http://git-wip-us.apache.org/repos/asf/cordova-docs/blob/28d8c235/www/docs/en/6.x/guide/platforms/android/index.md
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diff --git a/www/docs/en/6.x/guide/platforms/android/index.md 
b/www/docs/en/6.x/guide/platforms/android/index.md
index 4f97111..18fa4bd 100644
--- a/www/docs/en/6.x/guide/platforms/android/index.md
+++ b/www/docs/en/6.x/guide/platforms/android/index.md
@@ -28,280 +28,684 @@ command-line tools in your development workflow.  You 
need to install
 the Android SDK regardless of whether you want to use these
 platform-centered shell tools or cross-platform Cordova CLI for
 development. For a comparison of the two development paths, see the
-[Overview](../../overview/index.html).  For details on the CLI, see [The 
Command-Line Interface](../../cli/index.html).
+[Overview](../../overview/index.html#development-paths).  For details on the 
CLI, see [Cordova CLI Reference].
+
 
 ## Requirements and Support
 
-Cordova for Android requires the Android SDK which could be installed
-on OS X, Linux or Windows operation system. See the Android SDK's
+Cordova for Android requires the Android SDK which can be installed
+on OS X, Linux or Windows. See the Android SDK's
 [System 
Requirements](http://developer.android.com/sdk/index.html#Requirements).
-
-Cordova supports Android 4.0.x (starting with Android API level 14)
-and higher.  As a general rule, Android versions become unsupported by Cordova 
as
+Cordova's latest Android package supports up to Android 
[API-Level](http://developer.android.com/guide/topics/manifest/uses-sdk-element.html#ApiLevels)
 23.
+The supported Android API-Levels for the past few cordova-android releases can
+be found in this table:
+
+cordova-android Version | Supported Android API-Levels
+------------------------|-----------------------------
+5.X.X                   | 14 - 23
+4.1.X                   | 14 - 22
+4.0.X                   | 10 - 22
+3.7.X                   | 10 - 21
+
+Please note that the versions listed here are for Cordova's Android package,
+[cordova-android](https://github.com/apache/cordova-android), and not for the
+Cordova CLI. To determine what version of Cordova's Android package is 
installed
+in your Cordova project, run the command `cordova platform ls` in the directory
+that holds your project.
+
+As a general rule, Android versions become unsupported by Cordova as
 they dip below 5% on Google's
 [distribution 
dashboard](http://developer.android.com/about/dashboards/index.html).
-Android versions earlier than API level 10, and the 3.x versions (Honeycomb,
-API levels 11-13) fall significantly below that 5% threshold.
-
-## Install Cordova Shell Tools
 
-If you want to use Cordova's Android-centered shell tools in
-conjunction with the SDK, download Cordova from
-[cordova.apache.org](http://cordova.apache.org). Otherwise ignore this
-section if you plan to use the cross-platform CLI tool described in
-[The Command-Line Interface](../../cli/index.html).
+## Installing the Requirements
 
-The Cordova download contains separate archives for each platform. Be
-sure to expand the appropriate archive, `android` in this case, within
-an empty directory.  The relevant executible utilities are available
-in the top-level `bin` directory. (Consult the __README__ file if
-necessary for more detailed directions.)
-
-These shell tools allow you to create, build, and run Android apps.
-For information on the additional command-line interface that enables
-plugin features across all platforms, see Using Plugman to Manage
-Plugins. See Application Plugins for details on how to develop
-plugins.
-
-## Install the Java Development Kit (JDK)
+### Java Development Kit (JDK)
 
 Install [Java Development Kit (JDK) 
7](http://www.oracle.com/technetwork/java/javase/downloads/jdk7-downloads-1880260.html)
-or later. 
+or later.
 
 When installing on Windows you also need to set `JAVA_HOME` Environment 
Variable
-according to JDK installation path (for example, C:\Program 
Files\Java\jdk1.7.0_75).
+according to your JDK installation path (see [Setting Environment 
Variables](#setting-environment-variables))
 
-## Install the Android SDK
+#### Android SDK
 
-Install the [Android Stand-alone SDK 
Tools](http://developer.android.com/sdk/installing/index.html?pkg=tools) or 
[Android 
Studio](http://developer.android.com/sdk/installing/index.html?pkg=studio). 
Procceed with `Android Studio` if you plan 
+Install the [Android Stand-alone SDK 
Tools](http://developer.android.com/sdk/installing/index.html?pkg=tools) or 
[Android 
Studio](http://developer.android.com/sdk/installing/index.html?pkg=studio).
+Proceed with Android Studio if you plan on
 developing new Cordova for Android plugins or using native tools to
-run and debug Android platform. Otherwise, `Android Stand-alone SDK Tools`
-are enough to build and deploy Android application.
+run and debug the Android platform. Otherwise, the Android Stand-alone SDK 
Tools
+are enough to build and deploy Android applications.
 
 Detailed installation instructions are available as part of installation
 links above.
 
-For Cordova command-line tools to work, or the CLI that is based upon
-them, you need to include the SDK's `tools` and `platform-tools`
-directories in your `PATH`.  On a Mac or Linux, you can use a text editor to
-create or modify the `~/.bash_profile` file, adding a line such as the
-following, depending on where the SDK installs:
+#### Adding SDK Packages
+
+After installing the Android SDK, you must also install the packages for
+whatever [API 
level](http://developer.android.com/guide/topics/manifest/uses-sdk-element.html#ApiLevels)
+you wish to target. It is recommended that you install the highest SDK version
+that your version of cordova-android supports (see above).
+
+Open Android SDK Manager (for example, run `android` from the terminal) and 
make
+sure the following are installed:
+
+1. Android Platform SDK for your targeted version of Android
+1. Android SDK build-tools version 19.1.0 or higher
+1. Android Support Repository (found under "Extras")
+
+See Android's documentation on [Installing SDK 
Packages](http://developer.android.com/sdk/installing/adding-packages.html)
+for more details.
+
+### Setting environment variables
+
+Cordova's CLI tools require some environment variables to be set in order to
+function correctly. The CLI will attempt to set these variables for you, but
+in certain cases you may need to set them manually. The following variables
+should be updated:
+
+1. Set the `JAVA_HOME` environment variable to the location of your JDK 
installation
+2. Set the `ANDROID_HOME` environment variable to the location of your Android 
SDK installation
+3. It is also recommended that you add the Android SDK's `tools` and 
`platform-tools` directories to your `PATH`
+
+#### OS X and Linux
+
+On a Mac or Linux, you can use a text editor to create or modify the
+`~/.bash_profile` file. To set an environment variable, add a line that
+uses `export` like so (substitute the path with your local installation):
+
+        export ANDROID_HOME=/Development/android-sdk/
+
+To update your `PATH`, add a line resembling the following
+(substitute the paths with your local Android SDK installation's location):
 
         export 
PATH=${PATH}:/Development/android-sdk/platform-tools:/Development/android-sdk/tools
 
-This line in `~/.bash_profile` exposes these tools in newly opened terminal
-windows. If your terminal window is already open in OSX, or to avoid a 
logout/login
-on Linux, run this to make them available in the current terminal window:
+Reload your terminal to see this change reflected or run the following command:
 
         $ source ~/.bash_profile
 
-To modify the `PATH` environment on Windows:
+#### Windows
 
-1. Click on the __Start__ menu in the lower-left corner of the desktop,
-   right-click on __Computer__, then select __Properties__.
+These steps may vary depending on your installed version of Windows. Close and
+reopen any command prompt windows after making changes to see them reflected
 
-1. Select __Advanced System Settings__ in the column on the left.
+1. Click on the __Start__ menu in the lower-left corner of the desktop
 
-1. In the resulting dialog box, press __Environment Variables__.
+1. In the search bar, search for __Environment Variables__ and select __Edit 
the system Environment Variables__ from the options that appear
 
-1. Select the __PATH__ variable and press __Edit__.
+1. In the window that appears, click the __Environment Variables__ button
 
-1. Append the following to the `PATH` based on where you installed the
-   SDK, for example:
+##### To create a new environment variable:
 
-        
;C:\Development\android-sdk\platform-tools;C:\Development\android-sdk\tools
+1. Click __New...__ and enter the variable name and value
 
-1. Save the value and close both dialog boxes.
+##### To set your __PATH__:
 
-## Install SDK Packages
+1. Select the __PATH__ variable and press __Edit__.
 
-Open Android SDK Manager (for example, via terminal: `android`) and install:
+1. Add entries for the relevant locations to the __PATH__. For example
+(substitute the paths with your local Android SDK installation's location):
 
-1. Android 5.1.1 (API 22) platform SDK
-1. Android SDK Build-tools version 19.1.0 or higher
-1. Android Support Repository (Extras)
+    ```
+    C:\Development\android-sdk\platform-tools
+    C:\Development\android-sdk\tools
+    ```
 
-See [Installing SDK 
Packages](http://developer.android.com/sdk/installing/adding-packages.html)
-for more details.
 
