Merge "docs: Updated descriptions of device orientation angles." into mnc-docs
diff --git a/core/java/android/app/Activity.java b/core/java/android/app/Activity.java
index a556563..b772bc9 100644
--- a/core/java/android/app/Activity.java
+++ b/core/java/android/app/Activity.java
@@ -1593,10 +1593,6 @@
      * receive either {@link #onRestart}, {@link #onDestroy}, or nothing,
      * depending on later user activity.
      *
-     * <p>Note that this method may never be called, in low memory situations
-     * where the system does not have enough memory to keep your activity's
-     * process running after its {@link #onPause} method is called.
-     *
      * <p><em>Derived classes must call through to the super class's
      * implementation of this method.  If they do not, an exception will be
      * thrown.</em></p>
diff --git a/docs/html-intl/intl/in/sdk/index.jd b/docs/html-intl/intl/in/sdk/index.jd
deleted file mode 100644
index 53019fb..0000000
--- a/docs/html-intl/intl/in/sdk/index.jd
+++ /dev/null
@@ -1,432 +0,0 @@
-page.title=Unduh Android Studio dan SDK Tools
-page.tags=sdk, android studio
-page.image=images/cards/android-studio_2x.png
-page.template=sdk
-page.image=images/cards/android-studio_2x.png
-header.hide=1
-page.metaDescription=Unduh Android IDE resmi dan alat pengembang untuk membuat aplikasi bagi ponsel, tablet, perangkat wearable, TV Android dan lainnya.
-
-@jd:body
-
-<style type="text/css">
-  .offline {display:none;}
-  h2.feature {
-    padding-top:30px;
-    margin-top:0;
-    clear:both;
-  }
-  .feature-blurb {
-  margin:0px; font-size:16px; font-weight:300;
-  padding-top:40px;
-  }
-
-  .landing-button .small {
-    font-size: 12px;
-    font-weight: normal;
-    line-height: 12px;
-    display: block;
-  }
-
-  h1.studio-logo {
-    width:226px;
-    height:78px;
-    display:block;
-    padding:0;
-    white-space: nowrap;
-    text-indent: -10000px;
-    font-size:0px;
-    background: url({@docRoot}images/tools/studio-logo.png);
-    background-image: -webkit-image-set(url({@docRoot}images/tools/studio-logo.png) 1x, url({@docRoot}images/tools/studio-logo_2x.png) 2x);
-    background-size: 226px 78px;
-  }
-
-</style>
-
-
-
-
-
-<div style="position:relative;">
-
-
-<div class="wrap" id="tos" style="display:none;width:inherit;height:650px">
-<div class="col-13" style="margin:0;">&nbsp;</div><!-- provides top margin for content -->
-
-<h1 id="tos-header" style="margin-top:0">Unduh</h1>
-
-<p class="sdk-terms-intro">Sebelum menginstal Android Studio atau alat SDK mandiri,
-Anda harus menyetujui ketentuan dan persyaratan berikut.</p>
-
-<div class="sdk-terms" onfocus="this.blur()">
-<h2 class="norule">Ketentuan dan Persyaratan</h2>
-Ini adalah Perjanjian Lisensi Kit Pengembangan Perangkat Lunak Android
-
-<h3>1. Introduction</h3>
-1.1 The Android Software Development Kit (referred to in the License Agreement as the "SDK" and specifically including the Android system files, packaged APIs, and Google APIs add-ons) is licensed to you subject to the terms of the License Agreement. The License Agreement forms a legally binding contract between you and Google in relation to your use of the SDK.
-
-1.2 "Android" means the Android software stack for devices, as made available under the Android Open Source Project, which is located at the following URL: http://source.android.com/, as updated from time to time.
-
-1.3 A "compatible implementation" means any Android device that (i) complies with the Android Compatibility Definition document, which can be found at the Android compatibility website (http://source.android.com/compatibility) and which may be updated from time to time; and (ii) successfully passes the Android Compatibility Test Suite (CTS).
-
-1.4 "Google" means Google Inc., a Delaware corporation with principal place of business at 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States.
-
-
-<h3>2. Accepting this License Agreement</h3>
-2.1 In order to use the SDK, you must first agree to the License Agreement. You may not use the SDK if you do not accept the License Agreement.
-
-2.2 By clicking to accept, you hereby agree to the terms of the License Agreement.
-
-2.3 You may not use the SDK and may not accept the License Agreement if you are a person barred from receiving the SDK under the laws of the United States or other countries, including the country in which you are resident or from which you use the SDK.
-
-2.4 If you are agreeing to be bound by the License Agreement on behalf of your employer or other entity, you represent and warrant that you have full legal authority to bind your employer or such entity to the License Agreement. If you do not have the requisite authority, you may not accept the License Agreement or use the SDK on behalf of your employer or other entity.
-
-
-<h3>3. SDK License from Google</h3>
-3.1 Subject to the terms of the License Agreement, Google grants you a limited, worldwide, royalty-free, non-assignable, non-exclusive, and non-sublicensable license to use the SDK solely to develop applications for compatible implementations of Android.
-
-3.2 You may not use this SDK to develop applications for other platforms (including non-compatible implementations of Android) or to develop another SDK. You are of course free to develop applications for other platforms, including non-compatible implementations of Android, provided that this SDK is not used for that purpose.
-
-3.3 You agree that Google or third parties own all legal right, title and interest in and to the SDK, including any Intellectual Property Rights that subsist in the SDK. "Intellectual Property Rights" means any and all rights under patent law, copyright law, trade secret law, trademark law, and any and all other proprietary rights. Google reserves all rights not expressly granted to you.
-
-3.4 You may not use the SDK for any purpose not expressly permitted by the License Agreement.  Except to the extent required by applicable third party licenses, you may not: (a) copy (except for backup purposes), modify, adapt, redistribute, decompile, reverse engineer, disassemble, or create derivative works of the SDK or any part of the SDK; or (b) load any part of the SDK onto a mobile handset or any other hardware device except a personal computer, combine any part of the SDK with other software, or distribute any software or device incorporating a part of the SDK.
-
-3.5 Use, reproduction and distribution of components of the SDK licensed under an open source software license are governed solely by the terms of that open source software license and not the License Agreement.
-
-3.6 You agree that the form and nature of the SDK that Google provides may change without prior notice to you and that future versions of the SDK may be incompatible with applications developed on previous versions of the SDK. You agree that Google may stop (permanently or temporarily) providing the SDK (or any features within the SDK) to you or to users generally at Google's sole discretion, without prior notice to you.
-
-3.7 Nothing in the License Agreement gives you a right to use any of Google's trade names, trademarks, service marks, logos, domain names, or other distinctive brand features.
-
-3.8 You agree that you will not remove, obscure, or alter any proprietary rights notices (including copyright and trademark notices) that may be affixed to or contained within the SDK.
-
-
-<h3>4. Use of the SDK by You</h3>
-4.1 Google agrees that it obtains no right, title or interest from you (or your licensors) under the License Agreement in or to any software applications that you develop using the SDK, including any intellectual property rights that subsist in those applications.
-
-4.2 You agree to use the SDK and write applications only for purposes that are permitted by (a) the License Agreement and (b) any applicable law, regulation or generally accepted practices or guidelines in the relevant jurisdictions (including any laws regarding the export of data or software to and from the United States or other relevant countries).
-
-4.3 You agree that if you use the SDK to develop applications for general public users, you will protect the privacy and legal rights of those users. If the users provide you with user names, passwords, or other login information or personal information, you must make the users aware that the information will be available to your application, and you must provide legally adequate privacy notice and protection for those users. If your application stores personal or sensitive information provided by users, it must do so securely. If the user provides your application with Google Account information, your application may only use that information to access the user's Google Account when, and for the limited purposes for which, the user has given you permission to do so.
-
-4.4 You agree that you will not engage in any activity with the SDK, including the development or distribution of an application, that interferes with, disrupts, damages, or accesses in an unauthorized manner the servers, networks, or other properties or services of any third party including, but not limited to, Google or any mobile communications carrier.
-
-4.5 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any data, content, or resources that you create, transmit or display through Android and/or applications for Android, and for the consequences of your actions (including any loss or damage which Google may suffer) by doing so.
-
-4.6 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any breach of your obligations under the License Agreement, any applicable third party contract or Terms of Service, or any applicable law or regulation, and for the consequences (including any loss or damage which Google or any third party may suffer) of any such breach.
-
-
-<h3>5. Your Developer Credentials</h3>
-5.1 You agree that you are responsible for maintaining the confidentiality of any developer credentials that may be issued to you by Google or which you may choose yourself and that you will be solely responsible for all applications that are developed under your developer credentials.
-
-
-<h3>6. Privacy and Information</h3>
-6.1 In order to continually innovate and improve the SDK, Google may collect certain usage statistics from the software including but not limited to a unique identifier, associated IP address, version number of the software, and information on which tools and/or services in the SDK are being used and how they are being used. Before any of this information is collected, the SDK will notify you and seek your consent. If you withhold consent, the information will not be collected.
-
-6.2 The data collected is examined in the aggregate to improve the SDK and is maintained in accordance with Google's Privacy Policy.
-
-
-<h3>7. Third Party Applications</h3>
-7.1 If you use the SDK to run applications developed by a third party or that access data, content or resources provided by a third party, you agree that Google is not responsible for those applications, data, content, or resources. You understand that all data, content or resources which you may access through such third party applications are the sole responsibility of the person from which they originated and that Google is not liable for any loss or damage that you may experience as a result of the use or access of any of those third party applications, data, content, or resources.
-
-7.2 You should be aware the data, content, and resources presented to you through such a third party application may be protected by intellectual property rights which are owned by the providers (or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell, distribute or create derivative works based on these data, content, or resources (either in whole or in part) unless you have been specifically given permission to do so by the relevant owners.
-
-7.3 You acknowledge that your use of such third party applications, data, content, or resources may be subject to separate terms between you and the relevant third party. In that case, the License Agreement does not affect your legal relationship with these third parties.
-
-
-<h3>8. Using Android APIs</h3>
-8.1 Google Data APIs
-
-8.1.1 If you use any API to retrieve data from Google, you acknowledge that the data may be protected by intellectual property rights which are owned by Google or those parties that provide the data (or by other persons or companies on their behalf). Your use of any such API may be subject to additional Terms of Service. You may not modify, rent, lease, loan, sell, distribute or create derivative works based on this data (either in whole or in part) unless allowed by the relevant Terms of Service.
-
-8.1.2 If you use any API to retrieve a user's data from Google, you acknowledge and agree that you shall retrieve data only with the user's explicit consent and only when, and for the limited purposes for which, the user has given you permission to do so.
-
-
-<h3>9. Terminating this License Agreement</h3>
-9.1 The License Agreement will continue to apply until terminated by either you or Google as set out below.
-
-9.2 If you want to terminate the License Agreement, you may do so by ceasing your use of the SDK and any relevant developer credentials.
-
-9.3 Google may at any time, terminate the License Agreement with you if:
-(A) you have breached any provision of the License Agreement; or
-(B) Google is required to do so by law; or
-(C) the partner with whom Google offered certain parts of SDK (such as APIs) to you has terminated its relationship with Google or ceased to offer certain parts of the SDK to you; or
-(D) Google decides to no longer provide the SDK or certain parts of the SDK to users in the country in which you are resident or from which you use the service, or the provision of the SDK or certain SDK services to you by Google is, in Google's sole discretion, no longer commercially viable.
-
-9.4 When the License Agreement comes to an end, all of the legal rights, obligations and liabilities that you and Google have benefited from, been subject to (or which have accrued over time whilst the License Agreement has been in force) or which are expressed to continue indefinitely, shall be unaffected by this cessation, and the provisions of paragraph 14.7 shall continue to apply to such rights, obligations and liabilities indefinitely.
-
-
-<h3>10. DISCLAIMER OF WARRANTIES</h3>
-10.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT YOUR USE OF THE SDK IS AT YOUR SOLE RISK AND THAT THE SDK IS PROVIDED "AS IS" AND "AS AVAILABLE" WITHOUT WARRANTY OF ANY KIND FROM GOOGLE.
-
-10.2 YOUR USE OF THE SDK AND ANY MATERIAL DOWNLOADED OR OTHERWISE OBTAINED THROUGH THE USE OF THE SDK IS AT YOUR OWN DISCRETION AND RISK AND YOU ARE SOLELY RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER SYSTEM OR OTHER DEVICE OR LOSS OF DATA THAT RESULTS FROM SUCH USE.
-
-10.3 GOOGLE FURTHER EXPRESSLY DISCLAIMS ALL WARRANTIES AND CONDITIONS OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES AND CONDITIONS OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
-
-
-<h3>11. LIMITATION OF LIABILITY</h3>
-11.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT GOOGLE, ITS SUBSIDIARIES AND AFFILIATES, AND ITS LICENSORS SHALL NOT BE LIABLE TO YOU UNDER ANY THEORY OF LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL OR EXEMPLARY DAMAGES THAT MAY BE INCURRED BY YOU, INCLUDING ANY LOSS OF DATA, WHETHER OR NOT GOOGLE OR ITS REPRESENTATIVES HAVE BEEN ADVISED OF OR SHOULD HAVE BEEN AWARE OF THE POSSIBILITY OF ANY SUCH LOSSES ARISING.
-
-
-<h3>12. Indemnification</h3>
-12.1 To the maximum extent permitted by law, you agree to defend, indemnify and hold harmless Google, its affiliates and their respective directors, officers, employees and agents from and against any and all claims, actions, suits or proceedings, as well as any and all losses, liabilities, damages, costs and expenses (including reasonable attorneys fees) arising out of or accruing from (a) your use of the SDK, (b) any application you develop on the SDK that infringes any copyright, trademark, trade secret, trade dress, patent or other intellectual property right of any person or defames any person or violates their rights of publicity or privacy, and (c) any non-compliance by you with the License Agreement.
-
-
-<h3>13. Changes to the License Agreement</h3>
-13.1 Google may make changes to the License Agreement as it distributes new versions of the SDK. When these changes are made, Google will make a new version of the License Agreement available on the website where the SDK is made available.
-
-
-<h3>14. General Legal Terms</h3>
-14.1 The License Agreement constitutes the whole legal agreement between you and Google and governs your use of the SDK (excluding any services which Google may provide to you under a separate written agreement), and completely replaces any prior agreements between you and Google in relation to the SDK.
-
-14.2 You agree that if Google does not exercise or enforce any legal right or remedy which is contained in the License Agreement (or which Google has the benefit of under any applicable law), this will not be taken to be a formal waiver of Google's rights and that those rights or remedies will still be available to Google.
-
-14.3 If any court of law, having the jurisdiction to decide on this matter, rules that any provision of the License Agreement is invalid, then that provision will be removed from the License Agreement without affecting the rest of the License Agreement. The remaining provisions of the License Agreement will continue to be valid and enforceable.
-
-14.4 You acknowledge and agree that each member of the group of companies of which Google is the parent shall be third party beneficiaries to the License Agreement and that such other companies shall be entitled to directly enforce, and rely upon, any provision of the License Agreement that confers a benefit on (or rights in favor of) them. Other than this, no other person or company shall be third party beneficiaries to the License Agreement.
-
-14.5 EXPORT RESTRICTIONS. THE SDK IS SUBJECT TO UNITED STATES EXPORT LAWS AND REGULATIONS. YOU MUST COMPLY WITH ALL DOMESTIC AND INTERNATIONAL EXPORT LAWS AND REGULATIONS THAT APPLY TO THE SDK. THESE LAWS INCLUDE RESTRICTIONS ON DESTINATIONS, END USERS AND END USE.
-
-14.6 The rights granted in the License Agreement may not be assigned or transferred by either you or Google without the prior written approval of the other party. Neither you nor Google shall be permitted to delegate their responsibilities or obligations under the License Agreement without the prior written approval of the other party.
-
-14.7 The License Agreement, and your relationship with Google under the License Agreement, shall be governed by the laws of the State of California without regard to its conflict of laws provisions. You and Google agree to submit to the exclusive jurisdiction of the courts located within the county of Santa Clara, California to resolve any legal matter arising from the License Agreement. Notwithstanding this, you agree that Google shall still be allowed to apply for injunctive remedies (or an equivalent type of urgent legal relief) in any jurisdiction.
-
-<em>November 20, 2015</em>
-</div>
-
-
-
-
-
-<div id="next-steps" style="display:none;position:absolute;width:inherit">
-  <p>Beberapa saat lagi Anda akan dapat membuat aplikasi untuk Android!</p>
-  <p>Sebentar lagi, Anda akan dialihkan ke
-  <a id="next-link" href="{@docRoot}sdk/installing/index.html">Menginstal Android SDK</a>.</p>
-
-</div><!-- end next-steps -->
-
-
-
-<div id="sdk-terms-form">
-<p>
-<input id="agree" type="checkbox" name="agree" value="1" onclick="onAgreeChecked()" />
-<label id="agreeLabel" for="agree">Saya telah membaca dan menyetujui ketentuan dan persyaratan di atas</label>
-</p>
-<p><a href="" class="button disabled" id="downloadForRealz" onclick="return onDownloadForRealz(this);"></a></p>
-</div>
-
-
-</div><!-- end TOS -->
-
-
-
-
-
-
-<div id="landing">
-
-<div class="col-13">&nbsp;</div><!-- provides top margin for content -->
-
-<img src="{@docRoot}images/tools/studio-hero.png"
-srcset="{@docRoot}images/tools/studio-hero_2x.png 2x, {@docRoot}images/tools/studio-hero.png 1x"
-width="760" alt="" />
-
-<div style="color: #fff; width:226px; height:0; overflow:visible; position:absolute; top:40px; left:25px">
-
-<h1 class="studio-logo" style="margin:0 0 35px !important">Android Studio</h1>
-
-<p style="font-size: 16px; color:#bbb; position: absolute;left: 297px; top: 5px; display: block;
-width: 400px;text-align: center;">Android IDE resmi</p>
-
-<ul style="font-size:12px;line-height:19px;">
-<li>Android Studio IDE</li>
-<li>Android SDK Tools</li>
-<li>Platform Android 6.0 (Marshmallow)</li>
-<li>Citra sistem emulator Android 6.0 dengan Google API</li>
-</ul>
-
-<a class="online landing-button green download-bundle-button"
-href="#Other" >Download Android Studio<br/><span class='small'></span></a>
-
-<!-- this appears when viewing the offline docs -->
-<p class="offline">
-Untuk mendapatkan Android Studio atau alat SDK mandiri, kunjungi <a href="http://developer.android.com/sdk/index.html">developer.android.com/sdk/</a>
-</p>
-</div>
-
-<ul>
-  <li><a href="#Requirements">Kebutuhan Sistem</a></li>
-  <li><a href="#Other">Opsi Unduhan Lain</a></li>
-  <li><a href="{@docRoot}sdk/installing/migrate.html">Beralih ke Android Studio</a></li>
-  <li><a href="https://docs.google.com/a/google.com/forms/d/1mjsyfzv3HAnDY-_Kfj-3QJKdpuksyMFs9e73CRwmT6Q/viewform" target="_blank">Ikuti Survei</a></li>
-</ul>
-
-
-
-
-<h2 class="feature norule" >Editor kode cerdas</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-code.png" srcset="{@docRoot}images/tools/studio-hero-code_2x.png 2x, {@docRoot}images/tools/studio-hero-code.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Yang menjadi inti Android Studio adalah editor kode cerdas dengan kemampuan
- penyelesaian kode, optimalisasi, dan analisis kode yang canggih.</p>
-  <p>Editor kode yang andal ini membantu Anda menjadi pengembang aplikasi Android yang lebih produktif.</p>
-</div>
-
-
-
-
-
-<h2 class="feature norule">Template kode dan integrasi GitHub</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-import.png" srcset="{@docRoot}images/tools/studio-hero-import_2x.png 2x, {@docRoot}images/tools/studio-hero-import.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Pemandu proyek yang baru membuat proses memulai proyek baru menjadi jauh lebih mudah.</p>
-
-  <p>Mulai proyek dengan menggunakan kode template untuk pola seperti navigation-drawer dan view-pager,
- dan bahkan impor contoh kode Google dari GitHub.</p>
-</div>
-
-
-
-
-<h2 class="feature norule">Pengembangan aplikasi multilayar</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-screens.png" srcset="{@docRoot}images/tools/studio-hero-screens_2x.png 2x, {@docRoot}images/tools/studio-hero-screens.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Buat aplikasi untuk ponsel dan tablet Android, Android Wear,
- Android TV, Android Auto dan Google Glass.</p>
-  <p>Dengan Android Project View yang baru dan dukungan modul di Android Studio, jadi semakin mudah
-  mengelola proyek dan sumber daya aplikasi.
-</div>
-
-
-
-
-<h2 class="feature norule">Perangkat virtual untuk semua ukuran dan bentuk</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-avds.png" srcset="{@docRoot}images/tools/studio-hero-avds_2x.png 2x, {@docRoot}images/tools/studio-hero-avds.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Android Studio sudah dikonfigurasi dengan citra emulator yang dioptimalkan.</p>
-  <p>Virtual Device Manager yang telah diperbarui dan dibuat lebih efisien menyediakan
- profil perangkat yang sudah didefinisikan untuk perangkat Android umum.</p>
-</div>
-
-
-
-
-<h2 class="feature norule">
-Pembuatan Android berkembang dengan Gradle</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-gradle.png" srcset="{@docRoot}images/tools/studio-hero-gradle_2x.png 2x, {@docRoot}images/tools/studio-hero-gradle.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Buatlah berbagai APK untuk aplikasi Android Anda dengan aneka fitur menggunakan proyek yang sama.</p>
-  <p>Kelola dependensi aplikasi dengan Maven.</p>
-  <p>Buat APK dari Android Studio atau baris perintah.</p>
-</div>
-
-
-
-
-<h2 class="feature norule">Selengkapnya tentang Android Studio</h2>
-<div style="background:#424242;padding:30px; color:#fff;margin:0 0 15px;">
-
-<a class="online landing-button green download-bundle-button" style="margin:0 0 40px 60px;float:right" href="">Download</a>
-
-  <ul>
-  <li>Dibuat dengan IntelliJ IDEA Community Edition, JAVA IDE populer karya JetBrains.</li>
-  <li>Sistem pembuatan berbasis Gradle yang fleksibel.</li>
-  <li>Buat berbagai generasi APK dan variannya.</li>
-  <li>Dukungan template bertambah untuk Google Services dan aneka tipe perangkat.</li>
-  <li>Editor layout yang lengkap dengan dukungan untuk pengeditan tema.</li>
-  <li>Alat penambal untuk solusi kinerja, kegunaan, kompatibilitas versi, dan masalah lain.</li>
-  <li>ProGuard dan kemampuan penandatanganan aplikasi.</li>
-  <li>Dukungan bawaan untuk Google Cloud Platform, mempermudah integrasi Google Cloud
-  Messaging dan App Engine.</li>
-  </ul>
-
-<p style="margin:0">
-Untuk detail selengkapnya tentang fitur-fitur yang tersedia di Android Studio,
-bacalah panduan <a href="{@docRoot}tools/studio/index.html">Dasar-Dasar Android Studio</a>.</p>
-</div>
-
-
-<p>Jika Anda menggunakan Eclipse dengan ADT, ingatlah bahwa Android Studio sekarang merupakan IDE resmi
-untuk Android, jadi Anda harus beralih ke Android Studio untuk menerima semua
-pembaruan terakhir IDE. Untuk bantuan dalam memindahkan proyek,
-lihat <a href="{@docRoot}sdk/installing/migrate.html">Beralih ke Android
-Studio</a>.</p>
-
-
-
-
-
-
-
-<h2 id="Requirements">Kebutuhan Sistem</h2>
-
-<h3>Windows</h3>
-
-<ul>
-<li>Microsoft&reg;  Windows&reg;  8/7/Vista/2003 (32 atau 64-bit)</li>
-<li>RAM minimum 2 GB, RAM yang direkomendasikan 4 GB</li>
-<li>Ruang hard-disk 400 MB</li>
-<li>Setidaknya 1 GB untuk Android SDK, citra sistem emulator, dan cache</li>
-<li>Resolusi layar minimum 1280 x 800</li>
-<li>Java Development Kit (JDK) 7 </li>
-<li>Opsional untuk emulator akselerasi: Prosesor Intel® dengan dukungan untuk Intel® VT-x, Intel® EM64T
-(Intel® 64), dan fungsionalitas Execute Disable (XD) Bit</li>
-</ul>
-
-
-<h3>Mac OS X</h3>
-
-<ul>
-<li>Mac&reg;  OS X&reg;  10.8.5 atau yang lebih tinggi, hingga 10.9 (Mavericks)</li>
-<li>RAM minimum 2 GB, RAM yang direkomendasikan 4 GB</li>
-<li>Ruang hard-disk 400 MB</li>
-<li>Setidaknya 1 GB untuk Android SDK, citra sistem emulator, dan cache</li>
-<li>Resolusi layar minimum 1280 x 800</li>
-<li>Java Runtime Environment (JRE) 6</li>
-<li>Java Development Kit (JDK) 7</li>
-<li>Opsional untuk emulator akselerasi: Prosesor Intel® dengan dukungan untuk Intel® VT-x, Intel® EM64T
-(Intel® 64), dan fungsionalitas Execute Disable (XD) Bit</li>
-</ul>
-
-<p>Pada Mac OS, jalankan Android Studio dengan Java Runtime Environment (JRE) 6 untuk rendering
-font yang dioptimalkan. Kemudian Anda bisa mengonfigurasi proyek untuk menggunakan Java Development Kit (JDK) 6 atau JDK 7.</p>
-
-
-
-<h3>Linux</h3>
-
-<ul>
-<li>Desktop GNOME atau KDE</li>
-<li>GNU C Library (glibc) 2.15 atau yang lebih baru</li>
-<li>RAM minimum 2 GB, RAM yang direkomendasikan 4 GB</li>
-<li>Ruang hard-disk 400 MB</li>
-<li>Setidaknya 1 GB untuk Android SDK, citra sistem emulator, dan cache</li>
-<li>Resolusi layar minimum 1280 x 800</li>
-<li>Oracle&reg;  Java Development Kit (JDK) 7 </li>
-</ul>
-<p>Telah diuji pada Ubuntu&reg;  14.04, Trusty Tahr (distribusi 64-bit yang mampu menjalankan
-aplikasi 32-bit).</p>
-
-
-
-
-<h2 id="Other" style="clear:left">Opsi Unduhan Lain</h2>
-
-<!-- alternative SDK options follows -->
diff --git a/docs/html-intl/intl/in/sdk/installing/adding-packages.jd b/docs/html-intl/intl/in/sdk/installing/adding-packages.jd
deleted file mode 100644
index 2fc5c3e..0000000
--- a/docs/html-intl/intl/in/sdk/installing/adding-packages.jd
+++ /dev/null
@@ -1,226 +0,0 @@
-page.title=Menambahkan Paket SDK
-
-page.tags=sdk manager
-
-@jd:body
-
-<style>
-ol.large {
-  margin-left:0;
-}
-ol.large > li {
-  list-style-position: inside;
-  list-style-type:none;
-  margin:30px 0 0 0;
-  padding:30px 20px;
-  background:#eee;
-}
-ol.large > li:nth-child(odd) {
-}
-ol.large > li:before {
-  display:inline;
-  left:-40px;
-  float:left;
-  width:20px;
-  font-size:20px;
-  line-height:20px;
-}
-ol.large > li > h2 {
-  font-size:20px;
-  line-height:20px;
-  padding:0 0 0 20px;
-  margin:0 0 20px 0;
-  display:inline;
-  font-weight:normal;
-}
-ol.large > li:nth-child(1):before {
-  content:"1. ";
-}
-ol.large > li:nth-child(2):before {
-  content:"2. ";
-}
-ol.large > li:nth-child(3):before {
-  content:"3. ";
-}
-ol.large > li:nth-child(4):before {
-  content:"4. ";
-}
-ol.large > li:nth-child(5):before {
-  content:"5. ";
-}
-ol.large > li:nth-child(6):before {
-  content:"6. ";
-}
-</style>
-
-
-<p>
-Secara default, Android SDK tidak mencakup segala sesuatu yang Anda perlukan untuk memulai pengembangan.
-SDK memisahkan alat, platform, dan komponen lain ke dalam paket yang bisa Anda
-unduh bila diperlukan dengan menggunakan 
-<a href="{@docRoot}tools/help/sdk-manager.html">Android SDK Manager</a>.
-Jadi, sebelum Anda bisa memulai, ada beberapa paket yang harus Anda tambahkan ke Android SDK Anda.</p>
-
-<p>Untuk mulai menambahkan paket, jalankan Android SDK Manager dengan salah satu cara berikut:</p>
-<ul>
-  <li>Di Android Studio, klik <strong>SDK Manager</strong>
-<img src="{@docRoot}images/tools/sdk-manager-studio.png" style="vertical-align:bottom;margin:0;height:17px" /> di toolbar.</li>
-  <li>Jika Anda tidak menggunakan Android Studio:
-    <ul>
-      <li>Windows: Klik ganda file <code>SDK Manager.exe</code> pada akar direktori Android
-SDK.</li>
-      <li>Mac/Linux: Buka sebuah terminal dan arahkan ke direktori <code>tools/</code> di
-lokasi instalasi Android SDK, lalu jalankan <code>android sdk</code>.</li>
-    </ul>
-  </li>
-</ul>
-
-<p>Bila Anda membuka SDK Manager untuk pertama kali, beberapa paket akan dipilih secara
-default. Biarkan dipilih, namun pastikan bahwa Anda mempunyai semua yang Anda perlukan
-untuk persiapan dengan mengikuti langkah-langkah ini:</p>
-
-
-<ol class="large">
-<li>
-  <h2 id="GetTools" class="norule">Dapatkan alat-alat SDK terbaru</h2>
-
-<img src="/images/sdk_manager_packages.png" alt="" width="350" style="float:right;margin-left:20px" />
-
-  <p>Setidaknya saat menyiapkan Android SDK,
- Anda harus mengunduh platform Android dan alat-alat terbaru:</p>
-  <ol>
-   <li>Buka direktori Tools dan pilih:
-     <ul>
-       <li><strong>Android SDK Tools</strong></li>
-       <li><strong>Android SDK Platform-tools</strong></li>
-       <li><strong>Android SDK Build-tools</strong> (versi tertinggi)</li>
-     </ul>
-   </li>
-   <li>Buka folder Android X.X (versi terbaru) yang pertama dan pilih:
-     <ul>
-      <li><strong>SDK Platform</strong></li>
-      <li>Sebuah citra sistem untuk emulator, seperti <br>
-      <strong>ARM EABI v7a System Image</strong></li>
-     </ul>
-   </li>
-  </ol>
-</li>
-
-<li>
-  <h2 id="GetSupportLib" class="norule">Dapatkan pustaka dukungan untuk API tambahan</h2>
-
-  <div class="sidebox">
-    <p>Pustaka dukungan diperlukan untuk:</p>
-    <ul>
-      <li><a href="{@docRoot}wear/index.html">Android Wear</a></li>
-      <li><a href="{@docRoot}tv/index.html">Android TV</a></li>
-      <li><a href="{@docRoot}google/play-services/cast.html">Google Cast</a></li>
-    </ul>
-
-    <p>Pustaka ini juga menyediakan API populer:</p>
-    <ul>
-      <li><a href="{@docRoot}reference/android/support/v4/widget/DrawerLayout.html">Drawer
-      navigasi</a></li>
-      <li><a href="{@docRoot}reference/android/support/v4/view/ViewPager.html">Tampilan usap</a></li>
-      <li><a href="{@docRoot}reference/android/support/v7/app/ActionBar.html">Action-bar
-      yang kompatibel dengan versi lama</a></li>
-    </ul>
-  </div>
-
-  <p><a href="{@docRoot}tools/support-library/features.html">Android Support Library</a>
-menyediakan set API tambahan yang kompatibel dengan sebagian besar versi Android.</p>
-
-  <p>Buka direktori <strong>Extras</strong> dan pilih:</p>
-     <ul>
-       <li><strong>Android Support Repository</strong></li>
-       <li><strong>Android Support Library</strong></li>
-     </ul>
-
-  <p>&nbsp;</p>
-  <p>&nbsp;</p>
-
-</li>
-
-
-<li>
-  <h2 id="GetGoogle" class="norule">Dapatkan Google Play services untuk API yang lebih banyak lagi</h2>
-
-  <div class="sidebox">
-
-    <p>API Google Play services menyediakan beragam fitur dan layanan untuk aplikasi Android
-Anda, misalnya:</p>
-    <ul>
-      <li><a href="{@docRoot}google/play-services/plus.html">Autentikasi pengguna</a></li>
-      <li><a href="{@docRoot}google/play-services/maps.html">Google Maps</a></li>
-      <li><a href="{@docRoot}google/play-services/cast.html">Google Cast</a></li>
-      <li><a href="{@docRoot}google/play-services/games.html">Skor dan
- papan peringkat permainan</a></li>
-      <li><a href="{@docRoot}google/play-services/index.html">Dan masih banyak lagi</a></li>
-    </ul>
-  </div>
-
-  <p>Untuk mengembangkan aplikasi dengan Google API, Anda memerlukan paket Google Play services:</p>
-  <p>Buka direktori <strong>Extras</strong> dan pilih:</p>
-     <ul>
-       <li><strong>Google Repository</strong></li>
-       <li><strong>Google Play services</strong></li>
-     </ul>
-
-  <p class="note"><strong>Catatan:</strong> API Google Play services tidak tersedia pada semua
-perangkat berbasis Android, namun tersedia pada semua perangkat dengan Google Play Store. Untuk menggunakan API ini
- dalam emulator Android, Anda juga harus menginstal citra sistem <strong>Google API</strong>
- dari direktori Android X.X terbaru di SDK Manager.</p>
-</li>
-
-
-<li>
-  <h2 id="Install" class="norule">Instal paket tersebut</h2>
-  <p>Setelah Anda memilih semua paket yang diinginkan, teruskan untuk menginstal:</p>
-  <ol>
-   <li>Klik <strong>Install X packages</strong>.</li>
-   <li>Di jendela berikutnya, klik ganda masing-masing nama paket di sebelah kiri
- untuk menyetujui perjanjian lisensinya masing-masing.</li>
-   <li>Klik <strong>Install</strong>.</li>
-  </ol>
-  <p>Kemajuan pengunduhan diperlihatkan di bagian bawah jendela SDK Manager.
-  <strong>Jangan keluar dari SDK Manager</strong> karena hal itu akan membatalkan pengunduhan.</p>
-</li>
-
-<li>
-  <h2 id="Build" class="norule">Bangun sesuatu!</h2>
-
-<p>Dengan adanya semua paket di atas di Android SDK, maka Anda siap untuk membangun aplikasi
-untuk Android. Dengan tersedianya berbagai alat baru dan API lainnya, maka tinggal jalankan SDK Manager
-untuk mengunduh paket baru bagi SDK Anda.</p>
-
-<p>Inilah beberapa opsi cara Anda untuk melanjutkan:</p>
-
-<div class="cols" style="padding:10px 0">
-<div class="col-4">
-<h3>Persiapkan</h3>
-<p>Jika Anda masih baru dengan pengembangan Android, pelajari dasar-dasar aplikasi Android dengan mengikuti
-panduan untuk <strong><a href="{@docRoot}training/basics/firstapp/index.html">Membangun Aplikasi Pertama Anda</a></strong>.</p>
-
-</div>
-<div class="col-4 box">
-<h3>Bangun untuk perangkat wearable</h3>
-<p>Jika Anda siap memulai pembangunan aplikasi untuk perangkat wearable Android, lihat panduan untuk
-<strong><a href="{@docRoot}wear/preview/start.html">Membangun Aplikasi untuk Android Wear</a></strong>.</p>
-
-</div>
-<div class="col-4 box">
-<h3>Gunakan Google API</h3>
-<p>Untuk mulai menggunakan Google API, seperti Maps atau
-layanan Play Game, lihat panduan untuk
-<strong><a href="{@docRoot}google/play-services/setup.html">Mempersiapkan Google Play
-Services</a></strong>.</p>
-
-</div>
-</div><!-- end cols -->
-
-
-</li>
-
-</ol>
-
-
diff --git a/docs/html-intl/intl/ja/sdk/index.jd b/docs/html-intl/intl/ja/sdk/index.jd
deleted file mode 100644
index f7454c0..0000000
--- a/docs/html-intl/intl/ja/sdk/index.jd
+++ /dev/null
@@ -1,432 +0,0 @@
-page.title=Android Studio と SDK Tools のダウンロード
-page.tags=sdk, android studio
-page.template=sdk
-page.image=images/cards/android-studio_2x.png
-header.hide=1
-page.metaDescription=公式 Android IDE とデベロッパー ツールをダウンロードして、Android 版のモバイル端末、タブレット、ウェアラブル端末、TV などの端末向けのアプリをビルドする。
-
-@jd:body
-
-<style type="text/css">
-  .offline {display:none;}
-  h2.feature {
-    padding-top:30px;
-    margin-top:0;
-    clear:both;
-  }
-  .feature-blurb {
-  margin:0px; font-size:16px; font-weight:300;
-  padding-top:40px;
-  }
-
-  .landing-button .small {
-    font-size: 12px;
-    font-weight: normal;
-    line-height: 12px;
-    display: block;
-  }
-
-  h1.studio-logo {
-    width:226px;
-    height:78px;
-    display:block;
-    padding:0;
-    white-space: nowrap;
-    text-indent: -10000px;
-    font-size:0px;
-    background: url({@docRoot}images/tools/studio-logo.png);
-    background-image: -webkit-image-set(url({@docRoot}images/tools/studio-logo.png) 1x, url({@docRoot}images/tools/studio-logo_2x.png) 2x);
-    background-size: 226px 78px;
-  }
-
-</style>
-
-
-
-
-
-<div style="position:relative;">
-
-
-<div class="wrap" id="tos" style="display:none;width:inherit;height:650px">
-<div class="col-13" style="margin:0;">&nbsp;</div><!-- provides top margin for content -->
-
-<h1 id="tos-header" style="margin-top:0">ダウンロード</h1>
-
-<p class="sdk-terms-intro">Android Studio またはスタンドアロンの SDK Tools をインストールする前に、次の利用規約に同意する必要があります。
-</p>
-
-<div class="sdk-terms" onfocus="this.blur()">
-<h2 class="norule">利用規約</h2>
-以下は、Android Software Development Kit の使用許諾契約です。
-
-
-<h3>1. Introduction</h3>
-1.1 The Android Software Development Kit (referred to in the License Agreement as the "SDK" and specifically including the Android system files, packaged APIs, and Google APIs add-ons) is licensed to you subject to the terms of the License Agreement. The License Agreement forms a legally binding contract between you and Google in relation to your use of the SDK.
-
-1.2 "Android" means the Android software stack for devices, as made available under the Android Open Source Project, which is located at the following URL: http://source.android.com/, as updated from time to time.
-
-1.3 A "compatible implementation" means any Android device that (i) complies with the Android Compatibility Definition document, which can be found at the Android compatibility website (http://source.android.com/compatibility) and which may be updated from time to time; and (ii) successfully passes the Android Compatibility Test Suite (CTS).
-
-1.4 "Google" means Google Inc., a Delaware corporation with principal place of business at 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States.
-
-
-<h3>2. Accepting this License Agreement</h3>
-2.1 In order to use the SDK, you must first agree to the License Agreement. You may not use the SDK if you do not accept the License Agreement.
-
-2.2 By clicking to accept, you hereby agree to the terms of the License Agreement.
-
-2.3 You may not use the SDK and may not accept the License Agreement if you are a person barred from receiving the SDK under the laws of the United States or other countries, including the country in which you are resident or from which you use the SDK.
-
-2.4 If you are agreeing to be bound by the License Agreement on behalf of your employer or other entity, you represent and warrant that you have full legal authority to bind your employer or such entity to the License Agreement. If you do not have the requisite authority, you may not accept the License Agreement or use the SDK on behalf of your employer or other entity.
-
-
-<h3>3. SDK License from Google</h3>
-3.1 Subject to the terms of the License Agreement, Google grants you a limited, worldwide, royalty-free, non-assignable, non-exclusive, and non-sublicensable license to use the SDK solely to develop applications for compatible implementations of Android.
-
-3.2 You may not use this SDK to develop applications for other platforms (including non-compatible implementations of Android) or to develop another SDK. You are of course free to develop applications for other platforms, including non-compatible implementations of Android, provided that this SDK is not used for that purpose.
-
-3.3 You agree that Google or third parties own all legal right, title and interest in and to the SDK, including any Intellectual Property Rights that subsist in the SDK. "Intellectual Property Rights" means any and all rights under patent law, copyright law, trade secret law, trademark law, and any and all other proprietary rights. Google reserves all rights not expressly granted to you.
-
-3.4 You may not use the SDK for any purpose not expressly permitted by the License Agreement.  Except to the extent required by applicable third party licenses, you may not: (a) copy (except for backup purposes), modify, adapt, redistribute, decompile, reverse engineer, disassemble, or create derivative works of the SDK or any part of the SDK; or (b) load any part of the SDK onto a mobile handset or any other hardware device except a personal computer, combine any part of the SDK with other software, or distribute any software or device incorporating a part of the SDK.
-
-3.5 Use, reproduction and distribution of components of the SDK licensed under an open source software license are governed solely by the terms of that open source software license and not the License Agreement.
-
-3.6 You agree that the form and nature of the SDK that Google provides may change without prior notice to you and that future versions of the SDK may be incompatible with applications developed on previous versions of the SDK. You agree that Google may stop (permanently or temporarily) providing the SDK (or any features within the SDK) to you or to users generally at Google's sole discretion, without prior notice to you.
-
-3.7 Nothing in the License Agreement gives you a right to use any of Google's trade names, trademarks, service marks, logos, domain names, or other distinctive brand features.
-
-3.8 You agree that you will not remove, obscure, or alter any proprietary rights notices (including copyright and trademark notices) that may be affixed to or contained within the SDK.
-
-
-<h3>4. Use of the SDK by You</h3>
-4.1 Google agrees that it obtains no right, title or interest from you (or your licensors) under the License Agreement in or to any software applications that you develop using the SDK, including any intellectual property rights that subsist in those applications.
-
-4.2 You agree to use the SDK and write applications only for purposes that are permitted by (a) the License Agreement and (b) any applicable law, regulation or generally accepted practices or guidelines in the relevant jurisdictions (including any laws regarding the export of data or software to and from the United States or other relevant countries).
-
-4.3 You agree that if you use the SDK to develop applications for general public users, you will protect the privacy and legal rights of those users. If the users provide you with user names, passwords, or other login information or personal information, you must make the users aware that the information will be available to your application, and you must provide legally adequate privacy notice and protection for those users. If your application stores personal or sensitive information provided by users, it must do so securely. If the user provides your application with Google Account information, your application may only use that information to access the user's Google Account when, and for the limited purposes for which, the user has given you permission to do so.
-
-4.4 You agree that you will not engage in any activity with the SDK, including the development or distribution of an application, that interferes with, disrupts, damages, or accesses in an unauthorized manner the servers, networks, or other properties or services of any third party including, but not limited to, Google or any mobile communications carrier.
-
-4.5 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any data, content, or resources that you create, transmit or display through Android and/or applications for Android, and for the consequences of your actions (including any loss or damage which Google may suffer) by doing so.
-
-4.6 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any breach of your obligations under the License Agreement, any applicable third party contract or Terms of Service, or any applicable law or regulation, and for the consequences (including any loss or damage which Google or any third party may suffer) of any such breach.
-
-
-<h3>5. Your Developer Credentials</h3>
-5.1 You agree that you are responsible for maintaining the confidentiality of any developer credentials that may be issued to you by Google or which you may choose yourself and that you will be solely responsible for all applications that are developed under your developer credentials.
-
-
-<h3>6. Privacy and Information</h3>
-6.1 In order to continually innovate and improve the SDK, Google may collect certain usage statistics from the software including but not limited to a unique identifier, associated IP address, version number of the software, and information on which tools and/or services in the SDK are being used and how they are being used. Before any of this information is collected, the SDK will notify you and seek your consent. If you withhold consent, the information will not be collected.
-
-6.2 The data collected is examined in the aggregate to improve the SDK and is maintained in accordance with Google's Privacy Policy.
-
-
-<h3>7. Third Party Applications</h3>
-7.1 If you use the SDK to run applications developed by a third party or that access data, content or resources provided by a third party, you agree that Google is not responsible for those applications, data, content, or resources. You understand that all data, content or resources which you may access through such third party applications are the sole responsibility of the person from which they originated and that Google is not liable for any loss or damage that you may experience as a result of the use or access of any of those third party applications, data, content, or resources.
-
-7.2 You should be aware the data, content, and resources presented to you through such a third party application may be protected by intellectual property rights which are owned by the providers (or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell, distribute or create derivative works based on these data, content, or resources (either in whole or in part) unless you have been specifically given permission to do so by the relevant owners.
-
-7.3 You acknowledge that your use of such third party applications, data, content, or resources may be subject to separate terms between you and the relevant third party. In that case, the License Agreement does not affect your legal relationship with these third parties.
-
-
-<h3>8. Using Android APIs</h3>
-8.1 Google Data APIs
-
-8.1.1 If you use any API to retrieve data from Google, you acknowledge that the data may be protected by intellectual property rights which are owned by Google or those parties that provide the data (or by other persons or companies on their behalf). Your use of any such API may be subject to additional Terms of Service. You may not modify, rent, lease, loan, sell, distribute or create derivative works based on this data (either in whole or in part) unless allowed by the relevant Terms of Service.
-
-8.1.2 If you use any API to retrieve a user's data from Google, you acknowledge and agree that you shall retrieve data only with the user's explicit consent and only when, and for the limited purposes for which, the user has given you permission to do so.
-
-
-<h3>9. Terminating this License Agreement</h3>
-9.1 The License Agreement will continue to apply until terminated by either you or Google as set out below.
-
-9.2 If you want to terminate the License Agreement, you may do so by ceasing your use of the SDK and any relevant developer credentials.
-
-9.3 Google may at any time, terminate the License Agreement with you if:
-(A) you have breached any provision of the License Agreement; or
-(B) Google is required to do so by law; or
-(C) the partner with whom Google offered certain parts of SDK (such as APIs) to you has terminated its relationship with Google or ceased to offer certain parts of the SDK to you; or
-(D) Google decides to no longer provide the SDK or certain parts of the SDK to users in the country in which you are resident or from which you use the service, or the provision of the SDK or certain SDK services to you by Google is, in Google's sole discretion, no longer commercially viable.
-
-9.4 When the License Agreement comes to an end, all of the legal rights, obligations and liabilities that you and Google have benefited from, been subject to (or which have accrued over time whilst the License Agreement has been in force) or which are expressed to continue indefinitely, shall be unaffected by this cessation, and the provisions of paragraph 14.7 shall continue to apply to such rights, obligations and liabilities indefinitely.
-
-
-<h3>10. DISCLAIMER OF WARRANTIES</h3>
-10.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT YOUR USE OF THE SDK IS AT YOUR SOLE RISK AND THAT THE SDK IS PROVIDED "AS IS" AND "AS AVAILABLE" WITHOUT WARRANTY OF ANY KIND FROM GOOGLE.
-
-10.2 YOUR USE OF THE SDK AND ANY MATERIAL DOWNLOADED OR OTHERWISE OBTAINED THROUGH THE USE OF THE SDK IS AT YOUR OWN DISCRETION AND RISK AND YOU ARE SOLELY RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER SYSTEM OR OTHER DEVICE OR LOSS OF DATA THAT RESULTS FROM SUCH USE.
-
-10.3 GOOGLE FURTHER EXPRESSLY DISCLAIMS ALL WARRANTIES AND CONDITIONS OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES AND CONDITIONS OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
-
-
-<h3>11. LIMITATION OF LIABILITY</h3>
-11.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT GOOGLE, ITS SUBSIDIARIES AND AFFILIATES, AND ITS LICENSORS SHALL NOT BE LIABLE TO YOU UNDER ANY THEORY OF LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL OR EXEMPLARY DAMAGES THAT MAY BE INCURRED BY YOU, INCLUDING ANY LOSS OF DATA, WHETHER OR NOT GOOGLE OR ITS REPRESENTATIVES HAVE BEEN ADVISED OF OR SHOULD HAVE BEEN AWARE OF THE POSSIBILITY OF ANY SUCH LOSSES ARISING.
-
-
-<h3>12. Indemnification</h3>
-12.1 To the maximum extent permitted by law, you agree to defend, indemnify and hold harmless Google, its affiliates and their respective directors, officers, employees and agents from and against any and all claims, actions, suits or proceedings, as well as any and all losses, liabilities, damages, costs and expenses (including reasonable attorneys fees) arising out of or accruing from (a) your use of the SDK, (b) any application you develop on the SDK that infringes any copyright, trademark, trade secret, trade dress, patent or other intellectual property right of any person or defames any person or violates their rights of publicity or privacy, and (c) any non-compliance by you with the License Agreement.
-
-
-<h3>13. Changes to the License Agreement</h3>
-13.1 Google may make changes to the License Agreement as it distributes new versions of the SDK. When these changes are made, Google will make a new version of the License Agreement available on the website where the SDK is made available.
-
-
-<h3>14. General Legal Terms</h3>
-14.1 The License Agreement constitutes the whole legal agreement between you and Google and governs your use of the SDK (excluding any services which Google may provide to you under a separate written agreement), and completely replaces any prior agreements between you and Google in relation to the SDK.
-
-14.2 You agree that if Google does not exercise or enforce any legal right or remedy which is contained in the License Agreement (or which Google has the benefit of under any applicable law), this will not be taken to be a formal waiver of Google's rights and that those rights or remedies will still be available to Google.
-
-14.3 If any court of law, having the jurisdiction to decide on this matter, rules that any provision of the License Agreement is invalid, then that provision will be removed from the License Agreement without affecting the rest of the License Agreement. The remaining provisions of the License Agreement will continue to be valid and enforceable.
-
-14.4 You acknowledge and agree that each member of the group of companies of which Google is the parent shall be third party beneficiaries to the License Agreement and that such other companies shall be entitled to directly enforce, and rely upon, any provision of the License Agreement that confers a benefit on (or rights in favor of) them. Other than this, no other person or company shall be third party beneficiaries to the License Agreement.
-
-14.5 EXPORT RESTRICTIONS. THE SDK IS SUBJECT TO UNITED STATES EXPORT LAWS AND REGULATIONS. YOU MUST COMPLY WITH ALL DOMESTIC AND INTERNATIONAL EXPORT LAWS AND REGULATIONS THAT APPLY TO THE SDK. THESE LAWS INCLUDE RESTRICTIONS ON DESTINATIONS, END USERS AND END USE.
-
-14.6 The rights granted in the License Agreement may not be assigned or transferred by either you or Google without the prior written approval of the other party. Neither you nor Google shall be permitted to delegate their responsibilities or obligations under the License Agreement without the prior written approval of the other party.
-
-14.7 The License Agreement, and your relationship with Google under the License Agreement, shall be governed by the laws of the State of California without regard to its conflict of laws provisions. You and Google agree to submit to the exclusive jurisdiction of the courts located within the county of Santa Clara, California to resolve any legal matter arising from the License Agreement. Notwithstanding this, you agree that Google shall still be allowed to apply for injunctive remedies (or an equivalent type of urgent legal relief) in any jurisdiction.
-
-<em>November 20, 2015</em>
-</div>
-
-
-
-
-
-<div id="next-steps" style="display:none;position:absolute;width:inherit">
-  <p>数ステップで、Android 向けアプリのビルドを開始できます。</p>
-  <p>まもなく、<a id="next-link" href="{@docRoot}sdk/installing/index.html">Installing the Android SDK</a>へリダイレクトします。
-</p>
-
-</div><!-- end next-steps -->
-
-
-
-<div id="sdk-terms-form">
-<p>
-<input id="agree" type="checkbox" name="agree" value="1" onclick="onAgreeChecked()" />
-<label id="agreeLabel" for="agree">上記の利用規約を読み、同意します。</label>
-</p>
-<p><a href="" class="button disabled" id="downloadForRealz" onclick="return onDownloadForRealz(this);"></a></p>
-</div>
-
-
-</div><!-- end TOS -->
-
-
-
-
-
-
-<div id="landing">
-
-<div class="col-13">&nbsp;</div><!-- provides top margin for content -->
-
-<img src="{@docRoot}images/tools/studio-hero.png" srcset="{@docRoot}images/tools/studio-hero_2x.png 2x, {@docRoot}images/tools/studio-hero.png 1x" width="760" height="400" />
-
-
-<div style="color: #fff; width:226px; height:0; overflow:visible; position:absolute; top:40px; left:25px">
-
-<h1 class="studio-logo" style="margin:0 0 35px !important">Android Studio</h1>
-
-<p style="font-size: 16px; color:#bbb; position: absolute;left: 297px; top: 5px; display: block;
-width: 400px;text-align: center;">公式 Android IDE</p>
-
-<ul style="font-size:12px;line-height:19px;">
-<li>Android Studio IDE</li>
-<li>Android SDK Tools</li>
-<li>Android 6.0(Marshmallow)プラットフォーム</li>
-<li>Google API を使用した Android 6.0 エミュレータのシステム イメージ</li>
-</ul>
-
-<a class="online landing-button green download-bundle-button"
-href="#Other" >Download Android Studio<br/><span class='small'></span></a>
-
-<!-- this appears when viewing the offline docs -->
-<p class="offline">
-Android Studio または スタンドアロンの SDK Tools を入手するには、<a href="http://developer.android.com/sdk/index.html">developer.android.com/sdk/</a> へアクセスしてください。
-</p>
-</div>
-
-<ul>
-  <li><a href="#Requirements">システム要件</a></li>
-  <li><a href="#Other">他のダウンロード オプション</a></li>
-  <li><a href="{@docRoot}sdk/installing/migrate.html">Android Studio への移行</a></li>
-  <li><a href="https://docs.google.com/a/google.com/forms/d/1mjsyfzv3HAnDY-_Kfj-3QJKdpuksyMFs9e73CRwmT6Q/viewform" target="_blank">アンケートに回答する</a></li>
-</ul>
-
-
-
-
-
-<div class="cols">
-<h2 class="feature norule col-13" >インテリジェント コード エディタ</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-code.png" srcset="{@docRoot}images/tools/studio-hero-code_2x.png 2x, {@docRoot}images/tools/studio-hero-code.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Android Studio の中核であるインテリジェント コード エディタは、高度なコード補完機能、リファクタリング機能、解析機能を備えています。
-</p>
-  <p>このパワフルなコード エディタは、Android アプリ デベロッパーの生産性を高めます。</p>
-</div>
-
-
-
-
-
-<h2 class="feature norule">コード テンプレートと GitHub との統合</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-import.png" srcset="{@docRoot}images/tools/studio-hero-import_2x.png 2x, {@docRoot}images/tools/studio-hero-import.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>新しいプロジェクト ウィザードでは、これまで以上に簡単に新規プロジェクトを開始できます。</p>
-
-  <p>ナビゲーション ドロワーやビュー ページャーなどのパターンにテンプレート コードを使用してプロジェクトを開始できます。加えて GitHub から Google のコード サンプルをインポートできます。
-</p>
-</div>
-
-
-
-
-<h2 class="feature norule">マルチスクリーン アプリの開発</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-screens.png" srcset="{@docRoot}images/tools/studio-hero-screens_2x.png 2x, {@docRoot}images/tools/studio-hero-screens.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Android 携帯電話、タブレット、Android Wear、Android TV、Android Auto、Google Glass 向けのアプリをビルドできます。
-</p>
-  <p>Android Studio の新しい Android プロジェクト ビューとモジュールのサポートによって、アプリのプロジェクト管理やリソース管理がさらに簡単になります。
-
-</div>
-
-
-
-
-<h2 class="feature norule">あらゆる形状の端末をサポートする仮想デバイス</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-avds.png" srcset="{@docRoot}images/tools/studio-hero-avds_2x.png 2x, {@docRoot}images/tools/studio-hero-avds.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Android Studio には最適化されたエミュレータ イメージが事前構成されています。</p>
-  <p>アップデートされ合理化された仮想デバイス マネージャーには、一般的な Android 端末向けにあらかじめ定義されたプロファイルが用意されています。
-</p>
-</div>
-
-
-
-
-<h2 class="feature norule">
-Gradle で進化する Android のビルド</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-gradle.png" srcset="{@docRoot}images/tools/studio-hero-gradle_2x.png 2x, {@docRoot}images/tools/studio-hero-gradle.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>1 つのプロジェクトで、Android アプリのための、異なる機能を持つ複数の APK を作成できます。</p>
-  <p>Maven を使用してアプリの依存関係を管理します。</p>
-  <p>APK は Android Studio でもコマンドラインでもビルドできます。</p>
-</div>
-
-
-
-<h2 class="feature norule">Android Studio のその他の特徴</h2>
-<div style="background:#424242;padding:30px; color:#fff;margin:0 0 15px;">
-
-<a class="online landing-button green download-bundle-button" style="margin:0 0 40px 60px;float:right" href="">Download</a>
-
-  <ul>
-  <li>人気の高い JetBrains の Java IDE である IntelliJ IDEA Community Edition が基盤</li>
-  <li>Gradle ベースの柔軟なビルドシステム</li>
-  <li>ビルド バリアントと複数の APK 生成機能</li>
-  <li>Google サービスやさまざまな端末向けのテンプレート サポートの拡充</li>
-  <li>テーマの編集が可能なレイアウト エディタ</li>
-  <li>パフォーマンス、ユーザビリティ、バージョン互換性、その他の問題を検出する Lint ツール</li>
-  <li>ProGuard とアプリの署名機能</li>
-  <li>Google Cloud Messaging や App Engine との統合をサポートする Google Cloud プラットフォームの組み込みサポート
-</li>
-  </ul>
-
-<p style="margin:0">
-Android Studio の機能の詳細については、「<a href="{@docRoot}tools/studio/index.html">Android Studio の基礎</a>」をご覧ください。
-</p>
-</div>
-
-
-<p>Eclipse で ADT を使用している場合、Android Studio が Android の公式 IDE になったため、Android Studio に移行して IDE の最新アップデートを入手する必要があります。
-
-プロジェクトの移行については、「<a href="{@docRoot}sdk/installing/migrate.html">Migrating to Android Studio</a>」をご覧ください。
-
-</p>
-
-
-
-
-
-
-
-<h2 id="Requirements">システム要件</h2>
-
-<h3>Windows の場合</h3>
-
-<ul>
-<li>Microsoft&reg; Windows&reg; 8/7/Vista/2003(32-bit 版または 64-bit 版)</li>
-<li>2 GB 以上のシステム メモリ(RAM)、4 GB 以上を推奨</li>
-<li>400 MB の空き容量のあるハードディスク</li>
-<li>Android SDK、エミュレータのシステム イメージ、キャッシュ用には少なくとも 1 GB 以上</li>
-<li>1280 x 800 以上の画面解像度</li>
-<li>Java Development Kit (JDK) 7 </li>
-<li>エミュレータ アクセラレータ向け(任意): Intel® VT-x、Intel® EM64T(Intel® 64)、Execute Disable(XD)ビット機能対応の Intel® プロセッサ
-</li>
-</ul>
-
-
-<h3>Mac OS X の場合</h3>
-
-<ul>
-<li>Mac &reg;OS X&reg; 10.8.5 以降、10.9(Mavericks)まで</li>
-<li>2 GB 以上のシステム メモリ(RAM)、4 GB 以上を推奨</li>
-<li>400 MB の空き容量のあるハードディスク</li>
-<li>Android SDK、エミュレータのシステム イメージ、キャッシュ用には少なくとも 1 GB 以上</li>
-<li>1280 x 800 以上の画面解像度</li>
-<li>Java Runtime Environment (JRE) 6</li>
-<li>Java Development Kit (JDK) 7</li>
-<li>エミュレータ アクセラレータ向け(任意): Intel® VT-x、Intel® EM64T(Intel® 64)、Execute Disable(XD)ビット機能対応の Intel® プロセッサ
-</li>
-</ul>
-
-<p>Mac OSで最適化されたフォントのレンダリングを使用するには、Android Studio を Java Runtime Environment (JRE) 6 と共に実行する必要があります。
-その後、Java Development Kit(JDK)6 または JDK 7 を使用するようプロジェクトを構成できます。</p>
-
-
-
-<h3>Linux の場合</h3>
-
-<ul>
-<li>GNOME または KDE デスクトップ</li>
-<li>GNU C Library (glibc) 2.15 以降</li>
-<li>2 GB 以上のシステム メモリ(RAM)、4 GB 以上を推奨</li>
-<li>400 MB の空き容量のあるハードディスク</li>
-<li>Android SDK、エミュレータのシステム イメージ、キャッシュ用には少なくとも 1 GB 以上</li>
-<li>1280 x 800 以上の画面解像度</li>
-<li>Oracle&reg; Java Development Kit (JDK) 7 </li>
-</ul>
-<p>Ubuntu&reg; 14.04、Trusty Tahr(32-bit 版アプリケーションを実行可能な 64-bit 版)でテスト済み。
-</p>
-
-
-
-
-<h2 id="Other" style="clear:left">他のダウンロード オプション</h2>
-
-<!-- alternative SDK options follows -->
diff --git a/docs/html-intl/intl/ja/sdk/installing/adding-packages.jd b/docs/html-intl/intl/ja/sdk/installing/adding-packages.jd
deleted file mode 100644
index af5dcd0..0000000
--- a/docs/html-intl/intl/ja/sdk/installing/adding-packages.jd
+++ /dev/null
@@ -1,227 +0,0 @@
-page.title=SDK パッケージの追加
-
-page.tags=sdk manager
-helpoutsWidget=true
-
-@jd:body
-
-<style>
-ol.large {
-  margin-left:0;
-}
-ol.large > li {
-  list-style-position: inside;
-  list-style-type:none;
-  margin:30px 0 0 0;
-  padding:30px 20px;
-  background:#eee;
-}
-ol.large > li:nth-child(odd) {
-}
-ol.large > li:before {
-  display:inline;
-  left:-40px;
-  float:left;
-  width:20px;
-  font-size:20px;
-  line-height:20px;
-}
-ol.large > li > h2 {
-  font-size:20px;
-  line-height:20px;
-  padding:0 0 0 20px;
-  margin:0 0 20px 0;
-  display:inline;
-  font-weight:normal;
-}
-ol.large > li:nth-child(1):before {
-  content:"1. ";
-}
-ol.large > li:nth-child(2):before {
-  content:"2. ";
-}
-ol.large > li:nth-child(3):before {
-  content:"3. ";
-}
-ol.large > li:nth-child(4):before {
-  content:"4. ";
-}
-ol.large > li:nth-child(5):before {
-  content:"5. ";
-}
-ol.large > li:nth-child(6):before {
-  content:"6. ";
-}
-</style>
-
-
-<p>
-Android SDK では、デフォルトの状態で、開発の開始に必要なすべてのものが用意されているわけではありません。
-Android SDK では、ツール、プラットフォーム、その他のコンポーネントがパッケージに分けられており、<a href="{@docRoot}tools/help/sdk-manager.html">Android SDK Manager</a> を使って必要に応じてダウンロードできます。
-
-
-そのため、開始前に、Android SDK にいくつかのパッケージを追加する必要があります。</p>
-
-<p>パッケージの追加を開始するには、次のいずれかの方法で Android SDK Manager を起動します。</p>
-<ul>
-  <li>Android Studio で、ツールバーの [<strong>SDK Manager</strong>] <img src="{@docRoot}images/tools/sdk-manager-studio.png" style="vertical-align:bottom;margin:0;height:17px" /> をクリックします。
-</li>
-  <li>Android Studio を使用しない場合: 
-    <ul>
-      <li>Windows の場合: Android SDK のルート ディレクトリにある <code>SDK Manager.exe</code> ファイルをダブルクリックします。
-</li>
-      <li>Mac または Linux の場合: ターミナルを開いて Android SDK がインストールされているロケーションの <code>tools/</code> ディレクトリに移動し、<code>android sdk</code> を実行します。
-</li>
-    </ul>
-  </li>
-</ul>
-
-<p>SDK Manager を初めて開く場合、いくつかのパッケージがデフォルトで選択されています。
-この選択はそのままにしますが、開始に必要なすべてのものが揃っているか、次の手順でご確認ください。
-</p>
-
-
-<ol class="large">
-<li>
-  <h2 id="GetTools" class="norule">最新の SDK Tools を入手する</h2>
-
-<img src="/images/sdk_manager_packages.png" alt="" width="350" style="float:right;margin-left:20px" />
-
-  <p>Android SDK をセットアップする場合、少なくとも最新の SDK Tools と Android プラットフォームのダウンロードが必要です。
-</p>
-  <ol>
-   <li>[Tools] ディレクトリを開き、以下のツールを選択します。
-     <ul>
-       <li><strong>Android SDK Tools</strong></li>
-       <li><strong>Android SDK Platform-tools</strong></li>
-       <li><strong>Android SDK Build-tools</strong>(最新バージョンのもの)</li>
-     </ul>
-   </li>
-   <li>1 番上の [Android X.X] フォルダ(最新バージョンのフォルダ)を開き、以下を選択します。
-     <ul>
-      <li><strong>SDK Platform</strong></li>
-      <li>「<strong>ARM EABI v7a System Image</strong>」などのエミュレータ用のシステム イメージ<br>
-</li>
-     </ul>
-   </li>
-  </ol>
-</li>
-
-<li>
-  <h2 id="GetSupportLib" class="norule">追加 API 用のサポート ライブラリを取得する</h2>
-
-  <div class="sidebox">
-    <p>以下を使用するには、サポート ライブラリが必要です。</p>
-    <ul>
-      <li><a href="{@docRoot}wear/index.html">Android Wear</a></li>
-      <li><a href="{@docRoot}tv/index.html">Android TV</a></li>
-      <li><a href="{@docRoot}google/play-services/cast.html">Google Cast</a></li>
-    </ul>
-
-    <p>サポート ライブラリは、以下の人気の API も提供しています。</p>
-    <ul>
-      <li><a href="{@docRoot}reference/android/support/v4/widget/DrawerLayout.html">ナビゲーション ドロワー</a>
-</li>
-      <li><a href="{@docRoot}reference/android/support/v4/view/ViewPager.html">スワイプビュー</a></li>
-      <li><a href="{@docRoot}reference/android/support/v7/app/ActionBar.html">下位互換のアクションバー</a>
-</li>
-    </ul>
-  </div>
-
-  <p><a href="{@docRoot}tools/support-library/features.html">Android サポート ライブラリ</a> は、大部分のバージョンの Android に対応する API の拡張セットを提供しています。
-</p>
-
-  <p>[<strong>Extras</strong>] ディレクトリを開き、以下を選択します。</p>
-     <ul>
-       <li><strong>Android Support Repository</strong></li>
-       <li><strong>Android Support Library</strong></li>
-     </ul>
-
-  <p>&nbsp;</p>
-  <p>&nbsp;</p>
-
-</li>
-
-
-<li>
-  <h2 id="GetGoogle" class="norule">その他の API 用の Google Play サービスを入手する</h2>
-
-  <div class="sidebox">
-
-    <p>Google Play services API は、Android アプリのための次のようなバラエティに富んだ機能やサービスを提供しています。
-</p>
-    <ul>
-      <li><a href="{@docRoot}google/play-services/plus.html">ユーザー認証</a></li>
-      <li><a href="{@docRoot}google/play-services/maps.html">Google マップ</a></li>
-      <li><a href="{@docRoot}google/play-services/cast.html">Google Cast</a></li>
-      <li><a href="{@docRoot}google/play-services/games.html">ゲームの実績とリーダーボード</a>
-</li>
-      <li><a href="{@docRoot}google/play-services/index.html">その他多数の機能</a></li>
-    </ul>
-  </div>
-
-  <p>Google API を利用して開発を行うには、Google Play サービス パッケージが必要です。</p>
-  <p>[<strong>Extras</strong>] ディレクトリを開き、以下を選択します。</p>
-     <ul>
-       <li><strong>Google Repository</strong></li>
-       <li><strong>Google Play サービス</strong></li>
-     </ul>
-
-  <p class="note"><strong>注:</strong> Google Play services API は、Android が搭載されたすべての端末で利用できるわけではありませんが、Google Play ストアを使用するとすべての端末で利用できます。
-これらの API を Android エミュレータで使用するには、SDK Manager の最新の [Android X.X] ディレクトリから <strong>Google API</strong> のシステム イメージもインストールする必要があります。
-
-</p>
-</li>
-
-
-<li>
-  <h2 id="Install" class="norule">パッケージをインストールする</h2>
-  <p>必要なパッケージをすべて選択したら、インストールを続行します。</p>
-  <ol>
-   <li>[<strong>Install X packages</strong>] をクリックします。</li>
-   <li>次のウィンドウで、左側のパッケージ名を 1 つずつダブルクリックし、各パッケージの使用許諾契約に同意します。
-</li>
-   <li>[<strong>Install</strong>] をクリックします。</li>
-  </ol>
-  <p>SDK Manager のウィンドウの 1 番下に、ダウンロードの進捗状況が表示されます。
-  <strong>SDK Manager を終了しないでください</strong>。SDK Manager を終了すると、ダウンロードはキャンセルされます。</p>
-</li>
-
-<li>
-  <h2 id="Build" class="norule">アプリを作成する</h2>
-
-<p>Android SDK にインストールしたパッケージを使用して、アプリを作成できるようになりました。
-新しいツールとその他の API を入手できるようになった場合は、SDK Manager を起動して SDK に新しいパッケージをダウンロードしてください。
-</p>
-
-<p>必要に応じて以下を参考にしてください。</p>
-
-<div class="cols" style="padding:10px 0">
-<div class="col-4">
-<h3>スタートガイド</h3>
-<p>Android 開発が初めての場合は、Android アプリの基本を<strong><a href="{@docRoot}training/basics/firstapp/index.html">初めてのアプリ作成</a></strong>に関するガイドに従って学習してください。
-</p>
-
-</div>
-<div class="col-4 box">
-<h3>ウェアラブル端末向けにアプリを作成する</h3>
-<p>Android ウェアラブル端末向けにアプリを開発するには、「<strong><a href="{@docRoot}wear/preview/start.html">Android Wear アプリの作成</a></strong>」のガイドをご覧ください。
-</p>
-
-</div>
-<div class="col-4 box">
-<h3>Google API を使用する</h3>
-<p>マップや Play ゲーム サービスなどの Google API の使用を開始するには、「<strong><a href="{@docRoot}google/play-services/setup.html">Setting Up Google Play Services</a></strong>」のガイドをご覧ください。
-
-
-</p>
-
-</div>
-</div><!-- end cols -->
-
-
-</li>
-
-</ol>
-
-
diff --git a/docs/html-intl/intl/ko/sdk/index.jd b/docs/html-intl/intl/ko/sdk/index.jd
deleted file mode 100644
index d68d736..0000000
--- a/docs/html-intl/intl/ko/sdk/index.jd
+++ /dev/null
@@ -1,431 +0,0 @@
-page.title=Android Studio 및 SDK 도구 다운로드
-page.tags=sdk, android studio
-page.template=sdk
-page.image=images/cards/android-studio_2x.png
-header.hide=1
-page.metaDescription=Android 휴대폰, 태블릿, 웨어러블, TV 등을 위한 앱을 구축하는 데 사용할 수 있는 공식 Android IDE 및 개발자 도구를 다운로드하세요.
-
-@jd:body
-
-<style type="text/css">
-  .offline {display:none;}
-  h2.feature {
-    padding-top:30px;
-    margin-top:0;
-    clear:both;
-  }
-  .feature-blurb {
-  margin:0px; font-size:16px; font-weight:300;
-  padding-top:40px;
-  }
-
-  .landing-button .small {
-    font-size: 12px;
-    font-weight: normal;
-    line-height: 12px;
-    display: block;
-  }
-
-  h1.studio-logo {
-    width:226px;
-    height:78px;
-    display:block;
-    padding:0;
-    white-space: nowrap;
-    text-indent: -10000px;
-    font-size:0px;
-    background: url({@docRoot}images/tools/studio-logo.png);
-    background-image: -webkit-image-set(url({@docRoot}images/tools/studio-logo.png) 1x, url({@docRoot}images/tools/studio-logo_2x.png) 2x);
-    background-size: 226px 78px;
-  }
-
-</style>
-
-
-
-
-
-<div style="position:relative;">
-
-
-<div class="wrap" id="tos" style="display:none;width:inherit;height:650px">
-<div class="col-13" style="margin:0;">&nbsp;</div><!-- provides top margin for content -->
-
-<h1 id="tos-header" style="margin-top:0">다운로드</h1>
-
-<p class="sdk-terms-intro">Android Studio 또는 독립 실행형 SDK 도구를 설치하려면,
-먼저 다음 사용 약관에 동의해야 합니다.</p>
-
-<div class="sdk-terms" onfocus="this.blur()">
-<h2 class="norule">사용 약관</h2>
-이것은 Android SDK(소프트웨어 개발 키트)에 대한 라이선스 계약입니다.
-
-
-<h3>1. Introduction</h3>
-1.1 The Android Software Development Kit (referred to in the License Agreement as the "SDK" and specifically including the Android system files, packaged APIs, and Google APIs add-ons) is licensed to you subject to the terms of the License Agreement. The License Agreement forms a legally binding contract between you and Google in relation to your use of the SDK.
-
-1.2 "Android" means the Android software stack for devices, as made available under the Android Open Source Project, which is located at the following URL: http://source.android.com/, as updated from time to time.
-
-1.3 A "compatible implementation" means any Android device that (i) complies with the Android Compatibility Definition document, which can be found at the Android compatibility website (http://source.android.com/compatibility) and which may be updated from time to time; and (ii) successfully passes the Android Compatibility Test Suite (CTS).
-
-1.4 "Google" means Google Inc., a Delaware corporation with principal place of business at 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States.
-
-
-<h3>2. Accepting this License Agreement</h3>
-2.1 In order to use the SDK, you must first agree to the License Agreement. You may not use the SDK if you do not accept the License Agreement.
-
-2.2 By clicking to accept, you hereby agree to the terms of the License Agreement.
-
-2.3 You may not use the SDK and may not accept the License Agreement if you are a person barred from receiving the SDK under the laws of the United States or other countries, including the country in which you are resident or from which you use the SDK.
-
-2.4 If you are agreeing to be bound by the License Agreement on behalf of your employer or other entity, you represent and warrant that you have full legal authority to bind your employer or such entity to the License Agreement. If you do not have the requisite authority, you may not accept the License Agreement or use the SDK on behalf of your employer or other entity.
-
-
-<h3>3. SDK License from Google</h3>
-3.1 Subject to the terms of the License Agreement, Google grants you a limited, worldwide, royalty-free, non-assignable, non-exclusive, and non-sublicensable license to use the SDK solely to develop applications for compatible implementations of Android.
-
-3.2 You may not use this SDK to develop applications for other platforms (including non-compatible implementations of Android) or to develop another SDK. You are of course free to develop applications for other platforms, including non-compatible implementations of Android, provided that this SDK is not used for that purpose.
-
-3.3 You agree that Google or third parties own all legal right, title and interest in and to the SDK, including any Intellectual Property Rights that subsist in the SDK. "Intellectual Property Rights" means any and all rights under patent law, copyright law, trade secret law, trademark law, and any and all other proprietary rights. Google reserves all rights not expressly granted to you.
-
-3.4 You may not use the SDK for any purpose not expressly permitted by the License Agreement.  Except to the extent required by applicable third party licenses, you may not: (a) copy (except for backup purposes), modify, adapt, redistribute, decompile, reverse engineer, disassemble, or create derivative works of the SDK or any part of the SDK; or (b) load any part of the SDK onto a mobile handset or any other hardware device except a personal computer, combine any part of the SDK with other software, or distribute any software or device incorporating a part of the SDK.
-
-3.5 Use, reproduction and distribution of components of the SDK licensed under an open source software license are governed solely by the terms of that open source software license and not the License Agreement.
