Merge "WPS fixes and refactor"
diff --git a/api/current.xml b/api/current.xml
index f060182..5bdb3b1 100644
--- a/api/current.xml
+++ b/api/current.xml
@@ -4215,7 +4215,7 @@
  type="int"
  transient="false"
  volatile="false"
- value="16843592"
+ value="16843593"
  static="true"
  final="true"
  deprecated="not deprecated"
@@ -4233,6 +4233,17 @@
  visibility="public"
 >
 </field>
+<field name="fastScrollPreviewBackgroundRight"
+ type="int"
+ transient="false"
+ volatile="false"
+ value="16843591"
+ static="true"
+ final="true"
+ deprecated="not deprecated"
+ visibility="public"
+>
+</field>
 <field name="fastScrollThumbDrawable"
  type="int"
  transient="false"
@@ -4248,7 +4259,7 @@
  type="int"
  transient="false"
  volatile="false"
- value="16843591"
+ value="16843592"
  static="true"
  final="true"
  deprecated="not deprecated"
@@ -198018,6 +198029,17 @@
  visibility="public"
 >
 </method>
+<method name="getModifierMetaStateMask"
+ return="int"
+ abstract="false"
+ native="false"
+ synchronized="false"
+ static="true"
+ final="false"
+ deprecated="not deprecated"
+ visibility="public"
+>
+</method>
 <method name="getNumber"
  return="char"
  abstract="false"
@@ -198075,6 +198097,30 @@
 <parameter name="metaState" type="int">
 </parameter>
 </method>
+<method name="hasModifiers"
+ return="boolean"
+ abstract="false"
+ native="false"
+ synchronized="false"
+ static="false"
+ final="true"
+ deprecated="not deprecated"
+ visibility="public"
+>
+<parameter name="modifiers" type="int">
+</parameter>
+</method>
+<method name="hasNoModifiers"
+ return="boolean"
+ abstract="false"
+ native="false"
+ synchronized="false"
+ static="false"
+ final="true"
+ deprecated="not deprecated"
+ visibility="public"
+>
+</method>
 <method name="isAltPressed"
  return="boolean"
  abstract="false"
@@ -198242,6 +198288,47 @@
  visibility="public"
 >
 </method>
+<method name="metaStateHasModifiers"
+ return="boolean"
+ abstract="false"
+ native="false"
+ synchronized="false"
+ static="true"
+ final="false"
+ deprecated="not deprecated"
+ visibility="public"
+>
+<parameter name="metaState" type="int">
+</parameter>
+<parameter name="modifiers" type="int">
+</parameter>
+</method>
+<method name="metaStateHasNoModifiers"
+ return="boolean"
+ abstract="false"
+ native="false"
+ synchronized="false"
+ static="true"
+ final="false"
+ deprecated="not deprecated"
+ visibility="public"
+>
+<parameter name="metaState" type="int">
+</parameter>
+</method>
+<method name="normalizeMetaState"
+ return="int"
+ abstract="false"
+ native="false"
+ synchronized="false"
+ static="true"
+ final="false"
+ deprecated="not deprecated"
+ visibility="public"
+>
+<parameter name="metaState" type="int">
+</parameter>
+</method>
 <method name="startTracking"
  return="void"
  abstract="false"
@@ -251058,7 +251145,7 @@
  deprecated="not deprecated"
  visibility="public"
 >
-<parameter name="t" type="T">
+<parameter name="arg0" type="T">
 </parameter>
 </method>
 </interface>
diff --git a/cmds/pm/src/com/android/commands/pm/Pm.java b/cmds/pm/src/com/android/commands/pm/Pm.java
index f62db1c..a236a3c 100644
--- a/cmds/pm/src/com/android/commands/pm/Pm.java
+++ b/cmds/pm/src/com/android/commands/pm/Pm.java
@@ -152,6 +152,7 @@
      * pm list permission-groups
      * pm list permissions
      * pm list features
+     * pm list libraries
      * pm list instrumentation
      */
     private void runList() {
@@ -169,6 +170,8 @@
             runListPermissions();
         } else if ("features".equals(type)) {
             runListFeatures();
+        } else if ("libraries".equals(type)) {
+            runListLibraries();
         } else if ("instrumentation".equals(type)) {
             runListInstrumentation();
         } else {
@@ -181,6 +184,8 @@
      * Lists all the installed packages.
      */
     private void runListPackages(boolean showApplicationPackage) {
+        int getFlags = 0;
+        boolean listDisabled = false, listEnabled = false;
         try {
             String opt;
             while ((opt=nextOption()) != null) {
@@ -190,6 +195,12 @@
                     showApplicationPackage = true;
                 } else if (opt.equals("-f")) {
                     showApplicationPackage = true;
+                } else if (opt.equals("-d")) {
+                    listDisabled = true;
+                } else if (opt.equals("-e")) {
+                    listEnabled = true;
+                } else if (opt.equals("-u")) {
+                    getFlags |= PackageManager.GET_UNINSTALLED_PACKAGES;
                 } else {
                     System.err.println("Error: Unknown option: " + opt);
                     showUsage();
@@ -202,18 +213,26 @@
             return;
         }
 
+        String filter = nextArg();
+
         try {
-            List<PackageInfo> packages = mPm.getInstalledPackages(0 /* all */);
+            List<PackageInfo> packages = mPm.getInstalledPackages(getFlags);
 
             int count = packages.size();
             for (int p = 0 ; p < count ; p++) {
                 PackageInfo info = packages.get(p);
-                System.out.print("package:");
-                if (showApplicationPackage) {
-                    System.out.print(info.applicationInfo.sourceDir);
-                    System.out.print("=");
+                if (filter != null && !info.packageName.contains(filter)) {
+                    continue;
                 }
-                System.out.println(info.packageName);
+                if ((!listDisabled || !info.applicationInfo.enabled) &&
+                        (!listEnabled || info.applicationInfo.enabled)) {
+                    System.out.print("package:");
+                    if (showApplicationPackage) {
+                        System.out.print(info.applicationInfo.sourceDir);
+                        System.out.print("=");
+                    }
+                    System.out.println(info.packageName);
+                }
             }
         } catch (RemoteException e) {
             System.err.println(e.toString());
@@ -260,6 +279,42 @@
     }
 
     /**
+     * Lists all of the libraries supported by the current device.
+     *
+     * pm list libraries
+     */
+    private void runListLibraries() {
+        try {
+            List<String> list = new ArrayList<String>();
+            String[] rawList = mPm.getSystemSharedLibraryNames();
+            for (int i=0; i<rawList.length; i++) {
+                list.add(rawList[i]);
+            }
+
+
+            // Sort by name
+            Collections.sort(list, new Comparator<String>() {
+                public int compare(String o1, String o2) {
+                    if (o1 == o2) return 0;
+                    if (o1 == null) return -1;
+                    if (o2 == null) return 1;
+                    return o1.compareTo(o2);
+                }
+            });
+
+            int count = (list != null) ? list.size() : 0;
+            for (int p = 0; p < count; p++) {
+                String lib = list.get(p);
+                System.out.print("library:");
+                System.out.println(lib);
+            }
+        } catch (RemoteException e) {
+            System.err.println(e.toString());
+            System.err.println(PM_NOT_RUNNING_ERR);
+        }
+    }
+
+    /**
      * Lists all of the installed instrumentation, or all for a given package
      *
      * pm list instrumentation [package] [-f]
@@ -882,11 +937,12 @@
 
     private static void showUsage() {
         System.err.println("usage: pm [list|path|install|uninstall]");
-        System.err.println("       pm list packages [-f]");
+        System.err.println("       pm list packages [-f] [-d] [-e] [-u] [FILTER]");
         System.err.println("       pm list permission-groups");
         System.err.println("       pm list permissions [-g] [-f] [-d] [-u] [GROUP]");
         System.err.println("       pm list instrumentation [-f] [TARGET-PACKAGE]");
         System.err.println("       pm list features");
+        System.err.println("       pm list libraries");
         System.err.println("       pm path PACKAGE");
         System.err.println("       pm install [-l] [-r] [-t] [-i INSTALLER_PACKAGE_NAME] [-s] [-f] PATH");
         System.err.println("       pm uninstall [-k] PACKAGE");
@@ -894,8 +950,12 @@
         System.err.println("       pm disable PACKAGE_OR_COMPONENT");
         System.err.println("       pm setInstallLocation [0/auto] [1/internal] [2/external]");
         System.err.println("");
-        System.err.println("The list packages command prints all packages.  Options:");
+        System.err.println("The list packages command prints all packages, optionally only");
+        System.err.println("those whose package name contains the text in FILTER.  Options:");
         System.err.println("  -f: see their associated file.");
+        System.err.println("  -d: filter to include disbled packages.");
+        System.err.println("  -e: filter to include enabled packages.");
+        System.err.println("  -u: also include uninstalled packages.");
         System.err.println("");
         System.err.println("The list permission-groups command prints all known");
         System.err.println("permission groups.");
diff --git a/core/java/android/animation/LayoutTransition.java b/core/java/android/animation/LayoutTransition.java
index d843737..cb06c89 100644
--- a/core/java/android/animation/LayoutTransition.java
+++ b/core/java/android/animation/LayoutTransition.java
@@ -147,13 +147,14 @@
     private TimeInterpolator mChangingDisappearingInterpolator = new DecelerateInterpolator();
 
     /**
-     * This hashmap is used to store the animations that are currently running as part of
+     * These hashmaps are used to store the animations that are currently running as part of
      * the transition. The reason for this is that a further layout event should cause
      * existing animations to stop where they are prior to starting new animations. So
      * we cache all of the current animations in this map for possible cancellation on
      * another layout event.
      */
-    private HashMap<View, Animator> currentAnimations = new HashMap<View, Animator>();
+    private HashMap<View, Animator> currentChangingAnimations = new HashMap<View, Animator>();
+    private HashMap<View, Animator> currentVisibilityAnimations = new HashMap<View, Animator>();
 
     /**
      * This hashmap is used to track the listeners that have been added to the children of
@@ -542,17 +543,17 @@
             if (child != newView) {
 
                 // If there's an animation running on this view already, cancel it
-                Animator currentAnimation = currentAnimations.get(child);
+                Animator currentAnimation = currentChangingAnimations.get(child);
                 if (currentAnimation != null) {
                     currentAnimation.cancel();
-                    currentAnimations.remove(child);
+                    currentChangingAnimations.remove(child);
                 }
 
                 // Make a copy of the appropriate animation
                 final Animator anim = baseAnimator.clone();
 
                 // Cache the animation in case we need to cancel it later
-                currentAnimations.put(child, anim);
+                currentChangingAnimations.put(child, anim);
 
                 // Set the target object for the animation
                 anim.setTarget(child);
@@ -606,7 +607,7 @@
                     }
                     public void onAnimationEnd(Animator animator) {
                         if (!canceled) {
-                            currentAnimations.remove(child);
+                            currentChangingAnimations.remove(child);
                         }
                     }
                 });
@@ -640,6 +641,10 @@
      * @param child The View being added to the ViewGroup.
      */
     private void runAppearingTransition(final ViewGroup parent, final View child) {
+        Animator currentAnimation = currentVisibilityAnimations.get(child);
+        if (currentAnimation != null) {
+            currentAnimation.cancel();
+        }
         if (mAppearingAnim == null) {
             if (mListeners != null) {
                 for (TransitionListener listener : mListeners) {
@@ -658,12 +663,14 @@
         if (mListeners != null) {
             anim.addListener(new AnimatorListenerAdapter() {
                 public void onAnimationEnd() {
+                    currentVisibilityAnimations.remove(child);
                     for (TransitionListener listener : mListeners) {
                         listener.endTransition(LayoutTransition.this, parent, child, APPEARING);
                     }
                 }
             });
         }
+        currentVisibilityAnimations.put(child, anim);
         anim.start();
     }
 
@@ -674,6 +681,10 @@
      * @param child The View being removed from the ViewGroup.
      */
     private void runDisappearingTransition(final ViewGroup parent, final View child) {
+        Animator currentAnimation = currentVisibilityAnimations.get(child);
+        if (currentAnimation != null) {
+            currentAnimation.cancel();
+        }
         if (mDisappearingAnim == null) {
             if (mListeners != null) {
                 for (TransitionListener listener : mListeners) {
@@ -690,6 +701,7 @@
             anim.addListener(new AnimatorListenerAdapter() {
                 @Override
                 public void onAnimationEnd(Animator anim) {
+                    currentVisibilityAnimations.remove(child);
                     for (TransitionListener listener : mListeners) {
                         listener.endTransition(LayoutTransition.this, parent, child, DISAPPEARING);
                     }
@@ -699,6 +711,7 @@
         if (anim instanceof ObjectAnimator) {
             ((ObjectAnimator) anim).setCurrentPlayTime(0);
         }
+        currentVisibilityAnimations.put(child, anim);
         anim.start();
     }
 
diff --git a/core/java/android/bluetooth/BluetoothDeviceProfileState.java b/core/java/android/bluetooth/BluetoothDeviceProfileState.java
index 3eadff9..80a80bd 100644
--- a/core/java/android/bluetooth/BluetoothDeviceProfileState.java
+++ b/core/java/android/bluetooth/BluetoothDeviceProfileState.java
@@ -82,7 +82,7 @@
     public static final int TRANSITION_TO_STABLE = 102;
     public static final int CONNECT_OTHER_PROFILES = 103;
 
-    private static final int AUTO_CONNECT_DELAY = 6000; // 6 secs
+    private static final int CONNECT_OTHER_PROFILES_DELAY = 4000; // 4 secs
 
     private BondedDevice mBondedDevice = new BondedDevice();
     private OutgoingHandsfree mOutgoingHandsfree = new OutgoingHandsfree();
@@ -152,7 +152,7 @@
             } else if (action.equals(BluetoothDevice.ACTION_ACL_CONNECTED)) {
                 Message msg = new Message();
                 msg.what = AUTO_CONNECT_PROFILES;
-                sendMessageDelayed(msg, AUTO_CONNECT_DELAY);
+                sendMessage(msg);
             } else if (action.equals(BluetoothDevice.ACTION_ACL_DISCONNECTED)) {
                 // This is technically not needed, but we can get stuck sometimes.
                 // For example, if incoming A2DP fails, we are not informed by Bluez
@@ -1019,7 +1019,7 @@
                     Message msg = new Message();
                     msg.what = CONNECT_OTHER_PROFILES;
                     msg.arg1 = CONNECT_A2DP_OUTGOING;
-                    sendMessageDelayed(msg, AUTO_CONNECT_DELAY);
+                    sendMessageDelayed(msg, CONNECT_OTHER_PROFILES_DELAY);
                 }
                 break;
             case CONNECT_A2DP_INCOMING:
@@ -1031,7 +1031,7 @@
                     Message msg = new Message();
                     msg.what = CONNECT_OTHER_PROFILES;
                     msg.arg1 = CONNECT_HFP_OUTGOING;
-                    sendMessageDelayed(msg, AUTO_CONNECT_DELAY);
+                    sendMessageDelayed(msg, CONNECT_OTHER_PROFILES_DELAY);
                 }
                 break;
             default:
diff --git a/core/java/android/content/pm/PackageParser.java b/core/java/android/content/pm/PackageParser.java
index 54dbe37..9cfe2db 100644
--- a/core/java/android/content/pm/PackageParser.java
+++ b/core/java/android/content/pm/PackageParser.java
@@ -191,7 +191,7 @@
         pi.versionName = p.mVersionName;
         pi.sharedUserId = p.mSharedUserId;
         pi.sharedUserLabel = p.mSharedUserLabel;
-        pi.applicationInfo = p.applicationInfo;
+        pi.applicationInfo = generateApplicationInfo(p, flags);
         pi.installLocation = p.installLocation;
         pi.firstInstallTime = firstInstallTime;
         pi.lastUpdateTime = lastUpdateTime;
diff --git a/core/java/android/net/SntpClient.java b/core/java/android/net/SntpClient.java
index f607ee9..3e21e2d 100644
--- a/core/java/android/net/SntpClient.java
+++ b/core/java/android/net/SntpClient.java
@@ -72,8 +72,9 @@
      * @return true if the transaction was successful.
      */
     public boolean requestTime(String host, int timeout) {
+        DatagramSocket socket = null;
         try {
-            DatagramSocket socket = new DatagramSocket();
+            socket = new DatagramSocket();
             socket.setSoTimeout(timeout);
             InetAddress address = InetAddress.getByName(host);
             byte[] buffer = new byte[NTP_PACKET_SIZE];
@@ -96,7 +97,6 @@
             socket.receive(response);
             long responseTicks = SystemClock.elapsedRealtime();
             long responseTime = requestTime + (responseTicks - requestTicks);
-            socket.close();
 
             // extract the results
             long originateTime = readTimeStamp(buffer, ORIGINATE_TIME_OFFSET);
@@ -123,6 +123,10 @@
         } catch (Exception e) {
             if (Config.LOGD) Log.d(TAG, "request time failed: " + e);
             return false;
+        } finally {
+            if (socket != null) {
+                socket.close();
+            }
         }
 
         return true;
diff --git a/core/java/android/os/BatteryStats.java b/core/java/android/os/BatteryStats.java
index 44f1757..7dd5e31 100644
--- a/core/java/android/os/BatteryStats.java
+++ b/core/java/android/os/BatteryStats.java
@@ -17,9 +17,12 @@
 package android.os;
 
 import java.io.PrintWriter;
+import java.util.ArrayList;
 import java.util.Formatter;
+import java.util.List;
 import java.util.Map;
 
+import android.content.pm.ApplicationInfo;
 import android.util.Log;
 import android.util.Printer;
 import android.util.SparseArray;
@@ -120,6 +123,7 @@
     private static final long BYTES_PER_GB = 1073741824; //1024^3
     
 
+    private static final String UID_DATA = "uid";
     private static final String APK_DATA = "apk";
     private static final String PROCESS_DATA = "pr";
     private static final String SENSOR_DATA = "sr";
@@ -1463,7 +1467,7 @@
 
         for (int iu=0; iu<NU; iu++) {
             final int uid = uidStats.keyAt(iu);
-            if (reqUid >= 0 && uid != reqUid) {
+            if (reqUid >= 0 && uid != reqUid && uid != Process.SYSTEM_UID) {
                 continue;
             }
             
@@ -1880,7 +1884,7 @@
     }
     
     @SuppressWarnings("unused")
-    public void dumpCheckinLocked(PrintWriter pw, String[] args) {
+    public void dumpCheckinLocked(PrintWriter pw, String[] args, List<ApplicationInfo> apps) {
         boolean isUnpluggedOnly = false;
         
         for (String arg : args) {
@@ -1890,6 +1894,33 @@
             }
         }
         
+        if (apps != null) {
+            SparseArray<ArrayList<String>> uids = new SparseArray<ArrayList<String>>();
+            for (int i=0; i<apps.size(); i++) {
+                ApplicationInfo ai = apps.get(i);
+                ArrayList<String> pkgs = uids.get(ai.uid);
+                if (pkgs == null) {
+                    pkgs = new ArrayList<String>();
+                    uids.put(ai.uid, pkgs);
+                }
+                pkgs.add(ai.packageName);
+            }
+            SparseArray<? extends Uid> uidStats = getUidStats();
+            final int NU = uidStats.size();
+            String[] lineArgs = new String[2];
+            for (int i=0; i<NU; i++) {
+                int uid = uidStats.keyAt(i);
+                ArrayList<String> pkgs = uids.get(uid);
+                if (pkgs != null) {
+                    for (int j=0; j<pkgs.size(); j++) {
+                        lineArgs[0] = Integer.toString(uid);
+                        lineArgs[1] = pkgs.get(j);
+                        dumpLine(pw, 0 /* uid */, "i" /* category */, UID_DATA,
+                                (Object[])lineArgs);
+                    }
+                }
+            }
+        }
         if (isUnpluggedOnly) {
             dumpCheckinLocked(pw, STATS_SINCE_UNPLUGGED, -1);
         }
diff --git a/core/java/android/os/StrictMode.java b/core/java/android/os/StrictMode.java
index ba97dcf..b00b9c9 100644
--- a/core/java/android/os/StrictMode.java
+++ b/core/java/android/os/StrictMode.java
@@ -274,7 +274,7 @@
         }
 
         /**
-         * Creates ThreadPolicy instances.  Methods whose names start
+         * Creates {@link ThreadPolicy} instances.  Methods whose names start
          * with {@code detect} specify what problems we should look
          * for.  Methods whose names start with {@code penalty} specify what
          * we should do when we detect a problem.
@@ -285,11 +285,11 @@
          *
          * <p>For example, detect everything and log anything that's found:
          * <pre>
-         * StrictMode.VmPolicy policy = new StrictMode.VmPolicy.Builder()
+         * StrictMode.ThreadPolicy policy = new StrictMode.ThreadPolicy.Builder()
          *     .detectAll()
          *     .penaltyLog()
          *     .build();
-         * StrictMode.setVmPolicy(policy);
+         * StrictMode.setThreadPolicy(policy);
          * </pre>
          */
         public static final class Builder {
diff --git a/core/java/android/server/BluetoothService.java b/core/java/android/server/BluetoothService.java
index 76f0d72..1f19f9e 100644
--- a/core/java/android/server/BluetoothService.java
+++ b/core/java/android/server/BluetoothService.java
@@ -420,6 +420,11 @@
                                     BluetoothDevice.UNBOND_REASON_AUTH_CANCELED);
         }
 
+        // Stop the profile state machine for bonded devices.
+        for (String address : mBondState.listInState(BluetoothDevice.BOND_BONDED)) {
+            removeProfileState(address);
+        }
+
         // update mode
         Intent intent = new Intent(BluetoothAdapter.ACTION_SCAN_MODE_CHANGED);
         intent.putExtra(BluetoothAdapter.EXTRA_SCAN_MODE, BluetoothAdapter.SCAN_MODE_NONE);
@@ -2714,10 +2719,9 @@
         for (String path : bonds) {
             String address = getAddressFromObjectPath(path);
             BluetoothDeviceProfileState state = addProfileState(address);
-            // Allow 8 secs for SDP records to get registered.
             Message msg = new Message();
             msg.what = BluetoothDeviceProfileState.AUTO_CONNECT_PROFILES;
-            state.sendMessageDelayed(msg, 8000);
+            state.sendMessage(msg);
         }
     }
 
diff --git a/core/java/android/view/HardwareRenderer.java b/core/java/android/view/HardwareRenderer.java
index 5bb8c50..63490ee 100644
--- a/core/java/android/view/HardwareRenderer.java
+++ b/core/java/android/view/HardwareRenderer.java
@@ -478,35 +478,35 @@
                     startTime = SystemClock.elapsedRealtime();
                 }
 
-                checkCurrent();
-
-                onPreDraw();
-
-                Canvas canvas = mCanvas;
-                int saveCount = canvas.save();
-                callbacks.onHardwarePreDraw(canvas);
-
-                try {
-                    view.draw(canvas);
-                } finally {
-                    callbacks.onHardwarePostDraw(canvas);
-                    canvas.restoreToCount(saveCount);
+                if (checkCurrent()) {
+                    onPreDraw();
+    
+                    Canvas canvas = mCanvas;
+                    int saveCount = canvas.save();
+                    callbacks.onHardwarePreDraw(canvas);
+    
+                    try {
+                        view.draw(canvas);
+                    } finally {
+                        callbacks.onHardwarePostDraw(canvas);
+                        canvas.restoreToCount(saveCount);
+                    }
+    
+                    onPostDraw();
+    
+                    if (ViewDebug.DEBUG_PROFILE_DRAWING) {
+                        EventLog.writeEvent(60000, SystemClock.elapsedRealtime() - startTime);
+                    }
+    
+                    attachInfo.mIgnoreDirtyState = false;
+    
+                    sEgl.eglSwapBuffers(sEglDisplay, mEglSurface);
+                    checkEglErrors();
                 }
-
-                onPostDraw();
-
-                if (ViewDebug.DEBUG_PROFILE_DRAWING) {
-                    EventLog.writeEvent(60000, SystemClock.elapsedRealtime() - startTime);
-                }
-
-                attachInfo.mIgnoreDirtyState = false;
-
-                sEgl.eglSwapBuffers(sEglDisplay, mEglSurface);
-                checkEglErrors();
             }
         }
 
-        private void checkCurrent() {
+        private boolean checkCurrent() {
             // TODO: Don't check the current context when we have one per UI thread
             // TODO: Use a threadlocal flag to know whether the surface has changed
             if (sEgl.eglGetCurrentContext() != sEglContext ||
@@ -515,8 +515,10 @@
                     fallback(true);
                     Log.e(LOG_TAG, "eglMakeCurrent failed " +
                             getEGLErrorString(sEgl.eglGetError()));
+                    return false;
                 }
             }
+            return true;
         }
 
         static abstract class EglConfigChooser {
@@ -649,6 +651,11 @@
         GLES20Canvas createCanvas() {
             return mGlCanvas = new GLES20Canvas(mTranslucent);
         }
+        
+        @Override
+        boolean canDraw() {
+            return super.canDraw() && mGlCanvas != null;
+        }                
 
         @Override
         void onPreDraw() {
@@ -662,9 +669,12 @@
 
         @Override
         void destroy(boolean full) {
-            super.destroy(full);
-            if (full && mGlCanvas != null) {
-                mGlCanvas = null;
+            try {
+                super.destroy(full);
+            } finally {
+                if (full && mGlCanvas != null) {
+                    mGlCanvas = null;
+                }
             }
         }
 
diff --git a/core/java/android/view/KeyCharacterMap.java b/core/java/android/view/KeyCharacterMap.java
index 5c4abd5..7ca5a19 100644
--- a/core/java/android/view/KeyCharacterMap.java
+++ b/core/java/android/view/KeyCharacterMap.java
@@ -208,7 +208,7 @@
      * @return The associated character or combining accent, or 0 if none.
      */
     public int get(int keyCode, int metaState) {
-        metaState = applyLockedModifiers(metaState);
+        metaState = KeyEvent.normalizeMetaState(metaState);
         char ch = nativeGetCharacter(mPtr, keyCode, metaState);
 
         int map = COMBINING.get(ch);
@@ -243,7 +243,7 @@
             throw new IllegalArgumentException("fallbackAction must not be null");
         }
 
-        metaState = applyLockedModifiers(metaState);
+        metaState = KeyEvent.normalizeMetaState(metaState);
         return nativeGetFallbackAction(mPtr, keyCode, metaState, outFallbackAction);
     }
 
@@ -303,7 +303,7 @@
             throw new IllegalArgumentException("chars must not be null.");
         }
 
-        metaState = applyLockedModifiers(metaState);
+        metaState = KeyEvent.normalizeMetaState(metaState);
         return nativeGetMatch(mPtr, keyCode, chars, metaState);
     }
 
@@ -536,16 +536,6 @@
         return ret;
     }
 
-    private static int applyLockedModifiers(int metaState) {
-        if ((metaState & MetaKeyKeyListener.META_CAP_LOCKED) != 0) {
-            metaState |= KeyEvent.META_CAPS_LOCK_ON;
-        }
-        if ((metaState & MetaKeyKeyListener.META_ALT_LOCKED) != 0) {
-            metaState |= KeyEvent.META_ALT_ON;
-        }
-        return metaState;
-    }
-
     /**
      * Maps Unicode combining diacritical to display-form dead key
      * (display character shifted left 16 bits).
diff --git a/core/java/android/view/KeyEvent.java b/core/java/android/view/KeyEvent.java
index 43b77e6..97d7ad5 100755
--- a/core/java/android/view/KeyEvent.java
+++ b/core/java/android/view/KeyEvent.java
@@ -20,6 +20,7 @@
 import android.os.Parcelable;
 import android.text.method.MetaKeyKeyListener;
 import android.util.Log;
+import android.util.Slog;
 import android.util.SparseIntArray;
 import android.view.KeyCharacterMap;
 import android.view.KeyCharacterMap.KeyData;
@@ -351,7 +352,7 @@
     public static final int KEYCODE_CTRL_LEFT       = 113;
     /** Key code constant: Right Control modifier key. */
     public static final int KEYCODE_CTRL_RIGHT      = 114;
-    /** Key code constant: Caps Lock modifier key. */
+    /** Key code constant: Caps Lock key. */
     public static final int KEYCODE_CAPS_LOCK       = 115;
     /** Key code constant: Scroll Lock key. */
     public static final int KEYCODE_SCROLL_LOCK     = 116;
@@ -415,9 +416,9 @@
     public static final int KEYCODE_F11             = 141;
     /** Key code constant: F12 key. */
     public static final int KEYCODE_F12             = 142;
-    /** Key code constant: Num Lock modifier key.
+    /** Key code constant: Num Lock key.
      * This is the Num Lock key; it is different from {@link #KEYCODE_NUM}.
-     * This key generally modifies the behavior of other keys on the numeric keypad. */
+     * This key alters the behavior of other keys on the numeric keypad. */
     public static final int KEYCODE_NUM_LOCK        = 143;
     /** Key code constant: Numeric keypad '0' key. */
     public static final int KEYCODE_NUMPAD_0        = 144;
@@ -1621,15 +1622,66 @@
         return mFlags;
     }
 
+    // Mask of all modifier key meta states.  Specifically excludes locked keys like caps lock.
+    private static final int META_MODIFIER_MASK =
+            META_SHIFT_ON | META_SHIFT_LEFT_ON | META_SHIFT_RIGHT_ON
+            | META_ALT_ON | META_ALT_LEFT_ON | META_ALT_RIGHT_ON
+            | META_CTRL_ON | META_CTRL_LEFT_ON | META_CTRL_RIGHT_ON
+            | META_META_ON | META_META_LEFT_ON | META_META_RIGHT_ON
+            | META_SYM_ON | META_FUNCTION_ON;
+
+    // Mask of all lock key meta states.
+    private static final int META_LOCK_MASK =
+            META_CAPS_LOCK_ON | META_NUM_LOCK_ON | META_SCROLL_LOCK_ON;
+
+    // Mask of all valid meta states.
+    private static final int META_ALL_MASK = META_MODIFIER_MASK | META_LOCK_MASK;
+
+    // Mask of all synthetic meta states that are reserved for API compatibility with
+    // historical uses in MetaKeyKeyListener.
+    private static final int META_SYNTHETIC_MASK =
+            META_CAP_LOCKED | META_ALT_LOCKED | META_SYM_LOCKED | META_SELECTING;
+
+    // Mask of all meta states that are not valid use in specifying a modifier key.
+    // These bits are known to be used for purposes other than specifying modifiers.
+    private static final int META_INVALID_MODIFIER_MASK =
+            META_LOCK_MASK | META_SYNTHETIC_MASK;
+
+    /**
+     * Gets a mask that includes all valid modifier key meta state bits.
+     * <p>
+     * For the purposes of this function, {@link #KEYCODE_CAPS_LOCK},
+     * {@link #KEYCODE_SCROLL_LOCK}, and {@link #KEYCODE_NUM_LOCK} are
+     * not considered modifier keys.  Consequently, the mask specifically excludes
+     * {@link #META_CAPS_LOCK_ON}, {@link #META_SCROLL_LOCK_ON} and {@link #META_NUM_LOCK_ON}.
+     * </p>
+     *
+     * @return The modifier meta state mask which is a combination of
+     * {@link #META_SHIFT_ON}, {@link #META_SHIFT_LEFT_ON}, {@link #META_SHIFT_RIGHT_ON},
+     * {@link #META_ALT_ON}, {@link #META_ALT_LEFT_ON}, {@link #META_ALT_RIGHT_ON},
+     * {@link #META_CTRL_ON}, {@link #META_CTRL_LEFT_ON}, {@link #META_CTRL_RIGHT_ON},
+     * {@link #META_META_ON}, {@link #META_META_LEFT_ON}, {@link #META_META_RIGHT_ON},
+     * {@link #META_SYM_ON}, {@link #META_FUNCTION_ON}.
+     */
+    public static int getModifierMetaStateMask() {
+        return META_MODIFIER_MASK;
+    }
+
     /**
      * Returns true if this key code is a modifier key.
+     * <p>
+     * For the purposes of this function, {@link #KEYCODE_CAPS_LOCK},
+     * {@link #KEYCODE_SCROLL_LOCK}, and {@link #KEYCODE_NUM_LOCK} are
+     * not considered modifier keys.  Consequently, this function return false
+     * for those keys.
+     * </p>
      *
-     * @return whether the provided keyCode is one of
+     * @return True if the key code is one of
      * {@link #KEYCODE_SHIFT_LEFT} {@link #KEYCODE_SHIFT_RIGHT},
      * {@link #KEYCODE_ALT_LEFT}, {@link #KEYCODE_ALT_RIGHT},
-     * {@link #KEYCODE_SYM}, {@link #KEYCODE_NUM}, {@link #KEYCODE_FUNCTION},
      * {@link #KEYCODE_CTRL_LEFT}, {@link #KEYCODE_CTRL_RIGHT},
-     * {@link #KEYCODE_META_LEFT}, or {@link #KEYCODE_META_RIGHT}.
+     * {@link #KEYCODE_META_LEFT}, or {@link #KEYCODE_META_RIGHT},
+     * {@link #KEYCODE_SYM}, {@link #KEYCODE_NUM}, {@link #KEYCODE_FUNCTION}.
      */
     public static boolean isModifierKey(int keyCode) {
         switch (keyCode) {
@@ -1637,13 +1689,13 @@
             case KEYCODE_SHIFT_RIGHT:
             case KEYCODE_ALT_LEFT:
             case KEYCODE_ALT_RIGHT:
-            case KEYCODE_SYM:
-            case KEYCODE_NUM:
-            case KEYCODE_FUNCTION:
             case KEYCODE_CTRL_LEFT:
             case KEYCODE_CTRL_RIGHT:
             case KEYCODE_META_LEFT:
             case KEYCODE_META_RIGHT:
+            case KEYCODE_SYM:
+            case KEYCODE_NUM:
+            case KEYCODE_FUNCTION:
                 return true;
             default:
                 return false;
@@ -1651,6 +1703,195 @@
     }
 
     /**
+     * Normalizes the specified meta state.
+     * <p>
+     * The meta state is normalized such that if either the left or right modifier meta state
+     * bits are set then the result will also include the universal bit for that modifier.
+     * </p><p>
+     * If the specified meta state contains {@link #META_ALT_LEFT_ON} then
+     * the result will also contain {@link #META_ALT_ON} in addition to {@link #META_ALT_LEFT_ON}
+     * and the other bits that were specified in the input.  The same is process is
+     * performed for shift, control and meta.
+     * </p><p>
+     * If the specified meta state contains synthetic meta states defined by
+     * {@link MetaKeyKeyListener}, then those states are translated here and the original
+     * synthetic meta states are removed from the result.
+     * {@link MetaKeyKeyListener#META_CAP_LOCKED} is translated to {@link #META_CAPS_LOCK_ON}.
+     * {@link MetaKeyKeyListener#META_ALT_LOCKED} is translated to {@link #META_ALT_ON}.
+     * {@link MetaKeyKeyListener#META_SYM_LOCKED} is translated to {@link #META_SYM_ON}.
+     * </p><p>
+     * Undefined meta state bits are removed.
+     * </p>
+     *
+     * @param metaState The meta state.
+     * @return The normalized meta state.
+     */
+    public static int normalizeMetaState(int metaState) {
+        if ((metaState & (META_SHIFT_LEFT_ON | META_SHIFT_RIGHT_ON)) != 0) {
+            metaState |= META_SHIFT_ON;
+        }
+        if ((metaState & (META_ALT_LEFT_ON | META_ALT_RIGHT_ON)) != 0) {
+            metaState |= META_ALT_ON;
+        }
+        if ((metaState & (META_CTRL_LEFT_ON | META_CTRL_RIGHT_ON)) != 0) {
+            metaState |= META_CTRL_ON;
+        }
+        if ((metaState & (META_META_LEFT_ON | META_META_RIGHT_ON)) != 0) {
+            metaState |= META_META_ON;
+        }
+        if ((metaState & MetaKeyKeyListener.META_CAP_LOCKED) != 0) {
+            metaState |= META_CAPS_LOCK_ON;
+        }
+        if ((metaState & MetaKeyKeyListener.META_ALT_LOCKED) != 0) {
+            metaState |= META_ALT_ON;
+        }
+        if ((metaState & MetaKeyKeyListener.META_SYM_LOCKED) != 0) {
+            metaState |= META_SYM_ON;
+        }
+        return metaState & META_ALL_MASK;
+    }
+
+    /**
+     * Returns true if no modifiers keys are pressed according to the specified meta state.
+     * <p>
+     * For the purposes of this function, {@link #KEYCODE_CAPS_LOCK},
+     * {@link #KEYCODE_SCROLL_LOCK}, and {@link #KEYCODE_NUM_LOCK} are
+     * not considered modifier keys.  Consequently, this function ignores
+     * {@link #META_CAPS_LOCK_ON}, {@link #META_SCROLL_LOCK_ON} and {@link #META_NUM_LOCK_ON}.
+     * </p><p>
+     * The meta state is normalized prior to comparison using {@link #normalizeMetaState(int)}.
+     * </p>
+     *
+     * @param metaState The meta state to consider.
+     * @return True if no modifier keys are pressed.
+     * @see #hasNoModifiers()
+     */
+    public static boolean metaStateHasNoModifiers(int metaState) {
+        return (normalizeMetaState(metaState) & META_MODIFIER_MASK) == 0;
+    }
+
+    /**
+     * Returns true if only the specified modifier keys are pressed according to
+     * the specified meta state.  Returns false if a different combination of modifier
+     * keys are pressed.
+     * <p>
+     * For the purposes of this function, {@link #KEYCODE_CAPS_LOCK},
+     * {@link #KEYCODE_SCROLL_LOCK}, and {@link #KEYCODE_NUM_LOCK} are
+     * not considered modifier keys.  Consequently, this function ignores
+     * {@link #META_CAPS_LOCK_ON}, {@link #META_SCROLL_LOCK_ON} and {@link #META_NUM_LOCK_ON}.
+     * </p><p>
+     * If the specified modifier mask includes directional modifiers, such as
+     * {@link #META_SHIFT_LEFT_ON}, then this method ensures that the
+     * modifier is pressed on that side.
+     * If the specified modifier mask includes non-directional modifiers, such as
+     * {@link #META_SHIFT_ON}, then this method ensures that the modifier
+     * is pressed on either side.
+     * If the specified modifier mask includes both directional and non-directional modifiers
+     * for the same type of key, such as {@link #META_SHIFT_ON} and {@link #META_SHIFT_LEFT_ON},
+     * then this method throws an illegal argument exception.
+     * </p>
+     *
+     * @param metaState The meta state to consider.
+     * @param modifiers The meta state of the modifier keys to check.  May be a combination
+     * of modifier meta states as defined by {@link #getModifierMetaStateMask()}.  May be 0 to
+     * ensure that no modifier keys are pressed.
+     * @return True if only the specified modifier keys are pressed.
+     * @throws IllegalArgumentException if the modifiers parameter contains invalid modifiers
+     * @see #hasModifiers
+     */
+    public static boolean metaStateHasModifiers(int metaState, int modifiers) {
+        // Note: For forward compatibility, we allow the parameter to contain meta states
+        //       that we do not recognize but we explicitly disallow meta states that
+        //       are not valid modifiers.
+        if ((modifiers & META_INVALID_MODIFIER_MASK) != 0) {
+            throw new IllegalArgumentException("modifiers must not contain "
+                    + "META_CAPS_LOCK_ON, META_NUM_LOCK_ON, META_SCROLL_LOCK_ON, "
+                    + "META_CAP_LOCKED, META_ALT_LOCKED, META_SYM_LOCKED, "
+                    + "or META_SELECTING");
+        }
+
+        metaState = normalizeMetaState(metaState) & META_MODIFIER_MASK;
+        metaState = metaStateFilterDirectionalModifiers(metaState, modifiers,
+                META_SHIFT_ON, META_SHIFT_LEFT_ON, META_SHIFT_RIGHT_ON);
+        metaState = metaStateFilterDirectionalModifiers(metaState, modifiers,
+                META_ALT_ON, META_ALT_LEFT_ON, META_ALT_RIGHT_ON);
+        metaState = metaStateFilterDirectionalModifiers(metaState, modifiers,
+                META_CTRL_ON, META_CTRL_LEFT_ON, META_CTRL_RIGHT_ON);
+        metaState = metaStateFilterDirectionalModifiers(metaState, modifiers,
+                META_META_ON, META_META_LEFT_ON, META_META_RIGHT_ON);
+        return metaState == modifiers;
+    }
+
+    private static int metaStateFilterDirectionalModifiers(int metaState,
+            int modifiers, int basic, int left, int right) {
+        final boolean wantBasic = (modifiers & basic) != 0;
+        final int directional = left | right;
+        final boolean wantLeftOrRight = (modifiers & directional) != 0;
+
+        if (wantBasic) {
+            if (wantLeftOrRight) {
+                throw new IllegalArgumentException("modifiers must not contain "
+                        + metaStateToString(basic) + " combined with "
+                        + metaStateToString(left) + " or " + metaStateToString(right));
+            }
+            return metaState & ~directional;
+        } else if (wantLeftOrRight) {
+            return metaState & ~basic;
+        } else {
+            return metaState;
+        }
+    }
+
+    /**
+     * Returns true if no modifier keys are pressed.
+     * <p>
+     * For the purposes of this function, {@link #KEYCODE_CAPS_LOCK},
+     * {@link #KEYCODE_SCROLL_LOCK}, and {@link #KEYCODE_NUM_LOCK} are
+     * not considered modifier keys.  Consequently, this function ignores
+     * {@link #META_CAPS_LOCK_ON}, {@link #META_SCROLL_LOCK_ON} and {@link #META_NUM_LOCK_ON}.
+     * </p><p>
+     * The meta state is normalized prior to comparison using {@link #normalizeMetaState(int)}.
+     * </p>
+     *
+     * @return True if no modifier keys are pressed.
+     * @see #metaStateHasNoModifiers
+     */
+    public final boolean hasNoModifiers() {
+        return metaStateHasNoModifiers(mMetaState);
+    }
+
+    /**
+     * Returns true if only the specified modifiers keys are pressed.
+     * Returns false if a different combination of modifier keys are pressed.
+     * <p>
+     * For the purposes of this function, {@link #KEYCODE_CAPS_LOCK},
+     * {@link #KEYCODE_SCROLL_LOCK}, and {@link #KEYCODE_NUM_LOCK} are
+     * not considered modifier keys.  Consequently, this function ignores
+     * {@link #META_CAPS_LOCK_ON}, {@link #META_SCROLL_LOCK_ON} and {@link #META_NUM_LOCK_ON}.
+     * </p><p>
+     * If the specified modifier mask includes directional modifiers, such as
+     * {@link #META_SHIFT_LEFT_ON}, then this method ensures that the
+     * modifier is pressed on that side.
+     * If the specified modifier mask includes non-directional modifiers, such as
+     * {@link #META_SHIFT_ON}, then this method ensures that the modifier
+     * is pressed on either side.
+     * If the specified modifier mask includes both directional and non-directional modifiers
+     * for the same type of key, such as {@link #META_SHIFT_ON} and {@link #META_SHIFT_LEFT_ON},
+     * then this method throws an illegal argument exception.
+     * </p>
+     *
+     * @param modifiers The meta state of the modifier keys to check.  May be a combination
+     * of modifier meta states as defined by {@link #getModifierMetaStateMask()}.  May be 0 to
+     * ensure that no modifier keys are pressed.
+     * @return True if only the specified modifier keys are pressed.
+     * @throws IllegalArgumentException if the modifiers parameter contains invalid modifiers
+     * @see #metaStateHasModifiers
+     */
+    public final boolean hasModifiers(int modifiers) {
+        return metaStateHasModifiers(mMetaState, modifiers);
+    }
+
+    /**
      * <p>Returns the pressed state of the ALT meta key.</p>
      *
      * @return true if the ALT key is pressed, false otherwise
diff --git a/core/java/android/widget/AbsListView.java b/core/java/android/widget/AbsListView.java
index 87e4b5a..0b4e6c3 100644
--- a/core/java/android/widget/AbsListView.java
+++ b/core/java/android/widget/AbsListView.java
@@ -3573,7 +3573,9 @@
                         overScrollBy(0, overshoot, 0, mScrollY, 0, 0,
                                 0, mOverflingDistance, false);
                     }
-                    edgeReached(delta);
+                    if (more) {
+                        edgeReached(delta);
+                    }
                     break;
                 }
 
diff --git a/core/java/android/widget/FastScroller.java b/core/java/android/widget/FastScroller.java
index 4e3ef0c..6ff671a 100644
--- a/core/java/android/widget/FastScroller.java
+++ b/core/java/android/widget/FastScroller.java
@@ -58,11 +58,11 @@
 
     private static final int[] ATTRS = new int[] {
         android.R.attr.textColorPrimary,
-        com.android.internal.R.attr.fastScrollThumbDrawable,
-        com.android.internal.R.attr.fastScrollTrackDrawable,
-        com.android.internal.R.attr.fastScrollPreviewBackgroundLeft,
-        com.android.internal.R.attr.fastScrollPreviewBackgroundRight,
-        com.android.internal.R.attr.fastScrollOverlayPosition
+        android.R.attr.fastScrollThumbDrawable,
+        android.R.attr.fastScrollTrackDrawable,
+        android.R.attr.fastScrollPreviewBackgroundLeft,
+        android.R.attr.fastScrollPreviewBackgroundRight,
+        android.R.attr.fastScrollOverlayPosition
     };
 
     private static final int PRIMARY_TEXT_COLOR = 0;
@@ -227,14 +227,13 @@
 
     private void init(Context context) {
         // Get both the scrollbar states drawables
-        final Resources res = context.getResources();
         TypedArray ta = context.getTheme().obtainStyledAttributes(ATTRS);
-        useThumbDrawable(context, ta.getDrawable(ta.getIndex(THUMB_DRAWABLE)));
-        mTrackDrawable = ta.getDrawable(ta.getIndex(TRACK_DRAWABLE));
+        useThumbDrawable(context, ta.getDrawable(THUMB_DRAWABLE));
+        mTrackDrawable = ta.getDrawable(TRACK_DRAWABLE);
         