-## Configure an Emulator
+## Project Configuration
 
-Android sdk doesn't provide any default emulator instance by default. You can 
-create a new one by running `android` on the command line.
-The press __Tools → Manage AVDs__ (Android Virtual Devices),
-then choose any item from __Device Definitions__ in the resulting dialog
-box:
+### Setting up an Emulator
 
-![]({{ site.baseurl }}/static/img/guide/platforms/android/asdk_device.png)
+If you wish to run your Cordova app on an Android emulator, you will first need
+to create an Android Virtual Device (AVD). See the Android documentation for
+[managing AVDs](http://developer.android.com/tools/devices/managing-avds.html)
+and the 
[instructions](http://developer.android.com/tools/devices/emulator.html)
+for configuring the emulator and setting up hardware acceleration.
 
-Press __Create AVD__, optionally modifying the name, then press __OK__
-to accept the changes:
+Once your AVD is configured correctly, you should be able to see it by running
+this command from within a Cordova project:
 
-![]({{ site.baseurl }}/static/img/guide/platforms/android/asdk_newAVD.png)
+    $ cordova run --list
 
-The AVD then appears in the __Android Virtual Devices__ list:
+### Configuring Gradle
 
-![]({{ site.baseurl }}/static/img/guide/platforms/android/asdk_avds.png)
+As of **cordova-android@4.0.0**, Cordova for Android projects are built using
+[Gradle](http://www.gradle.org/). For instructions on building with Ant, refer
+to older versions of the documentation.
 
-To open the emulator as a separate application, select the AVD and
-press __Start__. It launches much as it would on the device, with
-additional controls available for hardware buttons:
+#### Setting Gradle Properties
 
-![]({{ site.baseurl }}/static/img/guide/platforms/android/asdk_emulator.png)
+It is possible to configure the Gradle build by setting the values of certain
+[Gradle 
properties](https://docs.gradle.org/current/userguide/build_environment.html)
+that Cordova exposes. The following properties are available to be set:
 
+| Property                          | Description
+|-----------------------------------|-------------------------------------------
+| `cdvBuildMultipleApks`            | If this is set, then multiple APK files 
will be generated: One per native platform supported by library projects (x86, 
ARM, etc). This can be important if your project uses large native libraries, 
which can drastically increase the size of the generated APK. If not set, then 
a single APK will be generated which can be used on all devices
+| `cdvVersionCode`                  | Overrides the versionCode set in 
`AndroidManifest.xml`
+| `cdvReleaseSigningPropertiesFile` | *Default: 
`release-signing.properties`*<br>Path to a .properties file that contains 
signing information for release builds (see [Signing an App](#signing-an-app))
+| `cdvDebugSigningPropertiesFile`   | *Default: 
`debug-signing.properties`*<br>Path to a .properties file that contains signing 
information for debug builds (see [Signing an App](#signing-an-app)). Useful 
when you need to share a signing key with other developers
+| `cdvMinSdkVersion`                | Overrides the value of `minSdkVersion` 
set in `AndroidManifest.xml`. Useful when creating multiple APKs based on SDK 
version
+| `cdvBuildToolsVersion`            | Overrides the automatically detected 
`android.buildToolsVersion` value
+| `cdvCompileSdkVersion`            | Overrides the automatically detected 
`android.compileSdkVersion` value
 
-For a faster experience, you can use the `Virtual Machine Acceleration` to 
improve 
-the execution speed.
-Many modern CPUs provide extensions to execute Virtual Machines more 
efficiently.
-Before attempting to use this type of acceleration, you need to determine if 
your 
-current development system's CPU, supports one the following virtualization 
technologies:
+You can set these properties in one of four ways:
 
-* __Intel Virtualization Technology__ (VT-x, vmx) &rarr; [Intel VT-x supported 
processor list](http://ark.intel.com/products/virtualizationtechnology)
-* __AMD Virtualization__ (AMD-V, SVM), only supported for Linux (Since May 
2006, all CPUs AMD include AMD-V, except Sempron).
+  1. By setting environment variables like so:
 
-Another way to find out if your Intel processor supports VT-x Technology, it's 
by executing the 
-`Intel Processor Identification Utility`, for `Windows`you can download it 
from the Intel [Download 
Center](https://downloadcenter.intel.com/Detail_Desc.aspx?ProductID=1881&DwnldID=7838),
-or you can use the [booteable 
utility](https://downloadcenter.intel.com/Detail_Desc.aspx?ProductID=1881&DwnldID=7840&lang=eng),
 which is `OS Independent`.
+      ```
+      $ export ORG_GRADLE_PROJECT_cdvMinSdkVersion=20
+      $ cordova build android
+  ```
 
-After install and execute the `Intel Processor Identification Utility` over 
Windows, you will get the following window, 
-in order to check if your CPU supports the Virtualization Technologies:
+  2. By using the `--gradleArg` flag in your Cordova `build` or `run` commands:
 
-![]({{ site.baseurl 
}}/static/img/guide/platforms/android/intel_pid_util_620px.png)
+      ```
+      $ cordova run android -- --gradleArg=-PcdvMinSdkVersion=20
+      ```
 
-In order to speed up the emulator, you need to download and install one or 
more `Intel x86 Atom` System Images, 
-as well as the `Intel Hardware Accelerated Execution Manager (HAXM)`.
+  3. By placing a file called `gradle.properties` in your Android platform
+      folder (`<your-project>/platforms/android`) and setting the properties 
in it
+      like so:
 
-Open your Android SDK Manager, and select the `Intel x86 Atom` System Image, 
for whichever version that you want to test. Then go to `Extras` 
-and select `Intel x86 Emulator Accelerator (HAXM)`, and install those packages:
+      ```
+      # In <your-project>/platforms/android/gradle.properties
+      cdvMinSdkVersion=20
+      ```
 
-![]({{ site.baseurl 
}}/static/img/guide/platforms/android/asdk_man_intel_image_haxm.png)
+  4. By extending `build.gradle` via a [`build-extras.gradle` 
file](#extending-build-gradle)
+    and setting the property like so:
 
-After download, run the Intel installer, which is available within your
-Android SDK at `extras/intel/Hardware_Accelerated_Execution_Manager`. 
-__Note__:`If you have any problems installing the package, you can find more 
information and step by step guidance check this` 
-[Intel 
Article](http://software.intel.com/en-us/android/articles/speeding-up-the-android-emulator-on-intel-architecture).
+      ```
+      # In <your-project>/platforms/android/build-extras.gradle
+      ext.cdvMinSdkVersion = 20
+      ```
 
-1. Install one or more `Intel x86 Atom` System Images as well as the
-   `Intel Hardware Accelerated Execution Manager`, available under
-   __Extras__.
+The latter two options both involve including an extra file in your Android
+platform folder. In general, it is discouraged that you edit the contents of
+this folder because it is easy for those changes to be lost or overwritten.
+Instead, these two files should be copied from another location into that 
folder
+as part of the build command by using the `before_build`
+[hook](../../appdev/hooks/index.html).
 
-1. Run the Intel installer, which is available within your Android SDK
-   at `extras/intel/Hardware_Accelerated_Execution_Manager`.
+#### Extending build.gradle
 
-1. Create a new AVD with the target set to an Intel image.
+If you need to customize `build.gradle`, rather than edit it directly, you
+should create a sibling file named `build-extras.gradle`. This file will be
+included by the main `build.gradle` when present. This file must be placed in
+the android platform directory (`<your-project>/platforms/android`), so it is
+recommended that you copy it over via a script attached to the `before_build`
+[hook](../../appdev/hooks/index.html).
 
-1. When starting the emulator, ensure there are no error messages
-   indicating a failure to load HAX modules.
+Here's an example:
 
-## Create a New Project
+    # Example build-extras.gradle
+    # This file is included at the beginning of `build.gradle`
+    ext.cdvDebugSigningPropertiesFile = '../../android-debug-keys.properties'
 
-At this point, to create a new project you can choose between the
-cross-platform CLI tool described in [The Command-Line 
Interface](../../cli/index.html), or
-the set of Android-specific shell tools. From within a source-code
-directory, here's the CLI approach:
+    # When set, this function allows code to run at the end of `build.gradle`
+    ext.postBuildExtras = {
+        android.buildTypes.debug.applicationIdSuffix = '.debug'
+    }
 
-        $ cordova create hello com.example.hello HelloWorld
-        $ cd hello
-        $ cordova platform add android
-        $ ccordova prepare              # or "cordova build"
+Note that plugins can also include `build-extras.gradle` files via:
 
-Here's the corresponding lower-level shell-tool approach for both Unix
-and Windows:
+    <framework src="some.gradle" custom="true" type="gradleReference" />
 
-        $ /path/to/cordova-android/bin/create /path/to/new/hello 
com.example.hello HelloWorld
-        C:\path\to\cordova-android\bin\create.bat C:\path\to\new\hello 
com.example.hello HelloWorld
 
-## Build the Project
+## Signing an App
 
-If you are using the CLI in development, the project directory's
-top-level `www` directory contains the source files. Run any of
-these within the project directory to rebuild the app:
+First, you should read the [Android app signing 
requirements](http://developer.android.com/tools/publishing/app-signing.html).
 