-
-3.6 You agree that the form and nature of the SDK that Google provides may change without prior notice to you and that future versions of the SDK may be incompatible with applications developed on previous versions of the SDK. You agree that Google may stop (permanently or temporarily) providing the SDK (or any features within the SDK) to you or to users generally at Google's sole discretion, without prior notice to you.
-
-3.7 Nothing in the License Agreement gives you a right to use any of Google's trade names, trademarks, service marks, logos, domain names, or other distinctive brand features.
-
-3.8 You agree that you will not remove, obscure, or alter any proprietary rights notices (including copyright and trademark notices) that may be affixed to or contained within the SDK.
-
-
-<h3>4. Use of the SDK by You</h3>
-4.1 Google agrees that it obtains no right, title or interest from you (or your licensors) under the License Agreement in or to any software applications that you develop using the SDK, including any intellectual property rights that subsist in those applications.
-
-4.2 You agree to use the SDK and write applications only for purposes that are permitted by (a) the License Agreement and (b) any applicable law, regulation or generally accepted practices or guidelines in the relevant jurisdictions (including any laws regarding the export of data or software to and from the United States or other relevant countries).
-
-4.3 You agree that if you use the SDK to develop applications for general public users, you will protect the privacy and legal rights of those users. If the users provide you with user names, passwords, or other login information or personal information, you must make the users aware that the information will be available to your application, and you must provide legally adequate privacy notice and protection for those users. If your application stores personal or sensitive information provided by users, it must do so securely. If the user provides your application with Google Account information, your application may only use that information to access the user's Google Account when, and for the limited purposes for which, the user has given you permission to do so.
-
-4.4 You agree that you will not engage in any activity with the SDK, including the development or distribution of an application, that interferes with, disrupts, damages, or accesses in an unauthorized manner the servers, networks, or other properties or services of any third party including, but not limited to, Google or any mobile communications carrier.
-
-4.5 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any data, content, or resources that you create, transmit or display through Android and/or applications for Android, and for the consequences of your actions (including any loss or damage which Google may suffer) by doing so.
-
-4.6 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any breach of your obligations under the License Agreement, any applicable third party contract or Terms of Service, or any applicable law or regulation, and for the consequences (including any loss or damage which Google or any third party may suffer) of any such breach.
-
-
-<h3>5. Your Developer Credentials</h3>
-5.1 You agree that you are responsible for maintaining the confidentiality of any developer credentials that may be issued to you by Google or which you may choose yourself and that you will be solely responsible for all applications that are developed under your developer credentials.
-
-
-<h3>6. Privacy and Information</h3>
-6.1 In order to continually innovate and improve the SDK, Google may collect certain usage statistics from the software including but not limited to a unique identifier, associated IP address, version number of the software, and information on which tools and/or services in the SDK are being used and how they are being used. Before any of this information is collected, the SDK will notify you and seek your consent. If you withhold consent, the information will not be collected.
-
-6.2 The data collected is examined in the aggregate to improve the SDK and is maintained in accordance with Google's Privacy Policy.
-
-
-<h3>7. Third Party Applications</h3>
-7.1 If you use the SDK to run applications developed by a third party or that access data, content or resources provided by a third party, you agree that Google is not responsible for those applications, data, content, or resources. You understand that all data, content or resources which you may access through such third party applications are the sole responsibility of the person from which they originated and that Google is not liable for any loss or damage that you may experience as a result of the use or access of any of those third party applications, data, content, or resources.
-
-7.2 You should be aware the data, content, and resources presented to you through such a third party application may be protected by intellectual property rights which are owned by the providers (or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell, distribute or create derivative works based on these data, content, or resources (either in whole or in part) unless you have been specifically given permission to do so by the relevant owners.
-
-7.3 You acknowledge that your use of such third party applications, data, content, or resources may be subject to separate terms between you and the relevant third party. In that case, the License Agreement does not affect your legal relationship with these third parties.
-
-
-<h3>8. Using Android APIs</h3>
-8.1 Google Data APIs
-
-8.1.1 If you use any API to retrieve data from Google, you acknowledge that the data may be protected by intellectual property rights which are owned by Google or those parties that provide the data (or by other persons or companies on their behalf). Your use of any such API may be subject to additional Terms of Service. You may not modify, rent, lease, loan, sell, distribute or create derivative works based on this data (either in whole or in part) unless allowed by the relevant Terms of Service.
-
-8.1.2 If you use any API to retrieve a user's data from Google, you acknowledge and agree that you shall retrieve data only with the user's explicit consent and only when, and for the limited purposes for which, the user has given you permission to do so.
-
-
-<h3>9. Terminating this License Agreement</h3>
-9.1 The License Agreement will continue to apply until terminated by either you or Google as set out below.
-
-9.2 If you want to terminate the License Agreement, you may do so by ceasing your use of the SDK and any relevant developer credentials.
-
-9.3 Google may at any time, terminate the License Agreement with you if:
-(A) you have breached any provision of the License Agreement; or
-(B) Google is required to do so by law; or
-(C) the partner with whom Google offered certain parts of SDK (such as APIs) to you has terminated its relationship with Google or ceased to offer certain parts of the SDK to you; or
-(D) Google decides to no longer provide the SDK or certain parts of the SDK to users in the country in which you are resident or from which you use the service, or the provision of the SDK or certain SDK services to you by Google is, in Google's sole discretion, no longer commercially viable.
-
-9.4 When the License Agreement comes to an end, all of the legal rights, obligations and liabilities that you and Google have benefited from, been subject to (or which have accrued over time whilst the License Agreement has been in force) or which are expressed to continue indefinitely, shall be unaffected by this cessation, and the provisions of paragraph 14.7 shall continue to apply to such rights, obligations and liabilities indefinitely.
-
-
-<h3>10. DISCLAIMER OF WARRANTIES</h3>
-10.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT YOUR USE OF THE SDK IS AT YOUR SOLE RISK AND THAT THE SDK IS PROVIDED "AS IS" AND "AS AVAILABLE" WITHOUT WARRANTY OF ANY KIND FROM GOOGLE.
-
-10.2 YOUR USE OF THE SDK AND ANY MATERIAL DOWNLOADED OR OTHERWISE OBTAINED THROUGH THE USE OF THE SDK IS AT YOUR OWN DISCRETION AND RISK AND YOU ARE SOLELY RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER SYSTEM OR OTHER DEVICE OR LOSS OF DATA THAT RESULTS FROM SUCH USE.
-
-10.3 GOOGLE FURTHER EXPRESSLY DISCLAIMS ALL WARRANTIES AND CONDITIONS OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES AND CONDITIONS OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
-
-
-<h3>11. LIMITATION OF LIABILITY</h3>
-11.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT GOOGLE, ITS SUBSIDIARIES AND AFFILIATES, AND ITS LICENSORS SHALL NOT BE LIABLE TO YOU UNDER ANY THEORY OF LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL OR EXEMPLARY DAMAGES THAT MAY BE INCURRED BY YOU, INCLUDING ANY LOSS OF DATA, WHETHER OR NOT GOOGLE OR ITS REPRESENTATIVES HAVE BEEN ADVISED OF OR SHOULD HAVE BEEN AWARE OF THE POSSIBILITY OF ANY SUCH LOSSES ARISING.
-
-
-<h3>12. Indemnification</h3>
-12.1 To the maximum extent permitted by law, you agree to defend, indemnify and hold harmless Google, its affiliates and their respective directors, officers, employees and agents from and against any and all claims, actions, suits or proceedings, as well as any and all losses, liabilities, damages, costs and expenses (including reasonable attorneys fees) arising out of or accruing from (a) your use of the SDK, (b) any application you develop on the SDK that infringes any copyright, trademark, trade secret, trade dress, patent or other intellectual property right of any person or defames any person or violates their rights of publicity or privacy, and (c) any non-compliance by you with the License Agreement.
-
-
-<h3>13. Changes to the License Agreement</h3>
-13.1 Google may make changes to the License Agreement as it distributes new versions of the SDK. When these changes are made, Google will make a new version of the License Agreement available on the website where the SDK is made available.
-
-
-<h3>14. General Legal Terms</h3>
-14.1 The License Agreement constitutes the whole legal agreement between you and Google and governs your use of the SDK (excluding any services which Google may provide to you under a separate written agreement), and completely replaces any prior agreements between you and Google in relation to the SDK.
-
-14.2 You agree that if Google does not exercise or enforce any legal right or remedy which is contained in the License Agreement (or which Google has the benefit of under any applicable law), this will not be taken to be a formal waiver of Google's rights and that those rights or remedies will still be available to Google.
-
-14.3 If any court of law, having the jurisdiction to decide on this matter, rules that any provision of the License Agreement is invalid, then that provision will be removed from the License Agreement without affecting the rest of the License Agreement. The remaining provisions of the License Agreement will continue to be valid and enforceable.
-
-14.4 You acknowledge and agree that each member of the group of companies of which Google is the parent shall be third party beneficiaries to the License Agreement and that such other companies shall be entitled to directly enforce, and rely upon, any provision of the License Agreement that confers a benefit on (or rights in favor of) them. Other than this, no other person or company shall be third party beneficiaries to the License Agreement.
-
-14.5 EXPORT RESTRICTIONS. THE SDK IS SUBJECT TO UNITED STATES EXPORT LAWS AND REGULATIONS. YOU MUST COMPLY WITH ALL DOMESTIC AND INTERNATIONAL EXPORT LAWS AND REGULATIONS THAT APPLY TO THE SDK. THESE LAWS INCLUDE RESTRICTIONS ON DESTINATIONS, END USERS AND END USE.
-
-14.6 The rights granted in the License Agreement may not be assigned or transferred by either you or Google without the prior written approval of the other party. Neither you nor Google shall be permitted to delegate their responsibilities or obligations under the License Agreement without the prior written approval of the other party.
-
-14.7 The License Agreement, and your relationship with Google under the License Agreement, shall be governed by the laws of the State of California without regard to its conflict of laws provisions. You and Google agree to submit to the exclusive jurisdiction of the courts located within the county of Santa Clara, California to resolve any legal matter arising from the License Agreement. Notwithstanding this, you agree that Google shall still be allowed to apply for injunctive remedies (or an equivalent type of urgent legal relief) in any jurisdiction.
-
-<em>November 20, 2015</em>
-</div>
-
-
-
-
-
-<div id="next-steps" style="display:none;position:absolute;width:inherit">
-  <p>이제 금방 Android용 앱 구축을 시작할 수 있게 됩니다!</p>
-  <p>곧
-<a id="next-link" href="{@docRoot}sdk/installing/index.html">Android SDK 설치하기</a> 페이지로 이동됩니다.</p>
-
-</div><!-- end next-steps -->
-
-
-
-<div id="sdk-terms-form">
-<p>
-<input id="agree" type="checkbox" name="agree" value="1" onclick="onAgreeChecked()" />
-<label id="agreeLabel" for="agree">본인은 상기 사용 약관을 읽었으며 이에 동의합니다.</label>
-</p>
-<p><a href="" class="button disabled" id="downloadForRealz" onclick="return onDownloadForRealz(this);"></a></p>
-</div>
-
-
-</div><!-- end TOS -->
-
-
-
-
-
-
-<div id="landing">
-
-<div class="col-13">&nbsp;</div><!-- provides top margin for content -->
-
-<img src="{@docRoot}images/tools/studio-hero.png" srcset="{@docRoot}images/tools/studio-hero_2x.png 2x, {@docRoot}images/tools/studio-hero.png 1x" width="760" height="400"/>
-
-<div style="color: #fff; width:226px; height:0; overflow:visible; position:absolute; top:40px; left:25px">
-
-<h1 class="studio-logo" style="margin:0 0 35px !important">Android Studio</h1>
-
-<p style="font-size: 16px; color:#bbb; position: absolute;left: 297px; top: 5px; display: block;
-width: 400px;text-align: center;">공식 Android IDE</p>
-
-<ul style="font-size:12px;line-height:19px;">
-<li>Android Studio IDE</li>
-<li>Android SDK Tools</li>
-<li>Android 6.0(Marshmallow) 플랫폼</li>
-<li>Google API를 사용하는 Android 6.0 에뮬레이터 시스템 이미지</li>
-</ul>
-
-<a class="online landing-button green download-bundle-button"
-href="#Other" >Download Android Studio<br/><span class='small'></span></a>
-
-<!-- this appears when viewing the offline docs -->
-<p class="offline">
-Android Studio 또는 독립 실행형 SDK 도구를 얻으려면 <a href="http://developer.android.com/sdk/index.html">developer.android.com/sdk/</a> 페이지를 방문하십시오.
-</p>
-</div>
-
-<ul>
-  <li><a href="#Requirements">시스템 요건</a></li>
-  <li><a href="#Other">기타 다운로드 옵션</a></li>
-  <li><a href="{@docRoot}sdk/installing/migrate.html">Android Studio로 마이그레이션</a></li>
-  <li><a href="https://docs.google.com/a/google.com/forms/d/1mjsyfzv3HAnDY-_Kfj-3QJKdpuksyMFs9e73CRwmT6Q/viewform" target="_blank">설문조사 참여</a></li>
-</ul>
-
-
-
-
-
-<h2 class="feature norule" >지능형 코드 편집기</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-code.png" srcset="{@docRoot}images/tools/studio-hero-code_2x.png 2x, {@docRoot}images/tools/studio-hero-code.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Android Studio의 핵심에는 고급 코드 작성, 리팩터링, 코드 분석이 가능한 지능형
-코드 편집기가 있습니다.</p>
-  <p>이 강력한 코드 편집기를 사용하면 여러분이 더욱 생산적인 Android 앱 개발자가 되는 데 도움이 됩니다.</p>
-</div>
-
-
-
-
-
-<h2 class="feature norule">코드 템플릿 및 GitHub 통합</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-import.png" srcset="{@docRoot}images/tools/studio-hero-import_2x.png 2x, {@docRoot}images/tools/studio-hero-import.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>새 프로젝트 마법사를 통해 새로운 프로젝트를 더욱 쉽게 시작할 수 있습니다.</p>
-
-  <p>탐색 드로어 및 보기 호출기와 같은 패턴에 대한 템플릿 코드를 사용해 프로젝트를 시작하고,
-GitHub에서 Google 코드 샘플을 가져올 수도 있습니다.</p>
-</div>
-
-
-
-
-<h2 class="feature norule">다중 화면 앱 개발</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-screens.png" srcset="{@docRoot}images/tools/studio-hero-screens_2x.png 2x, {@docRoot}images/tools/studio-hero-screens.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Android 휴대폰, 태블릿, Android Wear, Android TV,
-Android Auto 그리고 Google Glass용 앱을 구축할 수 있습니다.</p>
-  <p>Android Studio의 새로운 Android 프로젝트 보기 및 모듈 지원 기능을 통해
-앱 프로젝트 및 리소스 관리를 더욱 쉽게 수행할 수 있습니다.
-</div>
-
-
-
-
-<h2 class="feature norule">모든 모양 및 크기를 지원하는 가상 기기</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-avds.png" srcset="{@docRoot}images/tools/studio-hero-avds_2x.png 2x, {@docRoot}images/tools/studio-hero-avds.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Android Studio는 최적화된 에뮬레이터 이미지로 사전 구성된 형태로 제공됩니다.</p>
-  <p>업데이트되고 간소화된 Virtual Device Manager는 일반 Android 기기에 대해
-사전 정의된 기기 프로필을 제공합니다.</p>
-</div>
-
-
-
-
-<h2 class="feature norule">
-Gradle을 통해 진화된 Android 빌드</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-gradle.png" srcset="{@docRoot}images/tools/studio-hero-gradle_2x.png 2x, {@docRoot}images/tools/studio-hero-gradle.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>동일한 프로젝트를 사용하여 다양한 기능을 갖춘 Android 앱을 위한 여러 APK를 생성할 수 있습니다.</p>
-  <p>Maven을 통해 앱 종속관계를 관리할 수 있습니다.</p>
-  <p>Android Studio 또는 명령줄에서 APK를 구축할 수 있습니다.</p>
-</div>
-
-
-
-
-<h2 class="feature norule">Android Studio에 대한 추가 정보</h2>
-<div style="background:#424242;padding:30px; color:#fff;margin:0 0 15px;">
-
-<a class="online landing-button green download-bundle-button" style="margin:0 0 40px 60px;float:right" href="">Download</a>
-
-  <ul>
-  <li>JetBrains에서 제공하는 인기 있는 Java IDE인 IntelliJ IDEA Community Edition 기반</li>
-  <li>유연한 Gradle 기반 빌드 시스템</li>
-  <li>빌드 변형 및 여러 APK 생성</li>
-  <li>템플릿 지원 확대를 통해 Google Services 및 다양한 기기 유형 지원</li>
-  <li>테마 편집을 지원하는 고급 레이아웃 편집기</li>
-  <li>성능, 유용성, 버전 호환성 및 기타 문제를 파악하는 Lint 도구</li>
-  <li>ProGuard 및 앱 서명 기능</li>
-  <li>Google Cloud Messaging 및 App Engine의 통합을 용이하게 하는 Google Cloud Platform에 대한
-기본 지원 기능</li>
-  </ul>
-
-<p style="margin:0">
-Android Studio에서 사용할 수 있는 기능에 대한 자세한 내용은
-<a href="{@docRoot}tools/studio/index.html">Android Studio 개요</a> 가이드를 참조하세요.</p>
-</div>
-
-
-<p>ADT와 함께 Eclipse를 사용하고 있었다면 현재 Android의 공식 IDE는
-Android Studio이므로, 모든 최신 IDE 업데이트를 받을 수 있도록 Android Studio로
-마이그레이션해야 합니다. 프로젝트 이동에 대한 도움말은
-<a href="{@docRoot}sdk/installing/migrate.html">Migrating to Android
-Studio</a>를 참조하세요.</p>
-
-
-
-
-
-
-
-<h2 id="Requirements">시스템 요건</h2>
-
-<h3>Windows</h3>
-
-<ul>
-<li>Microsoft&reg; Windows&reg; 8/7/Vista/2003(32비트 또는 64비트)</li>
-<li>최소 2GB RAM, 4GB RAM 권장</li>
-<li>400MB 하드 디스크 공간</li>
-<li>Android SDK, 에뮬레이터 시스템 이미지 및 캐시용 최소 1GB</li>
-<li>1280 x 800 이상의 화면 해상도</li>
-<li>JDK(Java Development Kit) 7 </li>
-<li>가속 에뮬레이터를 위한 선택 사항: Intel® VT-x, Intel® EM64T(Intel® 64) 및 XD(Execute Disable) Bit
-기능 지원 Intel® 프로세서</li>
-</ul>
-
-
-<h3>Mac OS X</h3>
-
-<ul>
-<li>Mac&reg; OS X&reg; 10.8.5 이상, 최대 10.9(Mavericks)</li>
-<li>최소 2GB RAM, 4GB RAM 권장</li>
-<li>400MB 하드 디스크 공간</li>
-<li>Android SDK, 에뮬레이터 시스템 이미지 및 캐시용 최소 1GB</li>
-<li>1280 x 800 이상의 화면 해상도</li>
-<li>JRE(Java Runtime Environment) 6</li>
-<li>JDK(Java Development Kit) 7</li>
-<li>가속 에뮬레이터를 위한 선택 사항: Intel® VT-x, Intel® EM64T(Intel® 64) 및 XD(Execute Disable) Bit
-기능 지원 Intel® 프로세서</li>
-</ul>
-
-<p>Mac OS에서는 최적화된 글꼴 렌더링을 위해 JRE(Java Runtime Environment) 6에서 Android Studio를
-실행하십시오. 그런 다음, JDK(Java Development Kit) 6 또는 JDK 7을 사용하여 프로젝트를 구성할 수 있습니다.</p>
-
-
-
-<h3>Linux</h3>
-
-<ul>
-<li>GNOME 또는 KDE 데스크톱</li>
-<li>GNU C Library(glibc) 2.15 이상</li>
-<li>최소 2GB RAM, 4GB RAM 권장</li>
-<li>400MB 하드 디스크 공간</li>
-<li>Android SDK, 에뮬레이터 시스템 이미지 및 캐시용 최소 1GB</li>
-<li>1280 x 800 이상의 화면 해상도</li>
-<li>Oracle&reg; JDK(Java Development Kit) 7 </li>
-</ul>
-<p>Ubuntu&reg; 14.04, Precise Pangolin(32비트 애플리케이션 실행 가능 64비트 버전)에서
-테스트됨</p>
-
-
-
-
-<h2 id="Other" style="clear:left">기타 다운로드 옵션</h2>
-
-<!-- alternative SDK options follows -->
diff --git a/docs/html-intl/intl/ko/sdk/installing/adding-packages.jd b/docs/html-intl/intl/ko/sdk/installing/adding-packages.jd
deleted file mode 100644
index b935d87..0000000
--- a/docs/html-intl/intl/ko/sdk/installing/adding-packages.jd
+++ /dev/null
@@ -1,226 +0,0 @@
-page.title=SDK 패키지 추가하기
-
-page.tags=sdk manager
-
-@jd:body
-
-<style>
-ol.large {
-  margin-left:0;
-}
-ol.large > li {
-  list-style-position: inside;
-  list-style-type:none;
-  margin:30px 0 0 0;
-  padding:30px 20px;
-  background:#eee;
-}
-ol.large > li:nth-child(odd) {
-}
-ol.large > li:before {
-  display:inline;
-  left:-40px;
-  float:left;
-  width:20px;
-  font-size:20px;
-  line-height:20px;
-}
-ol.large > li > h2 {
-  font-size:20px;
-  line-height:20px;
-  padding:0 0 0 20px;
-  margin:0 0 20px 0;
-  display:inline;
-  font-weight:normal;
-}
-ol.large > li:nth-child(1):before {
-  content:"1. ";
-}
-ol.large > li:nth-child(2):before {
-  content:"2. ";
-}
-ol.large > li:nth-child(3):before {
-  content:"3. ";
-}
-ol.large > li:nth-child(4):before {
-  content:"4. ";
-}
-ol.large > li:nth-child(5):before {
-  content:"5. ";
-}
-ol.large > li:nth-child(6):before {
-  content:"6. ";
-}
-</style>
-
-
-<p>
-기본적으로 Android SDK에는 개발을 시작하는 데 필요한 모든 것이 포함되어 있지 않습니다. 
-SDK는 도구, 플랫폼과 기타 구성요소를 여러 개의 
-패키지로 구분하여 필요에 따라 
-<a href="{@docRoot}tools/help/sdk-manager.html">Android SDK Manager</a>를 사용하여 다운로드할 수 있습니다.
-따라서 시작하기 전에 Android SDK에 추가해야 하는 패키지가 몇 개 있습니다.</p>
-
-<p>패키지를 추가하려면, 다음 중 한 가지 방법을 사용하여 Android SDK Manager를 시작합니다.</p>
-<ul>
-  <li>Android Studio의 도구 모음에서 <strong>SDK Manager</strong>
-<img src="{@docRoot}images/tools/sdk-manager-studio.png" style="vertical-align:bottom;margin:0;height:17px" />를 클릭합니다.</li>
-  <li>Android Studio를 사용하지 않는 경우:
-    <ul>
-      <li>Windows: Android
- SDK 디렉터리의 루트에 있는 <code>SDK Manager.exe</code> 파일을 더블 클릭합니다.</li>
-      <li>Mac/Linux: 터미널을 열고 Android SDK가 설치된 <code>tools/</code> 디렉터리로
-이동한 후 <code>android sdk</code>를 실행합니다.</li>
-    </ul>
-  </li>
-</ul>
-
-<p>SDK Manager를 처음 열 때에는, 여러 개의 패키지가 기본적으로 선택되어 
-있습니다. 이들은 선택된 상태로 두십시오. 다만 다음 단계를 따라 시작하는 데 필요한 모든 것을 
-갖추고 있는지 확인해야 합니다.</p>
-
-
-<ol class="large">
-<li>
-  <h2 id="GetTools" class="norule">최신 SDK 도구 다운로드</h2>
-
-<img src="/images/sdk_manager_packages.png" alt="" width="350" style="float:right;margin-left:20px" />
-
-  <p>Android SDK를 설정할 때는 
-최신 도구와 Android 플랫폼 다운로드가 최소한의 준비 사항입니다.</p>
-  <ol>
-   <li>도구 디렉터리를 열고 다음을 선택합니다.
-     <ul>
-       <li><strong>Android SDK Tools</strong></li>
-       <li><strong>Android SDK Platform-tools</strong></li>
-       <li><strong>Android SDK Build-tools</strong>(최상위 버전)</li>
-     </ul>
-   </li>
-   <li>첫 번째 Android X.X 폴더(최신 버전)를 열고 다음을 선택합니다.
-     <ul>
-      <li><strong>SDK Platform</strong></li>
-      <li>에뮬레이터용 시스템 이미지(다음 예시 참조) <br>
-      <strong>ARM EABI v7a 시스템 이미지</strong></li>
-     </ul>
-   </li>
-  </ol>
-</li>
-
-<li>
-  <h2 id="GetSupportLib" class="norule">추가 API를 위한 지원 라이브러리 가져오기</h2>
-
-  <div class="sidebox">
-    <p>지원 라이브러리는 다음 용도에 필요합니다.</p>
-    <ul>
-      <li><a href="{@docRoot}wear/index.html">Android Wear</a></li>
-      <li><a href="{@docRoot}tv/index.html">Android TV</a></li>
-      <li><a href="{@docRoot}google/play-services/cast.html">Google Cast</a></li>
-    </ul>
-
-    <p>또한 다음과 같은 인기 API를 제공하기도 합니다.</p>
-    <ul>
-      <li><a href="{@docRoot}reference/android/support/v4/widget/DrawerLayout.html">탐색
-창</a></li>
-      <li><a href="{@docRoot}reference/android/support/v4/view/ViewPager.html">보기 스와이프</a></li>
-      <li><a href="{@docRoot}reference/android/support/v7/app/ActionBar.html">이전 버전 호환
-동작 막대</a></li>
-    </ul>
-  </div>
-
-  <p><a href="{@docRoot}tools/support-library/features.html">Android 지원 라이브러리</a>는
- 대부분의 Android 버전과 호환되는 광범위한 집합의 API를 제공합니다.</p>
-
-  <p><strong>Extras</strong> 디렉터리를 열고 다음을 선택합니다.</p>
-     <ul>
-       <li><strong>Android 지원 리포지토리</strong></li>
-       <li><strong>Android 지원 라이브러리</strong></li>
-     </ul>
-
-  <p>&nbsp;</p>
-  <p>&nbsp;</p>
-
-</li>
-
-
-<li>
-  <h2 id="GetGoogle" class="norule">더 많은 API를 위해 Google Play 서비스 가져오기</h2>
-
-  <div class="sidebox">
-
-    <p>Google Play 서비스 API는 Android
- 앱에 다음과 같이 다양한 기능과 서비스를 제공합니다.</p>
-    <ul>
-      <li><a href="{@docRoot}google/play-services/plus.html">사용자 인증</a></li>
-      <li><a href="{@docRoot}google/play-services/maps.html">Google Maps</a></li>
-      <li><a href="{@docRoot}google/play-services/cast.html">Google Cast</a></li>
-      <li><a href="{@docRoot}google/play-services/games.html">게임 도전 과제 및
- 리더보드</a></li>
-      <li><a href="{@docRoot}google/play-services/index.html">그 외 다수</a></li>
-    </ul>
-  </div>
-
-  <p>Google API로 개발하려면 Google Play 서비스 패키지가 필요합니다.</p>
-  <p><strong>Extras</strong> 디렉터리를 열고 다음을 선택합니다.</p>
-     <ul>
-       <li><strong>Google Repository</strong></li>
-       <li><strong>Google Play 서비스</strong></li>
-     </ul>
-
-  <p class="note"><strong>참고:</strong> Google Play 서비스를 모든 Android 구동 기기에서 
-사용할 수 있는 것은 아니지만, Google Play Store가 있는 기기에서는 모두 사용할 수 있습니다. 이와 같은 API를 
-Android 에뮬레이터에서 사용하려면, SDK Manager의 최신 Android X.X 디렉터리에서 <strong>Google API</strong>
- 시스템 이미지도 설치해야 합니다.</p>
-</li>
-
-
-<li>
-  <h2 id="Install" class="norule">패키지 설치</h2>
-  <p>원하는 패키지를 모두 선택하면 계속 진행하여 설치합니다.</p>
-  <ol>
-   <li><strong>X 패키지 설치</strong>를 클릭합니다.</li>
-   <li>다음 창에서, 왼쪽에 있는 각 패키지 이름을 더블 클릭하여 각각의 
-라이선스 동의서를 수락합니다.</li>
-   <li><strong>설치</strong>를 클릭합니다.</li>
-  </ol>
-  <p>다운로드 진행률이 SDK Manager 창 맨 아래에 표시됩니다.
-  <strong>SDK Manager를 종료하지 마십시오</strong>. 다운로드가 취소됩니다.</p>
-</li>
-
-<li>
-  <h2 id="Build" class="norule">뭐든 구축하세요!</h2>
-
-<p>이제 Android SDK에 위의 패키지를 설치했으니 Android용 앱을 구축할 준비가 끝난 
-셈입니다. 새로운 도구와 다른 API를 사용할 수 있게 되면, SDK Manager를 시작하여 
-사용자의 SDK에 새 패키지를 다운로드할 수 있습니다.</p>
-
-<p>진행 방법에 대한 몇 가지 옵션을 소개합니다.</p>
-
-<div class="cols" style="padding:10px 0">
-<div class="col-4">
-<h3>시작하기</h3>
-<p>Android 개발이 처음인 경우, Android 앱의 기초를 배울 수 있는 
-<strong><a href="{@docRoot}training/basics/firstapp/index.html">첫 앱 구축하기</a></strong> 가이드를 참조하십시오.</p>
-
-</div>
-<div class="col-4 box">
-<h3>웨어러블용 앱 구축하기</h3>
-<p>Android 웨어러블용 앱을 구축할 준비가 되었다면 
-<strong><a href="{@docRoot}wear/preview/start.html">Android Wear용 앱 구축하기</a></strong> 가이드를 참조하십시오.</p>
-
-</div>
-<div class="col-4 box">
-<h3>Google API 사용</h3>
-<p>Maps 또는 Play Game 서비스와 같은 
-Google API를 사용하려면 
-<strong><a href="{@docRoot}google/play-services/setup.html">Google Play
-서비스 설정하기</a></strong> 가이드를 참조하십시오.</p>
-
-</div>
-</div><!-- end cols -->
-
-
-</li>
-
-</ol>
-
-
diff --git a/docs/html-intl/intl/pt-br/sdk/index.jd b/docs/html-intl/intl/pt-br/sdk/index.jd
deleted file mode 100644
index c8f8292..0000000
--- a/docs/html-intl/intl/pt-br/sdk/index.jd
+++ /dev/null
@@ -1,430 +0,0 @@
-page.title=Como baixar o Android Studio e o SDK Tools
-page.tags=sdk, android studio
-page.template=sdk
-page.image=images/cards/android-studio_2x.png
-header.hide=1
-page.metaDescription=Baixar o Android IDE e ferramentas do desenvolvedor para compilar aplicativos para celulares, tablets, dispositivos de uso junto ao corpo, TVs e muito mais do Android.
-
-@jd:body
-
-<style type="text/css">
-  .offline {display:none;}
-  h2.feature {
-    padding-top:30px;
-    margin-top:0;
-    clear:both;
-  }
-  .feature-blurb {
-  margin:0px; font-size:16px; font-weight:300;
-  padding-top:40px;
-  }
-
-  .landing-button .small {
-    font-size: 12px;
-    font-weight: normal;
-    line-height: 12px;
-    display: block;
-  }
-
-  h1.studio-logo {
-    width:226px;
-    height:78px;
-    display:block;
-    padding:0;
-    white-space: nowrap;
-    text-indent: -10000px;
-    font-size:0px;
-    background: url({@docRoot}images/tools/studio-logo.png);
-    background-image: -webkit-image-set(url({@docRoot}images/tools/studio-logo.png) 1x, url({@docRoot}images/tools/studio-logo_2x.png) 2x);
-    background-size: 226px 78px;
-  }
-
-</style>
-
-
-
-
-
-<div style="position:relative;">
-
-
-<div class="wrap" id="tos" style="display:none;width:inherit;height:650px">
-<div class="col-13" style="margin:0;">&nbsp;</div><!-- provides top margin for content -->
-
-<h1 id="tos-header" style="margin-top:0">Baixar</h1>
-
-<p class="sdk-terms-intro">Antes de instalar o Android Studio ou a versão independente das ferramentas SDK,
-você deve concordar com os termos e condições a seguir:</p>
-
-<div class="sdk-terms" onfocus="this.blur()">
-<h2 class="norule">Termos e condições</h2>
-Esse é o Contrato de licença do conjunto de desenvolvimento de software do Android
-
-<h3>1. Introduction</h3>
-1.1 The Android Software Development Kit (referred to in the License Agreement as the "SDK" and specifically including the Android system files, packaged APIs, and Google APIs add-ons) is licensed to you subject to the terms of the License Agreement. The License Agreement forms a legally binding contract between you and Google in relation to your use of the SDK.
-
-1.2 "Android" means the Android software stack for devices, as made available under the Android Open Source Project, which is located at the following URL: http://source.android.com/, as updated from time to time.
-
-1.3 A "compatible implementation" means any Android device that (i) complies with the Android Compatibility Definition document, which can be found at the Android compatibility website (http://source.android.com/compatibility) and which may be updated from time to time; and (ii) successfully passes the Android Compatibility Test Suite (CTS).
-
-1.4 "Google" means Google Inc., a Delaware corporation with principal place of business at 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States.
-
-
-<h3>2. Accepting this License Agreement</h3>
-2.1 In order to use the SDK, you must first agree to the License Agreement. You may not use the SDK if you do not accept the License Agreement.
-
-2.2 By clicking to accept, you hereby agree to the terms of the License Agreement.
-
-2.3 You may not use the SDK and may not accept the License Agreement if you are a person barred from receiving the SDK under the laws of the United States or other countries, including the country in which you are resident or from which you use the SDK.
-
-2.4 If you are agreeing to be bound by the License Agreement on behalf of your employer or other entity, you represent and warrant that you have full legal authority to bind your employer or such entity to the License Agreement. If you do not have the requisite authority, you may not accept the License Agreement or use the SDK on behalf of your employer or other entity.
-
-
-<h3>3. SDK License from Google</h3>
-3.1 Subject to the terms of the License Agreement, Google grants you a limited, worldwide, royalty-free, non-assignable, non-exclusive, and non-sublicensable license to use the SDK solely to develop applications for compatible implementations of Android.
-
-3.2 You may not use this SDK to develop applications for other platforms (including non-compatible implementations of Android) or to develop another SDK. You are of course free to develop applications for other platforms, including non-compatible implementations of Android, provided that this SDK is not used for that purpose.
-
-3.3 You agree that Google or third parties own all legal right, title and interest in and to the SDK, including any Intellectual Property Rights that subsist in the SDK. "Intellectual Property Rights" means any and all rights under patent law, copyright law, trade secret law, trademark law, and any and all other proprietary rights. Google reserves all rights not expressly granted to you.
-
-3.4 You may not use the SDK for any purpose not expressly permitted by the License Agreement.  Except to the extent required by applicable third party licenses, you may not: (a) copy (except for backup purposes), modify, adapt, redistribute, decompile, reverse engineer, disassemble, or create derivative works of the SDK or any part of the SDK; or (b) load any part of the SDK onto a mobile handset or any other hardware device except a personal computer, combine any part of the SDK with other software, or distribute any software or device incorporating a part of the SDK.
-
-3.5 Use, reproduction and distribution of components of the SDK licensed under an open source software license are governed solely by the terms of that open source software license and not the License Agreement.
-
-3.6 You agree that the form and nature of the SDK that Google provides may change without prior notice to you and that future versions of the SDK may be incompatible with applications developed on previous versions of the SDK. You agree that Google may stop (permanently or temporarily) providing the SDK (or any features within the SDK) to you or to users generally at Google's sole discretion, without prior notice to you.
-
-3.7 Nothing in the License Agreement gives you a right to use any of Google's trade names, trademarks, service marks, logos, domain names, or other distinctive brand features.
-
-3.8 You agree that you will not remove, obscure, or alter any proprietary rights notices (including copyright and trademark notices) that may be affixed to or contained within the SDK.
-
-
-<h3>4. Use of the SDK by You</h3>
-4.1 Google agrees that it obtains no right, title or interest from you (or your licensors) under the License Agreement in or to any software applications that you develop using the SDK, including any intellectual property rights that subsist in those applications.
-
-4.2 You agree to use the SDK and write applications only for purposes that are permitted by (a) the License Agreement and (b) any applicable law, regulation or generally accepted practices or guidelines in the relevant jurisdictions (including any laws regarding the export of data or software to and from the United States or other relevant countries).
-
-4.3 You agree that if you use the SDK to develop applications for general public users, you will protect the privacy and legal rights of those users. If the users provide you with user names, passwords, or other login information or personal information, you must make the users aware that the information will be available to your application, and you must provide legally adequate privacy notice and protection for those users. If your application stores personal or sensitive information provided by users, it must do so securely. If the user provides your application with Google Account information, your application may only use that information to access the user's Google Account when, and for the limited purposes for which, the user has given you permission to do so.
-
-4.4 You agree that you will not engage in any activity with the SDK, including the development or distribution of an application, that interferes with, disrupts, damages, or accesses in an unauthorized manner the servers, networks, or other properties or services of any third party including, but not limited to, Google or any mobile communications carrier.
-
-4.5 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any data, content, or resources that you create, transmit or display through Android and/or applications for Android, and for the consequences of your actions (including any loss or damage which Google may suffer) by doing so.
-
-4.6 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any breach of your obligations under the License Agreement, any applicable third party contract or Terms of Service, or any applicable law or regulation, and for the consequences (including any loss or damage which Google or any third party may suffer) of any such breach.
-
-
-<h3>5. Your Developer Credentials</h3>
-5.1 You agree that you are responsible for maintaining the confidentiality of any developer credentials that may be issued to you by Google or which you may choose yourself and that you will be solely responsible for all applications that are developed under your developer credentials.
-
-
-<h3>6. Privacy and Information</h3>
-6.1 In order to continually innovate and improve the SDK, Google may collect certain usage statistics from the software including but not limited to a unique identifier, associated IP address, version number of the software, and information on which tools and/or services in the SDK are being used and how they are being used. Before any of this information is collected, the SDK will notify you and seek your consent. If you withhold consent, the information will not be collected.
-
-6.2 The data collected is examined in the aggregate to improve the SDK and is maintained in accordance with Google's Privacy Policy.
-
-
-<h3>7. Third Party Applications</h3>
-7.1 If you use the SDK to run applications developed by a third party or that access data, content or resources provided by a third party, you agree that Google is not responsible for those applications, data, content, or resources. You understand that all data, content or resources which you may access through such third party applications are the sole responsibility of the person from which they originated and that Google is not liable for any loss or damage that you may experience as a result of the use or access of any of those third party applications, data, content, or resources.
-
-7.2 You should be aware the data, content, and resources presented to you through such a third party application may be protected by intellectual property rights which are owned by the providers (or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell, distribute or create derivative works based on these data, content, or resources (either in whole or in part) unless you have been specifically given permission to do so by the relevant owners.
-
-7.3 You acknowledge that your use of such third party applications, data, content, or resources may be subject to separate terms between you and the relevant third party. In that case, the License Agreement does not affect your legal relationship with these third parties.
-
-
-<h3>8. Using Android APIs</h3>
-8.1 Google Data APIs
-
-8.1.1 If you use any API to retrieve data from Google, you acknowledge that the data may be protected by intellectual property rights which are owned by Google or those parties that provide the data (or by other persons or companies on their behalf). Your use of any such API may be subject to additional Terms of Service. You may not modify, rent, lease, loan, sell, distribute or create derivative works based on this data (either in whole or in part) unless allowed by the relevant Terms of Service.
-
-8.1.2 If you use any API to retrieve a user's data from Google, you acknowledge and agree that you shall retrieve data only with the user's explicit consent and only when, and for the limited purposes for which, the user has given you permission to do so.
-
-
-<h3>9. Terminating this License Agreement</h3>
-9.1 The License Agreement will continue to apply until terminated by either you or Google as set out below.
-
-9.2 If you want to terminate the License Agreement, you may do so by ceasing your use of the SDK and any relevant developer credentials.
-
-9.3 Google may at any time, terminate the License Agreement with you if:
-(A) you have breached any provision of the License Agreement; or
-(B) Google is required to do so by law; or
-(C) the partner with whom Google offered certain parts of SDK (such as APIs) to you has terminated its relationship with Google or ceased to offer certain parts of the SDK to you; or
-(D) Google decides to no longer provide the SDK or certain parts of the SDK to users in the country in which you are resident or from which you use the service, or the provision of the SDK or certain SDK services to you by Google is, in Google's sole discretion, no longer commercially viable.
-
-9.4 When the License Agreement comes to an end, all of the legal rights, obligations and liabilities that you and Google have benefited from, been subject to (or which have accrued over time whilst the License Agreement has been in force) or which are expressed to continue indefinitely, shall be unaffected by this cessation, and the provisions of paragraph 14.7 shall continue to apply to such rights, obligations and liabilities indefinitely.
-
-
-<h3>10. DISCLAIMER OF WARRANTIES</h3>
-10.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT YOUR USE OF THE SDK IS AT YOUR SOLE RISK AND THAT THE SDK IS PROVIDED "AS IS" AND "AS AVAILABLE" WITHOUT WARRANTY OF ANY KIND FROM GOOGLE.
-
-10.2 YOUR USE OF THE SDK AND ANY MATERIAL DOWNLOADED OR OTHERWISE OBTAINED THROUGH THE USE OF THE SDK IS AT YOUR OWN DISCRETION AND RISK AND YOU ARE SOLELY RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER SYSTEM OR OTHER DEVICE OR LOSS OF DATA THAT RESULTS FROM SUCH USE.
-
-10.3 GOOGLE FURTHER EXPRESSLY DISCLAIMS ALL WARRANTIES AND CONDITIONS OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES AND CONDITIONS OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
-
-
-<h3>11. LIMITATION OF LIABILITY</h3>
-11.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT GOOGLE, ITS SUBSIDIARIES AND AFFILIATES, AND ITS LICENSORS SHALL NOT BE LIABLE TO YOU UNDER ANY THEORY OF LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL OR EXEMPLARY DAMAGES THAT MAY BE INCURRED BY YOU, INCLUDING ANY LOSS OF DATA, WHETHER OR NOT GOOGLE OR ITS REPRESENTATIVES HAVE BEEN ADVISED OF OR SHOULD HAVE BEEN AWARE OF THE POSSIBILITY OF ANY SUCH LOSSES ARISING.
-
-
-<h3>12. Indemnification</h3>
-12.1 To the maximum extent permitted by law, you agree to defend, indemnify and hold harmless Google, its affiliates and their respective directors, officers, employees and agents from and against any and all claims, actions, suits or proceedings, as well as any and all losses, liabilities, damages, costs and expenses (including reasonable attorneys fees) arising out of or accruing from (a) your use of the SDK, (b) any application you develop on the SDK that infringes any copyright, trademark, trade secret, trade dress, patent or other intellectual property right of any person or defames any person or violates their rights of publicity or privacy, and (c) any non-compliance by you with the License Agreement.
-
-
-<h3>13. Changes to the License Agreement</h3>
-13.1 Google may make changes to the License Agreement as it distributes new versions of the SDK. When these changes are made, Google will make a new version of the License Agreement available on the website where the SDK is made available.
-
-
-<h3>14. General Legal Terms</h3>
-14.1 The License Agreement constitutes the whole legal agreement between you and Google and governs your use of the SDK (excluding any services which Google may provide to you under a separate written agreement), and completely replaces any prior agreements between you and Google in relation to the SDK.
-
-14.2 You agree that if Google does not exercise or enforce any legal right or remedy which is contained in the License Agreement (or which Google has the benefit of under any applicable law), this will not be taken to be a formal waiver of Google's rights and that those rights or remedies will still be available to Google.
-
-14.3 If any court of law, having the jurisdiction to decide on this matter, rules that any provision of the License Agreement is invalid, then that provision will be removed from the License Agreement without affecting the rest of the License Agreement. The remaining provisions of the License Agreement will continue to be valid and enforceable.
-
-14.4 You acknowledge and agree that each member of the group of companies of which Google is the parent shall be third party beneficiaries to the License Agreement and that such other companies shall be entitled to directly enforce, and rely upon, any provision of the License Agreement that confers a benefit on (or rights in favor of) them. Other than this, no other person or company shall be third party beneficiaries to the License Agreement.
-
-14.5 EXPORT RESTRICTIONS. THE SDK IS SUBJECT TO UNITED STATES EXPORT LAWS AND REGULATIONS. YOU MUST COMPLY WITH ALL DOMESTIC AND INTERNATIONAL EXPORT LAWS AND REGULATIONS THAT APPLY TO THE SDK. THESE LAWS INCLUDE RESTRICTIONS ON DESTINATIONS, END USERS AND END USE.
-
-14.6 The rights granted in the License Agreement may not be assigned or transferred by either you or Google without the prior written approval of the other party. Neither you nor Google shall be permitted to delegate their responsibilities or obligations under the License Agreement without the prior written approval of the other party.
-
-14.7 The License Agreement, and your relationship with Google under the License Agreement, shall be governed by the laws of the State of California without regard to its conflict of laws provisions. You and Google agree to submit to the exclusive jurisdiction of the courts located within the county of Santa Clara, California to resolve any legal matter arising from the License Agreement. Notwithstanding this, you agree that Google shall still be allowed to apply for injunctive remedies (or an equivalent type of urgent legal relief) in any jurisdiction.
-
-<em>November 20, 2015</em>
-</div>
-
-
-
-
-
-<div id="next-steps" style="display:none;position:absolute;width:inherit">
-  <p>Você está a alguns passos de programar aplicativos para Android!</p>
-  <p>Em alguns instantes você será redirecionado para
-<a id="next-link" href="{@docRoot}sdk/installing/index.html">Instalação do Android SDK</a>.</p>
-
-</div><!-- end next-steps -->
-
-
-
-<div id="sdk-terms-form">
-<p>
-<input id="agree" type="checkbox" name="agree" value="1" onclick="onAgreeChecked()" />
-<label id="agreeLabel" for="agree">Li e concordo com todos os termos e condições expressos acima</label>
-</p>
-<p><a href="" class="button disabled" id="downloadForRealz" onclick="return onDownloadForRealz(this);"></a></p>
-</div>
-
-
-</div><!-- end TOS -->
-
-
-
-
-
-
-<div id="landing">
-
-<div class="col-13">&nbsp;</div><!-- provides top margin for content -->
-
-<img src="{@docRoot}images/tools/studio-hero.png" srcset="{@docRoot}images/tools/studio-hero_2x.png 2x, {@docRoot}images/tools/studio-hero.png 1x" width="760" height="400"/>
-
-<div style="color: #fff; width:226px; height:0; overflow:visible; position:absolute; top:40px; left:25px">
-
-<h1 class="studio-logo" style="margin:0 0 35px !important">Android Studio</h1>
-
-<p style="font-size: 16px; color:#bbb; position: absolute;left: 297px; top: 5px; display: block;
-width: 400px;text-align: center;">O IDE oficial do Android</p>
-
-<ul style="font-size:12px;line-height:19px;">
-<li>IDE do Android Studio</li>
-<li>Ferramentas do Android SDK</li>
-<li>Plataforma do Android 6.0 (Marshmallow)</li>
-<li>Imagem do sistema do emulador do Android 6.0 com APIs da Google</li>
-</ul>
-
-
-<a class="online landing-button green download-bundle-button"
-href="#Other" >Download Android Studio<br/><span class='small'></span></a>
-
-<!-- this appears when viewing the offline docs -->
-<p class="offline">
-Para obter o Android Studio ou a versão independente das ferramentas SDK, acesse <a href="http://developer.android.com/sdk/index.html">developer.android.com/sdk/</a>
-</p>
-</div>
-
-<ul>
-  <li><a href="#Requirements">Requisitos do sistema</a></li>
-  <li> <a href="#Other">Outras opções de download</a></li>
-  <li><a href="{@docRoot}sdk/installing/migrate.html">Migração para o Android Studio</a></li>
-  <li><a href="https://docs.google.com/a/google.com/forms/d/1mjsyfzv3HAnDY-_Kfj-3QJKdpuksyMFs9e73CRwmT6Q/viewform" target="_blank">Realização de uma pesquisa</a></li>
-</ul>
-
-
-
-
-<h2 class="feature norule" >Editor de código inteligente</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-code.png" srcset="{@docRoot}images/tools/studio-hero-code_2x.png 2x, {@docRoot}images/tools/studio-hero-code.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>No núcleo do Android Studio, há um editor de código inteligente capaz de realizar,
-refatorar e analisar códigos avançados.</p>
-  <p>O poderoso editor de código auxilia na maior produtividade do desenvolvedor de aplicativos Android.</p>
-</div>
-
-
-
-
-
-<h2 class="feature norule">Modelos de códigos e integração GitHub</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-import.png" srcset="{@docRoot}images/tools/studio-hero-import_2x.png 2x, {@docRoot}images/tools/studio-hero-import.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Os novos assistentes de projeto facilitam iniciar um projeto como nunca antes.</p>
-
-  <p>Inicie projetos usando códigos de modelo para padrões como menus de navegação e ViewPagers,
-e até importe exemplos de código da Google a partir do GitHub.</p>
-</div>
-
-
-
-
-<h2 class="feature norule">Desenvolvimento de aplicativos multitelas</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-screens.png" srcset="{@docRoot}images/tools/studio-hero-screens_2x.png 2x, {@docRoot}images/tools/studio-hero-screens.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Programe aplicativos para celulares Android, tablets, Android Wear,
-Android TV, Android Auto e Google Glass.</p>
-  <p>Com a nova visualização de projeto Android e a compatibilidade com módulos no Android Studio,
-é mais fácil gerenciar projetos e recursos de aplicativos.
-</div>
-
-
-
-
-<h2 class="feature norule">Dispositivos virtuais para todas as formas e tamanhos</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-avds.png" srcset="{@docRoot}images/tools/studio-hero-avds_2x.png 2x, {@docRoot}images/tools/studio-hero-avds.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>O Android Studio já é pré-configurado com uma imagem do emulador otimizada.</p>
-  <p>O Gerenciador de dispositivos virtual atualizado e simplificado fornece
-perfis de dispositivos pré-definidos para dispositivos Android comuns.</p>
-</div>
-
-
-
-
-<h2 class="feature norule">
-As versões do Android evoluíram com o Gradle</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-gradle.png" srcset="{@docRoot}images/tools/studio-hero-gradle_2x.png 2x, {@docRoot}images/tools/studio-hero-gradle.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Crie diversos APKs para seu aplicativo Android com diferentes recursos usando o mesmo projeto.</p>
-  <p>Gerencie dependências de aplicativo com o Maven.</p>
-  <p>Crie APKs com o Android Studio ou com a linha de comando.</p>
-</div>
-
-
-
-
-<h2 class="feature norule">Saiba mais sobre o Android Studio</h2>
-<div style="background:#424242;padding:30px; color:#fff;margin:0 0 15px;">
-
-<a class="online landing-button green download-bundle-button" style="margin:0 0 40px 60px;float:right" href="">Download</a>
-
-  <ul>
-  <li>Programado no IntelliJ IDEA Edição de Comunidade, o popular IDE da Java da JetBrains.</li>
-  <li>Sistema flexível de programação baseado em Gradle.</li>
-  <li>Crie variantes e várias gerações de APK.</li>
-  <li>Compatibilidade com modelos do Google Services ampliada e com diversos tipos de dispositivos.</li>
-  <li>Editor de layout completo compatível com edição de tema.</li>
-  <li>Ferramentas de identificação de construção suspeita para identificar problemas de desempenho, usabilidade, compatibilidade de versão e outros problemas.</li>
-  <li>ProGuard e recursos de assinatura de aplicativo.</li>
-  <li>Compatibilidade embutida na Google Cloud Platform, facilitando a integração com o Google Cloud
-Messasing e com o App Engine.</li>
-  </ul>
-
-<p style="margin:0">
-Para obter mais detalhes sobre recursos disponíveis no Android Studio,
-leia o guia <a href="{@docRoot}tools/studio/index.html">Conceitos básicos do Android Studio</a>.</p>
-</div>
-
-
-<p>Se você usou o Eclipse com ADT, esteja ciente de que o Android Studio é agora o IDE oficial
-para Android, portanto, é preciso migrar para o Android Studio para receber todas
-as últimas atualizações do IDE. Para obter ajuda para mover projetos,
-consulte <a href="{@docRoot}sdk/installing/migrate.html">Como migrar para o Android
-Studio</a>.</p>
-
-
-
-
-
-
-
-<h2 id="Requirements">Requisitos do sistema</h2>
-
-<h3>Windows</h3>
-
-<ul>
-<li>Microsoft&reg; Windows&reg; 8/7/Vista/2003 (32 ou 64 bits)</li>
-<li>Mínimo de 2 GB de RAM, 4 GB de RAM recomendado</li>
-<li>Espaço de 400 MB no disco rígido</li>
-<li>Pelo menos 1 GB para o Android SDK, imagens do sistema de emulador e caches</li>
-<li>Resolução de tela de 1.280 x 800 no mínimo</li>
-<li>Kit de desenvolvimento Java (JDK) 7 </li>
-<li>Opcional para emulador acelerado: Processador Intel® compatível com Intel® VT-x, Intel® EM64T
-(Intel® 64) e Desativador de bit executável (XD)</li>
-</ul>
-
-
-<h3>Mac OS X</h3>
-
-<ul>
-<li>Mac&reg; OS X&reg; 10.8.5 ou posterior, até o 10.9 (Mavericks)</li>
-<li>Mínimo de 2 GB de RAM, 4 GB de RAM recomendado</li>
-<li>Espaço de 400 MB no disco rígido</li>
-<li>Pelo menos 1 GB para o Android SDK, imagens do sistema de emulador e caches</li>
-<li>Resolução de tela de 1.280 x 800 no mínimo</li>
-<li>Ambiente de tempo de execução Java (JRE) 6</li>
-<li>Kit de desenvolvimento Java (JDK) 7</li>
-<li>Opcional para emulador acelerado: Processador Intel® compatível com Intel® VT-x, Intel® EM64T
-(Intel® 64) e Desativador de bit executável (XD)</li>
-</ul>
-
-<p>No Mac OS, execute o Android Studio com o Ambiente de tempo de execução Java (JRE) 6 para otimizar
-a renderização de fontes. Você pode, então, configurar o projeto para usar o Kit de desenvolvimento Java (JDK) 6 ou o JDK 7.</p>
-
-
-
-<h3>Linux</h3>
-
-<ul>
-<li>Área de trabalho GNOME ou KDE</li>
-<li>Biblioteca GNU C (glibc) 2.15 ou posterior</li>
-<li>Mínimo de 2 GB de RAM, 4 GB de RAM recomendado</li>
-<li>Espaço de 400 MB no disco rígido</li>
-<li>Pelo menos 1 GB para o Android SDK, imagens do sistema de emulador e caches</li>
-<li>Resolução de tela de 1.280 x 800 no mínimo</li>
-<li>Kit de desenvolvimento Oracle&reg; Java (JDK) 7 </li>
-</ul>
-<p>Testado no Trusty Tahr do Ubuntu&reg; 14.04 (distribuição de 64 bits capaz de executar
-aplicativos de 32 bits).</p>
-
-
-
-
-<h2 id="Other" style="clear:left">Outras opções de download</h2>
-
-<!-- alternative SDK options follows -->
diff --git a/docs/html-intl/intl/pt-br/sdk/installing/adding-packages.jd b/docs/html-intl/intl/pt-br/sdk/installing/adding-packages.jd
deleted file mode 100644
index bda33b6..0000000
--- a/docs/html-intl/intl/pt-br/sdk/installing/adding-packages.jd
+++ /dev/null
@@ -1,226 +0,0 @@
-page.title=Como adicionar pacotes SDK
-
-page.tags=sdk manager
-
-@jd:body
-
-<style>
-ol.large {
-  margin-left:0;
-}
-ol.large > li {
-  list-style-position: inside;
-  list-style-type:none;
-  margin:30px 0 0 0;
-  padding:30px 20px;
-  background:#eee;
-}
-ol.large > li:nth-child(odd) {
-}
-ol.large > li:before {
-  display:inline;
-  left:-40px;
-  float:left;
-  width:20px;
-  font-size:20px;
-  line-height:20px;
-}
-ol.large > li > h2 {
-  font-size:20px;
-  line-height:20px;
-  padding:0 0 0 20px;
-  margin:0 0 20px 0;
-  display:inline;
-  font-weight:normal;
-}
-ol.large > li:nth-child(1):before {
-  content:"1. ";
-}
-ol.large > li:nth-child(2):before {
-  content:"2. ";
-}
-ol.large > li:nth-child(3):before {
-  content:"3. ";
-}
-ol.large > li:nth-child(4):before {
-  content:"4. ";
-}
-ol.large > li:nth-child(5):before {
-  content:"5. ";
-}
-ol.large > li:nth-child(6):before {
-  content:"6. ";
-}
-</style>
-
-
-<p>
-Por padrão, o Android SDK não inclui tudo que é necessário para começar a desenvolver.
-O SDK separa ferramentas, plataformas e outros componentes em pacotes que podem ser
-baixados conforme necessário usando o 
-<a href="{@docRoot}tools/help/sdk-manager.html">Android SDK Manager</a>.
-Portanto, antes de iniciar, há alguns pacotes que você deve adicionar ao Android SDK.</p>
-
-<p>Para começar a adicionar pacotes, execute o Android SDK Manager de uma das formas a seguir:</p>
-<ul>
-  <li>No Android Studio, clique em <strong>SDK Manager</strong>
-<img src="{@docRoot}images/tools/sdk-manager-studio.png" style="vertical-align:bottom;margin:0;height:17px" /> na barra de ferramentas.</li>
-  <li>Se não estiver usando o Android Studio:
-    <ul>
-      <li>Windows: Clique duas vezes no arquivo <code>SDK Manager.exe</code> na raiz do diretório do Android
-  SDK.</li>
-      <li>Mac/Linux: Abra um terminal e navegue para o diretório <code>tools/</code> no 
-      local em que o Android SDK foi instalado. Em seguida, execute <code>android sdk</code>.</li>
-    </ul>
-  </li>
-</ul>
-
-<p>Ao abrir o SDK Manager pela primeira vez, vários pacotes são selecionados
-por padrão. Deixe-os selecionados, mas certifique-se de ter tudo o que é necessário
-para começar seguindo os seguintes passos:</p>
-
-
-<ol class="large">
-<li>
-  <h2 id="GetTools" class="norule">Obtenha as ferramentas mais recentes do SDK</h2>
-
-<img src="/images/sdk_manager_packages.png" alt="" width="350" style="float:right;margin-left:20px" />
-
-  <p>No mínimo, ao configurar o Android SDK,
-  é preciso baixar as ferramentas mais recentes e a plataforma Android:</p>
-  <ol>
-   <li>Abra o diretório Tools e selecione:
-     <ul>
-       <li><strong>Ferramentas do Android SDK</strong></li>
-       <li><strong>Ferramentas-plataforma Android SDK</strong></li>
-       <li><strong>Ferramentas-Android SDK Build</strong> (versão mais recente)</li>
-     </ul>
-   </li>
-   <li>Abra a pasta do primeiro Android X.X (a versão mais recente) e selecione:
-     <ul>
-      <li><strong>Plataforma SDK</strong></li>
-      <li>Uma imagem do sistema para o emulador, como <br>
-      <strong>Imagem do sistema ARM EABI v7a</strong></li>
-     </ul>
-   </li>
-  </ol>
-</li>
-
-<li>
-  <h2 id="GetSupportLib" class="norule">Obtenha a biblioteca de suporte para APIs adicionais</h2>
-
-  <div class="sidebox">
-    <p>A biblioteca de suporte é necessária para:</p>
-    <ul>
-      <li><a href="{@docRoot}wear/index.html">Android Wear</a></li>
-      <li><a href="{@docRoot}tv/index.html">Android TV</a></li>
-      <li><a href="{@docRoot}google/play-services/cast.html">Google Cast</a></li>
-    </ul>
-
-    <p>Ela também fornece estas APIs populares:</p>
-    <ul>
-      <li><a href="{@docRoot}reference/android/support/v4/widget/DrawerLayout.html">Gaveta de
-      navegação</a></li>
-      <li><a href="{@docRoot}reference/android/support/v4/view/ViewPager.html">Vistas de deslizar</a></li>
-      <li><a href="{@docRoot}reference/android/support/v7/app/ActionBar.html">Barra de ação com compatibilidade
-      retroativa</a></li>
-    </ul>
-  </div>
-
-  <p>A <a href="{@docRoot}tools/support-library/features.html">Biblioteca de Suporte do Android</a>
-  fornece um conjunto estendido de APIs compatíveis com a maioria das versões do Android.</p>
-
-  <p>Abra o diretório <strong>Extras</strong> e selecione:</p>
-     <ul>
-       <li><strong>Repositório de Suporte do Android</strong></li>
-       <li><strong>Biblioteca de Suporte do Android</strong></li>
-     </ul>
-
-  <p>&nbsp;</p>
-  <p>&nbsp;</p>
-
-</li>
-
-
-<li>
-  <h2 id="GetGoogle" class="norule">Obtenha os serviços do Google Play para obter ainda mais APIs</h2>
-
-  <div class="sidebox">
-
-    <p>As APIs dos serviços do Google Play fornecem uma variedade de recursos e serviços para aplicativos 
-    Android, como:</p>
-    <ul>
-      <li><a href="{@docRoot}google/play-services/plus.html">Autenticação do usuário</a></li>
-      <li><a href="{@docRoot}google/play-services/maps.html">Google Maps</a></li>
-      <li><a href="{@docRoot}google/play-services/cast.html">Google Cast</a></li>
-      <li><a href="{@docRoot}google/play-services/games.html">Conquistas e placares de líderes
-      para jogos</a></li>
-      <li><a href="{@docRoot}google/play-services/index.html">E muito mais</a></li>
-    </ul>
-  </div>
-
-  <p>Para desenvolver com as APIs do Google, você precisa do pacote de serviços do Google Play:</p>
-  <p>Abra o diretório <strong>Extras</strong> e selecione:</p>
-     <ul>
-       <li><strong>Repositório do Google</strong></li>
-       <li><strong>Serviços Google Play</strong></li>
-     </ul>
-
-  <p class="note"><strong>Observação:</strong> as APIs dos serviços do Google Play não estão disponíveis em todos os dispositivos
-  com Android, mas estão disponíveis em todos os dispositivos com Google Play Store. Para usar essas 
-  APIs no emulador do Android, também é preciso instalar a imagem do sistema das <strong>APIs do Google</strong>
-  do diretório Android X.X mais recente no SDK Manager.</p>
-</li>
-
-
-<li>
-  <h2 id="Install" class="norule">Instale os pacotes</h2>
-  <p>Depois de selecionar todos os pacotes desejados, prossiga para a instalação:</p>
-  <ol>
-   <li>Clique em <strong>Install X packages</strong> (Instalar X pacotes).</li>
-   <li>Na janela seguinte, clique duas vezes no nome de cada pacote à esquerda
- para aceitar o contrato de licença de cada um.</li>
-   <li>Clique em <strong>Install</strong> (Instalar).</li>
-  </ol>
-  <p>O andamento do download é exibido na parte inferior da tela do SDK Manager.
-  <strong>Não saia do SDK Manager</strong>, pois isso cancelará o download.</p>
-</li>
-
-<li>
-  <h2 id="Build" class="norule">Crie alguma coisa!</h2>
-
-<p>Com os pacotes acima agora no seu Android SDK, você está pronto para criar aplicativos
-para o Android. À medida que novas ferramentas e outras APIs forem disponibilizadas, basta executar o SDK Manager
-  para baixar os novos pacotes para o SDK.</p>
-
-<p>A seguir há algumas opções sobre como prosseguir:</p>
-
-<div class="cols" style="padding:10px 0">
-<div class="col-4">
-<h3>Introdução</h3>
-<p>Se você é novo no desenvolvimento para Android, aprenda os fundamentos de aplicativos para Android seguindo
-o guia para <strong><a href="{@docRoot}training/basics/firstapp/index.html">Criação do primeiro aplicativo</a></strong>.</p>
-
-</div>
-<div class="col-4 box">
-<h3>Desenvolva para vestíveis</h3>
-<p>Se você está pronto para começar a desenvolver aplicativos para vestíveis Android, consulte o guia para 
-<strong><a href="{@docRoot}wear/preview/start.html">Criação de aplicativos para Android Wear</a></strong>.</p>
-
-</div>
-<div class="col-4 box">
-<h3>Use as APIs do Google</h3>
-<p>Para começar a usar as APIs do Google, como os serviços Maps ou 
-Play Game, consulte o guia para 
-<strong><a href="{@docRoot}google/play-services/setup.html">Configuração dos serviços do 
-Google Play</a></strong>.</p>
-
-</div>
-</div><!-- end cols -->
-
-
-</li>
-
-</ol>
-
-
diff --git a/docs/html-intl/intl/ru/sdk/index.jd b/docs/html-intl/intl/ru/sdk/index.jd
deleted file mode 100644
index 765c89c..0000000
--- a/docs/html-intl/intl/ru/sdk/index.jd
+++ /dev/null
@@ -1,432 +0,0 @@
-page.title=Загрузка Android Studio и инструментов SDK
-page.tags=sdk, android studio
-page.template=sdk
-page.image=images/cards/android-studio_2x.png
-header.hide=1
-page.metaDescription=Загрузите официальные средства разработки Android для создания приложений для смартфонов, планшетов, носимых устройств, телевизоров и многих других устройств под управлением ОС Android.
-
-@jd:body
-
-<style type="text/css">
-  .offline {display:none;}
-  h2.feature {
-    padding-top:30px;
-    margin-top:0;
-    clear:both;
-  }
-  .feature-blurb {
-  margin:0px; font-size:16px; font-weight:300;
-  padding-top:40px;
-  }
-
-  .landing-button .small {
-    font-size: 12px;
-    font-weight: normal;
-    line-height: 12px;
-    display: block;
-  }
-
-  h1.studio-logo {
-    width:226px;
-    height:78px;
-    display:block;
-    padding:0;
-    white-space: nowrap;
-    text-indent: -10000px;
-    font-size:0px;
-    background: url({@docRoot}images/tools/studio-logo.png);
-    background-image: -webkit-image-set(url({@docRoot}images/tools/studio-logo.png) 1x, url({@docRoot}images/tools/studio-logo_2x.png) 2x);
-    background-size: 226px 78px;
-  }
-
-</style>
-
-
-
-
-
-<div style="position:relative;">
-
-
-<div class="wrap" id="tos" style="display:none;width:inherit;height:650px">
-<div class="col-13" style="margin:0;">&nbsp;</div><!-- provides top margin for content -->
-
-<h1 id="tos-header" style="margin-top:0">Загрузка</h1>
-
-<p class="sdk-terms-intro">Прежде чем устанавливать Android Studio или отдельный пакет инструментов SDK,
-примите указанные ниже положения и условия.</p>
-
-<div class="sdk-terms" onfocus="this.blur()">
-<h2 class="norule">Положения и условия</h2>
-Данный документ представляет собой Лицензионное соглашение на использование набора средств разработки программного обеспечения Android
-
-
-<h3>1. Introduction</h3>
-1.1 The Android Software Development Kit (referred to in the License Agreement as the "SDK" and specifically including the Android system files, packaged APIs, and Google APIs add-ons) is licensed to you subject to the terms of the License Agreement. The License Agreement forms a legally binding contract between you and Google in relation to your use of the SDK.
-
-1.2 "Android" means the Android software stack for devices, as made available under the Android Open Source Project, which is located at the following URL: http://source.android.com/, as updated from time to time.
-
-1.3 A "compatible implementation" means any Android device that (i) complies with the Android Compatibility Definition document, which can be found at the Android compatibility website (http://source.android.com/compatibility) and which may be updated from time to time; and (ii) successfully passes the Android Compatibility Test Suite (CTS).
-
-1.4 "Google" means Google Inc., a Delaware corporation with principal place of business at 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States.
-
-
-<h3>2. Accepting this License Agreement</h3>
-2.1 In order to use the SDK, you must first agree to the License Agreement. You may not use the SDK if you do not accept the License Agreement.
-
-2.2 By clicking to accept, you hereby agree to the terms of the License Agreement.
-
-2.3 You may not use the SDK and may not accept the License Agreement if you are a person barred from receiving the SDK under the laws of the United States or other countries, including the country in which you are resident or from which you use the SDK.
-
-2.4 If you are agreeing to be bound by the License Agreement on behalf of your employer or other entity, you represent and warrant that you have full legal authority to bind your employer or such entity to the License Agreement. If you do not have the requisite authority, you may not accept the License Agreement or use the SDK on behalf of your employer or other entity.
-
-
-<h3>3. SDK License from Google</h3>
-3.1 Subject to the terms of the License Agreement, Google grants you a limited, worldwide, royalty-free, non-assignable, non-exclusive, and non-sublicensable license to use the SDK solely to develop applications for compatible implementations of Android.
-
-3.2 You may not use this SDK to develop applications for other platforms (including non-compatible implementations of Android) or to develop another SDK. You are of course free to develop applications for other platforms, including non-compatible implementations of Android, provided that this SDK is not used for that purpose.
-
-3.3 You agree that Google or third parties own all legal right, title and interest in and to the SDK, including any Intellectual Property Rights that subsist in the SDK. "Intellectual Property Rights" means any and all rights under patent law, copyright law, trade secret law, trademark law, and any and all other proprietary rights. Google reserves all rights not expressly granted to you.
-
-3.4 You may not use the SDK for any purpose not expressly permitted by the License Agreement.  Except to the extent required by applicable third party licenses, you may not: (a) copy (except for backup purposes), modify, adapt, redistribute, decompile, reverse engineer, disassemble, or create derivative works of the SDK or any part of the SDK; or (b) load any part of the SDK onto a mobile handset or any other hardware device except a personal computer, combine any part of the SDK with other software, or distribute any software or device incorporating a part of the SDK.
-
-3.5 Use, reproduction and distribution of components of the SDK licensed under an open source software license are governed solely by the terms of that open source software license and not the License Agreement.
-
-3.6 You agree that the form and nature of the SDK that Google provides may change without prior notice to you and that future versions of the SDK may be incompatible with applications developed on previous versions of the SDK. You agree that Google may stop (permanently or temporarily) providing the SDK (or any features within the SDK) to you or to users generally at Google's sole discretion, without prior notice to you.
-
-3.7 Nothing in the License Agreement gives you a right to use any of Google's trade names, trademarks, service marks, logos, domain names, or other distinctive brand features.
-
-3.8 You agree that you will not remove, obscure, or alter any proprietary rights notices (including copyright and trademark notices) that may be affixed to or contained within the SDK.
-
-
-<h3>4. Use of the SDK by You</h3>
-4.1 Google agrees that it obtains no right, title or interest from you (or your licensors) under the License Agreement in or to any software applications that you develop using the SDK, including any intellectual property rights that subsist in those applications.
-
-4.2 You agree to use the SDK and write applications only for purposes that are permitted by (a) the License Agreement and (b) any applicable law, regulation or generally accepted practices or guidelines in the relevant jurisdictions (including any laws regarding the export of data or software to and from the United States or other relevant countries).
-
-4.3 You agree that if you use the SDK to develop applications for general public users, you will protect the privacy and legal rights of those users. If the users provide you with user names, passwords, or other login information or personal information, you must make the users aware that the information will be available to your application, and you must provide legally adequate privacy notice and protection for those users. If your application stores personal or sensitive information provided by users, it must do so securely. If the user provides your application with Google Account information, your application may only use that information to access the user's Google Account when, and for the limited purposes for which, the user has given you permission to do so.
-
-4.4 You agree that you will not engage in any activity with the SDK, including the development or distribution of an application, that interferes with, disrupts, damages, or accesses in an unauthorized manner the servers, networks, or other properties or services of any third party including, but not limited to, Google or any mobile communications carrier.
-
-4.5 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any data, content, or resources that you create, transmit or display through Android and/or applications for Android, and for the consequences of your actions (including any loss or damage which Google may suffer) by doing so.
-
-4.6 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any breach of your obligations under the License Agreement, any applicable third party contract or Terms of Service, or any applicable law or regulation, and for the consequences (including any loss or damage which Google or any third party may suffer) of any such breach.
-
-
-<h3>5. Your Developer Credentials</h3>
-5.1 You agree that you are responsible for maintaining the confidentiality of any developer credentials that may be issued to you by Google or which you may choose yourself and that you will be solely responsible for all applications that are developed under your developer credentials.
-
-
-<h3>6. Privacy and Information</h3>
-6.1 In order to continually innovate and improve the SDK, Google may collect certain usage statistics from the software including but not limited to a unique identifier, associated IP address, version number of the software, and information on which tools and/or services in the SDK are being used and how they are being used. Before any of this information is collected, the SDK will notify you and seek your consent. If you withhold consent, the information will not be collected.
-
-6.2 The data collected is examined in the aggregate to improve the SDK and is maintained in accordance with Google's Privacy Policy.
-
-
-<h3>7. Third Party Applications</h3>
-7.1 If you use the SDK to run applications developed by a third party or that access data, content or resources provided by a third party, you agree that Google is not responsible for those applications, data, content, or resources. You understand that all data, content or resources which you may access through such third party applications are the sole responsibility of the person from which they originated and that Google is not liable for any loss or damage that you may experience as a result of the use or access of any of those third party applications, data, content, or resources.
-
-7.2 You should be aware the data, content, and resources presented to you through such a third party application may be protected by intellectual property rights which are owned by the providers (or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell, distribute or create derivative works based on these data, content, or resources (either in whole or in part) unless you have been specifically given permission to do so by the relevant owners.
-
-7.3 You acknowledge that your use of such third party applications, data, content, or resources may be subject to separate terms between you and the relevant third party. In that case, the License Agreement does not affect your legal relationship with these third parties.
-
-
-<h3>8. Using Android APIs</h3>
-8.1 Google Data APIs
-