-        mOverlayDrawableLeft = ta.getDrawable(ta.getIndex(PREVIEW_BACKGROUND_LEFT));
-        mOverlayDrawableRight = ta.getDrawable(ta.getIndex(PREVIEW_BACKGROUND_RIGHT));
-        mOverlayPosition = ta.getInt(ta.getIndex(OVERLAY_POSITION), OVERLAY_FLOATING);
+        mOverlayDrawableLeft = ta.getDrawable(PREVIEW_BACKGROUND_LEFT);
+        mOverlayDrawableRight = ta.getDrawable(PREVIEW_BACKGROUND_RIGHT);
+        mOverlayPosition = ta.getInt(OVERLAY_POSITION, OVERLAY_FLOATING);
         
         mScrollCompleted = true;
 
@@ -249,7 +248,7 @@
         mPaint.setTextAlign(Paint.Align.CENTER);
         mPaint.setTextSize(mOverlaySize / 2);
 
-        ColorStateList textColor = ta.getColorStateList(ta.getIndex(PRIMARY_TEXT_COLOR));
+        ColorStateList textColor = ta.getColorStateList(PRIMARY_TEXT_COLOR);
         int textColorNormal = textColor.getDefaultColor();
         mPaint.setColor(textColorNormal);
         mPaint.setStyle(Paint.Style.FILL_AND_STROKE);
diff --git a/core/java/android/widget/TextView.java b/core/java/android/widget/TextView.java
index 1dbb03d..160af21 100644
--- a/core/java/android/widget/TextView.java
+++ b/core/java/android/widget/TextView.java
@@ -4083,8 +4083,9 @@
      *
      * Use {@link #setTextIsSelectable(boolean)} or the
      * {@link android.R.styleable#TextView_textIsSelectable} XML attribute to make this TextView
-     * selectable (the text is not selectable by default). Note that the content of an EditText is
-     * always selectable.
+     * selectable (the text is not selectable by default). 
+     *
+     * Note that the content of an EditText is always selectable.
      *
      * @return True if the text displayed in this TextView can be selected by the user.
      *
@@ -4096,6 +4097,11 @@
 
     /**
      * Sets whether or not (default) the content of this view is selectable by the user.
+     * 
+     * Note that this methods affect the {@link #setFocusableInTouchMode(boolean)},
+     * {@link #setFocusable(boolean)}, {@link #setClickable(boolean)} and
+     * {@link #setLongClickable(boolean)} states and you may want to restore these if they were
+     * customized.
      *
      * See {@link #isTextSelectable} for details.
      *
diff --git a/core/java/com/android/internal/os/BatteryStatsImpl.java b/core/java/com/android/internal/os/BatteryStatsImpl.java
index 145feb5..284df1e 100644
--- a/core/java/com/android/internal/os/BatteryStatsImpl.java
+++ b/core/java/com/android/internal/os/BatteryStatsImpl.java
@@ -192,7 +192,8 @@
     StopwatchTimer mVideoOnTimer;
 
     int mPhoneSignalStrengthBin = -1;
-    final StopwatchTimer[] mPhoneSignalStrengthsTimer =
+    int mPhoneSignalStrengthBinRaw = -1;
+    final StopwatchTimer[] mPhoneSignalStrengthsTimer = 
             new StopwatchTimer[NUM_SIGNAL_STRENGTH_BINS];
 
     StopwatchTimer mPhoneSignalScanningTimer;
@@ -252,6 +253,8 @@
     private int mBluetoothPingStart = -1;
 
     private int mPhoneServiceState = -1;
+    private int mPhoneServiceStateRaw = -1;
+    private int mPhoneSimStateRaw = -1;
 
     /*
      * Holds a SamplingTimer associated with each kernel wakelock name being tracked.
@@ -1650,40 +1653,54 @@
         }
     }
 
-    /**
-     * Telephony stack updates the phone state.
-     * @param state phone state from ServiceState.getState()
-     */
-    public void notePhoneStateLocked(int state) {
-        boolean scanning = false;
+    private int fixPhoneServiceState(int state, int signalBin) {
+        if (mPhoneSimStateRaw == TelephonyManager.SIM_STATE_ABSENT) {
+            // In this case we will always be STATE_OUT_OF_SERVICE, so need
+            // to infer that we are scanning from other data.
+            if (state == ServiceState.STATE_OUT_OF_SERVICE
+                    && signalBin > SIGNAL_STRENGTH_NONE_OR_UNKNOWN) {
+                state = ServiceState.STATE_IN_SERVICE;
+            }
+        }
 
-        int bin = mPhoneSignalStrengthBin;
+        return state;
+    }
+
+    private void updateAllPhoneStateLocked(int state, int simState, int bin) {
+        boolean scanning = false;
+        boolean newHistory = false;
+
+        mPhoneServiceStateRaw = state;
+        mPhoneSimStateRaw = simState;
+        mPhoneSignalStrengthBinRaw = bin;
+
+        if (simState == TelephonyManager.SIM_STATE_ABSENT) {
+            // In this case we will always be STATE_OUT_OF_SERVICE, so need
+            // to infer that we are scanning from other data.
+            if (state == ServiceState.STATE_OUT_OF_SERVICE
+                    && bin > SIGNAL_STRENGTH_NONE_OR_UNKNOWN) {
+                state = ServiceState.STATE_IN_SERVICE;
+            }
+        }
 
         // If the phone is powered off, stop all timers.
         if (state == ServiceState.STATE_POWER_OFF) {
-            stopAllSignalStrengthTimersLocked(-1);
+            bin = -1;
 
-        // If we're back in service or continuing in service, restart the old timer.
-        } if (state == ServiceState.STATE_IN_SERVICE) {
-            if (bin == -1) bin = SIGNAL_STRENGTH_NONE_OR_UNKNOWN;
-            if (!mPhoneSignalStrengthsTimer[bin].isRunningLocked()) {
-                mPhoneSignalStrengthsTimer[bin].startRunningLocked(this);
-            }
+        // If we are in service, make sure the correct signal string timer is running.
+        } else if (state == ServiceState.STATE_IN_SERVICE) {
+            // Bin will be changed below.
 
         // If we're out of service, we are in the lowest signal strength
         // bin and have the scanning bit set.
         } else if (state == ServiceState.STATE_OUT_OF_SERVICE) {
             scanning = true;
-            mPhoneSignalStrengthBin = SIGNAL_STRENGTH_NONE_OR_UNKNOWN;
-            stopAllSignalStrengthTimersLocked(mPhoneSignalStrengthBin);
-            if (!mPhoneSignalStrengthsTimer[mPhoneSignalStrengthBin].isRunningLocked()) {
-                mPhoneSignalStrengthsTimer[mPhoneSignalStrengthBin].startRunningLocked(this);
-            }
+            bin = SIGNAL_STRENGTH_NONE_OR_UNKNOWN;
             if (!mPhoneSignalScanningTimer.isRunningLocked()) {
                 mHistoryCur.states |= HistoryItem.STATE_PHONE_SCANNING_FLAG;
+                newHistory = true;
                 if (DEBUG_HISTORY) Slog.v(TAG, "Phone started scanning to: "
                         + Integer.toHexString(mHistoryCur.states));
-                addHistoryRecordLocked(SystemClock.elapsedRealtime());
                 mPhoneSignalScanningTimer.startRunningLocked(this);
             }
         }
@@ -1694,7 +1711,7 @@
                 mHistoryCur.states &= ~HistoryItem.STATE_PHONE_SCANNING_FLAG;
                 if (DEBUG_HISTORY) Slog.v(TAG, "Phone stopped scanning to: "
                         + Integer.toHexString(mHistoryCur.states));
-                addHistoryRecordLocked(SystemClock.elapsedRealtime());
+                newHistory = true;
                 mPhoneSignalScanningTimer.stopRunningLocked(this);
             }
         }
@@ -1702,21 +1719,48 @@
         if (mPhoneServiceState != state) {
             mHistoryCur.states = (mHistoryCur.states&~HistoryItem.STATE_PHONE_STATE_MASK)
                     | (state << HistoryItem.STATE_PHONE_STATE_SHIFT);
-            if (DEBUG_HISTORY) Slog.v(TAG, "Phone state " + bin + " to: "
+            if (DEBUG_HISTORY) Slog.v(TAG, "Phone state " + state + " to: "
                     + Integer.toHexString(mHistoryCur.states));
-            addHistoryRecordLocked(SystemClock.elapsedRealtime());
+            newHistory = true;
             mPhoneServiceState = state;
         }
+
+        if (mPhoneSignalStrengthBin != bin) {
+            if (mPhoneSignalStrengthBin >= 0) {
+                mPhoneSignalStrengthsTimer[mPhoneSignalStrengthBin].stopRunningLocked(this);
+            }
+            if (bin >= 0) {
+                if (!mPhoneSignalStrengthsTimer[bin].isRunningLocked()) {
+                    mPhoneSignalStrengthsTimer[bin].startRunningLocked(this);
+                }
+                mHistoryCur.states = (mHistoryCur.states&~HistoryItem.STATE_SIGNAL_STRENGTH_MASK)
+                        | (bin << HistoryItem.STATE_SIGNAL_STRENGTH_SHIFT);
+                if (DEBUG_HISTORY) Slog.v(TAG, "Signal strength " + bin + " to: "
+                        + Integer.toHexString(mHistoryCur.states));
+                newHistory = true;
+            } else {
+                stopAllSignalStrengthTimersLocked(-1);
+            }
+            mPhoneSignalStrengthBin = bin;
+        }
+
+        if (newHistory) {
+            addHistoryRecordLocked(SystemClock.elapsedRealtime());
+        }
+    }
+
+    /**
+     * Telephony stack updates the phone state.
+     * @param state phone state from ServiceState.getState()
+     */
+    public void notePhoneStateLocked(int state, int simState) {
+        updateAllPhoneStateLocked(state, simState, mPhoneSignalStrengthBinRaw);
     }
 
     public void notePhoneSignalStrengthLocked(SignalStrength signalStrength) {
         // Bin the strength.
         int bin;
-        if (mPhoneServiceState == ServiceState.STATE_POWER_OFF
-                || mPhoneServiceState == ServiceState.STATE_OUT_OF_SERVICE) {
-            // Ignore any signal strength changes when radio was turned off or out of service.
-            return;
-        }
+
         if (!signalStrength.isGsm()) {
             int dBm = signalStrength.getCdmaDbm();
             if (dBm >= -75) bin = SIGNAL_STRENGTH_GREAT;
@@ -1732,18 +1776,8 @@
             else if (asu >= 4)  bin = SIGNAL_STRENGTH_MODERATE;
             else bin = SIGNAL_STRENGTH_POOR;
         }
-        if (mPhoneSignalStrengthBin != bin) {
-            mHistoryCur.states = (mHistoryCur.states&~HistoryItem.STATE_SIGNAL_STRENGTH_MASK)
-                    | (bin << HistoryItem.STATE_SIGNAL_STRENGTH_SHIFT);
-            if (DEBUG_HISTORY) Slog.v(TAG, "Signal strength " + bin + " to: "
-                    + Integer.toHexString(mHistoryCur.states));
-            addHistoryRecordLocked(SystemClock.elapsedRealtime());
-            if (mPhoneSignalStrengthBin >= 0) {
-                mPhoneSignalStrengthsTimer[mPhoneSignalStrengthBin].stopRunningLocked(this);
-            }
-            mPhoneSignalStrengthBin = bin;
-            mPhoneSignalStrengthsTimer[bin].startRunningLocked(this);
-        }
+
+        updateAllPhoneStateLocked(mPhoneServiceStateRaw, mPhoneSimStateRaw, bin);
     }
 
     public void notePhoneDataConnectionStateLocked(int dataType, boolean hasData) {
@@ -3983,6 +4017,9 @@
             }
             mKernelWakelockStats.clear();
         }
+        
+        mLowDischargeAmountSinceCharge = 0;
+        mHighDischargeAmountSinceCharge = 0;
 
         clearHistoryLocked();
     }
@@ -4005,12 +4042,10 @@
                 // level to a now very high level).
                 if (oldStatus == BatteryManager.BATTERY_STATUS_FULL
                         || level >= 95
-                        || (mDischargeCurrentLevel < 30 && level >= 90)) {
+                        || (mDischargeCurrentLevel < 20 && level >= 80)) {
                     doWrite = true;
                     resetAllStatsLocked();
                     mDischargeStartLevel = level;
-                    mLowDischargeAmountSinceCharge = 0;
-                    mHighDischargeAmountSinceCharge = 0;
                 }
                 updateKernelWakelocksLocked();
                 mHistoryCur.batteryLevel = (byte)level;
@@ -4100,11 +4135,13 @@
                 mHistoryCur.batteryPlugType = (byte)plugType;
                 changed = true;
             }
-            if (mHistoryCur.batteryTemperature != temp) {
+            if (temp >= (mHistoryCur.batteryTemperature+10)
+                    || temp <= (mHistoryCur.batteryTemperature-10)) {
                 mHistoryCur.batteryTemperature = (char)temp;
                 changed = true;
             }
-            if (mHistoryCur.batteryVoltage != volt) {
+            if (volt > (mHistoryCur.batteryVoltage+20)
+                    || volt < (mHistoryCur.batteryVoltage-20)) {
                 mHistoryCur.batteryVoltage = (char)volt;
                 changed = true;
             }
@@ -4300,20 +4337,28 @@
     }
 
     public int getDischargeCurrentLevelLocked() {
-            return mDischargeCurrentLevel;
+        return mDischargeCurrentLevel;
     }
 
     @Override
     public int getLowDischargeAmountSinceCharge() {
         synchronized(this) {
-            return mLowDischargeAmountSinceCharge;
+            int val = mLowDischargeAmountSinceCharge;
+            if (mOnBattery && mDischargeCurrentLevel < mDischargeUnplugLevel) {
+                val += mDischargeUnplugLevel-mDischargeCurrentLevel-1;
+            }
+            return val;
         }
     }
 
     @Override
     public int getHighDischargeAmountSinceCharge() {
         synchronized(this) {
-            return mHighDischargeAmountSinceCharge;
+            int val = mHighDischargeAmountSinceCharge;
+            if (mOnBattery && mDischargeCurrentLevel < mDischargeUnplugLevel) {
+                val += mDischargeUnplugLevel-mDischargeCurrentLevel;
+            }
+            return val;
         }
     }
 
@@ -4815,9 +4860,9 @@
         out.writeLong(computeRealtime(NOWREAL_SYS, STATS_SINCE_CHARGED));
         out.writeInt(mDischargeUnplugLevel);
         out.writeInt(mDischargeCurrentLevel);
-        out.writeInt(mLowDischargeAmountSinceCharge);
-        out.writeInt(mHighDischargeAmountSinceCharge);
-
+        out.writeInt(getLowDischargeAmountSinceCharge());
+        out.writeInt(getHighDischargeAmountSinceCharge());
+        
         mScreenOnTimer.writeSummaryFromParcelLocked(out, NOWREAL);
         for (int i=0; i<NUM_SCREEN_BRIGHTNESS_BINS; i++) {
             mScreenBrightnessTimer[i].writeSummaryFromParcelLocked(out, NOWREAL);
diff --git a/core/java/com/android/internal/widget/ActionBarContextView.java b/core/java/com/android/internal/widget/ActionBarContextView.java
index 60c3487..5ae3616 100644
--- a/core/java/com/android/internal/widget/ActionBarContextView.java
+++ b/core/java/com/android/internal/widget/ActionBarContextView.java
@@ -159,7 +159,9 @@
     }
 
     public void initForMode(final ActionMode mode) {
-        finishAnimation();
+        if (mAnimationMode == ANIMATE_OUT) {
+            killMode();
+        }
 
         if (mClose == null) {
             LayoutInflater inflater = LayoutInflater.from(mContext);
diff --git a/core/jni/android/graphics/Bitmap.cpp b/core/jni/android/graphics/Bitmap.cpp
index 8956e39..29c6ba2 100644
--- a/core/jni/android/graphics/Bitmap.cpp
+++ b/core/jni/android/graphics/Bitmap.cpp
@@ -429,7 +429,15 @@
 

     size_t size = bitmap->getSize();

     bitmap->lockPixels();

-    memcpy(p->writeInplace(size), bitmap->getPixels(), size);

+    void* pDst = p->writeInplace(size);

+

+    const void* pSrc =  bitmap->getPixels();

+

+    if (pSrc == NULL) {

+        memset(pDst, 0, size);

+    } else {

+        memcpy(pDst, pSrc, size);

+    }

     bitmap->unlockPixels();

     return true;

 }

diff --git a/core/res/res/values/public.xml b/core/res/res/values/public.xml
index 6c76f57..dcc88f0 100644
--- a/core/res/res/values/public.xml
+++ b/core/res/res/values/public.xml
@@ -1405,6 +1405,7 @@
   <public type="attr" name="fastScrollAlwaysVisible" />
   <public type="attr" name="fastScrollThumbDrawable" />
   <public type="attr" name="fastScrollPreviewBackgroundLeft" />
+  <public type="attr" name="fastScrollPreviewBackgroundRight" />
   <public type="attr" name="fastScrollTrackDrawable" />
   <public type="attr" name="fastScrollOverlayPosition" />
 
diff --git a/core/res/res/values/themes.xml b/core/res/res/values/themes.xml
index 4d30a68..d34c6c1 100644
--- a/core/res/res/values/themes.xml
+++ b/core/res/res/values/themes.xml
@@ -287,6 +287,7 @@
         <item name="dayPickerWeekDayViewStyle">@style/TextAppearance.Small.DayPickerWeekDayView</item>
 
         <item name="fastScrollThumbDrawable">@android:drawable/scrollbar_handle_accelerated_anim2</item>
+        <item name="fastScrollTrackDrawable">@null</item>
         <item name="fastScrollPreviewBackgroundRight">@android:drawable/menu_submenu_background</item>
         <item name="fastScrollPreviewBackgroundLeft">@android:drawable/menu_submenu_background</item>
         <item name="fastScrollOverlayPosition">floating</item>
diff --git a/docs/html/guide/guide_toc.cs b/docs/html/guide/guide_toc.cs
index 2548128..e91d362 100644
--- a/docs/html/guide/guide_toc.cs
+++ b/docs/html/guide/guide_toc.cs
@@ -490,9 +490,31 @@
                <span class="en">UI Guidelines</span>
              </a></div>
         <ul>
-          <li><a href="<?cs var:toroot ?>guide/practices/ui_guidelines/icon_design.html">
-                <span class="en">Icon Design</span>
-              </a></li>
+          <li class="toggle-list">
+            <div><a href="<?cs var:toroot ?>guide/practices/ui_guidelines/icon_design.html">
+                   <span class="en">Icon Design</span>
+                 </a></div>
+            <ul>
+              <li><a href="<?cs var:toroot ?>guide/practices/ui_guidelines/icon_design_launcher.html">
+                    <span class="en">Launcher Icons</span>
+                  </a></li>
+              <li><a href="<?cs var:toroot ?>guide/practices/ui_guidelines/icon_design_menu.html">
+                    <span class="en">Menu Icons</span>
+                  </a></li>
+              <li><a href="<?cs var:toroot ?>guide/practices/ui_guidelines/icon_design_status_bar.html">
+                    <span class="en">Status Bar Icons</span>
+                  </a></li>
+              <li><a href="<?cs var:toroot ?>guide/practices/ui_guidelines/icon_design_tab.html">
+                    <span class="en">Tab Icons</span>
+                  </a></li>
+              <li><a href="<?cs var:toroot ?>guide/practices/ui_guidelines/icon_design_dialog.html">
+                    <span class="en">Dialog Icons</span>
+                  </a></li>
+              <li><a href="<?cs var:toroot ?>guide/practices/ui_guidelines/icon_design_list.html">
+                    <span class="en">List View Icons</span>
+                  </a></li>
+            </ul>
+          </li>
           <li><a href="<?cs var:toroot ?>guide/practices/ui_guidelines/widget_design.html">
                 <span class="en">App Widget Design</span>
               </a></li>
diff --git a/docs/html/guide/practices/ui_guidelines/icon_design.jd b/docs/html/guide/practices/ui_guidelines/icon_design.jd
index 389d5fa..d3b702d 100644
--- a/docs/html/guide/practices/ui_guidelines/icon_design.jd
+++ b/docs/html/guide/practices/ui_guidelines/icon_design.jd
@@ -1,4 +1,6 @@
-page.title=Icon Design Guidelines, Android 2.0
+page.title=Icon Design Guidelines
+parent.title=UI Guidelines
+parent.link=index.html
 @jd:body
 
 <div id="qv-wrapper">
@@ -15,37 +17,27 @@
 <h2>In this document</h2>
 
 <ol>
-<li><a href="#launcherstructure">Launcher icon</a></li>
-<li><a href="#menustructure">Menu icon</a></li>
-<li><a href="#statusbarstructure">Status bar icon</a></li>
-<li><a href="#tabstructure">Tab icon</a></li>
-<li><a href="#dialogstructure">Dialog icon</a></li>
-<li><a href="#listviewstructure">List view icon</a></li>
-
-<li style="margin-top:3px;"><a href="#design_tips">Tips for Designers</a></li>
 <li><a href="#templatespack">Using the Icon Templates Pack</a></li>
-
-<li><a href="#iconappendix">Icon appendix</a>
-	<ol>
-	<li><a href="#launcherapx">Standard Launcher icons</a></li>
-	<li><a href="#menuapx">Standard Menu icons</a></li>
-	<li><a href="#statusbarapx">Standard Status bar icons</a></li>
-	</ol>
-</li>
-
+<li><a href="#icon-sets">Providing Density-Specific Icon Sets</a></li>
+<li><a href="#design-tips">Tips for Designers</a></li>
 </ol>
 
-<h2>Older versions</h2>
+<h2>Topics</h2>
 
 <ol>
-<li style="margin-top:4px;"><a
-href="{@docRoot}guide/practices/ui_guidelines/icon_design_1.html">Icon Design
-Guidelines, Android 1.0</a></li>
+<li><a href="icon_design_launcher.html">Launcher Icons</a></li>
+<li><a href="icon_design_menu.html">Menu Icons</a></li>
+<li><a href="icon_design_status_bar.html">Status Bar Icons</a></li>
+<li><a href="icon_design_tab.html">Tab Icons</a></li>
+<li><a href="icon_design_dialog.html">Dialog Icons</a></li>
+<li><a href="icon_design_list.html">List View Icons</a></li>
 </ol>
 
 <h2>Downloads</h2>
 
 <ol>
+<li><a href="{@docRoot}shareables/icon_templates-v2.3.zip">Android Icon
+Templates Pack, v2.3 &raquo;</a></li>
 <li><a href="{@docRoot}shareables/icon_templates-v2.0.zip">Android Icon
 Templates Pack, v2.0 &raquo;</a></li>
 <li><a href="{@docRoot}shareables/icon_templates-v1.0.zip">Android Icon
@@ -72,9 +64,62 @@
 Android 2.x framework. Following these guidelines will help you to create a 
 polished and unified experience for the user.</p>
 
+<p>The following documents discuss detailed guidelines for the common types of
+icons used throughout Android applications:</p>
+
+<dl> 
+  <dt><strong><a href="icon_design_launcher.html">Launcher Icons</a></strong></dt>
+  <dd>A Launcher icon is a graphic that represents your application on the
+  device's Home screen and in the Launcher window.</dd>
+  <dt><strong><a href="icon_design_menu.html">Menu Icons</a></strong></dt>
+  <dd>Menu icons are graphical elements placed in the options menu shown to
+  users when they press the Menu button.</dd>
+  <dt><strong><a href="icon_design_status_bar.html">Status Bar Icons</a></strong></dt>
+  <dd>Status bar icons are used to represent notifications from your
+  application in the status bar.</dd>
+  <dt><strong><a href="icon_design_tab.html">Tab Icons</a></strong></dt>
+  <dd>Tab icons are graphical elements used to represent individual tabs in a
+  multi-tab interface.</dd>
+  <dt><strong><a href="icon_design_dialog.html">Dialog Icons</a></strong></dt>
+  <dd>Dialog icons are shown in pop-up dialog boxes that prompt the user for
+  interaction.</dd>
+  <dt><strong><a href="icon_design_list.html">List View Icons</a></strong></dt>
+  <dd>List view icons are used with {@link android.widget.ListView} to
+  graphically represent list items. An example is the Settings application.</dd>
+</dl>
+
 <p>To get started creating your icons more quickly, you can download 
-the Android Icon Templates Pack. For more information, see 
-<a href="#templatespack">Using the Android Icon Template Pack</a>.</p>
+the Android Icon Templates Pack.</p>
+
+
+
+
+
+<h2 id="templatespack">Using the Android Icon Templates Pack</h2>
+
+<p>The Android Icon Templates Pack is a collection of template designs,
+textures, and layer styles that make it easier for you to create icons that
+conform to the guidelines given in this document. We recommend downloading the
+template pack archive before you start designing your icons.</p>
+
+<p>The icon templates are provided in the Adobe Photoshop file format (.psd),
+which preserves the layers and design treatments we used when creating the
+standard icons for the Android platform. You can load the template files into
+any compatible image-editing program, although your ability to work directly
+with the layers and treatments may vary based on the program you are using.</p>
+
+<p>You can obtain the latest Icon Templates Pack archive using the link below:
+</p>
+
+<p style="margin-left:2em"><a
+href="{@docRoot}shareables/icon_templates-v2.3.zip">Download the Icon Templates
+Pack for Android 2.3 &raquo;</a>
+
+<p>For previous versions of the Icon Templates Pack, see the <em>Downloads</em>
+section in the box at the top-right corner of this page.</p>
+
+
+
 
 
 <h2 id="icon-sets">Providing Density-Specific Icon Sets</h2>
@@ -89,7 +134,7 @@
 regardless of the device's screen size or resolution.</p>
 
 <p>In general, the recommended approach is to create a separate set of icons for
-each of the three generalized screen densities listed in Table 1, below, then
+each of the three generalized screen densities listed in Table 1. Then,
 store them in density-specific resource directories in your application. When
 your application runs, the Android platform will check the characteristics of
 the device screen and load icons from the appropriate density-specific
@@ -98,59 +143,27 @@
 href="{@docRoot}guide/practices/screens_support.html#qualifiers">Resource
 directory qualifiers for screen size and density</a>. </p>
 
-<p>The baseline screen density for Android devices is medium
-(<code>mdpi</code>). For this reason, a recommended approach to creating icon
-sets for multiple screen densities is to:</p>
-
-<ol>
-<li>Design the icons for the baseline density first (see Table 1 for the actual
-pixel dimensions at which to design the icons). </li>
-<li>Place the icons in the application's default drawable resources, then run
-the application on an Android Virtual Device (AVD) or an HVGA device such as the
-T-Mobile G1. </li>
-<li>Test and adjust your baseline icons as needed.</li>
-<li>When you are satisfied with the icons you've developed at the baseline
-density, create scaled copies for the other densities. 
-
-<ul>
-<li>Scale the baseline icons up 150% to create the high-density assets.</li>
-<li>Scale the baseline icons down 75% to create the low-density assets.</li>
-</ul></li>
-
-<li>Place the icons in density-specific resource directories in your
-application. For example:
-<ul>
-<li>Medium-density assets go in a <code>res/drawable-mdpi/</code>
-directory (or in the default <code>res/drawable/</code> directory),</li>
-<li>High-density assets go in a <code>res/drawable-hdpi/</code> directory,
-and</li>
-<li>Low-density assets go in a <code>res/drawable-ldpi/</code>
-directory.</li>
-</ul></li>
-<li>Test and adjust the high- and low-density icons if needed</li>
-</ol>
-
 <p>For tips on how to create and manage icon sets for multiple densities, see 
-<a href="#design_tips">Tips for Designers</a>.</p>
+<a href="#design-tips">Tips for Designers</a>.</p>
 
-<p class="caption" id="screens-table"><strong>Table 1.</strong> Summary of
+<p class="table-caption" id="screens-table"><strong>Table 1.</strong> Summary of
 finished icon dimensions for each of the three generalized screen densities, by
 icon type.</p>
 
-  <table style="margin-top:2em;">
+  <table>
     <tbody>
 <tr>
 <th>Icon Type</th><th colspan="3">Standard Asset Sizes (in Pixels), for
 Generalized Screen Densities</th></tr>
     <tr>
-      <td></td>
+      <td style="background-color:#f3f3f3"></td>
       <th style="background-color:#f3f3f3;font-weight:normal">
         <nobr>Low density screen <em>(ldpi)</em></nobr>
       </th>
       <th style="background-color:#f3f3f3;font-weight:normal">
         <nobr>Medium density screen <em>(mdpi)</em></nobr>
       </th>
-      <th  style="background-color:#f3f3f3;font-weight:normal">
+      <th style="background-color:#f3f3f3;font-weight:normal">
         <nobr>High density screen <em>(hdpi)</em><nobr>
       </th>
     </tr>
@@ -159,14 +172,14 @@
       <th style="background-color:#f3f3f3;font-weight:normal">
         Launcher
       </th>
-      <td style="font-size:.9em;">
+      <td>
           36 x 36 px
       </td>
 
-      <td style="font-size:.9em;">
+      <td>
          48 x 48 px
       </td>
-      <td style="font-size:.9em;">
+      <td>
           72 x 72 px
       </td>
     </tr>
@@ -175,1057 +188,113 @@
       <th style="background-color:#f3f3f3;font-weight:normal">
         Menu
       </th>
-      <td style="font-size:.9em;">
+      <td>
           36 x 36 px
       </td>
 
-      <td style="font-size:.9em;">
+      <td>
          48 x 48 px
       </td>
-      <td style="font-size:.9em;">
+      <td>
           72 x 72 px
       </td>
     </tr>
 
     <tr>
       <th style="background-color:#f3f3f3;font-weight:normal">
-        Status Bar
+        Status Bar (Android 2.3 and later)
       </th>
-      <td style="font-size:.9em;">
-          24 x 24 px
+      <td>
+        12w x 19h px<br>
+        (preferred, width may vary)
       </td>
 
-      <td style="font-size:.9em;">
-         32 x 32 px
+      <td>
+        16w x 25h px<br>
+        (preferred, width may vary)
       </td>
-      <td style="font-size:.9em;">
-          48 x 48 px
+      <td>
+         24w x 38h px<br>
+        (preferred, width may vary)
       </td>
     </tr>
+
+    <tr>
+      <th style="background-color:#f3f3f3;font-weight:normal">
+        Status Bar (Android 2.2 and below)
+      </th>
+      <td>
+          19 x 19 px
+      </td>
+
+      <td>
+         25 x 25 px
+      </td>
+      <td>
+          38 x 38 px
+      </td>
+    </tr>
+
     <tr>
       <th style="background-color:#f3f3f3;font-weight:normal">
         Tab
       </th>
-      <td style="font-size:.9em;">
+      <td>
           24 x 24 px
       </td>
 
-      <td style="font-size:.9em;">
+      <td>
          32 x 32 px
       </td>
-      <td style="font-size:.9em;">
+      <td>
           48 x 48 px
       </td>
     </tr>
+
     <tr>
       <th style="background-color:#f3f3f3;font-weight:normal">
         Dialog
       </th>
-      <td style="font-size:.9em;">
+      <td>
           24 x 24 px
       </td>
 
-      <td style="font-size:.9em;">
+      <td>
          32 x 32 px
       </td>
-      <td style="font-size:.9em;">
+      <td>
           48 x 48 px
       </td>
     </tr>
+
     <tr>
       <th style="background-color:#f3f3f3;font-weight:normal">
         List View
       </th>
-      <td style="font-size:.9em;">
+      <td>
           24 x 24 px
       </td>
 
-      <td style="font-size:.9em;">
+      <td>
          32 x 32 px
       </td>
-      <td style="font-size:.9em;">
+      <td>
           48 x 48 px
       </td>
     </tr>
     </tbody>
   </table>
 
-<h2 id="launcherstructure">Launcher Icon</h2>
 
-<p>A Launcher icon is a graphic that represents your application on the device’s
-Home screen and in the Launcher window.  </p>
 
-<p>The user opens the Launcher by touching the icon at the bottom of the Home
-screen. The Launcher opens and exposes the icons for all of the installed 
-applications, which are arranged in a grid. The user selects an application and 
-opens it by touching the Launcher icon or by means of any hardware navigation 
-controls available, such as a trackball or d-pad. </p>
 