-        $ cordova build                   # build all platforms that were added
-        $ cordova build android           # build debug for only Android
-        $ cordova build android --debug   # build debug for only Android
-        $ cordova build android --release # build release for only Android
+### Using Flags
 
-If you are using the Android-specific shell tools in development,
-there is a different approach.  Once you generate the project, the
-default app's source is available in the `assets/www` subdirectory.
-Subsequent commands are available in its `cordova` subdirectory.
+To sign an app, you need the following parameters:
 
-The `build` command cleans project files and rebuilds the app. Here is
-the syntax for both Mac and Windows. The first pair of examples
-generate debugging information, and the second builds the apps for
-release:
+| Parameter             | Flag              | Description
+|-----------------------|-------------------|-----------------------------------
+| Keystore              | `--keystore`      | Path to a binary file which can 
hold a set of keys
+| Keystore Password     | `--storePassword` | Password to the keystore
+| Alias                 | `--alias`         | The id specifying the private 
key used for singing
+| Password              | `--password`      | Password for the private key 
specified
+| Type of the Keystore  | `--keystoreType`  | *Default: auto-detect based on 
file extension*<br>Either pkcs12 or jks
 
-        $ /path/to/project/cordova/build --debug
-        C:\path\to\project\cordova\build.bat --debug
-        
-        $ /path/to/project/cordova/build --release
-        C:\path\to\project\cordova\build.bat --release
+These parameters can be specified using the command line arguments above to
+the [Cordova CLI](../../../cordova-cli/index.html) `build` or `run` commands.
 
-## Deploy the app
+### Using build.json
 
-You can use the `cordova` CLI utility to deploy the
-application to the emulator or the device from the command line:
+Alternatively, you could specify them in a build configuration file 
(`build.json`)
+using the `--buildConfig` argument to the same commands. Here's a sample of a
+build configuration file:
 
-        $ cordova emulate android       #to deploy the app on a default 
android emulator
-        $ cordova run android --device  #to deploy the app on a connected 
device
+    {
+         "android": {
+             "debug": {
+                 "keystore": "..\android.keystore",
+                 "storePassword": "android",
+                 "alias": "mykey1",
+                 "password" : "password",
+                 "keystoreType": ""
+             },
+             "release": {
+                 "keystore": "..\android.keystore",
+                 "storePassword": "",
+                 "alias": "mykey2",
+                 "password" : "password",
+                 "keystoreType": ""
+             }
+         }
+     }
 
-Otherwise, use the alternate shell interface:
+For release signing, passwords can be excluded and the build system will issue 
a
+prompt asking for the password.
 
-        $ /path/to/project/cordova/run --emulator
-        $ /path/to/project/cordova/run --device
+There is also support to mix and match command line arguments and parameters in
+`build.json`. Values from the command line arguments will get precedence.
+This can be useful for specifying passwords on the command line.
 
-You can use __cordova run android --list__ to see all available targets and 
-__cordova run android --target=target_name__ to run application on a specific 
-device or emulator (for example,  `cordova run android 
--target="Nexus4_emulator"`).
+### Using Gradle
 
-You can also use __cordova run --help__ to see additional build and run
-options.
+You can also specify signing properties by including a `.properties` file and
+pointing to it with the `cdvReleaseSigningPropertiesFile` and
+`cdvDebugSigningPropertiesFile` Gradle properties (see [Setting Gradle 
Properties](#setting-gradle-properties)).
+The file should look like this:
 
-This pushes the app to the home screen and launches it:
+```
+storeFile=relative/path/to/keystore.p12
+storePassword=SECRET1
+storeType=pkcs12
+keyAlias=DebugSigningKey
+keyPassword=SECRET2
+```
 
-![]({{ site.baseurl }}/static/img/guide/platforms/android/emulator2x.png)
+`storePassword` and `keyPassword` are optional, and will be prompted for if 
omitted.
 
-When you `run` the app, you also `build` it. You can append additional
-`--debug`, `--release`, and `--nobuild` flags to control how it is
-built, or even whether a rebuild is necessary:
 
-        $ /path/to/project/cordova/run --emulator --nobuild
+## Debugging
 
-## Other Commands
+For details on the debugging tools that come packaged with the Android SDK, see
+[Android's developer documentation for 
debugging](http://developer.android.com/tools/debugging/index.html).
+Additionally, Android's developer documentation for [debugging web 
apps](http://developer.android.com/guide/webapps/debugging.html)
+provides an introduction for debugging the portion of your app running in the
+Webview.
 
-The following generates a detailed log of the app as it runs:
 
-        $ /path/to/project/cordova/log
-        C:\path\to\project\cordova\log.bat
+### Opening a Project in Android Studio
 
-The following cleans the project files:
+Cordova for Android projects can be opened in the Android IDE, [Android 
Studio](http://developer.android.com/sdk/installing/index.html?pkg=studio).
+This can be useful if you wish to use Android Studio's built in Android
+debugging/profiling tools or if you are developing Android plugins. Please note
+that when opening your project in Android studio, it is recommended that you do
+NOT edit your code in the IDE. This will edit the code in the `platforms` 
folder
+of your project (not `www`), and changes are liable to be overwritten. Instead,
+edit the `www` folder and copy over your changes by running `cordova build`.
 
-        $ /path/to/project/cordova/clean
-        C:\path\to\project\cordova\clean.bat
+Plugin developers wishing to edit their native code in the IDE should use the
+`--link` flag when adding their plugin to the project via `cordova plugin add`.
+This will link the files so that changes to the plugin files in the `platforms`
+folder are reflected in your plugin's source folder (and vice versa).
 
-## Open a New Project in the SDK
+To open a Cordova for Android project in Android Studio:
 
-Once android platform is added to your project, you can open it from 
-within [Android 
Studio](http://developer.android.com/sdk/installing/index.html?pkg=studio):
+  1. Launch __Android Studio__.
 
-1. Launch the __Android Studio__ application.
+  1. Select __Import Project (Eclipse ADT, Gradle, etc)__.
 
-1. Select __Import Project (Eclipse ADT, Gradle, etc)__.
+      ![]({{ site.baseurl 
}}/static/img/guide/platforms/android/asdk_import_project.png)
 
-  ![]({{ site.baseurl 
}}/static/img/guide/platforms/android/asdk_import_project.png)
+  1. Select the Android platform directory in your project 
(`<your-project>/platforms/android`).
 
-1. Select location where android platform is stored 
(`your/project/platforms/android`).
-  
-  ![]({{ site.baseurl 
}}/static/img/guide/platforms/android/asdk_import_select_location.png)
+      ![]({{ site.baseurl 
}}/static/img/guide/platforms/android/asdk_import_select_location.png)
 
-1. For the `Gradle Sync` question you can simply answer __Yes__.
+  1. For the `Gradle Sync` question you can simply answer __Yes__.
 
-You are all set now and can build and run the app directly from `Android 
Studio`.
+Once it finishes importing, you should be able to build and run the app 
directly
+from __Android Studio__. See [Android Studio 
Overview](http://developer.android.com/tools/studio/index.html)
+and [Building and Running from Android 
Studio](http://developer.android.com/tools/building/building-studio.html)
+for more details.
 