-8.1.1 If you use any API to retrieve data from Google, you acknowledge that the data may be protected by intellectual property rights which are owned by Google or those parties that provide the data (or by other persons or companies on their behalf). Your use of any such API may be subject to additional Terms of Service. You may not modify, rent, lease, loan, sell, distribute or create derivative works based on this data (either in whole or in part) unless allowed by the relevant Terms of Service.
-
-8.1.2 If you use any API to retrieve a user's data from Google, you acknowledge and agree that you shall retrieve data only with the user's explicit consent and only when, and for the limited purposes for which, the user has given you permission to do so.
-
-
-<h3>9. Terminating this License Agreement</h3>
-9.1 The License Agreement will continue to apply until terminated by either you or Google as set out below.
-
-9.2 If you want to terminate the License Agreement, you may do so by ceasing your use of the SDK and any relevant developer credentials.
-
-9.3 Google may at any time, terminate the License Agreement with you if:
-(A) you have breached any provision of the License Agreement; or
-(B) Google is required to do so by law; or
-(C) the partner with whom Google offered certain parts of SDK (such as APIs) to you has terminated its relationship with Google or ceased to offer certain parts of the SDK to you; or
-(D) Google decides to no longer provide the SDK or certain parts of the SDK to users in the country in which you are resident or from which you use the service, or the provision of the SDK or certain SDK services to you by Google is, in Google's sole discretion, no longer commercially viable.
-
-9.4 When the License Agreement comes to an end, all of the legal rights, obligations and liabilities that you and Google have benefited from, been subject to (or which have accrued over time whilst the License Agreement has been in force) or which are expressed to continue indefinitely, shall be unaffected by this cessation, and the provisions of paragraph 14.7 shall continue to apply to such rights, obligations and liabilities indefinitely.
-
-
-<h3>10. DISCLAIMER OF WARRANTIES</h3>
-10.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT YOUR USE OF THE SDK IS AT YOUR SOLE RISK AND THAT THE SDK IS PROVIDED "AS IS" AND "AS AVAILABLE" WITHOUT WARRANTY OF ANY KIND FROM GOOGLE.
-
-10.2 YOUR USE OF THE SDK AND ANY MATERIAL DOWNLOADED OR OTHERWISE OBTAINED THROUGH THE USE OF THE SDK IS AT YOUR OWN DISCRETION AND RISK AND YOU ARE SOLELY RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER SYSTEM OR OTHER DEVICE OR LOSS OF DATA THAT RESULTS FROM SUCH USE.
-
-10.3 GOOGLE FURTHER EXPRESSLY DISCLAIMS ALL WARRANTIES AND CONDITIONS OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES AND CONDITIONS OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
-
-
-<h3>11. LIMITATION OF LIABILITY</h3>
-11.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT GOOGLE, ITS SUBSIDIARIES AND AFFILIATES, AND ITS LICENSORS SHALL NOT BE LIABLE TO YOU UNDER ANY THEORY OF LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL OR EXEMPLARY DAMAGES THAT MAY BE INCURRED BY YOU, INCLUDING ANY LOSS OF DATA, WHETHER OR NOT GOOGLE OR ITS REPRESENTATIVES HAVE BEEN ADVISED OF OR SHOULD HAVE BEEN AWARE OF THE POSSIBILITY OF ANY SUCH LOSSES ARISING.
-
-
-<h3>12. Indemnification</h3>
-12.1 To the maximum extent permitted by law, you agree to defend, indemnify and hold harmless Google, its affiliates and their respective directors, officers, employees and agents from and against any and all claims, actions, suits or proceedings, as well as any and all losses, liabilities, damages, costs and expenses (including reasonable attorneys fees) arising out of or accruing from (a) your use of the SDK, (b) any application you develop on the SDK that infringes any copyright, trademark, trade secret, trade dress, patent or other intellectual property right of any person or defames any person or violates their rights of publicity or privacy, and (c) any non-compliance by you with the License Agreement.
-
-
-<h3>13. Changes to the License Agreement</h3>
-13.1 Google may make changes to the License Agreement as it distributes new versions of the SDK. When these changes are made, Google will make a new version of the License Agreement available on the website where the SDK is made available.
-
-
-<h3>14. General Legal Terms</h3>
-14.1 The License Agreement constitutes the whole legal agreement between you and Google and governs your use of the SDK (excluding any services which Google may provide to you under a separate written agreement), and completely replaces any prior agreements between you and Google in relation to the SDK.
-
-14.2 You agree that if Google does not exercise or enforce any legal right or remedy which is contained in the License Agreement (or which Google has the benefit of under any applicable law), this will not be taken to be a formal waiver of Google's rights and that those rights or remedies will still be available to Google.
-
-14.3 If any court of law, having the jurisdiction to decide on this matter, rules that any provision of the License Agreement is invalid, then that provision will be removed from the License Agreement without affecting the rest of the License Agreement. The remaining provisions of the License Agreement will continue to be valid and enforceable.
-
-14.4 You acknowledge and agree that each member of the group of companies of which Google is the parent shall be third party beneficiaries to the License Agreement and that such other companies shall be entitled to directly enforce, and rely upon, any provision of the License Agreement that confers a benefit on (or rights in favor of) them. Other than this, no other person or company shall be third party beneficiaries to the License Agreement.
-
-14.5 EXPORT RESTRICTIONS. THE SDK IS SUBJECT TO UNITED STATES EXPORT LAWS AND REGULATIONS. YOU MUST COMPLY WITH ALL DOMESTIC AND INTERNATIONAL EXPORT LAWS AND REGULATIONS THAT APPLY TO THE SDK. THESE LAWS INCLUDE RESTRICTIONS ON DESTINATIONS, END USERS AND END USE.
-
-14.6 The rights granted in the License Agreement may not be assigned or transferred by either you or Google without the prior written approval of the other party. Neither you nor Google shall be permitted to delegate their responsibilities or obligations under the License Agreement without the prior written approval of the other party.
-
-14.7 The License Agreement, and your relationship with Google under the License Agreement, shall be governed by the laws of the State of California without regard to its conflict of laws provisions. You and Google agree to submit to the exclusive jurisdiction of the courts located within the county of Santa Clara, California to resolve any legal matter arising from the License Agreement. Notwithstanding this, you agree that Google shall still be allowed to apply for injunctive remedies (or an equivalent type of urgent legal relief) in any jurisdiction.
-
-<em>November 20, 2015</em>
-</div>
-
-
-
-
-
-<div id="next-steps" style="display:none;position:absolute;width:inherit">
-  <p>Еще буквально несколько шагов, — и вы сможете приступить к разработке приложений для Android!</p>
-  <p>Через некоторое время вы будете перенаправлены на страницу
-<a id="next-link" href="{@docRoot}sdk/installing/index.html">установки Android SDK</a>.</p>
-
-</div><!-- end next-steps -->
-
-
-
-<div id="sdk-terms-form">
-<p>
-<input id="agree" type="checkbox" name="agree" value="1" onclick="onAgreeChecked()" />
-<label id="agreeLabel" for="agree">Я прочитал(а) и принимаю изложенные выше положения и условия</label>
-</p>
-<p><a href="" class="button disabled" id="downloadForRealz" onclick="return onDownloadForRealz(this);"></a></p>
-</div>
-
-
-</div><!-- end TOS -->
-
-
-
-
-
-
-<div id="landing">
-
-<div class="col-13">&nbsp;</div><!-- provides top margin for content -->
-
-<img src="{@docRoot}images/tools/studio-hero.png" srcset="{@docRoot}images/tools/studio-hero_2x.png 2x, {@docRoot}images/tools/studio-hero.png 1x" width="760" height="400"/>
-
-<div style="color: #fff; width:226px; height:0; overflow:visible; position:absolute; top:40px; left:25px">
-
-<h1 class="studio-logo" style="margin:0 0 35px !important">Android Studio</h1>
-
-<p style="font-size: 16px; color:#bbb; position: absolute;left: 297px; top: 5px; display: block;
-width: 400px;text-align: center;">Официальная среда разработки Android</p>
-
-<ul style="font-size:12px;line-height:19px;">
-<li>Среда разработки Android Studio</li>
-<li>Инструменты Android SDK</li>
-<li>Платформа Android 6.0 (Marshmallow)</li>
-<li>Системный образ Android 6.0 с API Google для эмулятора</li>
-</ul>
-
-<a class="online landing-button green download-bundle-button"
-href="#Other" >Download Android Studio<br/><span class='small'></span></a>
-
-<!-- this appears when viewing the offline docs -->
-<p class="offline">
-Чтобы загрузить Android Studio или отдельные инструменты SDK, посетите веб-сайт <a href="http://developer.android.com/sdk/index.html">developer.android.com/sdk/</a>
-</p>
-</div>
-
-<ul>
-  <li><a href="#Requirements">Требования к системе</a></li>
-  <li><a href="#Other">Другие варианты загрузки</a></li>
-  <li><a href="{@docRoot}sdk/installing/migrate.html">Переход на Android Studio</a></li>
-  <li><a href="https://docs.google.com/a/google.com/forms/d/1mjsyfzv3HAnDY-_Kfj-3QJKdpuksyMFs9e73CRwmT6Q/viewform" target="_blank">Опрос</a></li>
-</ul>
-
-</div>
-
-
-
-
-<h2 class="feature norule" >Интеллектуальный редактор программного кода</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-code.png" srcset="{@docRoot}images/tools/studio-hero-code_2x.png 2x, {@docRoot}images/tools/studio-hero-code.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>В основе Android Studio лежит интеллектуальный редактор исходного кода, предлагающий такие возможности, как расширенное
- автозавершение кода, его реструктуризация и анализ.</p>
-  <p>Этот редактор поможет вам повысить эффективность разработки приложений для Android.</p>
-</div>
-
-
-
-
-
-<h2 class="feature norule">Шаблоны программного кода и интеграция с GitHub</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-import.png" srcset="{@docRoot}images/tools/studio-hero-import_2x.png 2x, {@docRoot}images/tools/studio-hero-import.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Новые мастеры создания проектов в еще большей степени упрощают работу с новыми проектами.</p>
-
-  <p>Создавая новый проект, используйте шаблоны программного кода для таких общих фрагментов, как элементы для навигации по приложению и представления,
-а также импортируйте примеры кода Google прямо из GitHub.</p>
-</div>
-
-
-
-
-<h2 class="feature norule">Разработка приложений с поддержкой экранов разного размера</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-screens.png" srcset="{@docRoot}images/tools/studio-hero-screens_2x.png 2x, {@docRoot}images/tools/studio-hero-screens.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Создавайте приложения для смартфонов и планшетов под управлением Android, для Android Wear
-, Android TV, Android Auto и даже Google Glass.</p>
-  <p>Благодаря новому представлению Android Project и поддержке модулей в Android Studio вы можете с легкостью
-управлять своими проектами и ресурсами.
-</div>
-
-
-
-
-<h2 class="feature norule">Виртуальные устройства на любой вкус и цвет</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-avds.png" srcset="{@docRoot}images/tools/studio-hero-avds_2x.png 2x, {@docRoot}images/tools/studio-hero-avds.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>В состав Android Studio входит оптимизированный эмулятор.</p>
-  <p>Обновленный и оптимизированный диспетчер виртуальных устройств порадует вас широким набором
-предварительно настроенных профилей устройств Android.</p>
-</div>
-
-
-
-
-<h2 class="feature norule">
-Эволюция сборок Android благодаря Gradle</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-gradle.png" srcset="{@docRoot}images/tools/studio-hero-gradle_2x.png 2x, {@docRoot}images/tools/studio-hero-gradle.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Создавайте несколько APK для ваших приложений с различными функциональными возможностями — в рамках одного и того же проекта.</p>
-  <p>Управляйте зависимостями между приложениями с помощью Maven.</p>
-  <p>Создавайте APK в Android Studio или прямо в командной строке.</p>
-</div>
-
-
-
-
-<h2 class="feature norule">Подробнее об Android Studio</h2>
-<div style="background:#424242;padding:30px; color:#fff;margin:0 0 15px;">
-
-<a class="online landing-button green download-bundle-button" style="margin:0 0 40px 60px;float:right" href="">Download</a>
-
-  <ul>
-  <li>Создано на основе IntelliJ IDEA Community Edition, популярной среды разработки Java от JetBrains.</li>
-  <li>Гибкая система сборки на основе Gradle.</li>
-  <li>Различные варианты сборки и методы создания файлов APK.</li>
-  <li>Расширенная поддержка шаблонов для служб Google и устройств различных типов.</li>
-  <li>Функциональный редактор макетов с поддержкой редактирования тем оформления.</li>
-  <li>Инструментарий lint для решения проблем с производительностью, удобством использования, совместимостью версий и т. д.</li>
-  <li>ProGuard и возможности подписи приложений.</li>
-  <li>Встроенная поддержка Google Cloud Platform, обеспечивающая удобство интеграции со службами Google Cloud
- Messaging и App Engine.</li>
-  </ul>
-
-<p style="margin:0">
-Подробные сведения о возможностях Android Studio
-изложены в руководстве <a href="{@docRoot}tools/studio/index.html">Android Studio Basics</a>.</p>
-</div>
-
-
-<p>Если вы используете Eclipse с ADT, вам следует знать, что Android Studio теперь является официальной средой разработки для
-Android, поэтому переходите на Android Studio, чтобы всегда иметь под рукой новейшие
-инструменты разработки приложений. Сведения о том, как перенести свои проекты,
-приведены в документе <a href="{@docRoot}sdk/installing/migrate.html">Переход на Android
-Studio</a>.</p>
-
-
-
-
-
-
-
-<h2 id="Requirements">Требования к системе</h2>
-
-<h3>Windows</h3>
-
-<ul>
-<li>Microsoft&reg; Windows&reg; 8/7/Vista/2003 (32- или 64-разрядная версия)</li>
-<li>ОЗУ не менее 2 ГБ (рекомендуется 4 ГБ)</li>
-<li>400 МБ свободного места на жестком диске</li>
-<li>Не менее 1 ГБ для Android SDK, системных образов эмулятора и кэшированных файлов</li>
-<li>Экран с разрешением не менее 1280 x 800 точек</li>
-<li>Java Development Kit (JDK) 7 </li>
-<li>Дополнительно для эмулятора с ускорителем: Процессор Intel® с поддержкой Intel® VT-x, Intel® EM64T
-(Intel® 64) и функцией XD-Bit</li>
-</ul>
-
-
-<h3>Mac OS X</h3>
-
-<ul>
-<li>Mac&reg; OS X&reg; 10.8.5 или более поздней версии вплоть до 10.9 (Mavericks)</li>
-<li>ОЗУ не менее 2 ГБ (рекомендуется 4 ГБ)</li>
-<li>400 МБ свободного места на жестком диске</li>
-<li>Не менее 1 ГБ для Android SDK, системных образов эмулятора и кэшированных файлов</li>
-<li>Экран с разрешением не менее 1280 x 800 точек</li>
-<li>Java Runtime Environment (JRE) 6</li>
-<li>Java Development Kit (JDK) 7</li>
-<li>Дополнительно для эмулятора с ускорителем: Процессор Intel® с поддержкой Intel® VT-x, Intel® EM64T
-(Intel® 64) и функцией XD-Bit</li>
-</ul>
-
-<p>В Mac OS для оптимизации отображения шрифтов Android Studio рекомендуется запускать с
-Java Runtime Environment (JRE) 6. Впоследствии проекты можно настроить на использование Java Development Kit (JDK) 6 или JDK 7.</p>
-
-
-
-<h3>Linux</h3>
-
-<ul>
-<li>Рабочий стол GNOME или KDE</li>
-<li>Библиотека GNU C (glibc) 2.15 или более поздней версии</li>
-<li>ОЗУ не менее 2 ГБ (рекомендуется 4 ГБ)</li>
-<li>400 МБ свободного места на жестком диске</li>
-<li>Не менее 1 ГБ для Android SDK, системных образов эмулятора и кэшированных файлов</li>
-<li>Экран с разрешением не менее 1280 x 800 точек</li>
-<li>Oracle&reg; Java Development Kit (JDK) 7 </li>
-</ul>
-<p>Работа Android Studio протестирована в ОС Ubuntu&reg;  14.04, Trusty Tahr (64-разрядная версия с поддержкой запуска
-32-разрядных приложений).</p>
-
-
-
-
-<h2 id="Other" style="clear:left">Другие варианты загрузки</h2>
-
-<!-- alternative SDK options follows -->
diff --git a/docs/html-intl/intl/ru/sdk/installing/adding-packages.jd b/docs/html-intl/intl/ru/sdk/installing/adding-packages.jd
deleted file mode 100644
index 19d1edd2..0000000
--- a/docs/html-intl/intl/ru/sdk/installing/adding-packages.jd
+++ /dev/null
@@ -1,226 +0,0 @@
-page.title=Добавление пакетов SDK
-
-page.tags=менеджер sdk
-
-@jd:body
-
-<style>
-ol.large {
-  margin-left:0;
-}
-ol.large > li {
-  list-style-position: inside;
-  list-style-type:none;
-  margin:30px 0 0 0;
-  padding:30px 20px;
-  background:#eee;
-}
-ol.large > li:nth-child(odd) {
-}
-ol.large > li:before {
-  display:inline;
-  left:-40px;
-  float:left;
-  width:20px;
-  font-size:20px;
-  line-height:20px;
-}
-ol.large > li > h2 {
-  font-size:20px;
-  line-height:20px;
-  padding:0 0 0 20px;
-  margin:0 0 20px 0;
-  display:inline;
-  font-weight:normal;
-}
-ol.large > li:nth-child(1):before {
-  content:"1. ";
-}
-ol.large > li:nth-child(2):before {
-  content:"2. ";
-}
-ol.large > li:nth-child(3):before {
-  content:"3. ";
-}
-ol.large > li:nth-child(4):before {
-  content:"4. ";
-}
-ol.large > li:nth-child(5):before {
-  content:"5. ";
-}
-ol.large > li:nth-child(6):before {
-  content:"6. ";
-}
-</style>
-
-
-<p>
-По умолчанию SDK Android включает в себя не все инструменты, которые необходимы для того, чтобы приступить к разработке приложений.
-Инструменты, платформы и другие компоненты представлены в Android SDK в виде отдельных пакетов, которые при
-необходимости можно загрузить с помощью
-<a href="{@docRoot}tools/help/sdk-manager.html">менеджера SDK Android</a>.
-Поэтому, прежде чем приступить к работе, в пакет SDK Android необходимо добавить некоторые дополнительные пакеты.</p>
-
-<p>Для добавления пакетов необходимо запустить менеджер SDK. Существует несколько способов запуска менеджера.</p>
-<ul>
-  <li>В Android Studio щелкните элемент <strong>SDK Manager</strong>
-<img src="{@docRoot}images/tools/sdk-manager-studio.png" style="vertical-align:bottom;margin:0;height:17px" /> на панели инструментов.</li>
-  <li>Для тех, кто не пользуется Android Studio:
-    <ul>
-      <li>Windows: Дважды щелкните файл <code>SDK Manager.exe</code>, который находится в корневом каталоге пакета Android
-SDK.</li>
-      <li>Mac/Linux: Откройте окно терминала и перейдите в каталог <code>tools/</code> пакета Android
-SDK, после чего выполните команду <code>android sdk</code>.</li>
-    </ul>
-  </li>
-</ul>
-
-<p>При первом запуске менеджера SDK по умолчанию
-выбраны всего несколько пакетов. Оставьте выбор по умолчанию, однако убедитесь в том, что в них имеется все необходимое
-для начала работы. Для этого выполните указанные ниже действия.</p>
-
-
-<ol class="large">
-<li>
-  <h2 id="GetTools" class="norule">Загрузите актуальные инструменты SDK</h2>
-
-<img src="/images/sdk_manager_packages.png" alt="" width="350" style="float:right;margin-left:20px" />
-
-  <p>Во время установки SDK Android
-необходимо как минимум загрузить актуальные инструменты и платформу Android.</p>
-  <ol>
-   <li>Откройте каталог Tools и выберите следующее:
-     <ul>
-       <li><strong>Инструменты Android SDK</strong>;</li>
-       <li><strong>Инструменты платформы Android SDK</strong>;</li>
-       <li><strong>Инструменты сборки Android SDK</strong> (последнюю версию).</li>
-     </ul>
-   </li>
-   <li>Откройте первую папку Android X.X (последней версии) и выберите следующее:
-     <ul>
-      <li><strong>Платформа SDK</strong></li>
-      <li>системный образ для эмулятора, например <br>
-      <strong>ARM EABI v7a System Image</strong>.</li>
-     </ul>
-   </li>
-  </ol>
-</li>
-
-<li>
-  <h2 id="GetSupportLib" class="norule">Загрузите вспомогательную библиотеку для дополнительных API-интерфейсов</h2>
-
-  <div class="sidebox">
-    <p>Вспомогательная библиотека требуется для следующих ОС:</p>
-    <ul>
-      <li><a href="{@docRoot}wear/index.html">Android Wear</a>;</li>
-      <li><a href="{@docRoot}tv/index.html">Android TV</a>;</li>
-      <li><a href="{@docRoot}google/play-services/cast.html">Google Cast</a>.</li>
-    </ul>
-
-    <p>В ней также представлены следующие популярные API-интерфейсы:</p>
-    <ul>
-      <li><a href="{@docRoot}reference/android/support/v4/widget/DrawerLayout.html">панель
-навигации</a>;</li>
-      <li><a href="{@docRoot}reference/android/support/v4/view/ViewPager.html">пролистывание представлений</a>;</li>
-      <li><a href="{@docRoot}reference/android/support/v7/app/ActionBar.html">строка действий с обратной
-совместимостью</a>.</li>
-    </ul>
-  </div>
-
-  <p>Во <a href="{@docRoot}tools/support-library/features.html">вспомогательной библиотеке Android</a>
-представлен широкий набор API-интерфейсов, которые совместимы с большинством версий ОС Android.</p>
-
-  <p>Откройте каталог <strong>Extras (Дополнения)</strong> и выберите следующее:</p>
-     <ul>
-       <li><strong>Android Support Repository (Репозиторий вспомогательных библиотек Android)</strong>;</li>
-       <li><strong>Вспомогательная библиотека Android</strong></li>
-     </ul>
-
-  <p>&nbsp;</p>
-  <p>&nbsp;</p>
-
-</li>
-
-
-<li>
-  <h2 id="GetGoogle" class="norule">Загрузите службы Google Play, чтобы получить доступ к еще большему количеству API-интерфейсов</h2>
-
-  <div class="sidebox">
-
-    <p>API-интерфейсы служб Google Play предлагают различные возможности и службы для ваших приложений Android,
-включая следующие:</p>
-    <ul>
-      <li><a href="{@docRoot}google/play-services/plus.html">аутентификация пользователей</a>;</li>
-      <li><a href="{@docRoot}google/play-services/maps.html">Google Карты</a>;</li>
-      <li><a href="{@docRoot}google/play-services/cast.html">Google Cast</a>.</li>
-      <li><a href="{@docRoot}google/play-services/games.html">достижения и списки
-лидеров в играх</a>;</li>
-      <li><a href="{@docRoot}google/play-services/index.html">а также множество других возможностей</a>.</li>
-    </ul>
-  </div>
-
-  <p>Для разработки приложений с помощью API-интерфейсов Google вам потребуется пакет служб Google Play.</p>
-  <p>Откройте каталог <strong>Extras (Дополнения)</strong> и выберите следующее:</p>
-     <ul>
-       <li><strong>Google Repository (Репозиторий Google)</strong>;</li>
-       <li><strong>Google Play services (службы Google Play)</strong>.</li>
-     </ul>
-
-  <p class="note"><strong>Примечание.</strong> API-интерфейсы служб Google Play доступны не на всех устройствах
-Android, однако предлагаются на всех устройствах с доступом к магазину Google Play. Для использования
-этих API-интерфейсов в эмуляторе Android необходимо также установить системный образ <strong>API-интерфейсов Google</strong>,
-который находится в менеджере SDK в папке актуальной версии Android X.X.</p>
-</li>
-
-
-<li>
-  <h2 id="Install" class="norule">Установите пакеты</h2>
-  <p>После выбора всех необходимых пакетов можно продолжить установку.</p>
-  <ol>
-   <li>Нажмите кнопку <strong>Install X packages</strong>.</li>
-   <li>В появившемся окне дважды щелкните имя каждого пакета, находящегося в области слева,
-чтобы принять условия лицензии для каждого из них.</li>
-   <li>Нажмите кнопку <strong>Install</strong>.</li>
-  </ol>
-  <p>В нижней части окна менеджера SDK находится индикатор загрузки.
-  <strong>Не закрывайте менеджер SDK</strong>, поскольку это приведет к отмене процесса загрузки.</p>
-</li>
-
-<li>
-  <h2 id="Build" class="norule">Приступайте к созданию приложений</h2>
-
-<p>После загрузки необходимых пакетов в SDK Android вы можете приступать к созданию приложений для
-Android. По мере выхода новых инструментов и других API-интерфейсов просто запустите менеджер SDK
-и загрузите новые пакеты.</p>
-
-<p>Вот некоторые варианты того, как можно приступить к работе:</p>
-
-<div class="cols" style="padding:10px 0">
-<div class="col-4">
-<h3>Для новичков</h3>
-<p>Если вы делаете только первые шаги в разработке приложений Android, рекомендуем ознакомиться с основами приложений Android и обратиться к
-руководству <strong><a href="{@docRoot}training/basics/firstapp/index.html">по созданию своего первого приложения</a></strong>.</p>
-
-</div>
-<div class="col-4 box">
-<h3>Создание приложений для носимых устройств</h3>
-<p>Если вы готовы приступить к созданию приложений для носимых устройств Android, ознакомьтесь с руководством по
-<strong><a href="{@docRoot}wear/preview/start.html">созданию приложений для ОС Android Wear</a></strong>.</p>
-
-</div>
-<div class="col-4 box">
-<h3>Использование API-интерфейсов Google</h3>
-<p>Чтобы начать работу с API-интерфейсами Google, такими как Карты или
-службы Google Play, рекомендуем обратиться к руководству по
-<strong><a href="{@docRoot}google/play-services/setup.html">настройке служб Google
-Play</a></strong>.</p>
-
-</div>
-</div><!-- end cols -->
-
-
-</li>
-
-</ol>
-
-
diff --git a/docs/html-intl/intl/vi/sdk/index.jd b/docs/html-intl/intl/vi/sdk/index.jd
deleted file mode 100644
index c4009f4..0000000
--- a/docs/html-intl/intl/vi/sdk/index.jd
+++ /dev/null
@@ -1,430 +0,0 @@
-page.title=Tải xuống Android Studio và SDK Tools
-page.tags=sdk, android studio
-page.template=sdk
-page.image=images/cards/android-studio_2x.png
-header.hide=1
-page.metaDescription=Tải xuống Android IDE chính thức và bộ công cụ cho nhà phát triển để xây dựng ứng dụng cho điện thoại, máy tính bảng, thiết bị đeo được, TV chạy Android và nhiều thiết bị khác.
-
-@jd:body
-
-<style type="text/css">
-  .offline {display:none;}
-  h2.feature {
-    padding-top:30px;
-    margin-top:0;
-    clear:both;
-  }
-  .feature-blurb {
-  margin:0px; font-size:16px; font-weight:300;
-  padding-top:40px;
-  }
-
-  .landing-button .small {
-    font-size: 12px;
-    font-weight: normal;
-    line-height: 12px;
-    display: block;
-  }
-
-  h1.studio-logo {
-    width:226px;
-    height:78px;
-    display:block;
-    padding:0;
-    white-space: nowrap;
-    text-indent: -10000px;
-    font-size:0px;
-    background: url({@docRoot}images/tools/studio-logo.png);
-    background-image: -webkit-image-set(url({@docRoot}images/tools/studio-logo.png) 1x, url({@docRoot}images/tools/studio-logo_2x.png) 2x);
-    background-size: 226px 78px;
-  }
-
-</style>
-
-
-
-
-
-<div style="position:relative;">
-
-
-<div class="wrap" id="tos" style="display:none;width:inherit;height:650px">
-<div class="col-13" style="margin:0;">&nbsp;</div><!-- provides top margin for content -->
-
-<h1 id="tos-header" style="margin-top:0">Tải xuống</h1>
-
-<p class="sdk-terms-intro">Trước khi cài đặt Android Studio hoặc bộ công cụ SDK độc lập,
-bạn phải đồng ý với các điều khoản và điều kiện sau.</p>
-
-<div class="sdk-terms" onfocus="this.blur()">
-<h2 class="norule">Điều khoản và Điều kiện</h2>
-Đây là Thỏa thuận Cấp phép cho Bộ công cụ Phát triển Phần mềm Android
-
-<h3>1. Introduction</h3>
-1.1 The Android Software Development Kit (referred to in the License Agreement as the "SDK" and specifically including the Android system files, packaged APIs, and Google APIs add-ons) is licensed to you subject to the terms of the License Agreement. The License Agreement forms a legally binding contract between you and Google in relation to your use of the SDK.
-
-1.2 "Android" means the Android software stack for devices, as made available under the Android Open Source Project, which is located at the following URL: http://source.android.com/, as updated from time to time.
-
-1.3 A "compatible implementation" means any Android device that (i) complies with the Android Compatibility Definition document, which can be found at the Android compatibility website (http://source.android.com/compatibility) and which may be updated from time to time; and (ii) successfully passes the Android Compatibility Test Suite (CTS).
-
-1.4 "Google" means Google Inc., a Delaware corporation with principal place of business at 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States.
-
-
-<h3>2. Accepting this License Agreement</h3>
-2.1 In order to use the SDK, you must first agree to the License Agreement. You may not use the SDK if you do not accept the License Agreement.
-
-2.2 By clicking to accept, you hereby agree to the terms of the License Agreement.
-
-2.3 You may not use the SDK and may not accept the License Agreement if you are a person barred from receiving the SDK under the laws of the United States or other countries, including the country in which you are resident or from which you use the SDK.
-
-2.4 If you are agreeing to be bound by the License Agreement on behalf of your employer or other entity, you represent and warrant that you have full legal authority to bind your employer or such entity to the License Agreement. If you do not have the requisite authority, you may not accept the License Agreement or use the SDK on behalf of your employer or other entity.
-
-
-<h3>3. SDK License from Google</h3>
-3.1 Subject to the terms of the License Agreement, Google grants you a limited, worldwide, royalty-free, non-assignable, non-exclusive, and non-sublicensable license to use the SDK solely to develop applications for compatible implementations of Android.
-
-3.2 You may not use this SDK to develop applications for other platforms (including non-compatible implementations of Android) or to develop another SDK. You are of course free to develop applications for other platforms, including non-compatible implementations of Android, provided that this SDK is not used for that purpose.
-
-3.3 You agree that Google or third parties own all legal right, title and interest in and to the SDK, including any Intellectual Property Rights that subsist in the SDK. "Intellectual Property Rights" means any and all rights under patent law, copyright law, trade secret law, trademark law, and any and all other proprietary rights. Google reserves all rights not expressly granted to you.
-
-3.4 You may not use the SDK for any purpose not expressly permitted by the License Agreement.  Except to the extent required by applicable third party licenses, you may not: (a) copy (except for backup purposes), modify, adapt, redistribute, decompile, reverse engineer, disassemble, or create derivative works of the SDK or any part of the SDK; or (b) load any part of the SDK onto a mobile handset or any other hardware device except a personal computer, combine any part of the SDK with other software, or distribute any software or device incorporating a part of the SDK.
-
-3.5 Use, reproduction and distribution of components of the SDK licensed under an open source software license are governed solely by the terms of that open source software license and not the License Agreement.
-
-3.6 You agree that the form and nature of the SDK that Google provides may change without prior notice to you and that future versions of the SDK may be incompatible with applications developed on previous versions of the SDK. You agree that Google may stop (permanently or temporarily) providing the SDK (or any features within the SDK) to you or to users generally at Google's sole discretion, without prior notice to you.
-
-3.7 Nothing in the License Agreement gives you a right to use any of Google's trade names, trademarks, service marks, logos, domain names, or other distinctive brand features.
-
-3.8 You agree that you will not remove, obscure, or alter any proprietary rights notices (including copyright and trademark notices) that may be affixed to or contained within the SDK.
-
-
-<h3>4. Use of the SDK by You</h3>
-4.1 Google agrees that it obtains no right, title or interest from you (or your licensors) under the License Agreement in or to any software applications that you develop using the SDK, including any intellectual property rights that subsist in those applications.
-
-4.2 You agree to use the SDK and write applications only for purposes that are permitted by (a) the License Agreement and (b) any applicable law, regulation or generally accepted practices or guidelines in the relevant jurisdictions (including any laws regarding the export of data or software to and from the United States or other relevant countries).
-
-4.3 You agree that if you use the SDK to develop applications for general public users, you will protect the privacy and legal rights of those users. If the users provide you with user names, passwords, or other login information or personal information, you must make the users aware that the information will be available to your application, and you must provide legally adequate privacy notice and protection for those users. If your application stores personal or sensitive information provided by users, it must do so securely. If the user provides your application with Google Account information, your application may only use that information to access the user's Google Account when, and for the limited purposes for which, the user has given you permission to do so.
-
-4.4 You agree that you will not engage in any activity with the SDK, including the development or distribution of an application, that interferes with, disrupts, damages, or accesses in an unauthorized manner the servers, networks, or other properties or services of any third party including, but not limited to, Google or any mobile communications carrier.
-
-4.5 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any data, content, or resources that you create, transmit or display through Android and/or applications for Android, and for the consequences of your actions (including any loss or damage which Google may suffer) by doing so.
-
-4.6 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any breach of your obligations under the License Agreement, any applicable third party contract or Terms of Service, or any applicable law or regulation, and for the consequences (including any loss or damage which Google or any third party may suffer) of any such breach.
-
-
-<h3>5. Your Developer Credentials</h3>
-5.1 You agree that you are responsible for maintaining the confidentiality of any developer credentials that may be issued to you by Google or which you may choose yourself and that you will be solely responsible for all applications that are developed under your developer credentials.
-
-
-<h3>6. Privacy and Information</h3>
-6.1 In order to continually innovate and improve the SDK, Google may collect certain usage statistics from the software including but not limited to a unique identifier, associated IP address, version number of the software, and information on which tools and/or services in the SDK are being used and how they are being used. Before any of this information is collected, the SDK will notify you and seek your consent. If you withhold consent, the information will not be collected.
-
-6.2 The data collected is examined in the aggregate to improve the SDK and is maintained in accordance with Google's Privacy Policy.
-
-
-<h3>7. Third Party Applications</h3>
-7.1 If you use the SDK to run applications developed by a third party or that access data, content or resources provided by a third party, you agree that Google is not responsible for those applications, data, content, or resources. You understand that all data, content or resources which you may access through such third party applications are the sole responsibility of the person from which they originated and that Google is not liable for any loss or damage that you may experience as a result of the use or access of any of those third party applications, data, content, or resources.
-
-7.2 You should be aware the data, content, and resources presented to you through such a third party application may be protected by intellectual property rights which are owned by the providers (or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell, distribute or create derivative works based on these data, content, or resources (either in whole or in part) unless you have been specifically given permission to do so by the relevant owners.
-
-7.3 You acknowledge that your use of such third party applications, data, content, or resources may be subject to separate terms between you and the relevant third party. In that case, the License Agreement does not affect your legal relationship with these third parties.
-
-
-<h3>8. Using Android APIs</h3>
-8.1 Google Data APIs
-
-8.1.1 If you use any API to retrieve data from Google, you acknowledge that the data may be protected by intellectual property rights which are owned by Google or those parties that provide the data (or by other persons or companies on their behalf). Your use of any such API may be subject to additional Terms of Service. You may not modify, rent, lease, loan, sell, distribute or create derivative works based on this data (either in whole or in part) unless allowed by the relevant Terms of Service.
-
-8.1.2 If you use any API to retrieve a user's data from Google, you acknowledge and agree that you shall retrieve data only with the user's explicit consent and only when, and for the limited purposes for which, the user has given you permission to do so.
-
-
-<h3>9. Terminating this License Agreement</h3>
-9.1 The License Agreement will continue to apply until terminated by either you or Google as set out below.
-
-9.2 If you want to terminate the License Agreement, you may do so by ceasing your use of the SDK and any relevant developer credentials.
-
-9.3 Google may at any time, terminate the License Agreement with you if:
-(A) you have breached any provision of the License Agreement; or
-(B) Google is required to do so by law; or
-(C) the partner with whom Google offered certain parts of SDK (such as APIs) to you has terminated its relationship with Google or ceased to offer certain parts of the SDK to you; or
-(D) Google decides to no longer provide the SDK or certain parts of the SDK to users in the country in which you are resident or from which you use the service, or the provision of the SDK or certain SDK services to you by Google is, in Google's sole discretion, no longer commercially viable.
-
-9.4 When the License Agreement comes to an end, all of the legal rights, obligations and liabilities that you and Google have benefited from, been subject to (or which have accrued over time whilst the License Agreement has been in force) or which are expressed to continue indefinitely, shall be unaffected by this cessation, and the provisions of paragraph 14.7 shall continue to apply to such rights, obligations and liabilities indefinitely.
-
-
-<h3>10. DISCLAIMER OF WARRANTIES</h3>
-10.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT YOUR USE OF THE SDK IS AT YOUR SOLE RISK AND THAT THE SDK IS PROVIDED "AS IS" AND "AS AVAILABLE" WITHOUT WARRANTY OF ANY KIND FROM GOOGLE.
-
-10.2 YOUR USE OF THE SDK AND ANY MATERIAL DOWNLOADED OR OTHERWISE OBTAINED THROUGH THE USE OF THE SDK IS AT YOUR OWN DISCRETION AND RISK AND YOU ARE SOLELY RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER SYSTEM OR OTHER DEVICE OR LOSS OF DATA THAT RESULTS FROM SUCH USE.
-
-10.3 GOOGLE FURTHER EXPRESSLY DISCLAIMS ALL WARRANTIES AND CONDITIONS OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES AND CONDITIONS OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
-
-
-<h3>11. LIMITATION OF LIABILITY</h3>
-11.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT GOOGLE, ITS SUBSIDIARIES AND AFFILIATES, AND ITS LICENSORS SHALL NOT BE LIABLE TO YOU UNDER ANY THEORY OF LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL OR EXEMPLARY DAMAGES THAT MAY BE INCURRED BY YOU, INCLUDING ANY LOSS OF DATA, WHETHER OR NOT GOOGLE OR ITS REPRESENTATIVES HAVE BEEN ADVISED OF OR SHOULD HAVE BEEN AWARE OF THE POSSIBILITY OF ANY SUCH LOSSES ARISING.
-
-
-<h3>12. Indemnification</h3>
-12.1 To the maximum extent permitted by law, you agree to defend, indemnify and hold harmless Google, its affiliates and their respective directors, officers, employees and agents from and against any and all claims, actions, suits or proceedings, as well as any and all losses, liabilities, damages, costs and expenses (including reasonable attorneys fees) arising out of or accruing from (a) your use of the SDK, (b) any application you develop on the SDK that infringes any copyright, trademark, trade secret, trade dress, patent or other intellectual property right of any person or defames any person or violates their rights of publicity or privacy, and (c) any non-compliance by you with the License Agreement.
-
-
-<h3>13. Changes to the License Agreement</h3>
-13.1 Google may make changes to the License Agreement as it distributes new versions of the SDK. When these changes are made, Google will make a new version of the License Agreement available on the website where the SDK is made available.
-
-
-<h3>14. General Legal Terms</h3>
-14.1 The License Agreement constitutes the whole legal agreement between you and Google and governs your use of the SDK (excluding any services which Google may provide to you under a separate written agreement), and completely replaces any prior agreements between you and Google in relation to the SDK.
-
-14.2 You agree that if Google does not exercise or enforce any legal right or remedy which is contained in the License Agreement (or which Google has the benefit of under any applicable law), this will not be taken to be a formal waiver of Google's rights and that those rights or remedies will still be available to Google.
-
-14.3 If any court of law, having the jurisdiction to decide on this matter, rules that any provision of the License Agreement is invalid, then that provision will be removed from the License Agreement without affecting the rest of the License Agreement. The remaining provisions of the License Agreement will continue to be valid and enforceable.
-
-14.4 You acknowledge and agree that each member of the group of companies of which Google is the parent shall be third party beneficiaries to the License Agreement and that such other companies shall be entitled to directly enforce, and rely upon, any provision of the License Agreement that confers a benefit on (or rights in favor of) them. Other than this, no other person or company shall be third party beneficiaries to the License Agreement.
-
-14.5 EXPORT RESTRICTIONS. THE SDK IS SUBJECT TO UNITED STATES EXPORT LAWS AND REGULATIONS. YOU MUST COMPLY WITH ALL DOMESTIC AND INTERNATIONAL EXPORT LAWS AND REGULATIONS THAT APPLY TO THE SDK. THESE LAWS INCLUDE RESTRICTIONS ON DESTINATIONS, END USERS AND END USE.
-
-14.6 The rights granted in the License Agreement may not be assigned or transferred by either you or Google without the prior written approval of the other party. Neither you nor Google shall be permitted to delegate their responsibilities or obligations under the License Agreement without the prior written approval of the other party.
-
-14.7 The License Agreement, and your relationship with Google under the License Agreement, shall be governed by the laws of the State of California without regard to its conflict of laws provisions. You and Google agree to submit to the exclusive jurisdiction of the courts located within the county of Santa Clara, California to resolve any legal matter arising from the License Agreement. Notwithstanding this, you agree that Google shall still be allowed to apply for injunctive remedies (or an equivalent type of urgent legal relief) in any jurisdiction.
-
-<em>November 20, 2015</em>
-</div>
-
-
-
-
-
-<div id="next-steps" style="display:none;position:absolute;width:inherit">
-  <p>Bạn chỉ còn vài bước nữa là được bắt đầu xây dựng ứng dụng cho Android!</p>
-  <p>Trong chốc lát, bạn sẽ được chuyển hướng đến
-  <a id="next-link" href="{@docRoot}sdk/installing/index.html">Cài đặt SDK Android</a>.</p>
-
-</div><!-- end next-steps -->
-
-
-
-<div id="sdk-terms-form">
-<p>
-<input id="agree" type="checkbox" name="agree" value="1" onclick="onAgreeChecked()" />
-<label id="agreeLabel" for="agree">Tôi đã đọc và đồng ý với các điều khoản và điều kiện trên</label>
-</p>
-<p><a href="" class="button disabled" id="downloadForRealz" onclick="return onDownloadForRealz(this);"></a></p>
-</div>
-
-
-</div><!-- end TOS -->
-
-
-
-
-
-
-<div id="landing">
-
-<div class="col-13">&nbsp;</div><!-- provides top margin for content -->
-
-<img src="{@docRoot}images/tools/studio-hero.png" srcset="{@docRoot}images/tools/studio-hero_2x.png 2x, {@docRoot}images/tools/studio-hero.png 1x" width="760" height="400" />
-
-<div style="color: #fff; width:226px; height:0; overflow:visible; position:absolute; top:40px; left:25px">
-
-<h1 class="studio-logo" style="margin:0 0 35px !important">Android Studio</h1>
-
-<p style="font-size: 16px; color:#bbb; position: absolute;left: 297px; top: 5px; display: block;
-width: 400px;text-align: center;">IDE Android chính thức</p>
-
-<ul style="font-size:12px;line-height:19px;">
-<li>IDE Android Studio</li>
-<li>Bộ công cụ SDK Android</li>
-<li>Nền tảng Android 6.0 (Marshmallow)</li>
-<li>Ảnh hệ thống trình mô phỏng Android 6.0 cùng các API của Google</li>
-</ul>
-
-<a class="online landing-button green download-bundle-button"
-href="#Other" >Download Android Studio<br/><span class='small'></span></a>
-
-<!-- this appears when viewing the offline docs -->
-<p class="offline">
-Để tải Android Studio hoặc bộ công cụ SDK độc lập, hãy truy cập <a href="http://developer.android.com/sdk/index.html">developer.android.com/sdk/</a>
-</p>
-</div>
-
-<ul>
-  <li><a href="#Requirements">Yêu cầu Hệ thống</a></li>
-  <li><a href="#Other">Tùy chọn Tải xuống Khác</a></li>
-  <li><a href="{@docRoot}sdk/installing/migrate.html">Di chuyển tới Android Studio</a></li>
-  <li><a href="https://docs.google.com/a/google.com/forms/d/1mjsyfzv3HAnDY-_Kfj-3QJKdpuksyMFs9e73CRwmT6Q/viewform" target="_blank">Tham gia Khảo sát</a></li>
-</ul>
-
-
-
-
-
-<h2 class="feature norule" >Trình chỉnh sửa mã thông minh</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-code.png" srcset="{@docRoot}images/tools/studio-hero-code_2x.png 2x, {@docRoot}images/tools/studio-hero-code.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Nằm ở cốt lõi của Android Studio là một trình biên tập mã thông minh có khả năng hoàn thành
-  mã, dựng lại và phân tích mã nâng cao.</p>
-  <p>Trình chỉnh sửa mã mạnh mẽ này sẽ giúp bạn trở thành một nhà phát triển ứng dụng Android năng suất hơn.</p>
-</div>
-
-
-
-
-
-<h2 class="feature norule">Các ví dụ mã và tích hợp GitHub</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-import.png" srcset="{@docRoot}images/tools/studio-hero-import_2x.png 2x, {@docRoot}images/tools/studio-hero-import.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Các trình hướng dẫn dự án mới sẽ giúp bắt đầu một dự án mới dễ hơn bao giờ hết.</p>
-
-  <p>Bắt đầu các dự án bằng cách sử dụng mã mẫu cho các kiểu mẫu như ngăn kéo điều hướng và các trình tạo trang dạng xem,
-  và thậm chí còn nhập được các ví dụ mã của Google từ GitHub.</p>
-</div>
-
-
-
-
-<h2 class="feature norule">Phát triển ứng dụng đa màn hình</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-screens.png" srcset="{@docRoot}images/tools/studio-hero-screens_2x.png 2x, {@docRoot}images/tools/studio-hero-screens.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Xây dựng ứng dụng cho điện thoại, máy tính bảng Android, Android Wear,
-  Android TV, Android Auto và Google Glass.</p>
-  <p>Với Dạng xem Dự án Android mới và hỗ trợ mô-đun trong Android Studio, việc
-  quản lý các dự án và tài nguyên ứng dụng trở nên dễ dàng hơn.
-</div>
-
-
-
-
-<h2 class="feature norule">Các thiết bị ảo cho tất cả hình dạng và kích cỡ</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-avds.png" srcset="{@docRoot}images/tools/studio-hero-avds_2x.png 2x, {@docRoot}images/tools/studio-hero-avds.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Android Studio được cấu hình sẵn cùng một ảnh trình mô phỏng được tối ưu hóa.</p>
-  <p>Trình quản lý Thiết bị Ảo được cập nhật và hợp lý hoá sẽ cung cấp
-  các cấu hình thiết bị định nghĩa sẵn cho các thiết bị Android thông thường.</p>
-</div>
-
-
-
-
-<h2 class="feature norule">
-Phát triển xây dựng Android bằng Gradle</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-gradle.png" srcset="{@docRoot}images/tools/studio-hero-gradle_2x.png 2x, {@docRoot}images/tools/studio-hero-gradle.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Tạo nhiều tệp APK cho ứng dụng Android của bạn với các tính năng khác nhau bằng cách sử dụng cùng dự án.</p>
-  <p>Quản lý phụ thuộc của ứng dụng bằng Maven.</p>
-  <p>Xây dựng APK từ Android Studio hoặc dòng lệnh.</p>
-</div>
-
-
-
-
-<h2 class="feature norule">Tìm hiểu thêm về Android Studio</h2>
-<div style="background:#424242;padding:30px; color:#fff;margin:0 0 15px;">
-
-<a class="online landing-button green download-bundle-button" style="margin:0 0 40px 60px;float:right" href="">Download</a>
-
-  <ul>
-  <li>Xây dựng Phiên bản Cộng đồng IntelliJ IDEA, IDE Java phổ biến của JetBrains.</li>
-  <li>Hệ thống xây dựng linh hoạt dựa trên Gradle.</li>
-  <li>Xây dựng các biến thể và khởi tạo nhiều APK.</li>
-  <li>Hỗ trợ mẫu mở rộng cho các Dịch vụ của Google và các loại thiết bị khác nhau.</li>
-  <li>Trình chỉnh sửa bố trí phong phú hỗ trợ chỉnh sửa chủ đề.</li>
-  <li>Bộ công cụ Lint để giải quyết các vấn đề về hiệu năng, khả năng sử dụng, tính tương thích với phiên bản và các vấn đề khác.</li>
-  <li>ProGuard và các khả năng ký ứng dụng.</li>
-  <li>Hỗ trợ tích hợp cho Nền tảng Đám mây của Google, giúp dễ dàng tích hợp Google Cloud
-  Nhắn tin và Công cụ Ứng dụng.</li>
-  </ul>
-
-<p style="margin:0">
-Để biết thêm chi tiết về các tính năng có sẵn trong Android Studio,
-hãy đọc hướng dẫn <a href="{@docRoot}tools/studio/index.html">Nội dung Cơ bản về Android Studio</a>.</p>
-</div>
-
-
-<p>Nếu bạn đang sử dụng Eclipse với ADT, hãy lưu ý rằng hiện Android Studio là IDE chính thức
-cho Android, vì thế bạn nên di chuyển sang Android Studio để nhận tất cả cập nhật
-IDE mới nhất. Để được trợ giúp về di chuyển các dự án,
-hãy xem phần <a href="{@docRoot}sdk/installing/migrate.html">Di chuyển sang Android
-Studio</a>.</p>
-
-
-
-
-
-
-
-<h2 id="Requirements">Yêu cầu Hệ thống</h2>
-
-<h3>Windows</h3>
-
-<ul>
-<li>Microsoft&reg;  Windows&reg;  8/7/Vista/2003 (32 hoặc 64-bit)</li>
-<li>Tối thiểu 2 GB RAM, khuyến nghị 4 GB RAM</li>
-<li>Dung lượng trống đĩa cứng 400 MB</li>
-<li>Ít nhất 1 GB cho SDK Android, các ảnh hệ thống trình mô phỏng và bộ đệm ẩn</li>
-<li>Độ phân giải màn hình tối thiểu 1280 x 800</li>
-<li>Java Development Kit (JDK) 7 </li>
-<li>Tùy chọn dành cho trình mô phỏng tăng tốc: Bộ xử lý Intel® có hỗ trợ Intel® VT-x, Intel® EM64T
-(Intel® 64), và tính năng Execute Disable (XD) Bit</li>
-</ul>
-
-
-<h3>Mac OS X</h3>
-
-<ul>
-<li>Mac&reg;  OS X&reg;  10.8.5 hoặc cao hơn, lên tới 10.9 (Mavericks)</li>
-<li>Tối thiểu 2 GB RAM, khuyến nghị 4 GB RAM</li>
-<li>Dung lượng trống đĩa cứng 400 MB</li>
-<li>Ít nhất 1 GB cho SDK Android, các ảnh hệ thống trình mô phỏng và bộ đệm ẩn</li>
-<li>Độ phân giải màn hình tối thiểu 1280 x 800</li>
-<li>Java Runtime Environment (JRE) 6</li>
-<li>Java Development Kit (JDK) 7</li>
-<li>Tùy chọn dành cho trình mô phỏng tăng tốc: Bộ xử lý Intel® có hỗ trợ Intel® VT-x, Intel® EM64T
-(Intel® 64), và tính năng Execute Disable (XD) Bit</li>
-</ul>
-
-<p>Trên Mac OS, hãy chạy Android Studio bằng Java Runtime Environment (JRE) 6 để dựng
-phông chữ tối ưu. Khi đó, bạn có thể cấu hình dự án của mình để sử dụng Java Development Kit (JDK) 6 hoặc JDK 7.</p>
-
-
-
-<h3>Linux</h3>
-
-<ul>
-<li>Máy tính bàn GNOME hoặc KDE</li>
-<li>GNU C Library (glibc) 2.15 hoặc mới hơn</li>
-<li>Tối thiểu 2 GB RAM, khuyến nghị 4 GB RAM</li>
-<li>Dung lượng trống đĩa cứng 400 MB</li>
-<li>Ít nhất 1 GB cho SDK Android, các ảnh hệ thống trình mô phỏng và bộ đệm ẩn</li>
-<li>Độ phân giải màn hình tối thiểu 1280 x 800</li>
-<li>Oracle&reg;  Java Development Kit (JDK) 7 </li>
-</ul>
-<p>Được thử nghiệm trên Ubuntu&reg;  14.04, Trusty Tahr (có khả năng phân phối 64-bit khi chạy các ứng dụng
-32-bit).</p>
-
-
-
-
-<h2 id="Other" style="clear:left">Tùy chọn Tải xuống Khác</h2>
-
-<!-- alternative SDK options follows -->
diff --git a/docs/html-intl/intl/vi/sdk/installing/adding-packages.jd b/docs/html-intl/intl/vi/sdk/installing/adding-packages.jd
deleted file mode 100644
index 1c9072c..0000000
--- a/docs/html-intl/intl/vi/sdk/installing/adding-packages.jd
+++ /dev/null
@@ -1,226 +0,0 @@
-page.title=Thêm Gói SDK
-
-page.tags=trình quản lý sdk
-
-@jd:body
-
-<style>
-ol.large {
-  margin-left:0;
-}
-ol.large > li {
-  list-style-position: inside;
-  list-style-type:none;
-  margin:30px 0 0 0;
-  padding:30px 20px;
-  background:#eee;
-}
-ol.large > li:nth-child(odd) {
-}
-ol.large > li:before {
-  display:inline;
-  left:-40px;
-  float:left;
-  width:20px;
-  font-size:20px;
-  line-height:20px;
-}
-ol.large > li > h2 {
-  font-size:20px;
-  line-height:20px;
-  padding:0 0 0 20px;
-  margin:0 0 20px 0;
-  display:inline;
-  font-weight:normal;
-}
-ol.large > li:nth-child(1):before {
-  content:"1. ";
-}
-ol.large > li:nth-child(2):before {
-  content:"2. ";
-}
-ol.large > li:nth-child(3):before {
-  content:"3. ";
-}
-ol.large > li:nth-child(4):before {
-  content:"4. ";
-}
-ol.large > li:nth-child(5):before {
-  content:"5. ";
-}
-ol.large > li:nth-child(6):before {
-  content:"6. ";
-}
-</style>
-
-
-<p>
-Theo mặc định, SDK Android không bao gồm mọi thứ bạn cần để bắt đầu phát triển.
-SDK chia những công cụ, nền tảng và các thành phần khác vào các gói mà bạn có thể
-tải xuống nếu cần bằng cách sử dụng
-<a href="{@docRoot}tools/help/sdk-manager.html">Trình quản lý SDK Android</a>.
-Vì vậy, trước khi có thể bắt đầu, có một vài gói bạn nên thêm vào SDK Android của mình.</p>
-
-<p>Để bắt đầu thêm gói, hãy khởi chạy Trình quản lý SDK Android bằng một trong những cách sau:</p>
-<ul>
-  <li>Trong Android Studio, nhấp vào <strong>Trình quản lý SDK</strong>
-<img src="{@docRoot}images/tools/sdk-manager-studio.png" style="vertical-align:bottom;margin:0;height:17px" /> ở thanh công cụ.</li>
-  <li>Nếu bạn không đang sử dụng Android Studio:
-    <ul>
-      <li>Windows: Bấm đúp tệp <code>SDK Manager.exe</code> ở gốc của thư mục SDK
-  Android.</li>
-      <li>Mac/Linux: Mở một terminal và điều hướng đến thư mục <code>tools/</code> ở vị trí
-      nơi cài đặt SDK Android, rồi chạy <code>android sdk</code>.</li>
-    </ul>
-  </li>
-</ul>
-
-<p>Khi bạn mở Trình quản lý SDK lần đầu, một vài gói sẽ được chọn
-theo mặc định. Để nguyên những gói được chọn này, nhưng hãy chắc chắn bạn có mọi thứ mình cần
-để bắt đầu bằng cách làm theo những bước sau:</p>
-
-
-<ol class="large">
-<li>
-  <h2 id="GetTools" class="norule">Tải công cụ SDK mới nhất</h2>
-
-<img src="/images/sdk_manager_packages.png" alt="" width="350" style="float:right;margin-left:20px" />
-
-  <p>Tối thiểu khi thiết đặt SDK Android,
-  bạn nên tải xuống những công cụ và nền tảng Android mới nhất:</p>
-  <ol>
-   <li>Mở thư mục Tools và chọn:
-     <ul>
-       <li><strong>Công cụ SDK Android</strong></li>
-       <li><strong>Công cụ Nền tảng SDK Android</strong></li>
-       <li><strong>Công cụ Xây dựng SDK Android</strong> (phiên bản mới nhất)</li>
-     </ul>
-   </li>
-   <li>Mở thư mục Android X.X đầu tiên (phiên bản mới nhất) và chọn:
-     <ul>
-      <li><strong>Nền tảng SDK</strong></li>
-      <li>Một ảnh hệ thống cho trình mô phỏng, chẳng hạn như <br>
-      <strong>Ảnh Hệ thống ARM EABI v7a</strong></li>
-     </ul>
-   </li>
-  </ol>
-</li>
-
-<li>
-  <h2 id="GetSupportLib" class="norule">Tải thư viện hỗ trợ cho các API bổ sung</h2>
-
-  <div class="sidebox">
-    <p>Phải có thư viện hỗ trợ đối với:</p>
-    <ul>
-      <li><a href="{@docRoot}wear/index.html">Android Wear</a></li>
-      <li><a href="{@docRoot}tv/index.html">Android TV</a></li>
-      <li><a href="{@docRoot}google/play-services/cast.html">Google Cast</a></li>
-    </ul>
-
-    <p>Nó cũng cung cấp những API phổ biến sau:</p>
-    <ul>
-      <li><a href="{@docRoot}reference/android/support/v4/widget/DrawerLayout.html">Ngăn kéo
-      điều hướng</a></li>
-      <li><a href="{@docRoot}reference/android/support/v4/view/ViewPager.html">Chế độ xem trượt nhanh</a></li>
-      <li><a href="{@docRoot}reference/android/support/v7/app/ActionBar.html">Thanh hành động
-      tương thích ngược</a></li>
-    </ul>
-  </div>
-
-  <p><a href="{@docRoot}tools/support-library/features.html">Thư viện Hỗ trợ Android</a>
-  cung cấp một tập API mở rộng tương thích với hầu hết các phiên bản của Android.</p>
-
-  <p>Mở thư mục <strong>Extras</strong> và chọn:</p>
-     <ul>
-       <li><strong>Kho Hỗ trợ Android</strong></li>
-       <li><strong>Thư viện Hỗ trợ Android</strong></li>
-     </ul>
-
-  <p>&nbsp;</p>
-  <p>&nbsp;</p>
-
-</li>
-
-
-<li>
-  <h2 id="GetGoogle" class="norule">Tải dịch vụ Google Play để có nhiều API hơn nữa</h2>
-
-  <div class="sidebox">
-
-    <p>Các API dịch vụ Google Play sẽ cung cấp nhiều tính năng và dịch vụ cho các ứng dụng Android
-    của bạn, chẳng hạn như:</p>
-    <ul>
-      <li><a href="{@docRoot}google/play-services/plus.html">Xác thực người dùng</a></li>
-      <li><a href="{@docRoot}google/play-services/maps.html">Google Maps</a></li>
-      <li><a href="{@docRoot}google/play-services/cast.html">Google Cast</a></li>
-      <li><a href="{@docRoot}google/play-services/games.html">Thành tích và bảng xếp hạng
-      trò chơi</a></li>
-      <li><a href="{@docRoot}google/play-services/index.html">Và nhiều hơn nữa</a></li>
-    </ul>
-  </div>
-
-  <p>Để phát triển bằng các API của Google, bạn cần gói dịch vụ Google Play.</p>
-  <p>Mở thư mục <strong>Extras</strong> và chọn:</p>
-     <ul>
-       <li><strong>Kho Google</strong></li>
-       <li><strong>Dịch vụ Google Play</strong></li>
-     </ul>
-
-  <p class="note"><strong>Lưu ý:</strong> Các API dịch vụ Google Play không có sẵn trên tất cả
-  thiết bị dựa trên nền tảng Android, nhưng có sẵn trên tất cả thiết bị có Google Play Store. Để sử dụng những
-  API này trong trình mô phỏng Android, bạn cũng phải cài đặt ảnh hệ thống <strong>Google API</strong>
-  từ thư mục Android X.X mới nhất trong Trình quản lý SDK.</p>
-</li>
-
-
-<li>
-  <h2 id="Install" class="norule">Cài đặt gói</h2>
-  <p>Sau khi bạn đã chọn tất cả gói mong muốn, hãy tiếp tục cài đặt:</p>
-  <ol>
-   <li>Bấm <strong>Cài đặt X gói</strong>.</li>
-   <li>Trong cửa sổ tiếp theo, bấm đúp vào tên của từng gói ở bên trái
-   để chấp nhận thỏa thuận cấp phép cho từng gói.</li>
-   <li>Bấm <strong>Cài đặt</strong>.</li>
-  </ol>
-  <p>Tiến trình tải xuống được hiện ở dưới cùng của cửa sổ Trình quản lý SDK.
-  <strong>Không được thoát Trình quản lý SDK</strong> nếu không nó sẽ hủy bỏ việc tải xuống.</p>
-</li>
-
-<li>
-  <h2 id="Build" class="norule">Xây dựng một thứ gì đó!</h2>
-
-<p>Với những gói trên có trong SDK Android của bạn, giờ bạn đã sẵn sàng để xây dựng ứng dụng
-cho Android. Khi có sẵn các công cụ mới và API khác, chỉ cần khởi chạy Trình quản lý SDK
-  để tải xuống các gói mới cho SDK của bạn.</p>
-
-<p>Sau đây là một vài tùy chọn về cách bạn nên tiến hành:</p>
-
-<div class="cols" style="padding:10px 0">
-<div class="col-4">
-<h3>Bắt đầu</h3>
-<p>Nếu bạn mới làm quen với phát triển Android, hãy tìm hiểu những nội dung cơ bản của ứng dụng Androi bằng cách làm theo
-hướng dẫn <strong><a href="{@docRoot}training/basics/firstapp/index.html">Xây dựng Ứng dụng Đầu tiên của bạn</a></strong>.</p>
-
-</div>
-<div class="col-4 box">
-<h3>Xây dựng cho thiết bị đeo được</h3>
-<p>Nếu bạn sẵn sàng bắt đầu xây dựng ứng dụng cho thiết bị đeo được Android, hãy xem hướng dẫn
-<strong><a href="{@docRoot}wear/preview/start.html">Xây dựng Ứng dụng cho Android Wear</a></strong>.</p>
-
-</div>
-<div class="col-4 box">
-<h3>Sử dụng API của Google</h3>
-<p>Để bắt đầu sử dụng các API của Google, chẳng hạn như các dịch vụ Bản đồ hoặc
-Chơi Trò chơi, hãy xem hướng dẫn
-<strong><a href="{@docRoot}google/play-services/setup.html">Thiết đặt Dịch vụ Google Play
-</a></strong>.</p>
-
-</div>
-</div><!-- end cols -->
-
-
-</li>
-
-</ol>
-
-
diff --git a/docs/html-intl/intl/zh-cn/sdk/index.jd b/docs/html-intl/intl/zh-cn/sdk/index.jd
deleted file mode 100644
index 4de6022..0000000
--- a/docs/html-intl/intl/zh-cn/sdk/index.jd
+++ /dev/null
@@ -1,429 +0,0 @@
-page.title=下载 Android Studio 和 SDK 工具
-page.tags=sdk, android studio
-page.template=sdk
-page.image=images/cards/android-studio_2x.png
-header.hide=1
-page.metaDescription=下载官方 Android IDE 和开发者工具,构建适用于 Android 手机、平板电脑、可穿戴设备、电视等设备的应用。
-
-@jd:body
-
-<style type="text/css">
-  .offline {display:none;}
-  h2.feature {
-    padding-top:30px;
-    margin-top:0;
-    clear:both;
-  }
-  .feature-blurb {
-  margin:0px; font-size:16px; font-weight:300;
-  padding-top:40px;
-  }
-
-  .landing-button .small {
-    font-size: 12px;
-    font-weight: normal;
-    line-height: 12px;
-    display: block;
-  }
-
-  h1.studio-logo {
-    width:226px;
-    height:78px;
-    display:block;
-    padding:0;
-    white-space: nowrap;
-    text-indent: -10000px;
-    font-size:0px;
-    background: url({@docRoot}images/tools/studio-logo.png);
-    background-image: -webkit-image-set(url({@docRoot}images/tools/studio-logo.png) 1x, url({@docRoot}images/tools/studio-logo_2x.png) 2x);
-    background-size: 226px 78px;
-  }
-
-</style>
-
-
-
-
-
-<div style="position:relative;">
-
-
-<div class="wrap" id="tos" style="display:none;width:inherit;height:650px">
-<div class="col-13" style="margin:0;">&nbsp;</div><!-- provides top margin for content -->
-
-<h1 id="tos-header" style="margin-top:0">下载</h1>
-
-<p class="sdk-terms-intro">在安装 Android Studio 或独立 SDK
-工具之前,您必须同意下列条款和条件。</p>
-
-<div class="sdk-terms" onfocus="this.blur()">
-<h2 class="norule">条款和条件</h2>
-本协议是 Android 软件开发工具包许可协议
-
-<h3>1. Introduction</h3>
-1.1 The Android Software Development Kit (referred to in the License Agreement as the "SDK" and specifically including the Android system files, packaged APIs, and Google APIs add-ons) is licensed to you subject to the terms of the License Agreement. The License Agreement forms a legally binding contract between you and Google in relation to your use of the SDK.
-
-1.2 "Android" means the Android software stack for devices, as made available under the Android Open Source Project, which is located at the following URL: http://source.android.com/, as updated from time to time.
-
-1.3 A "compatible implementation" means any Android device that (i) complies with the Android Compatibility Definition document, which can be found at the Android compatibility website (http://source.android.com/compatibility) and which may be updated from time to time; and (ii) successfully passes the Android Compatibility Test Suite (CTS).
-
-1.4 "Google" means Google Inc., a Delaware corporation with principal place of business at 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States.
-
-
-<h3>2. Accepting this License Agreement</h3>
-2.1 In order to use the SDK, you must first agree to the License Agreement. You may not use the SDK if you do not accept the License Agreement.
-
-2.2 By clicking to accept, you hereby agree to the terms of the License Agreement.
-
-2.3 You may not use the SDK and may not accept the License Agreement if you are a person barred from receiving the SDK under the laws of the United States or other countries, including the country in which you are resident or from which you use the SDK.
-
-2.4 If you are agreeing to be bound by the License Agreement on behalf of your employer or other entity, you represent and warrant that you have full legal authority to bind your employer or such entity to the License Agreement. If you do not have the requisite authority, you may not accept the License Agreement or use the SDK on behalf of your employer or other entity.
-
-
-<h3>3. SDK License from Google</h3>
-3.1 Subject to the terms of the License Agreement, Google grants you a limited, worldwide, royalty-free, non-assignable, non-exclusive, and non-sublicensable license to use the SDK solely to develop applications for compatible implementations of Android.
-
-3.2 You may not use this SDK to develop applications for other platforms (including non-compatible implementations of Android) or to develop another SDK. You are of course free to develop applications for other platforms, including non-compatible implementations of Android, provided that this SDK is not used for that purpose.
-
-3.3 You agree that Google or third parties own all legal right, title and interest in and to the SDK, including any Intellectual Property Rights that subsist in the SDK. "Intellectual Property Rights" means any and all rights under patent law, copyright law, trade secret law, trademark law, and any and all other proprietary rights. Google reserves all rights not expressly granted to you.
-
-3.4 You may not use the SDK for any purpose not expressly permitted by the License Agreement.  Except to the extent required by applicable third party licenses, you may not: (a) copy (except for backup purposes), modify, adapt, redistribute, decompile, reverse engineer, disassemble, or create derivative works of the SDK or any part of the SDK; or (b) load any part of the SDK onto a mobile handset or any other hardware device except a personal computer, combine any part of the SDK with other software, or distribute any software or device incorporating a part of the SDK.
-
-3.5 Use, reproduction and distribution of components of the SDK licensed under an open source software license are governed solely by the terms of that open source software license and not the License Agreement.
-
-3.6 You agree that the form and nature of the SDK that Google provides may change without prior notice to you and that future versions of the SDK may be incompatible with applications developed on previous versions of the SDK. You agree that Google may stop (permanently or temporarily) providing the SDK (or any features within the SDK) to you or to users generally at Google's sole discretion, without prior notice to you.
-
-3.7 Nothing in the License Agreement gives you a right to use any of Google's trade names, trademarks, service marks, logos, domain names, or other distinctive brand features.
-
-3.8 You agree that you will not remove, obscure, or alter any proprietary rights notices (including copyright and trademark notices) that may be affixed to or contained within the SDK.
-
-
-<h3>4. Use of the SDK by You</h3>
-4.1 Google agrees that it obtains no right, title or interest from you (or your licensors) under the License Agreement in or to any software applications that you develop using the SDK, including any intellectual property rights that subsist in those applications.
-
-4.2 You agree to use the SDK and write applications only for purposes that are permitted by (a) the License Agreement and (b) any applicable law, regulation or generally accepted practices or guidelines in the relevant jurisdictions (including any laws regarding the export of data or software to and from the United States or other relevant countries).
-
-4.3 You agree that if you use the SDK to develop applications for general public users, you will protect the privacy and legal rights of those users. If the users provide you with user names, passwords, or other login information or personal information, you must make the users aware that the information will be available to your application, and you must provide legally adequate privacy notice and protection for those users. If your application stores personal or sensitive information provided by users, it must do so securely. If the user provides your application with Google Account information, your application may only use that information to access the user's Google Account when, and for the limited purposes for which, the user has given you permission to do so.
-
-4.4 You agree that you will not engage in any activity with the SDK, including the development or distribution of an application, that interferes with, disrupts, damages, or accesses in an unauthorized manner the servers, networks, or other properties or services of any third party including, but not limited to, Google or any mobile communications carrier.
-
-4.5 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any data, content, or resources that you create, transmit or display through Android and/or applications for Android, and for the consequences of your actions (including any loss or damage which Google may suffer) by doing so.
-
-4.6 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any breach of your obligations under the License Agreement, any applicable third party contract or Terms of Service, or any applicable law or regulation, and for the consequences (including any loss or damage which Google or any third party may suffer) of any such breach.
-
-
-<h3>5. Your Developer Credentials</h3>
-5.1 You agree that you are responsible for maintaining the confidentiality of any developer credentials that may be issued to you by Google or which you may choose yourself and that you will be solely responsible for all applications that are developed under your developer credentials.
-
-
-<h3>6. Privacy and Information</h3>
-6.1 In order to continually innovate and improve the SDK, Google may collect certain usage statistics from the software including but not limited to a unique identifier, associated IP address, version number of the software, and information on which tools and/or services in the SDK are being used and how they are being used. Before any of this information is collected, the SDK will notify you and seek your consent. If you withhold consent, the information will not be collected.
-
-6.2 The data collected is examined in the aggregate to improve the SDK and is maintained in accordance with Google's Privacy Policy.
-
-
-<h3>7. Third Party Applications</h3>
-7.1 If you use the SDK to run applications developed by a third party or that access data, content or resources provided by a third party, you agree that Google is not responsible for those applications, data, content, or resources. You understand that all data, content or resources which you may access through such third party applications are the sole responsibility of the person from which they originated and that Google is not liable for any loss or damage that you may experience as a result of the use or access of any of those third party applications, data, content, or resources.
-
-7.2 You should be aware the data, content, and resources presented to you through such a third party application may be protected by intellectual property rights which are owned by the providers (or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell, distribute or create derivative works based on these data, content, or resources (either in whole or in part) unless you have been specifically given permission to do so by the relevant owners.
-
-7.3 You acknowledge that your use of such third party applications, data, content, or resources may be subject to separate terms between you and the relevant third party. In that case, the License Agreement does not affect your legal relationship with these third parties.
-
-
-<h3>8. Using Android APIs</h3>
-8.1 Google Data APIs
-
-8.1.1 If you use any API to retrieve data from Google, you acknowledge that the data may be protected by intellectual property rights which are owned by Google or those parties that provide the data (or by other persons or companies on their behalf). Your use of any such API may be subject to additional Terms of Service. You may not modify, rent, lease, loan, sell, distribute or create derivative works based on this data (either in whole or in part) unless allowed by the relevant Terms of Service.
-
-8.1.2 If you use any API to retrieve a user's data from Google, you acknowledge and agree that you shall retrieve data only with the user's explicit consent and only when, and for the limited purposes for which, the user has given you permission to do so.
-
-
-<h3>9. Terminating this License Agreement</h3>
-9.1 The License Agreement will continue to apply until terminated by either you or Google as set out below.
-
-9.2 If you want to terminate the License Agreement, you may do so by ceasing your use of the SDK and any relevant developer credentials.
-
-9.3 Google may at any time, terminate the License Agreement with you if:
-(A) you have breached any provision of the License Agreement; or
-(B) Google is required to do so by law; or
-(C) the partner with whom Google offered certain parts of SDK (such as APIs) to you has terminated its relationship with Google or ceased to offer certain parts of the SDK to you; or
-(D) Google decides to no longer provide the SDK or certain parts of the SDK to users in the country in which you are resident or from which you use the service, or the provision of the SDK or certain SDK services to you by Google is, in Google's sole discretion, no longer commercially viable.
-
-9.4 When the License Agreement comes to an end, all of the legal rights, obligations and liabilities that you and Google have benefited from, been subject to (or which have accrued over time whilst the License Agreement has been in force) or which are expressed to continue indefinitely, shall be unaffected by this cessation, and the provisions of paragraph 14.7 shall continue to apply to such rights, obligations and liabilities indefinitely.
-
-
-<h3>10. DISCLAIMER OF WARRANTIES</h3>
-10.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT YOUR USE OF THE SDK IS AT YOUR SOLE RISK AND THAT THE SDK IS PROVIDED "AS IS" AND "AS AVAILABLE" WITHOUT WARRANTY OF ANY KIND FROM GOOGLE.
-
