This value is overridden by the framework anyway
(see ActivityThread.handleBindApplication). Besides,
it doesn't seem like a great idea to let tools clutter
/sdcard/ with temp files.
(cherry picked from commit b3802a8e2360aaa0a88faa625e15c31b56eaf125)
Bug: 13763685
Bug: 13763900
Change-Id: I26c710cbea7397f89e6103e54a73044a87da95b1
The option passes the specified GC type into the Xgc runtime
option.
Currently the three different supported GC types are MS, CMS, SS
which represent mark-sweep, concurrent mark-sweep, mark-sweep +
semi-space hybrid.
Change-Id: I6ad95c8d12c0d1158f7c861ff0c3180761619172
vold now parse out UUID and label for inserted physical devices,
and reports them to framework. Add these to hidden StorageVolume
class for use by DocumentsUI and MediaProvider.
Remove last JNI method in FileUtils!
Bug: 11175082
Change-Id: I1cfcd1ade61767b103f693319ea2600008ee2e3c
1. Move PdfDocument to android.graphics.pdf.
2. Changed the PdfDocument as per API concil request.
3. Updated the documentation.
bug:10461180
bug:10552565
bug:10681585
bug:10552336
Change-Id: I08e15b34cf37bb064248c887e6f59808019cafe8
Write a registration function and call it in AndroidRuntime,
which calls FindClass/GetFieldID only once per class/method.
Use NewGlobalRef for classes that will be checked against later.
BUG:10612755
Change-Id: I25541da1b7bb1cd53a1579ea84c4620e1901310f
We don't need this any more.
Bug: 10211309
(cherry picked from commit 437e76208d451e7954699ead8931d0fe147bb07d)
Change-Id: I97b3ab4f65a70eacca2fbe95cfb11b1cc85c4021
Also increase the size of the buffer we do need, simplify the code, and
fix some of the error checking.
(cherry-pick of 56968581ce77d3c0ee4286da6b0d5548874934b9.)
Bug: http://code.google.com/p/android/issues/detail?id=36193
Bug: 10363597
Change-Id: Iadd2ee25469a37ddf06c3292b675a4cbcc4ecfa3
When reading from the end of a pipe or socket, there is no way to
tell if the other end has finished successfully, encountered an error,
or outright crashed. To solve this, we create a second socketpair()
as a communication channel between the two ends of a pipe or
socket pair, sending a status code with details about why the
ParcelFileDescriptor was closed.
The writer end of a pipe or socket can closeWithError() to send a
message to the reader end. When the reader encounters EOF, they
call checkError() to detect if any error occured. This also detects
the case where the remote process died without sending a success
message.
This design is also extended to support regular files on disk, using
the communication channel above to detect various remote close events
or crashes, and delivering that event to a supplied OnCloseListener.
Replaces JNI with best-practice Libcore.os calls, and deprecates
some flags to match Context.
Bug: 10330121
Change-Id: I8cfa1e4fb6f57397667c7f785106193e0faccad3
* Working streaming preview requests only
* Almost everything else returns empty objects that don't do anything
Bug: 9213377
Change-Id: Ie6f02a7c0952b0f5ebc41905425b15cae221f7d3
* Working streaming preview requests only
* Almost everything else returns empty objects that don't do anything
Bug: 9213377
Change-Id: I183dd47ddd737ec2c3c374e5c3461542a97f09b0
This change adds simple APIs that enable an Android application
to generate a PDF document by drawing content on a canvas.
Change-Id: Ibac93d7c37b01a376ce7c48238657d8c7698d588
To allow low-memory devices to reduce (or eliminate entirely)
the RAM used by the JIT, dalvikvm has a new command-line
option to set the max size of the JIT's translation cache.
In this CL, we pass that new option based on a system property.
Change-Id: I2a01da4d19c1922b6ed52791ee513efef9caf3d4
When the Android runtime starts, the system preloads a series of assets
in the Zygote process. These assets are shared across all processes.
Unfortunately, each one of these assets is later uploaded in its own
OpenGL texture, once per process. This wastes memory and generates
unnecessary OpenGL state changes.
This CL introduces an asset server that provides an atlas to all processes.
Note: bitmaps used by skia shaders are *not* sampled from the atlas.
It's an uncommon use case and would require extra texture transforms
in the GL shaders.
WHAT IS THE ASSETS ATLAS
The "assets atlas" is a single, shareable graphic buffer that contains
all the system's preloaded bitmap drawables (this includes 9-patches.)
The atlas is made of two distinct objects: the graphic buffer that
contains the actual pixels and the map which indicates where each
preloaded bitmap can be found in the atlas (essentially a pair of
x and y coordinates.)
HOW IS THE ASSETS ATLAS GENERATED
Because we need to support a wide variety of devices and because it
is easy to change the list of preloaded drawables, the atlas is
generated at runtime, during the startup phase of the system process.
