On the app side, requests are now composed by subclassing
from various types of Request objects.
On the service side, starting a voice interaction session
involves starting another service that will then manage the
session. This leads the service design much more to what
we want, where the long-running main service is very tiny
and all the heavy-weight transient session work is elsewhere
in another process.
Change-Id: I46c074c6fe27b6c1cf2583c6d216aed1de2f1143
Add new "ro.config.wallpaper" and "ro.config.wallpaper_component"
properties which may be defined outside of the bundled framework
resources. Falls back to bundled resources when properties are
undefined.
Also look for boot animation under OEM partition.
Bug: 13340779
Change-Id: Ibdc9935dbdaae3319bf63b40573de0503d82ae67
Otherwise derived fingerprints longer than the maximum system property
size put the device into a crash loop.
Bug: 13983493
Change-Id: I8a88e71b1fd396f1cd63b414e3a62bb25010430c
Some devices leave "ro.build.fingerprint" undefined at build time,
since they need to build it from the components at runtime.
Bug: 13340779
Change-Id: I4d74398817af22079a11c196dc6742b85d2bfb61
We probably don't need to deprecate this constant. It can still be used
by partner devices if they choose to continue to support widgets.
Change-Id: Ie8c33446e0c5c32d96ed0670df1772adedf6a5de
Also fixes row clipping and ripple alpha channel. Only supports showing
ripple on a single list row -- multiple rows for focus traversal and
drag-to-open are coming soon.
BUG: 13212804
BUG: 14257108
Change-Id: Ided15611dc868a513e8d2a994723cdf57b0d206c
* commit 'fa774224bfb155e72b7d5688df8ace17c97b1bd8':
Clarified recommended use cases for NDK. Added - "game engines" officially supported use case for NDK Removed - "self-contained" ambiguous in general and confusing to someone who is trying to do game development in C++ Removed - "that don't allocate a lot of memory" game engines do allocate a lot of memory.
* commit '165b965edb42460ef9b0add89a76a311c707a1e2':
Clarified recommended use cases for NDK. Added - "game engines" officially supported use case for NDK Removed - "self-contained" ambiguous in general and confusing to someone who is trying to do game development in C++ Removed - "that don't allocate a lot of memory" game engines do allocate a lot of memory.
* commit '4f50911aa18f9d4650c6721456dd05ac499fcefd':
Clarified recommended use cases for NDK. Added - "game engines" officially supported use case for NDK Removed - "self-contained" ambiguous in general and confusing to someone who is trying to do game development in C++ Removed - "that don't allocate a lot of memory" game engines do allocate a lot of memory.
* commit 'e9a4e9deaad6a3185269bf5696c2a2946962fbd2':
Clarified recommended use cases for NDK. Added - "game engines" officially supported use case for NDK Removed - "self-contained" ambiguous in general and confusing to someone who is trying to do game development in C++ Removed - "that don't allocate a lot of memory" game engines do allocate a lot of memory.