-10.2 YOUR USE OF THE SDK AND ANY MATERIAL DOWNLOADED OR OTHERWISE OBTAINED THROUGH THE USE OF THE SDK IS AT YOUR OWN DISCRETION AND RISK AND YOU ARE SOLELY RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER SYSTEM OR OTHER DEVICE OR LOSS OF DATA THAT RESULTS FROM SUCH USE.
-
-10.3 GOOGLE FURTHER EXPRESSLY DISCLAIMS ALL WARRANTIES AND CONDITIONS OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES AND CONDITIONS OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
-
-
-<h3>11. LIMITATION OF LIABILITY</h3>
-11.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT GOOGLE, ITS SUBSIDIARIES AND AFFILIATES, AND ITS LICENSORS SHALL NOT BE LIABLE TO YOU UNDER ANY THEORY OF LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL OR EXEMPLARY DAMAGES THAT MAY BE INCURRED BY YOU, INCLUDING ANY LOSS OF DATA, WHETHER OR NOT GOOGLE OR ITS REPRESENTATIVES HAVE BEEN ADVISED OF OR SHOULD HAVE BEEN AWARE OF THE POSSIBILITY OF ANY SUCH LOSSES ARISING.
-
-
-<h3>12. Indemnification</h3>
-12.1 To the maximum extent permitted by law, you agree to defend, indemnify and hold harmless Google, its affiliates and their respective directors, officers, employees and agents from and against any and all claims, actions, suits or proceedings, as well as any and all losses, liabilities, damages, costs and expenses (including reasonable attorneys fees) arising out of or accruing from (a) your use of the SDK, (b) any application you develop on the SDK that infringes any copyright, trademark, trade secret, trade dress, patent or other intellectual property right of any person or defames any person or violates their rights of publicity or privacy, and (c) any non-compliance by you with the License Agreement.
-
-
-<h3>13. Changes to the License Agreement</h3>
-13.1 Google may make changes to the License Agreement as it distributes new versions of the SDK. When these changes are made, Google will make a new version of the License Agreement available on the website where the SDK is made available.
-
-
-<h3>14. General Legal Terms</h3>
-14.1 The License Agreement constitutes the whole legal agreement between you and Google and governs your use of the SDK (excluding any services which Google may provide to you under a separate written agreement), and completely replaces any prior agreements between you and Google in relation to the SDK.
-
-14.2 You agree that if Google does not exercise or enforce any legal right or remedy which is contained in the License Agreement (or which Google has the benefit of under any applicable law), this will not be taken to be a formal waiver of Google's rights and that those rights or remedies will still be available to Google.
-
-14.3 If any court of law, having the jurisdiction to decide on this matter, rules that any provision of the License Agreement is invalid, then that provision will be removed from the License Agreement without affecting the rest of the License Agreement. The remaining provisions of the License Agreement will continue to be valid and enforceable.
-
-14.4 You acknowledge and agree that each member of the group of companies of which Google is the parent shall be third party beneficiaries to the License Agreement and that such other companies shall be entitled to directly enforce, and rely upon, any provision of the License Agreement that confers a benefit on (or rights in favor of) them. Other than this, no other person or company shall be third party beneficiaries to the License Agreement.
-
-14.5 EXPORT RESTRICTIONS. THE SDK IS SUBJECT TO UNITED STATES EXPORT LAWS AND REGULATIONS. YOU MUST COMPLY WITH ALL DOMESTIC AND INTERNATIONAL EXPORT LAWS AND REGULATIONS THAT APPLY TO THE SDK. THESE LAWS INCLUDE RESTRICTIONS ON DESTINATIONS, END USERS AND END USE.
-
-14.6 The rights granted in the License Agreement may not be assigned or transferred by either you or Google without the prior written approval of the other party. Neither you nor Google shall be permitted to delegate their responsibilities or obligations under the License Agreement without the prior written approval of the other party.
-
-14.7 The License Agreement, and your relationship with Google under the License Agreement, shall be governed by the laws of the State of California without regard to its conflict of laws provisions. You and Google agree to submit to the exclusive jurisdiction of the courts located within the county of Santa Clara, California to resolve any legal matter arising from the License Agreement. Notwithstanding this, you agree that Google shall still be allowed to apply for injunctive remedies (or an equivalent type of urgent legal relief) in any jurisdiction.
-
-<em>November 20, 2015</em>
-</div>
-
-
-
-
-
-<div id="next-steps" style="display:none;position:absolute;width:inherit">
-  <p>您距离构建 Android 应用只有几步之遥!</p>
-  <p>系统很快就会将您重定向到
-<a id="next-link" href="{@docRoot}sdk/installing/index.html">安装 Android SDK</a>。</p>
-
-</div><!-- end next-steps -->
-
-
-
-<div id="sdk-terms-form">
-<p>
-<input id="agree" type="checkbox" name="agree" value="1" onclick="onAgreeChecked()" />
-<label id="agreeLabel" for="agree">我已阅读并同意上述条款和条件</label>
-</p>
-<p><a href="" class="button disabled" id="downloadForRealz" onclick="return onDownloadForRealz(this);"></a></p>
-</div>
-
-
-</div><!-- end TOS -->
-
-
-
-
-
-
-<div id="landing">
-
-<div class="col-13">&nbsp;</div><!-- provides top margin for content -->
-
-<img src="{@docRoot}images/tools/studio-hero.png" srcset="{@docRoot}images/tools/studio-hero_2x.png 2x, {@docRoot}images/tools/studio-hero.png 1x" width="760" height="400"/>
-
-<div style="color: #fff; width:226px; height:0; overflow:visible; position:absolute; top:40px; left:25px">
-
-<h1 class="studio-logo" style="margin:0 0 35px !important">Android Studio</h1>
-
-<p style="font-size: 16px; color:#bbb; position: absolute;left: 297px; top: 5px; display: block;
-width: 400px;text-align: center;">官方 Android IDE</p>
-
-<ul style="font-size:12px;line-height:19px;">
-<li>Android Studio IDE</li>
-<li>Android SDK 工具</li>
-<li>Android 6.0 (Marshmallow) 平台</li>
-<li>Android 6.0 模拟器系统映像(附带 Google API)</li>
-</ul>
-
-<a class="online landing-button green download-bundle-button"
-href="#Other" >Download Android Studio<br/><span class='small'></span></a>
-
-<!-- this appears when viewing the offline docs -->
-<p class="offline">
-如需获得 Android Studio 或独立 SDK 工具,请访问 <a href="http://developer.android.com/sdk/index.html">developer.android.com/sdk/</a>
-</p>
-</div>
-
-<ul>
-  <li><a href="#Requirements">系统要求</a></li>
-  <li><a href="#Other">其他下载选项</a></li>
-  <li><a href="{@docRoot}sdk/installing/migrate.html">迁移至 Android Studio</a></li>
-  <li><a href="https://docs.google.com/a/google.com/forms/d/1mjsyfzv3HAnDY-_Kfj-3QJKdpuksyMFs9e73CRwmT6Q/viewform" target="_blank">参加调查</a></li>
-</ul>
-
-
-
-
-<h2 class="feature norule" >智能代码编辑器</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-code.png" srcset="{@docRoot}images/tools/studio-hero-code_2x.png 2x, {@docRoot}images/tools/studio-hero-code.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Android Studio 的核心是一个智能代码编辑器,可进行高级代码完成、重构和代码分析。
-</p>
-  <p>这款功能强大的代码编辑器可帮助您成为更高产的 Android 应用开发者。</p>
-</div>
-
-
-
-
-
-<h2 class="feature norule">代码模板和 GitHub 集成</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-import.png" srcset="{@docRoot}images/tools/studio-hero-import_2x.png 2x, {@docRoot}images/tools/studio-hero-import.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>新项目向导让开始一个新项目变得前所未有的简单。</p>
-
-  <p>可使用适用于不同模式(如抽屉式导航栏和视图分页器)的模板代码开始项目,甚至可以从 GitHub
-导入 Google 代码示例。</p>
-</div>
-
-
-
-
-<h2 class="feature norule">多屏幕应用开发</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-screens.png" srcset="{@docRoot}images/tools/studio-hero-screens_2x.png 2x, {@docRoot}images/tools/studio-hero-screens.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>构建适用于 Android 手机、平板电脑、Android Wear、Android TV、Android Auto
-以及 Google Glass 的应用。</p>
-  <p>Android Studio 内全新的 Android
-项目视图和模块支持让应用项目和资源管理变得更加轻松。
-</div>
-
-
-
-
-<h2 class="feature norule">用于模拟所有形状和尺寸的虚拟设备</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-avds.png" srcset="{@docRoot}images/tools/studio-hero-avds_2x.png 2x, {@docRoot}images/tools/studio-hero-avds.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Android Studio 预先配置了经过优化的模拟器映像。</p>
-  <p>经过更新和精简的虚拟设备管理器可为常见 Android
-设备提供预定义设备配置文件。</p>
-</div>
-
-
-
-
-<h2 class="feature norule">
-Android 版本借助 Gradle 演进</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-gradle.png" srcset="{@docRoot}images/tools/studio-hero-gradle_2x.png 2x, {@docRoot}images/tools/studio-hero-gradle.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>使用同一项目为您的 Android 应用创建多个具有不同功能的 APK。</p>
-  <p>使用 Maven 管理应用依赖项。</p>
-  <p>使用 Android Studio 或命令行构建 APK。</p>
-</div>
-
-
-
-
-<h2 class="feature norule">有关 Android Studio 的详细信息</h2>
-<div style="background:#424242;padding:30px; color:#fff;margin:0 0 15px;">
-
-<a class="online landing-button green download-bundle-button" style="margin:0 0 40px 60px;float:right" href="">Download</a>
-
-  <ul>
-  <li>这款由 JetBrains 推出并广受欢迎的 Java IDE 以 IntelliJ IDEA Community Edition 为基础构建</li>
-  <li>基于 Gradle 的灵活构建系统</li>
-  <li>构建变体和多 APK 生成</li>
-  <li>为 Google 服务和各种设备类型提供扩展模板支持</li>
-  <li>支持主题编辑的富布局编辑器</li>
-  <li>可捕捉性能、可用性、版本兼容性以及其他问题的 Lint 工具</li>
-  <li>ProGuard 和应用签名功能</li>
-  <li>内置对 Google 云平台的支持,可轻松集成 Google Cloud
-  Messaging 和应用引擎</li>
-  </ul>
-
-<p style="margin:0">
-有关 Android Studio
-所提供功能的更多详细信息,请阅读 <a href="{@docRoot}tools/studio/index.html">Android Studio 基础知识</a>指南。</p>
-</div>
-
-
-<p>如果您一直在使用附带 ADT 的 Eclipse,请注意 Android Studio 现已成为 Android
-的官方 IDE,因此您应迁移至 Android Studio,以获得所有最新的 IDE
-更新。如果在迁移项目时需要帮助,请参阅<a href="{@docRoot}sdk/installing/migrate.html">迁移至
-Android
-Studio</a>。</p>
-
-
-
-
-
-
-
-<h2 id="Requirements">系统要求</h2>
-
-<h3>Windows</h3>
-
-<ul>
-<li>Microsoft&reg; Windows&reg; 8/7/Vista/2003(32 位或 64 位)</li>
-<li>最低:2GB RAM,推荐:4GB RAM</li>
-<li>400MB 硬盘空间</li>
-<li>Android SDK、模拟器系统映像及缓存至少需要 1GB 空间</li>
-<li>最低屏幕分辨率:1280 x 800</li>
-<li>Java 开发工具包 (JDK) 7 </li>
-<li>用于加速模拟器的选件:支持 Intel® VT-x、Intel® EM64T (Intel® 64) 和禁止执行
-(XD) 位功能的 Intel® 处理器</li>
-</ul>
-
-
-<h3>Mac OS X</h3>
-
-<ul>
-<li>Mac&reg; OS X&reg; 10.8.5 或更高版本,直至 10.9 (Mavericks)</li>
-<li>最低:2GB RAM,推荐:4GB RAM</li>
-<li>400MB 硬盘空间</li>
-<li>Android SDK、模拟器系统映像及缓存至少需要 1GB 空间</li>
-<li>最低屏幕分辨率:1280 x 800</li>
-<li>Java 运行组件环境 (JRE) 6</li>
-<li>Java 开发工具包 (JDK) 7</li>
-<li>用于加速模拟器的选件:支持 Intel® VT-x、Intel® EM64T (Intel® 64)
-和禁止执行 (XD) 位功能的 Intel® 处理器</li>
-</ul>
-
-<p>在 Mac OS 上运行附带 Java 运行组件环境 (JRE) 6 的 Android Studio
-可优化字体渲染。您随后可将您的项目配置为使用 Java 开发工具包 (JDK) 6 或 JDK 7。</p>
-
-
-
-<h3>Linux</h3>
-
-<ul>
-<li>GNU 网络对象模型环境或 KDE 桌面</li>
-<li>GNU C Library (glibc) 2.15 或更高版本</li>
-<li>最低:2GB RAM,推荐:4GB RAM</li>
-<li>400MB 硬盘空间</li>
-<li>Android SDK、模拟器系统映像及缓存至少需要 1GB 空间</li>
-<li>最低屏幕分辨率:1280 x 800</li>
-<li>Oracle&reg; Java 开发工具包 (JDK) 7 </li>
-</ul>
-<p>已在
-Ubuntu&reg; 14.04 (Trusty Tahr)(能够运行 32 位应用的 64 位分发)上进行了测试。</p>
-
-
-
-
-<h2 id="Other" style="clear:left">其他下载选项</h2>
-
-<!-- alternative SDK options follows -->
diff --git a/docs/html-intl/intl/zh-cn/sdk/installing/adding-packages.jd b/docs/html-intl/intl/zh-cn/sdk/installing/adding-packages.jd
deleted file mode 100644
index 4d5d7ec..0000000
--- a/docs/html-intl/intl/zh-cn/sdk/installing/adding-packages.jd
+++ /dev/null
@@ -1,226 +0,0 @@
-page.title=添加 SDK 软件包
-
-page.tags=sdk 管理器
-
-@jd:body
-
-<style>
-ol.large {
-  margin-left:0;
-}
-ol.large > li {
-  list-style-position: inside;
-  list-style-type:none;
-  margin:30px 0 0 0;
-  padding:30px 20px;
-  background:#eee;
-}
-ol.large > li:nth-child(odd) {
-}
-ol.large > li:before {
-  display:inline;
-  left:-40px;
-  float:left;
-  width:20px;
-  font-size:20px;
-  line-height:20px;
-}
-ol.large > li > h2 {
-  font-size:20px;
-  line-height:20px;
-  padding:0 0 0 20px;
-  margin:0 0 20px 0;
-  display:inline;
-  font-weight:normal;
-}
-ol.large > li:nth-child(1):before {
-  content:"1. ";
-}
-ol.large > li:nth-child(2):before {
-  content:"2. ";
-}
-ol.large > li:nth-child(3):before {
-  content:"3. ";
-}
-ol.large > li:nth-child(4):before {
-  content:"4. ";
-}
-ol.large > li:nth-child(5):before {
-  content:"5. ";
-}
-ol.large > li:nth-child(6):before {
-  content:"6. ";
-}
-</style>
-
-
-<p>
-默认情况下,Android SDK
-并不包括您着手开发所需的一切内容。SDK
-将工具、平台和其他组件分成若干个软件包,您可以通过
-<a href="{@docRoot}tools/help/sdk-manager.html">Android SDK 管理器</a>根据需要下载这些软件包。因此您需要先为 Android SDK
-添加几个软件包,然后才能着手开发。</p>
-
-<p>要添加软件包,请先通过下列方式之一启动 Android SDK 管理器:</p>
-<ul>
-  <li>在 Android Studio 中,点击工具栏中的 <strong>SDK 管理器</strong>
-<img src="{@docRoot}images/tools/sdk-manager-studio.png" style="vertical-align:bottom;margin:0;height:17px" />。</li>
-  <li>如果您未使用 Android Studio:
-    <ul>
-      <li>Windows:双击 Android
- SDK 根目录中的 <code>SDK Manager.exe</code> 文件。</li>
-      <li>Mac/Linux:打开一个终端,导航到 Android SDK 安装
-位置的 <code>tools/</code> 目录,然后执行 <code>android sdk</code>。</li>
-    </ul>
-  </li>
-</ul>
-
-<p>当您首次打开 SDK
-管理器时,有几个软件包默认处于选定状态。保持它们的选定状态,但务必按照下列步骤获得着手开发所需的一切内容:
-</p>
-
-
-<ol class="large">
-<li>
-  <h2 id="GetTools" class="norule">获得最新的 SDK 工具</h2>
-
-<img src="/images/sdk_manager_packages.png" alt="" width="350" style="float:right;margin-left:20px" />
-
-  <p>在安装 Android SDK 时,
-您至少应下载最新工具和 Android 平台:</p>
-  <ol>
-   <li>打开 Tools 目录并选择:
-     <ul>
-       <li><strong>Android SDK Tools</strong></li>
-       <li><strong>Android SDK Platform-tools</strong></li>
-       <li><strong>Android SDK Build-tools</strong>(最高版本)</li>
-     </ul>
-   </li>
-   <li>打开第一个 Android X.X 文件夹(最新版本)并选择:
-     <ul>
-      <li><strong>SDK Platform</strong></li>
-      <li>模拟器系统映像,例如 <br>
-      <strong>ARM EABI v7a System Image</strong></li>
-     </ul>
-   </li>
-  </ol>
-</li>
-
-<li>
-  <h2 id="GetSupportLib" class="norule">获得其他 API 的支持库</h2>
-
-  <div class="sidebox">
-    <p>以下项目需要支持库:</p>
-    <ul>
-      <li><a href="{@docRoot}wear/index.html">Android Wear</a></li>
-      <li><a href="{@docRoot}tv/index.html">Android TV</a></li>
-      <li><a href="{@docRoot}google/play-services/cast.html">Google Cast</a></li>
-    </ul>
-
-    <p>它还提供了以下受欢迎的 API:</p>
-    <ul>
-      <li><a href="{@docRoot}reference/android/support/v4/widget/DrawerLayout.html">Navigation
-      drawer</a></li>
-      <li><a href="{@docRoot}reference/android/support/v4/view/ViewPager.html">Swipe views</a></li>
-      <li><a href="{@docRoot}reference/android/support/v7/app/ActionBar.html">Backward-compatible
-      action bar</a></li>
-    </ul>
-  </div>
-
-  <p><a href="{@docRoot}tools/support-library/features.html">Android 支持库</a>提供了一组丰富的 API,可兼容大多数版本的 Android。
-</p>
-
-  <p>打开 <strong>Extras</strong> 目录并选择:</p>
-     <ul>
-       <li><strong>Android Support Repository</strong></li>
-       <li><strong>Android Support Library</strong></li>
-     </ul>
-
-  <p>&nbsp;</p>
-  <p>&nbsp;</p>
-
-</li>
-
-
-<li>
-  <h2 id="GetGoogle" class="norule">为更多 API 获得 Google Play 服务</h2>
-
-  <div class="sidebox">
-
-    <p>Google Play services API 为您的 Android
- 应用提供了各种功能和服务,例如:</p>
-    <ul>
-      <li><a href="{@docRoot}google/play-services/plus.html">用户身份验证</a></li>
-      <li><a href="{@docRoot}google/play-services/maps.html">Google 地图</a></li>
-      <li><a href="{@docRoot}google/play-services/cast.html">Google Cast</a></li>
-      <li><a href="{@docRoot}google/play-services/games.html">游戏成就和
-排行榜</a></li>
-      <li><a href="{@docRoot}google/play-services/index.html">更多其他功能</a></li>
-    </ul>
-  </div>
-
-  <p>要使用 Google API 进行开发,您需要 Google Play 服务包:</p>
-  <p>打开 <strong>Extras</strong> 目录并选择:</p>
-     <ul>
-       <li><strong>Google Repository</strong></li>
-       <li><strong>Google Play services</strong></li>
-     </ul>
-
-  <p class="note"><strong>注:</strong>并非所有采用
- Android 技术的设备上都提供 Google Play Services API,但所有安装了 Google Play 商店的设备均提供这些 API。要在 Android 模拟器中使用这些
- API,您还必须安装 SDK 管理器中最新 Android X.X 目录内的 <strong>Google APIs</strong>
- 系统映像。</p>
-</li>
-
-
-<li>
-  <h2 id="Install" class="norule">安装软件包</h2>
-  <p>选择想要安装的所有软件包后,即可继续执行安装:</p>
-  <ol>
-   <li>点击 <strong>Install X packages</strong>。</li>
-   <li>在下一个窗口中,双击左侧的每个软件包名称,
-以接受各软件包的许可协议。</li>
-   <li>点击 <strong>Install</strong>。</li>
-  </ol>
-  <p>SDK 管理器窗口底部显示下载进度。
-  <strong>切勿退出 SDK 管理器</strong>,否则它会取消下载。</p>
-</li>
-
-<li>
-  <h2 id="Build" class="norule">赶快着手开发吧!</h2>
-
-<p>现在您的 Android SDK 已包含上述软件包,您随时可以着手开发
- Android 应用。当新工具以及其他 API 推出时,只需启动 SDK 管理器
-,为您的 SDK 下载新软件包。</p>
-
-<p>以下几个方案可为您的开发工作提供指导:</p>
-
-<div class="cols" style="padding:10px 0">
-<div class="col-4">
-<h3>入门指南</h3>
-<p>如果您是第一次开发 Android
-应用,请按照<strong><a href="{@docRoot}training/basics/firstapp/index.html">开发您的第一款应用</a></strong>指南了解 Android 应用的基础知识。</p>
-
-</div>
-<div class="col-4 box">
-<h3>开发穿戴式设备应用</h3>
-<p>如果您已准备好着手开发 Android
-穿戴式设备应用,请参阅<strong><a href="{@docRoot}wear/preview/start.html">开发 Android Wear 应用</a></strong>。</p>
-
-</div>
-<div class="col-4 box">
-<h3>使用 Google API</h3>
-<p>要开始使用 Google API,例如 Google Maps API 或 Google
-Play Game Services
-API,请参阅<strong><a href="{@docRoot}google/play-services/setup.html">设置 Google Play
-服务</a></strong>指南。</p>
-
-</div>
-</div><!-- end cols -->
-
-
-</li>
-
-</ol>
-
-
diff --git a/docs/html-intl/intl/zh-cn/tools/help/proguard.jd b/docs/html-intl/intl/zh-cn/tools/help/proguard.jd
deleted file mode 100644
index 0e8cc7a..0000000
--- a/docs/html-intl/intl/zh-cn/tools/help/proguard.jd
+++ /dev/null
@@ -1,133 +0,0 @@
-page.title=ProGuard
-parent.title=Tools
-parent.link=index.html
-page.type=工具
-@jd:body
-
-      <div id="qv-wrapper">
-      <div id="qv">
-        <h2>本文内容</h2>
-
-        <ol>
-          <li><a href="#enabling">启用 ProGuard</a></li>
-
-          <li><a href="#configuring">配置 ProGuard</a></li>
-
-          <li>
-            <a href="#decoding">解码混淆后的堆栈跟踪信息</a>
-
-            <ol>
-              <li><a href="#considerations">调试已发布应用时应注意的事项</a></li>
-            </ol>
-          </li>
-        </ol>
-
-        <h2>另请参见</h2>
-
-        <ol>
-          <li>
-            <a href="http://stuff.mit.edu/afs/sipb/project/android/sdk/android-sdk-linux/tools/proguard/docs/index.html#manual/introduction.html">ProGuard 手册 »</a>
-          </li>
-          <li>
-            <a href="http://stuff.mit.edu/afs/sipb/project/android/sdk/android-sdk-linux/tools/proguard/docs/index.html#manual/retrace/introduction.html">ProGuard ReTrace 手册 »</a>
-          </li>
-        </ol>
-      </div>
-    </div>
-
-    <p>ProGuard 工具通过移除无用的代码以及使用语义隐晦的名称来重命名类、字段和方法,从而达到压缩、优化和混淆代码的目的。最终您将获得一个较小的 <code>.apk</code> 文件,此文件更难于进行反向工程。由于 ProGuard 会使应用更难于进行反向工程,因此当应用使用对安全性要求极高的功能时(例如,当您<a href="{@docRoot}google/play/licensing/index.html">向应用授予许可</a>时),您必须使用此工具。</p>
-
-    <p>ProGuard 已集成到 Android 构建系统,所以您无需手动调用此工具。只有当您在发布模式下构建应用时,ProGuard 才会运行,因此当您在调试模式下构建应用时,就无需处理混淆后的代码。是否运行 ProGuard 完全由您决定,但我们强烈建议您运行该工具。</p>
-
-    <p>本文介绍如何启用和配置 ProGuard,以及如何使用 <code>retrace</code> 工具解码混淆后的堆栈跟踪信息。</p>
-
-    <h2 id="enabling">启用 ProGuard</h2>
-
-    <p>当您创建 Android 项目时,系统会在该项目的根目录中自动生成一个 <code>proguard.cfg</code> 文件。此文件将定义 ProGuard 会如何优化和混淆代码,因此您必须了解如何根据自己的需求对其进行自定义。默认的配置文件只涵盖一般的使用情形,因此您极有可能需要根据自己的需求对其进行修改。请参阅下文<a href="#configuring">配置 ProGuard</a> 这一部分,了解如何自定义 ProGuard 配置文件。</p>
-
-    <p>要启用 ProGuard,让其作为 Ant 或 Eclipse 构建环境的一部分运行,请在 <code>&lt;project_root&gt;/project.properties</code> 文件中设置 <code>proguard.config</code> 属性。该路径可以是绝对路径,也可以是项目根目录的相对路径。</p>
-
-  <p class="note"><strong>注意</strong>:在使用 Android Studio 时,您必须将 Proguard 添加到 <code>gradle.build</code> 文件的构建类型中。有关详情,请参阅 <a href="http://tools.android.com/tech-docs/new-build-system/user-guide#TOC-Running-ProGuard">Gradle 插件用户指南</a>。
-
-  <p>如果您将 <code>proguard.cfg</code> 文件留在默认位置(项目的根目录中),则可以按如下格式指定其位置:</p>
-  <pre class="no-pretty-print">
-  proguard.config=proguard.cfg
-  </pre>
-  <p>
-  您也可以将此文件移到任何所需的位置,然后按如下格式指定其绝对路径:
-  </p>
-  <pre class="no-pretty-print">
-  proguard.config=/path/to/proguard.cfg
-  </pre>
-
-
-    <p>当您在发布模式下构建应用时,无论是通过运行 <code>ant release</code> 还是通过使用 Eclipse 中的“导出向导”,构建系统都会自动检查是否设置了 <code>proguard.config</code> 属性。<em></em>如果已设置该属性,ProGuard 会自动处理应用的字节码,然后再将所有内容打包到 <code>.apk</code> 文件中。在调试模式下进行构建时之所以不调用 ProGuard,是因为该工具会加大调试难度。</p>
-
-    <p>ProGuard 在运行后会输出以下文件:</p>
-
-    <dl>
-      <dt><code>dump.txt</code></dt>
-      <dd>描述 <code>.apk</code> 文件中所有类文件的内部结构</dd>
-
-      <dt><code>mapping.txt</code></dt>
-      <dd>列出原始与混淆后的类、方法和字段名称之间的对应关系。如果您从发布版本收到问题报告,则必须使用此文件,因为通过它可将混淆后的堆栈跟踪信息转换为原始的类、方法和成员名称。有关详情,请参阅<a href="#decoding">解码混淆后的堆栈跟踪信息</a>。</dd>
-
-      <dt><code>seeds.txt</code></dt>
-      <dd>列出未混淆的类和成员</dd>
-
-      <dt><code>usage.txt</code></dt>
-      <dd>列出从 <code>.apk</code> 删除的代码</dd>
-    </dl>
-
-    <p>这些文件都位于以下目录中:</p>
-
-    <ul>
-      <li><code>&lt;project_root&gt;/bin/proguard</code>(如果您使用的是 Ant)。</li>
-
-      <li><code>&lt;project_root&gt;/proguard</code>(如果您使用的是 Eclipse)。</li>
-    </ul>
-
-
-    <p class="caution"><strong>注意</strong>:每当您在发布模式下构建版本时,这些文件都会被 ProGuard 最新生成的文件覆盖。请在每次发布应用时为这些文件保存一份副本,以便反混淆来自发布版本的问题报告。如需详细了解为何要保存这些文件,请参阅<a href="#considerations">调试已发布应用时应注意的事项</a>。
-    </p>
-
-    <h2 id="configuring">配置 ProGuard</h2>
-
-    <p>在某些情况下,<code>proguard.cfg</code> 文件中的默认配置足以满足您的需求。不过,在很多情况下,ProGuard 很难做出正确分析,因此可能会移除它认为无用而实际上您的应用却需要的代码。部分示例如下:</p>
-
-    <ul>
-      <li>一个只在 <code>AndroidManifest.xml</code> 文件中引用的类</li>
-
-      <li>一个通过 JNI 调用的方法</li>
-
-      <li>动态引用的字段和方法</li>
-    </ul>
-
-    <p>默认的 <code>proguard.cfg</code> 文件旨在涵盖一般的使用情形,但您可能会遇到异常情况,例如 <code>ClassNotFoundException</code>(此异常情况会在 ProGuard 删除您的应用调用的整个类时发生)。</p>
-
-    <p>您可以通过在 <code>proguard.cfg</code> 文件中添加一个 <code>-keep</code> 行,来修复因 ProGuard 在删除代码而造成的错误。例如:</p>
-    <pre>
-  -keep public class &lt;MyClass&gt;
-  </pre>
-
-    <p>在使用 <code>-keep</code> 选项时,您既有许多选择也有不少需要注意的方面,因此我们强烈建议您阅读 <a href="http://stuff.mit.edu/afs/sipb/project/android/sdk/android-sdk-linux/tools/proguard/docs/index.html#manual/introduction.html">ProGuard 手册</a>,详细了解如何自定义您的配置文件。该手册中的“Keep 选项概述”和“示例”部分尤其有用;<em></em><em></em><a href="http://stuff.mit.edu/afs/sipb/project/android/sdk/android-sdk-linux/tools/proguard/docs/index.html#manual/troubleshooting.html">问题排查</a>部分则概述了在 ProGuard 删除代码后您可能会遇到的其他常见问题。</p>
-
-    <h2 id="decoding">解码混淆后的堆栈跟踪信息</h2>
-
-    <p>当混淆后的代码输出堆栈跟踪信息时,方法名称会被混淆,即便仍能进行调试,难度也会很大。幸运的是,ProGuard 在每次运行时都会输出一个 <code>&lt;project_root&gt;/bin/proguard/mapping.txt</code> 文件,其中会显示与混淆后的名称相对应的原始的类、方法和字段名称。</p>
-
-    <p>Windows 上的 <code>retrace.bat</code> 脚本以及 Linux 或 Mac OS X 上的 <code>retrace.sh</code> 脚本可以将混淆后的堆栈跟踪信息转换成可读文件,此文件位于 <code>&lt;sdk_root&gt;/tools/proguard/</code> 目录中。执行 <code>retrace</code> 工具的语法如下:</p>
-    <pre>retrace.bat|retrace.sh [-verbose] mapping.txt [&lt;stacktrace_file&gt;]</pre>
-    <p>例如:</p>
-
-    <pre>retrace.bat -verbose mapping.txt obfuscated_trace.txt</pre>
-
-    <p>如果您不为“&lt;stacktrace_file&gt;”指定值,<code>retrace</code> 工具会从标准输入中读取。<em></em></p>
-
-    <h3 id="considerations">调试已发布应用时应注意的事项</h3>
-
-    <p>每次向用户发布应用时,都请保存所发布版本的 <code>mapping.txt</code> 文件。这样一来,如果用户遇到问题,并向您提交混淆后的堆栈跟踪信息,您就可以利用为每个发布版本保存的 <code>mapping.txt</code> 文件副本调试问题。每当您构建发布版本时,项目的 <code>mapping.txt</code> 文件都会被覆盖,因此您必须谨慎保存所需的版本。</p>
-
-    <p>例如,假设您发布了某个应用,并继续开发该应用的新功能,以便将来发布新版本。之后不久您使用 ProGuard 构建发布版本。此版本覆盖了之前的 <code>mapping.txt</code> 文件。之后,某位用户提交了问题报告,其中包含来自当前已发布的应用的堆栈跟踪信息。但您已无法调试该用户的堆栈跟踪信息,因为与该用户设备上的版本相关联的 <code>mapping.txt</code> 文件已被覆盖。除此之外,其他一些情况也可能会导致您的 <code>mapping.txt</code> 文件被覆盖。因此,如果您预计需要进行调试,请务必在每次发布应用时都保存一份副本。</p>
-
-    <p>如何保存 <code>mapping.txt</code> 文件由您自行决定。例如,您可以将其重命名以使其名称中包含版本号,也可以对其(连同源代码一起)进行版本管理。</p>
diff --git a/docs/html-intl/intl/zh-cn/tools/publishing/preparing.jd b/docs/html-intl/intl/zh-cn/tools/publishing/preparing.jd
deleted file mode 100644
index 46938b9..0000000
--- a/docs/html-intl/intl/zh-cn/tools/publishing/preparing.jd
+++ /dev/null
@@ -1,186 +0,0 @@
-page.title=准备发布
-page.type=工具
-
-@jd:body
-
-      <div id="qv-wrapper">
-    <div id="qv">
-      <h2>概述</h2>
-      <ul>
-        <li>了解发布应用需要哪些资源。</li>
-        <li>了解如何配置和构建应用以进行发布。</li>
-        <li>了解发布应用的最佳做法。</li>
-      </ul>
-      <h2>本文内容</h2>
-      <ol>
-        <li><a href="#publishing-intro">简介</a></li>
-        <li><a href="#publishing-gather">收集材料和资源</a></li>
-        <li><a href="#publishing-configure">配置应用</a></li>
-        <li><a href="#publishing-build">构建应用</a></li>
-        <li><a href="#publishing-resources">准备外部服务器和资源</a></li>
-        <li><a href="#publishing-test">测试应用以进行发布</a></li>
-      </ol>
-      <h2>另请参见</h2>
-      <ol>
-        <li><a href="{@docRoot}tools/publishing/publishing_overview.html">发布概述</a></li>
-        <li><a href="{@docRoot}tools/publishing/app-signing.html">为应用签名</a></li>
-        <li><a href="{@docRoot}distribute/tools/launch-checklist.html">Google Play 发布检查清单</a></li>
-      </ol>
-    </div>
-  </div>
-
-  <p>在将您的 Android 应用分发给用户之前,您需要先完成准备工作。对于所有 Android 应用,准备流程都是一项必须完成的<a href="{@docRoot}tools/workflow/index.html">开发任务</a>,也是发布流程中的第一步(参见图 1)。</p>
-
-  <p>当准备应用以进行发布时,您需要配置、构建并测试应用的发布版本。配置任务相当简单,涉及完成代码清理和代码修改这两项基本任务,从而达到优化应用的目的。构建流程与调试构建流程相似,可以使用 JDK 和 Android SDK 工具完成。测试任务就是做最终检查,以确保您的应用能在实际环境下正常运行。准备好要发布的应用后,您将获得一个已签名的 <code>.apk</code> 文件。您可以直接将该文件分发给用户,也可以通过 Google Play 等应用市场进行分发。</p>
-
-  <p>本文总结了您在准备应用以进行发布时需执行的几大任务。这些任务适用于所有 Android 应用,无论这些应用采用什么方式发布或分发给用户。如果您要通过 Google Play 发布应用,则还应查看 <a href="{@docRoot}distribute/tools/launch-checklist.html">Google Play 发布检查清单</a>,以确保您要发布的应用满足 Google Play 的所有要求。</p>
-
-  <p class="note"><strong>注意</strong>:在您执行本文所述任务之前,最好确保您的应用符合针对功能、性能和稳定性的所有发布标准。</p>
-
-  <img src="{@docRoot}images/publishing/publishing_overview_prep.png" alt="显示发布流程在整个开发流程中的位置" height="190" id="figure1" />
-  <p class="img-caption">
-    <strong>图 1.</strong>  准备发布是一项必须完成的<a href="{@docRoot}tools/workflow/index.html">开发任务</a>,也是发布流程中的第一步。
-  </p>
-
-  <h2 id="publishing-intro">简介</h2>
-
-  <p>为了向用户发布应用,您需要先创建发布版应用包,以供用户在其 Android 设备上安装和运行。发布版应用包与调试 <code>.apk</code> 文件中包含的组件相同(经过编译的源代码、资源、清单文件等),使用的构建工具也相同。不过,与调试 <code>.apk</code> 文件不同的是,发布版 <code>.apk</code> 文件已使用您自己的证书签名且使用 Zipalign 工具进行了优化。</p>
-
-  <div class="figure" style="width:331px">
-    <img src="{@docRoot}images/publishing/publishing_preparing.png" alt="显示准备应用以进行发布所需执行的五项任务" height="450" />
-    <p class="img-caption">
-      <strong>图 2.</strong>  要准备应用以进行发布,您需执行五大任务。
-    </p>
-  </div>
-
-  <p>通常情况下,如果您使用 Eclipse 和 ADT 插件或 Ant 构建脚本(包含在 Android SDK 中)构建应用,可以无缝地完成签名和优化任务。例如,您可以使用 Eclipse“导出向导”一次性完成对应用的编译、签名和优化操作。如果通过命令行进行构建,您还可以配置 Ant 构建脚本来执行相同的操作。</p>
-
-  <p>要准备应用以进行发布,您通常需要执行五大任务(参见图 2)。每项大任务可能包含一项或多项小任务,视您的应用发布方式而定。例如,如果您要通过 Google Play 发布应用,则可能需要在配置应用的发布版本时向清单中添加特殊的过滤规则。同样,为了满足 Google Play 发布指南的要求,您可能需要在收集发布材料时准备几张屏幕截图并撰写相关宣传文字。</p>
-
-  <p>一般来说,在对应用进行了全面调试和测试后,您需要执行图 2 中列出的任务。Android SDK 中提供的几种工具可帮您测试和调试您的 Android 应用。有关详情,请参阅开发者指南中的<a href="{@docRoot}tools/debugging/index.html">调试</a>和<a href="{@docRoot}tools/testing/index.html">测试</a>这两部分。</p>
-
-  <h2 id="publishing-gather">收集材料和资源</h2>
-
-  <p>要开始准备应用以进行发布,您需要收集几项支持性的信息,其中至少应包含用于为应用签名的加密密钥以及应用图标。此外,您可能还需要提供最终用户许可协议。</p>
-
-  <h4 id="publishing-keys">加密密钥</h4>
-
-  <p>Android 系统要求安装的每个应用都必须使用应用开发者拥有的证书(即开发者用于存放私钥的证书)进行数字签名。Android 系统利用该证书来识别应用作者并在应用之间建立信任关系。您用于签名的的证书无需由证书机构签名;Android 系统允许您使用自签名证书为您的应用签名。如需了解有关证书的要求,请参阅<a href="{@docRoot}tools/publishing/app-signing.html#cert">获取合适的私钥</a>。</p>
-
-  <p class="caution"><strong>重要提示</strong>:您的应用必须使用在 2033 年 10 月 22 日之后才会失效的加密密钥签名。</p>
-
-  <p>如果您应用访问的服务或使用的第三方库需要基于您的私钥的附加密钥,则您还必须获得其他发布密钥。例如,如果您的应用使用 <a href="http://code.google.com/android/add-ons/google-apis/reference/com/google/android/maps/MapView.html">MapView</a> 类(属于 <a href="http://code.google.com/android/add-ons/google-apis/maps-overview.html">Google 地图外部库</a>),您需要让您的应用注册 Google 地图服务并获取 Maps API 密钥。如需了解如何获取 Maps API 密钥,请参阅<a href="http://code.google.com/android/add-ons/google-apis/mapkey.html">获取 Maps API 密钥</a>。</p>
-
-  <h4>应用图标</h4>
-
-  <p>请确保您有应用图标而且图标遵守建议的<a href="{@docRoot}guide/practices/ui_guidelines/icon_design_launcher.html">图标指南</a>。应用的图标会显示在设备的主屏幕上和“启动器”窗口中,有助于用户识别您的应用。它还会显示在“管理应用”、“我的下载”等其他位置。此外,Google Play 等发布服务也会向用户显示您的应用图标。</p>
-
-  <p class="note"><strong>注意</strong>:如果您要在 Google Play 上发布应用,则需要创建高分辨率版本的图标。有关详情,请参阅<a href="https://www.google.com/support/androidmarket/developer/bin/answer.py?answer=1078870">应用的图形资源</a>。</p>
-
-  <h4>最终用户许可协议</h4>
-
-  <p>请考虑为您的应用准备最终用户许可协议 (EULA)。最终用户许可协议可帮助保护您的员工、公司和知识产权,因此我们建议您为自己的应用提供一份。</p>
-
-  <h4>其他材料</h4>
-
-  <p>您可能还需要准备宣传和营销材料,用来宣传您的应用。例如,如果您要在 Google Play 上发布应用,则需要准备几段宣传文字并创建几张应用截图。有关详情,请参阅<a href="https://www.google.com/support/androidmarket/developer/bin/answer.py?answer=1078870">应用的图形资源</a></p>
-
-  <h2 id="publishing-configure">配置应用以进行发布</h2>
-
-  <p>收集完所有支持材料后,您可以开始配置应用以进行发布。这部分总结了一些建议您在发布应用前对源代码、资源文件和应用清单进行的配置更改。虽然是否实施这里列出的大部分配置更改都由您决定,但这些都是良好的编码习惯。因此我们建议您实施这些更改。在某些情况下,您可能已在开发过程中实施了这些配置更改。</p>
-
-  <h4>选择合适的应用包名称</h4>
-
-  <p>请确保您选择的应用包名称适合在应用的整个生命周期中使用。将应用分发给用户后,您就无法再更改应用包名称。您可以在应用的清单文件中设置应用包名称。有关详情,请参阅介绍 <a href="{@docRoot}guide/topics/manifest/manifest-element.html#package">package</a> 属性的文档。</p>
-
-  <h4>停用日志记录和调试功能</h4>
-
-  <p>在构建应用的发布版本之前,请确保停用日志记录功能和调试选项。要停用日志记录功能,您可以移除源文件中对 <code><a href="{@docRoot}reference/android/util/Log.html">Log</a></code> 方法的调用。要停用调试功能,您可以从清单文件的 <code>&lt;application&gt;</code> 代码中移除 <code>android:debuggable</code> 属性或将 <code>android:debuggable</code> 属性设置为 <code>false</code>。此外,请移除您在项目中创建的所有日志文件或静态测试文件。</p>
-
-  <p>此外,您还应移除之前添加到代码中的所有 <code><a href="{@docRoot}reference/android/os/Debug.html">Debug</a></code> 跟踪调用,例如 <code><a href="{@docRoot}reference/android/os/Debug.html#startMethodTracing()">startMethodTracing()</a></code> 和 <code><a href="{@docRoot}reference/android/os/Debug.html#stopMethodTracing()">stopMethodTracing()</a></code> 方法调用。</p>
-
-  <p class="caution"><strong>重要提示</strong>:调试功能允许用户使用 Chrome DevTools 注入脚本和提取内容,因此如果您使用 <code><a href="{@docRoot}reference/android/webkit/WebView.html">WebView</a></code> 展示付费内容或使用 JavaScript 界面,请确保停用应用的调试功能。要停用调试功能,请使用 <code><a href="{@docRoot}reference/android/webkit/WebView.html#setWebContentsDebuggingEnabled(boolean)">WebView.setWebContentsDebuggingEnabled()</a></code> 方法。</p>
-
-  <h4>清理项目目录</h4>
-
-  <p>请清理您的项目,确保其符合 <a href="{@docRoot}tools/projects/index.html#ApplicationProjects">Android 项目</a>中所述的目录结构要求。项目中留有散乱或孤立的文件会妨碍对应用的编译,导致应用发生异常。您至少应执行下列清理任务:</p>
-
-  <ul>
-    <li>查看 <code>jni/</code>、<code>lib/</code> 和 <code>src/</code> 目录的内容。<code>jni/</code> 目录应只包含与 <a href="{@docRoot}tools/sdk/ndk/index.html">Android NDK</a> 相关联的源文件,例如 <code>.c</code>、<code>.cpp</code>、<code>.h</code> 和 <code>.mk</code> 文件。<code>lib/</code> 目录应只包含第三方库文件或专用库文件,包括预构建的共享库和静态库(例如 <code>.so</code> 文件)。<code>src/</code> 目录应只包含应用的源文件(<code>.java</code> 和 <code>.aidl</code> 文件)。<code>src/</code> 不应包含任何 <code>.jar</code> 文件。</li>
-    <li>检查项目中是否包含应用不需要的专用或专有数据文件,如果有请将其移除。例如,在项目的 <code>res/</code> 目录中查找是否包含旧的图形文件、布局文件和值文件,如果您不再使用这些文件,请将其删除。</li>
-    <li>检查 <code>lib/</code> 目录中是否包含测试库;如果您的应用不再使用这些库,请将其移除。</li>
-    <li>查看 <code>assets/</code> 目录和 <code>res/raw/</code> 目录的内容,查找其中是否包含需在应用发布前更新或移除的原始资源文件和静态文件。</li>
-  </ul>
-
-  <h4>查看并更新清单设置</h4>
-
-  <p>确认下列清单项是否已正确设置:</p>
-
-  <ul>
-    <li><a href="{@docRoot}guide/topics/manifest/uses-permission-element.html">
-    &lt;uses-permission&gt;</a> 元素
-      <p>您应该只指定应用必需的相关权限。</p>
-    </li>
-    <li><code>android:icon</code> 和 <code>android:label</code> 属性
-      <p>您必须为这些属性(位于 <a href="{@docRoot}guide/topics/manifest/application-element.html">&lt;application&gt;</a> 元素中)指定值。</p>
-    </li>
-    <li><code>android:versionCode</code> 和 <code>android:versionName</code> 属性。
-      <p>我们建议您为这些属性(位于 <a href="{@docRoot}guide/topics/manifest/manifest-element.html">&lt;manifest&gt;</a> 元素中)指定值。有关详情,请参阅<a href="{@docRoot}tools/publishing/versioning.html">应用的版本管理</a>。</p>
-    </li>
-  </ul>
-
-  <p>如果您要在 Google Play 上发布应用,还可以设置另外几个清单元素。例如,<code>android:minSdkVersion</code> 和 <code>android:targetSdkVersion</code> 属性(位于 <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">&lt;uses-sdk&gt;</a> 元素中)。如需详细了解这些设置以及其他 Google Play 设置,请参阅 <a href="{@docRoot}google/play/filters.html">Google Play 上的过滤器</a>。</p>
-
-  <h4>解决兼容性问题</h4>
-
-  <p>Android 提供了多种工具和技术,可让您的应用与多种设备兼容。为了让您的应用尽可能地适合更多用户,建议您执行以下操作:</p>
-
-  <ul>
-    <li><strong>添加跨屏配置支持</strong>
-      <p>确保您采取了<a href="{@docRoot}guide/practices/screens_support.html#screen-independence">支持跨屏的最佳做法</a>。通过支持跨屏配置,您创建的应用可在 Android 支持的任何屏幕尺寸的设备上正常运行且拥有精美外观。</p>
-    </li>
-    <li><strong>针对 Android 平板电脑优化应用</strong>
-      <p>如果您的应用是专为运行 Android 3.0 以上版本的设备打造的,请遵照<a href="{@docRoot}guide/practices/optimizing-for-3.0.html">针对 Android 3.0 优化应用</a>中所述的指南和最佳做法,这样您的应用就能与运行 Android 3.0 的设备兼容。</p>
-    </li>
-    <li><strong>考虑使用支持库</strong>
-      <p>如果您的应用是专为运行 Android 3.x 的设备打造的,请向您的应用项目中添加<a href="{@docRoot}tools/support-library/index.html">支持库</a>,这样您的应用就能与较低版本的 Android 系统兼容。您可以将“支持库”提供的静态支持库添加到您的 Android 应用中,以便使用低版本的平台上未提供的 API 或使用不属于框架 API 的实用程序 API。</p>
-    </li>
-  </ul>
-
-  <h4>更新服务器和服务的网址</h4>
-
-  <p>如果您的应用需要访问远程服务器或服务,请确保您使用的是该服务器或服务的生产网址或路径,而非测试网址或路径。</p>
-
-  <h4>实施许可服务(如果您要在 Google Play 上发布应用)</h4>
-
-  <p>如果您要通过 Google Play 发布付费应用,请考虑支持 Google Play 许可服务。借助这项许可服务,您可以根据当前用户的购买情况控制其对您应用的访问权限。使用 Google Play 许可服务并不是强制的,即使您通过 Google Play 发布应用也可以不使用这项服务。</p>
-
-  <p>如需详细了解 Google Play 许可服务以及如何在应用中使用该服务,请参阅<a href="{@docRoot}google/play/licensing/index.html">应用许可</a>。</p>
-
-  <h2 id="publishing-build">构建应用以进行发布</h2>
-
-  <p>配置好应用后,您可以将其构建为一个经过签名和优化的发布版 <code>.apk</code> 文件。JDK 中包含用于为 <code>.apk</code> 文件签名的工具(Keytool 和 Jarsigner);Android SDK 中包含用于编译和优化 <code>.apk</code> 文件的工具。如果您使用的是带 ADT 插件的 Eclipse 或是从命令行使用 Ant 构建脚本,则整个构建流程可以自动完成。</p>
-
-  <h3>使用 Eclipse 进行构建</h3>
-
-  <p>您可以使用 Eclipse“导出向导”构建使用私钥签名并经过优化的发布版 <code>.apk</code> 文件。如需了解如何运行“导出向导”,请参阅<a href="{@docRoot}tools/publishing/app-signing.html#ExportWizard">使用 Eclipse ADT 进行编译和签名</a>。“导出向导”会对您要发布的应用进行编译、使用私钥为应用签名并使用 Zipalign 工具对应用进行优化。如果您已通过 Eclipse 运行或调试过应用且未在应用中发现错误,“导出向导”就应该能成功运行(有关详情,请参阅<a href="{@docRoot}tools/building/building-eclipse.html">使用带 ADT 的 Eclipse 构建和运行应用</a>)。</p>
-
-  <p>“导出向导”假设您有适合为应用签名的<a href="#billing-keys">证书和私钥</a>。如果您没有合适的证书和私钥,“导出向导”将帮您生成一个(如需详细了解签名流程和签名指南,请参阅<a href="{@docRoot}tools/publishing/app-signing.html">为应用签名</a>)。</p>
-
-  <h3>使用 Ant 进行构建</h3>
-
-  <p>您可以使用 Ant 构建脚本(包含在 Android SDK 中)来构建使用私钥签名并经过优化的发布版 <code>.apk</code> 文件。如需了解具体做法,请参阅<a href="{@docRoot}tools/building/building-cmdline.html#ReleaseMode">在发布模式下进行构建</a>。这种构建方式假设您有适合为应用签名的<a href="#billing-keys">证书和密钥</a>。如果您没有合适的证书和私钥,“导出向导”将帮您生成一个(如需详细了解签名流程和签名指南,请参阅<a href="{@docRoot}tools/publishing/app-signing.html">为应用签名</a>)。</p>
-
-  <h2 id="publishing-resources">准备外部服务器和资源</h2>
-
-  <p>如果您的应用依赖于远程服务器,请确保该服务器是安全的且已经过配置,随时可投入实际使用。如果您要在应用中实施<a href="{@docRoot}google/play/billing/index.html">应用内结算</a>,而且要在远程服务器上执行签名验证步骤,则必须这样做。</p>
-
-  <p>此外,如果您的应用从远程服务器或实时服务中抓取内容(例如内容 Feed),请确保您提供的内容是最新的且随时可投入实际使用。</p>
-
-  <h2 id="publishing-test">测试应用以进行发布</h2>
-
-  <p>测试应用的发布版本有助于确保您的应用能在实际设备上和实际网络条件下正常运行。理想情况下,您至少应在一部手持设备上和一台平板电脑上测试您的应用,以确认界面元素的尺寸是否合适,以及应用的性能和能耗是否可接受。</p>
-
-  <p>在测试之前,请先参阅<a href="{@docRoot}tools/testing/what_to_test.html">测试内容</a>。这篇文章总结了您在测试 Android 应用时应注意的常见情况。当您完成测试并确定应用的发布版本能正常运行后,就可以向用户发布您的应用了。有关详情,请参阅<a href="{@docRoot}tools/publishing/publishing_overview.html#publishing-release">向用户发布应用</a>。如果您要在 Google Play 上发布应用,请参阅 <a href="{@docRoot}distribute/tools/launch-checklist.html">Google Play 发布检查清单</a>。</p>
-
-
diff --git a/docs/html-intl/intl/zh-cn/tools/publishing/publishing_overview.jd b/docs/html-intl/intl/zh-cn/tools/publishing/publishing_overview.jd
deleted file mode 100644
index eb6a617..0000000
--- a/docs/html-intl/intl/zh-cn/tools/publishing/publishing_overview.jd
+++ /dev/null
@@ -1,142 +0,0 @@
-page.title=发布概述
-page.type=工具
-
-@jd:body
-
-    <div id="qv-wrapper">
-<div id="qv">
-  <h2>概述</h2>
-  <ul>
-    <li>了解如何发布 Android 应用。</li>
-    <li>了解如何准备应用以进行发布。</li>
-    <li>了解如何向用户发布应用。</li>
-  </ul>
-  <h2>本文内容</h2>
-  <ol>
-    <li><a href="#publishing-prepare">准备应用以进行发布</a></li>
-    <li><a href="#publishing-release">向用户发布应用</a>
-  </li></ol>
-  <h2>另请参见</h2>
-  <ol>
-    <li><a href="{@docRoot}distribute/tools/launch-checklist.html">在 Google Play 上发布应用</a></li>
-  </ol>
-</div>
-</div>
-
-<p>发布是将您的 Android 应用提供给用户的常规流程。您在发布 Android 应用时需要执行两大任务:</p>
-
-<ul>
-  <li>准备应用以进行发布。
-    <p>在准备阶段,您需要构建应用的发布版本,以供 Android 设备用户下载和安装。</p>
-  </li>
-  <li>向用户发布应用。
-    <p>在发布阶段,您向用户宣传、销售和分发应用的发布版本。</p>
-  </li>
-</ul>
-
-<p>通常情况下,您可以通过 <a href="{@docRoot}distribute/googleplay/index.html">Google Play</a> 等应用市场发布应用。不过,您也可以通过以下方式发布应用:将应用直接发送给用户;让用户从您的网站下载应用。</p>
-
-<p>图 1 展示了发布流程在整个 Android <a href="{@docRoot}tools/workflow/index.html">应用开发流程</a>中所处的位置。一般来说,您要先在调试环境中完成对应用的测试,然后再执行发布流程。此外,在开始发布流程之前,您最好确保应用符合针对功能、性能和稳定性的所有发布标准。</p>
-
-<img src="{@docRoot}images/publishing/publishing_overview.png" alt="展示了发布流程在整个开发流程中所处的位置" height="86" id="figure1" />
-<p class="img-caption">
-  <strong>图 1. </strong> 发布是 Android <a href="{@docRoot}tools/workflow/index.html">应用开发流程</a>中的最后一个阶段。
-</p>
-
-<h2 id="publishing-prepare">准备应用以进行发布</h2>
-
-<p>发布之前的准备过程涉及多个步骤,需要您完成以下任务:</p>
-
-<ul>
-  <li>配置应用以进行发布。
-    <p>您至少需要从清单文件中移除 <code><a href="{@docRoot}reference/android/util/Log.html">Log</a></code> 调用和 <a href="{@docRoot}guide/topics/manifest/application-element.html#debug">android:debuggable</a> 属性,还应为 <code>android:versionCode</code> 和 <code>android:versionName</code> 属性(位于 <a href="{@docRoot}guide/topics/manifest/manifest-element.html">&lt;manifest&gt;</a> 元素中)提供值。此外,您还可能需要配置多项其他设置,以符合 Google Play 的发布要求,或者符合其他应用发布方式的要求。</p>
-  </li>
-  <li>构建应用的发布版本并签名。
-    <p>Android SDK 工具中随附的 Android Development Tools (ADT) 插件和 Ant 构建脚本可向您提供构建应用的发布版本并签名所需的全部信息。</p>
-  </li>
-  <li>测试应用的发布版本。
-    <p>在分发应用之前,您至少应在一部适配的手机和一台适配的平板电脑上全面测试应用的发布版本。</p>
-  </li>
-  <li>更新应用资源以进行发布。
-    <p>您需确保所有应用资源(例如多媒体文件和图形)都是最新的,且已包含在应用中或者已存储到正确的生产服务器上。</p>
-  </li>
-  <li>准备应用所依赖的远程服务器和服务。
-    <p>如果您的应用依赖于外部服务器或服务,您要确保这些服务器或服务是安全的,随时可投入实际使用。</p>
-  </li>
-</ul>
-
-<p>在准备阶段,您可能还需要执行其他一些任务。例如,您需要获取私钥来为应用签名;如果您使用 <a href="http://code.google.com/android/add-ons/google-apis/maps-overview.html">Google 地图外部库</a>,则需要获取 Maps API 发布密钥。此外,您还需要为应用创建一个图标,而且可能需要准备最终用户许可协议 (EULA) 以保护您的员工、公司和知识产权。</p>
-
-<p>当您完成发布应用所需的准备工作之后,您将得到一个已签名的 <code>.apk</code> 文件,可以将文件分发给用户。</p>
-
-<p>要了解如何准备应用以进行发布,请参阅开发者指南中的<a href="{@docRoot}tools/publishing/preparing.html">准备发布</a>。这篇文章提供了有关如何配置和构建应用的发布版本的分步说明。</p>
-
-<h2 id="publishing-release">向用户发布应用</h2>
-
-<p>您可以通过多种方式发布您的 Android 应用。通常情况下,您通过 Google Play 等应用市场发布应用,但您也可以在自己的网站上发布应用或直接将应用发送给用户。
-
-<h3 id="publishing-marketplace">通过应用市场发布应用</h3>
-
-<p>如果您希望向尽可能多的目标用户分发应用,最好通过 Google Play 等应用市场发布应用。</p>
-
-<p>Google Play 是 Android 应用的主要市场,它尤其适合向遍布全球的众多目标用户分发您的应用。不过,您也可以通过自己喜欢的其他应用市场分发您的应用,也可以在多个市场中分发。</p>
-
-
-<h4 id="publishing-market">在 Google Play 上发布应用</h4>
-
-<p>Google Play 是一个强大的应用发布平台,可帮助您向全球用户宣传、销售和分发您的 Android 应用。当通过 Google Play 发布应用时,您可以使用一系列开发者工具,分析您的销售数据、了解市场趋势以及控制向哪些用户分发应用。此外,您还能使用多种有助您增加收入的功能,如<a href="{@docRoot}google/play/billing/index.html">应用内结算</a>和<a href="{@docRoot}google/play/licensing/index.html">应用许可</a>。丰富的工具和功能,以及为数众多的最终用户社区功能,让 Google Play 成为销售和购买 Android 应用的主要平台。</p>
-
-<p>在 Google Play 上发布应用相当简单,只需三个基本步骤:</p>
-
-<ul>
-  <li>准备宣传材料。
-    <p>为了充分利用 Google Play 的营销和宣传功能,您需要为应用制作宣传材料,例如屏幕截图、视频、图形以及宣传文字。</p>
-  </li>
-  <li>配置选项并上传资源。
-    <p>利用 Google Play,您可以将应用定位到全球的用户和设备。通过配置各种 Google Play 设置,您可以选择要覆盖的国家/地区、要使用的商品详情语言以及应用在各个国家/地区的价格。此外,您还可以配置商品详情,例如应用类型、类别和内容分级。配置各种选项之后,您可以上传宣传材料和草稿版(未发布的)应用。</p>
-  </li>
-  <li>发布应用的发布版本。
-    <p>如果您确认各项发布设置均配置正确,而且您上传的应用可以公开发布,只需点击开发者控制台中的<strong>发布</strong>即可。在几分钟之内,您的应用就会发布到网络上供全球用户下载。</p>
-  </li>
-</ul>
-
-<p>如需了解完整信息,请访问 <a href="{@docRoot}distribute/googleplay/index.html">Google Play</a>。</p>
-
-
-<h3 id="publishing-email">通过电子邮件发布应用</h3>
-
-<div class="figure" style="width:246px">
-  <img src="{@docRoot}images/publishing/publishing_via_email.png" alt="此屏幕截图展示了用户在收到您发送的应用时看到的图形界面" style="width:240px" />
-  <p class="img-caption">
-    <strong>图 1. </strong> 当您通过电子邮件向用户发送应用时,用户只需点击<strong>安装</strong>即可。
-  </p>
-</div>
-
-<p>最简单快捷的应用发布方式就是通过电子邮件将应用发送给用户。为此,您需要准备好应用的发布版本,将其添加为电子邮件的附件,然后发送给用户。当用户在其 Android 设备上打开您的电子邮件时,Android 系统会识别出该 APK 并在电子邮件中显示<strong>立即安装</strong>按钮(参见图 1)。用户触摸该按钮即可安装您的应用。</p>
-
-<p class="note"><strong>注意</strong>:只有当用户将其设备配置为允许安装来自<a href="#unknown-sources">未知来源</a>的应用且通过本机的 Gmail 应用打开您的电子邮件时,才会出现图 1 所示的<strong>立即安装</strong>按钮。</p>
-
-<p>如果您只将应用发送给几位受信任的用户,那么通过电子邮件分发就非常方便。不过,这种发布方式不利于阻止盗版和未经授权的分发,也就是说,收到您应用的任何人都可以将应用转发给其他人。</p>
-
-<h2 id="publishing-website">通过网站发布应用</h2>
-
-<p>如果您不想在 Google Play 这样的市场上发布应用,则可以将应用放在您的网站或服务器(包括私人服务器或企业服务器)上供用户下载。为此,您必须先按正常流程准备好应用的发布版本,然后您只需将准备好的 APK 文件托管到网站上并向用户提供下载链接即可。
-</p>
-
-<p>当用户在其 Android 设备上访问该下载链接时,文件就会开始下载,Android 系统会在下载完成后自动将应用安装到设备上。不过,只有当用户将其“设置”配置为允许安装来自<a href="#unknown-sources">未知来源</a>的应用时,安装进程才会自动启动。</p>
-
-<p>虽然在您的网站上发布应用相对比较简单,但效率可能并不高。例如,如果您想通过自己的应用获利,则必须自行处理和跟踪所有财务交易且不能使用 Google Play 的<a href="{@docRoot}google/play/billing/index.html">应用内结算服务</a>来销售应用内商品。此外,您也不能使用<a href="{@docRoot}google/play/licensing/index.html">许可服务</a>来阻止他人未经授权安装和使用您的应用。</p>
-
-
-<h2 id="unknown-sources">用户选择安装来自未知来源的应用</h2>
-
-<div class="figure" style="width:246px;margin-top:0">
-  <img src="{@docRoot}images/publishing/publishing_unknown_sources_sm.png" alt="此屏幕截图展示了用于接受从未知来源下载和安装应用的设置" style="width:240px" />
-  <p class="img-caption">
-    <strong>图 2. </strong> 用户必须启用<strong>未知来源</strong>设置,才能安装从 Google Play 以外的位置下载的应用。
-  </p>
-</div> 
-
-<p>Android 可防止用户无意中从 Google Play(受信任的市场)以外的位置下载并安装应用。只要用户未启用“设置”<strong>&gt;</strong>“安全”下的<strong>未知来源</strong>(如图 2 所示),它就会阻止此类安装。要允许安装来自其他来源的应用,用户必须在其设备上启用“未知来源”设置,且必须先更改此项配置才能将您的应用下载到设备上。<em></em></p> 
-
-<p class="note">请注意,部分网络提供商不允许用户安装来自未知来源的应用。</p>
diff --git a/docs/html-intl/intl/zh-tw/sdk/index.jd b/docs/html-intl/intl/zh-tw/sdk/index.jd
deleted file mode 100644
index ba11c46..0000000
--- a/docs/html-intl/intl/zh-tw/sdk/index.jd
+++ /dev/null
@@ -1,429 +0,0 @@
-page.title=下載 Android Studio 和 SDK 工具
-page.tags=sdk, android studio
-page.template=sdk
-page.image=images/cards/android-studio_2x.png
-header.hide=1
-page.metaDescription=下載官方 Android IDE 和開發人員工具以建置適用於 Android 手機、平板電腦、穿戴式裝置、電視等裝置的應用程式。
-
-@jd:body
-
-<style type="text/css">
-  .offline {display:none;}
-  h2.feature {
-    padding-top:30px;
-    margin-top:0;
-    clear:both;
-  }
-  .feature-blurb {
-  margin:0px; font-size:16px; font-weight:300;
-  padding-top:40px;
-  }
-
-  .landing-button .small {
-    font-size: 12px;
-    font-weight: normal;
-    line-height: 12px;
-    display: block;
-  }
-
-  h1.studio-logo {
-    width:226px;
-    height:78px;
-    display:block;
-    padding:0;
-    white-space: nowrap;
-    text-indent: -10000px;
-    font-size:0px;
-    background: url({@docRoot}images/tools/studio-logo.png);
-    background-image: -webkit-image-set(url({@docRoot}images/tools/studio-logo.png) 1x, url({@docRoot}images/tools/studio-logo_2x.png) 2x);
-    background-size: 226px 78px;
-  }
-
-</style>
-
-
-
-
-
-<div style="position:relative;">
-
-
-<div class="wrap" id="tos" style="display:none;width:inherit;height:650px">
-<div class="col-13" style="margin:0;">&nbsp;</div><!-- provides top margin for content -->
-
-<h1 id="tos-header" style="margin-top:0">下載</h1>
-
-<p class="sdk-terms-intro">在安裝 Android Studio 或單獨的 SDK 工具之前,您必須同意遵守下列條款及細則。
-</p>
-
-<div class="sdk-terms" onfocus="this.blur()">
-<h2 class="norule">條款及細則</h2>
-此為「Android 軟體開發套件授權協議」
-
-<h3>1. Introduction</h3>
-1.1 The Android Software Development Kit (referred to in the License Agreement as the "SDK" and specifically including the Android system files, packaged APIs, and Google APIs add-ons) is licensed to you subject to the terms of the License Agreement. The License Agreement forms a legally binding contract between you and Google in relation to your use of the SDK.
-
-1.2 "Android" means the Android software stack for devices, as made available under the Android Open Source Project, which is located at the following URL: http://source.android.com/, as updated from time to time.
-
-1.3 A "compatible implementation" means any Android device that (i) complies with the Android Compatibility Definition document, which can be found at the Android compatibility website (http://source.android.com/compatibility) and which may be updated from time to time; and (ii) successfully passes the Android Compatibility Test Suite (CTS).
-
-1.4 "Google" means Google Inc., a Delaware corporation with principal place of business at 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States.
-
-
-<h3>2. Accepting this License Agreement</h3>
-2.1 In order to use the SDK, you must first agree to the License Agreement. You may not use the SDK if you do not accept the License Agreement.
-
-2.2 By clicking to accept, you hereby agree to the terms of the License Agreement.
-
-2.3 You may not use the SDK and may not accept the License Agreement if you are a person barred from receiving the SDK under the laws of the United States or other countries, including the country in which you are resident or from which you use the SDK.
-
-2.4 If you are agreeing to be bound by the License Agreement on behalf of your employer or other entity, you represent and warrant that you have full legal authority to bind your employer or such entity to the License Agreement. If you do not have the requisite authority, you may not accept the License Agreement or use the SDK on behalf of your employer or other entity.
-
-
-<h3>3. SDK License from Google</h3>
-3.1 Subject to the terms of the License Agreement, Google grants you a limited, worldwide, royalty-free, non-assignable, non-exclusive, and non-sublicensable license to use the SDK solely to develop applications for compatible implementations of Android.
-
-3.2 You may not use this SDK to develop applications for other platforms (including non-compatible implementations of Android) or to develop another SDK. You are of course free to develop applications for other platforms, including non-compatible implementations of Android, provided that this SDK is not used for that purpose.
-
-3.3 You agree that Google or third parties own all legal right, title and interest in and to the SDK, including any Intellectual Property Rights that subsist in the SDK. "Intellectual Property Rights" means any and all rights under patent law, copyright law, trade secret law, trademark law, and any and all other proprietary rights. Google reserves all rights not expressly granted to you.
-
-3.4 You may not use the SDK for any purpose not expressly permitted by the License Agreement.  Except to the extent required by applicable third party licenses, you may not: (a) copy (except for backup purposes), modify, adapt, redistribute, decompile, reverse engineer, disassemble, or create derivative works of the SDK or any part of the SDK; or (b) load any part of the SDK onto a mobile handset or any other hardware device except a personal computer, combine any part of the SDK with other software, or distribute any software or device incorporating a part of the SDK.
-
-3.5 Use, reproduction and distribution of components of the SDK licensed under an open source software license are governed solely by the terms of that open source software license and not the License Agreement.
-
-3.6 You agree that the form and nature of the SDK that Google provides may change without prior notice to you and that future versions of the SDK may be incompatible with applications developed on previous versions of the SDK. You agree that Google may stop (permanently or temporarily) providing the SDK (or any features within the SDK) to you or to users generally at Google's sole discretion, without prior notice to you.
-
-3.7 Nothing in the License Agreement gives you a right to use any of Google's trade names, trademarks, service marks, logos, domain names, or other distinctive brand features.
-
-3.8 You agree that you will not remove, obscure, or alter any proprietary rights notices (including copyright and trademark notices) that may be affixed to or contained within the SDK.
-
-
-<h3>4. Use of the SDK by You</h3>
-4.1 Google agrees that it obtains no right, title or interest from you (or your licensors) under the License Agreement in or to any software applications that you develop using the SDK, including any intellectual property rights that subsist in those applications.
-
-4.2 You agree to use the SDK and write applications only for purposes that are permitted by (a) the License Agreement and (b) any applicable law, regulation or generally accepted practices or guidelines in the relevant jurisdictions (including any laws regarding the export of data or software to and from the United States or other relevant countries).
-
-4.3 You agree that if you use the SDK to develop applications for general public users, you will protect the privacy and legal rights of those users. If the users provide you with user names, passwords, or other login information or personal information, you must make the users aware that the information will be available to your application, and you must provide legally adequate privacy notice and protection for those users. If your application stores personal or sensitive information provided by users, it must do so securely. If the user provides your application with Google Account information, your application may only use that information to access the user's Google Account when, and for the limited purposes for which, the user has given you permission to do so.
-
-4.4 You agree that you will not engage in any activity with the SDK, including the development or distribution of an application, that interferes with, disrupts, damages, or accesses in an unauthorized manner the servers, networks, or other properties or services of any third party including, but not limited to, Google or any mobile communications carrier.
-
-4.5 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any data, content, or resources that you create, transmit or display through Android and/or applications for Android, and for the consequences of your actions (including any loss or damage which Google may suffer) by doing so.
-
-4.6 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any breach of your obligations under the License Agreement, any applicable third party contract or Terms of Service, or any applicable law or regulation, and for the consequences (including any loss or damage which Google or any third party may suffer) of any such breach.
-
-
-<h3>5. Your Developer Credentials</h3>
-5.1 You agree that you are responsible for maintaining the confidentiality of any developer credentials that may be issued to you by Google or which you may choose yourself and that you will be solely responsible for all applications that are developed under your developer credentials.
-
-
-<h3>6. Privacy and Information</h3>
-6.1 In order to continually innovate and improve the SDK, Google may collect certain usage statistics from the software including but not limited to a unique identifier, associated IP address, version number of the software, and information on which tools and/or services in the SDK are being used and how they are being used. Before any of this information is collected, the SDK will notify you and seek your consent. If you withhold consent, the information will not be collected.
-
-6.2 The data collected is examined in the aggregate to improve the SDK and is maintained in accordance with Google's Privacy Policy.
-
-
-<h3>7. Third Party Applications</h3>
-7.1 If you use the SDK to run applications developed by a third party or that access data, content or resources provided by a third party, you agree that Google is not responsible for those applications, data, content, or resources. You understand that all data, content or resources which you may access through such third party applications are the sole responsibility of the person from which they originated and that Google is not liable for any loss or damage that you may experience as a result of the use or access of any of those third party applications, data, content, or resources.
-
-7.2 You should be aware the data, content, and resources presented to you through such a third party application may be protected by intellectual property rights which are owned by the providers (or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell, distribute or create derivative works based on these data, content, or resources (either in whole or in part) unless you have been specifically given permission to do so by the relevant owners.
-
-7.3 You acknowledge that your use of such third party applications, data, content, or resources may be subject to separate terms between you and the relevant third party. In that case, the License Agreement does not affect your legal relationship with these third parties.
-
-
-<h3>8. Using Android APIs</h3>
-8.1 Google Data APIs
-
-8.1.1 If you use any API to retrieve data from Google, you acknowledge that the data may be protected by intellectual property rights which are owned by Google or those parties that provide the data (or by other persons or companies on their behalf). Your use of any such API may be subject to additional Terms of Service. You may not modify, rent, lease, loan, sell, distribute or create derivative works based on this data (either in whole or in part) unless allowed by the relevant Terms of Service.
-
-8.1.2 If you use any API to retrieve a user's data from Google, you acknowledge and agree that you shall retrieve data only with the user's explicit consent and only when, and for the limited purposes for which, the user has given you permission to do so.
-
-
-<h3>9. Terminating this License Agreement</h3>
-9.1 The License Agreement will continue to apply until terminated by either you or Google as set out below.
-
-9.2 If you want to terminate the License Agreement, you may do so by ceasing your use of the SDK and any relevant developer credentials.
-
-9.3 Google may at any time, terminate the License Agreement with you if:
-(A) you have breached any provision of the License Agreement; or
-(B) Google is required to do so by law; or
-(C) the partner with whom Google offered certain parts of SDK (such as APIs) to you has terminated its relationship with Google or ceased to offer certain parts of the SDK to you; or
-(D) Google decides to no longer provide the SDK or certain parts of the SDK to users in the country in which you are resident or from which you use the service, or the provision of the SDK or certain SDK services to you by Google is, in Google's sole discretion, no longer commercially viable.
-
-9.4 When the License Agreement comes to an end, all of the legal rights, obligations and liabilities that you and Google have benefited from, been subject to (or which have accrued over time whilst the License Agreement has been in force) or which are expressed to continue indefinitely, shall be unaffected by this cessation, and the provisions of paragraph 14.7 shall continue to apply to such rights, obligations and liabilities indefinitely.
-
-
-<h3>10. DISCLAIMER OF WARRANTIES</h3>
-10.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT YOUR USE OF THE SDK IS AT YOUR SOLE RISK AND THAT THE SDK IS PROVIDED "AS IS" AND "AS AVAILABLE" WITHOUT WARRANTY OF ANY KIND FROM GOOGLE.
-
-10.2 YOUR USE OF THE SDK AND ANY MATERIAL DOWNLOADED OR OTHERWISE OBTAINED THROUGH THE USE OF THE SDK IS AT YOUR OWN DISCRETION AND RISK AND YOU ARE SOLELY RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER SYSTEM OR OTHER DEVICE OR LOSS OF DATA THAT RESULTS FROM SUCH USE.
-
-10.3 GOOGLE FURTHER EXPRESSLY DISCLAIMS ALL WARRANTIES AND CONDITIONS OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES AND CONDITIONS OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
-
-
-<h3>11. LIMITATION OF LIABILITY</h3>
-11.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT GOOGLE, ITS SUBSIDIARIES AND AFFILIATES, AND ITS LICENSORS SHALL NOT BE LIABLE TO YOU UNDER ANY THEORY OF LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL OR EXEMPLARY DAMAGES THAT MAY BE INCURRED BY YOU, INCLUDING ANY LOSS OF DATA, WHETHER OR NOT GOOGLE OR ITS REPRESENTATIVES HAVE BEEN ADVISED OF OR SHOULD HAVE BEEN AWARE OF THE POSSIBILITY OF ANY SUCH LOSSES ARISING.
-
-
-<h3>12. Indemnification</h3>
-12.1 To the maximum extent permitted by law, you agree to defend, indemnify and hold harmless Google, its affiliates and their respective directors, officers, employees and agents from and against any and all claims, actions, suits or proceedings, as well as any and all losses, liabilities, damages, costs and expenses (including reasonable attorneys fees) arising out of or accruing from (a) your use of the SDK, (b) any application you develop on the SDK that infringes any copyright, trademark, trade secret, trade dress, patent or other intellectual property right of any person or defames any person or violates their rights of publicity or privacy, and (c) any non-compliance by you with the License Agreement.
-
-
-<h3>13. Changes to the License Agreement</h3>
-13.1 Google may make changes to the License Agreement as it distributes new versions of the SDK. When these changes are made, Google will make a new version of the License Agreement available on the website where the SDK is made available.
-
-
-<h3>14. General Legal Terms</h3>
-14.1 The License Agreement constitutes the whole legal agreement between you and Google and governs your use of the SDK (excluding any services which Google may provide to you under a separate written agreement), and completely replaces any prior agreements between you and Google in relation to the SDK.
-
-14.2 You agree that if Google does not exercise or enforce any legal right or remedy which is contained in the License Agreement (or which Google has the benefit of under any applicable law), this will not be taken to be a formal waiver of Google's rights and that those rights or remedies will still be available to Google.
-
-14.3 If any court of law, having the jurisdiction to decide on this matter, rules that any provision of the License Agreement is invalid, then that provision will be removed from the License Agreement without affecting the rest of the License Agreement. The remaining provisions of the License Agreement will continue to be valid and enforceable.
-
-14.4 You acknowledge and agree that each member of the group of companies of which Google is the parent shall be third party beneficiaries to the License Agreement and that such other companies shall be entitled to directly enforce, and rely upon, any provision of the License Agreement that confers a benefit on (or rights in favor of) them. Other than this, no other person or company shall be third party beneficiaries to the License Agreement.
-
-14.5 EXPORT RESTRICTIONS. THE SDK IS SUBJECT TO UNITED STATES EXPORT LAWS AND REGULATIONS. YOU MUST COMPLY WITH ALL DOMESTIC AND INTERNATIONAL EXPORT LAWS AND REGULATIONS THAT APPLY TO THE SDK. THESE LAWS INCLUDE RESTRICTIONS ON DESTINATIONS, END USERS AND END USE.
-
-14.6 The rights granted in the License Agreement may not be assigned or transferred by either you or Google without the prior written approval of the other party. Neither you nor Google shall be permitted to delegate their responsibilities or obligations under the License Agreement without the prior written approval of the other party.
-
-14.7 The License Agreement, and your relationship with Google under the License Agreement, shall be governed by the laws of the State of California without regard to its conflict of laws provisions. You and Google agree to submit to the exclusive jurisdiction of the courts located within the county of Santa Clara, California to resolve any legal matter arising from the License Agreement. Notwithstanding this, you agree that Google shall still be allowed to apply for injunctive remedies (or an equivalent type of urgent legal relief) in any jurisdiction.
-
-<em>November 20, 2015</em>
-</div>
-
-
-
-
-
-<div id="next-steps" style="display:none;position:absolute;width:inherit">
-  <p>只要再進行幾個步驟,即可建置適用於 Android 的應用程式!</p>
-  <p>系統即將把您重新導向至
-<a id="next-link" href="{@docRoot}sdk/installing/index.html">安裝 Android SDK</a> 網頁。</p>
-
-</div><!-- end next-steps -->
-
-
-
-<div id="sdk-terms-form">
-<p>
-<input id="agree" type="checkbox" name="agree" value="1" onclick="onAgreeChecked()" />
-<label id="agreeLabel" for="agree">我已閱讀並同意上述條款及細則</label>
-</p>
-<p><a href="" class="button disabled" id="downloadForRealz" onclick="return onDownloadForRealz(this);"></a></p>
-</div>
-
-
-</div><!-- end TOS -->
-
-
-
-
-
-
-<div id="landing">
-
-<div class="col-13">&nbsp;</div><!-- provides top margin for content -->
-
-<img src="{@docRoot}images/tools/studio-hero.png" srcset="{@docRoot}images/tools/studio-hero_2x.png 2x, {@docRoot}images/tools/studio-hero.png 1x" width="760" height="400"/>
-
-<div style="color: #fff; width:226px; height:0; overflow:visible; position:absolute; top:40px; left:25px">
-
-<h1 class="studio-logo" style="margin:0 0 35px !important">Android Studio</h1>
-
-<p style="font-size: 16px; color:#bbb; position: absolute;left: 297px; top: 5px; display: block;
-width: 400px;text-align: center;">官方 Android IDE</p>
-
-<ul style="font-size:12px;line-height:19px;">
-<li>Android Studio IDE</li>
-<li>Android SDK 工具</li>
-<li>Android 6.0 (Marshmallow) 平台</li>
-<li>含 Google API 的 Android 6.0 模擬器系統映像檔</li>
-</ul>
-
-<a class="online landing-button green download-bundle-button"
-href="#Other" >Download Android Studio<br/><span class='small'></span></a>
-
-<!-- this appears when viewing the offline docs -->
-<p class="offline">
-想要取得 Android Studio 或獨立 SDK 工具,請造訪 <a href="http://developer.android.com/sdk/index.html">developer.android.com/sdk/</a>
-</p>
-</div>
-
-<ul>
-  <li><a href="#Requirements">系統需求</a></li>
-  <li><a href="#Other">其他下載選項</a></li>
-  <li><a href="{@docRoot}sdk/installing/migrate.html">遷移至 Android Studio</a></li>
-  <li><a href="https://docs.google.com/a/google.com/forms/d/1mjsyfzv3HAnDY-_Kfj-3QJKdpuksyMFs9e73CRwmT6Q/viewform" target="_blank">參與問卷調查</a></li>
-</ul>
-
-
-
-
-<h2 class="feature norule" >智慧型程式碼編輯器</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-code.png" srcset="{@docRoot}images/tools/studio-hero-code_2x.png 2x, {@docRoot}images/tools/studio-hero-code.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Android Studio 的核心是一個智慧型程式碼編輯器,能夠進行進階的程式碼自動完成、重構及程式碼分析作業。
-</p>
-  <p>這項功能強大的程式碼編輯器可協助您成為更具生產力的 Android 應用程式開發人員。</p>
-</div>
-
-
-
-
-
-<h2 class="feature norule">程式碼範本與 GitHub 整合</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-import.png" srcset="{@docRoot}images/tools/studio-hero-import_2x.png 2x, {@docRoot}images/tools/studio-hero-import.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>全新的專案精靈可協助您及早發起新專案。</p>
-
-  <p>您可以使用模式 (例如導覽匣和資料檢視巡覽區) 範本程式碼,甚至是從 GitHub 匯入 Google 程式碼來發起專案。
-</p>
-</div>
-
-
-
-
-<h2 class="feature norule">多螢幕應用程式開發</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-screens.png" srcset="{@docRoot}images/tools/studio-hero-screens_2x.png 2x, {@docRoot}images/tools/studio-hero-screens.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>建置適用於 Android 手機、平板電腦、Android Wear、Android TV、Android Auto 和 Google Glass 的應用程式。
-</p>
-  <p>透過 Android Studio 中新的「Android 專案檢視」和模組支援功能,管理應用程式專案和相關資源變得更加容易。
-
-</div>
-
-
-
-
-<h2 class="feature norule">適用於所有形狀和大小的虛擬裝置</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-avds.png" srcset="{@docRoot}images/tools/studio-hero-avds_2x.png 2x, {@docRoot}images/tools/studio-hero-avds.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>Android Studio 隨附預先設定、經過最佳化的模擬器映像檔。</p>
-  <p>經過更新及簡化的 Virtual Device Manager (虛擬裝置管理員) 可為常見的 Android 裝置提供預先定義的裝置設定檔。
-</p>
-</div>
-
-
-
-
-<h2 class="feature norule">
-Android 版本已隨 Gradle 更新</h2>
-
-<div class="col-9">
-  <img src="{@docRoot}images/tools/studio-hero-gradle.png" srcset="{@docRoot}images/tools/studio-hero-gradle_2x.png 2x, {@docRoot}images/tools/studio-hero-gradle.png 1x" width="520" />
-</div><!-- end col-9 (left column) -->
-
-<div class="col-4 feature-blurb">
-  <p>可使用同一項專案為您的 Android 應用程式建立多個具有不同功能的 APK。</p>
-  <p>可使用 Maven 管理應用程式依附功能。</p>
-  <p>可使用 Android Studio 或命令列建置 APK。</p>
-</div>
-
-
-
-
-<h2 class="feature norule">瞭解 Android Studio</h2>
-<div style="background:#424242;padding:30px; color:#fff;margin:0 0 15px;">
-
-<a class="online landing-button green download-bundle-button" style="margin:0 0 40px 60px;float:right" href="">Download</a>
-
-  <ul>
-  <li>以 IntelliJ IDEA Community Edition (JetBrains 所推出的常用 Java IDE) 為基礎。</li>
-  <li>具有彈性的 Gradle 型建置系統。</li>
-  <li>可產生建置變體和多個 APK。</li>
-  <li>可為 Google 各項服務和各種裝置類型提供額外的範本支援。</li>
-  <li>具有支援主題編輯功能的版面配置編輯器。</li>
-  <li>具有可取得效能、可用性、版本相容性資料及偵測其他問題的 Lint 工具。</li>
-  <li>具有 ProGuard 和應用程式簽署功能。</li>
-  <li>內建 Google Cloud Platform 支援,可讓您輕鬆整合 Google Cloud Messaging 與 App Engine。
-</li>
-  </ul>
-
-<p style="margin:0">
-如要進一步瞭解 Android Studio 提供的功能,請參閱《<a href="{@docRoot}tools/studio/index.html">Android Studio 基本概念</a>》指南。
-</p>
-</div>
-
-
-<p>如果您搭配 ADT 使用 Eclipse,請注意,Android Studio 現已成為 Android 的官方 IDE,因此請遷移至 Android Studio 以接收 IDE 的所有更新資訊。
-
-如果想瞭解如何遷移專案,請參閱<a href="{@docRoot}sdk/installing/migrate.html">遷移至 Android Studio</a>。
-
-</p>
-
-
-
-
-
-
-
-<h2 id="Requirements">系統需求</h2>
-
-<h3>Windows</h3>
-
-<ul>
-<li>Microsoft&reg; Windows&reg; 8/7/Vista/2003 (32 或 64 位元)</li>
-<li>2 GB 以上的 RAM (建議準備 4 GB 的 RAM)</li>
-<li>400 MB 的硬碟空間</li>
-<li>至少 1 GB (供 Android SDK、模擬器系統映像檔及快取使用)</li>
-<li>1280 x 800 以上的螢幕解析度</li>
-<li>Java Development Kit (JDK) 7 </li>
-<li>提升模擬器效能的選用配件:支援 Intel® VT-x、Intel® EM64T (Intel® 64) 及 Execute Disable (XD) Bit 功能的 Intel® 處理器
-</li>
-</ul>
-
-
-<h3>Mac OS X</h3>
-
-<ul>
-<li>Mac&reg; OS X&reg; 10.8.5 以上版本;最高可支援 10.9 (Mavericks)</li>
-<li>2 GB 以上的 RAM (建議準備 4 GB 的 RAM)</li>
-<li>400 MB 的硬碟空間</li>
-<li>至少 1 GB (供 Android SDK、模擬器系統映像檔及快取使用)</li>
-<li>1280 x 800 以上的螢幕解析度</li>
-<li>Java Runtime Environment (JRE) 6</li>
-<li>Java Development Kit (JDK) 7</li>
-<li>提升模擬器效能的選用配件:支援 Intel® VT-x、Intel® EM64T (Intel® 64) 及 Execute Disable (XD) Bit 功能的 Intel® 處理器
-</li>
-</ul>
-
-<p>如果您使用 Mac OS,可搭配 Java Runtime Environment (JRE) 6 執行 Android Studio 以獲得最佳字型顯示效果。
-此外,您還可以設定專案使用 Java Development Kit (JDK) 6 或 JDK 7。</p>
-
-
-
-<h3>Linux</h3>
-
-<ul>
-<li>GNOME 或 KDE 桌面</li>
-<li>GNU C 程式庫 (glibc) 2.15 以上版本</li>
-<li>2 GB 以上的 RAM (建議準備 4 GB 的 RAM)</li>
-<li>400 MB 的硬碟空間</li>
-<li>至少 1 GB (供 Android SDK、模擬器系統映像檔及快取使用)</li>
-<li>1280 x 800 以上的螢幕解析度</li>
-<li>Oracle&reg; Java Development Kit (JDK) 7 </li>
-</ul>
-<p>已在 Ubuntu&reg; 14.04 Trusty Tahr (能夠執行 32 位元應用程式的 64 位元發行版本) 上經過測試。
-</p>
-
-
-
-
-<h2 id="Other" style="clear:left">其他下載選項</h2>
-
-<!-- alternative SDK options follows -->
diff --git a/docs/html-intl/intl/zh-tw/sdk/installing/adding-packages.jd b/docs/html-intl/intl/zh-tw/sdk/installing/adding-packages.jd
deleted file mode 100644
index 563df51..0000000
--- a/docs/html-intl/intl/zh-tw/sdk/installing/adding-packages.jd
+++ /dev/null
@@ -1,226 +0,0 @@
-page.title=新增 SDK 封裝
-
-page.tags=sdk manager
-
-@jd:body
-
-<style>
-ol.large {
-  margin-left:0;
-}
-ol.large > li {
-  list-style-position: inside;
-  list-style-type:none;
-  margin:30px 0 0 0;
-  padding:30px 20px;
-  background:#eee;
-}
-ol.large > li:nth-child(odd) {
-}
-ol.large > li:before {
-  display:inline;
-  left:-40px;
-  float:left;
-  width:20px;
-  font-size:20px;
-  line-height:20px;
-}
-ol.large > li > h2 {
-  font-size:20px;
-  line-height:20px;
-  padding:0 0 0 20px;
-  margin:0 0 20px 0;
-  display:inline;
-  font-weight:normal;
-}
-ol.large > li:nth-child(1):before {
-  content:"1. ";
-}
-ol.large > li:nth-child(2):before {
-  content:"2. ";
-}
-ol.large > li:nth-child(3):before {
-  content:"3. ";
-}
-ol.large > li:nth-child(4):before {
-  content:"4. ";
-}
-ol.large > li:nth-child(5):before {
-  content:"5. ";
-}
-ol.large > li:nth-child(6):before {
-  content:"6. ";
-}
-</style>
-
-
-<p>
-Android SDK 預設不會包括開發所需的所有內容。SDK 將工具、平台及其他元件劃分為不同的封裝。您可以使用
- <a href="{@docRoot}tools/help/sdk-manager.html">Android SDK Manager</a> 視需要下載。因此,您要先將封裝加入 Android SDK 後,才可以開始進行。
-
-
-</p>
-
-<p>如要新增封裝,請透過下列其中一種方式啟動 Android SDK Manager:</p>
-<ul>
-  <li>在 Android Studio 中,按一下工具列的 [<strong>SDK Manager</strong>]
-<img src="{@docRoot}images/tools/sdk-manager-studio.png" style="vertical-align:bottom;margin:0;height:17px" />。</li>
-  <li>如果您不是使用 Android Studio:
-    <ul>
-      <li>Windows:按兩下位於 Android SDK 目錄之根目錄的 <code>SDK Manager.exe</code> 檔案。
-</li>
-      <li>Mac/Linux:開啟終端機並瀏覽到安裝 Android SDK 的 <code>tools/</code> 目錄,然後執行 <code>android sdk</code>。
-</li>
-    </ul>
-  </li>
-</ul>
-
-<p>第一次開啟 SDK Manager 時,預設會選取多個封裝。
-保留預設選取的封裝,但務必按照以下步驟確認您已經取得開發所需的所有內容:
-</p>
-
-
-<ol class="large">
-<li>
-  <h2 id="GetTools" class="norule">取得最新的 SDK 工具</h2>
-
-<img src="/images/sdk_manager_packages.png" alt="" width="350" style="float:right;margin-left:20px" />
-
-  <p>設定 Android SDK 時,您一定要下載最新的工具和平台:
-</p>
-  <ol>
-   <li>開啟 Tools 目錄並選取:
-     <ul>
-       <li><strong>Android SDK 工具</strong></li>
-       <li><strong>Android SDK 平台工具</strong></li>
-       <li><strong>Android SDK 建置工具</strong> (最新版本)</li>
-     </ul>
-   </li>
-   <li>開啟第一個 Android X.X 資料夾 (最新版本) 並選取:
-     <ul>
-      <li><strong>SDK 平台</strong></li>
-      <li>模擬器的系統映像,例如 <br>
-      <strong>ARM EABI v7a 系統映像</strong></li>
-     </ul>
-   </li>
-  </ol>
-</li>
-
-<li>
-  <h2 id="GetSupportLib" class="norule">取得額外 API 的支援程式庫</h2>
-
-  <div class="sidebox">
-    <p>以下各項需要支援程式庫:</p>
-    <ul>
-      <li><a href="{@docRoot}wear/index.html">Android Wear</a></li>
-      <li><a href="{@docRoot}tv/index.html">Android 電視</a></li>
-      <li><a href="{@docRoot}google/play-services/cast.html">Google Cast</a></li>
-    </ul>
-
-    <p>支援程式庫也提供常用的 API:</p>
-    <ul>
-      <li><a href="{@docRoot}reference/android/support/v4/widget/DrawerLayout.html">導覽匣</a>
-</li>
-      <li><a href="{@docRoot}reference/android/support/v4/view/ViewPager.html">滑動檢視</a></li>
-      <li><a href="{@docRoot}reference/android/support/v7/app/ActionBar.html">向下相容的動作列</a>
-</li>
-    </ul>
-  </div>
-
-  <p><a href="{@docRoot}tools/support-library/features.html">Android 支援程式庫</a>提供的 API 延伸集合,可以與大部分的 Android 版本相容。
-</p>
-
-  <p>開啟 <strong>Extras</strong> 目錄並選取:</p>
-     <ul>
-       <li><strong>Android 支援存放庫</strong></li>
-       <li><strong>Android 支援程式庫</strong></li>
-     </ul>
-
-  <p>&nbsp;</p>
-  <p>&nbsp;</p>
-
-</li>
-
-
-<li>
-  <h2 id="GetGoogle" class="norule">從 Google Play 服務取得更多 API</h2>
-
-  <div class="sidebox">
-
-    <p>Google Play 服務 API 為 Android 應用程式提供多種功能與服務,例如:
-</p>
-    <ul>
-      <li><a href="{@docRoot}google/play-services/plus.html">使用者驗證</a></li>
-      <li><a href="{@docRoot}google/play-services/maps.html">Google 地圖</a></li>
-      <li><a href="{@docRoot}google/play-services/cast.html">Google Cast</a></li>
-      <li><a href="{@docRoot}google/play-services/games.html">遊戲關卡和排行榜</a>
-</li>
-      <li><a href="{@docRoot}google/play-services/index.html">更多功能與服務</a></li>
-    </ul>
-  </div>
-
-  <p>如要使用 Google API 進行開發,您需要 Google Play 服務封裝:</p>
-  <p>開啟 <strong>Extras</strong> 目錄並選取:</p>
-     <ul>
-       <li><strong>Google 存放庫</strong></li>
-       <li><strong>Google Play 服務</strong></li>
-     </ul>
-
-  <p class="note"><strong>注意:</strong>並非所有 Android 裝置都提供 Google Play 服務,但內含 Google Play 市集的所有裝置都可以使用 Google Play 服務。
-如要在 Android 模擬器中使用這些 API,您必須從 SDK Manager 最新的 Android X.X 目錄中安裝 <strong>Google API</strong> 系統映像。
-
-</p>
-</li>
-
-
-<li>
-  <h2 id="Install" class="norule">安裝封裝</h2>
-  <p>您選好需要的所有封裝後,就可以繼續安裝:</p>
-  <ol>
-   <li>按一下 [<strong>安裝 X 封裝</strong>]。</li>
-   <li>在下一個視窗中,按兩下左側的每個封裝名稱,以接受每項的授權合約。
-</li>
-   <li>按一下 [<strong>安裝</strong>]。</li>
-  </ol>
-  <p>SDK Manager 視窗的下方會顯示下載進度。
-  <strong>請勿結束 SDK Manager</strong>,下載會因而取消。</p>
-</li>
-
-<li>
-  <h2 id="Build" class="norule">開始建置!</h2>
-
-<p>Android SDK 現在已內含上述封裝,您可以開始建置 Android 應用程式了。
-若有新的工具和其他 API,只要啟動 SDK Manager 即可將新的封裝下載到 SDK。
-</p>
-
-<p>以下是繼續進行的選項:</p>
-
-<div class="cols" style="padding:10px 0">
-<div class="col-4">
-<h3>開始使用</h3>
-<p>如果您是 Android 開發新手,可參考<strong><a href="{@docRoot}training/basics/firstapp/index.html">建置第一個應用程式</a></strong>指南瞭解 Android 應用程式的基本概念。
-</p>
-
-</div>
-<div class="col-4 box">
-<h3>建置穿戴式應用程式</h3>
-<p>如果您準備好開始建置 Android 穿戴式裝置的應用程式,請參閱<strong><a href="{@docRoot}wear/preview/start.html">建置 Android Wear 的應用程式</a></strong>指南。
-</p>
-
-</div>
-<div class="col-4 box">
-<h3>使用 Google API</h3>
-<p>如要開始使用 Google API (例如「地圖」或 Play Game 服務),請參閱<strong><a href="{@docRoot}google/play-services/setup.html">設定 Google Play 服務</a></strong>指南。
-
-
-</p>
-
-</div>
-</div><!-- end cols -->
-
-
-</li>
-
-</ol>
-
-
diff --git a/docs/html/_redirects.yaml b/docs/html/_redirects.yaml
index adb31b8..e26bee0 100644
--- a/docs/html/_redirects.yaml
+++ b/docs/html/_redirects.yaml
@@ -696,19 +696,19 @@
 - from: /r/studio-ui/am-network.html
   to: /tools/help/am-network.html
 - from: /r/studio-ui/am-hprof.html
-  to: /tools/help/am-memory.html
+  to: /tools/help/am-hprof.html
 - from: /r/studio-ui/am-allocation.html
-  to: /tools/help/am-memory.html
+  to: /tools/help/am-allocation.html
 - from: /r/studio-ui/am-methodtrace.html
-  to: /tools/help/am-cpu.html
+  to: /tools/help/am-methodtrace.html
 - from: /r/studio-ui/am-sysinfo.html
-  to: /tools/help/android-monitor.html
+  to: /tools/help/am-sysinfo.html
 - from: /r/studio-ui/am-screenshot.html
-  to: /tools/help/android-monitor.html
+  to: /tools/help/am-screenshot.html
 - from: /r/studio-ui/am-video.html
-  to: /tools/help/android-monitor.html
+  to: /tools/help/am-video.html
 - from: /r/studio-ui/avd-manager.html
-  to: /tools/help/avd-manager.html
+  to: /tools/devices/managing-avds.html
 - from: /r/studio-ui/rundebugconfig.html
   to: /tools/devices/emulator.html
 - from: /r/studio-ui/devicechooser.html
diff --git a/docs/html/about/dashboards/index.jd b/docs/html/about/dashboards/index.jd
index fdb1ae7..8aab525 100644
--- a/docs/html/about/dashboards/index.jd
+++ b/docs/html/about/dashboards/index.jd
@@ -59,7 +59,7 @@
 </div>
 