 ![]({{ site.baseurl }}/static/img/guide/platforms/android/asdk_import_done.png)
 
-See [Android Studio 
Overview](http://developer.android.com/tools/studio/index.html) and
-And [Building and Running from Android 
Studio](http://developer.android.com/tools/building/building-studio.html) for 
more details.
-
 
+## Platform Centered Workflow
+
+cordova-android includes a number of scripts that allow the platform to be used
+without the full Cordova CLI. This development path may offer you a greater
+range of development options in certain situations than the cross-platform 
cordova CLI. 
+For example, you need to use shell tools when deploying a custom
+Cordova WebView alongside native components. Before using this
+development path, you must still configure the Android SDK environment
+as described in [Requirements and Support](#requirements-and-support)
+above.
+
+For each of the scripts discussed below, refer to [Cordova CLI Reference] for 
more information on their
+arguments and usage. Each script has a name that matches the corresponding CLI
+command. For example, `cordova-android/bin/create` is equivalent to
+`cordova create`.
+
+To get started, either download the cordova-android package from
+[npm](https://www.npmjs.com/package/cordova-android) or
+[Github](https://github.com/apache/cordova-android).
+
+To create a project using this package, run the `create` script in the `bin`
+folder:
+
+    $ cordova-android/bin/create ...
+
+The created project will have a folder named `cordova` inside that contains
+scripts for the project-specific Cordova commands (e.g. `run`, `build`, etc.).
+Additionally, The project will feature a structure different from that of a
+normal Cordova project. Notably, `/www` is moved to `/assets/www`.
+
+To install plugins in this project, use the [Cordova Plugman 
Utility](../../../plugin_ref/plugman.html).
+
+
+## Upgrading
+
+Refer to [this](./upgrade.html) article for instructions to upgrade your
+`cordova-android` version.
+
+
+## Lifecycle Guide
+
+### Cordova and Android
+
+Native Android apps typically consist of a series of 
[activities](http://developer.android.com/reference/android/app/Activity.html) 
that the user
+interacts with. Activities can be thought of as the individual screens that 
make
+up an application; different tasks in an app will often have their own 
activity.
+Each activity has its own lifecycle that is maintained as the activity enters
+and leaves the foreground of a user's device.
+
+In contrast, Cordova applications on the Android platform are executed within a
+Webview that is embedded in a *single* Android activity. The lifecycle of this
+activity is exposed to your application through the document events that are
+fired. The events are not guaranteed to line up with Android's lifecycle, but
+they can provide guidelines for saving and restoring your state. These events
+roughly map to Android callbacks as follows:
+
+Cordova Event   | Rough Android Equivalent  | Meaning
+----------------|---------------------------|-----------------
+`deviceready`   | `onCreate()`              | Application is starting (not 
from background)
+`pause`         | `onPause()`               | Application is moving to the 
background
+`resume`        | `onResume()`              | Application is returning to the 
foreground
+
+Most other Cordova platforms have a similar concept of lifecycles and should
+fire these same events when similar actions happen on a user's device. However,
+Android presents some unique challenges that can sometimes show up thanks to 
the
+native Activity lifecycle.
+
+### What makes Android different?
+
+In Android, the OS can choose to kill activities in the background in
+order to free up resources if the device running the application is low on
+memory. Unfortunately, when the activity holding your application is killed,
+the Webview in which your application lives will be destroyed as well. Any 
state
+that your application is maintaining will be lost in this case. When the user
+navigates back to your application, the Activity and Webview will be
+recreated by the OS, but state will not be automatically restored for your
+Cordova app. For this reason, it is imperative that your application be aware 
of
+the lifecycle events that are fired and maintain whatever state is appropriate
+to make sure a user's context in your app is not lost when they leave the
+application.
+
+### When can this happen?
+
+Your application is susceptible to being destroyed by the OS whenever it leaves
+the sight of the user. There are two main situations in which this can occur.
+The first and most obvious case is when the user presses the home button or
+switches to another application.
+
+However, there is a second (and much more subtle) case that certain plugins can
+introduce. As noted above, Cordova applications are usually confined to the
+single activity that contains the Webview. However, there are instances in 
which
+other activities may be launched by plugins and temporarily push the Cordova
+activity to the background. These other Activities are typically launched in
+order to perform a specific task using a native application installed on the
+device. For example, the Apache camera plugin launches whatever camera activity
+is natively installed on the device in order to take a photo. Reusing the
+installed camera application in this way makes your application feel much more
+like a native app when the user tries to take a photo. Unfortunately, when the
+native Activity pushes your app to the background there is a chance the OS
+will kill it.
+
+For a clearer understanding of this second case, let's walk through an example
+using the camera plugin. Imagine you have an application that requires the user
+to take a profile photo. The flow of events in the application when everything
+goes as planned will look something like this:
+
+1. The user is interacting with your app and needs to take a picture
+2. The camera plugin launches the native camera activity
+    * *The Cordova activity is pushed to the background (pause event is fired)*
+3. The user takes a photo
+4. The camera activity finishes
+    * *The Cordova activity is moved to the foreground (resume event is fired)*
+5. The user is returned to your application where they left off
+
+However, this flow of events can be disrupted if a device is low on memory. If
+the Activity is killed by the OS, the above sequence of events instead plays 
out
+as follows:
+
+1. The user is interacting with your app and needs to take a picture
+2. The camera plugin launches the native camera activity
+    * *The OS destroys the Cordova activity (pause event is fired)*
+3. The user takes a photo
+4. The camera activity finishes
+    * *The OS recreates the Cordova activity (deviceready and resume events 
are fired)*
+5. The user is confused as to why they are suddenly back at your app's login 
screen
+
+In this instance, the OS killed the application in the background and the
+application did not maintain its state as part of the lifecycle. When the user
+returned to the app, the Webview was recreated and the app appeared to have
+restarted from scratch (hence the user's confusion). This sequence of events is
+equivalent to what happens when the home button is pressed or the user switches
+applications. The key to preventing the above experience is subscribing to
+events and properly maintaining state as part of the activity lifecycle.
+
+### Respecting the Lifecycle
+
+In the examples above, the javascript events that are fired are noted in
+italics. These events are your opportunity to save and restore your
+application's state. You should register callbacks in your application's
+`bindEvents` function that respond to the lifecycle events by saving state. 
What
+information you save and how you save it is left to your discretion, but you
+should be sure to save enough information so that you can restore the user to
+exactly where they left off when they return to your application.
+
+There is one additional factor in the example above that only applies in the
+second-discussed situation (i.e. when a plugin launches an external activity).
+Not only was the state of the application lost when the user finished taking a
+photo, but so was the photo that the user took. Normally, that photo would be
