docs: Android TV App Dev Basic Training
Change-Id: Iede448652efba25c3d0b6c26d49ea6548008515e
diff --git a/docs/html/preview/tv/start/hardware-features.jd b/docs/html/preview/tv/start/hardware-features.jd
deleted file mode 100644
index ddec496..0000000
--- a/docs/html/preview/tv/start/hardware-features.jd
+++ /dev/null
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-page.title=Hardware Features on TV
-page.tags="unsupported"
-
-@jd:body
-
-<div id="qv-wrapper">
-<div id="qv">
- <h2>In this document</h2>
- <ol>
- <li><a href="#unsupported-features">Unsupported Hardware Features</a></li>
- <li><a href="#workaround-features">Handling Unsupported Features</a></li>
- <li><a href="#check-features">Checking Available Features</a>
- <ol>
- <li><a href="#no-touchscreen">Touch screen</a></li>
- <li><a href="#no-camera">Camera</a></li>
- <li><a href="#no-gps">GPS</a></li>
- </ol>
-
- </li>
- </ol>
-</div>
-</div>
-
-<p>TVs do not have some of the hardware features found on other Android devices.
-Touch screens, cameras, and GPS receivers are some of the most commonly used hardware features
-which are typically not available on a TV. When you build an app for TV, you must carefully
-consider if your app can handle not having these features and, if necessary, work around them.</p>
-
-<p>This guide discusses the hardware features not available on TV devices and shows you how to
-work around those limitations in your app. For more information on filtering and declaring
-features in the manifest, see the
-<a href="{@docRoot}guide/topics/manifest/uses-feature-element.html">uses-feature</a> guide.</p>
-
-
-<h2 id="unsupported-features">Unsupported Hardware Features</h2>
-
-<p>TVs have a different purpose from other devices, and so they do not have hardware
-features that other Android-powered devices often have. For this reason, the Android system
-does not support the following features for a TV device:
-
-<table>
-<tr>
-<th>Hardware</th>
-<th>Android feature descriptor</th>
-</tr>
-<tr>
-<td>Camera</td>
-<td>android.hardware.camera</td>
-</tr>
-<tr>
-<td>GPS</td>
-<td>android.hardware.location.gps</td>
-</tr>
-<tr>
-<td>Microphone</td>
-<td>android.hardware.microphone</td>
-</tr>
-<tr>
-<td>Near Field Communications (NFC)</td>
-<td>android.hardware.nfc</td>
-</tr>
-<tr>
-<td>Telephony</td>
-<td>android.hardware.telephony</td>
-</tr>
-<tr>
-<td>Touchscreen</td>
-<td>android.hardware.touchscreen</td>
-</tr>
-</table>
-</p>
-
-
-<h2 id="check-features">Checking Available Features</h2>
-
-<p>To check if a feature is available at runtime, call {@link
- android.content.pm.PackageManager#hasSystemFeature(String)}. This method takes a single string
- argument that specifies the feature you want to check. For example, to check for a touch screen,
- use {@link android.content.pm.PackageManager#hasSystemFeature(String)} with the argument
- {@link android.content.pm.PackageManager#FEATURE_TOUCHSCREEN}.</p>
-
-<p>The following code example demonstrates how to detect the availability of a hardware features
- at runtime:</p>
-
-<pre>
-// Check if the telephony hardware feature is available.
-if (getPackageManager().hasSystemFeature("android.hardware.telephony")) {
- Log.d("Mobile Test", "Running on phone");
-// Check if android.hardware.touchscreen feature is available.
-} else if (getPackageManager().hasSystemFeature("android.hardware.touchscreen")) {
- Log.d("Tablet Test", "Running on devices that don't support telephony but "+
- "do have a touch screen.");
-} else {
- Log.d("TV Test", "Running on a TV!");
-}
-</pre>
-
-<p class="note">
- <strong>Note:</strong> You can also use the {@link android.app.UiModeManager#getCurrentModeType
- UiModeManager.getCurrentModeType()} method to detect the current platform type. For TV devices,
- this method returns a value of {@link android.content.res.Configuration#UI_MODE_TYPE_TELEVISION
- Configuration.UI_MODE_TYPE_TELEVISION}.
-</p>
-
-
-<h2 id="workaround-features">Handling Unsupported Features</h2>
-
-<p>Depending on the design and functionality of your app, you may be able to work around certain
- hardware features being unavailable. This section discusses how to work around specific hardware
- features.</p>
-
-
-<h3 id="no-touchscreen">Touch screen</h3>
-
-<p>Android doesn't support touch screen interaction for TV devices, since most TVs don't have touch
- screens, and using a touch screen is not consistent with a viewing environment where the user is
- seated 10 feet away from the display.</p>
-
-<p>On TV devices, you should work around this limitation by supporting navigation using a directional
- pad (D-pad) on TV remote control. For more information on properly supporting navigation using
- TV-friendly controls, see <a href="{@docRoot}preview/tv/ui/navigation.html">Navigation for
- TV</a>.</p>
-
-<p>You can explicitly declare if your application requires (or does not require) a touch screen
- by including the following entry in your manifest:</p>
-
-<pre>
-<uses-feature android:name="android.hardware.touchscreen"
- android:required="false"/>
-</pre>
-
-
-<h3 id="no-camera">Camera</h3>
-
-<p>Although a TV typically does not have a camera, you can still provide a photography-related
- application on a TV. For example, if you have an app that takes, views and edits photos, you can
- disable its picture-taking functionality for TVs and still allow users to view and even edit
- photos. If you decide that you want to enable your camera-related application to work on a
- TV device without a camera, you can add an attribute to your app manifest declaring that
- a camera is not required by your app:</p>
-
-<pre>
-<uses-feature android:name="android.hardware.camera" android:required="false" />
-</pre>
-
-<p>If you enable your application to run without a camera, you should add code to your application
-that detects if the camera feature is available and makes adjustments to the operation of your app.
-The following code example demonstrates how to detect the presence of a camera:</p>
-
-<pre>
-// Check if the camera hardware feature is available.
-if (getPackageManager().hasSystemFeature("android.hardware.camera")) {
- Log.d("Camera test", "Camera available!");
-} else {
- Log.d("Camera test", "No camera available. View and edit features only.");
-}
-</pre>
-
-
-<h3 id="no-gps">GPS</h3>
-
-<p>TVs are stationary, indoor devices, and do not have built-in global positioning system (GPS)
- receivers. If your application uses location information, you can still allow users to search
- for a location, or use a static location provider such as a zip code configured during the
- TV device setup.</p>
-
-<pre>
-LocationManager locationManager = (LocationManager) this.getSystemService(
- Context.LOCATION_SERVICE);
-Location location = locationManager.getLastKnownLocation("static");
-Geocoder geocoder = new Geocoder(this);
-Address address = null;
-
-try {
- address = geocoder.getFromLocation(location.getLatitude(),
- location.getLongitude(), 1).get(0);
- Log.d("Zip code", address.getPostalCode());
-
-} catch (IOException e) {
- Log.e(TAG, "Geocoder error", e);
-}
-</pre>
-
diff --git a/docs/html/preview/tv/start/index.jd b/docs/html/preview/tv/start/index.jd
deleted file mode 100644
index 8081995..0000000
--- a/docs/html/preview/tv/start/index.jd
+++ /dev/null
@@ -1,237 +0,0 @@
-page.title=Get Started with TV Apps
-page.tags="leanback","recyclerview","launcher"
-
-@jd:body
-
-<div id="qv-wrapper">
-<div id="qv">
- <h2>In this document</h2>
- <ol>
- <li><a href="#prerequisites">Prerequisites</a></li>
- <li><a href="#dev-project">Setup a TV Project</a>
- <ul>
- <li><a href="#tv-activity">Create a TV Activity</a></li>
- <li><a href="#tv-libraries">Add TV Support Libraries</a></li>
- </ul>
- </li>
- <li><a href="#build-it">Build TV Apps</a></li>
- <li><a href="#run">Run TV Apps</a></li>
-
- </ol>
-</div>
-</div>
-
-<p>This guide describes how to prepare your development environment and projects for building
- TV apps, including updating your existing app to run on TV devices.</p>
-
-<p class="note">
- <strong>Important:</strong> There are specific requirements your app must meet in order to
- qualify as an Android TV app on Google Play. For more information, see the requirements listed
- in <a href="{@docRoot}preview/tv/publish/index.html">Publishing TV Apps</a>.
-</p>
-
-
-<h2 id="prerequisites">Prerequisites</h2>
-
-<p>Before you begin setting up to build apps for TV, you must:</p>
-
-<ul>
- <li><strong><a href="{@docRoot}preview/setup-sdk.html">
- Set up the Preview SDK</a></strong>
- <br>
- The preview SDK provides the developer tools needed to build and test apps for TV.
- </li>
- <li><strong><a href="{@docRoot}preview/setup-sdk.html#project">
- Create a Preview SDK Project</a></strong>
- <br>
- In order to access new APIs for TV devices, you must create a project that targets the preview
- release level or modify an existing project to target the preview release.
- </li>
-</ul>
-
-
-<h2 id="dev-project">Set up a TV Project</h2>
-
-<p>TV apps use the same structure as those for phones and tablets. This means you can modify
- your existing apps to also run on TV devices or create new apps based on what you already know
- about building apps for Android. This section discusses how to modify an existing app, or create a
- new one, to run on TV devices.</p>
-
-<p>These are the main steps to creating an app that runs on TV devices. Only the first
- is required:</p>
-
-<ul>
- <li><strong>Activity for TV</strong> - (Required) In your application manifest, you must
- declare an activity that is intended to run on TV devices.</li>
- <li><strong>TV Support Libraries</strong> - (Optional) There are several Support Libraries
- available for TV devices that provide widgets for building user interfaces.</li>
-</ul>
-
-
-<h3 id="tv-activity">Create a TV Activity</h3>
-
-<p>An application intended to run on TV devices must declare a launcher activity for TV
- in its manifest using a {@code android.intent.category.LEANBACK_LAUNCHER} intent filter.
- This filter identifies your app as being built for TV, enabling it to be displayed in the
- Google Play store app running on TV devices. Declaring this intent also identifies which activity
- in your app should be launched when a user selects its icon on the TV home screen.</p>
-
-<p class="caution">
- <strong>Caution:</strong> If you do not include the {@code LEANBACK_LAUNCHER} intent filter in
- your app, it is not visible to users running the Google Play store on TV devices. Also, if your
- app does not have this filter when you load it onto a TV device using developer tools, the app
- does not appear in the TV user interface.
-</p>
-
-<p>The following code snippet shows how to include this intent filter in your manifest:</p>
-
-<pre>
-<application>
- ...
- <activity
- android:name="com.example.android.MainActivity"
- android:label="@string/app_name" >
-
- <intent-filter>
- <action android:name="android.intent.action.MAIN" />
- <category android:name="android.intent.category.LAUNCHER" />
- </intent-filter>
- </activity>
-
- <activity
- android:name="com.example.android.<strong>TvActivity</strong>"
- android:label="@string/app_name"
- android:theme="@style/Theme.Leanback">
-
- <intent-filter>
- <action android:name="android.intent.action.MAIN" />
- <category android:name="<strong>android.intent.category.LEANBACK_LAUNCHER</strong>" />
- </intent-filter>
-
- </activity>
-</application>
-</pre>
-
-<p>The second activity manifest entry in the example above specifies that activity as
- the main one when your app launches on an TV device.</p>
-
-<p>If you have an existing app that you are modifying for TV use, your app should not use the same
- activity layout for TV that it does for phones and tablets. The user interface of your TV app (or
- TV portion of your existing app) should provide a simpler interface that can be easily navigated
- using a remote control from a couch. For guidelines on designing an app for TV, see the
- <a href="{@docRoot}design/tv/index.html">TV Design</a> guide. For more instructions on
- developing a user interface appropriate to TV, see the
- <a href="{@docRoot}preview/tv/ui/index.html">TV User Interface</a> guide.
-</p>
-
-
-<h3 id="tv-libraries">Add TV Support Libraries</h3>
-
-<p>The Preview SDK includes support libraries that are intended for use with TV apps. These
- libraries provide APIs and user interface widgets for use on TV devices. The libraries are
- located in the {@code <sdk>/extras/android/support/} directory where you installed the
- Preview SDK. Here is a list of the libraries and their general purpose:</p>
-
-<ul>
- <li><strong>v17 leanback library</strong> - Provides user interface widgets for TV, including
- {@code BrowseFragment}, {@code DetailsFragment}, and {@code SearchFragment}.
- <ul>
- <li>SDK location: {@code <sdk>/extras/android/support/v17/leanback}</li>
- <li>Gradle dependency: {@code com.android.support:leanback-v17:20.0.+}</li>
- <li>Contains resources: Yes</li>
- </ul>
- </li>
- <li><strong>v7 recyclerview library</strong> - Provides classes for managing display of long
- lists in a memory efficient manner. Several classes in the v17 leanback library depend on the
- classes in this library.
- <ul>
- <li>SDK location: {@code <sdk>/extras/android/support/v7/recyclerview}</li>
- <li>Gradle dependency: {@code com.android.support:recyclerview-v7:20.0.+}</li>
- <li>Contains resources: No</li>
- </ul>
- </li>
-</ul>
-
-<p class="note">
- <strong>Note:</strong> You are not required to use these support libraries for your TV app.
- However, we strongly recommend using them, particularly for apps that provide a media catalog
- browsing interface.