-<p>The user can also drag an icon out of the Launcher window and onto the Home
-screen itself, for more convenient access to the application. In this case, the
-system displays your application's Launcher icon against the Home screen
-wallpaper, rendering it at the same dimensions as it is rendered inside the
-Launcher.</p>
-
-<p>The system manages the scaling of all Launcher icons so that they rendered at
-a uniform height and width. The actual pixel dimensions of the rendered Launcher
-icons on any given device varies, based on the size and pixel-density
-characteristics of the device's screen. To ensure the best possible rendering
-for your icons, supply versions of the icons that are designed for low, medium,
-and high density screens. For information, see <a
-href="#icon_sets">Providing Density-Specific Icon Sets</a>, above, or <a
-href="#design_tips">Tips for Designers</a>, below.</p>
-
-<h3 id="style">Style</h3>
-
-<p>The launcher icons that you create should follow the general style principles
-below. The guidelines aren't meant to restrict what you can do with your icons,
-but rather they are meant to emphasize the common approaches that your icons can
-share with others on the device. Figure 1, at right, provides examples.  </p>
-
-<div class="figure" style="padding:3em">
-  <img src="{@docRoot}images/icon_design/IconGraphic_Icons_i.png" 
-    width="340">
-  <p class="caption" style="margin:0;padding:0;margin-left:36px;">
-  <strong>Figure 1.</strong> Illustration of Launcher icon style.</p>
-</div>
-
-<p>Clean and contemporary:</p>
-
-<ul>
-  <li>Launcher icons should be current and sometimes quirky, but they should not
-appear aged or ragged. You should avoid overused symbolic metaphors whenever
-possible.</li>
-</ul>
-
-<p>Simple and iconic:</p>
-<ul>
-  <li> Android Launcher icons are caricatural in nature; your icons should be
-highly simplified and exaggerated, so that they are appropriate for use at small
-sizes. Your icons should not be overly complicated. </li>
-  <li>Try featuring a single part of an application as a symbolic
-representation of the whole (for example, the Music icon features a speaker).
-</li>
-  <li>Consider using natural outlines and shapes, both geometric and organic,
-with a realistic (but never photorealistic) rendering. </li>
-  <li>Your icons <em>should not</em> present a cropped view of a larger
-image.</li>
-</ul>
-
-<p>Tactile and textured:</p>
-<ul>
-  <li>Icons should feature non-glossy, textured material. See
-  <a href="#materials-colors">Materials and colors</a>, below, for more
-  information.</li>
-</ul>
-
-<p>Forward-facing and top-lit:</p>
-<ul>
-  <li><em>New for Android 2.0 and later platforms</em>: Android Launcher
-icons should be forward-facing, with very little perspective, and they
-should be top-lit.</li>
-</ul>
-
-Additionally, note all icons will have separate text labels, so rather than
-working to include embedded text in the design of of your icons, focus your
-efforts on the icon's visual distinctiveness and memorability instead.</p>
-
-<p>To look at more examples of the Launcher icons used by built-in Android
-applications, see <a href="#launcherapx">Standard Launcher Icons</a> in the
-Icons Appendix of this document. </p>
-
-
-
-<h3 id="dodonts">Do's and Don'ts</h3>
-
-<p>Below are some "do and don't" examples to consider when creating icons for
-your application.  </p>
-
-
-<table>
-<tr>
-<td style="border:0;width:50%;">
-
-<h4>Android Launcher icons are...</h4>
-
-<ul>
-<li>Modern, minimal, matte, tactile, and textured</li>
-<li>Forward-facing and top-lit, whole, limited in color
-palette</li>
-</ul>
-</td>
-<td style="border:0;width:50%;">
-
-<h4>Android Launcher icons are not...</h4>
-
-<ul>
-<li>Antique, over-complicated, glossy, flat vector</li>
-<li>Rotated, Cropped, Over-Saturated</li>
-</ul>
-</td>
-</tr>
-<tr>
-</table>
-
-<div style="margin-left:2em">
-<img src="{@docRoot}images/icon_design/IconGraphic_DosDonts.png" alt="Side-by-side examples
-of good/bad icon design." />
-<p class="caption" style="margin-top:.5em;">
-<strong>Figure 2.</strong> Side-by-side examples of "do's and don'ts" for
-Android launcher icons. </p>
-</div>
-
-<h3 id="materials-colors">Materials and colors</h3>
-
-<p>Launcher icons should make use of tactile, top-lit, textured materials. Even
-if your icon is just a simple shape, you should try to render in a way that
-makes it appear to be sculpted from some real-world material.</p>
-
-<p>The Launcher icons for the platform's default applications use the set of
-materials shown in Figure 3, below. Your icons can use these materials or you
-can create new materials.</p>
-
-<p>Android launcher icons usually consist of a smaller shape within a
-larger base shape and combine one neutral and one primary color. Icons may
-use a combination of neutral colors but should maintain a fairly high level of
-contrast. Icons should not use more than one primary color per icon, if
-possible.</p>
-
-<p>Launcher icons should use a limited color palette that includes a range
-of neutral and primary colors. The icons should not be over-saturated.</p>
-
-<p>The recommended color palette to use for Launcher icons is shown in Figure 4.
-You can use elements of the palette for both the base color and the highlight
-color. You can use the colors of the palette in conjunction with a
-white-to-black vertical linear gradient overlay. This creates the impression
-that the icon is lit from above and keeps the color less saturated.</p>
-
-
-
-<div style="margin:2em">
-<img src="{@docRoot}images/icon_design/IconGraphic_Materials.png" width="450" style="padding-top:2px;">
-<p class="caption" style="margin-top:.5em;">
-<strong>Figure 3.</strong> Example materials that you can use to create
-your icons.</p>
-</div>
-
-<div style="margin:2em">
-<img src="{@docRoot}images/icon_design/IconGraphic_AccentColor.png" width="450">
-<p class="caption" xstyle="margin-top:.5em;">
-<strong>Figure 4.</strong> Examples of materials combined with base
-and highlight colors from the recommended palette.</p>
-</div>
-
-
-<p>When you combine the materials above with a color highlight from the
-recommended pallete, you can create materials combinations such as those shown
-in Figure 5. To get you started, the <a href="#templatespack">icons pack</a>
-includes a Photoshop template file (<code>Launcher-icon-template.psd</code>)
-that provides all of the default materials, colors, and gradients. </p>
-
-<div style="margin:2em">
-<img src="{@docRoot}images/icon_design/IconGraphic_Colors.png" width="450" style="padding-top:2px;">
-<p class="caption" style="margin-top:.5em;">
-<strong>Figure 5.</strong> Recommended color palette for icons.</p>
-</div>
-
-
-<h3 id="size">Size and positioning</h3>
-
-<p>Launcher icons should use a variety of shapes and forms and those must be
-scaled and positioned to create consistent visual weight.</p>
-
-<p>Launcher icons should use a variety of shapes and forms and those must be
-scaled and positioned inside the asset to create consistent visual weight with
-other </p>
-
-<p>Figure 6 illustrates various ways of positioning the icon inside the asset.
-As detailed in the table below, you should size the icons <em>smaller than the
-actual bounds of the asset</em>, to create a consistent visual weight and to
-allow for the inclusion of shadows. If your icon is square or nearly square, it
-should be scaled even smaller.</p>
-
-
-<ul>
-<li>The bounding box for the full asset is shown in red.</li>
-<li>The recommended bounding box for the actual icon itself is shown in blue.
-The icon box is sized smaller than the full asset box so that there is space to
-include shadows and special icon treatments. </li>
-<li>The recommended bounding box for an icon that is square is shown in orange.
-The box for square icons is smaller than that for other icons to establish a
-consistent visual weight across the two types.</li>
-</ul>
-
-<table style="margin:2.5em 0 1em 0;">
-<tr>
-
-<td style="border:0;padding-left:72;">
-<ol class="nolist">
-  <li>Icon dimensions for high-density (<code>hdpi</code>) screens:</li>
-  <ol class="nolist">
-    <li>Full Asset: 72 x 72 px</li>
-    <li>Icon: 60 x 60 px</li>
-    <li>Square Icon: 56 x 56 px</li>
-  </ol>
-  </li>
-</ol>
-</td>
-<td style="border:0;">
-  <img src="{@docRoot}images/icon_design/IconGraphic_OpticalSize_l.png"
-   style="padding:0;margin:0;" width="450">
-</td>
-</tr>
-<tr>
-<td style="border:0;">
-  <ol class="nolist">
-  <li>Icon Dimensions for medium-density (<code>mdpi</code>) screens:</li>
-    <ol class="nolist">
-      <li>Full Asset: 48 x 48 px</li>
-      <li>Icon: 40 x 40 px</li>
-      <li>Square Icon: 38 x 38 px</li>
-    </ol>
-  </li>
-</ol>
-</td>
-
-<td style="border:0;padding-left:72;">
- <img src="{@docRoot}images/icon_design/IconGraphic_OpticalSize_s.png"
- style="padding:0;margin:0;" width="450">
-</td>
-</tr>
-<tr>
-<td style="border:0;">
-  <ol class="nolist">
-  <li>Icon Dimensions for low-density (<code>ldpi</code>) screens:</li>
-    <ol class="nolist">
-      <li>Full Asset: 36 x 36 px</li>
-      <li>Icon: 30 x 30 px</li>
-      <li>Square Icon: 28 x 28 px</li>
-    </ol>
-  </li>
-</ol>
-</td>
-
-<td style="border:0;padding-left:72;">
- <img src="{@docRoot}images/icon_design/IconGraphic_OpticalSize_ldpi.png"
- style="padding:0;margin:0;" width="450">
-
- <p class="caption" style="margin:0;padding:0;margin-top:1.5em;"><strong>Figure
- 6.</strong> Icon sizing and positioning inside the bounds of the
- icon asset.</p>
-</td>
-</tr>
-
-</table>
-
-
-
-<h3>Using the Launcher Icon Template</h3>
-
-<p>Included in the Android Icon Templates Pack 2.0 is a template containing
-palettes for default icon materials and colors. The template is provided in .psd
-format for Adobe Photoshop or similar raster image editor. </p>
-
-<p>To get started, first <a
-href="{@docRoot}shareables/icon_templates-v2.0.zip">download the Android Icon
-Templates Pack 2.0 &raquo;</a>. </p>
-
-<p>Once you've downloaded the pack, unzip it and open the file
-<code>Launcher-icon-template.psd</code> in Adobe Photoshop or similar raster
-image editing program. Notice the palettes for materials and colors.  You can
-use as the template as a starting point for creating your Launcher icons. </p>
-
-<p>After you create your icon, you can add a shadow effect according to the
-specification below, as appropriate for the size of image you are creating. </p>
-
-
-<table style="margin:2.5em 0 1em 0;">
-<tr>
-
-<td style="border:0;padding-left:72;">
-  <img src="{@docRoot}images/icon_design/IconGraphic_Shadow_WVGA.png"
-   style="padding:0;margin:0;" width="450">
-</td>
-<td style="border:0;">
-<p style="padding-top:.5em;">Shadow for WVGA (high density) sreens:</p>
-  <ol class="nolist">
-    <li>Effect: Drop Shadow</li>
-    <li>Color: #000000</li>
-    <li>Blend Mode: Multiply</li>
-    <li>Opacity: 75%</li>
-    <li>Angle: 90°</li>
-    <li>Distance: 2px</li>
-    <li>Spread: 0% </li>
-    <li>Size: 5px </li>
-  </ol>
-</li>
-</ol>
-</td>
-</tr>
-<tr>
-<td style="border:0;padding-left:72;">
-  <img src="{@docRoot}images/icon_design/IconGraphic_Shadow_HVGA.png"
-   style="padding:0;margin:0;" width="450">
-</td>
-
-<td style="border:0;">
-<p style="padding-top:.5em;">Shadow for HVGA (medium density) sreens:</p>
-  <ol class="nolist">
-    <li>Effect: Drop Shadow</li>
-    <li>Color: #000000</li>
-    <li>Blend Mode: Multiply</li>
-    <li>Opacity: 75%</li>
-    <li>Angle: 90°</li>
-    <li>Distance: 1px</li>
-    <li>Spread: 0% </li>
-    <li>Size: 3px </li>
-  </ol>
-</li>
-</ol>
-</td>
-</tr>
-</table>
-
-<p>When the shadow is added and the icon is complete, export it as a PNG file
-with transparency enabled, ensuring that you size the icon at 72 x 72px for
-high-density screens and 48 x 48px for medium density screens. For more
-information about why you should provide different Launcher assets for high-,
-medium, and low-density screens, see <a
-href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
-Screens</a>.</p>
-
-
-
-<h2 id="menustructure">Menu icon</h2>
-
-<p>Menu icons are graphical elements placed in the pop-up menu shown to users
-when they press the Menu button. They are drawn in a flat-front perspective.
-Elements in a menu icon must not be visualized in 3D or perspective.</p>
-
-<p>As described in <a href="#icon-sets">Providing Density-Specific Icon
-Sets</a>, above, you should create separate icon sets for low-, normal, and
-high-density screens. This ensures that your icons will display properly across
-the range of devices on which your application can be installed. See <a
-href="#screens-table">Table 1</a> for a listing of the recommended finished icon
-sizes for each density. Also, see <a href="#design-tips">Tips for Designers</a>
-for suggestions on how to work with multiple sets of icons.</p>
-
-<h4>Structure</h4>
-
-<ul>
-<li>In order to maintain consistency, all menu icons must use the same
-primary palette and the same effects. For more information, see the
-menu icon <a href="#menupalette">color palette</a>. </li>
-
-<li>Menu icons should include rounded corners, but only when logically
-appropriate. For example, in Figure 7 the logical place for rounded corners is
-the roof and not the rest of the building.</span></li>
-
-<li>All dimensions specified on this page are based on a 48x48 pixel artboard 
-size with a 6 pixel safeframe.</li>
-
-<li>The menu icon effect (the outer glow) described in <a
-href="#menulight">Light, effects, and shadows</a> can overlap the 6px safeframe,
-but only when necessary. The base shape must always stay inside the
-safeframe.</li>
-
-<li><strong>Final art must be exported as a transparent PNG file.</strong></li>
-
-<li>Templates for creating menu icons in Adobe Photoshop are available in the 
-Icon Templates Pack.</li>
-</ul>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i" style="padding-right:0">
-  <img src="{@docRoot}images/icon_design/menu_structure.png" alt="A view of menu
-icon structure." />
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 7. </strong>Safeframe and corner-rounding for menu
-icons. Icon size is 48x48.</p>
-  </div>
-</td>
-</tr>
-</table>
-
-
-<h4 id="menulight">Light, effects, and shadows</h4>
-
-<p>Menu icons are flat and pictured face on. A slight deboss and some other
-effects, which are shown below, are used to create depth.</p>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i">
-  <img src="{@docRoot}images/icon_design/menu_light.png" alt="A view of light, effects, and shadows for menu icons."/>
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 8. </strong>Light, effects, and shadows for menu icons.</p>
-    <div class="image-caption-nested">
-    <table style="margin-top:0;">
-    <tr><td style="padding-right:1em"><em>1.</em></td><td>Front part:</td><td>Use fill gradient from primary color palette</td></tr>
-    <tr><td><em>2.</em></td><td>Inner shadow:</td><td>black | 20 % opacity<br>angle 90° | distance 2px<br>size 2px</td></tr>
-    <tr><td><em>3.</em></td><td>Outer glow:</td><td>white | 55% opacity <br>spread 10% | size 3px</td></tr>
-    <tr><td><em>5.</em></td><td>Inner bevel:</td><td>depth 1% | direction down size 0px<br>angle 90° | altitude 10°<br>highlight white 70% opacity<br>shadow black 25% opacity</td></tr>
-    </table>
-    </div>
-  </div>
-</td>
-</tr>
-</table>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td style="border:0;width:350px;">
-
-<h4 id="menupalette">Color palette</h4>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/menu_palette_white.png" alt="Color palette, white" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">White<br>r 255 | g 255 | b 255<br>Used for outer glow and bevel highlight.</td>
-</tr>
-
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/menu_palette_gradient_medium.png" alt="Color palette, medium gradient" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">Fill gradient<br><em>1:&nbsp;&nbsp;</em>r 163 | g 163 | b 163<br><em>2:&nbsp;&nbsp;</em>r 120 | g 120 | b 120<br>Used as color fill.</td>
-</tr>
-
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/menu_palette_black.png" alt="Color palette, black" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">Black<br>r 0 | g 0 | b 0<br>Used for inner shadow and bevel shadow.</td>
-</tr>
-
-</table>
-
-</td>
-
-<td style="border:0;width:350px">
-
-<h4 id="menusteps">Step by step</h4>
-
-<ol>
-<li>Create the basic shapes using a tool like Adobe Illustrator.</li>
-<li>Import the shape into a tool like Adobe Photoshop and scale to fit an image
-of 48x48 px on a transparent background. Mind the safeframe.</li>
-<li>Add the effects seen as described in Figure 8.</li>
-<li>Export the icon at 48x48 as a PNG file with transparency enabled.</li>
-</ol>
-
-</td>
-</tr>
-</table>
-
-<h4 id="dodonts_menu">"Do's and don'ts"</h4>
-
-<p>Below are some "do and don't" examples to consider when creating menu icons for
-your application. </p>
-
-
-<img src="{@docRoot}images/icon_design/do_dont_menuicons.png" style="padding:0;margin:0;padding-right:30%" width="400">
-
-
-<h2 id="statusbarstructure">Status bar icon</h2>
-
-<p>Status bar icons are used to represent notifications from your application in
-the status bar. Graphically, they are very similar to menu icons, but are
-smaller and higher in contrast.</p>
-
-<p>As described in <a href="#icon-sets">Providing Density-Specific Icon
-Sets</a>, above, you should create separate icon sets for low-, normal, and
-high-density screens. This ensures that your icons will display properly across
-the range of devices on which your application can be installed. See <a
-href="#screens-table">Table 1</a> for a listing of the recommended finished icon
-sizes for each density. Also, see <a href="#design-tips">Tips for Designers</a>
-for suggestions on how to work with multiple sets of icons.</p>
-
-<h4>Structure</h4>
-
-<ul>
-<li>Rounded corners must always be applied to the base shape and to the details
-of a status bar icon shown Figure 9.</li>
-
-<li>All dimensions specified are based on a 25x25 pixel artboard size with a 2
-pixel safeframe.</li>
-
-<li>Status bar icons can overlap the safeframe to the left and right when
-necessary, but must not overlap the safeframe at the top and bottom.</li>
-
-<li><strong>Final art must be exported as a transparent PNG file.</strong></li>
-
-<li>Templates for creating status bar icons using Adobe Photoshop are available
-in the Icon Templates Pack.</li>
-</ul>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i" style="padding-right:0">
-  <img src="{@docRoot}images/icon_design/statusbar_structure.png" alt="A view of
-status bar icon structure." />
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 9. </strong>Safeframe and corner-rounding for status bar
-icons. Icon size is 25x25.</p>
-  </div>
-</td>
-</tr>
-</table>
-
-
-<h4 id="statusbarlight">Light, effects, and shadows</h4>
-
-<p>Status bar icons are slightly debossed, high in contrast, and pictured
-face-on to enhance clarity at small sizes.</p>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i">
-  <img src="{@docRoot}images/icon_design/statusbar_light.png" alt="A view of
-light, effects, and shadows for status bar icons."/>
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 10. </strong>Light, effects, and shadows for status bar icons.</p>
-    <div class="image-caption-nested">
-    <table style="margin-top:0;">
-    <tr><td style="padding-right:1em"><em>1.</em></td><td>Front part:</td><td>Use fill gradient from primary color palette</td></tr>
-    <tr><td><em>2.</em></td><td>Inner bevel:</td><td>depth 100% | direction down<br>size 0px | angle 90° |<br>altitude 30°<br>highlight white 75% opacity<br>shadow black 75% opacity</td></tr>
-    <tr><td><em>3.</em></td><td>Detail:</td><td>white</td></tr>
-    <tr><td><em>4.</em></td><td>Disabled detail:</td><td>grey gradient from palette<br>+ inner bevel: smooth | depth 1% | direction down | size 0px | angle 117° | <br>altitude 42° | highlight white 70% | no shadow</td></tr>
-    </table>
-    </div>
-  </div>
-</td>
-</tr>
-</table>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td style="border:0;width:350px;">
-
-<h4 id="menupalette">Color palette</h4>
-
-<p>Only status bar icons related to the phone function use full color; all other status bar icons should remain monochromatic.</p>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/statusbar_palette_white.png" alt="Color palette, white" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">White<br>r 255 | g 255 | b 255<br>Used for details within the icons and bevel highlight.</td>
-</tr>
-
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/statusbar_palette_grey.png" alt="Color palette, grey gradient" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">Grey gradient<br><em>1:&nbsp;&nbsp;</em>r 169 | g 169 | b 169<br><em>2:&nbsp;&nbsp;</em>r 126 | g 126 | b 126<br>Used for disabled details within the icon.</td>
-</tr>
-
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/statusbar_palette_fill.png" alt="Color palette, fill gradient" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">Fill gradient<br><em>1:&nbsp;&nbsp;</em>1 r 105 | g 105 | b 105<br><em>2:&nbsp;&nbsp;</em>r 10   | g 10   | b 10<br>Used as color fill.</td>
-</tr>
-
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/statusbar_palette_black.png" alt="Color palette, black" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">Black<br>r 0 | g 0 | b 0<br>Used for bevel shadow.</td>
-</tr>
-
-</table>
-
-</td>
-
-<td style="border:0;width:350px">
-
-<h4 id="menusteps">Step by step</h4>
-
-<ol>
-<li>In a tool like Adobe Photoshop, create the base shape within a 25x25 px
-image on a transparent background. Mind the safeframe, and keep the upper and
-lower 2 pixels free.</li>
-<li>Add rounded corners as specified in Figure 9.</li>
-<li>Add light, effects, and shadows as specified in Figure 10.</li>
-<li>Export the icon at 25x25 as a PNG file with transparency enabled.</li>
-</ol>
-
-</td>
-</tr>
-</table>
-
-
-<h4 id="dodonts_status">"Do's and don'ts"</h4>
-
-<p>Below are some "do and don't" examples to consider when creating status bar icons for
-your application. </p>
-
-
-<img src="{@docRoot}images/icon_design/do_dont_statusicons.png" style="padding:0;margin:0;padding-right:30%" width="400">
-
-
-
-<h2 id="tabstructure">Tab icon</h2>
-
-<p>Tab icons are graphical elements used to represent individual tabs in a
-multi-tab interface. Each tab icon has two states: unselected and selected.</p>
-
-<p>As described in <a href="#icon-sets">Providing Density-Specific Icon
-Sets</a>, above, you should create separate icon sets for low-, normal, and
-high-density screens. This ensures that your icons will display properly across
-the range of devices on which your application can be installed. See <a
-href="#screens-table">Table 1</a> for a listing of the recommended finished icon
-sizes for each density. Also, see <a href="#design-tips">Tips for Designers</a>
-for suggestions on how to work with multiple sets of icons.</p>
-
-<h4>Structure</h4>
-
-<ul>
-<li>Unselected tab icons have the same fill gradient and effects as menu icons,
-but with no outer glow.</li>
-
-<li>Selected tab icons look just like unselected tab icons, but with a fainter
-inner shadow, and have the same front part gradient as dialog icons.</li>
-
-<li>Tab icons have a 1 px safeframe which should only be overlapped for the edge
-of the anti-alias of a round shape.</li>
-
-<li>All dimensions specified on this page are based on a 32x32 px artboard size.
-Keep 1 px of padding around the bounding box inside the Photoshop template.</li>
-
-<li><strong>Final art must be exported as a 32x32 px transparent PNG
-file.</strong></li>
-
-<li>Templates for creating tab icons in Adobe Photoshop are available in the
-Icon Templates Pack.</li>
-</ul>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i" style="padding-right:0">
-  <img src="{@docRoot}images/icon_design/tab_icon_unselected.png" alt="A view of
-unselected tab icon structure." />
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 11. </strong>Safeframe and fill gradient for unselected tab
-icons. Icon size is 32x32.</p>
-  </div>
-</td>
-</tr>
-<tr>
-<td class="image-caption-i" style="padding-right:0">
-  <img src="{@docRoot}images/icon_design/tab_icon_selected.png" alt="A view of
-selected tab icon structure." />
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 12. </strong>Safeframe and fill gradient for tab icons in
-selected state. Icon size is 32x32.</p>
-  </div>
-</td>
-</tr>
-</table>
-
-<h3 id="unselectedtabdetails">Unselected tab icon</h3>
-
-<h4 id="unselectedtablight">Light, effects, and shadows</h4>
-
-<p>Unselected tab icons look just like the selected tab icons, but with a
-fainter inner shadow, and the same front part gradient as the dialog icons.</p>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i">
-  <img src="{@docRoot}images/icon_design/tab_unselected_light.png" alt="A view
-of light, effects, and shadows for unselected tab icons."/>
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 13. </strong>Light, effects, and shadows for unselected
-tab icons.</p>
-    <div class="image-caption-nested">
-    <table style="margin-top:0;">
-    <tr><td style="padding-right:1em"><em>1.</em></td><td>Front part:</td><td>gradient overlay | angle 90°<br>bottom color: r 223 | g 223 | b 223<br>top color: r 249 | g 249 | b 249<br>bottom color location: 0%<br>top color location: 75%</td></tr>
-    <tr><td><em>2.</em></td><td>Inner shadow:</td><td>black | 10 % opacity | angle 90° distance 2px | size 2px</td></tr>
-    <tr><td><em>3.</em></td><td>Inner bevel:</td><td>depth 1% | direction down | size 0px | angle 90° | altitude 10°<br>highlight white 70% opacity<br>shadow black 25% opacity</td></tr>
-    </table>
-    </div>
-  </div>
-</td>
-</tr>
-</table>
-
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td style="border:0;width:350px;">
-
-<h4 id="menusteps">Step by step</h4>
-
-<ol>
-<li>Create the basic shapes using a tool like Adobe Illustrator.</li>
-<li>Import the shape to a tool like Adobe Photoshop and scale to fit an image of
-32x32 px on a transparent background.</li>
-<li>Add the effects seen in Figure 13 for the unselected state filter.</li>
-<li>Export the icon at 32x32 as a PNG file with transparency enabled.</li>
-</ol>
-
-</td>
-</tr>
-</table>
-
-<h3 id="selectedtabdetails">Selected tab icon</h3>
-
-<p>The selected tab icons have the same fill gradient and effects as the menu
-icon, but with no outer glow.</p>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i">
-  <img src="{@docRoot}images/icon_design/tab_selected_light.png" alt="A view of
-light, effects, and shadows for selected tab icons."/>
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 14. </strong>Light, effects, and shadows for selected tab
-icons.</p>
-    <div class="image-caption-nested">
-    <table style="margin-top:0;">
-    <tr><td style="padding-right:1em"><em>1.</em></td><td>Front part:</td><td>Use fill gradient from color palette.</td></tr>
-    <tr><td><em>2.</em></td><td>Inner shadow:</td><td>black | 20% opacity | <br>angle 90° | distance 2px | <br>size 2px</td></tr>
-    <tr><td><em>3.</em></td><td>Inner bevel:</td><td>depth 1% | direction down | size 0px | angle 90° | <br>altitude 10°<br>highlight white 70% opacity<br>shadow black 25% opacity</td></tr>
-    </table>
-    </div>
-  </div>
-</td>
-</tr>
-</table>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td style="border:0;width:350px;">
-
-<h4 id="menupalette">Color palette</h4>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/menu_palette_gradient_medium.png" alt="Color palette, fill gradient" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">Fill gradient<br><em>1:&nbsp;&nbsp;</em>r 163 | g 163 | b 163<br><em>2:&nbsp;&nbsp;</em>r 120 | g 120 | b 120<br>Used as color fill on unselected tab icons.</td>
-</tr>
-
-</table>
-
-</td>
-
-<td style="border:0;width:350px">
-
-<h4 id="menusteps">Step by step</h4>
-
-<ol>
-<li>Create the basic shape using a tool like Adobe Illustrator.</li>
-<li>Import the shape into a tool like Adobe Photoshop and scale to fit a 32x32
-px artboard with a transparent background. </li>
-<li>Add the effects seen in Figure 14 for the selected state filter.</li>
-<li>Export the icon at 32x32 as a PNG file with transparency enabled.</li>
-</ol>
-
-</td>
-</tr>
-</table>
-
-
-<h2 id="dialogstructure">Dialog icon</h2>
-
-<p>Dialog icons are shown in pop-up dialog boxes that prompt the user for
-interaction. They use a light gradient and inner
-shadow in order to stand out against a dark background.</p>
-
-<p>As described in <a href="#icon-sets">Providing Density-Specific Icon
-Sets</a>, above, you should create separate icon sets for low-, normal, and
-high-density screens. This ensures that your icons will display properly across
-the range of devices on which your application can be installed. See <a
-href="#screens-table">Table 1</a> for a listing of the recommended finished icon
-sizes for each density. Also, see <a href="#design-tips">Tips for Designers</a>
-for suggestions on how to work with multiple sets of icons.</p>
-<h4>Structure</h4>
-
-<ul>
-<li>Dialog icons have a 1 pixel safeframe. The base shape must fit within the
-safeframe, but the anti-alias of a round shape can overlap the safeframe. <span
-class="body-copy"></li>
-
-<li>All dimensions specified on this page are based on a 32x32 pixel artboard size
-in Adobe Photoshop. Keep 1 pixel of padding around the bounding box inside the
-Photoshop template.</li>
-
-<li><strong>Final art must be exported as a transparent PNG file.</strong></li>
-
-<li>Templates for creating dialog icons in Adobe Photoshop are available in the
-Icon Templates Pack.</li>
-</ul>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i" style="padding-right:0">
-  <img src="{@docRoot}images/icon_design/dialog_icon.png" alt="A view of dialog
-icon structure." />
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 15. </strong>Safeframe and fill gradient for dialog icons.
-Icon size is 32x32.</p>
-  </div>
-</td>
-</tr>
-</table>
-
-
-<h4 id="dialoglight">Light, effects, and shadows</h4>
-
-<p>Dialog icons are flat and pictured face-on. In order to stand out against a
-dark background, they are built up using a light gradient and inner shadow.</p>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i">
-  <img src="{@docRoot}images/icon_design/dialog_light.png" alt="A view of light,
-effects, and shadows for dialog icons."/>
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 16. </strong>Light, effects, and shadows for dialog
-icons.</p>
-    <div class="image-caption-nested">
-    <table style="margin-top:0;">
-    <tr><td style="padding-right:1em"><em>1.</em></td><td>Front part:</td><td>gradient overlay | angle 90°<br>bottom: r 223 | g 223 | b 223<br>top: r 249 | g 249 | b 249<br>bottom color location: 0%<br>top color location: 75%</td></tr>
-    <tr><td><em>2.</em></td><td>Inner shadow:</td><td>black | 25% opacity | <br>angle -90° | distance 1px | size 0px</td></tr>
-    </table>
-    </div>
-  </div>
-</td>
-</tr>
-</table>
-
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td style="border:0;width:350px;">
-
-<h4 id="menusteps">Step by step</h4>
-
-<ol>
-<li>Create the basic shapes using a tool like Adobe Illustrator.</li>
-<li>Import the shape into a tool like Adobe Photoshop and scale to fit an image
-of 32x32 px on a transparent background. </li>
-<li>Add the effects seen in Figure 16 for the proper filter.</li>
-<li>Export the icon at 32x32 as a PNG file with transparency enabled.</li>
-</ol>
-
-</td>
-</tr>
-</table>
-
-
-<h2 id="listviewstructure">List view icon</h2>
-
-<p>List view icons look a lot like dialog icons, but they use an inner shadow
-effect where the light source is above the object. They are also designed to be
-used only in a {@link android.widget.ListView}. Examples include the Android 
-Market application home screen and the driving directions screen in the Maps
-application.</p>
-
-<p>As described in <a href="#icon-sets">Providing Density-Specific Icon
-Sets</a>, above, you should create separate icon sets for low-, normal, and
-high-density screens. This ensures that your icons will display properly across
-the range of devices on which your application can be installed. See <a
-href="#screens-table">Table 1</a> for a listing of the recommended finished icon
-sizes for each density. Also, see <a href="#design-tips">Tips for Designers</a>
-for suggestions on how to work with multiple sets of icons.</p>
-
-<h4>Structure</h4>
-
-<ul>
-<li>A list view icon normally has a 1 px safeframe, but it is OK to use the
-safeframe area for the edge of the anti-alias of a round shape. </li>
-
-<li>All dimensions specified are based on a 32x32 pixel artboard size in
-Photoshop. Keep 1 pixel of padding around the bounding box inside the template.
- </li>
-
-<li><strong>Final art must be exported as a transparent PNG file.</strong></li>
-
-<li>Templates for creating list view icons in Adobe Photoshop are available in
-the Icon Templates Pack. </li>
-</ul>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i" style="padding-right:0">
-  <img src="{@docRoot}images/icon_design/listview_icon.png" alt="A view of list
-view icon structure." />
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 17. </strong>Safeframe and fill gradient for list view
-icons. Icon size is 32x32.</p>
-  </div>
-</td>
-</tr>
-</table>
-
-<h4 id="listviewlight">Light, effects, and shadows</h4>
-
-<p>List view icons are flat and pictured face-on with an inner shadow. Built up
-by a light gradient and inner shadow, they stand out well on a dark
-background.</p>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i">
-  <img src="{@docRoot}images/icon_design/listview_icon_details.png" alt="A view
-of light, effects, and shadows for list view icons."/>
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 18. </strong>Light, effects, and shadows for list view
-icons.</p>
-    <div class="image-caption-nested">
-    <table style="margin-top:0;">
-    <tr><td style="padding-right:1em"><em>1.</em></td><td>Inner shadow:</td><td>black | 57 % opacity | angle 120° | blend mode normal | distance 1px | size 1px <td></tr>
-    <tr><td><em>2.</em></td><td>Background:</td><td>black | standard system color <br>These icons are displayed in list views only.</td></tr>
-    <tr><td colspan="2">Note: The list view icon sits on 32x32 px artboard in Photoshop, without a safeframe.</td></tr>
-    </table>
-    </div>
-  </div>
-</td>
-</tr>
-</table>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td style="border:0;width:350px;">
-
-<h4 id="menusteps">Step by step</h4>
-
-<ol>
-<li>Add the effects seen in Figure 18 for the proper filter.</li>
-<li>Export the icon at 32x32 as a PNG file with transparency enabled.</li>
-<li>Create the basic shapes using a tool like Adobe Illustrator.</li>
-<li>Import the shape into a tool like Adobe Photoshop and scale to fit an image
-of 32x32 px on a transparent background. </li>
-</ol>
-
-</td>
-</tr>
-</table>
-
-<h2 id="design_tips">Tips for Designers</h2>
+<h2 id="design-tips">Tips for Designers</h2>
 
 <p>Here are some tips that you might find useful as you develop icons or other
 drawable assets for your application. The tips assume that you are using
-Photoshop or similar raster image-editing program.</p>
+Adobe Photoshop or a similar raster and vector image-editing program.</p>
 
-<h4>Use common naming conventions for icon assets</h4>
+<h3>Use common naming conventions for icon assets</h3>
 
 <p>Try to name files so that related assets will group together inside a
 directory when they are sorted alphabetically. In particular, it helps to use a
@@ -1254,7 +323,7 @@
 </tr>
 <tr>
 <td>Status bar icons</td>
-<td><code>ic_stat_sys</code> or <code>ic_stat_notify</code></td>
+<td><code>ic_stat_notify</code></td>
 <td><code>ic_stat_notify_msg.png</code></td>
 </tr>
 <tr>
@@ -1273,12 +342,12 @@
 doing so is for your convenience only.</p>
 
 
-<h4>Set up a working space that organizes files for multiple densities</h4>
+<h3>Set up a working space that organizes files for multiple densities</h3>
 
-<p>Developing multiple sets of assets for different screen densities means
-creating multiple copies of files. To help keep the multiple copies of files
-safe and easier to find, we recommend creating a directory structure in your
-working space that organizes asset files per resolution. For example:</p>
+<p>Supporting multiple screen densities means you must create multiple versions
+of the same icon. To help keep the multiple copies of files safe and easier to
+find, we recommend creating a directory structure in your working space that
+organizes asset files per resolution. For example:</p>
 
 <pre>assets/...
     ldpi/...
@@ -1314,148 +383,57 @@
         <em>finished_asset</em>.png</pre>
 
 
-<h4>Create medium-density assets first</h4>
 
-<p>Since medium density is the baseline for Android, begin your designing work
-by creating the <code>mdpi</code> assets. See <a href="#screens-table">Table
-1</a>, above, for the actual pixel dimensions of various icon types. When
-possible, use vector art or paths within Photoshop layers so that it will be
-easier to scale the assets up or down later.</p>
+<h3>Use vector shapes where possible</h3>
 
-<p>For each discreet asset, or set of like assets that share the same bounding
-box dimensions, create a working Photoshop file and save it in the
-<code>_pre_production</code> directory. For example:
-<code>ic_tabs_phone_mdpi.psd</code>. This will make it easier to locate and edit
-individual assets if changes are required. It's also helpful to use a
-density-specific suffix in the filename for the working file, to avoid confusion
-when editing the files. For example: <code>_mdpi.psd</code>.</p>
+<p>Many image-editing programs such as Adobe Photoshop allow you to use a
+combination of vector shapes and raster layers and effects. When possible,
+use vector shapes so that if the need arises, assets can be scaled up without
+loss of detail and edge crispness.</p>
 
-<p>From the <code>mdpi</code> working files, save individual flattened assets to
-the corresponding density-specific resource directory (in this case,
-<code>mdpi/</code>) in your working space.</p>
+<p>Using vectors also makes it easy to align edges and corners to pixel
+boundaries at smaller resolutions.</li>
 
 
-<h4>Create high- and low-density assets from the medium-density sources</h4>
 
-<p>When you are finished working with your medium-density assets, copy the
-working files from the your workspace's <code>mdpi/_pre_production</code>
-directory to the corresponding locations in the <code>ldpi</code> and
-<code>hdpi</code> directories. If any of the working files use a
-density-specific suffix, rename the suffix to match the intended density.</p>
+<h3>Start with large artboards</h3>
 
-<p>Next, open each working file in the high- and low-density directories and
-scale the image up or down to match the intended density. To create an
-<code>hdpi</code> asset, scale the image by 150%. To create an <code>ldpi</code>
-asset, scale the image down by 75%. To scale the images, follow these steps:</p>
+<p>Because you will need to create assets for different screen densities, as
+shown in <a href="#screens-table">Table 1</a>, it is best to start your icon
+designs on large artboards with dimensions that are multiples of the target icon
+sizes. For example, <a
+href="{@docRoot}guide/practices/ui_guidelines/icon_design_launcher.html">launcher
+icons</a> are 72, 48, or 36 pixels wide, depending on screen density. If you
+initially draw launcher icons on an 864x864 artboard, it will be easier and
+cleaner to tweak the icons when you scale the artboard down to the target
+sizes for final asset creation.</p>
 
-<ol>
-<li>Open the working file in Photoshop or similar program.</li>
-<li>Under the <strong>Image</strong> menu, choose <strong>Image Size</strong>.</li>
-<li>On the Image Size panel, change the Width pop up menu to "percent."</li>
-<li>Change the Width value to "150" for <code>hdpi</code> assets and "75" for <code>ldpi</code> assets.</li>
-<li>Select the Scale Styles checkbox.</li>
-<li>Select the Constrain Proportions checkbox.</li>
-<li>Select the Resample Image checkbox and set the pop up menu to "Bicubic (Best for smooth gradients)."</li>
-<li>Click <strong>OK</strong>.</li>
-</ol>
+<p>It's also beneficial to add guide lines (also known as guides) to your large
+artboard for the recommended safe margins at the highest target density.
+Continuing with the example above, per the <a
+href="{@docRoot}guide/practices/ui_guidelines/icon_design_launcher.html#size5">guidelines</a>,
+launcher icon content should be 60x60 pixels (56x56 for square icons) within the
+full 72x72 asset, or a safe margin of 6 pixels on each side. On an 864x864
+artboard, this corresponds to horizontal and vertical guide lines 72 pixels from
+each side of the artboard.</p>
 
-<p>After you scale each image, save it to the target density-specific resource
-directory.</p>
+  
 
-<p>If you are scaling a nine-patch image, see the section below for notes on how
-to handle the tick marks at the edge of the image. </p>
-
-
-<h4>After scaling, redraw bitmap layers as needed</h4>
+<h3>When scaling, redraw bitmap layers as needed</h3>
 
 <p>If you scaled an image up from a bitmap layer, rather than from a vector
-layer, those layers may need to be redrawn manually to accommodate the higher
-density. For example if a 60x60 circle was painted as a bitmap for
+layer, those layers will need to be redrawn manually to appear crisp at higher
+densities. For example if a 60x60 circle was painted as a bitmap for
 <code>mdpi</code> it will need to be repainted as a 90x90 circle for
 <code>hdpi</code>.</p>
 
 
-<h4>When scaling a nine-patch image, crop tick marks before scaling and replace
-them after</h4>
 
-<p>Nine-patch images include tick marks at the outer edge of the image. When you
-scale a nine-patch image, the tick marks are also scaled, which produces an
-inaccurate result. The recommended way to handle the scaling of nine-patch
-images is to remove the tick marks from the source image before scaling and then
-manually replace the tick marks at the proper size after scaling.</p>
+<h3>When saving image assets, remove unnecessary metadata</h3>
 
-<p>To more easily determine the tick marks after the working file has been
-scaled to a new resolution, first create a temporary duplicate flattened image
-which includes the tick marks: </p>
-
-<ol>
-<li>Under the <strong>Select</strong> menu choose <strong>All</strong>.</li>
-<li>Under the <strong>Edit</strong> menu choose 
-<strong>Copy Merged</strong>.</li>
-<li>Under the <strong>File</strong> menu choose <strong>New</strong> and then
-click <strong>OK</strong> on the new panel.</li>
-<li>Under the <strong>Edit</strong> choose <strong>Paste</strong>.</li>
-</ol>
-
-<p>After creating the temporary copy, go back to the working file and crop
-the tick marks out of the working file before scaling the image:</p>
-<ol>
-<li>Under the <strong>Image</strong> menu, choose the 
-<strong>Canvas Size</strong> command.</li>
-<li>On the Canvas Size panel, subtract 2 pixels from the Width and
-Height values.</li>
-<li>Set the Anchor to "Center."</li>
-<li>Click <strong>OK</strong></li>
-</ol>
-
-<p>Scale the working file to the target density. With the working file scaled
-and the canvas enlarged so that the tick marks can be repainted:</p>
-
-<ol>
-<li>Under the <strong>Image</strong> menu, choose the 
-<strong>Canvas Size</strong> command.</li>
-<li>On the <strong>Canvas Size</strong> panel, add 2 pixels to the Width
-and Height values.</li>
-<li>Set the Anchor to "Center."</li>
-<li>Click <strong>OK</strong>.</li>
-</ol>
-
-<p>To determine tick marks, go back to duplicate flattened image and scale it to
-the target resolution. </p>
-
-<p>Copy the scaled duplicate flattened image into a new layer in the working
-file to use as reference. Create a new layer in which to paint new tick marks at
-the single pixel outer edge of the image. Note tickmarks must be 100% opaque
-black, without transparency, and all other areas of the tick mark region must be
-100% transparent, otherwise the system will not interpret the nine-patch image
-correctly. </p>
-
-<p>Using the scaled duplicate flattened image as reference paint new tick marks
-in the new layer that align with the reference layer. Note round up pixels for
-tick marks. Any pixels that are partially opaque in the reference layer should
-be fully opaqe in the new layer.</p>
-
-
-<h4>Adjust stroke and drop shadow after scaling an image</h4>
-
-<p>While it is desirable to scale layer styles for the most part (such as for
-Gradient Overlay or Inner Glow), you may need to manually reset the Stroke and
-Drop Shadow in the scaled image to 1 px before saving, especially when scaling
-to <code>hdpi</code>.
-
-<h4>Save nine-patch images with the appropriate filename suffix</h4>
-
-<p>If an asset is a nine-patch asset (with tick marks), be sure to save the asset
-in PNG format with a filename that includes the <code>.9.png</code> suffix. If
-the filename does not use the suffix, the system won't recognize the image as a
-nine-patch asset and won't resize it as intended. </p>
-
-
-<h4>When saving image assets, remove the Photoshop header</h4>
-
-<p>To help keep each image asset as small as possible, make sure to remove the
-Photoshop headers from the file. To remove the Photoshop header, follow these
-steps: </p>
+<p>To help keep each image asset as small as possible, make sure to remove any
+unnecessary headers from the file, such as Adobe Fireworks metadata or Adobe
+Photoshop headers. To remove the Photoshop header, follow these steps: </p>
 
 <ol>
 <li>Under the <strong>File</strong> menu, choose the <strong>Save for Web &amp;
@@ -1466,250 +444,24 @@
 <li>Select <strong>Save</strong>.</li>
 </ol>
 
-<h4>Make sure that corresponding assets for different densities use the same
-filenames</h4>
+<p>It is also useful to use PNG file size optimization tools such as <a
+href="http://optipng.sourceforge.net/">OptiPNG</a> or <a
+href="http://pmt.sourceforge.net/pngcrush/">Pngcrush</a>.
 