 
-<p style="clear:both"><em>Data collected during a 7-day period ending on April 4, 2016.
+<p style="clear:both"><em>Data collected during a 7-day period ending on May 2, 2016.
 <br/>Any versions with less than 0.1% distribution are not shown.</em>
 </p>
 
@@ -90,7 +90,7 @@
 </div>
 
 
-<p style="clear:both"><em>Data collected during a 7-day period ending on April 4, 2016.
+<p style="clear:both"><em>Data collected during a 7-day period ending on May 2, 2016.
 
 <br/>Any screen configurations with less than 0.1% distribution are not shown.</em></p>
 
@@ -110,7 +110,7 @@
 
 
 <img alt="" style="float:right"
-src="//chart.googleapis.com/chart?chl=GL%202.0%7CGL%203.0%7CGL%203.1&chf=bg%2Cs%2C00000000&chd=t%3A50.9%2C40.7%2C8.4&chco=c4df9b%2C6fad0c&cht=p&chs=400x250">
+src="//chart.googleapis.com/chart?chl=GL%202.0%7CGL%203.0%7CGL%203.1&chf=bg%2Cs%2C00000000&chd=t%3A49.6%2C41.4%2C9.0&chco=c4df9b%2C6fad0c&cht=p&chs=400x250">
 
 <p>To declare which version of OpenGL ES your application requires, you should use the {@code
 android:glEsVersion} attribute of the <a
@@ -128,21 +128,21 @@
 </tr>
 <tr>
 <td>2.0</td>
-<td>50.9%</td>
+<td>49.6%</td>
 </tr>
 <tr>
 <td>3.0</td>
-<td>40.7%</td>
+<td>41.4%</td>
 </tr>
 <tr>
 <td>3.1</td>
-<td>8.4%</td>
+<td>9.0%</td>
 </tr>
 </table>
 
 
 
-<p style="clear:both"><em>Data collected during a 7-day period ending on April 4, 2016</em></p>
+<p style="clear:both"><em>Data collected during a 7-day period ending on May 2, 2016</em></p>
 
 
 
@@ -155,20 +155,20 @@
     "data": {
       "Large": {
         "hdpi": "0.5",
-        "ldpi": "0.3",
+        "ldpi": "0.2",
         "mdpi": "4.6",
         "tvdpi": "2.2",
         "xhdpi": "0.5"
       },
       "Normal": {
-        "hdpi": "41.5",
-        "mdpi": "4.9",
+        "hdpi": "41.1",
+        "mdpi": "4.5",
         "tvdpi": "0.1",
-        "xhdpi": "23.9",
-        "xxhdpi": "14.9"
+        "xhdpi": "24.9",
+        "xxhdpi": "15.1"
       },
       "Small": {
-        "ldpi": "2.4"
+        "ldpi": "2.1"
       },
       "Xlarge": {
         "hdpi": "0.3",
@@ -176,8 +176,8 @@
         "xhdpi": "0.7"
       }
     },
-    "densitychart": "//chart.googleapis.com/chart?chl=ldpi%7Cmdpi%7Ctvdpi%7Chdpi%7Cxhdpi%7Cxxhdpi&chd=t%3A2.7%2C12.7%2C2.3%2C42.3%2C25.1%2C14.9&chf=bg%2Cs%2C00000000&chco=c4df9b%2C6fad0c&cht=p&chs=400x250",
-    "layoutchart": "//chart.googleapis.com/chart?chl=Xlarge%7CLarge%7CNormal%7CSmall&chd=t%3A4.2%2C8.1%2C85.3%2C2.4&chf=bg%2Cs%2C00000000&chco=c4df9b%2C6fad0c&cht=p&chs=400x250"
+    "densitychart": "//chart.googleapis.com/chart?chco=c4df9b%2C6fad0c&chs=400x250&cht=p&chl=ldpi%7Cmdpi%7Ctvdpi%7Chdpi%7Cxhdpi%7Cxxhdpi&chd=t%3A2.3%2C12.3%2C2.3%2C41.9%2C26.1%2C15.1&chf=bg%2Cs%2C00000000",
+    "layoutchart": "//chart.googleapis.com/chart?chco=c4df9b%2C6fad0c&chs=400x250&cht=p&chl=Xlarge%7CLarge%7CNormal%7CSmall&chd=t%3A4.2%2C8.0%2C85.7%2C2.1&chf=bg%2Cs%2C00000000"
   }
 ];
 
@@ -185,7 +185,7 @@
 var VERSION_DATA =
 [
   {
-    "chart": "//chart.googleapis.com/chart?chl=Froyo%7CGingerbread%7CIce%20Cream%20Sandwich%7CJelly%20Bean%7CKitKat%7CLollipop%7CMarshmallow&chd=t%3A0.1%2C2.6%2C2.2%2C21.3%2C33.4%2C35.8%2C4.6&chf=bg%2Cs%2C00000000&chco=c4df9b%2C6fad0c&cht=p&chs=500x250",
+    "chart": "//chart.googleapis.com/chart?chco=c4df9b%2C6fad0c&chs=500x250&cht=p&chl=Froyo%7CGingerbread%7CIce%20Cream%20Sandwich%7CJelly%20Bean%7CKitKat%7CLollipop%7CMarshmallow&chd=t%3A0.1%2C2.2%2C2.0%2C20.1%2C32.5%2C35.6%2C7.5&chf=bg%2Cs%2C00000000",
     "data": [
       {
         "api": 8,
@@ -195,37 +195,37 @@
       {
         "api": 10,
         "name": "Gingerbread",
-        "perc": "2.6"
+        "perc": "2.2"
       },
       {
         "api": 15,
         "name": "Ice Cream Sandwich",
-        "perc": "2.2"
+        "perc": "2.0"
       },
       {
         "api": 16,
         "name": "Jelly Bean",
-        "perc": "7.8"
+        "perc": "7.2"
       },
       {
         "api": 17,
         "name": "Jelly Bean",
-        "perc": "10.5"
+        "perc": "10.0"
       },
       {
         "api": 18,
         "name": "Jelly Bean",
-        "perc": "3.0"
+        "perc": "2.9"
       },
       {
         "api": 19,
         "name": "KitKat",
-        "perc": "33.4"
+        "perc": "32.5"
       },
       {
         "api": 21,
         "name": "Lollipop",
-        "perc": "16.4"
+        "perc": "16.2"
       },
       {
         "api": 22,
@@ -235,7 +235,7 @@
       {
         "api": 23,
         "name": "Marshmallow",
-        "perc": "4.6"
+        "perc": "7.5"
       }
     ]
   }
diff --git a/docs/html/distribute/engage/_book.yaml b/docs/html/distribute/engage/_book.yaml
index ef86a2a..87e819a 100644
--- a/docs/html/distribute/engage/_book.yaml
+++ b/docs/html/distribute/engage/_book.yaml
@@ -17,6 +17,9 @@
 - title: Encourage Competition
   path: /distribute/engage/game-services.html
 
+- title: Engage Users in Their Language
+  path: /distribute/engage/translate.html
+
 - title: Understand User Behavior
   path: /distribute/engage/analytics.html
 
diff --git a/docs/html/distribute/engage/engage_toc.cs b/docs/html/distribute/engage/engage_toc.cs
index e86623f..4f3e0af 100644
--- a/docs/html/distribute/engage/engage_toc.cs
+++ b/docs/html/distribute/engage/engage_toc.cs
@@ -38,6 +38,12 @@
   </li>
   <li class="nav-section">
     <div class="nav-section-header empty" style="font-weight:normal"><a href="<?cs
+        var:toroot?>distribute/engage/translate.html">
+        <span class="en">Engage Users in Their Language</span></a>
+    </div>
+  </li>
+  <li class="nav-section">
+    <div class="nav-section-header empty" style="font-weight:normal"><a href="<?cs
         var:toroot?>distribute/engage/analytics.html">
         <span class="en">Understand User Behavior</span></a>
     </div>
diff --git a/docs/html/distribute/engage/translate.jd b/docs/html/distribute/engage/translate.jd
new file mode 100644
index 0000000..3d391a3
--- /dev/null
+++ b/docs/html/distribute/engage/translate.jd
@@ -0,0 +1,91 @@
+page.title=Engage Users in Their Language
+page.metaDescription=Use the App Translation Service to maximize the amount of people who can install and engage with your app.
+page.tags="app translation service, translation, localization"
+page.image=/images/gp-listing-3.jpg
+
+@jd:body
+
+<div class="figure">
+  <img src="{@docRoot}images/gp-listing-3.jpg" style="width:512px;">
+</div>
+<p>
+  Translating your app's store description, user interface text, and in-app
+  purchase products into multiple languages maximizes the amount of people
+  who can install, engage with, and recommend it.
+</p>
+
+<div class="headerLine">
+  <h2 id="before-translation">Before You Translate</h2>
+</div>
+
+<p>
+  Translation is one of the final steps in localization. For more detailed
+  information about the localization process, refer to the following documentation:
+</p>
+
+<ul>
+  <li>
+    <a href="https://developer.android.com/distribute/tools/localization-checklist.html">
+    Localization Checklist</a>
+  </li>
+
+  <li>
+    <a href="http://developer.android.com/guide/topics/resources/localization.html">Localizing
+    with Resources</a>
+  </li>
+
+  <li>
+    <a href="http://developer.android.com/training/basics/supporting-devices/languages.html">
+    Supporting Different Languages</a>
+  </li>
+</ul>
+
+<div class="headerLine">
+  <h2 id="translate">How to Translate</h2>
+</div>
+
+<p>
+  While translating your store listing and universal app campaign ads (if you have any) can make
+  your app more discoverable, providing a translated user interface and in-app purchase products
+  can maximize user engagement and retention. Depending on your budget, there are several
+  options available:
+</p>
+
+<ul>
+  <li>
+    <strong>Use the Google Play App Translation Service</strong>: For your convenience, Google Play
+    provides an <a href="https://support.google.com/l10n/answer/6359997">App Translation Service</a>
+    that is integrated directly into the <a href="https://support.google.com/l10n/answer/6341304">
+    Developer Console</a> and <a href="https://support.google.com/l10n/answer/6341928">Android
+    Studio</a>. Using this professional, human service, you can order translations for your app,
+    store listing text, in-app purchase products, and universal app campaign ads all in one go.
+    You’ll get instant estimates from multiple vendors, all with the convenience of ordering and
+    paying online.
+  </li>
+
+  <li>
+    <strong>Do it yourself</strong>: If you or your colleagues know the target languages, you can
+    translate everything yourself using any text editor, or you can use the
+    <a href="http://tools.android.com/recent/androidstudio087released">Android Studio Translation
+    Editor</a>.
+  </li>
+
+  <li>
+    <strong>Use a third-party translation service</strong>: You can use a translation service
+    that is offered by one of the many translation companies available online.
+  </li>
+</ul>
+
+<p style="clear:both">
+</p>
+
+<div class="headerLine">
+  <h2 id="related-resources">Related Resources</h2>
+</div>
+
+<div class="resource-widget resource-flow-layout col-13"
+  data-query="collection:distribute/engage/translate"
+  data-sortorder="-timestamp"
+  data-cardsizes="9x3"
+  data-maxresults="6">
+</div>
diff --git a/docs/html/distribute/essentials/_book.yaml b/docs/html/distribute/essentials/_book.yaml
index e8b7811..22418b9 100644
--- a/docs/html/distribute/essentials/_book.yaml
+++ b/docs/html/distribute/essentials/_book.yaml
@@ -18,6 +18,9 @@
 - title: Auto App Quality
   path: /distribute/essentials/quality/auto.html
 
+- title: Building for Billions
+  path: /distribute/essentials/quality/billions.html
+
 - title: Launch Checklist
   path: /distribute/tools/launch-checklist.html
   custom_link_attributes:
diff --git a/docs/html/distribute/essentials/essentials_toc.cs b/docs/html/distribute/essentials/essentials_toc.cs
index a78252d..374f338 100644
--- a/docs/html/distribute/essentials/essentials_toc.cs
+++ b/docs/html/distribute/essentials/essentials_toc.cs
@@ -29,6 +29,12 @@
           </a>
     </div>
   </li>
+    <li class="nav-section">
+    <div class="nav-section-header empty" style="font-weight:normal"><a href="<?cs var:toroot?>distribute/essentials/quality/billions.html">
+            <span class="en">Building for Billions</span>
+          </a>
+    </div>
+  </li>
 
   <li class="nav-section">
     <div class="nav-section empty" style="font-weight:normal"><a href="<?cs var:toroot?>distribute/tools/launch-checklist.html" zh-cn-lang="发布检查清单">
diff --git a/docs/html/distribute/essentials/quality/billions.jd b/docs/html/distribute/essentials/quality/billions.jd
new file mode 100644
index 0000000..7042143
--- /dev/null
+++ b/docs/html/distribute/essentials/quality/billions.jd
@@ -0,0 +1,788 @@
+page.title=Building for Billions
+page.metaDescription=Best practices on how to optimize Android apps for low- and no-bandwidth and low-cost devices. 
+page.image=/distribute/images/billions-guidelines.png
+
+@jd:body
+
+<!-- table of contents -->
+<div id="qv-wrapper"><div id="qv">
+<h2><a href="#connectivity">Connectivity</a></h2>
+ <ol>
+  <li><a href="#images">Optimize images</a></li>
+  <li><a href="#network">Optimize networking</a></li>
+  <li><a href="#transfer">Fine-tune data transfer</a></li>
+ </ol>
+<h2><a href="#capability">Device Capability</a></h2>
+ <ol>
+  <li><a href="#screens">Support varying screen sizes</a></li>
+  <li><a href="#compatibility">Backward compatibility</a></li>
+  <li><a href="#memory">Efficient memory usage</a></li>
+ </ol>
+  
+<h2><a href="#cost">Data Cost</a></h2>
+ <ol>
+  <li><a href="#appsize">Reduce app size</a></li>
+  <li><a href="#configurablenetwork">Offer configurable network usage</a></li>
+ </ol>
+
+<h2><a href="#consumption">Battery Consumption</a></h2>
+ <ol>
+  <li><a href="#consumption-reduce">Reduce battery consumption</a></li>
+  <li><a href="#consumption-benchmark">Benchmark battery usage</a></li>
+ </ol>
+
+<h2><a href="#contentsection">Content</a></h2>
+ <ol>
+  <li><a href="#content-responsive">Fast and responsive UI</a></li>
+  <li><a href="#ui">UI Best practices</a></li>
+  <li><a href="#localization">Localization</a></li>
+ </ol>
+</div>
+</div>
+
+<!-- intro -->
+<p>Internet use—and smartphone penetration—is growing fastest in markets with
+ low, intermittent, or expensive connectivity. Successful apps in these 
+ markets need to perform across a variety of speeds and devices, as well as 
+ conserve and share information about battery and data consumption.</p>
+
+<p>To help you address these important considerations, we’ve compiled the
+ following checklist. These do not follow a particular order, and as 
+ always it's a good idea to research particularities of any market or country 
+ you're targeting. 
+</p>
+
+<!-- connectivity -->
+<div class="headerLine">
+  <h2 id="connectivity">Connectivity</h2>
+</div>
+
+<p>Over half of the users in the world still experience your app over 2G
+ connections. To improve their experience, optimize for no- and low-connection
+ speeds. For offline and slow connections: store data, queue requests, and handle
+ images for optimal performance.
+</p>
+
+<h3 id="images">Optimize images</h3>
+<h4 id="images-format">Serve WebP images</h4>
+ <ul>
+  <li>Serve <a
+   href="https://developers.google.com/speed/webp/">WebP</a> files over the 
+   network. WebP reduces image load times, saves network bandwidth, and often 
+   results in smaller file sizes than its PNG and JPG counterparts, with at 
+   least the same image quality. Even at lossy settings, WebP can produce a 
+   nearly identical image. Android has had lossy <a 
+   href="{@docRoot}guide/appendix/media-formats.html">WebP support</a> since 
+   Android 4.0 (API level 14: Ice Cream Sandwich) and support for lossless / 
+   transparent WebP since Android 4.2 (API level 17: Jelly Bean).</li>
+ </ul>
+<h4 id="images-sizing">Dynamic image sizing</h4>
+ <ul>
+  <li>Have your apps request images at the targeted rendering size, and have
+   your server provide those images to fit; the target rendering size will 
+   vary based on device specifications. Doing this minimizes the network 
+   overhead and reduces the amount of memory needed to hold each image, 
+   resulting in improved performance and user satisfaction.</li>
+  <li>Your user experience degrades when users are waiting for images to
+   download. Using appropriate image sizes helps to address these issues. 
+   Consider making image size requests based on network type or network 
+   quality; this size could be smaller than the target rendering size.</li>
+  <li>Dynamic placeholders like <a
+   href="{@docRoot}reference/android/support/v7/graphics/Palette.html">
+   pre-computed palette values</a> or low-resolution thumbnails can improve 
+   the user experience while the image is being fetched.</li>
+ </ul>
+<h4 id="images-libraries">Use image loading libraries</h4>
+ <ul>
+  <li>Your app should not have to fetch any image more than once. Image
+   loading libraries such as <a class="external-link" 
+   href="https://github.com/bumptech/glide">Glide</a> and  <a 
+   class="external-link" href="http://square.github.io/picasso/">Picasso</a> 
+   fetch the image, cache it, and provide hooks into your Views to show 
+   placeholder images until the actual images are ready. Because images are 
+   cached, these libraries return the local copy the next time they are 
+   requested.</li>
+  <li>Image-loading libraries manage their cache, holding onto the most recent
+   images so that your app storage doesn’t grow indefinitely.</li>
+ </ul>
+
+<h3 id="network">Optimize networking</h3>
+<h4 id="network-offline">Make your app usable offline</h4>
+ <ul>
+  <li>In places like subways, planes, elevators, and parking garages, it is
+   common for devices to lose network connectivity. Creating a useful offline 
+   state results in users being able to interact with the app at all times, by 
+   presenting cached information. Ensure that your app is usable offline or 
+   when network connectivity is poor by storing data locally, caching data, 
+   and queuing outbound requests for when connectivity is restored.</li>
+  <li>Where possible, apps should not notify users that connectivity has
+   been lost. It is only when the user performs an operation where connectivity 
+   is essential that the user needs to be notified.</li>
+  <li>When a device lacks connectivity, your app should batch up network
+   requests&mdash;on behalf of the user&mdash;that can be executed when 
+   connectivity is restored. An example of this is an email client that allows 
+   users to compose, send, read, move, and delete existing mails even when the 
+   device is offline. These operations can be cached and executed when 
+   connectivity is restored. In doing so, the app is able to provide a similar 
+   user experience whether the device is online or offline.</li>
+ </ul>
+<h4 id="network-arch">Use GcmNetworkManager and/or Content Providers</h4>
+ <ul>
+  <li>Ensure that your app stores all data on disk via a database or similar
+   structure so that it performs optimally regardless of network conditions 
+   (for example, via SQLite + ContentProvider). The <a 
+   href="https://developers.google.com/cloud-messaging/network-manager">
+   GCM Network Manager</a> 
+   (<a href="https://developers.google.com/android/reference/com/google/android/gms/gcm/GcmNetworkManager">
+   <code>GcmNetworkManager</code></a>) can result in a robust mechanism to 
+   sync data with servers while <a 
+   href="{@docRoot}guide/topics/providers/content-providers.html">content 
+   providers</a> ({@link android.content.ContentProvider}) cache that data, 
+   combining to provide an architecture that enables a useful offline state.</li>
+  <li>Apps should cache content that is fetched from the network. Before making
+   subsequent requests, apps should display locally cached data. This ensures 
+   that the app is functional regardless of whether the device is offline or 
+   on a slow/unreliable network.</li>
+ </ul>
+<h4 id="network-duplicate">Deduplicate network requests</h4>
+ <ul>
+  <li>An offline-first architecture initially tries to fetch data from local
+   storage and, failing that, requests the data from the network. After being 
+   retrieved from the network, the data is cached locally for future 
+   retrieval. This helps to ensure that network requests for the same piece of 
+   data only occur once—the rest of the requests are satisfied locally. To 
+   achieve this, use a local database for long-lived data (usually 
+   {@link android.database.sqlite} or 
+   {@link android.content.SharedPreferences}).</li>
+  <li>An offline-first architecture always looks for data locally first, then
+   makes the request over the network. The response is cached and then returned 
+   locally. Such an architecture simplifies an app’s flow between offline and 
+   online states as one side fetches from the network to the cache, while the 
+   other retrieves data from the cache to present to the user.</li>
+  <li>For transitory data, use a bounded disk cache such as a <a class="external-link"
+   href="https://github.com/JakeWharton/DiskLruCache"><code>DiskLruCache</code>
+   </a>. Data that doesn’t typically change should only be requested once over 
+   the network and cached for future use. Examples of such data are images and 
+   non-temporal documents like news articles or social posts.</li>
+ </ul>
+
+<h3 id="transfer">Fine-tune data transfer</h3>
+<h4 id="transfer-prioritize">Prioritize bandwidth</h4>
+ <ul>
+  <li>Writers of apps should not assume that any network that the device is
+   connected to is long-lasting or reliable. For this reason, apps should 
+   prioritize network requests to display the most useful information to the 
+   user as soon as possible.</li>
+  <li>Presenting users with visible and relevant information immediately is a
+   better user experience than making them wait for information that might not 
+   be necessary. This reduces the time that the user has to wait and 
+   increases the usefulness of the app on slow networks.</li>
+  <li>To achieve this, sequence your network requests such that text is
+   fetched before rich media. Text requests tend to be smaller, compress 
+   better, and hence transfer faster, meaning that your app can display useful 
+   content quickly. For more information on managing network requests, visit 
+   the Android training on <a 
+   href="{@docRoot}training/basics/network-ops/managing.html">Managing Network 
+   Usage</a>.</li>
+ </ul>
+<h4 id="network-bandwidth">Use less bandwidth on slower connections</h4>
+ <ul>
+  <li>The ability for your app to transfer data in a timely fashion is
+   dependent on the network connection. Detecting the quality of the network 
+   and adjusting the way your app uses it can help provide an excellent user 
+   experience.</li>
+  <li>You can use the following methods to detect the underlying network
+   quality. Using the data from these methods, your app should tailor its use 
+   of the network to continue to provide a timely response to user actions:
+    <ul>
+     <li>{@link android.net.ConnectivityManager}>
+     {@link android.net.ConnectivityManager#isActiveNetworkMetered}</li>
+     <li>{@link android.net.ConnectivityManager}>
+     {@link android.net.ConnectivityManager#getActiveNetworkInfo}</li>
+     <li>{@link android.net.ConnectivityManager}>
+     {@link android.net.ConnectivityManager#getNetworkCapabilities}</li>
+     <li>{@link android.telephony.TelephonyManager}>
+     {@link android.telephony.TelephonyManager#getNetworkType}</li>
+    </ul>
+  </li>
+  <li>On slower connections, consider downloading only lower-resolution media
+   or perhaps none at all. This ensures that your users are still able to use 
+   the app on slow connections. Where you don’t have an image or the image is 
+   still loading, you should always show a placeholder. You can create a 
+   dynamic placeholder by using the <a 
+   href="{@docRoot}tools/support-library/features.html#v7-palette">
+   Palette library</a> to generate placeholder colors that match the target 
+   image.</li>
+  <li>Prioritize network requests such that text is fetched before rich media.
+   Text requests tend to be smaller, compress better, and hence transfer 
+   faster, meaning that your app can display useful content quickly. For more 
+   information on adjusting bandwidth based on network connection, see the 
+   Android training on <a 
+   href="{@docRoot}training/basics/network-ops/managing.html">Managing Network 
+   Usage</a>.</li>
+ </ul>
+<h4 id="network-behavior">Detect network changes, then change app behavior</h4>
+ <ul>
+  <li>Network quality is not static; it changes based on location, network
+   traffic, and local population density. Apps should detect changes in 
+   network and adjust bandwidth accordingly. By doing so, your app can tailor 
+   the user experience to the network quality. Detect network state using 
+   these methods:
+    <ul>
+     <li>{@link android.net.ConnectivityManager}>
+     {@link android.net.ConnectivityManager#getActiveNetworkInfo}</li>
+     <li>{@link android.net.ConnectivityManager}>
+     {@link android.net.ConnectivityManager#getNetworkCapabilities}</li>
+     <li>{@link android.telephony.TelephonyManager}>
+     {@link android.telephony.TelephonyManager#getDataState}</li>
+    </ul>
+  </li>
+  <li>As the network quality degrades, scale down the number and size of
+   requests. As the connection quality improves, you can scale up your 
+   requests to optimal levels.</li>
+  <li>On higher quality, unmetered networks, consider <a
+   href="{@docRoot}training/efficient-downloads/efficient-network-access.html#PrefetchData">
+   prefetching data</a> to make it available ahead of time. From a user 
+   experience standpoint, this might mean that news reader apps only fetch 
+   three articles at a time on 2G but fetch twenty articles at a time on 
+   Wi-Fi. For more information on adjusting app behavior based on network changes, 
+   visit the Android training on <a 
+   href="{@docRoot}training/monitoring-device-state/connectivity-monitoring.html">
+   Monitoring the Connectivity Status</a>.</li>
+  <li>The broadcast <a
+   href="{@docRoot}reference/android/net/ConnectivityManager.html#CONNECTIVITY_ACTION">
+   <code>CONNECTIVITY_CHANGE</code></a> is sent when a change in network 
+   connectivity occurs. When your app is in the foreground, you can call <a 
+   href="{@docRoot}reference/android/content/Context.html#registerReceiver(android.content.BroadcastReceiver,%20android.content.IntentFilter)">
+   <code>registerReceiver</code></a> to receive this broadcast. After receiving 
+   the broadcast, you should reevaluate the current network state and adjust 
+   your UI and network usage appropriately. You should not declare this receiver 
+   in your manifest, as it will no longer function beginning with Android N. 
+   For more details see <a href="{@docRoot}preview/behavior-changes.html">
+   Android N behavior changes</a>.</li>
+ </ul>
+
+<h3 class="rel-resources clearfloat">Related resources</h3>
+<div class="resource-widget resource-flow-layout col-13"
+  data-query="collection:distribute/essentials/billionsquality/connectivity"
+  data-sortOrder="-timestamp"
+  data-cardSizes="6x3"
+  data-maxResults="6"></div>
+
+<!-- capability -->
+<div class="headerLine">
+  <h2 id="capability">Device Capability</h2>
+</div>
+<p>Reaching new users means supporting an increasing variety of Android
+ platform versions and device specifications. Optimize for common RAM and 
+ screen sizes and resolutions to improve the user experience. </p>
+
+<h3 id="screens">Support varying screen sizes</h3>
+<h4 id="screens-dp">Use density-independent pixels (dp)</h4>
+ <ul>
+  <li>Defining layout dimensions with pixels is a problem because different
+   screens have different pixel densities, so the same number of pixels may 
+   correspond to different physical sizes on different devices. The 
+   density-independent pixel (dp) corresponds to the physical size of a pixel 
+   at 160 dots per inch (mdpi density).</li>
+  <li>Defining layouts with dp ensures that the physical size of your user
+   interface is consistent regardless of device. Visit the Android 
+   guide on <a 
+   href="https://developer.android.com/guide/practices/screens_support.html">
+   Supporting Multiple Screens</a> for best practices using 
+   density-independent pixels.</li>
+ </ul>
+<h4 id="screens-density">Test graphics on ldpi/mdpi screen densities</h4>
+ <ul>
+  <li>Ensure that your app layouts work well on low- and medium-density
+   (ldpi/mdpi) screens because these are <a 
+   href="https://developer.android.com/about/dashboards/index.html#Screens">
+   common densities</a>, especially in lower-cost devices. Testing on 
+   lower-density screens helps to validate that your layouts are legible on 
+   lower-density screens.</li>
+  <li>Lower-density screens can result in unclear text where the finer details
+   aren't visible. The Material Design guidelines describe <a 
+   class="external-link" href="https://www.google.com/design/spec/layout/metrics-keylines.html">
+   metrics and keylines</a> to ensure that your layouts can scale across 
+   screen densities.</li>
+  <li>Devices with lower-density screens tend to have lower hardware
+   specifications. To ensure that your app performs well on these devices, 
+   consider reducing or eliminating heavy loads, such as animations and 
+   transitions. For more information on supporting different densities, see 
+   the Android training on <a 
+   href="https://developer.android.com/training/multiscreen/screendensities.html">
+   Supporting Different Densities</a>.</li>
+ </ul>
+<h4 id="screens-sizes">Test layouts on small/medium screen sizes</h4>
+ <ul>
+  <li>Validate that your layouts scale down by testing on smaller screens. As
+   screen sizes shrink, be very selective about visible UI elements, because 
+   there is limited space for them.</li>
+  <li>Devices with smaller screens tend to have lower hardware specifications.
+   To ensure that your app performs well on these devices, try reducing or 
+   eliminating heavy loads, such as animations or transitions. For more 
+   information on supporting different screen sizes, see the Android 
+   training on <a 
+   href="https://developer.android.com/training/multiscreen/screendensities.html">
+   Supporting Different Screen Sizes</a>.</li>
+ </ul>
+
+<h3 id="compatibility">Backward compatibility</h3>
+<h4 id="compatibility-sdkversion">Set your targetSdkVersion and minSdkVersion
+ appropriately</h4>
+ <ul>
+  <li>Apps should build and target a recent version of Android to ensure most
+   current behavior across a broad range of devices; this still provides 
+   backward compatibility to older versions. Here are the best practices for 
+   targeting API levels appropriately:
+    <ul>
+     <li><a
+      href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">
+      {@code targetSdkVersion}</a> should be the latest version of Android. 
+      Targeting the most recent version ensures that your app inherits newer 
+      runtime behaviors when running newer versions of Android. Be sure to 
+      test your app on newer Android versions when updating the 
+      targetSdkVersion as it can affect app behavior.</li>
+     <li><a
+      href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">
+      {@code minSdkVersion}</a> sets the minimum supported Android version. 
+      Use Android 4.0 (API level 14: Ice Cream Sandwich) or Android 4.1 (API 
+      level 16: Jelly Bean)—these versions give maximum coverage for modern 
+      devices. Setting {@code minSdkVersion} also results in the Android build 
+      tools reporting incorrect use of new APIs that might not be available in 
+      older versions of the platform. By doing so, developers are protected 
+      from inadvertently breaking backward compatibility.</li>
+    </ul>
+  </li>
+  <li>Consult the <a
+   href="https://developer.android.com/about/dashboards/index.html#Platform">
+   Android dashboards</a>, the <a class="external-link" 
+   href="https://play.google.com/apps/publish/">Google Play Developer 
+   Console</a> for your app, and industry research in your target markets to 
+   gauge which versions of Android to target, based on your target users.</li>
+ </ul>
+<h4 id="compatibility-libraries">Use the Android Support libraries</h4>
+ <ul>
+  <li>Ensure your app provides a consistent experience across OS versions by
+   using the Google-provided support libraries such as AppCompat and the Design
+    Support Library. The Android Support Library package is a set of code 
+    libraries that provides backward-compatible versions of Android framework 
+    APIs as well as features that are only available through the library APIs.
+    </li>
+  <li>Some of the the highlights include:
+  <ul>
+   <li>v4 & v7 support library: Many framework APIs for older versions of
+    Android such as {@link android.support.v4.view.ViewPager}, 
+    {@link android.app.ActionBar}, 
+    {@link android.support.v7.widget.RecyclerView}, and 
+    {@link android.support.v7.graphics.Palette}.</li>
+   <li><a href="{@docRoot}tools/support-library/features.html#design">Design
+    Support</a> library: APIs to support adding Material Design components 
+    and patterns to your apps.</li>
+   <li><a href="{@docRoot}tools/support-library/features.html#multidex">
+    Multidex Support</a> library: provides support for large apps that have 
+    more than 65K methods. This can happen if your app is using many 
+    libraries.</li> 
+  </ul>
+  </li>
+  <li>For more information on the available support libraries, see the <a
+   href="https://developer.android.com/tools/support-library/features.html">
+   Support Libraries Features</a> section of the Android Developer site.</li>
+ </ul>
+<h4 id="compatibility-playservices">Use Google Play services</h4>
+ <ul>
+  <li>Google Play services brings the best of Google APIs independent of
+   Android platform version. Consider using features from Google Play services 
+   to offer the most streamlined Google experience on Android devices.</li>
+  <li>Google Play services also include useful APIs such as <a 
+   href="https://developers.google.com/android/reference/com/google/android/gms/gcm/GcmNetworkManager">
+   <code>GcmNetworkManager</code></a>, which provides much of Android 5.0’s 
+   {@link android.app.job.JobScheduler} API for older versions of Android. </li>
+  <li>Updates to Google Play services are distributed automatically by the
+   Google Play Store, and new versions of the client library are delivered 
+   through the Android SDK Manager. </li>
+ </ul>
+<h3 id="memory">Efficient memory usage</h3>
+<h4 id="memory-footprint">Reduce memory footprint on low-cost devices</h4>
+ <ul>
+  <li>Adjusting your memory footprint dynamically helps to ensure compatibility
+   across devices with different RAM configurations.</li>
+  <li>Methods such as {@link android.app.ActivityManager#isLowRamDevice} and
+   {@link android.app.ActivityManager#getMemoryClass()} help determine memory 
+   constraints at runtime. Based on this information, you can scale down your 
+   memory usage. As an example, you can use lower resolution images on low memory 
+   devices.</li>
+  <li>For more information on managing your app’s memory, see the Android
+   training on <a href="{@docRoot}training/articles/memory.html">Managing 
+   Your App's Memory</a>.</li>
+ </ul>
+<h4 id="memory-longprocesses">Avoid long-running processes</h4>
+ <ul>
+  <li>Long-running processes stay resident in memory and can result in slowing
+   down the device. In most situations, your app should wake up for a given 
+   event, process data, and shut down. You should use <a 
+   href="https://developers.google.com/cloud-messaging">Google Cloud Messaging 
+   (GCM)</a> and/or <a 
+   href="https://developers.google.com/android/reference/com/google/android/gms/gcm/GcmNetworkManager">
+   <code>GcmNetworkManager</code></a> to avoid long running background 
+   services and reduce memory pressure on the user’s device.</li>
+ </ul>
+<h4 id="memory-benchmark">Benchmark memory usage</h4>
+ <ul>
+  <li>Android Studio provides memory benchmarking and profiling tools, enabling
+   you to measure memory usage at run time. Benchmarking your app’s memory
+    footprint enables you to monitor memory usage over multiple versions of 
+    the app. This can help catch unintentional memory footprint growth. These 
+    tools can be used in the following ways:
+  <ul>
+   <li>Use the <a
+    href="{@docRoot}tools/performance/memory-monitor/index.html">Memory 
+    Monitor</a> tool to find out whether undesirable garbage collection (GC) 
+    event patterns might be causing performance problems.</li> 
+   <li>Run <a
+    href="{@docRoot}tools/performance/heap-viewer/index.html">Heap Viewer</a>
+    to identify object types that get or stay allocated unexpectedly or 
+    unnecessarily.</li>
+   <li>Use <a
+   href="{@docRoot}tools/performance/allocation-tracker/index.html">
+   Allocation Tracker</a> to identify where in your code the problem might 
+   be.</li>
+  </ul>
+  </li>
+  <li>For more information on benchmarking memory usage, see the <a
+   href="{@docRoot}tools/performance/comparison.html">
+   Memory Profilers</a> tools on the Android Developers site.</li>
+ </ul>
+
+<h3 class="rel-resources clearfloat">Related resources</h3>
+<div class="resource-widget resource-flow-layout col-13"
+  data-query="collection:distribute/essentials/billionsquality/capability"
+  data-sortOrder="-timestamp"
+  data-cardSizes="6x3"
+  data-maxResults="6"></div>
+
+<!-- cost -->
+<div class="headerLine">
+  <h2 id="cost">Data Cost</h2>
+</div>
+<p>Data plans in some countries can cost upwards of 10% of monthly income.
+ Conserve data and give control to optimize user experience. Reduce data 
+ consumption and give users control over your app’s use of data.</p>
+
+<h3 id="appsize">Reduce app size</h3>
+<h4 id="appsize-graphics">Reduce APK graphical asset size</h4>
+ <ul>
+  <li>Graphical assets are often the largest contributor to the size of the
+   APK. Optimizing these can result in smaller downloads and thus faster 
+   installation times for users.</li>
+  <li>For graphical assets like icons, use Scalable Vector Graphics (SVG)
+   format. SVG images are relatively tiny in size and can be rendered at 
+   runtime to any resolution. The <a 
+   href="{@docRoot}tools/support-library/index.html">Android Support</a> 
+   library provides a backward-compatible implementation for vector resources as 
+   far back as Android 2.1 (API level 7). Get started with vectors with <a 
+   class="external-link" 
+   href="https://medium.com/@chrisbanes/appcompat-v23-2-age-of-the-vectors-91cbafa87c88">
+   this Medium post</a>. </li>
+  <li>For non-vector images, like photos, use <a
+   href="https://developers.google.com/speed/webp/">WebP</a>. WebP reduces 
+   image load times, saves network bandwidth, and is proven to result in 
+   smaller file sizes than its PNG and JPG counterparts, with at least the 
+   same image quality. Even at lossy settings, WebP can produce a nearly 
+   identical image. Android has had lossy WebP support since Android 4.0 (API 
+   level 14: Ice Cream Sandwich) and support for lossless / transparent WebP since Android 4.2 (API level 17: Jelly Bean).</li>
+  <li>If you have many large images across multiple densities, consider
+   using <a href="{@docRoot}google/play/publishing/multiple-apks.html">Multiple 
+   APK support</a> to split your APK by density. This results in builds 
+   targeted for specific densities, meaning users with low-density devices 
+   won’t have to incur the penalty of unused high-density assets.</li>
+  <li>A detailed guide on reducing your APK size can be found in <a
+   class="external-link" href="https://medium.com/@wkalicinski/smallerapk-part-4-multi-apk-through-abi-and-density-splits-477083989006">
+   series of Medium posts</a>.</li>
+ </ul>
+<h4 id="appsize-code">Reduce code size</h4>
+ <ul>
+  <li>Be careful about using external libraries because not all libraries are
+   meant to be used in mobile apps. Ensure that the libraries your app is 
+   using are optimized for mobile use.</li>
+  <li>Every library in your Android project is adding potentially unused code
+   to your APK. There are also some libraries that aren’t designed with mobile 
+   development in mind. These libraries can end up contributing to significant 
+   APK bloat.</li>
+  <li>Consider optimizing your compiled code using a tool such as <a
+   href="{@docRoot}tools/help/proguard.html">ProGuard</a>. ProGuard identifies 
+   code that isn’t being used and removes it from your APK. Also <a 
+   class="external-link" 
+   href="http://tools.android.com/tech-docs/new-build-system/resource-shrinking">
+   enable resource shrinking</a> at build time by setting 
+   <code>minifyEnabled=true</code>, <code>shrinkResources=true</code> in 
+   <code>build.gradle</code>—this automatically removes unused resources from 
+   your APK.</li>
+  <li>When using Google Play services, you should <a
+   href="{@docRoot}google/play-services/setup.html#add_google_play_services_to_your_project">
+   selectively include</a> only the necessary APIs into your APK.</li>
+  <li>For more information on reducing code size in your APK, see the Android
+   training on how to <a 
+   href="{@docRoot}training/articles/memory.html#DependencyInjection">Avoid 
+   dependency injection frameworks</a>.</li>
+ </ul>
+<h4 id="appsize-external">Allow app to be moved to external (SD) storage</h4>
+ <ul>
+  <li>Low-cost devices often come with little on-device storage. Users can
+   extend this with SD cards; however, apps need to explicitly declare that 
+   they support being installed to external storage before users can move them.
+  </li>
+  <li>Allow your app to be installed to external storage using the <a
+   href="{@docRoot}guide/topics/manifest/manifest-element.html#install"><code>
+   android:installLocation</code></a> flag in your AndroidManifest. For more 
+   information on enabling your app to be moved to external storage, see the 
+   Android guide on <a 
+   href="{@docRoot}guide/topics/data/install-location.html">App Install 
+   Location</a>.</li>
+ </ul>
+
+<h4 id="appsize-postinstall">Reduce post-install app disk usage</h4>
+ <ul>
+  <li>Keeping your app’s disk usage low means that users are less likely to
+   uninstall your app when the device is low on free space. When using caches, 
+   it’s important to apply bounds around your caches—this prevents your app’s 
+   disk usage from growing indefinitely. Be sure you put your cached data in 
+   {@link android.content.Context#getCacheDir()}—the system can delete files 
+   placed here as needed, so they won’t show up as storage committed to the 
+   app.</li>
+ </ul>
+
+<h3 id="configurablenetwork">Offer configurable network usage</h3>
+<h4 id="configurablenetwork-onboarding">Provide onboarding experiences for 
+subjective user choices</h4>
+ <ul>
+  <li>Apps that allow users to reduce data usage are well received, even if
+   they demand heavy data requirements. If your app uses a considerable amount 
+   of bandwidth (for example, video streaming apps), you can provide an 
+   onboarding experience for users to configure network usage. For example, 
+   you could allow the user to force lower-bitrate video streams on cellular 
+   networks. </li>
+  <li>Additional settings for users to control data syncing, prefetching, and
+   network usage behavior (for example, prefetch all starred news categories on 
+   Wi-Fi only), also help users tailor your app’s behavior to their needs.</li>
+  <li>For more information on managing network usage, see the Android training
+   on <a href="{@docRoot}training/basics/network-ops/managing.html">Managing 
+   Network Usage</a>.</li>
+ </ul>
+<h4 id="configurablenetwork-preferences">Provide a network preferences 
+screen</h4>
+ <ul>
+  <li>You can navigate to the app’s network settings from outside the app by
+   means of a network preferences screen. You can invoke this screen from 
+   either the system settings screen or the system data usage screen.</li>
+  <li>To provide a network preferences screen that users can access from within
+   your app as well as from the system settings, in your app include an 
+   activity that supports the 
+   {@link android.content.Intent#ACTION_MANAGE_NETWORK_USAGE} action.</li>
+  <li>For further information on adding a network preferences screen, see the
+   Android training on <a 
+   href="{@docRoot}training/basics/network-ops/managing.html#prefs">
+   Implementing a Preferences Activity</a>.</li>
+ </ul>
+
+
+
+<h3 class="rel-resources clearfloat">Related resources</h3>
+<div class="resource-widget resource-flow-layout col-13"
+  data-query="collection:distribute/essentials/billionsquality/cost"
+  data-sortOrder="-timestamp"
+  data-cardSizes="6x3"
+  data-maxResults="6"></div>
+
+
+<!-- consumption -->
+<div class="headerLine">
+  <h2 id="consumption">Battery Consumption</h2>
+</div>
+<p>Access to reliable power supplies varies, and outages can disrupt planned 
+charges. Defend your users' batteries against unnecessary drain by benchmarking 
+your battery use,  avoiding wakelocks, scheduling tasks, and monitoring sensor 
+requests.</p>
+<h3 id="consumption-reduce">Reduce battery consumption</h3>
+ <ul>
+  <li>Your app should do minimal activity when in the background and when the
+   device is running on battery power.</li>
+  <li><a href="{@docRoot}reference/android/os/PowerManager.WakeLock.html">Wake
+   locks</a> are mechanisms to keep devices on so that they can perform 
+   background activities. Avoid using wake locks because they prevent the 
+   device from going into low-power states.</li>
+  <li>To reduce the number of device wake-ups, batch network activity. For more
+   information on batching, see the Android training on <a 
+   href="{@docRoot}training/efficient-downloads/efficient-network-access.html">
+   Optimizing Downloads for Efficient Network Access</a>.</li>
+  <li><a 
+   href="https://developers.google.com/android/reference/com/google/android/gms/gcm/GcmNetworkManager">
+   <code>GcmNetworkManager</code></a> schedules tasks and lets Google Play 
+   services batch operations across the system. This greatly 
+   simplifies the implementation of common patterns, such as waiting for 
+   network connectivity, device charging state, retries, and backoff. Use 
+   <code>GcmNetworkManager</code> to perform non-essential background activity 
+   when the device is charging and is connected to an unmetered network.</li>
+  <li>Sensors, like GPS, can also have a significant drain on the battery. The
+   recommended way to request location is to use the FusedLocationProvider API. 
+   The <a 
+   href="https://developers.google.com/android/reference/com/google/android/gms/location/FusedLocationProviderApi">FusedLocationProvider</a> API manages the 
+   underlying location technology and provides a simple API so that you can 
+   specify requirements&mdash;like high accuracy or low power&mdash;at a high 
+   level. It also optimizes the device's use of battery power by caching 
+   locations and batching requests across apps. For  more information on the 
+   ideal ways to request location, see the <a 
+   href="{@docRoot}training/location/retrieve-current.html">Getting the Last 
+   Known Location</a> training guide.
+  </li>
+ </ul>
+<h3 id="consumption-benchmark">Benchmark battery usage</h3>
+ <ul>
+  <li>Benchmarking your app’s usage in a controlled environment helps you
+   understand the battery-heavy tasks in your app. It is a good practice to 
+   benchmark your app’s battery usage to gauge efficiency and track changes 
+   over time.
+</li>
+  <li><a
+   href="{@docRoot}tools/performance/batterystats-battery-historian/index.html">
+   Batterystats</a> collects battery data about your apps, and <a 
+   href="{@docRoot}tools/performance/batterystats-battery-historian/index.html">
+   Battery Historian</a> converts that data into an HTML visualization. For 
+   more information on reducing battery usage, see the Android training on <a 
+   href="{@docRoot}training/monitoring-device-state/index.html">Optimizing 
+   Battery Life</a>.</li>
+ </ul>
+
+<h3 class="rel-resources clearfloat">Related resources</h3>
+<div class="resource-widget resource-flow-layout col-13"
+  data-query="collection:distribute/essentials/billionsquality/consumption"
+  data-sortOrder="-timestamp"
+  data-cardSizes="6x3"
+  data-maxResults="6"></div>
+
+<!-- content -->
+<div class="headerLine">
+  <h2 id="contentsection">Content</h2>
+</div>
+<p>Make sure that your app works well on a variety of screens: offering good,
+ crisp graphics and appropriate layouts on low resolution and physically small 
+ screens. Ensure that your app is designed to be easily localized by 
+ accommodating the variations between languages: allow for spacing, density, 
+ order, emphasis, and wording variations. Also make sure that date, time, and 
+ the like are internationalized and displayed according to the phone’s 
+ settings.</p>
+
+<h3 id="content-responsive">Fast and responsive UI</h3>
+<h4 id="content-feedback">Touch feedback on all touchable items</h4>
+ <ul>
+  <li>Touch feedback adds a tactile feeling to the user interface. You should
+   ensure your app provides touch feedback on all touchable elements to reduce 
+   the perceived app latency as much as possible.
+</li>
+  <li><a
+   href="https://www.google.com/design/spec/animation/responsive-interaction.html">
+   Responsive interaction</a> encourages deeper exploration of an app by 
+   creating timely, logical, and delightful screen reactions to user input. 
+   Responsive interaction elevates an app from an information-delivery service 
+   to an experience that communicates using multiple visual and tactile 
+   responses.</li>
+  <li>For more information, see the Android training on <a
+   href="{@docRoot}training/material/animations.html#Touch">Customizing Touch 
+   Feedback</a>.</li>
+ </ul>
+<h4 id="content-interactive">UI should always be interactive</h4>
+ <ul>
+  <li>Apps that are unresponsive when performing background activity feel slow
+   and reduce user satisfaction. Ensure your app always has a responsive UI 
+   regardless of any background activity. Achieve this by performing network 
+   operations or any heavy-duty operations in a background thread—keep the UI 
+   thread as idle as you can.</li>
+  <li>Material Design apps use minimal visual changes when your app is loading
+   content by representing each operation with a single activity indicator. 
+   Avoid blocking dialogs with <a  
+   href="https://www.google.com/design/spec/components/progress-activity.html">
+   loading indicators</a>.</li>
+  <li><a
+   href="http://www.google.com/design/spec/patterns/empty-states.html">Empty 
+   states</a> occur when the regular content of a view can’t be shown. It might 
+   be a list that has no items or a search that returns no results. Avoid 
+   completely empty states. The most basic empty state displays a 
+   non-interactive image and a text tagline. Where you don’t have an image, or 
+   the image is still loading, you should always show either a static 
+   placeholder, or create a dynamic placeholder by using the <a 
+   href="{@docRoot}tools/support-library/features.html#v7-palette">Palette 
+   library</a> to generate placeholder colors that match the target image.</li>
+  <li>For more information, see the Android training on <a
+   href="{@docRoot}training/articles/perf-anr.html">Keeping Your App 
+   Responsive</a>.</li>
+ </ul>
+<h4 id="content-60fps">Target 60 frames per second on low-cost devices</h4>
+ <ul>
+  <li>Ensure that your app always runs fast and smoothly, even on low-cost
+   devices.</li>
+  <li>Overdraw can significantly slow down your app—it occurs when the pixels
+   are being drawn more than once per pass. An example of this is when you have 
+   an image with a button placed on top of it. While some overdraw is 
+   unavoidable, it should be minimized to ensure a smooth frame rate. Perform 
+   <a href="{@docRoot}tools/performance/debug-gpu-overdraw/index.html">Debug 
+   GPU overdraw</a> on your app to ensure it is minimized.</li>
+  <li>Android devices refresh the screen at 60 frames per second (fps), meaning
+   your app has to update the screen within roughly 16 milliseconds. <a 
+   href="{@docRoot}tools/performance/profile-gpu-rendering/index.html">Profile 
+   your app</a> using on-device tools to see if and when your app is not 
+   meeting this 16-ms average.</li>
+  <li>Reduce or remove animations on low-cost devices to lessen the burden on
+   the device’s CPU and GPU.  For more information, see the Android training on 
+   <a href="{@docRoot}training/improving-layouts/index.html">Improving Layout 
+   Performance</a>. </li>
+ </ul>
+<h4 id="content-firstload">If anticipated start speed is low, use launch screen 
+on first load</h4>
+ <ul>
+  <li>The launch screen is a user’s first experience of your application.
+   Launching your app while displaying a blank canvas increases its perceived 
+   loading time, so consider using a placeholder UI or a branded launch screen 
+   to reduce the perceived loading time.</li>
+  <li>A<a href="https://www.google.com/design/spec/patterns/launch-screens.html#launch-screens-types-of-launch-screens">
+   placeholder UI</a> is the most seamless launch transition, appropriate for 
+   both app launches and in-app activity transitions.</li>
+  <li><a
+   href="https://www.google.com/design/spec/patterns/launch-screens.html#launch-screens-placeholder-ui">
+   Branded launch screens</a> provide momentary brand exposure, freeing the UI 
+   to focus on content.</li>
+  <li>For more information on implementing splash screens, see the <a
+   href="https://www.google.com/design/spec/patterns/launch-screens.html">
+   Launch screens</a> section of the Material Design spec.</li>
+ </ul>
+<h3 id="ui">UI best practices</h3>
+ <ul>
+  <li><a
+   href="https://www.google.com/design/spec/material-design/introduction.html">
+   Material Design</a> is a visual language that synthesizes the classic 
+   principles of good design with the innovation and possibility of technology 
+   and science. Material Design aims to develop a single underlying system that 
+   allows for a unified experience across platforms and device sizes. Consider 
+   using key Material Design components so that users intuitively know how to 
+   use your app.</li>
+  <li>Ready-to-use Material Design components are available via the <a
+   href="{@docRoot}tools/support-library/features.html#design">Design Support 
+   library</a>. These components are supported in Android 2.1 (API level 7) and 
+   above.</li>
+ </ul>
+<h3 id="localization">Localization</h3>
+ <ul>
+  <li>Your users could be from any part of the world and their first language
+   may not be yours. If you don’t present your app in a language that your 
+   users can read, it is a missed opportunity. You should therefore 
+   localize your app for key regional languages.</li>
+  <li>To learn more, visit the Android training on <a 
+ href="{@docRoot}training/basics/supporting-devices/languages.html">
+ Supporting Different Languages</a>.</li>
+ </ul>
+
+<h3 class="rel-resources clearfloat">Related resources</h3>
+<div class="resource-widget resource-flow-layout col-13"
+  data-query="collection:distribute/essentials/billionsquality/content"
+  data-sortOrder="-timestamp"
+  data-cardSizes="6x3"
+  data-maxResults="6"></div>
diff --git a/docs/html/distribute/images/billions-guidelines.png b/docs/html/distribute/images/billions-guidelines.png
new file mode 100644
index 0000000..05f71b6
--- /dev/null
+++ b/docs/html/distribute/images/billions-guidelines.png
Binary files differ
diff --git a/docs/html/distribute/tools/localization-checklist.jd b/docs/html/distribute/tools/localization-checklist.jd
index 1497c36..da483ad 100644
--- a/docs/html/distribute/tools/localization-checklist.jd
+++ b/docs/html/distribute/tools/localization-checklist.jd
@@ -530,19 +530,17 @@
 </h4>
 
 <p>
-  Google Play App Translation Service can help you quickly find and purchase
-  translations of your app. In the Developer Console, you can browse a list of
-  third-party vendors who are pre-qualified by Google to offer high-quality
-  translation at competitive prices. You can upload the strings you want
-  translated, select the languages you want to translate into, and select your
-  translation vendor based on time and price.
+  The <a href="https://support.google.com/l10n/answer/6359997">App Translation
+  Service</a> can help you quickly purchase translations of your app. In the
+  Developer Console and Android Studio, you get instant quotes from a list of
+  third-party translation vendors. Beyond the app UI strings, your order can
+  include translations for Play Store text, IAP names, and ad text.
 </p>
 
 <p>
-  Once you've purchased translations, you'll receive an email from your vendor.
-  Your translations are a direct business agreement between you and your
-  vendor; you'll need to work directly with the vendor to manage the
-  translation process and deliverables and resolve any support issues.
+  Your translation order is a direct agreement between you and your chosen
+  vendor. The vendor will work directly with you to provide clarification and
+  resolve any issues during the translation process.
 </p>
 
 <div>
@@ -736,10 +734,12 @@
     </h2>
 
     <p>
-      You can use the App Translation service on Google Play to translate your
-      store listing. Prepare an XML file with your store listing information
-      and upload just as you would upload the strings.xml file (see <a href=
-      "#gp-trans">Purchase professional translations</a>)
+      You can use the <a href=
+      "https://support.google.com/l10n/answer/6359997">App Translation
+      Service</a> on Google Play to translate your store listing. You can use
+      your existing published store listing text as the source or edit it
+      online before placing your order (see <a href="#gp-trans">Purchase
+      professional translations</a>).
     </p>
   </div>
 </div>
diff --git a/docs/html/distribute/users/expand-to-new-markets.jd b/docs/html/distribute/users/expand-to-new-markets.jd
index df1a0fb..26c83c9 100644
--- a/docs/html/distribute/users/expand-to-new-markets.jd
+++ b/docs/html/distribute/users/expand-to-new-markets.jd
@@ -116,12 +116,20 @@
   Localization</a> section of the Localization Checklist.
 </p>
 
+<h3>
+  Purchase professional translations through Google Play
+</h3>
+
 <p>
-  <strong>Google Play App Translation Service</strong> can help you quickly
-  find and purchase translations of your apps. In the <a href=
-  "https://play.google.com/apps/publish/">Developer Console</a>, you can browse
-  a list of third-party vendors who are pre-qualified by Google to offer
-  high-quality professional translations at competitive prices.
+  The <a href="https://support.google.com/l10n/answer/6359997">App Translation
+  Service</a> can help you quickly purchase translations of your app. In the
+  <a href="https://support.google.com/l10n/answer/6341304">Developer
+  Console</a> and <a href=
+  "https://support.google.com/l10n/answer/6341928">Android Studio</a>, you can
+  browse a list of third-party vendors who are prequalified by Google to offer
+  high-quality translations at competitive prices. Beyond the app UI strings,
+  you can request translations for Play Store text, in-app purchase products,
+  and universal app campaign ads, all in one go.
 </p>
 
 <img src="{@docRoot}images/gp-listing-3.jpg" style="padding:8px 0">
diff --git a/docs/html/guide/topics/graphics/hardware-accel.jd b/docs/html/guide/topics/graphics/hardware-accel.jd
index e3f1d9e..fb8c9fa 100644
--- a/docs/html/guide/topics/graphics/hardware-accel.jd
+++ b/docs/html/guide/topics/graphics/hardware-accel.jd
@@ -327,30 +327,6 @@
         <td class="value_pos">18</td>
     </tr>
     <tr>
-        <td class="label_pos">drawArc()</td>
-        <td class="value_pos">21</td>
-    </tr>
-    <tr>
-        <td class="label_pos">drawRoundRect()</td>
-        <td class="value_pos">21</td>
-    </tr>
-    <tr>
-        <td class="label_pos">saveLayer() with RectF dimensions</td>
-        <td class="value_pos">21</td>
-    </tr>
-    <tr>
-        <td class="label_pos">saveLayer() with float dimensions</td>
-        <td class="value_pos">21</td>
-    </tr>
-    <tr>
-        <td class="label_pos">saveLayerAlpha() with RectF dimensions</td>
-        <td class="value_pos">21</td>
-    </tr>
-    <tr>
-        <td class="label_pos">saveLayerAlpha() with float dimensions</td>
-        <td class="value_pos">21</td>
-    </tr>
-    <tr>
         <td colspan="5" class="s5">Paint</td>
     </tr>
     <tr>
@@ -398,26 +374,6 @@
         <td class="value_neg">&#10007;</td>
     </tr>
     <tr>
-        <td class="label_pos">getFontFeatureSettings()</td>
-        <td class="value_pos">21</td>
-    </tr>
-    <tr>
-        <td class="label_pos">isElegantTextHeight()</td>
-        <td class="value_pos">21</td>
-    </tr>
-    <tr>
-        <td class="label_pos">isElegantTextHeight()</td>
-        <td class="value_pos">21</td>
-    </tr>
-    <tr>
-        <td class="label_pos">setFontFeatureSettings()</td>
-        <td class="value_pos">21</td>
-    </tr>
-    <tr>
-        <td class="label_pos">setLetterSpacing()</td>
-        <td class="value_pos">21</td>
-    </tr>
-    <tr>
         <td colspan="5" class="s5">Xfermode</td>
     </tr>
     <tr>
diff --git a/docs/html/guide/topics/resources/drawable-resource.jd b/docs/html/guide/topics/resources/drawable-resource.jd
index f974a5f..d6d0ae8 100644
--- a/docs/html/guide/topics/resources/drawable-resource.jd
+++ b/docs/html/guide/topics/resources/drawable-resource.jd
@@ -1468,8 +1468,8 @@
         android:bottomRightRadius="<em>integer</em>" /&gt;
     &lt;<a href="#gradient-element">gradient</a>
         android:angle="<em>integer</em>"
-        android:centerX="<em>integer</em>"
-        android:centerY="<em>integer</em>"
+        android:centerX="<em>float</em>"
+        android:centerY="<em>float</em>"
         android:centerColor="<em>integer</em>"
         android:endColor="<em>color</em>"
         android:gradientRadius="<em>integer</em>"
diff --git a/docs/html/guide/topics/resources/localization.jd b/docs/html/guide/topics/resources/localization.jd
index afe4611..a31b07c 100755
--- a/docs/html/guide/topics/resources/localization.jd
+++ b/docs/html/guide/topics/resources/localization.jd
@@ -33,6 +33,7 @@
 Layouts</a></li>
 <li><a href="{@docRoot}reference/android/app/Activity.html#ActivityLifecycle">
 Activity Lifecycle</a></li>
+<li><a href="https://support.google.com/l10n/answer/6359997">App Translation Service</a></li>
 </ol>
 </div>
 </div>
@@ -395,6 +396,20 @@
 that Android makes available:</p>
 
 <pre>String locale = context.getResources().getConfiguration().locale.getDisplayName();</pre>
+<h4>
+  Use the App Translation Service
+</h4>
+
+<p>
+  The <a href="https://support.google.com/l10n/answer/6359997">App Translation
+  Service</a> is integrated into the <a href=
+  "https://support.google.com/l10n/answer/6341304">Developer Console</a>, and
+  it is also accessible from <a href=
+  "https://support.google.com/l10n/answer/6341928">Android Studio</a>. It is a
+  quick and simple way to get an instant quote and place an order with a
+  translation company. You can order translations into one or more languages
+  for app UI strings, Play Store Listing text, IAP names, and ad campaign text.
+</p>
 
 <h2 id="testing">Testing Localized Applications</h2>
 
diff --git a/docs/html/images/tools/am-androidmon2.png b/docs/html/images/tools/am-androidmon2.png
new file mode 100644
index 0000000..a4a7571
--- /dev/null
+++ b/docs/html/images/tools/am-androidmon2.png
Binary files differ
diff --git a/docs/html/images/tools/am-cpumon2.png b/docs/html/images/tools/am-cpumon2.png
new file mode 100644
index 0000000..6ac6e02
--- /dev/null
+++ b/docs/html/images/tools/am-cpumon2.png
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diff --git a/docs/html/images/tools/am-dumpalloc2.png b/docs/html/images/tools/am-dumpalloc2.png
new file mode 100644
index 0000000..d936aa8
--- /dev/null
+++ b/docs/html/images/tools/am-dumpalloc2.png
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diff --git a/docs/html/images/tools/am-gc2.png b/docs/html/images/tools/am-gc2.png
new file mode 100644
index 0000000..a5e8b6e
--- /dev/null
+++ b/docs/html/images/tools/am-gc2.png
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diff --git a/docs/html/images/tools/am-gpumon2.png b/docs/html/images/tools/am-gpumon2.png
new file mode 100644
index 0000000..5cf51d9
--- /dev/null
+++ b/docs/html/images/tools/am-gpumon2.png
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diff --git a/docs/html/images/tools/am-icaptures.png b/docs/html/images/tools/am-icaptures.png
new file mode 100644
index 0000000..cf288d6
--- /dev/null
+++ b/docs/html/images/tools/am-icaptures.png
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diff --git a/docs/html/images/tools/am-igraphic.png b/docs/html/images/tools/am-igraphic.png
new file mode 100644
index 0000000..a3c43fa
--- /dev/null
+++ b/docs/html/images/tools/am-igraphic.png
Binary files differ
diff --git a/docs/html/images/tools/am-imaximize.png b/docs/html/images/tools/am-imaximize.png
new file mode 100644
index 0000000..38a6c6c
--- /dev/null
+++ b/docs/html/images/tools/am-imaximize.png
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diff --git a/docs/html/images/tools/am-imaxlogcat.png b/docs/html/images/tools/am-imaxlogcat.png
new file mode 100644
index 0000000..4522bd4
--- /dev/null
+++ b/docs/html/images/tools/am-imaxlogcat.png
Binary files differ
diff --git a/docs/html/images/tools/am-iminimize.png b/docs/html/images/tools/am-iminimize.png
new file mode 100644
index 0000000..d0bbe4c
--- /dev/null
+++ b/docs/html/images/tools/am-iminimize.png
Binary files differ
diff --git a/docs/html/images/tools/am-imovedown.png b/docs/html/images/tools/am-imovedown.png
new file mode 100644
index 0000000..802c13b
--- /dev/null
+++ b/docs/html/images/tools/am-imovedown.png
Binary files differ
diff --git a/docs/html/images/tools/am-imoveup.png b/docs/html/images/tools/am-imoveup.png
new file mode 100644
index 0000000..95f6ef3
--- /dev/null
+++ b/docs/html/images/tools/am-imoveup.png
Binary files differ
diff --git a/docs/html/images/tools/am-logcatmon2.png b/docs/html/images/tools/am-logcatmon2.png
new file mode 100644
index 0000000..5635935
--- /dev/null
+++ b/docs/html/images/tools/am-logcatmon2.png
Binary files differ
diff --git a/docs/html/images/tools/am-networkmon.png b/docs/html/images/tools/am-networkmon.png
index 95b3a5b..f55f853 100644
--- a/docs/html/images/tools/am-networkmon.png
+++ b/docs/html/images/tools/am-networkmon.png
Binary files differ
diff --git a/docs/html/images/tools/am-networkmon2.png b/docs/html/images/tools/am-networkmon2.png
new file mode 100644
index 0000000..d05fcd4
--- /dev/null
+++ b/docs/html/images/tools/am-networkmon2.png
Binary files differ
diff --git a/docs/html/images/tools/am-screenshot.png b/docs/html/images/tools/am-screenshot.png
new file mode 100644
index 0000000..5c27617
--- /dev/null
+++ b/docs/html/images/tools/am-screenshot.png
Binary files differ
diff --git a/docs/html/images/tools/am-sysinfo.png b/docs/html/images/tools/am-sysinfo.png
new file mode 100644
index 0000000..9b5cd17
--- /dev/null
+++ b/docs/html/images/tools/am-sysinfo.png
Binary files differ
diff --git a/docs/html/images/tools/am-video.png b/docs/html/images/tools/am-video.png
new file mode 100644
index 0000000..9787ef8
--- /dev/null
+++ b/docs/html/images/tools/am-video.png
Binary files differ
diff --git a/docs/html/images/tools/support-library/appbar-kitkat.png b/docs/html/images/tools/support-library/appbar-kitkat.png
new file mode 100644
index 0000000..c89fd87
--- /dev/null
+++ b/docs/html/images/tools/support-library/appbar-kitkat.png
Binary files differ
diff --git a/docs/html/images/tools/support-library/appbar-kitkat_2x.png b/docs/html/images/tools/support-library/appbar-kitkat_2x.png
new file mode 100644
index 0000000..c9718e6
--- /dev/null
+++ b/docs/html/images/tools/support-library/appbar-kitkat_2x.png
Binary files differ
diff --git a/docs/html/jd_collections.js b/docs/html/jd_collections.js
index 48c923d..6e2a8a8 100644
--- a/docs/html/jd_collections.js
+++ b/docs/html/jd_collections.js
@@ -351,7 +351,7 @@
       "distribute/essentials/quality/tv.html",
       "distribute/essentials/quality/wear.html",
       "distribute/essentials/quality/auto.html",
-      "https://developers.google.com/edu/guidelines"
+      "distribute/essentials/quality/billions.html"
     ]
   },
   "distribute/essentials/zhcn": {
@@ -387,6 +387,7 @@
     "resources": [
       "distribute/engage/intents.html",
       "distribute/engage/widgets.html",
+      "distribute/engage/translate.html",
       "distribute/engage/notifications.html",
       "distribute/engage/deep-linking.html",
       "distribute/engage/ads.html",
@@ -482,7 +483,7 @@
       "distribute/essentials/quality/wear.html",
       "distribute/essentials/quality/tv.html",
       "distribute/essentials/quality/auto.html",
-      "https://developers.google.com/edu/guidelines"
+      "distribute/essentials/quality/billions.html"
     ]
   },
   "distribute/essentials/tools": {
@@ -719,6 +720,14 @@
       "https://developers.google.com/app-indexing/"
     ]
   },
+  "distribute/users/knowyouruser": {
+    "title": "",
+    "resources": [
+      "distribute/essentials/optimizing-your-app.html",
+      "http://www.youtube.com/watch?v=RRelFvc6Czo",
+      "distribute/stories/games/rvappstudios-zombie.html"
+    ]
+  },
   "distribute/users/promotewithads": {
     "title": "",
     "resources": [
@@ -983,6 +992,44 @@
       "google/play/filters.html"
     ]
   },
+ "distribute/essentials/billionsquality/connectivity": {
+    "title": "",
+    "resources": [
+      "training/basics/network-ops/managing.html",
+      "training/monitoring-device-state/connectivity-monitoring.html",
+      "guide/topics/providers/content-providers.html"
+    ]
+  },
+  "distribute/essentials/billionsquality/capability": {
+    "title": "",
+    "resources": [
+      "guide/practices/screens_support.html",
+      "training/multiscreen/screendensities.html",
+      "training/articles/memory.html"
+    ]
+  },
+  "distribute/essentials/billionsquality/cost": {
+    "title": "",
+    "resources": [
+      "https://medium.com/@wkalicinski/smallerapk-part-6-image-optimization-zopfli-webp-4c462955647d#.23hlddo3x",
+      "training/basics/network-ops/managing.html"
+    ]
+  },
+  "distribute/essentials/billionsquality/consumption": {
+    "title": "",
+    "resources": [
+      "training/efficient-downloads/efficient-network-access.html",
+      "training/monitoring-device-state/index.html"
+    ]
+  },
+  "distribute/essentials/billionsquality/content": {
+    "title": "",
+    "resources": [
+      "training/material/animations.html#Touch",
+      "training/articles/perf-anr.html",
+      "training/improving-layouts/index.html"
+    ]
+  },
   "distribute/essentials/tabletguidelines": {
     "title": "",
     "resources": [
@@ -1015,6 +1062,12 @@
       "guide/topics/appwidgets/index.html"
     ]
   },
+  "distribute/engage/translate": {
+    "title": "",
+    "resources": [
+      "https://support.google.com/l10n/answer/6359997"
+    ]
+  },
   "distribute/engage/reengage": {
     "title": "",
     "resources": [
@@ -1267,7 +1320,8 @@
   "distribute/toolsreference/launchchecklist/localization": {
     "title": "",
     "resources": [
-      "distribute/tools/localization-checklist.html"
+      "distribute/tools/localization-checklist.html",
+      "https://support.google.com/l10n/answer/6359997"
     ]
   },
   "distribute/toolsreference/launchchecklist/graphics": {
@@ -1699,6 +1753,37 @@
       "https://www.youtube.com/watch?v=j3QC6hcpy90"
     ]
   },
+"tools/help/log": {
+    "title": "",
+    "resources": [
+       "tools/help/am-logcat.html"
+    ]
+  },
+"tools/help/monitor": {
+    "title": "",
+    "resources": [
+       "tools/help/am-memory.html",
+       "tools/help/am-cpu.html",
+       "tools/help/am-gpu.html",
+       "tools/help/am-network.html"
+    ]
+  },
+ "tools/help/data": {
+    "title": "",
+    "resources": [
+       "tools/help/am-hprof.html",
+       "tools/help/am-allocation.html",
+       "tools/help/am-methodtrace.html",
+       "tools/help/am-sysinfo.html"
+    ]
+  },
+  "tools/help/shot": {
+    "title": "",
+    "resources": [
+       "tools/help/am-screenshot.html",
+       "tools/help/am-video.html"
+    ]
+  },
   "tools/performance/rendering": {
     "title": "",
     "resources": [
diff --git a/docs/html/jd_extras.js b/docs/html/jd_extras.js
index 9663fd0b..ab6d4f8 100644
--- a/docs/html/jd_extras.js
+++ b/docs/html/jd_extras.js
@@ -39,6 +39,17 @@
     "type":"medium"
   },
   {
+    "title":"SmallerAPK, Part 6: Image optimization, Zopfli & WebP",
+    "category":"",
+    "summary":"Series of posts on minimizing your APK size.",
+    "url":"https://medium.com/@wkalicinski/smallerapk-part-6-image-optimization-zopfli-webp-4c462955647d#.23hlddo3x",
+    "group":"",
+    "keywords": [],
+    "tags": [],
+    "image":"https://cdn-images-1.medium.com/max/2000/1*chMiA9mGa_FBUOoesHHk3Q.png",
+    "type":"medium"
+  },
+  {
     "title":"Measure your app’s user acquisition channels",
     "titleFriendly":"",
     "summary":"Get details on how to use the Developer Console User Acquisitions reports to discover where your users come from.",
@@ -1006,6 +1017,19 @@
     "lang": "en",
     "group": "",
     "tags": [],
+    "url": "training/material/animations.html#Touch",
+    "timestamp": 1194884220000,
+    "image": null,
+    "title": "Customize Touch Feedback",
+    "summary": "Provide visual confirmation when users interact with your UI.",
+    "keywords": [],
+    "type": "develop",
+    "category": "guide"
+  },
+  {
+    "lang": "en",
+    "group": "",
+    "tags": [],
     "url": "guide/topics/manifest/uses-feature-element.html#testing",
     "timestamp": 1194884220000,
     "image": null,
@@ -2234,6 +2258,19 @@
     "lang": "en",
     "group": "",
     "tags": [],
+    "url": "http://www.youtube.com/watch?v=RRelFvc6Czo",
+    "timestamp": null,
+    "image": "https://i1.ytimg.com/vi/RRelFvc6Czo/maxresdefault.jpg",
+    "title": "Android Developer Story: Smule",
+    "summary": "The creators of AutoRap, Magic Piano, and Songify talk about their experiences launching on Android and the explosive global growth they've seen on Google Play.",
+    "keywords": ["success", "users"],
+    "type": "video",
+    "titleFriendly": ""
+  },
+  {
+    "lang": "en",
+    "group": "",
+    "tags": [],
     "url": "https://developers.google.com/analytics/solutions/mobile-implementation-guide",
     "timestamp": null,
     "image": "images/cards/analytics-mobile_2x.jpg",
@@ -2742,6 +2779,27 @@
     "group": "",
     "tags": [
       "marketing",
+      "engagement",
+      "translate"
+    ],
+    "url": "https://support.google.com/l10n/answer/6359997",
+    "timestamp": null,
+    "image": "images/play_dev.jpg",
+    "title": "Use the App Translation Service",
+    "summary": "The App Translation Service is a human translation service. It makes it easy to order translations for app UI strings, Play Store text, in-app purchase products, and universal app campaign ads.",
+    "keywords": [
+      "marketing",
+      "engagement",
+      "translate"
+    ],
+    "type": "distribute",
+    "titleFriendly": ""
+  },
+  {
+    "lang": "en",
+    "group": "",
+    "tags": [
+      "marketing",
       "engagement"
     ],
     "url": "https://support.google.com/adwords/answer/6167162",
diff --git a/docs/html/jd_extras_en.js b/docs/html/jd_extras_en.js
index ad66f79..f09bb85 100644
--- a/docs/html/jd_extras_en.js
+++ b/docs/html/jd_extras_en.js
@@ -17,6 +17,18 @@
  /* TODO Remove standard resources from here, such as below
  */
   {
+    "title":"SmallerAPK, Part 6: Image optimization, Zopfli & WebP",
+    "category":"",
+    "summary":"Series of posts on minimizing your APK size.",
+    "url":"https://medium.com/@wkalicinski/smallerapk-part-6-image-optimization-zopfli-webp-4c462955647d#.23hlddo3x",
+    "group":"",
+    "keywords": [],
+    "tags": [],
+    "image":"https://cdn-images-1.medium.com/max/2000/1*chMiA9mGa_FBUOoesHHk3Q.png",
+    "type":"medium"
+  },
+
+  {
     "title":"Measure your app’s user acquisition channels",
     "category":"google",
     "summary":"Get details on how to use the Developer Console User Acquisitions reports to discover where your users come from.",
@@ -891,6 +903,20 @@
     "lang": "en",
     "group": "",
     "tags": [],
+    "url": "training/material/animations.html#Touch",
+    "timestamp": 1194884220000,
+    "image": null,
+    "title": "Customize Touch Feedback",
+    "summary": "Provide visual confirmation when users interact with your UI.",
+    "keywords": [],
+    "type": "develop",
+    "category": "guide"
+  },
+
+  {
+    "lang": "en",
+    "group": "",
+    "tags": [],
     "url": "guide/topics/manifest/uses-feature-element.html#testing",
     "timestamp": 1194884220000,
     "image": null,
@@ -1834,6 +1860,19 @@
     "lang": "en",
     "group": "",
     "tags": [],
+    "url": "http://www.youtube.com/watch?v=RRelFvc6Czo",
+    "timestamp": null,
+    "image": "https://i1.ytimg.com/vi/RRelFvc6Czo/maxresdefault.jpg",
+    "title": "Android Developer Story: Smule",
+    "summary": "The creators of AutoRap, Magic Piano, and Songify talk about their experiences launching on Android and the explosive global growth they've seen on Google Play.",
+    "keywords": ["success", "users"],
+    "type": "video",
+    "titleFriendly": ""
+  },
+  {
+    "lang": "en",
+    "group": "",
+    "tags": [],
     "url": "https://developers.google.com/analytics/solutions/mobile-implementation-guide",
     "timestamp": null,
     "image": "images/cards/analytics-mobile_2x.jpg",
@@ -2342,6 +2381,27 @@
     "group": "",
     "tags": [
       "marketing",
+      "engagement",
+      "translate"
+    ],
+    "url": "https://support.google.com/l10n/answer/6359997",
+    "timestamp": null,
+    "image": "images/play_dev.jpg",
+    "title": "Use the App Translation Service",
+    "summary": "The App Translation Service is a human translation service. It makes it easy to order translations for app UI strings, Play Store text, in-app purchase products, and universal app campaign ads.",
+    "keywords": [
+      "marketing",
+      "engagement",
+      "translate"
+    ],
+    "type": "distribute",
+    "titleFriendly": ""
+  },
+  {
+    "lang": "en",
+    "group": "",
+    "tags": [
+      "marketing",
       "engagement"
     ],
     "url": "https://support.google.com/adwords/answer/6167162",
@@ -3519,6 +3579,7 @@
       "distribute/essentials/quality/tv.html",
       "distribute/essentials/quality/wear.html",
       "distribute/essentials/quality/auto.html",
+      "distribute/essentials/quality/billions.html",
       "https://developers.google.com/edu/guidelines"
     ]
   },
@@ -3545,6 +3606,7 @@
     "resources": [
       "distribute/engage/intents.html",
       "distribute/engage/widgets.html",
+      "distribute/engage/translate.html",
       "distribute/engage/notifications.html",
       "distribute/engage/deep-linking.html",
       "distribute/engage/ads.html",
@@ -3640,6 +3702,7 @@
       "distribute/essentials/quality/wear.html",
       "distribute/essentials/quality/tv.html",
       "distribute/essentials/quality/auto.html",
+      "distribute/essentials/quality/billions.html",
       "https://developers.google.com/edu/guidelines"
     ]
   },
@@ -3854,6 +3917,14 @@
       "https://developers.google.com/app-indexing/"
     ]
   },
+  "distribute/users/knowyouruser": {
+    "title": "",
+    "resources": [
+      "distribute/essentials/optimizing-your-app.html",
+      "http://www.youtube.com/watch?v=RRelFvc6Czo",
+      "distribute/stories/games/rvappstudios-zombie.html"
+    ]
+  },
   "distribute/users/promotewithads": {
     "title": "",
     "resources": [
@@ -4097,6 +4168,44 @@
       "distribute/tools/promote/device-art.html"
     ]
   },
+ "distribute/essentials/billionsquality/connectivity": {
+    "title": "",
+    "resources": [
+      "training/basics/network-ops/managing.html",
+      "training/monitoring-device-state/connectivity-monitoring.html",
+      "guide/topics/providers/content-providers.html"
+    ]
+  },
+  "distribute/essentials/billionsquality/capability": {
+    "title": "",
+    "resources": [
+      "guide/practices/screens_support.html",
+      "training/multiscreen/screendensities.html",
+      "training/articles/memory.html"
+    ]
+  },
+  "distribute/essentials/billionsquality/cost": {
+    "title": "",
+    "resources": [
+      "https://medium.com/@wkalicinski/smallerapk-part-4-multi-apk-through-abi-and-density-splits-477083989006#.23hlddo3x",
+      "training/basics/network-ops/managing.html"
+    ]
+  },
+  "distribute/essentials/billionsquality/consumption": {
+    "title": "",
+    "resources": [
+      "training/efficient-downloads/efficient-network-access.html",
+      "training/monitoring-device-state/index.html"
+    ]
+  },
+  "distribute/essentials/billionsquality/content": {
+    "title": "",
+    "resources": [
+      "training/material/animations.html#Touch",
+      "training/articles/perf-anr.html",
+      "training/improving-layouts/index.html"
+    ]
+  },
   "distribute/getusers/notifications": {
     "title": "",
     "resources": [
@@ -4120,6 +4229,12 @@
       "guide/topics/appwidgets/index.html"
     ]
   },
+  "distribute/engage/translate": {
+    "title": "",
+    "resources": [
+      "https://support.google.com/l10n/answer/6359997"
+    ]
+  },
   "distribute/engage/reengage": {
     "title": "",
     "resources": [
diff --git a/docs/html/ndk/guides/_book.yaml b/docs/html/ndk/guides/_book.yaml
index fdcfe46..85c54ee 100644
--- a/docs/html/ndk/guides/_book.yaml
+++ b/docs/html/ndk/guides/_book.yaml
@@ -60,6 +60,16 @@
     path: /ndk/guides/audio/basics.html
   - title: OpenSL ES for Android
     path: /ndk/guides/audio/opensl-for-android.html
+  - title: Audio Input Latency
+    path: /ndk/guides/audio/input-latency.html
+  - title: Audio Output Latency
+    path: /ndk/guides/audio/output-latency.html
+  - title: Floating-Point Audio
+    path: /ndk/guides/audio/floating-point.html
+  - title: Sample Rates
+    path: /ndk/guides/audio/sample-rates.html
+  - title: OpenSL ES Programming Notes
+    path: /ndk/guides/audio/opensl-prog-notes.html
 
 - title: Graphics
   path: /ndk/guides/graphics/index.html
diff --git a/docs/html/ndk/guides/audio/basics.jd b/docs/html/ndk/guides/audio/basics.jd
index a5f0ff5..bdb85fb 100644
--- a/docs/html/ndk/guides/audio/basics.jd
+++ b/docs/html/ndk/guides/audio/basics.jd
@@ -1,4 +1,4 @@
-page.title=OpenSL ES™ Basics
+page.title=High-Performance Audio Basics
 @jd:body
 
 <div id="qv-wrapper">
@@ -6,26 +6,51 @@
       <h2>On this page</h2>
 
       <ol>
+        <li><a href="#overview">Building Great Audio Apps</a></li>
         <li><a href="#adding">Adding OpenSL ES to Your App</a></li>
         <li><a href="#building">Building and Debugging</a></li>
+        <li><a href="#power">Audio Power Consumption</a></li>
         <li><a href="#samples">Samples</a></li>
       </ol>
     </div>
   </div>
 
+<a href="https://www.youtube.com/watch?v=d3kfEeMZ65c" class="notice-developers-video">
+<div>
+    <h3>Video</h3>
+    <p>Google I/O 2013 - High Performance Audio</p>
+</div>
+</a>
 
 <p>
-The Khronos Group's OpenSL ES standard exposes audio features
+The Khronos Group's OpenSL ES™ standard exposes audio features
 similar to those in the {@link android.media.MediaPlayer} and {@link android.media.MediaRecorder}
 APIs in the Android Java framework. OpenSL ES provides a C language interface as well as
 C++ bindings, allowing you to call it from code written in either language.
 </p>
 
 <p>
-This page describes how to add these audio APIs into your app's source code, and how to incorporate
-them into the build process.
+This page describes the typical use cases for these high-performance audio APIs, how to add them
+into your app's source code, and how to incorporate them into the build process.
 </p>
 
+<h2 id="overview">Building Great Audio Apps</h2>
+
+<p>
+The OpenSL ES APIs are available to help you develop and improve your app's audio performance.
+ Some typical use cases include the following:</p>
+
+<ul>
+  <li>Digital Audio Workstations (DAWs).</li>
+  <li>Synthesizers.</li>
+  <li>Drum machines.</li>
+  <li>Music learning apps.</li>
+  <li>Karaoke apps.</li>
+  <li>DJ mixing.</li>
+  <li>Audio effects.</li>
+  <li>Video/audio conferencing.</li>
+</ul>
+
 <h2 id="adding">Adding OpenSL ES to your App</h2>
 
 <p>
@@ -45,6 +70,18 @@
 #include &lt;SLES/OpenSLES_Android.h&gt;
 </pre>
 
+<p>
+When you include the {@code OpenSLES_Android.h} header file, the following headers are included
+automatically:
+</p>
+<pre>
+#include &lt;SLES/OpenSLES_AndroidConfiguration.h&gt;
+#include &lt;SLES/OpenSLES_AndroidMetadata.h&gt;
+</pre>
+
+<p class="note"><strong>Note: </strong>
+These headers are not required, but are shown as an aid in learning the API.
+</p>
 
 <h2 id="building">Building and Debugging</h2>
 
@@ -69,9 +106,9 @@
 </p>
 
 <p>
-We use asserts in our <a href="https://github.com/googlesamples/android-ndk">examples</a>, because
-they help catch unrealistic conditions that would indicate a coding error. We have used explicit
-error handling for other conditions more likely to occur in production.
+We use asserts in our <a class="external-link" href="https://github.com/googlesamples/android-ndk">
+examples</a>, because they help catch unrealistic conditions that would indicate a coding error. We
+have used explicit error handling for other conditions more likely to occur in production.
 </p>
 
 <p>
@@ -91,18 +128,25 @@
 </pre>
 
 <p>
-To examine the log from Android Studio, either click the <em>Logcat</em> tab in the
-<a href="{@docRoot}tools/debugging/debugging-studio.html#runDebug"><em>Debug</em></a>
-window, or click the <em>Devices | logcat</em> tab in the
-<a href="{@docRoot}tools/debugging/debugging-studio.html#systemLogView"><em>Android DDMS</em></a>
+To examine the log from Android Studio, either click the <strong>Logcat</strong> tab in the
+<a href="{@docRoot}tools/debugging/debugging-studio.html#runDebug">Debug</a>
+window, or click the <strong>Devices | logcat</strong> tab in the
+<a href="{@docRoot}tools/debugging/debugging-studio.html#systemLogView">Android DDMS</a>
 window.
 </p>
-
+<h2 id="power">Audio Power Consumption</h2>
+<p>Constantly outputting audio incurs significant power consumption. Ensure that you stop the
+ output in the
+ <a href="{@docRoot}reference/android/app/Activity.html#onPause()">onPause()</a> method.
+ Also consider pausing the silent output after some period of user inactivity.
+</p>
 <h2 id="samples">Samples</h2>
 
 <p>
 Supported and tested example code that you can use as a model for your own code resides both locally
-and on GitHub. The local examples are located in
+and on
+<a class="external-link" href="https://github.com/googlesamples/android-audio-high-performance/">
+GitHub</a>. The local examples are located in
 {@code platforms/android-9/samples/native-audio/}, under your NDK root installation directory.
 On GitHub, they are available from the
 <a class="external-link" href="https://github.com/googlesamples/android-ndk">{@code android-ndk}</a>
@@ -122,4 +166,4 @@
 For more information on differences between the reference specification and the
 Android implementation, see
 <a href="{@docRoot}ndk/guides/audio/opensl-for-android.html">
-OpenSL ES™ for Android</a>.
+OpenSL ES for Android</a>.
diff --git a/docs/html/ndk/guides/audio/floating-point.jd b/docs/html/ndk/guides/audio/floating-point.jd
new file mode 100644
index 0000000..76efce3
--- /dev/null
+++ b/docs/html/ndk/guides/audio/floating-point.jd
@@ -0,0 +1,101 @@
+page.title=Floating-Point Audio
+@jd:body
+
+<div id="qv-wrapper">
+    <div id="qv">
+      <h2>On this page</h2>
+
+      <ol>
+        <li><a href="#best">Best Practices for Floating-Point Audio</a></li>
+        <li><a href="#support">Floating-Point Audio in Android SDK</a></li>
+        <li><a href="#more">For More Information</a></li>
+      </ol>
+    </div>
+  </div>
+
+<a href="https://www.youtube.com/watch?v=sIcieUqMml8" class="notice-developers-video">
+<div>
+    <h3>Video</h3>
+    <p>Will it Float? The Glory and Shame of Floating-Point Audio</p>
+</div>
+</a>
+
+<p>Using floating-point numbers to represent audio data can significantly enhance audio
+ quality in high-performance audio applications. Floating point offers the following
+ advantages:</p>
+
+<ul>
+<li>Wider dynamic range.</li>
+<li>Consistent accuracy across the dynamic range.</li>
+<li>More headroom to avoid clipping during intermediate calculations and transients.</li>
+</ul>
+
+<p>While floating-point can enhance audio quality, it does present certain disadvantages:</p>
+
+<ul>
+<li>Floating-point numbers use more memory.</li>
+<li>Floating-point operations employ unexpected properties, for example, addition is
+ not associative.</li>
+<li>Floating-point calculations can sometimes lose arithmetic precision due to rounding or
+ numerically unstable algorithms.</li>
+<li>Using floating-point effectively requires greater understanding to achieve accurate
+ and reproducible results.</li>
+</ul>
+
+<p>
+  Formerly, floating-point was notorious for being unavailable or slow. This is
+  still true for low-end and embedded processors. But processors on modern
+  mobile devices now have hardware floating-point with performance that is
+  similar (or in some cases even faster) than integer. Modern CPUs also support
+  <a href="http://en.wikipedia.org/wiki/SIMD" class="external-link">SIMD</a>
+  (Single instruction, multiple data), which can improve performance further.
+</p>
+
+<h2 id="best">Best Practices for Floating-Point Audio</h2>
+<p>The following best practices help you avoid problems with floating-point calculations:</p>
+<ul>
+<li>Use double precision floating-point for infrequent calculations,
+such as computing filter coefficients.</li>
+<li>Pay attention to the order of operations.</li>
+<li>Declare explicit variables for intermediate values.</li>
+<li>Use parentheses liberally.</li>
+<li>If you get a NaN or infinity result, use binary search to discover
+where it was introduced.</li>
+</ul>
+
+<h2 id="support">Floating-Point Audio in Android SDK</h2>
+
+<p>For floating-point audio, the audio format encoding
+ <code>AudioFormat.ENCODING_PCM_FLOAT</code> is used similarly to
+ <code>ENCODING_PCM_16_BIT</code> or <code>ENCODING_PCM_8_BIT</code> for specifying
+ AudioTrack data
+formats. The corresponding overloaded method <code>AudioTrack.write()</code>
+ takes in a float array to deliver data.</p>
+
+<pre>
+   public int write(float[] audioData,
+        int offsetInFloats,
+        int sizeInFloats,
+        int writeMode)
+</pre>
+
+<h2 id="more">For More Information</h2>
+
+<p>The following Wikipedia pages are helpful in understanding floating-point audio:</p>
+
+<ul>
+<li><a href="http://en.wikipedia.org/wiki/Audio_bit_depth" class="external-link" >Audio bit depth</a></li>
+<li><a href="http://en.wikipedia.org/wiki/Floating_point" class="external-link" >Floating point</a></li>
+<li><a href="http://en.wikipedia.org/wiki/IEEE_floating_point" class="external-link" >IEEE 754 floating-point</a></li>
+<li><a href="http://en.wikipedia.org/wiki/Loss_of_significance" class="external-link" >Loss of significance</a>
+ (catastrophic cancellation)</li>
+<li><a href="https://en.wikipedia.org/wiki/Numerical_stability" class="external-link" >Numerical stability</a></li>
+</ul>
+
+<p>The following article provides information on those aspects of floating-point that have a
+ direct impact on designers of computer systems:</p>
+<ul>
+<li><a href="http://docs.oracle.com/cd/E19957-01/806-3568/ncg_goldberg.html" class="external-link" >What every
+ computer scientist should know about floating-point arithmetic</a>
+by David Goldberg, Xerox PARC (edited reprint).</li>
+</ul>
diff --git a/docs/html/ndk/guides/audio/index.jd b/docs/html/ndk/guides/audio/index.jd
index ac6e539..12d9320 100644
--- a/docs/html/ndk/guides/audio/index.jd
+++ b/docs/html/ndk/guides/audio/index.jd
@@ -1,15 +1,27 @@
-page.title=NDK Audio: OpenSL ES&#8482
+page.title=NDK High-Performance Audio
 @jd:body
 