There are several steps that lead to the atlas generation:
1. If the device is booting for the first time, or if the device was
updated, we need to find the best atlas configuration. To do so,
the atlas service tries a number of width, height and algorithm
variations that allows us to pack as many assets as possible while
using as little memory as possible. Once a best configuration is found,
it gets written to disk in /data/system/framework_atlas
2. Given a best configuration (algorithm variant, dimensions and
number of bitmaps that can be packed in the atlas), the atlas service
packs all the preloaded bitmaps into a single graphic buffer object.
3. The packing is done using Skia in a temporary native bitmap. The
Skia bitmap is then copied into the graphic buffer using OpenGL ES
to benefit from texture swizzling.
HOW PROCESSES USE THE ATLAS
Whenever a process' hardware renderer initializes its EGL context,
it queries the atlas service for the graphic buffer and the map.
It is important to remember that both the context and the map will
be valid for the lifetime of the hardware renderer (if the system
process goes down, all apps get killed as well.)
Every time the hardware renderer needs to render a bitmap, it first
checks whether the bitmap can be found in the assets atlas. When
the bitmap is part of the atlas, texture coordinates are remapped
appropriately before rendering.
Change-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0
The input method manager service now supplies an input channel for
communication while creating an IME session on behalf of the
application.
This change significanly reduces the overhead of IME event dispatch
by using a standard input channel to send input events rather than
using binder. This results in fewer thread context switches
and fewer object allocations.
What's more, the IME may perform additional batching of the motion
events that it receives which may help it catch up if it is
getting behind while processing them.
Bug: 7984576
Bug: 8473020
Change-Id: Ibe26311edd0060cdcae80194f1753482e635786f
SurfaceControl is the window manager side; it can
control the attributes of a surface but cannot push buffers
to it. Surface on the other hand is the application (producer)
side and is used to push buffers to the surface.
Change-Id: Ib6754c968924e87e8dd02a2073c7a447f729f4dd
Switch to parsing detailed network stats with native code, which
is 71% faster than ProcFileReader.
Change-Id: I2525aaee74d227ce187ba3a74dd08a2b06514deb
Copy and paste error where wrong compare meant the code thought a target
utilization option was specified even if there wasn't one.
b/7062303
Change-Id: Ibf1c6cf72743c5fbec7618a719d12d0373184754
Cleaned up the implementation of Surface and SurfaceSession
to use more consistent naming and structure.
Added JNI for all of the new surface flinger display API calls.
Enforced the requirement that all Surfaces created by
the window manager be named.
Updated the display manager service to use the new methods.
Change-Id: I2a658f1bfd0437e1c6f9d22df8d4ffcce7284ca2
The purpose of this change is to remove direct reliance on
SurfaceFlinger for describing the size and characteristics of
displays.
This patch also starts to make a distinction between logical displays
and physical display devices. Currently, the window manager owns
the concept of a logical display whereas the new display
manager owns the concept of a physical display device.
Change-Id: I7e0761f83f033be6c06fd1041280c21500bcabc0
This refactoring sets the stage for a follow-on change that
will make use additional functions of the power HAL.
Moved functionality from android.os.Power into PowerManagerService.
None of these functions make sense being called outside of the
system server. Moving them to the PowerManagerService makes it
easier to ensure that the power HAL is initialized exactly once.
Similarly, moved ShutdownThread out of the policy package and into
the services package where it can tie into the PowerManagerService
as needed.
Bug: 6435382
Change-Id: I958241bb124fb4410d96f5d5eb00ed68d60b29e5
Instead of each application loading the KeyCharacterMap from
the file system, get them from the input manager service as
part of the InputDevice object.
Refactored InputManager to be a proper singleton instead of
having a bunch of static methods.
InputManager now maintains a cache of all InputDevice objects
that it has loaded. Currently we never invalidate the cache
which can cause InputDevice to return stale motion ranges if
the device is reconfigured. This will be fixed in a future change.
Added a fake InputDevice with ID -1 to represent the virtual keyboard.
Change-Id: If7a695839ad0972317a5aab89e9d1e42ace28eb7
There is no graceful way to kill Android application processes.
They typically have many threads running doing various things
When System.exit() is called, those threads just keep going
while the cleanup actions run until the process finally.
Performing shutdown actions can easily cause more harm than good.
For example, closing the Binder driver's file descriptor may
cause other threads waiting on Binder to wake up and then crash
in nasty ways after receiving EBADF.
So when an Android application exits, skip the cleanup and just
call _exit() to end it all.
Bug: 6168809
Change-Id: I29790c064426a0bf7dae7cdf444eea3eef1d5275
Basic functionality of handling View properties (transforms,
left/right/top/bottom, and alpha) at the native DisplayList level.
This logic is disabled for now (via compile-time flags in View.java and
DisplayListRenderer.h) as we continue work on it (there is no advantage
to the new approach until we optimize invalidation and rendering paths
to use the new code path).
Change-Id: I370c8d21fbd291be415f55515ab8dced6f6d51a3