auto import from //depot/cupcake/@135843
diff --git a/docs/html/sdk/1.0_r1/index.jd b/docs/html/sdk/1.0_r1/index.jd
new file mode 100644
index 0000000..b6e0e9f
--- /dev/null
+++ b/docs/html/sdk/1.0_r1/index.jd
@@ -0,0 +1,65 @@
+page.title=Android 1.0 SDK, release 1
+
+sdk.not_latest_version=true
+
+sdk.version=1.0_r1
+sdk.date=September 23, 2008
+
+sdk.win_download=android-sdk-windows-1.0_r1.zip
+sdk.win_bytes=89.7 MB
+sdk.win_checksum=d69f4ee93d4010f726c04302662fd999
+
+sdk.mac_download=android-sdk-mac_x86-1.0_r1.zip
+sdk.mac_bytes=87.5 MB
+sdk.mac_checksum=564876ada22872e50c2866806de9fc5c
+
+sdk.linux_download=android-sdk-linux_x86-1.0_r1.zip
+sdk.linux_bytes=87.8 MB
+sdk.linux_checksum=2660b4029039b7d714e59827e9a9a11d
+
+
+@jd:body
+
+<h2>Included in this SDK</h2>
+
+<h4>Development tools</h4>
+
+<p>The SDK includes a variety of tools for developing and debugging application code and designing
+an application UI. You can read about the tools in the documentation included with the SDK.
+You can access the tools in the <code><sdk>/tools/</code> directory.</p>
+
+<h4 id="system_images">System Images</h4>
+
+<p>The Android system images listed below are included in this SDK.</p>
+
+<table style="margin-right:1em;" width="80%">
+<tr>
+<th><nobr>System Image</nobr></th><th><nobr>API Level</nobr></th><th>Notes</th><th>Description</th>
+</tr>
+
+<tr>
+<td width="5%"><nobr>Android 1.0</nobr></td>
+<td width="5%">1</td>
+<td width="5%"><nobr>N/A</nobr></td>
+<td>Includes the {@code com.google.android.maps} external library and a set of standard development
+applications. </td>
+
+</tr>
+
+</table>
+
+<h4>Sample Code and Applications</h4>
+
+<p>You can look at a variety of tutorials and samples in the
+documentation included with the SDK and access the sample code itself
+in the <code><sdk>/samples/</code> directory of the SDK package.</p>
+
+<h4>Documentation</h4>
+
+<p>The SDK package provides a full set of local documentation, including installation and upgrade
+instructions. To view it, open the <code><sdk>/documentation.html</code> file in a web browser.
+If you are developing in an IDE such as Eclipse, you can also view the reference documentation
+directly in the IDE. </p>
+
+
+
diff --git a/docs/html/sdk/1.0_r1/installing.jd b/docs/html/sdk/1.0_r1/installing.jd
new file mode 100644
index 0000000..8ac524c
--- /dev/null
+++ b/docs/html/sdk/1.0_r1/installing.jd
@@ -0,0 +1,221 @@
+page.title=Installing the SDK
+sdk.version=1.0_r1
+@jd:body
+
+<p>For the current SDK release, see the links under <strong>Current SDK Release</strong> in the side navigation.</p>
+
+<p>This page describes how to install the Android 1.0 SDK, Release 1, and set up your development environment.
+If you haven't downloaded the SDK yet, you can so from the <a href="{@docRoot}sdk/1.0_r1/index.html">Download</a> page.</p>
+
+<p>Before you begin, be sure that your development environment meets the SDK
+<a href="{@docRoot}sdk/1.0_r1/requirements.html">System Requirements</a>. If you encounter any problems during installation,
+see the <a href="#installnotes">Installation Notes</a> at the bottom of this page.</p>
+
+<h4 style="margin-top">Upgrading?</h4>
+<p>If you have already developed applications using an earlier version of the
+SDK, please skip this page and read the
+<a href="{@docRoot}sdk/1.0_r1/upgrading.html"><strong>Upgrading the SDK</strong></a></b> document instead.
+</p>
+
+<a name="installingsdk"></a>
+<a name="setup"></a>
+<h2>Installing the SDK</h2>
+
+ <p>After downloading the SDK, unpack the .zip archive to a suitable location on your machine. By default, the SDK files are unpacked into a directory named <code>android_sdk_<em><platform</em>>_<em><release></em>_<em><build></em></code>. The directory contains a link to a local copy of the documentation and the subdirectories <code>tools/</code>, <code>samples/</code>, and others. </p>
+
+ <p>Make a note of the name and location of the unpacked SDK directory on your system — you will need to refer to the SDK directory later, when setting up the Android plugin or using SDK tools. </p>
+
+ <p>Optionally, you can add the path to the SDK <code>tools</code> directory to your path. As mentioned above, the <code>tools/</code> directory is located in the SDK directory. </p>
+ <ul>
+ <li>On Linux, edit your ~/.bash_profile or ~/.bashrc file. Look
+ for a line that sets the PATH environment variable and add the
+ full path to the <code>tools/</code> directory to it. If you don't
+ see a line setting the path, you can add one:</li>
+
+ <ul><code>export PATH=${PATH}:<em><your_sdk_dir></em>/tools</code></ul>
+
+ <li>On a Mac, look in your home directory for .bash_profile and
+ proceed as for Linux. You can create the .bash_profile, if
+ you haven't already set one up on your machine. </li>
+
+ <li>On Windows, right click on My Computer, and select Properties.
+ Under the Advanced tab, hit the Environment Variables button, and in the
+ dialog that comes up, double-click on Path under System Variables. Add the full path to the <code>tools/</code> directory to the path. </li>
+ </ul>
+
+ <p>Adding <code>tools</code> to your path lets you run Android Debug Bridge (adb) and the other command line <a href="{@docRoot}guide/developing/tools/index.html">tools</a> without needing to supply the full path to the tools directory. Note that, if you update your SDK, you should remember to update your PATH settings to point to the new location, if different.</p>
+
+
+<p>If you will be using the Eclipse IDE as your environment for developing Android applications, continue reading the next
+section in order to install the Android Development Tools plugin and setup Eclipse. If you choose not to use Eclipse, you can
+develop Android applications using other tools — read the guide to developing
+<a href="{@docRoot}guide/developing/other-ide.html">In other IDEs</a>.</p>
+
+
+<h2>Setting up Eclipse</h2>
+
+<p>First, you should install a custom plugin called Android Development Tools (ADT), which adds integrated support for Android projects and tools. The ADT plugin includes a variety of powerful extensions that make creating, running, and debugging Android applications faster and easier. Developing in ADT/Eclipse is highly recommended for Eclipse users and those new to Android.</p>
+
+<p>To download and install the ADT plugin, follow the steps below for your respective Eclipse version. </p>
+
+<table style="font-size:100%">
+<tr><th>Eclipse 3.3 (Europa)</th><th>Eclipse 3.4 (Ganymede)</th></tr>
+<tr>
+<td width="45%">
+<ol>
+ <li>Start Eclipse, then select <strong>Help</strong> > <strong>Software Updates</strong> > <strong>Find
+ and Install...</strong>. </li>
+
+ <li>In the dialog that appears, select <strong>Search for new features to install</strong> and click <strong>Next</strong>. </li>
+ <li>Click <strong>New Remote Site</strong>. </li>
+ <li>In the resulting dialog box, enter a name for the remote site (e.g. Android Plugin) and enter this as its URL:
+ <pre>https://dl-ssl.google.com/android/eclipse/</pre>
+ <p>Alternatively, you can use http in the Location URL, if you are having
+ trouble with https (https is preferred for security reasons).</p>
+ <pre>http://dl-ssl.google.com/android/eclipse/</pre>
+ <p>Click <strong>OK</strong>.</p> </li>
+ <li>You should now see the new site added to the search list (and checked).
+ Click <strong>Finish</strong>. </li>
+ <li>In the subsequent Search Results dialog box, select the checkbox for
+ <strong>Android Plugin</strong> > <strong>Developer Tools</strong>.
+ This will check both features: "Android Developer Tools", and "Android
+ Editors". The Android Editors feature is optional, but recommended. If
+ you choose to install it, you need the WST plugin mentioned earlier in this
+ page. Click <strong>Next</strong>. </li>
+ <li>Read the license agreement and then select <strong>Accept terms of the license agreement</strong>.
+ Click <strong>Next</strong>. </li>
+ <li>Click <strong>Finish</strong>. </li>
+
+ <li>The ADT plugin is not signed; you can accept the installation anyway
+ by clicking <strong>Install All</strong>. </li>
+ <li>Restart Eclipse. </li>
+</ol>
+
+</td>
+<td>
+
+<ol>
+ <li>Start Eclipse, then select <strong>Help</strong> > <strong>Software Updates...</strong>.
+ </li>
+ <li>In the dialog that appears, click the <strong>Available Software</strong> tab.
+ </li>
+ <li>Click <strong>Add Site...</strong>
+ </li>
+ <li>Enter this as the Location:
+ <pre>https://dl-ssl.google.com/android/eclipse/</pre>
+ <p>Alternatively, you can use http in the Location URL, if you are having
+ trouble with https (https is preferred for security reasons).</p>
+ <pre>http://dl-ssl.google.com/android/eclipse/</pre>
+ <p>Click <strong>OK</strong>.</p></li>
+ <li>Back in the Available Software view, you should see the plugin. Select the checkbox next to
+ <em>Developer Tools</em> and click <strong>Install...</strong>
+ </li>
+ <li>On the subsequent Install window, "Android Developer Tools", and "Android Editors" should both be checked.
+ The Android Editors feature is optional, but recommended. If
+ you choose to install it, you need the WST plugin mentioned earlier in this
+ page. Click <strong>Next</strong>.
+ </li>
+ <li>Accept the license agreement and click <strong>Finish</strong>.</li>
+ <li>Restart Eclipse. </li>
+</ol>
+
+</td>
+</tr>
+</table>
+
+
+<p>Now, you just need to modify your Eclipse preferences to point to the Android SDK directory:</p>
+<ol>
+ <li>Select <strong>Window</strong> > <strong>Preferences...</strong> to open the Preferences
+ panel. (Mac OS X: <strong>Eclipse</strong> > <strong>Preferences</strong>) </li>
+ <li>Select <strong>Android</strong> from the left panel. </li>
+ <li>For the SDK Location in the main panel, click <strong>Browse...</strong> and locate the SDK directory. </li>
+ <li>Click <strong>Apply</strong>, then <strong>OK</strong>.</li>
+</ol>
+
+<p>Done! If you haven't encountered any problems, then you're ready to begin developing Android applications.
+We recommend you begin with the <a href="{@docRoot}guide/tutorials/hello-world.html">Hello World</a> tutorial,
+which will teach you some basics about Android applications and how to create projects using Eclipse.</p>
+
+
+<h3 id="troubleshooting">Troubleshooting ADT Installation</h3>
+<p>
+If you are having trouble downloading the ADT plugin after following the steps above, here are some suggestions: </p>
+
+<ul>
+ <li>If Eclipse can not find the remote update site containing the ADT plugin, try changing the remote site URL to use http, rather than https. That is, set the Location for the remote site to:
+ <pre>http://dl-ssl.google.com/android/eclipse/</pre></li>
+ <li>If you are behind a firewall (such as a corporate firewall), make
+ sure that you have properly configured your proxy settings in Eclipse.
+ In Eclipse 3.3/3.4, you can configure proxy information from the main
+ Eclipse menu in <strong>Window</strong> (on Mac, <strong>Eclipse</strong>) > <strong>Preferences</strong> > <strong>General</strong> > <strong>Network Connections</strong>.</li>
+</ul>
+<p>
+If you are still unable to use Eclipse to download the ADT plugin as a remote update site, you can download the ADT files to your local machine using a browser and the install the files in Eclipse from there:
+</p>
+<ol>
+<li><a href="{@docRoot}sdk/adt_download.html">Download the ADT zip file</a> (do not unpack it).
+<li>Follow steps 1 and 2 in the default install instructions (above).
+<li>In Eclipse 3.3, click <strong>New Archive Site...</strong>. <br/>
+ In Eclipse 3.4, click <strong>Add Site...</strong>, then <strong>Archive...</strong>
+<li>Browse and select the downloaded the zip file.
+<li>Follow the remaining procedures, above, starting from steps 5.
+</ol>
+<p>
+Note that to update your plugin, you will have to follow these steps again instead of the default update instructions.</p>
+
+<p>Note that the "Android Editors" feature of ADT requires several optional
+Eclipse components (for example, WST). If you encounter an error when
+installing ADT, your Eclipse installion might not include those components.
+For information about how to quickly add the necessary components to your
+Eclipse installation, see the troubleshooting topic
+<a href="{@docRoot}guide/appendix/faq/troubleshooting.html#installeclipsecomponents">ADT Installation Error: "requires plug-in org.eclipse.wst.sse.ui"</a>.</p>
+
+<h4>For Linux users</h4>
+<p>If you encounter this error when installing the ADT Plugin for Eclipse:
+<pre>
+An error occurred during provisioning.
+Cannot connect to keystore.
+JKS</pre>
+<p>
+...then your development machine lacks a suitable Java VM. Installing Sun
+Java 6 will resolve this issue and you can then reinstall the ADT
+Plugin.</p>
+
+<a name="installnotes"></a>
+<h2>Installation Notes</h2>
+<h4>Ubuntu Linux Notes</h4>
+<ul>
+ <li>If you need help installing and configuring Java on your
+development machine, you might find these resources helpful:
+ <ul>
+ <li><a href="https://help.ubuntu.com/community/Java">https://help.ubuntu.com/community/Java </a></li>
+ <li><a href="https://help.ubuntu.com/community/Java">https://help.ubuntu.com/community/JavaInstallation </a></li>
+ </ul>
+ </li>
+<li>Here are the steps to install Java and Eclipse, prior to installing
+the Android SDK and ADT Plugin.
+<ol>
+ <li>If you are running a 64-bit distribution on your development
+machine, you need to install the <code>ia32-libs</code> package using
+<code>apt-get:</code>:
+ <pre>apt-get install ia32-libs</pre></li>
+ <li>Next, install Java:
+ <pre>apt-get install sun-java6-bin</pre></li>
+ <li>The Ubuntu package manager does not currently offer an Eclipse 3.3
+ version for download, so we recommend that you download Eclipse from
+eclipse.org (<a
+href="http://www.eclipse.org/downloads/">http://www.eclipse.org/
+downloads/</a>). A Java or RCP version of Eclipse is recommended.</li>
+<li>Follow the steps given in previous sections to install the SDK
+and the ADT plugin. </li>
+</ol>
+</ul>
+<h4>Other Linux Notes</h4>
+<ul>
+ <li>If JDK is already installed on your development computer, please
+take a moment to make sure that it meets the version requirements listed
+at the top of this page. In particular, note that some Linux
+distributions may include JDK 1.4 or Gnu Compiler for Java, both of
+which are not supported for Android development.</li>
+</ul>
diff --git a/docs/html/sdk/1.0_r1/upgrading.jd b/docs/html/sdk/1.0_r1/upgrading.jd
new file mode 100644
index 0000000..480bff3
--- /dev/null
+++ b/docs/html/sdk/1.0_r1/upgrading.jd
@@ -0,0 +1,148 @@
+page.title=Upgrading the SDK
+sdk.version=1.0_r1
+@jd:body
+
+<p>For the current SDK release, see the links under <strong>Current SDK Release</strong> in the side navigation.</p>
+
+<p>This guide will help you migrate your development environment and applications
+to <strong>version 1.0, release 1</strong>, of the Android SDK. Use this guide if you've been developing applications
+on a different version of the Android SDK.</p>
+
+<p>To ensure that your applications are compliant with the Android 1.0 system available
+on mobile devices, you need to install the new SDK and port your existing Android
+applications to the updated API. The sections below guide you through the process.</p>
+
+<h2 id="install-new">Install the new SDK</h2>
+
+<p>After unpacking the SDK, you should:</p>
+
+<ul>
+ <li>Wipe your emulator data. <p>Some data formats have changed since the last
+ SDK release, so any previously saved data in your emulator must be removed. Open a console/terminal
+ and navigate to the <code>/tools</code> directory of your SDK. Launch the
+ emulator with the <code>-wipe-data</code> option. </p>
+ <p>Windows: <code>emulator -wipe-data</code><br/>
+ Mac/Linux: <code>./emulator -wipe-data</code></p>
+ </li>
+ <li>Update your PATH variable (Mac/Linux; optional). <p>If you had previously setup your
+ PATH variable to point to the SDK tools directory, then you'll need to update it to
+ point to the new SDK. E.g., for a <code>.bashrc</code> or <code>.bash_profile</code> file:
+ <code>export PATH=$PATH:<em><your_new_sdk_dir></em>/tools</code></p>
+ </li>
+</ul>
+
+<h2 id="update-plugin">Update your ADT Eclipse Plugin</h2>
+
+<p>If you develop on Eclipse and are using the ADT plugin, follow these steps to install the
+plugin that's required for this version of the SDK.</p>
+
+<table style="font-size:100%">
+<tr><th>Eclipse 3.3 (Europa)</th><th>Eclipse 3.4 (Ganymede)</th></tr>
+<tr>
+<td width="45%">
+<ol>
+ <li><a href="http://dl-ssl.google.com/android/ADT-0.8.0.zip">Download the ADT v0.8.0 zip
+ file</a> (do not unpack it).</li>
+ <li>Start Eclipse, then select <strong>Help</strong> > <strong>Software Updates</strong> > <strong>Find
+ and Install...</strong>. </li>
+ <li>In the dialog that appears, select <strong>Search for new features to install</strong> and click
+ <strong>Next</strong>. </li>
+ <li>Click <strong>New Archive Site...</strong></li>
+ <li>Browse and select the downloaded the zip file.</li>
+ <li>You should now see the new site added to the search list (and checked).
+ Click <strong>Finish</strong>. </li>
+ <li>In the subsequent Search Results dialog box, select the checkbox for
+ <strong>Android Plugin</strong> > <strong>Developer Tools</strong>.
+ This will check both features: "Android Developer Tools", and "Android
+ Editors". The Android Editors feature is optional, but recommended. If
+ you choose to install it, you need the WST plugin mentioned earlier in this
+ page. Click <strong>Next</strong>. </li>
+ <li>Read the license agreement and then select <strong>Accept terms of the license agreement</strong>.
