Import Android SDK Platform P [4413397]

/google/data/ro/projects/android/fetch_artifact \
    --bid 4413397 \
    --target sdk_phone_armv7-win_sdk \
    sdk-repo-linux-sources-4413397.zip

AndroidVersion.ApiLevel has been modified to appear as 28

Change-Id: I3cf1f7c36e61c090dcc7de7bcfa812ef2bf96c00
diff --git a/android/view/ViewGroup.java b/android/view/ViewGroup.java
index b2e5a16..929beae 100644
--- a/android/view/ViewGroup.java
+++ b/android/view/ViewGroup.java
@@ -421,22 +421,78 @@
 
     /**
      * Used to indicate that no drawing cache should be kept in memory.
+     *
+     * @deprecated The view drawing cache was largely made obsolete with the introduction of
+     * hardware-accelerated rendering in API 11. With hardware-acceleration, intermediate cache
+     * layers are largely unnecessary and can easily result in a net loss in performance due to the
+     * cost of creating and updating the layer. In the rare cases where caching layers are useful,
+     * such as for alpha animations, {@link #setLayerType(int, Paint)} handles this with hardware
+     * rendering. For software-rendered snapshots of a small part of the View hierarchy or
+     * individual Views it is recommended to create a {@link Canvas} from either a {@link Bitmap} or
+     * {@link android.graphics.Picture} and call {@link #draw(Canvas)} on the View. However these
+     * software-rendered usages are discouraged and have compatibility issues with hardware-only
+     * rendering features such as {@link android.graphics.Bitmap.Config#HARDWARE Config.HARDWARE}
+     * bitmaps, real-time shadows, and outline clipping. For screenshots of the UI for feedback
+     * reports or unit testing the {@link PixelCopy} API is recommended.
      */
+    @Deprecated
     public static final int PERSISTENT_NO_CACHE = 0x0;
 
     /**
      * Used to indicate that the animation drawing cache should be kept in memory.
+     *
+     * @deprecated The view drawing cache was largely made obsolete with the introduction of
+     * hardware-accelerated rendering in API 11. With hardware-acceleration, intermediate cache
+     * layers are largely unnecessary and can easily result in a net loss in performance due to the
+     * cost of creating and updating the layer. In the rare cases where caching layers are useful,
+     * such as for alpha animations, {@link #setLayerType(int, Paint)} handles this with hardware
+     * rendering. For software-rendered snapshots of a small part of the View hierarchy or
+     * individual Views it is recommended to create a {@link Canvas} from either a {@link Bitmap} or
+     * {@link android.graphics.Picture} and call {@link #draw(Canvas)} on the View. However these
+     * software-rendered usages are discouraged and have compatibility issues with hardware-only
+     * rendering features such as {@link android.graphics.Bitmap.Config#HARDWARE Config.HARDWARE}
+     * bitmaps, real-time shadows, and outline clipping. For screenshots of the UI for feedback
+     * reports or unit testing the {@link PixelCopy} API is recommended.
      */
+    @Deprecated
     public static final int PERSISTENT_ANIMATION_CACHE = 0x1;
 
     /**
      * Used to indicate that the scrolling drawing cache should be kept in memory.
+     *
+     * @deprecated The view drawing cache was largely made obsolete with the introduction of
+     * hardware-accelerated rendering in API 11. With hardware-acceleration, intermediate cache
+     * layers are largely unnecessary and can easily result in a net loss in performance due to the
+     * cost of creating and updating the layer. In the rare cases where caching layers are useful,
+     * such as for alpha animations, {@link #setLayerType(int, Paint)} handles this with hardware
+     * rendering. For software-rendered snapshots of a small part of the View hierarchy or
+     * individual Views it is recommended to create a {@link Canvas} from either a {@link Bitmap} or
+     * {@link android.graphics.Picture} and call {@link #draw(Canvas)} on the View. However these
+     * software-rendered usages are discouraged and have compatibility issues with hardware-only
+     * rendering features such as {@link android.graphics.Bitmap.Config#HARDWARE Config.HARDWARE}
+     * bitmaps, real-time shadows, and outline clipping. For screenshots of the UI for feedback
+     * reports or unit testing the {@link PixelCopy} API is recommended.
      */
+    @Deprecated
     public static final int PERSISTENT_SCROLLING_CACHE = 0x2;
 
     /**
      * Used to indicate that all drawing caches should be kept in memory.
+     *
+     * @deprecated The view drawing cache was largely made obsolete with the introduction of
+     * hardware-accelerated rendering in API 11. With hardware-acceleration, intermediate cache
+     * layers are largely unnecessary and can easily result in a net loss in performance due to the
+     * cost of creating and updating the layer. In the rare cases where caching layers are useful,
+     * such as for alpha animations, {@link #setLayerType(int, Paint)} handles this with hardware
+     * rendering. For software-rendered snapshots of a small part of the View hierarchy or
+     * individual Views it is recommended to create a {@link Canvas} from either a {@link Bitmap} or
+     * {@link android.graphics.Picture} and call {@link #draw(Canvas)} on the View. However these
+     * software-rendered usages are discouraged and have compatibility issues with hardware-only
+     * rendering features such as {@link android.graphics.Bitmap.Config#HARDWARE Config.HARDWARE}
+     * bitmaps, real-time shadows, and outline clipping. For screenshots of the UI for feedback
+     * reports or unit testing the {@link PixelCopy} API is recommended.
      */
+    @Deprecated
     public static final int PERSISTENT_ALL_CACHES = 0x3;
 