+delivered to your application through the callback that was registered with the
+camera plugin. However, when the Webview was destroyed that callback was lost
+forever. Luckily, cordova-android 5.1.0 and above provide a means for getting
+the result of that plugin call when your application resumes.
+
+### Retrieving plugin callback results (cordova-android 5.1.0+)
+
+When the OS destroys the Cordova activity that was pushed into the background
+by a plugin, any pending callbacks are lost as well. This means that if you
+passed a callback to the plugin that launched the new activity (e.g. the camera
+plugin), that callback will NOT be fired when the application is recreated.
+However, starting in cordova-android **5.1.0**, the `resume` event's payload 
will
+contain any pending plugin results from the plugin request that launched the
+external activity made prior to the activity being destroyed.
+
+The payload for the `resume` event adheres to the following format:
+
+```
+{
+    action: "resume",
+    pendingResult: {
+        pluginServiceName: string,
+        pluginStatus: string,
+        result: any
+    }
+}
+```
+
+The fields of that payload are defined as follows:
+
+* `pluginServiceName`: The name of the plugin returning the result (e.g. 
"Camera"). This can be found in the `<name>` tag of a plugin's plugin.xml file
+* `pluginStatus`: The status of the plugin call (see below)
+* `result`: Whatever the result of the plugin call is
+
+The possible values for `pluginStatus` in the `pendingResult` field include 
the following:
+* `"OK"` - The plugin call was successful
+* `"No Result"` - The plugin call ended with no result
+* `"Error"` - The plugin call resulted in some general error
+* Other miscellaneous errors
+    * `"Class not found"`
+    * `"Illegal access"`
+    * `"Instantiation error"`
+    * `"Malformed url"`
+    * `"IO error"`
+    * `"Invalid action"`
+    * `"JSON error"`
+
+Please note that it is up to the plugin to decide what is contained in the
+`result` field and the meaning of the `pluginStatus` that is returned. 
Reference
+the API of the plugin you are using to see what you should expect those fields
+to contain and how to use their values.
+
+#### Example
+
+Below is a brief example application that uses the `resume` and `pause` events
+to manage state. It uses the Apache camera plugin as an example of how to
+retrieve the results of a plugin call from the `resume` event payload. The
+portion of the code dealing with the `resume`'s `event.pendingResult` object
+requires cordova-android **5.1.0+**
+
+```javascript
+// This state represents the state of our application and will be saved and
+// restored by onResume() and onPause()
+var appState = {
+    takingPicture: true,
+    imageUri: ""
+};
+
+var APP_STORAGE_KEY = "exampleAppState";
+
+var app = {
+    initialize: function() {
+        this.bindEvents();
+    },
+    bindEvents: function() {
+        // Here we register our callbacks for the lifecycle events we care 
about
+        document.addEventListener('deviceready', this.onDeviceReady, false);
+        document.addEventListener('pause', this.onPause, false);
+        document.addEventListener('resume', this.onResume, false);
+    },
+    onDeviceReady: function() {
+        
document.getElementById("take-picture-button").addEventListener("click", 
function() {
+            // Because the camera plugin method launches an external Activity,
+            // there is a chance that our application will be killed before the
+            // success or failure callbacks are called. See onPause() and
+            // onResume() where we save and restore our state to handle this 
case
+            appState.takingPicture = true;
+
+            navigator.camera.getPicture(cameraSuccessCallback, 
cameraFailureCallback,
+                {
+                    sourceType: Camera.PictureSourceType.CAMERA,
+                    destinationType: Camera.DestinationType.FILE_URI,
+                    targetWidth: 250,
+                    targetHeight: 250
+                }
+            );
+        });
+    },
+    onPause: function() {
+        // Here, we check to see if we are in the middle of taking a picture. 
If
+        // so, we want to save our state so that we can properly retrieve the
+        // plugin result in onResume(). We also save if we have already fetched
+        // an image URI
+        if(appState.takingPicture || appState.imageUri) {
+            window.localStorage.setItem(APP_STORAGE_KEY, 
JSON.stringify(appState));
+        }
+    },
+    onResume: function(event) {
+        // Here we check for stored state and restore it if necessary. In your
+        // application, it's up to you to keep track of where any pending 
plugin
+        // results are coming from (i.e. what part of your code made the call)
+        // and what arguments you provided to the plugin if relevant
+        var storedState = window.localStorage.getItem(APP_STORAGE_KEY);
+
+        if(storedState) {
+            appState = JSON.parse(storedState);
+        }
+
+        // Check to see if we need to restore an image we took
+        if(!appState.takingPicture && appState.imageUri) {
+            document.getElementById("get-picture-result").src = 
appState.imageUri;
+        }
+        // Now we can check if there is a plugin result in the event object.
+        // This requires cordova-android 5.1.0+
+        else if(appState.takingPicture && event.pendingResult) {
+            // Figure out whether or not the plugin call was successful and 
call
+            // the relevant callback. For the camera plugin, "OK" means a
+            // successful result and all other statuses mean error
+            if(event.pendingResult.pluginStatus === "OK") {
+                // The camera plugin places the same result in the resume 
object
+                // as it passes to the success callback passed to getPicture(),
+                // thus we can pass it to the same callback. Other plugins may
+                // return something else. Consult the documentation for
+                // whatever plugin you are using to learn how to interpret the
+                // result field
+                cameraSuccessCallback(event.pendingResult.result);
+            } else {
+                cameraFailureCallback(event.pendingResult.result);
+            }
+        }
+    }
+}
+
+// Here are the callbacks we pass to getPicture()
+function cameraSuccessCallback(imageUri) {
+    appState.takingPicture = false;
+    appState.imageUri = imageUri;
+    document.getElementById("get-picture-result").src = imageUri;
+}
+
+function cameraFailureCallback(error) {
+    appState.takingPicture = false;
+    console.log(error);
+}
+
+app.initialize();
+```
+
+The corresponding html:
+
+```html
+<!DOCTYPE html>
+
+<html>
+    <head>
+        <meta http-equiv="Content-Security-Policy" content="default-src 'self' 
data: gap: https://ssl.gstatic.com 'unsafe-eval'; style-src 'self' 
'unsafe-inline'; media-src *">
+        <meta name="format-detection" content="telephone=no">
+        <meta name="msapplication-tap-highlight" content="no">
+        <meta name="viewport" content="user-scalable=no, initial-scale=1, 
maximum-scale=1, minimum-scale=1, width=device-width">
+        <link rel="stylesheet" type="text/css" href="css/index.css">
+        <title>Cordova Android Lifecycle Example</title>
+    </head>
+    <body>
+        <div class="app">
+            <div>
+                <img id="get-picture-result" />
+            </div>
+            <Button id="take-picture-button">Take Picture</button>
+        </div>
+        <script type="text/javascript" src="cordova.js"></script>
+        <script type="text/javascript" src="js/index.js"></script>
+    </body>
+</html>
+```
+
+### Testing the Activity Lifecycle
+
+Android provides a developer setting for testing Activity destruction on low
+memory. Enable the "Don't keep activities" setting in the Developer Options 
menu
+on your device or emulator to simulate low memory scenarios. You should always
+do some amount of testing with this setting enabled to make sure that your
+application is properly maintaining state.
+
+[Cordova CLI Reference]:(../../../cordova-cli/index.html)
\ No newline at end of file