+ Click <strong>Next</strong>. </li>
+ <li>Click <strong>Finish</strong>. </li>
+ <li>The ADT plugin is not signed; you can accept the installation anyway
+ by clicking <strong>Install All</strong>. </li>
+ <li>Restart Eclipse. </li>
+</ol>
+
+</td>
+<td>
+
+<ol>
+ <li><a href="http://dl-ssl.google.com/android/ADT-0.8.0.zip">Download the ADT v0.8.0 zip
+ file</a> (do not unpack it).</li>
+ <li>Start Eclipse, then select <strong>Help</strong> > <strong>Software Updates...</strong>.</li>
+ <li>In the dialog that appears, click the <strong>Available Software</strong> tab.</li>
+ <li>Click <strong>Add Site...</strong>, then <strong>Archive...</strong>.</li>
+ <li>Browse and select the downloaded the zip file.</li>
+ <li>Back in the Available Software view, you should see the plugin. Select the checkbox next to
+ <em>Developer Tools</em> and click <strong>Install...</strong></li>
+ <li>On the subsequent Install window, "Android Developer Tools", and "Android Editors" should both be checked.
+ The Android Editors feature is optional, but recommended. If
+ you choose to install it, you need the WST plugin mentioned earlier in this
+ page. Click <strong>Next</strong>.</li>
+ <li>Accept the license agreement and click <strong>Finish</strong>.</li>
+ <li>Restart Eclipse. </li>
+</ol>
+
+</td>
+</tr>
+</table>
+
+<p>After restart, update your Eclipse preferences to point to the SDK directory:</p>
+ <ol>
+ <li>Select <strong>Window</strong> > <strong>Preferences...</strong> to open the Preferences panel. (Mac OSX: <strong>Eclipse</strong> > <strong>Preferences</strong>)</li>
+ <li>Select <strong>Android</strong> from the left panel.</li>
+ <li>For the SDK Location in the main panel, click <strong>Browse...</strong> and locate the SDK directory.</li>
+ <li>Click <strong>Apply</strong>, then <strong>OK</strong>.</li>
+ </ol>
+
+<h2 id="sign">Set Up Application Signing</h2>
+
+<p>All applications must now be signed before you can install them on the emulator. Both
+the ADT plugin and the Ant-based build tools support this requirement by signing compiled
+.apk files with a debug key. To do so, the build tools use the Keytool utility included
+in the JDK to to create a keystore and a key with a known alias and password. For more
+information, see "Signing and Publishing Your App" in the documentation included with the SDK.
+
+<p>To support signing, you should first make sure that Keytool is available to the SDK build
+tools. In most cases, you can tell the SDK build tools how to find Keytool by making sure that
+your JAVA_HOME environment variable is set and that it references a suitable JDK. Alternatively,
+you can add the JDK version of Keytool to your PATH variable.</p>
+
+<p>If you are developing on a version of Linux that originally came with Gnu Compiler for Java,
+make sure that the system is using the JDK version of Keytool, rather than the gcj version.
+If keytool is already in your PATH, it might be pointing to a symlink at /usr/bin/keytool.
+In this case, check the symlink target to make sure that it points to the keytool in the JDK.</p>
+
+<p>If you use Ant to build your .apk files (rather than ADT for Eclipse), you must regenerate
+your build.xml file. To do that, follow these steps:</p>
+<ol>
+ <li>In your Android application project directory, locate and delete the current build.xml file.</li>
+ <li>Run activitycreator, directing output to the folder containing your application project.
+
+<pre>- exec activitycreator --out <project folder> your.activity.YourActivity</pre>
+
+ </li>
+</ol>
+
+<p>Run in this way, activitycreator will not erase or create new Java files (or manifest files),
+provided the activity and package already exists. It is important that the package and the activity
+are real. The tool creates a new build.xml file, as well as a new directory called "libs" in which
+to place 3rd jar files, which are now automatically handled by the Ant script.</p>
+
+<h2 id="migrate">Migrate your applications</h2>
+
+<p>After updating your SDK, you will likely encounter breakages in your code, due to
+framework and API changes. You'll need to update your code to match changes in the Android APIs.</p>
+
+<p>One way to start is to open your project in Eclipse and see where the ADT
+identifies errors in your application.</p>
+
+<p>If you have additional trouble updating your code, visit the
+<a href="http://groups.google.com/group/android-developers">Android Developers Group</a>
+to seek help from other Android developers.</p>
+
+<p>If you have modified one of the ApiDemos applications and would like to migrate it
+to the new SDK, note that you will need to uninstall the version of ApiDemos that comes
+preinstalled in the emulator.</p>
diff --git a/docs/html/sdk/1.0_r2/index.jd b/docs/html/sdk/1.0_r2/index.jd
new file mode 100644
index 0000000..2446c09
--- /dev/null
+++ b/docs/html/sdk/1.0_r2/index.jd
@@ -0,0 +1,65 @@
+page.title=Android 1.0 SDK, release 2
+
+sdk.not_latest_version=true
+
+sdk.version=1.0_r2
+sdk.date=November 2008
+
+sdk.win_download=android-sdk-windows-1.0_r2.zip
+sdk.win_bytes=98360564
+sdk.win_checksum=a5e1af8ac145946b4a9627516ad4a711
+
+sdk.mac_download=android-sdk-mac_x86-1.0_r2.zip
+sdk.mac_bytes=93771410
+sdk.mac_checksum=87b99d5e9f59b78363a63200c11498e8
+
+sdk.linux_download=android-sdk-linux_x86-1.0_r2.zip
+sdk.linux_bytes=94186463
+sdk.linux_checksum=a1f3b6d854596f850f5008856d0f380e
+
+
+@jd:body
+
+<h2>Included in this SDK</h2>
+
+<h4>Development tools</h4>
+
+<p>The SDK includes a variety of tools for developing and debugging application code and designing
+an application UI. You can read about the tools in the documentation included with the SDK.
+You can access the tools in the <code><sdk>/tools/</code> directory.</p>
+
+<h4 id="system_images">System Images</h4>
+
+<p>The Android system images listed below are included in this SDK.</p>
+
+<table style="margin-right:1em;" width="80%">
+<tr>
+<th><nobr>System Image</nobr></th><th><nobr>API Level</nobr></th><th>Notes</th><th>Description</th>
+</tr>
+
+<tr>
+<td width="5%"><nobr>Android 1.0</nobr></td>
+<td width="5%">1</td>
+<td width="5%"><nobr>N/A</nobr></td>
+<td>Includes the {@code com.google.android.maps} external library and a set of standard development
+applications. </td>
+
+</tr>
+
+</table>
+
+<h4>Sample Code and Applications</h4>
+
+<p>You can look at a variety of tutorials and samples in the
+documentation included with the SDK and access the sample code itself
+in the <code><sdk>/samples/</code> directory of the SDK package.</p>
+
+<h4>Documentation</h4>
+
+<p>The SDK package provides a full set of local documentation, including installation and upgrade
+instructions. To view it, open the <code><sdk>/documentation.html</code> file in a web browser.
+If you are developing in an IDE such as Eclipse, you can also view the reference documentation
+directly in the IDE. </p>
+
+
+
diff --git a/docs/html/sdk/1.0_r2/installing.jd b/docs/html/sdk/1.0_r2/installing.jd
new file mode 100644
index 0000000..2c58dfd
--- /dev/null
+++ b/docs/html/sdk/1.0_r2/installing.jd
@@ -0,0 +1,221 @@
+page.title=Installing the SDK
+sdk.version=1.0_r2
+@jd:body
+
+<p>For the current SDK release, see the links under <strong>Current SDK Release</strong> in the side navigation.</p>
+
+<p>This page describes how to install the Android 1.0 SDK, Release 2, and set up your development environment.
+If you haven't downloaded the SDK yet, you can so from the <a href="{@docRoot}sdk/1.0_r2/index.html">Download</a> page.</p>
+
+<p>Before you begin, be sure that your development environment meets the SDK
+<a href="{@docRoot}sdk/1.0_r2/requirements.html">System Requirements</a>. If you encounter any problems during installation,
+see the <a href="#installnotes">Installation Notes</a> at the bottom of this page.</p>
+
+<h4 style="margin-top">Upgrading?</h4>
+<p>If you have already developed applications using an earlier version of the
+SDK, please skip this page and read the
+<a href="{@docRoot}sdk/1.0_r2/upgrading.html"><strong>Upgrading the SDK</strong></a></b> document instead.
+</p>
+
+<a name="installingsdk"></a>
+<a name="setup"></a>
+<h2>Installing the SDK</h2>
+
+ <p>After downloading the SDK, unpack the .zip archive to a suitable location on your machine. By default, the SDK files are unpacked into a directory named <code>android_sdk_<em><platform</em>>_<em><release></em>_<em><build></em></code>. The directory contains a link to a local copy of the documentation and the subdirectories <code>tools/</code>, <code>samples/</code>, and others. </p>
+
+ <p>Make a note of the name and location of the unpacked SDK directory on your system — you will need to refer to the SDK directory later, when setting up the Android plugin or using SDK tools. </p>
+
+ <p>Optionally, you can add the path to the SDK <code>tools</code> directory to your path. As mentioned above, the <code>tools/</code> directory is located in the SDK directory. </p>
+ <ul>
+ <li>On Linux, edit your ~/.bash_profile or ~/.bashrc file. Look
+ for a line that sets the PATH environment variable and add the
+ full path to the <code>tools/</code> directory to it. If you don't
+ see a line setting the path, you can add one:</li>
+
+ <ul><code>export PATH=${PATH}:<em><your_sdk_dir></em>/tools</code></ul>
+
+ <li>On a Mac, look in your home directory for .bash_profile and
+ proceed as for Linux. You can create the .bash_profile, if
+ you haven't already set one up on your machine. </li>
+
+ <li>On Windows, right click on My Computer, and select Properties.
+ Under the Advanced tab, hit the Environment Variables button, and in the
+ dialog that comes up, double-click on Path under System Variables. Add the full path to the <code>tools/</code> directory to the path. </li>
+ </ul>
+
+ <p>Adding <code>tools</code> to your path lets you run Android Debug Bridge (adb) and the other command line <a href="{@docRoot}guide/developing/tools/index.html">tools</a> without needing to supply the full path to the tools directory. Note that, if you update your SDK, you should remember to update your PATH settings to point to the new location, if different.</p>
+
+
+<p>If you will be using the Eclipse IDE as your environment for developing Android applications, continue reading the next
+section in order to install the Android Development Tools plugin and setup Eclipse. If you choose not to use Eclipse, you can
+develop Android applications using other tools — read the guide to developing
+<a href="{@docRoot}guide/developing/other-ide.html">In other IDEs</a>.</p>
+
+
+<h2>Setting up Eclipse</h2>
+
+<p>First, you should install a custom plugin called Android Development Tools (ADT), which adds integrated support for Android projects and tools. The ADT plugin includes a variety of powerful extensions that make creating, running, and debugging Android applications faster and easier. Developing in ADT/Eclipse is highly recommended for Eclipse users and those new to Android.</p>
+
+<p>To download and install the ADT plugin, follow the steps below for your respective Eclipse version. </p>
+
+<table style="font-size:100%">
+<tr><th>Eclipse 3.3 (Europa)</th><th>Eclipse 3.4 (Ganymede)</th></tr>
+<tr>
+<td width="45%">
+<ol>
+ <li>Start Eclipse, then select <strong>Help</strong> > <strong>Software Updates</strong> > <strong>Find
+ and Install...</strong>. </li>
+
+ <li>In the dialog that appears, select <strong>Search for new features to install</strong> and click <strong>Next</strong>. </li>
+ <li>Click <strong>New Remote Site</strong>. </li>
+ <li>In the resulting dialog box, enter a name for the remote site (e.g. Android Plugin) and enter this as its URL:
+ <pre>https://dl-ssl.google.com/android/eclipse/</pre>
+ <p>Alternatively, you can use http in the Location URL, if you are having
+ trouble with https (https is preferred for security reasons).</p>
+ <pre>http://dl-ssl.google.com/android/eclipse/</pre>
+ <p>Click <strong>OK</strong>.</p> </li>
+ <li>You should now see the new site added to the search list (and checked).
+ Click <strong>Finish</strong>. </li>
+ <li>In the subsequent Search Results dialog box, select the checkbox for
+ <strong>Android Plugin</strong> > <strong>Developer Tools</strong>.
+ This will check both features: "Android Developer Tools", and "Android
+ Editors". The Android Editors feature is optional, but recommended. If
+ you choose to install it, you need the WST plugin mentioned earlier in this
+ page. Click <strong>Next</strong>. </li>
+ <li>Read the license agreement and then select <strong>Accept terms of the license agreement</strong>.
+ Click <strong>Next</strong>. </li>
+ <li>Click <strong>Finish</strong>. </li>
+
+ <li>The ADT plugin is not signed; you can accept the installation anyway
+ by clicking <strong>Install All</strong>. </li>
+ <li>Restart Eclipse. </li>
+</ol>
+
+</td>
+<td>
+
+<ol>
+ <li>Start Eclipse, then select <strong>Help</strong> > <strong>Software Updates...</strong>.
+ </li>
+ <li>In the dialog that appears, click the <strong>Available Software</strong> tab.
+ </li>
+ <li>Click <strong>Add Site...</strong>
+ </li>
+ <li>Enter this as the Location:
+ <pre>https://dl-ssl.google.com/android/eclipse/</pre>
+ <p>Alternatively, you can use http in the Location URL, if you are having
+ trouble with https (https is preferred for security reasons).</p>
+ <pre>http://dl-ssl.google.com/android/eclipse/</pre>
+ <p>Click <strong>OK</strong>.</p></li>
+ <li>Back in the Available Software view, you should see the plugin. Select the checkbox next to
+ <em>Developer Tools</em> and click <strong>Install...</strong>
+ </li>
+ <li>On the subsequent Install window, "Android Developer Tools", and "Android Editors" should both be checked.
+ The Android Editors feature is optional, but recommended. If
+ you choose to install it, you need the WST plugin mentioned earlier in this
+ page. Click <strong>Next</strong>.
+ </li>
+ <li>Accept the license agreement and click <strong>Finish</strong>.</li>
+ <li>Restart Eclipse. </li>
+</ol>
+
+</td>
+</tr>
+</table>
+
+
+<p>Now, you just need to modify your Eclipse preferences to point to the Android SDK directory:</p>
+<ol>
+ <li>Select <strong>Window</strong> > <strong>Preferences...</strong> to open the Preferences
+ panel. (Mac OS X: <strong>Eclipse</strong> > <strong>Preferences</strong>) </li>
+ <li>Select <strong>Android</strong> from the left panel. </li>
+ <li>For the SDK Location in the main panel, click <strong>Browse...</strong> and locate the SDK directory. </li>
+ <li>Click <strong>Apply</strong>, then <strong>OK</strong>.</li>
+</ol>
+
+<p>Done! If you haven't encountered any problems, then you're ready to begin developing Android applications.
+We recommend you begin with the <a href="{@docRoot}guide/tutorials/hello-world.html">Hello World</a> tutorial,
+which will teach you some basics about Android applications and how to create projects using Eclipse.</p>
+
+
+<h3 id="troubleshooting">Troubleshooting ADT Installation</h3>
+<p>
+If you are having trouble downloading the ADT plugin after following the steps above, here are some suggestions: </p>
+
+<ul>
+ <li>If Eclipse can not find the remote update site containing the ADT plugin, try changing the remote site URL to use http, rather than https. That is, set the Location for the remote site to:
+ <pre>http://dl-ssl.google.com/android/eclipse/</pre></li>
+ <li>If you are behind a firewall (such as a corporate firewall), make
+ sure that you have properly configured your proxy settings in Eclipse.
+ In Eclipse 3.3/3.4, you can configure proxy information from the main
+ Eclipse menu in <strong>Window</strong> (on Mac, <strong>Eclipse</strong>) > <strong>Preferences</strong> > <strong>General</strong> > <strong>Network Connections</strong>.</li>
+</ul>
+<p>
+If you are still unable to use Eclipse to download the ADT plugin as a remote update site, you can download the ADT files to your local machine using a browser and the install the files in Eclipse from there:
+</p>
+<ol>
+<li><a href="{@docRoot}sdk/adt_download.html">Download the ADT zip file</a> (do not unpack it).
+<li>Follow steps 1 and 2 in the default install instructions (above).
+<li>In Eclipse 3.3, click <strong>New Archive Site...</strong>. <br/>
+ In Eclipse 3.4, click <strong>Add Site...</strong>, then <strong>Archive...</strong>
+<li>Browse and select the downloaded the zip file.
+<li>Follow the remaining procedures, above, starting from steps 5.
+</ol>
+<p>
+Note that to update your plugin, you will have to follow these steps again instead of the default update instructions.</p>
+
+<p>Note that the "Android Editors" feature of ADT requires several optional
+Eclipse components (for example, WST). If you encounter an error when
+installing ADT, your Eclipse installion might not include those components.
+For information about how to quickly add the necessary components to your
+Eclipse installation, see the troubleshooting topic
+<a href="{@docRoot}guide/appendix/faq/troubleshooting.html#installeclipsecomponents">ADT Installation Error: "requires plug-in org.eclipse.wst.sse.ui"</a>.</p>
+
+<h4>For Linux users</h4>
+<p>If you encounter this error when installing the ADT Plugin for Eclipse:
+<pre>
+An error occurred during provisioning.
+Cannot connect to keystore.
+JKS</pre>
+<p>
+...then your development machine lacks a suitable Java VM. Installing Sun
+Java 6 will resolve this issue and you can then reinstall the ADT
+Plugin.</p>
+
+<a name="installnotes"></a>
+<h2>Installation Notes</h2>
+<h4>Ubuntu Linux Notes</h4>
+<ul>
+ <li>If you need help installing and configuring Java on your
+development machine, you might find these resources helpful:
+ <ul>
+ <li><a href="https://help.ubuntu.com/community/Java">https://help.ubuntu.com/community/Java </a></li>
+ <li><a href="https://help.ubuntu.com/community/Java">https://help.ubuntu.com/community/JavaInstallation </a></li>
+ </ul>
+ </li>
+<li>Here are the steps to install Java and Eclipse, prior to installing
+the Android SDK and ADT Plugin.
