DO NOT MERGE
+ Show the ticker text only on the first time.
+ Keep static variables to avoid GC during connection.
Bug: 3292710
Change-Id: I8e97c792814404de0e36a2f9cc0022f41f723367
the teardown of RS. The RS context was going away while
the objects were being deleted within the finializer.
Add more debugging for playCoreCommands.
Change-Id: I391f0b4db948f43f54017b47b062ab47d6a1ef64
Don't dismiss by default when tapping outside, even for AlertDialog.
If AlertDialog doesn't have any buttons, tapping outside will dismiss it.
Applications can make their own dialogs (or activities looking like
dialogs) can use the existing and new APIs to control this behavior
themselves so that it does the right thing.
Change-Id: I02bfb9161e169de0033200211b3a7ec80080bd83
We no longer enforce permissions for applications that are accessing
their own components. This allows an application to require a permission
on one of its components that it does not itself have. This is useful
for example with the new advanced widgets, which require a system-only
permission on the implementing service to ensure the app's data stays
private but it is nice to allow the application to still touch its own
widget service.
Change-Id: I5d61930a083816919545870039ad191314ed48c6
This adds hint text to visit google.com/account/recovery if
the user forgets their google password.
Change-Id: I4c4c250b9e4116d2769b7760fdc291fa756c3db0
Generally we never want to lock a buffer for write access if it is at
the "head" on the surfaceflinger side. The only exception (1) is when
the buffer is not currently in use AND there is at least one queued
buffer -- in which case, SurfaceFlinger will never use said buffer
anymore, because on the next composition around, it will be able to
retire the first queued buffer.
The logic above relies on SurfaceFlinger always retiring
and locking a buffer before composition -- unfortunately this
didn't happen during a screenshot.
This could leave us in a situation where a buffer is locked by the
application for write, and used by SurfaceFlinger for texturing,
causing a hang.
Here, we fix this issue by never assuming the exception (1), it was
intended as an optimization allowing ANativeWindow::lockBuffer() to
return sooner and was justified when most of SF composition was
done in software. The actual buffer locking is now ensured by
gralloc. We could have handled screenshots in a similar way to
a regular composition, but it could have caused glitches on screen,
essentially, taking a screenshot could cause to skip a frame.
Change-Id: I1f226b1ebdf6918439b687c2723955d55b842c55
Bug: 3241808
Make sure the directory the caller is trying to open the icon db
in actually exists and create it if it doesn't.
Change-Id: Ie5e4a09210e9430edc318846a551542119969053