-</p>
-
-<p>If you decide to use the v17 leanback library for your app, you should note that it is
- dependent on the
- <a href="{@docRoot}tools/support-library/features.html#v4">v4 support library</a>. This means
- that apps that use the leanback support library should include all of these support
- libraries:</p>
-
-<ul>
- <li>v17 leanback support library</li>
- <li>v7 recyclerview support library</li>
- <li>v4 support library</li>
-</ul>
-
-<p>The v17 leanback library contain resources, which requires
- you to take specific steps to include it in app projects. For instructions on
- importing a support library with resources, see
- <a href="http://developer.android.com/tools/support-library/setup.html#libs-with-res">
- Support Library Setup</a>.
-</p>
-
-
-<h2 id="build-it">Build TV Apps</h2>
-
-<p>After you have completed the steps described above, it's time to start building apps for
- the big screen! Check out these additional topics to help you build your app for TV:
-
-<ul>
- <li><a href="{@docRoot}preview/tv/ui/index.html">User Interface</a> - The user interface of
- TV devices is different from those of other Android devices. See this topic to find out how
- to build TV user interfaces and to learn about the widgets provided to simplify that task.
- </li>
- <li><a href="{@docRoot}preview/tv/games/index.html">Games for TV</a> - TV devices are great
- platforms for games. See this topic for information on building great game experiences for
- TV.</li>
- <li><a href="{@docRoot}preview/tv/start/hardware-features.html">Hardware features</a> - TV
- devices do not contain hardware features normally found on other Android devices. See this
- topic for information on unsupported hardware features and what to do about them.
- </li>
-</ul>
-
-
-<h2 id="run">Run TV Apps</h2>
-
-<p>Running your app is an important part of the development process. The AVD Manager in the
- Android SDK provides the device definitions that allows you to create virtual TV devices for
- running and testing your applications.</p>
-
-<p>To create an virtual TV device:</p>
-
-<ol>
- <li>Start the AVD Manager. For more information, see the
- <a href="{@docRoot}tools/help/avd-manager.html">AVD Manager</a> help.</li>
- <li>In the AVD Manager dialog, click the <strong>Device Definitions</strong> tab.</li>
- <li>Select one of the Android TV device definitions, such as
- <strong>Large Android TV</strong>, and click <strong>Create AVD</strong>.</li>
- <li>Select the emulator options and click <strong>OK</strong> to create the AVD.
- <p class="note">
- <strong>Note:</strong> For best performance of the TV emulator device, enable the <strong>Use
- Host GPU</strong> option and CPU platform image that supports hardware acceleration. For
- more information on hardware acceleration of the emulator, see
- <a href="{@docRoot}tools/devices/emulator.html#acceleration">Using the Emulator</a>.
- </p>
- </li>
-</ol>
-
-<p>To test your application on the virtual TV device:</p>
-
-<ol>
- <li>Compile your TV application in your development environment.</li>
- <li>Run the application from your development environment and choose the TV virtual device as
- the target.</li>
-</ol>
-
-<p>For more information about using emulators see, <a href="{@docRoot}tools/devices/emulator.html">
-Using the Emulator</a>. For more information about deploying apps to emulators from
-Eclipse with ADT, see <a href="{@docRoot}http://developer.android.com/tools/building/building-eclipse.html">
-Building and Running from Eclipse with ADT</a>.</p>
-
diff --git a/docs/html/preview/tv/ui/layouts.jd b/docs/html/preview/tv/ui/layouts.jd
deleted file mode 100644
index b9ca7b9..0000000
--- a/docs/html/preview/tv/ui/layouts.jd
+++ /dev/null
@@ -1,298 +0,0 @@
-page.title=Layouts for TV
-
-@jd:body
-
-<div id="qv-wrapper">
-<div id="qv">
- <h2>In this document</h2>
- <ol>
- <li><a href="#themes">Themes</a>
- <ol>
- <li><a href="#leanback-theme">Leanback Theme</a></li>
- <li><a href="#notitle-theme">NoTitleBar Theme</a></li>
- </ol>
- </li>
- <li><a href="#structure">Layout Structure</a>
- <ol>
- <li><a href="#overscan">Overscan</a></li>
- </ol>
- </li>
- <li><a href="#visibility">Text and Controls Visibility</a></li>
- <li><a href="#density-resources">Screen Density and Image Resources</a></li>
- <li><a href="#anti-patterns">Layout Anti-Patterns</a></li>
- <li><a href="#large-bitmaps">Handling Large Bitmaps</a></li>
- </ol>
-
-</div>
-</div>
-
-<p>
- A TV screen is typically viewed from about 10 feet away, and while it is much larger than most
- other Android device displays, this type of screen does not provide the same level of precise
- detail and color as a smaller device. These factors require that you create app layouts with
- TV devices in mind in order to create a useful and enjoyable user experience.</p>
-
-<p>This guide provides direction and implementation details for building effective layouts inN
- TV apps.</p>
-
-
-<h2 id="themes">Themes</h2>
-
-<p>Android <a href="{@docRoot}guide/topics/ui/themes.html">Themes</a> can provide a basis for
- layouts in your TV apps. You should use a theme to modify the display of your app activities
- that are meant to run on a TV device. This section explains which themes you should use.</p>
-
-
-<h3 id="leanback-theme">Leanback Theme</h3>
-
-<p>The Leanback library provides a standard theme for TV activities, called {@code
- Theme.Leanback}, which establishes a consistent visual style for TV apps. Use of this theme is
- recommended for most apps. This theme is recommended for any TV app that uses the Leanback
- library classes. The following code sample shows how to apply this theme to a given
- activity within an app:</p>
-
-<pre>
-<activity
- android:name="com.example.android.TvActivity"
- android:label="@string/app_name"
- <strong>android:theme="@style/Theme.Leanback"</strong>>
-</pre>
-
-
-<h3 id="notitle-theme">NoTitleBar Theme</h3>
-
-<p>The title bar is a standard user interface element for Android apps on phones and tablets,
- but it is not appropriate for TV apps. If you are not using the Leanback library classes,
- you should apply this theme to your TV activities. The following code example from a TV app
- manifest demonstrates how to apply this theme to remove the display of a title bar:
-</p>
-
-<pre>
-<application>
- ...
-
- <activity
- android:name="com.example.android.TvActivity"
- android:label="@string/app_name"
- <strong>android:theme="@android:style/Theme.NoTitleBar"</strong>>
- ...
-
- </activity>
-</application>
-</pre>
-
-
-<h2 id="structure">Layout Structure</h2>
-
-<p>Layouts for TV devices should follow some basic guidelines to ensure they are usable and
- effective on large screens. Follow these tips to build landscape layouts optimized for TV screens:
-</p>
-
-<ul>
- <li>Build layouts with a landscape orientation. TV screens always display in landscape.</li>
- <li>Put on-screen navigation controls on the left or right side of the screen and save the
- vertical space for content.</li>
- <li>Create UIs that are divided into sections, using <a
- href="{@docRoot}guide/components/fragments.html"
- >Fragments</a>, and use view groups like {@link android.widget.GridView} instead of {@link
- android.widget.ListView} to make better use of the horizontal screen space.
- </li>
- <li>Use view groups such as {@link android.widget.RelativeLayout} or {@link
- android.widget.LinearLayout} to arrange views. This approach allows the system to adjust the
- position of the views to the size, alignment, aspect ratio, and pixel density of a TV screen.</li>
- <li>Add sufficient margins between layout controls to avoid a cluttered UI.</li>
-</ul>
-
-
-<h3 id="overscan">Overscan</h3>
-
-<p>Layouts for TV have some unique requirements due to the evolution of TV standards and the
- desire to always present a full screen picture to viewers. For this reason, TV devices may
- clip the outside edge of an app layout in order to ensure that the entire display is filled.
- This behavior is generally referred to as Overscan.</p>
-
-<p>In order to account for the impact of overscan and make sure that all the user interface
- elements you place in a layout are actually shown on screen, you should incorporate a 10% margin
- on all sides of your layout. This translates into a 27dp margin on the left and right edges and
- a 48dp margin on the top and bottom of your base layouts for activities. The following
- example layout demonstrates how to set these margins in the root layout for a TV app:
-</p>
-
-<pre>
-<?xml version="1.0" encoding="utf-8"?>
-<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
- android:id="@+id/base_layout"
- android:layout_width="match_parent"
- android:layout_height="match_parent"
- android:orientation="vertical"
- android:layout_marginTop="27dp"
- android:layout_marginLeft="48dp"
- android:layout_marginRight="48dp"
- android:layout_marginBottom="27dp" >
-</LinearLayout>
-</pre>
-
-<p class="caution">
- <strong>Caution:</strong> Do not apply overscan margins to your layout if you are using the
- Leanback Support Library {@code BrowseFragment} or related widgets, as those layouts already
- incorporate overscan-safe margins.
-</p>
-
-
-<h2 id="visibility">Text and Controls Visibility</h2>
-
-<p>
-The text and controls in a TV app layout should be easily visible and navigable from a distance.
-Follow these tips to make them easier to see from a distance :
-</p>
-
-<ul>
- <li>Break text into small chunks that users can quickly scan.</li>
- <li>Use light text on a dark background. This style is easier to read on a TV.</li>
- <li>Avoid lightweight fonts or fonts that have both very narrow and very broad strokes.
- Use simple sans-serif fonts and anti-aliasing to increase readability.</li>
- <li>Use Android's standard font sizes:
-<pre>
-<TextView
- android:id="@+id/atext"
- android:layout_width="wrap_content"
- android:layout_height="wrap_content"
- android:gravity="center_vertical"
- android:singleLine="true"
- android:textAppearance="?android:attr/textAppearanceMedium"/>
-</pre>
- </li>
- <li>Ensure that all your view widgets are large enough to be clearly visible to someone
- sitting 10 feet away from the screen (this distance is greater for very large screens). The
- best way to do this is to use layout-relative sizing rather than absolute sizing, and
- density-independent pixel units instead of absolute pixel units. For example, to set the
- width of a widget, use wrap_content instead of a pixel measurement, and to set the margin
- for a widget, use dip instead of px values.</li>
-</ul>
-
-
-<h2 id="density-resources">Screen Density and Image Resources</h2>
-
-<p>The common high-definition TV display resolutions are 720p, 1080i, and 1080p.
- Your TV layout should target a screen size of 1920 x 1080 pixels, and then allow the Android
- system to downscale your layout elements to 720p if necessary. In general, downscaling
- (removing pixels) does not degrade your layout presentation quality. However, upscaling can
- cause display artifacts that degrade the quality of your layout and have a negative impact on
- the user experience of your app.</p>
-
-<p>
- To get the best scaling results for images, provide them as
- <a href="{@docRoot}tools/help/draw9patch.html">9-patch image</a> elements if possible. If you
- provide low quality or small images in your layouts, they will appear pixelated, fuzzy, or
- grainy. This is not a good experience for the user. Instead, use high-quality images.
-</p>
-
-<p>
- For more information on optimizing layouts and resources for large screens see
- <a href="{@docRoot}training/multiscreen/index.html">Designing for multiple screens</a>.
-</p>
-
-
-<h2 id="anti-patterns">Layout Anti-Patterns</h2>
-
-<p>There are a few approaches to building layouts for TV that you should avoid because they do not
-work well and lead to bad user experiences. Here are some user interface approaches you
-should specifically <em>not</em> use when developing a layout for TV.
-</p>
-
-<ul>
- <li><strong>Re-using phone or tablet layouts</strong> - Do not reuse layouts from a phone or
- tablet app without modification. Layouts built for other Android device form factors are not
- well suited for TV devices and should be simplified for operation on a TV.</li>
- <li><strong>ActionBar</strong> - While this user interface convention is recommended for use
- on phones and tablets, it is not appropriate for a TV interface. In particular, using an
- action bar options menu (or any pull-down menu for that matter) is strongly discouraged, due
- to the difficulty in navigating such a menu with a remote control.</li>
- <li><strong>ViewPager</strong> - Sliding between screens can work great on a phone or tablet,
- but don't try this on a TV!</li>
-
-</ul>
-
-<p>For more information on designing layouts that are appropriate to TV, see the
- <a href="{@docRoot}design/tv/index.html">TV Design</a> guide.</p>
-
-
-<h2 id="large-bitmaps">Handling Large Bitmaps</h2>
-
-<p>TV devices, like any other Android device, have a limited amount of memory. If you build your
- app layout with very high-resolution images or use many high-resolution images in the operation
- of your app, it can quickly run into memory limits and cause out of memory errors.
- To avoid these types of problems, follow these tips:</p>
-
-<ul>
- <li>Load images only when they're displayed on the screen. For example, when displaying multiple images in
- a {@link android.widget.GridView} or
- {@link android.widget.Gallery}, only load an image when
- {@link android.widget.Adapter#getView(int, View, ViewGroup) getView()}
- is called on the View's {@link android.widget.Adapter}.
- </li>
- <li>Call {@link android.graphics.Bitmap#recycle()} on
- {@link android.graphics.Bitmap} views that are no longer needed.
- </li>
- <li>Use {@link java.lang.ref.WeakReference} for storing references
- to {@link android.graphics.Bitmap} objects in an in-memory
- {@link java.util.Collection}.</li>
- <li>If you fetch images from the network, use {@link android.os.AsyncTask}
- to fetch and store them on the device for faster access.
- Never do network transactions on the application's UI thread.
- </li>
- <li>Scale down large images to a more appropriate size as you download them;
- otherwise, downloading the image itself may cause an out of memory exception.
- The following sample code demonstrates how to scale down images while downloading:
-<pre>
- // Get the source image's dimensions
- BitmapFactory.Options options = new BitmapFactory.Options();
- // This does not download the actual image, just downloads headers.