+<ol>
+ <li>If you are running a 64-bit distribution on your development
+machine, you need to install the <code>ia32-libs</code> package using
+<code>apt-get:</code>:
+ <pre>apt-get install ia32-libs</pre></li>
+ <li>Next, install Java:
+ <pre>apt-get install sun-java6-bin</pre></li>
+ <li>The Ubuntu package manager does not currently offer an Eclipse 3.3
+ version for download, so we recommend that you download Eclipse from
+eclipse.org (<a
+href="http://www.eclipse.org/downloads/">http://www.eclipse.org/
+downloads/</a>). A Java or RCP version of Eclipse is recommended.</li>
+<li>Follow the steps given in previous sections to install the SDK
+and the ADT plugin. </li>
+</ol>
+</ul>
+<h4>Other Linux Notes</h4>
+<ul>
+ <li>If JDK is already installed on your development computer, please
+take a moment to make sure that it meets the version requirements listed
+at the top of this page. In particular, note that some Linux
+distributions may include JDK 1.4 or Gnu Compiler for Java, both of
+which are not supported for Android development.</li>
+</ul>
diff --git a/docs/html/sdk/1.0_r2/requirements.jd b/docs/html/sdk/1.0_r2/requirements.jd
new file mode 100644
index 0000000..74d90ef
--- /dev/null
+++ b/docs/html/sdk/1.0_r2/requirements.jd
@@ -0,0 +1,44 @@
+page.title=System Requirements
+sdk.version=1.0_r2
+
+
+@jd:body
+
+<p>The sections below describe the system and software requirements for developing Android applications using the Android SDK tools included in Android 1.0 SDK, Release 2. </p>
+
+<h2>System and Software Requirements</h2>
+<p>The following systems and development environments are supported by this SDK.</p>
+
+<h4>Supported Operating Systems:</h4>
+<ul>
+ <li>Windows XP or Vista</li>
+ <li>Mac OS X 10.4.8 or later (x86 only)</li>
+ <li>Linux (tested on Linux Ubuntu Dapper Drake)</li>
+</ul>
+
+<h4>Supported Development Environments:</h4>
+<ul>
+ <li>Eclipse IDE
+ <ul>
+ <li><a href="http://www.eclipse.org/downloads/">Eclipse</a> 3.3 (Europa), 3.4 (Ganymede)
+ <ul>
+ <li>Eclipse <a href="http://www.eclipse.org/jdt">JDT</a> plugin (included in most Eclipse IDE packages) </li>
+ <li><a href="http://www.eclipse.org/webtools">WST</a> (optional, but needed for the Android Editors feature; included in <a href="http://www.eclipse.org/downloads/moreinfo/compare.php">most Eclipse IDE packages</a>)</li>
+ </ul>
+ </li>
+ <li><a href="http://java.sun.com/javase/downloads/index.jsp">JDK 5 or JDK 6</a> (JRE alone is not sufficient)</li>
+ <li><a href="installing.html#installingplugin">Android Development Tools plugin</a> (optional)</li>
+ <li><strong>Not</strong> compatible with Gnu Compiler for Java (gcj)</li>
+ </ul>
+ </li>
+ <li>Other development environments or IDEs
+ <ul>
+ <li><a href="http://java.sun.com/javase/downloads/index.jsp">JDK 5 or JDK 6</a> (JRE alone is not sufficient)</li>
+ <li><a href="http://ant.apache.org/">Apache Ant</a> 1.6.5 or later for Linux and Mac, 1.7 or later for Windows</li>
+ <li><strong>Not</strong> compatible with Gnu Compiler for Java (gcj)</li>
+ </ul>
+ </li>
+</ul>
+
+<p class="note"><strong>Note:</strong> If JDK is already installed on your development computer, please take a moment to make sure that it meets the version requirements listed above. In
+particular, note that some Linux distributions may include JDK 1.4 or Gnu Compiler for Java, both of which are not supported for Android development. </p>
\ No newline at end of file
diff --git a/docs/html/sdk/1.0_r2/upgrading.jd b/docs/html/sdk/1.0_r2/upgrading.jd
new file mode 100644
index 0000000..df9b657
--- /dev/null
+++ b/docs/html/sdk/1.0_r2/upgrading.jd
@@ -0,0 +1,148 @@
+page.title=Upgrading the SDK
+sdk.version=1.0_r2
+@jd:body
+
+<p>For the current SDK release, see the links under <strong>Current SDK Release</strong> in the side navigation.</p>
+
+<p>This guide will help you migrate your development environment and applications
+to <strong>version 1.0, release 2</strong>, of the Android SDK. Use this guide if you've been developing applications
+on a different version of the Android SDK.</p>
+
+<p>To ensure that your applications are compliant with the Android 1.0 system available
+on mobile devices, you need to install the new SDK and port your existing Android
+applications to the updated API. The sections below guide you through the process.</p>
+
+<h2 id="install-new">Install the new SDK</h2>
+
+<p>After unpacking the SDK, you should:</p>
+
+<ul>
+ <li>Wipe your emulator data. <p>Some data formats have changed since the last
+ SDK release, so any previously saved data in your emulator must be removed. Open a console/terminal
+ and navigate to the <code>/tools</code> directory of your SDK. Launch the
+ emulator with the <code>-wipe-data</code> option. </p>
+ <p>Windows: <code>emulator -wipe-data</code><br/>
+ Mac/Linux: <code>./emulator -wipe-data</code></p>
+ </li>
+ <li>Update your PATH variable (Mac/Linux; optional). <p>If you had previously setup your
+ PATH variable to point to the SDK tools directory, then you'll need to update it to
+ point to the new SDK. E.g., for a <code>.bashrc</code> or <code>.bash_profile</code> file:
+ <code>export PATH=$PATH:<em><your_new_sdk_dir></em>/tools</code></p>
+ </li>
+</ul>
+
+<h2 id="update-plugin">Update your ADT Eclipse Plugin</h2>
+
+<p>If you develop on Eclipse and are using the ADT plugin, follow these steps to install the
+plugin that's required for this version of the SDK.</p>
+
+<table style="font-size:100%">
+<tr><th>Eclipse 3.3 (Europa)</th><th>Eclipse 3.4 (Ganymede)</th></tr>
+<tr>
+<td width="45%">
+<ol>
+ <li><a href="http://dl-ssl.google.com/android/ADT-0.8.0.zip">Download the ADT v0.8.0 zip
+ file</a> (do not unpack it).</li>
+ <li>Start Eclipse, then select <strong>Help</strong> > <strong>Software Updates</strong> > <strong>Find
+ and Install...</strong>. </li>
+ <li>In the dialog that appears, select <strong>Search for new features to install</strong> and click
+ <strong>Next</strong>. </li>
+ <li>Click <strong>New Archive Site...</strong></li>
+ <li>Browse and select the downloaded the zip file.</li>
+ <li>You should now see the new site added to the search list (and checked).
+ Click <strong>Finish</strong>. </li>
+ <li>In the subsequent Search Results dialog box, select the checkbox for
+ <strong>Android Plugin</strong> > <strong>Developer Tools</strong>.
+ This will check both features: "Android Developer Tools", and "Android
+ Editors". The Android Editors feature is optional, but recommended. If
+ you choose to install it, you need the WST plugin mentioned earlier in this
+ page. Click <strong>Next</strong>. </li>
+ <li>Read the license agreement and then select <strong>Accept terms of the license agreement</strong>.
+ Click <strong>Next</strong>. </li>
+ <li>Click <strong>Finish</strong>. </li>
+ <li>The ADT plugin is not signed; you can accept the installation anyway
+ by clicking <strong>Install All</strong>. </li>
+ <li>Restart Eclipse. </li>
+</ol>
+
+</td>
+<td>
+
+<ol>
+ <li><a href="http://dl-ssl.google.com/android/ADT-0.8.0.zip">Download the ADT v0.8.0 zip
+ file</a> (do not unpack it).</li>
+ <li>Start Eclipse, then select <strong>Help</strong> > <strong>Software Updates...</strong>.</li>
+ <li>In the dialog that appears, click the <strong>Available Software</strong> tab.</li>
+ <li>Click <strong>Add Site...</strong>, then <strong>Archive...</strong>.</li>
+ <li>Browse and select the downloaded the zip file.</li>
+ <li>Back in the Available Software view, you should see the plugin. Select the checkbox next to
+ <em>Developer Tools</em> and click <strong>Install...</strong></li>
+ <li>On the subsequent Install window, "Android Developer Tools", and "Android Editors" should both be checked.
+ The Android Editors feature is optional, but recommended. If
+ you choose to install it, you need the WST plugin mentioned earlier in this
+ page. Click <strong>Next</strong>.</li>
+ <li>Accept the license agreement and click <strong>Finish</strong>.</li>
+ <li>Restart Eclipse. </li>
+</ol>
+
+</td>
+</tr>
+</table>
+
+<p>After restart, update your Eclipse preferences to point to the SDK directory:</p>
+ <ol>
+ <li>Select <strong>Window</strong> > <strong>Preferences...</strong> to open the Preferences panel. (Mac OSX: <strong>Eclipse</strong> > <strong>Preferences</strong>)</li>
+ <li>Select <strong>Android</strong> from the left panel.</li>
+ <li>For the SDK Location in the main panel, click <strong>Browse...</strong> and locate the SDK directory.</li>
+ <li>Click <strong>Apply</strong>, then <strong>OK</strong>.</li>
+ </ol>
+
+<h2 id="sign">Set Up Application Signing</h2>
+
+<p>All applications must now be signed before you can install them on the emulator. Both
+the ADT plugin and the Ant-based build tools support this requirement by signing compiled
+.apk files with a debug key. To do so, the build tools use the Keytool utility included
+in the JDK to to create a keystore and a key with a known alias and password. For more
+information, see "Signing and Publishing Your App" in the documentation included with the SDK.
+
+<p>To support signing, you should first make sure that Keytool is available to the SDK build
+tools. In most cases, you can tell the SDK build tools how to find Keytool by making sure that
+your JAVA_HOME environment variable is set and that it references a suitable JDK. Alternatively,
+you can add the JDK version of Keytool to your PATH variable.</p>
+
+<p>If you are developing on a version of Linux that originally came with Gnu Compiler for Java,
+make sure that the system is using the JDK version of Keytool, rather than the gcj version.
+If keytool is already in your PATH, it might be pointing to a symlink at /usr/bin/keytool.
+In this case, check the symlink target to make sure that it points to the keytool in the JDK.</p>
+
+<p>If you use Ant to build your .apk files (rather than ADT for Eclipse), you must regenerate
+your build.xml file. To do that, follow these steps:</p>
+<ol>
+ <li>In your Android application project directory, locate and delete the current build.xml file.</li>
+ <li>Run activitycreator, directing output to the folder containing your application project.
+
+<pre>- exec activitycreator --out <project folder> your.activity.YourActivity</pre>
+
+ </li>
+</ol>
+
+<p>Run in this way, activitycreator will not erase or create new Java files (or manifest files),
+provided the activity and package already exists. It is important that the package and the activity
+are real. The tool creates a new build.xml file, as well as a new directory called "libs" in which
+to place 3rd jar files, which are now automatically handled by the Ant script.</p>
+
+<h2 id="migrate">Migrate your applications</h2>
+
+<p>After updating your SDK, you will likely encounter breakages in your code, due to
+framework and API changes. You'll need to update your code to match changes in the Android APIs.</p>
+
+<p>One way to start is to open your project in Eclipse and see where the ADT
+identifies errors in your application.</p>
+
+<p>If you have additional trouble updating your code, visit the
+<a href="http://groups.google.com/group/android-developers">Android Developers Group</a>
+to seek help from other Android developers.</p>
+
+<p>If you have modified one of the ApiDemos applications and would like to migrate it
+to the new SDK, note that you will need to uninstall the version of ApiDemos that comes
+preinstalled in the emulator.</p>
diff --git a/docs/html/sdk/1.1_r1/index.jd b/docs/html/sdk/1.1_r1/index.jd
new file mode 100644
index 0000000..c4a9bf0
--- /dev/null
+++ b/docs/html/sdk/1.1_r1/index.jd
@@ -0,0 +1,62 @@
+page.title=Android 1.1 SDK, Release 1
+
+sdk.version=1.1_r1
+sdk.date=February 2009
+
+sdk.win_download=android-sdk-windows-1.1_r1.zip
+sdk.win_bytes=86038515
+sdk.win_checksum=8c4b9080b430025370689e03d20842f3
+
+sdk.mac_download=android-sdk-mac_x86-1.1_r1.zip
+sdk.mac_bytes=79046151
+sdk.mac_checksum=becf0f1763d61eedce15d2a903d6c1dd
+
+sdk.linux_download=android-sdk-linux_x86-1.1_r1.zip
+sdk.linux_bytes=79345522
+sdk.linux_checksum=ebcb16b0cd4aef198b4dd9a1418efbf1
+
+
+@jd:body
+
+<h2>SDK Contents</h2>
+
+<h4>Development tools</h4>
+
+<p>The SDK includes a variety of tools for developing and debugging application code and designing an application UI. You can read about the tools in the
+<a href="{@docRoot}guide/developing/tools/index.html">Dev Guide</a> and access them in the <code><sdk>/tools/</code> directory.
+
+<p>The tools package included in this SDK is the same as that included in the Android 1.0, Release 2 SDK. </p>
+
+<h4 id="system_images">System Images</h4>
+
+<p>The Android system images listed below are included in this SDK. For more information about a system image — features, applications included, localizations, API changes, and so on — see its Version Notes. </p>
+
+<table style="margin-right:1em;" width="80%">
+<tr>
+<th><nobr>System Image</nobr></th><th><nobr>API Level</nobr></th><th>Notes</th><th>Description</th>
+</tr>
+
+<tr>
+<td width="5%"><nobr>Android 1.1</nobr></td>
+<td width="5%">2</td>
+<td width="5%"><nobr><a href="{@docRoot}sdk/android-1.1.html">Version Notes</a></nobr></td>
+<td>Includes com.google.android.maps external library and a set of standard development applications. </td>
+
+</tr>
+
+</table>
+
+<h4>Sample Code and Applications</h4>
+
+<p>You can look at a variety of tutorials and samples in the <a href="{@docRoot}guide/samples/index.html">Dev Guide</a> and access the sample code itself
+in the <code><sdk>/samples/</code> directory of the SDK package.</p>
+
+<h4>Documentation</h4>
+
+<p>The SDK package includes a full set of local documentation. To view it, open the <code><sdk>/documentation.html</code> file in a web browser. If you are developing in an IDE such as Eclipse, you can also view the reference documentation directly in the IDE. </p>
+
+<p>The most current documentation is always available on the Android Developers site:</p>
+
+<p style="margin-left:2em;"><a href="http://developer.android.com/index.html">http://developer.android.com/</a></p>
+
+
diff --git a/docs/html/sdk/1.1_r1/installing.jd b/docs/html/sdk/1.1_r1/installing.jd
new file mode 100644
index 0000000..d5a7106
--- /dev/null
+++ b/docs/html/sdk/1.1_r1/installing.jd
@@ -0,0 +1,312 @@
+page.title=Installing the Android SDK
+sdk.version=1.1_r1
+
+@jd:body
+
+
+<p>This page describes how to install the Android SDK and set up your
+development environment. If you haven't downloaded the SDK, you can
+do so from the
+<a href="{@docRoot}sdk/1.1_r1/index.html">Download</a> page.</p>
+
+<p>If you encounter any problems during installation, see the
+<a href="#installnotes">Installation Notes</a> at the bottom of
+this page.</p>
+
+<h4 style="margin-top">Upgrading?</h4>
+<p>If you have already developed applications using an earlier version
+of the SDK, please skip this page and read the
+<a href="{@docRoot}sdk/1.1_r1/upgrading.html"><strong>Upgrading the
+SDK</strong></a></b> document instead.
+</p>
+
+
+<h2 id="setup">Preparing for Installation</h2>
+
+<p>Before you get started with the Android SDK, take a moment to confirm
+that your development machine meets the <a
+href="{@docRoot}sdk/1.1_r1/requirements.html">system requirements</a>.
+</p>
+
+<p>If you will be developing on Eclipse with the Android Development
+Tools (ADT) Plugin — the recommended path if you are new to
+Android — make sure that you have a suitable version of Eclipse
+installed on your computer. If you need to install Eclipse, you can
+download it from this location: </p>
+
+<p style="margin-left:2em;"><a href=
+"http://www.eclipse.org/downloads/">http://www.eclipse.org/downloads/</a
+></p>
+
+<p>A Java or RCP version of Eclipse is recommended. </p>
+
+<h2 id="installingsdk">Installing the SDK</h2>
+
+ <p>After downloading the SDK, unpack the .zip archive to a suitable location on your machine. By default, the SDK files are unpacked into a directory named <code>android_sdk_<em><platform</em>>_<em><release></em>_<em><build></em></code>. The directory contains a link to a local copy of the documentation and the subdirectories <code>tools/</code>, <code>samples/</code>, and others. </p>
+
+ <p>Make a note of the name and location of the unpacked SDK directory on your system — you will need to refer to the SDK directory later, when setting up the Android plugin or using SDK tools. </p>
+
+ <p>Optionally, you can add the path to the SDK <code>tools</code> directory to your path. As mentioned above, the <code>tools/</code> directory is located in the SDK directory. </p>
+ <ul>
+ <li>On Linux, edit your ~/.bash_profile or ~/.bashrc file. Look
+ for a line that sets the PATH environment variable and add the
+ full path to the <code>tools/</code> directory to it. If you don't
+ see a line setting the path, you can add one:</li>
+
+ <ul><code>export PATH=${PATH}:<em><your_sdk_dir></em>/tools</code></ul>
+
+ <li>On a Mac, look in your home directory for .bash_profile and
+ proceed as for Linux. You can create the .bash_profile, if
+ you haven't already set one up on your machine. </li>
+
+ <li>On Windows, right click on My Computer, and select Properties.