-<p>Corresponding icon asset files for each density must use the same filename,
-but be stored in density-specific resource directories. This allows the system
-to look up and load the proper resource according to the screen characteristics 
-of the device. For this reason, make sure that the set of assets in each 
-directory is consistent and that the files do not use density-specific suffixes. 
-For more information about density-specific resources and how the system uses
-them to meet the needs of different devices, see <a 
+
+
+<h3>Make sure that corresponding assets for different densities use the same
+filenames</h3>
+
+<p>Corresponding icon asset files for each density <strong>must use the same
+filename</strong>, but be stored in density-specific resource directories. This
+allows the system to look up and load the proper resource according to the
+screen characteristics of the device. For this reason, make sure that the set of
+assets in each directory is consistent and that the files do not use
+density-specific suffixes.</p>
+
+<p>For more information about density-specific resources
+and how the system uses them to meet the needs of different devices, see <a
 href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
 Screens</a>.</p>
 
-<h2 id="templatespack">Using the Android Icon Templates Pack</h2>
-
-<p>The Android Icon Templates Pack is a collection of template designs, filters,
-and settings that make it easier for you to create icons that conform to the
-general specifications given in this document. We recommend downloading the
-template pack archive before you get started with your icon design.</p>
-
-<p>The icon templates are provided in Adobe Photoshop and Adobe Illustrator file
-formats, which preserves the layers and design treatments we used when creating the
-standard icons for the Android platform. You can load the template files into any 
-compatible image-editing program, although your ability to work directly with the 
-layers and treatments may vary based on the program you are using.</p>
-
-<p>You can obtain the Icon Templates Pack archive using the link below: </p>
-
-<p style="margin-left:2em"><a
-href="{@docRoot}shareables/icon_templates-v2.0.zip">Download the Icon Templates
-Pack &raquo;</a>
-
-
-<h2 id="iconappendix">Icon appendix</p>
-
-<h3 id="launcherapx">Standard launcher icons</h3>
-
-<p>Shown below are examples of launcher icons used by Android applications. The
-icons are provided for your reference only &mdash; please do not reuse these
-icons in your applications.</code>.
-
-<img src="{@docRoot}images/icon_design/IconGraphic_Icons.png" style="margin-top:2em;" />
-
-
-<h3 id="menuapx">Standard menu icons</h3>
-
-<p>Shown below are standard menu icons that are used in the Android
-system. Because these resources can change between platform versions, you 
-should not reference the system's copy of the resources. If you want
-use any icons or other internal drawable resources, you should store a
-local copy of those icons or drawables in your application resources, 
-then reference the local copy from your application code. In that way, you can
-maintain control over the appearance of your icons, even if the system's
-copy changes. Note that the list below is not intended to be complete.</p>
-
-
-<table class="image-caption">
-<tr>
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_add.png" title="ic_menu_add" alt="Android asset" />
-  <div class="caption">Add</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_call.png" title="ic_menu_call" alt="Android asset" />
-  <div class="caption">Call</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_camera.png" title="ic_menu_camera" alt="Android asset" />
-  <div class="caption">Camera</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_close_clear_cancel.png" title="ic_menu_close_clear_cancel" alt="Android asset" />
-  <div class="caption">Clear / Close / Cancel / Discard </div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_compass.png" title="ic_menu_compass" alt="Android asset" />
-  <div class="caption">Compass</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_delete.png" title="ic_menu_delete" alt="Android asset" />
-  <div class="caption">Delete</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_directions.png" title="ic_menu_directions" alt="Android asset" />
-  <div class="caption">Directions</div></td>
-
-</tr>
-<tr>
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_edit.png" title="ic_menu_edit" alt="Android asset" />
-  <div class="caption">Edit</div></td>
-
-
-<td class="image-caption-i image-list">	
-  <img src="{@docRoot}images/icon_design/ic_menu_gallery.png" title="ic_menu_gallery" alt="Android asset" />
-  <div class="caption">Gallery</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_help.png" title="ic_menu_help" alt="Android asset" />
-  <div class="caption">Help</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_info_details.png" title="ic_menu_info_details" alt="Android asset" />
-  <div class="caption">Info / details</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_mapmode.png" title="ic_menu_mapmode" alt="Android asset" />
-  <div class="caption">Map mode</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_mylocation.png" title="ic_menu_mylocation" alt="Android asset" />
-  <div class="caption">My Location</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_more.png" title="ic_menu_more" alt="Android asset" />
-  <div class="caption">More</div></td>
-
-</tr>
-<tr>
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_preferences.png" title="ic_menu_preferences" alt="Android asset" />
-  <div class="caption">Preferences</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_rotate.png" title="ic_menu_rotate" alt="Android asset" />
-  <div class="caption">Rotate</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_save.png" title="ic_menu_save" alt="Android asset" />
-  <div class="caption">Save</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_send.png" title="ic_menu_send" alt="Android asset" />
-  <div class="caption">Send</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_search.png" title="ic_menu_search" alt="Android asset" />
-  <div class="caption">Search</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_share.png" title="ic_menu_share" alt="Android asset" />
-  <div class="caption">Share</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_upload.png" title="ic_menu_upload" alt="Android asset" />
-  <div class="caption">Upload</div></td>
-
-</tr>
-<tr>
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_view.png" title="ic_menu_view" alt="Android asset" />
-  <div class="caption">View</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_zoom.png" title="ic_menu_zoom" alt="Android asset" />
-  <div class="caption">Zoom</div></td>
-
-</tr>
-</table>
-
-
-<h3 id="statusbarapx">Standard status bar icons</h3>
-
-<p>Shown below are standard status bar icons that are used in the Android
-platform. Because these resources can change between platform versions, you 
-should not reference the system's copy of the resources. If you want
-use any icons or other internal drawable resources, you should store a
-local copy of those icons or drawables in your application resources, 
-then reference the local copy from your application code. In that way, you can
-maintain control over the appearance of your icons, even if the system's
-copy changes. Note that the list below is not intended to be complete.</p>
-
-
-<table class="image-caption">
-<tr>
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_sys_data_bluetooth.png" title="stat_sys_data_bluetooth" alt="Android asset" />
-  <div class="caption">Bluetooth</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_notify_email_generic.png" title="stat_notify_email_generic" alt="Android asset" />
-  <div class="caption">Email</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_notify_chat.png" title="stat_notify_chat" alt="Android asset" />
-  <div class="caption">IM</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_notify_voicemail.png" title="stat_notify_voicemail" alt="Android asset" />
-  <div class="caption">Voicemail</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_sys_warning.png" title="stat_sys_warning" alt="Android asset" />
-  <div class="caption">Warning</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_sys_phone_call.png" title="stat_sys_phone_call" alt="Android asset" />
-  <div class="caption">Call</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_sys_phone_call_forward.png" title="stat_sys_phone_call_forward" alt="Android asset" />
-  <div class="caption">Call forward</div></td>
-
-</tr>
-<tr>
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_sys_phone_call_on_hold.png" title="stat_sys_phone_call_on_hold" alt="Android asset" />
-  <div class="caption">Call on hold</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_notify_missed_call.png" title="stat_notify_missed_call" alt="Android asset" />
-  <div class="caption">Missed call</div></td>
-
-</tr>
-</table>
-
diff --git a/docs/html/guide/practices/ui_guidelines/icon_design_1.html b/docs/html/guide/practices/ui_guidelines/icon_design_1.html
new file mode 100644
index 0000000..183facf
--- /dev/null
+++ b/docs/html/guide/practices/ui_guidelines/icon_design_1.html
@@ -0,0 +1,9 @@
+<html>
+<head>
+<meta http-equiv="refresh" content="0;url=icon_design.html">
+<title>Redirecting...</title>
+</head>
+<body>
+<a href="icon_design.html">click here</a> if you are not redirected.
+</body>
+</html>
diff --git a/docs/html/guide/practices/ui_guidelines/icon_design_1.jd b/docs/html/guide/practices/ui_guidelines/icon_design_1.jd
deleted file mode 100644
index 995cfea..0000000
--- a/docs/html/guide/practices/ui_guidelines/icon_design_1.jd
+++ /dev/null
@@ -1,1205 +0,0 @@
-page.title=Icon Design Guidelines, Android 1.0
-@jd:body
-
-<div id="qv-wrapper">
-<div id="qv">
-
-<h2>Quickview</h2>
-
-<ul>
-<li>You can use several types of icons in an Android application.</li>
-<li>Your icons should follow the specification in this document.</li>
-<li>A set of standard icons is provided by the Android platform. Your
-application can use the standard icons by referencing them as resources.</li>
-</ul>
-
-<h2>In this document</h2>
-
-<ol>
-<li><a href="#launcherstructure">Launcher icon</a></li>
-<li><a href="#menustructure">Menu icon</a></li>
-<li><a href="#statusbarstructure">Status bar icon</a></li>
-<li><a href="#tabstructure">Tab icon</a></li>
-<li><a href="#dialogstructure">Dialog icon</a></li>
-<li><a href="#listviewstructure">List view icon</a></li>
-
-<li style="margin-top:4px;"><a href="#dodonts">General guidelines</a></li>
-<li><a href="#templatespack">Using the Icon Templates Pack</a></li>
-<li><a href="#iconappendix">Icon appendix</a>
-	<ol>
-	<li><a href="#launcherapx">Launcher icons</a></li>
-	<li><a href="#menuapx">Menu icons</a></li>
-	<li><a href="#statusbarapx">Status bar icons</a></li>
-	</ol>
-</li>
-
-</ol>
-
-<h2>Downloads</h2>
-
-<ol>
-<li><a href="{@docRoot}shareables/icon_templates-v1.0.zip">Android Icon
-Templates Pack, v1.0 &raquo;</a></li>
-</ol>
-
-<h2>See also</h2>
-
-<ol>
-<li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a></li>
-</ol>
-
-
-<h2>Newer versions</h2>
-
-<ol>
-<li style="margin-top:4px;"><a href="{@docRoot}guide/practices/ui_guidelines/icon_design.html">Icon Design Guidelines, Android 2.0</a></li>
-<li><a href="{@docRoot}shareables/icon_templates-v2.0.zip">Android Icon
-Templates Pack, v2.0 &raquo;</a></li>
-</ol>
-
-</div>
-</div>
-
-<p>Creating a unified look and feel throughout a user interface adds value to
-your product. Streamlining the graphic style will also make the UI seem more
-professional to the user.</p>
-
-<p>This document shows you how to create icons for various parts
-of your application’s user interface that fit the style set by the Android UI
-team. Following these guidelines will help you to create a polished and unified
-experience for the user.</p>
-
-<p>To get started creating conforming icons more quickly, you can download 
-the Android Icon Templates Pack. For more information, see 
-<a href="#templatespack">Using the Android Icon Template Pack</a>.</p>
-
-<h2 id="launcherstructure">Launcher icon</h2>
-
-<p>A launcher icon is the graphic that represents your application on an Android
-device’s Home screen. It is a simplified 3D icon with a fixed perspective. The
-required perspective is shown in Figure 1.</p>
-
-<h4 id="launcherstructure">Structure</h4>
-
-<ul>
-<li>The base of a launcher icon can face either the top view or the front
-view.</li>
-
-<li>The majority of a launcher icon’s surface should be created using the
-launcher icon <a href="#launcherpalette">color palette</a>. To add emphasis, use
-one or more bright accent colors to highlight specific characteristics.</li>
-
-<li>All launcher icons must be created with rounded corners to make them look
-friendly and simple—as shown in Figure 2.</li>
-
-<li>All dimensions specified are based on a 250x250 pixel artboard size
-in a vector graphics editor like Adobe Illustrator, where the icon fits within
-the artboard boundaries.</li>
-
-<li><strong>Final art must be scaled down and exported as a transparent 48x48 px
-PNG file using a raster image editor such as Adobe Photoshop.</strong></li>
-
-<li>Templates for creating launcher icons in Adobe Illustrator and Photoshop are
-available in the Icon Templates Pack.</li>
-</ul>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i" style="padding-right:0">
-  <img src="{@docRoot}images/icon_design/launcher_structure.png" alt="A view of
-launcher icon corners and perspective angles" />
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 1.</strong> Perspective angles for launcher icons (90° is
-vertical).</p>
-    <div class="image-caption-nested">
-      <table style="margin-top:0;">
-      <tr><td style="padding-right:1em"><em>1.</em></td><td>92°</td></tr>
-      <tr><td><em>2.</em></td><td>92°</td></tr>
-      <tr><td><em>3.</em></td><td>173°</td></tr>
-      <tr><td><em>4.</em></td><td>171°</td></tr>
-      <tr><td><em>5.</em></td><td>49°</td></tr>
-      <tr><td><em>6.</em></td><td>171°</td></tr>
-      <tr><td><em>7.</em></td><td>64°</td></tr>
-      <tr><td><em>8.</em></td><td>97°</td></tr>
-      <tr><td><em>9.</em></td><td>75°</td></tr>
-      <tr><td><em>10.</em></td><td>93°</td></tr>
-      <tr><td><em>11.</em></td><td>169°</td></tr>
-      </table>
-    </div>
-  </div>
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 2.</strong> Rounded corners for launcher icons.</p>
-  </div>
-</td>
-</tr>
-</table>
-
-<h4 id="launcherlight">Light, effects, and shadows</h4>
-
-<p>Launcher icons are simplified 3D icons using light and shadows for
-definition. A light source is placed slightly to the left in front of the icon,
-and therefore the shadow expands to the right and back.</p>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i">
-  <img src="{@docRoot}images/icon_design/launcher_light.png" alt="A view of
-light, effects, and shadows for launcher icons."/>
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 3. </strong>Light, effects, and shadows for launcher icons.</p>
-    <div class="image-caption-nested">
-    <table style="margin-top:0;">
-    <tr><td style="padding-right:1em"><em>1.</em></td><td>Edge highlight:</td><td>white</td></tr>
-    <tr><td><em>2.</em></td><td>Icon shadow:</td><td>black | 20px blur<br>50% opacity | angle 67°</td></tr>
-    <tr><td><em>3.</em></td><td>Front part:</td><td>Use light gradient from color palette</td></tr>
-    <tr><td><em>4.</em></td><td>Detail shadow:</td><td>black | 10px blur<br>75% opacity</td></tr>
-    <tr><td><em>5.</em></td><td> Side part:</td><td>Use medium gradient from color palette</td></tr>
-    </table>
-    </div>
-  </div>
-</td>
-</tr>
-</table>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td style="border:0;width:350px;">
-
-<h4 id="launcherpalette">Launcher icon color palette</h4>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/launcher_palette_white.png" alt="Color palette, white" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">White<br>r 255 | g 255 | b 255<br>Used for highlights on edges.</td>
-</tr>
-
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/launcher_palette_gradient_light.png" alt="Color palette, light gradient" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">Light gradient<br><em>1:&nbsp;&nbsp;</em>r 0  | g 0  | b 0<br><em>2:&nbsp;&nbsp;</em>r 217 | g 217 | b 217<br>Used on the front (lit) part of the icon.</td>
-</tr>
-
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/launcher_palette_gradient_medium.png" alt="Color palette, medium gradien" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">Medium gradient<br><em>1:&nbsp;&nbsp;</em>r 190 | g 190 | b 190<br><em>2:&nbsp;&nbsp;</em>r 115 | g 115 | b 115<br>Used on the side (shaded) part of the icon.</td>
-</tr>
-
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/launcher_palette_gradient_dark.png" alt="Color palette, dark gradient" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">Dark gradient<br><em>1:&nbsp;&nbsp;</em>r 100 | g 100 | b 100<br><em>2:&nbsp;&nbsp;</em>r 25  | g 25  | b 25<br>Used on details and parts in the shade of the icon.</td>
-</tr>
-
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/launcher_palette_black.png" alt="Color palette, black" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">Black<br>r 0 | g 0 | b 0<br>Used as base color in shadows.</td>
-</tr>
-
-</table>
-
-</td>
-
-<td style="border:0;width:350px">
-
-<h4 id="launchersteps">Step by step</h4>
-
-<ol>
-  <li>Create the basic shapes with a tool like Adobe Illustrator, using the
-angles described in <a href="#launcherstructure">Launcher icon: structure</a>.
-The shapes and effects must fit within a 250x250 pixel artboard.</li>
-  <li>Add depth to shapes by extruding them and create the rounded corners as
-described for the launcher icon structure.</li>
-  <li>Add details and colors. Gradients should be treated as if there is a light
-source placed slightly to the left in front of the icon.</li>
-  <li>Create the shadows with the correct angle and blur effect.</li>
-  <li>Import the icon into a tool like Adobe Photoshop and scale to fit an image
-size of 48x48 px on a transparent background.</li>
-  <li>Export the icon at 48x48 as a PNG file with transparency enabled.</li>
-</ol>
-
-</td>
-</tr>
-</table>
-
-<h2 id="menustructure">Menu icon</h2>
-
-<p>Menu icons are graphical elements placed in the pop-up menu shown to users
-when they press the Menu button. They are drawn in a flat-front perspective.
-Elements in a menu icon must not be visualized in 3D or perspective.</p>
-
-<h4>Structure</h4>
-
-<ul>
-<li>In order to maintain consistency, all menu icons must use the same
-primary palette and the same effects. For more information, see the
-menu icon <a href="#menupalette">color palette</a>. </li>
-
-<li>Menu icons should include rounded corners, but only when logically
-appropriate. For example, in Figure 3 the logical place for rounded corners is
-the roof and not the rest of the building.</span></li>
-
-<li>All dimensions specified on this page are based on a 48x48 pixel artboard 
-size with a 6 pixel safeframe.</li>
-
-<li>The menu icon effect (the outer glow) described in <a
-href="#menulight">Light, effects, and shadows</a> can overlap the 6px safeframe,
-but only when necessary. The base shape must always stay inside the
-safeframe.</li>
-
-<li><strong>Final art must be exported as a transparent PNG file.</strong></li>
-
-<li>Templates for creating menu icons in Adobe Photoshop are available in the 
-Icon Templates Pack.</li>
-</ul>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i" style="padding-right:0">
-  <img src="{@docRoot}images/icon_design/menu_structure.png" alt="A view of menu
-icon structure." />
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 4. </strong>Safeframe and corner-rounding for menu
-icons. Icon size is 48x48.</p>
-  </div>
-</td>
-</tr>
-</table>
-
-
-<h4 id="menulight">Light, effects, and shadows</h4>
-
-<p>Menu icons are flat and pictured face on. A slight deboss and some other
-effects, which are shown below, are used to create depth.</p>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i">
-  <img src="{@docRoot}images/icon_design/menu_light.png" alt="A view of light, effects, and shadows for launcher icons."/>
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 5. </strong>Light, effects, and shadows for launcher icons.</p>
-    <div class="image-caption-nested">
-    <table style="margin-top:0;">
-    <tr><td style="padding-right:1em"><em>1.</em></td><td>Front part:</td><td>Use fill gradient from primary color palette</td></tr>
-    <tr><td><em>2.</em></td><td>Inner shadow:</td><td>black | 20 % opacity<br>angle 90° | distance 2px<br>size 2px</td></tr>
-    <tr><td><em>3.</em></td><td>Outer glow:</td><td>white | 55% opacity <br>spread 10% | size 3px</td></tr>
-    <tr><td><em>5.</em></td><td>Inner bevel:</td><td>depth 1% | direction down size 0px<br>angle 90° | altitude 10°<br>highlight white 70% opacity<br>shadow black 25% opacity</td></tr>
-    </table>
-    </div>
-  </div>
-</td>
-</tr>
-</table>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td style="border:0;width:350px;">
-
-<h4 id="menupalette">Color palette</h4>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/menu_palette_white.png" alt="Color palette, white" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">White<br>r 255 | g 255 | b 255<br>Used for outer glow and bevel highlight.</td>
-</tr>
-
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/menu_palette_gradient_medium.png" alt="Color palette, medium gradient" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">Fill gradient<br><em>1:&nbsp;&nbsp;</em>r 163 | g 163 | b 163<br><em>2:&nbsp;&nbsp;</em>r 120 | g 120 | b 120<br>Used as color fill.</td>
-</tr>
-
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/menu_palette_black.png" alt="Color palette, black" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">Black<br>r 0 | g 0 | b 0<br>Used for inner shadow and bevel shadow.</td>
-</tr>
-
-</table>
-
-</td>
-
-<td style="border:0;width:350px">
-
-<h4 id="menusteps">Step by step</h4>
-
-<ol>
-<li>Create the basic shapes using a tool like Adobe Illustrator.</li>
-<li>Import the shape into a tool like Adobe Photoshop and scale to fit an image
-of 48x48 px on a transparent background. Mind the safeframe.</li>
-<li>Add the effects seen as described in Figure 5.</li>
-<li>Export the icon at 48x48 as a PNG file with transparency enabled.</li>
-</ol>
-
-</td>
-</tr>
-</table>
-
-
-<h2 id="statusbarstructure">Status bar icon</h2>
-
-<p>Status bar icons are used to represent notifications from your application in
-the status bar. Graphically, they are very similar to menu icons, but are
-smaller and higher in contrast.</p>
-
-<h4>Structure</h4>
-
-<ul>
-<li>Rounded corners must always be applied to the base shape and to the details
-of a status bar icon shown Figure 7.</li>
-
-<li>All dimensions specified are based on a 25x25 pixel artboard size with a 2
-pixel safeframe.</li>
-
-<li>Status bar icons can overlap the safeframe to the left and right when
-necessary, but must not overlap the safeframe at the top and bottom.</li>
-
-<li><strong>Final art must be exported as a transparent PNG file.</strong></li>
-
-<li>Templates for creating status bar icons using Adobe Photoshop are available
-in the Icon Templates Pack.</li>
-</ul>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i" style="padding-right:0">
-  <img src="{@docRoot}images/icon_design/statusbar_structure.png" alt="A view of
-status bar icon structure." />
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 6. </strong>Safeframe and corner-rounding for status bar
-icons. Icon size is 25x25.</p>
-  </div>
-</td>
-</tr>
-</table>
-
-
-<h4 id="statusbarlight">Light, effects, and shadows</h4>
-
-<p>Status bar icons are slightly debossed, high in contrast, and pictured
-face-on to enhance clarity at small sizes.</p>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i">
-  <img src="{@docRoot}images/icon_design/statusbar_light.png" alt="A view of
-light, effects, and shadows for launcher icons."/>
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 7. </strong>Light, effects, and shadows for launcher icons.</p>
-    <div class="image-caption-nested">
-    <table style="margin-top:0;">
-    <tr><td style="padding-right:1em"><em>1.</em></td><td>Front part:</td><td>Use fill gradient from primary color palette</td></tr>
-    <tr><td><em>2.</em></td><td>Inner bevel:</td><td>depth 100% | direction down<br>size 0px | angle 90° |<br>altitude 30°<br>highlight white 75% opacity<br>shadow black 75% opacity</td></tr>
-    <tr><td><em>3.</em></td><td>Detail:</td><td>white</td></tr>
-    <tr><td><em>4.</em></td><td>Disabled detail:</td><td>grey gradient from palette<br>+ inner bevel: smooth | depth 1% | direction down | size 0px | angle 117° | <br>altitude 42° | highlight white 70% | no shadow</td></tr>
-    </table>
-    </div>
-  </div>
-</td>
-</tr>
-</table>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td style="border:0;width:350px;">
-
-<h4 id="menupalette">Color palette</h4>
-
-<p>Only status bar icons related to the phone function use full color; all other status bar icons should remain monochromatic.</p>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/statusbar_palette_white.png" alt="Color palette, white" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">White<br>r 255 | g 255 | b 255<br>Used for details within the icons and bevel highlight.</td>
-</tr>
-
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/statusbar_palette_grey.png" alt="Color palette, grey gradient" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">Grey gradient<br><em>1:&nbsp;&nbsp;</em>r 169 | g 169 | b 169<br><em>2:&nbsp;&nbsp;</em>r 126 | g 126 | b 126<br>Used for disabled details within the icon.</td>
-</tr>
-
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/statusbar_palette_fill.png" alt="Color palette, fill gradient" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">Fill gradient<br><em>1:&nbsp;&nbsp;</em>1 r 105 | g 105 | b 105<br><em>2:&nbsp;&nbsp;</em>r 10   | g 10   | b 10<br>Used as color fill.</td>
-</tr>
-
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/statusbar_palette_black.png" alt="Color palette, black" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">Black<br>r 0 | g 0 | b 0<br>Used for bevel shadow.</td>
-</tr>
-
-</table>
-
-</td>
-
-<td style="border:0;width:350px">
-
-<h4 id="menusteps">Step by step</h4>
-
-<ol>
-<li>In a tool like Adobe Photoshop, create the base shape within a 25x25 px
-image on a transparent background. Mind the safeframe, and keep the upper and
-lower 2 pixels free.</li>
-<li>Add rounded corners as specified in Figure 6.</li>
-<li>Add light, effects, and shadows as specified in Figure 7.</li>
-<li>Export the icon at 25x25 as a PNG file with transparency enabled.</li>
-</ol>
-
-</td>
-</tr>
-</table>
-
-
-<h2 id="tabstructure">Tab icon</h2>
-
-<p>Tab icons are graphical elements used to represent individual tabs in a
-multi-tab interface. Each tab icon has two states: unselected and selected.</p>
-
-<h4>Structure</h4>
-
-<ul>
-<li>Unselected tab icons have the same fill gradient and effects as menu icons,
-but with no outer glow.</li>
-
-<li>Selected tab icons look just like unselected tab icons, but with a fainter
-inner shadow, and have the same front part gradient as dialog icons.</li>
-
-<li>Tab icons have a 1 px safeframe which should only be overlapped for the edge
-of the anti-alias of a round shape.</li>
-
-<li>All dimensions specified on this page are based on a 32x32 px artboard size.
-Keep 1 px of padding around the bounding box inside the Photoshop template.</li>
-
-<li><strong>Final art must be exported as a 32x32 px transparent PNG
-file.</strong></li>
-
-<li>Templates for creating tab icons in Adobe Photoshop are available in the
-Icon Templates Pack.</li>
-</ul>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i" style="padding-right:0">
-  <img src="{@docRoot}images/icon_design/tab_icon_unselected.png" alt="A view of
-unselected tab icon structure." />
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 8. </strong>Safeframe and fill gradient for unselected tab
-icons. Icon size is 32x32.</p>
-  </div>
-</td>
-</tr>
-<tr>
-<td class="image-caption-i" style="padding-right:0">
-  <img src="{@docRoot}images/icon_design/tab_icon_selected.png" alt="A view of
-selected tab icon structure." />
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 9. </strong>Safeframe and fill gradient for tab icons in
-selected state. Icon size is 32x32.</p>
-  </div>
-</td>
-</tr>
-</table>
-
-<h3 id="unselectedtabdetails">Unselected tab icon</h3>
-
-<h4 id="unselectedtablight">Light, effects, and shadows</h4>
-
-<p>Unselected tab icons look just like the selected tab icons, but with a
-fainter inner shadow, and the same front part gradient as the dialog icons.</p>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i">
-  <img src="{@docRoot}images/icon_design/tab_unselected_light.png" alt="A view
-of light, effects, and shadows for unselected tab icons."/>
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 10. </strong>Light, effects, and shadows for unselected
-tab icons.</p>
-    <div class="image-caption-nested">
-    <table style="margin-top:0;">
-    <tr><td style="padding-right:1em"><em>1.</em></td><td>Front part:</td><td>gradient overlay | angle 90°<br>bottom color: r 223 | g 223 | b 223<br>top color: r 249 | g 249 | b 249<br>bottom color location: 0%<br>top color location: 75%</td></tr>
-    <tr><td><em>2.</em></td><td>Inner shadow:</td><td>black | 10 % opacity | angle 90° distance 2px | size 2px</td></tr>
-    <tr><td><em>3.</em></td><td>Inner bevel:</td><td>depth 1% | direction down | size 0px | angle 90° | altitude 10°<br>highlight white 70% opacity<br>shadow black 25% opacity</td></tr>
-    </table>
-    </div>
-  </div>
-</td>
-</tr>
-</table>
-
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td style="border:0;width:350px;">
-
-<h4 id="menusteps">Step by step</h4>
-
-<ol>
-<li>Create the basic shapes using a tool like Adobe Illustrator.</li>
-<li>Import the shape to a tool like Adobe Photoshop and scale to fit an image of
-32x32 px on a transparent background.</li>
-<li>Add the effects seen in Figure 10 for the unselected state filter.</li>
-<li>Export the icon at 32x32 as a PNG file with transparency enabled.</li>
-</ol>
-
-</td>
-</tr>
-</table>
-
-<h3 id="selectedtabdetails">Selected tab icon</h3>
-
-<p>The selected tab icons have the same fill gradient and effects as the menu
-icon, but with no outer glow.</p>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i">
-  <img src="{@docRoot}images/icon_design/tab_selected_light.png" alt="A view of
-light, effects, and shadows for selected tab icons."/>
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 11. </strong>Light, effects, and shadows for selected tab
-icons.</p>
-    <div class="image-caption-nested">
-    <table style="margin-top:0;">
-    <tr><td style="padding-right:1em"><em>1.</em></td><td>Front part:</td><td>Use fill gradient from color palette.</td></tr>
-    <tr><td><em>2.</em></td><td>Inner shadow:</td><td>black | 20% opacity | <br>angle 90° | distance 2px | <br>size 2px</td></tr>
-    <tr><td><em>3.</em></td><td>Inner bevel:</td><td>depth 1% | direction down | size 0px | angle 90° | <br>altitude 10°<br>highlight white 70% opacity<br>shadow black 25% opacity</td></tr>
-    </table>
-    </div>
-  </div>
-</td>
-</tr>
-</table>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td style="border:0;width:350px;">
-
-<h4 id="menupalette">Color palette</h4>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td class="image-caption-i"><img src="{@docRoot}images/icon_design/menu_palette_gradient_medium.png" alt="Color palette, fill gradient" style="margin:.5em 0 0 0;" /></td>
-<td class="image-caption-c" style="padding-top:.5em;">Fill gradient<br><em>1:&nbsp;&nbsp;</em>r 163 | g 163 | b 163<br><em>2:&nbsp;&nbsp;</em>r 120 | g 120 | b 120<br>Used as color fill on unselected tab icons.</td>
-</tr>
-
-</table>
-
-</td>
-
-<td style="border:0;width:350px">
-
-<h4 id="menusteps">Step by step</h4>
-
-<ol>
-<li>Create the basic shape using a tool like Adobe Illustrator.</li>
-<li>Import the shape into a tool like Adobe Photoshop and scale to fit a 32x32
-px artboard with a transparent background. </li>
-<li>Add the effects seen in Figure 11 for the selected state filter.</li>
-<li>Export the icon at 32x32 as a PNG file with transparency enabled.</li>
-</ol>
-
-</td>
-</tr>
-</table>
-
-
-<h2 id="dialogstructure">Dialog icon</h2>
-
-<p>Dialog icons are shown in pop-up dialog boxes that prompt the user for
-interaction. They use a light gradient and inner
-shadow in order to stand out against a dark background.</p>
-
-<h4>Structure</h4>
-
-<ul>
-<li>Dialog icons have a 1 pixel safeframe. The base shape must fit within the
-safeframe, but the anti-alias of a round shape can overlap the safeframe. <span
-class="body-copy"></li>
-
-<li>All dimensions specified on this page are based on a 32x32 pixel artboard size
-in Adobe Photoshop. Keep 1 pixel of padding around the bounding box inside the
-Photoshop template.</li>
-
-<li><strong>Final art must be exported as a transparent PNG file.</strong></li>
-
-<li>Templates for creating dialog icons in Adobe Photoshop are available in the
-Icon Templates Pack.</li>
-</ul>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i" style="padding-right:0">
-  <img src="{@docRoot}images/icon_design/dialog_icon.png" alt="A view of dialog
-icon structure." />
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 12. </strong>Safeframe and fill gradient for dialog icons.
-Icon size is 32x32.</p>
-  </div>
-</td>
-</tr>
-</table>
-
-
-<h4 id="dialoglight">Light, effects, and shadows</h4>
-
-<p>Dialog icons are flat and pictured face-on. In order to stand out against a
-dark background, they are built up using a light gradient and inner shadow.</p>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i">
-  <img src="{@docRoot}images/icon_design/dialog_light.png" alt="A view of light,
-effects, and shadows for dialog icons."/>
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 13. </strong>Light, effects, and shadows for dialog
-icons.</p>
-    <div class="image-caption-nested">
-    <table style="margin-top:0;">
-    <tr><td style="padding-right:1em"><em>1.</em></td><td>Front part:</td><td>gradient overlay | angle 90°<br>bottom: r 223 | g 223 | b 223<br>top: r 249 | g 249 | b 249<br>bottom color location: 0%<br>top color location: 75%</td></tr>
-    <tr><td><em>2.</em></td><td>Inner shadow:</td><td>black | 25% opacity | <br>angle -90° | distance 1px | size 0px</td></tr>
-    </table>
-    </div>
-  </div>
-</td>
-</tr>
-</table>
-
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td style="border:0;width:350px;">
-
-<h4 id="menusteps">Step by step</h4>
-
-<ol>
-<li>Create the basic shapes using a tool like Adobe Illustrator.</li>
-<li>Import the shape into a tool like Adobe Photoshop and scale to fit an image
-of 32x32 px on a transparent background. </li>
-<li>Add the effects seen in Figure 13 for the proper filter.</li>
-<li>Export the icon at 32x32 as a PNG file with transparency enabled.</li>
-</ol>
-
-</td>
-</tr>
-</table>
-
-
-<h2 id="listviewstructure">List view icon</h2>
-
-<p>List view icons look a lot like dialog icons, but they use an inner shadow
-effect where the light source is above the object. They are also designed to be
-used only in a list view. Examples include the Android Market application home
-screen and the driving directions screen in the Maps application.</p>
-
-<h4>Structure</h4>
-
-<ul>
-<li>A list view icon normally has a 1 px safeframe, but it is OK to use the
-safeframe area for the edge of the anti-alias of a round shape. </li>
-
-<li>All dimensions specified are based on a 32x32 pixel artboard size in
-Photoshop. Keep 1 pixel of padding around the bounding box inside the template.
- </li>
-
-<li><strong>Final art must be exported as a transparent PNG file.</strong></li>
-
-<li>Templates for creating list view icons in Adobe Photoshop are available in
-the Icon Templates Pack. </li>
-</ul>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i" style="padding-right:0">
-  <img src="{@docRoot}images/icon_design/listview_icon.png" alt="A view of list
-view icon structure." />
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 14. </strong>Safeframe and fill gradient for list view
-icons. Icon size is 32x32.</p>
-  </div>
-</td>
-</tr>
-</table>
-
-<h4 id="listviewlight">Light, effects, and shadows</h4>
-
-<p>List view icons are flat and pictured face-on with an inner shadow. Built up
-by a light gradient and inner shadow, they stand out well on a dark
-background.</p>
-
-<table class="image-caption">
-<tr>
-<td class="image-caption-i">
-  <img src="{@docRoot}images/icon_design/listview_icon_details.png" alt="A view
-of light, effects, and shadows for list view icons."/>
-</td>
-<td class="image-caption-c">
-  <div class="caption grad-rule-top">
-    <p><strong>Figure 15. </strong>Light, effects, and shadows for list view
-icons.</p>
-    <div class="image-caption-nested">
-    <table style="margin-top:0;">
-    <tr><td style="padding-right:1em"><em>1.</em></td><td>Inner shadow:</td><td>black | 57 % opacity | angle 120° | blend mode normal | distance 1px | size 1px <td></tr>
-    <tr><td><em>2.</em></td><td>Background:</td><td>black | standard system color <br>These icons are displayed in list views only.</td></tr>
-    <tr><td colspan="2">Note: The list view icon sits on 32x32 px artboard in Photoshop, without a safeframe.</td></tr>
-    </table>
-    </div>
-  </div>
-</td>
-</tr>
-</table>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td style="border:0;width:350px;">
-
-<h4 id="menusteps">Step by step</h4>
-
-<ol>
-<li>Add the effects seen in Figure 15 for the proper filter.</li>
-<li>Export the icon at 32x32 as a PNG file with transparency enabled.</li>
-<li>Create the basic shapes using a tool like Adobe Illustrator.</li>
-<li>Import the shape into a tool like Adobe Photoshop and scale to fit an image
-of 32x32 px on a transparent background. </li>
-</ol>
-
-</td>
-</tr>
-</table>
-
-
-<h2 id="dodonts">General guidelines</h2>
-
-<p>Below are some "do and don't" guidelines to consider when creating icons for
-your application. By following the guidelines, you can ensure that your icons
-will work well with other parts of the Android platform UI and will meet the
-expectations of your application's users. </p>
-
-<table style="margin:0px;padding:0px;">
-<tr>
-<td style="border:0;width:350px;">
-
-<h4>Do...</h4>
-
-<ul>
-<li>Use a normal perspective. The depth of an object should be realistic.</li>
-<li>Keep it simple! By overdoing an icon, it loses it purpose and
-readability.</li>
-<li>Use colors only when necessary. Mind that the base of a launcher icon should
-be grey and feel solid. </li>
-<li>Use the correct angles for the specific icon types.</li>
-</ul>
-</td>
-<td style="border:0;width:350px;">
-
-<h4>Don’t...</h4>
-
-<ul>
-<li>Use open elements like text alone as icons. Instead place those elements on
-a base shape.</li>
-<li>Use colors for your status bar notifications. Those are reserved for
-specific phone-only functions.</li>
-</ul>
-</td>
-</tr>
-<tr>
-<td colspan="2" style="border:0;">
-<img src="{@docRoot}images/icon_design/do_dont.png" alt="Side-by-side examples
-of good/bad icon design."/>
-</td>
-</table>
-
-<h2 id="templatespack">Using the Android Icon Templates Pack</h2>
-
-<p>The Android Icon Templates Pack is a collection of template designs, filters,
-and settings that make it easier for you to create icons that conform to the
-general specifications given in this document. We recommend downloading the
-template pack archive before you get started with your icon design.</p>
-
-<p>The icon templates are provided in Adobe Photoshop and Adobe Illustrator file
-formats, which preserves the layers and design treatments we used when creating the
-standard icons for the Android platform. You can load the template files into any 
-compatible image-editing program, although your ability to work directly with the 
-layers and treatments may vary based on the program you are using.</p>
-
-<p>You can obtain the Icon Templates Pack archive using the link below: </p>
-
-<p style="margin-left:2em"><a
-href="{@docRoot}shareables/icon_templates-v1.0.zip">Download the Icon Templates
-Pack &raquo;</a>
-
-
-<h2 id="iconappendix">Icon appendix</p>
-
-<h3 id="launcherapx">Standard launcher icons</h3>
-
-<p>Shown below are examples of launcher icons used by Android applications. The
-icons are provided for your reference only &mdash; please do not reuse these
-icons in your applications.</code>.
-
-<table class="image-caption">
-<tr>
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_alarmclock.png" alt="Android asset" />
-  <div class="caption">Alarm Clock</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_browser.png" alt="Android asset" />
-  <div class="caption">Browser</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_calculator.png" alt="Android asset" />
-  <div class="caption">Calculator</div></td>
-	
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_calendar.png" alt="Android asset" />
-  <div class="caption">Calendar</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_video_camera.png" alt="Android asset" />
-  <div class="caption">Camcorder</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_camera.png" alt="Android asset" />
-  <div class="caption">Camera</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_contacts.png" alt="Android asset" />
-  <div class="caption">Contacts</div></td>
-
-</tr>
-<tr>
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_phone_dialer.png" alt="Android asset" />
-  <div class="caption">Dialer</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_email_generic.png" alt="Android asset" />
-  <div class="caption">Email</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_gallery.png" alt="Android asset" />
-  <div class="caption">Gallery</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_generic_application.png" alt="Android asset" />
-  <div class="caption">Generic application</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_email.png" alt="Android asset" />
-  <div class="caption">Gmail</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_google_talk.png" alt="Android asset" />
-  <div class="caption">Google Talk</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_IM.png" alt="Android asset" />
-  <div class="caption">IM</div></td>
-
-</tr>
-<tr>
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_maps.png" alt="Android asset" />
-  <div class="caption">Maps</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_marketplace.png" alt="Android asset" />
-  <div class="caption">Market </div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_sms_mms.png" alt="Android asset" />
-  <div class="caption">Messaging </div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_musicplayer_2.png" alt="Android asset" />
-  <div class="caption">Music</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_settings.png" alt="Android asset" />
-  <div class="caption">Settings</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_voicedial.png" alt="Android asset" />
-  <div class="caption">Voice Dialer</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_voicesearch.png" alt="Android asset" />
-  <div class="caption">Voice Search</div></td>
-
-</tr>
-<tr>
-
-<td class="image-caption-i image-list">
-  <img src="/images/icon_design/ic_launcher_youtube.png" alt="Android asset" />
-  <div class="caption">YouTube</div></td>
-</tr>
-</table>
-
-<h3 id="menuapx">Standard menu icons</h3>
-
-<p>Shown below are standard menu icons that are included in the Android platform
-(as of Android 1.5). You can reference any of these icon resources from your
-application as needed, but make sure that the action you assign to the icon is
-consistent with that listed. Note that this is not a complete list of icons and
-that the actual appearance of standard icons may change across platform
-versions.</p>
-
-<p>To reference one of the icons from your code, use
-<code>android.R.drawable.&lt;icon_resource_identifier&gt;</code>. For example,
-you can call a menu item's {@link android.view.MenuItem#setIcon(android.graphics.drawable.Drawable) setIcon()}
-method and pass the resource name:</p> 
-
-<p style="margin-left:2em"><code>.setIcon(android.R.drawable.ic_menu_more);</code>.
-
-<p>You could reference the same icon from a layout file using
-<code>android:icon="@android:drawable/ic_menu_more"></code>.</p>
-
-<p>To determine the resource ID for an icon listed below, hover over the icon or
-simply look at image filenames, which use the format
-"&lt;icon_resource_identifier&gt;.png".</p>
-
-<table class="image-caption">
-<tr>
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_add.png" title="ic_menu_add" alt="Android asset" />
-  <div class="caption">Add</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_call.png" title="ic_menu_call" alt="Android asset" />
-  <div class="caption">Call</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_camera.png" title="ic_menu_camera" alt="Android asset" />
-  <div class="caption">Camera</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_close_clear_cancel.png" title="ic_menu_close_clear_cancel" alt="Android asset" />
-  <div class="caption">Clear / Close / Cancel / Discard </div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_compass.png" title="ic_menu_compass" alt="Android asset" />
-  <div class="caption">Compass</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_delete.png" title="ic_menu_delete" alt="Android asset" />
-  <div class="caption">Delete</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_directions.png" title="ic_menu_directions" alt="Android asset" />
-  <div class="caption">Directions</div></td>
-
-</tr>
-<tr>
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_edit.png" title="ic_menu_edit" alt="Android asset" />
-  <div class="caption">Edit</div></td>
-
-
-<td class="image-caption-i image-list">	
-  <img src="{@docRoot}images/icon_design/ic_menu_gallery.png" title="ic_menu_gallery" alt="Android asset" />
-  <div class="caption">Gallery</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_help.png" title="ic_menu_help" alt="Android asset" />
-  <div class="caption">Help</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_info_details.png" title="ic_menu_info_details" alt="Android asset" />
-  <div class="caption">Info / details</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_mapmode.png" title="ic_menu_mapmode" alt="Android asset" />
-  <div class="caption">Map mode</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_mylocation.png" title="ic_menu_mylocation" alt="Android asset" />
-  <div class="caption">My Location</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_more.png" title="ic_menu_more" alt="Android asset" />
-  <div class="caption">More</div></td>
-
-</tr>
-<tr>
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_preferences.png" title="ic_menu_preferences" alt="Android asset" />
-  <div class="caption">Preferences</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_rotate.png" title="ic_menu_rotate" alt="Android asset" />
-  <div class="caption">Rotate</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_save.png" title="ic_menu_save" alt="Android asset" />
-  <div class="caption">Save</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_send.png" title="ic_menu_send" alt="Android asset" />
-  <div class="caption">Send</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_search.png" title="ic_menu_search" alt="Android asset" />
-  <div class="caption">Search</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_share.png" title="ic_menu_share" alt="Android asset" />
-  <div class="caption">Share</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_upload.png" title="ic_menu_upload" alt="Android asset" />
-  <div class="caption">Upload</div></td>
-
-</tr>
-<tr>
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_view.png" title="ic_menu_view" alt="Android asset" />
-  <div class="caption">View</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/ic_menu_zoom.png" title="ic_menu_zoom" alt="Android asset" />
-  <div class="caption">Zoom</div></td>
-
-</tr>
-</table>
-
-
-<h3 id="statusbarapx">Standard status bar icons</h3>
-
-<p>Shown below are standard status bar icons included in the Android platform
-(as of Android 1.5). You can reference any of these icon resources from your
-application as needed, but make sure that the meaning of the icon is consistent
-with the standard meaning listed. Note that this is not a complete list of icons
-and that the actual appearance of standard icons may change across platform
-versions.</p>
-
-<p>To reference one of the icons from your code, use
-<code>android.R.drawable.&lt;icon_resource_identifier&gt;</code>. For example,
-you can construct a simple notification that references one of the icons like
-this: </p>
-
-<p style="margin-left:2em"><code>new Notification(R.drawable.stat_notify_calendar, 
-"sample text", System.currentTimeMillis());</code></p>
-
-<p>To determine the resource ID for an icon listed below, hover over the icon 
-or simply look at the image filename, which use the format 
-"&lt;icon_resource_identifier&gt;.png".</p>
-
-
-<table class="image-caption">
-<tr>
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_sys_data_bluetooth.png" title="stat_sys_data_bluetooth" alt="Android asset" />
-  <div class="caption">Bluetooth</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_notify_email_generic.png" title="stat_notify_email_generic" alt="Android asset" />
-  <div class="caption">Email</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_notify_chat.png" title="stat_notify_chat" alt="Android asset" />
-  <div class="caption">IM</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_notify_voicemail.png" title="stat_notify_voicemail" alt="Android asset" />
-  <div class="caption">Voicemail</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_sys_warning.png" title="stat_sys_warning" alt="Android asset" />
-  <div class="caption">Warning</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_sys_phone_call.png" title="stat_sys_phone_call" alt="Android asset" />
-  <div class="caption">Call</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_sys_phone_call_forward.png" title="stat_sys_phone_call_forward" alt="Android asset" />
-  <div class="caption">Call forward</div></td>
-
-</tr>
-<tr>
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_sys_phone_call_on_hold.png" title="stat_sys_phone_call_on_hold" alt="Android asset" />
-  <div class="caption">Call on hold</div></td>
-
-
-<td class="image-caption-i image-list">
-  <img src="{@docRoot}images/icon_design/stat_notify_missed_call.png" title="stat_notify_missed_call" alt="Android asset" />
-  <div class="caption">Missed call</div></td>
-
-</tr>
-</table>
-
-
diff --git a/docs/html/guide/practices/ui_guidelines/icon_design_dialog.jd b/docs/html/guide/practices/ui_guidelines/icon_design_dialog.jd
new file mode 100644
index 0000000..f78bd86
--- /dev/null
+++ b/docs/html/guide/practices/ui_guidelines/icon_design_dialog.jd
@@ -0,0 +1,164 @@
+page.title=Dialog Icons
+parent.title=Icon Design Guidelines
+parent.link=icon_design.html
+@jd:body
+
+<div id="qv-wrapper">
+<div id="qv">
+
+<h2>In this document</h2>
+
+<ol>
+<li><a href="#icon1">All Android Versions</a>
+  <ol>
+    <li><a href="#structure1">Structure</a></li>
+    <li><a href="#style1">Light, effects, and shadows</a></li>
+  </ol>
+</li>
+</ol>
+
+<h2>See also</h2>
+
+<ol>
+<li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
+Screens</a></li>
+</ol>
+
+</div>
+</div>
+
+
+
+<p>Dialog icons are shown in pop-up dialog boxes that prompt the user for
+interaction. They use a light gradient and inner
+shadow in order to stand out against a dark background.</p>
+
+<p>As described in <a href="icon_design.html#icon-sets">Providing
+Density-Specific Icon Sets</a>, you should create separate icon sets for low-,
+medium-, and high-density screens. This ensures that your icons will display
+properly across the range of devices on which your application can be installed.
+See Table 1 for a listing of the recommended finished icon sizes for each
+density. Also, see <a href="icon_design.html#design-tips">Tips for Designers</a>
+for suggestions on how to work with multiple sets of icons.</p>
+
+
+<p class="table-caption"><strong>Table 1.</strong> Summary of finished dialog
+icon dimensions for each of the three generalized screen densities.</p>
+
+  <table>
+    <tbody>
+    <tr>
+      <th style="background-color:#f3f3f3;font-weight:normal">
+        <nobr>Low density screen <em>(ldpi)</em></nobr>
+      </th>
+      <th style="background-color:#f3f3f3;font-weight:normal">
+        <nobr>Medium density screen <em>(mdpi)</em></nobr>
+      </th>
+      <th style="background-color:#f3f3f3;font-weight:normal">
+        <nobr>High density screen <em>(hdpi)</em><nobr>
+      </th>
+    </tr>
+
+    <tr>
+      <td>
+        24 x 24 px
+      </td>
+      <td>
+        32 x 32 px
+      </td>
+      <td>
+        48 x 48 px
+      </td>
+    </tr>
+
+    </tbody>
+  </table>
+
+
+
+<p><strong>Final art must be exported as a transparent PNG file. Do not include
+a background color</strong>.</p>
+
+<p>Templates for creating icons in Adobe Photoshop are available in the <a
+href="{@docRoot}guide/practices/ui_guidelines/icon_design.html#templatespack">Icon
+Templates Pack</a>.</p>
+
+<h2 id="icon1">All Android Versions</h2>
+
+<p>The following guidelines describe how to design dialog icons for all versions
+of the Android platform.</p>
+
+<h3 id="structure1">Structure</h3>
+
+<ul>
+<li>Dialog icons have a 1 pixel safeframe. The base shape must fit within the
+safeframe, but the anti-alias of a round shape can overlap the safeframe.</li>
+
+<li>All dimensions specified on this page are based on a 32x32 pixel artboard size
+in Adobe Photoshop. Keep 1 pixel of padding around the bounding box inside the
+Photoshop template.</li>
+
+
+</ul>
+
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/dialog_icon.png" alt="A view of dialog
+icon structure." />
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 1. </strong>Safeframe and fill gradient for dialog icons.
+Icon size is 32x32.</p>
+  </div>
+</td>
+</tr>
+</table>
+
+
+<h3 id="style1">Light, effects, and shadows</h3>
+
+<p>Dialog icons are flat and pictured face-on. In order to stand out against a
+dark background, they are built up using a light gradient and inner shadow.</p>
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/dialog_light.png" alt="A view of light,
+effects, and shadows for dialog icons."/>
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 2. </strong>Light, effects, and shadows for dialog
+icons.</p>
+    <div class="image-caption-nested">
+    <table>
+    <tr><td><em>1.</em></td><td>Front part:</td><td>gradient overlay | angle 90&deg;<br>bottom: r 223 | g 223 | b 223<br>top: r 249 | g 249 | b 249<br>bottom color location: 0%<br>top color location: 75%</td></tr>
+    <tr><td><em>2.</em></td><td>Inner shadow:</td><td>black | 25% opacity | <br>angle -90&deg; | distance 1px | size 0px</td></tr>
+    </table>
+    </div>
+  </div>
+</td>
+</tr>
+</table>
+
+
+<table>
+<tr>
+<td style="border:0;">
+
+<h4 id="steps1">Step by step</h4>
+
+<ol>
+<li>Create the basic shapes using a tool like Adobe Illustrator.</li>
+<li>Import the shape into a tool like Adobe Photoshop and scale to fit an image
+of 32x32 px on a transparent background. </li>
+<li>Add the effects seen in Figure 2 for the proper filter.</li>
+<li>Export the icon at 32x32 as a PNG file with transparency enabled.</li>
+</ol>
+
+</td>
+</tr>
+</table>
diff --git a/docs/html/guide/practices/ui_guidelines/icon_design_launcher.jd b/docs/html/guide/practices/ui_guidelines/icon_design_launcher.jd
new file mode 100644
index 0000000..cb04b55
--- /dev/null
+++ b/docs/html/guide/practices/ui_guidelines/icon_design_launcher.jd
@@ -0,0 +1,520 @@
+page.title=Launcher Icons
+parent.title=Icon Design Guidelines
+parent.link=icon_design.html
+@jd:body
+
+<div id="qv-wrapper">
+<div id="qv">
+
+<h2>In this document</h2>
+
+<ol>
+<li><a href="#market">Application Icons in Android Market</a></li>
+<li><a href="#icon5">Android 2.0 and Later</a>
+  <ol>
+    <li><a href="#style5">Style</a></li>
+    <li><a href="#size5">Size</a></li>
+    <li><a href="#materialscolors5">Materials and colors</a></li>
+    <li><a href="#effects5">Effects</a></li>
+    <li><a href="#dodonts5">Do's and don'ts</a></li>
+    <li><a href="#examples5">Example icons</a></li>
+  </ol>
+</li>
+<li><a href="#icon1">Android 1.6 and Earlier</a></li>
+</ol>
+
+<h2>See also</h2>
+
+<ol>
+<li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
+Screens</a></li>
+</ol>
+
+</div>
+</div>
+
+
+<p>A Launcher icon is a graphic that represents your application on the device's
+Home screen and in the Launcher window.</p>
+
+<p>The user opens the Launcher by touching the icon at the bottom of the Home
+screen. The Launcher opens and exposes the icons for all of the installed
+applications. The user selects an application and opens it by touching the
+Launcher icon or by means of any hardware navigation controls available, such as
+a trackball or d-pad.</p>
+
+<p>As described in <a href="icon_design.html#icon-sets">Providing
+Density-Specific Icon Sets</a>, you should create separate icons for low-,
+medium-, and high-density screens. This ensures that your icons will display
+properly across the range of devices on which your application can be installed.
+See <a href="icon_design.html#design-tips">Tips for Designers</a> for
+suggestions on how to work with multiple sets of icons.</p>
+
+
+
+<h2 id="market">Application Icons in Android Market</h2>
+
+<p>If you are <a href="{@docRoot}guide/publishing/publishing.html">publishing
+your application on Android Market</a>, you will also need to provide a 512x512
+pixel, high-resolution application icon in the <a
+href="http://market.android.com/publish">developer console</a> at upload-time.
+This icon will be used in various locations in Android Market and does
+not replace your launcher icon.</p>
+
+<p>For tips and recommendations on creating high-resolution launcher icons that
+can easily be scaled up to 512x512, see
+<a href="{@docRoot}guide/practices/ui_guidelines/icon_design.html#design-tips">
+Tips for Designers</a>.</p>
+
+<p>For information and specifications about high-resolution application
+icons in Android Market, see the following article:</p>
+
+<p style="margin-left:2em"><a
+href="http://market.android.com/support/bin/answer.py?answer=1078870">
+  Graphic Assets for your Application (Android Market Help) &raquo;</a>
+
+
+
+
+<h2 id="icon5">Android 2.0 and Later</h2>
+
+<p>Starting with Android 2.0, launcher icons should be front-facing, instead of
+at a three-quarter perspective. The following guidelines describe how to design
+launcher icons for Android 2.0 (API Level 5) and later.</p>
+
+<h3 id="style5">Style</h3>
+
+<p>The launcher icons that you create should follow the general style principles
+below. The guidelines aren't meant to restrict what you can do with your icons,
+but rather they are meant to emphasize the common approaches that your icons can
+share with others on the device. Figure 1, at right, provides examples.  </p>
+
+<div class="figure">
+  <img src="{@docRoot}images/icon_design/IconGraphic_Icons_i.png" 
+    width="340">
+  <p class="img-caption">
+    <strong>Figure 1.</strong> Example launcher icons for Android 2.0 and
+    greater.
+  </p>
+</div>
+
+<p>Clean and contemporary:</p>
+
+<ul>
+  <li>Launcher icons should be modern and sometimes quirky; they should not
+appear aged or ragged. You should avoid overused symbolic metaphors whenever
+possible.</li>
+</ul>
+
+<p>Simple and iconic:</p>
+<ul>
+  <li>Android Launcher icons are caricatural in nature; your icons should be
+highly simplified and exaggerated, so that they are appropriate for use at small
+sizes. Your icons should not be overly complicated. </li>
+  <li>Try featuring a single part of an application as a symbolic
+representation of the whole (for example, the Music icon features a speaker).
+</li>
+  <li>Consider using natural outlines and shapes, both geometric and organic,
+with a realistic (but never photorealistic) rendering. </li>
+  <li>Your icons <em>should not</em> present a cropped view of a larger
+image.</li>
+</ul>
+
+<p>Tactile and textured:</p>
+<ul>
+  <li>Icons should feature non-glossy, textured material. See
+  <a href="#materialscolors5">Materials and colors</a>, below, for more
+  information.</li>
+</ul>
+
+<p>Forward-facing and top-lit:</p>
+<ul>
+  <li><em>New for Android 2.0 and later platforms</em>: Android Launcher
+icons should be forward-facing, with very little perspective, and they
+should be top-lit.</li>
+</ul>
+
+<p class="note"><strong>Note:</strong> Android applies separate text labels
+using the application name when displaying launcher icons, so you should avoid
+embedding text in your icon and instead focus on designing a distinct and
+memorable icon.</p>
+
+
+
+<h3 id="size5">Size and positioning</h3>
+
+<p>Launcher icons should use a variety of shapes and forms that are scaled and
+positioned inside the asset to create consistent visual weight with other
+icons.</p>
+
+<p>Figure 2 illustrates various ways of positioning the icon inside the
+asset. You should size the icons <em>smaller than the actual bounds of the
+asset</em> to create a consistent visual weight and to allow for shadows. If
+your icon is square or nearly square, it should be scaled even smaller.</p>
+
+<p>In order to indicate the recommended size for the icon, each example in
+Figure 2 includes three different guide rectangles:</p>
+
+<ul>
+<li>The red box is the bounding box for the full asset.</li>
+<li>The blue box is the recommended bounding box for the actual icon.
+The icon box is sized smaller than the full asset box so that there is space to