 <p>The NDK package includes an Android-specific implementation of the
-<a href="https://www.khronos.org/opensles/">OpenSL ES</a> API
-specification from the <a href="https://www.khronos.org">Khronos Group</a>. This library
-allows you to use C or C++ to implement high-performance, low-latency audio in your game or other
-demanding app.</p>
+<a class="external-link" href="https://www.khronos.org/opensles/">OpenSL ES™</a> API
+specification from the <a class="external-link" href="https://www.khronos.org">Khronos Group</a>.
+This library allows you to use C or C++ to implement high-performance, low-latency audio, whether
+you are writing a synthesizer, digital audio workstation, karaoke, game,
+ or other real-time app.</p>
 
 <p>This section begins by providing some
-<a href="{@docRoot}ndk/guides/audio/basics.html">basic information</a> about the API, including how
-to incorporate it into your app. It then explains what you need to know about the
-<a href="{@docRoot}ndk/guides/audio/opensl-for-android.html">Android-specific implementation</a>
-of OpenSL ES, focusing on differences between this implementation and the reference specification.
-</p>
+<a href="{@docRoot}ndk/guides/audio/basics.html">basic information</a> about the API, including
+typical use cases and how to incorporate it into your app. It then explains what you need to know
+about the <a href="{@docRoot}ndk/guides/audio/opensl-for-android.html">Android-specific
+implementation</a> of OpenSL ES, focusing on the differences between this implementation and the
+reference specification. Next, you'll learn how to minimze
+ <a href="{@docRoot}ndk/guides/audio/input-latency.html">input latency</a>
+ when using built-in or external microphones
+and some actions that you can take to minimize
+ <a href="{@docRoot}ndk/guides/audio/output-latency.html">output latency</a>.
+ It describes the reasons that you should use
+ <a href="{@docRoot}ndk/guides/audio/floating-point.html">floating-point</a>
+ numbers to represent your audio data, and it provides information that will help you choose the
+optimal <a href="{@docRoot}ndk/guides/audio/sample-rates.html">sample rate</a>. This section
+ concludes with some supplemental <a href="{@docRoot}ndk/guides/audio/opensl-prog-notes.html">
+ programming notes</a> to ensure proper implementation of OpenSL ES.
+ </p>
diff --git a/docs/html/ndk/guides/audio/input-latency.jd b/docs/html/ndk/guides/audio/input-latency.jd
new file mode 100644
index 0000000..f1103fc
--- /dev/null
+++ b/docs/html/ndk/guides/audio/input-latency.jd
@@ -0,0 +1,95 @@
+page.title=Audio Input Latency
+@jd:body
+
+<div id="qv-wrapper">
+    <div id="qv">
+      <h2>On this page</h2>
+
+      <ol>
+        <li><a href="#check-list">Checklist</a></li>
+        <li><a href="#ways">Ways to Reduce Audio Input Latency</a></li>
+        <li><a href="#avoid">What to Avoid</a></li>
+      </ol>
+    </div>
+  </div>
+
+
+<p>This page provides guidelines to help you reduce audio input latency when recording with a
+built-in microphone or an external headset microphone.</p>
+
+<h2 id="check-list">Checklist</h2>
+
+<p>Here are a few important prerequisites:</p>
+
+<ul>
+  <li>You must use the Android-specific implementation of the
+  <a class="external-link" href="https://www.khronos.org/opensles/">OpenSL ES™</a> API.
+
+  <li>If you haven't already done so, download and install the
+  <a href="{@docRoot}tools/sdk/ndk/index.html">Android NDK</a>.</li>
+
+  <li>Many of the same requirements for low-latency audio output also apply to low-latency input,
+  so read the requirements for low-latency output in
+  <a href="{@docRoot}ndk/guides/audio/output-latency.html">Audio Output Latency</a>.</li>
+</ul>
+
+<h2 id="ways">Ways to Reduce Audio Input Latency</h2>
+
+<p>The following are some methods to help ensure low audio input latency:
+
+<ul>
+  <li>Suggest to your users, if your app relies on low-latency audio, that they use a headset
+(for example, by displaying a <em>Best with headphones</em> screen on first run). Note
+that just using the headset doesn’t guarantee the lowest possible latency. You may need to
+perform other steps to remove any unwanted signal processing from the audio path, such as by
+using the <a href="http://developer.android.com/reference/android/media/MediaRecorder.AudioSource.html#VOICE_RECOGNITION">
+VOICE_RECOGNITION</a> preset when recording.</li>
+
+  <li>It's difficult to test audio input and output latency in isolation. The best solution to
+determine the lowest possible audio input latency is to measure round-trip audio and divide
+by two.</li>
+ <li> Be prepared to handle nominal sample rates of 44,100 and 48,000 Hz as reported by
+<a href="{@docRoot}reference/android/media/AudioManager.html#getProperty(java.lang.String)">
+getProperty(String)</a> for
+<a href="{@docRoot}reference/android/media/AudioManager.html#PROPERTY_OUTPUT_SAMPLE_RATE">
+PROPERTY_OUTPUT_SAMPLE_RATE</a>. Other sample rates are possible, but rare.</li>
+
+  <li>Be prepared to handle the buffer size reported by
+<a href="{@docRoot}reference/android/media/AudioManager.html#getProperty(java.lang.String)">
+getProperty(String)</a> for
+<a href="{@docRoot}reference/android/media/AudioManager.html#PROPERTY_OUTPUT_FRAMES_PER_BUFFER">
+PROPERTY_OUTPUT_FRAMES_PER_BUFFER</a>. Typical buffer sizes include 96, 128, 160, 192, 240, 256,
+or 512 frames, but other values are possible.</li>
+</ul>
+
+<h2 id="avoid">What to Avoid</h2>
+
+<p>Be sure to take these things into account to help avoid latency issues:</p>
+
+<ul>
+  <li>Don’t assume that the speakers and microphones used in mobile devices generally have good
+acoustics. Due to their small size, the acoustics are generally poor so signal processing is
+added to improve the sound quality. This signal processing introduces latency.</li>
+
+  <li>Don't assume that your input and output callbacks are synchronized. For simultaneous input
+and output, separate buffer queue completion handlers are used for each side. There is no
+guarantee of the relative order of these callbacks or the synchronization of the audio clocks,
+even when both sides use the same sample rate. Your application should buffer the data with
+proper buffer synchronization.</li>
+
+  <li>Don't assume that the actual sample rate exactly matches the nominal sample rate. For
+example, if the nominal sample rate is 48,000 Hz, it is normal for the audio clock to advance
+at a slightly different rate than the operating system {@code CLOCK_MONOTONIC}. This is because
+the audio and system clocks may derive from different crystals.</li>
+
+  <li>Don't assume that the actual playback sample rate exactly matches the actual capture sample
+rate, especially if the endpoints are on separate paths. For example, if you are capturing from
+the on-device microphone at 48,000 Hz nominal sample rate, and playing on USB audio
+at 48,000 Hz nominal sample rate, the actual sample rates are likely to be slightly different
+from each other.</li>
+</ul>
+
+<p>A consequence of potentially independent audio clocks is the need for asynchronous sample rate
+conversion. A simple (though not ideal for audio quality) technique for asynchronous sample rate
+conversion is to duplicate or drop samples as needed near a zero-crossing point. More
+sophisticated conversions are possible.</p>
diff --git a/docs/html/ndk/guides/audio/opensl-for-android.jd b/docs/html/ndk/guides/audio/opensl-for-android.jd
index 763da5a..fa5e260 100644
--- a/docs/html/ndk/guides/audio/opensl-for-android.jd
+++ b/docs/html/ndk/guides/audio/opensl-for-android.jd
@@ -1,4 +1,4 @@
-page.title=Native Audio: OpenSL ES&#8482; for Android
+page.title=OpenSL ES for Android
 @jd:body
 
 <div id="qv-wrapper">
@@ -6,23 +6,158 @@
       <h2>On this page</h2>
 
       <ol>
+        <li><a href="#getstarted">Getting Started</a></li>
         <li><a href="#inherited">Features Inherited from the Reference Specification</a></li>
+        <li><a href="#planning">Planning for Future Versions of OpenSL ES</a></li>
         <li><a href="#ae">Android Extensions</a></li>
+        <li><a href="#notes">Programming Notes</a></li>
+        <li><a href="#platform-issues">Platform Issues</a></li>
       </ol>
     </div>
   </div>
 
 <p>
-This page provides details about how the NDK implementation of OpenSL ES™ differs
-from the reference specification for OpenSL ES 1.0.1. When using sample code from the
+This page provides details about how the
+<a href="{@docRoot}tools/sdk/ndk/index.html">NDK</a> implementation of OpenSL
+ES™ differs from the reference specification for OpenSL ES 1.0.1. When using sample code from the
 specification, you may need to modify it to work on Android.
 </p>
 
+<p>
+Unless otherwise noted, all features are available at Android 2.3 (API level 9) and higher.
+ Some features are only available for Android 4.0 (API level 14); these are noted.
+</p>
+
+<p class="note"><strong>Note: </strong>
+The Android Compatibility Definition Document (CDD) enumerates the hardware and software
+requirements of a compatible Android device. See
+<a class="external-link" href="https://source.android.com/compatibility/">Android Compatibility</a>
+for more information on the overall compatibility program, and
+<a class="external-link" href="https://static.googleusercontent.com/media/source.android.com/en//compatibility/android-cdd.pdf">
+CDD</a> for the actual CDD document.
+</p>
+
+<p>
+<a class="external-link" href="https://www.khronos.org/opensles/">OpenSL ES</a> provides a C
+language interface that is also accessible using C++. It exposes features similar to the audio
+portions of these Android Java APIs:
+</p>
+
+<ul>
+  <li><a href="{@docRoot}reference/android/media/MediaPlayer.html">
+  android.media.MediaPlayer</a></li>
+  <li><a href="{@docRoot}reference/android/media/MediaRecorder.html">
+  android.media.MediaRecorder</a></li>
+</ul>
+
+<p>
+As with all of the Android Native Development Kit (NDK), the primary purpose of OpenSL ES for
+Android is to facilitate the implementation of shared libraries to be called using the Java Native
+Interface (<a class="external-link" href="https://en.wikipedia.org/wiki/Java_Native_Interface">JNI
+</a>). NDK is not intended for writing pure C/C++ applications. However, OpenSL ES is a
+full-featured API, and we expect that you should be able to accomplish most of your audio needs
+using only this API, without up-calls to code running in the Android runtime.
+</p>
+
+<p class="note"><strong>Note: </strong>
+Though based on OpenSL ES, the Android native audio (high-performance audio) API  is not a
+conforming implementation of any OpenSL ES 1.0.1 profile (game, music, or phone). This is because
+Android does not implement all of the features required by any one of the profiles. Any known cases
+where Android behaves differently than the specification are described in the <a href="#ae">
+Android extensions</a> section below.
+</p>
+
+<h2 id="getstarted">Getting Started</h2>
+
+<p>
+This section provides the information needed to get started using the OpenSL ES APIs.
+</p>
+
+<h3>Example code</h3>
+
+<p>
+We recommend using supported and tested example code that is usable as a model for your own
+code, which is located in the NDK folder {@code platforms/android-9/samples/native-audio/}, as well
+as in the
+<a class="external-link" href="https://github.com/googlesamples/android-ndk/tree/master/audio-echo">audio-echo</a>
+and
+<a class="external-link" href="https://github.com/googlesamples/android-ndk/tree/master/native-audio">native-audio</a>
+folders of the
+<a class="external-link" href="https://github.com/googlesamples/android-ndk">android-ndk</a> GitHub
+repository.
+</p>
+
+<p class="caution"><strong>Caution: </strong>
+The OpenSL ES 1.0.1 specification contains example code in the appendices (see
+<a class="external-link" href="https://www.khronos.org/registry/sles/">Khronos OpenSL ES Registry</a>
+for more details). However, the examples in <em>Appendix B: Sample Code</em> and
+<em>Appendix C: Use Case Sample Code</em> use features that are not supported by Android. Some
+examples also contain typographical errors, or use APIs that are likely to change. Proceed with
+caution when referring to these; though the code may be helpful in understanding the full OpenSL ES
+standard, it should not be used as-is with Android.
+</p>
+
+<h3>Makefile</h3>
+
+<p>
+Modify your {@code Android.mk} file as follows:
+</p>
+<pre>
+LOCAL_LDLIBS += -lOpenSLES
+</pre>
+
+<h3>Audio content</h3>
+
+<p>
+The following are some of the many ways to package audio content for your application:
+</p>
+
+<ul>
+  <li><strong>Resources</strong>: By placing your audio files into the {@code res/raw/} folder,
+  they can be accessed easily by the associated APIs for
+  <a href="{@docRoot}reference/android/content/res/Resources.html">Resources</a>.
+  However, there is no direct native access to resources, so you must write Java
+  programming language code to copy them out before use.</li>
+  <li><strong>Assets</strong>: By placing your audio files into the {@code assets/} folder, they
+  are directly accessible by the Android native asset manager APIs. See the header files {@code
+  android/asset_manager.h} and {@code android/asset_manager_jni.h} for more information on these
+  APIs. The example code located in the NDK folder {@code platforms/android-9/samples/native-audio/}
+  uses these native asset manager APIs in conjunction with the Android file descriptor data
+  locator.</li>
+  <li><strong>Network</strong>: You can use the URI data locator to play audio content directly
+  from the network. However, be sure to read the <a href="#sandp">Security and permissions</a>
+  section below.</li>
+  <li><strong>Local file system</strong>: The URI data locator supports the {@code file:} scheme
+  for local files, provided the files are accessible by the application. Note that the Android
+  security framework restricts file access via the Linux user ID and group ID mechanisms.</li>
+  <li><strong>Recorded</strong>: Your application can record audio data from the microphone input,
+  store this content, and then play it back later. The example code uses this method for the <em>
+  Playback</em> clip.</li>
+  <li><strong>Compiled and linked inline</strong>: You can link your audio content directly into
+  the shared library, and then play it using an audio player with buffer queue data locator. This
+  is most suitable for short PCM format clips. The example code uses this technique for the <em>
+  Hello</em> and <em>Android</em> clips. The PCM data was converted to hex strings using a
+  {@code bin2c} tool (not supplied).</li>
+  <li><strong>Real-time synthesis</strong>: Your application can synthesize PCM data on the fly and
+  then play it using an audio player with buffer queue data locator. This is a relatively advanced
+  technique, and the details of audio synthesis are beyond the scope of this article.</li>
+</ul>
+
+<p class="note"><strong>Note: </strong>
+Finding or creating useful audio content for your application is beyond the scope of this article.
+You can use web search terms such as <em>interactive audio</em>, <em>game audio</em>, <em>sound
+design</em>, and <em>audio programming</em> to locate more information. 
+</p>
+<p class="caution"><strong>Caution:</strong> It is your responsibility
+to ensure that you are legally permitted to play or record content. There may be privacy
+considerations for recording content.
+</p>
+
 <h2 id="inherited">Features Inherited from the Reference Specification</h2>
 
 <p>
 The Android NDK implementation of OpenSL ES inherits much of the feature set from
-the reference specification, although with certain limitations.
+the reference specification, with certain limitations.
 </p>
 
 <h3>Global entry points</h3>
@@ -44,8 +179,9 @@
 <h3>Objects and interfaces</h3>
 
 <p>
-Table 1 shows which objects and interfaces the Android NDK implementation of
-OpenSL ES supports. Green cells indicate features available in this implementation.
+Table 1 shows the objects and interfaces that the Android NDK implementation of
+OpenSL ES supports. If a <em>Yes</em> appears in the cell, then the feature is available in this
+implementation.
 </p>
 
 <p class="table-caption" id="Objects-and-interfaces">
@@ -214,7 +350,9 @@
   </tr>
   </table>
 
-The next section explains limitations of some of these features.
+<p>
+The next section explains the limitations for some of these features.
+</p>
 
 <h3>Limitations</h3>
 
@@ -265,7 +403,7 @@
 to either <code>NULL</code> or a valid UTF-8 string. You must also initialize
 <code>containerType</code> to a valid value.
 In the absence of other considerations, such as portability to other
-implementations, or content format that an app cannot identify by header,
+implementations or content format that an app cannot identify by header,
 we recommend that you
 set <code>mimeType</code> to <code>NULL</code> and <code>containerType</code>
 to <code>SL_CONTAINERTYPE_UNSPECIFIED</code>.
@@ -275,30 +413,32 @@
 Android platform supports them as well:</p>
 
 <ul>
-<li>WAV PCM</li>
-<li>WAV alaw</li>
-<li>WAV ulaw</li>
-<li>MP3 Ogg Vorbis</li>
-<li>AAC LC</li>
-<li>HE-AACv1 (AAC+)</li>
-<li>HE-AACv2 (enhanced AAC+)</li>
-<li>AMR</li>
-<li>FLAC</li>
+<li><a class="external-link" href="https://en.wikipedia.org/wiki/WAV">WAV</a> PCM.</li>
+<li>WAV alaw.</li>
+<li>WAV ulaw.</li>
+<li>MP3 Ogg Vorbis.</li>
+<li>AAC LC.</li>
+<li>HE-AACv1 (AAC+).</li>
+<li>HE-AACv2 (enhanced AAC+).</li>
+<li>AMR.</li>
+<li>FLAC.</li>
 </ul>
 
-<p>
+<p class="note"><strong>Note: </strong>
 For a list of audio formats that Android supports, see
 <a href="{@docRoot}guide/appendix/media-formats.html">Supported Media Formats</a>.
 </p>
 
 <p>
-The following limitations apply to handling of these and other formats in this
+The following limitations apply to the handling of these and other formats in this
 implementation of OpenSL ES:
 </p>
 
 <ul>
-<li>AAC formats must be reside within an MP4 or ADTS container.</li>
-<li>OpenSL ES for Android does not support MIDI.</li>
+<li><a class="external-link" href="https://en.wikipedia.org/wiki/Advanced_Audio_Coding">AAC</a>
+formats must reside within an MP4 or ADTS container.</li>
+<li>OpenSL ES for Android does not support
+<a class="external-link" href="https://source.android.com/devices/audio/midi.html">MIDI</a>.</li>
 <li>WMA is not part of <a class="external-link" href="https://source.android.com/">AOSP</a>, and we
 have not verified its compatibility with OpenSL ES for Android.</li>
 <li>The Android NDK implementation of OpenSL ES does not support direct
@@ -333,13 +473,23 @@
 <li>8-bit unsigned or 16-bit signed.</li>
 <li>Mono or stereo.</li>
 <li>Little-endian byte ordering.</li>
-<li>Sample rates of: 8,000, 11,025, 12,000, 16,000, 22,050, 24,000, 32,000, 44,100, or
-48,000 Hz.</li>
+<li>Sample rates of:
+  <ul>
+    <li>8,000 Hz.</li>
+    <li>11,025 Hz.</li>
+    <li>12,000 Hz.</li>
+    <li>16,000 Hz.</li>
+    <li>22,050 Hz.</li>
+    <li>24,000 Hz.</li>
+    <li>32,000 Hz.</li>
+    <li>44,100 Hz.</li>
+    <li>48,000 Hz.</li>
+  </ul></li>
 </ul>
 
 <p>
 The configurations that OpenSL ES for Android supports for recording are
-device-dependent; usually, 16,000 Hz mono 16-bit signed is available regardless of device.
+device-dependent; usually, 16,000 Hz mono/16-bit signed is available regardless of the device.
 </p>
 <p>
 The value of the <code>samplesPerSec</code> field is in units of milliHz, despite the misleading
@@ -393,7 +543,7 @@
 An audio player or recorder with a data locator for a buffer queue supports PCM data format only.
 </p>
 
-<h4>I/O Device data locator</h4>
+<h4>I/O device data locator</h4>
 
 <p>
 OpenSL ES for Android only supports use of an I/O device data locator when you have
@@ -421,6 +571,150 @@
 We have not verified support for {@code rtsp:} with audio on the Android platform.
 </p>
 
+<h4>Data structures</h4>
+
+<p>
+Android supports these OpenSL ES 1.0.1 data structures:
+</p>
+<ul>
+  <li>{@code SLDataFormat_MIME}</li>
+  <li>{@code SLDataFormat_PCM}</li>
+  <li>{@code SLDataLocator_BufferQueue}</li>
+  <li>{@code SLDataLocator_IODevice}</li>
+  <li>{@code SLDataLocator_OutputMix}</li>
+  <li>{@code SLDataLocator_URI}</li>
+  <li>{@code SLDataSink}</li>
+  <li>{@code SLDataSource}</li>
+  <li>{@code SLEngineOption}</li>
+  <li>{@code SLEnvironmentalReverbSettings}</li>
+  <li>{@code SLInterfaceID}</li>
+</ul>
+
+<h4>Platform configuration</h4>
+
+<p>
+OpenSL ES for Android is designed for multi-threaded applications and is thread-safe. It supports a
+single engine per application, and up to 32 objects per engine. Available device memory and CPU may
+further restrict the usable number of objects.
+</p>
+
+<p>
+These engine options are recognized, but ignored by {@code slCreateEngine}:
+</p>
+
+<ul>
+  <li>{@code SL_ENGINEOPTION_THREADSAFE}</li>
+  <li>{@code SL_ENGINEOPTION_LOSSOFCONTROL}</li>
+</ul>
+
+<p>
+OpenMAX AL and OpenSL ES may be used together in the same application. In this case, there is
+a single shared engine object internally, and the 32 object limit is shared between OpenMAX AL
+and OpenSL ES. The application should first create both engines, use both engines, and finally
+destroy both engines. The implementation maintains a reference count on the shared engine so that
+it is correctly destroyed during the second destroy operation.
+</p>
+
+<h2 id="planning">Planning for Future Versions of OpenSL ES</h2>
+
+<p>
+The Android high-performance audio APIs are based on
+<a class="external-link" href="https://www.khronos.org/registry/sles/">Khronos Group OpenSL ES
+1.0.1</a>. Khronos has released a revised version 1.1 of the standard. The
+revised version includes new features, clarifications, corrections of typographical errors, and
+some incompatibilities. Most of the expected incompatibilities are relatively minor or are in
+areas of OpenSL ES that are not supported by Android.
+</p>
+
+<p>
+An application
+developed with this version should work on future versions of the Android platform, provided
+that you follow the guidelines that are outlined in the <a href="#binary-compat">Planning for
+binary compatibility</a> section below.
+</p>
+
+<p class="note"><strong>Note: </strong>
+Future source compatibility is not a goal. That is, if you upgrade to a newer version of the NDK,
+you may need to modify your application source code to conform to the new API. We expect that most
+such changes will be minor; see details below.
+</p>
+
+<h3 id="binary-compat">Planning for binary compatibility</h3>
+
+<p>
+We recommend that your application follow these guidelines to improve future binary compatibility:
+</p>
+
+<ul>
+  <li>Use only the documented subset of Android-supported features from OpenSL ES 1.0.1.</li>
+  <li>Do not depend on a particular result code for an unsuccessful operation; be prepared to deal
+  with a different result code.</li>
+  <li>Application callback handlers generally run in a restricted context. They should be written
+  to perform their work quickly, and then return as soon as possible. Do not run complex operations
+  within a callback handler. For example, within a buffer queue completion callback, you can
+  enqueue another buffer, but do not create an audio player.</li>
+  <li>Callback handlers should be prepared to be called more or less frequently, to receive
+  additional event types, and should ignore event types that they do not recognize. Callbacks that
+  are configured with an event mask made of enabled event types should be prepared to be called
+  with multiple event type bits set simultaneously. Use "&" to test for each event bit rather than
+  a switch case.</li>
+  <li>Use prefetch status and callbacks as a general indication of progress, but do not depend on
+  specific hard-coded fill levels or callback sequences. The meaning of the prefetch status fill
+  level, and the behavior for errors that are detected during prefetch, may change.</li>
+</ul>
+
+<p class="note"><strong>Note: </strong>
+See the <a href="#bq-behavior">Buffer queue behavior</a> section below for more details.
+</p>
+
+<h3>Planning for source compatibility</h3>
+
+<p>
+As mentioned, source code incompatibilities are expected in the next version of OpenSL ES from
+Khronos Group. The likely areas of change include:
+</p>
+
+<ul>
+  <li>The buffer queue interface is expected to have significant changes, especially in the areas
+  of {@code BufferQueue::Enqueue}, the parameter list for {@code slBufferQueueCallback}, and the
+  name of field {@code SLBufferQueueState.playIndex}. We recommend that your application code use
+  Android simple buffer queues instead. In the example
+  code that is supplied with the NDK, we have used Android simple buffer queues for playback for
+  this reason. (We also use Android simple buffer queue for recording and decoding to PCM, but that
+  is because standard OpenSL ES 1.0.1 does not support record or decode to a buffer queue data
+  sink.)</li>
+  <li>There will be an addition of {@code const} to the input parameters passed by reference, and
+  to {@code SLchar *} struct fields used as input values. This should not require any changes to
+  your code.</li>
+  <li>There will be a substitution of unsigned types for some parameters that are currently signed.
+  You may need to change a parameter type from {@code SLint32} to {@code SLuint32} or similar, or
+  add a cast.</li>
+  <li>{@code Equalizer::GetPresetName} copies the string to application memory instead of returning
+  a pointer to implementation memory. This will be a significant change, so we recommend that you
+  either avoid calling this method, or isolate your use of it.</li>
+  <li>There will be additional fields in the struct types. For output parameters, these new fields
+  can be ignored, but for input parameters the new fields will need to be initialized. Fortunately,
+  all of these are expected to be in areas that are not supported by Android.</li>
+  <li>Interface <a class="external-link" href="http://en.wikipedia.org/wiki/Globally_unique_identifier">
+  GUIDs</a> will change. Refer to interfaces by symbolic name rather than GUID to avoid a
+  dependency.</li>
+  <li>{@code SLchar} will change from {@code unsigned char} to {@code char}. This primarily affects
+  the URI data locator and MIME data format.</li>
+  <li>{@code SLDataFormat_MIME.mimeType} will be renamed to {@code pMimeType}, and
+  {@code SLDataLocator_URI.URI} will be renamed to {@code pURI}. We recommend that you initialize
+  the {@code SLDataFormat_MIME} and {@code SLDataLocator_URI} data structures using a
+  brace-enclosed, comma-separated list of values, rather than by field name, to isolate your code
+  from this change. This technique is used in the example code.</li>
+  <li>{@code SL_DATAFORMAT_PCM} does not permit the application to specify the representation of
+  the data as signed integer, unsigned integer, or floating-point. The Android implementation
+  assumes that 8-bit data is unsigned integer and 16-bit is signed integer. In addition, the field
+  {@code samplesPerSec} is a misnomer, as the actual units are milliHz. These issues are expected
+  to be addressed in the next OpenSL ES version, which will introduce a new extended PCM data
+  format that permits the application to explicitly specify the representation and corrects the
+  field name. As this will be a new data format, and the current PCM data format will still be
+  available (though deprecated), it should not require any immediate changes to your code.</li>
+</ul>
+
 <h2 id="ae">Android Extensions</h2>
 
 <p>
@@ -444,8 +738,8 @@
 
 <p>
 Table 2 shows the Android-specific interfaces and data locators that Android OpenSL ES supports
-for each object type. Green cells indicate interfaces and data locators available for each
-object type.
+for each object type. The <em>Yes</em> values in the cells indicate the interfaces and data
+locators that are available for each object type.
 </p>
 
 <p class="table-caption" id="Android-extensions">
@@ -523,7 +817,7 @@
   </tr>
 </table>
 
-<h3>Android configuration interface</h3>
+<h3 id="configuration-interface">Android configuration interface</h3>
 
 <p>
 The Android configuration interface provides a means to set
@@ -581,6 +875,11 @@
 that they provide.
 </p>
 
+<p>
+Portable applications should use the OpenSL ES 1.0.1 APIs for audio effects instead of the Android
+effect extensions.
+</p>
+
 <h3>Android file descriptor data locator</h3>
 
 <p>
@@ -597,9 +896,9 @@
 <p>
 The Android simple buffer queue data locator and interface are
 identical to those in the OpenSL ES 1.0.1 reference specification, with two exceptions: You
-can also use Android simple buffer queues with both audio players and audio recorders.  Also, PCM
+can also use Android simple buffer queues with both audio players and audio recorders. Also, PCM
 is the only data format you can use with these queues.
-In the reference specification, buffer queues are for audio players only, but
+In the reference specification, buffer queues are for audio players only, but they are
 compatible with data formats beyond PCM.
 </p>
 <p>
@@ -613,7 +912,7 @@
 buffer queues instead of OpenSL ES 1.0.1 buffer queues.
 </p>
 
-<h3>Dynamic interfaces at object creation</h3>
+<h3 id="dynamic-interfaces">Dynamic interfaces at object creation</h3>
 
 <p>
 For convenience, the Android implementation of OpenSL ES 1.0.1
@@ -622,7 +921,7 @@
 to add these interfaces after instantiation.
 </p>
 
-<h3>Buffer queue behavior</h3>
+<h3 id="bq-behavior">Buffer queue behavior</h3>
 
 <p>
 The Android implementation does not include the
@@ -641,7 +940,7 @@
 <p>
 Similarly, there is no specification governing whether the trigger for a buffer queue callback must
 be a transition to <code>SL_PLAYSTATE_STOPPED</code> or execution of
-<code>BufferQueue::Clear()</code>. Therefore, we recommend against creating a dependency on
+<code>BufferQueue::Clear()</code>. Therefore, we recommend that you do not create a dependency on
 one or the other; instead, your app should be able to handle both.
 </p>
 
@@ -679,27 +978,34 @@
 </tr>
 <tr>
   <td>13 and below</td>
-  <td>An open-source codec with a suitable license.</td>
+  <td>An open-source codec with a suitable license</td>
 </tr>
 <tr>
   <td>14 to 15</td>
-  <td>An open-source codec with a suitable license.</td>
+  <td>An open-source codec with a suitable license</td>
 </tr>
 <tr>
   <td>16 to 20</td>
   <td>
-    The {@link android.media.MediaCodec} class or an open-source codec with a suitable license.
+    The {@link android.media.MediaCodec} class or an open-source codec with a suitable license
   </td>
 </tr>
 <tr>
   <td>21 and above</td>
   <td>
     NDK MediaCodec in the {@code &lt;media/NdkMedia*.h&gt;} header files, the
-    {@link android.media.MediaCodec} class, or an open-source codec with a suitable license.
+    {@link android.media.MediaCodec} class, or an open-source codec with a suitable license
   </td>
 </tr>
 </table>
 
+<p class="note"><strong>Note: </strong>
+There is currently no documentation for the NDK version of the {@code MediaCodec} API. However,
+you can refer to the
+<a class="external-link" href="https://github.com/googlesamples/android-ndk/tree/master/native-codec">
+native-codec</a> sample code for an example.
+</p>
+
 <p>
 A standard audio player plays back to an audio device, specifying the output mix as the data sink.
 The Android extension differs in that an audio player instead
@@ -710,17 +1016,18 @@
 
 <p>
 This feature is primarily intended for games to pre-load their audio assets when changing to a
-new game level, similar to the functionality that the {@link android.media.SoundPool} class
-provides.
+new game level, which is similar to the functionality that the {@link android.media.SoundPool}
+class provides.
 </p>
 
 <p>
 The application should initially enqueue a set of empty buffers in the Android simple
-buffer queue. After that, the app fills the buffers with with PCM data. The Android simple
+buffer queue. After that, the app fills the buffers with PCM data. The Android simple
 buffer queue callback fires after each buffer is filled. The callback handler processes
 the PCM data, re-enqueues the now-empty buffer, and then returns. The application is responsible for
 keeping track of decoded buffers; the callback parameter list does not include
-sufficient information to indicate which buffer contains data or which buffer to enqueue next.
+sufficient information to indicate the buffer that contains data or the buffer that should be
+enqueued next.
 </p>
 
 <p>
@@ -753,8 +1060,8 @@
 To decode an encoded stream to PCM but not play back immediately, for apps running on
 Android 4.x (API levels 16&ndash;20), we recommend using the {@link android.media.MediaCodec} class.
 For new applications running on Android 5.0 (API level 21) or higher, we recommend using the NDK
-equivalent, {@code &lt;NdkMedia*.h&gt;}. These header files reside under
-the {@code media/} directory, under your installation root.
+equivalent, {@code &lt;NdkMedia*.h&gt;}. These header files reside in
+the {@code media/} directory under your installation root.
 </p>
 
 <h3>Decode streaming ADTS AAC to PCM</h3>
@@ -796,7 +1103,7 @@
 The Android buffer queue callback fires after each buffer is emptied.
 The callback handler should refill and re-enqueue the buffer, and then return.
 The application need not keep track of encoded buffers; the callback parameter
-list includes sufficient information to indicate which buffer to enqueue next.
+list includes sufficient information to indicate the buffer that should be enqueued next.
 The end of stream is explicitly marked by enqueuing an EOS item.
 After EOS, no more enqueues are permitted.
 </p>
@@ -812,6 +1119,7 @@
 In all respects except for the data source, the streaming decode method is the same as
 the one that <a href="#da">Decode audio to PCM</a> describes.
 </p>
+
 <p>
 Despite the similarity in names, an Android buffer queue is <em>not</em>
 the same as an <a href="#simple">Android simple buffer queue</a>. The streaming decoder
@@ -840,8 +1148,8 @@
 practice is to query for the key indices in the main thread after calling the {@code
 Object::Realize} method, and to read the PCM format metadata values in the Android simple
 buffer queue callback handler when calling it for the first time. Consult the
-<a href="https://github.com/googlesamples/android-ndk">example code in the NDK package</a>
-for examples of working with this interface.
+<a class="external-link" href="https://github.com/googlesamples/android-ndk">example code in the
+NDK package</a> for examples of working with this interface.
 </p>
 
 <p>
@@ -879,3 +1187,25 @@
 audiosrc.pLocator = ...
 audiosrc.pFormat = &amp;pcm;
 </pre>
+
+<h2 id="notes">Programming Notes</h2>
+<p><a href="{@docRoot}ndk/guides/audio/opensl-prog-notes.html">OpenSL ES Programming Notes</a>
+ provides supplemental information to ensure proper implementation of OpenSL ES.</p>
+<p class="note"><strong>Note: </strong>
+For your convenience, we have included a copy of the OpenSL ES 1.0.1 specification with the NDK in
+{@code docs/opensles/OpenSL_ES_Specification_1.0.1.pdf}.
+</p>
+
+<h2 id="platform-issues">Platform Issues</h2>
+
+<p>
+This section describes known issues in the initial platform release that supports these APIs.
+</p>
+
+<h3>Dynamic interface management</h3>
+
+<p>
+{@code DynamicInterfaceManagement::AddInterface} does not work. Instead, specify the interface in
+the array that is passed to Create, as shown in the example code for environmental reverb.
+</p>
+
diff --git a/docs/html/ndk/guides/audio/opensl-prog-notes.jd b/docs/html/ndk/guides/audio/opensl-prog-notes.jd
new file mode 100644
index 0000000..3263145
--- /dev/null
+++ b/docs/html/ndk/guides/audio/opensl-prog-notes.jd
@@ -0,0 +1,461 @@
+page.title=OpenSL ES Programming Notes
+@jd:body
+
+<div id="qv-wrapper">
+    <div id="qv">
+      <h2>On this page</h2>
+
+      <ol>
+        <li><a href="#init">Objects and Interface Initialization</a></li>
+        <li><a href="#prefetch">Audio Player Prefetch</a></li>
+        <li><a href="#destroy">Destroy</a></li>
+        <li><a href="#panning">Stereo Panning</a></li>
+        <li><a href="#callbacks">Callbacks and Threads</a></li>
+        <li><a href="#perform">Performance</a></li>
+        <li><a href="#sandp">Security and Permissions</a></li>
+      </ol>
+    </div>
+</div>
+
+<p>
+The notes in this section supplement the
+<a class="external-link" href="https://www.khronos.org/registry/sles/">OpenSL ES 1.0.1
+specification</a>.
+</p>
+
+<h2 id="init">Objects and Interface Initialization</h2>
+
+<p>
+Two aspects of the OpenSL ES programming model that may be unfamiliar to new developers are the
+distinction between objects and interfaces, and the initialization sequence.
+</p>
+
+<p>
+Briefly, an OpenSL ES object is similar to the object concept in
+ programming languages such as Java
+and C++, except an OpenSL ES object is only visible via its associated interfaces.
+ This includes
+the initial interface for all objects, called {@code SLObjectItf}.
+ There is no handle for an object
+itself, only a handle to the {@code SLObjectItf} interface of the object.
+</p>
+
+<p>
+An OpenSL ES object is first <em>created</em>, which returns an {@code SLObjectItf}, then
+<em>realized</em>. This is similar to the common programming pattern of first constructing an
+object (which should never fail other than for lack of memory or invalid parameters), and then
+completing initialization (which may fail due to lack of resources). The realize step gives the
+implementation a logical place to allocate additional resources if needed.
+</p>
+
+<p>
+As part of the API to create an object, an application specifies an array of desired interfaces
+that it plans to acquire later. Note that this array does not automatically
+ acquire the interfaces;
+it merely indicates a future intention to acquire them. Interfaces are distinguished as
+<em>implicit</em> or <em>explicit</em>. An explicit interface must be listed in the array if it
+will be acquired later. An implicit interface need not be listed in the
+ object create array, but
+there is no harm in listing it there. OpenSL ES has one more kind of interface called
+<em>dynamic</em>, which does not need to be specified in the object
+ create array and can be added
+later after the object is created. The Android implementation provides
+ a convenience feature to
+avoid this complexity; see the
+ <a href="#dynamic-interfaces">Dynamic interfaces at object creation</a> section above.
+</p>
+
+<p>
+After the object is created and realized, the application should acquire interfaces for each
+feature it needs, using {@code GetInterface} on the initial {@code SLObjectItf}.
+</p>
+
+<p>
+Finally, the object is available for use via its interfaces, though note that
+ some objects require
+further setup. In particular, an audio player with URI data source needs a bit
+ more preparation in
+order to detect connection errors. See the
+ <a href="#prefetch">Audio player prefetch</a> section for details.
+</p>
+
+<p>
+After your application is done with the object, you should explicitly destroy it; see the
+<a href="#destroy">Destroy</a> section below.
+</p>
+
+<h2 id="prefetch">Audio Player Prefetch</h2>
+
+<p>
+For an audio player with URI data source, {@code Object::Realize} allocates
+ resources but does not
+connect to the data source (<em>prepare</em>) or begin pre-fetching data. These occur once the
+player state is set to either {@code SL_PLAYSTATE_PAUSED} or {@code SL_PLAYSTATE_PLAYING}.
+</p>
+
+<p>
+Some information may still be unknown until relatively late in this sequence. In
+particular, initially {@code Player::GetDuration} returns {@code SL_TIME_UNKNOWN} and
+{@code MuteSolo::GetChannelCount} either returns successfully with channel count zero or the
+error result {@code SL_RESULT_PRECONDITIONS_VIOLATED}. These APIs return the proper values
+once they are known.
+</p>
+
+<p>
+Other properties that are initially unknown include the sample rate and
+ actual media content type
+based on examining the content's header (as opposed to the
+ application-specified MIME type and
+container type). These are also determined later during
+ prepare/prefetch, but there are no APIs to
+retrieve them.
+</p>
+
+<p>
+The prefetch status interface is useful for detecting when all information
+ is available, or your
+application can poll periodically. Note that some information, such as the
+ duration of a streaming
+MP3, may <em>never</em> be known.
+</p>
+
+<p>
+The prefetch status interface is also useful for detecting errors. Register a callback
+ and enable
+at least the {@code SL_PREFETCHEVENT_FILLLEVELCHANGE} and {@code SL_PREFETCHEVENT_STATUSCHANGE}
+events. If both of these events are delivered simultaneously, and
+{@code PrefetchStatus::GetFillLevel} reports a zero level, and
+{@code PrefetchStatus::GetPrefetchStatus} reports {@code SL_PREFETCHSTATUS_UNDERFLOW},
+ then this
+indicates a non-recoverable error in the data source. This includes the inability to
+ connect to the
+data source because the local filename does not exist or the network URI is invalid.
+</p>
+
+<p>
+The next version of OpenSL ES is expected to add more explicit support for
+ handling errors in the
+data source. However, for future binary compatibility, we intend to continue
+ to support the current
+method for reporting a non-recoverable error.
+</p>
+
+<p>
+In summary, a recommended code sequence is:
+</p>
+
+<ol>
+  <li>{@code Engine::CreateAudioPlayer}</li>
+  <li>{@code Object:Realize}</li>
+  <li>{@code Object::GetInterface} for {@code SL_IID_PREFETCHSTATUS}</li>
+  <li>{@code PrefetchStatus::SetCallbackEventsMask}</li>
+  <li>{@code PrefetchStatus::SetFillUpdatePeriod}</li>
+  <li>{@code PrefetchStatus::RegisterCallback}</li>
+  <li>{@code Object::GetInterface} for {@code SL_IID_PLAY}</li>
+  <li>{@code Play::SetPlayState} to {@code SL_PLAYSTATE_PAUSED}, or
+  {@code SL_PLAYSTATE_PLAYING}</li>
+</ol>
+
+<p class="note"><strong>Note: </strong>
+Preparation and prefetching occur here; during this time your callback is called with
+periodic status updates.
+</p>
+
+<h2 id="destroy">Destroy</h2>
+
+<p>
+Be sure to destroy all objects when exiting from your application.
+ Objects should be destroyed in
+reverse order of their creation, as it is not safe to destroy an object that has any dependent
+objects. For example, destroy in this order: audio players and recorders, output mix, and then
+finally the engine.
+</p>
+
+<p>
+OpenSL ES does not support automatic garbage collection or
+<a class="external-link" href="http://en.wikipedia.org/wiki/Reference_counting">reference
+counting</a> of interfaces. After you call {@code Object::Destroy}, all extant
+ interfaces that are
+derived from the associated object become undefined.
+</p>
+
+<p>
+The Android OpenSL ES implementation does not detect the incorrect use of such interfaces.
+Continuing to use such interfaces after the object is destroyed can cause your application to
+crash or behave in unpredictable ways.
+</p>
+
+<p>
+We recommend that you explicitly set both the primary object interface and all associated
+interfaces to NULL as part of your object destruction sequence, which prevents the accidental
+misuse of a stale interface handle.
+</p>
+
+<h2 id="panning">Stereo Panning</h2>
+
+<p>
+When {@code Volume::EnableStereoPosition} is used to enable stereo panning of a mono source,
+ there is a 3-dB reduction in total
+<a class="external-link" href="http://en.wikipedia.org/wiki/Sound_power_level">sound power
+level</a>. This is needed to permit the total sound power level to remain constant as
+ the source is
+panned from one channel to the other. Therefore, only enable stereo positioning if you need
+it. See the Wikipedia article on
+<a class="external-link" href="http://en.wikipedia.org/wiki/Panning_(audio)">audio panning</a>
+ for more information.
+</p>
+
+<h2 id="callbacks">Callbacks and Threads</h2>
+
+<p>
+Callback handlers are generally called synchronously with respect to the event. That is, at the
+moment and location that the event is detected by the implementation. This point is
+asynchronous with respect to the application, so you should use a non-blocking synchronization
+mechanism to control access to any variables shared between the application and the callback
+handler. In the example code, such as for buffer queues, we have either omitted this
+synchronization or used blocking synchronization in the interest of simplicity. However, proper
+non-blocking synchronization is critical for any production code.
+</p>
+
+<p>
+Callback handlers are called from internal non-application threads that are not attached to the
+Android runtime, so they are ineligible to use JNI. Because these internal threads are
+critical to
+the integrity of the OpenSL ES implementation, a callback handler should also not block
+ or perform
+excessive work.
+</p>
+
+<p>
+If your callback handler needs to use JNI or execute work that is not proportional to the
+callback, the handler should instead post an event for another thread to process. Examples of
+acceptable callback workload include rendering and enqueuing the next output buffer
+(for an AudioPlayer), processing the just-filled input buffer and enqueueing the next
+ empty buffer
+(for an AudioRecorder), or simple APIs such as most of the <em>Get</em> family. See the
+<a href="#perform">Performance</a> section below regarding the workload.
+</p>
+
+<p>
+Note that the converse is safe: an Android application thread that has entered JNI
+ is allowed to
+directly call OpenSL ES APIs, including those that block. However, blocking calls are not
+recommended from the main thread, as they may result in
+ <em>Application Not Responding</em> (ANR).
+</p>
+
+<p>
+The determination regarding the thread that calls a callback handler is largely left up to the
+implementation. The reason for this flexibility is to permit future optimizations,
+ especially on
+multi-core devices.
+</p>
+
+<p>
+The thread on which the callback handler runs is not guaranteed to have the same
+ identity across
+different calls. Therefore, do not rely on the {@code pthread_t returned by pthread_self()}
+ or the
+{@code pid_t returned by gettid()} to be consistent across calls. For the same reason,
+ do not use
+the thread local storage (TLS) APIs such as {@code pthread_setspecific()} and
+{@code pthread_getspecific()} from a callback.
+</p>
+
+<p>
+The implementation guarantees that concurrent callbacks of the same kind, for the
+ same object, does
+not occur. However, concurrent callbacks of different kinds for the same object are possible on
+different threads.
+</p>
+
+<h2 id="perform">Performance</h2>
+
+<p>
+As OpenSL ES is a native C API, non-runtime application threads that call OpenSL ES have no
+runtime-related overhead such as garbage collection pauses. With one exception described below,
+there is no additional performance benefit to the use of OpenSL ES other than this.
+ In particular,
+the use of OpenSL ES does not guarantee enhancements such as lower audio latency and higher
+scheduling priority over that which the platform generally provides. On the other hand, as the
+Android platform and specific device implementations continue to evolve, an OpenSL ES application
+can expect to benefit from any future system performance improvements.
+</p>
+
+<p>
+One such evolution is support for reduced
+<a href="{@docRoot}ndk/guides/audio/output-latency.html">audio output latency</a>.
+The underpinnings for reduced
+output latency were first included in Android 4.1 (API level 16), and then
+continued progress occurred in Android 4.2 (API level 17). These improvements are available via
+OpenSL ES for device implementations that
+ claim feature {@code android.hardware.audio.low_latency}.
+If the device doesn't claim this feature but supports Android 2.3 (API level 9)
+or later, then you can still use the OpenSL ES APIs but the output latency may be higher.
+ The lower
+output latency path is used only if the application requests a buffer size and sample rate
+ that are
+compatible with the device's native output configuration. These parameters are
+ device-specific and
+should be obtained as described below.
+</p>
+
+<p>
+Beginning with Android 4.2 (API level 17), an application can query for the
+platform native or optimal output sample rate and buffer size for the device's primary output
+stream. When combined with the feature test just mentioned, an app can now configure itself
+appropriately for lower latency output on devices that claim support.
+</p>
+
+<p>
+For Android 4.2 (API level 17) and earlier, a buffer count of two or more is
+required for lower latency. Beginning with Android 4.3 (API level 18), a buffer
+count of one is sufficient for lower latency.
+</p>
+
+<p>
+All OpenSL ES interfaces for output effects preclude the lower latency path.
+</p>
+
+<p>
+The recommended sequence is as follows:
+</p>
+
+<ol>
+  <li>Check for API level 9 or higher to confirm the use of OpenSL ES.</li>
+  <li>Check for the {@code android.hardware.audio.low_latency} feature using code such as this:
+    <pre>import android.content.pm.PackageManager;
+...
+PackageManager pm = getContext().getPackageManager();
+boolean claimsFeature = pm.hasSystemFeature(PackageManager.FEATURE_AUDIO_LOW_LATENCY);
+    </pre></li>
+  <li>Check for API level 17 or higher to confirm the use of
+  {@code android.media.AudioManager.getProperty()}.</li>
+  <li>Get the native or optimal output sample rate and buffer size for this device's
+  primary output
+  stream using code such as this:
+    <pre>import android.media.AudioManager;
+...
+AudioManager am = (AudioManager) getSystemService(Context.AUDIO_SERVICE);
+String sampleRate = am.getProperty(AudioManager.PROPERTY_OUTPUT_SAMPLE_RATE));
+String framesPerBuffer = am.getProperty(AudioManager.PROPERTY_OUTPUT_FRAMES_PER_BUFFER));
+    </pre>
+  Note that {@code sampleRate} and {@code framesPerBuffer} are <em>strings</em>. First check for
+  null and then convert to int using {@code Integer.parseInt()}.</li>
+    <li>Now use OpenSL ES to create an AudioPlayer with PCM buffer queue data locator.</li>
+</ol>
+
+<p class="note"><strong>Note: </strong>
+You can use the
+<a class="external-link"
+ href="https://play.google.com/store/apps/details?id=com.levien.audiobuffersize">
+ Audio Buffer Size</a>
+test app to determine the native buffer size and sample rate for OpenSL ES audio
+applications on your audio device. You can also visit GitHub to view <a class="external-link"
+href="https://github.com/gkasten/high-performance-audio/tree/master/audio-buffer-size">
+audio-buffer-size</a> samples.
+
+<p>
+The number of lower latency audio players is limited. If your application requires more 
+than a few
+audio sources, consider mixing your audio at the application level. Be sure to destroy your audio
+players when your activity is paused, as they are a global resource shared with other apps.
+</p>
+
+<p>
+To avoid audible glitches, the buffer queue callback handler must execute within a small and
+predictable time window. This typically implies no unbounded blocking on mutexes, conditions,
+or I/O operations. Instead consider <em>try locks</em>, locks and waits with timeouts, and
+<a class="external-link"
+ href="https://source.android.com/devices/audio/avoiding_pi.html#nonBlockingAlgorithms">
+ non-blocking algorithms</a>.
+</p>
+
+<p>
+The computation required to render the next buffer (for AudioPlayer) or consume the previous
+buffer (for AudioRecord) should take approximately the same amount of time for each callback.
+Avoid algorithms that execute in a non-deterministic amount of time or are <em>bursty</em> in
+their computations. A callback computation is bursty if the CPU time spent in any given callback
+is significantly larger than the average. In summary, the ideal is for the CPU execution time of
+the handler to have variance near zero, and for the handler to not block for unbounded times.
+</p>
+
+<p>
+Lower latency audio is possible for these outputs only:
+</p>
+
+<ul>
+  <li>On-device speakers.</li>
+  <li>Wired headphones.</li>
+  <li>Wired headsets.</li>
+  <li>Line out.</li>
+  <li><a class="external-link" href="https://source.android.com/devices/audio/usb.html">
+  USB digital
+  audio</a>.</li>
+</ul>
+
+<p>
+On some devices, speaker latency is higher than other paths due to digital signal processing for
+speaker correction and protection.
+</p>
+
+<p>
+As of API level 21,
+<a href="{@docRoot}ndk/guides/audio/input-latency.html">lower latency audio input</a>
+ is supported
+on select devices. To take advantage of
+this feature, first confirm that lower latency output is available as described above. The
+capability for lower latency output is a prerequisite for the lower latency input feature. Then,
+create an AudioRecorder with the same sample rate and buffer size as would be used for output.
+OpenSL ES interfaces for input effects preclude the lower latency path. The record preset
+{@code SL_ANDROID_RECORDING_PRESET_VOICE_RECOGNITION} must be used for lower latency; this preset
+disables device-specific digital signal processing that may add latency to the input path. For
+more information on record presets, see the <a href="#configuration-interface">Android
+configuration interface</a> section above.
+</p>
+
+<p>
+For simultaneous input and output, separate buffer queue completion handlers are used for each
+side. There is no guarantee of the relative order of these callbacks, or the synchronization of
+the audio clocks, even when both sides use the same sample rate. Your application
+ should buffer the
+data with proper buffer synchronization.
+</p>
+
+<p>
+One consequence of potentially independent audio clocks is the need for asynchronous sample rate
+conversion. A simple (though not ideal for audio quality) technique for asynchronous sample rate
+conversion is to duplicate or drop samples as needed near a zero-crossing point.
+ More sophisticated
+conversions are possible.
+</p>
+
+<h2 id="sandp">Security and Permissions</h2>
+
+<p>
+As far as who can do what, security in Android is done at the process level. Java programming
+language code cannot do anything more than native code, nor can native code do anything more than
+Java programming language code. The only differences between them are the available APIs.
+</p>
+
+<p>
+Applications using OpenSL ES must request the permissions that they would need for similar
+non-native APIs. For example, if your application records audio, then it needs the
+{@code android.permission.RECORD_AUDIO} permission. Applications that use audio effects need
+{@code android.permission.MODIFY_AUDIO_SETTINGS}. Applications that play network URI resources
+need {@code android.permission.NETWORK}. See
+<a href="https://developer.android.com/training/permissions/index.html">Working with System
+Permissions</a> for more information.
+</p>
+
+<p>
+Depending on the platform version and implementation, media content parsers and
+ software codecs may
+run within the context of the Android application that calls OpenSL ES (hardware codecs are
+abstracted but are device-dependent). Malformed content designed to exploit parser and codec
+vulnerabilities is a known attack vector. We recommend that you play media only from trustworthy
+sources or that you partition your application such that code that handles media from
+untrustworthy sources runs in a relatively <em>sandboxed</em> environment. For example, you could
+process media from untrustworthy sources in a separate process. Though both processes would still
+run under the same UID, this separation does make an attack more difficult.
+</p>
diff --git a/docs/html/ndk/guides/audio/output-latency.jd b/docs/html/ndk/guides/audio/output-latency.jd
new file mode 100644
index 0000000..4aa97a6
--- /dev/null
+++ b/docs/html/ndk/guides/audio/output-latency.jd
@@ -0,0 +1,310 @@
+page.title=Audio Output Latency
+@jd:body
+
+<div id="qv-wrapper">
+    <div id="qv">
+      <h2>On this page</h2>
+
+      <ol>
+        <li><a href="#prereq">Prerequisites</a></li>
+        <li><a href="#low-lat-track">Obtain a Low-Latency Track</a></li>
+        <li><a href="#buffer-size">Use the Optimal Buffer Size When Enqueuing Audio Data</a></li>
+        <li><a href="#warmup-lat">Avoid Warmup Latency</a></li>
+      </ol>
+      <h2>Also read</h2>
+
+      <ol>
+        <li><a href="https://source.android.com/devices/audio/latency_app.html" class="external-link">
+        Audio Latency for App Developers</a></li>
+        <li><a href="https://source.android.com/devices/audio/latency_contrib.html" class="external-link">
+        Contributors to Audio Latency</a></li>
+        <li><a href="https://source.android.com/devices/audio/latency_measure.html" class="external-link">
+        Measuring Audio Latency</a></li>
+        <li><a href="https://source.android.com/devices/audio/warmup.html" class="external-link">
+        Audio Warmup</a></li>
+        <li><a href="https://en.wikipedia.org/wiki/Latency_%28audio%29" class="external-link">
+        Latency (audio)</a></li>
+        <li><a href="https://en.wikipedia.org/wiki/Round-trip_delay_time" class="external-link">
+        Round-trip delay time</a></li>
+      </ol>
+    </div>
+  </div>
+
+<a href="https://www.youtube.com/watch?v=PnDK17zP9BI" class="notice-developers-video">
+<div>
+    <h3>Video</h3>
+    <p>Audio latency: buffer sizes</p>
+</div>
+</a>
+
+<a href="https://www.youtube.com/watch?v=92fgcUNCHic" class="notice-developers-video">
+<div>
+    <h3>Video</h3>
+    <p>Building great multi-media experiences on Android</p>
+</div>
+</a>
+
+<p>This page describes how to develop your audio app for low-latency output and how to avoid
+warmup latency.</p>
+
+<h2 id="prereq">Prerequisites</h2>
+
+<p>Low-latency audio is currently only supported when using Android's implementation of the
+OpenSL ES™ API specification, and the Android NDK:
+</p>
+
+<ol>
+  <li>Download and install the <a href="{@docRoot}tools/sdk/ndk/index.html">Android NDK</a>.</li>
+  <li>Read the <a href="{@docRoot}ndk/guides/audio/opensl-for-android.html">OpenSL ES
+  documentation</a>.
+</ol>
+
+<h2 id="low-lat-track">Obtain a Low-Latency Track</h2>
+
+<p>Latency is the time it takes for a signal to travel through a system.  These are the common
+types of latency related to audio apps:
+
+<ul>
+  <li><strong>Audio output latency</strong> is the time between an audio sample being generated by an
+app and the sample being played through the headphone jack or built-in speaker.</li>
+
+  <li><strong>Audio input latency</strong> is the time between an audio signal being received by a
+device’s audio input, such as the microphone, and that same audio data being available to an
+app.</li>
+
+  <li><strong>Round-trip latency</strong> is the sum of input latency, app processing time, and
+  output latency.</li>
+
+  <li><strong>Touch latency</strong> is the time between a user touching the screen and that
+touch event being received by an app.</li>
+</ul>
+
+<p>It is difficult to test audio output latency in isolation since it requires knowing exactly
+when the first sample is sent into the audio path (although this can be done using a
+<a href="https://source.android.com/devices/audio/testing_circuit.html" class="external-link">
+light testing circuit</a> and an oscilloscope). If you know the round-trip audio latency, you can
+use the rough rule of thumb: <strong>audio output latency is half the round-trip audio latency
+over paths without signal processing</strong>.
+</p>
+
+<p>To obtain the lowest latency, you must supply audio data that matches the device's optimal
+sample rate and buffer size. For more information, see
+<a href="https://source.android.com/devices/audio/latency_design.html" class="external-link">
+Design For Reduced Latency</a>.</p>
+
+<h3>Obtain the optimal sample rate</h3>
+
+<p>In Java, you can obtain the optimal sample rate from AudioManager as shown in the following
+code example:</p>
+
+<pre>
+AudioManager am = (AudioManager) getSystemService(Context.AUDIO_SERVICE);
+String frameRate = am.getProperty(AudioManager.PROPERTY_OUTPUT_SAMPLE_RATE);
+int frameRateInt = Integer.parseInt(frameRate);
+if (frameRateInt == 0) frameRateInt = 44100; // Use a default value if property not found
+</pre>
+
+<p class="note">
+  <strong>Note:</strong> The sample rate refers to the rate of each stream. If your source audio
+  has two channels (stereo), then you will have one stream playing a pair of samples (frame) at
+  <a href="{@docRoot}reference/android/media/AudioManager.html#PROPERTY_OUTPUT_SAMPLE_RATE">
+  PROPERTY_OUTPUT_SAMPLE_RATE</a>.
+</p>
+
+<h3>Use the optimal sample rate when creating your audio player</h3>
+
+<p>Once you have the optimal sample output rate, you can supply it when creating your player
+using OpenSL ES:</p>
+
+<pre>
+// create buffer queue audio player
+void Java_com_example_audio_generatetone_MainActivity_createBufferQueueAudioPlayer
+        (JNIEnv* env, jclass clazz, jint sampleRate, jint framesPerBuffer)
+{
+   ...
+   // specify the audio source format
+   SLDataFormat_PCM format_pcm;
+   format_pcm.numChannels = 2;
+   format_pcm.samplesPerSec = (SLuint32) sampleRate * 1000;
+   ...
+}
+</pre>
+
+<p class="note">
+  <strong>Note:</strong> {@code samplesPerSec} refers to the <em>sample rate per channel in
+  millihertz</em> (1 Hz = 1000 mHz).
+</p>
+
+<h3>Avoid adding output interfaces that involve signal processing</h3>
+
+<p>Only these interfaces are supported by the fast mixer:</p>
+
+<ul>
+  <li>SL_IID_ANDROIDSIMPLEBUFFERQUEUE</li>
+  <li>SL_IID_VOLUME</li>
+  <li>SL_IID_MUTESOLO</li>
+</ul>
+
+<p>These interfaces are not allowed because they involve signal processing and will cause
+your request for a fast-track to be rejected:</p>
+
+<ul>
+  <li>SL_IID_BASSBOOST</li>
+  <li>SL_IID_EFFECTSEND</li>
+  <li>SL_IID_ENVIRONMENTALREVERB</li>
+  <li>SL_IID_EQUALIZER</li>
+  <li>SL_IID_PLAYBACKRATE</li>
+  <li>SL_IID_PRESETREVERB</li>
+  <li>SL_IID_VIRTUALIZER</li>
+  <li>SL_IID_ANDROIDEFFECT</li>
+  <li>SL_IID_ANDROIDEFFECTSEND</li>
+</ul>
+
+<p>When you create your player, make sure you only add <em>fast</em> interfaces, as shown in
+the following example:</p>
+
+<pre>
+const SLInterfaceID interface_ids[2] = { SL_IID_ANDROIDSIMPLEBUFFERQUEUE, SL_IID_VOLUME };
+</pre>
+
+<h3>Verify you're using a low-latency track</h3>
+
+<p>Complete these steps to verify that you have successfully obtained a low-latency track:</p>
+
+<ol>
+  <li>Launch your app and then run the following command:</li>
+
+<pre>
+adb shell ps | grep your_app_name
+</pre>
+
+  <li>Make a note of your app's process ID.</li>
+
+  <li>Now, play some audio from your app. You have approximately three seconds to run the
+following command from the terminal:</li>
+
+<pre>
+adb shell dumpsys media.audio_flinger
+</pre>
+
+  <li>Scan for your process ID. If you see an <em>F</em> in the <em>Name</em> column, it's on a
+low-latency track (the F stands for <em>fast track</em>).</li>
+
+</ol>
+
+<h3>Measure round-trip latency</h3>
+
+<p>You can measure round-trip audio latency by creating an app that generates an audio signal,
+listens for that signal, and measures the time between sending it and receiving it.
+Alternatively, you can install this
+<a href="https://play.google.com/store/apps/details?id=org.drrickorang.loopback" class="external-link">
+latency testing app</a>. This performs a round-trip latency test using the
+<a href="https://source.android.com/devices/audio/latency_measure.html#larsenTest" class="external-link">
+Larsen test</a>. You can also
+<a href="https://github.com/gkasten/drrickorang/tree/master/LoopbackApp" class="external-link">
+view the source code</a> for the latency testing app.</p>
+
+<p>Since the lowest latency is achieved over audio paths with minimal signal processing, you may
+also want to use an
+<a href="https://source.android.com/devices/audio/latency_measure.html#loopback" class="external-link">
+Audio Loopback Dongle</a>, which allows the test to be run over the headset connector.</p>
+
+<p>The lowest possible round-trip audio latency varies greatly depending on device model and
+Android build. You can measure it yourself using the latency testing app and loopback
+dongle. When creating apps for <em>Nexus devices</em>, you can also use the
+<a href="https://source.android.com/devices/audio/latency_measurements.html" class="external-link">
+published measurements</a>.</p>
+
+<p>You can also get a rough idea of audio performance by testing whether the device reports
+support for the
+<a href="http://developer.android.com/reference/android/content/pm/PackageManager.html#FEATURE_AUDIO_LOW_LATENCY">
+low_latency</a> and
+<a href="http://developer.android.com/reference/android/content/pm/PackageManager.html#FEATURE_AUDIO_PRO">
+pro</a> hardware features.</p>
+
+<h3>Review the CDD and audio latency</h3>
+
+<p>The Android Compatibility Definition Document (CDD) enumerates the hardware and software
+requirements of a compatible Android device.
+See <a href="https://source.android.com/compatibility/" class="external-link">
+Android Compatibility</a> for more information on the overall compatibility program, and
+<a href="https://static.googleusercontent.com/media/source.android.com/en//compatibility/android-cdd.pdf" class="external-link">
+CDD</a> for the actual CDD document.</p>
+
+<p>In the CDD, round-trip latency is specified as 20&nbsp;ms or lower (even though musicians
+generally require 10&nbsp;ms). This is because there are important use cases that are enabled by
+20&nbsp;ms.</p>
+
+<p>There is currently no API to determine audio latency over any path on an Android device at
+runtime. You can, however, use the following hardware feature flags to find out whether the
+device makes any guarantees for latency:</p>
+
+<ul>
+  <li><a href="http://developer.android.com/reference/android/content/pm/PackageManager.html#FEATURE_AUDIO_LOW_LATENCY">
+android.hardware.audio.low_latency</a> indicates a continuous output latency of 45&nbsp;ms or
+less.</li>
+
+  <li><a href="http://developer.android.com/reference/android/content/pm/PackageManager.html#FEATURE_AUDIO_PRO">
+android.hardware.audio.pro</a> indicates a continuous round-trip latency of 20&nbsp;ms or
+less.</li>
+</ul>
+
+<p>The criteria for reporting these flags is defined in the CDD in sections <em>5.6 Audio
+Latency</em> and <em>5.10 Professional Audio</em>.</p>
+
+<p>Here’s how to check for these features in Java:</p>
+
+<pre>
+boolean hasLowLatencyFeature =
+    getPackageManager().hasSystemFeature(PackageManager.FEATURE_AUDIO_LOW_LATENCY);
+
+boolean hasProFeature =
+    getPackageManager().hasSystemFeature(PackageManager.FEATURE_AUDIO_PRO);
+</pre>
+
+<p>Regarding the relationship of audio features, the {@code android.hardware.audio.low_latency}
+feature is a prerequisite for {@code android.hardware.audio.pro}. A device can implement
+{@code android.hardware.audio.low_latency} and not {@code android.hardware.audio.pro}, but not
+vice-versa.</p>
+
+<h2 id="buffer-size">Use the Optimal Buffer Size When Enqueuing Audio Data</h2>
+
+<p>You can obtain the optimal buffer size in a similar way to the optimal frame rate, using the
+AudioManager API:</p>
+
+<pre>
+AudioManager am = (AudioManager) getSystemService(Context.AUDIO_SERVICE);
+String framesPerBuffer = am.getProperty(AudioManager.PROPERTY_OUTPUT_FRAMES_PER_BUFFER);
+int framesPerBufferInt = Integer.parseInt(framesPerBuffer);
+if (framesPerBufferInt == 0) framesPerBufferInt = 256; // Use default
+</pre>
+
+<p>The
+<a href="{@docRoot}reference/android/media/AudioManager.html#PROPERTY_OUTPUT_FRAMES_PER_BUFFER">
+PROPERTY_OUTPUT_FRAMES_PER_BUFFER</a> property indicates the number of audio frames
+that the HAL (Hardware Abstraction Layer) buffer can hold. You should construct your audio
+buffers so that they contain an exact multiple of this number. If you use the correct number
+of audio frames, your callbacks occur at regular intervals, which reduces jitter.</p>
+
+<p>It is important to use the API to determine buffer size rather than using a hardcoded value,
+ because HAL buffer sizes differ across devices and across Android builds.</p>
+
+<h2 id="warmup-lat">Avoid Warmup Latency</h2>
+
+<p>When you enqueue audio data for the first time, it takes a small, but still significant,
+amount of time for the device audio circuit to warm up. To avoid this warmup latency, you should
+enqueue buffers of audio data containing silence, as shown in the following code example:</p>
+
+<pre>
+#define CHANNELS 1
+static short* silenceBuffer;
+int numSamples = frames * CHANNELS;
+silenceBuffer = malloc(sizeof(*silenceBuffer) * numSamples);
+    for (i = 0; i < numSamples; i++) {
+        silenceBuffer[i] = 0;
+    }
+</pre>
+
+<p>At the point when audio should be produced, you can switch to enqueuing buffers containing
+real audio data.</p>
+
diff --git a/docs/html/ndk/guides/audio/sample-rates.jd b/docs/html/ndk/guides/audio/sample-rates.jd
new file mode 100644
index 0000000..da68597
--- /dev/null
+++ b/docs/html/ndk/guides/audio/sample-rates.jd
@@ -0,0 +1,151 @@
+page.title=Sample Rates
+@jd:body
+
+<div id="qv-wrapper">
+    <div id="qv">
+      <h2>On this page</h2>
+
+      <ol>
+        <li><a href="#best">Best Practices for Sampling and Resampling</a></li>
+        <li><a href="#info">For More Information</a></li>
+      </ol>
+    </div>
+  </div>
+
+<a class="notice-developers-video" href="https://www.youtube.com/watch?v=6Dl6BdrA-sQ">
+<div>
+    <h3>Video</h3>
+    <p>Sample Rates: Why Can't We All Just Agree?</p>
+</div>
+</a>
+
+<p>As of Android 5.0 (Lollipop), the audio resamplers are now entirely based
+on FIR filters derived from a Kaiser windowed-sinc function. The Kaiser windowed-sinc
+offers the following properties:
+<ul>
+    <li>It is straightforward to calculate for its design parameters (stopband
+ ripple, transition bandwidth, cutoff frequency, filter length).</li>
+<li>It is nearly optimal for reduction of stopband energy compared to overall
+energy.</li>
+</ul>
+See P.P. Vaidyanathan, <a class="external-link"
+href="https://drive.google.com/file/d/0B7tBh7YQV0DGak9peDhwaUhqY2c/view">
+<i>Multirate Systems and Filter Banks</i></a>, p. 50 for discussions of the
+Kaiser Window and its optimality and relationship to Prolate Spheroidal
+Windows.</p>
+
+<p>The design parameters are automatically computed based on internal
+quality determination and the sampling ratios desired. Based on the
+design parameters, the windowed-sinc filter is generated.  For music use,
+the resampler for 44.1 to 48 kHz and vice versa is generated at a higher
+quality than for arbitrary frequency conversion.</p>
+
+<p>The audio resamplers provide increased quality, as well as speed
+to achieve that quality. But resamplers can introduce small amounts
+of passband ripple and aliasing harmonic noise, and they can cause some high
+frequency loss in the transition band, so avoid using them unnecessarily.</p>
+
+<h2 id="best">Best Practices for Sampling and Resampling</h2>
+<p>This section describes some best practices to help you avoid problems with sampling rates.</p>
+<h3>Choose the sampling rate to fit the device</h3>
+
+<p>In general, it is best to choose the sampling rate to fit the device,
+typically 44.1 kHz or 48 kHz.  Use of a sample rate greater than
+48 kHz will typically result in decreased quality because a resampler must be
+used to play back the file.</p>
+
+<h3>Use simple resampling ratios (fixed versus interpolated polyphases)</h3>
+
+<p>The resampler operates in one of the following modes:</p>
+<ul>
+    <li>Fixed polyphase mode. The filter coefficients for each polyphase are precomputed.</li>
+    <li>Interpolated polyphase mode. The filter coefficients for each polyphase must
+be interpolated from the nearest two precomputed polyphases.</li>
+</ul>
+<p>The resampler is fastest in fixed polyphase mode, when the ratio of input
+rate over output rate L/M (taking out the greatest common divisor)
+has M less than 256.  For example, for 44,100 to 48,000 conversion, L = 147,
+M = 160.</p>
+
+<p>In fixed polyphase mode, the sampling rate is locked for as
+many samples converted and does not change.  In interpolated polyphase
+mode, the sampling rate is approximate. The drift is generally on the
+order of one sample over a few hours of playback on a 48-kHz device.
+This is not usually a concern because approximation error is much less than
+frequency error of internal quartz oscillators, thermal drift, or jitter
+ (typically tens of ppm).</p>
+
+<p>Choose simple-ratio sampling rates such as 24 kHz (1:2) and 32 kHz (2:3) when playing back
+ on a 48-kHz device, even though other sampling
+rates and ratios may be permitted through AudioTrack.</p>
+
+<h3>Use upsampling rather than downsampling when changing sample rates</h3>
+
+<p>Sampling rates can be changed on the fly. The granularity of
+such change is based on the internal buffering (typically a few hundred
+samples), not on a sample-by-sample basis. This can be used for effects.</p>
+
+<p>Do not dynamically change sampling rates when
+downsampling. When changing sample rates after an audio track is
+created, differences of around 5 to 10 percent from the original rate may
+trigger a filter recomputation when downsampling (to properly suppress
+aliasing). This can consume computing resources and may cause an audible click
+if the filter is replaced in real time.</p>
+
+<h3>Limit downsampling to no more than 6:1</h3>
+
+<p>Downsampling is typically triggered by hardware device requirements. When the
+ Sample Rate converter is used for downsampling,
+try to limit the downsampling ratio to no more than 6:1 for good aliasing
+suppression (for example, no greater downsample than 48,000 to 8,000). The filter
+lengths adjust to match the downsampling ratio, but you sacrifice more
+transition bandwidth at higher downsampling ratios to avoid excessively
+increasing the filter length. There are no similar aliasing concerns for
+upsampling.  Note that some parts of the audio pipeline
+may prevent downsampling greater than 2:1.</p>
+
+<h3 id="latency">If you are concerned about latency, do not resample</h3>
+
+<p>Resampling prevents the track from being placed in the FastMixer
+path, which means that significantly higher latency occurs due to the additional,
+ larger buffer in the ordinary Mixer path. Furthermore,
+ there is an implicit delay from the filter length of the resampler,
+ though this is typically on the order of one millisecond or less,
+ which is not as large as the additional buffering for the ordinary Mixer path
+ (typically 20 milliseconds).</p>
+
+<h2 id="info">For More Information</h2>
+<p>This section lists some additional resources about sampling and resampling.</p>
+
+<h3>Sample rates</h3>
+
+<p>
+<a href="http://en.wikipedia.org/wiki/Sampling_%28signal_processing%29" class="external-link" >
+Sampling (signal processing)</a> at Wikipedia.</p>
+
+<h3>Resampling</h3>
+
+<p><a href="http://en.wikipedia.org/wiki/Sample_rate_conversion" class="external-link" >
+Sample rate conversion</a> at Wikipedia.</p>
+
+<p><a href="http://source.android.com/devices/audio/src.html" class="external-link" >
+Sample Rate Conversion</a> at source.android.com.</p>
+
+<h3>The high bit-depth and high kHz controversy</h3>
+
+<p><a href="http://people.xiph.org/~xiphmont/demo/neil-young.html" class="external-link" >
+24/192 Music Downloads ... and why they make no sense</a>
+by Christopher "Monty" Montgomery of Xiph.Org.</p>
+
+<p><a href="https://www.youtube.com/watch?v=cIQ9IXSUzuM" class="external-link" >
+D/A and A/D | Digital Show and Tell</a>
+video by Christopher "Monty" Montgomery of Xiph.Org.</p>
+
+<p><a href="http://www.trustmeimascientist.com/2013/02/04/the-science-of-sample-rates-when-higher-is-better-and-when-it-isnt/" class="external-link">
+The Science of Sample Rates (When Higher Is Better - And When It Isn't)</a>.</p>
+
+<p><a href="http://www.image-line.com/support/FLHelp/html/app_audio.htm" class="external-link" >
+Audio Myths &amp; DAW Wars</a></p>
+
+<p><a href="http://forums.stevehoffman.tv/threads/192khz-24bit-vs-96khz-24bit-debate-interesting-revelation.317660/" class="external-link">
+192kHz/24bit vs. 96kHz/24bit "debate"- Interesting revelation</a></p>
diff --git a/docs/html/ndk/guides/graphics/getting-started.jd b/docs/html/ndk/guides/graphics/getting-started.jd
index 9099b03..c0dd463 100644
--- a/docs/html/ndk/guides/graphics/getting-started.jd
+++ b/docs/html/ndk/guides/graphics/getting-started.jd
@@ -30,6 +30,7 @@
 <ul>
    <li>Nexus 6P.</li>
    <li>Nexus 5X.</li>
+   <li>Nexus Player.</li>
 </ul>
 
 <p>
diff --git a/docs/html/ndk/guides/guides_toc.cs b/docs/html/ndk/guides/guides_toc.cs
index 98fc54d..09b2a12 100644
--- a/docs/html/ndk/guides/guides_toc.cs
+++ b/docs/html/ndk/guides/guides_toc.cs
@@ -63,13 +63,23 @@
       </ul>
    </li>
 
-      <li class="nav-section">
+   <li class="nav-section">
       <div class="nav-section-header"><a href="<?cs var:toroot ?>ndk/guides/audio/index.html">
       <span class="en">Audio</span></a></div>
       <ul>
       <li><a href="<?cs var:toroot ?>ndk/guides/audio/basics.html">Basics</a></li>
       <li><a href="<?cs var:toroot ?>ndk/guides/audio/opensl-for-android.html">OpenSL ES for
       Android</a></li>
+      <li><a href="<?cs var:toroot ?>ndk/guides/audio/input-latency.html">Audio Input
+      Latency</a></li>
+      <li><a href="<?cs var:toroot ?>ndk/guides/audio/output-latency.html">Audio Output
+      Latency</a></li>
+      <li><a href="<?cs var:toroot ?>ndk/guides/audio/floating-point.html">Floating-Point
+      Audio</a></li>
+      <li><a href="<?cs var:toroot ?>ndk/guides/audio/sample-rates.html">Sample Rates
+      </a></li>
+      <li><a href="<?cs var:toroot ?>ndk/guides/audio/opensl-prog-notes.html">OpenSL ES Programming Notes
+      </a></li>
       </ul>
    </li>
 
diff --git a/docs/html/preview/api-overview.jd b/docs/html/preview/api-overview.jd
index 55b4eb5..4a7b879 100644
--- a/docs/html/preview/api-overview.jd
+++ b/docs/html/preview/api-overview.jd
@@ -37,6 +37,7 @@
         <li><a href="#scoped_directory_access">Scoped directory access</a></li>
         <li><a href="#launcher_shortcuts">Launcher shortcuts</a></li>
         <li><a href="#print_svc">Print service enhancements</a></li>
+        <li><a href="#virtual_files">Virtual Files</a></li>
       </ol>
 </div>
 </div>
@@ -853,3 +854,86 @@
   For more information about these methods, see the downloadable <a href=
   "{@docRoot}preview/setup-sdk.html#docs-dl">API Reference</a>.
 </p>
+
+<h2 id="virtual_files">Virtual Files</h2>
+
+<p>
+  In previous versions of Android, your app could use the Storage Access
+  Framework to allow users to select files from their cloud storage accounts,
+  such as Google Drive. However, there was no way to represent files that did
+  not have a direct bytecode representation; every file was required to provide
+  an input stream.
+</p>
+
+<p>
+  Android N adds the concept of <em>virtual files</em> to the Storage Access
+  Framework. The virtual files feature allows your
+  {@link android.provider.DocumentsProvider} to return document URIs that can be
+  used with an {@link android.content.Intent#ACTION_VIEW} intent even if they
+  don't have a direct bytecode representation. Android N also allows you to
+  provide alternate formats for user files, virtual or otherwise.
+</p>
+
+<p>
+  To get a URI for a virtual document in your app, first you create an
+  {@link android.content.Intent} to open the file picker UI. Since an app
+  cannot directly open a virtual file by using the
+  {@link android.content.ContentResolver#openInputStream(Uri) openInputStream()}
+  method, your app does not receive any virtual files if you include the
+  {@link android.content.Intent#CATEGORY_OPENABLE} category.
+</p>
+
+<p>
+  After the user has made a selection, the system calls the
+  {@link android.app.Activity#onActivityResult onActivityResult()} method.
+  Your app can retrieve the URI of the virtual file and get an input stream, as
+  demonstrated in the code snippet below.
+</p>
+
+<pre>
+  // Other Activity code ...
+
+  final static private int REQUEST_CODE = 64;
+
+  // We listen to the OnActivityResult event to respond to the user's selection.
+  &#64;Override
+  public void onActivityResult(int requestCode, int resultCode,
+    Intent resultData) {
+      try {
+        if (requestCode == REQUEST_CODE &amp;&amp;
+            resultCode == Activity.RESULT_OK) {
+
+            Uri uri = null;
+
+            if (resultData != null) {
+                uri = resultData.getData();
+
+                ContentResolver resolver = getContentResolver();
+
+                // Before attempting to coerce a file into a MIME type,
+                // check to see what alternative MIME types are available to
+                // coerce this file into.
+                String[] streamTypes =
+                  resolver.getStreamTypes(uri, "*/*");
+
+                AssetFileDescriptor descriptor =
+                    resolver.openTypedAssetFileDescriptor(
+                        uri,
+                        streamTypes[0],
+                        null);
+
+                // Retrieve a stream to the virtual file.
+                InputStream inputStream = descriptor.createInputStream();
+            }
+        }
+      } catch (Exception ex) {
+        Log.e("EXCEPTION", "ERROR: ", ex);
+      }
+  }
+</pre>
+
+<p>
+  For more information about accessing user files, see the
+  <a href="{@docRoot}guide/topics/providers/document-provider.html">Storage
+  Access Frameworks guide</a>.
+</p>
\ No newline at end of file
diff --git a/docs/html/preview/behavior-changes.jd b/docs/html/preview/behavior-changes.jd
index 0cf5bc9..7c8bfe8 100644
--- a/docs/html/preview/behavior-changes.jd
+++ b/docs/html/preview/behavior-changes.jd
@@ -215,11 +215,17 @@
 