+ Under the Advanced tab, hit the Environment Variables button, and in the
+ dialog that comes up, double-click on Path under System Variables. Add the full path to the <code>tools/</code> directory to the path. </li>
+ </ul>
+
+ <p>Adding <code>tools</code> to your path lets you run Android Debug Bridge (adb) and the other command line <a href="{@docRoot}guide/developing/tools/index.html">tools</a> without needing to supply the full path to the tools directory. Note that, if you update your SDK, you should remember to update your PATH settings to point to the new location, if different.</p>
+
+
+<p>If you will be using the Eclipse IDE as your environment for developing Android applications, continue reading the next
+section in order to install the Android Development Tools plugin and set up Eclipse. If you choose not to use Eclipse, you can
+develop Android applications using other tools — read the guide to developing
+<a href="{@docRoot}guide/developing/other-ide.html">in other IDEs</a>.</p>
+
+
+<h2 id="installingplugin">Installing the ADT Plugin for Eclipse</h2>
+
+<p>Android offers a custom plugin for the Eclipse IDE, called Android
+Development Tools (ADT), that is designed to give you a powerful,
+integrated environment in which to build Android applications. It
+extends the capabilites of Eclipse to let you quickly set up new Android
+projects, create an application UI, add components based on the Android
+Framework API, and debug using the Android SDK tools.</p>
+
+<p>If you are new to Android or want to develop using the Eclipse IDE,
+the ADT plugin will be an essential part of your development
+environment. In general, using Eclipse with ADT is a highly recommended
+approach and is the fastest way to get started. This section describes
+how to install ADT into your Eclipse environment.
+
+<p>If you prefer to work in a development environment other than Eclipse,
+you do not need to install Eclipse or the ADT Plugin. Instead, you can
+access the SDK tools directly to build and debug your application. </p>
+
+<p>Once you have Eclipse installed, as described in <a href="#setup">
+Preparing for Installation</a>, follow the steps below to
+download the ADT plugin and install it in your respective Eclipse
+environment. </p>
+
+<table style="font-size:100%">
+<tr><th>Eclipse 3.3 (Europa)</th><th>Eclipse 3.4 (Ganymede)</th></tr>
+<tr>
+<td width="45%">
+<ol>
+ <li>Start Eclipse, then select <strong>Help</strong> > <strong>Software Updates</strong> > <strong>Find
+ and Install...</strong>. </li>
+
+ <li>In the dialog that appears, select <strong>Search for new features to install</strong> and click <strong>Next</strong>. </li>
+ <li>Click <strong>New Remote Site</strong>. </li>
+ <li>In the resulting dialog box, enter a name for the remote site (e.g. Android Plugin) and enter this as its URL:
+ <pre>https://dl-ssl.google.com/android/eclipse/</pre>
+ <p>Alternatively, you can use http in the Location URL, if you are having
+ trouble with https (https is preferred for security reasons).</p>
+ <pre>http://dl-ssl.google.com/android/eclipse/</pre>
+ <p>Click <strong>OK</strong>.</p> </li>
+ <li>You should now see the new site added to the search list (and checked).
+ Click <strong>Finish</strong>. </li>
+ <li>In the subsequent Search Results dialog box, select the checkbox for
+ <strong>Android Plugin</strong> > <strong>Developer Tools</strong>.
+ This will check both features: "Android Developer Tools", and "Android
+ Editors". The Android Editors feature is optional, but recommended. If
+ you choose to install it, you need the WST plugin mentioned earlier in this
+ page. Click <strong>Next</strong>. </li>
+ <li>Read the license agreement and then select <strong>Accept terms of the license agreement</strong>.
+ Click <strong>Next</strong>. </li>
+ <li>Click <strong>Finish</strong>. </li>
+
+ <li>The ADT plugin is not signed; you can accept the installation anyway
+ by clicking <strong>Install All</strong>. </li>
+ <li>Restart Eclipse. </li>
+</ol>
+
+</td>
+<td>
+
+<ol>
+ <li>Start Eclipse, then select <strong>Help</strong> > <strong>Software Updates...</strong>.
+ </li>
+ <li>In the dialog that appears, click the <strong>Available Software</strong> tab.
+ </li>
+ <li>Click <strong>Add Site...</strong>
+ </li>
+ <li>Enter this as the Location:
+ <pre>https://dl-ssl.google.com/android/eclipse/</pre>
+ <p>Alternatively, you can use http in the Location URL, if you are having
+ trouble with https (https is preferred for security reasons).</p>
+ <pre>http://dl-ssl.google.com/android/eclipse/</pre>
+ <p>Click <strong>OK</strong>.</p></li>
+ <li>Back in the Available Software view, you should see the plugin. Select the checkbox next to
+ <em>Developer Tools</em> and click <strong>Install...</strong>
+ </li>
+ <li>On the subsequent Install window, "Android Developer Tools", and "Android Editors" should both be checked.
+ The Android Editors feature is optional, but recommended. If
+ you choose to install it, you need the WST plugin mentioned earlier in this
+ page. Click <strong>Next</strong>.
+ </li>
+ <li>Accept the license agreement and click <strong>Finish</strong>.</li>
+ <li>Restart Eclipse. </li>
+</ol>
+
+</td>
+</tr>
+</table>
+
+<p>Now, you just need to modify your Eclipse preferences to point to the Android SDK directory:</p>
+<ol>
+ <li>Select <strong>Window</strong> > <strong>Preferences...</strong> to open the Preferences
+ panel. (Mac OS X: <strong>Eclipse</strong> > <strong>Preferences</strong>) </li>
+ <li>Select <strong>Android</strong> from the left panel. </li>
+ <li>For the SDK Location in the main panel, click <strong>Browse...</strong> and locate the SDK directory. </li>
+ <li>Click <strong>Apply</strong>, then <strong>OK</strong>.</li>
+</ol>
+
+<p>Done! If you haven't encountered any problems, then you're ready to
+begin developing Android applications. See the <a href="#next">After
+Installation: Next Steps</a> section for suggestions on how to start. </p>
+
+
+<h3 id="troubleshooting">Troubleshooting ADT Installation</h3>
+<p>
+If you are having trouble downloading the ADT plugin after following the steps above, here are some suggestions: </p>
+
+<ul>
+ <li>If Eclipse can not find the remote update site containing the ADT plugin, try changing the remote site URL to use http, rather than https. That is, set the Location for the remote site to:
+ <pre>http://dl-ssl.google.com/android/eclipse/</pre></li>
+ <li>If you are behind a firewall (such as a corporate firewall), make
+ sure that you have properly configured your proxy settings in Eclipse.
+ In Eclipse 3.3/3.4, you can configure proxy information from the main
+ Eclipse menu in <strong>Window</strong> (on Mac, <strong>Eclipse</strong>) > <strong>Preferences</strong> > <strong>General</strong> > <strong>Network Connections</strong>.</li>
+</ul>
+<p>
+If you are still unable to use Eclipse to download the ADT plugin as a remote update site, you can download the ADT files to your local machine using a browser and the install the files in Eclipse from there:
+</p>
+<ol>
+<li><a href="{@docRoot}sdk/adt_download.html">Download the ADT zip file</a> (do not unpack it).
+<li>Follow steps 1 and 2 in the default install instructions (above).
+<li>In Eclipse 3.3, click <strong>New Archive Site...</strong>. <br/>
+ In Eclipse 3.4, click <strong>Add Site...</strong>, then <strong>Archive...</strong>
+<li>Browse and select the downloaded the zip file.
+<li>Follow the remaining procedures, above, starting from steps 5.
+</ol>
+<p>
+Note that to update your plugin, you will have to follow these steps again instead of the default update instructions.</p>
+
+<p>Note that the "Android Editors" feature of ADT requires several optional
+Eclipse components (for example, WST). If you encounter an error when
+installing ADT, your Eclipse installion might not include those components.
+For information about how to quickly add the necessary components to your
+Eclipse installation, see the troubleshooting topic
+<a href="{@docRoot}guide/appendix/faq/troubleshooting.html#installeclipsecomponents">ADT Installation Error: "requires plug-in org.eclipse.wst.sse.ui"</a>.</p>
+
+<h4>For Linux users</h4>
+<p>If you encounter this error when installing the ADT Plugin for Eclipse:
+<pre>
+An error occurred during provisioning.
+Cannot connect to keystore.
+JKS</pre>
+<p>
+...then your development machine lacks a suitable Java VM. Installing Sun
+Java 6 will resolve this issue and you can then reinstall the ADT
+Plugin.</p>
+
+
+<h2 id="next">After Installation: Next Steps</h2>
+<p>Once you have installed the SDK and the ADT Plugin, you are ready to
+begin developing applications. Here are a few ways you can get started: </p>
+
+<p><strong>Learn about Android</strong></p>
+<ul>
+<li>Take a look at the <a href="{@docRoot}guide/index.html">Dev
+Guide</a> and the types of information it provides</li>
+<li>Read an introduction to Android as a platform in <a
+href="{@docRoot}guide/basics/what-is-android.html">What is
+Android?</a></li>
+<li>Learn about the Android framework and how applications run on it in
+<a href="{@docRoot}guide/topics/fundamentals.html">Application
+Fundamentals</a></li>
+<li>Take a look at the Android framework API specification in the <a
+href="{@docRoot}reference/index.html">Reference</a> tab</li>
+</ul>
+
+<p><strong>Explore the SDK</strong></p>
+<ul>
+<li>Get an overview of the <a
+href="{@docRoot}guide/development/tools/index.html">development
+tools</a> that are available to you</li>
+<li>Read the overviews of how to develop <a
+href="{@docRoot}guide/developing/eclipse-adt.html">in Eclipse/ADT</a> or
+<a href="{@docRoot}guide/developing/other-ide.html">in other IDEs</a>
+</li>
+</ul>
+
+<p><strong>Explore some code</strong></p>
+<ul>
+<li>Set up a <a href="{@docRoot}guide/tutorials/hello-world.html">Hello
+World application</a></li>
+<li>Follow the <a href="{@docRoot}guide/tutorials/notepad/index.html">
+Notepad Tutorial</a> to build a full Android application </li>
+<li>Create a new project for one of the other sample applications
+included in <code><sdk>/samples</code>, then compile and run it in
+your development environment</li>
+</ul>
+
+<p><strong>Visit the Android developer groups</strong></p>
+<ul>
+<li>Take a look at the <a
+href="{@docRoot}community/index.html">Community</a> tab to see a list of
+Android developers groups. In particular, you might want to look at the
+<a href="http://groups.google.com/group/android-developers">Android
+Developers</a> group to get a sense for what the Android developer
+community is like.</li>
+</ul>
+
+
+<h2 id="installnotes">Installation Notes</h2>
+<h4>Ubuntu Linux Notes</h4>
+<ul>
+ <li>If you need help installing and configuring Java on your
+development machine, you might find these resources helpful:
+ <ul>
+ <li><a href="https://help.ubuntu.com/community/Java">https://help.ubuntu.com/community/Java </a></li>
+ <li><a href="https://help.ubuntu.com/community/Java">https://help.ubuntu.com/community/JavaInstallation </a></li>
+ </ul>
+ </li>
+<li>Here are the steps to install Java and Eclipse, prior to installing
+the Android SDK and ADT Plugin.
+<ol>
+ <li>If you are running a 64-bit distribution on your development
+machine, you need to install the <code>ia32-libs</code> package using
+<code>apt-get:</code>:
+ <pre>apt-get install ia32-libs</pre></li>
+ <li>Next, install Java:
+ <pre>apt-get install sun-java6-bin</pre></li>
+ <li>The Ubuntu package manager does not currently offer an Eclipse 3.3
+ version for download, so we recommend that you download Eclipse from
+eclipse.org (<a
+href="http://www.eclipse.org/downloads/">http://www.eclipse.org/
+downloads/</a>). A Java or RCP version of Eclipse is recommended.</li>
+<li>Follow the steps given in previous sections to install the SDK
+and the ADT plugin. </li>
+</ol>
+</ul>
+<h4>Other Linux Notes</h4>
+<ul>
+ <li>If JDK is already installed on your development computer, please
+take a moment to make sure that it meets the version requirements listed
+in the <a href="{@docRoot}sdk/1.1_r1/requirements.html">System Requirements</a>.
+In particular, note that some Linux distributions may include JDK 1.4 or Gnu
+Compiler for Java, both of which are not supported for Android development.</li>
+</ul>
+
+
diff --git a/docs/html/sdk/1.1_r1/requirements.jd b/docs/html/sdk/1.1_r1/requirements.jd
new file mode 100644
index 0000000..95b658b
--- /dev/null
+++ b/docs/html/sdk/1.1_r1/requirements.jd
@@ -0,0 +1,42 @@
+page.title=System Requirements
+
+sdk.version=1.1_r1
+sdk.date=February 2009
+
+@jd:body
+
+<p>The sections below describe the system and software requirements for developing Android applications using the Android SDK tools included in Android 1.1 SDK, Release 1. </p>
+
+<h3>Supported Operating Systems</h3>
+<ul>
+ <li>Windows XP (32-bit) or Vista (32- or 64-bit)</li>
+ <li>Mac OS X 10.4.8 or later (x86 only)</li>
+ <li>Linux (tested on Linux Ubuntu Dapper Drake)</li>
+</ul>
+
+<h3>Supported Development Environments</h3>
+<ul>
+ <li>Eclipse IDE
+ <ul>
+ <li><a href="http://www.eclipse.org/downloads/">Eclipse</a> 3.3 (Europa), 3.4 (Ganymede)
+ <ul>
+ <li>Eclipse <a href="http://www.eclipse.org/jdt">JDT</a> plugin (included in most Eclipse IDE packages) </li>
+ <li><a href="http://www.eclipse.org/webtools">WST</a> (optional, but needed for the Android Editors feature; included in <a href="http://www.eclipse.org/downloads/moreinfo/compare.php">most Eclipse IDE packages</a>)</li>
+ </ul>
+ </li>
+ <li><a href="http://java.sun.com/javase/downloads/index.jsp">JDK 5 or JDK 6</a> (JRE alone is not sufficient)</li>
+ <li><a href="installing.html#installingplugin">Android Development Tools plugin</a> (optional)</li>
+ <li><strong>Not</strong> compatible with Gnu Compiler for Java (gcj)</li>
+ </ul>
+ </li>
+ <li>Other development environments or IDEs
+ <ul>
+ <li><a href="http://java.sun.com/javase/downloads/index.jsp">JDK 5 or JDK 6</a> (JRE alone is not sufficient)</li>
+ <li><a href="http://ant.apache.org/">Apache Ant</a> 1.6.5 or later for Linux and Mac, 1.7 or later for Windows</li>
+ <li><strong>Not</strong> compatible with Gnu Compiler for Java (gcj)</li>
+ </ul>
+ </li>
+</ul>
+
+<p class="note"><strong>Note:</strong> If JDK is already installed on your development computer, please take a moment to make sure that it meets the version requirements listed above. In
+particular, note that some Linux distributions may include JDK 1.4 or Gnu Compiler for Java, both of which are not supported for Android development. </p>
\ No newline at end of file
diff --git a/docs/html/sdk/1.1_r1/upgrading.jd b/docs/html/sdk/1.1_r1/upgrading.jd
new file mode 100644
index 0000000..2ad6757
--- /dev/null
+++ b/docs/html/sdk/1.1_r1/upgrading.jd
@@ -0,0 +1,150 @@
+page.title=Upgrading the SDK
+sdk.version=1.1_r1
+@jd:body
+
+<!--
+<div class="sidebox-wrapper">
+ <div class="sidebox-inner">
+
+ <h2>Useful Links</h2>
+
+ <ul class="noindent">
+ <li><a href="migrating/0.9-1.0/changes-overview.html">Overview of Changes</a>
+ <p>A high-level look at what's changed in Android, with
+ discussion of how the changes may affect your apps.</p></li>
+
+ <li><a href="migrating/0.9-1.0/changes.html">API Diff Report</a>
+ <p>A detailed report that lists all the specific changes in the latest SDK.</p></li>
+
+ <li><a href="RELEASENOTES.html">Release Notes</a>
+ <p>Version details, known issues, and resolved issues. </p></li>
+
+ <li><a href="http://groups.google.com/group/android-developers">Android Developers Group</a>
+ <p>A forum where you can discuss migration issues and learn from other Android developers. </p></li>
+
+ <li><a href="http://code.google.com/p/android/issues/list">Android Issue Tracker</a>
+ <p>If you think you may have found a bug, use the issue tracker to report it.</p></li>
+ </ul>
+
+ </div>
+</div>
+-->
+
+<p>This document describes how to move your development environment and existing
+Android applications from an Android 1.0 SDK to the Android 1.1, Release 1 SDK.
+If you are migrating applications from an earlier SDK, please read the upgrading
+document available in the Android 1.0 SDK package.
+</p>
+
+<p>To ensure that your applications are compliant with the Android 1.1 system available
+on mobile devices, you need to install the Android 1.1 SDK and port your existing Android
+applications to it. The sections below will guide you through the process.</p>
+
+<h2 id="install-new">Installing the Latest SDK</h2>
+
+<p><a href="{@docRoot}sdk/1.1_r1/index.html">Download the SDK</a> and unpack it into a safe location.</p>
+
+<p>After unpacking the new SDK and saving it an appropriate location, you should:</p>
+
+<ul>
+ <li>Wipe your emulator data. <p>Some data formats have changed since the last
+ SDK release, so any previously saved data in your emulator must be removed. Open a console/terminal
+ and navigate to the <code>/tools</code> directory of your new SDK. Launch the
+ emulator with the <code>-wipe-data</code> option.
+ <p>Windows: <code>emulator -wipe-data</code><br/>
+ Mac/Linux: <code>./emulator -wipe-data</code></p>
+ </li>
+ <li>Update your PATH variable (Mac/Linux; optional). <p>If you had previously setup your
+ PATH variable to point to the SDK tools directory, then you'll need to update it to
+ point to the new SDK. For example, for a <code>.bashrc</code> or <code>.bash_profile</code> file:
+ <code>export PATH=$PATH:<em><your_new_sdk_dir></em>/tools</code></p>
+ </li>
+ <li>If (and only if) you are developing using Ant, you will also need to modify
+ your build.xml properties to point to the new SDK.
