action items are added
Rules for action bar overflow:
Items are considered for inclusion in the order specified within the
menu. There is a limit of a total count, optionally including the
overflow menu button itself. This is a soft limit; if an item shares a
group ID with an item previously included as an action item, the new
item will stay with its group and become an action item itself even if
it breaks the max item count limit. This is done to limit the
conceptual complexity of the items presented within an action
bar. Only a few unrelated concepts should be presented to the user in
this space, and groups are treated as a single concept.
There is also a hard limit of consumed measurable space. This limit
may be broken by a single item that exceeds the remaining space, but
no further items may be added. If an item that is part of a group
cannot fit within the remaining measured width, the entire group will
be demoted to overflow. This is done to ensure room for navigation and
other affordances in the action bar as well as reduce general UI
clutter.
The space freed by demoting a full group cannot be consumed by future
menu items. Once items begin to overflow, all future items become
overflow items as well. This is to avoid inadvertent reordering that
may break the app's intended design.
Change-Id: I878f6b15619059258c91c01f4fe838feac161d6d
Bug: 3184831
Copied holo layouts to *_holo.xml and restored the old layouts for
non-holo (pre-honeycomb) apps to use so that their layout assumptions
aren't messed up.
Change-Id: If4dcef16191a47a4b101da6bfb0c2df1757d1ae4
When measuring a package's usage, put the external size in the
PackageStats as well. This will allow programs using a lot of space on
the external card to be held accountable.
Bug: 3308791
Change-Id: If2df07bdbf6ffb31577074fad8f4a87ca4e89086
BT or USB keyboards currently cause the on-screen keyboard to
be hidden. This will probably need to be refactored in the
future but the change is too complicated for the current
release.
Change-Id: Ieb655b85622f7c174ed4a5d1c3766d130a9d32f1
The default is now to serialize everything onto the thread pool. If you would
like to have finer grained control over how AsyncTasks are executed, you can
call the new executeOnExecutor method, which takes a custom Executor. The
pool used by the default is handily now accessible as THREAD_POOL_EXECUTOR.
This change is because it is too tempting to convert single threaded Janky™
code to use AsyncTask in a way that is unsafe and ends up calling the
AsyncTasks in parallel.
Also, this adds a static execute(Runnable) method to AsyncTask that posts
onto the serialized queue, so that if you don't have any parameters or
return values, you can just use Runnable instead of AsyncTask.
Change-Id: I91bdfb00193542bfc2e101bcad56e3430421884a
With this change, the rendere keeps track of what regions are rendered into
and generates a mesh that matches these regions exactly. The mesh is used
to composite the layer on screen.
Change-Id: I1f342576b9134fb29caff7fb8f4c1da179fe956d
You can now do android:largeHeap="true" on an application.
Doesn't yet do anything, waiting for Dalvik API.
Also tweak package parsing so that the SDK API level is set in the
configuration, allowing manifest resource value selection based on
that.
Change-Id: I6e035f9702a97b055416743b88f83a22ba4a9584