing</a></li>
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<li><a href="#libraryProject">Working with Library Projects</a>
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<ol>
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<p>To set or change the launch configuration used for your project, use the launch configuration
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manager.
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See <a href="#launchconfig">Creating a Launch Configuration</a> for information.</p>
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See <a href="#RunConfig">Creating a Run Configuration</a> for information.</p>
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<p>Be certain to create multiple AVDs upon which to test your application. You should have one AVD
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for each platform and screen type with which your application is compatible. For
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<li>Adjust your desired launch configuration settings.
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<p>In the Target tab, consider whether you'd like to use Manual or Automatic mode
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when selecting an AVD to run your application.
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See the following section on <a href=#AutoAndManualModes">Automatic and manual target
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See the following section on <a href="#AutoAndManualTargetModes">Automatic and manual target
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modes</a>).</p>
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<p>You can specify any emulator options to the Additional Emulator Command
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Line Options field. For example, you could add <code>-scale 96dpi</code> to

docs/html/guide/developing/other-ide.jd

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@@ -804,7 +804,7 @@ href="{@docRoot}guide/topics/manifest/manifest-intro.html">AndroidManifest.xml</
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<p>To build an application project that depends on one or more library projects,
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you can use the standard Ant build commands and compile modes, as described in
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<a href=#Building">Building Your Application</a>, earlier in this document. The
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<a href="#Building">Building Your Application</a>, earlier in this document. The
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tools compile and merge all libraries referenced by the application as part
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of compiling the dependent application project. No additional commands or steps
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are necessary. </p>

docs/html/guide/developing/testing/testing_eclipse.jd

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pane and moves the focus to the first line of the test method.
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</p>
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<p>
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The results of a successful test are shown in
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<a href="#TestResults">Figure 1. Messages for a successful test</a>:
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The results of a successful test are shown in figure 1.
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</p>
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<a href="{@docRoot}images/testing/eclipse_test_results.png">
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<img src="{@docRoot}images/testing/eclipse_test_results.png"
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alt="Messages for a successful test" height="327px" id="TestResults"/>
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</a>
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<p class="img-caption">
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<strong>Figure 1.</strong> Messages for a successful test
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<strong>Figure 1.</strong> Messages for a successful test.
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</p>
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<p>
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The lower pane is for stack traces. If you highlight a failed test in the upper pane, the
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lower pane contains a stack trace for the test. If a line corresponds to a point in your
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test code, you can double-click it to display the code in an editor view pane, with the
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line highlighted. For a successful test, the lower pane is empty.
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</p>
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<p>
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The results of a failed test are shown in
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<a href="#FailedTestResults">Figure 2. Messages for a test failure</a>
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</p>
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<p>The results of a failed test are shown in figure 2.</p>
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<a href="{@docRoot}images/testing/eclipse_test_run_failure.png">
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<img src="{@docRoot}images/testing/eclipse_test_run_failure.png"
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alt="Messages for a test failure" height="372px" id="TestRun"/>
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alt="" height="372px" id="TestRun"/>
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</a>
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<p class="img-caption">
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<strong>Figure 2.</strong> Messages for a test failure
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<strong>Figure 2.</strong> Messages for a test failure.
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</p>

docs/html/guide/practices/screens_support.jd

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<p class="table-caption" id="screens-table"><strong>Table 1.</strong> Screen
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sizes and densities of emulator skins included in the Android SDK.</p>
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<table id="screens-table">
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<table>
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<tbody>
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<tr>
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<td style="border:none"></td>

docs/html/guide/publishing/app-signing.jd

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@@ -563,7 +563,7 @@ and align, as discussed above. Once the wizard has compiled and signed your pack
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it will also perfom package alignment with {@code zipalign}.
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Because the Export Wizard uses both Keytool and Jarsigner, you should
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ensure that they are accessible on your computer, as described above
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in the <a href=#setup">Basic Setup for Signing</a>.</p>
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in the <a href="#setup">Basic Setup for Signing</a>.</p>
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<p>To create a signed and aligned .apk in Eclipse:</p>
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docs/html/guide/publishing/preparing.jd