+ <p>Open the <code>default.properties</code> file associated with your build.xml
+ file (typically located in the same directory). In the default.properties
+ file, update the <code>sdk-folder</code> property with the full path to
+ the new SDK directory.</p></li>
+</ul>
+
+<a name="Updating_the_ADT_plugin" id="Updating_the_ADT_plugin"></a>
+<h2 id="update-plugin">Update your ADT Eclipse Plugin</h2>
+
+<p>If you develop on Eclipse and are migrating from an Android 1.0
+SDK, no update of the ADT plugin is needed — skip to <a href="#updateEclipsePrefs">Update your Eclipse SDK Preferences</a>. </p>
+
+<p>If you are migrating from an earlier version of the SDK, you will
+need to update the ADT plugin. <p>You may also want to upgrade your
+ADT plugin when a new version becomes available for your existing version
+of the SDK.</p>
+
+<p>The steps below describe how to update the ADT plugin to the latest
+version available. </p>
+
+<table style="font-size:100%">
+<tr><th>Eclipse 3.3 (Europa)</th><th>Eclipse 3.4 (Ganymede)</th></tr>
+<tr>
+<td width="50%">
+<ol>
+ <li> Select <strong>Help</strong> > <strong>Software Updates</strong> > <strong>Find and Install...</strong>. </li>
+ <li> Select <strong>Search for updates of the currently installed features</strong> and click <strong>Finish</strong>. </li>
+ <li> If any update for ADT is available, select and install. </li>
+ <li> Restart Eclipse.</li>
+</ol>
+<p> Alternatively, </p>
+<ol>
+ <li> Select <strong>Help</strong> > <strong>Software Updates</strong> > <strong>Manage Configuration</strong>. </li>
+
+ <li> Navigate down the tree and select <strong>Android Development Tools <version></strong> </li>
+ <li> Select <strong>Scan for Updates</strong> under <strong>Available Tasks</strong>.</li>
+</ol>
+</td>
+<td>
+<ol>
+ <li>Select <strong>Help</strong> > <strong>Software Updates...</strong></li>
+ <li>Select the <strong>Installed Software</strong> tab.</li>
+ <li>Click <strong>Update...</strong></li>
+ <li>If an update for ADT is available, select it and click <strong>Finish</strong>.</li>
+ <li>Restart Eclipse.</li>
+</ol>
+</td>
+</tr>
+</table>
+
+<h2 id="updateEclipsePrefs">Update your Eclipse SDK Preferences</h2>
+
+<p>The last step is to update your Eclipse preferences to point to the new SDK directory:</p>
+ <ol>
+ <li>Select <strong>Window</strong> > <strong>Preferences...</strong> to open the Preferences panel. (Mac OSX: <strong>Eclipse</strong> > <strong>Preferences</strong>)</li>
+ <li>Select <strong>Android</strong> from the left panel.</li>
+ <li>For the SDK Location in the main panel, click <strong>Browse...</strong> and locate the SDK directory.</li>
+ <li>Click <strong>Apply</strong>, then <strong>OK</strong>.</li>
+ </ol>
+
+<h2 id="migrate">Migrate Your Applications, if Necessary</h2>
+
+<p>If (and only if) you have written apps in an SDK released previous to
+the Android 1.0 SDK, you will need to migrate your applications. After
+installing the new SDK and updating the ADT Plugin (if applicable), you
+may encounter breakages in your application code, due to
+framework and API changes. You'll need to update your code to match the
+latest APIs.</p>
+
+<p>One way to start is to open your project in Eclipse and see where the ADT
+identifies errors in your application. From there, you can lookup
+specific API changes in the Android 1.0 APIs in the
+<a href="http://code.google.com/android/migrating/changes-overview.html">
+Overview of Changes</a> and <a href="http://code.google.com/android/migrating/changes.html">
+API Diffs Report</a>.</p>
+
+<p>If you have additional trouble updating your code, visit the
+<a href="http://groups.google.com/group/android-developers">Android Developers Group</a>
+to seek help from other Android developers.</p>
+
+<p>If you have modified one of the ApiDemos applications and would like to migrate it
+to the new SDK, note that you will need to uninstall the version of ApiDemos that comes
+preinstalled in the emulator. For more information, or if you encounter an "reinstallation"
+error when running or installing ApiDemos, see the troubleshooting topic
+<a href="{@docRoot}guide/appendix/faq/troubleshooting.html#apidemosreinstall">I can't install ApiDemos
+apps in my IDE because of a signing error</a> for information about how to solve the problem.</p>
+
diff --git a/docs/html/sdk/RELEASENOTES.jd b/docs/html/sdk/RELEASENOTES.jd
new file mode 100644
index 0000000..bad71a2
--- /dev/null
+++ b/docs/html/sdk/RELEASENOTES.jd
@@ -0,0 +1,327 @@
+page.title=SDK Release Notes
+@jd:body
+
+<p>This document provides version-specific information about Android SDK releases. For the latest known issues, please ensure that you're viewing this page at: <a href="http://developer.android.com/sdk/RELEASENOTES.html">http://developer.android.com/sdk/RELEASENOTES.html</a>.</p>
+
+<h2 id="1.1_r1">Android 1.1 SDK, Release 1</h2>
+
+<p>This SDK provides the development tools and Android system image you need to create applications for Android-powered devices. Applications developed on this SDK will be compatible with mobile devices running the Android 1.1 platform. </p>
+
+<p>This release provides an updated system image (Android 1.1), updated documentation, and the same set of development tools provided in the Android 1.0 r2 SDK. The updated system image includes bug fixes and some smaller features, as well as a few minor API changes from the 1.0 version. </p>
+
+<p>For details about the Android 1.1 system image included in the SDK — including bug fixes, features, and API changes — please read the <a href="{@docRoot}sdk/android-1.1.html">Android 1.1 Version Notes</a>.</p>
+
+<h3>App Versioning for Android 1.1</h3>
+
+<p>If you are using this SDK to build an application that is compatible <em>only</em> with Android-powered devices running the Android 1.1 platform, please note that you <strong>must</strong> set the the <code>android:minSdkVersion</code> attribute in the application's manifest to the API Level of Android 1.1 — "2".</p>
+
+<p>Specifically, you specify the <code>android:minSdkVersion</code> attribute in a <code><uses-sdk></code> element as a child of <code><manifest></code> in the manifest file. When set, the attribute looks like this: </p>
+
+<pre><code><manifest>
+ ...
+ <uses-sdk minSdkVersion="2" />
+ ...
+</manifest></code>
+</pre>
+
+<p>By setting <code>android:minSdkVersion</code> in this way, you ensure that users will only be able to install your application if their devices are running the Android 1.1 platform. In turn, this ensures that your application will function properly on their devices, especially if it uses APIs introduced in Android 1.1. </p>
+
+<p>If your application uses APIs introduced in Android 1.1 but does not declare <code><uses-sdk minSdkVersion="2" /></code>, then it will run properly on Android 1.1 devices but <em>not</em> on Android 1.0 devices. </p>
+
+<p>If your application does not use any new APIs introduced in Android 1.1, you can indicate Android 1.0 compatibility by removing <code>minSdkVersion</code> or setting the attribute to "1". However, before publishing your application, you must make sure to compile your application against the Android 1.0 system image (available in the Android 1.0 SDK), to ensure that it builds and functions properly for Android 1.0 devices. You should test the application against system images corresponding to the API Levels that the application is designed to be compatible with.</p>
+
+<p>If you are sure your application is not using Android 1.1 APIs and has no need to use them, you might find it easier to keep working in the Android 1.0 SDK, rather than migrating to the Android 1.1 SDK and having to do additional testing.</p>
+
+
+<h3>ADT Plugin Compatibility</h3>
+
+<p>For this version of the SDK — Android 1.1 SDK, Release 1
+— the compatible version of the Android Development Tools (ADT)
+Plugin for Eclipse is <strong>0.8.0</strong>. If you are using a
+previous version of ADT, you should update to the latest version for use
+with this SDK. For information about how to update your ADT plugin, see
+<a href="{@docRoot}sdk/1.1_r1/upgrading.html#update-plugin">Upgrading
+the SDK</a>.</p>
+
+<h3>Installation and Upgrade Notes</h3>
+
+<p>If you've been developing an application using an Android 1.0 SDK no
+changes to your application are needed. You may want to wipe application
+user data (emulator option <code>-wipe-data</code>) when running your
+application on the Android 1.1 emulator for the first time.</p>
+
+<p>If you're installing the Android SDK for the first time, please see
+the instructions in <a
+href="{@docRoot}sdk/1.1_r1/installing.html">Installing the SDK</a>.
+
+<h3>Other Notes</h3>
+
+<p><strong>MapView API Key</strong></p>
+
+<p>com.google.android.maps.MapView is a class that lets you
+easily integrate Google Maps into your application. Before you can
+access the maps data, you will need to register with the Google Maps
+service and receive a Maps API Key, which you then add to your MapView
+for authentication to the server.</p>
+
+<p>Developers should note that the registration service for MapView is now
+active and Google Maps is actively enforcing the Maps API Key requirement.
+For information about how to register for a Maps API Key, see
+<a href="{@docRoot}guide/topics/location/geo/mapkey.html">
+Obtaining a Maps API Key</a>.</p>
+
+<p><strong>USB Drivers for Windows</strong></p>
+
+<p>If you using Windows and want to develop or test your application on an
+Android-powered device (such as the T-Mobile G1), you need an appropriate USB
+driver. For your convenience, the Windows version of the Android SDK includes
+these USB drivers that you can install, to let you develop on the device:</p>
+
+<ul>
+<li>USB driver for 32-bit XP and Vista</li>
+<li>USB driver for 64-bit Vista only</li>
+</ul>
+
+<p>The USB driver files are located in the
+<code><SDK>/usb_driver</code> directory. For details and
+installation instructions, see <a
+href="{@docRoot}guide/developing/device.html#setting-up">Setting Up a
+Device for Development</a>.</p>
+</p>
+
+<h3>Resolved Issues, Changes</h3>
+
+<p><strong>Emulator</strong></p>
+<ul>
+<li>Emulator now saves the user image in <android>/SDK1.1/</code></li>
+</ul>
+
+<h3>Known Issues</h3>
+
+<p><strong>JUnit and Eclipse/ADT</strong></p>
+<ul>
+<li>If you are developing in Eclipse/ADT and want to add JUnit test
+classes, you can do so. However, you need to set up a custom JUnit configuration
+before your tests will run properly. For detailed information about how to set
+up the JUnit configuration, see the troubleshooting topic <a
+href="{@docRoot}guide/appendix/faq/troubleshooting.html#addjunit">Running a Junit test class
+in Eclipse</a>.</li>
+</ul>
+
+<p><strong>Other</strong></p>
+
+<ul>
+<li>It is not possible to send MMS messages between emulator instances. </li>
+<li>In some cases, you may encounter problems when using the browser on an
+emulator started with the command-line option <code>-http-proxy</code>. </li>
+<li>On the OSX platform, if you manually remove the ~/.android directory
+using <code>rm -rf ~/.android</code>, then try to run
+the emulator, it crashes. This happens because the emulator fails to create
+a new .android directory before attempting to create the child SDK1.0 directory.
+To work around this issue, manually create a new .android directory using
+<code>mkdir ~/.android</code>, then run the emulator. The emulator
+creates the SDK1.0 directory and starts normally. </li>
+<li>We regret to inform developers that Android 1.1 will not include support
+for ARCNet network interfaces.</li>
+<li>The final set of Intent patterns honored by Android 1.0 has not yet been
+fully documented. Documentation will be provided in future releases.</li>
+<li>In ADT Editor, you can add at most ten new resource values at a time,
+in a given res/values/*.xml, using the form in the Android Resources pane.
+If you add more than ten, the Android Resources pane will not display the
+attributes fields for the additional resource entries. To work around this
+problem, you can close the file in the editor and open it again, or you
+can edit the resource entries in the XML text mode. </li>
+<li>The emulator's battery-control commands (<code>power <option></code>)
+are not working in this release.</li>
+</ul>
+
+
+
+
+
+<h2 id="1.0_r2">Android 1.0 SDK, Release 2</h2>
+
+<p>This SDK release includes the Android 1.0 platform and application API.
+Applications developed on this SDK will be compatible with mobile devices
+running the Android 1.0 platform.</p>
+
+<p>This release includes mainly bug fixes, although some smaller features were
+added.</p>
+
+<h3>ADT Plugin Compatibility</h3>
+
+<p>For this release of the SDK, the compatible version of the Android
+Development Tools (ADT) Plugin for Eclipse is <strong>0.8.0</strong>. If you are
+using a previous version of ADT, you should update to the latest version for use
+with this SDK. For information about how to update your ADT plugin, see <a
+href="/android/intro/upgrading.html">Upgrading the SDK</a>.</p>
+
+<h3>Installation and Upgrade Notes</h3>
+
+<p>If you're installing the Android SDK for the first time, please see the
+instructions in <a href="/android/intro/installing.html">Installing the
+SDK</a>.
+
+<h3>Other Notes</h3>
+
+<p><strong>T-Mobile G1 Compatability</strong></p>
+
+<p>This version of the SDK has been tested for compatability with the first
+Android-powered mobile device, the <a href="http://www.t-mobileg1.com">T-Mobile
+G1</a>. </p>
+
+<p><strong>MapView API Key</strong></p>
+
+<p>MapView is a class that lets you easily integrate Google Maps into your
+application. Before you can access the maps data, you will need to register with
+the Google Maps service and receive a Maps API Key, which you then add to your
+MapView for authentication to the server.</p>
+
+<p>Developers should note that the registration service for MapView is now
+active and Google Maps is actively enforcing the Maps API Key requirement. For
+information about how to register for a Maps API Key, see <a
+href="http://code.google.com/android/toolbox/apis/mapkey.html">http://code.
+google.com/android/toolbox/apis/mapkey.html</a>.</p>
+
+<p><strong>USB Driver for Windows</strong></p>
+<p>If you using Windows and want to develop or test your application on an
+Android-powered device (such as the T-Mobile G1), you need an appropriate USB
+driver. For your convenience, the Windows version of the Android SDK includes a
+USB driver that you can install, to let you develop on the device. The USB
+driver files are located in the <code><SDK>/usb_driver</code> directory.
+
+</p>
+
+<h3>Resolved Issues, Changes</h3>
+<ul>
+<li>The android.jar in this SDK release now includes several classes that were
+missing from the previous SDK. </li>
+<li>The android.R.styleable class and its fields were removed from the public
+API, to better ensure forward-compatibility for applications. The constants
+declared in android.R.styleable were platform-specific and subject to arbitrary
+change across versions, so were not suitable for use by applications. You can
+still access the platform's styleable attributes from your resources or code. To
+do so, declare a custom resource element using a
+<code><declare-styleable></code> in your project's res/values/R.attrs
+file, then declare the attribute inside. For examples, see
+<sdk>/samples/ApiDemos/res/values/attrs.xml. For more information about
+custom resources, see <a
+href="/android/reference/available-resources.html#customresources">Custom
+Layout Resources</a>. Note that the android.R.styleable documentation is still
+provided in the SDK, but only as a reference of the platform's styleable
+attributes for the various elements.</li>
+<li>The VM now properly ensures that private classes are not
+available to applications through reflection. If you were using reflection
+to access private classes in a previous release, you will now get a run-time
+error. </li>
+
+<li>The Settings and Email applications are now included in the SDK and
+available in the emulator.</li>
+<li>We regret to inform developers that SDK 1.0_r2 does not support MFM, RLL,
+or Winchester hard disk drives.</li>
+<li>In the emulator, the control key for enabling/disabling trackball mode
+is changed from Control-T to F6. You can also enter trackball mode temporarily
+using the Delete key. While the key is pressed, you can send trackball events.</li>
+</ul>
+
+<p>Unless otherwise noted, Known Issues from the previous SDK release also apply
+to this release.</p>
+
+
+
+
+
+
+<h2 id="1.0_r1">Android 1.0 SDK, Release 1</h2>
+
+<p>This SDK release is the first to include the Android 1.0 platform and application API. Applications developed on this SDK will be compatible with mobile devices running the Android 1.0 platform, when such devices are available.</p>
+
+<p>This release includes mainly bug fixes, although some smaller features were added. The Android 1.0 also includes several API changes from the 0.9 version. For more information on API changes, see the <a href="/android/migrating/0.9-1.0/changes-overview.html">Overview of Changes</a> and the <a href="/android/migrating/0.9-1.0/changes.html">API Differences Report</a>. For those porting from the M5 release, the SDK also includes the legacy changes overview and API Differences Reports. See the current Overview of Changes for more information. </p>
+
+<h3>ADT Plugin Compatibility</h3>
+
+<p>For this version of the SDK — Android 1.0 SDK, Release 1 — the compatible version of the Android Development Tools (ADT) Plugin for Eclipse is <strong>0.8.0</strong>. If you are using a previous version of ADT, you should update to the latest version for use with this SDK. For information about how to update your ADT plugin, see <a href="/android/intro/upgrading.html">Upgrading the SDK</a>.</p>
+
+<h3>Installation and Upgrade Notes</h3>
+
+<p>If you've been developing an application using a previous SDK version and you want the application to run on Android-powered mobile devices, you must port the application to the Android 1.0 SDK. Please see <a href="/android/intro/upgrading.html">Upgrading the SDK</a> for detailed instructions on how to make the transition to this release. Be sure to wipe application user data (emulator option <code>-wipe-data</code>) when running your application on the Android 1.0 SDK emulator.</p>
+
+<p>If you're installing the Android SDK for the first time, please see the instructions in <a href="/android/intro/installing.html">Installing the SDK</a>.
