anchor.diff:  *  *Effects:* Android devices do no support 3D features as well as PCs – or even not at all. This restriction includes post-processor filters (depth-of-field blur, bloom, light scattering, cartoon, etc), drop shadows, water effects, 3D Audio. Be prepared that these effects will (at best) slow down the application or (in the worst case) not work at all. Provide the option to switch to a low-fi equivalent!
   *  *Nifty +++<abbr title="Graphical User Interface">GUI</abbr>+++:* Use different base UI layout XML files for the mobile version of your app to account for a different screen resolution.
   
  -*Best Practice:* Ideally, you write the core application code in a way that it checks for the environment it's being run on, and automatically adapts the device's limitations by switching off effects, changing input mechanisms etc. Learn how to <<jme3/advanced/read_graphic_card_capabilites#,read graphic card capabilites>> here.
  +*Best Practice:* Ideally, you write the core application code in a way that it checks for the environment it's being run on, and automatically adapts the device's limitations by switching off effects, changing input mechanisms etc. Learn how to xref:ROOT:jme3/advanced/read_graphic_card_capabilites.adoc[read graphic card capabilites] here.
   
   
   == Using Android specific functions
   
   As described above, you should always try to design your application as platform independent as possible. If your game becomes a sudden hit on android, why not release it on Facebook as an applet as well? When your application is designed in a platform independent way, you don't have to do much more but check a checkbox to deploy your application as an applet. But what if you want to for example access the camera of an android device? Inevitably you will have to use android specific api to access the camera.
   
  -Since the main project is not configured to access the android api directly, you have to install NBAndroid (see above) to be able to edit the created android project in the SDK. After installing, click the “open project button and navigate to the “mobile folder inside the main project folder (it should show up with an android “a icon) and open it.
  +Since the main project is not configured to access the android api directly, you have to install NBAndroid (see above) to be able to edit the created android project in the SDK. After installing, click the "`open`" project button and navigate to the "`mobile`" folder inside the main project folder (it should show up with an android "`a`" icon) and open it.
   
   [.right]
  -image::jme3/android_access.png[android_access.png,width="",height=""]
  +image::android_access.png[android_access.png,width="",height=""]
   
   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.
   
  
positive.code: 
  == Signing an APK
  
  When you have a mobile project in the “important files” section you have an “Android Properties” file. +
  There are 2 entries in this file : +
  key.store=path/to/your/keystore/on/your/drive/mykeystore.keystore +
  key.alias=mykeystorealias
  
negative.code: 
  *  Install xref:sdk.adoc[jMonkeyEngine SDK] (Remember to install link:http://www.oracle.com/technetwork/java/javase/downloads/index.html[JDK])
  *  Install link:http://developer.android.com/sdk/index.html[Android SDK Manager 22.6.2] or newer.
  ..  (You don't need the ADT Bundle for Windows. Choose "`USE AN EXISTING IDE`" and download the SDK Tools)
  ..  It's recommended to choose another destination folder.
  ..  Start the SDK Manager and install the default selected 13 packages (accept licenses)
  
  