http://git-wip-us.apache.org/repos/asf/cordova-docs/blob/28d8c235/www/docs/en/6.x/guide/platforms/android/lifecycle.md
----------------------------------------------------------------------
diff --git a/www/docs/en/6.x/guide/platforms/android/lifecycle.md 
b/www/docs/en/6.x/guide/platforms/android/lifecycle.md
deleted file mode 100644
index 4c54359..0000000
--- a/www/docs/en/6.x/guide/platforms/android/lifecycle.md
+++ /dev/null
@@ -1,323 +0,0 @@
----
-license: >
-    Licensed to the Apache Software Foundation (ASF) under one
-    or more contributor license agreements.  See the NOTICE file
-    distributed with this work for additional information
-    regarding copyright ownership.  The ASF licenses this file
-    to you under the Apache License, Version 2.0 (the
-    "License"); you may not use this file except in compliance
-    with the License.  You may obtain a copy of the License at
-
-        http://www.apache.org/licenses/LICENSE-2.0
-
-    Unless required by applicable law or agreed to in writing,
-    software distributed under the License is distributed on an
-    "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
-    KIND, either express or implied.  See the License for the
-    specific language governing permissions and limitations
-    under the License.
-
-title: Android Lifecycle Guide
----
-
-# Android Lifecycle Guide
-
-## Cordova and Android
-
-Native Android apps typically consist of a series of 
[activities](http://developer.android.com/reference/android/app/Activity.html) 
that the user
-interacts with. Activities can be thought of as the individual screens that 
make
-up an application; different tasks in an app will often have their own 
activity.
-Each activity has its own lifecycle that is maintained as the activity enters
-and leaves the foreground of a user's device.
-
-In contrast, Cordova applications on the Android platform are executed within a
-Webview that is embedded in a *single* Android activity. The lifecycle of this
-activity is exposed to your application through the document events that are
-fired. The events are not guaranteed to line up with Android's lifecycle, but
-they can provide guidelines for saving and restoring your state. These events
-roughly map to Android callbacks as follows:
-
-Cordova Event   | Rough Android Equivalent  | Meaning
-----------------|---------------------------|-----------------
-`deviceready`   | `onCreate()`              | Application is starting (not 
from background)
-`pause`         | `onPause()`               | Application is moving to the 
background
-`resume`        | `onResume()`              | Application is returning to the 
foreground
-
-Most other Cordova platforms have a similar concept of lifecycles and should
-fire these same events when similar actions happen on a user's device. However,
-Android presents some unique challenges that can sometimes show up thanks to 
the
-native Activity lifecycle.
-
-## What makes Android different?
-
-In Android, the OS can choose to kill activities in the background in
-order to free up resources if the device running the application is low on
-memory. Unfortunately, when the activity holding your application is killed,
-the Webview in which your application lives will be destroyed as well. Any 
state
-that your application is maintaining will be lost in this case. When the user
-navigates back to your application, the Activity and Webview will be
-recreated by the OS, but state will not be automatically restored for your
-Cordova app. For this reason, it is imperative that your application be aware 
of
-the lifecycle events that are fired and maintain whatever state is appropriate
-to make sure a user's context in your app is not lost when they leave the
-application.
-
-## When can this happen?
-
-Your application is susceptible to being destroyed by the OS whenever it leaves
-the sight of the user. There are two main situations in which this can occur.
-The first and most obvious case is when the user presses the home button or
-switches to another application.
-
-However, there is a second (and much more subtle) case that certain plugins can
-introduce. As noted above, Cordova applications are usually confined to the
-single activity that contains the Webview. However, there are instances in 
which
-other activities may be launched by plugins and temporarily push the Cordova
-activity to the background. These other Activities are typically launched in
-order to perform a specific task using a native application installed on the
-device. For example, the Apache camera plugin launches whatever camera activity
-is natively installed on the device in order to take a photo. Reusing the
-installed camera application in this way makes your application feel much more
-like a native app when the user tries to take a photo. Unfortunately, when the
-native Activity pushes your app to the background there is a chance the OS
-will kill it.
-
-For a clearer understanding of this second case, let's walk through an example
-using the camera plugin. Imagine you have an application that requires the user
-to take a profile photo. The flow of events in the application when everything
-goes as planned will look something like this:
-
-1. The user is interacting with your app and needs to take a picture
-2. The camera plugin launches the native camera activity
-    * *The Cordova activity is pushed to the background (pause event is fired)*
-3. The user takes a photo
-4. The camera activity finishes
-    * *The Cordova activity is moved to the foreground (resume event is fired)*
-5. The user is returned to your application where they left off
-
-However, this flow of events can be disrupted if a device is low on memory. If
-the Activity is killed by the OS, the above sequence of events instead plays 
out
-as follows:
-
-1. The user is interacting with your app and needs to take a picture
-2. The camera plugin launches the native camera activity
-    * *The OS destroys the Cordova activity (pause event is fired)*
-3. The user takes a photo
-4. The camera activity finishes
-    * *The OS recreates the Cordova activity (deviceready and resume events 
are fired)*
-5. The user is confused as to why they are suddenly back at your app's login 
screen
-
-In this instance, the OS killed the application in the background and the
-application did not maintain its state as part of the lifecycle. When the user
-returned to the app, the Webview was recreated and the app appeared to have
-restarted from scratch (hence the user's confusion). This sequence of events is
-equivalent to what happens when the home button is pressed or the user switches
-applications. The key to preventing the above experience is subscribing to
-events and properly maintaining state as part of the activity lifecycle.
-
-## Respecting the Lifecycle
-
-In the examples above, the javascript events that are fired are noted in
-italics. These events are your opportunity to save and restore your
-application's state. You should register callbacks in your application's
-`bindEvents` function that respond to the lifecycle events by saving state. 
What
-information you save and how you save it is left to your discretion, but you
-should be sure to save enough information so that you can restore the user to
-exactly where they left off when they return to your application.
-
-There is one additional factor in the example above that only applies in the
-second-discussed situation (i.e. when a plugin launches an external activity).
-Not only was the state of the application lost when the user finished taking a
-photo, but so was the photo that the user took. Normally, that photo would be
-delivered to your application through the callback that was registered with the
-camera plugin. However, when the Webview was destroyed that callback was lost
-forever. Luckily, cordova-android 5.1.0 and above provide a means for getting
-the result of that plugin call when your application resumes.
-
-## Retrieving plugin callback results (cordova-android 5.1.0+)
-
-When the OS destroys the Cordova activity that was pushed into the background
-by a plugin, any pending callbacks are lost as well. This means that if you
-passed a callback to the plugin that launched the new activity (e.g. the camera
-plugin), that callback will NOT be fired when the application is recreated.
-However, starting in cordova-android **5.1.0**, the `resume` event's payload 
will
-contain any pending plugin results from the plugin request that launched the
-external activity made prior to the activity being destroyed.
-
-The payload for the `resume` event adheres to the following format:
-
-```
-{
-    action: "resume",
-    pendingResult: {
-        pluginServiceName: string,
-        pluginStatus: string,
-        result: any
-    }
-}
-```
-
-The fields of that payload are defined as follows:
-
-* `pluginServiceName`: The name of the plugin returning the result (e.g. 
"Camera"). This can be found in the `<name>` tag of a plugin's plugin.xml file
-* `pluginStatus`: The status of the plugin call (see below)
-* `result`: Whatever the result of the plugin call is
-
-The possible values for `pluginStatus` in the `pendingResult` field include 
the following:
-* `"OK"` - The plugin call was successful
-* `"No Result"` - The plugin call ended with no result
-* `"Error"` - The plugin call resulted in some general error
-* Other miscellaneous errors
-    * `"Class not found"`
-    * `"Illegal access"`
-    * `"Instantiation error"`
-    * `"Malformed url"`
-    * `"IO error"`
-    * `"Invalid action"`
-    * `"JSON error"`
-
-Please note that it is up to the plugin to decide what is contained in the
-`result` field and the meaning of the `pluginStatus` that is returned. 
Reference
-the API of the plugin you are using to see what you should expect those fields
-to contain and how to use their values.
-
-### Example
-
-Below is a brief example application that uses the `resume` and `pause` events
-to manage state. It uses the Apache camera plugin as an example of how to
-retrieve the results of a plugin call from the `resume` event payload. The
-portion of the code dealing with the `resume`'s `event.pendingResult` object
-requires cordova-android **5.1.0+**
-
-```javascript
-// This state represents the state of our application and will be saved and
-// restored by onResume() and onPause()
-var appState = {
-    takingPicture: true,
-    imageUri: ""
-};
-
-var APP_STORAGE_KEY = "exampleAppState";
-
-var app = {
-    initialize: function() {
-        this.bindEvents();
-    },
-    bindEvents: function() {
-        // Here we register our callbacks for the lifecycle events we care 
about
-        document.addEventListener('deviceready', this.onDeviceReady, false);
-        document.addEventListener('pause', this.onPause, false);
-        document.addEventListener('resume', this.onResume, false);
-    },
-    onDeviceReady: function() {
-        
document.getElementById("take-picture-button").addEventListener("click", 
function() {
-            // Because the camera plugin method launches an external Activity,
-            // there is a chance that our application will be killed before the
-            // success or failure callbacks are called. See onPause() and
-            // onResume() where we save and restore our state to handle this 
case
-            appState.takingPicture = true;
-
-            navigator.camera.getPicture(cameraSuccessCallback, 
cameraFailureCallback,
-                {
-                    sourceType: Camera.PictureSourceType.CAMERA,
-                    destinationType: Camera.DestinationType.FILE_URI,
-                    targetWidth: 250,
-                    targetHeight: 250
-                }
-            );
-        });
-    },
-    onPause: function() {
-        // Here, we check to see if we are in the middle of taking a picture. 
If
-        // so, we want to save our state so that we can properly retrieve the
-        // plugin result in onResume(). We also save if we have already fetched
-        // an image URI
-        if(appState.takingPicture || appState.imageUri) {
-            window.localStorage.setItem(APP_STORAGE_KEY, 
JSON.stringify(appState));
-        }
-    },
-    onResume: function(event) {
-        // Here we check for stored state and restore it if necessary. In your
-        // application, it's up to you to keep track of where any pending 
plugin
-        // results are coming from (i.e. what part of your code made the call)
-        // and what arguments you provided to the plugin if relevant
-        var storedState = window.localStorage.getItem(APP_STORAGE_KEY);
-
-        if(storedState) {
-            appState = JSON.parse(storedState);
-        }
-
-        // Check to see if we need to restore an image we took
-        if(!appState.takingPicture && appState.imageUri) {
-            document.getElementById("get-picture-result").src = 
appState.imageUri;
-        }
-        // Now we can check if there is a plugin result in the event object.
-        // This requires cordova-android 5.1.0+
-        else if(appState.takingPicture && event.pendingResult) {
-            // Figure out whether or not the plugin call was successful and 
call
-            // the relevant callback. For the camera plugin, "OK" means a
-            // successful result and all other statuses mean error
-            if(event.pendingResult.pluginStatus === "OK") {
-                // The camera plugin places the same result in the resume 
object
-                // as it passes to the success callback passed to getPicture(),
-                // thus we can pass it to the same callback. Other plugins may
-                // return something else. Consult the documentation for
-                // whatever plugin you are using to learn how to interpret the
-                // result field
-                cameraSuccessCallback(event.pendingResult.result);
-            } else {
-                cameraFailureCallback(event.pendingResult.result);
-            }
-        }
-    }
-}
-
-// Here are the callbacks we pass to getPicture()
-function cameraSuccessCallback(imageUri) {
-    appState.takingPicture = false;
-    appState.imageUri = imageUri;
-    document.getElementById("get-picture-result").src = imageUri;
-}
-
-function cameraFailureCallback(error) {
-    appState.takingPicture = false;
-    console.log(error);
-}
-
-app.initialize();
-```
-
-The corresponding html:
-
-```html
-<!DOCTYPE html>
-
-<html>
-    <head>
-        <meta http-equiv="Content-Security-Policy" content="default-src 'self' 
data: gap: https://ssl.gstatic.com 'unsafe-eval'; style-src 'self' 
'unsafe-inline'; media-src *">
-        <meta name="format-detection" content="telephone=no">
-        <meta name="msapplication-tap-highlight" content="no">
-        <meta name="viewport" content="user-scalable=no, initial-scale=1, 
maximum-scale=1, minimum-scale=1, width=device-width">
-        <link rel="stylesheet" type="text/css" href="css/index.css">
-        <title>Cordova Android Lifecycle Example</title>
-    </head>
-    <body>
-        <div class="app">
-            <div>
-                <img id="get-picture-result" />
-            </div>
-            <Button id="take-picture-button">Take Picture</button>
-        </div>
-        <script type="text/javascript" src="cordova.js"></script>
-        <script type="text/javascript" src="js/index.js"></script>
-    </body>
-</html>
-```
-
-## Testing the Activity Lifecycle
-
-Android provides a developer setting for testing Activity destruction on low
-memory. Enable the "Don't keep activities" setting in the Developer Options 
menu
-on your device or emulator to simulate low memory scenarios. You should always
-do some amount of testing with this setting enabled to make sure that your
-application is properly maintaining state.