+include shadows and allow for special icon treatments.</li>
+<li>The orange box is the recommended bounding box for the actual icon when
+the content is square. The box for square icons is smaller than that for other
+icons to establish a consistent visual weight across the two types.</li>
+</ul>
+
+<table>
+<tr>
+
+<td style="border:0;">
+<ol class="nolist">
+  <li>Launcher icon dimensions for high-density (<code>hdpi</code>) screens:</li>
+  <ol class="nolist">
+    <li>Full Asset: 72 x 72 px</li>
+    <li>Icon: 60 x 60 px</li>
+    <li>Square Icon: 56 x 56 px</li>
+  </ol>
+  </li>
+</ol>
+</td>
+<td style="border:0;">
+  <img src="{@docRoot}images/icon_design/launcher_size_hdpi.png" width="450">
+</td>
+</tr>
+<tr>
+<td style="border:0;">
+  <ol class="nolist">
+  <li>Launcher icon dimensions for medium-density (<code>mdpi</code>) screens:</li>
+    <ol class="nolist">
+      <li>Full Asset: 48 x 48 px</li>
+      <li>Icon: 40 x 40 px</li>
+      <li>Square Icon: 38 x 38 px</li>
+    </ol>
+  </li>
+</ol>
+</td>
+
+<td style="border:0;">
+ <img src="{@docRoot}images/icon_design/launcher_size_mdpi.png" width="450">
+</td>
+</tr>
+<tr>
+<td style="border:0;">
+  <ol class="nolist">
+  <li>Launcher icon dimensions for low-density (<code>ldpi</code>) screens:</li>
+    <ol class="nolist">
+      <li>Full Asset: 36 x 36 px</li>
+      <li>Icon: 30 x 30 px</li>
+      <li>Square Icon: 28 x 28 px</li>
+    </ol>
+  </li>
+</ol>
+</td>
+
+<td style="border:0;">
+ <img src="{@docRoot}images/icon_design/launcher_size_ldpi.png" width="450">
+</td>
+</tr>
+
+<tr>
+<td style="border:0;"></td>
+<td style="border:0;">
+ <p class="table-caption"><strong>Figure 2.</strong>
+ Launcher icon sizing and positioning inside the bounds of the
+ icon asset.</p>
+</td>
+</tr>
+
+</table>
+
+
+
+
+<h3 id="materialscolors5">Materials and colors</h3>
+
+<p>Launcher icons should make use of tactile, top-lit, textured materials. Even
+if your icon is just a simple shape, you should try to render in a way that
+makes it appear to be sculpted from some real-world material.</p>
+
+<p>Android launcher icons usually consist of a smaller shape within a
+larger base shape and combine one neutral and one primary color. Icons may
+use a combination of neutral colors but should maintain a fairly high level of
+contrast. Icons should not use more than one primary color per icon, if
+possible.</p>
+
+<p>Launcher icons should use a limited color palette that includes a range
+of neutral and primary colors. The icons should not be over-saturated.</p>
+
+<p>The recommended color palette to use for Launcher icons is shown in Figure 3.
+You can use elements of the palette for both the base color and the highlight
+color. You can use the colors of the palette in conjunction with a
+white-to-black vertical linear gradient overlay. This creates the impression
+that the icon is lit from above and keeps the color less saturated.</p>
+
+<img src="{@docRoot}images/icon_design/IconGraphic_Colors.png" width="530">
+<p class="img-caption">
+<strong>Figure 3.</strong> Recommended color palette for icons.</p>
+
+<p>When you combine the materials in Figure 4 with a color highlight from the
+recommended palette above, you can create materials combinations such as those
+shown in Figure 5. To get you started, the
+<a href="{@docRoot}guide/practices/ui_guidelines/icon_design.html#templatespack">Icon Templates Pack</a>
+includes a Photoshop file (<code>ic_launcher_template/example_materials.psd</code>)
+that provides all of the default materials, colors, and gradients. </p>
+
+<table>
+  <tbody>
+    <tr>
+      <td style="border:0;">
+<img src="{@docRoot}images/icon_design/IconGraphic_Materials.png" width="450">
+<p class="img-caption">
+<strong>Figure 4.</strong> Example materials that you can use to create
+your icons.</p>
+      </td>
+      <td style="border:0;border-left:1px solid #ccc;margin-left:1em;padding-left:1em">
+<img src="{@docRoot}images/icon_design/IconGraphic_AccentColor.png" width="450">
+<p class="img-caption">
+<strong>Figure 5.</strong> Examples of materials combined with base
+and highlight colors from the recommended palette.</p>
+      </td>
+    </tr>
+  </tbody>
+</table>
+
+
+
+<h3 id="effects5">Effects</h3>
+
+<p>Launcher icons are flat and the perspective is straight-on, rather than at an
+angle. A drop shadow is used to create a sense of depth. Launcher icons can use
+varying textures and lighting effects, but must be lit directly from above
+(straight down).</p>
+
+<p>In order to maintain consistency, all launcher icons should use the same
+drop shadow effect, as shown in Figure 6.</p>
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/launcher_style.png"/>
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 6. </strong>Style, light and effects for launcher icons.</p>
+    <div class="image-caption-nested">
+    <p><em>Note: all pixel dimensions are for medium density and should be scaled appropriately for other densities.</em></p>
+    <table>
+    <tr><td><em>1.</em></td><td nowrap>Lighting:</td><td>Top-lit, using appropriate lighting details<br><br></td></tr>
+    <tr><td><em>2.</em></td><td nowrap>Drop shadow:</td><td><code>#000000</code>, 75% opacity<br>angle 90&deg;<br>distance 1px<br>size 3px<br><br></td></tr>
+    <tr><td><em>3.</em></td><td nowrap>Textures:</td><td>Tactile, appear to use real-world materials (monochromatic noise in example image)<br><br></td></tr>
+    </table>
+    </div>
+  </div>
+</td>
+</tr>
+</table>
+
+
+
+<h3 id="dodonts5">Do's and don'ts</h3>
+
+<p>Below are some "do and don't" examples to consider when creating icons for
+your application.  </p>
+
+
+<table>
+<tr>
+<td style="border:0;width:50%">
+
+<h4>Android Launcher icons are...</h4>
+
+<ul>
+<li>Modern, minimal, matte, tactile, and textured</li>
+<li>Forward-facing and top-lit, whole, limited in color
+palette</li>
+</ul>
+</td>
+<td style="border:0;width:50%">
+
+<h4>Android Launcher icons are not...</h4>
+
+<ul>
+<li>Antique, over-complicated, glossy, flat vector</li>
+<li>Rotated, Cropped, Over-Saturated</li>
+</ul>
+</td>
+</tr>
+<tr>
+</table>
+
+<img src="{@docRoot}images/icon_design/IconGraphic_DosDonts.png"/>
+<p class="img-caption">
+<strong>Figure 7.</strong> Side-by-side examples of "do's and don'ts" for
+Android launcher icons. </p>
+
+
+
+
+
+<h3 id="examples5">Example icons</h3>
+
+<p>Shown below are examples of high-density launcher icons used by
+Android applications. The icons are provided for your reference only &mdash;
+please do not reuse these icons in your applications.</code>.</p>
+
+<img src="{@docRoot}images/icon_design/IconGraphic_Icons.png" />
+
+
+
+<h2 id="icon1">Android 1.6 and earlier</h2>
+
+<p>The following guidelines describe how to design launcher icons for Android
+1.6 (API Level 4) and earlier. Launcher icons for Android 1.6 and below are
+simplified 3D icons with a fixed perspective. The required perspective is shown
+in Figure 8.</p>
+
+<h3 id="structure1">Structure</h3>
+
+<ul>
+<li>The base of a launcher icon can face either the top view or the front
+view.</li>
+
+<li>The majority of a launcher icon’s surface should be created using the
+launcher icon <a href="#palette1">color palette</a>. To add emphasis, use
+one or more bright accent colors to highlight specific characteristics.</li>
+
+<li>All launcher icons must be created with rounded corners to make them look
+friendly and simple—as shown in Figure 8.</li>
+
+<li>All dimensions specified are based on a 250x250 pixel artboard size
+in a vector graphics editor like Adobe Illustrator, where the icon fits within
+the artboard boundaries.</li>
+
+<li><strong>Final art must be scaled down and exported as a transparent PNG file
+using a raster image editor such as Adobe Photoshop. Do not include a background
+color.</strong></li>
+
+<li>Templates for creating icons in Adobe Photoshop are available in the <a
+href="{@docRoot}guide/practices/ui_guidelines/icon_design.html#templatespack">Icon
+Templates Pack</a>.</li>
+
+</ul>
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/launcher_structure.png" alt="A view of
+launcher icon corners and perspective angles" />
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 8.</strong> Rounded corners and perspective angles for
+      launcher icons (90° is vertical).</p>
+    <div class="image-caption-nested">
+      <table>
+      <tr><td><em>1.</em></td><td>92°</td></tr>
+      <tr><td><em>2.</em></td><td>92°</td></tr>
+      <tr><td><em>3.</em></td><td>173°</td></tr>
+      <tr><td><em>4.</em></td><td>171°</td></tr>
+      <tr><td><em>5.</em></td><td>49°</td></tr>
+      <tr><td><em>6.</em></td><td>171°</td></tr>
+      <tr><td><em>7.</em></td><td>64°</td></tr>
+      <tr><td><em>8.</em></td><td>97°</td></tr>
+      <tr><td><em>9.</em></td><td>75°</td></tr>
+      <tr><td><em>10.</em></td><td>93°</td></tr>
+      <tr><td><em>11.</em></td><td>169°</td></tr>
+      </table>
+    </div>
+  </div>
+</td>
+</tr>
+</table>
+
+<h3 id="style1">Light, effects, and shadows</h3>
+
+<p>Launcher icons are simplified 3D icons using light and shadows for
+definition. A light source is placed slightly to the left in front of the icon,
+and therefore the shadow expands to the right and back.</p>
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/launcher_light.png" alt="A view of
+light, effects, and shadows for launcher icons."/>
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 9. </strong>Light, effects, and shadows for launcher icons.</p>
+    <div class="image-caption-nested">
+    <table>
+    <tr><td><em>1.</em></td><td>Edge highlight:</td><td>white</td></tr>
+    <tr><td><em>2.</em></td><td>Icon shadow:</td><td>black | 20px blur<br>50% opacity | angle 67°</td></tr>
+    <tr><td><em>3.</em></td><td>Front part:</td><td>Use light gradient from color palette</td></tr>
+    <tr><td><em>4.</em></td><td>Detail shadow:</td><td>black | 10px blur<br>75% opacity</td></tr>
+    <tr><td><em>5.</em></td><td> Side part:</td><td>Use medium gradient from color palette</td></tr>
+    </table>
+    </div>
+  </div>
+</td>
+</tr>
+</table>
+
+<table>
+<tr>
+<td style="border:0">
+
+<h4 id="palette1">Launcher icon color palette</h4>
+
+<table>
+<tr>
+<td class="image-caption-i"><img src="{@docRoot}images/icon_design/launcher_palette_white.png"/></td>
+<td class="image-caption-c">White<br>r 255 | g 255 | b 255<br>Used for highlights on edges.</td>
+</tr>
+
+<tr>
+<td class="image-caption-i"><img src="{@docRoot}images/icon_design/launcher_palette_gradient_light.png"/></td>
+<td class="image-caption-c">Light gradient<br><em>1:&nbsp;&nbsp;</em>r 0  | g 0  | b 0<br><em>2:&nbsp;&nbsp;</em>r 217 | g 217 | b 217<br>Used on the front (lit) part of the icon.</td>
+</tr>
+
+<tr>
+<td class="image-caption-i"><img src="{@docRoot}images/icon_design/launcher_palette_gradient_medium.png"/></td>
+<td class="image-caption-c">Medium gradient<br><em>1:&nbsp;&nbsp;</em>r 190 | g 190 | b 190<br><em>2:&nbsp;&nbsp;</em>r 115 | g 115 | b 115<br>Used on the side (shaded) part of the icon.</td>
+</tr>
+
+<tr>
+<td class="image-caption-i"><img src="{@docRoot}images/icon_design/launcher_palette_gradient_dark.png"/></td>
+<td class="image-caption-c">Dark gradient<br><em>1:&nbsp;&nbsp;</em>r 100 | g 100 | b 100<br><em>2:&nbsp;&nbsp;</em>r 25  | g 25  | b 25<br>Used on details and parts in the shade of the icon.</td>
+</tr>
+
+<tr>
+<td class="image-caption-i"><img src="{@docRoot}images/icon_design/launcher_palette_black.png"/></td>
+<td class="image-caption-c">Black<br>r 0 | g 0 | b 0<br>Used as base color in shadows.</td>
+</tr>
+
+</table>
+
+</td>
+
+<td style="border:0">
+
+<h4 id="steps1">Step by step</h4>
+
+<ol>
+  <li>Create the basic shapes with a tool like Adobe Illustrator, using the
+angles described in <a href="#structure1">Launcher icon: structure</a>.
+The shapes and effects must fit within a 250x250 pixel artboard.</li>
+  <li>Add depth to shapes by extruding them and create the rounded corners as
+described for the launcher icon structure.</li>
+  <li>Add details and colors. Gradients should be treated as if there is a light
+source placed slightly to the left in front of the icon.</li>
+  <li>Create the shadows with the correct angle and blur effect.</li>
+  <li>Import the icon into a tool like Adobe Photoshop and scale to fit an image
+size of 48x48 px on a transparent background.</li>
+  <li>Export the icon at 48x48 as a PNG file with transparency enabled.</li>
+</ol>
+
+</td>
+</tr>
+</table>
diff --git a/docs/html/guide/practices/ui_guidelines/icon_design_list.jd b/docs/html/guide/practices/ui_guidelines/icon_design_list.jd
new file mode 100644
index 0000000..7bf34cc
--- /dev/null
+++ b/docs/html/guide/practices/ui_guidelines/icon_design_list.jd
@@ -0,0 +1,163 @@
+page.title=List View Icons
+parent.title=Icon Design Guidelines
+parent.link=icon_design.html
+@jd:body
+
+<div id="qv-wrapper">
+<div id="qv">
+
+<h2>In this document</h2>
+
+<ol>
+<li><a href="#icon1">All Android Versions</a>
+  <ol>
+    <li><a href="#structure1">Structure</a></li>
+    <li><a href="#style1">Light, effects, and shadows</a></li>
+  </ol>
+</li>
+</ol>
+
+<h2>See also</h2>
+
+<ol>
+<li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
+Screens</a></li>
+</ol>
+
+</div>
+</div>
+
+
+
+<p>List view icons look a lot like dialog icons, but they use an inner shadow
+effect where the light source is above the object. They are also designed to be
+used only in a {@link android.widget.ListView}. Examples include the Settings
+application.</p>
+
+<p>As described in <a href="icon_design.html#icon-sets">Providing
+Density-Specific Icon Sets</a>, you should create separate icon sets for low-,
+medium-, and high-density screens. This ensures that your icons will display
+properly across the range of devices on which your application can be installed.
+See Table 1 for a listing of the recommended finished icon sizes for each
+density. Also, see <a href="icon_design.html#design-tips">Tips for Designers</a>
+for suggestions on how to work with multiple sets of icons.</p>
+
+
+<p class="table-caption"><strong>Table 1.</strong> Summary of finished list view
+icon dimensions for each of the three generalized screen densities.</p>
+
+  <table>
+    <tbody>
+    <tr>
+      <th style="background-color:#f3f3f3;font-weight:normal">
+        <nobr>Low density screen <em>(ldpi)</em></nobr>
+      </th>
+      <th style="background-color:#f3f3f3;font-weight:normal">
+        <nobr>Medium density screen <em>(mdpi)</em></nobr>
+      </th>
+      <th style="background-color:#f3f3f3;font-weight:normal">
+        <nobr>High density screen <em>(hdpi)</em><nobr>
+      </th>
+    </tr>
+
+    <tr>
+      <td>
+        24 x 24 px
+      </td>
+      <td>
+        32 x 32 px
+      </td>
+      <td>
+        48 x 48 px
+      </td>
+    </tr>
+
+    </tbody>
+  </table>
+
+
+
+<p><strong>Final art must be exported as a transparent PNG file. Do not include
+a background color</strong>.</p>
+
+<p>Templates for creating icons in Adobe Photoshop are available in the <a
+href="{@docRoot}guide/practices/ui_guidelines/icon_design.html#templatespack">Icon
+Templates Pack</a>.</p>
+
+<h2 id="icon1">All Android Versions</h2>
+
+<p>The following guidelines describe how to design dialog icons for all versions
+of the Android platform.</p>
+
+<h3 id="structure1">Structure</h3>
+
+<ul>
+<li>A list view icon normally has a 1 px safeframe, but it is OK to use the
+safeframe area for the edge of the anti-alias of a round shape.</li>
+
+<li>All dimensions specified are based on a 32x32 pixel artboard size in
+Photoshop. Keep 1 pixel of padding around the bounding box inside the template.
+</li>
+
+</ul>
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/listview_icon.png" alt="A view of list
+view icon structure." />
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 1. </strong>Safeframe and fill gradient for list view
+icons. Icon size is 32x32.</p>
+  </div>
+</td>
+</tr>
+</table>
+
+<h3 id="style1">Light, effects, and shadows</h3>
+
+<p>List view icons are flat and pictured face-on with an inner shadow. Built up
+by a light gradient and inner shadow, they stand out well on a dark
+background.</p>
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/listview_icon_details.png" alt="A view
+of light, effects, and shadows for list view icons."/>
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 2. </strong>Light, effects, and shadows for list view
+icons.</p>
+    <div class="image-caption-nested">
+    <table>
+    <tr><td><em>1.</em></td><td>Inner shadow:</td><td>black | 57 % opacity | angle 120&deg; | blend mode normal | distance 1px | size 1px <td></tr>
+    <tr><td><em>2.</em></td><td>Background:</td><td>black | standard system color <br>These icons are displayed in list views only.</td></tr>
+    <tr><td colspan="2">Note: The list view icon sits on 32x32 px artboard in Photoshop, without a safeframe.</td></tr>
+    </table>
+    </div>
+  </div>
+</td>
+</tr>
+</table>
+
+<table>
+<tr>
+<td style="border:0">
+
+<h4 id="steps1">Step by step</h4>
+
+<ol>
+<li>Add the effects seen in Figure 2 for the proper filter.</li>
+<li>Export the icon at 32x32 as a PNG file with transparency enabled.</li>
+<li>Create the basic shapes using a tool like Adobe Illustrator.</li>
+<li>Import the shape into a tool like Adobe Photoshop and scale to fit an image
+of 32x32 px on a transparent background. </li>
+</ol>
+
+</td>
+</tr>
+</table>
diff --git a/docs/html/guide/practices/ui_guidelines/icon_design_menu.jd b/docs/html/guide/practices/ui_guidelines/icon_design_menu.jd
new file mode 100644
index 0000000..2029def
--- /dev/null
+++ b/docs/html/guide/practices/ui_guidelines/icon_design_menu.jd
@@ -0,0 +1,349 @@
+page.title=Menu Icons
+parent.title=Icon Design Guidelines
+parent.link=icon_design.html
+@jd:body
+
+<div id="qv-wrapper">
+<div id="qv">
+
+<h2>In this document</h2>
+
+<ol>
+<li><a href="#icon9">Android 2.3 and Later</a>
+  <ol>
+    <li><a href="#size9">Size</a></li>
+    <li><a href="#style9">Style, colors, and effects</a></li>
+    <li><a href="#dodonts9">Do's and don'ts</a></li>
+    <li><a href="#examples9">Example icons</a></li>
+  </ol>
+</li>
+<li><a href="#icon1">Android 2.2 and Earlier</a></li>
+</ol>
+
+<h2>See also</h2>
+
+<ol>
+<li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
+Screens</a></li>
+</ol>
+
+</div>
+</div>
+
+
+
+<p>Menu icons are graphical elements placed in the options menu shown to users
+when they press the Menu button. They are drawn in a flat-front perspective and
+in greyscale. Elements in a menu icon must not be visualized in 3D or
+perspective.</p>
+
+<p>As described in <a href="icon_design.html#icon-sets">Providing
+Density-Specific Icon Sets</a>, you should create separate icon sets for low-,
+medium-, and high-density screens. This ensures that your icons will display
+properly across the range of devices on which your application can be installed.
+See <a href="icon_design.html#design-tips">Tips for Designers</a>
+for suggestions on how to work with multiple sets of icons.</p>
+
+<p><strong>Final art must be exported as a transparent PNG file. Do not include
+a background color</strong>.</p>
+
+<p>Templates for creating icons in Adobe Photoshop are available in the <a
+href="{@docRoot}guide/practices/ui_guidelines/icon_design.html#templatespack">Icon
+Templates Pack</a>.</p>
+
+
+<p class="caution"><strong>Caution:</strong> The style and content sizing of
+menu icons have changed in Android 2.3 compared to
+<a href="#icon1">previous versions</a>:
+<br>
+1. Icons have a larger safe frame; icon content is smaller within the full
+asset. Final asset sizes have not changed.
+<br>
+2. The color palette is slightly lighter.
+<br>
+3. No outer glow effects are applied.
+<br>
+4. Menu icons can now be rendered on either dark or light backgrounds.
+
+</p>
+
+
+
+<h2 id="icon9">Android 2.3 and Later</h2>
+
+<p>The following guidelines describe how to design menu icons for Android
+2.3 (API Level 9) and later.</p>
+
+<h3 id="size9">Size and positioning</h3>
+
+<p>Menu icons can use a variety of shapes and forms and must be scaled and
+positioned inside the asset to create consistent visual weight with other
+icons.</p>
+
+<p>Figure 1 illustrates various ways of positioning the icon inside the
+asset. You should size the icons <em>smaller than the actual bounds of the
+asset</em>, to create a consistent visual weight. If your icon is square or
+nearly square, it should be scaled even smaller.</p>
+
+<p>In order to indicate the recommended size for the icon, each example in
+Figure 1 includes three different guide rectangles:</p>
+
+<ul>
+<li>The red box is the bounding box for the full asset.</li>
+<li>The blue box is the recommended bounding box for the actual icon.
+The icon box is sized smaller than the full asset box to allow for
+varying icon shapes while maintaining a consistent visual weight.</li>
+<li>The orange box is the recommended bounding box for the actual icon when
+the content is square. The box for square icons is smaller than that for other
+icons to establish a consistent visual weight across the two types.</li>
+</ul>
+
+<table>
+<tr>
+
+<td style="border:0;">
+<ol class="nolist">
+  <li>Menu icon dimensions for high-density (<code>hdpi</code>) screens:</li>
+  <ol class="nolist">
+    <li>Full Asset: 72 x 72 px</li>
+    <li>Icon: 48 x 48 px</li>
+    <li>Square Icon: 44 x 44 px</li>
+  </ol>
+  </li>
+</ol>
+</td>
+<td style="border:0;">
+  <img src="{@docRoot}images/icon_design/menu_size_hdpi.png" width="450">
+</td>
+</tr>
+<tr>
+<td style="border:0;">
+  <ol class="nolist">
+  <li>Menu icon dimensions for medium-density (<code>mdpi</code>) screens:</li>
+    <ol class="nolist">
+      <li>Full Asset: 48 x 48 px</li>
+      <li>Icon: 32 x 32 px</li>
+      <li>Square Icon: 30 x 30 px</li>
+    </ol>
+  </li>
+</ol>
+</td>
+
+<td style="border:0;">
+ <img src="{@docRoot}images/icon_design/menu_size_mdpi.png" width="450">
+</td>
+</tr>
+<tr>
+<td style="border:0;">
+  <ol class="nolist">
+  <li>Menu icon dimensions for low-density (<code>ldpi</code>) screens:</li>
+    <ol class="nolist">
+      <li>Full Asset: 36 x 36 px</li>
+      <li>Icon: 24 x 24 px</li>
+      <li>Square Icon: 22 x 22 px</li>
+    </ol>
+  </li>
+</ol>
+</td>
+
+<td style="border:0;">
+ <img src="{@docRoot}images/icon_design/menu_size_ldpi.png" width="450">
+</td>
+</tr>
+
+<tr>
+<td style="border:0;"></td>
+<td style="border:0;">
+ <p class="table-caption"><strong>Figure 1.</strong>
+ Menu icon sizing and positioning inside the bounds of the
+ icon asset.</p>
+</td>
+</tr>
+
+</table>
+
+
+
+
+<h3 id="style9">Style, colors, and effects</h3>
+
+<p>Menu icons are flat, pictured face on, and greyscale. A slight deboss and
+some other effects, which are shown below, are used to create depth. Menu icons
+should include rounded corners, but only when logically appropriate.</p>
+
+<p>In order to maintain consistency, all menu icons must use the same
+color palette and effects, as shown in Figure 2.</p>
+
+
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/menu_style.png" alt="A view of light, effects, and shadows for menu icons."/>
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 2. </strong>Style, light and effects for menu icons.</p>
+    <div class="image-caption-nested">
+    <p><em>Note: all pixel dimensions are for medium density and should be scaled appropriately for other densities.</em></p>
+    <table>
+    <tr><td><em>1.</em></td><td nowrap>Corner rounding:</td><td>2 pixel corner radius, when appropriate<br><br></td></tr>
+    <tr><td><em>2.</em></td><td nowrap>Fill gradient:</td><td>90&deg;, from <code>#8C8C8C</code> to <code>#B2B2B2</code><br><br></td></tr>
+    <tr><td><em>3.</em></td><td nowrap>Inner shadow:</td><td><code>#000000</code>, 20% opacity<br>angle 90&deg;<br>distance 2px<br>size 2px<br><br></td></tr>
+    <tr><td><em>4.</em></td><td nowrap>Inner bevel:</td><td>depth 1%<br>direction down<br>size 0px<br>angle 90&deg;<br>altitude 10&deg;<br>highlight <code>#ffffff</code>, 70% opacity<br>shadow <code>#000000</code>, 25% opacity</td></tr>
+    </table>
+    </div>
+  </div>
+</td>
+</tr>
+</table>
+
+
+
+
+<h3 id="dodonts9">Do's and don'ts</h3>
+
+<p>Below are some "do and don't" examples to consider when creating menu icons for
+your application. </p>
+
+
+<img src="{@docRoot}images/icon_design/do_dont_menuicons.png">
+
+
+
+
+<h3 id="examples9">Example icons</h3>
+
+<p>Shown below are standard high-density menu icons that are used in the Android
+platform.</p>
+
+<p class="warning"><strong>Warning:</strong> Because these resources can change
+between platform versions, you should not reference these icons using the
+Android platform resource IDs (i.e. menu icons under
+<code>android.R.drawable</code>). If you want to use any icons or other internal
+drawable resources, you should store a local copy of those icons or drawables in
+your application resources, then reference the local copy from your application
+code. In that way, you can maintain control over the appearance of your icons,
+even if the system's copy changes. Note that the grid below is not intended to
+be complete.</p>
+
+<img src="{@docRoot}images/icon_design/menu_standard.png" />
+
+
+
+
+<h2 id="icon1">Android 2.2 and Earlier</h2>
+
+<p>The following guidelines describe how to design menu icons for Android 2.2
+(API Level 4) and earlier. Menu icons in Android 2.2 and below are drawn in a
+flat-front perspective. Elements in a menu icon must not be visualized in 3D or
+perspective.</p>
+
+<h3 id="structure1">Structure</h3>
+
+<ul>
+<li>In order to maintain consistency, all menu icons must use the same
+primary palette and the same effects. For more information, see the
+menu icon <a href="#palette1">color palette</a>. </li>
+
+<li>Menu icons should include rounded corners, but only when logically
+appropriate. For example, in Figure 3 the logical place for rounded corners is
+the roof and not the rest of the building.</span></li>
+
+<li>All dimensions specified on this page are based on a 48x48 pixel artboard 
+size with a 6 pixel safeframe.</li>
+
+<li>The menu icon effect (the outer glow) described in <a
+href="#style1">Light, effects, and shadows</a> can overlap the 6px safeframe,
+but only when necessary. The base shape must always stay inside the
+safeframe.</li>
+
+<li><strong>Final art must be exported as a transparent PNG file.</strong></li>
+
+<li>Templates for creating menu icons in Adobe Photoshop are available in the 
+Icon Templates Pack.</li>
+</ul>
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/menu_structure.png" alt="A view of menu
+icon structure." />
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 3. </strong>Safeframe and corner-rounding for menu
+icons. Icon size is 48x48.</p>
+  </div>
+</td>
+</tr>
+</table>
+
+
+<h3 id="style1">Light, effects, and shadows</h3>
+
+<p>Menu icons are flat and pictured face on. A slight deboss and some other
+effects, which are shown below, are used to create depth.</p>
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/menu_light.png" alt="A view of light, effects, and shadows for launcher icons."/>
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 4. </strong>Light, effects, and shadows for launcher icons.</p>
+    <div class="image-caption-nested">
+    <table>
+    <tr><td><em>1.</em></td><td>Front part:</td><td>Use fill gradient from primary color palette</td></tr>
+    <tr><td><em>2.</em></td><td>Inner shadow:</td><td>black | 20 % opacity<br>angle 90° | distance 2px<br>size 2px</td></tr>
+    <tr><td><em>3.</em></td><td>Outer glow:</td><td>white | 55% opacity <br>spread 10% | size 3px</td></tr>
+    <tr><td><em>5.</em></td><td>Inner bevel:</td><td>depth 1% | direction down size 0px<br>angle 90° | altitude 10°<br>highlight white 70% opacity<br>shadow black 25% opacity</td></tr>
+    </table>
+    </div>
+  </div>
+</td>
+</tr>
+</table>
+
+<table>
+<tr>
+<td style="border:0">
+
+<h4 id="palette1">Color palette</h4>
+
+<table>
+<tr>
+<td class="image-caption-i"><img src="{@docRoot}images/icon_design/menu_palette_white.png"/></td>
+<td class="image-caption-c">White<br>r 255 | g 255 | b 255<br>Used for outer glow and bevel highlight.</td>
+</tr>
+
+<tr>
+<td class="image-caption-i"><img src="{@docRoot}images/icon_design/menu_palette_gradient_medium.png"/></td>
+<td class="image-caption-c">Fill gradient<br><em>1:&nbsp;&nbsp;</em>r 163 | g 163 | b 163<br><em>2:&nbsp;&nbsp;</em>r 120 | g 120 | b 120<br>Used as color fill.</td>
+</tr>
+
+<tr>
+<td class="image-caption-i"><img src="{@docRoot}images/icon_design/menu_palette_black.png"/></td>
+<td class="image-caption-c">Black<br>r 0 | g 0 | b 0<br>Used for inner shadow and bevel shadow.</td>
+</tr>
+
+</table>
+
+</td>
+
+<td style="border:0">
+
+<h4 id="steps1">Step by step</h4>
+
+<ol>
+<li>Create the basic shapes using a tool like Adobe Illustrator.</li>
+<li>Import the shape into a tool like Adobe Photoshop and scale to fit an image
+of 48x48 px on a transparent background. Mind the safeframe.</li>
+<li>Add the effects seen as described in Figure 4.</li>
+<li>Export the icon at 48x48 as a PNG file with transparency enabled.</li>
+</ol>
+
+</td>
+</tr>
+</table>
diff --git a/docs/html/guide/practices/ui_guidelines/icon_design_status_bar.jd b/docs/html/guide/practices/ui_guidelines/icon_design_status_bar.jd
new file mode 100644
index 0000000..1fc3528
--- /dev/null
+++ b/docs/html/guide/practices/ui_guidelines/icon_design_status_bar.jd
@@ -0,0 +1,330 @@
+page.title=Status Bar Icons
+parent.title=Icon Design Guidelines
+parent.link=icon_design.html
+@jd:body
+
+<div id="qv-wrapper">
+<div id="qv">
+
+<h2>In this document</h2>
+
+<ol>
+<li><a href="#icon9">Android 2.3 and Later</a>
+  <ol>
+    <li><a href="#size9">Size</a></li>
+    <li><a href="#style9">Style, color, and effects</a></li>
+    <li><a href="#dodonts9">Do's and don'ts</a></li>
+    <li><a href="#examples9">Example icons</a></li>
+  </ol>
+</li>
+<li><a href="#icon1">Android 2.2 and Earlier</a></li>
+</ol>
+
+<h2>See also</h2>
+
+<ol>
+<li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
+Screens</a></li>
+</ol>
+
+</div>
+</div>
+
+
+
+<p>Status bar icons are used to represent notifications from your application in
+the status bar.</p>
+
+<p>As described in <a href="icon_design.html#icon-sets">Providing
+Density-Specific Icon Sets</a>, you should create separate icon sets for low-,
+medium-, and high-density screens. This ensures that your icons will display
+properly across the range of devices on which your application can be installed.
+See <a href="icon_design.html#design-tips">Tips for Designers</a> for
+suggestions on how to work with multiple sets of icons.</p>
+
+<p><strong>Final art must be exported as a transparent PNG file. Do not include
+a background color</strong>.</p>
+
+<p>Templates for creating icons in Adobe Photoshop are available in the <a
+href="{@docRoot}guide/practices/ui_guidelines/icon_design.html#templatespack">Icon
+Templates Pack</a>.</p>
+
+
+<p class="warning"><strong>Warning:</strong>
+
+The style and dimensions of status bar icons have changed drastically in
+Android 2.3 compared to <a href="#icon1">previous versions</a>. <strong>To
+provide support for all Android versions</strong>, developers should:
+<br>
+1. Place status bar icons for Android 2.3 and higher in the
+<code>drawable-hdpi-v9</code>, <code>drawable-mdpi-v9</code>, and <code>drawable-ldpi-v9</code> directories.
+<br>
+2. Place status bar icons for previous versions in
+<code>drawable-hdpi</code>, <code>drawable-mdpi</code>, and <code>drawable-ldpi</code> directories.
+
+</p>
+
+
+
+<h2 id="icon9">Android 2.3 and Later</h2>
+
+<p>The following guidelines describe how to design status bar icons for Android
+2.3 (API Level 9) and later.</p>
+
+<h3 id="size9">Size and positioning</h3>
+
+<p>Status bar icons should use simple shapes and forms and those must be
+scaled and positioned inside the final asset.</p>
+
+<p>Figure 1 illustrates various ways of positioning the icon inside the
+asset. You should size the icons <em>smaller than the actual bounds of the
+asset</em>. <strong>Status bar icons may vary in width, but only
+minimally.</strong></p>
+
+<p>In order to indicate the recommended size for the icon, each example in
+Figure 1 includes two different guide rectangles:</p>
+
+<ul>
+<li>The red box is the bounding box for the full asset.</li>
+<li>The blue box is the recommended bounding box for the actual icon.
+The icon box is sized smaller vertically than the full asset box to allow for
+varying icon shapes while maintaining a consistent visual weight.</li>
+</ul>
+
+<table>
+<tr>
+
+<td style="border:0;">
+<ol class="nolist">
+  <li>Status bar icon dimensions for high-density (<code>hdpi</code>) screens:</li>
+  <ol class="nolist">
+    <li>Full Asset: 24w x 38h px (preferred, width may vary)</li>
+    <li>Icon: 24w x 24h px (preferred, width may vary)</li>
+  </ol>
+  </li>
+</ol>
+</td>
+<td style="border:0;">
+  <img src="{@docRoot}images/icon_design/statusbar_size_hdpi.png" width="318">
+</td>
+</tr>
+<tr>
+<td style="border:0;">
+  <ol class="nolist">
+  <li>Status bar icon dimensions for medium-density (<code>mdpi</code>) screens:</li>
+    <ol class="nolist">
+      <li>Full Asset: 16w x 25 px (preferred, width may vary)</li>
+      <li>Icon: 16w x 16w px (preferred, width may vary)</li>
+    </ol>
+  </li>
+</ol>
+</td>
+
+<td style="border:0;">
+ <img src="{@docRoot}images/icon_design/statusbar_size_mdpi.png" width="318">
+</td>
+</tr>
+<tr>
+<td style="border:0;">
+  <ol class="nolist">
+  <li>Status bar icon dimensions for low-density (<code>ldpi</code>) screens:</li>
+    <ol class="nolist">
+      <li>Full Asset: 12w x 19h px (preferred, width may vary)</li>
+      <li>Icon: 12w x 12h px (preferred, width may vary)</li>
+    </ol>
+  </li>
+</ol>
+</td>
+
+<td style="border:0;">
+ <img src="{@docRoot}images/icon_design/statusbar_size_ldpi.png" width="318">
+</td>
+</tr>
+
+<tr>
+<td style="border:0;"></td>
+<td style="border:0;">
+ <p class="table-caption"><strong>Figure 1.</strong>
+ Status bar icon sizing and positioning inside the bounds of the
+ icon asset.</p>
+</td>
+</tr>
+
+</table>
+
+
+
+
+<h3 id="style9">Style, colors, and effects</h3>
+
+<p>Status bar icons are flat, matte, and pictured face-on.</p>
+
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/statusbar_style.png" alt="A view of effects for status bar icons."/>
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 2. </strong>Style and effects for status icons.</p>
+    <div class="image-caption-nested">
+    <p><em>Note: all pixel dimensions are for medium density and should be scaled appropriately for other densities.</em></p>
+    <table>
+    <tr><td><em>1.</em></td><td nowrap>Fill gradient:</td><td>90&deg;, from <code>#828282</code> to <code>#919191</code><br><br></td></tr>
+    <tr><td><em>2.</em></td><td nowrap>Inner shadow:</td><td><code>#FFFFFF</code>, 10% opacity<br>angle 90&deg;<br>distance 1px<br>size 0px<br><br></td></tr>
+    <tr><td><em>3.</em></td><td nowrap>Inner content:</td><td>Inner content should subtract from the outer shape and consist purely of transparent pixels.</td></tr>
+    </table>
+    </div>
+  </div>
+</td>
+</tr>
+</table>
+
+
+
+
+<h3 id="dosdonts9">Do's and don'ts</h3>
+
+<p>Below are some "do and don't" examples to consider when creating status bar icons for
+your application. </p>
+
+
+<img src="{@docRoot}images/icon_design/do_dont_statusicons.png">
+
+
+
+
+<h3 id="examples9">Example icons</h3>
+
+<p>Shown below are standard high-density status bar icons that are used in
+the Android platform.</p>
+
+<p class="warning"><strong>Warning:</strong> Because these resources can change
+between platform versions, you should not reference these icons using the
+Android platform resource IDs (i.e. status bar icons under
+<code>android.R.drawable</code>). If you want to use any icons or other internal
+drawable resources, you should store a local copy of those icons or drawables in
+your application resources, then reference the local copy from your application
+code. In that way, you can maintain control over the appearance of your icons,
+even if the system's copy changes. Note that the grid below is not intended to
+be complete.</p>
+
+<img src="{@docRoot}images/icon_design/statusbar_standard.png" />
+
+
+
+<h2 id="icon1">Android 2.2 and Earlier</h2>
+
+<p>The following guidelines describe how to design status bar icons for Android
+2.2 (API Level 8) and earlier.</p>
+
+<h3 id="structure1">Structure</h3>
+
+<ul>
+<li>Rounded corners must always be applied to the base shape and to the details
+of a status bar icon shown Figure 3.</li>
+
+<li>All dimensions specified are based on a 25x25 pixel artboard size with a 2
+pixel safeframe.</li>
+
+<li>Status bar icons can overlap the safeframe to the left and right when
+necessary, but must not overlap the safeframe at the top and bottom.</li>
+
+<li><strong>Final art must be exported as a transparent PNG file.</strong></li>
+
+<li>Templates for creating status bar icons using Adobe Photoshop are available
+in the Icon Templates Pack.</li>
+</ul>
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/statusbar_structure.png" alt="A view of
+status bar icon structure." />
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 3. </strong>Safeframe and corner-rounding for status bar
+icons. Icon size is 25x25.</p>
+  </div>
+</td>
+</tr>
+</table>
+
+
+<h3 id="style1">Light, effects, and shadows</h3>
+
+<p>Status bar icons are slightly debossed, high in contrast, and pictured
+face-on to enhance clarity at small sizes.</p>
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/statusbar_light.png"/>
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 4. </strong>Light, effects, and shadows for status bar icons.</p>
+    <div class="image-caption-nested">
+    <table>
+    <tr><td><em>1.</em></td><td>Front part:</td><td>Use fill gradient from primary color palette</td></tr>
+    <tr><td><em>2.</em></td><td>Inner bevel:</td><td>depth 100% | direction down<br>size 0px | angle 90° |<br>altitude 30°<br>highlight white 75% opacity<br>shadow black 75% opacity</td></tr>
+    <tr><td><em>3.</em></td><td>Detail:</td><td>white</td></tr>
+    <tr><td><em>4.</em></td><td>Disabled detail:</td><td>grey gradient from palette<br>+ inner bevel: smooth | depth 1% | direction down | size 0px | angle 117° | <br>altitude 42° | highlight white 70% | no shadow</td></tr>
+    </table>
+    </div>
+  </div>
+</td>
+</tr>
+</table>
+
+<table>
+<tr>
+<td style="border:0">
+
+<h4 id="palette1">Color palette</h4>
+
+<p>Only status bar icons related to the phone function use full color; all other status bar icons should remain monochromatic.</p>
+
+<table>
+<tr>
+<td class="image-caption-i"><img src="{@docRoot}images/icon_design/statusbar_palette_white.png"/></td>
+<td class="image-caption-c">White<br>r 255 | g 255 | b 255<br>Used for details within the icons and bevel highlight.</td>
+</tr>
+
+<tr>
+<td class="image-caption-i"><img src="{@docRoot}images/icon_design/statusbar_palette_grey.png"/></td>
+<td class="image-caption-c">Grey gradient<br><em>1:&nbsp;&nbsp;</em>r 169 | g 169 | b 169<br><em>2:&nbsp;&nbsp;</em>r 126 | g 126 | b 126<br>Used for disabled details within the icon.</td>
+</tr>
+
+<tr>
+<td class="image-caption-i"><img src="{@docRoot}images/icon_design/statusbar_palette_fill.png"/></td>
+<td class="image-caption-c">Fill gradient<br><em>1:&nbsp;&nbsp;</em>1 r 105 | g 105 | b 105<br><em>2:&nbsp;&nbsp;</em>r 10   | g 10   | b 10<br>Used as color fill.</td>
+</tr>
+
+<tr>
+<td class="image-caption-i"><img src="{@docRoot}images/icon_design/statusbar_palette_black.png"/></td>
+<td class="image-caption-c">Black<br>r 0 | g 0 | b 0<br>Used for bevel shadow.</td>
+</tr>
+
+</table>
+
+</td>
+
+<td style="border:0">
+
+<h4 id="steps1">Step by step</h4>
+
+<ol>
+<li>In a tool like Adobe Photoshop, create the base shape within a 25x25 px
+image on a transparent background. Mind the safeframe, and keep the upper and
+lower 2 pixels free.</li>
+<li>Add rounded corners as specified in Figure 3.</li>
+<li>Add light, effects, and shadows as specified in Figure 4.</li>
+<li>Export the icon at 25x25 as a PNG file with transparency enabled.</li>
+</ol>
+
+</td>
+</tr>
+</table>
diff --git a/docs/html/guide/practices/ui_guidelines/icon_design_tab.jd b/docs/html/guide/practices/ui_guidelines/icon_design_tab.jd
new file mode 100644
index 0000000..1f96c3e
--- /dev/null
+++ b/docs/html/guide/practices/ui_guidelines/icon_design_tab.jd
@@ -0,0 +1,454 @@
+page.title=Tab Icons
+parent.title=Icon Design Guidelines
+parent.link=icon_design.html
+@jd:body
+
+<div id="qv-wrapper">
+<div id="qv">
+
+<h2>In this document</h2>
+
+<ol>
+<li><a href="#tabstates">Providing Icons for Two Tab States</a>
+<li><a href="#icon5">Android 2.0 and Later</a>
+  <ol>
+    <li><a href="#size5">Size</a></li>
+    <li><a href="#style5">Style, colors, and effects</a></li>
+    <li><a href="#dodonts5">Do's and don'ts</a></li>
+    <li><a href="#examples5">Example icons</a></li>
+  </ol>
+</li>
+<li><a href="#icon1">Android 1.6 and Earlier</a></li>
+</ol>
+
+<h2>See also</h2>
+
+<ol>
+<li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
+Screens</a></li>
+</ol>
+
+</div>
+</div>
+
+
+
+<p>Tab icons are graphical elements used to represent individual tabs in a
+multi-tab interface. Each tab icon has two states: unselected and selected.</p>
+
+<p>As described in <a href="icon_design.html#icon-sets">Providing
+Density-Specific Icon Sets</a>, you should create separate icon sets for low-,
+medium-, and high-density screens. This ensures that your icons will display
+properly across the range of devices on which your application can be installed.
+See <a href="icon_design.html#design-tips">Tips for Designers</a>
+for suggestions on how to work with multiple sets of icons.</p>
+
+<p><strong>Final art must be exported as a transparent PNG file. Do not include
+a background color</strong>.</p>
+
+<p>Templates for creating icons in Adobe Photoshop are available in the <a
+href="{@docRoot}guide/practices/ui_guidelines/icon_design.html#templatespack">Icon
+Templates Pack</a>.</p>
+
+
+
+<p class="warning"><strong>Warning:</strong>
+
+The style of tab icons has changed drastically in
+Android 2.0 compared to <a href="#icon1">previous versions</a>. <strong>To
+provide support for all Android versions</strong>, developers should:
+<br>
+1. Place tab icons for Android 2.0 and higher in the
+<code>drawable-hdpi-v5</code>, <code>drawable-mdpi-v5</code>, and <code>drawable-ldpi-v5</code> directories.
+<br>
+2. Place tab icons for previous versions in
+<code>drawable-hdpi</code>, <code>drawable-mdpi</code>, and <code>drawable-ldpi</code> directories.
+<br>
+3. Set <code>android:targetSdkVersion</code> to 5 or higher in the
+<a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">&lt;uses-sdk&gt;</a>
+in the <a href="{@docRoot}guide/topics/manifest/manifest-intro.html">application manifest</a>.
+This will inform the system that it should render tabs using the new tab style.
+
+</p>
+
+
+<h2 id="tabstates">Providing Icons for Two Tab States</h2>
+
+<p>Tab icons should have two states: unselected and selected. To provide icons
+with multiple states, developers must create a
+<a href="{@docRoot}guide/topics/resources/drawable-resource.html#StateList">state
+list drawable</a> for each an icon, which is an XML file that lists which image
+to use for the different UI states.</p>
+
+<p>For example, for a tab widget with tabs named 'Friends' and 'Coworkers',
+you can use a directory structure similar to the one below:</p>
+
+<pre>res/...
+    drawable/...
+        <strong>ic_tab_friends.xml</strong>
+        <strong>ic_tab_coworkers.xml</strong>
+    drawable-ldpi/...
+        ic_tab_friends_selected.png
+        ic_tab_friends_unselected.png
+        ic_tab_coworkers_selected.png
+        ic_tab_coworkers_unselected.png
+    drawable-mdpi/...
+        ic_tab_friends_selected.png
+        ic_tab_friends_unselected.png
+        ic_tab_coworkers_selected.png
+        ic_tab_coworkers_unselected.png
+    drawable-hdpi/...
+        ...
+    drawable-ldpi-v5/...
+        ...
+    drawable-mdpi-v5/...
+        ...
+    drawable-hdpi-v5/...
+        ...</pre>
+
+<p>The contents of the XML files listed above should reference the corresponding
+selected and unselected icon drawables. For example, below is the code
+for <code>ic_tab_friends.xml</code>:</p>
+
+<pre>
+&lt;?xml version="1.0" encoding="utf-8"?&gt;
+&lt;selector xmlns:android="http://schemas.android.com/apk/res/android"&gt;
+    &lt;!-- selected state --&gt;
+    &lt;item android:drawable="@drawable/ic_tab_friends_selected"
+          android:state_selected="true"
+          android:state_pressed="false" /&gt;
+    &lt;!-- unselected state (default) --&gt;
+    &lt;item android:drawable="@drawable/ic_tab_friends_unselected" /&gt;
+&lt;/selector&gt;
+</pre>
+
+
+
+
+<h2 id="icon5">Android 2.0 and Later</h2>
+
+<p>The following guidelines describe how to design tab icons for Android
+2.0 (API Level 5) and later.</p>
+
+<h3 id="size5">Size and positioning</h3>
+
+<p>Tab icons should use simple shapes and forms and those must be
+scaled and positioned inside the final asset.</p>
+
+<p>Figure 1 illustrates various ways of positioning the icon inside the
+asset. You should size the icons <em>smaller than the actual bounds of the
+asset</em>.</p>
+
+<p>In order to indicate the recommended size for the icon, each example in
+Figure 1 includes three different guide rectangles:</p>
+
+<ul>
+<li>The red box is the bounding box for the full asset.</li>
+<li>The blue box is the recommended bounding box for the actual icon.
+The icon box is sized smaller than the full asset box to allow for
+special icon treatments.</li>
+<li>The orange box is the recommended bounding box for the actual icon when
+the content is square. The box for square icons is smaller than that for other
+icons to establish a consistent visual weight across the two types.</li>
+</ul>
+
+
+<table>
+<tr>
+
+<td style="border:0;">
+<ol class="nolist">
+  <li>Tab icon dimensions for high-density (<code>hdpi</code>) screens:</li>
+  <ol class="nolist">
+    <li>Full Asset: 48 x 48 px</li>
+    <li>Icon: 42 x 42 px</li>
+  </ol>
+  </li>
+</ol>
+</td>
+<td style="border:0;">
+  <img src="{@docRoot}images/icon_design/tab_size_hdpi.png" width="385">
+</td>
+</tr>
+<tr>
+<td style="border:0;">
+  <ol class="nolist">
+  <li>Tab icon dimensions for medium-density (<code>mdpi</code>) screens:</li>
+    <ol class="nolist">
+      <li>Full Asset: 32 x 32 px</li>
+      <li>Icon: 28 x 28 px</li>
+    </ol>
+  </li>
+</ol>
+</td>
+
+<td style="border:0;">
+ <img src="{@docRoot}images/icon_design/tab_size_mdpi.png" width="385">
+</td>
+</tr>
+<tr>
+<td style="border:0;">
+  <ol class="nolist">
+  <li>Tab icon dimensions for low-density (<code>ldpi</code>) screens:</li>
+    <ol class="nolist">
+      <li>Full Asset: 24 x 24 px</li>
+      <li>Icon: 22 x 22 px</li>
+    </ol>
+  </li>
+</ol>
+</td>
+
+<td style="border:0;">
+ <img src="{@docRoot}images/icon_design/tab_size_ldpi.png" width="385">
+</td>
+</tr>
+
+<tr>
+<td style="border:0;"></td>
+<td style="border:0;">
+ <p class="table-caption"><strong>Figure 1.</strong>
+ Tab icon sizing and positioning inside the bounds of the
+ icon asset.</p>
+</td>
+</tr>
+
+</table>
+
+
+
+
+<h3 id="style5">Style, colors, and effects</h3>
+
+<p>Tab icons are flat, matte, and pictured face-on.</p>
+
+<p>Tab icons should have two states: selected and unselected.</p>
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/tab_style_unselected.png" alt="A view of effects for unselected tab icons."/>
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 2. </strong>Style and effects for unselected tab icons.</p>
+    <div class="image-caption-nested">
+    <p><em>Note: all pixel dimensions are for medium density and should be scaled appropriately for other densities.</em></p>
+    <table>
+    <tr><td><em>1.</em></td><td nowrap>Fill color:</td><td><code>#808080</code><br><br></td></tr>
+    <tr><td><em>2.</em></td><td nowrap>Inner content:</td><td>Inner content should subtract from the outer shape and consist purely of transparent pixels.</td></tr>
+    </table>
+    </div>
+  </div>
+</td>
+</tr>
+</table>
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/tab_style_selected.png" alt="A view of effects for selected tab icons."/>
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 3. </strong>Style and effects for selected tab icons.</p>
+    <div class="image-caption-nested">
+    <p><em>Note: all pixel dimensions are for medium density and should be scaled appropriately for other densities.</em></p>
+    <table>
+      <tr><td><em>1.</em></td><td nowrap>Fill color:</td><td><code>#FFFFFF</code><br><br></td></tr>
+      <tr><td><em>2.</em></td><td nowrap>Inner content:</td><td>Inner content should subtract from the outer shape and consist purely of transparent pixels.<br><br></td></tr>
+      <tr><td><em>3.</em></td><td nowrap>Outer glow:</td><td><code>#000000</code>, 25% opacity<br>size 3px</td></tr>
+    </table>
+    </div>
+  </div>
+</td>
+</tr>
+</table>
+
+
+
+<h3 id="dosdonts5">Do's and don'ts</h3>
+
+<p>Below are some "do and don't" examples to consider when creating tab icons for
+your application. </p>
+
+
+<img src="{@docRoot}images/icon_design/do_dont_tabicons.png">
+
+
+
+
+<h3 id="examples5">Example icons</h3>
+
+<p>Shown below are standard high-density tab icons that are used in
+the Android platform.</p>
+
+<p class="warning"><strong>Warning:</strong>
+Because these resources can change between platform versions, you 
+should not reference the system's copy of the resources. If you want to
+use any icons or other internal drawable resources, you should store a
+local copy of those icons or drawables in your application resources, 
+then reference the local copy from your application code. In that way, you can
+maintain control over the appearance of your icons, even if the system's
+copy changes. Note that the grid below is not intended to be complete.</p>
+
+<img src="{@docRoot}images/icon_design/tab_standard.png" />
+
+
+
+<h2 id="icon1">Android 1.6 and Earlier</h2>
+
+<p>The following guidelines describe how to design tab icons for Android
+1.6 (API Level 4) and earlier.</p>
+
+<h4 id="structure1">Structure</h4>
+
+<ul>
+<li>Unselected tab icons have the same fill gradient and effects as
+<a href="icon_design_menu.html#icon1">menu icons</a>,
+but with no outer glow.</li>
+
+<li>Selected tab icons look just like unselected tab icons, but with a fainter
+inner shadow, and have the same front part gradient as
+<a href="icon_design_dialog.html#icon1">dialog icons</a>.</li>
+
+<li>Tab icons have a 1 px safeframe which should only be overlapped for the edge
+of the anti-alias of a round shape.</li>
+
+<li>All dimensions specified on this page are based on a 32x32 px artboard size.
+Keep 1 px of padding around the bounding box inside the Photoshop template.</li>
+
+</ul>
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/tab_icon_unselected.png" alt="A view of
+unselected tab icon structure." />
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 3. </strong>Safeframe and fill gradient for unselected tab
+icons. Icon size is 32x32.</p>
+  </div>
+</td>
+</tr>
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/tab_icon_selected.png" alt="A view of
+selected tab icon structure." />
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 4. </strong>Safeframe and fill gradient for tab icons in
+selected state. Icon size is 32x32.</p>
+  </div>
+</td>
+</tr>
+</table>
+
+<h3 id="unselectedtabdetails1">Unselected tab icon</h3>
+
+<h4 id="unselectedtablight1">Light, effects, and shadows</h4>
+
+<p>Unselected tab icons look just like the selected tab icons, but with a
+fainter inner shadow, and the same front part gradient as the dialog icons.</p>
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/tab_unselected_light.png" alt="A view
+of light, effects, and shadows for unselected tab icons."/>
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 5. </strong>Light, effects, and shadows for unselected
+tab icons.</p>
+    <div class="image-caption-nested">
+    <table>
+    <tr><td><em>1.</em></td><td>Front part:</td><td>gradient overlay | angle 90°<br>bottom color: r 223 | g 223 | b 223<br>top color: r 249 | g 249 | b 249<br>bottom color location: 0%<br>top color location: 75%</td></tr>
+    <tr><td><em>2.</em></td><td>Inner shadow:</td><td>black | 10 % opacity | angle 90° distance 2px | size 2px</td></tr>
+    <tr><td><em>3.</em></td><td>Inner bevel:</td><td>depth 1% | direction down | size 0px | angle 90° | altitude 10°<br>highlight white 70% opacity<br>shadow black 25% opacity</td></tr>
+    </table>
+    </div>
+  </div>
+</td>
+</tr>
+</table>
+
+
+<table>
+<tr>
+<td style="border:0">
+
+<h4 id="unselectedtabsteps1">Step by step</h4>
+
+<ol>
+<li>Create the basic shapes using a tool like Adobe Illustrator.</li>
+<li>Import the shape to a tool like Adobe Photoshop and scale to fit an image of
+32x32 px on a transparent background.</li>
+<li>Add the effects seen in Figure 5 for the unselected state filter.</li>
+<li>Export the icon at 32x32 as a PNG file with transparency enabled.</li>
+</ol>
+
+</td>
+</tr>
+</table>
+
+<h3 id="selectedtabdetails1">Selected tab icon</h3>
+
+<p>The selected tab icons have the same fill gradient and effects as the menu
+icon, but with no outer glow.</p>
+
+<table class="image-caption">
+<tr>
+<td class="image-caption-i">
+  <img src="{@docRoot}images/icon_design/tab_selected_light.png" alt="A view of
+light, effects, and shadows for selected tab icons."/>
+</td>
+<td class="image-caption-c">
+  <div class="caption grad-rule-top">
+    <p><strong>Figure 6. </strong>Light, effects, and shadows for selected tab
+icons.</p>
+    <div class="image-caption-nested">
+    <table>
+    <tr><td><em>1.</em></td><td>Front part:</td><td>Use fill gradient from color palette.</td></tr>
+    <tr><td><em>2.</em></td><td>Inner shadow:</td><td>black | 20% opacity | <br>angle 90° | distance 2px | <br>size 2px</td></tr>
+    <tr><td><em>3.</em></td><td>Inner bevel:</td><td>depth 1% | direction down | size 0px | angle 90° | <br>altitude 10°<br>highlight white 70% opacity<br>shadow black 25% opacity</td></tr>
+    </table>
+    </div>
+  </div>
+</td>
+</tr>
+</table>
+
+<table>
+<tr>
+<td style="border:0">
+
+<h4 id="selectedtabpalette1">Color palette</h4>
+
+<table>
+<tr>
+<td class="image-caption-i"><img src="{@docRoot}images/icon_design/menu_palette_gradient_medium.png"/></td>
+<td class="image-caption-c">Fill gradient<br><em>1:&nbsp;&nbsp;</em>r 163 | g 163 | b 163<br><em>2:&nbsp;&nbsp;</em>r 120 | g 120 | b 120<br>Used as color fill on unselected tab icons.</td>
+</tr>
+
+</table>
+
+</td>
+
+<td style="border:0">
+
+<h4 id="selectedtabsteps1">Step by step</h4>
+
+<ol>
+<li>Create the basic shape using a tool like Adobe Illustrator.</li>
+<li>Import the shape into a tool like Adobe Photoshop and scale to fit a 32x32
+px artboard with a transparent background. </li>
+<li>Add the effects seen in Figure 6 for the selected state filter.</li>
+<li>Export the icon at 32x32 as a PNG file with transparency enabled.</li>
+</ol>
+
+</td>
+</tr>
+</table>
diff --git a/docs/html/guide/practices/ui_guidelines/index.jd b/docs/html/guide/practices/ui_guidelines/index.jd
index ea3551d..cb34d2e 100644
--- a/docs/html/guide/practices/ui_guidelines/index.jd
+++ b/docs/html/guide/practices/ui_guidelines/index.jd
@@ -12,7 +12,7 @@
  <dl>
   <dt><a href="{@docRoot}guide/practices/ui_guidelines/icon_design.html">Icon
 Design Guidelines</a> and <a
-href="{@docRoot}shareables/icon_templates-v2.0.zip">Android Icon Templates Pack
+href="{@docRoot}shareables/icon_templates-v2.3.zip">Android Icon Templates Pack
 &raquo; </a></dt>
   <dd>Your applications need a wide variety of icons, from a launcher icon to
 icons in menus, dialogs, tabs, the status bar, and lists. The Icon Guidelines
diff --git a/docs/html/images/icon_design/IconGraphic_Colors.png b/docs/html/images/icon_design/IconGraphic_Colors.png
index f70eefc..7723add 100644
--- a/docs/html/images/icon_design/IconGraphic_Colors.png
+++ b/docs/html/images/icon_design/IconGraphic_Colors.png
Binary files differ
diff --git a/docs/html/images/icon_design/do_dont_statusicons.png b/docs/html/images/icon_design/do_dont_statusicons.png
index 20c6737..731a202 100644
--- a/docs/html/images/icon_design/do_dont_statusicons.png
+++ b/docs/html/images/icon_design/do_dont_statusicons.png
Binary files differ
diff --git a/docs/html/images/icon_design/do_dont_tabicons.png b/docs/html/images/icon_design/do_dont_tabicons.png
new file mode 100644
index 0000000..06171b3
--- /dev/null
+++ b/docs/html/images/icon_design/do_dont_tabicons.png
Binary files differ
diff --git a/docs/html/images/icon_design/launcher_size_hdpi.png b/docs/html/images/icon_design/launcher_size_hdpi.png
new file mode 100644
index 0000000..e3f747f
--- /dev/null
+++ b/docs/html/images/icon_design/launcher_size_hdpi.png
Binary files differ
diff --git a/docs/html/images/icon_design/launcher_size_ldpi.png b/docs/html/images/icon_design/launcher_size_ldpi.png
new file mode 100644
index 0000000..91e87da
--- /dev/null
+++ b/docs/html/images/icon_design/launcher_size_ldpi.png
Binary files differ
diff --git a/docs/html/images/icon_design/launcher_size_mdpi.png b/docs/html/images/icon_design/launcher_size_mdpi.png
new file mode 100644
index 0000000..e8da941
--- /dev/null
+++ b/docs/html/images/icon_design/launcher_size_mdpi.png
Binary files differ
diff --git a/docs/html/images/icon_design/launcher_structure.png b/docs/html/images/icon_design/launcher_structure.png
index 53e4d9a..b48173a 100644
--- a/docs/html/images/icon_design/launcher_structure.png
+++ b/docs/html/images/icon_design/launcher_structure.png
Binary files differ
diff --git a/docs/html/images/icon_design/launcher_style.png b/docs/html/images/icon_design/launcher_style.png
new file mode 100644
index 0000000..c4d2c6b
--- /dev/null
+++ b/docs/html/images/icon_design/launcher_style.png
Binary files differ
diff --git a/docs/html/images/icon_design/menu_size_hdpi.png b/docs/html/images/icon_design/menu_size_hdpi.png
new file mode 100644
index 0000000..597bbff
--- /dev/null
+++ b/docs/html/images/icon_design/menu_size_hdpi.png
Binary files differ
diff --git a/docs/html/images/icon_design/menu_size_ldpi.png b/docs/html/images/icon_design/menu_size_ldpi.png
new file mode 100644
index 0000000..6b521e1
--- /dev/null
+++ b/docs/html/images/icon_design/menu_size_ldpi.png
Binary files differ
diff --git a/docs/html/images/icon_design/menu_size_mdpi.png b/docs/html/images/icon_design/menu_size_mdpi.png
new file mode 100644
index 0000000..9552991
--- /dev/null
+++ b/docs/html/images/icon_design/menu_size_mdpi.png
Binary files differ
diff --git a/docs/html/images/icon_design/menu_standard.png b/docs/html/images/icon_design/menu_standard.png
new file mode 100644
index 0000000..e50b74a
--- /dev/null
+++ b/docs/html/images/icon_design/menu_standard.png
Binary files differ
diff --git a/docs/html/images/icon_design/menu_style.png b/docs/html/images/icon_design/menu_style.png
new file mode 100644
index 0000000..030495a
--- /dev/null
+++ b/docs/html/images/icon_design/menu_style.png
Binary files differ
diff --git a/docs/html/images/icon_design/statusbar_size_hdpi.png b/docs/html/images/icon_design/statusbar_size_hdpi.png
new file mode 100644
index 0000000..caa4047
--- /dev/null
+++ b/docs/html/images/icon_design/statusbar_size_hdpi.png
Binary files differ
diff --git a/docs/html/images/icon_design/statusbar_size_ldpi.png b/docs/html/images/icon_design/statusbar_size_ldpi.png
new file mode 100644
index 0000000..1fe5c25
--- /dev/null
+++ b/docs/html/images/icon_design/statusbar_size_ldpi.png
Binary files differ
diff --git a/docs/html/images/icon_design/statusbar_size_mdpi.png b/docs/html/images/icon_design/statusbar_size_mdpi.png
new file mode 100644
index 0000000..626ff60
--- /dev/null
+++ b/docs/html/images/icon_design/statusbar_size_mdpi.png
Binary files differ
diff --git a/docs/html/images/icon_design/statusbar_standard.png b/docs/html/images/icon_design/statusbar_standard.png
new file mode 100644
index 0000000..260e8e9
--- /dev/null
+++ b/docs/html/images/icon_design/statusbar_standard.png
Binary files differ
diff --git a/docs/html/images/icon_design/statusbar_style.png b/docs/html/images/icon_design/statusbar_style.png
new file mode 100644
index 0000000..3beb6ad
--- /dev/null
+++ b/docs/html/images/icon_design/statusbar_style.png
Binary files differ
diff --git a/docs/html/images/icon_design/tab_size_hdpi.png b/docs/html/images/icon_design/tab_size_hdpi.png
new file mode 100644
index 0000000..0e3a5c1
--- /dev/null
+++ b/docs/html/images/icon_design/tab_size_hdpi.png
Binary files differ
diff --git a/docs/html/images/icon_design/tab_size_ldpi.png b/docs/html/images/icon_design/tab_size_ldpi.png
new file mode 100644
index 0000000..cb361ca
--- /dev/null
+++ b/docs/html/images/icon_design/tab_size_ldpi.png
Binary files differ
diff --git a/docs/html/images/icon_design/tab_size_mdpi.png b/docs/html/images/icon_design/tab_size_mdpi.png
new file mode 100644
index 0000000..557b491
--- /dev/null
+++ b/docs/html/images/icon_design/tab_size_mdpi.png
Binary files differ
diff --git a/docs/html/images/icon_design/tab_standard.png b/docs/html/images/icon_design/tab_standard.png
new file mode 100644
index 0000000..7f07297
--- /dev/null
+++ b/docs/html/images/icon_design/tab_standard.png
Binary files differ
diff --git a/docs/html/images/icon_design/tab_style_selected.png b/docs/html/images/icon_design/tab_style_selected.png
new file mode 100644
index 0000000..e6f383e
--- /dev/null
+++ b/docs/html/images/icon_design/tab_style_selected.png
Binary files differ
diff --git a/docs/html/images/icon_design/tab_style_unselected.png b/docs/html/images/icon_design/tab_style_unselected.png
new file mode 100644
index 0000000..426e7c9
--- /dev/null
+++ b/docs/html/images/icon_design/tab_style_unselected.png
Binary files differ
diff --git a/docs/html/sdk/preview/features.jd b/docs/html/sdk/preview/features.jd
index 55d0f8d..cd0dea1 100644
--- a/docs/html/sdk/preview/features.jd
+++ b/docs/html/sdk/preview/features.jd
@@ -160,11 +160,12 @@
 and APIs introduced for Android 2.3. To learn more, read the <a
 href="{@docRoot}sdk/android-2.3.html">Android 2.3 release notes</a>.</p>
 