+
+<h3>Other Notes</h3>
+
+<p><strong>MapView API Key</strong></p>
+
+<p><a href="/android/reference/com/google/android/maps/MapView.html">MapView</a> is a class that lets you easily integrate Google Maps into your application. Before you can access the maps data, you will need to register with the Google Maps service and receive a Maps API Key, which you then add to your MapView for authentication to the server.</p>
+
+<p>Currently, the registration service for MapView is not yet active and Google Maps is not yet enforcing the Maps API Key requirement. However, note that the registration service will be activated soon, so that MapViews in any application deployed to a mobile device will require registration and a valid Maps API Key. </p>
+
+<p>As soon as the registration service becomes available, we will update the page at <a href="http://code.google.com/android/toolbox/apis/mapkey.html">http://code.google.com/android/toolbox/apis/mapkey.html</a> with details about how and where to register. Please check that page periodically for registration information, if you are using a MapView.</p>
+
+
+<h3>Resolved Issues, Changes</h3>
+
+<p><strong>Emulator</strong></p>
+<ul>
+<li>Emulator now saves the user image in <android>/SDK1.0/</code></li>
+<li>Fixed EsounD-related freezes on Linux.</li>
+<li>Fixed the documentation in -help-audio. '-audio list' doesn't work, one
+ needs to call -help-audio-out and -help-audio-in to get the list of valid
+ audio backends.</li>
+<li>Fixed scrollwheel Dpad emulation in rotated mode. before that, using the
+ scroll-wheel would always generated Dpad Up/Down events, even when in
+ landscape mode.</li>
+
+<li>Several Obsolete command options were removed.</li>
+<li>Setting the network speed through the console or the -netspeed option will
+ properly modify the connectivity icon on the device.</li>
+<li>Setting the GSM voice registration state to 'roaming' in the console will
+ properly modify the voice icon on the device</li>
+</ul>
+
+<p><strong>SQLite</strong></p>
+<ul>
+<li>SQLite is now included in the SDK package on all platforms. </li>
+</ul>
+
+<h3>Known Issues</h3>
+
+<p><strong>JUnit and Eclipse/ADT</strong></p>
+<ul>
+<li>If you are developing in Eclipse/ADT and want to add JUnit test
+classes, you can do so. However, you need to set up a custom JUnit configuration
+before your tests will run properly. For detailed information about how to set
+up the JUnit configuration, see the troubleshooting topic <a
+href="/android/kb/troubleshooting.html#addjunit">Running a Junit test class
+in Eclipse</a>.</li>
+</ul>
+
+<p><strong>Other</strong></p>
+
+<ul>
+<li>It is not possible to send MMS messages between emulator instances. </li>
+<li>In some cases, you may encounter problems when using the browser on an
+emulator started with the command-line option <code>-http-proxy</code>. </li>
+
+<li>We regret to inform developers that Android 1.0 will not include support for
+dot-matrix printers.</li>
+<li>On the OSX platform, if you manually remove the ~/.android directory
+using <code>rm -rf ~/.android</code>, then try to run
+the emulator, it crashes. This happens because the emulator fails to create
+a new .android directory before attempting to create the child SDK1.0 directory.
+To work around this issue, manually create a new .android directory using
+<code>mkdir ~/.android</code>, then run the emulator. The emulator
+creates the SDK1.0 directory and starts normally. </li>
+<li>The final set of Intent patterns honored by Android 1.0 has not yet been
+fully documented. Documentation will be provided in future releases.</li>
+<li>In ADT Editor, you can add at most ten new resource values at a time,
+in a given res/values/*.xml, using the form in the Android Resources pane.
+If you add more than ten, the Android Resources pane will not display the
+attributes fields for the additional resource entries. To work around this
+problem, you can close the file in the editor and open it again, or you
+can edit the resource entries in the XML text mode. </li>
+<li>The emulator's battery-control commands (<code>power <option></code>)
+are not working in this release.</li>
+
+</ul>
+
diff --git a/docs/html/sdk/adt_download.jd b/docs/html/sdk/adt_download.jd
new file mode 100644
index 0000000..6e9eec4
--- /dev/null
+++ b/docs/html/sdk/adt_download.jd
@@ -0,0 +1,65 @@
+page.title=Download the ADT Plugin Zip File
+@jd:body
+
+<p>
+If you are unable to download the ADT plugin through <a
+href="{@docRoot}guide/developing/tools/adt.html#installingplugin">setting up a remote
+update site</a> in Eclipse, you can download the ADT zip file and install it
+from your computer (archived site) instead.
+</p>
+<p>
+If you go with this method, in order to update the plugin, you will need to
+download the latest version from this page, uninstall the old version from
+Eclipse, then install the new version. For more details on the procedure,
+see Troubleshooting ADT Installation in the
+<a href="{@docRoot}guide/developing/tools/adt.html#troubleshooting"> installation
+page</a>.
+</p>
+<p>
+<table>
+ <tr>
+ <th>Version</th>
+ <th>File</th>
+ <th>Date</th>
+ <th>Compatible SDK Versions</th>
+ <th>Notes</th>
+ </tr>
+
+ <tr>
+ <td style="background-color:#ffcccc;">0.8.0</td>
+ <td style="background-color:#ffcccc;"><a href="http://dl-ssl.google.com/android/ADT-0.8.0.zip">ADT-0.8.0.zip</a></td>
+ <td style="background-color:#ffcccc;">23 September 2008</td>
+ <td style="background-color:#ffcccc;">Android 1.1 SDK, Release 1<br />Android 1.0 SDK, Release 1<br /></td>
+ <td style="background-color:#ffcccc;">Required for users of Android 1.1 SDK, Release 1 and Android 1.0 SDK, Release 1<br /> </td>
+ </tr>
+ <tr>
+ <td>0.7.1</td>
+ <td><a href="http://dl-ssl.google.com/android/ADT-0.7.1.zip">ADT-0.7.1.zip</a></td>
+ <td>18 Aug 2008</td>
+ <td>Android 0.9 SDK beta</td>
+ <td>Required for users of Android 0.9 SDK beta. As of this version, <b>Eclipse 3.2 is no longer supported.</b>
+ Please upgrade to Eclipse Ganymede (3.4) or Europa (3.3) if you are still using 3.2. </td>
+ </tr>
+ <tr>
+ <td>0.4.0</td>
+ <td><a href="http://dl-ssl.google.com/android/ADT-0.4.0.zip">ADT-0.4.0.zip</a></td>
+ <td>12 Feb 2008</td>
+ <td>m5-rc14</td>
+ <td>Required if you are using the M5 SDK. See the SDK Release Notes for details on changes and enhancements in this version.</td>
+ </tr>
+ <tr>
+ <td>0.3.3</td>
+ <td><a href="http://dl-ssl.google.com/android/ADT-0.3.3.zip">ADT-0.3.3.zip</a></td>
+ <td>14 Dec 2007</td>
+ <td>m3-rc37</td>
+ <td>Some significant enhancements (see SDK Release Notes).</td>
+ </tr>
+ <tr>
+ <td>0.3.1</td>
+ <td><a href="http://dl-ssl.google.com/android/ADT-0.3.1.zip">ADT-0.3.1.zip</a></td>
+ <td>21 Nov 2007</td>
+ <td>m3-rc20, m3-rc22</td>
+ <td>Initial Release.</td>
+ </tr>
+</table>
+</p>
diff --git a/docs/html/sdk/android-1.1.jd b/docs/html/sdk/android-1.1.jd
new file mode 100644
index 0000000..f70ad26
--- /dev/null
+++ b/docs/html/sdk/android-1.1.jd
@@ -0,0 +1,249 @@
+page.title=Android 1.1 Version Notes
+sdk.version=1.1_r1
+sys.date=February 2009
+@jd:body
+
+<p>
+<em>Date:</em> February 2009<br />
+<em>API Level:</em> <strong>2</strong></p>
+
+
+<p>This document provides version notes for the Android 1.1 system image included in the SDK.
+
+<ul>
+<li><a href="#overview">Overview</a>
+<li><a href="#overview">External Libraries</a>
+<li><a href="#comp">Device Compatibility</a>
+<li><a href="#apps">Built-in Applications</a>
+<li><a href="#locs">UI Localizations</a>
+<li><a href="#resolved-issues">Resolved Issues</a>
+<li><a href="#features">New Features</a>
+<li><a href="#api-changes">API Changes</a>
+</ul></p>
+
+<h2 id="overview">Overview</h2>
+
+<p>The Android 1.1 system image delivered in the SDK is the development
+counterpart to the Android 1.1 production system image, deployable to
+Android-powered handsets starting in February 2009. </p>
+
+<p>The Android 1.1 system image delivers an updated version of the framework
+API. As with the Android 1.0 API, the Android 1.1 API
+is assigned an integer identifier — <strong>2</strong> — that is
+stored in the system itself. This identifier, called the "API Level", allows the
+system to correctly determine whether an application is compatible with
+the system, prior to installing the application.</p>
+
+<p>Applications can reference a specific API Level value in their
+manifest files, to indicate the minimum version of the Android system
+required to run the app. To reference a minimum API Level, applications
+can add a <code>minSdkVersion</code> attribute in their manifest files.
+The value of the attribute is an integer corresponding to an API Level
+identifier. Prior to installing an application, the system then checks the value of
+<code>minSdkVersion</code> and allows the install only
+if the referenced integer is less than or equal to the API Level integer stored
+in the system itself. </p>
+
+<p>If you use the Android 1.1 system image to build an application
+compatible with Android-powered devices running the Android 1.1
+platform, please note that you <strong><span
+style="color:red;">must</span></strong> set the the
+<code>android:minSdkVersion</code> attribute in the application's
+manifest to "2", which is the API strictly associated with Android 1.1.
+</p>
+
+<p>Specifically, you specify the <code>android:minSdkVersion</code>
+attribute in a <code><uses-sdk></code> element as a child of
+<code><manifest></code> in the manifest file. When set, the
+attribute looks like this: </p>
+
+<pre><code><manifest>
+ ...
+ <uses-sdk minSdkVersion="2" />
+ ...
+</manifest></code>
+</pre>
+
+<p>By setting <code>android:minSdkVersion</code> in this way, you ensure
+that users will only be able to install your application if their
+devices are running the Android 1.1 platform. In turn, this ensures that
+your application will function properly on their devices, especially if
+it uses <a href="#apichange">APIs introduced in Android 1.1</a>. </p>
+
+<p>If your application uses APIs introduced in Android 1.1 but does not
+declare <code><uses-sdk minSdkVersion="2" /></code>, then it will
+run properly on Android 1.1 devices but <em>not</em> on Android 1.0
+devices. In the latter case, the application will crash at runtime when
+it tries to use the Android 1.1 APIs.</p>
+
+<p>If your application does not use any new APIs introduced in Android
+1.1, you can indicate Android 1.0 compatibility by removing
+<code>minSdkVersion</code> or setting the attribute to "1". However,
+before publishing your application, you must make sure to compile your
+application against the Android 1.0 system image (available in the
+Android 1.0 SDK), to ensure that it builds and functions properly for
+Android 1.0 devices. You should test the application against system
+images corresponding to the API Levels that the application is designed
+to be compatible with.</p>
+
+<p>If you are sure your application is not using Android 1.1 APIs and
+has no need to use them, you might find it easier to keep working in the
+Android 1.0 SDK, rather than migrating to the Android 1.1 SDK and having
+to do additional testing.</p>
+
+
+<h2 id="extlibs">External Libraries</h2>
+
+<p>The system image includes these external libraries, which you can
+access from your application by adding a <a
+href="{@docRoot}guide/topics/manifest/uses-library-element.html">
+<uses-library></a>.</p>
+ <ul>
+ <li>com.google.android.maps — gives your
+application access to Google Maps data. Note that, to use Google Maps
+data, a Maps API Key is required.</li>
+ </ul>
+
+<h2 id="comp">Device Compatibility</h2>
+
+<p>The Android 1.1 system image was tested for compatability with the
+Android-powered devices listed below:</p>
+ <ul>
+ <li><a href="http://www.t-mobileg1.com">T-Mobile G1</a></li>
+ </ul>
+
+<h2 id="apps">Built-in Applications</h2>
+
+<p>The system image includes these built-in applications:</p>
+ <ul>
+ <li>Alarm Clock</li>
+ <li>API Demos</li>
+ <li>Browser</li>
+ <li>Calculator</li>
+ <li>Camera</li>
+ <li>Contacts</li>
+ <li>Dev Tools</li>
+ <li>Dialer</li>
+ <li>Email</li>
+ <li>Maps (and StreetView)</li>
+ <li>Messaging</li>
+ <li>Music</li>
+ <li>Pictures</li>
+ <li>Settings</li>
+ </ul>
+
+<h2 id="locs">UI Localizations</h2>
+
+<p>The system image provides localized UI strings for the languages
+listed below.</p>
+ <ul>
+ <li>English, US (en_US)</li>
+ <li>German (de) </li>
+ </ul>
+
+<p>Localized UI strings match the locales that are displayable in
+the emulator, accessible through the device Settings application.</p>
+
+<h2 id="resolved-issues">Resolved Issues</h2>
+<ul>
+<li>AlarmClock alert now plays audio/vibe directly, rather than through
+AlarmManager. AlarmClock alert starts playing audio/vibe in its
+IntentReceiver, rather than on activity start. These changes should
+prevent alarms from being blocked by modal dialogs.</li>
+<li>Fixes to device sleep. </li>
+<li>Single tap no longer opens the in-call dialpad; users now need to
+touch and drag it. </li>
+<li>Fixes a bug causing approximately 1 in 25 outbound messages to
+freeze up the IMAP connection (to a Gmail based server) when transferred
+to the Sent folder.</li>
+<li>Removes automatic account setup entries that were broken or not
+testable. Adds minor fixes to a few of the remaining entries. Makes
+improvements to warning dialogs used for a few special cases. </li>
+<li>Changes default mail checking interval to every 15 minutes (instead
+of defaulting to "never").</li>
+<li>Fixes password-quoting bugs in IMAP, so that users can include
+special characters in passwords (e.g. spaces).</li>
+<li>Fixes various errors in auto and manual account setup </li>
+<li>Improves reporting for various connection errors, making it easier
+for the user to diagnose failed account setups.</li>
+<li>Fixes new-mail notifications for POP3 accounts.</li>
+<li>Ensures proper auto-checking of accounts marked as "never
+check".</li>
+<li>Now displays date and time using user preference (e.g. 24 hr vs.
+AM/PM).</li>
+<li>Now shows cc: in message view.</li>
+<li>Improves recovery from POP3 connection failures.</li>
+<li>POP3 parser rules loosened, so the application can work with
+non-compliant email servers.</li>
+</ul>
+
+<h2 id="features">New Features</h2>
+
+<ul>
+<li>Maps: Adds details and reviews when a user does a search on Maps and
+clicks on a business to view its details.</li>
+<li>Dialer: In-call screen timeout default is now longer when using the
+speakerphone.</li>
+<li>Dialer: Adds a "Show dialpad" / "Hide dialpad" item to the in-call
+menu, to make it easier to discover the DTMF dialpad. </li>
+<li>Adds support for saving attachments from MMS</li>
+<li>Adds support for marquee in layouts.</li>
+</ul>
+
+<h2 id="api-changes">API Changes</h2>
+
+<h3>Overview</strong></h3>
+
+<ul>
+<li>Adds annotations for test systems, no actual (non-test) API
+changes.</li>
+<li>Adds a method to allow a process to easily determine its UID.
+<li>Adds support for marquee in layouts.</li>
+<li>Adds new methods for determining padding in views. Useful if you are
+writing your own
+subclasses of {@link android.view.View View}.</li>
+<li>Adds new permissions that allow an application to broadcast an SMS
+or WAP Push message. </li>
+<li>API cleanup: removes protected constructor from
+SDK-bound system images. </li>
+</ul>
+
+<h3>API Change Details</h3>
+
+<table>
+<tr>
+<th>Module or Feature</th><th>Change Description</th>
+</tr>
+<tr><td rowspan="4">Annotations for test systems</td></tr>
+ <tr><td>Added {@link android.test.suitebuilder.annotation.LargeTest LargeTest} annotation.</td></tr>
+ <tr><td>Added {@link android.test.suitebuilder.annotation.MediumTest MediumTest} annotation.</td></tr>
+ <tr><td>Added {@link android.test.suitebuilder.annotation.SmallTest SmallTest} annotation.</td></tr>
+
+<tr><td rowspan="2">Allow a process to easily know its UID.</td></tr>
+ <tr><td>Added public method {@link android.os.Process#myUid} to class {@link android.os.Process android.os.Process}</td></tr>
+
+<tr><td rowspan="6">Padding in views</td></tr>
+ <tr><td>Added public method {@link android.view.View#getBottomPaddingOffset} to class {@link android.view.View android.view.View}.</td></tr>
+ <tr><td>Added public method {@link android.view.View#getLeftPaddingOffset} to class {@link android.view.View android.view.View}.</td></tr>
+ <tr><td>Added public method {@link android.view.View#getRightPaddingOffset} to class {@link android.view.View android.view.View}.</td></tr>
+ <tr><td>Added public method {@link android.view.View#getTopPaddingOffset} to class {@link android.view.View android.view.View}.</td></tr>
+ <tr><td>Added public method {@link android.view.View#isPaddingOffsetRequired} to class {@link android.view.View android.view.View}.</td></tr>
+
+<tr><td rowspan="3">Marquee support</td></tr>
+ <tr><td>Added public method {@link android.widget.TextView#setMarqueeRepeatLimit} to class {@link android.widget.TextView}</td></tr>
+ <tr><td>Added public field {@link android.R.attr#marqueeRepeatLimit android.R.attr.marqueeRepeatLimit}</td></tr>
+
+<tr><td rowspan="3">New permissions</td></tr>
+ <tr><td>Added public field {@link android.Manifest.permission#BROADCAST_SMS android.Manifest.permission.BROADCAST_SMS}</td></tr>
+ <tr><td>Added public field {@link android.Manifest.permission#BROADCAST_WAP_PUSH android.Manifest.permission.BROADCAST_WAP_PUSH}</td></tr>
+
+<tr><td rowspan="2">API cleanup</td></tr>
+ <tr><td>Removed protected constructor java.net.ServerSocket.ServerSocket(java.net.SocketImpl).</td></tr>
+
+</table>
+
+
+
+
+
+
diff --git a/docs/html/sdk/download.jd b/docs/html/sdk/download.jd
new file mode 100644
index 0000000..3c4f06b
--- /dev/null
+++ b/docs/html/sdk/download.jd
@@ -0,0 +1,86 @@
+page.title=Download the Android SDK
+hide_license_footer=true
+
+@jd:body
+
+<script language="javascript">
+ function verify() {
+ document.getElementById('download-button').disabled = !document.getElementById('checkbox').checked;
+ }
+ function submit() {
+ var location = window.location.href;
+ if (location.indexOf('?v=') != -1) {
+ var filename = location.substring(location.indexOf('=')+1,location.length);
+ if (document.getElementById('checkbox').checked) {
+ document.location = "http://dl.google.com/android/" + filename;
+ }
+ document.getElementById('click-download').setAttribute("href", "http://dl.google.com/android/" + filename);
+ $("#terms-form").hide(500);
+ $("#next-steps").show(500);
+ document.getElementById('checkbox').disabled=true;
+ document.getElementById('download-button').disabled=true;
+ } else {
+ alert("You have not selected an SDK version. Please return to the Download page");
+ }
+ }
+</script>
+
+<div id="terms-form">
+ <p>Please carefully review the Android SDK License Agreement before downloading the SDK.
