[Android framework protected API] Permission protection level definitio

by Guillaume Leterrier » Mon, 16 Mar 2009 20:22:31 GMT

Sponsored Links


Looking at the following developer web link that describes the core
android permissions,


< http://developer.android.com/reference/android/Manifest.permission.html 


The list encompasses the permissions associated to the android protected
API available from the Android frameworks.


However, I could not find any information related to the associated
protection level.

I guess this would be very useful to know for the application developers
and get the web link updated.


So, digging in the file "Frameworks\base\core\res\AndroidManifest.xml",
one could find such data.


Most of the permissions are defined as dangerous and few others as

The remaining others, related mostly to the system, are based on
signature protection.






Because the signature protection levels for the framework are defined in
a unique manifest XML file, 


- does it mean that there is no means to have different permissions
protected by different signature keys (but splitting the file and
framework API in groups)?



The android framework is stored under the file directory


- Is this directory considered as one Android package signed by the
current android system unique key?

- For permissions protected by signature or signatureOrSystem, what key
is used for such protection verification? OEM/system key ?




- if the OEMs are modifying few framework permission signature rules (
dangerous => signature... ), how the applications compatibility will be
ensured on the Android platform accross various OEM smartphones ?




Other Threads

1. How to use built in email application to send email from my application


               I want is to automatically compose an e-mail with a
subject line, recipient address and an image attachment, and an e-mail
app should then pop up with this automatically composed  message, to
let the user decide whether to send, edit or discard the message.



2. very basic question about 2d graphics

say you've decided to make a chess game (i'm not, but it's a good
example for this)

so you grab a nice square portion of the screen and divide it in to
8x8 tiles, coloring every other white, every other black - that's easy

then you want to use those fancy looking png chess pieces you've made
in photoshop, but depending on the device, 1 tile on your chess board
can be anything from 10x10 to 100x100 pixels without exaggerating much

so can you actually scale a bitmap without it looking like ass? is it
better to upscale a small graphic or vice versa?

how is it that this should be approached?


3. info penggunaan internet on android

4. Put a 2D Image into android...the code?

5. Everything for your mobile. The search is over

6. driver spica

7. Getting XML attributes for custom control