+<!--
 <div class="special">
 <p>To set up your preview SDK and start developing apps for Honeycomb, see the <a
 href="{@docRoot}sdk/preview/installing.html">Getting Started</a> guide.</p>
 </div>
-
+-->
 
 
 
diff --git a/docs/html/sdk/sdk_toc.cs b/docs/html/sdk/sdk_toc.cs
index fe71914..3366c5c 100644
--- a/docs/html/sdk/sdk_toc.cs
+++ b/docs/html/sdk/sdk_toc.cs
@@ -43,8 +43,10 @@
     <ul>
       <li><a href="<?cs var:toroot ?>sdk/preview/features.html">Introduction
 to Honeycomb</a></li>
+<!--
       <li><a href="<?cs var:toroot ?>sdk/preview/installing.html">Getting
 Started</a></li>
+-->
     </ul>
   </li><?cs
   /if ?>
diff --git a/docs/html/shareables/icon_templates-v2.3.zip b/docs/html/shareables/icon_templates-v2.3.zip
new file mode 100644
index 0000000..58d90ae
--- /dev/null
+++ b/docs/html/shareables/icon_templates-v2.3.zip
Binary files differ
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 17b9e83..a8fe646 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -723,13 +723,6 @@
 #endif
 }
 
-void OpenGLRenderer::setupDraw() {
-    clearLayerRegions();
-    if (mDirtyClip) {
-        setScissorFromClip();
-    }
-}
-
 void OpenGLRenderer::clearLayerRegions() {
     if (mLayers.size() == 0 || mSnapshot->isIgnored()) return;
 
@@ -832,6 +825,156 @@
 }
 
 ///////////////////////////////////////////////////////////////////////////////
+// Drawing commands
+///////////////////////////////////////////////////////////////////////////////
+
+void OpenGLRenderer::setupDraw() {
+    clearLayerRegions();
+    if (mDirtyClip) {
+        setScissorFromClip();
+    }
+    mDescription.reset();
+    mSetShaderColor = false;
+    mColorSet = false;
+    mColorA = mColorR = mColorG = mColorB = 0.0f;
+    mTextureUnit = 0;
+    mTrackDirtyRegions = true;
+}
+
+void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
+    mDescription.hasTexture = true;
+    mDescription.hasAlpha8Texture = isAlpha8;
+}
+
+void OpenGLRenderer::setupDrawColor(int color) {
+    mColorA = ((color >> 24) & 0xFF) / 255.0f;
+    const float a = mColorA / 255.0f;
+    mColorR = mColorA * ((color >> 16) & 0xFF);
+    mColorG = mColorA * ((color >>  8) & 0xFF);
+    mColorB = mColorA * ((color      ) & 0xFF);
+    mColorSet = true;
+    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
+}
+
+void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
+    mColorA = a;
+    mColorR = r;
+    mColorG = g;
+    mColorB = b;
+    mColorSet = true;
+    mSetShaderColor = mDescription.setColor(r, g, b, a);
+}
+
+void OpenGLRenderer::setupDrawShader() {
+    if (mShader) {
+        mShader->describe(mDescription, mCaches.extensions);
+    }
+}
+
+void OpenGLRenderer::setupDrawColorFilter() {
+    if (mColorFilter) {
+        mColorFilter->describe(mDescription, mCaches.extensions);
+    }
+}
+
+void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
+    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
+            mDescription, swapSrcDst);
+}
+
+void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
+    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
+            mDescription, swapSrcDst);
+}
+
+void OpenGLRenderer::setupDrawProgram() {
+    useProgram(mCaches.programCache.get(mDescription));
+}
+
+void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
+    mTrackDirtyRegions = false;
+}
+
+void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
+        bool ignoreTransform) {
+    mModelView.loadTranslate(left, top, 0.0f);
+    if (!ignoreTransform) {
+        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
+        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
+    } else {
+        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
+        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
+    }
+}
+
+void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
+        bool ignoreTransform, bool ignoreModelView) {
+    if (!ignoreModelView) {
+        mModelView.loadTranslate(left, top, 0.0f);
+        mModelView.scale(right - left, bottom - top, 1.0f);
+        if (!ignoreTransform) {
+            mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
+            if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
+        } else {
+            mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
+            if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
+        }
+    } else {
+        mModelView.loadIdentity();
+    }
+}
+
+void OpenGLRenderer::setupDrawColorUniforms() {
+    if (mColorSet && mSetShaderColor) {
+        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
+    }
+}
+
+void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
+    if (mShader) {
+        if (ignoreTransform) {
+            mModelView.loadInverse(*mSnapshot->transform);
+        }
+        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
+    }
+}
+
+void OpenGLRenderer::setupDrawColorFilterUniforms() {
+    if (mColorFilter) {
+        mColorFilter->setupProgram(mCaches.currentProgram);
+    }
+}
+
+void OpenGLRenderer::setupDrawSimpleMesh() {
+    mCaches.bindMeshBuffer();
+    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
+            gMeshStride, 0);
+}
+
+void OpenGLRenderer::setupDrawTexture(GLuint texture) {
+    bindTexture(texture);
+    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
+
+    mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
+    glEnableVertexAttribArray(mTexCoordsSlot);
+}
+
+void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
+    if (!vertices) {
+        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
+    } else {
+        mCaches.unbindMeshBuffer();
+    }
+    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
+            gMeshStride, vertices);
+    glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
+}
+
+void OpenGLRenderer::finishDrawTexture() {
+    glDisableVertexAttribArray(mTexCoordsSlot);
+}
+
+///////////////////////////////////////////////////////////////////////////////
 // Drawing
 ///////////////////////////////////////////////////////////////////////////////
 
@@ -1043,18 +1186,16 @@
     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
             gMeshStride, vertex);
 
-    mModelView.loadIdentity();
-
     // Build and use the appropriate shader
     useProgram(mCaches.programCache.get(description));
-    mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
+    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform);
 
     if (!mShader || (mShader && setColor)) {
         mCaches.currentProgram->setColor(r, g, b, a);
     }
 
     if (mShader) {
-        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
+        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &textureUnit);
     }
     if (mColorFilter) {
         mColorFilter->setupProgram(mCaches.currentProgram);
@@ -1116,6 +1257,7 @@
 
     Rect& clip(*mSnapshot->clipRect);
     clip.snapToPixelBoundaries();
+
     drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
 }
 
@@ -1512,84 +1654,26 @@
 
 void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
         int color, SkXfermode::Mode mode, bool ignoreTransform) {
-    setupDraw();
-
     // If a shader is set, preserve only the alpha
     if (mShader) {
         color |= 0x00ffffff;
     }
 
-    // Render using pre-multiplied alpha
-    const int alpha = (color >> 24) & 0xFF;
-    const GLfloat a = alpha / 255.0f;
-    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
-    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
-    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
+    setupDraw();
+    setupDrawColor(color);
+    setupDrawShader();
+    setupDrawColorFilter();
+    setupDrawBlending(mode);
+    setupDrawProgram();
+    setupDrawModelView(left, top, right, bottom, ignoreTransform);
+    setupDrawColorUniforms();
+    setupDrawShaderUniforms(ignoreTransform);
+    setupDrawColorFilterUniforms();
+    setupDrawSimpleMesh();
 
-    setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform);
-
-    // Draw the mesh
     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
 }
 
-void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom,
-        float r, float g, float b, float a, SkXfermode::Mode mode,
-        bool ignoreTransform, bool ignoreMatrix) {
-    GLuint textureUnit = 0;
-
-    // Describe the required shaders
-    ProgramDescription description;
-    const bool setColor = description.setColor(r, g, b, a);
-
-    if (mShader) {
-        mShader->describe(description, mCaches.extensions);
-    }
-    if (mColorFilter) {
-        mColorFilter->describe(description, mCaches.extensions);
-    }
-
-    // Setup the blending mode
-    chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description);
-
-    // Build and use the appropriate shader
-    useProgram(mCaches.programCache.get(description));
-
-    // Setup attributes
-    mCaches.bindMeshBuffer();
-    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
-            gMeshStride, 0);
-
-    if (!ignoreMatrix) {
-        // Setup uniforms
-        mModelView.loadTranslate(left, top, 0.0f);
-        mModelView.scale(right - left, bottom - top, 1.0f);
-        if (!ignoreTransform) {
-            mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
-            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
-        } else {
-            mat4 identity;
-            mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
-            dirtyLayer(left, top, right, bottom);
-        }
-    }
-    if (!mShader || (mShader && setColor)) {
-        mCaches.currentProgram->setColor(r, g, b, a);
-    }
-
-    // Setup attributes and uniforms required by the shaders
-    if (mShader) {
-        if (ignoreMatrix) {
-            mModelView.loadIdentity();
-        } else if (ignoreTransform) {
-            mModelView.loadInverse(*mSnapshot->transform);
-        }
-        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
-    }
-    if (mColorFilter) {
-        mColorFilter->setupProgram(mCaches.currentProgram);
-    }
-}
-
 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
         Texture* texture, SkPaint* paint) {
     int alpha;
@@ -1622,61 +1706,29 @@
         GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
         GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
         bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
+
     setupDraw();
-
-    ProgramDescription description;
-    description.hasTexture = true;
-    const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
-    if (mColorFilter) {
-        mColorFilter->describe(description, mCaches.extensions);
+    setupDrawWithTexture();
+    setupDrawColor(alpha, alpha, alpha, alpha);
+    setupDrawColorFilter();
+    setupDrawBlending(blend, mode, swapSrcDst);
+    setupDrawProgram();
+    if (!dirty) {
+        setupDrawDirtyRegionsDisabled();
     }
-
-    mModelView.loadTranslate(left, top, 0.0f);
     if (!ignoreScale) {
-        mModelView.scale(right - left, bottom - top, 1.0f);
-    }
-
-    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
-
-    useProgram(mCaches.programCache.get(description));
-    if (!ignoreTransform) {
-        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
-        if (dirty) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
+        setupDrawModelView(left, top, right, bottom, ignoreTransform);
     } else {
-        mat4 identity;
-        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
-        if (dirty) dirtyLayer(left, top, right, bottom);
+        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
     }
-
-    // Texture
-    bindTexture(texture);
-    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
-
-    // Always premultiplied
-    if (setColor) {
-        mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
-    }
-
-    // Mesh
-    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
-    glEnableVertexAttribArray(texCoordsSlot);
-
-    if (!vertices) {
-        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
-    } else {
-        mCaches.unbindMeshBuffer();
-    }
-    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
-            gMeshStride, vertices);
-    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
-
-    // Color filter
-    if (mColorFilter) {
-        mColorFilter->setupProgram(mCaches.currentProgram);
-    }
+    setupDrawColorUniforms();
+    setupDrawColorFilterUniforms();
+    setupDrawTexture(texture);
+    setupDrawMesh(vertices, texCoords, vbo);
 
     glDrawArrays(drawMode, 0, elementsCount);
-    glDisableVertexAttribArray(texCoordsSlot);
+
+    finishDrawTexture();
 }
 
 void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index e866d1b..82b27b0 100644
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -221,13 +221,6 @@
             int color, SkXfermode::Mode mode, bool ignoreTransform = false);
 