- options.inJustDecodeBounds = true;
- BitmapFactory.decodeFile(IMAGE_FILE_URL, options);
- // The actual width of the image.
- int srcWidth = options.outWidth;
- // The actual height of the image.
- int srcHeight = options.outHeight;
-
- // Only scale if the source is bigger than the width of the destination view.
- if(desiredWidth > srcWidth)
- desiredWidth = srcWidth;
-
- // Calculate the correct inSampleSize/scale value. This approach helps reduce
- // memory use. This value should be a power of 2.
- int inSampleSize = 1;
- while(srcWidth / 2 > desiredWidth){
- srcWidth /= 2;
- srcHeight /= 2;
- inSampleSize *= 2;
- }
-
- float desiredScale = (float) desiredWidth / srcWidth;
-
- // Decode with inSampleSize
- options.inJustDecodeBounds = false;
- options.inDither = false;
- options.inSampleSize = inSampleSize;
- options.inScaled = false;
- // Ensures the image stays as a 32-bit ARGB_8888 image.
- // This preserves image quality.
- options.inPreferredConfig = Bitmap.Config.ARGB_8888;
-
- Bitmap sampledSrcBitmap = BitmapFactory.decodeFile(IMAGE_FILE_URL, options);
-
- // Resize
- Matrix matrix = new Matrix();
- matrix.postScale(desiredScale, desiredScale);
- Bitmap scaledBitmap = Bitmap.createBitmap(sampledSrcBitmap, 0, 0,
- sampledSrcBitmap.getWidth(), sampledSrcBitmap.getHeight(), matrix, true);
- sampledSrcBitmap = null;
-
- // Save
- FileOutputStream out = new FileOutputStream(LOCAL_PATH_TO_STORE_IMAGE);
- scaledBitmap.compress(Bitmap.CompressFormat.JPEG, 100, out);
- scaledBitmap = null;
-</pre>
- </li>
-</ul>
-
diff --git a/docs/html/preview/tv/ui/navigation.jd b/docs/html/preview/tv/ui/navigation.jd
deleted file mode 100644
index 684b743..0000000
--- a/docs/html/preview/tv/ui/navigation.jd
+++ /dev/null
@@ -1,136 +0,0 @@
-page.title=Navigation for TV
-
-@jd:body
-
-<div id="qv-wrapper">
-<div id="qv">
- <h2>In this document</h2>
- <ol>
- <li><a href="#d-pad-navigation">D-pad Navigation</a></li>
- <li><a href="#focus-selection">Focus and Selection</a></li>
- </ol>
-
-</div>
-</div>
-
-<p>TV devices provide a limited set of navigation controls for apps. Creating an effective
- navigation scheme for your TV app depends on understanding these limited controls and the limits
- of users' perception while operating your app. As you build your Android app for TVs,
- you should pay special attention to how the user actually navigates around your app
- when using remote control buttons instead of a touch screen.</p>
-
-<p>This guide shows you how to build an effective navigation scheme for your TV app.</p>
-
-
-<h2 id="d-pad-navigation">D-pad Navigation</h2>
-
-<p>On a TV device, users navigate with controls on a remote control device, using either a
- directional pad (D-pad) or arrow keys. This type of control limits movement to up, down, left,
- and right. To build a great TV-optimized app, you must provide a navigation scheme where
- the user can quickly learn how to navigate your app using these limited controls.</p>
-
-<p>Follow these guidelines to build a navigation system that works well with a D-pad on a TV device:
-</p>
-
-<ul>
- <li>Ensure that the D-pad can navigate to all the visible controls on the screen.</li>
- <li>For scrolling lists with focus, D-pad up/down keys scroll the list, and the Enter key selects
- an item in the list. Ensure that users can select an element in the list and that the list still
- scrolls when an element is selected.</li>
- <li>Ensure that movement between controls is straightforward and predictable.</li>
-</ul>
-
-<p>The Android framework handles directional navigation between layout elements automatically, so
- you typically do not need to do anything extra for your app. However, you should thoroughly test
- navigation with a D-pad control to discover any navigation problems. If you discover that your
- screen layout makes navigation difficult, or if you want users to move through the layout in a
- specific way, you can set up explicit directional navigation for your controls. The following
- code sample shows how to define the next control to receive focus for a
- {@link android.widget.TextView} layout object:</p>
-
-<pre>
-<TextView android:id="@+id/Category1"
- android:nextFocusDown="@+id/Category2"\>
-</pre>
-
-<p>The following table lists all of the available navigation attributes for Android user interface
-widgets:</p>
-
-<table>
- <tr>
- <th>Attribute</th>
- <th>Function</th>
- </tr>
- <tr>
- <td>{@link android.R.attr#nextFocusDown}</td>
- <td>Defines the next view to receive focus when the user navigates down.</td>
- </tr>
- <tr>
- <td>{@link android.R.attr#nextFocusLeft}</td>
- <td>Defines the next view to receive focus when the user navigates left.</td>
- </tr>
- <tr>
- <td>{@link android.R.attr#nextFocusRight}</td>
- <td>Defines the next view to receive focus when the user navigates right.</td>
- </tr>
- <tr>
- <td>{@link android.R.attr#nextFocusUp}</td>
- <td>Defines the next view to receive focus when the user navigates up.</td>
- </tr>
-</table>
-
-<p>To use one of these explicit navigation attributes, set the value to the ID ({@code android:id}
- value) of another widget in the layout. You should set up the navigation order as a loop, so that
- the last control directs focus back to the first one.</p>
-
-<p class="note">
- <strong>Note:</strong> You should only use these attributes to modify the navigation order if the
- default order that the system applies does not work well.
-</p>
-
-
-<h2 id="focus-selection">Focus and Selection</h2>
-
-<p>The success of a navigation scheme on TV devices is strongly dependent on how easy it is for a
- user to determine what user interface element is in focus on screen. If you do not provide clear
- indications of what is in focus on screen (and therefore what item they can take action on),
- users can quickly become frustrated and exit your app. By the same token, it is important
- to always have an item in focus that a user can take action on immediately after your app starts,
- and any time your app is not playing content.</p>
-
-<p>Your app layout and implementation should use color, size, animation, or a combination of
- these attributes to help users easily determine what actions they can take next. Use a uniform
- scheme for indicating focus across your application.</p>
-
-<p>Android provides <a href="{@docRoot}guide/topics/resources/drawable-resource.html#StateList">
-Drawable State List Resources</a> to implement highlights for selected and focused controls. The
-following code example demonstrates how to indicate selection of a button object:
-</p>
-
-<pre>
-<!-- res/drawable/button.xml -->
-<?xml version="1.0" encoding="utf-8"?>
-<selector xmlns:android="http://schemas.android.com/apk/res/android">
- <item android:state_pressed="true"
- android:drawable="@drawable/button_pressed" /> <!-- pressed -->
- <item android:state_focused="true"
- android:drawable="@drawable/button_focused" /> <!-- focused -->
- <item android:state_hovered="true"
- android:drawable="@drawable/button_focused" /> <!-- hovered -->
- <item android:drawable="@drawable/button_normal" /> <!-- default -->
-</selector>
-</pre>
-
-<p>
-This layout XML applies the above state list drawable to a {@link android.widget.Button}:
-</p>
-<pre>
-<Button
- android:layout_height="wrap_content"
- android:layout_width="wrap_content"
- android:background="@drawable/button" />
-</pre>
-
-<p>Make sure to provide sufficient padding within the focusable and selectable controls so that
- the highlights around them are clearly visible.</p>
-
diff --git a/docs/html/training/training_toc.cs b/docs/html/training/training_toc.cs
index 5443c56..bb00f80 100644
--- a/docs/html/training/training_toc.cs
+++ b/docs/html/training/training_toc.cs
@@ -839,6 +839,48 @@
<!-- End Building for wearables -->
+ <!-- Start: Building for TV -->
+ <li class="nav-section">
+ <div class="nav-section-header">
+ <a href="<?cs var:toroot ?>training/tv/index.html">
+ <span class="small">Building Apps for</span><br/>
+ TV
+ </a>
+ </div>
+ <ul>
+
+ <li class="nav-section">
+ <div class="nav-section-header">
+ <a href="<?cs var:toroot ?>training/tv/start/index.html"
+ description="How to start building TV apps or extend your existing app to run on TV
+ devices.">
+ Building TV Apps</a>
+ </div>
+ <ul>
+ <li>
+ <a href="<?cs var:toroot ?>training/tv/start/start.html">
+ Getting Started with TV Apps</a>
+ </li>
+ <li>
+ <a href="<?cs var:toroot ?>training/tv/start/hardware.html">
+ Handling TV Hardware</a>
+ </li>
+ <li>
+ <a href="<?cs var:toroot ?>training/tv/start/layouts.html">
+ Building TV Layouts</a>
+ </li>
+ <li>
+ <a href="<?cs var:toroot ?>training/tv/start/navigation.html">
+ Creating TV Navigation</a>
+ </li>
+ </ul>
+ </li>
+
+ </ul>
+ </li>
+ <!-- End: Building for TV -->
+
+
<li class="nav-section">
<div class="nav-section-header">
<a href="<?cs var:toroot ?>training/best-ux.html">
@@ -1046,29 +1088,6 @@
</li>
<li class="nav-section">
- <div class="nav-section-header"><a href="<?cs var:toroot ?>training/tv/index.html"
- description=
- "How to optimize your app's user interface and user input for
- the "ten foot experience" of a TV screen."
- >Designing for TV</a>
- </div>
- <ul>
- <li><a href="<?cs var:toroot ?>training/tv/optimizing-layouts-tv.html">
- Optimizing Layouts for TV
- </a>
- </li>
- <li><a href="<?cs var:toroot ?>training/tv/optimizing-navigation-tv.html">
- Optimizing Navigation for TV
- </a>
- </li>
- <li><a href="<?cs var:toroot ?>training/tv/unsupported-features-tv.html">
- Handling Features Not Supported on TV
- </a>
- </li>
- </ul>
- </li>
-
- <li class="nav-section">
<div class="nav-section-header">
<a href="<?cs var:toroot ?>training/custom-views/index.html"
description=
diff --git a/docs/html/training/tv/index.jd b/docs/html/training/tv/index.jd
index 54f7016..56667a9 100644
--- a/docs/html/training/tv/index.jd
+++ b/docs/html/training/tv/index.jd
@@ -1,59 +1,8 @@
-page.title=Designing for TV
-page.tags="input","screens"
-
-trainingnavtop=true
-startpage=true
+page.title=Building Apps for TV
+page.trainingcourse=true
@jd:body
-<div id="tb-wrapper">
-<div id="tb">
-<!-- Required platform, tools, add-ons, devices, knowledge, etc. -->
-<h2>Dependencies and prerequisites</h2>
-<ul>
- <li>Android 2.0 (API Level 5) or higher</li>
-</ul>
-</div>
-</div>
-
-<a class="notice-developers-video wide" href="http://www.youtube.com/watch?v=zsRnRLh-O34">
-<div>
- <h3>Video</h3>
- <p>DevBytes: Design for Large Displays - Part 1</p>
-</div>
-</a>
-
-<p>
- Smart TVs powered by Android bring your favorite Android apps to the best screen in your house.
- Thousands of apps in the Google Play Store are already optimized for TVs. This class shows how
- you can optimize your Android app for TVs, including how to build a layout that
- works great when the user is ten feet away and navigating with a remote control.
-</p>
-
-<h2>Lessons</h2>
-
-<dl>
- <dt><b><a href="optimizing-layouts-tv.html">Optimizing Layouts for TV</a></b></dt>
- <dd>Shows you how to optimize app layouts for TV screens, which have some unique characteristics such as:
- <ul>
- <li>permanent "landscape" mode</li>
- <li>high-resolution displays</li>
- <li>"10 foot UI" environment.</li>
- </ul>
- </dd>
-
- <dt><b><a href="optimizing-navigation-tv.html">Optimizing Navigation for TV</a></b></dt>
- <dd>Shows you how to design navigation for TVs, including:
- <ul>
- <li>handling D-pad navigation</li>
- <li>providing navigational feedback</li>
- <li>providing easily-accessible controls on the screen.</li>
- </ul>
- </dd>
-
- <dt><b><a href="unsupported-features-tv.html">Handling features not supported on TV</a></b></dt>
- <dd>Lists the hardware features that are usually not available on TVs. This lesson also shows you how to
- provide alternatives for missing features or check for missing features and disable code at run time.</dd>
-</dl>
+<p>These classes teach you how to build apps for TV devices.</p>
\ No newline at end of file
diff --git a/docs/html/training/tv/optimizing-layouts-tv.jd b/docs/html/training/tv/optimizing-layouts-tv.jd
deleted file mode 100644
index a6db052..0000000
--- a/docs/html/training/tv/optimizing-layouts-tv.jd
+++ /dev/null
@@ -1,246 +0,0 @@
-page.title=Optimizing Layouts for TV
-parent.title=Designing for TV
-parent.link=index.html
-
-trainingnavtop=true
-next.title=Optimizing Navigation for TV
-next.link=optimizing-navigation-tv.html
-
-@jd:body
-
-<div id="tb-wrapper">
-<div id="tb">
-
-<h2>This lesson teaches you to</h2>
-<ol>
- <li><a href="#DesignLandscapeLayouts">Design Landscape Layouts</a></li>
- <li><a href="#MakeTextControlsEasyToSee">Make Text and Controls Easy to See</a></li>
- <li><a href="#DesignForLargeScreens">Design for High-Density Large Screens</a></li>
- <li><a href="#HandleLargeBitmaps">Design to Handle Large Bitmaps</a></li>
-</ol>
-
-<h2>You should also read</h2>
-<ul>
- <li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a></li>
-</ul>
-
-</div>
-</div>
-
-<p>
-When your application is running on a television set, you should assume that the user is sitting about
-ten feet away from the screen. This user environment is referred to as the
-<a href="http://en.wikipedia.org/wiki/10-foot_user_interface">10-foot UI</a>. To provide your
-users with a usable and enjoyable experience, you should style and lay out your UI accordingly..