http://git-wip-us.apache.org/repos/asf/cordova-docs/blob/28d8c235/www/docs/en/6.x/guide/platforms/android/plugin.md
----------------------------------------------------------------------
diff --git a/www/docs/en/6.x/guide/platforms/android/plugin.md 
b/www/docs/en/6.x/guide/platforms/android/plugin.md
index 9cb25db..a30d2f8 100644
--- a/www/docs/en/6.x/guide/platforms/android/plugin.md
+++ b/www/docs/en/6.x/guide/platforms/android/plugin.md
@@ -20,27 +20,20 @@ license: >
 title: Android Plugins
 ---
 
-# Android Plugins
+# Android Plugin Development Guide
 
 This section provides details for how to implement native plugin code
-on the Android platform. Before reading this, see Application Plugins
+on the Android platform. Before reading this, see the [Plugin Development 
Guide][plugin-dev]
 for an overview of the plugin's structure and its common JavaScript
 interface. This section continues to demonstrate the sample _echo_
 plugin that communicates from the Cordova webview to the native
 platform and back.  For another sample, see also the comments in
-[CordovaPlugin.java](https://github.com/apache/cordova-android/blob/master/framework/src/org/apache/cordova/CordovaPlugin.java).
-
-Android plugins are based on Cordova-Android, which consists of an
-Android WebView with hooks attached to it.  Plugins are represented as
-class mappings in the `config.xml` file.  A plugin consists of at
-least one Java class that extends the `CordovaPlugin` class,
-overriding one of its `execute` methods. As best practice, the plugin
-should also handle `[pause](../../../cordova/events/events.pause.html)` and 
`[resume](../../../cordova/events/events.resume.html)` events, along with any 
message
-passing between plugins.  Plugins with long-running requests,
-background activity such as media playback, listeners, or internal
-state should implement the `onReset()` method as well. It executes
-when the `WebView` navigates to a new page or refreshes, which reloads
-the JavaScript.
+[CordovaPlugin.java][cordova-plugin].
+
+Android plugins are based on Cordova-Android, which is built from an
+Android WebView with a native bridge. The native portion of an Android plugin
+consists of at least one Java class that extends the `CordovaPlugin` class and
+overrides one of its `execute` methods.
 
 ## Plugin Class Mapping
 
@@ -72,7 +65,7 @@ Otherwise, the plugin may compile but still be unavailable to 
Cordova.
 One instance of a plugin object is created for the life of each
 `WebView`. Plugins are not instantiated until they are first
 referenced by a call from JavaScript, unless `<param>` with an `onload`
-`name` attribute is set to `"true"` in `config.xml`. E.g.:
+`name` attribute is set to `"true"` in `config.xml`. For example,
 
     <feature name="Echo">
         <param name="android-package" value="<full_name_including_namespace>" 
/>
@@ -87,6 +80,13 @@ Plugins should use the `initialize` method for their 
start-up logic.
         // your init code here
     }
 
+Plugins also have access to Android lifecycle events and can handle them
+by extending one of the provided methods (`onResume`, `onDestroy`, etc).
+Plugins with long-running requests, background activity such as media playback,
+listeners, or internal state should implement the `onReset()` method. It
+executes when the `WebView` navigates to a new page or refreshes, which reloads
+the JavaScript.
+
 ## Writing an Android Java Plugin
 
 A JavaScript call fires off a plugin request to the native side, and
@@ -118,7 +118,8 @@ exception names as much as possible.
 The plugin's JavaScript does _not_ run in the main thread of the
 `WebView` interface; instead, it runs on the `WebCore` thread, as
 does the `execute` method.  If you need to interact with the user
-interface, you should use the following variation:
+interface, you should use the [Activity's `runOnUiThread`][ref-runonuithread]
+method like so:
 
         @Override
         public boolean execute(String action, JSONArray args, final 
CallbackContext callbackContext) throws JSONException {
@@ -135,8 +136,10 @@ interface, you should use the following variation:
             return false;
         }
 
-Use the following if you do not need to run on the main interface's
-thread, but do not want to block the `WebCore` thread either:
+If you do not need to run on the UI thread, but do not wish to block the
+`WebCore` thread either, you should execute your code using the Cordova
+[`ExecutorService`][ref-executor] obtained with `cordova.getThreadPool()` like
+so:
 
         @Override
         public boolean execute(String action, JSONArray args, final 
CallbackContext callbackContext) throws JSONException {
@@ -155,27 +158,24 @@ thread, but do not want to block the `WebCore` thread 
either:
 
 ## Adding Dependency Libraries
 
-If a plugin requires additional libraries to work, you can use
-one of the following approaches to add them via `config.xml`.
-
-Option A. Via _Gradle_ reference, for example:
-
-        <framework src="com.android.support:support-v4:+" />
-
-This is a recommended approach as it allows multiple plugins
-to refer to the same dependency library such as _gson_,
-_android-support-v4_, _google-play-services_, etc and
-_Gradle_ will resolve duplicate dependencies using its
-[Dependency Management 
logic](https://docs.gradle.org/current/userguide/dependency_management.html).
-
-Option B. As _JAR_ files placed to some plugin's folder and
-linked using `lib-file`, for example:
-
-        <lib-file src="src/android/libs/gcm.jar"/>
-
-We recommend using this approach only if you are sure that
-dependency jar is plugin specific and won't be used by
-other plugins. Otherwise, there will be platform build issue.
+If your Android plugin has extra dependencies, they must be listed in the
+`plugin.xml` in one of two ways.
+
+The preferred way is to use the `<framework />` tag (see the
+[Plugin Specification][plugin-ref-framework] for more details).
+Specifying libraries in this manner allows them to be resolved via Gradle's
+[Dependency Management logic][gradle-dep-management]. This allows commonly used
+libraries such as _gson_, _android-support-v4_, and _google-play-services_ to 
be
+used by multiple plugins without conflict.
+
+The second option is to use the `<lib-file />` tag to specify the location of
+a jar file (see the [Plugin Specification][plugin-ref-lib-file] for
+more details). This approach should only be used if you are sure that no other
+plugin will be depending on the library you are referencing (e.g. if the 
library
+is specific to your plugin). Otherwise, you risk causing build errors for users
+of your plugin if another plugin adds the same library. It is worth noting that
+Cordova app developers are not necessarily native developers, so native 
platform
+build errors can be especially frustrating.
 
 ## Echo Android Plugin Example
 
@@ -189,10 +189,11 @@ specification to the local platform's `config.xml` file:
                     <param name="android-package" 
value="org.apache.cordova.plugin.Echo"/>
                 </feature>
             </config-file>
+
+            <source-file src="src/android/Echo.java" 
target-dir="src/org/apache/cordova/plugin" />
         </platform>
 
-Then add the following to the
-`src/org/apache/cordova/plugin/Echo.java` file:
+Then add the following to the `src/android/Echo.java` file:
 
         package org.apache.cordova.plugin;
 
@@ -246,17 +247,17 @@ callback as a parameter.
 
 ## Android Integration
 
-Android features an `Intent` system that allows processes to
+Android features an [Intent][ref-intent] system that allows processes to
 communicate with each other.  Plugins have access to a
-`CordovaInterface` object, which can access the Android `Activity`
-that runs the application.  This is the `Context` required to launch a
-new Android `Intent`.  The `CordovaInterface` allows plugins to start
-an `Activity` for a result, and to set the callback plugin for when
-the `Intent` returns to the application.
+`CordovaInterface` object, which can access the Android 
[Activity][ref-activity]
+that runs the application.  This is the [Context][ref-context] required to 
launch a
+new Android [Intent][ref-intent].  The `CordovaInterface` allows plugins to 
start
+an [Activity][ref-activity] for a result, and to set the callback plugin for 
when
+the [Intent][ref-intent] returns to the application.
 
 As of Cordova 2.0, Plugins can no longer directly access the
-`Context`, and the legacy `ctx` member is deprecated. All `ctx`
-methods exist on the `Context`, so both `getContext()` and
+[Context][ref-context], and the legacy `ctx` member is deprecated. All `ctx`
+methods exist on the [Context][ref-context], so both `getContext()` and
 `getActivity()` can return the required object.
 
 ## Android Permissions
@@ -264,22 +265,22 @@ methods exist on the `Context`, so both `getContext()` and
 Android permissions until recently have been handled at install-time instead
 of runtime.  These permissions are required to be declared on an application 
that uses
 the permissions, and these permissions need to be added to the Android 
Manifest.  This can be
-accomplished by using the config.xml to inject these permissions in the 
AndroidManifest.xml file.
+accomplished by using the `config.xml` to inject these permissions in the 
`AndroidManifest.xml` file.
 The example below uses the Contacts permission.
 
         <config-file target="AndroidManifest.xml" parent="/*">
             <uses-permission android:name="android.permission.READ_CONTACTS" />
         </config-file>
 
-## Android Permissions (Cordova-Android 5.0.x and greater)
+### Runtime Permissions (Cordova-Android 5.0.0+)
 
 Android 6.0 "Marshmallow" introduced a new permissions model where
 the user can turn on and off permissions as necessary.  This means that
 applications must handle these permission changes to be future-proof, which
-was the focus of the Cordova-Android 5.0 release.
+was the focus of the Cordova-Android 5.0.0 release.
 