     /**
-     * Setups shaders to draw a colored rect.
-     */
-    void setupColorRect(float left, float top, float right, float bottom,
-            float r, float g, float b, float a, SkXfermode::Mode mode,
-            bool ignoreTransform, bool ignoreMatrix = false);
-
-    /**
      * Draws a textured rectangle with the specified texture. The specified coordinates
      * are transformed by the current snapshot's transform matrix.
      *
@@ -431,6 +424,31 @@
      * Invoked before any drawing operation. This sets required state.
      */
     void setupDraw();
+    /**
+     * Various methods to setup OpenGL rendering.
+     */
+    void setupDrawWithTexture(bool isAlpha8 = false);
+    void setupDrawColor(int color);
+    void setupDrawColor(float r, float g, float b, float a);
+    void setupDrawShader();
+    void setupDrawColorFilter();
+    void setupDrawBlending(SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode,
+            bool swapSrcDst = false);
+    void setupDrawBlending(bool blend = true, SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode,
+            bool swapSrcDst = false);
+    void setupDrawProgram();
+    void setupDrawDirtyRegionsDisabled();
+    void setupDrawModelView(float left, float top, float right, float bottom,
+            bool ignoreTransform = false, bool ignoreModelView = false);
+    void setupDrawModelViewTranslate(float left, float top, float right, float bottom,
+            bool ignoreTransform = false);
+    void setupDrawColorUniforms();
+    void setupDrawShaderUniforms(bool ignoreTransform = false);
+    void setupDrawColorFilterUniforms();
+    void setupDrawSimpleMesh();
+    void setupDrawTexture(GLuint texture);
+    void setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo = 0);
+    void finishDrawTexture();
 
     /**
      * Should be invoked every time the glScissor is modified.
@@ -495,6 +513,21 @@
     // Indicates whether the clip must be restored
     bool mDirtyClip;
 
+    // The following fields are used to setup drawing
+    // Used to describe the shaders to generate
+    ProgramDescription mDescription;
+    // Color description
+    bool mColorSet;
+    float mColorA, mColorR, mColorG, mColorB;
+    // Indicates that the shader should get a color
+    bool mSetShaderColor;
+    // Current texture unit
+    GLuint mTextureUnit;
+    // Track dirty regions, true by default
+    bool mTrackDirtyRegions;
+    // Texture coordinates slot
+    int mTexCoordsSlot;
+
     friend class DisplayListRenderer;
 
 }; // class OpenGLRenderer
diff --git a/libs/hwui/ProgramCache.h b/libs/hwui/ProgramCache.h
index fc3e248..3acd18a 100644
--- a/libs/hwui/ProgramCache.h
+++ b/libs/hwui/ProgramCache.h
@@ -102,14 +102,8 @@
         kGradientSweep
     };
 
-    ProgramDescription():
-        hasTexture(false), hasAlpha8Texture(false), modulate(false),
-        hasBitmap(false), isBitmapNpot(false), hasGradient(false),
-        gradientType(kGradientLinear),
-        shadersMode(SkXfermode::kClear_Mode), isBitmapFirst(false),
-        bitmapWrapS(GL_CLAMP_TO_EDGE), bitmapWrapT(GL_CLAMP_TO_EDGE),
-        colorOp(kColorNone), colorMode(SkXfermode::kClear_Mode),
-        framebufferMode(SkXfermode::kClear_Mode), swapSrcDst(false) {
+    ProgramDescription() {
+        reset();
     }
 
     // Texturing
@@ -142,6 +136,35 @@
     bool swapSrcDst;
 
     /**
+     * Resets this description. All fields are reset back to the default
+     * values they hold after building a new instance.
+     */
+    void reset() {
+        hasTexture = false;
+        hasAlpha8Texture = false;
+
+        modulate = false;
+
+        hasBitmap = false;
+        isBitmapNpot = false;
+
+        hasGradient = false;
+        gradientType = kGradientLinear;
+
+        shadersMode = SkXfermode::kClear_Mode;
+
+        isBitmapFirst = false;
+        bitmapWrapS = GL_CLAMP_TO_EDGE;
+        bitmapWrapT = GL_CLAMP_TO_EDGE;
+
+        colorOp = kColorNone;
+        colorMode = SkXfermode::kClear_Mode;
+
+        framebufferMode = SkXfermode::kClear_Mode;
+        swapSrcDst = false;
+    }
+
+    /**
      * Indicates, for a given color, whether color modulation is required in
      * the fragment shader. When this method returns true, the program should
      * be provided with a modulation color.
diff --git a/libs/rs/java/Samples/AndroidManifest.xml b/libs/rs/java/Samples/AndroidManifest.xml
index be191f2..6f35e2a 100644
--- a/libs/rs/java/Samples/AndroidManifest.xml
+++ b/libs/rs/java/Samples/AndroidManifest.xml
@@ -20,5 +20,14 @@
                 <category android:name="android.intent.category.LAUNCHER" />
             </intent-filter>
         </activity>
+
+        <activity android:name="RsBench"
+                  android:label="RsBenchmark"                  
+                  android:theme="@android:style/Theme.Black.NoTitleBar">
+            <intent-filter>
+                <action android:name="android.intent.action.MAIN" />
+                <category android:name="android.intent.category.LAUNCHER" />
+            </intent-filter>
+        </activity>
     </application>
 </manifest>
diff --git a/libs/rs/java/Samples/res/raw/multitexf.glsl b/libs/rs/java/Samples/res/raw/multitexf.glsl
index 351ff9b..e492a47 100644
--- a/libs/rs/java/Samples/res/raw/multitexf.glsl
+++ b/libs/rs/java/Samples/res/raw/multitexf.glsl
@@ -7,6 +7,7 @@
    lowp vec4 col2 = texture2D(UNI_Tex2, t0).rgba;
    col0.xyz = col0.xyz*col1.xyz*1.5;
    col0.xyz = mix(col0.xyz, col2.xyz, col2.w);
+   col0.w = 0.5;
    gl_FragColor = col0;
 }
 
diff --git a/libs/rs/java/Samples/res/raw/shader2f.glsl b/libs/rs/java/Samples/res/raw/shader2f.glsl
new file mode 100644
index 0000000..5fc05f1
--- /dev/null
+++ b/libs/rs/java/Samples/res/raw/shader2f.glsl
@@ -0,0 +1,29 @@
+varying vec3 varWorldPos;
+varying vec3 varWorldNormal;
+varying vec2 varTex0;
+
+void main() {
+
+   vec3 V = normalize(-varWorldPos.xyz);
+   vec3 worldNorm = normalize(varWorldNormal);
+
+   vec3 light0Vec = normalize(UNI_light0_Posision.xyz - varWorldPos);
+   vec3 light0R = -reflect(light0Vec, worldNorm);
+   float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light0_Diffuse;
+   float light0Spec = clamp(dot(light0R, V), 0.001, 1.0);
+   float light0_Specular = pow(light0Spec, UNI_light0_CosinePower) * UNI_light0_Specular;
+
+   vec3 light1Vec = normalize(UNI_light1_Posision.xyz - varWorldPos);
+   vec3 light1R = reflect(light1Vec, worldNorm);
+   float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light1_Diffuse;
+   float light1Spec = clamp(dot(light1R, V), 0.001, 1.0);
+   float light1_Specular = pow(light1Spec, UNI_light1_CosinePower) * UNI_light1_Specular;
+
+   vec2 t0 = varTex0.xy;
+   lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
+   col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor.xyz + light1_Diffuse * UNI_light1_DiffuseColor.xyz);
+   col.xyz += light0_Specular * UNI_light0_SpecularColor.xyz;
+   col.xyz += light1_Specular * UNI_light1_SpecularColor.xyz;
+   gl_FragColor = col;
+}
+
diff --git a/libs/rs/java/Samples/res/raw/shader2movev.glsl b/libs/rs/java/Samples/res/raw/shader2movev.glsl
new file mode 100644
index 0000000..68712e6
--- /dev/null
+++ b/libs/rs/java/Samples/res/raw/shader2movev.glsl
@@ -0,0 +1,22 @@
+varying vec3 varWorldPos;
+varying vec3 varWorldNormal;
+varying vec2 varTex0;
+
+// This is where actual shader code begins
+void main() {
+   vec4 objPos = ATTRIB_position;
+   vec3 oldPos = objPos.xyz;
+   objPos.xyz += 0.1*sin(objPos.xyz*2.0 + UNI_time);
+   objPos.xyz += 0.05*sin(objPos.xyz*4.0 + UNI_time*0.5);
+   objPos.xyz += 0.02*sin(objPos.xyz*7.0 + UNI_time*0.75);
+   vec4 worldPos = UNI_model * objPos;
+   gl_Position = UNI_proj * worldPos;
+
+   mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz);
+   vec3 worldNorm = model3 * (ATTRIB_normal + oldPos - objPos.xyz);
+   //vec3 worldNorm = model3 * ATTRIB_normal;
+
+   varWorldPos = worldPos.xyz;
+   varWorldNormal = worldNorm;
+   varTex0 = ATTRIB_texture0;
+}
diff --git a/libs/rs/java/Samples/res/raw/shader2v.glsl b/libs/rs/java/Samples/res/raw/shader2v.glsl
new file mode 100644
index 0000000..e6885a3
--- /dev/null
+++ b/libs/rs/java/Samples/res/raw/shader2v.glsl
@@ -0,0 +1,17 @@
+varying vec3 varWorldPos;
+varying vec3 varWorldNormal;
+varying vec2 varTex0;
+
+// This is where actual shader code begins
+void main() {
+   vec4 objPos = ATTRIB_position;
+   vec4 worldPos = UNI_model * objPos;
+   gl_Position = UNI_proj * worldPos;
+
+   mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz);
+   vec3 worldNorm = model3 * ATTRIB_normal;
+
+   varWorldPos = worldPos.xyz;
+   varWorldNormal = worldNorm;
+   varTex0 = ATTRIB_texture0;
+}
diff --git a/libs/rs/java/Samples/src/com/android/samples/RsBench.java b/libs/rs/java/Samples/src/com/android/samples/RsBench.java
new file mode 100644
index 0000000..5b9af6f
--- /dev/null
+++ b/libs/rs/java/Samples/src/com/android/samples/RsBench.java
@@ -0,0 +1,71 @@
+/*
+ * Copyright (C) 2008 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package com.android.samples;
+
+import android.renderscript.RSSurfaceView;
+import android.renderscript.RenderScript;
+
+import android.app.Activity;
+import android.content.res.Configuration;
+import android.os.Bundle;
+import android.os.Handler;
+import android.os.Looper;
+import android.os.Message;
+import android.provider.Settings.System;
+import android.util.Config;
+import android.util.Log;
+import android.view.Menu;
+import android.view.MenuItem;
+import android.view.View;
+import android.view.Window;
+import android.widget.Button;
+import android.widget.ListView;
+
+import java.lang.Runtime;
+
+public class RsBench extends Activity {
+
+    private RsBenchView mView;
+
+    @Override
+    public void onCreate(Bundle icicle) {
+        super.onCreate(icicle);
+
+        // Create our Preview view and set it as the content of our
+        // Activity
+        mView = new RsBenchView(this);
+        setContentView(mView);
+    }
+
+    @Override
+    protected void onResume() {
+        // Ideally a game should implement onResume() and onPause()
+        // to take appropriate action when the activity looses focus
+        super.onResume();
+        mView.resume();
+    }
+
+    @Override
+    protected void onPause() {
+        // Ideally a game should implement onResume() and onPause()
+        // to take appropriate action when the activity looses focus
+        super.onPause();
+        mView.pause();
+    }
+
+}
+
diff --git a/libs/rs/java/Samples/src/com/android/samples/RsBenchRS.java b/libs/rs/java/Samples/src/com/android/samples/RsBenchRS.java
new file mode 100644
index 0000000..212e7a8
--- /dev/null
+++ b/libs/rs/java/Samples/src/com/android/samples/RsBenchRS.java
@@ -0,0 +1,418 @@
+/*
+ * Copyright (C) 2008 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package com.android.samples;
+
+import java.io.Writer;
+
+import android.content.res.Resources;
+import android.graphics.Bitmap;
+import android.graphics.BitmapFactory;
+import android.renderscript.*;
+import android.renderscript.Allocation.CubemapLayout;
+import android.renderscript.Program.TextureType;
+import android.renderscript.ProgramStore.DepthFunc;
+import android.renderscript.Sampler.Value;
+import android.util.Log;
+
+
+public class RsBenchRS {
+
+    int mWidth;
+    int mHeight;
+
+    public RsBenchRS() {
+    }
+
+    public void init(RenderScriptGL rs, Resources res, int width, int height) {
+        mRS = rs;
+        mRes = res;
+        mWidth = width;
+        mHeight = height;
+        mOptionsARGB.inScaled = false;
+        mOptionsARGB.inPreferredConfig = Bitmap.Config.ARGB_8888;
+        mMode = 0;
+        mMaxModes = 0;
+        initRS();
+    }
+
+    private Resources mRes;
+    private RenderScriptGL mRS;
+
+    private Sampler mLinearClamp;
+    private Sampler mLinearWrap;
+    private Sampler mMipLinearWrap;
+    private Sampler mNearestClamp;
+    private Sampler mMipLinearAniso8;
+    private Sampler mMipLinearAniso15;
+
+    private ProgramStore mProgStoreBlendNoneDepth;
+    private ProgramStore mProgStoreBlendNone;
+    private ProgramStore mProgStoreBlendAlpha;
+    private ProgramStore mProgStoreBlendAdd;
+
+    private ProgramFragment mProgFragmentTexture;
+    private ProgramFragment mProgFragmentColor;
+
+    private ProgramVertex mProgVertex;
+    private ProgramVertex.MatrixAllocation mPVA;
+
+    // Custom shaders
+    private ProgramVertex mProgVertexCustom;
+    private ProgramFragment mProgFragmentCustom;
+    private ProgramFragment mProgFragmentMultitex;
+    private ProgramVertex mProgVertexPixelLight;
+    private ProgramVertex mProgVertexPixelLightMove;
+    private ProgramFragment mProgFragmentPixelLight;
+    private ScriptField_VertexShaderConstants_s mVSConst;
+    private ScriptField_FragentShaderConstants_s mFSConst;
+    private ScriptField_VertexShaderConstants3_s mVSConstPixel;
+    private ScriptField_FragentShaderConstants3_s mFSConstPixel;
+
+    private ProgramVertex mProgVertexCube;
+    private ProgramFragment mProgFragmentCube;
+
+    private ProgramRaster mCullBack;
+    private ProgramRaster mCullFront;
+    private ProgramRaster mCullNone;
+
+    private Allocation mTexTorus;
+    private Allocation mTexOpaque;
+    private Allocation mTexTransparent;
+    private Allocation mTexChecker;
+    private Allocation mTexCube;
+
+    private Mesh m10by10Mesh;
+    private Mesh m100by100Mesh;
+    private Mesh mWbyHMesh;
+    private Mesh mTorus;
+
+    Font mFontSans;
+    Font mFontSerif;
+    Font mFontSerifBold;
+    Font mFontSerifItalic;
+    Font mFontSerifBoldItalic;
+    Font mFontMono;
+    private Allocation mTextAlloc;
+
+    private ScriptC_rsbench mScript;
+
+    private final BitmapFactory.Options mOptionsARGB = new BitmapFactory.Options();
+
+    int mMode;
+    int mMaxModes;
+
+    public void onActionDown(int x, int y) {
+        mMode ++;
+        mMode = mMode % mMaxModes;
+        mScript.set_gDisplayMode(mMode);
+    }
+
+    private Mesh getMbyNMesh(float width, float height, int wResolution, int hResolution) {
+
+        Mesh.TriangleMeshBuilder tmb = new Mesh.TriangleMeshBuilder(mRS,
+                                           2, Mesh.TriangleMeshBuilder.TEXTURE_0);
+
+        for (int y = 0; y <= hResolution; y++) {
+            final float normalizedY = (float)y / hResolution;
+            final float yOffset = (normalizedY - 0.5f) * height;
+            for (int x = 0; x <= wResolution; x++) {
+                float normalizedX = (float)x / wResolution;
+                float xOffset = (normalizedX - 0.5f) * width;
+                tmb.setTexture((float)x % 2, (float)y % 2);
+                tmb.addVertex(xOffset, yOffset);
+             }
+        }
+
+        for (int y = 0; y < hResolution; y++) {
+            final int curY = y * (wResolution + 1);
+            final int belowY = (y + 1) * (wResolution + 1);
+            for (int x = 0; x < wResolution; x++) {
+                int curV = curY + x;
+                int belowV = belowY + x;
+                tmb.addTriangle(curV, belowV, curV + 1);
+                tmb.addTriangle(belowV, belowV + 1, curV + 1);
+            }
+        }
+
+        return tmb.create(true);
+    }
+
+    private void initProgramStore() {
+        // Use stock the stock program store object
+        mProgStoreBlendNoneDepth = ProgramStore.BLEND_NONE_DEPTH_TEST(mRS);
+        mProgStoreBlendNone = ProgramStore.BLEND_NONE_DEPTH_NO_DEPTH(mRS);
+
+        // Create a custom program store
+        ProgramStore.Builder builder = new ProgramStore.Builder(mRS);
+        builder.setDepthFunc(ProgramStore.DepthFunc.ALWAYS);
+        builder.setBlendFunc(ProgramStore.BlendSrcFunc.SRC_ALPHA,
+                             ProgramStore.BlendDstFunc.ONE_MINUS_SRC_ALPHA);
+        builder.setDitherEnable(false);
+        builder.setDepthMask(false);
+        mProgStoreBlendAlpha = builder.create();
+
+        mProgStoreBlendAdd = ProgramStore.BLEND_ADD_DEPTH_NO_DEPTH(mRS);
+
+        mScript.set_gProgStoreBlendNoneDepth(mProgStoreBlendNoneDepth);
+        mScript.set_gProgStoreBlendNone(mProgStoreBlendNone);
+        mScript.set_gProgStoreBlendAlpha(mProgStoreBlendAlpha);
+        mScript.set_gProgStoreBlendAdd(mProgStoreBlendAdd);
+    }
+
+    private void initProgramFragment() {
+
+        ProgramFragment.Builder texBuilder = new ProgramFragment.Builder(mRS);
+        texBuilder.setTexture(ProgramFragment.Builder.EnvMode.REPLACE,
+                              ProgramFragment.Builder.Format.RGBA, 0);
+        mProgFragmentTexture = texBuilder.create();
+        mProgFragmentTexture.bindSampler(mLinearClamp, 0);
+
+        ProgramFragment.Builder colBuilder = new ProgramFragment.Builder(mRS);
+        colBuilder.setVaryingColor(false);
+        mProgFragmentColor = colBuilder.create();
+
+        mScript.set_gProgFragmentColor(mProgFragmentColor);
+        mScript.set_gProgFragmentTexture(mProgFragmentTexture);
+    }
+
+    private void initProgramVertex() {
+        ProgramVertex.Builder pvb = new ProgramVertex.Builder(mRS);
+        mProgVertex = pvb.create();
+
+        mPVA = new ProgramVertex.MatrixAllocation(mRS);
+        mProgVertex.bindAllocation(mPVA);
+        mPVA.setupOrthoWindow(mWidth, mHeight);
+
+        mScript.set_gProgVertex(mProgVertex);
+    }
+
+    private void initCustomShaders() {
+        mVSConst = new ScriptField_VertexShaderConstants_s(mRS, 1);
+        mFSConst = new ScriptField_FragentShaderConstants_s(mRS, 1);
+        mScript.bind_gVSConstants(mVSConst);
+        mScript.bind_gFSConstants(mFSConst);
+
+        mVSConstPixel = new ScriptField_VertexShaderConstants3_s(mRS, 1);
+        mFSConstPixel = new ScriptField_FragentShaderConstants3_s(mRS, 1);
+        mScript.bind_gVSConstPixel(mVSConstPixel);
+        mScript.bind_gFSConstPixel(mFSConstPixel);
+
+        // Initialize the shader builder
+        ProgramVertex.ShaderBuilder pvbCustom = new ProgramVertex.ShaderBuilder(mRS);
+        // Specify the resource that contains the shader string
+        pvbCustom.setShader(mRes, R.raw.shaderv);
+        // Use a script field to spcify the input layout
+        pvbCustom.addInput(ScriptField_VertexShaderInputs_s.createElement(mRS));
+        // Define the constant input layout
+        pvbCustom.addConstant(mVSConst.getAllocation().getType());
+        mProgVertexCustom = pvbCustom.create();
+        // Bind the source of constant data
+        mProgVertexCustom.bindConstants(mVSConst.getAllocation(), 0);
+
+        ProgramFragment.ShaderBuilder pfbCustom = new ProgramFragment.ShaderBuilder(mRS);
+        // Specify the resource that contains the shader string
+        pfbCustom.setShader(mRes, R.raw.shaderf);
+        //Tell the builder how many textures we have
+        pfbCustom.addTexture(Program.TextureType.TEXTURE_2D);
+        // Define the constant input layout
+        pfbCustom.addConstant(mFSConst.getAllocation().getType());
+        mProgFragmentCustom = pfbCustom.create();
+        // Bind the source of constant data
+        mProgFragmentCustom.bindConstants(mFSConst.getAllocation(), 0);
+
+        // Cubemap test shaders
+        pvbCustom = new ProgramVertex.ShaderBuilder(mRS);
+        pvbCustom.setShader(mRes, R.raw.shadercubev);
+        pvbCustom.addInput(ScriptField_VertexShaderInputs_s.createElement(mRS));
+        pvbCustom.addConstant(mVSConst.getAllocation().getType());
+        mProgVertexCube = pvbCustom.create();
+        mProgVertexCube.bindConstants(mVSConst.getAllocation(), 0);
+
+        pfbCustom = new ProgramFragment.ShaderBuilder(mRS);
+        pfbCustom.setShader(mRes, R.raw.shadercubef);
+        pfbCustom.addTexture(Program.TextureType.TEXTURE_CUBE);
+        mProgFragmentCube = pfbCustom.create();
+
+        pvbCustom = new ProgramVertex.ShaderBuilder(mRS);
+        pvbCustom.setShader(mRes, R.raw.shader2v);
+        pvbCustom.addInput(ScriptField_VertexShaderInputs_s.createElement(mRS));
+        pvbCustom.addConstant(mVSConstPixel.getAllocation().getType());
+        mProgVertexPixelLight = pvbCustom.create();
+        mProgVertexPixelLight.bindConstants(mVSConstPixel.getAllocation(), 0);
+
+        pvbCustom = new ProgramVertex.ShaderBuilder(mRS);
+        pvbCustom.setShader(mRes, R.raw.shader2movev);
+        pvbCustom.addInput(ScriptField_VertexShaderInputs_s.createElement(mRS));
+        pvbCustom.addConstant(mVSConstPixel.getAllocation().getType());
+        mProgVertexPixelLightMove = pvbCustom.create();
+        mProgVertexPixelLightMove.bindConstants(mVSConstPixel.getAllocation(), 0);
+
+        pfbCustom = new ProgramFragment.ShaderBuilder(mRS);
+        pfbCustom.setShader(mRes, R.raw.shader2f);
+        pfbCustom.addTexture(Program.TextureType.TEXTURE_2D);
+        pfbCustom.addConstant(mFSConstPixel.getAllocation().getType());
+        mProgFragmentPixelLight = pfbCustom.create();
+        mProgFragmentPixelLight.bindConstants(mFSConstPixel.getAllocation(), 0);
+
+        pfbCustom = new ProgramFragment.ShaderBuilder(mRS);
+        pfbCustom.setShader(mRes, R.raw.multitexf);
+        pfbCustom.setTextureCount(3);
+        mProgFragmentMultitex = pfbCustom.create();
+
+        mScript.set_gProgVertexCustom(mProgVertexCustom);
+        mScript.set_gProgFragmentCustom(mProgFragmentCustom);
+        mScript.set_gProgVertexCube(mProgVertexCube);
+        mScript.set_gProgFragmentCube(mProgFragmentCube);
+        mScript.set_gProgVertexPixelLight(mProgVertexPixelLight);
+        mScript.set_gProgVertexPixelLightMove(mProgVertexPixelLightMove);
+        mScript.set_gProgFragmentPixelLight(mProgFragmentPixelLight);
+        mScript.set_gProgFragmentMultitex(mProgFragmentMultitex);
+    }
+
+    private Allocation loadTextureRGB(int id) {
+        final Allocation allocation = Allocation.createFromBitmapResource(mRS, mRes,
+                id, Element.RGB_565(mRS), true);
+        allocation.uploadToTexture(0);
+        return allocation;
+    }
+
+    private Allocation loadTextureARGB(int id) {
+        Bitmap b = BitmapFactory.decodeResource(mRes, id, mOptionsARGB);
+        final Allocation allocation = Allocation.createFromBitmap(mRS, b, Element.RGBA_8888(mRS), true);
+        allocation.uploadToTexture(0);
+        return allocation;
+    }
+
+    private void loadImages() {
+        mTexTorus = loadTextureRGB(R.drawable.torusmap);
+        mTexOpaque = loadTextureRGB(R.drawable.data);
+        mTexTransparent = loadTextureARGB(R.drawable.leaf);
+        mTexChecker = loadTextureRGB(R.drawable.checker);
+        Bitmap b = BitmapFactory.decodeResource(mRes, R.drawable.cubemap_test);
+        mTexCube = Allocation.createCubemapFromBitmap(mRS, b, Element.RGB_565(mRS), false,
+                                                      Allocation.CubemapLayout.VERTICAL_FACE_LIST);
+        mTexCube.uploadToTexture(0);
+
+        mScript.set_gTexTorus(mTexTorus);
+        mScript.set_gTexOpaque(mTexOpaque);
+        mScript.set_gTexTransparent(mTexTransparent);
+        mScript.set_gTexChecker(mTexChecker);
+        mScript.set_gTexCube(mTexCube);
+    }
+
+    private void initFonts() {
+        // Sans font by family name
+        mFontSans = Font.createFromFamily(mRS, mRes, "sans-serif", Font.Style.NORMAL, 8);
+        // Create font by file name
+        mFontSerif = Font.create(mRS, mRes, "DroidSerif-Regular.ttf", 8);
+        // Create fonts by family and style
+        mFontSerifBold = Font.createFromFamily(mRS, mRes, "serif", Font.Style.BOLD, 8);
+        mFontSerifItalic = Font.createFromFamily(mRS, mRes, "serif", Font.Style.ITALIC, 8);
+        mFontSerifBoldItalic = Font.createFromFamily(mRS, mRes, "serif", Font.Style.BOLD_ITALIC, 8);
+        mFontMono = Font.createFromFamily(mRS, mRes, "mono", Font.Style.NORMAL, 8);
+
+        mTextAlloc = Allocation.createFromString(mRS, "String from allocation", Allocation.USAGE_SCRIPT);
+
+        mScript.set_gFontSans(mFontSans);
+        mScript.set_gFontSerif(mFontSerif);
+        mScript.set_gFontSerifBold(mFontSerifBold);
+        mScript.set_gFontSerifItalic(mFontSerifItalic);
+        mScript.set_gFontSerifBoldItalic(mFontSerifBoldItalic);
+        mScript.set_gFontMono(mFontMono);
+        mScript.set_gTextAlloc(mTextAlloc);
+    }
+
+    private void initMesh() {
+        m10by10Mesh = getMbyNMesh(mWidth, mHeight, 10, 10);
+        mScript.set_g10by10Mesh(m10by10Mesh);
+        m100by100Mesh = getMbyNMesh(mWidth, mHeight, 100, 100);
+        mScript.set_g100by100Mesh(m100by100Mesh);
+        mWbyHMesh= getMbyNMesh(mWidth, mHeight, mWidth/4, mHeight/4);
+        mScript.set_gWbyHMesh(mWbyHMesh);
+
+        FileA3D model = FileA3D.createFromResource(mRS, mRes, R.raw.torus);
+        FileA3D.IndexEntry entry = model.getIndexEntry(0);
+        if (entry == null || entry.getClassID() != FileA3D.ClassID.MESH) {
+            Log.e("rs", "could not load model");
+        } else {
+            mTorus = (Mesh)entry.getObject();
+            mScript.set_gTorusMesh(mTorus);
+        }
+    }
+
+    private void initSamplers() {
+        Sampler.Builder bs = new Sampler.Builder(mRS);
+        bs.setMin(Sampler.Value.LINEAR);
+        bs.setMag(Sampler.Value.LINEAR);
+        bs.setWrapS(Sampler.Value.WRAP);
+        bs.setWrapT(Sampler.Value.WRAP);
+        mLinearWrap = bs.create();
+
+        mLinearClamp = Sampler.CLAMP_LINEAR(mRS);
+        mNearestClamp = Sampler.CLAMP_NEAREST(mRS);
+        mMipLinearWrap = Sampler.WRAP_LINEAR_MIP_LINEAR(mRS);
+
+        bs = new Sampler.Builder(mRS);
+        bs.setMin(Sampler.Value.LINEAR_MIP_LINEAR);
+        bs.setMag(Sampler.Value.LINEAR);
+        bs.setWrapS(Sampler.Value.WRAP);
+        bs.setWrapT(Sampler.Value.WRAP);
+        bs.setAnisotropy(8.0f);
+        mMipLinearAniso8 = bs.create();
+        bs.setAnisotropy(15.0f);
+        mMipLinearAniso15 = bs.create();
+
+        mScript.set_gLinearClamp(mLinearClamp);
+        mScript.set_gLinearWrap(mLinearWrap);
+        mScript.set_gMipLinearWrap(mMipLinearWrap);
+        mScript.set_gMipLinearAniso8(mMipLinearAniso8);
+        mScript.set_gMipLinearAniso15(mMipLinearAniso15);
+        mScript.set_gNearestClamp(mNearestClamp);
+    }
+
+    private void initProgramRaster() {
+        mCullBack = ProgramRaster.CULL_BACK(mRS);
+        mCullFront = ProgramRaster.CULL_FRONT(mRS);
+        mCullNone = ProgramRaster.CULL_NONE(mRS);
+
+        mScript.set_gCullBack(mCullBack);
+        mScript.set_gCullFront(mCullFront);
+        mScript.set_gCullNone(mCullNone);
+    }
+
+    private void initRS() {
+
+        mScript = new ScriptC_rsbench(mRS, mRes, R.raw.rsbench);
+
+        mMaxModes = mScript.get_gMaxModes();
+
+        initSamplers();
+        initProgramStore();
+        initProgramFragment();
+        initProgramVertex();
+        initFonts();
+        loadImages();
+        initMesh();
+        initProgramRaster();
+        initCustomShaders();
+
+        mRS.bindRootScript(mScript);
+    }
+}
+
+
+
diff --git a/libs/rs/java/Samples/src/com/android/samples/RsBenchView.java b/libs/rs/java/Samples/src/com/android/samples/RsBenchView.java
new file mode 100644
index 0000000..4283a42
--- /dev/null
+++ b/libs/rs/java/Samples/src/com/android/samples/RsBenchView.java
@@ -0,0 +1,96 @@
+/*
+ * Copyright (C) 2008 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package com.android.samples;
+
+import java.io.Writer;
+import java.util.ArrayList;
+import java.util.concurrent.Semaphore;
+
+import android.renderscript.RSSurfaceView;
+import android.renderscript.RenderScript;
+import android.renderscript.RenderScriptGL;
+
+import android.content.Context;
+import android.content.res.Resources;
+import android.graphics.Bitmap;
+import android.graphics.drawable.BitmapDrawable;
+import android.graphics.drawable.Drawable;
+import android.os.Handler;
+import android.os.Message;
+import android.util.AttributeSet;
+import android.util.Log;
+import android.view.Surface;
+import android.view.SurfaceHolder;
+import android.view.SurfaceView;
+import android.view.KeyEvent;
+import android.view.MotionEvent;
+
+public class RsBenchView extends RSSurfaceView {
+
+    public RsBenchView(Context context) {
+        super(context);
+        //setFocusable(true);
+    }
+
+    private RenderScriptGL mRS;
+    private RsBenchRS mRender;
+
+
+    public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
+        super.surfaceChanged(holder, format, w, h);
+        if (mRS == null) {
+            RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig();
+            sc.setDepth(16, 24);
+            mRS = createRenderScriptGL(sc);
+            mRS.setSurface(holder, w, h);
+            mRender = new RsBenchRS();
+            mRender.init(mRS, getResources(), w, h);
+        }
+    }
+
+    @Override
+    protected void onDetachedFromWindow() {
+        if (mRS != null) {
+            mRS = null;
+            destroyRenderScriptGL();
+        }
+    }
+
+    @Override
+    public boolean onKeyDown(int keyCode, KeyEvent event)
+    {
+        // break point at here
+        // this method doesn't work when 'extends View' include 'extends ScrollView'.
+        return super.onKeyDown(keyCode, event);
+    }
+
+
+    @Override
+    public boolean onTouchEvent(MotionEvent ev)
+    {
+        boolean ret = false;
+        int act = ev.getAction();
+        if (act == ev.ACTION_DOWN) {
+            mRender.onActionDown((int)ev.getX(), (int)ev.getY());
+            ret = true;
+        }
+
+        return ret;
+    }
+}
+
+
diff --git a/libs/rs/java/Samples/src/com/android/samples/rsbench.rs b/libs/rs/java/Samples/src/com/android/samples/rsbench.rs
new file mode 100644
index 0000000..87f2f29
--- /dev/null
+++ b/libs/rs/java/Samples/src/com/android/samples/rsbench.rs
@@ -0,0 +1,845 @@
+// Copyright (C) 2009 The Android Open Source Project
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+//      http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+
+#pragma version(1)
+
+#pragma rs java_package_name(com.android.samples)
+
+#include "rs_graphics.rsh"
+#include "shader_def.rsh"
+
+const int gMaxModes = 23;
+
+rs_program_vertex gProgVertex;
+rs_program_fragment gProgFragmentColor;
+rs_program_fragment gProgFragmentTexture;
+
+rs_program_store gProgStoreBlendNoneDepth;
+rs_program_store gProgStoreBlendNone;
+rs_program_store gProgStoreBlendAlpha;
+rs_program_store gProgStoreBlendAdd;
+
+rs_allocation gTexOpaque;
+rs_allocation gTexTorus;
+rs_allocation gTexTransparent;
+rs_allocation gTexChecker;
+rs_allocation gTexCube;
+
+rs_mesh g10by10Mesh;
+rs_mesh g100by100Mesh;
+rs_mesh gWbyHMesh;
+rs_mesh gTorusMesh;
+
+rs_font gFontSans;
+rs_font gFontSerif;
+rs_font gFontSerifBold;
+rs_font gFontSerifItalic;
+rs_font gFontSerifBoldItalic;
+rs_font gFontMono;
+rs_allocation gTextAlloc;
+
+int gDisplayMode;
+
+rs_sampler gLinearClamp;
+rs_sampler gLinearWrap;
+rs_sampler gMipLinearWrap;
+rs_sampler gMipLinearAniso8;
+rs_sampler gMipLinearAniso15;
+rs_sampler gNearestClamp;
+
+rs_program_raster gCullBack;
+rs_program_raster gCullFront;
+rs_program_raster gCullNone;
+
+// Custom vertex shader compunents
+VertexShaderConstants *gVSConstants;
+FragentShaderConstants *gFSConstants;
+VertexShaderConstants3 *gVSConstPixel;
+FragentShaderConstants3 *gFSConstPixel;
+// Export these out to easily set the inputs to shader
+VertexShaderInputs *gVSInputs;
+// Custom shaders we use for lighting
+rs_program_vertex gProgVertexCustom;
+rs_program_fragment gProgFragmentCustom;
+rs_program_vertex gProgVertexPixelLight;
+rs_program_vertex gProgVertexPixelLightMove;
+rs_program_fragment gProgFragmentPixelLight;
+rs_program_vertex gProgVertexCube;
+rs_program_fragment gProgFragmentCube;
+rs_program_fragment gProgFragmentMultitex;
+
+float gDt = 0;
+
+void init() {
+}
+
+static const char *sampleText = "This is a sample of small text for performace";
+// Offsets for multiple layer of text
+static int textOffsets[] = { 0,  0, -5, -5, 5,  5, -8, -8, 8,  8};
+static float textColors[] = {1.0f, 1.0f, 1.0f, 1.0f,
+                             0.5f, 0.7f, 0.5f, 1.0f,
+                             0.7f, 0.5f, 0.5f, 1.0f,
+                             0.5f, 0.5f, 0.7f, 1.0f,
+                             0.5f, 0.6f, 0.7f, 1.0f,
+};
+
+void displayFontSamples(int fillNum) {
+
+    uint width = rsgGetWidth();
+    uint height = rsgGetHeight();
+    int left = 0, right = 0, top = 0, bottom = 0;
+    rsgMeasureText(sampleText, &left, &right, &top, &bottom);
+
+    int textHeight = top - bottom;
+    int textWidth = right - left;
+    int numVerticalLines = height / textHeight;
+    int yPos = top;
+
+    int xOffset = 0, yOffset = 0;
+    rsgBindFont(gFontSans); //rsgBindFont(gFontSerif); rsgBindFont(gFontSerifBold); rsgBindFont(gFontSerifBoldItalic); rsgBindFont(gFontSans);
+
+    for(int fillI = 0; fillI < fillNum; fillI ++) {
+        xOffset = textOffsets[fillI * 2];
+        yOffset = textOffsets[fillI * 2 + 1];
+        float *colPtr = textColors + fillI * 4;
+        rsgFontColor(colPtr[0], colPtr[1], colPtr[2], colPtr[3]);
+        for (int h = 0; h < 4; h ++) {
+            yPos = top + yOffset;
+            for (int v = 0; v < numVerticalLines; v ++) {
+                rsgDrawText(sampleText, xOffset + textWidth * h, yPos);
+                yPos += textHeight;
+            }
+        }
+    }
+}
+
+void bindProgramVertexOrtho() {
+    // Default vertex sahder
+    rsgBindProgramVertex(gProgVertex);
+    // Setup the projectioni matrix
+    rs_matrix4x4 proj;
+    rsMatrixLoadOrtho(&proj, 0, rsgGetWidth(), rsgGetHeight(), 0, -500, 500);
+    rsgProgramVertexLoadProjectionMatrix(&proj);
+}
+
+void displaySingletexFill(bool blend, int quadCount) {
+    bindProgramVertexOrtho();
+    rs_matrix4x4 matrix;
+    rsMatrixLoadIdentity(&matrix);
+    rsgProgramVertexLoadModelMatrix(&matrix);
+
+    // Fragment shader with texture
+    if (!blend) {
+        rsgBindProgramStore(gProgStoreBlendNone);
+    } else {
+        rsgBindProgramStore(gProgStoreBlendAlpha);
+    }
+    rsgBindProgramFragment(gProgFragmentTexture);
+    rsgBindSampler(gProgFragmentTexture, 0, gLinearClamp);
+    rsgBindTexture(gProgFragmentTexture, 0, gTexOpaque);
+
+    for (int i = 0; i < quadCount; i ++) {
+        float startX = 10 * i, startY = 10 * i;
+        float width = rsgGetWidth() - startX, height = rsgGetHeight() - startY;
+        rsgDrawQuadTexCoords(startX, startY, 0, 0, 0,
+                             startX, startY + height, 0, 0, 1,
+                             startX + width, startY + height, 0, 1, 1,
+                             startX + width, startY, 0, 1, 0);
+    }
+}
+
+void displayBlendingSamples() {
+    int i;
+
+    bindProgramVertexOrtho();
+    rs_matrix4x4 matrix;
+    rsMatrixLoadIdentity(&matrix);
+    rsgProgramVertexLoadModelMatrix(&matrix);
+
+    rsgBindProgramFragment(gProgFragmentColor);
+
+    rsgBindProgramStore(gProgStoreBlendNone);
+    for (i = 0; i < 3; i ++) {
+        float iPlusOne = (float)(i + 1);
+        rsgProgramFragmentConstantColor(gProgFragmentColor,
+                                        0.1f*iPlusOne, 0.2f*iPlusOne, 0.3f*iPlusOne, 1);
+        float yPos = 150 * (float)i;
+        rsgDrawRect(0, yPos, 200, yPos + 200, 0);
+    }
+
+    rsgBindProgramStore(gProgStoreBlendAlpha);
+    for (i = 0; i < 3; i ++) {
+        float iPlusOne = (float)(i + 1);
+        rsgProgramFragmentConstantColor(gProgFragmentColor,
+                                        0.2f*iPlusOne, 0.3f*iPlusOne, 0.1f*iPlusOne, 0.5);
+        float yPos = 150 * (float)i;
+        rsgDrawRect(150, yPos, 350, yPos + 200, 0);
+    }
+
+    rsgBindProgramStore(gProgStoreBlendAdd);
+    for (i = 0; i < 3; i ++) {
+        float iPlusOne = (float)(i + 1);
+        rsgProgramFragmentConstantColor(gProgFragmentColor,
+                                        0.3f*iPlusOne, 0.1f*iPlusOne, 0.2f*iPlusOne, 0.5);
+        float yPos = 150 * (float)i;
+        rsgDrawRect(300, yPos, 500, yPos + 200, 0);
+    }
+
+
+    rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f);
+    rsgBindFont(gFontMono);
+    rsgDrawText("No Blending", 10, 50);
+    rsgDrawText("Alpha Blending", 160, 150);
+    rsgDrawText("Additive Blending", 320, 250);
+
+}
+
+void displayMeshSamples(int meshNum) {
+
+    bindProgramVertexOrtho();
+    rs_matrix4x4 matrix;
+    rsMatrixLoadTranslate(&matrix, rsgGetWidth()/2, rsgGetHeight()/2, 0);
+    rsgProgramVertexLoadModelMatrix(&matrix);
+
+    // Fragment shader with texture
+    rsgBindProgramStore(gProgStoreBlendNone);
+    rsgBindProgramFragment(gProgFragmentTexture);
+    rsgBindSampler(gProgFragmentTexture, 0, gLinearClamp);
+    rsgBindTexture(gProgFragmentTexture, 0, gTexOpaque);
+
+    if (meshNum == 0) {
+        rsgDrawMesh(g10by10Mesh);
+    } else if (meshNum == 1) {
+        rsgDrawMesh(g100by100Mesh);
+    } else if (meshNum == 2) {
+        rsgDrawMesh(gWbyHMesh);
+    }
+}
+
+void displayTextureSamplers() {
+
+    bindProgramVertexOrtho();
+    rs_matrix4x4 matrix;
+    rsMatrixLoadIdentity(&matrix);
+    rsgProgramVertexLoadModelMatrix(&matrix);
+
+    // Fragment shader with texture
+    rsgBindProgramStore(gProgStoreBlendNone);
+    rsgBindProgramFragment(gProgFragmentTexture);
+    rsgBindTexture(gProgFragmentTexture, 0, gTexOpaque);
+
+    // Linear clamp
+    rsgBindSampler(gProgFragmentTexture, 0, gLinearClamp);
+    float startX = 0, startY = 0;
+    float width = 300, height = 300;
+    rsgDrawQuadTexCoords(startX, startY, 0, 0, 0,
+                         startX, startY + height, 0, 0, 1.1,
+                         startX + width, startY + height, 0, 1.1, 1.1,
+                         startX + width, startY, 0, 1.1, 0);
+
+    // Linear Wrap
+    rsgBindSampler(gProgFragmentTexture, 0, gLinearWrap);
+    startX = 0; startY = 300;
+    width = 300; height = 300;
+    rsgDrawQuadTexCoords(startX, startY, 0, 0, 0,
+                         startX, startY + height, 0, 0, 1.1,
+                         startX + width, startY + height, 0, 1.1, 1.1,
+                         startX + width, startY, 0, 1.1, 0);
+
+    // Nearest
+    rsgBindSampler(gProgFragmentTexture, 0, gNearestClamp);
+    startX = 300; startY = 0;
+    width = 300; height = 300;
+    rsgDrawQuadTexCoords(startX, startY, 0, 0, 0,
+                         startX, startY + height, 0, 0, 1.1,
+                         startX + width, startY + height, 0, 1.1, 1.1,
+                         startX + width, startY, 0, 1.1, 0);
+
+    rsgBindSampler(gProgFragmentTexture, 0, gMipLinearWrap);
+    startX = 300; startY = 300;
+    width = 300; height = 300;
+    rsgDrawQuadTexCoords(startX, startY, 0, 0, 0,
+                         startX, startY + height, 0, 0, 1.5,
+                         startX + width, startY + height, 0, 1.5, 1.5,
+                         startX + width, startY, 0, 1.5, 0);
+
+    rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f);
+    rsgBindFont(gFontMono);
+    rsgDrawText("Filtering: linear clamp", 10, 290);
+    rsgDrawText("Filtering: linear wrap", 10, 590);
+    rsgDrawText("Filtering: nearest clamp", 310, 290);
+    rsgDrawText("Filtering: miplinear wrap", 310, 590);
+}
+
+float gTorusRotation = 0;
+static void drawToruses(int numMeshes) {
+    rs_matrix4x4 matrix;
+
+    if (numMeshes == 1) {
+        rsMatrixLoadTranslate(&matrix, 0.0f, 0.0f, -7.5f);
+        rsMatrixRotate(&matrix, gTorusRotation, 1.0f, 0.0f, 0.0f);
+        rsgProgramVertexLoadModelMatrix(&matrix);
+        rsgDrawMesh(gTorusMesh);
+        return;
+    }
+
+    if (numMeshes == 2) {
+        rsMatrixLoadTranslate(&matrix, -1.6f, 0.0f, -7.5f);
+        rsMatrixRotate(&matrix, gTorusRotation, 1.0f, 0.0f, 0.0f);
+        rsgProgramVertexLoadModelMatrix(&matrix);
+        rsgDrawMesh(gTorusMesh);
+
+        rsMatrixLoadTranslate(&matrix, 1.6f, 0.0f, -7.5f);
+        rsMatrixRotate(&matrix, gTorusRotation, 1.0f, 0.0f, 0.0f);
+        rsgProgramVertexLoadModelMatrix(&matrix);
+        rsgDrawMesh(gTorusMesh);
+        return;
+    }
+
+    float startX = -5.0f;
+    float startY = -1.5f;
+    float startZ = -15.0f;
+    float dist = 3.2f;
+
+    for (int h = 0; h < 4; h ++) {
+        for (int v = 0; v < 2; v ++) {
+            // Position our model on the screen
+            rsMatrixLoadTranslate(&matrix, startX + dist * h, startY + dist * v, startZ);
+            rsMatrixRotate(&matrix, gTorusRotation, 1.0f, 0.0f, 0.0f);
+            rsgProgramVertexLoadModelMatrix(&matrix);
+            rsgDrawMesh(gTorusMesh);
+        }
+    }
+}
+
+
+// Quick hack to get some geometry numbers
+void displaySimpleGeoSamples(bool useTexture, int numMeshes) {
+    rsgBindProgramVertex(gProgVertex);
+    rsgBindProgramRaster(gCullBack);
+    // Setup the projectioni matrix with 60 degree field of view
+    rs_matrix4x4 proj;
+    float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
+    rsMatrixLoadPerspective(&proj, 30.0f, aspect, 0.1f, 100.0f);
+    rsgProgramVertexLoadProjectionMatrix(&proj);
+
+    // Fragment shader with texture
+    rsgBindProgramStore(gProgStoreBlendNoneDepth);
+    if (useTexture) {
+        rsgBindProgramFragment(gProgFragmentTexture);
+    } else {
+        rsgBindProgramFragment(gProgFragmentColor);
+        rsgProgramFragmentConstantColor(gProgFragmentColor, 0.1, 0.7, 0.1, 1);
+    }
+    rsgBindSampler(gProgFragmentTexture, 0, gLinearClamp);
+    rsgBindTexture(gProgFragmentTexture, 0, gTexTorus);
+
+    // Aplly a rotation to our mesh
+    gTorusRotation += 50.0f * gDt;
+    if (gTorusRotation > 360.0f) {
+        gTorusRotation -= 360.0f;
+    }
+
+    drawToruses(numMeshes);
+}
+
+float gLight0Rotation = 0;
+float gLight1Rotation = 0;
+
+void setupCustomShaderLights() {
+    float4 light0Pos = {-5.0f, 5.0f, -10.0f, 1.0f};
+    float4 light1Pos = {2.0f, 5.0f, 15.0f, 1.0f};
+    float4 light0DiffCol = {0.9f, 0.7f, 0.7f, 1.0f};
+    float4 light0SpecCol = {0.9f, 0.6f, 0.6f, 1.0f};
+    float4 light1DiffCol = {0.5f, 0.5f, 0.9f, 1.0f};
+    float4 light1SpecCol = {0.5f, 0.5f, 0.9f, 1.0f};
+
+    gLight0Rotation += 50.0f * gDt;
+    if (gLight0Rotation > 360.0f) {
+        gLight0Rotation -= 360.0f;
+    }
+    gLight1Rotation -= 50.0f * gDt;
+    if (gLight1Rotation > 360.0f) {
+        gLight1Rotation -= 360.0f;
+    }
+
+    rs_matrix4x4 l0Mat;
+    rsMatrixLoadRotate(&l0Mat, gLight0Rotation, 1.0f, 0.0f, 0.0f);
+    light0Pos = rsMatrixMultiply(&l0Mat, light0Pos);
+    rs_matrix4x4 l1Mat;
+    rsMatrixLoadRotate(&l1Mat, gLight1Rotation, 0.0f, 0.0f, 1.0f);
+    light1Pos = rsMatrixMultiply(&l1Mat, light1Pos);
+
+    // Set light 0 properties
+    gVSConstants->light0_Posision = light0Pos;
+    gVSConstants->light0_Diffuse = 1.0f;
+    gVSConstants->light0_Specular = 0.5f;
+    gVSConstants->light0_CosinePower = 10.0f;
+    // Set light 1 properties
+    gVSConstants->light1_Posision = light1Pos;
+    gVSConstants->light1_Diffuse = 1.0f;
+    gVSConstants->light1_Specular = 0.7f;
+    gVSConstants->light1_CosinePower = 25.0f;
+    rsAllocationMarkDirty(rsGetAllocation(gVSConstants));
+
+    // Update fragmetn shader constants
+    // Set light 0 colors
+    gFSConstants->light0_DiffuseColor = light0DiffCol;
+    gFSConstants->light0_SpecularColor = light0SpecCol;
+    // Set light 1 colors
+    gFSConstants->light1_DiffuseColor = light1DiffCol;
+    gFSConstants->light1_SpecularColor = light1SpecCol;
+    rsAllocationMarkDirty(rsGetAllocation(gFSConstants));
+
+    // Set light 0 properties for per pixel lighting
+    gFSConstPixel->light0_Posision = light0Pos;
+    gFSConstPixel->light0_Diffuse = 1.0f;
+    gFSConstPixel->light0_Specular = 0.5f;
+    gFSConstPixel->light0_CosinePower = 10.0f;
+    gFSConstPixel->light0_DiffuseColor = light0DiffCol;
+    gFSConstPixel->light0_SpecularColor = light0SpecCol;
+    // Set light 1 properties
+    gFSConstPixel->light1_Posision = light1Pos;
+    gFSConstPixel->light1_Diffuse = 1.0f;
+    gFSConstPixel->light1_Specular = 0.7f;
+    gFSConstPixel->light1_CosinePower = 25.0f;
+    gFSConstPixel->light1_DiffuseColor = light1DiffCol;
+    gFSConstPixel->light1_SpecularColor = light1SpecCol;
+    rsAllocationMarkDirty(rsGetAllocation(gFSConstPixel));
+}
+
+void displayCustomShaderSamples(int numMeshes) {
+
+    // Update vertex shader constants
+    // Load model matrix
+    // Aplly a rotation to our mesh
+    gTorusRotation += 50.0f * gDt;
+    if (gTorusRotation > 360.0f) {
+        gTorusRotation -= 360.0f;
+    }
+
+    // Setup the projectioni matrix
+    float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
+    rsMatrixLoadPerspective(&gVSConstants->proj, 30.0f, aspect, 0.1f, 100.0f);
+    setupCustomShaderLights();
+
+    rsgBindProgramVertex(gProgVertexCustom);
+
+    // Fragment shader with texture
+    rsgBindProgramStore(gProgStoreBlendNoneDepth);
+    rsgBindProgramFragment(gProgFragmentCustom);
+    rsgBindSampler(gProgFragmentCustom, 0, gLinearClamp);
+    rsgBindTexture(gProgFragmentCustom, 0, gTexTorus);
+
+    // Use back face culling
+    rsgBindProgramRaster(gCullBack);
+
+    rs_matrix4x4 matrix;
+
+    if (numMeshes == 1) {
+        rsMatrixLoadTranslate(&gVSConstants->model, 0.0f, 0.0f, -7.5f);
+        rsMatrixRotate(&gVSConstants->model, gTorusRotation, 1.0f, 0.0f, 0.0f);
+        rsMatrixRotate(&gVSConstants->model, gTorusRotation, 0.0f, 0.0f, 1.0f);
+        rsAllocationMarkDirty(rsGetAllocation(gVSConstants));
+
+        rsgDrawMesh(gTorusMesh);
+        return;
+    }
+
+    if (numMeshes == 2) {
+        rsMatrixLoadTranslate(&gVSConstants->model, -1.6f, 0.0f, -7.5f);
+        rsMatrixRotate(&gVSConstants->model, gTorusRotation, 1.0f, 0.0f, 0.0f);
+        rsMatrixRotate(&gVSConstants->model, gTorusRotation, 0.0f, 0.0f, 1.0f);
+        rsAllocationMarkDirty(rsGetAllocation(gVSConstants));
+        rsgDrawMesh(gTorusMesh);
+
+        rsMatrixLoadTranslate(&gVSConstants->model, 1.6f, 0.0f, -7.5f);
+        rsMatrixRotate(&gVSConstants->model, gTorusRotation, 1.0f, 0.0f, 0.0f);
+        rsMatrixRotate(&gVSConstants->model, gTorusRotation, 0.0f, 0.0f, 1.0f);
+        rsAllocationMarkDirty(rsGetAllocation(gVSConstants));
+        rsgDrawMesh(gTorusMesh);
+        return;
+    }
+
+    float startX = -5.0f;
+    float startY = -1.5f;
+    float startZ = -15.0f;
+    float dist = 3.2f;
+
+    for (int h = 0; h < 4; h ++) {
+        for (int v = 0; v < 2; v ++) {
+            // Position our model on the screen
+            rsMatrixLoadTranslate(&gVSConstants->model, startX + dist * h, startY + dist * v, startZ);
+            rsMatrixRotate(&gVSConstants->model, gTorusRotation, 1.0f, 0.0f, 0.0f);
+            rsMatrixRotate(&gVSConstants->model, gTorusRotation, 0.0f, 0.0f, 1.0f);
+            rsAllocationMarkDirty(rsGetAllocation(gVSConstants));
+            rsgDrawMesh(gTorusMesh);
+        }
+    }
+}
+
+void displayPixelLightSamples(int numMeshes) {
+
+    // Update vertex shader constants
+    // Load model matrix
+    // Aplly a rotation to our mesh
+    gTorusRotation += 20.0f * gDt;
+    if (gTorusRotation > 360.0f) {
+        gTorusRotation -= 360.0f;
+    }
+
+    //gTorusRotation = 45.0f;
+
+    gVSConstPixel->time = rsUptimeMillis()*0.005;
+
+    // Setup the projectioni matrix
+    float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
+    rsMatrixLoadPerspective(&gVSConstPixel->proj, 30.0f, aspect, 0.1f, 100.0f);
+    setupCustomShaderLights();
+
+    rsgBindProgramVertex(gProgVertexPixelLight);
+
+    // Fragment shader with texture
+    rsgBindProgramStore(gProgStoreBlendNoneDepth);
+    rsgBindProgramFragment(gProgFragmentPixelLight);
+    rsgBindSampler(gProgFragmentPixelLight, 0, gLinearClamp);
+    rsgBindTexture(gProgFragmentPixelLight, 0, gTexTorus);
+
+    // Use back face culling
+    rsgBindProgramRaster(gCullBack);
+
+    rs_matrix4x4 matrix;
+
+    if (numMeshes == 1) {
+        rsMatrixLoadTranslate(&gVSConstPixel->model, 0.0f, 0.0f, -7.5f);
+        rsMatrixRotate(&gVSConstPixel->model, gTorusRotation, 1.0f, 0.0f, 0.0f);
+        rsMatrixRotate(&gVSConstPixel->model, gTorusRotation, 0.0f, 0.0f, 1.0f);
+        rsAllocationMarkDirty(rsGetAllocation(gVSConstPixel));
+
+        rsgDrawMesh(gTorusMesh);
+        return;
+    }
+
+    if (numMeshes == 2) {
+        rsMatrixLoadTranslate(&gVSConstPixel->model, -1.6f, 0.0f, -7.5f);
+        rsMatrixRotate(&gVSConstPixel->model, gTorusRotation, 1.0f, 0.0f, 0.0f);
+        rsMatrixRotate(&gVSConstPixel->model, gTorusRotation, 0.0f, 0.0f, 1.0f);
+        rsAllocationMarkDirty(rsGetAllocation(gVSConstPixel));
+        rsgDrawMesh(gTorusMesh);
+
+        rsMatrixLoadTranslate(&gVSConstPixel->model, 1.6f, 0.0f, -7.5f);
+        rsMatrixRotate(&gVSConstPixel->model, gTorusRotation, 1.0f, 0.0f, 0.0f);
+        rsMatrixRotate(&gVSConstPixel->model, gTorusRotation, 0.0f, 0.0f, 1.0f);
+        rsAllocationMarkDirty(rsGetAllocation(gVSConstPixel));
+        rsgDrawMesh(gTorusMesh);
+        return;
+    }
+
+    float startX = -5.0f;
+    float startY = -1.5f;
+    float startZ = -15.0f;
+    float dist = 3.2f;
+
+    for (int h = 0; h < 4; h ++) {
+        for (int v = 0; v < 2; v ++) {
+            // Position our model on the screen
+            rsMatrixLoadTranslate(&gVSConstPixel->model, startX + dist * h, startY + dist * v, startZ);
+            rsMatrixRotate(&gVSConstPixel->model, gTorusRotation, 1.0f, 0.0f, 0.0f);
+            rsMatrixRotate(&gVSConstPixel->model, gTorusRotation, 0.0f, 0.0f, 1.0f);
+            rsAllocationMarkDirty(rsGetAllocation(gVSConstPixel));
+            rsgDrawMesh(gTorusMesh);
+        }
+    }
+}
+
+void displayMultitextureSample(bool blend, int quadCount) {
+    bindProgramVertexOrtho();
+    rs_matrix4x4 matrix;
+    rsMatrixLoadIdentity(&matrix);
+    rsgProgramVertexLoadModelMatrix(&matrix);
+
+    // Fragment shader with texture
+    if (!blend) {
+        rsgBindProgramStore(gProgStoreBlendNone);
+    } else {
+        rsgBindProgramStore(gProgStoreBlendAlpha);
+    }
+    rsgBindProgramFragment(gProgFragmentMultitex);
+    rsgBindSampler(gProgFragmentMultitex, 0, gLinearClamp);
+    rsgBindSampler(gProgFragmentMultitex, 1, gLinearWrap);
+    rsgBindSampler(gProgFragmentMultitex, 2, gLinearClamp);
+    rsgBindTexture(gProgFragmentMultitex, 0, gTexChecker);
+    rsgBindTexture(gProgFragmentMultitex, 1, gTexTorus);
+    rsgBindTexture(gProgFragmentMultitex, 2, gTexTransparent);
+
+    for (int i = 0; i < quadCount; i ++) {
+        float startX = 10 * i, startY = 10 * i;
+        float width = rsgGetWidth() - startX, height = rsgGetHeight() - startY;
+        rsgDrawQuadTexCoords(startX, startY, 0, 0, 0,
+                             startX, startY + height, 0, 0, 1,
+                             startX + width, startY + height, 0, 1, 1,
+                             startX + width, startY, 0, 1, 0);
+    }
+}
+
+float gAnisoTime = 0.0f;
+uint anisoMode = 0;
+void displayAnisoSample() {
+
+    gAnisoTime += gDt;
+
+    rsgBindProgramVertex(gProgVertex);
+    float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
+    rs_matrix4x4 proj;
+    rsMatrixLoadPerspective(&proj, 30.0f, aspect, 0.1f, 100.0f);
+    rsgProgramVertexLoadProjectionMatrix(&proj);
+
+    rs_matrix4x4 matrix;
+    // Fragment shader with texture
+    rsgBindProgramStore(gProgStoreBlendNone);
+    rsgBindProgramFragment(gProgFragmentTexture);
+    rsMatrixLoadTranslate(&matrix, 0.0f, 0.0f, -10.0f);
+    rsMatrixRotate(&matrix, -80, 1.0f, 0.0f, 0.0f);
+    rsgProgramVertexLoadModelMatrix(&matrix);
+
+    rsgBindProgramRaster(gCullNone);
+
+    rsgBindTexture(gProgFragmentTexture, 0, gTexChecker);
+
+    if (gAnisoTime >= 5.0f) {
+        gAnisoTime = 0.0f;
+        anisoMode ++;
+        anisoMode = anisoMode % 3;
+    }
+
+    if (anisoMode == 0) {
+        rsgBindSampler(gProgFragmentTexture, 0, gMipLinearAniso8);
+    } else if (anisoMode == 1) {
+        rsgBindSampler(gProgFragmentTexture, 0, gMipLinearAniso15);
+    } else {
+        rsgBindSampler(gProgFragmentTexture, 0, gMipLinearWrap);
+    }
+
+    float startX = -15;
+    float startY = -15;
+    float width = 30;
+    float height = 30;
+    rsgDrawQuadTexCoords(startX, startY, 0, 0, 0,
+                         startX, startY + height, 0, 0, 10,
+                         startX + width, startY + height, 0, 10, 10,
+                         startX + width, startY, 0, 10, 0);
+
+    rsgBindProgramRaster(gCullBack);
+
+    rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f);
+    rsgBindFont(gFontMono);
+    if (anisoMode == 0) {
+        rsgDrawText("Anisotropic filtering 8", 10, 40);
+    } else if (anisoMode == 1) {
+        rsgDrawText("Anisotropic filtering 15", 10, 40);
+    } else {
+        rsgDrawText("Miplinear filtering", 10, 40);
+    }
+}
+
+static bool checkInit() {
+
+    static int countdown = 5;
+
+    if (countdown == 0) {
+        gDt = 0;
+        countdown --;
+    }
+    // Perform all the uploads so we only measure rendered time
+    if(countdown > 1) {
+        displayFontSamples(5);
+        displaySingletexFill(true, 3);
+        displayBlendingSamples();
+        displayMeshSamples(0);
+        displayMeshSamples(1);
+        displayMeshSamples(2);
+        displayTextureSamplers();
+        displayMultitextureSample(true, 5);
+        displayAnisoSample();
+        countdown --;
+        rsgClearColor(0.2f, 0.2f, 0.2f, 0.0f);
+
+        // Now use text metrics to center the text
+        uint width = rsgGetWidth();
+        uint height = rsgGetHeight();
+        int left = 0, right = 0, top = 0, bottom = 0;
+
+        rsgFontColor(0.9f, 0.9f, 0.95f, 1.0f);
+        rsgBindFont(gFontSerifBoldItalic);
+
+        const char* text = "Initializing";
+        rsgMeasureText(text, &left, &right, &top, &bottom);
+        int centeredPosX = width / 2 - (right - left) / 2;
+        int centeredPosY = height / 2 - (top - bottom) / 2;
+        rsgDrawText(text, centeredPosX, centeredPosY);
+
+        return false;
+    }
+
+    return true;
+}
+
+static int frameCount = 0;
+static int totalFramesRendered = 0;
+static int benchMode = 0;
+
+#define testTime 10.0f
+static float curTestTime = testTime;
+
+static const char *testNames[] = {
+    "Finished text fill 1",
+    "Finished text fill 2",
+    "Finished text fill 3",
+    "Finished text fill 4",
+    "Finished text fill 5",
+    "Finished 25.6k geo flat color",
+    "Finished 51.2k geo flat color",
+    "Finished 204.8k geo raster load flat color",
+    "Finished 25.6k geo texture",
+    "Finished 51.2k geo texture",
+    "Finished 204.8k geo raster load texture",
+    "Finished full screen mesh 10 by 10",
+    "Finished full screen mesh 100 by 100",
+    "Finished full screen mesh W / 4 by H / 4",
+    "Finished 25.6k geo heavy vertex",
+    "Finished 51.2k geo heavy vertex",
+    "Finished 204.8k geo raster load heavy vertex",
+    "Finished singletexture 5x fill",
+    "Finished 3tex multitexture 5x fill",
+    "Finished blend singletexture 5x fill",
+    "Finished blend 3tex multitexture 5x fill",
+    "Finished 25.6k geo heavy fragment",
+    "Finished 51.2k geo heavy fragment",
+    "Finished 204.8k geo raster load heavy fragment",
+    "Finished simpleGeo",
+    "Finished simpleGeo",
+    "Finished simpleGeo",
+    "Finished simpleGeo",
+    "Finished simpleGeo",
+    "Finished simpleGeo",
+};
+
+int root(int launchID) {
+
+    gDt = rsGetDt();
+
+    rsgClearColor(0.2f, 0.2f, 0.2f, 0.0f);
+    rsgClearDepth(1.0f);
+
+    if(!checkInit()) {
+        return 1;
+    }
+
+    /*displayPixelLightSamples(1);
+    return 1;*/
+
+    curTestTime -= gDt;
+    if(curTestTime < 0.0f) {
+        float fps = (float)(frameCount) / (testTime - curTestTime);
+        rsDebug(testNames[benchMode], fps);
+        benchMode ++;
+        curTestTime = testTime;
+        totalFramesRendered += frameCount;
+        frameCount = 0;
+        gTorusRotation = 0;
+
+        if (benchMode > gMaxModes) {
+            benchMode = 0;
+        }
+    }
+
+    switch (benchMode) {
+    case 0:
+        displayFontSamples(1);
+        break;
+    case 1:
+        displayFontSamples(2);
+        break;
+    case 2:
+        displayFontSamples(3);
+        break;
+    case 3:
+        displayFontSamples(4);
+        break;
+    case 4:
+        displayFontSamples(5);
+        break;
+    case 5:
+        displaySimpleGeoSamples(false, 1);
+        break;
+    case 6:
+        displaySimpleGeoSamples(false, 2);
+        break;
+    case 7:
+        displaySimpleGeoSamples(false, 8);
+        break;
+    case 8:
+        displaySimpleGeoSamples(true, 1);
+        break;
+    case 9:
+        displaySimpleGeoSamples(true, 2);
+        break;
+    case 10:
+        displaySimpleGeoSamples(true, 8);
+        break;
+    case 11:
+        displayMeshSamples(0);
+        break;
+    case 12:
+        displayMeshSamples(1);
+        break;
+    case 13:
+        displayMeshSamples(2);
+        break;
+    case 14:
+        displayCustomShaderSamples(1);
+        break;
+    case 15:
+        displayCustomShaderSamples(2);
+        break;
+    case 16:
+        displayCustomShaderSamples(8);
+        break;
+    case 17:
+        displaySingletexFill(false, 5);
+        break;
+    case 18:
+        displayMultitextureSample(false, 5);
+        break;
+    case 19:
+        displaySingletexFill(true, 5);
+        break;
+    case 20:
+        displayMultitextureSample(true, 5);
+        break;
+    case 21:
+        displayPixelLightSamples(1);
+        break;
+    case 22:
+        displayPixelLightSamples(2);
+        break;
+    case 23:
+        displayPixelLightSamples(8);
+        break;
+    }
+
+    frameCount ++;
+
+    return 1;
+}
diff --git a/libs/rs/java/Samples/src/com/android/samples/shader_def.rsh b/libs/rs/java/Samples/src/com/android/samples/shader_def.rsh
index 3f51785..1d804c6 100644
--- a/libs/rs/java/Samples/src/com/android/samples/shader_def.rsh
+++ b/libs/rs/java/Samples/src/com/android/samples/shader_def.rsh
@@ -39,6 +39,13 @@
     float light_CosinePower[2];
 } VertexShaderConstants2;
 