-</p>
-<p>
-This lesson shows you how to optimize layouts for TV by:
-</p>
-<ul>
- <li>Providing appropriate layout resources for landscape mode.</li>
- <li>Ensuring that text and controls are large enough to be visible from a distance.</li>
- <li>Providing high resolution bitmaps and icons for HD TV screens.</li>
-</ul>
-
-<h2 id="DesignLandscapeLayouts">Design Landscape Layouts</h2>
-
-<p>
-TV screens are always in landscape orientation. Follow these tips to build landscape layouts optimized for TV screens:
-</p>
-<ul>
- <li>Put on-screen navigational controls on the left or right side of the screen and save the
- vertical space for content.</li>
- <li>Create UIs that are divided into sections, by using <a href="{@docRoot}guide/components/fragments.html">Fragments</a>
- and use view groups like {@link android.widget.GridView} instead
- of {@link android.widget.ListView} to make better use of the
- horizontal screen space.</li>
- <li>Use view groups such as {@link android.widget.RelativeLayout}
- or {@link android.widget.LinearLayout} to arrange views.
- This allows the Android system to adjust the position of the views to the size, alignment,
- aspect ratio, and pixel density of the TV screen.</li>
- <li>Add sufficient margins between layout controls to avoid a cluttered UI.</li>
-</ul>
-
-<p>
-For example, the following layout is optimized for TV:
-</p>
-
-<img src="{@docRoot}images/training/panoramio-grid.png" />
-
-<p>
-In this layout, the controls are on the lefthand side. The UI is displayed within a
-{@link android.widget.GridView}, which is well-suited to landscape orientation.
-In this layout both GridView and Fragment have the width and height set
-dynamically, so they can adjust to the screen resolution. Controls are added to the left side Fragment programatically at runtime.
-The layout file for this UI is {@code res/layout-land-large/photogrid_tv.xml}.
-(This layout file is placed in {@code layout-land-large} because TVs have large screens with landscape orientation. For details refer to
-<a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a>.)</p>
-
-res/layout-land-large/photogrid_tv.xml
-<pre>
-<RelativeLayout
- android:layout_width="fill_parent"
- android:layout_height="fill_parent" >
-
- <fragment
- android:id="@+id/leftsidecontrols"
- android:layout_width="0dip"
- android:layout_marginLeft="5dip"
- android:layout_height="match_parent" />
-
- <GridView
- android:id="@+id/gridview"
- android:layout_width="wrap_content"
- android:layout_height="wrap_content" />
-
-</RelativeLayout>
-</pre>
-
-<p>
-To set up action bar items on the left side of the screen, you can also include the <a
-href="http://code.google.com/p/googletv-android-samples/source/browse/#git%2FLeftNavBarLibrary">
-Left navigation bar library</a> in your application to set up action items on the left side
-of the screen, instead of creating a custom Fragment to add controls:
-</p>
-
-<pre>
-LeftNavBar bar = (LeftNavBarService.instance()).getLeftNavBar(this);
-</pre>
-
-<p>
-When you have an activity in which the content scrolls vertically, always use a left navigation bar;
-otherwise, your users have to scroll to the top of the content to switch between the content view and
-the ActionBar. Look at the
-<a href="http://code.google.com/p/googletv-android-samples/source/browse/#git%2FLeftNavBarDemo">
-Left navigation bar sample app</a> to see how to simple it is to include the left navigation bar in your app.
-</p>
-
-<h2 id="MakeTextControlsEasyToSee">Make Text and Controls Easy to See</h2>
-<p>
-The text and controls in a TV application's UI should be easily visible and navigable from a distance.
-Follow these tips to make them easier to see from a distance :
-</p>
-
-<ul>
- <li>Break text into small chunks that users can quickly scan.</li>
- <li>Use light text on a dark background. This style is easier to read on a TV.</li>
- <li>Avoid lightweight fonts or fonts that have both very narrow and very broad strokes. Use simple sans-serif
- fonts and use anti-aliasing to increase readability.</li>
- <li>Use Android's standard font sizes:
- <pre>
- <TextView
- android:id="@+id/atext"
- android:layout_width="wrap_content"
- android:layout_height="wrap_content"
- android:gravity="center_vertical"
- android:singleLine="true"
- android:textAppearance="?android:attr/textAppearanceMedium"/>
- </pre></li>
- <li>Ensure that all your view widgets are large enough to be clearly visible to someone sitting 10 feet away
- from the screen (this distance is greater for very large screens). The best way to do this is to use
- layout-relative sizing rather than absolute sizing, and density-independent pixel units instead of absolute
- pixel units. For example, to set the width of a widget, use wrap_content instead of a pixel measurement,
- and to set the margin for a widget, use dip instead of px values.
- </li>
-</ul>
-<p>
-
-</p>
-
-<h2 id="DesignForLargeScreens">Design for High-Density Large Screens</h2>
-
-<p>
-The common HDTV display resolutions are 720p, 1080i, and 1080p. Design your UI for 1080p, and then
-allow the Android system to downscale your UI to 720p if necessary. In general, downscaling (removing pixels)
-does not degrade the UI (Notice that the converse is not true; you should avoid upscaling because it degrades
-UI quality).
-</p>
-
-<p>
-To get the best scaling results for images, provide them as <a href="{@docRoot}tools/help/draw9patch.html">
-9-patch image</a> elements if possible.
-If you provide low quality or small images in your layouts, they will appear pixelated, fuzzy, or grainy. This
-is not a good experience for the user. Instead, use high-quality images.
-</p>
-
-<p>
-For more information on optimizing apps for large screens see <a href="{@docRoot}training/multiscreen/index.html">
-Designing for multiple screens</a>.
-</p>
-
-<h2 id="HandleLargeBitmaps">Design to Handle Large Bitmaps</h2>
-
-<p>
-The Android system has a limited amount of memory, so downloading and storing high-resolution images can often
-cause out-of-memory errors in your app. To avoid this, follow these tips:
-</p>
-
-<ul>
- <li>Load images only when they're displayed on the screen. For example, when displaying multiple images in
- a {@link android.widget.GridView} or
- {@link android.widget.Gallery}, only load an image when
- {@link android.widget.Adapter#getView(int, View, ViewGroup) getView()}
- is called on the View's {@link android.widget.Adapter}.
- </li>
- <li>Call {@link android.graphics.Bitmap#recycle()} on
- {@link android.graphics.Bitmap} views that are no longer needed.
- </li>
- <li>Use {@link java.lang.ref.WeakReference} for storing references
- to {@link android.graphics.Bitmap} objects in an in-memory
- {@link java.util.Collection}.</li>
- <li>If you fetch images from the network, use {@link android.os.AsyncTask}
- to fetch them and store them on the SD card for faster access.
- Never do network transactions on the application's UI thread.
- </li>
- <li>Scale down really large images to a more appropriate size as you download them; otherwise, downloading the image
- itself may cause an "Out of Memory" exception. Here is sample code that scales down images while downloading:
-
- <pre>
- // Get the source image's dimensions
- BitmapFactory.Options options = new BitmapFactory.Options();
- // This does not download the actual image, just downloads headers.
- options.inJustDecodeBounds = true;
- BitmapFactory.decodeFile(IMAGE_FILE_URL, options);
- // The actual width of the image.
- int srcWidth = options.outWidth;
- // The actual height of the image.
- int srcHeight = options.outHeight;
-
- // Only scale if the source is bigger than the width of the destination view.
- if(desiredWidth > srcWidth)
- desiredWidth = srcWidth;
-
- // Calculate the correct inSampleSize/scale value. This helps reduce memory use. It should be a power of 2.
- int inSampleSize = 1;
- while(srcWidth / 2 > desiredWidth){
- srcWidth /= 2;
- srcHeight /= 2;
- inSampleSize *= 2;
- }
-
- float desiredScale = (float) desiredWidth / srcWidth;
-
- // Decode with inSampleSize
- options.inJustDecodeBounds = false;
- options.inDither = false;
- options.inSampleSize = inSampleSize;
- options.inScaled = false;
- // Ensures the image stays as a 32-bit ARGB_8888 image.
- // This preserves image quality.
- options.inPreferredConfig = Bitmap.Config.ARGB_8888;
-
- Bitmap sampledSrcBitmap = BitmapFactory.decodeFile(IMAGE_FILE_URL, options);
-
- // Resize
- Matrix matrix = new Matrix();
- matrix.postScale(desiredScale, desiredScale);
- Bitmap scaledBitmap = Bitmap.createBitmap(sampledSrcBitmap, 0, 0,
- sampledSrcBitmap.getWidth(), sampledSrcBitmap.getHeight(), matrix, true);
- sampledSrcBitmap = null;
-
- // Save
- FileOutputStream out = new FileOutputStream(LOCAL_PATH_TO_STORE_IMAGE);
- scaledBitmap.compress(Bitmap.CompressFormat.JPEG, 100, out);
- scaledBitmap = null;
- </pre>
- </li> </ul>
\ No newline at end of file
diff --git a/docs/html/training/tv/optimizing-navigation-tv.jd b/docs/html/training/tv/optimizing-navigation-tv.jd
deleted file mode 100644
index bb78258..0000000
--- a/docs/html/training/tv/optimizing-navigation-tv.jd
+++ /dev/null
@@ -1,206 +0,0 @@
-page.title=Optimizing Navigation for TV
-parent.title=Designing for TV
-parent.link=index.html
-
-trainingnavtop=true
-previous.title=Optimizing Layouts for TV
-previous.link=optimizing-layouts-tv.html
-next.title=Handling Features Not Supported on TV
-next.link=unsupported-features-tv.html
-
-@jd:body
-
-<div id="tb-wrapper">
-<div id="tb">
-
-<h2>This lesson teaches you to</h2>
-<ol>
- <li><a href="#HandleDpadNavigation">Handle D-pad Navigation</a></li>
- <li><a href="#HandleFocusSelection">Provide Clear Visual Indication for Focus and Selection</a></li>
- <li><a href="#DesignForEasyNavigation">Design for Easy Navigation</a></li>
-</ol>
-
-<h2>You should also read</h2>
-<ul>
- <li><a href="{@docRoot}training/design-navigation/index.html">Designing Effective Navigation</a></li>
-</ul>
-
-</div>
-</div>
-
-<p>
-An important aspect of the user experience when operating a TV is the direct human interface: a remote control.
-As you optimize your Android application for TVs, you should pay special attention to how the user actually navigates
-around your application when using a remote control instead of a touchscreen.
-</p>
-<p>
-This lesson shows you how to optimize navigation for TV by:
-</p>
-
-<ul>
- <li>Ensuring all layout controls are D-pad navigable.</li>
- <li>Providing highly obvious feedback for UI navigation.</li>
- <li>Placing layout controls for easy access.</li>
-</ul>
-
-<h2 id="HandleDpadNavigation">Handle D-pad Navigation</h2>
-
-<p>
-On a TV, users navigate with controls on a TV remote, using either a D-pad or arrow keys.
-This limits movement to up, down, left, and right.
-To build a great TV-optimized app, you must provide a navigation scheme in which the user can
-quickly learn how to navigate your app using the remote.
-</p>
-
-<p>
-When you design navigation for D-pad, follow these guidelines:
-</p>
-
-<ul>
- <li>Ensure that the D-pad can navigate to all the visible controls on the screen.</li>
- <li>For scrolling lists with focus, D-pad up/down keys scroll the list and Enter key selects an item in the list. Ensure that users can
- select an element in the list and that the list still scrolls when an element is selected.</li>
- <li>Ensure that movement between controls is straightforward and predictable.</li>
-</ul>
-
-<p>
-Android usually handles navigation order between layout elements automatically, so you don't need to do anything extra. If the screen layout
-makes navigation difficult, or if you want users to move through the layout in a specific way, you can set up explicit navigation for your
-controls.
-For example, for an {@code android.widget.EditText}, to define the next control to receive focus, use:
-<pre>
-<EditText android:id="@+id/LastNameField" android:nextFocusDown="@+id/FirstNameField"\>
-</pre>
-The following table lists all of the available navigation attributes:
-</p>
-
-<table>
-<tr>
-<th>Attribute</th>
-<th>Function</th>
-</tr>
-<tr>
-<td>{@link android.R.attr#nextFocusDown}</td>
-<td>Defines the next view to receive focus when the user navigates down.</td>
-</tr>
-<tr>
-<td>{@link android.R.attr#nextFocusLeft}</td>
-<td>Defines the next view to receive focus when the user navigates left.</td>
-</tr>
-<tr>
-<td>{@link android.R.attr#nextFocusRight}</td>
-<td>Defines the next view to receive focus when the user navigates right.</td>
-</tr>
-<tr>
-<td>{@link android.R.attr#nextFocusUp}</td>
-<td>Defines the next view to receive focus when the user navigates up.</td>
-</tr>
-</table>
-
-<p>
-To use one of these explicit navigation attributes, set the value to the ID (android:id value) of another widget in the layout. You should set
-up the navigation order as a loop, so that the last control directs focus back to the first one.
