anchor.diff:  
   Although you will use android specific api, using a camera is not exactly android specific and so you should try to design this part of the application as platform independent as possible as well. As an example, if you want to use the phones camera as an image input stream for a texture, you can create e.g. the AppState that manages the image and makes it available to the application inside the main project (no android code is needed). Then in the android part of the code you make a connection to the camera and update the image in the AppState. This also allows you to easily support cameras on other platforms in the same way or fallback to something else in case the platform doesn't support a camera.
   
  -Note that you have to build the whole project once to make (new) classes in the main project available to the android part. 
  +Note that you have to build the whole project once to make (new) classes in the main project available to the android part.
   
   
   == Signing an APK
  
positive.code: The Android deployment option creates a separate sub-project for android and makes the main project and associated libraries available to the sub-project as libraries. The sub-project can be edited using NBAndroid (see below) or using Eclipse or any other IDE that supports standard android projects. Normally you do not need to edit the android project files. Exceptions are described further below. _The libraries are first added to the android sub-project when the main project is built for the first time._
  
  
  ==== Build and Run
  
  Open your game project in the jMonkeyEngine SDK.
  
  
negative.code: = Android Support in the jMonkeyEngine
  :author:
  :revnumber:
  :revdate: 2016/03/17 20:48
  :keywords: documentation, sdk, android, deployment, tool
  :relfileprefix: ../
  