+The License Agreement constitutes a contract between you and Google with respect to your use of the SDK.</p>
+
+ <iframe id="terms" style="border:1px solid #888;margin:0 0 1em;height:400px;width:95%;" src="terms_body.html">
+ </iframe>
+
+ <p>
+ <input type="checkbox" id="checkbox" onclick="verify()" />
+ <label for="checkbox">I agree to the terms of the Android SDK License Agreement.</label>
+ </p>
+ <p>
+ <input type="submit" value="Download" id="download-button" disabled="disabled" onclick="submit()" />
+ </p>
+ <p>
+ <script language="javascript">
+ var loc = window.location.href;
+ if (loc.indexOf('?v=') != -1) {
+ var filename = loc.substring(loc.indexOf('=')+1,loc.length);
+ document.write("File: " + filename);
+ }
+ </script>
+ </p>
+</div><!-- end terms-form -->
+
+<noscript>
+ <p><strong>Please enable Javascript in your browser in order to agree to the terms and download the SDK.</strong></p>
+</noscript>
+
+<div class="special" id="next-steps" style="display:none">
+ <h2>Thank you for downloading the Android SDK!</h2>
+ <p>Your download should be underway. If not, <a id="click-download">click here to start the download</a>.</p>
+ <p>If you are upgrading from a previously installed version of the Android SDK, see
+ <a href="upgrading.html" class="addVersionPath">Upgrading the SDK</a>.</p>
+ <p>If you are installing for the first time, read
+ <a href="installing.html" class="addVersionPath">Installing the Android SDK</a> to get your environment set up.
+ Once you have completed your installation, visit the <em>Dev Guide</em> tab and begin with the
+ <a href="/guide/tutorials/hello-world.html">Hello World</a> tutorial to create your first
+ Android application. From there, learn more about Android with the
+ <a href="/guide/topics/fundamentals.html">Application Fundamentals</a> documentation.</p>
+ <p>If you want to re-read the license agreement, it's available to you in the <em>SDK</em> tab.</p>
+</div>
+
+<script language="javascript">
+ var loc = window.location.href;
+ var filename = loc.substring(loc.indexOf('=')+1,loc.length);
+ version = filename.substring(filename.indexOf('.')-1,filename.lastIndexOf('.'));
+ $(".addVersionPath").each(function(i) {
+ var oldHref = $(this).attr("href");
+ $(this).attr({href: "/sdk/" + version + "/" + oldHref});
+ });
+</script>
+
+
+
+
+
+
+
diff --git a/docs/html/sdk/index.jd b/docs/html/sdk/index.jd
new file mode 100644
index 0000000..38db6f8
--- /dev/null
+++ b/docs/html/sdk/index.jd
@@ -0,0 +1,5 @@
+sdk.redirect=1.1_r1
+@jd:body
+
+
+
diff --git a/docs/html/sdk/sdk_toc.cs b/docs/html/sdk/sdk_toc.cs
new file mode 100644
index 0000000..76c1c84
--- /dev/null
+++ b/docs/html/sdk/sdk_toc.cs
@@ -0,0 +1,42 @@
+
+<ul>
+ <li><?cs
+ if:android.whichdoc != "online" ?>
+ <h2>Android 1.1 SDK, r1</h2><?cs
+ else ?>
+ <h2>Current SDK Release</h2><?cs
+ /if ?>
+ <ul><?cs
+ if:android.whichdoc == "online" ?>
+ <li><a href="<?cs var:toroot ?>sdk/1.1_r1/index.html">Download</a></li><?cs
+ /if ?>
+ <li><a href="<?cs var:toroot ?>sdk/1.1_r1/installing.html">Installing</a></li>
+ <li><a href="<?cs var:toroot ?>sdk/1.1_r1/upgrading.html">Upgrading</a></li>
+ <li><a href="<?cs var:toroot ?>sdk/1.1_r1/requirements.html">System Requirements</a></li>
+ </ul>
+ <ul>
+ <li><a href="<?cs var:toroot ?>sdk/terms.html">SDK Terms and Conditions</a></li>
+ <li><a href="<?cs var:toroot ?>sdk/RELEASENOTES.html">SDK Release Notes</a></li>
+ </ul><?cs
+ if:android.whichdoc == "online" ?>
+ <li>
+ <h2>Android System Images</h2>
+ <ul>
+ <li><a href="<?cs var:toroot ?>sdk/android-1.1.html">Android 1.1 Version Notes</a></li>
+ </ul>
+ </li>
+ <li>
+ <h2>Previous SDK Releases</h2>
+ <ul>
+ <li><a href="<?cs var:toroot ?>sdk/1.0_r2/index.html">Android 1.0 SDK, release 2</a></li>
+ <li><a href="<?cs var:toroot ?>sdk/1.0_r1/index.html">Android 1.0 SDK, release 1</a></li>
+ </ul>
+ </li><?cs
+ /if ?>
+</ul>
+
+<script type="text/javascript">
+<!--
+ buildToggleLists();
+//-->
+</script>
\ No newline at end of file
diff --git a/docs/html/sdk/terms.jd b/docs/html/sdk/terms.jd
new file mode 100644
index 0000000..46388504
--- /dev/null
+++ b/docs/html/sdk/terms.jd
@@ -0,0 +1,219 @@
+page.title=Terms and Conditions
+hide_license_footer=true
+@jd:body
+
+<p>This is the Android Software Development Kit License Agreement.</p>
+
+<h2>
+ 1. Introduction
+</h2>
+<p>
+ 1.1 The Android Software Development Kit (referred to in this License Agreement as the "SDK" and specifically including the Android system files and packaged APIs) is licensed to you subject to the terms of this License Agreement. This License Agreement forms a legally binding contract between you and Google in relation to your use of the SDK.
+</p>
+<p>
+ 1.2 "Google" means Google Inc., a Delaware corporation with principal place of business at 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States.
+</p>
+<h2>
+ 2. Accepting this License Agreement
+</h2>
+<p>
+ 2.1 In order to use the SDK, you must first agree to this License Agreement. You may not use the SDK if you do not accept this License Agreement.
+</p>
+<p>
+ 2.2 You can accept this License Agreement by:
+</p>
+<p>
+ (A) clicking to accept or agree to this License Agreement, where this option is made available to you; or
+</p>
+<p>
+ (B) by actually using the SDK. In this case, you agree that use of the SDK constitutes acceptance of the Licensing Agreement from that point onwards.
+</p>
+<p>
+ 2.3 You may not use the SDK and may not accept the Licensing Agreement if you are a person barred from receiving the SDK under the laws of the United States or other countries including the country in which you are resident or from which you use the SDK.
+</p>
+<p>
+ 2.4 If you are agreeing to be bound by this License Agreement on behalf of your employer or other entity, you represent and warrant that you have full legal authority to bind your employer or such entity to this License Agreement. If you do not have the requisite authority, you may not accept the Licensing Agreement or use the SDK on behalf of your employer or other entity.
+</p>
+<h2>
+ 3. SDK License from Google
+</h2>
+<p>
+ 3.1 Subject to the terms of this License Agreement, Google grants you a limited, worldwide, royalty-free, non- assignable and non-exclusive license to use the SDK solely to develop applications to run on the Android platform.
+</p>
+<p>
+ 3.2 You agree that Google or third parties own all legal right, title and interest in and to the SDK, including any Intellectual Property Rights that subsist in the SDK. "Intellectual Property Rights" means any and all rights under patent law, copyright law, trade secret law, trademark law, and any and all other proprietary rights. The Android Open Source Project
+</p>
+<p>
+ 3.3 Except to the extent required by applicable third party licenses, you may not copy (except for backup purposes), modify, adapt, redistribute, decompile, reverse engineer, disassemble, or create derivative works of the SDK or any part of the SDK. Except to the extent required by applicable third party licenses, you may not load any part of the SDK onto a mobile handset or any other hardware device except a personal computer, combine any part of the SDK with other software, or distribute any software or device incorporating a part of the SDK.
+</p>
+<p>
+ 3.4 Use, reproduction and distribution of components of the SDK licensed under an open source software license are governed solely by the terms of that open source software license and not this License Agreement.
+</p>
+<p>
+ 3.5 You agree that the form and nature of the SDK that Google provides may change without prior notice to you and that future versions of the SDK may be incompatible with applications developed on previous versions of the SDK. You agree that Google may stop (permanently or temporarily) providing the SDK (or any features within the SDK) to you or to users generally at Google's sole discretion, without prior notice to you.
+</p>
+<p>
+ 3.6 Nothing in this License Agreement gives you a right to use any of Google's trade names, trademarks, service marks, logos, domain names, or other distinctive brand features.
+</p>
+<p>
+ 3.7 You agree that you will not remove, obscure, or alter any proprietary rights notices (including copyright and trademark notices) that may be affixed to or contained within the SDK.
+</p>
+<h2>
+ 4. Use of the SDK by You
+</h2>
+<p>
+ 4.1 Google agrees that it obtains no right, title or interest from you (or your licensors) under this License Agreement in or to any software applications that you develop using the SDK, including any intellectual property rights which subsist in those applications.
+</p>
+<p>
+ 4.2 You agree to use the SDK and write applications only for purposes that are permitted by (a) this License Agreement and (b) any applicable law, regulation or generally accepted practices or guidelines in the relevant jurisdictions (including any laws regarding the export of data or software to and from the United States or other relevant countries).
+</p>
+<p>
+ 4.3 You agree that if you use the SDK to develop applications for general public users, you will protect the privacy and legal rights of those users. If the users provide you with user names, passwords, or other login information or personal information, your must make the users aware that the information will be available to your application, and you must provide legally adequate privacy notice and protection for those users. If your application stores personal or sensitive information provided by users, it must do so securely. If the user provides your application with Google Account information, your application may only use that information to access the user's Google Account when, and for the limited purposes for which, the user has given you permission to do so.
+</p>
+<p>
+ 4.4 You agree that you will not engage in any activity with the SDK, including the development or distribution of an application, that interferes with, disrupts, damages, or accesses in an unauthorized manner the servers, networks, or other properties or services of any third party including, but not limited to, Google or any mobile communications carrier.
+</p>
+<p>
+ 4.5 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any data, content, or resources that you create, transmit or display through the Android platform and/or applications for the Android platform, and for the consequences of your actions (including any loss or damage which Google may suffer) by doing so.
+</p>
+<p>
+ 4.6 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any breach of your obligations under this License Agreement, any applicable third party contract or Terms of Service, or any applicable law or regulation, and for the consequences (including any loss or damage which Google or any third party may suffer) of any such breach.
+</p>
+<h2>
+ 5. Your Developer Credentials
+</h2>
+<p>
+ 5.1 You agree that you are responsible for maintaining the confidentiality of any developer credentials that may be issued to you by Google or which you may choose yourself and that you will be solely responsible for all applications that are developed under your developer credentials.
+</p>
+<h2>
+ 6. Privacy and Information
+</h2>
+<p>
+ 6.1 In order to continually innovate and improve the SDK, Google may collect certain usage statistics from the software including but not limited to a unique identifier, associated IP address, version number of the software, and information on which tools and/or services in the SDK are being used and how they are being used. Before any of this information is collected, the SDK will notify you and seek your consent. If you withhold consent, the information will not be collected.
+</p>
+<p>
+ 6.2 The data collected is examined in the aggregate to improve the SDK and is maintained in accordance with Google's Privacy Policy.
+</p>
+<h2>
+ 7. Third Party Applications for the Android Platform
+</h2>
+<p>
+ 7.1 If you use the SDK to run applications developed by a third party or that access data, content or resources provided by a third party, you agree that Google is not responsible for those applications, data, content, or resources. You understand that all data, content or resources which you may access through such third party applications are the sole responsibility of the person from which they originated and that Google is not liable for any loss or damage that you may experience as a result of the use or access of any of those third party applications, data, content, or resources.
+</p>
+<p>
+ 7.2 You should be aware the data, content, and resources presented to you through such a third party application may be protected by intellectual property rights which are owned by the providers (or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell, distribute or create derivative works based on these data, content, or resources (either in whole or in part) unless you have been specifically given permission to do so by the relevant owners.
+</p>
+<p>
+ 7.3 You acknowledge that your use of such third party applications, data, content, or resources may be subject to separate terms between you and the relevant third party. In that case, this License Agreement does not affect your legal relationship with these third parties.
+</p>
+<h2>
+ 8. Using Android APIs
+</h2>
+<p>
+ 8.1 Android Maps API
+</p>
+<p>
+ 8.1.1 If you use the Android Maps API (described in the SDK by the Package names "com.google.android.maps" and "com.android.location.Geocoder"), the terms of your binding legal agreement with Google include this License Agreement, the <a href="http://www.google.com/apis/maps/terms.html">Google Maps API Terms of Service</a> and the <a href="http://www.google.com/intl/en_ALL/help/terms_local.html">Google Maps Terms of Service</a>. You must read and agree to those Terms of Service before you use the Android Maps API.
+</p>
+<p>
+ 8.1.2 If you use the Android Maps API to retrieve map or satellite image data from Google, you must include the following copyright notice in your application or service in a manner that is reasonably available to users:
+</p>
+<p>
+ "Copyright Notice: Data: (c)2007 TeleAtlas, AND, Europa Technologies, Kingway, Map Data Sciences Pty Ltd, PSMA, ZENRIN, Geocentre, MapLink/TeleAtlas; Imagery: (c)2007 DigitalGlobe, EarthSat, Sanborn, NYGIS, Scankort, TerraMetrics, MassGIS Commonwealth of Massachusetts, Digital Earth Technology."
+</p>
+<p>
+ 8.2 Google Data APIs
+</p>
+<p>
+ 8.2.1 If you use any API to retrieve data from Google, you acknowledge that the data may be protected by intellectual property rights which are owned by those who provide that data (or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell, distribute or create derivative works based on this data (either in whole or in part) unless you have been specifically given permission to do so by the owners of that data.
+</p>
+<p>
+ 8.2.2 If you use any API to retrieve a user's data from Google, you acknowledge and agree that you shall retrieve data only with the user's explicit consent and only when, and for the limited purposes for which, the user has given you permission to do so.
+</p>
+<h2>
+ 9. Terminating this License Agreement
+</h2>
+<p>
+ 9.1 This License Agreement will continue to apply until terminated by either you or Google as set out below.
+</p>
+<p>
+ 9.2 If you want to terminate this License Agreement, you may do so by ceasing your use of the SDK and any relevant developer credentials.
+</p>
+<p>
+ 9.3 Google may at any time, terminate this License Agreement with you if:
+</p>
+<p>
+ (A) you have breached any provision of this License Agreement; or
+</p>
+<p>
+ (B) Google is required to do so by law; or
+</p>
+<p>
+ (C) the partner with whom Google offered certain parts of SDK (such as APIs) to you has terminated its relationship with Google or ceased to offer certain parts of the SDK to you; or
+</p>
+<p>
+ (D) Google decides to no longer providing the SDK or certain parts of the SDK to users in the country in which you are resident or from which you use the service, or the provision of the SDK or certain SDK services to you by Google is, in Google's sole discretion, no longer commercially viable.
+</p>
+<p>
+ 9.4 When this License Agreement comes to an end, all of the legal rights, obligations and liabilities that you and Google have benefited from, been subject to (or which have accrued over time whilst this License Agreement has been in force) or which are expressed to continue indefinitely, shall be unaffected by this cessation, and the provisions of paragraph 14.7 shall continue to apply to such rights, obligations and liabilities indefinitely.
+</p>
+<h2>
+ 10. DISCLAIMER OF WARRANTIES
+</h2>
+<p>
+ 10.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT YOUR USE OF THE SDK IS AT YOUR SOLE RISK AND THAT THE SDK IS PROVIDED "AS IS" AND "AS AVAILABLE" WITHOUT WARRANTY OF ANY KIND FROM GOOGLE.
+</p>
+<p>
+ 10.2 YOUR USE OF THE SDK AND ANY MATERIAL DOWNLOADED OR OTHERWISE OBTAINED THROUGH THE USE OF THE SDK IS AT YOUR OWN DISCRETION AND RISK AND YOU ARE SOLELY RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER SYSTEM OR OTHER DEVICE OR LOSS OF DATA THAT RESULTS FROM SUCH USE.
+</p>
+<p>
+ 10.3 GOOGLE FURTHER EXPRESSLY DISCLAIMS ALL WARRANTIES AND CONDITIONS OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES AND CONDITIONS OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
+</p>
+<h2>
+ 11. LIMITATION OF LIABILITY
+</h2>
+<p>
+ 11.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT GOOGLE, ITS SUBSIDIARIES AND AFFILIATES, AND ITS LICENSORS SHALL NOT BE LIABLE TO YOU UNDER ANY THEORY OF LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL CONSEQUENTIAL OR EXEMPLARY DAMAGES THAT MAY BE INCURRED BY YOU, INCLUDING ANY LOSS OF DATA, WHETHER OR NOT GOOGLE OR ITS REPRESENTATIVES HAVE BEEN ADVISED OF OR SHOULD HAVE BEEN AWARE OF THE POSSIBILITY OF ANY SUCH LOSSES ARISING.
+</p>
+<h2>
+ 12. Indemnification
+</h2>
+<p>
+ 12.1 To the maximum extent permitted by law, you agree to defend, indemnify and hold harmless Google, its affiliates and their respective directors, officers, employees and agents from and against any and all claims, actions, suits or proceedings, as well as any and all losses, liabilities, damages, costs and expenses (including reasonable attorneys fees) arising out of or accruing from (a) your use of the SDK, (b) any application you develop on the SDK that infringes any copyright, trademark, trade secret, trade dress, patent or other intellectual property right of any person or defames any person or violates their rights of publicity or privacy, and (c) any non-compliance by you with this License Agreement.
+</p>
+<h2>
+ 13. Changes to the License Agreement
+</h2>
+<p>
+ 13.1 Google may make changes to the License Agreement as it distributes new versions of the SDK. When these changes are made, Google will make a new version of the License Agreement available on the website where the SDK is made available and with the SDK downloadable.