-</p>
-
-<p>
-Note: You should only use these attributes to modify the navigation order if the default order that the system applies does not work well.
-</p>
-
-<h2 id="HandleFocusSelection">Provide Clear Visual Indication for Focus and Selection</h2>
-
-<p>
-Use appropriate color highlights for all navigable and selectable elements in the UI. This makes it easy for users to know whether the control
-is currently focused or selected when they navigate with a D-pad. Also, use uniform highlight scheme across your application.
-</p>
-
-<p>
-Android provides <a href="{@docRoot}guide/topics/resources/drawable-resource.html#StateList">Drawable State List Resources</a> to implement highlights
-for selected and focused controls. For example:
-</p>
-
-res/drawable/button.xml:
-<pre>
-<?xml version="1.0" encoding="utf-8"?>
-<selector xmlns:android="http://schemas.android.com/apk/res/android">
- <item android:state_pressed="true"
- android:drawable="@drawable/button_pressed" /> <!-- pressed -->
- <item android:state_focused="true"
- android:drawable="@drawable/button_focused" /> <!-- focused -->
- <item android:state_hovered="true"
- android:drawable="@drawable/button_focused" /> <!-- hovered -->
- <item android:drawable="@drawable/button_normal" /> <!-- default -->
-</selector>
-</pre>
-
-<p>
-This layout XML applies the above state list drawable to a {@link android.widget.Button}:
-</p>
-<pre>
-<Button
- android:layout_height="wrap_content"
- android:layout_width="wrap_content"
- android:background="@drawable/button" />
-</pre>
-
-<p>
-Provide sufficient padding within the focusable and selectable controls so that the highlights around them are clearly visible.
-</p>
-
-<h2 id="DesignForEasyNavigation">Design for Easy Navigation</h2>
-
-<p>
-Users should be able to navigate to any UI control with a couple of D-pad clicks. Navigation should be easy and intuitive to
-understand. For any non-intuitive actions, provide users with written help, using a dialog triggered by a help button or action bar icon.
-</p>
-
-<p>
-Predict the next screen that the user will want to navigate to and provide one click navigation to it. If the current screen UI is very sparse,
-consider making it a multi pane screen. Use fragments for making multi-pane screens. For example, consider the multi-pane UI below with continent names
-on the left and list of cool places in each continent on the right.
-</p>
-
-<img src="{@docRoot}images/training/cool-places.png" alt="" />
-
-<p>
-The above UI consists of three Fragments - <code>left_side_action_controls</code>, <code>continents</code> and
-<code>places</code> - as shown in its layout
-xml file below. Such multi-pane UIs make D-pad navigation easier and make good use of the horizontal screen space for
-TVs.
-</p>
-res/layout/cool_places.xml
-<pre>
-<LinearLayout
- android:layout_width="match_parent"
- android:layout_height="match_parent"
- android:orientation="horizontal"
- >
- <fragment
- android:id="@+id/left_side_action_controls"
- android:layout_width="0px"
- android:layout_height="match_parent"
- android:layout_marginLeft="10dip"
- android:layout_weight="0.2"/>
- <fragment
- android:id="@+id/continents"
- android:layout_width="0px"
- android:layout_height="match_parent"
- android:layout_marginLeft="10dip"
- android:layout_weight="0.2"/>
-
- <fragment
- android:id="@+id/places"
- android:layout_width="0px"
- android:layout_height="match_parent"
- android:layout_marginLeft="10dip"
- android:layout_weight="0.6"/>
-
-</LinearLayout>
-</pre>
-
-<p>
-Also, notice in the UI layout above action controls are on the left hand side of a vertically scrolling list to make
-them easily accessible using D-pad.
-In general, for layouts with horizontally scrolling components, place action controls on left or right hand side and
-vice versa for vertically scrolling components.
-</p>
-
diff --git a/docs/html/training/tv/start/hardware.jd b/docs/html/training/tv/start/hardware.jd
new file mode 100644
index 0000000..33d396b
--- /dev/null
+++ b/docs/html/training/tv/start/hardware.jd
@@ -0,0 +1,361 @@
+page.title=Handling TV Hardware
+page.tags="unsupported"
+trainingnavtop=true
+
+@jd:body
+
+<div id="tb-wrapper">
+<div id="tb">
+ <h2>This lesson teaches you how to</h2>
+ <ol>
+ <li><a href="#runtime-check">Check for a TV Device</a>
+ <li><a href="#handle-features">Handle Unsupported Hardware Features</a></li>
+ <li><a href="#controllers">Manage Hardware Controllers</a>
+ </li>
+ </ol>
+</div>
+</div>
+
+<p>
+ TV hardware is substantially different from other Android devices. TVs do not
+ include some of the hardware features found on other Android devices, such as touch screens,
+ cameras, and GPS receivers. TVs are also completely dependent on secondary hardware devices.
+ In order for users to interact with TV apps, they must use a remote control or game pad. When
+ you build an app for TV, you must carefully consider the hardware limitations and requirements of
+ operating on TV hardware.
+</p>
+
+<p>
+ This lesson discusses how to check if your app is running on a TV, how to handle unsupported
+ hardware features, and discusses the requirements for handling controllers for TV devices.
+</p>
+
+
+<h2 id="runtime-check">Check for a TV Device</h2>
+
+<p>
+ If you are building an app that operates both on TV devices and other devices, you may need to
+ check what kind of device your app is running on and adjust the operation of your app. For
+ instance, if you have an app that can be started through an {@link android.content.Intent}, your
+ application should check the device properties to determine if it should start a TV-oriented
+ activity or a phone activity.
+</p>
+
+<p>
+ The recommended way to determine if your app is running on a TV device is to use the {@link
+ android.app.UiModeManager#getCurrentModeType UiModeManager.getCurrentModeType()} method to check
+ if the device is running in television mode. The following example code shows you how to check if
+ your app is running on a TV device:
+</p>
+
+<pre>
+public static final String TAG = "DeviceTypeRuntimeCheck";
+
+UiModeManager uiModeManager = (UiModeManager) getSystemService(UI_MODE_SERVICE);
+if (uiModeManager.getCurrentModeType() == Configuration.UI_MODE_TYPE_TELEVISION) {
+ Log.d(TAG, "Running on a TV Device")
+} else {
+ Log.d(TAG, "Running on a non-TV Device")
+}
+</pre>
+
+
+<h2 id="handle-features">Handle Unsupported Hardware Features</h2>
+
+<p>
+ Depending on the design and functionality of your app, you may be able to work around certain
+ hardware features being unavailable. This section discusses what hardware features are typically
+ not available for TV, how to detect missing hardware features, and suggests alternatives to
+ using these features.
+</p>
+
+
+<h3 id="unsupported-features">Unsupported TV hardware features</h3>
+
+<p>
+ TVs have a different purpose from other devices, and so they do not have hardware features that
+ other Android-powered devices often have. For this reason, the Android system does not support
+ the following features for a TV device:
+</p>
+
+<table>
+ <tr>
+ <th>Hardware</th>
+ <th>Android feature descriptor</th>
+ </tr>
+ <tr>
+ <td>Touchscreen</td>
+ <td>android.hardware.touchscreen</td>
+ </tr>
+ <tr>
+ <td>Telephony</td>
+ <td>android.hardware.telephony</td>
+ </tr>
+ <tr>
+ <td>Camera</td>
+ <td>android.hardware.camera</td>
+ </tr>
+ <tr>
+ <td>Near Field Communications (NFC)</td>
+ <td>android.hardware.nfc</td>
+ </tr>
+ <tr>
+ <td>GPS</td>
+ <td>android.hardware.location.gps</td>
+ </tr>
+ <tr>
+ <td>Microphone</td>
+ <td>android.hardware.microphone</td>
+ </tr>
+</table>
+
+
+<h3 id="declare-hardware-requirements">Declaring hardware requirements for TV</h3>
+
+<p>
+ Android apps can declare hardware feature requirements in the app manifest to ensure that they do
+ not get installed on devices that do not provide those features. If you are extending an existing
+ app for use on TV, closely review your app's manifest for any hardware requirement
+ declarations that might prevent it from being installed on a TV device.
+</p>
+
+<p>
+ If your app uses hardware features (such as a touchscreen or camera) that are not available on
+ TV, but can operate without the use of those features, modify your app's manifest to
+ indicate that these features are not required by your app. The following manifest code snippet
+ demonstrates how to declare that your app does not require hardware features which are unavailable
+ on TV devices, even though your app may use these features on non-TV devices:
+</p>
+
+<pre>
+<uses-feature android:name="android.hardware.touchscreen"
+ android:required="false"/>
+<uses-feature android:name="android.hardware.telephony"
+ android:required="false"/>
+<uses-feature android:name="android.hardware.camera"
+ android:required="false"/>
+<uses-feature android:name="android.hardware.nfc"
+ android:required="false"/>
+<uses-feature android:name="android.hardware.gps"
+ android:required="false"/>
+<uses-feature android:name="android.hardware.microphone"
+ android:required="false"/>
+</pre>
+
+<p class="caution">
+ <strong>Caution:</strong> Declaring an unavailable hardware feature as required by setting its
+ value to {@code true} in your app manifest prevents your app from being installed on TV
+ devices or appearing in the Android TV home screen launcher.
+</p>
+
+<p class="caution">
+ <strong>Caution:</strong> Some <a href="{@docRoot}guide/topics/manifest/uses-permission-element.html">{@code uses-permission}</a> manifest declarations <em>imply hardware use</em>, which can also
+ prevent your app from being installed and used on TV devices. For example, requesting the
+ {@link android.Manifest.permission#RECORD_AUDIO} permission in your app implies the
+ {@code android.hardware.microphone} hardware feature requirement. In which case, you must declare
+ the microphone feature as not required ({@code android:required="false"}) in your app manifest.
+ For a list of permission requests that imply a hardware feature requirement, see <a href="{@docRoot}guide/topics/manifest/uses-feature-element.html#permissions-features">
+ {@code uses-feature}</a> guide.
+</p>
+
+<p>
+ Once you decide to make hardware features optional for your app, you must check for the
+ availability of those features at runtime and then adjust your app's behavior. The next section
+ discusses how to check for hardware features and suggests some approaches for changing the
+ behavior of your app.
+</p>
+
+<p>
+ For more information on filtering and declaring features in the manifest, see the
+ <a href="{@docRoot}guide/topics/manifest/uses-feature-element.html">{@code uses-feature}</a>
+ guide.
+</p>
+
+
+<h3 id="check-features">Checking for hardware features</h2>
+
+<p>
+ The Android framework can tell you if hardware features are not available on the device where
+ your app is running. Use the {@link android.content.pm.PackageManager#hasSystemFeature(String)}
+ method to check for specific features at runtime. This method takes a single string argument that
+ specifies the feature you want to check.
+</p>
+
+<p>The following code example demonstrates how to detect the availability of hardware features
+ at runtime:</p>
+
+<pre>
+// Check if the telephony hardware feature is available.
+if (getPackageManager().hasSystemFeature("android.hardware.telephony")) {
+ Log.d("HardwareFeatureTest", "Device can make phone calls");
+}
+
+// Check if android.hardware.touchscreen feature is available.
+if (getPackageManager().hasSystemFeature("android.hardware.touchscreen")) {
+ Log.d("HardwareFeatureTest", "Device has a touch screen.");
+}
+</pre>
+
+
+<h4 id="no-touchscreen">Touch screen</h4>
+
+<p>
+ Since most TVs do not have touch screens, Android does not support touch screen interaction for
+ TV devices. Furthermore, using a touch screen is not consistent with a viewing environment where
+ the user is seated 10 feet away from the display.
+</p>
+
+<p>
+ On TV devices, you should design your app to work with this interaction model by supporting
+ navigation using a directional pad (D-pad) on a TV remote control. For more information on
+ properly supporting navigation using TV-friendly controls, see
+ <a href="{@docRoot}training/tv/start/navigation.html">Creating TV Navigation</a>.
+</p>
+
+
+<h4 id="no-camera">Camera</h4>
+
+<p>
+ Although a TV typically does not have a camera, you can still provide a photography-related
+ app on a TV. For example, if you have an app that takes, views, and edits photos, you can
+ disable its picture-taking functionality for TVs and still allow users to view and even edit
+ photos. If you decide to enable your camera-related app to work on a TV, add the
+ following feature declaration your app manifest:
+</p>
+
+<pre>
+<uses-feature android:name="android.hardware.camera" android:required="false" />
+</pre>
+
+<p>
+ If you enable your app to run without a camera, add code to your app
+ that detects if the camera feature is available and makes adjustments to the operation of your
+ app. The following code example demonstrates how to detect the presence of a camera:
+</p>
+
+<pre>
+// Check if the camera hardware feature is available.
+if (getPackageManager().hasSystemFeature("android.hardware.camera")) {
+ Log.d("Camera test", "Camera available!");
+} else {
+ Log.d("Camera test", "No camera available. View and edit features only.");
+}
+</pre>
+
+
+<h4 id="no-gps">GPS</h4>
+
+<p>
+ TVs are stationary, indoor devices, and do not have built-in global positioning system (GPS)
+ receivers. If your app uses location information, you can still allow users to search for
+ a location, or use a static location provider such as a zip code configured during the TV device
+ setup.