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<p>To protect your person, organization, and intellectual property, you may want
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to provide an End User License Agreement (EULA) with your application.
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<h3 id="eula">3. Consider adding support for Android Market Licensing</h3>
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<h3>3. Consider adding support for Android Market Licensing</h3>
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<p>If you are publishing a paid application through Android Market, consider
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adding support for Android Market Licensing. Licensing lets you control access

docs/html/guide/publishing/versioning.jd

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<h2>In this document</h2>
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<ol>
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<li><a href="#appversion">Setting Application Version</a></li>
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<li><a href="#appversioning">Setting Application Version</a></li>
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<li><a href="#minsdkversion">Specifying Your Application's System API Requirements</a>
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</ol>
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docs/html/guide/topics/data/backup.jd

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@@ -124,7 +124,7 @@ order for it to work. Any other backup services available might also require you
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in order to store your data on their servers.</li>
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<li>Define a backup agent by either:</p>
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<ol type="a">
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<li><a href="#backupAgent">Extending BackupAgent</a>
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<li><a href="#BackupAgent">Extending BackupAgent</a>
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<p>The {@link android.app.backup.BackupAgent} class provides the central interface with
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which your application communicates with the Backup Manager. If you extend this class
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directly, you must override {@link
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android.app.backup.BackupAgent#onRestore(BackupDataInput,int,ParcelFileDescriptor)
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onRestore()} to handle the backup and restore operations for your data.</p>
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<p><em>Or</em></p>
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<li><a href="#backupAgentHelper">Extending BackupAgentHelper</a>
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<li><a href="#BackupAgentHelper">Extending BackupAgentHelper</a>
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<p>The {@link android.app.backup.BackupAgentHelper} class provides a convenient
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wrapper around the {@link android.app.backup.BackupAgent} class, which minimizes the amount of code
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you need to write. In your {@link android.app.backup.BackupAgentHelper}, you must use one or more
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<dt>{@link
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android.app.backup.BackupAgent#onBackup(ParcelFileDescriptor,BackupDataOutput,ParcelFileDescriptor)
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onBackup()}</dt>
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<dd>The Backup Manager calls this method after you <a href="#RequestBackup">request a
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<dd>The Backup Manager calls this method after you <a href="#RequestingBackup">request a
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backup</a>. In this method, you read your application data from the device and pass the data you
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want to back up to the Backup Manager, as described below in <a href="#PerformingBackup">Performing
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android.app.backup.BackupAgent#onRestore(BackupDataInput,int,ParcelFileDescriptor)
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onRestore()}</dt>
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<dd>The Backup Manager calls this method during a restore operation (you can <a
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href="#RequestRestore">request a restore</a>, but the system automatically performs restore when the
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user re-installs your application). When it calls this method, the Backup Manager delivers your
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href="#RequestingRestore">request a restore</a>, but the system automatically performs restore when
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the user re-installs your application). When it calls this method, the Backup Manager delivers your
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backup data, which you then restore to the device, as described below in <a
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href="#PerformingRestore">Performing restore</a>.</dd>
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</dl>

docs/html/guide/topics/graphics/index.jd

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and which tasks they're best suited for.</p>
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<p>If you're specifically looking for information on drawing 3D graphics, this page won't
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help a lot. However, the information below, on <a href="#drawing-with-canvas">Drawing with a Canvas</a>
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(and the section on SurfaceView),
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help a lot. However, the information below about how to <a href="#draw-with-canvas">Draw with a
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Canvas</a> (and the section on SurfaceView),
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will give you a quick idea of how you should draw to the View hierarchy. For more information
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on Android's 3D graphic utilities (provided by the OpenGL ES API),
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read <a href="opengl.html">3D with OpenGL</a> and refer to other OpenGL documentation.</p>

docs/html/guide/topics/media/index.jd

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<h2>In this document</h2>
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<ol>
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<li><a href="#playback.html">Audio and Video Playback</a>
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<li><a href="#playback">Audio and Video Playback</a>
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<li><a href="#playraw">Playing from a Raw Resource</li>
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<li><a href="#playfile">Playing from a File or Stream</li>
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see the <a href="{@docRoot}guide/appendix/media-formats.html">Android Media
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<h2 id="play">Audio and Video Playback</h2>
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<h2 id="playback">Audio and Video Playback</h2>
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<p>Media can be played from anywhere: from a raw resource, from a file from the system,
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or from an available network (URL).</p>
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