 <ul>
   <li>
-    Private files’ file permissions can no longer be relaxed by the owner, and
-    an attempt to do so using
+    Private files’ file permissions should no longer be relaxed by the owner,
+    and an attempt to do so using
     {@link android.content.Context#MODE_WORLD_READABLE} and/or
     {@link android.content.Context#MODE_WORLD_WRITEABLE}, will trigger a
     {@link java.lang.SecurityException}.
+    <p class="note">
+      <strong>Note:</strong> As of yet, this restriction is not fully enforced.
+      Apps may still modify permissions to their private directory using
+      native APIs or the {@link java.io.File File} API. However, we strongly
+      discourage relaxing the permissions to the private directory.
+    </p>
   </li>
   <li>
     Passing <code>file://</code> URIs outside the package domain may leave the
diff --git a/docs/html/preview/download-ota.jd b/docs/html/preview/download-ota.jd
index 55139f1..7e70f57 100644
--- a/docs/html/preview/download-ota.jd
+++ b/docs/html/preview/download-ota.jd
@@ -248,10 +248,9 @@
   <tr id="fugu">
     <td>Nexus Player <br>"fugu"</td>
     <td><a href="#top" onclick="onDownload(this)"
-      >fugu-ota-2665432-f0f8fea4.zip</a><br>
-      <strong>Note:</strong> DP2 version not yet available.<br>
-      MD5: 4403af764b57502d89111fd68ecb7da5<br>
-      SHA-1: f0f8fea49ea3874b751cf67462ecc5d8e039875e
+      >fugu-ota-npc91o-b1d73dd5.zip</a><br>
+      MD5: d7fbccde75e0b6d860102320ea76d58f<br>
+      SHA-1: b1d73dd5a6498fb6c66e022bd0a6c8b6a6a2374b
     </td>
   </tr>
 
diff --git a/docs/html/preview/download.jd b/docs/html/preview/download.jd
index b673fc1..480e32b 100644
--- a/docs/html/preview/download.jd
+++ b/docs/html/preview/download.jd
@@ -347,10 +347,9 @@
   <tr id="fugu">
     <td>Nexus Player <br>"fugu"</td>
     <td><a href="#top" onclick="onDownload(this)"
-      >fugu-npc56r-preview-7027d5b6.tgz</a><br>
-      <strong>Note:</strong> DP2 version not yet available.<br>
-      MD5: f5d3d8f75836ccfe4c70e8162e498be4<br>
-      SHA-1: 7027d5b662bceda4c80a91a0a14ef0e5a7ba795b
+      >fugu-npc91o-factory-3b8e3f56.tgz</a><br>
+      MD5: b88b70ecbfb80c983c90b97cb243628b<br>
+      SHA-1: 3b8e3f56a4c35b559783c2928e740df2aab8b377
     </td>
   </tr>
 
@@ -372,6 +371,15 @@
     </td>
   </tr>
 
+  <tr id="xperia">
+    <td>Sony Xperia Z3 <br> (D6603 and D6653)</td>
+    <td>Download: <a class="external-link"
+      href="http://support.sonymobile.com/xperiaz3/tools/xperia-companion/">Xperia Companion</a><br>
+      For more information, see <a class="external-link"
+      href="https://developer.sony.com/develop/smartphones-and-tablets/android-n-developer-preview/">Try Android N Developer Preview for Xperia Z3</a>.
+    </td>
+  </tr>
+
 </table>
 
 <h3 id="revertDevice">Uninstalling the Preview from a device</h3>
diff --git a/docs/html/preview/features/multi-window.jd b/docs/html/preview/features/multi-window.jd
index 0773b32..fec0168 100644
--- a/docs/html/preview/features/multi-window.jd
+++ b/docs/html/preview/features/multi-window.jd
@@ -138,7 +138,9 @@
   When the user puts an app into multi-window mode, the system notifies the
   activity of a configuration change, as specified in <a href=
   "{@docRoot}guide/topics/resources/runtime-changes.html">Handling Runtime
-  Changes</a>. Essentially, this change has the same activity-lifecycle
+  Changes</a>. This also happens when the user resizes the app, or puts the app
+  back into full-screen mode.
+  Essentially, this change has the same activity-lifecycle
   implications as when the system notifies the app that the device has switched
   from portrait to landscape mode, except that the device dimensions are
   changed instead of just being swapped. As discussed in <a href=
diff --git a/docs/html/preview/support.jd b/docs/html/preview/support.jd
index 4caa6b2..f0da709 100644
--- a/docs/html/preview/support.jd
+++ b/docs/html/preview/support.jd
@@ -23,7 +23,7 @@
     <div class="col-6of12">
       <p>
         <em>Date: April 2016<br>
-        Builds: NPC91K<br>
+        Builds: NPC91K, NPC91O<br>
         Emulator support: x86 &amp; ARM (32/64-bit)<br>
         Google Play services: 8.4</em>
       </p>
@@ -325,7 +325,7 @@
   </dt>
 
   <dd>
-    Playback of Netflix HD content is known to fail on Nexus Player.
+    Playback of Netflix HD content may fail on Nexus Player.
   </dd>
 
   <dd>
diff --git a/docs/html/sdk/sdk_vars.cs b/docs/html/sdk/sdk_vars.cs
index 6e58ddd..f0f25b6 100644
--- a/docs/html/sdk/sdk_vars.cs
+++ b/docs/html/sdk/sdk_vars.cs
@@ -1,27 +1,27 @@
 <?cs
-set:studio.version='2.1.0.9' ?><?cs
-set:studio.release.date='April 26, 2016' ?><?cs
+set:studio.version='2.1.1.0' ?><?cs
+set:studio.release.date='May 11, 2016' ?><?cs
 
 
-set:studio.linux_bundle_download='android-studio-ide-143.2790544-linux.zip' ?><?cs
-set:studio.linux_bundle_bytes='298122012' ?><?cs
-set:studio.linux_bundle_checksum='45dad9b76ad0506c354483aaa67ea0e2468d03a5' ?><?cs
+set:studio.linux_bundle_download='android-studio-ide-143.2821654-linux.zip' ?><?cs
+set:studio.linux_bundle_bytes='298125051' ?><?cs
+set:studio.linux_bundle_checksum='55d69ad2da0068d818718b26ba43550fbcbeb7e9' ?><?cs
 
-set:studio.mac_bundle_download='android-studio-ide-143.2790544-mac.dmg' ?><?cs
-set:studio.mac_bundle_bytes='298589307' ?><?cs
-set:studio.mac_bundle_checksum='d667d93ae2e4e0f3fc1b95743329a46222dbf11d' ?><?cs
+set:studio.mac_bundle_download='android-studio-ide-143.2821654-mac.dmg' ?><?cs
+set:studio.mac_bundle_bytes='298597716' ?><?cs
+set:studio.mac_bundle_checksum='4a7ca7532a95c65ee59ed50193c0e976f0272472' ?><?cs
 
-set:studio.win_bundle_download='android-studio-ide-143.2790544-windows.zip' ?><?cs
-set:studio.win_bundle_bytes='300627540' ?><?cs
-set:studio.win_bundle_checksum='9689ba415e5f09e2dcf5263ea302e7b1d98a8fc6' ?><?cs
+set:studio.win_bundle_download='android-studio-ide-143.2821654-windows.zip' ?><?cs
+set:studio.win_bundle_bytes='300630577' ?><?cs
+set:studio.win_bundle_checksum='9bec4905e40f0ac16ac7fde63a50f3fbc1eec4d9' ?><?cs
 
-set:studio.win_bundle_exe_download='android-studio-bundle-143.2790544-windows.exe' ?><?cs
-set:studio.win_bundle_exe_bytes='1238568304' ?><?cs
-set:studio.win_bundle_exe_checksum='c6abe7980dbb7d1d9887f7341a2942c9e506f891' ?><?cs
+set:studio.win_bundle_exe_download='android-studio-bundle-143.2821654-windows.exe' ?><?cs
+set:studio.win_bundle_exe_bytes='1238569296' ?><?cs
+set:studio.win_bundle_exe_checksum='6f7fcdc30800bd8b3fbd5a14c2b9857243144650' ?><?cs
 
-set:studio.win_notools_exe_download='android-studio-ide-143.2790544-windows.exe' ?><?cs
-set:studio.win_notools_exe_bytes='283804056' ?><?cs
-set:studio.win_notools_exe_checksum='a2065ba737ddcfb96f4921fee6a038278f46d2a7' ?><?cs
+set:studio.win_notools_exe_download='android-studio-ide-143.2821654-windows.exe' ?><?cs
+set:studio.win_notools_exe_bytes='283805040' ?><?cs
+set:studio.win_notools_exe_checksum='d8cb3968814b6155f4effe727baf23b18b9f8360' ?><?cs
 
 
 
diff --git a/docs/html/tools/help/am-allocation.jd b/docs/html/tools/help/am-allocation.jd
new file mode 100644
index 0000000..20570c3
--- /dev/null
+++ b/docs/html/tools/help/am-allocation.jd
@@ -0,0 +1,220 @@
+page.title=Allocation Tracker
+parent.title=Android Monitor
+parent.link=android-monitor.html
+meta.tags="android, performance, profiling, tools, monitor"
+page.tags="android", "performance", "profiling", "tools", "monitor"
+page.metaDescription=Use the Memory Monitor to capture allocation data about your app. The Allocation Tracker displays each method responsible for an allocation, as well as the allocation size and number of instances.
+page.image=tools/help/thumbnails/am_alloctracker.png
+page.article=true
+
+@jd:body
+
+<div id="qv-wrapper">
+<div id="qv">
+  <h2>In this document</h2>
+<ol>
+      <li><a href="#display">Understanding the Allocation Tracker Display</a></li>
+      <li><a href="#alloc-snapshot">Taking and Displaying a Snapshot of Allocation Data</a></li>
+      <li><a href="#alloc-viewing">Viewing a Saved Allocation Tracking File</a></li>
+      <li><a href="#alloc-sorting">Sorting Allocation Data</a></li>
+      <li><a href="#alloc-source">Displaying Java Source</a></li>
+      <li><a href="#alloc-files">Working with Allocation Tracking Files</a></li>
+</ol>
+
+ <h2>See also</h2>
+  <ol>
+    <li><a href="{@docRoot}training/articles/memory.html">Managing Your App's Memory</a></li>
+    <li><a href="{@docRoot}guide/practices/verifying-apps-art.html#GC_Migration">Addressing Garbage Collection Issues</a></li>
+    <li><a href="{@docRoot}tools/debugging/debugging-memory.html">Investigating Your RAM Usage</a></li>
+  </ol>
+
+</div>
+</div>
+
+
+
+
+<p>Android Studio allows you to track memory allocation as it monitors memory use. Tracking memory
+  allocation allows you to monitor where objects are being allocated when you perform certain
+  actions. Knowing these allocations enables you to adjust the method calls related to those actions
+  to optimize app performance and memory use.</p>
+
+<p>The Allocation Tracker does the following:</p>
+<ul>
+<li>Shows when and where your code allocates object types, their size, allocating thread, and stack
+  traces.</li>
+<li>Helps recognize memory churn through recurring allocation/deallocation patterns.</li>
+<li>Helps you track down memory leaks when used in combination with the HPROF Viewer. For example,
+  if you see a bitmap object resident on the heap, you can find its allocation location with
+  Allocation Tracker.</li>
+</ul>
+
+
+<p>However, it takes time and experience to learn to interpret the output from this tool.</p>
+
+<h2 id="display">
+  Understanding the Allocation Tracker Display
+</h2>
+
+<p>
+  The Allocation Tracker looks similar to the following figure:
+</p>
+<img src="{@docRoot}images/tools/am-alloctracker.png" />
+<p>
+
+
+<p>The tool displays the following information: </p>
+
+<table>
+  <tr>
+    <th scope="col">Column</th>
+    <th scope="col">Description</th>
+  </tr>
+
+  <tr>
+    <td><strong>Method</strong></td>
+    <td>The Java method responsible for the allocation.</td>
+  </tr>
+  <tr>
+    <td><strong>Count</strong></td>
+    <td>Total number of instances allocated.</td>
+  </tr>
+  <tr>
+    <td><strong>Size</strong></td>
+    <td>The total amount of allocated memory in bytes.</td>
+  </tr>
+
+</table>
+
+<h2 id="alloc-snapshot">Taking and Displaying a Snapshot of Allocation Data</h2>
+
+<p>To examine allocation data:</p>
+<ol>
+  <li><a href="{@docRoot}tools/help/am-memory.html#displaying">Display a running app in the Memory
+    Monitor</a>.</li>
+<li>Click Start Allocation Tracking
+  <img src="{@docRoot}images/tools/am-ialloctracking.png"
+  style="vertical-align:sub;margin:0;height:17px" alt="Start Allocation Tracking icon" />. </li>
+<li>Click Start Allocation Tracking
+  <img src="{@docRoot}images/tools/am-ialloctracking.png"
+  style="vertical-align:sub;margin:0;height:17px" alt="Start Allocation Tracking icon" /> again to
+  deselect it and end the snapshot. </li>
+
+  <p>The Memory Monitor displays the period when it took the snapshot. In the following
+    figure, you can see the snapshot period, as shown on the left. By comparison, when you dump the
+    Java heap, the Memory Monitor displays just the point where the heap snapshot was taken, as
+    shown on the right.</p>
+    <img src="{@docRoot}images/tools/am-dumpalloc2.png" />
+
+<p>Android Studio creates the heap snapshot file with the
+  filename <code><em>package_yyyy.mm.dd_hh.mm.ss</em>.alloc</code> using the activity package (or
+  project) name, year, month, day,
+  hour, minute, and second of the capture, for example,
+  <code>com.android.calc_2015.11.17_14.58.48.alloc</code>.</p>
+
+  The Allocation Tracker appears.
+</p>
+
+<li>Optionally click the graphic icon <img src="{@docRoot}images/tools/am-igraphic.png"
+style="vertical-align:sub;margin:0;height:17px"
+  alt="graphic icon" /> to display a visual representation of the data.
+  </li>
+
+
+
+
+<li>Select the Group By menu option you want to display: </li>
+<ul>
+<li><strong>Group by Allocator</strong> </li>
+<li><strong>Group by Method</strong></li>
+</ul>
+
+</ol>
+
+
+<h2 id="alloc-viewing">Viewing a Saved Allocation Tracking File</h2>
+<p>After you capture allocation data, Android Studio automatically stores it so
+you can view it again.</p>
+<p>To view an allocation tracking file in the Allocation Tracker:</p>
+
+
+<ol>
+<li>Click
+<img src="{@docRoot}images/tools/am-icaptures.png"
+style="vertical-align:sub;margin:0;height:17px"
+  alt="Captures icon" /> in the main window.</li>
+
+<p>Or select <strong>View</strong> > <strong>Tools Windows</strong> >
+<strong>Captures</strong>.</p>
+<p>The <em>Captures</em> window appears.</p>
+<li>Open the <strong>Allocation Tracking</strong> folder.</li>
+<li>Double-click the file to view it.</li>
+</ol>
+
+<h2 id="alloc-sorting">Sorting Allocation Data</h2>
+
+<p>To sort allocation data:</p>
+<ul>
+<li>In the Allocation Tracker, click a column heading to sort the table by ascending or
+  descending order. </li>
+</ul>
+
+
+<h2 id="alloc-source">Displaying Java Source</h2>
+<p>For some items displayed in the Allocation Tracker, you can view the Java source.</p>
+<p>To display Java source:</p>
+<ul>
+<li>In the Allocation Tracker, right-click a method and then select <strong>Jump to Source</strong>.
+</li>
+<li>In the Allocation Tracker, select a method and then click Jump to Source
+  <img src="{@docRoot}images/tools/am-ijumptosource.png"
+  style="vertical-align:sub;margin:0;height:17px" alt="Jump to Source icon" />. </li>
+</ul>
+
+<p>The source code appears in the Code Editor.</p>
+
+
+<h2 id="alloc-files">Working with Allocation Tracking Files</h2>
+<p>You can rename, locate, and delete an allocation tracking file from within
+Android Studio.</p>
+
+<h3 id="alloc-renaming">Renaming an allocation tracking file</h3>
+
+<p>If you rename a file from within Android Studio, it continues to appear in the <em>Captures</em>
+  window.</p>
+<p>To rename an allocation tracking file:</p>
+<ol>
+<li>In the <em>Captures</em> window, right-click the file and select <strong>Rename</strong>.</li>
+<li>In the <em>Rename</em> dialog, specify the name of the file and click <strong>OK</strong>.</li>
+</ol>
+
+
+<h3 id="alloc-locating">Locating an allocation tracking file</h3>
+<p>You can quickly discover where Android Studio stored allocation tracking files on disk.</p>
+
+
+<p>To locate an allocation tracking file from Android Studio: </p>
+<ul>
+<li>In the <em>Captures</em> window, right-click allocation file and select
+  <strong>Show</strong> or <strong>Reveal</strong>.</li>
+
+<p>Android Studio opens an operating system file browser displaying the location where the file
+  resides.</p>
+</ul>
+
+<p class="note"><strong>Note:</strong> If you move an allocation tracking file, Android Studio
+  no longer displays it in the <em>Captures</em> window. To display the file, use
+  <strong>File</strong>
+  &gt; <strong>Open</strong>. Also, rename the file from the <em>Captures</em>
+  window and not in the operating system file browser. </p>
+
+<h3 id="alloc-deleting">Deleting an allocation tracking file</h3>
+
+
+<p>To delete an allocation tracking file: </p>
+<ul>
+<li>In the <em>Captures</em> window, right-click an allocation tracking file and select
+  <strong>Delete</strong>.</li>
+
+<p>Android Studio deletes the file from the <em>Captures</em> dialog and from disk. </p>
+</ul>
diff --git a/docs/html/tools/help/am-basics.jd b/docs/html/tools/help/am-basics.jd
new file mode 100644
index 0000000..4bacecf
--- /dev/null
+++ b/docs/html/tools/help/am-basics.jd
@@ -0,0 +1,329 @@
+page.title=Android Monitor Basics
+parent.title=Android Monitor
+parent.link=index.html
+page.tags=monitor
+@jd:body
+
+<div id="qv-wrapper">
+<div id="qv">
+  <h2>In this document</h2>
+<ol>
+  <li><a href="#byb">Prerequisites and Dependencies</a></li>
+  <li><a href="#displaying">Displaying Android Monitor</a></li>
+  <li><a href="#profiling">Profiling a Running App in Android Monitor</a></li>
+  <li><a href="#switching">Switching between Devices and Apps</a></li>
+  <li><a href="#rearranging">Rearranging Android Monitor Windows</a></li>
+  <li><a href="#terminating">Terminating an App</a></li>
+  <li><a href="#removing">Removing an App from a Device</a></li>
+  <li><a href="#other">Using Other Main Window Features</a></li>
+</ol>
+
+
+
+
+
+</div>
+</div>
+
+<p>
+  Android Monitor has a main window that contains the logcat, Memory, CPU, GPU, and Network
+  Monitors. From this window, you can select a device and app process to work with, terminate an
+  app, collect <code>dumpsys</code> system information, and create screenshots and videos of the
+  running app.
+</p>
+
+
+<h2 id="byb">
+   Prerequisites and Dependencies
+</h2>
+
+<p>
+   Before you start using Android Monitor, you need to set up your environment, as well as the
+   hardware device or emulator. All of the monitors require the following:
+</p>
+    <ul>
+      <li>If you want to run your app on a hardware device (as opposed to the emulator), connect it
+        to the USB port. Make sure your development computer
+        <a href="{@docRoot}tools/device.html#setting-up">detects your device</a>, which often
+        happens automatically when you connect it.
+  </li>
+      <li>Enable ADB integration by selecting <strong>Tools</strong> &gt; <strong>Android</strong>
+        &gt; <strong>Enable ADB Integration</strong>. <strong>Enable ADB Integration</strong>
+        should have a check mark next to it in the menu to indicate it's enabled.
+      </li>
+  <li>
+    <a href="{@docRoot}tools/help/monitor.html">Android Device Monitor</a> can’t be running.
+  </li>
+    </ul>
+
+  <p>
+   All but the logcat Monitor have these additional requirements:
+</p>
+<ul>
+  <li>
+    <a href="{@docRoot}tools/device.html#device-developer-options">Enable</a> <strong><a href=
+    "{@docRoot}tools/device.html#device-developer-options">USB debugging</a></strong> in
+    <strong>Developer Options</strong> on the device or emulator.
+  </li>
+
+  <li>In your app, set the <code>debuggable</code> property to <code>true</code> in the manifest or
+  <code>build.gradle</code> file (it’s initially set by default).
+  </li>
+</ul>
+
+
+<p>
+   The GPU Monitor has this requirement as well:
+</p>
+<ul>
+  <li>For Android 5.0 (API level 21) and Android 5.1 (API level 22), in <strong>Developer
+  Options</strong> on the device or emulator, set <strong>Profile GPU rendering</strong> to
+  <strong>In adb shell dumpsys gfxinfo</strong>.
+  </li>
+</ul>
+<p>
+   The Network Monitor and the Video Capture tool work with a hardware device
+   only, not the emulator.
+</p>
+
+
+
+<h2 id="displaying">
+  Displaying Android Monitor
+</h2>
+
+<p>
+  Android Monitor is integrated into the Android Studio main window:
+</p>
+
+<ul>
+  <li>To display Android Monitor, click <img src="{@docRoot}images/tools/am-icon.png"
+    style="vertical-align:sub;margin:0;height:17px" alt="Android Monitor icon" />,
+    which by default is at the bottom of the main window.
+  </li>
+
+  <li>To hide Android Monitor, click <img src="{@docRoot}images/tools/am-icon.png"
+    style="vertical-align:sub;margin:0;height:17px" alt="Android Monitor icon" /> again.
+  </li>
+  <li>Or select <strong>View</strong> > <strong>Tool Windows</strong> >
+  <strong>Android Monitor</strong>.</li>
+</ul>
+ <p class="note">
+      <strong>Note:</strong> If you don't see the sidebar buttons, you can
+      display them by selecting <strong>View</strong> >
+      <strong>Tool Buttons</strong>.
+    </p>
+<p>
+  Android Monitor looks like the following figure:
+</p>
+<img src="{@docRoot}images/tools/am-androidmon2.png" style="vertical-align:sub;margin:0" />
+
+<h2 id="profiling">
+  Profiling a Running App in Android Monitor
+</h2>
+
+<p>
+  After you've met the prerequisites and optionally connected a hardware device, you're ready
+  to profile an app in Android Monitor:
+</p>
+
+<ol>
+
+  <li>Open an app project and <a href=
+  "{@docRoot}tools/building/building-studio.html#RunningApp">run the app</a> on a device or
+  emulator.
+  </li>
+
+  <li>Display Android Monitor and click the tab for the monitor you want to view.
+  </li>
+  <li>Follow the instructions about using the monitor:
+  </li>
+    <ul>
+      <li><a href="{@docRoot}tools/help/am-logcat.html">logcat Monitor</a>
+      </li>
+
+      <li><a href="{@docRoot}tools/help/am-memory.html">Memory Monitor</a>
+      </li>
+
+      <li><a href="{@docRoot}tools/help/am-cpu.html">CPU Monitor</a>
+      </li>
+
+      <li><a href="{@docRoot}tools/help/am-gpu.html">GPU Monitor</a>
+      </li>
+
+      <li>
+        <a href="{@docRoot}tools/help/am-network.html">Network Monitor</a>
+      </li>
+    </ul>
+</ol>
+    <h2 id="switching">
+      Switching between Devices and Apps
+    </h2>
+
+    <p>
+      By default, Android Monitor displays data for your most recently run app. You can switch to
+      another device and app as needed. In addition to currently running apps, you can view
+      information about apps that are no longer running so you can continue to see any information
+      about them that you gathered previously.
+    </p>
+
+    <p>
+      At the top of the Android Monitor main window are two menus listing devices and processes. To
+      switch to another device, process, or both:
+    </p>
+
+    <ol>
+      <li>Select the device or emulator.
+      </li>
+
+    <p>
+      The Device menu lists the devices and emulators that are running or have run during your
+      current session. There are various status messages that can appear in the Device menu:
+    </p>
+
+    <ul>
+      <li>
+        <strong>DISCONNECTED</strong> - You closed an emulator or unplugged a device from the
+        computer.
+      </li>
+
+      <li>
+        <strong>UNAUTHORIZED</strong> - A device needs you to accept the incoming computer
+        connection. For example, if the connected device displays an <em>Allow USB Debugging</em>
+        dialog, click <strong>OK</strong> to allow the connection.
+      </li>
+
+      <li>
+        <strong>OFFLINE</strong> - Android Monitor can’t communicate with a device, even though it
+        has detected that device.
+      </li>
+    </ul>
+
+  <li>Select the process.
+  </li>
+  <p>
+  The Process menu lists the processes that are running or have run during your current session. If
+  a process is no longer running, the menu displays a status of <strong>DEAD</strong>.
+</p>
+</ol>
+
+
+
+
+<h2 id="rearranging">
+  Rearranging Android Monitor Windows
+</h2>
+
+<p>
+  You can rearrange the Android Monitor windows for optimal viewing during your
+  tests:
+</p>
+<ul>
+  <li>To move a monitor up or down, click Move Monitor Up
+  <img src="{@docRoot}images/tools/am-imoveup.png" style="vertical-align:sub;margin:0;height:17px"
+    alt="Move Monitor Up icon" /> or Move Monitor Down
+    <img src="{@docRoot}images/tools/am-imovedown.png" style="vertical-align:sub;margin:0;height:17px"
+    alt="Move Monitor Down icon" />.
+  </li>
+  <li>To minimize or maximize a monitor, click Minimize Monitor
+  <img src="{@docRoot}images/tools/am-iminimize.png" style="vertical-align:sub;margin:0;height:17px"
+    alt="Minimize Monitor icon" />
+    or Maximize Monitor
+    <img src="{@docRoot}images/tools/am-imaximize.png" style="vertical-align:sub;margin:0;height:17px"
+    alt="Maximize Monitor icon" />.
+  </li>
+</ul>
+
+<p>
+  To rearrange the <strong>logcat</strong> and <strong>Monitors</strong> tabs:
+</p>
+<ul>
+  <li>To reorder the logcat or monitor group, move the tabs back and forth.
+  </li>
+
+  <li>To move the logcat or monitor group to a standalone window, drag a tab
+  to a different location on the screen. Or, select
+  <img src="{@docRoot}images/tools/am-igear.png" style="vertical-align:sub;margin:0;height:17px"
+  alt="Gear menu icon" /> &gt; <strong>Floating Mode</strong>.
+  </li>
+
+
+  <li>To dock a standalone window, drag it to the Android Monitor
+  tab area.</li>
+
+
+  <li>To combine the logcat and monitor group displays together, drag a tab and
+  move it onto another monitor.
+  </li>
+
+  <li>To hide a tab, click the
+    <img src="{@docRoot}images/tools/am-ihide.png" style="vertical-align:sub;margin:0;height:17px"
+    alt="Hide icon" /> icon. To make it reappear, click Restore Monitors View
+    <img src="{@docRoot}images/tools/am-imaximize.png" style="vertical-align:sub;margin:0;height:17px"
+    alt="Restore Monitors View icon" />
+    or the Restore logcat View
+    <img src="{@docRoot}images/tools/am-imaxlogcat.png" style="vertical-align:sub;margin:0;height:17px"
+    alt="Restore logcat View icon" />
+    on the far right of the row of tabs.
+  </li>
+</ul>
+
+<h2 id="terminating">
+  Terminating an App
+</h2>
+
+<p>
+  To stop an app you’ve run from Android Studio:
+</p>
+
+<ol>
+  <li>
+    <a href="#switching">Select the device and the process</a> in the Android Monitor
+    menus, if needed.
+  </li>
+
+  <li>Click Terminate Application <img src="{@docRoot}images/tools/am-iterminate.png"
+    style="vertical-align:sub;margin:0;height:17px" alt="Terminate App icon" />.
+  </li>
+
+
+<p>
+  The process status changes to <strong>DEAD</strong> in the Processes menu. The emulator or device
+  continues to run, but the app closes. Any running monitors in Android Monitor stop.
+</p>
+</ol>
+
+<h2 id="removing">
+  Removing an App from a Device
+</h2>
+
+<p>
+  To remove an app from a device you use for development, use the normal uninstall procedure on the
+  device.
+</p>
+
+<p>
+  If you run a new version of an app from Android Studio that’s been already installed on a
+  hardware device, the device displays an <em>Application Installation Failed</em> dialog. Click
+  <strong>OK</strong> to install the new version of the app.
+</p>
+
+<h2 id="other">
+  Using Other Main Window Features
+</h2>
+<p>
+  From the Android Monitor main window, you can also do the following:
+</p>
+
+<ul>
+  <li>
+    <a href="{@docRoot}tools/help/am-sysinfo.html">Examine <code>dumpsys</code> system information</a>.
+  </li>
+  <li>
+    <a href="{@docRoot}tools/help/am-screenshot.html">Take a screen capture of the device</a>.
+  </li>
+  <li>
+    <a href="{@docRoot}tools/help/am-video.html">Record a video from the screen</a>.
+  </li>
+</ul>
+
diff --git a/docs/html/tools/help/am-cpu.jd b/docs/html/tools/help/am-cpu.jd
index 62b3590..420d6f8 100644
--- a/docs/html/tools/help/am-cpu.jd
+++ b/docs/html/tools/help/am-cpu.jd
@@ -1,7 +1,12 @@
 page.title=CPU Monitor
 parent.title=Android Monitor
 parent.link=android-monitor.html
-page.tags=monitor
+meta.tags="android, performance, profiling, tools, monitor"
+page.tags="android", "performance", "profiling", "tools", "monitor"
+page.metaDescription=Use the CPU Monitor to display CPU usage in real time and the percentage of total CPU time (including all cores) used in user and kernel mode.
+page.image=tools/help/thumbnails/am-cpumon.png
+page.article=true
+
 @jd:body
 
 <div id="qv-wrapper">
@@ -9,63 +14,9 @@
   <h2>In this document</h2>
 <ol>
   <li><a href="#running">Displaying a Running App in the CPU Monitor</a></li>
-  <li><a href="#trace">Performing a Method Trace in the CPU Monitor</a></li>
-  <li><a href="#viewtrace">Viewing a Saved Method Trace</a></li>
-  <li><a href="#sorttrace">Sorting Method Trace Data</a></li>
-  <li><a href="#renametrace">Renaming a Method Trace File</a></li>
-  <li><a href="#locatetrace">Locating a Method Trace File on Disk</a></li>
-  <li><a href="#deletetrace">Deleting a Method Trace File</a></li>
+  <li><a href="#snapshot">Recording Call Stack Changes</a></li>
 </ol>
 
- <h2>See also</h2>
-  <ol>
-    <li>
-        <a href="{@docRoot}tools/help/android-monitor.html">Android Monitor</a>
-      </li>
-    <li><a href="{@docRoot}tools/help/am-logcat.html">logcat Monitor</a>
-      </li>
-
-      <li><a href="{@docRoot}tools/help/am-memory.html">Memory Monitor</a>
-      </li>
-
-      <li><a href="{@docRoot}tools/help/am-gpu.html">GPU Monitor</a>
-      </li>
-
-      <li>
-        <a href="{@docRoot}tools/help/am-network.html">Network Monitor</a>
-      </li>
-  </ol>
-
-
-<h2>
-  Dependencies and Prerequisites
-</h2>
-
-<ul>
-  <li>Make sure your development computer detects your hardware device, which often happens
-  automatically when you connect it to a USB port.
-  </li>
-
-  <li>
-    <a href="{@docRoot}tools/device.html#device-developer-options">Enable</a> <strong><a href=
-    "{@docRoot}tools/device.html#device-developer-options">USB debugging</a></strong> in
-    <strong>Developer Options</strong> on the device or emulator.
-  </li>
-
-  <li>In your app, set the <code>debuggable</code> property to <code>true</code> in the manifest or
-  <code>build.gradle</code> file (it’s initially set by default).
-  </li>
-
-<li>Enable ADB integration through <strong>Tools</strong> &gt; <strong>Android</strong> &gt;
-  <strong>Enable ADB Integration</strong>.
-  </li>
-
-  <li>
-    <a href="{@docRoot}tools/help/monitor.html">Android Device Monitor</a> can’t be running.
-  </li>
-
-</ul>
-
 </div>
 </div>
 
@@ -73,253 +24,66 @@
 <p>
   The CPU Monitor lets you easily monitor the central processing unit (CPU) usage of your app. It
   displays CPU usage in real time and displays the percentage of total CPU time (including all cores)
-  used by user and kernel mode. In user mode, the code must use system APIs to access hardware or
-  memory, and crashes are usually recoverable. In kernel mode, the code can directly access
-  hardware, including memory addresses; crashes halt the device.
+  used in user and kernel mode. In user mode, the code must use system APIs to access hardware or
+  memory, has access to virtual memory addresses only, and crashes are usually
+  recoverable. In kernel mode, the code can directly access
+  hardware, including physical memory addresses; crashes halt the device.
 </p>
 
+
 <h2 id="running">
   Displaying a Running App in the CPU Monitor
 </h2>
 
 <p>
-  Follow these steps:
+  To display an app running on a particular device or emulator in the CPU Monitor:
 </p>
 
 <ol>
-  <li>Optionally connect a hardware device.
+  <li>Meet the <a href=
+  "{@docRoot}tools/help/am-basics.html#byb">prerequisites and dependencies</a>.
   </li>
-
-  <li>
-    <a href="{@docRoot}tools/help/android-monitor.html#displaying">Display Android Monitor</a>.
+ <li>Open an app project.
   </li>
-
-  <li>Click the <strong>CPU</strong> tab.
-  </li>
-
-  <li>Open an app project and <a href=
-  "{@docRoot}tools/building/building-studio.html#RunningApp">run it</a> on a hardware device or
+  <li><a href=
+  "{@docRoot}tools/building/building-studio.html#RunningApp">Run the app</a> on a hardware device or
   emulator.
   </li>
+  <li>
+    <a href="{@docRoot}tools/help/am-basics.html#displaying">Display Android Monitor</a>.
+  </li>
+  <li>Click the <strong>Monitors</strong> tab and <a href=
+  "{@docRoot}tools/help/am-basics.html#rearranging">display the CPU Monitor</a>.
+  </li>
+
 
   <li>Enable the CPU Monitor by clicking Pause <img src="{@docRoot}images/tools/am-ipause.png"
-    style="vertical-align:sub;margin:0;height:17px" alt="Pause icon" /> to deselect
-  it.
+    style="vertical-align:sub;margin:0;height:17px" alt="Pause icon" /> to deselect it.
   </li>
 
+
 <p>
   The CPU Monitor starts to display any CPU usage.
   In the graph, the y-axis displays the percentage of CPU used. The x-axis records the time elapsed
   and starts with seconds, and then minutes and seconds, and so on.
 </p>
-<img src="{@docRoot}images/tools/am-cpumon.png" style="vertical-align:sub;margin:0;width:450px" />
+<img src="{@docRoot}images/tools/am-cpumon2.png" style="vertical-align:sub;margin:0" />
   <li>To stop the CPU Monitor, click Pause <img src="{@docRoot}images/tools/am-ipause.png"
     style="vertical-align:sub;margin:0;height:17px" alt="Pause icon" /> again to select
   it.
   </li>
 </ol>
 
-
-<h2 id="trace">
-  Performing a Method Trace in the CPU Monitor
+<h2 id="snapshot">
+  Recording Call Stack Changes
 </h2>
 
 <p>
-  Follow these steps:
-</p>
-
-<ol>
-  <li>
-    <a href="{@docRoot}tools/help/android-monitor.html#displaying">Display a running app in the CPU
-    Monitor</a>.
-  </li>
-
-  <li>Start a trace by clicking Start Method Tracing <img src="{@docRoot}images/tools/am-imethodtrace.png"
-    style="vertical-align:sub;margin:0;height:17px" alt="Start Method Tracing icon" /> to
-  select it.
-  </li>
-
-  <li>To stop the trace, click Stop Method Tracing <img src="{@docRoot}images/tools/am-imethodtrace.png"
-    style="vertical-align:sub;margin:0;height:17px" alt="Stop Method Tracing icon" /> to
-  deselect it.
-  </li>
-
-<p>
-  The method trace appears in the Code Editor area:
-</p>
-<img src="{@docRoot}images/tools/am-methodtrace.png" alt="Method Trace" />
-<p>
-  Android Studio creates the method trace file
-  with the filename <code>Trace_<em>yyyy.mm.dd_hh.mm.ss</em>.trace</code>
-  using the year, month, day, hour, minute, and second of the capture, for example,
-  <code>Trace_2015.11.17_14.58.48.trace</code>.
-</p>
-  <li>Specify display options:
-    <ul>
-      <li>Select a <strong>Thread</strong>.
-      </li>
-
-      <li>Select an <strong>x-axis</strong> time for the graphic and the method list:
-      </li>
-
-        <ul>
-          <li>
-            <strong>Wall Clock Time</strong> - Total CPU time elapsed between the method call and
-            return.
-          </li>
-
-          <li>
-            <strong>Thread Time</strong> - Total time during which the JRE scheduled the
-            thread during call processing. It’s less than or equal to the Wall Clock Time: less if
-            the JRE interrupted the thread, and equal if it didn’t.
-            The thread might not run continuously; when it’s not executing, that time is excluded.
-            If threads are interrupted often and it’s not by design, the interruptions affect app
-            performance. However, an example of a by-design use is synchronous operations that take
-            a long time, such as file transfers and reads from disk, where the method could be the
-            asynchronous wrapper for the synchronous reader.
-          </li>
-       </ul>
-
-        <li>
-          Optionally select <strong>Color by inclusive time</strong>.
-        </li>
-        </ul>
-
-        <p>
-          The display shows the following information:
-        </p>
-<table>
-  <tr>
-    <th scope="col">Field</th>
-    <th scope="col">Description</th>
-  </tr>
-
-  <tr>
-    <td><strong>Name</strong></td>
-    <td>The name of the method.</td>
-  </tr>
-
-  <tr>
-    <td><strong>Invocation Count</strong></td>
-    <td>How many times the method was called.</td>
-  </tr>
-
-  <tr>
-    <td><strong>Inclusive Time (microseconds)</strong></td>
-    <td>Time spent in the method and all of its children, either wall clock or thread time,
-          depending on your selection in the <strong>x-axis</strong> menu.</td>
-  </tr>
-
-  <tr>
-    <td><strong>Exclusive Time (microseconds)</strong></td>
-    <td>Time spent just in the method (excluding time spent in its children), either wall clock
-          or thread time, depending on your selection in the <strong>x-axis</strong> menu.</td>
-  </tr>
-</table>
-<p class="note"><strong>Note:</strong> Running the method trace significantly affects CPU timings.
-  Use the method trace to understand the flow of the program, but not for performance timings.</p>
-        <p>
-          The graphic represents the wall clock or thread time for each method. Hover the cursor
-          over the display to receive information about the method. This information also appears
-          in the table.
-        </p>
-</ol>
-        <h2 id="viewtrace">
-          Viewing a Saved Method Trace
-        </h2>
-
-        <p>
-          After you do a method trace, Android Studio automatically stores it so you can view it
-          again. To examine the trace, follow these steps:
-        </p>
-
-        <ol>
-          <li>Click <strong>Captures</strong> in the main window.
-          </li>
-
-        <p>
-          The <em>Captures</em> window appears.
-        </p>
-
-      <li>Open the <strong>Methods Tracing</strong> folder.
-      </li>
-
-      <li>Double-click the file to view it.
-      </li>
-</ol>
-
-<h2 id="sorttrace">
-  Sorting Method Trace Data
-</h2>
-
-<p>
-  You can sort the data by method name, count, inclusive time, and exclusive time. Follow this step:
-</p>
-
-
-<ul>
-  <li>Click a column heading to sort the table by ascending or descending order.
-  </li>
-</ul>
-
-<h2 id="renametrace">
-  Renaming a Method Trace File
-</h2>
-
-<p>
-  Rename a method trace file from within Android Studio so it
-  continues to appear in the <em>Captures</em> window. Follow these steps:
-</p>
-
-<ol>
-  <li>In the <em>Captures</em> window, right-click the file and select <strong>Rename</strong>.
-  </li>
-
-  <li>In the dialog, specify the name of the file and click <strong>OK</strong>.
-  </li>
-</ol>
-
-<h2 id="locatetrace">
-  Locating a Method Trace File on Disk
-</h2>
-
-<p>
-  You can quickly discover where Android Studio stored method trace files on disk. Follow this step:
+  You can capture a record of the changes on the call stack during a particular
+  time period while the CPU Monitor is running. For more information, see
+  <a href="{@docRoot}tools/help/am-methodtrace.html">Method Trace</a>.
 </p>
 
 
 
-<ul>
-  <li>In the <em>Captures</em> window, right-click a method trace file and select <strong>Show in
-  files</strong>.
-  </li>
 
-<p>
-  Android Studio opens an operating system file browser displaying the location where the file
-  resides.
-</p>
-</ul>
-<p class="note">
-  <strong>Note:</strong> If you move a method trace file, Android Studio no longer displays the file
-  in the <em>Captures</em> window. To display it, use <strong>File</strong> &gt;
-  <strong>Open</strong>. Also, rename a file from the <em>Captures</em>
-  window and not in the operating system file browser.
-</p>
-
-<h2 id="deletetrace">
-  Deleting a Method Trace File
-</h2>
-
-<p>
-  Follow this step in Android Studio:
-</p>
-
-<ul>
-  <li>In the <em>Captures</em> window, right-click a method trace file and select
-  <strong>Delete</strong>.
-  </li>
-</ul>
-
-<p>
-  Android Studio deletes the file from the <em>Captures</em> dialog and from disk.
-</p>
\ No newline at end of file
diff --git a/docs/html/tools/help/am-gpu.jd b/docs/html/tools/help/am-gpu.jd
index a244b22..fb140ad 100644
--- a/docs/html/tools/help/am-gpu.jd
+++ b/docs/html/tools/help/am-gpu.jd
@@ -1,7 +1,12 @@
 page.title=GPU Monitor
 parent.title=Android Monitor
 parent.link=android-monitor.html
-page.tags=monitor
+meta.tags="android, performance, profiling, tools, monitor"
+page.tags="android", "performance", "profiling", "tools", "monitor"
+page.metaDescription=Use the GPU Monitor for a visual representation of how much time it takes to render the frames of a UI window. Use this information to optimize the code that displays graphics and conserve memory.
+page.image=tools/help/thumbnails/am-gpumon.png
+page.article=true
+
 @jd:body
 
 <div id="qv-wrapper">
@@ -11,59 +16,6 @@
   <li><a href="#running">Displaying a Running App in the GPU Monitor</a></li>
 </ol>
 
- <h2>See also</h2>
-  <ol>
-    <li>
-        <a href="{@docRoot}tools/help/android-monitor.html">Android Monitor</a>
-      </li>
-    <li><a href="{@docRoot}tools/help/am-logcat.html">logcat Monitor</a>
-      </li>
-
-      <li><a href="{@docRoot}tools/help/am-memory.html">Memory Monitor</a>
-      </li>
-
-      <li><a href="{@docRoot}tools/help/am-cpu.html">CPU Monitor</a>
-      </li>
-
-      <li>
-        <a href="{@docRoot}tools/help/am-network.html">Network Monitor</a>
-      </li>
-  </ol>
-
-<h2>
-  Dependencies and Prerequisites
-</h2>
-
-<ul>
-  <li>Make sure your development computer detects your hardware device, which often happens
-  automatically when you connect it to a USB port.
-  </li>
-
-  <li>
-    <a href="{@docRoot}tools/device.html#device-developer-options">Enable</a> <strong><a href=
-    "{@docRoot}tools/device.html#device-developer-options">USB debugging</a></strong> in
-    <strong>Developer Options</strong> on the device or emulator.
-  </li>
-
-  <li>For Android 5.0 (API level 21) and Android 5.1 (API level 22), in <strong>Developer
-  Options</strong> on the device or emulator, set <strong>Profile GPU rendering</strong> to
-  <strong>In adb shell dumpsys gfxinfo</strong>.
-  </li>
-
-  <li>In your app, set the <code>debuggable</code> property to <code>true</code> in the manifest or
-  <code>build.gradle</code> file (it’s initially set by default).
-  </li>
-
-
-  <li>Enable ADB integration through <strong>Tools</strong> &gt; <strong>Android</strong> &gt;
-  <strong>Enable ADB Integration</strong>.
-  </li>
-
-   <li>
-    <a href="{@docRoot}tools/help/monitor.html">Android Device Monitor</a> can’t be running.
-  </li>
-</ul>
-
 </div>
 </div>
 
@@ -96,33 +48,34 @@
 </h2>
 
 <p>
-  Follow these steps:
+  To display an app running on a particular device or emulator in the GPU Monitor:
 </p>
 
 <ol>
-  <li>Optionally connect a hardware device.
+  <li>Meet the <a href=
+  "{@docRoot}tools/help/am-basics.html#byb">prerequisites and dependencies</a>.
   </li>
-
-  <li>
-    <a href="{@docRoot}tools/help/android-monitor.html#displaying">Display Android Monitor</a>.
+ <li>Open an app project.
   </li>
-
-  <li>Click the <strong>GPU</strong> tab.
-  </li>
-
-  <li>Open an app project and <a href=
-  "{@docRoot}tools/building/building-studio.html#RunningApp">run it</a> on a hardware device or
+  <li><a href=
+  "{@docRoot}tools/building/building-studio.html#RunningApp">Run the app</a> on a hardware device or
   emulator.
   </li>
+  <li>
+    <a href="{@docRoot}tools/help/am-basics.html#displaying">Display Android Monitor</a>.
+  </li>
+  <li>Click the <strong>Monitors</strong> tab and <a href=
+  "{@docRoot}tools/help/am-basics.html#rearranging">display the GPU Monitor</a>.
+  </li>
 
-  <li>Enable the GPU Monitor by clicking Pause <img src="{@docRoot}images/tools/am-ipause.png" style="vertical-align:sub;margin:0;height:17px" alt="Pause icon" /> to deselect
-  it.
+  <li>Enable the GPU Monitor by clicking Pause <img src="{@docRoot}images/tools/am-ipause.png"
+    style="vertical-align:sub;margin:0;height:17px" alt="Pause icon" /> to deselect it.
   </li>
 
   <p>
   Any GPU usage begins to appear in the GPU Monitor:
 </p>
-  <img src="{@docRoot}images/tools/am-gpumon.png" style="vertical-align:sub;margin:0;width:450px" />
+  <img src="{@docRoot}images/tools/am-gpumon2.png" style="vertical-align:sub;margin:0" />
 
 <p>
   The y-axis is the amount of time it takes the GPU to execute, process, prepare, and draw frames,
diff --git a/docs/html/tools/help/am-hprof.jd b/docs/html/tools/help/am-hprof.jd
new file mode 100644
index 0000000..1eef6ab
--- /dev/null
+++ b/docs/html/tools/help/am-hprof.jd
@@ -0,0 +1,355 @@
+page.title=HPROF Viewer and Analyzer
+parent.title=Android Monitor
+parent.link=android-monitor.html
+meta.tags="android, performance, profiling, tools, monitor"
+page.tags="android", "performance", "profiling", "tools", "monitor"
+page.metaDescription=Use the Memory Monitor to dump the Java heap to an HPROF file. The HPROF Viewer displays classes, instances of each class, and a reference tree to help you track memory usage and find memory leaks.
+page.image=tools/help/thumbnails/am_hprofviewer.png
+page.article=true
+
+@jd:body
+
+<div id="qv-wrapper">
+<div id="qv">
+  <h2>In this document</h2>
+<ol>
+      <li><a href="#why">Why Look at the Java Heap?</a></li>
+      <li><a href="#display">Understanding the HPROF Viewer Display</a></li>
+      <li><a href="#hprof-snapshot">Taking a Snapshot of the Java Heap</a></li>
+      <li><a href="#hprof-viewing">Viewing a Saved HPROF File</a></li>
+      <li><a href="#hprof-diving">Diving into Heap Dump Data in the HPROF Viewer</a></li>
+      <li><a href="#hprof-analyzing">Analyzing Heap Dump Data in the HPROF Analyzer</a></li>
+      <li><a href="#hprof-sorting">Sorting Heap Dump Data</a></li>
+      <li><a href="#hprof-source">Displaying Java Source</a></li>
+      <li><a href="#hprof-files">Working with HPROF Files</a></li>
+
+</ol>
+
+ <h2>See also</h2>
+  <ol>
+    <li><a href="{@docRoot}training/articles/memory.html">Managing Your App's Memory</a></li>
+    <li><a href="{@docRoot}guide/practices/verifying-apps-art.html#GC_Migration">Addressing Garbage Collection Issues</a></li>
+    <li><a href="{@docRoot}tools/debugging/debugging-memory.html">Investigating Your RAM Usage</a></li>
+  </ol>
+
+</div>
+</div>
+
+
+<p>
+  When you're monitoring memory usage in the Memory Monitor you can, at the same time, dump a
+  snapshot of the Java heap to an Android-specific Heap/CPU Profiling (HPROF) file. The HPROF Viewer
+  displays classes, instances of each class, and a reference tree to help you track memory usage
+  and find memory leaks. HPROF is a binary heap dump format originally supported by J2SE.
+</p>
+<h2 id="why">
+  Why Look at the Java Heap?
+</h2>
+<p>The Java heap display does the following:</p>
+
+<ul>
+  <li>Shows snapshots of a number of objects allocated by type.
+  </li>
+
+  <li>Samples data every time a garbage collection event occurs naturally or is triggered by you.
+  </li>
+
+  <li>Helps identify which object types might be involved in memory leaks.
+  </li>
+</ul>
+
+<p>
+  However, you have to look for changes over time yourself by tracking what's happening in the
+  graph.
+</p>
+
+<p>
+  The HPROF Analyzer finds the following potential issues:
+</p>
+
+<ul>
+  <li>All destroyed activity instances that are reachable from garbage collection roots.
+  </li>
+
+  <li>Where the target program has strings that repeat values.
+  </li>
+</ul>
+
+<p>
+  A dominator is at the top of a tree. If you remove it, you also remove the branches of the tree
+  it dominates, so it’s a potential way to free memory.
+</p>
+
+<h2 id="display">
+  Understanding the HPROF Viewer Display
+</h2>
+
+<p>
+  The HPROF Viewer looks similar to the following figure:
+</p>
+<img src="{@docRoot}images/tools/am-hprofviewer.png" />
+<p>
+  The tool displays the following information:
+</p>
+
+<table>
+  <tr>
+    <th scope="col">Column</th>
+    <th scope="col">Description</th>
+  </tr>
+
+  <tr>
+    <td><strong>Class Name</strong></td>
+    <td>The Java class responsible for the memory.</td>
+  </tr>
+
+  <tr>
+    <td><strong>Total Count</strong></td>
+    <td>Total number of instances outstanding.</td>
+  </tr>
+  <tr>
+    <td><strong>Heap Count</strong></td>
+    <td>Number of instances in the selected heap.</td>
+  </tr>
+  <tr>
+    <td><strong>Sizeof</strong></td>
+    <td>Size of the instances (currently, 0 if the size is variable).</td>
+  </tr>
+  <tr>
+    <td><strong>Shallow Size</strong></td>
+    <td>Total size of all instances in this heap.</td>
+  </tr>
+  <tr>
+    <td><strong>Retained Size</strong></td>
+    <td>Size of memory that all instances of this class is dominating.</td>
+  </tr>
+  <tr>
+    <td><strong>Instance</strong></td>
+    <td>A specific instance of the class.</td>
+  </tr>
+  <tr>
+    <td><strong>Reference Tree</strong></td>
+    <td>References that point to the selected instance, as well as references pointing to the
+      references.</td>
+  </tr>
+  <tr>
+    <td><strong>Depth</strong></td>
+    <td>The shortest number of hops from any GC root to the selected instance.</td>
+  </tr>
+  <tr>
+    <td><strong>Shallow Size</strong></td>
+    <td>Size of this instance.</td>
+  </tr>
+  <tr>
+    <td><strong>Dominating Size</strong></td>
+    <td>Size of memory that this instance is dominating.</td>
+  </tr>
+</table>
+
+<p>If you click <strong>Capture Analysis</strong>, the HPROF Analyzer appears: </p>
+<img src="{@docRoot}images/tools/am-hprofanalyzer.png" />
+<p>You can detect leaked activities and find duplicate strings with the HPROF Analyzer.</p>
+
+<h2 id="hprof-snapshot">
+  Taking and Displaying a Snapshot of the Java Heap
+</h2>
+
+<p>
+  To examine a snapshot of the Java heap:
+</p>
+
+<ol>
+  <li><a href="{@docRoot}tools/help/am-memory.html#displaying">Display a running app in the Memory
+    Monitor</a>.</li>
+  <li>Click Dump Java Heap
+    <img src="{@docRoot}images/tools/am-idump.png"
+    style="vertical-align:sub;margin:0;height:17px" alt="Dump Java Heap icon" />.
+  </li>
+
+
+<p>
+  When the icon on the Memory Monitor display changes from
+  <img src="{@docRoot}images/tools/am-idumpstart.png"
+  style="vertical-align:sub;margin:0;height:17px" alt="Dump Java Heap Start icon" /> to
+  <img src="{@docRoot}images/tools/am-idumpend.png" style="vertical-align:sub;margin:0;height:17px"
+  alt="Dump Java Heap End icon" />, the file is ready. Android Studio creates the heap snapshot
+  file with the
+  filename <code><em>package_yyyy.mm.dd_hh.mm.ss</em>.hprof</code> using
+  the activity package (or project) name, year, month, day, hour, minute, and second of the
+  capture, for example,
+  <code>com.android.calc_2015.11.17_14.58.48.hprof</code>.
+</p>
+<p>
+  The HPROF Viewer appears.
+</p>
+</ol>
+
+<h2 id="hprof-viewing">Viewing a Saved HPROF File</h2>
+<p>After you do a heap dump, Android Studio automatically stores it so you can view it again.
+ </p>
+ <p>To view an HPROF file in the HPROF Viewer:</p>
+
+<ol>
+<li>Click
+<img src="{@docRoot}images/tools/am-icaptures.png"
+style="vertical-align:sub;margin:0;height:17px"
+  alt="Captures icon" /> in the main window.</li>
+<p>Or select <strong>View</strong> > <strong>Tools Windows</strong> >
+<strong>Captures</strong>.</p>
+<p>The <em>Captures</em> window appears.</p>
+<li>Open the <strong>Heap Snapshot</strong> folder.</li>
+
+
+  <li>Double-click the file to view it in the HPROF Viewer.
+  </li>
+<p>
+  The HPROF Viewer appears.
+</p>
+
+
+  <li>Select the Heap menu option you want to display:
+    <ul>
+      <li>
+        <strong>App heap</strong> - The heap used by the current app.
+      </li>
+
+      <li><strong>Image heap</strong> - The memory mapped copy of the
+      current app on disk.
+      </li>
+
+
+  <li>
+    <strong>Zygote heap</strong> - The common set of libraries and runtime classes and data that
+    all apps are forked
+    from. The zygote space is created during device startup and is never allocated into.
+  </li>
+
+    </ul>
+
+      <li>Select the View menu option you want to display:
+        <ul>
+          <li>
+            <strong>Class List View</strong>
+          </li>
+
+              <li>
+                <strong>Package Tree View</strong>
+              </li>
+            </ul>
+    </ol>
+
+
+<h2 id="hprof-diving">
+  Diving into Heap Dump Data in the HPROF Viewer
+</h2>
+<p>The following steps outline the typical workflow:</p>
+<ol>
+<li>In the HPROF Viewer, select a class name. </li>
+<li>Select an instance of that class.</li>
+<li>Examine the reference tree.</li>
+<li>Right-click an item to <strong>Jump to source</strong> or <strong>Go to instance</strong>,
+  as needed.</li>
+</ol>
+
+
+
+<h2 id="hprof-analyzing">Analyzing Heap Dump Data in the HPROF Analyzer</h2>
+<p>You can detect leaked activities and find duplicate strings with the HPROF Analyzer.
+ </p>
+ <p>To use the HPROF Analyzer:</p>
+<ol>
+<li>In the <em>Captures</em> window, double-click an <code>.hprof</code> file to display it in the
+  HPROF Viewer. </li>
+<li>Click <strong>Capture Analysis</strong> on the right side of the main Android Studio window.</li>
+
+
+<p>The HPROF Analyzer appears to the right of the HPROF Analyzer, by default.</p>
+
+
+
+<li>In the <strong>Analyzer Tasks</strong> list, select the items you want to find.</li>
+<li>Click Perform Analysis <img src="{@docRoot}images/tools/am-iperformanalysis.png"
+  style="vertical-align:sub;margin:0;height:17px" alt="Perform Analysis icon" />.</li>
+<li>Examine the items in <strong>Analysis Results</strong>. Click an item to display it in the
+  HPROF Viewer.</li>
+</ol>
+
+
+
+<h2 id="hprof-sorting">Sorting Heap Dump Data</h2>
+<p>To sort heap dump data:</p>
+<ul>
+<li>In the HPROF Viewer, click a column heading to sort the table by ascending or descending
+  order. </li>
+</ul>
+
+
+<h2 id="hprof-source">Displaying Java Source</h2>
+<p>For some items displayed in the HPROF Viewer, you can go straight to its
+source code.
+</p>
+<p>To display Java source:</p>
+<ul>
+<li>In the HPROF Viewer, right-click a class, instance, or item in the reference tree, and then
+  select <strong>Jump to Source</strong>. </li>
+
+
+<p>The source code appears in the Code Editor.</p>
+</ul>
+
+<h2 id="hprof-files">Working with HPROF Files</h2>
+<p>You can rename, locate, and delete an HPROF file from within Android Studio.
+You can also convert it to standard HPROF format to use with other analysis
+tools.</p>
+
+<h3 id="hprof-renaming">Renaming an HPROF file</h3>
+
+<p>If you rename a file from within Android Studio, it continues to appear in
+the <em>Captures</em> window.</p>
+<p>To rename an HPROF file:</p>
+<ol>
+<li>In the <em>Captures</em> window, right-click the file and select <strong>Rename</strong>. </li>
+<li>In the dialog, specify the name of the file and click <strong>OK</strong>.</li>
+</ol>
+
+
+<h3 id="hprof-locating">Locating a heap dump file on disk</h3>
+<p>You can quickly discover where Android Studio stored HPROF files on disk.</p>
+
+
+<p>To locate an HPROF file on disk: </p>
+<ul>
+<li>In the <em>Captures</em> window, right-click a heap snapshot file and select
+  <strong>Show</strong> or <strong>Reveal</strong>.</li>
+
+<p>Android Studio opens an operating system file browser displaying the location where the file
+  resides.</p>
+</ul>
+<p class="note"><strong>Note:</strong> If you move an HPROF file, Android Studio no longer
+  displays it in the <em>Captures</em> window. To display it, use
+  <strong>File</strong> &gt; <strong>Open</strong>. Also, if you want to rename the file, do it
+  from the <em>Captures</em> window and not in the operating system file browser. </p>
+
+<h3 id="hprof-deleting">Deleting a heap dump file</h3>
+
+<p>To delete a heap dump file: </p>
+<ul>
+<li>In the <em>Captures</em> window, right-click a heap snapshot file and select
+  <strong>Delete</strong>.</li>
+
+<p>Android Studio deletes the file from the <em>Captures</em> dialog and from disk. </p>
+</ul>
+
+<h3 id="hprof-converting">Converting a heap dump file to standard HPROF format</h3>
+<p>You can convert an HPROF file to standard format so you can use it outside of Android Studio with
+  other analysis tools. </p>
+  <p>To convert an HPROF file:</p>
+<ol>
+<li>In the <em>Captures</em> window, right-click a heap snapshot file and select <strong>Export to
+  standard .hprof</strong>.</li>
+<li>In the <em>Convert Android Java Heap Dump</em> dialog, specify a filename and click
+  <strong>OK</strong>.</li>
+
+
+<p>Android Studio creates a binary HPROF file in the location you specified.</p>
+</ol>
diff --git a/docs/html/tools/help/am-logcat.jd b/docs/html/tools/help/am-logcat.jd
index 57da848..9e26bca 100644
--- a/docs/html/tools/help/am-logcat.jd
+++ b/docs/html/tools/help/am-logcat.jd
@@ -1,7 +1,12 @@
 page.title=logcat Monitor
 parent.title=Android Monitor
 parent.link=android-monitor.html
-page.tags=monitor
+meta.tags="android, performance, profiling, tools, monitor"
+page.tags="android", "performance", "profiling", "tools", "monitor"
+page.metaDescription=Use the logcat Monitor to view system and user-defined log messages. You can filter the messages to display just the items that interest you.
+page.image=tools/help/thumbnails/am-logcatmon2.png
+page.article=true
+
 @jd:body
 <div id="qv-wrapper">
   <div id="qv">
@@ -43,16 +48,13 @@
       </li>
 
       <li>
-        <a href="#printing">Printing the Log</a>
+        <a href="#printing">Printing and Writing to a File</a>
       </li>
 
       <li>
-        <a href="#clearing">Clearing the Log</a>
+        <a href="#clearing">Clearing and Restarting the Log</a>
       </li>
 
-      <li>
-        <a href="#restarting">Restarting the Log</a>
-      </li>
     </ol>
 
     <h2>
@@ -63,58 +65,31 @@
       <li>
         <a href="{@docRoot}tools/debugging/debugging-log.html">Reading and Writing Logs</a>
       </li>
-      <li>
-        <a href="{@docRoot}tools/help/android-monitor.html">Android Monitor</a>
-      </li>
-
-      <li><a href="{@docRoot}tools/help/am-memory.html">Memory Monitor</a>
-      </li>
-
-      <li><a href="{@docRoot}tools/help/am-cpu.html">CPU Monitor</a>
-      </li>
-
-      <li><a href="{@docRoot}tools/help/am-gpu.html">GPU Monitor</a>
-      </li>
-
-      <li>
-        <a href="{@docRoot}tools/help/am-network.html">Network Monitor</a>
-      </li>
     </ol>
 
-    <h2>
-      Dependencies and Prerequisites
-    </h2>
-
-    <ul>
-      <li>Enable ADB integration through <strong>Tools</strong> &gt; <strong>Android</strong> &gt;
-      <strong>Enable ADB Integration</strong>.
-      </li>
-  <li>
-    <a href="{@docRoot}tools/help/monitor.html">Android Device Monitor</a> can’t be running.
-  </li>
-    </ul>
   </div>
 </div>
 
 <p>
   The Android logging system provides a mechanism for collecting and viewing system debug output.
-  logcat Monitor displays messages that you added to your app by using the <a href=
-  "{@docRoot}reference/android/util/Log.html">Log</a> class, as well as system
-  messages, such as stack traces when the emulator throws an error or a garbage collection occurs.
-  The monitor displays messages in real time and also keeps a history so you can view older
+  The logcat Monitor displays system messages, such as when a garbage collection occurs, as well as
+  messages that you added to your app by using the <a href=
+  "{@docRoot}reference/android/util/Log.html">Log</a> class.
+  It displays messages in real time and also keeps a history so you can view older
   messages.
 </p>
 
 <p>
   To display just the information of interest, you can create filters, modify how much information
   is displayed in messages, set priority levels, display messages produced by app code
-  only, and search the log. By default, logcat Monitor shows the log output related to the running
-  application only.
+  only, and search the log. By default, the logcat Monitor shows the log output related to the
+  most recently run app only.
 </p>
 
 <p>
-  You can traverse the stack trace when your app throws an exception, as well as view the
-  associated code. This feature can help you fix exceptions and improve app operation.
+  When an app throws an exception, the logcat Monitor shows a message followed by the associated
+  stack trace containing links to
+  the code. This feature can help you fix errors and improve app operation.
 </p>
 
 <h2 id="format">
@@ -125,9 +100,9 @@
   Every Android log message has a tag and a priority associated with it. The tag of a system
   log message
   is a short string indicating the system component from which the message originates (for example,
-  <code>ActivityManager</code>). A user-defined tag can be any string that you find helpful, such
-  as the name of the current class (the recommended tag). You define it in a <code>Log</code>
-  method call, for example:
+  {@link android.app.ActivityManager}). A user-defined tag can be any string that you find helpful,
+  such as the name of the current class (the recommended tag). You define it in a
+  {@link android.util.Log} method call, for example:
 </p>
 
 <pre>
@@ -189,31 +164,38 @@
 </h2>
 
 <p>
-  Follow these steps:
+  To display the log messages for a particular app:
 </p>
 
 <ol>
-  <li>Optionally connect a hardware device.
+  <li>Meet the <a href=
+  "{@docRoot}tools/help/am-basics.html#byb">prerequisites and dependencies</a>.
   </li>
-
+ <li>Open an app project.
+  </li>
+  <li><a href=
+  "{@docRoot}tools/building/building-studio.html#RunningApp">Run the app</a> on a hardware device or
+  emulator.
+  </li>
   <li>
-    <a href="{@docRoot}tools/help/android-monitor.html#displaying">Display Android Monitor</a>.
+    <a href="{@docRoot}tools/help/am-basics.html#displaying">Display Android Monitor</a>.
   </li>
 
   <li>Click the <strong>logcat</strong> tab.
   </li>
 
-  <li>Open an app project and <a href=
-  "{@docRoot}tools/building/building-studio.html#RunningApp">run it</a> on a hardware device or
-  emulator.
-  </li>
+
 <p>
-  By default, the logcat Monitor displays messages for the app running on the device or emulator:
+  By default, the logcat Monitor displays just the log messages for your app running on the
+  device or emulator:
 </p>
-<img src="{@docRoot}images/tools/am-logcatmon.png" />
+<img src="{@docRoot}images/tools/am-logcatmon2.png" />
 <p>
   To change this default, see <a href="#filtering">Filtering logcat Messages</a>.
 </p>
+<li>Optionally <a href=
+  "{@docRoot}tools/help/am-basics.html#switching">select a different device, emulator, or process</a>.
+  </li>
 </ol>
 
 <h2 id="level">
@@ -221,17 +203,17 @@
 </h2>
 
 <p>
-  You can control how many messages appear in logcat Monitor by setting the log level. You can
+  You can control how many messages appear in the logcat Monitor by setting the log level. You can
   display all messages, or just the messages indicating the most severe conditions.
 </p>
 
 <p>
-  Remember that logcat Monitor continues to collect all messages regardless of the log level setting.
-  The setting just determines what logcat Monitor displays.
+  Remember that the logcat Monitor continues to collect all messages regardless of the log level setting.
+  The setting just determines what the logcat Monitor displays.
 </p>
 
 <p>
-  Follow this step:
+  To set the log level:
 </p>
 
 <ul>
@@ -259,7 +241,7 @@
       </li>
 
       <li>
-        <strong>Error</strong> - Show issues that have caused errors, as well as the message levels
+        <strong>Error</strong> - Show issues that have caused errors, as well as the message level
         lower in this list.
       </li>
 
@@ -275,7 +257,7 @@
     </h2>
 
     <p>
-      You can search the messages currently displayed in logcat Monitor. Follow these steps:
+      To search the messages currently displayed in the logcat Monitor:
     </p>
 
     <ol>
@@ -292,7 +274,7 @@
     </p>
   </li>
 
-  <li>Press <strong>Enter</strong> to store the sequence in the menu during this session.
+  <li>Press Enter to store the search string in the menu during this session.
   </li>
 
   <li>To repeat a search, choose it from the search menu. Select or deselect
@@ -310,12 +292,12 @@
 
     <p class="note">
       <strong>Note:</strong> The filter applies to your full logcat history, not just those messages
-      currently displayed in logcat Monitor. Make sure your other display options are set
+      currently displayed in the logcat Monitor. Make sure your other display options are set
       appropriately so you can see the filter output you want to examine.
     </p>
 
     <p>
-      To define and apply a filter, follow these steps:
+      To define and apply a filter:
     </p>
 
     <ol>
@@ -323,15 +305,18 @@
         <ul>
           <li>
             <strong>Show only selected application</strong> - Display the messages produced by the
-            app code only.
+            app code only (the default). The logcat Monitor filters the log messages using the PID
+            of the active app.
           </li>
 
           <li>
-            <strong>No Filters</strong> - Apply no filters (the default).
+            <strong>No Filters</strong> - Apply no filters. The logcat Monitor
+            displays all log messages from the device, regardless of which process you selected.
           </li>
 
           <li>
-            <strong>Edit Filter Configuration</strong> - Create or modify a custom filter.
+            <strong>Edit Filter Configuration</strong> - Create or modify a custom filter. For
+            example, you could create a filter to view log messages from two apps at the same time.
           </li>
         </ul>
 
@@ -386,7 +371,7 @@
             </ul>
 
             <li>
-              Click <strong>+</strong> to add it to the left pane.
+              Click <strong>+</strong> to add the filter definition to the left pane.
             </li>
 
             <p>
@@ -398,6 +383,14 @@
               <strong>Cancel</strong>, any filter additions or modifications are lost.
             </li>
             </ol>
+            <li>
+              Make sure you see the log messages you want to examine.
+            </li>
+             <p>
+              If you don't think you see the log messages you want, try selecting
+              <strong>No filters</strong> and <a href="#searching">searching</a> for particular
+              log messages.
+            </p>
             </ol>
 
             <h2 id="logheader">
@@ -405,7 +398,7 @@
             </h2>
 
             <p>
-              You can customize the header display to show just the information you’re interested
+              To customize the header display to show just the information you’re interested
               in:
             </p>
 
@@ -440,7 +433,9 @@
               in the Code Editor. If needed (and possible), the decompiler derives source code that
               you can view.
             </p>
-
+             <p>
+              To move up and down the stack trace, and view the associated code in the Code Editor:
+            </p>
             <ul>
               <li>Click Up the Stack Trace <img src="{@docRoot}images/tools/am-iupstack.png"
                 style="vertical-align:sub;margin:0;height:17px" alt="Up the Stack Trace icon" />
@@ -460,8 +455,11 @@
             </h2>
 
             <p>
-              Clicking a particular message stops the display of messages. You can quickly move to
-              the end of the log to see the real-time message flow.
+              Clicking a particular message stops the display of messages.
+            </p>
+            <p>
+              To quickly move to
+              the end of the log to see the real-time message flow:
             </p>
 
 <ul>
@@ -477,25 +475,48 @@
 </ul>
 
 <h2 id="printing">
-  Printing the Log
+  Printing and Writing to a File
 </h2>
 <p>
-  Follow these steps:
+  To preserve log information, you can send the log to a printer, write the log to a PDF file, or
+  copy and paste the log into a text file.
+</p>
+<p>
+  To print the log or write it to a PDF file:
 </p>
 <ol>
   <li>Click Print <img src="{@docRoot}images/tools/am-iprint.png"
     style="vertical-align:sub;margin:0;height:17px" alt="Print icon" />.
   </li>
   <li>
-    In the <em>Print</em> dialog, optionally change print parameters, and then click
+    In the Android Studio <em>Print</em> dialog, optionally change print parameters, and then click
     <strong>Print</strong>.
+  </li>
+  <li>
+    In the operating system <em>Print</em> dialog, optionally change print parameters, and then click
+    <strong>Print</strong>.
+  </li>
+  <p>
+  You can set the parameters to send the log to a printer or write it to a PDF file.
+</p>
+</ol>
+<p>
+  To copy the log to a text file:
+</p>
+<ol>
+  <li>In the logcat Monitor, select and then copy log text.
+  </li>
+  <p>Press Ctrl+A (⌘A) to select all.</p>
+  <li>
+    Open a text editor and paste the text into a file.
+  </li>
 </ol>
 
 <h2 id="clearing">
-  Clearing the Log
+  Clearing and Restarting the Log
 </h2>
 <p>
-  To clear (flush) the entire log, follow this step:
+  To clear (flush) the entire log:
 </p>
 <ul>
   <li>Click Clear logcat <img src="{@docRoot}images/tools/am-iclear.png"
@@ -504,14 +525,8 @@
 </ul>
 
 
-
-<h2 id="restarting">
-  Restarting the Log
-</h2>
-
 <p>
-  If there is a problem and the log is no longer progressing, you can restart the log. Follow this
-  step:
+  If there's a problem and the log is no longer progressing, you can restart the log:
 </p>
 
 <ul>
diff --git a/docs/html/tools/help/am-memory.jd b/docs/html/tools/help/am-memory.jd
index 24006cd..20c6934 100644
--- a/docs/html/tools/help/am-memory.jd
+++ b/docs/html/tools/help/am-memory.jd
@@ -1,7 +1,12 @@
 page.title=Memory Monitor
 parent.title=Android Monitor
 parent.link=android-monitor.html
-page.tags=monitor
+meta.tags="android, performance, profiling, tools, monitor"
+page.tags="android", "performance", "profiling", "tools", "monitor"
+page.metaDescription=Use the Memory Monitor to evaluate memory usage and find deallocated objects, locate memory leaks, and track the amount of memory the connected device is using.
+page.image=tools/help/thumbnails/am-memorymon.png
+page.article=true
+
 @jd:body
 
 <div id="qv-wrapper">
@@ -17,31 +22,7 @@
   </li>
   <li><a href="#displaying">Displaying a Running App in the Memory Monitor</a></li>
   <li><a href="#forcing">Forcing a Garbage Collection Event</a></li>
-  <li><a href="#dumping">Dumping and Analyzing the Java Heap</a>
-    <ol>
-      <li><a href="#hprof-snapshot">Taking and displaying a snapshot of the Java heap</a></li>
-      <li><a href="#hprof-diving">Diving into heap dump data in the HPROF Viewer</a></li>
-      <li><a href="#hprof-analyzing">Analyzing heap dump data in the HPROF Analyzer</a></li>
-      <li><a href="#hprof-sorting">Sorting heap dump data</a></li>
-      <li><a href="#hprof-source">Displaying Java source</a></li>
-      <li><a href="#hprof-viewing">Viewing a saved HPROF file</a></li>
-      <li><a href="#hprof-renaming">Renaming an HPROF file</a></li>
-      <li><a href="#hprof-locating">Locating a heap dump file on disk</a></li>
-      <li><a href="#hprof-deleting">Deleting a heap dump file</a></li>
-      <li><a href="#hprof-converting">Converting a heap dump file to standard HPROF format</a></li>
-    </ol>
-    </li>
-  <li><a href="#tracking">Tracking and Analyzing Memory Allocation</a>
-      <ol>
-      <li><a href="#alloc-snapshot">Taking and displaying a snapshot of allocation data</a></li>
-      <li><a href="#alloc-sorting">Sorting allocation data</a></li>
-      <li><a href="#alloc-source">Displaying Java source</a></li>
-      <li><a href="#alloc-viewing">Viewing a saved allocation tracking file</a></li>
-      <li><a href="#alloc-renaming">Renaming an allocation tracking file</a></li>
-      <li><a href="#alloc-locating">Locating an allocation tracking file</a></li>
-      <li><a href="#alloc-deleting">Deleting an allocation tracking file</a></li>
-    </ol>
-    </li>
+  <li><a href="#snapshot">Taking a Snapshot of the Java Heap and Memory Allocation</a></li>
 </ol>
 
  <h2>See also</h2>
@@ -49,53 +30,8 @@
     <li><a href="{@docRoot}training/articles/memory.html">Managing Your App's Memory</a></li>
     <li><a href="{@docRoot}guide/practices/verifying-apps-art.html#GC_Migration">Addressing Garbage Collection Issues</a></li>
     <li><a href="{@docRoot}tools/debugging/debugging-memory.html">Investigating Your RAM Usage</a></li>
-
-    <li>
-        <a href="{@docRoot}tools/help/android-monitor.html">Android Monitor</a>
-      </li>
-    <li><a href="{@docRoot}tools/help/am-logcat.html">logcat Monitor</a>
-      </li>
-
-      <li><a href="{@docRoot}tools/help/am-cpu.html">CPU Monitor</a>
-      </li>
-
-      <li><a href="{@docRoot}tools/help/am-gpu.html">GPU Monitor</a>
-      </li>
-
-      <li>
-        <a href="{@docRoot}tools/help/am-network.html">Network Monitor</a>
-      </li>
   </ol>
 
-
-<h2>
-  Dependencies and Prerequisites
-</h2>
-
-<ul>
-  <li>
-    Make sure your development computer detects your hardware device, which often happens
-  automatically when you connect it to a USB port.
-  </li>
-<li>
-    <a href="{@docRoot}tools/device.html#device-developer-options">Enable</a> <strong><a href=
-    "{@docRoot}tools/device.html#device-developer-options">USB debugging</a></strong> in
-    <strong>Developer Options</strong> on the device or emulator.
-  </li>
-
-  <li>In your app, set the <code>debuggable</code> property to <code>true</code> in the manifest or
-  <code>build.gradle</code> file (it’s initially set by default).
-  </li>
-
-  <li>Enable ADB integration through <strong>Tools</strong> &gt; <strong>Android</strong> &gt;
-  <strong>Enable ADB Integration</strong>.
-  </li>
-
-   <li>
-    <a href="{@docRoot}tools/help/monitor.html">Android Device Monitor</a> can’t be running.
-  </li>
-</ul>
-
 </div>
 </div>
 
@@ -107,7 +43,7 @@
 </p>
 
 <ul>
-  <li>Show a graph of available and allocated memory over time.
+  <li>Show a graph of available and allocated Java memory over time.
   </li>
 <li>Show garbage collection (GC) events
   over time.
@@ -227,10 +163,7 @@
 
 <p>
   One way to optimize memory usage is to analyze large arrays. For example, can you reduce the size
-  of individual elements in the array to save memory? Does a dominator object point to
-  an element in the array, preventing it from being garbage-collected? If the dominator object
-  directly points to an element in the array, the dominator is either the contiguous memory
-  representing the underlying data of the array, some part of the array, or the array itself.
+  of individual elements in the array to save memory?
 </p>
 
 <p>
@@ -347,25 +280,26 @@
 </h2>
 
 <p>
-  Follow these steps:
+  To display an app running on a particular device or emulator in the Memory Monitor:
 </p>
 
 <ol>
-  <li>Optionally connect a hardware device.
+  <li>Meet the <a href=
+  "{@docRoot}tools/help/am-basics.html#byb">prerequisites and dependencies</a>.
   </li>
-
+ <li>Open an app project.
+  </li>
+  <li><a href=
+  "{@docRoot}tools/building/building-studio.html#RunningApp">Run the app</a> on a hardware device or
+  emulator.
+  </li>
   <li>
-    <a href=
-    "{@docRoot}tools/help/android-monitor.html#displaying">Display Android Monitor</a>.
+    <a href="{@docRoot}tools/help/am-basics.html#displaying">Display Android Monitor</a>.
+  </li>
+  <li>Click the <strong>Monitors</strong> tab and <a href=
+  "{@docRoot}tools/help/am-basics.html#rearranging">display the Memory Monitor</a>.
   </li>
 
-  <li>Click the <strong>Memory</strong> tab.
-  </li>
-
-  <li>Open an app project and <a href=
-  "{@docRoot}tools/building/building-studio.html#RunningApp">run it</a> on a
-  hardware device or emulator.
-  </li>
 
   <li>Enable the Memory Monitor by clicking Pause <img src="{@docRoot}images/tools/am-ipause.png"
     style="vertical-align:sub;margin:0;height:17px" alt="Pause icon" /> to deselect it.
@@ -389,10 +323,10 @@
   <p>In the following figure, the VM initiated the first garbage collection event, while the
     developer forced the second.
 </p>
-<img src="{@docRoot}images/tools/am-gc.png" />
+<img src="{@docRoot}images/tools/am-gc2.png" />
 
   <li>Interact with your app and watch how it affects memory usage in the Memory Monitor. You can
-  identify garbage collection patterns for your app and determine whether they are healthy and what
+  identify garbage collection patterns for your app and determine whether they're healthy and what
   you expect.
   </li>
 
@@ -452,465 +386,20 @@
   </li>
 </ul>
 
-<h2 id="dumping">
-  Dumping and Analyzing the Java Heap
+<h2 id="snapshot">
+  Taking a Snapshot of the Java Heap and Memory Allocation
 </h2>
 
 <p>
-  When you're monitoring memory usage in Android Studio you can, at the same time, dump the Java
-  heap to a heap snapshot in an Android-specific HPROF binary format file. The HPROF Viewer
-  displays classes, instances of each class, and a reference tree to help you track memory usage
-  and find memory leaks. HPROF is a heap dump format originally supported by J2SE.
-</p>
-<p>The Java heap display does the following:</p>
-
-<ul>
-  <li>Shows snapshots of a number of objects allocated by type.
-  </li>
-
-  <li>Samples data every time a garbage collection event occurs naturally or is triggered by you.
-  </li>
-
-  <li>Helps identify which object types might be involved in memory leaks.
-  </li>
-</ul>
-
-<p>
-  However, you have to look for changes over time yourself by tracking what's happening in the
-  graph.
-</p>
-
-<p>
-  The HPROF Analyzer finds the following potential issues:
+  You can take snapshots while the Memory Monitor is running or paused:
 </p>
 
 <ul>
-  <li>All destroyed activity instances that are reachable from garbage collection roots.
+  <li>To take and display a snapshot of the Java heap, see <a href=
+  "{@docRoot}tools/help/am-hprof.html">HPROF Viewer and Analyzer</a>.
   </li>
-
-  <li>Where the target program has strings that repeat values.
+  <li>To take and display a snapshot of memory allocation, see <a href=
+  "{@docRoot}tools/help/am-allocation.html">Allocation Tracker</a>.
   </li>
 </ul>
 