+</p>
+
+<pre>
+// Request a static location from the location manager
+LocationManager locationManager = (LocationManager) this.getSystemService(
+ Context.LOCATION_SERVICE);
+Location location = locationManager.getLastKnownLocation("static");
+
+// Attempt to get postal or zip code from the static location object
+Geocoder geocoder = new Geocoder(this);
+Address address = null;
+try {
+ address = geocoder.getFromLocation(location.getLatitude(),
+ location.getLongitude(), 1).get(0);
+ Log.d("Zip code", address.getPostalCode());
+
+} catch (IOException e) {
+ Log.e(TAG, "Geocoder error", e);
+}
+</pre>
+
+
+<h2 id="controllers">Handling Controllers</h2>
+
+<p>
+ TV devices require a secondary hardware device for interacting with apps, in the form of a basic
+ remote controller or game controller. This means that your app must support D-pad input. It also
+ means that your app may need to handle controllers going offline and input from more than one
+ type of controller.
+</p>
+
+
+<h3 id="d-pad-minimum">D-pad minimum controls</h3>
+
+<p>
+ The default controller for a TV device is a D-pad. In general, your app should be operable from a
+ remote controller that only has up, down, left, right, select, Back, and Home buttons. If your app
+ is a game that typically requires a game controller with additional controls, your app should
+ attempt to allow gameplay with these D-pad controls. In this case, your app should also warn the
+ user that
+ a controller is required and allow them to exit your game gracefully using the D-pad controller.
+ For more information about handling navigation with D-pad controller for TV devices, see
+ <a href="{@docRoot}training/tv/start/navigation.html">Creating TV Navigation</a>.
+</p>
+
+
+<h3 id="controller-disconnects">Handle controller disconnects</h3>
+
+<p>
+ Controllers for TV are frequently Bluetooth devices which may attempt to save power by periodically
+ going into sleep mode and disconnecting from the TV device. This means that an app might be
+ interrupted or restarted if it is not configured to handle these reconnect events. These events
+ can happen in any of the following circumstances:
+</p>
+
+<ul>
+ <li>While watching a video which is several minutes long, a D-Pad or game controller goes into
+ sleep mode, disconnects from the TV device and then reconnects later on.
+ </li>
+ <li>During gameplay, a new player joins the game using a game controller that is not currently
+ connected.
+ </li>
+ <li>During gameplay, a player leaves the game and disconnects a game controller.
+ </li>
+</ul>
+
+<p>
+ Any TV app activity that is subject to disconnect and reconnect events must be configured to
+ handle reconnection events in the app manifest. The following code sample demonstrates how to
+ enable an activity to handle configuration changes, including a keyboard or navigation device
+ connecting, disconnecting, or reconnecting:
+</p>
+
+<pre>
+<activity
+ android:name="com.example.android.TvActivity"
+ android:label="@string/app_name"
+ <strong>android:configChanges="keyboard|keyboardHidden|navigation"</strong>
+ android:theme="@style/Theme.Leanback">
+
+ <intent-filter>
+ <action android:name="android.intent.action.MAIN" />
+ <category android:name="android.intent.category.LEANBACK_LAUNCHER" />
+ </intent-filter>
+ ...
+</activity>
+</pre>
+
+<p>
+ This configuration change allows the app to continue running through a reconnection event, rather
+ than being restarted by the Android framework, which is not a good user experience.
+</p>
+
+
+<h3 id="d-pad-variants">Handle D-pad input variations</h3>
+
+<p>
+ TV device users may have more than one type of controller that they use with their TV. For
+ example, a user might have both a basic D-pad controller and a game controller. The key codes
+ provided by a game controller when it is being used for D-pad functions may vary from the key
+ codes sent by a physical D-pad.
+</p>
+
+<p>
+ Your app should handle the variations of D-pad input from a game controller, so the user does not
+ have to physically switch controllers to operate your app. For more information on handling these
+ input variations, see <a href="{@docRoot}training/game-controllers/controller-input.html#dpad">
+ Handling Controller Actions</a>.
+</p>
diff --git a/docs/html/training/tv/start/index.jd b/docs/html/training/tv/start/index.jd
new file mode 100644
index 0000000..ceefea1
--- /dev/null
+++ b/docs/html/training/tv/start/index.jd
@@ -0,0 +1,63 @@
+page.title=Building TV Apps
+startpage=true
+
+@jd:body
+
+<div id="tb-wrapper">
+<div id="tb">
+ <h2>Dependencies and Prerequisites</h2>
+ <ul>
+ <li>Android 5.0 (API level 21) or higher</li>
+ <li>Android Studio 0.8 or later and Gradle 0.12 or later</li>
+ </ul>
+</div>
+</div>
+
+<p>
+ Android offers a rich user experience that's optimized for apps running on large screen devices,
+ such as high-definition televisions. Apps on TV offer new opportunities to delight your users
+ from the comfort of their couch.
+</p>
+
+<p>
+ TV apps use the same structure as those for phones and tablets. This approach means you can
+ create new TV apps based on what you already know about building apps for Android, or extend your
+ existing apps to also run on TV devices. However, the user interaction model for TV is
+ substantially different from phone and tablet devices. In order to make your app successful on TV
+ devices, you must design new layouts that can be easily understood from 10 feet away, and provide
+ navigation that works with just a directional pad and a select button.
+</p>
+
+<p>
+ This class describes how to start building apps for TV, including setting up your development
+ environment, basic requirements for layouts and navigation, as well as guidance on how to handle
+ hardware features that are not typically available on TV devices.
+</p>
+
+<p class="note">
+ <strong>Note:</strong> You are encouraged to use <a href=
+ "{@docRoot}sdk/installing/studio.html">Android Studio</a> for building TV apps, because it
+ provides project setup, library inclusion, and packaging conveniences. This training assumes you
+ are using Android Studio.
+</p>
+
+
+<h2>Lessons</h2>
+
+<dl>
+ <dt><a href="{@docRoot}training/tv/start/start.html">
+ Getting Started with TV Apps</a></dt>
+ <dd>Learn how to create a new Android Studio project for TV apps or modify your existing
+ app project to run on TV devices.</dd>
+ <dt><a href="{@docRoot}training/tv/start/layouts.html">
+ Building TV Layouts</a></dt>
+ <dd>Learn the minimum requirements for TV layouts and how to implement them.</dd>
+ <dt><a href="{@docRoot}training/tv/start/navigation.html">
+ Creating TV Navigation</a></dt>
+ <dd>Learn the requirements for TV navigation and how to implement TV-compatible
+ navigation.</dd>
+ <dt><a href="{@docRoot}training/tv/start/hardware.html">
+ Handling TV Hardware</a></dt>
+ <dd>Learn how to check if your app is running on TV hardware, handle unsupported hardware
+ features, and manage controller devices.</dd>
+</dl>
diff --git a/docs/html/training/tv/start/layouts.jd b/docs/html/training/tv/start/layouts.jd
new file mode 100644
index 0000000..d2abe1d
--- /dev/null
+++ b/docs/html/training/tv/start/layouts.jd
@@ -0,0 +1,257 @@
+page.title=Building Layouts for TV
+trainingnavtop=true
+
+@jd:body
+
+<div id="tb-wrapper">
+<div id="tb">
+ <h2>This lesson teaches you how to</h2>
+ <ol>
+ <li><a href="#themes">Use Layout Themes for TV</a></li>
+ <li><a href="#structure">Build Basic TV Layouts</a></li>
+ <li><a href="#visibility">Build Useable Text and Controls</a></li>
+ <li><a href="#density-resources">Manage Layout Resources for TV</a></li>
+ <li><a href="#anti-patterns">Avoid Layout Anti-Patterns</a></li>
+ <li><a href="#large-bitmaps">Handle Large Bitmaps</a></li>
+ </ol>
+ <h2>You should also read</h2>
+ <ol>
+ <li><a href="{@docRoot}design/tv/index.html">Android TV Design</a></li>
+ </ol>
+</div>
+</div>
+
+<p>
+ A TV screen is typically viewed from about 10 feet away, and while it is much larger than most
+ other Android device displays, this type of screen does not provide the same level of precise
+ detail and color as a smaller device. These factors require you to create app layouts with TV
+ devices in mind in order to create a useful and enjoyable user experience.
+</p>
+
+<p>
+ This lesson describes the minimum requirements and implementation details for building effective
+ layouts in TV apps.
+</p>
+
+<h2 id="themes">Use Layout Themes for TV</h2>
+
+<p>
+ Android <a href="{@docRoot}guide/topics/ui/themes.html">Themes</a> can provide a basis for
+ layouts in your TV apps. You should use a theme to modify the display of your app activities that
+ are meant to run on a TV device. This section explains which themes you should use.
+</p>
+
+<h3 id="leanback-theme">Leanback theme</h3>
+
+<p>
+ A support library for TV user interfaces called the <a href=
+ "{@docRoot}tools/support-library/features.html#v17-leanback">v17 leanback library</a> provides a
+ standard theme for TV activities, called {@code Theme.Leanback}. This theme establishes a
+ consistent visual style for TV apps. Use of this theme is recommended for most TV apps. This
+ theme is strongly recommended for any TV app that uses v17 leanback classes. The following code
+ sample shows how to apply this theme to a given activity within an app:
+</p>
+
+<pre>
+<activity
+ android:name="com.example.android.TvActivity"
+ android:label="@string/app_name"
+ <strong>android:theme="@style/Theme.Leanback"</strong>>
+</pre>
+
+
+<h3 id="notitle-theme">NoTitleBar theme</h3>
+
+<p>
+ The title bar is a standard user interface element for Android apps on phones and tablets, but it
+ is not appropriate for TV apps. If you are not using v17 leanback classes, you should apply this
+ theme to your TV activities to suppress the display of a title bar. The following code example
+ from a TV app manifest demonstrates how to apply this theme to remove the display of a title bar:
+</p>
+
+<pre>
+<application>
+ ...
+
+ <activity
+ android:name="com.example.android.TvActivity"
+ android:label="@string/app_name"
+ <strong>android:theme="@android:style/Theme.NoTitleBar"</strong>>
+ ...
+
+ </activity>
+</application>
+</pre>
+
+
+<h2 id="structure">Build Basic TV Layouts</h2>
+
+<p>Layouts for TV devices should follow some basic guidelines to ensure they are usable and
+ effective on large screens. Follow these tips to build landscape layouts optimized for TV screens:
+</p>
+
+<ul>
+ <li>Build layouts with a landscape orientation. TV screens always display in landscape mode.</li>
+ <li>Put on-screen navigation controls on the left or right side of the screen and save the
+ vertical space for content.</li>
+ <li>Create UIs that are divided into sections, using <a href="{@docRoot}guide/components/fragments.html"
+ >Fragments</a>, and use view groups like {@link android.widget.GridView} instead of {@link
+ android.widget.ListView} to make better use of the horizontal screen space.
+ </li>
+ <li>Use view groups such as {@link android.widget.RelativeLayout} or {@link
+ android.widget.LinearLayout} to arrange views. This approach allows the system to adjust the
+ position of the views to the size, alignment, aspect ratio, and pixel density of a TV screen.</li>
+ <li>Add sufficient margins between layout controls to avoid a cluttered UI.</li>
+</ul>
+
+
+<h3 id="overscan">Overscan</h3>
+
+<p>Layouts for TV have some unique requirements due to the evolution of TV standards and the
+ desire to always present a full screen picture to viewers. For this reason, TV devices may
+ clip the outside edge of an app layout in order to ensure that the entire display is filled.
+ This behavior is generally referred to as <em>overscan</em>.
+</p>
+
+<p>
+ Avoid screen elements being clipped due to overscan and by incorporating a 10% margin
+ on all sides of your layout. This translates into a 27dp margin on the left and right edges and
+ a 48dp margin on the top and bottom of your base layouts for activities. The following
+ example layout demonstrates how to set these margins in the root layout for a TV app:
+</p>
+
+<pre>
+<?xml version="1.0" encoding="utf-8"?>
+<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
+ android:id="@+id/base_layout"
+ android:layout_width="match_parent"
+ android:layout_height="match_parent"
+ android:orientation="vertical"
+ android:layout_marginTop="27dp"
+ android:layout_marginLeft="48dp"
+ android:layout_marginRight="48dp"
+ android:layout_marginBottom="27dp" >
+</LinearLayout>
+</pre>
+
+<p class="caution">
+ <strong>Caution:</strong> Do not apply overscan margins to your layout if you are using the
+ v17 leanback classes, such as {@link android.support.v17.leanback.app.BrowseFragment} or related
+ widgets, as those layouts already incorporate overscan-safe margins.
+</p>
+
+<h2 id="visibility">Build Useable Text and Controls</h2>
+
+<p>
+ The text and controls in a TV app layout should be easily visible and navigable from a distance.
+ Follow these tips to make your user interface elements easier to see from a distance:
+</p>
+
+<ul>
+ <li>Break text into small chunks that users can quickly scan.</li>
+ <li>Use light text on a dark background. This style is easier to read on a TV.</li>
+ <li>Avoid lightweight fonts or fonts that have both very narrow and very broad strokes.
+ Use simple sans-serif fonts and anti-aliasing to increase readability.</li>
+ <li>Use Android's standard font sizes:
+<pre>
+<TextView
+ android:id="@+id/atext"
+ android:layout_width="wrap_content"
+ android:layout_height="wrap_content"
+ android:gravity="center_vertical"
+ android:singleLine="true"
+ <strong>android:textAppearance="?android:attr/textAppearanceMedium"/></strong>
+</pre>
+ </li>
+ <li>Ensure that all your view widgets are large enough to be clearly visible to someone
+ sitting 10 feet away from the screen (this distance is greater for very large screens). The
+ best way to do this is to use layout-relative sizing rather than absolute sizing, and
+ density-independent pixel (dip) units instead of absolute pixel units. For example, to set the
+ width of a widget, use {@code wrap_content} instead of a pixel measurement, and to set the
+ margin for a widget, use dip values instead of px values.</li>
+</ul>
+
+<p>
+ For more information about density-independent pixels and building layouts to handle larger
+ screen sizes, see <a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
+ Screens</a>.