+</p>
+<p>
+ 13.2 You agree that your use of a specific version of the SDK is governed by the License Agreement included with that version of the SDK.
+</p>
+<h2>
+ 14. General Legal Terms
+</h2>
+<p>
+ 14.1 This License Agreement constitute the whole legal agreement between you and Google and govern your use of the SDK (excluding any services which Google may provide to you under a separate written agreement), and completely replace any prior agreements between you and Google in relation to the SDK.
+</p>
+<p>
+ 14.2 You agree that if Google does not exercise or enforce any legal right or remedy which is contained in this License Agreement (or which Google has the benefit of under any applicable law), this will not be taken to be a formal waiver of Google's rights and that those rights or remedies will still be available to Google.
+</p>
+<p>
+ 14.3 If any court of law, having the jurisdiction to decide on this matter, rules that any provision of this License Agreement is invalid, then that provision will be removed from this License Agreement without affecting the rest of this License Agreement. The remaining provisions of this License Agreement will continue to be valid and enforceable.
+</p>
+<p>
+ 14.4 You acknowledge and agree that each member of the group of companies of which Google is the parent shall be third party beneficiaries to this License Agreement and that such other companies shall be entitled to directly enforce, and rely upon, any provision of this License Agreement that confers a benefit on (or rights in favor of) them. Other than this, no other person or company shall be third party beneficiaries to this License Agreement.
+</p>
+<p>
+ 14.5 EXPORT RESTRICTIONS. THE SDK IS SUBJECT TO UNITED STATES EXPORT LAWS AND REGULATIONS. YOU MUST COMPLY WITH ALL DOMESTIC AND INTERNATIONAL EXPORT LAWS AND REGULATIONS THAT APPLY TO THE SDK. THESE LAWS INCLUDE RESTRICTIONS ON DESTINATIONS, END USERS AND END USE.
+</p>
+<p>
+ 14.6 The rights granted in this License Agreement may not be assigned or transferred by either you or Google without the prior written approval of the other party. Neither you nor Google shall be permitted to delegate their responsibilities or obligations under this License Agreement without the prior written approval of the other party.
+</p>
+<p>
+ 14.7 This License Agreement, and your relationship with Google under this License Agreement, shall be governed by the laws of the State of California without regard to its conflict of laws provisions. You and Google agree to submit to the exclusive jurisdiction of the courts located within the county of Santa Clara, California to resolve any legal matter arising from this License Agreement. Notwithstanding this, you agree that Google shall still be allowed to apply for injunctive remedies (or an equivalent type of urgent legal relief) in any jurisdiction.
+</p>
+<p>
+ <em>August 18, 2008</em>
+</p>
diff --git a/docs/html/sdk/terms_body.html b/docs/html/sdk/terms_body.html
new file mode 100644
index 0000000..e8fdc3c
--- /dev/null
+++ b/docs/html/sdk/terms_body.html
@@ -0,0 +1,216 @@
+
+<p>This is the Android Software Development Kit License Agreement.</p>
+
+<h2>
+ 1. Introduction
+</h2>
+<p>
+ 1.1 The Android Software Development Kit (referred to in this License Agreement as the "SDK" and specifically including the Android system files and packaged APIs) is licensed to you subject to the terms of this License Agreement. This License Agreement forms a legally binding contract between you and Google in relation to your use of the SDK.
+</p>
+<p>
+ 1.2 "Google" means Google Inc., a Delaware corporation with principal place of business at 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States.
+</p>
+<h2>
+ 2. Accepting this License Agreement
+</h2>
+<p>
+ 2.1 In order to use the SDK, you must first agree to this License Agreement. You may not use the SDK if you do not accept this License Agreement.
+</p>
+<p>
+ 2.2 You can accept this License Agreement by:
+</p>
+<p>
+ (A) clicking to accept or agree to this License Agreement, where this option is made available to you; or
+</p>
+<p>
+ (B) by actually using the SDK. In this case, you agree that use of the SDK constitutes acceptance of the Licensing Agreement from that point onwards.
+</p>
+<p>
+ 2.3 You may not use the SDK and may not accept the Licensing Agreement if you are a person barred from receiving the SDK under the laws of the United States or other countries including the country in which you are resident or from which you use the SDK.
+</p>
+<p>
+ 2.4 If you are agreeing to be bound by this License Agreement on behalf of your employer or other entity, you represent and warrant that you have full legal authority to bind your employer or such entity to this License Agreement. If you do not have the requisite authority, you may not accept the Licensing Agreement or use the SDK on behalf of your employer or other entity.
+</p>
+<h2>
+ 3. SDK License from Google
+</h2>
+<p>
+ 3.1 Subject to the terms of this License Agreement, Google grants you a limited, worldwide, royalty-free, non- assignable and non-exclusive license to use the SDK solely to develop applications to run on the Android platform.
+</p>
+<p>
+ 3.2 You agree that Google or third parties own all legal right, title and interest in and to the SDK, including any Intellectual Property Rights that subsist in the SDK. "Intellectual Property Rights" means any and all rights under patent law, copyright law, trade secret law, trademark law, and any and all other proprietary rights. The Android Open Source Project
+</p>
+<p>
+ 3.3 Except to the extent required by applicable third party licenses, you may not copy (except for backup purposes), modify, adapt, redistribute, decompile, reverse engineer, disassemble, or create derivative works of the SDK or any part of the SDK. Except to the extent required by applicable third party licenses, you may not load any part of the SDK onto a mobile handset or any other hardware device except a personal computer, combine any part of the SDK with other software, or distribute any software or device incorporating a part of the SDK.
+</p>
+<p>
+ 3.4 Use, reproduction and distribution of components of the SDK licensed under an open source software license are governed solely by the terms of that open source software license and not this License Agreement.
+</p>
+<p>
+ 3.5 You agree that the form and nature of the SDK that Google provides may change without prior notice to you and that future versions of the SDK may be incompatible with applications developed on previous versions of the SDK. You agree that Google may stop (permanently or temporarily) providing the SDK (or any features within the SDK) to you or to users generally at Google's sole discretion, without prior notice to you.
+</p>
+<p>
+ 3.6 Nothing in this License Agreement gives you a right to use any of Google's trade names, trademarks, service marks, logos, domain names, or other distinctive brand features.
+</p>
+<p>
+ 3.7 You agree that you will not remove, obscure, or alter any proprietary rights notices (including copyright and trademark notices) that may be affixed to or contained within the SDK.
+</p>
+<h2>
+ 4. Use of the SDK by You
+</h2>
+<p>
+ 4.1 Google agrees that it obtains no right, title or interest from you (or your licensors) under this License Agreement in or to any software applications that you develop using the SDK, including any intellectual property rights which subsist in those applications.
+</p>
+<p>
+ 4.2 You agree to use the SDK and write applications only for purposes that are permitted by (a) this License Agreement and (b) any applicable law, regulation or generally accepted practices or guidelines in the relevant jurisdictions (including any laws regarding the export of data or software to and from the United States or other relevant countries).
+</p>
+<p>
+ 4.3 You agree that if you use the SDK to develop applications for general public users, you will protect the privacy and legal rights of those users. If the users provide you with user names, passwords, or other login information or personal information, your must make the users aware that the information will be available to your application, and you must provide legally adequate privacy notice and protection for those users. If your application stores personal or sensitive information provided by users, it must do so securely. If the user provides your application with Google Account information, your application may only use that information to access the user's Google Account when, and for the limited purposes for which, the user has given you permission to do so.
+</p>
+<p>
+ 4.4 You agree that you will not engage in any activity with the SDK, including the development or distribution of an application, that interferes with, disrupts, damages, or accesses in an unauthorized manner the servers, networks, or other properties or services of any third party including, but not limited to, Google or any mobile communications carrier.
+</p>
+<p>
+ 4.5 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any data, content, or resources that you create, transmit or display through the Android platform and/or applications for the Android platform, and for the consequences of your actions (including any loss or damage which Google may suffer) by doing so.
+</p>
+<p>
+ 4.6 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any breach of your obligations under this License Agreement, any applicable third party contract or Terms of Service, or any applicable law or regulation, and for the consequences (including any loss or damage which Google or any third party may suffer) of any such breach.
+</p>
+<h2>
+ 5. Your Developer Credentials
+</h2>
+<p>
+ 5.1 You agree that you are responsible for maintaining the confidentiality of any developer credentials that may be issued to you by Google or which you may choose yourself and that you will be solely responsible for all applications that are developed under your developer credentials.
+</p>
+<h2>
+ 6. Privacy and Information
+</h2>
+<p>
+ 6.1 In order to continually innovate and improve the SDK, Google may collect certain usage statistics from the software including but not limited to a unique identifier, associated IP address, version number of the software, and information on which tools and/or services in the SDK are being used and how they are being used. Before any of this information is collected, the SDK will notify you and seek your consent. If you withhold consent, the information will not be collected.
+</p>
+<p>
+ 6.2 The data collected is examined in the aggregate to improve the SDK and is maintained in accordance with Google's Privacy Policy.
+</p>
+<h2>
+ 7. Third Party Applications for the Android Platform
+</h2>
+<p>
+ 7.1 If you use the SDK to run applications developed by a third party or that access data, content or resources provided by a third party, you agree that Google is not responsible for those applications, data, content, or resources. You understand that all data, content or resources which you may access through such third party applications are the sole responsibility of the person from which they originated and that Google is not liable for any loss or damage that you may experience as a result of the use or access of any of those third party applications, data, content, or resources.
+</p>
+<p>
+ 7.2 You should be aware the data, content, and resources presented to you through such a third party application may be protected by intellectual property rights which are owned by the providers (or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell, distribute or create derivative works based on these data, content, or resources (either in whole or in part) unless you have been specifically given permission to do so by the relevant owners.
+</p>
+<p>
+ 7.3 You acknowledge that your use of such third party applications, data, content, or resources may be subject to separate terms between you and the relevant third party. In that case, this License Agreement does not affect your legal relationship with these third parties.
+</p>
+<h2>
+ 8. Using Android APIs
+</h2>
+<p>
+ 8.1 Android Maps API
+</p>
+<p>
+ 8.1.1 If you use the Android Maps API (described in the SDK by the Package names "com.google.android.maps" and "com.android.location.Geocoder"), the terms of your binding legal agreement with Google include this License Agreement, the <a href="http://www.google.com/apis/maps/terms.html">Google Maps API Terms of Service</a> and the <a href="http://www.google.com/intl/en_ALL/help/terms_local.html">Google Maps Terms of Service</a>. You must read and agree to those Terms of Service before you use the Android Maps API.
+</p>
+<p>
+ 8.1.2 If you use the Android Maps API to retrieve map or satellite image data from Google, you must include the following copyright notice in your application or service in a manner that is reasonably available to users:
+</p>
+<p>
+ "Copyright Notice: Data: (c)2007 TeleAtlas, AND, Europa Technologies, Kingway, Map Data Sciences Pty Ltd, PSMA, ZENRIN, Geocentre, MapLink/TeleAtlas; Imagery: (c)2007 DigitalGlobe, EarthSat, Sanborn, NYGIS, Scankort, TerraMetrics, MassGIS Commonwealth of Massachusetts, Digital Earth Technology."
+</p>
+<p>
+ 8.2 Google Data APIs
+</p>
+<p>
+ 8.2.1 If you use any API to retrieve data from Google, you acknowledge that the data may be protected by intellectual property rights which are owned by those who provide that data (or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell, distribute or create derivative works based on this data (either in whole or in part) unless you have been specifically given permission to do so by the owners of that data.
+</p>
+<p>
+ 8.2.2 If you use any API to retrieve a user's data from Google, you acknowledge and agree that you shall retrieve data only with the user's explicit consent and only when, and for the limited purposes for which, the user has given you permission to do so.
+</p>
+<h2>
+ 9. Terminating this License Agreement
+</h2>
+<p>
+ 9.1 This License Agreement will continue to apply until terminated by either you or Google as set out below.
+</p>
+<p>
+ 9.2 If you want to terminate this License Agreement, you may do so by ceasing your use of the SDK and any relevant developer credentials.
+</p>
+<p>
+ 9.3 Google may at any time, terminate this License Agreement with you if:
+</p>
+<p>
+ (A) you have breached any provision of this License Agreement; or
+</p>
+<p>
+ (B) Google is required to do so by law; or
+</p>
+<p>
+ (C) the partner with whom Google offered certain parts of SDK (such as APIs) to you has terminated its relationship with Google or ceased to offer certain parts of the SDK to you; or
+</p>
+<p>
+ (D) Google decides to no longer providing the SDK or certain parts of the SDK to users in the country in which you are resident or from which you use the service, or the provision of the SDK or certain SDK services to you by Google is, in Google's sole discretion, no longer commercially viable.
+</p>
+<p>
+ 9.4 When this License Agreement comes to an end, all of the legal rights, obligations and liabilities that you and Google have benefited from, been subject to (or which have accrued over time whilst this License Agreement has been in force) or which are expressed to continue indefinitely, shall be unaffected by this cessation, and the provisions of paragraph 14.7 shall continue to apply to such rights, obligations and liabilities indefinitely.
+</p>
+<h2>
+ 10. DISCLAIMER OF WARRANTIES
+</h2>
+<p>
+ 10.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT YOUR USE OF THE SDK IS AT YOUR SOLE RISK AND THAT THE SDK IS PROVIDED "AS IS" AND "AS AVAILABLE" WITHOUT WARRANTY OF ANY KIND FROM GOOGLE.
+</p>
+<p>
+ 10.2 YOUR USE OF THE SDK AND ANY MATERIAL DOWNLOADED OR OTHERWISE OBTAINED THROUGH THE USE OF THE SDK IS AT YOUR OWN DISCRETION AND RISK AND YOU ARE SOLELY RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER SYSTEM OR OTHER DEVICE OR LOSS OF DATA THAT RESULTS FROM SUCH USE.
+</p>
+<p>
+ 10.3 GOOGLE FURTHER EXPRESSLY DISCLAIMS ALL WARRANTIES AND CONDITIONS OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES AND CONDITIONS OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
+</p>
+<h2>
+ 11. LIMITATION OF LIABILITY
+</h2>
+<p>
+ 11.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT GOOGLE, ITS SUBSIDIARIES AND AFFILIATES, AND ITS LICENSORS SHALL NOT BE LIABLE TO YOU UNDER ANY THEORY OF LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL CONSEQUENTIAL OR EXEMPLARY DAMAGES THAT MAY BE INCURRED BY YOU, INCLUDING ANY LOSS OF DATA, WHETHER OR NOT GOOGLE OR ITS REPRESENTATIVES HAVE BEEN ADVISED OF OR SHOULD HAVE BEEN AWARE OF THE POSSIBILITY OF ANY SUCH LOSSES ARISING.
+</p>
+<h2>
+ 12. Indemnification
+</h2>
+<p>
+ 12.1 To the maximum extent permitted by law, you agree to defend, indemnify and hold harmless Google, its affiliates and their respective directors, officers, employees and agents from and against any and all claims, actions, suits or proceedings, as well as any and all losses, liabilities, damages, costs and expenses (including reasonable attorneys fees) arising out of or accruing from (a) your use of the SDK, (b) any application you develop on the SDK that infringes any copyright, trademark, trade secret, trade dress, patent or other intellectual property right of any person or defames any person or violates their rights of publicity or privacy, and (c) any non-compliance by you with this License Agreement.
+</p>
+<h2>
+ 13. Changes to the License Agreement
+</h2>
+<p>
+ 13.1 Google may make changes to the License Agreement as it distributes new versions of the SDK. When these changes are made, Google will make a new version of the License Agreement available on the website where the SDK is made available and with the SDK downloadable.
+</p>
+<p>
+ 13.2 You agree that your use of a specific version of the SDK is governed by the License Agreement included with that version of the SDK.
+</p>
+<h2>
+ 14. General Legal Terms
+</h2>
+<p>
+ 14.1 This License Agreement constitute the whole legal agreement between you and Google and govern your use of the SDK (excluding any services which Google may provide to you under a separate written agreement), and completely replace any prior agreements between you and Google in relation to the SDK.
+</p>
+<p>
+ 14.2 You agree that if Google does not exercise or enforce any legal right or remedy which is contained in this License Agreement (or which Google has the benefit of under any applicable law), this will not be taken to be a formal waiver of Google's rights and that those rights or remedies will still be available to Google.
+</p>
+<p>
+ 14.3 If any court of law, having the jurisdiction to decide on this matter, rules that any provision of this License Agreement is invalid, then that provision will be removed from this License Agreement without affecting the rest of this License Agreement. The remaining provisions of this License Agreement will continue to be valid and enforceable.
+</p>
+<p>
+ 14.4 You acknowledge and agree that each member of the group of companies of which Google is the parent shall be third party beneficiaries to this License Agreement and that such other companies shall be entitled to directly enforce, and rely upon, any provision of this License Agreement that confers a benefit on (or rights in favor of) them. Other than this, no other person or company shall be third party beneficiaries to this License Agreement.
+</p>
+<p>
+ 14.5 EXPORT RESTRICTIONS. THE SDK IS SUBJECT TO UNITED STATES EXPORT LAWS AND REGULATIONS. YOU MUST COMPLY WITH ALL DOMESTIC AND INTERNATIONAL EXPORT LAWS AND REGULATIONS THAT APPLY TO THE SDK. THESE LAWS INCLUDE RESTRICTIONS ON DESTINATIONS, END USERS AND END USE.
+</p>
+<p>
+ 14.6 The rights granted in this License Agreement may not be assigned or transferred by either you or Google without the prior written approval of the other party. Neither you nor Google shall be permitted to delegate their responsibilities or obligations under this License Agreement without the prior written approval of the other party.
+</p>
+<p>
+ 14.7 This License Agreement, and your relationship with Google under this License Agreement, shall be governed by the laws of the State of California without regard to its conflict of laws provisions. You and Google agree to submit to the exclusive jurisdiction of the courts located within the county of Santa Clara, California to resolve any legal matter arising from this License Agreement. Notwithstanding this, you agree that Google shall still be allowed to apply for injunctive remedies (or an equivalent type of urgent legal relief) in any jurisdiction.
+</p>
+<p>
+ <em>August 18, 2008</em>
+</p>