+typedef struct VertexShaderConstants3_s {
+    rs_matrix4x4 model;
+    rs_matrix4x4 proj;
+    float time;
+} VertexShaderConstants3;
+
+
 typedef struct FragentShaderConstants_s {
     float4 light0_DiffuseColor;
     float4 light0_SpecularColor;
@@ -52,6 +59,22 @@
     float4 light_SpecularColor[2];
 } FragentShaderConstants2;
 
+typedef struct FragentShaderConstants3_s {
+    float4 light0_DiffuseColor;
+    float4 light0_SpecularColor;
+    float4 light0_Posision;
+    float light0_Diffuse;
+    float light0_Specular;
+    float light0_CosinePower;
+
+    float4 light1_DiffuseColor;
+    float4 light1_SpecularColor;
+    float4 light1_Posision;
+    float light1_Diffuse;
+    float light1_Specular;
+    float light1_CosinePower;
+} FragentShaderConstants3;
+
 typedef struct VertexShaderInputs_s {
     float4 position;
     float3 normal;
diff --git a/libs/rs/rsContext.h b/libs/rs/rsContext.h
index 1dc9540..49ee676 100644
--- a/libs/rs/rsContext.h
+++ b/libs/rs/rsContext.h
@@ -207,6 +207,7 @@
     uint32_t getMaxFragmentTextures() const {return mGL.mMaxFragmentTextureImageUnits;}
     uint32_t getMaxFragmentUniformVectors() const {return mGL.mMaxFragmentUniformVectors;}
     uint32_t getMaxVertexUniformVectors() const {return mGL.mMaxVertexUniformVectors;}
+    uint32_t getMaxVertexAttributes() const {return mGL.mMaxVertexAttribs;}
 
     void launchThreads(WorkerCallback_t cbk, void *data);
     uint32_t getWorkerPoolSize() const {return (uint32_t)mWorkers.mCount;}
diff --git a/libs/rs/rsVertexArray.cpp b/libs/rs/rsVertexArray.cpp
index 8a9fafe..d9393fe 100644
--- a/libs/rs/rsVertexArray.cpp
+++ b/libs/rs/rsVertexArray.cpp
@@ -81,8 +81,12 @@
                            class VertexArrayState *state,
                            ShaderCache *sc) const {
     rsc->checkError("VertexArray::setupGL2 start");
-    for (uint32_t ct=1; ct <= state->mLastEnableCount; ct++) {
-        glDisableVertexAttribArray(ct);
+    uint32_t maxAttrs = state->mAttrsEnabledSize;
+    for (uint32_t ct=1; ct < maxAttrs; ct++) {
+        if(state->mAttrsEnabled[ct]) {
+            glDisableVertexAttribArray(ct);
+            state->mAttrsEnabled[ct] = false;
+        }
     }
 
     rsc->checkError("VertexArray::setupGL2 disabled");
@@ -91,10 +95,11 @@
         if (rsc->props.mLogShadersAttr) {
             logAttrib(ct, slot);
         }
-        if (slot < 0) {
+        if (slot < 0 || slot >= (int32_t)maxAttrs) {
             continue;
         }
         glEnableVertexAttribArray(slot);
+        state->mAttrsEnabled[slot] = true;
         glBindBuffer(GL_ARRAY_BUFFER, mAttribs[ct].buffer);
         glVertexAttribPointer(slot,
                               mAttribs[ct].size,
@@ -103,12 +108,25 @@
                               mAttribs[ct].stride,
                               mAttribs[ct].ptr + mAttribs[ct].offset);
     }
-    state->mLastEnableCount = mCount;
     rsc->checkError("VertexArray::setupGL2 done");
 }
 ////////////////////////////////////////////
+VertexArrayState::VertexArrayState() {
+    mAttrsEnabled = NULL;
+    mAttrsEnabledSize = 0;
+}
 
-void VertexArrayState::init(Context *) {
-    mLastEnableCount = 0;
+VertexArrayState::~VertexArrayState() {
+    if (mAttrsEnabled) {
+        delete[] mAttrsEnabled;
+        mAttrsEnabled = NULL;
+    }
+}
+void VertexArrayState::init(Context *rsc) {
+    mAttrsEnabledSize = rsc->getMaxVertexAttributes();
+    mAttrsEnabled = new bool[mAttrsEnabledSize];
+    for (uint32_t ct = 0; ct < mAttrsEnabledSize; ct++) {
+        mAttrsEnabled[ct] = false;
+    }
 }
 
diff --git a/libs/rs/rsVertexArray.h b/libs/rs/rsVertexArray.h
index 7bcfa68..45d9e82 100644
--- a/libs/rs/rsVertexArray.h
+++ b/libs/rs/rsVertexArray.h
@@ -63,9 +63,12 @@
 
 class VertexArrayState {
 public:
+    VertexArrayState();
+    ~VertexArrayState();
     void init(Context *);
 
-    uint32_t mLastEnableCount;
+    bool *mAttrsEnabled;
+    uint32_t mAttrsEnabledSize;
 };
 
 
diff --git a/policy/src/com/android/internal/policy/impl/RecentApplicationsDialog.java b/policy/src/com/android/internal/policy/impl/RecentApplicationsDialog.java
index f53092d..db66346 100644
--- a/policy/src/com/android/internal/policy/impl/RecentApplicationsDialog.java
+++ b/policy/src/com/android/internal/policy/impl/RecentApplicationsDialog.java
@@ -33,7 +33,6 @@
 import android.graphics.drawable.Drawable;
 import android.os.Bundle;
 import android.os.Handler;
-import android.os.RemoteException;
 import android.util.Log;
 import android.view.View;
 import android.view.Window;
diff --git a/services/java/com/android/server/PackageManagerService.java b/services/java/com/android/server/PackageManagerService.java
index c121808..2691e1d 100644
--- a/services/java/com/android/server/PackageManagerService.java
+++ b/services/java/com/android/server/PackageManagerService.java
@@ -5774,9 +5774,6 @@
         res.removedInfo.removedPackage = packageName;
         // Remove existing system package
         removePackageLI(oldPkg, true);
-        synchronized (mPackages) {
-            res.removedInfo.removedUid = mSettings.disableSystemPackageLP(packageName);
-        }
 
         // Successfully disabled the old package. Now proceed with re-installation
         mLastScanError = PackageManager.INSTALL_SUCCEEDED;
diff --git a/services/java/com/android/server/am/BatteryStatsService.java b/services/java/com/android/server/am/BatteryStatsService.java
index 0a98ebd..963a691 100644
--- a/services/java/com/android/server/am/BatteryStatsService.java
+++ b/services/java/com/android/server/am/BatteryStatsService.java
@@ -20,6 +20,7 @@
 import android.bluetooth.BluetoothHeadset;
 import android.bluetooth.BluetoothProfile;
 import android.content.Context;
+import android.content.pm.ApplicationInfo;
 import android.os.Binder;
 import android.os.IBinder;
 import android.os.Parcel;
@@ -27,6 +28,7 @@
 import android.os.ServiceManager;
 import android.os.WorkSource;
 import android.telephony.SignalStrength;
+import android.telephony.TelephonyManager;
 import android.util.Slog;
 
 import com.android.internal.app.IBatteryStats;
@@ -35,6 +37,7 @@
 
 import java.io.FileDescriptor;
 import java.io.PrintWriter;
+import java.util.List;
 
 /**
  * All information we are collecting about things that can happen that impact
@@ -217,8 +220,9 @@
 
     public void notePhoneState(int state) {
         enforceCallingPermission();
+        int simState = TelephonyManager.getDefault().getSimState();
         synchronized (mStats) {
-            mStats.notePhoneStateLocked(state);
+            mStats.notePhoneStateLocked(state, simState);
         }
     }
 
@@ -444,19 +448,28 @@
     
     @Override
     protected void dump(FileDescriptor fd, PrintWriter pw, String[] args) {
-        synchronized (mStats) {
-            boolean isCheckin = false;
-            if (args != null) {
-                for (String arg : args) {
-                    if ("--checkin".equals(arg)) {
-                        isCheckin = true;
-                    } else if ("--reset".equals(arg)) {
+        boolean isCheckin = false;
+        if (args != null) {
+            for (String arg : args) {
+                if ("--checkin".equals(arg)) {
+                    isCheckin = true;
+                } else if ("--reset".equals(arg)) {
+                    synchronized (mStats) {
                         mStats.resetAllStatsLocked();
+                        pw.println("Battery stats reset.");
                     }
                 }
             }
-            if (isCheckin) mStats.dumpCheckinLocked(pw, args);
-            else mStats.dumpLocked(pw);
+        }
+        if (isCheckin) {
+            List<ApplicationInfo> apps = mContext.getPackageManager().getInstalledApplications(0);
+            synchronized (mStats) {
+                mStats.dumpCheckinLocked(pw, args, apps);
+            }
+        } else {
+            synchronized (mStats) {
+                mStats.dumpLocked(pw);
+            }
         }
     }
 }
diff --git a/tools/layoutlib/bridge/src/android/graphics/Canvas_Delegate.java b/tools/layoutlib/bridge/src/android/graphics/Canvas_Delegate.java
index b116d2b..f6d7b3a 100644
--- a/tools/layoutlib/bridge/src/android/graphics/Canvas_Delegate.java
+++ b/tools/layoutlib/bridge/src/android/graphics/Canvas_Delegate.java
@@ -170,7 +170,8 @@
     }
 
     /*package*/ static boolean clipRect(Canvas thisCanvas, RectF rect) {
-        return clipRect(thisCanvas, rect.left, rect.top, rect.right, rect.bottom);
+        return clipRect(thisCanvas,
+                (int) rect.left, (int) rect.top, (int) rect.right, (int) rect.bottom);
     }
 
     /*package*/ static boolean clipRect(Canvas thisCanvas, Rect rect) {
@@ -179,16 +180,7 @@
 
     /*package*/ static boolean clipRect(Canvas thisCanvas, float left, float top, float right,
             float bottom) {
-        // get the delegate from the native int.
-        Canvas_Delegate canvasDelegate = sManager.getDelegate(thisCanvas.mNativeCanvas);
-        if (canvasDelegate == null) {
-            assert false;
-            return false;
-        }
-
-        canvasDelegate.getGraphics2d().clipRect((int)left, (int)top, (int)(right-left),
-                (int)(bottom-top));
-        return true;
+        return clipRect(thisCanvas, (int) left, (int) top, (int) right, (int) bottom);
     }
 
     /*package*/ static boolean clipRect(Canvas thisCanvas, int left, int top, int right,
@@ -200,8 +192,7 @@
             return false;
         }
 
-        canvasDelegate.getGraphics2d().clipRect(left, top, right - left, bottom - top);
-        return true;
+        return canvasDelegate.clipRect(left, top, right, bottom, Region.Op.INTERSECT.nativeInt);
     }
 
     /*package*/ static int save(Canvas thisCanvas) {
@@ -277,8 +268,31 @@
 
     /*package*/ static void drawLines(Canvas thisCanvas, float[] pts, int offset, int count,
             Paint paint) {
-        // FIXME
-        throw new UnsupportedOperationException();
+        // get the delegate from the native int.
+        Canvas_Delegate canvasDelegate = sManager.getDelegate(thisCanvas.mNativeCanvas);
+        if (canvasDelegate == null) {
+            assert false;
+            return;
+        }
+
+        Paint_Delegate paintDelegate = Paint_Delegate.getDelegate(paint.mNativePaint);
+        if (paintDelegate == null) {
+            assert false;
+            return;
+        }
+
+        // get a Graphics2D object configured with the drawing parameters.
+        Graphics2D g = canvasDelegate.getCustomGraphics(paintDelegate);
+
+        try {
+            for (int i = 0 ; i < count ; i += 4) {
+                g.drawLine((int)pts[i + offset], (int)pts[i + offset + 1],
+                        (int)pts[i + offset + 2], (int)pts[i + offset + 3]);
+            }
+        } finally {
+            // dispose Graphics2D object
+            g.dispose();
+        }
     }
 
     /*package*/ static void freeCaches() {
@@ -410,8 +424,16 @@
                                                   float left, float top,
                                                   float right, float bottom,
                                                   int regionOp) {
-        // FIXME
-        throw new UnsupportedOperationException();
+
+        // get the delegate from the native int.
+        Canvas_Delegate canvasDelegate = sManager.getDelegate(nCanvas);
+        if (canvasDelegate == null) {
+            assert false;
+        }
+
+        return canvasDelegate.clipRect(
+                (int) left, (int) top, (int) right, (int) bottom,
+                regionOp);
     }
 
     /*package*/ static boolean native_clipPath(int nativeCanvas,
@@ -1001,6 +1023,16 @@
         }
     }
 
+    private boolean clipRect(int left, int top, int right, int bottom, int regionOp) {
+        if (regionOp == Region.Op.INTERSECT.nativeInt) {
+            Graphics2D gc = getGraphics2d();
+            gc.clipRect(left, top, right - left, bottom - top);
+            return gc.getClip().getBounds().isEmpty() == false;
+        } else {
+            throw new UnsupportedOperationException();
+        }
+    }
+
     private void setBitmap(BufferedImage image) {
         mBufferedImage = image;
         mGraphicsStack.push(mBufferedImage.createGraphics());
diff --git a/tools/layoutlib/bridge/src/android/graphics/Paint_Delegate.java b/tools/layoutlib/bridge/src/android/graphics/Paint_Delegate.java
index c09f8ad..fa26bcf 100644
--- a/tools/layoutlib/bridge/src/android/graphics/Paint_Delegate.java
+++ b/tools/layoutlib/bridge/src/android/graphics/Paint_Delegate.java
@@ -390,13 +390,37 @@
     }
 
     /*package*/ static float ascent(Paint thisPaint) {
-        // FIXME
-        throw new UnsupportedOperationException();
+        // get the delegate
+        Paint_Delegate delegate = sManager.getDelegate(thisPaint.mNativePaint);
+        if (delegate == null) {
+            assert false;
+            return 0;
+        }
+
+        if (delegate.mFonts.size() > 0) {
+            java.awt.FontMetrics javaMetrics = delegate.mFonts.get(0).mMetrics;
+            // Android expects negative ascent so we invert the value from Java.
+            return - javaMetrics.getAscent();
+        }
+
+        return 0;
     }
 
     /*package*/ static float descent(Paint thisPaint) {
-        // FIXME
-        throw new UnsupportedOperationException();
+        // get the delegate
+        Paint_Delegate delegate = sManager.getDelegate(thisPaint.mNativePaint);
+        if (delegate == null) {
+            assert false;
+            return 0;
+        }
+
+        if (delegate.mFonts.size() > 0) {
+            java.awt.FontMetrics javaMetrics = delegate.mFonts.get(0).mMetrics;
+            return javaMetrics.getDescent();
+        }
+
+        return 0;
+
     }
 
     /*package*/ static float getFontMetrics(Paint thisPaint, FontMetrics metrics) {
@@ -407,21 +431,7 @@
             return 0;
         }
 
-        if (delegate.mFonts.size() > 0) {
-            java.awt.FontMetrics javaMetrics = delegate.mFonts.get(0).mMetrics;
-            if (metrics != null) {
-                // Android expects negative ascent so we invert the value from Java.
-                metrics.top = - javaMetrics.getMaxAscent();
-                metrics.ascent = - javaMetrics.getAscent();
-                metrics.descent = javaMetrics.getDescent();
-                metrics.bottom = javaMetrics.getMaxDescent();
-                metrics.leading = javaMetrics.getLeading();
-            }
-
-            return javaMetrics.getHeight();
-        }
-
-        return 0;
+        return delegate.getFontMetrics(metrics);
     }
 
     /*package*/ static int getFontMetricsInt(Paint thisPaint, FontMetricsInt fmi) {
@@ -698,8 +708,14 @@
     }
 
     /*package*/ static float native_getFontMetrics(int native_paint, FontMetrics metrics) {
-        // FIXME
-        throw new UnsupportedOperationException();
+        // get the delegate from the native int.
+        Paint_Delegate delegate = sManager.getDelegate(native_paint);
+        if (delegate == null) {
+            assert false;
+            return 0.f;
+        }
+
+        return delegate.getFontMetrics(metrics);
     }
 
     /*package*/ static int native_getTextWidths(int native_object, char[] text, int index,
@@ -941,9 +957,28 @@
         }
 
         return 0;
-
     }
 
+    private float getFontMetrics(FontMetrics metrics) {
+        if (mFonts.size() > 0) {
+            java.awt.FontMetrics javaMetrics = mFonts.get(0).mMetrics;
+            if (metrics != null) {
+                // Android expects negative ascent so we invert the value from Java.
+                metrics.top = - javaMetrics.getMaxAscent();
+                metrics.ascent = - javaMetrics.getAscent();
+                metrics.descent = javaMetrics.getDescent();
+                metrics.bottom = javaMetrics.getMaxDescent();
+                metrics.leading = javaMetrics.getLeading();
+            }
+
+            return javaMetrics.getHeight();
+        }
+
+        return 0;
+    }
+
+
+
     private static void setFlag(Paint thisPaint, int flagMask, boolean flagValue) {
         // get the delegate from the native int.
         Paint_Delegate delegate = sManager.getDelegate(thisPaint.mNativePaint);