+</p>
+
+<h2 id="density-resources">Manage Layout Resources for TV</h2>
+
+<p>The common high-definition TV display resolutions are 720p, 1080i, and 1080p.
+ Your TV layout should target a screen size of 1920 x 1080 pixels, and then allow the Android
+ system to downscale your layout elements to 720p if necessary. In general, downscaling
+ (removing pixels) does not degrade your layout presentation quality. However, upscaling can
+ cause display artifacts that degrade the quality of your layout and have a negative impact on
+ the user experience of your app.</p>
+
+<p>
+ To get the best scaling results for images, provide them as
+ <a href="{@docRoot}tools/help/draw9patch.html">9-patch image</a> elements if possible. If you
+ provide low quality or small images in your layouts, they will appear pixelated, fuzzy, or
+ grainy, which is not a good experience for the user. Use high-quality images instead.
+</p>
+
+<p>
+ For more information on optimizing layouts and resources for large screens see
+ <a href="{@docRoot}training/multiscreen/index.html">Designing for multiple screens</a>.
+</p>
+
+
+<h2 id="anti-patterns">Avoid Layout Anti-Patterns</h2>
+
+<p>
+ There are a few approaches to building layouts that you should avoid because they do not work
+ well on TV devices and lead to bad user experiences. Here are some user interface approaches you
+ should specifically <em>not</em> use when developing a layout for TV.
+</p>
+
+<ul>
+ <li><strong>Re-using phone or tablet layouts</strong> - Do not reuse layouts from a phone or
+ tablet app without modification. Layouts built for other Android device form factors are not
+ well suited for TV devices and should be simplified for operation on a TV.</li>
+ <li><strong>ActionBar</strong> - While this user interface convention is recommended for use
+ on phones and tablets, it is not appropriate for a TV interface. In particular, using an
+ action bar options menu (or any pull-down menu for that matter) is strongly discouraged, due
+ to the difficulty in navigating such a menu with a remote control.</li>
+ <li><strong>ViewPager</strong> - Sliding between screens can work great on a phone or tablet,
+ but don't try this on a TV!</li>
+</ul>
+
+<p>For more information on designing layouts that are appropriate to TV, see the
+ <a href="{@docRoot}design/tv/index.html">TV Design</a> guide.</p>
+
+
+<h2 id="large-bitmaps">Handle Large Bitmaps</h2>
+
+<p>TV devices, like any other Android device, have a limited amount of memory. If you build your
+ app layout with very high-resolution images or use many high-resolution images in the operation
+ of your app, it can quickly run into memory limits and cause out of memory errors.
+ To avoid these types of problems, follow these tips:</p>
+
+<ul>
+ <li>Load images only when they are displayed on the screen. For example, when displaying multiple
+ images in a {@link android.widget.GridView} or {@link android.widget.Gallery}, only load an image
+ when {@link android.widget.Adapter#getView getView()} is called on the
+ view's {@link android.widget.Adapter}.
+ </li>
+ <li>Call {@link android.graphics.Bitmap#recycle()} on {@link android.graphics.Bitmap} views that
+ are no longer needed.
+ </li>
+ <li>Use {@link java.lang.ref.WeakReference} for storing references to {@link
+ android.graphics.Bitmap} objects in an in-memory {@link java.util.Collection}.
+ </li>
+ <li>If you fetch images from the network, use {@link android.os.AsyncTask} to fetch and store
+ them on the device for faster access. Never do network transactions on the application's main
+ user interface thread.
+ </li>
+ <li>Scale down large images to a more appropriate size as you download them; otherwise,
+ downloading the image itself may cause an out of memory exception.
+ </li>
+</ul>
+
+<p>
+ For more information on getting the best performance when working with images, see
+ <a href="{@docRoot}training/displaying-bitmaps/index.html">Displaying Bitmaps Efficiently</a>.
+</p>
diff --git a/docs/html/training/tv/start/navigation.jd b/docs/html/training/tv/start/navigation.jd
new file mode 100644
index 0000000..1c9faca
--- /dev/null
+++ b/docs/html/training/tv/start/navigation.jd
@@ -0,0 +1,180 @@
+page.title=Creating TV Navigation
+page.tags="focus","selection","d-pad"
+trainingnavtop=true
+
+@jd:body
+
+<div id="tb-wrapper">
+<div id="tb">
+ <h2>This lesson teaches you how to</h2>
+ <ol>
+ <li><a href="#d-pad-navigation">Enable D-pad Navigation</a></li>
+ <li><a href="#focus-selection">Provide Clear Focus and Selection</a></li>
+ </ol>
+
+</div>
+</div>
+
+<p>
+ TV devices provide a limited set of navigation controls for apps. Creating an effective
+ navigation scheme for your TV app depends on understanding these limited controls and the limits
+ of users' perception while operating your app. As you build your Android app for TVs,
+ pay special attention to how the user actually navigates around your app when using remote
+ control buttons instead of a touch screen.
+</p>
+
+<p>
+ This lesson explains the minimum requirements for creating effective TV app navigation scheme and
+ how to apply those requirements to your app.
+</p>
+
+
+<h2 id="d-pad-navigation">Enable D-pad Navigation</h2>
+
+<p>
+ On a TV device, users navigate with controls on a remote control device, using either a
+ directional pad (D-pad) or arrow keys. This type of control limits movement to up, down, left,
+ and right. To build a great TV-optimized app, you must provide a navigation scheme where the user
+ can quickly learn how to navigate your app using these limited controls.
+</p>
+
+<p>
+ The Android framework handles directional navigation between layout elements automatically, so
+ you typically do not need to do anything extra for your app. However, you should thoroughly test
+ navigation with a D-pad controller to discover any navigation problems. Follow these guidelines to
+ test that your app's navigation system works well with a D-pad on a TV device:
+</p>
+
+<ul>
+ <li>Ensure that a user with a D-pad controller can navigate to all visible controls on the
+ screen.
+ </li>
+ <li>For scrolling lists with focus, make sure that the D-pad up and down keys scroll the list,
+ and the Enter key selects an item in the list. Verify that users can select an element in the
+ list and that the list still scrolls when an element is selected.
+ </li>
+ <li>Ensure that switching between controls between controls is straightforward and predictable.
+ </li>
+</ul>
+
+
+<h3 id="modify-d-pad-nav">Modifying directional navigation</h3>
+
+<p>
+ The Android framework automatically applies a directional navigation scheme based on the
+ relative position of focusable elements in your layouts. You should test the generated
+ navigation scheme in your app using a D-pad controller. After testing, if you decide you want
+ users to move through your layouts in a specific way, you can set up explicit directional
+ navigation for your controls.
+</p>
+
+<p class="note">
+ <strong>Note:</strong> You should only use these attributes to modify the navigation order if the
+ default order that the system applies does not work well.
+</p>
+
+<p>
+ The following code sample shows how to define the next control to receive focus for a {@link
+ android.widget.TextView} layout object:
+</p>
+
+<pre>
+<TextView android:id="@+id/Category1"
+ android:nextFocusDown="@+id/Category2"\>
+</pre>
+
+<p>
+ The following table lists all of the available navigation attributes for Android user interface
+ widgets:
+</p>
+
+<table>
+ <tr>
+ <th>Attribute</th>
+ <th>Function</th>
+ </tr>
+ <tr>
+ <td>{@link android.R.attr#nextFocusDown}</td>
+ <td>Defines the next view to receive focus when the user navigates down.</td>
+ </tr>
+ <tr>
+ <td>{@link android.R.attr#nextFocusLeft}</td>
+ <td>Defines the next view to receive focus when the user navigates left.</td>
+ </tr>
+ <tr>
+ <td>{@link android.R.attr#nextFocusRight}</td>
+ <td>Defines the next view to receive focus when the user navigates right.</td>
+ </tr>
+ <tr>
+ <td>{@link android.R.attr#nextFocusUp}</td>
+ <td>Defines the next view to receive focus when the user navigates up.</td>
+ </tr>
+</table>
+
+<p>
+ To use one of these explicit navigation attributes, set the value to the ID ({@code android:id}
+ value) of another widget in the layout. You should set up the navigation order as a loop, so that
+ the last control directs focus back to the first one.
+</p>
+
+
+
+<h2 id="focus-selection">Provide Clear Focus and Selection</h2>
+
+<p>
+ The success of an app's navigation scheme on TV devices is depends on how easy it is for
+ a user to determine what user interface element is in focus on screen. If you do not provide
+ clear indications of focused items (and therefore what item a user can take action on), they can
+ quickly become frustrated and exit your app. For the same reason, it is important to always have
+ an item in focus that a user can take action on immediately after your app starts, or any time
+ it is idle.
+</p>
+
+<p>
+ Your app layout and implementation should use color, size, animation, or a combination of these
+ attributes to help users easily determine what actions they can take next. Use a uniform scheme
+ for indicating focus across your application.
+</p>
+
+<p>
+ Android provides <a href="{@docRoot}guide/topics/resources/drawable-resource.html#StateList">
+ Drawable State List Resources</a> to implement highlights for focused and selected controls. The
+ following code example demonstrates how to enable visual behavior for a button to indicate that a
+ user has navigated to the control and then selected it:
+</p>
+
+<pre>
+<!-- res/drawable/button.xml -->
+<?xml version="1.0" encoding="utf-8"?>
+<selector xmlns:android="http://schemas.android.com/apk/res/android">
+ <item android:state_pressed="true"
+ android:drawable="@drawable/button_pressed" /> <!-- pressed -->
+ <item android:state_focused="true"
+ android:drawable="@drawable/button_focused" /> <!-- focused -->
+ <item android:state_hovered="true"
+ android:drawable="@drawable/button_focused" /> <!-- hovered -->
+ <item android:drawable="@drawable/button_normal" /> <!-- default -->
+</selector>
+</pre>
+
+<p>
+ The following layout XML sample code applies the previous state list drawable to a
+ {@link android.widget.Button}:
+</p>
+
+<pre>
+<Button
+ android:layout_height="wrap_content"
+ android:layout_width="wrap_content"
+ android:background="@drawable/button" />
+</pre>
+
+<p>
+ Make sure to provide sufficient padding within the focusable and selectable controls so that the
+ highlights around them are clearly visible.
+</p>
+
+<p>
+ For more recommendations on designing effective selection and focus for your TV app, see
+ <a href="{@docRoot}design/tv/patterns.html">Patterns for TV</a>.
+</p>
diff --git a/docs/html/training/tv/start/start.jd b/docs/html/training/tv/start/start.jd
new file mode 100644
index 0000000..b50bc33
--- /dev/null
+++ b/docs/html/training/tv/start/start.jd
@@ -0,0 +1,259 @@
+page.title=Get Started with TV Apps
+page.tags="leanback","recyclerview","launcher"
+
+trainingnavtop=true
+startpage=true
+
+@jd:body
+
+<div id="tb-wrapper">
+<div id="tb">
+ <h2>This lesson teaches you how to</h2>
+ <ol>
+ <li><a href="#dev-project">Setup a TV Project</a></li>
+ <li><a href="#build-it">Build TV Apps</a></li>
+ <li><a href="#run">Run TV Apps</a></li>
+ </ol>
+ <h2>You should also read</h2>
+ <ol>
+ <li><a href="{@docRoot}design/tv/index.html">
+ TV Design</a></li>
+ <li><a href="{@docRoot}training/tv/start/layouts.html">
+ Building TV Layouts</a></li>
+ </ol>
+</div>
+</div>
+
+<p>
+ TV apps use the same structure as those for phones and tablets. This similarity means you can
+ modify your existing apps to also run on TV devices or create new apps based on what you already
+ know about building apps for Android.
+</p>
+
+<p class="note">
+ <strong>Important:</strong> There are specific requirements your app must meet in order to
+ qualify as an Android TV app on Google Play. For more information, see the requirements listed
+ in <a href="{@docRoot}distribute/essentials/quality/tv.html">TV App Quality</a>.
+</p>
+
+<p>
+ This lesson describes how to prepare your development environment for building TV apps, and the
+ minimum required changes to enable an app to run on TV devices.
+</p>
+
+
+<h2 id="dev-project">Set up a TV Project</h2>
+
+<p>
+ This section discusses how to modify an existing app to run on TV devices, or create a new one.
+ These are the main components you must use to create an app that runs on TV devices:
+</p>
+
+<ul>
+ <li><strong>Activity for TV</strong> (Required) - In your application manifest,
+ declare an activity that is intended to run on TV devices.</li>
+ <li><strong>TV Support Libraries</strong> (Optional) - There are several
+ <a href="#tv-libraries">Support Libraries</a>
+ available for TV devices that provide widgets for building user interfaces.</li>
+</ul>
+
+
+<h3 id="prerequisites">Prerequisites</h3>
+
+<p>Before you begin building apps for TV, you must:</p>
+
+<ul>
+ <li><strong><a href="{@docRoot}sdk/installing/adding-packages.html#GetTools">
+ Update your SDK tools to version 24.0.0 or higher</a></strong>
+ <br>
+ The updated SDK tools enable you to build and test apps for TV.
+ </li>
+ <li><strong><a href="{@docRoot}sdk/installing/adding-packages.html#GetTools">
+ Update your SDK with Android 5.0 (API 21) or higher</a></strong>
+ <br>
+ The updated platform version provides new APIs for TV apps.
