11 Graphics
When people on the Android team say “graphics,” they may mean vastly different things, because there are many layers of graphics functionality that are implemented by very distinct teams for very different reasons. For example, there are 3D graphics systems using OpenGL ES,1 and more recently, Vulkan, for supporting anything from games to mapping applications to Virtual Reality to Augmented Reality. There are graphics capabilities in the UI toolkit, which is responsible for drawing things like text, shapes, lines, and images, so that application developers can populate their user interfaces with, well, graphics. And then there ...
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