-<p>
-  A dominator is at the top of a tree. If you remove it, you also remove the branches of the tree
-  it dominates, so it’s a potential way to free memory.
-</p>
-
-<h3 id="hprof-snapshot">
-  Taking and displaying a snapshot of the Java heap
-</h3>
-
-<p>
-  To see a snapshot of the Java heap, follow these steps:
-</p>
-
-<ol>
-  <li>While the Memory Monitor is running, click Dump Java Heap
-    <img src="{@docRoot}images/tools/am-idump.png"
-    style="vertical-align:sub;margin:0;height:17px" alt="Dump Java Heap icon" />.
-  </li>
-
-
-<p>
-  When the icon on the Memory Monitor display changes from
-  <img src="{@docRoot}images/tools/am-idumpstart.png"
-  style="vertical-align:sub;margin:0;height:17px" alt="Dump Java Heap Start icon" /> to
-  <img src="{@docRoot}images/tools/am-idumpend.png" style="vertical-align:sub;margin:0;height:17px"
-  alt="Dump Java Heap End icon" />, the file is ready. Android Studio creates the heap snapshot
-  file with the
-  filename <code>Snapshot_<em>yyyy.mm.dd_hh.mm.ss</em>.hprof</code> using
-  the year, month, day, hour, minute, and second of the capture, for example,
-  <code>Snapshot_2015.11.17_14.58.48.hprof</code>.
-</p>
-
-  <li>Click <strong>Captures</strong> in the main window.
-  </li>
-
-<p>
-  The <em>Captures</em> window appears.
-</p>
-
-  <li>Double-click the file to view it in the HPROF Viewer.
-  </li>
-
-<p>
-  The HPROF Viewer appears:
-</p>
-<img src="{@docRoot}images/tools/am-hprofviewer.png" />
-<p>
-  The tool displays the following information:
-</p>
-
-<table>
-  <tr>
-    <th scope="col">Column</th>
-    <th scope="col">Description</th>
-  </tr>
-
-  <tr>
-    <td><strong>Class Name</strong></td>
-    <td>The Java class responsible for the memory.</td>
-  </tr>
-
-  <tr>
-    <td><strong>Total Count</strong></td>
-    <td>Total number of instances outstanding.</td>
-  </tr>
-  <tr>
-    <td><strong>Heap Count</strong></td>
-    <td>Number of instances in the selected heap.</td>
-  </tr>
-  <tr>
-    <td><strong>Sizeof</strong></td>
-    <td>Size of the instances (currently, 0 if the size is variable).</td>
-  </tr>
-  <tr>
-    <td><strong>Shallow Size</strong></td>
-    <td>Total size of all instances in this heap.</td>
-  </tr>
-  <tr>
-    <td><strong>Retained Size</strong></td>
-    <td>Size of memory that all instances of this class is dominating.</td>
-  </tr>
-  <tr>
-    <td><strong>Instance</strong></td>
-    <td>A specific instance of the class.</td>
-  </tr>
-  <tr>
-    <td><strong>Reference Tree</strong></td>
-    <td>References that point to the selected instance, as well as references pointing to the
-      references.</td>
-  </tr>
-  <tr>
-    <td><strong>Depth</strong></td>
-    <td>The shortest number of hops from any GC root to the selected instance.</td>
-  </tr>
-  <tr>
-    <td><strong>Shallow Size</strong></td>
-    <td>Size of this instance.</td>
-  </tr>
-  <tr>
-    <td><strong>Dominating Size</strong></td>
-    <td>Size of memory that this instance is dominating.</td>
-  </tr>
-</table>
-
-  <li>Select the Heap menu option you want to display:
-    <ul>
-      <li>
-        <strong>App heap</strong> - The heap used by the current app.
-      </li>
-
-      <li><strong>Image heap</strong> - The memory mapped copy of the
-      current app on disk.
-      </li>
-
-
-  <li>
-    <strong>Zygote heap</strong> - The common set of libraries and runtime classes and data that
-    all apps are forked
-    from. The zygote space is created during device startup and is never allocated into.
-  </li>
-
-    </ul>
-
-      <li>Select the View menu option you want to display:
-        <ul>
-          <li>
-            <strong>Class List View</strong>
-          </li>
-
-              <li>
-                <strong>Package Tree View</strong>
-              </li>
-            </ul>
-    </ol>
-
-
-<h3 id="hprof-diving">
-  Diving into heap dump data in the HPROF Viewer
-</h3>
-<p>The following steps outline the typical workflow:</p>
-<ol>
-<li>In the HPROF viewer, select a class name. </li>
-<li>Select an instance of that class.</li>
-<li>Examine the reference tree.</li>
-<li>Right-click an item to <strong>Jump to source</strong> or <strong>Go to instance</strong>,
-  as needed.</li>
-</ol>
-
-
-
-<h3 id="hprof-analyzing">Analyzing heap dump data in the HPROF Analyzer</h3>
-<p>You can detect leaked activities and find duplicate strings with the HPROF Analyzer.
-  Follow these steps: </p>
-<ol>
-<li>In the <em>Captures</em> window, double-click an <code>.hprof</code> file to display it in the
-  HPROF Viewer. </li>
-<li>Click <strong>Capture Analysis</strong> on the right side of the main Android Studio window.</li>
-
-
-<p>The HPROF Analyzer appears to the right of the HPROF Analyzer, by default: </p>
-
-<img src="{@docRoot}images/tools/am-hprofanalyzer.png" />
-
-<li>In the <strong>Analyzer Tasks</strong> list, select the items you want to find.</li>
-<li>Click Perform Analysis <img src="{@docRoot}images/tools/am-iperformanalysis.png"
-  style="vertical-align:sub;margin:0;height:17px" alt="Perform Analysis icon" />.</li>
-<li>Examine the items in <strong>Analysis Results</strong>. Click an item to display it in the
-  HPROF Viewer.</li>
-</ol>
-
-
-
-<h3 id="hprof-sorting">Sorting heap dump data</h3>
-<p>Follow this step:</p>
-<ul>
-<li>In the HPROF Viewer, click a column heading to sort the table by ascending or descending
-  order. </li>
-</ul>
-
-
-<h3 id="hprof-source">Displaying Java source</h3>
-<p>For some items displayed in the HPROF Viewer, you can go straight to its source code.
-  Follow this step:</p>
-<ul>
-<li>In the HPROF Viewer, right-click a class, instance, or item in the reference tree, and then
-  select <strong>Jump to Source</strong>. </li>
-
-
-<p>The source code appears in the Code Editor.</p>
-</ul>
-
-<h3 id="hprof-viewing">Viewing a saved HPROF file</h3>
-<p>After you do a heap dump, Android Studio automatically stores it so you can view it again.
-  Follow these steps:</p>
-
-<ol>
-<li>Click <strong>Captures</strong> in the main window.</li>
-
-<p>The <em>Captures</em> window appears.</p>
-<li>Open the <strong>Heap Snapshot</strong> folder.</li>
-<li>Double-click the file to view it.</li>
-</ol>
-
-
-<h3 id="hprof-renaming">Renaming an HPROF file</h3>
-
-<p>If you rename a file from within Android Studio, it continues to appear in <em>Captures</em>
-  window. Follow these steps:</p>
-<ol>
-<li>In the <em>Captures</em> window, right-click the file and select <strong>Rename</strong>. </li>
-<li>In the dialog, specify the name of the file and click <strong>OK</strong>.</li>
-</ol>
-
-
-<h3 id="hprof-locating">Locating a heap dump file on disk</h3>
-<p>You can quickly discover where Android Studio stored HPROF files on disk.</p>
-
-
-<p>Follow this step in Android Studio: </p>
-<ul>
-<li>In the <em>Captures</em> window, right-click a heap snapshot file and select
-  <strong>Show in files</strong>.</li>
-
-<p>Android Studio opens an operating system file browser displaying the location where the file
-  resides.</p>
-</ul>
-<p class="note"><strong>Note:</strong> If you move an HPROF file, Android Studio no longer
-  displays it in the <em>Captures</em> window. To display it, use
-  <strong>File</strong> &gt; <strong>Open</strong>. Also, if you want to rename the file, do it
-  from the <em>Captures</em> window and not in the operating system file browser. </p>
-
-<h3 id="hprof-deleting">Deleting a heap dump file</h3>
-
-<p>To delete a heap dump file, follow this step: </p>
-<ul>
-<li>In the <em>Captures</em> window, right-click a heap snapshot file and select
-  <strong>Delete</strong>.</li>
-
-<p>Android Studio deletes the file from the <em>Captures</em> dialog and from disk. </p>
-</ul>
-
-<h3 id="hprof-converting">Converting a heap dump file to standard HPROF format</h3>
-<p>You can convert an HPROF file to standard format so you can use it outside of Android Studio with
-  other analysis tools. Follow these steps: </p>
-<ol>
-<li>In the <em>Captures</em> window, right-click a heap snapshot file and select <strong>Export to
-  standard .hprof</strong>.</li>
-<li>In the <em>Convert Android Java Heap Dump</em> dialog, specify a filename and click
-  <strong>OK</strong>.</li>
-
-
-<p>Android Studio creates a binary HPROF file in the location you specified.</p>
-</ol>
-
-<h2 id="tracking">
-  Tracking and Analyzing Memory Allocation
-</h2>
-
-<p>Android Studio allows you to track memory allocation as it monitors memory use. Tracking memory
-  allocation allows you to monitor where objects are being allocated when you perform certain
-  actions. Knowing these allocations enables you to adjust the method calls related to those actions
-  to optimize app performance and memory use.</p>
-
-<p>The Allocation Tracker does the following:</p>
-<ul>
-<li>Shows when and where your code allocates object types, their size, allocating thread, and stack
-  traces.</li>
-<li>Helps recognize memory churn through recurring allocation/deallocation patterns.</li>
-<li>Help you track down memory leaks when used in combination with the HPROF Viewer. For example,
-  if you see a bitmap object resident on the heap, you can find its allocation location with
-  Allocation Tracker.</li>
-</ul>
-
-
-<p>However, it takes time and experience to learn to interpret the output from this tool.</p>
-
-<h3 id="alloc-snapshot">Taking and displaying a snapshot of allocation data</h3>
-
-<p>Follow these steps:</p>
-<ol>
-<li>While the Memory Monitor is running, click Start Allocation Tracking
-  <img src="{@docRoot}images/tools/am-ialloctracking.png"
-  style="vertical-align:sub;margin:0;height:17px" alt="Start Allocation Tracking icon" />. </li>
-<li>Click Start Allocation Tracking
-  <img src="{@docRoot}images/tools/am-ialloctracking.png"
-  style="vertical-align:sub;margin:0;height:17px" alt="Start Allocation Tracking icon" /> again to
-  deselect it and end the snapshot. </li>
-
-  <p>The Memory Monitor displays the period when it took the snapshot. In the following
-    figure, you can see the snapshot period, as shown on the left. By comparison, when you dump the
-    Java heap, the Memory Monitor displays just the point where the heap snapshot was taken, as
-    shown on the right.</p>
-    <img src="{@docRoot}images/tools/am-dumpalloc.png" />
-
-<p>Android Studio creates the heap snapshot file with the
-  filename <code>Allocations_<em>yyyy.mm.dd_hh.mm.ss</em>.alloc</code> using the year, month, day,
-  hour, minute, and second of the capture, for example,
-  <code>Allocations_2015.11.17_14.58.48.alloc</code>.</p>
-<li>Click <strong>Captures</strong> in the main window.</li>
-
-
-<p>The <em>Captures</em> window appears.</p>
-<li>Double-click the file to view it in the Allocation Tracker. </li>
-<li>Optionally click the graphic icon to display a visual representation of the data.
-  </li>
-<p>
-  The Allocation Tracker appears:
-</p>
-<img src="{@docRoot}images/tools/am-alloctracker.png" />
-<p>
-
-
-<p>The tool displays the following information: </p>
-
-<table>
-  <tr>
-    <th scope="col">Column</th>
-    <th scope="col">Description</th>
-  </tr>
-
-  <tr>
-    <td><strong>Method</strong></td>
-    <td>The Java method responsible for the allocation.</td>
-  </tr>
-  <tr>
-    <td><strong>Count</strong></td>
-    <td>Total number of instances allocated.</td>
-  </tr>
-  <tr>
-    <td><strong>Size</strong></td>
-    <td>The total amount of allocated memory in bytes.</td>
-  </tr>
-
-</table>
-
-
-<li>Select the Group By menu option you want to display: </li>
-<ul>
-<li><strong>Group by Allocator</strong> </li>
-<li><strong>Group by Method</strong></li>
-</ul>
-
-</ol>
-
-
-
-<h3 id="alloc-sorting">Sorting allocation data</h3>
-
-<p>Follow this step:</p>
-<ul>
-<li>In the Allocation Tracker, click a column heading to sort the table by ascending or
-  descending order. </li>
-</ul>
-
-
-<h3 id="alloc-source">Displaying Java source</h3>
-<p>For some items displayed in the Allocation Tracker, you can view the Java source. Follow one of
-  these steps:</p>
-<ul>
-<li>In the Allocation Tracker, right-click a method and then select <strong>Jump to Source</strong>.
-</li>
-<li>In the Allocation Tracker, select a method and then click Jump to Source
-  <img src="{@docRoot}images/tools/am-ijumptosource.png"
-  style="vertical-align:sub;margin:0;height:17px" alt="Jump to Source icon" />. </li>
-</ul>
-
-<p>The source code appears in the Code Editor.</p>
-
-<h3 id="alloc-viewing">Viewing a saved allocation tracking file</h3>
-<p>After you monitor allocation tracking, Android Studio automatically stores it so you can view it
-  again. Follow these steps:</p>
-
-
-<ol>
-<li>Click <strong>Captures</strong> in the main window.</li>
-
-
-<p>The <em>Captures</em> window appears.</p>
-<li>Open the <strong>Allocation Tracking</strong> folder.</li>
-<li>Double-click the file to view it.</li>
-</ol>
-
-
-<h3 id="alloc-renaming">Renaming an allocation tracking file</h3>
-
-<p>If you rename a file from within Android Studio, it continues to appear in the <em>Captures</em>
-  window. Follow these steps:</p>
-<ol>
-<li>In the <em>Captures</em> window, right-click the file and select <strong>Rename</strong>.</li>
-<li>In the <em>Rename</em> dialog, specify the name of the file and click <strong>OK</strong>.</li>
-</ol>
-
-
-<h3 id="alloc-locating">Locating an allocation tracking file</h3>
-<p>You can quickly discover where Android Studio stored allocation tracking files on disk.</p>
-
-
-<p>Follow this step in Android Studio: </p>
-<ul>
-<li>In the <em>Captures</em> window, right-click allocation file and select
-  <strong>Show in Files</strong>.</li>
-
-<p>Android Studio opens an operating system file browser displaying the location where the file
-  resides.</p>
-</ul>
-
-<p class="note"><strong>Note:</strong> If you move an allocation tracking file, Android Studio
-  no longer displays it in the <em>Captures</em> window. To display the file, use
-  <strong>File</strong>
-  &gt; <strong>Open</strong>. Also, rename the file from the <em>Captures</em>
-  window and not in the operating system file browser. </p>
-
-<h3 id="alloc-deleting">Deleting an allocation tracking file</h3>
-
-
-<p>Follow this step: </p>
-<ul>
-<li>In the <em>Captures</em> window, right-click an allocation tracking file and select
-  <strong>Delete</strong>.</li>
-
-<p>Android Studio deletes the file from the <em>Captures</em> dialog and from disk. </p>
-</ul>
diff --git a/docs/html/tools/help/am-methodtrace.jd b/docs/html/tools/help/am-methodtrace.jd
new file mode 100644
index 0000000..7d5f070
--- /dev/null
+++ b/docs/html/tools/help/am-methodtrace.jd
@@ -0,0 +1,266 @@
+page.title=Method Trace
+parent.title=Android Monitor
+parent.link=android-monitor.html
+meta.tags="android, performance, profiling, tools, monitor"
+page.tags="android", "performance", "profiling", "tools", "monitor"
+page.metaDescription=Use the CPU Monitor to perform a method trace on your app. View call stack and timing information in the method trace display.
+page.image=tools/help/thumbnails/am_methodtrace.png
+page.article=true
+
+@jd:body
+
+<div id="qv-wrapper">
+<div id="qv">
+  <h2>In this document</h2>
+<ol>
+<li><a href="#display">Understanding the Method Trace Display</a></li>
+  <li><a href="#trace">Performing a Method Trace in the CPU Monitor</a></li>
+  <li><a href="#viewtrace">Viewing a Saved Method Trace</a></li>
+  <li><a href="#sorttrace">Sorting Method Trace Data</a></li>
+  <li><a href="#trace-files">Working with Method Trace Files</a></li>
+</ol>
+
+</div>
+</div>
+
+
+<p>
+  You can start a method trace from the CPU Monitor. It lets you view the call stack and timing
+  information for your app. This information can help you optimize and debug your app.
+</p>
+
+<h2 id="display">
+  Understanding the Method Trace Display
+</h2>
+
+<p>
+  The method trace looks similar to the following figure:
+</p>
+<img src="{@docRoot}images/tools/am-methodtrace.png" alt="Method Trace" />
+<p></p>
+
+<p>The display shows the following information:</p>
+
+<table>
+  <tr>
+    <th scope="col">Field</th>
+    <th scope="col">Description</th>
+  </tr>
+
+  <tr>
+    <td><strong>Name</strong></td>
+    <td>The name of the method.</td>
+  </tr>
+
+  <tr>
+    <td><strong>Invocation Count</strong></td>
+    <td>How many times the method was called.</td>
+  </tr>
+
+  <tr>
+    <td><strong>Inclusive Time (microseconds)</strong></td>
+    <td>Time spent in the method and all of its children, either wall clock or thread time,
+          depending on your selection in the <strong>x-axis</strong> menu.</td>
+  </tr>
+
+  <tr>
+    <td><strong>Exclusive Time (microseconds)</strong></td>
+    <td>Time spent just in the method (excluding time spent in its children), either wall clock
+          or thread time, depending on your selection in the <strong>x-axis</strong> menu.</td>
+  </tr>
+</table>
+
+<p class="note"><strong>Note:</strong> Running the method trace significantly affects CPU timings.
+  Use the method trace to understand the flow of the program, but not for performance timings.</p>
+
+<h2 id="trace">
+  Performing a Method Trace in the CPU Monitor
+</h2>
+
+<p>
+  To perform a method trace:
+</p>
+
+<ol>
+  <li>
+    <a href="{@docRoot}tools/help/am-cpu.html#running">Display a running app in the CPU
+    Monitor</a>.
+  </li>
+
+  <li>Start a trace by clicking Start Method Tracing <img src="{@docRoot}images/tools/am-imethodtrace.png"
+    style="vertical-align:sub;margin:0;height:17px" alt="Start Method Tracing icon" /> to
+  select it.
+  </li>
+
+  <li>To stop the trace, click Stop Method Tracing <img src="{@docRoot}images/tools/am-imethodtrace.png"
+    style="vertical-align:sub;margin:0;height:17px" alt="Stop Method Tracing icon" /> to
+  deselect it.
+  </li>
+
+<p>
+  The method trace appears in the Code Editor area.
+</p>
+
+<p>
+  Android Studio creates the method trace file
+  with the filename <code><em>package_yyyy.mm.dd_hh.mm.ss</em>.trace</code>
+  using the activity package (or project) name, year, month, day, hour, minute, and second of
+  the capture, for example,
+  <code>com.android.calc_2015.11.17_14.58.48.trace</code>.
+</p>
+  <li>Specify display options:
+    <ul>
+      <li>Select a <strong>Thread</strong>.
+      </li>
+
+      <li>Select an <strong>x-axis</strong> time for the graphic and the method list:
+      </li>
+
+        <ul>
+          <li>
+            <strong>Wall Clock Time</strong> - Total CPU time elapsed between the method call and
+            return.
+          </li>
+
+          <li>
+            <strong>Thread Time</strong> - Total time during which the JRE scheduled the
+            thread during call processing. It’s less than or equal to the Wall Clock Time: less if
+            the JRE interrupted the thread, and equal if it didn’t.
+            The thread might not run continuously; when it’s not executing, that time is excluded.
+            If threads are interrupted often and it’s not by design, the interruptions affect app
+            performance. However, an example of a by-design use is synchronous operations that take
+            a long time, such as file transfers and reads from disk, where the method could be the
+            asynchronous wrapper for the synchronous reader.
+          </li>
+       </ul>
+
+        <li>
+          Optionally select <strong>Color by inclusive time</strong>.
+        </li>
+        </ul>
+
+
+
+        <p>
+          The graphic represents the wall clock or thread time for each method. Hover the cursor
+          over the display to receive information about the method. This information also appears
+          in the table.
+        </p>
+</ol>
+        <h2 id="viewtrace">
+          Viewing a Saved Method Trace
+        </h2>
+
+        <p>
+          After you do a method trace, Android Studio automatically stores it so you can view it
+          again.</p>
+
+          <p>To examine a saved method trace:
+        </p>
+
+        <ol>
+          <li>Click
+          <img src="{@docRoot}images/tools/am-icaptures.png"
+          style="vertical-align:sub;margin:0;height:17px"
+          alt="Captures icon" /> in the main window.
+          </li>
+          <p>Or select <strong>View</strong> > <strong>Tools Windows</strong> >
+          <strong>Captures</strong>.</p>
+
+        <p>
+          The <em>Captures</em> window appears.
+        </p>
+
+      <li>Open the <strong>Methods Tracing</strong> folder.
+      </li>
+
+      <li>Double-click the file to view it.
+      </li>
+</ol>
+
+<h2 id="sorttrace">
+  Sorting Method Trace Data
+</h2>
+
+<p>
+  You can sort the data by method name, count, inclusive time, and exclusive
+  time.</p>
+
+  <p>To sort method trace data:</p>
+
+
+<ul>
+  <li>Click a column heading to sort the table by ascending or descending order.
+  </li>
+</ul>
+
+<h2 id="trace-files">Working with Method Trace Files</h2>
+<p>You can rename, locate, and delete a method trace file from within Android
+Studio.</p>
+
+<h3 id="renametrace">
+  Renaming a method trace file
+</h3>
+
+<p>
+  Rename a method trace file from within Android Studio so it
+  continues to appear in the <em>Captures</em> window.</p>
+
+  <p>To rename a method trace file:
+</p>
+
+<ol>
+  <li>In the <em>Captures</em> window, right-click the file and select <strong>Rename</strong>.
+  </li>
+
+  <li>In the dialog, specify the name of the file and click <strong>OK</strong>.
+  </li>
+</ol>
+
+<h3 id="locatetrace">
+  Locating a method trace file on disk
+</h3>
+
+<p>
+  You can quickly discover where Android Studio stored method trace files on
+  disk.</p>
+
+  <p>To locate a method trace file on disk:
+</p>
+
+
+
+<ul>
+  <li>In the <em>Captures</em> window, right-click a method trace file and
+  select <strong>Show</strong> or <strong>Reveal</strong>.
+  </li>
+
+<p>
+  Android Studio opens an operating system file browser displaying the location where the file
+  resides.
+</p>
+</ul>
+<p class="note">
+  <strong>Note:</strong> If you move a method trace file, Android Studio no longer displays the file
+  in the <em>Captures</em> window. To display it, use <strong>File</strong> &gt;
+  <strong>Open</strong>. Also, rename a file from the <em>Captures</em>
+  window and not in the operating system file browser.
+</p>
+
+<h3 id="deletetrace">
+  Deleting a method trace file
+</h3>
+
+<p>
+  To delete a method trace file:
+</p>
+
+<ul>
+  <li>In the <em>Captures</em> window, right-click a method trace file and select
+  <strong>Delete</strong>.
+  </li>
+</ul>
+
+<p>
+  Android Studio deletes the file from the <em>Captures</em> dialog and from disk.
+</p>
\ No newline at end of file
diff --git a/docs/html/tools/help/am-network.jd b/docs/html/tools/help/am-network.jd
index ae116ac..8129992 100644
--- a/docs/html/tools/help/am-network.jd
+++ b/docs/html/tools/help/am-network.jd
@@ -1,7 +1,12 @@
 page.title=Network Monitor
 parent.title=Android Monitor
 parent.link=android-monitor.html
-page.tags=monitor
+meta.tags="android, performance, profiling, tools, monitor"
+page.tags="android", "performance", "profiling", "tools", "monitor"
+page.metaDescription=Use the Network Monitor to analyze network requests, including how and when your app transfers data. Preserve battery life by optimizing network use.
+page.image=tools/help/thumbnails/am-networkmon.png
+page.article=true
+
 @jd:body
 
 <div id="qv-wrapper">
@@ -11,63 +16,12 @@
   <li><a href="#running">Displaying a Running App in the Network Monitor</a></li>
 </ol>
 
- <h2>See also</h2>
-  <ol>
-    <li>
-        <a href="{@docRoot}tools/help/android-monitor.html">Android Monitor</a>
-      </li>
-    <li><a href="{@docRoot}tools/help/am-logcat.html">logcat Monitor</a>
-      </li>
-
-      <li><a href="{@docRoot}tools/help/am-memory.html">Memory Monitor</a>
-      </li>
-
-      <li><a href="{@docRoot}tools/help/am-cpu.html">CPU Monitor</a>
-      </li>
-
-      <li><a href="{@docRoot}tools/help/am-gpu.html">GPU Monitor</a>
-      </li>
-  </ol>
-
 <h2>Video</h2>
   <ol>
     <li><a href="https://www.youtube.com/watch?v=fEEulSk1kNY"
       class="external-link">Battery Drain and Networking</a></li>
   </ol>
 
-<h2>
-  Dependencies and Prerequisites
-</h2>
-
-<ul>
-  <li>
-    <a href="{@docRoot}tools/building/building-studio.html#RunningOnDeviceStudio">Connect a
-    hardware device</a> to your development computer.
-  </li>
-
-  <li>Make sure your development computer detects your hardware device, which often happens
-  automatically when you connect it to a USB port.
-  </li>
-
-  <li>
-    <a href="{@docRoot}tools/device.html#device-developer-options">Enable</a> <strong><a href=
-    "{@docRoot}tools/device.html#device-developer-options">USB debugging</a></strong> in
-    <strong>Developer Options</strong> on the device.
-  </li>
-
-  <li>In your app, set the <code>debuggable</code> property to <code>true</code> in the manifest or
-  <code>build.gradle</code> file (it’s initially set by default).
-  </li>
-
-  <li>Enable ADB integration through <strong>Tools</strong> &gt; <strong>Android</strong> &gt;
-  <strong>Enable ADB Integration</strong>.
-  </li>
-
-  <li>
-    <a href="{@docRoot}tools/help/monitor.html">Android Device Monitor</a> can’t be running.
-  </li>
-</ul>
-
 </div>
 </div>
 
@@ -91,32 +45,35 @@
 </h2>
 
 <p>
-  Follow these steps:
+  To display an app running on a particular device in the Network Monitor:
 </p>
 
 <ol>
-  <li>Connect a hardware device.
+  <li>Meet the <a href=
+  "{@docRoot}tools/help/am-basics.html#byb">prerequisites and dependencies</a>.
   </li>
-
+  <p>Connect a hardware device; the Network Monitor doesn't monitor an emulator.
+  </p>
+ <li>Open an app project.
+  </li>
+  <li><a href=
+  "{@docRoot}tools/building/building-studio.html#RunningApp">Run the app</a> on the hardware device.
+  </li>
   <li>
-    <a href="{@docRoot}tools/help/android-monitor.html#displaying">Display Android Monitor</a>.
+    <a href="{@docRoot}tools/help/am-basics.html#displaying">Display Android Monitor</a>.
+  </li>
+  <li>Click the <strong>Monitors</strong> tab and <a href=
+  "{@docRoot}tools/help/am-basics.html#rearranging">display the Network Monitor</a>.
   </li>
 
-  <li>Click the <strong>Network</strong> tab.
+  <li>Enable the Network Monitor by clicking Pause <img src="{@docRoot}images/tools/am-ipause.png"
+    style="vertical-align:sub;margin:0;height:17px" alt="Pause icon" /> to deselect it.
   </li>
 
-  <li>Open an app project and <a href=
-  "{@docRoot}tools/building/building-studio.html#RunningApp">run it</a> on the hardware device.
-  </li>
-
-  <li>To start the Network Monitor, click Pause <img src="{@docRoot}images/tools/am-ipause.png"
-    style="vertical-align:sub;margin:0;height:17px" alt="Pause icon" /> to
-  deselect it.
-  </li>
 <p>
   Any network traffic begins to appear in the Network Monitor:
 </p>
-  <img src="{@docRoot}images/tools/am-networkmon.png" style="vertical-align:sub;margin:0;width:450px" />
+  <img src="{@docRoot}images/tools/am-networkmon2.png" style="vertical-align:sub;margin:0" />
 <p>
   The Network Monitor adds up the amount of time it takes for the device to transmit and receive
   kilobytes of data.
diff --git a/docs/html/tools/help/am-screenshot.jd b/docs/html/tools/help/am-screenshot.jd
new file mode 100644
index 0000000..322616e
--- /dev/null
+++ b/docs/html/tools/help/am-screenshot.jd
@@ -0,0 +1,89 @@
+page.title=Screen Capture
+parent.title=Android Monitor
+parent.link=android-monitor.html
+meta.tags="android, performance, profiling, tools, monitor"
+page.tags="android", "performance", "profiling", "tools", "monitor"
+page.metaDescription=Use the Screen Capture tool to take a screenshot of the display on a hardware device or the emulator. Optionally display the screenshot within a graphic of a device.
+page.image=tools/help/thumbnails/am_screenshot.png
+page.article=true
+@jd:body
+
+
+<p>
+  You can take a PNG screenshot of the display on a connected device or the emulator. You can use
+  the images for your marketing materials as well as for debugging, for example.
+</p>
+
+
+<h2 id="screencapture">
+  Taking a Screen Capture of the Device
+</h2>
+
+
+<p>
+  To take a screen capture:
+</p>
+<ol>
+  <li>Meet the <a href=
+  "{@docRoot}tools/help/am-basics.html#byb">prerequisites and dependencies</a>.
+  </li>
+ <li>Open an app project.
+  </li>
+  <li><a href=
+  "{@docRoot}tools/building/building-studio.html#RunningApp">Run the app</a> on
+  a hardware device or emulator.
+  </li>
+  <li>
+    <a href="{@docRoot}tools/help/am-basics.html#displaying">Display Android Monitor</a>.
+  </li>
+
+  <li>Interact with the display on the device or emulator to stage the image you want.
+  </li>
+
+  <li>Click Screen Capture <img src="{@docRoot}images/tools/am-iscreencapture.png"
+    style="vertical-align:sub;margin:0;height:17px" alt="Screen Capture icon" /> in the
+    Android Monitor toolbar.
+  </li>
+  <p>The screenshot appears in a <em>Screenshot Editor</em> window.</p>
+
+<img src="{@docRoot}images/tools/am-screenshot.png" alt="Screen Capture" />
+
+  <li>Optionally change the image:
+    <ul>
+      <li>
+        <strong>Recapture</strong> - Click to take a new screenshot.
+      </li>
+
+      <li>
+        <strong>Rotate</strong> - Click to rotate the image 90 degrees clockwise.
+      </li>
+
+      <li>
+        <strong>Frame Screenshot</strong> - Select this option and choose a device to add an image
+        of the device to the outside of the screenshot. Select <strong>Drop Shadow</strong>,
+        <strong>Screen Glare</strong>, or both to add these effects to your image.
+      </li>
+
+      <li>
+        <strong>Chessboard</strong> and <strong>Grid</strong> - Select an option to display these
+        behind your image.
+      </li>
+
+      <li>
+        <strong>Zoom In</strong>, <strong>Zoom Out</strong>, or <strong>Actual Size</strong> -
+        Click these options to get different perspectives of your image without changing the image
+        itself.
+      </li>
+    </ul>
+    </li>
+      <li>Click <strong>Save</strong> to save the image.
+      </li>
+      </li>
+      <li>In the <em>Save as PNG</em> dialog, specify the location and filename,
+      and then click <strong>OK</strong>.
+      </li>
+      <p>The screenshot file appears in the Code Editor area.</p>
+</ol>
+
+
+
diff --git a/docs/html/tools/help/am-sysinfo.jd b/docs/html/tools/help/am-sysinfo.jd
new file mode 100644
index 0000000..166cc08
--- /dev/null
+++ b/docs/html/tools/help/am-sysinfo.jd
@@ -0,0 +1,205 @@
+page.title=System Information
+parent.title=Android Monitor
+parent.link=android-monitor.html
+meta.tags="android, performance, profiling, tools, monitor"
+page.tags="android", "performance", "profiling", "tools", "monitor"
+page.metaDescription=Use the System Information tool to capture <code>dumpsys</code> information about your app. View activity manager, package, memory usage, and graphics state information.
+page.image=tools/help/thumbnails/am_sysinfo.png
+page.article=true
+@jd:body
+<div id="qv-wrapper">
+<div id="qv">
+  <h2>In this document</h2>
+<ol>
+  <li><a href="#sysinfo">Examining System Information for a Running App</a></li>
+  <li><a href="#viewsysinfo">Viewing Saved System Information</a></li>
+  <li><a href="#sysinfo-files">Working with System Information Files</a></li>
+</ol>
+
+</div>
+</div>
+
+<p>
+  You can capture <code>dumpsys</code> output from within Android Monitor and
+  display the file in the Code Editor. The <em>Captures</em> window lists the
+  system information files so you can retrieve the information later for
+  analysis.
+</p>
+
+
+
+<h2 id="sysinfo">
+  Examining System Information for a Running App
+</h2>
+<p>
+  To capture and view a snapshot of system information:
+</p>
+
+<ol>
+  <li>Meet the <a href=
+  "{@docRoot}tools/help/am-basics.html#byb">prerequisites and dependencies</a>.
+  </li>
+ <li>Open an app project.
+  </li>
+  <li><a href=
+  "{@docRoot}tools/building/building-studio.html#RunningApp">Run the app</a> on
+  a hardware device or emulator.
+  </li>
+  <li>
+    <a href="{@docRoot}tools/help/am-basics.html#displaying">Display Android Monitor</a>.
+  </li>
+
+  <li>In the toolbar of the Android Monitor main window, click System Information
+    <img src="{@docRoot}images/tools/am-isysteminfo.png"
+    style="vertical-align:sub;margin:0;height:17px" alt="System Information icon" />
+    and then select a menu item.
+  </li>
+
+<p>
+  The menu items display different types of <code><a href=
+  "https://source.android.com/devices/tech/debug/dumpsys.html">dumpsys</a></code>
+  output:
+</p>
+
+<ul>
+  <li>
+    <strong>Activity Manager State</strong> - <code>dumpsys activity</code>
+  </li>
+
+  <li>
+    <strong>Package Information</strong> - <code>dumpsys package</code>
+  </li>
+
+  <li>
+    <strong>Memory Usage</strong> - <code><a href=
+    "{@docRoot}tools/debugging/debugging-memory.html#ViewingAllocations">dumpsys
+    meminfo</a></code>
+  </li>
+
+  <li>
+    <strong>Memory Use Over Time</strong> - <code><a href=
+    "http://android-developers.blogspot.com/2014/01/process-stats-understanding-how-your.html">dumpsys
+    procstats</a></code>
+  </li>
+
+  <li>
+    <strong>Graphics State</strong> - <code><a href=
+    "{@docRoot}training/testing/performance.html">dumpsys gfxinfo</a></code>
+  </li>
+</ul>
+
+<p>
+  The information appears in an editable text file in the Code Editor.
+</p>
+<img src="{@docRoot}images/tools/am-sysinfo.png" alt="System Information" />
+<p>Android Studio creates the system information file with the
+  filename <code><em>package_yyyy.mm.dd_hh.mm.ss</em>.txt</code> using the
+  activity package (or project) name, year, month, day,
+  hour, minute, and second of the capture, for example,
+  <code>com.android.calc_2015.11.17_14.58.48.txt</code>.</p>
+</ol>
+
+<h2 id="viewsysinfo">
+Viewing Saved System Information
+</h2>
+
+<p>
+After you take a snapshot of system information, Android Studio automatically
+stores it so you can view it again.</p>
+
+<p>To examine a saved system information file:</p>
+
+<ol>
+          <li>Click
+          <img src="{@docRoot}images/tools/am-icaptures.png"
+          style="vertical-align:sub;margin:0;height:17px"
+          alt="Captures icon" /> in the main window.
+          </li>
+          <p>Or select <strong>View</strong> > <strong>Tools Windows</strong> >
+          <strong>Captures</strong>.</p>
+
+        <p>
+          The <em>Captures</em> window appears.
+        </p>
+
+      <li>Open the <strong>System Information</strong> folder.
+      </li>
+
+      <li>Double-click the file to view it.
+      </li>
+</ol>
+
+
+<h2 id="sysinfo-files">Working with System Information Files</h2>
+<p>You can rename, locate, and delete a system information file from within
+Android Studio.</p>
+
+<h3 id="renamesysinfo">
+  Renaming a system information file
+</h3>
+
+<p>
+  Rename a system information file from within Android Studio so it
+  continues to appear in the <em>Captures</em> window.</p>
+
+  <p>To rename a system information file:
+</p>
+
+<ol>
+  <li>In the <em>Captures</em> window, right-click the file and select
+  <strong>Rename</strong>.
+  </li>
+
+  <li>In the dialog, specify the name of the file and click <strong>OK</strong>.
+  </li>
+</ol>
+
+<h3 id="locatesysinfo">
+  Locating a system information file on disk
+</h3>
+
+<p>
+  You can quickly discover where Android Studio stored system information files
+  on disk.</p>
+
+  <p>To locate a system information file on disk:
+</p>
+
+
+
+<ul>
+  <li>In the <em>Captures</em> window, right-click a system information file and
+  select <strong>Show</strong> or <strong>Reveal</strong>.
+  </li>
+
+<p>
+  Android Studio opens an operating system file browser displaying the location
+  where the file resides.
+</p>
+</ul>
+<p class="note">
+  <strong>Note:</strong> If you move a system information file, Android Studio
+  no longer displays the file
+  in the <em>Captures</em> window. To display it, use <strong>File</strong> &gt;
+  <strong>Open</strong>. Also, rename a file from the <em>Captures</em>
+  window and not in the operating system file browser.
+</p>
+
+<h3 id="deletesysinfo">
+  Deleting a system information file
+</h3>
+
+<p>
+  To delete a system information file:
+</p>
+
+<ul>
+  <li>In the <em>Captures</em> window, right-click a system information file
+  and select <strong>Delete</strong>.
+  </li>
+</ul>
+
+<p>
+  Android Studio deletes the file from the <em>Captures</em> dialog and from
+  disk.
+</p>
diff --git a/docs/html/tools/help/am-video.jd b/docs/html/tools/help/am-video.jd
new file mode 100644
index 0000000..5ecdd11
--- /dev/null
+++ b/docs/html/tools/help/am-video.jd
@@ -0,0 +1,78 @@
+page.title=Video Capture
+parent.title=Android Monitor
+parent.link=android-monitor.html
+meta.tags="android, performance, profiling, tools, monitor"
+page.tags="android", "performance", "profiling", "tools", "monitor"
+page.metaDescription=Use the Video tool to make a video of the display on a hardware device.
+page.image=tools/help/thumbnails/am_video.png
+page.article=true
+@jd:body
+
+
+<p>
+  Android Studio lets you record an MP4 video from your hardware device for a maximum of three
+  minutes. You can use the video for your marketing materials as well as for debugging, for
+  example.
+</p>
+<img src="{@docRoot}images/tools/am-video.png" width="230" alt="Device Video" />
+
+
+
+<h2 id="video">
+  Recording a Video from the Screen
+</h2>
+
+<p>
+  To record a video from a hardware device:
+</p>
+<ol>
+  <li>Meet the <a href=
+  "{@docRoot}tools/help/am-basics.html#byb">prerequisites and dependencies</a>.
+  </li>
+ <li>Open an app project.
+  </li>
+  <li><a href=
+  "{@docRoot}tools/building/building-studio.html#RunningApp">Run the app</a> on
+  a hardware device.
+  </li>
+  <li>
+    <a href="{@docRoot}tools/help/am-basics.html#displaying">Display Android Monitor</a>.
+  </li>
+
+  <li>Interact with the display on the hardware device to stage the start of the video.
+  </li>
+
+  <li>Click Screen Record <img src="{@docRoot}images/tools/am-ivideo.png"
+    style="vertical-align:sub;margin:0;height:17px" alt="Screen Record icon" /> in the
+    Android Monitor toolbar.
+  </li>
+  <p>The screenshot appears in a Screenshot Editor window.</p>
+
+  <li>In the <em>Screen Recorder Options</em> dialog, optionally change the recording options:
+  </li>
+<ul>
+  <li>
+    <strong>Bit Rate</strong> - Type a bit rate. The default is 4 Mbps.
+  </li>
+
+  <li>
+    <strong>Resolution</strong> - Type a width and height value in pixels. The value must be a
+    multiple of 16. The default is the resolution of the device.
+  </li>
+</ul>
+  <li>Click <strong>Start Recording</strong> to start the recording.
+  </li>
+
+  <li>Click <strong>Stop Recording</strong> to stop the recording.
+  </li>
+
+  <li>In the <em>Save As</em> dialog, save the MP4 file.
+  </li>
+
+  <li>In the <em>Screen Recorder</em> dialog, click one of the buttons to show the file location,
+  open the recording in a player, or to dismiss the dialog.
+  </li>
+</ol>
+
+
+
diff --git a/docs/html/tools/help/android-monitor.jd b/docs/html/tools/help/android-monitor.jd
index 4c9f80f..2820db8 100644
--- a/docs/html/tools/help/android-monitor.jd
+++ b/docs/html/tools/help/android-monitor.jd
@@ -8,63 +8,16 @@
 <div id="qv">
   <h2>In this document</h2>
 <ol>
-  <li><a href="#displaying">Displaying Android Monitor</a></li>
-  <li><a href="#profiling">Profiling a Running App in Android Monitor</a></li>
-  <li><a href="#switching">Switching between Devices and Apps</a></li>
-  <li><a href="#screencapture">Taking a Screen Capture of the Device</a></li>
-  <li><a href="#video">Recording a Video from the Screen</a></li>
-  <li><a href="#sysinfo">Examining System Information</a></li>
-  <li><a href="#terminating">Terminating the App</a></li>
-  <li><a href="#rearranging">Rearranging Android Monitor Windows</a></li>
-  <li><a href="#removing">Removing an App from a Device</a></li>
+  <li><a href="#logcat">Log Messages</a></li>
+  <li><a href="#monitors">Performance Monitors</a></li>
+  <li><a href="#data">Data Analysis</a></li>
+  <li><a href="#shots">Screen and Video Captures</a></li>
+  <li><a href="#getstarted">Get Started</a></li>
 </ol>
 
- <h2>See also</h2>
-  <ol>
-    <li><a href="{@docRoot}tools/help/am-logcat.html">logcat Monitor</a>
-      </li>
-
-      <li><a href="{@docRoot}tools/help/am-memory.html">Memory Monitor</a>
-      </li>
-
-      <li><a href="{@docRoot}tools/help/am-cpu.html">CPU Monitor</a>
-      </li>
-
-      <li><a href="{@docRoot}tools/help/am-gpu.html">GPU Monitor</a>
-      </li>
-
-      <li>
-        <a href="{@docRoot}tools/help/am-network.html">Network Monitor</a>
-      </li>
-  </ol>
 
 
-<h2>
-  Dependencies and Prerequisites
-</h2>
 
-<ul>
-  <li>In your app, set the <code>debuggable</code> property to <code>true</code> in the manifest or
-  <code>build.gradle</code> file (it’s initially set by default).
-  </li>
-
-    <li>Enable ADB integration through <strong>Tools</strong> &gt; <strong>Android</strong> &gt;
-  <strong>Enable ADB Integration</strong>.
-    </li>
-
-  <li>Make sure your development computer detects your hardware device, which often happens
-  automatically when you connect it to a USB port.
-  </li>
- <li>
-    <a href="{@docRoot}tools/device.html#device-developer-options">Enable</a> <strong><a href=
-    "{@docRoot}tools/device.html#device-developer-options">USB debugging</a></strong> in
-    <strong>Developer Options</strong> on the device or emulator.
-  </li>
-
-  <li>
-    <a href="{@docRoot}tools/help/monitor.html">Android Device Monitor</a> can’t be running.
-  </li>
-</ul>
 
 </div>
 </div>
@@ -72,7 +25,7 @@
 <p>
   Android Monitor helps you to profile the performance of your apps so you can optimize, debug, and
   improve them. It lets you monitor the following aspects of your apps from a hardware device or
-  the Android Studio emulator:
+  the <a href="{@docRoot}tools/devices/emulator.html">Android Emulator</a>:
 </p>
 
 <ul>
@@ -88,375 +41,66 @@
   </li>
 </ul>
 
-<p>
-  Android Monitor contains the logcat, Memory, CPU, GPU, and Network Monitors that you can use
-  separately to examine these aspects of your apps.
-</p>
 
+<p>Android Monitor provides various tools that provide real-time information about your app. It
+  lets you capture data as your app runs and stores it in a file that you can analyze in various
+  viewers. You can also capture screen shots and videos of your app as it runs.</p>
 
-<h2 id="displaying">
-  Displaying Android Monitor
-</h2>
+<h2 id="logcat">Log Messages</h2>
 
-<p>
-  Android Monitor is integrated into the Android Studio main window:
-</p>
+<p>View log messages — in real time and historically — which is useful for debugging.</p>
 
-<ul>
-  <li>To display Android Monitor, click <img src="{@docRoot}images/tools/am-icon.png"
-    style="vertical-align:sub;margin:0;height:17px" alt="Android Monitor icon" />, which by default
-  is at the bottom of the main window.
-  </li>
+<div class="dynamic-grid">
+  <div class="resource-widget resource-flow-layout landing col-12"
+    data-query="collection:tools/help/log"
+    data-cardSizes="12x6"
+    data-maxResults="6">
+  </div>
+</div>
 
-  <li>To hide Android Monitor, click <img src="{@docRoot}images/tools/am-icon.png"
-    style="vertical-align:sub;margin:0;height:17px" alt="Android Monitor icon" /> again.
-  </li>
-</ul>
-<img src="{@docRoot}images/tools/am-androidmon.png" style="vertical-align:sub;margin:0;width:480px" />
 
-<h2 id="profiling">
-  Profiling a Running App in Android Monitor
-</h2>
+<h2 id="monitors">Performance Monitors</h2>
 
-<p>
-  Follow these steps:
-</p>
+<p>Visualize the behavior and performance of your app.</p>
 
-<ol>
-  <li>Optionally connect a hardware device.
-  </li>
+<div class="dynamic-grid">
+  <div class="resource-widget resource-flow-layout landing col-12"
+    data-query="collection:tools/help/monitor"
+    data-cardSizes="9x6"
+    data-maxResults="6">
+  </div>
+</div>
 
-  <li>
-    <a href="#displaying">Display Android Monitor</a>.
-  </li>
+<h2 id="data">Data Analysis</h2>
 
-  <li>Open an app project and <a href=
-  "{@docRoot}tools/building/building-studio.html#RunningApp">run the app</a> on a device or
-  emulator.
-  </li>
+<p>Android Monitor lets you capture various types of data about your app while it's running and
+  stores it in a file, which you can access whenever is convenient.
+  It lists these files in the <em>Captures</em> window.</p>
 
-  <li>Click the tab for the monitor you want to view and start the monitor, if needed:
-    <ul>
-      <li><a href="{@docRoot}tools/help/am-logcat.html">logcat Monitor</a>
-      </li>
+<div class="dynamic-grid">
+  <div class="resource-widget resource-flow-layout landing col-12"
+    data-query="collection:tools/help/data"
+    data-cardSizes="9x6"
+    data-maxResults="6">
+  </div>
+</div>
 
-      <li><a href="{@docRoot}tools/help/am-memory.html">Memory Monitor</a>
-      </li>
+<h2 id="shots">Screen and Video Captures</h2>
 
-      <li><a href="{@docRoot}tools/help/am-cpu.html">CPU Monitor</a>
-      </li>
+<p>Create screen captures and videos of your app to help with marketing and debugging.
+  </p>
 
-      <li><a href="{@docRoot}tools/help/am-gpu.html">GPU Monitor</a>
-      </li>
+<div class="dynamic-grid">
+  <div class="resource-widget resource-flow-layout landing col-12"
+    data-query="collection:tools/help/shot"
+    data-cardSizes="9x3"
+    data-maxResults="2">
+  </div>
+</div>
 
-      <li>
-        <a href="{@docRoot}tools/help/am-network.html">Network Monitor</a>
-      </li>
-    </ul>
-</ol>
-    <h2 id="switching">
-      Switching between Devices and Apps
-    </h2>
-
-    <p>
-      By default, Android Monitor displays data for your most recently run app. You can switch to
-      another device and app as needed. In addition to currently running apps, you can view
-      information about apps that are no longer running so you can continue to view any information
-      about them that you gathered previously.
-    </p>
-
-    <p>
-      At the top of the Android Monitor main window are two menus listing devices and processes. To
-      switch to another device, process, or both, follow these steps:
-    </p>
-
-    <ol>
-      <li>Select the device or emulator.
-      </li>
-
-    <p>
-      The Device menu lists the devices and emulators that are running or have run during your
-      current session. There are various status messages that can appear in the Device menu:
-    </p>
-
-    <ul>
-      <li>
-        <strong>DISCONNECTED</strong> - You closed an emulator or unplugged a device from the
-        computer.
-      </li>
-
-      <li>
-        <strong>UNAUTHORIZED</strong> - A device needs you to accept the incoming computer
-        connection. For example, if the connected device displays an <em>Allow USB Debugging</em>
-        dialog, click <strong>OK</strong> to allow the connection.
-      </li>
-
-      <li>
-        <strong>OFFLINE</strong> - Android Monitor can’t communicate with a device, even though it
-        has detected that device.
-      </li>
-    </ul>
-
-  <li>Select the process.
-  </li>
-</ol>
-
-<p>
-  The Process menu lists the processes that are running or have run during your current session. If
-  a process is no longer running, the menu displays a status of <strong>DEAD</strong>.
-</p>
-
-<h2 id="screencapture">
-  Taking a Screen Capture of the Device
-</h2>
-
-<p>
-  You can take a PNG screenshot of the display on a connected device or the emulator. You can use
-  the images for your marketing materials as well as for debugging, for example.
-</p>
-<p>
-  Follow these steps:
-</p>
-<ol>
-  <li>
-    <a href="{@docRoot}training/basics/firstapp/running-app.html">Run your
-    app</a> from within Android Studio.
-  </li>
-
-  <li>
-    <a href="#switching">Select the device and the process</a> in the Android Monitor
-    menus, if needed.
-  </li>
-
-  <li>Interact with the display on the device or emulator to stage the image you want.
-  </li>
-
-  <li>Click Screen Capture <img src="{@docRoot}images/tools/am-iscreencapture.png"
-    style="vertical-align:sub;margin:0;height:17px" alt="Screen Capture icon" /> in the
-    Android Monitor toolbar.
-  </li>
-  <p>The screenshot appears in a <em>Screenshot Editor</em> window.</p>
-
-  <li>Optionally change the image:
-    <ul>
-      <li>
-        <strong>Reload</strong> - Click to take a new screenshot.
-      </li>
-
-      <li>
-        <strong>Rotate</strong> - Click to rotate the image 90 degrees clockwise.
-      </li>
-
-      <li>
-        <strong>Frame Screenshot</strong> - Select this option and choose a device to add an image
-        of the device to the outside of the screenshot. Select <strong>Drop Shadow</strong>,
-        <strong>Screen Glare</strong>, or both to add these effects to your image.
-      </li>
-
-      <li>
-        <strong>Chessboard</strong> and <strong>Grid</strong> - Select an option to display these
-        behind your image.
-      </li>
-
-      <li>
-        <strong>Zoom In</strong>, <strong>Zoom Out</strong>, or <strong>Actual Size</strong> -
-        Click these options to get different perspectives of your image without changing the image
-        itself.
-      </li>
-    </ul>
-    </li>
-      <li>Click <strong>Save</strong> to save the image.
-      </li>
-</ol>
-
-<h2 id="video">
-  Recording a Video from the Screen
-</h2>
-
-<p>
-  Android Studio lets you record an MP4 video from your hardware device for a maximum of three
-  minutes. You can use the video for your marketing materials as well as for debugging, for
-  example.
-</p>
-<p>
-  Follow these steps:
-</p>
-<ol>
-  <li>
-    <a href="{@docRoot}training/basics/firstapp/running-app.html">Run your
-    app</a> from within Android Studio.
-  </li>
-
-  <li>
-    <a href="#switching">Select the device and the process</a> in the Android Monitor
-    menus, if needed.
-  </li>
-
-  <li>Interact with the display on the device or emulator to stage the start of the video.
-  </li>
-
-  <li>Click Screen Record <img src="{@docRoot}images/tools/am-ivideo.png" style="vertical-align:sub;margin:0;height:17px" alt="Screen Record icon" /> in the Android Monitor toolbar.
-  </li>
-  <p>The screenshot appears in a Screenshot Editor window.</p>
-
-  <li>In the <em>Screen Recorder Options</em> dialog, optionally change the recording options:
-  </li>
-<ul>
-  <li>
-    <strong>Bit Rate</strong> - Type a bit rate. The default is 4 Mbps.
-  </li>
-
-  <li>
-    <strong>Resolution</strong> - Type a width and height value in pixels. The value must be a
-    multiple of 16. The default is the resolution of the device.
-  </li>
-</ul>
-  <li>Click <strong>Start Recording</strong> to start the recording.
-  </li>
-
-  <li>Click <strong>Stop Recording</strong> to stop the recording.
-  </li>
-
-  <li>In the <em>Save As</em> dialog, save the MP4 file.
-  </li>
-
-  <li>In the <em>Screen Recorder</em> dialog, click one of the buttons to show the file location,
-  open the recording in a player, or to dismiss the dialog.
-  </li>
-</ol>
-
-<h2 id="sysinfo">
-  Examining System Information
-</h2>
-<p>
-  You can view <code>dumpsys</code> output from within Android Monitor. Follow these steps:
-</p>
-
-<ol>
-  <li>
-    <a href="{@docRoot}training/basics/firstapp/running-app.html">Run your
-    app</a> from within Android Studio.
-  </li>
-
-  <li>
-    <a href="#switching">Select the device and the process</a> in the Android Monitor
-    menus, if needed.
-  </li>
-
-  <li>Click System Information <img src="{@docRoot}images/tools/am-isysteminfo.png"
-    style="vertical-align:sub;margin:0;height:17px" alt="System Information icon" /> and then a
-    menu item in the Android Monitor
-  toolbar.
-  </li>
-
-<p>
-  The menu items display different types of <code><a href=
-  "https://source.android.com/devices/tech/debug/dumpsys.html">dumpsys</a></code> output:
-</p>
-
-<ul>
-  <li>
-    <strong>Activity Manager State</strong> - <code>dumpsys activity</code>
-  </li>
-
-  <li>
-    <strong>Package Information</strong> - <code>dumpsys package</code>
-  </li>
-
-  <li>
-    <strong>Memory Usage</strong> - <code><a href=
-    "{@docRoot}tools/debugging/debugging-memory.html#ViewingAllocations">dumpsys
-    meminfo</a></code>
-  </li>
-
-  <li>
-    <strong>Memory Use Over Time</strong> - <code><a href=
-    "http://android-developers.blogspot.com/2014/01/process-stats-understanding-how-your.html">dumpsys
-    procstats</a></code>
-  </li>
-
-  <li>
-    <strong>Graphics State</strong> - <code><a href=
-    "{@docRoot}training/testing/performance.html">dumpsys gfxinfo</a></code>
-  </li>
-</ul>
-
-<p>
-  The information appears in an editable text file in the Code Editor.
-</p>
-</ol>
-
-<h2 id="terminating">
-  Terminating the App
-</h2>
-
-<p>
-  If you want to stop an app you’ve run from Android Studio, follow these steps:
-</p>
-
-<ol>
-  <li>
-    <a href="#switching">Select the device and the process</a> in the Android Monitor
-    menus, if needed.
-  </li>
-
-  <li>Click Terminate Application <img src="{@docRoot}images/tools/am-iterminate.png"
-    style="vertical-align:sub;margin:0;height:17px" alt="Terminate App icon" />.
-  </li>
-
-
-<p>
-  The process status changes to <strong>DEAD</strong> in the Processes menu. The emulator or device
-  continues to run, but the app closes. Any running monitors in Android Monitor stop.
-</p>
-</ol>
-
-<h2 id="rearranging">
-  Rearranging Android Monitor Windows
-</h2>
-
-<p>
-  You can rearrange the Android Monitor windows for optimal viewing during your tests:
-</p>
-
-<ul>
-  <li>To reorder the monitors, move the tabs back and forth.
-  </li>
-
-  <li>To move a monitor to a standalone window, grab a tab and move it to a different location on
-  the screen. Or, select <img src="{@docRoot}images/tools/am-igear.png" style="vertical-align:sub;margin:0;height:17px" alt="Gear menu icon" /> &gt; <strong>Floating Mode</strong>.
-  </li>
-
-
-  <li>To dock a standalone window, grab it and move it to the Android Monitor area. Or, select
-  <img src="{@docRoot}images/tools/am-igear.png" style="vertical-align:sub;margin:0;height:17px"
-  alt="Gear menu icon"> &gt; <strong>Floating Mode</strong> to deselect it.
-  </li>
-
-
-  <li>To combine two monitor displays together, grab a tab and move it onto another monitor.
-  </li>
-
-  <li>To hide a monitor, click the <img src="{@docRoot}images/tools/am-ihide.png" style="vertical-align:sub;margin:0;height:17px" alt="Hide icon" /> icon. To make it reappear, click the icon of
-  the monitor on the far right of the row of tabs.
-  </li>
-</ul>
-
-<h2 id="removing">
-  Removing an App from a Device
-</h2>
-
-<p>
-  To remove an app from a device you use for development, use the normal uninstall procedure on the
-  device.
-</p>
-
-<p>
-  If you run a new version of an app from Android Studio that’s been already installed on a
-  hardware device, the device displays an <em>Application Installation Failed</em> dialog. Click
-  <strong>OK</strong> to install the new version of the app.
-</p>
-
-
+<h2 id="getstarted">Get Started</h2>
+<p>To begin using Android Monitor, start with <a href=
+  "{@docRoot}tools/help/am-basics.html">Android Monitor Basics</a>.
+  </p>
 
 
diff --git a/docs/html/tools/help/emulator.jd b/docs/html/tools/help/emulator.jd
index 08e3f6f..5ff3367 100644
--- a/docs/html/tools/help/emulator.jd
+++ b/docs/html/tools/help/emulator.jd
@@ -42,6 +42,7 @@
       </li>
       <li><a href="#console">Using the Emulator Console</a>
         <ol>
+          <li><a href="#console-session">Starting and Stopping a Console Session</a></li>
           <li><a href="#portredirection">Port Redirection</a></li>
           <li><a href="#geo">Geo Location Provider Emulation</a></li>
           <li><a href="#events">Hardware Events Emulation</a></li>
@@ -1440,32 +1441,106 @@
 
 <p>Each running emulator instance provides a console that lets you query and control the emulated
 device environment. For example, you can use the console to manage port redirection, network
-characteristics, and telephony events while your application is running on the emulator. To
-access the console and enter commands, use telnet to connect to the console's port number.</p>
+characteristics, and telephony events while your application is running on the emulator.
 
-<p>To connect to the console of any running emulator instance at any time, use this command: </p>
+<h3 id="console-session">Starting and Stopping a Console Session</h2>
+<p>To access the console and enter commands, from a terminal window, use <code>telnet</code> to
+connect to the
+console port and provide your authentication token.</p>
 
-<pre>telnet localhost &lt;console-port&gt;</pre>
 
-<p>An emulator instance occupies a pair of adjacent ports: a console port and an  {@code adb} port.
-The port numbers differ by 1, with the  {@code adb} port having the higher port number. The console
-of the first emulator instance running on a given machine uses console port 5554 and  {@code adb}
+<p>To connect to the console of a running emulator instance:</p>
+
+<ol>
+<li>Open a terminal window and enter the following command: </li>
+
+<pre>telnet localhost <em>console-port</em></pre>
+
+<p>An emulator instance occupies a pair of adjacent ports: a console port and an <code>adb</code> port.
+The port numbers differ by 1, with the <code>adb</code> port having the higher port number. The console
+of the first emulator instance running on a particular machine uses console port 5554 and <code>adb</code>
 port 5555. Subsequent instances use port numbers increasing by two &mdash; for example, 5556/5557,
 5558/5559, and so on. Up to 16 concurrent emulator instances can run a console facility. </p>
 
-<p>To connect to the emulator console, you must specify a valid console port. If multiple emulator instances are running, you need to determine the console port of the emulator instance you want to connect to. You can find the instance's console port listed in the title of the instance window. For example, here's the window title for an instance whose console port is 5554:</p>
+<p>To connect to the emulator console, you must specify a valid console port. If multiple emulator
+  instances are running, you need to determine the console port of the emulator instance you want
+  to connect to. The emulator window title lists the console port number. For example, the
+  window title for an emulator using console port 5554
+  could be <code>5554:Nexus_5X_API_23</code>.</p>
 
-<p><code>Android Emulator (5554)</code></p>
+<p>Alternatively, you can use the <code>adb devices</code> command, which prints a list of
+  running emulator instances and their console port numbers. For more information, see
+  <a href="{@docRoot}tools/help/adb.html#devicestatus">Querying for Emulator/Device Instances</a>.
+</p>
 
-<p>Alternatively, you can use the <code>adb devices</code> command, which prints a list of running emulator instances and their console port numbers. For more information, see <a href="{@docRoot}tools/help/adb.html#devicestatus">Querying for Emulator/Device Instances</a> in the adb documentation.</p>
+<p class="note">Note: The emulator listens for connections on ports 5554 to 5587 and accepts
+  connections from localhost only.</p>
 
-<p class="note">Note: The emulator listens for connections on ports 5554-5587 and accepts connections only from localhost.</p>
+<li>After the console displays <code>OK</code>, enter the <code>auth
+<em>auth_token</em></code> command.</li>
 
-<p>Once you are connected to the console, you can then enter <code>help [command]</code> to see a list of console commands and learn about specific commands. </p>
+<p>Before you can enter console commands, the emulator console requires authentication.
+  <code><em>auth_token</em></code> must
+  match the contents of the <code>.emulator_console_auth_token</code> file in your home directory.
+</p>
 
-<p>To exit the console session, use <code>quit</code> or <code>exit</code>.</p>
+<p>If that file doesn't exist, the <code>telnet localhost <em>console-port</em></code>
+  command creates the file, which contains a randomly generated authentication token.</p>
 
-<p>The following sections below describe the major functional areas of the console.</p>
+<p>To disable authentication, delete the token from the
+  <code>.emulator_console_auth_token</code> file or create an empty file if it doesn't exist.</p>
+
+<li>After you're connected to the console, enter console commands.</li>
+
+<p>Enter <code>help</code> and <code>help <em>command</em></code> to see a
+  list of console commands and learn about specific commands.</p>
+
+<li>To exit the console session, enter <code>quit</code> or <code>exit</code>.</li>
+</ol>
+
+<p>Here's an example session:</p>
+
+<pre class="no-pretty-print">
+me-macbook$ <strong>telnet localhost 5554</strong>
+Trying ::1...
+telnet: connect to address ::1: Connection refused
+Trying 127.0.0.1...
+Connected to localhost.
+Escape character is '^]'.
+Android Console: Authentication required
+Android Console: type 'auth &lt;auth_token&gt;' to authenticate
+Android Console: you can find your &lt;auth_token&gt; in
+'/Users/me/.emulator_console_auth_token'
+OK
+<strong>auth 123456789ABCdefZ</strong>
+Android Console: type 'help' for a list of commands
+OK
+<strong>help</strong>
+Android console command help:
+
+    help|h|?         print a list of commands
+    crash            crash the emulator instance
+    kill             kill the emulator instance
+    quit|exit        quit control session
+    redir            manage port redirections
+    power            power related commands
+    event            simulate hardware events
+    avd              control virtual device execution
+    finger           manage emulator fingerprint
+    geo              Geo-location commands
+    sms              SMS related commands
+    cdma             CDMA related commands
+    gsm              GSM related commands
+    rotate           rotate the screen by 90 degrees
+
+try 'help &lt;command&gt;' for command-specific help
+OK
+<strong>exit</strong>
+Connection closed by foreign host.
+me-macbook$
+</pre>
+
+<p>The following sections describe the major functional areas of the console.</p>
 
 
 <h3 id="portredirection">Port Redirection</h3>
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diff --git a/docs/html/tools/help/thumbnails/am_video.png b/docs/html/tools/help/thumbnails/am_video.png
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diff --git a/docs/html/tools/revisions/studio.jd b/docs/html/tools/revisions/studio.jd
index 5747f52..9c9ac44 100755
--- a/docs/html/tools/revisions/studio.jd
+++ b/docs/html/tools/revisions/studio.jd
@@ -53,6 +53,18 @@
 <div class="toggle-content open">
   <p><a href="#" onclick="return toggleContent(this)">
     <img src="{@docRoot}assets/images/styles/disclosure_up.png" class="toggle-content-img"
+      alt=""/>Android Studio v2.1.1</a> <em>(May 2016)</em>
+  </p>
+  <div class="toggle-content-toggleme">
+    <p>Security release update.</p>
+  </div>
+</div>
+
+
+
+<div class="toggle-content closed">
+  <p><a href="#" onclick="return toggleContent(this)">
+    <img src="{@docRoot}assets/images/styles/disclosure_down.png" class="toggle-content-img"
       alt=""/>Android Studio v2.1.0</a> <em>(April 2016)</em>
   </p>
   <div class="toggle-content-toggleme">
diff --git a/docs/html/tools/sdk/tools-notes.jd b/docs/html/tools/sdk/tools-notes.jd
index f72d3f3..ac1f4ce 100644
--- a/docs/html/tools/sdk/tools-notes.jd
+++ b/docs/html/tools/sdk/tools-notes.jd
@@ -25,9 +25,43 @@
 </p>
 
 <div class="toggle-content opened">
+  <p><a href="#" onclick="return toggleContent(this)">
+    <img src="/assets/images/styles/disclosure_up.png" class="toggle-content-img"
+      alt=""/>SDK Tools, Revision 25.1.6</a> <em>(May 2016)</em>
+  </p>
+
+  <div class="toggle-content-toggleme">
+
+    <dl>
+    <dt>Dependencies:</dt>
+
+    <dd>
+      <ul>
+        <li>Android SDK Platform-tools revision 23 or later.</li>
+      </ul>
+    </dd>
+
+    <dt>General Notes:</dt>
+    <dd>
+      <ul>
+        <li>The Android Emulator Console now requires
+        <a href="/tools/help/emulator.html#console-session">authentication</a>
+        before you can enter commands. Enter the <code>auth <em>auth_token</em></code> command after
+          you <code>telnet</code> to an emulator instance. <code><em>auth_token</em></code> must
+        match the contents of the <code>.emulator_console_auth_token</code> file in your
+        home directory.
+        </li>
+      </ul>
+    </dd>
+
+  </div>
+</div>
+
+
+<div class="toggle-content closed">
   <p>
     <a href="#" onclick="return toggleContent(this)"><img src=
-    "{@docRoot}assets/images/styles/disclosure_up.png" class=
+    "{@docRoot}assets/images/styles/disclosure_down.png" class=
     "toggle-content-img" alt="">SDK Tools, Revision 25.0.0</a>
     <em>(April 2016)</em>
   </p>
diff --git a/docs/html/tools/support-library/index.jd b/docs/html/tools/support-library/index.jd
index a9390b0..dfa8863 100644
--- a/docs/html/tools/support-library/index.jd
+++ b/docs/html/tools/support-library/index.jd
@@ -8,7 +8,11 @@
     <h2>In this document</h2>
     <ol>
       <li><a href="#overview">Overview</a></li>
-      <li><a href="#revisions">Revisions</a></li>
+      <li><a href="#backward">Backward Compatibility</a></li>
+      <li><a href="#layout-patterns">Support for General Layout Patterns</a></li>
+      <li><a href="#form-factors">Support for Different Form Factors</a></li>
+      <li><a href="#utils">General Utilities</a></li>
+      <li><a href="#revisions">Support Library Revision History</a></li>
     </ol>
 
     <h2>See also</h2>
@@ -22,43 +26,294 @@
   </div>
 </div>
 
-<p>The Android Support Library package is a set of code libraries that provide
-  backward-compatible versions of Android framework APIs as well as features that are only available
-  through the library APIs. Each Support Library is backward-compatible to a specific Android API
-  level. This design means that your applications can use the libraries' features and still be
-  compatible with devices running Android 1.6 (API level 4) and up.</p>
-
-<p>This guide provides information about what features are enabled by the Support Libraries,
-  how to use them in your development environment and information about library releases.</p>
-
+<p>
+  The Android Support Library offers a number of features that are not built
+  into the framework. These libraries offer backward-compatible versions of
+  new features, provide useful UI elements that are not included in the
+  framework, and provide a range of utilities that apps can draw on.
+</p>
 
 <h2 id="overview">Overview</h2>
 
-<p>Including the Support Libraries in your Android project is considered a best practice for
-  application developers, depending on the range of platform versions your app is targeting
-  and the APIs that it uses. Using the features the libraries provide can help you improve the look
-  of your application, increase performance and broaden the reach of your application to more users.
-  If you use the Android
-  <a href="{@docRoot}tools/projects/templates.html">code template</a> tools, you will notice that
-  all the Android application templates include one or more of the Support Libraries by default.</p>
+<p>
+  In many cases, a feature may be valuable to many app developers, but not
+  appropriate to include in the Android framework itself. For example, an app
+  might only need a feature for specialized use cases, such as to smooth the
+  transition between different versions of the Android system.
+</p>
 
-<p>The Support Libraries each target a base Android API level and each provides a different set
-  of features. In order to effectively use the libraries, it is important to consider what features
-  you want to support and understand what features are supported by each library at what Android
-  API level. To get started, review the
-  <a href="{@docRoot}tools/support-library/features.html">Support Library Features</a> guide.
-  After that, go to the
-  <a href="{@docRoot}tools/support-library/setup.html">Support Library Setup</a> topic to
-  learn how to incorporate the Support Libraries into your application. For more details
-  about Support Library APIs, see the {@link android.support.v4.app android.support}
-  packages in the API reference.</p>
+<p>
+  To address these situations, the Android SDK includes several libraries
+  collectively called the <em>Android Support Library</em>. App developers
+  can include any of these libraries if they want to incorporate the
+  library functionality into their apps.
+</p>
+
+<p>
+  Support libraries provide a range of different features:
+</p>
+
+<ul>
+  <li>
+    <a href="#backward">Backward-compatible</a> versions of framework
+    components.
+  </li>
+
+  <li>UI elements to implement the recommended Android <a href=
+  "#layout-patterns">layout patterns</a>.
+  </li>
+
+  <li>Support for different <a href="#form-factors">form factors</a>.
+  </li>
+
+  <li>Miscellaneous <a href="#utils">utility</a> functions.
+  </li>
+</ul>
+
+<h2 id="backward">Backward Compatibility</h2>
+
+<div class="figure" style="width:300px">
+  <img src="{@docRoot}images/tools/support-library/appbar-kitkat.png"
+    srcset="{@docRoot}images/tools/support-library/appbar-kitkat.png 1x,
+        {@docRoot}images/tools/support-library/appbar-kitkat_2x.png 2x"
+    alt="" width="300">
+  <p class="img-caption">
+    <strong>Figure 1.</strong> Because this app uses support library UI
+    elements its interface incorporates material design principles, even though
+    it is running on Android 4.4, which does not include native support for
+    material design.
+  </p>
+</div>
+
+<p>
+  Support libraries allow apps running on older versions of the Android
+  platform to support features made available on newer versions of the
+  platform. For example, an app running on a version of Android lower than 5.0
+  (API level 21) that relies on framework classes cannot display
+  material-design elements, as that version of the Android framework doesn't
+  support material design. However, if the app incorporates the Support
+  Library's <a href="{@docRoot}tools/support-library/features.html">appcompat
+  library</a>, the app has access to many of the features available in API
+  level 21, including support for material design. As a result, your app can
+  deliver a more consistent experience across a broader range of platform
+  versions.
+</p>
 
 
-<h2 id="revisions">Revisions</h2>
+<p>
+  In some cases, the support library version of a class depends as much as
+  possible on the functionality that the framework provides. In these cases,
+  if an app calls one of the support class's methods, the support library's
+  behavior depends on what version of Android the app is running on. If the
+  framework provides the necessary functionality, the support library calls on
+  the framework to perform the task. If the app is running on an earlier
+  version of Android, and the framework doesn't expose the needed
+  functionality, the support library may try to provide the functionality
+  itself, or may act as a no-op. In either case, the app generally doesn't
+  need to check what version of Android it's running on; instead, the app
+  can rely on the support library to do those checks and choose appropriate
+  behavior. Generally, classes whose names end in
+  <code>…Compat</code> (like {@link android.support.v4.app.ActivityCompat})
+  behave this way.
+</p>
+
+<p>
+  In other cases, the support library class provides a complete, standalone
+  version of a framework class that does not rely on the availability of
+  any framework APIs. These
+  methods provide consistent behavior across all supported platforms.
+</p>
+
+<p>
+  In either case, the app does not need to check the system version at run
+  time. The app can rely on the support library class to do the appropriate
+  system checks, and modify its behavior as necessary.
+</p>
+
+<h2 id="layout-patterns">Support for General Layout Patterns</h2>
+
+<p>
+  Support libraries provide user interface elements not offered by
+  the Android framework. For example, the Android Support Library offers additional
+  layout classes, like {@link android.support.v4.widget.DrawerLayout}. These
+  classes follow recommended Android design practices; for example, the Design
+  Library follows the principles of material design in a way that works across
+  many versions of Android.
+</p>
+
+<p>
+  By using these support library classes, you can avoid having to reinvent the
+  wheel; if your app has a particular user interface requirement, you can draw
+  on existing code, which provides a user interface that users will already be
+  familiar with. These elements also help you build an app that looks and feels
+  like a part of the Android ecosystem. For example, many apps need to display
+  arbitrarily long lists of elements, and need to be able to quickly and
+  efficiently reuse those elements as the list changes; this might be a list of
+  emails, contacts, music albums, and so on. Those apps can use the support
+  library {@link android.support.v7.widget.RecyclerView} widget to display the
+  list. This saves the app developer from having to develop the list from
+  scratch, and also ensures that the user will see a list that looks and
+  behaves like lists in other apps.
+</p>
+
+<h2 id="form-factors">Support for Different Form Factors</h2>
+
+<p>
+  The Android SDK provides libraries for a number of different form factors,
+  such as TV and wearables. An app can depend on the appropriate support
+  library to provide functionality across a wide range of platform versions,
+  and can provide content on external screens, speakers, and other destination
+  devices.
+</p>
+
+<h2 id="utils">General Utilities</h2>
+
+<p>
+  The Android Support Library provides backward-compatible utility functions.
+  Apps can use these utility functions to provide an appropriate user
+  experience across a wide range of Android system versions. For example,
+  support library permission methods behave appropriately depending on what
+  platform version your app is running on. If the platform supports the
+  runtime permissions model, these methods request the appropriate permission
+  from the user; on platform versions that do not support the runtime
+  permissions model, the methods check whether the appropriate permission was
+  granted at install time.
+</p>
+
+<h2 id="revisions">Support Library Revision History</h2>
 
 <p>This section provides details about the Support Library package releases.</p>
 
 <div class="toggle-content opened">
+  <p id="rev23-4-0">
+    <a href="#" onclick="return toggleContent(this)"><img src=
+    "{@docRoot}assets/images/styles/disclosure_up.png" class=
+    "toggle-content-img" alt="">Android Support Library, revision 23.4.0</a>
+    <em>(May 2016)</em>
+  </p>
+
+  <div class="toggle-content-toggleme">
+    <dl>
+      <dt>
+        Changes for <a href=
+        "{@docRoot}tools/support-library/features.html#v4">v4 Support
+        Library</a>:
+      </dt>
+
+      <dd>
+        <ul>
+          <li>Fixed issue where fragments were added in the wrong order.
+          (<a class="external-link" href=
+          "https://code.google.com/p/android/issues/detail?id=206901">Issue
+          206901</a>)
+          </li>
+
+          <li>Fixed issue where app bar wasn't drawn after being scrolled
+          offscreen. (<a class="external-link" href=
+          "https://code.google.com/p/android/issues/detail?id=178037">Issue
+          178037</a>)
+          </li>
+        </ul>
+      </dd>
+
+      <dt>
+        Changes for <a href=
+        "{@docRoot}tools/support-library/features.html#v7-appcompat">v7
+        appcompat library</a>:
+      </dt>
+
+      <dd>
+        <ul>
+          <li>Added <!-- TODO: Link to method -->
+             <code><a href=
+            "{@docRoot}reference/android/support/v7/app/AppCompatDelegate.html">
+            AppCompatDelegate</a>.setCompatVectorFromResourcesEnabled()</code>
+            method to re-enable usage of vector drawables in {@link
+            android.graphics.drawable.DrawableContainer} objects on devices
+            running Android 4.4 (API level 19) and lower. See <a href=
+            "https://medium.com/@chrisbanes/appcompat-v23-2-age-of-the-vectors-91cbafa87c88#.44uulkfal"
+            class="external-link">AppCompat v23.2 — Age of the vectors</a> for
+            more information.
+          </li>
+
+          <li>Fixed an issue in API 23 with <a href=
+          "{@docRoot}reference/android/support/v7/app/AppCompatDelegate.html#setDefaultNightMode(int)">
+            <code>AppCompatDelegate.setDefaultNightMode()</code></a> not
+            loading correct resources in API level 23. (<a class=
+            "external-link" href=
+            "https://code.google.com/p/android/issues/detail?id=206573">Issue
+            206573</a>)
+          </li>
+
+          <li>Fixed issue that could cause {@link
+          java.lang.NullPointerException}. (<a class="external-link" href=
+          "https://code.google.com/p/android/issues/detail?id=207638">Issue
+          207638</a>)
+          </li>
+        </ul>
+      </dd>
+
+      <dt>
+        Changes for <a href=
+        "{@docRoot}tools/support-library/features.html#design">Design Support
+        Library</a>:
+      </dt>
+
+      <dd>
+        <ul>
+          <li>Fixed an issue where {@link
+          android.support.design.widget.TextInputLayout} doesn't clear error
+          tint after {@link
+          android.support.design.widget.TextInputLayout#setErrorEnabled
+          setErrorEnabled(false)} on API level 21 - 22 (<a class=
+          "external-link" href=
+          "https://code.google.com/p/android/issues/detail?id=202829">Issue
+          202829</a>)
+          </li>
+
+          <li>Fixed an issue where {@link
+          android.support.design.widget.FloatingActionButton} does not return
+          when animations are disabled. (<a class="external-link" href=
+          "https://code.google.com/p/android/issues/detail?id=206416">Issue
+          206416</a>)
+          </li>
+
+          <li>Fixed issue in {@link android.support.design.widget.AppBarLayout}
+          snap functionality when used with <code>{@link
+                    android.support.design.R.id#scroll}|{@link
+                    android.support.design.R.id#enterAlways}|{@link
+                    android.support.design.R.id#enterAlwaysCollapsed}|{@link
+                    android.support.design.R.id#snap}</code> scroll flags.
+          (<a class="external-link" href=
+          "https://code.google.com/p/android/issues/detail?id=207398">Issue
+          207398</a>)
+          </li>
+        </ul>
+      </dd>
+
+      <dt>
+        Changes for <!-- TODO: Add link -->Vector Drawable library:
+      </dt>
+
+      <dd>
+        <ul>
+          <li>Fixed a bug where <!-- TODO: Javadoc link -->
+             <code>VectorDrawableCompat</code> does not render correctly in
+            {@link android.widget.TextView} on API level 23. (<a class=
+            "external-link" href=
+            "https://code.google.com/p/android/issues/detail?id=206227">Issue
+            206227</a>)
+          </li>
+        </ul>
+      </dd>
+    </dl>
+  </div>
+</div>
+
+<!-- end of collapsible section: 23.4.0 -->
+
+
+<div class="toggle-content closed">
   <p id="rev23-3-0">
     <a href="#" onclick="return toggleContent(this)"><img src=
     "{@docRoot}assets/images/styles/disclosure_up.png" class="toggle-content-img"
diff --git a/docs/html/tools/tools_toc.cs b/docs/html/tools/tools_toc.cs
index c390523..73d4ff3 100644
--- a/docs/html/tools/tools_toc.cs
+++ b/docs/html/tools/tools_toc.cs
@@ -147,6 +147,9 @@
         <div class="nav-section-header">
           <a href="<?cs var:toroot ?>tools/help/android-monitor.html">Android Monitor</a></div>
         <ul>
+          <li><a href="<?cs var:toroot ?>tools/help/am-basics.html"><span
+            class="en">Android Monitor Basics</span></a>
+          </li>
           <li><a href="<?cs var:toroot ?>tools/help/am-logcat.html"><span
             class="en">logcat Monitor</span></a>
           </li>
@@ -162,6 +165,25 @@
           <li><a href="<?cs var:toroot ?>tools/help/am-network.html"><span
             class="en">Network Monitor</span></a>
           </li>
+            <li><a href="<?cs var:toroot ?>tools/help/am-hprof.html"><span
+            class="en">HPROF Viewer and Analyzer</span></a>
+           </li>
+            <li><a href="<?cs var:toroot ?>tools/help/am-allocation.html"><span
+            class="en">Allocation Tracker</span></a>
+             </li>
+            <li><a href="<?cs var:toroot ?>tools/help/am-methodtrace.html"><span
+            class="en">Method Trace</span></a>
+            </li>
+            <li><a href="<?cs var:toroot ?>tools/help/am-sysinfo.html"><span
+            class="en">System Information</span></a>
+            </li>
+            <li><a href="<?cs var:toroot ?>tools/help/am-screenshot.html"><span
+            class="en">Screen Capture</span></a>
+            </li>
+            <li><a href="<?cs var:toroot ?>tools/help/am-video.html"><span
+            class="en">Video Capture</span></a>
+            </li>
+          </li>
         </ul>
       </li>
 
@@ -217,6 +239,7 @@
       </li>
 
       <li><a href="<?cs var:toroot ?>tools/help/hprof-conv.html">hprof-conv</a></li>
+      <li><a href="<?cs var:toroot ?>tools/help/image-asset-studio.html">Image Asset Studio</a></li>
       <li><a href="<?cs var:toroot ?>tools/help/jobb.html">jobb</a></li>
       <li><a href="<?cs var:toroot ?>tools/help/lint.html">lint</span></a></li>
       <li class="nav-section">
diff --git a/docs/html/training/basics/supporting-devices/languages.jd b/docs/html/training/basics/supporting-devices/languages.jd
index 098b556..40484b1 100644
--- a/docs/html/training/basics/supporting-devices/languages.jd
+++ b/docs/html/training/basics/supporting-devices/languages.jd
@@ -19,6 +19,7 @@
     <ul>
     <li><a href="{@docRoot}distribute/tools/localization-checklist.html">Localization Checklist</a></li>
       <li><a href="{@docRoot}guide/topics/resources/localization.html">Localization with Resources</a></li>
+      <li><a href="https://support.google.com/l10n/answer/6359997">App Translation Service</a></li>
     </ul>
   </div>
 </div>
diff --git a/docs/html/training/volley/request.jd b/docs/html/training/volley/request.jd
index a2b2ecd..97efc17 100644
--- a/docs/html/training/volley/request.jd
+++ b/docs/html/training/volley/request.jd
@@ -38,7 +38,7 @@
 
 <p>If your expected response is one of these types, you probably won't have to implement a
 custom request. This lesson describes how to use these standard request types. For
-information on how to implement your own custom request, see <a href="requests-custom.html">
+information on how to implement your own custom request, see <a href="request-custom.html">
 Implementing a Custom Request</a>.</p>
 
 
diff --git a/docs/image_sources/tools/support-library/appbar-kitkat-orig.png b/docs/image_sources/tools/support-library/appbar-kitkat-orig.png
new file mode 100644
index 0000000..ab680ce
--- /dev/null
+++ b/docs/image_sources/tools/support-library/appbar-kitkat-orig.png
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