+ </li>
+ <li><strong><a href="{@docRoot}sdk/installing/create-project.html">
+ Create or update your app project</a></strong>
+ <br>
+ In order to access new APIs for TV devices, you must create a project or modify an existing
+ project that targets Android 5.0 (API level 21) or higher.
+ </li>
+</ul>
+
+
+<h3 id="tv-activity">Declare a TV Activity</h3>
+
+<p>An application intended to run on TV devices must declare a launcher activity for TV
+ in its manifest using a {@link android.content.Intent#CATEGORY_LEANBACK_LAUNCHER} intent filter.
+ This filter identifies your app as being enabled for TV, allowing it to be considered a TV app
+ in Google Play. Declaring this intent also identifies which activity
+ in your app to launch when a user selects its icon on the TV home screen.</p>
+
+<p class="caution">
+ <strong>Caution:</strong> If you do not include the {@link android.content.Intent#CATEGORY_LEANBACK_LAUNCHER} intent filter in
+ your app, it is not visible to users running the Google Play store on TV devices. Also, if your
+ app does not have this filter when you load it onto a TV device using developer tools, the app
+ does not appear in the TV user interface.
+</p>
+
+<p>The following code snippet shows how to include this intent filter in your manifest:</p>
+
+<pre>
+<application>
+ ...
+ <activity
+ android:name="com.example.android.MainActivity"
+ android:label="@string/app_name" >
+
+ <intent-filter>
+ <action android:name="android.intent.action.MAIN" />
+ <category android:name="android.intent.category.LAUNCHER" />
+ </intent-filter>
+ </activity>
+
+ <activity
+ android:name="com.example.android.<strong>TvActivity</strong>"
+ android:label="@string/app_name"
+ android:theme="@style/Theme.Leanback">
+
+ <intent-filter>
+ <action android:name="android.intent.action.MAIN" />
+ <category android:name="<strong>android.intent.category.LEANBACK_LAUNCHER</strong>" />
+ </intent-filter>
+
+ </activity>
+</application>
+</pre>
+
+<p>
+ The second activity manifest entry in this example specifies that activity as the one to
+ launch on a TV device.
+</p>
+
+<p>
+ If you are modifying an existing app for use on TV, your app should not use the same
+ activity layout for TV that it does for phones and tablets. The user interface of your TV app (or
+ TV portion of your existing app) should provide a simpler interface that can be easily navigated
+ using a remote control from a couch. For guidelines on designing an app for TV, see the <a href=
+ "{@docRoot}design/tv/index.html">TV Design</a> guide. For more information on the minimum
+ implementation requirements for interface layouts on TV, see <a href=
+ "{@docRoot}training/tv/start/layouts.html">Building TV Layouts</a>.
+</p>
+
+
+<h3 id="tv-libraries">Add TV support libraries</h3>
+
+<p>
+ The Android SDK includes support libraries that are intended for use with TV apps. These
+ libraries provide APIs and user interface widgets for use on TV devices. The libraries are
+ located in the {@code <sdk>/extras/android/support/} directory. Here is a list of the
+ libraries and their general purpose:
+</p>
+
+<ul>
+ <li><a href="{@docRoot}tools/support-library/features.html#v17-leanback">
+ <strong>v17 leanback library</strong></a> - Provides user interface widgets for TV apps,
+ particularly for apps that do media playback.
+ </li>
+ <li><a href="{@docRoot}tools/support-library/features.html#v7-recyclerview">
+ <strong>v7 recyclerview library</strong></a> - Provides classes for managing display of long
+ lists in a memory efficient manner. Several classes in the v17 leanback library depend on the
+ classes in this library.
+ </li>
+ <li><a href="{@docRoot}tools/support-library/features.html#v7-cardview">
+ <strong>v7 cardview library</strong></a> - Provides user interface widgets for displaying
+ information cards, such as media item pictures and descriptions.
+ </li>
+</ul>
+
+<p class="note">
+ <strong>Note:</strong> You are not required to use these support libraries for your TV app.
+ However, we strongly recommend using them, particularly for apps that provide a media catalog
+ browsing interface.
+</p>
+
+<p>
+ If you decide to use the v17 leanback library for your app, you should note that it is dependent
+ on the <a href="{@docRoot}tools/support-library/features.html#v4">v4 support library</a>. This
+ means that apps that use the leanback support library should include all of these support
+ libraries:
+</p>
+
+<ul>
+ <li>v4 support library</li>
+ <li>v7 recyclerview support library</li>
+ <li>v17 leanback support library</li>
+</ul>
+
+<p>
+ The v17 leanback library contains resources, which require you to take specific steps to include
+ it in app projects. For instructions on importing a support library with resources, see
+ <a href="{@docRoot}tools/support-library/setup.html#libs-with-res">Support Library Setup</a>.
+</p>
+
+
+<h2 id="build-it">Build TV Apps</h2>
+
+<p>After you have completed the steps described above, it's time to start building apps for
+ the big screen! Check out these additional topics to help you build your app for TV:
+
+<ul>
+ <li>
+ <a href="{@docRoot}training/tv/playback/index.html">Building TV Playback Apps</a> - TVs are
+ built to entertain, so Android provides a set of user interface tools and widgets for building
+ TV apps that play videos and music, and let users browse for the content they want.
+ </li>
+ <li>
+ <a href="{@docRoot}training/tv/search/index.html">Surfacing Content on TV</a> - With all the
+ content choices at users' fingertips, helping them find content they enjoy is almost as important
+ as providing that content. This training discusses how to surface your content on TV devices.
+ </li>
+ <li>
+ <a href="{@docRoot}training/tv/games/index.html">Games for TV</a> - TV devices are a great
+ platform for games. See this topic for information on building great game experiences for TV.
+ </li>
+</ul>
+
+
+<h2 id="run">Run TV Apps</h2>
+
+<p>
+ Running your app is an important part of the development process. The AVD Manager in the Android
+ SDK provides the device definitions that allow you to create virtual TV devices for running and
+ testing your applications.
+</p>
+
+<p>To create an virtual TV device:</p>
+
+<ol>
+ <li>Start the AVD Manager. For more information, see the
+ <a href="{@docRoot}tools/help/avd-manager.html">AVD Manager</a> help.</li>
+ <li>In the AVD Manager dialog, click the <strong>Device Definitions</strong> tab.</li>
+ <li>Select one of the Android TV device definitions and click <strong>Create AVD</strong>.</li>
+ <li>Select the emulator options and click <strong>OK</strong> to create the AVD.
+ <p class="note">
+ <strong>Note:</strong> For best performance of the TV emulator device, enable the <strong>Use
+ Host GPU</strong> option and, where supported, use virtual device acceleration. For
+ more information on hardware acceleration of the emulator, see
+ <a href="{@docRoot}tools/devices/emulator.html#acceleration">Using the Emulator</a>.
+ </p>
+ </li>
+</ol>
+
+<p>To test your application on the virtual TV device:</p>
+
+<ol>
+ <li>Compile your TV application in your development environment.</li>
+ <li>Run the application from your development environment and choose the TV virtual device as
+ the target.</li>
+</ol>
+
+<p>
+ For more information about using emulators see, <a href="{@docRoot}tools/devices/emulator.html">
+ Using the Emulator</a>. For more information on deploying apps from Android Studio to virtual
+ devices, see <a href="{@docRoot}sdk/installing/studio-debug.html">Debugging with Android
+ Studio</a>. For more information about deploying apps to emulators from Eclipse with ADT, see
+ <a href="{@docRoot}tools/building/building-eclipse.html">Building and Running from Eclipse with
+ ADT</a>.
+</p>
diff --git a/docs/html/training/tv/unsupported-features-tv.jd b/docs/html/training/tv/unsupported-features-tv.jd
deleted file mode 100644
index a9f090b..0000000
--- a/docs/html/training/tv/unsupported-features-tv.jd
+++ /dev/null
@@ -1,157 +0,0 @@
-page.title=Handling Features Not Supported on TV
-parent.title=Designing for TV
-parent.link=index.html
-
-trainingnavtop=true
-previous.title=Optimizing Navigation for TV
-previous.link=optimizing-navigation-tv.html
-
-@jd:body
-
-<div id="tb-wrapper">
-<div id="tb">
-
-<h2>This lesson teaches you to</h2>
-<ol>
- <li><a href="#WorkaroundUnsupportedFeatures">Work Around Features Not Supported on TV</a></li>
- <li><a href="#CheckAvailableFeatures">Check for Available Features at Runtime</a></li>
-</ol>
-
-</div>
-</div>
-
-<p>
-TVs are much different from other Android-powered devices:
-</p>
-<ul>
- <li>They're not mobile.</li>
- <li>Out of habit, people use them for watching media with little or no interaction.</li>
- <li>People interact with them from a distance.</li>
-</ul>
-
-<p>
-Because TVs have a different purpose from other devices, they usually don't have hardware features
-that other Android-powered devices often have. For this reason, the Android system does not
-support the following features for a TV device:
-<table>
-<tr>
-<th>Hardware</th>
-<th>Android feature descriptor</th>
-</tr>
-<tr>
-<td>Camera</td>
-<td>android.hardware.camera</td>
-</tr>
-<tr>
-<td>GPS</td>
-<td>android.hardware.location.gps</td>
-</tr>
-<tr>
-<td>Microphone</td>
-<td>android.hardware.microphone</td>
-</tr>
-<tr>
-<td>Near Field Communications (NFC)</td>
-<td>android.hardware.nfc</td>
-</tr>
-<tr>
-<td>Telephony</td>
-<td>android.hardware.telephony</td>
-</tr>
-<tr>
-<td>Touchscreen</td>
-<td>android.hardware.touchscreen</td>
-</tr>
-</table>
-</p>
-
-<p>
-This lesson shows you how to work around features that are not available on TV by:
-<ul>
- <li>Providing work arounds for some non-supported features.</li>
- <li>Checking for available features at runtime and conditionally activating/deactivating certain code
- paths based on availability of those features.</li>
-</ul>
-</p>
-
-
-<h2 id="WorkaroundUnsupportedFeatures">Work Around Features Not Supported on TV</h2>
-
-<p>
-Android doesn't support touchscreen interaction for TV devices, most TVs don't have touch screens,
-and interacting with a TV using a touchscreen is not consistent with the 10 foot environment. For
-these reasons, users interact with Android-powered TVs using a remote. In consideration of this,
-ensure that every control in your app can be accessed with the D-pad. Refer back to the previous two lessons
-<a href="{@docRoot}training/tv/optimizing-layouts-tv.html">Optimizing Layouts for TV</a> and
-<a href="{@docRoot}training/tv/optimizing-navigation-tv.html">Optimize Navigation for TV</a> for
-more details
-on this topic. The Android system assumes that a device has a touchscreen, so if you want your application
-to run on a TV, you must <strong>explicitly</strong> disable the touchscreen requirement in your manifest file:
-<pre>
-<uses-feature android:name="android.hardware.touchscreen" android:required="false"/>
-</pre>
-</p>
-
-<p>
-Although a TV doesn't have a camera, you can still provide a photography-related application on a TV.
-For example, if you have an app that takes, views and edits photos, you can disable its picture-taking
-functionality for TVs and still allow users to view and even edit photos. The next section talks about how to
-deactivate or activate specific functions in the application based on runtime device type detection.
-</p>
-
-<p>
-Because TVs are stationary, indoor devices, they don't have built-in GPS. If your application uses location
-information, allow users to search for a location or use a "static" location provider to get
-a location from the zip code configured during the TV setup.
-<pre>
-LocationManager locationManager = (LocationManager) this.getSystemService(Context.LOCATION_SERVICE);
-Location location = locationManager.getLastKnownLocation("static");
-Geocoder geocoder = new Geocoder(this);
-Address address = null;
-
-try {
- address = geocoder.getFromLocation(location.getLatitude(), location.getLongitude(), 1).get(0);
- Log.d("Zip code", address.getPostalCode());
-
-} catch (IOException e) {
- Log.e(TAG, "Geocoder error", e);
-}
-</pre>
-</p>
-
-<p>
-TVs usually don't support microphones, but if you have an application that uses voice control,
-you can create a mobile device app that takes voice input and then acts as a remote control for a TV.
-</p>
-
-<h2 id="CheckAvailableFeatures">Check for Available Features at Runtime</h2>
-
-<p>
-To check if a feature is available at runtime, call
-{@link android.content.pm.PackageManager#hasSystemFeature(String)}.
- This method takes a single argument : a string corresponding to the
-feature you want to check. For example, to check for touchscreen, use
-{@link android.content.pm.PackageManager#hasSystemFeature(String)} with the argument
-{@link android.content.pm.PackageManager#FEATURE_TOUCHSCREEN}.
-</p>
-
-<p>
-The following code snippet demonstrates how to detect device type at runtime based on supported features:
-
-<pre>
-// Check if android.hardware.telephony feature is available.
-if (getPackageManager().hasSystemFeature("android.hardware.telephony")) {
- Log.d("Mobile Test", "Running on phone");
-// Check if android.hardware.touchscreen feature is available.
-} else if (getPackageManager().hasSystemFeature("android.hardware.touchscreen")) {
- Log.d("Tablet Test", "Running on devices that don't support telphony but have a touchscreen.");
-} else {
- Log.d("TV Test", "Running on a TV!");
-}
-</pre>
-</p>
-
-<p>
-This is just one example of using runtime checks to deactivate app functionality that depends on features
-that aren't available on TVs.
-</p>
\ No newline at end of file