     // Layout Modes
@@ -3769,7 +3825,21 @@
      * Enables or disables the drawing cache for each child of this view group.
      *
      * @param enabled true to enable the cache, false to dispose of it
+     *
+     * @deprecated The view drawing cache was largely made obsolete with the introduction of
+     * hardware-accelerated rendering in API 11. With hardware-acceleration, intermediate cache
+     * layers are largely unnecessary and can easily result in a net loss in performance due to the
+     * cost of creating and updating the layer. In the rare cases where caching layers are useful,
+     * such as for alpha animations, {@link #setLayerType(int, Paint)} handles this with hardware
+     * rendering. For software-rendered snapshots of a small part of the View hierarchy or
+     * individual Views it is recommended to create a {@link Canvas} from either a {@link Bitmap} or
+     * {@link android.graphics.Picture} and call {@link #draw(Canvas)} on the View. However these
+     * software-rendered usages are discouraged and have compatibility issues with hardware-only
+     * rendering features such as {@link android.graphics.Bitmap.Config#HARDWARE Config.HARDWARE}
+     * bitmaps, real-time shadows, and outline clipping. For screenshots of the UI for feedback
+     * reports or unit testing the {@link PixelCopy} API is recommended.
      */
+    @Deprecated
     protected void setChildrenDrawingCacheEnabled(boolean enabled) {
         if (enabled || (mPersistentDrawingCache & PERSISTENT_ALL_CACHES) != PERSISTENT_ALL_CACHES) {
             final View[] children = mChildren;
@@ -6331,7 +6401,21 @@
      * @return one or a combination of {@link #PERSISTENT_NO_CACHE},
      *         {@link #PERSISTENT_ANIMATION_CACHE}, {@link #PERSISTENT_SCROLLING_CACHE}
      *         and {@link #PERSISTENT_ALL_CACHES}
+     *
+     * @deprecated The view drawing cache was largely made obsolete with the introduction of
+     * hardware-accelerated rendering in API 11. With hardware-acceleration, intermediate cache
+     * layers are largely unnecessary and can easily result in a net loss in performance due to the
+     * cost of creating and updating the layer. In the rare cases where caching layers are useful,
+     * such as for alpha animations, {@link #setLayerType(int, Paint)} handles this with hardware
+     * rendering. For software-rendered snapshots of a small part of the View hierarchy or
+     * individual Views it is recommended to create a {@link Canvas} from either a {@link Bitmap} or
+     * {@link android.graphics.Picture} and call {@link #draw(Canvas)} on the View. However these
+     * software-rendered usages are discouraged and have compatibility issues with hardware-only
+     * rendering features such as {@link android.graphics.Bitmap.Config#HARDWARE Config.HARDWARE}
+     * bitmaps, real-time shadows, and outline clipping. For screenshots of the UI for feedback
+     * reports or unit testing the {@link PixelCopy} API is recommended.
      */
+    @Deprecated
     @ViewDebug.ExportedProperty(category = "drawing", mapping = {
         @ViewDebug.IntToString(from = PERSISTENT_NO_CACHE,        to = "NONE"),
         @ViewDebug.IntToString(from = PERSISTENT_ANIMATION_CACHE, to = "ANIMATION"),
@@ -6352,7 +6436,21 @@
      * @param drawingCacheToKeep one or a combination of {@link #PERSISTENT_NO_CACHE},
      *        {@link #PERSISTENT_ANIMATION_CACHE}, {@link #PERSISTENT_SCROLLING_CACHE}
      *        and {@link #PERSISTENT_ALL_CACHES}
+     *
+     * @deprecated The view drawing cache was largely made obsolete with the introduction of
+     * hardware-accelerated rendering in API 11. With hardware-acceleration, intermediate cache
+     * layers are largely unnecessary and can easily result in a net loss in performance due to the
+     * cost of creating and updating the layer. In the rare cases where caching layers are useful,
+     * such as for alpha animations, {@link #setLayerType(int, Paint)} handles this with hardware
+     * rendering. For software-rendered snapshots of a small part of the View hierarchy or
+     * individual Views it is recommended to create a {@link Canvas} from either a {@link Bitmap} or
+     * {@link android.graphics.Picture} and call {@link #draw(Canvas)} on the View. However these
+     * software-rendered usages are discouraged and have compatibility issues with hardware-only
+     * rendering features such as {@link android.graphics.Bitmap.Config#HARDWARE Config.HARDWARE}
+     * bitmaps, real-time shadows, and outline clipping. For screenshots of the UI for feedback
+     * reports or unit testing the {@link PixelCopy} API is recommended.
      */
+    @Deprecated
     public void setPersistentDrawingCache(int drawingCacheToKeep) {
         mPersistentDrawingCache = drawingCacheToKeep & PERSISTENT_ALL_CACHES;
     }