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You use it to discover all the other things you can do with this build file. You notice at the top of the output the phrase 'All tasks runnable from root project'.

The 'root' project is 'rt'. That is, we are in the root project. Below the root project are a series of sub projects, some of which are referred to as modules or 'components'. But more about those later. Gradle then tells us what the default tasks are. In this case, our default task is the 'sdk' task. This is the task that will be executed if you just call 'gradle' alone without providing any additional arguments. After this comes a listing of different tasks, broken out by group. The first group is the 'Basic' group which contains the tasks you may find yourself using most often.

These are all named and have a description provided. For example, if I wanted to execute the 'clean' task, then I would do so like this:. Finally, the tasks task gives us a useful hint that we can pass the --all argument in order to see all of the tasks in more detail. This produces a lot more output, but really gives an in depth look at what tasks are available for you to call. I mentioned above that our root project is called 'rt', and that we have sub-projects in the gradle build.

To see all of the projects available to you, execute the projects task which you will notice was in the 'Help tasks' group produced by the tasks task. This lists not just what projects are available, but what their name is, and what the project hierarchy is. Projects in gradle are named according to their depth. So the root project is simply named 'rt' or whatever your top directory is named. The immediate subprojects are all prefixed with a ':'. Sub-subprojects have their parents in their name, for example, ':graphics:effects-jsl'.

When you execute a command such as gradle assemble what actually happens is that Gradle locates the assemble task on all projects and executes them. TODO Is this entirely accurate? There are a couple other tricks-of-the-trade that you should be aware of.

You can execute any gradle command with --info or --debug in order to get more output. Running in --info mode provides some additional debugging output that is very useful when things go wrong. One more trick is the --profile argument. You can perform any gradle task and use the --profile argument.

The report breaks down how much time was spent in configuration, dependency resolution, and task execution. It further breaks it down by project.

This gives useful metrics for tracking down which parts of the build take the longest and hopefully tighten up the build times. There are three main things you may want to do on a regular basis when working on JavaFX: building, testing, and creating documentation.

Lets look at each of these in turn. The simplest basic task to build is the sdk task. The sdk task will compile all Java sources and all native sources for your target platform.

It is the default task which is executed if you do not supply a specific task to run. It will create the appropriate sdk directory and populate it with the native dynamic libraries and the jfxrt. Because the SDK is not distributed with documentation, the javadocs are not created as part of the sdk task by default. Once the sdk task has completed, you will have and SDK distribution which you could run against or give to somebody else to run. Gradle automatically handles the downloading of all dependencies such as Antlr and SWT located under rtbuildlibs.

The build is configured to support cross builds , that is, the ability to build an SDK for a platform other than the one you are building from.

There are multiple gradle files located in buildSrc which represent specific compile targets. These include:. Each of these have specific prerequisites that must be met before they can be built.

ARM soft float and hard float can be cross built from Linux. This is a comma separated list. Assuming you have already setup the prerequisites for building ARM for example, when targeting the Raspberry PI , you would invoke gradle like this:. The build can be customized fairly extensively through the use of Gradle properties. Gradle provides many ways to supply properties to the build system. However the most common approach will be to use a gradle.

Simply make a copy of gradle. The gradle. Almost all other properties are derived automatically from this one. Typically, then, the version of Java you will be using to compile with will be the version of Java you have setup on your path.

The next basic task which you may want to perform is test. The test task will execute the unit tests. You generally will execute the top level test because unlike with Ant, Gradle will only re-execute those tests which have changed or were dependent on code that was changed on subsequent runs.

You can of course execute gradle cleanTest in order to clean all the test results so they will run fresh. Or, if you want to execute only those tests related to a single project, you can do so in the normal fashion:.

Gradle gives helpful output during execution of the number of tests completed and the number skipped without dumping out lots of output to the console unless you opt for --info. For the sake of performance, most of the tests are configured to run in the same VM.

However some tests by design cannot be run in the same VM, and others cannot yet run in the same VM due to bugs or issues in the test. In order to improve the quality of the project we need to run as many tests as possible in the same VM. The more tests we can run on pre-integration the less likely we are to see failures leak into master.

Being able to run 20, tests in a minute is extremely useful, but not possible, unless they run in the same VM. Something to keep in mind. Using the results of a modular OpenJFX build is quite simple. A 'run' args file can be used to point to the overriding modules that are in your build. The run. A script is provided that will recreate the xpatch. The following can be used to set up an alias that can be used to launch a JFX application, but using the FX binaries from your development tree.

This alias will override the modules built into JDK9. See the system requirements. Create complex layouts with ConstraintLayout by adding constraints from each view to other views and guidelines. Then preview your layout on any screen size by selecting one of various device configurations or by simply resizing the preview window. Find opportunities to reduce your Android app size by inspecting the contents of your app APK file, even if it wasn't built with Android Studio.

Inspect the manifest file, resources, and DEX files. Compare two APKs to see how your app size changed between app versions. Install and run your apps faster than with a physical device and simulate different configurations and features, including ARCore, Google's platform for building augmented reality experiences. Powered by Gradle, Android Studio's build system allows you to customize your build to generate multiple build variants for different devices from a single project.

The built-in profiling tools provide realtime statistics for your app's CPU, memory, and network activity. Identify performance bottlenecks by recording method traces, inspecting the heap and allocations, and see incoming and outgoing network payloads.

See the Android Studio release notes. More downloads are available in the download archives. For information on recommended devices and specifications, as well as Android Emulator support, visit chromeos. If you're new to Android development, check out the following resources to get started. Build your first app Start writing code in Android Studio by following the tutorial to Build your first app.

Learn Android with interactive video training in the Android Fundamentals Udacity course. For help installing Android Studio, see the Install guide. Android Studio. Download What's new User guide Preview. Android Developers. Android Studio Android Studio provides the fastest tools for building apps on every type of Android device. Download Not Available Your current device is not supported. Download options Release notes. More about the layout editor. Using Hardware Devices. Managing Projects.

Building and Running. Tools Help. Build System. Peformance Tools. Hierarchy Viewer. Memory Profilers. Battery Profilers. Testing Tools. Testing Support Library. Support Library. Data Binding Library. Eclipse with ADT. Migrating to Android Studio. Introduction 1. Accepting this License Agreement 2. If you do not have the requisite authority, you may not accept the License Agreement or use the SDK on behalf of your employer or other entity.

SDK License from Google 3. Google reserves all rights not expressly granted to you. Except to the extent required by applicable third party licenses, you may not: a copy except for backup purposes , modify, adapt, redistribute, decompile, reverse engineer, disassemble, or create derivative works of the SDK or any part of the SDK; or b load any part of the SDK onto a mobile handset or any other hardware device except a personal computer, combine any part of the SDK with other software, or distribute any software or device incorporating a part of the SDK.

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. Use of the SDK by You 4. If the users provide you with user names, passwords, or other login information or personal information, you must make the users aware that the information will be available to your application, and you must provide legally adequate privacy notice and protection for those users.

If your application stores personal or sensitive information provided by users, it must do so securely. If the user provides your application with Google Account information, your application may only use that information to access the user's Google Account when, and for the limited purposes for which, the user has given you permission to do so.



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