 The permissions that need to be handled at runtime can be found in the Android 
Developer
-documentation 
[here](http://developer.android.com/guide/topics/security/permissions.html#perm-groups).
+documentation [here][permissions-guide].
 
 As far as a plugin is concerned, the permission can be requested by calling 
the permission method, which signature is as follows:
 
@@ -295,7 +296,8 @@ It is also standard practice to define the requestCode as 
follows:
 
 Then, in the exec method, the permission should be checked:
 
-            if(cordova.hasPermission(READ)) {
+            if(cordova.hasPermission(READ))
+            {
                 search(executeArgs);
             }
             else
@@ -310,7 +312,7 @@ In this case, we just call requestPermission:
         cordova.requestPermission(this, requestCode, READ);
     }
 
-This will call the activity and cause a prompt to appear asking for the 
permission.  Once the user has the permission, the result must be handled with 
the onRequestPermissionResult method, which
+This will call the activity and cause a prompt to appear asking for the 
permission.  Once the user has the permission, the result must be handled with 
the `onRequestPermissionResult` method, which
 every plugin should override.  An example of this can be found below:
 
     public void onRequestPermissionResult(int requestCode, String[] 
permissions,
@@ -362,14 +364,14 @@ a Cordova application just like a native Android 
application.
 ## Launching Other Activities
 
 There are special considerations to be made if your plugin launches an Activity
-that pushes the Cordova Activity to the background. The Android OS will destroy
+that pushes the Cordova [Activity][ref-activity] to the background. The 
Android OS will destroy
 Activities in the background if the device is running low on memory. In that
-case, the CordovaPlugin instance will be destroyed as well. If your plugin is
-waiting on a result from the Activity it launched, a new instance of your 
plugin
-will be created when the Cordova Activity is brought back to the foreground and
+case, the `CordovaPlugin` instance will be destroyed as well. If your plugin is
+waiting on a result from the [Activity][ref-activity] it launched, a new 
instance of your plugin
+will be created when the Cordova [Activity][ref-activity] is brought back to 
the foreground and
 the result is obtained. However, state for the plugin will not be automatically
-saved or restored and the CallbackContext for the plugin will be lost. There 
are
-two methods that your CordovaPlugin may implement to handle this situation:
+saved or restored and the `CallbackContext` for the plugin will be lost. There 
are
+two methods that your `CordovaPlugin` may implement to handle this situation:
 
 ```java
 /**
@@ -397,19 +399,19 @@ public void onRestoreStateForActivityResult(Bundle state, 
CallbackContext callba
 ```
 
 It is important to note that the above methods should only be used if your
-plugin launches an Activity for a result and should only restore the state
+plugin launches an [Activity][ref-activity] for a result and should only 
restore the state
 necessary to handle that Activity result. The state of the plugin will *NOT* be
 restored except in the case where an Activity result is obtained that your
-plugin requested using the CordovaInterface's `startActivityForResult()` method
+plugin requested using the `CordovaInterface`'s `startActivityForResult()` 
method
 and the Cordova Activity was destroyed by the OS while in the background.
 
 As part of `onRestoreStateForActivityResult()`, your plugin will be passed a
 replacement CallbackContext. It is important to realize that this
 CallbackContext *IS NOT* the same one that was destroyed with the Activity. The
 original callback is lost, and will not be fired in the javascript application.
-Instead, this replacement CallbackContext will return the result as part of the
-`resume` event that is fired when the application resumes. The payload of the
-`resume` event follows this structure:
+Instead, this replacement `CallbackContext` will return the result as part of 
the
+[`resume`][event-resume] event that is fired when the application resumes. The
+payload of the [`resume`][event-resume] event follows this structure:
 
 ```
 {
@@ -422,15 +424,15 @@ Instead, this replacement CallbackContext will return the 
result as part of the
 }
 ```
 
-* `pluginServiceName` will match the `name` attribute from your plugin.xml
+* `pluginServiceName` will match the [name element][plugin-ref-name] from your 
plugin.xml.
 * `pluginStatus` will be a String describing the status of the PluginResult
    passed to the CallbackContext. See PluginResult.java for the String values
    that correspond to plugin statuses
 * `result` will be whatever result the plugin passes to the CallbackContext
    (e.g. a String, a number, a JSON object, etc.)
 
-This resume payload will be passed to any callbacks that the javascript
-application has registered for the `resume` event. This means that the result 
is
+This [`resume`][event-resume] payload will be passed to any callbacks that the 
javascript
+application has registered for the [`resume`][event-resume] event. This means 
that the result is
 going *directly* to the Cordova application; your plugin will not have a chance
 to process the result with javascript before the application receives it.
 Consequently, you should strive to make the result returned by the native code
@@ -438,11 +440,11 @@ as complete as possible and not rely on any javascript 
callbacks when launching
 activities.
 
 Be sure to communicate how the Cordova application should interpret the result
-they receive in the `resume` event. It is up to the Cordova application to
+they receive in the [`resume`][event-resume] event. It is up to the Cordova 
application to
 maintain their own state and remember what requests they made and what 
arguments
 they provided if necessary. However, you should still clearly communicate the
 meaning of `pluginStatus` values and what sort of data is being returned in the
-`result` field as part of your plugin's API.
+[`resume`][event-resume] field as part of your plugin's API.
 
 The complete sequence of events for launching an Activity is as follows
 
@@ -455,10 +457,24 @@ The complete sequence of events for launching an Activity 
is as follows
     * *`onRestoreStateForActivityResult()` is called*
 6. `onActivityResult()` is called and your plugin passes a result to the new
     CallbackContext
-7. The `resume` event is fired and received by the Cordova application
+7. The [`resume`][event-resume] event is fired and received by the Cordova 
application
 
 Android provides a developer setting for debugging Activity destruction on low
 memory. Enable the "Don't keep activities" setting in the Developer Options 
menu
 on your device or emulator to simulate low memory scenarios. If your plugin
 launches external activities, you should always do some testing with this
 setting enabled to ensure that you are properly handling low memory scenarios.
+
+[cordova-plugin]: 
https://github.com/apache/cordova-android/blob/master/framework/src/org/apache/cordova/CordovaPlugin.java
+[event-resume]: ../../../cordova/events/events.html#resume
+[gradle-dep-management]: 
https://docs.gradle.org/current/userguide/dependency_management.html
+[permissions-guide]: 
http://developer.android.com/guide/topics/security/permissions.html#perm-groups
+[plugin-dev]: ../../hybrid/plugins/index.html
+[plugin-ref-framework]: ../../../plugin_ref/spec.html#framework
+[plugin-ref-lib-file]: ../../../plugin_ref/spec.html#lib-file
+[plugin-ref-name]: ../../../plugin_ref/spec.html#name
+[ref-context]: 
http://developer.android.com/reference/android/content/Context.html
+[ref-executor]: 
http://developer.android.com/reference/java/util/concurrent/ExecutorService.html
+[ref-intent]: 
http://developer.android.com/reference/android/content/Intent.html
+[ref-activity]: 
http://developer.android.com/reference/android/app/Activity.html
+[ref-runonuithread]: 
http://developer.android.com/reference/android/app/Activity.html#runOnUiThread(java.lang.Runnable)

http://git-wip-us.apache.org/repos/asf/cordova-docs/blob/28d8c235/www/docs/en/6.x/guide/platforms/android/tools.md
----------------------------------------------------------------------
diff --git a/www/docs/en/6.x/guide/platforms/android/tools.md 
b/www/docs/en/6.x/guide/platforms/android/tools.md
deleted file mode 100644
index 119a863..0000000
--- a/www/docs/en/6.x/guide/platforms/android/tools.md
+++ /dev/null
@@ -1,224 +0,0 @@
----
-license: >
-    Licensed to the Apache Software Foundation (ASF) under one
-    or more contributor license agreements.  See the NOTICE file
-    distributed with this work for additional information
-    regarding copyright ownership.  The ASF licenses this file
-    to you under the Apache License, Version 2.0 (the
-    "License"); you may not use this file except in compliance
-    with the License.  You may obtain a copy of the License at
-
-        http://www.apache.org/licenses/LICENSE-2.0
-
-    Unless required by applicable law or agreed to in writing,
-    software distributed under the License is distributed on an
-    "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
-    KIND, either express or implied.  See the License for the
-    specific language governing permissions and limitations
-    under the License.
-
-title: Android Shell Tool Guide
----
-
-# Android Shell Tool Guide
-
-This guide shows how to use Cordova's set of platform-centered shell
-tools to develop Android apps. This development path, discussed in the
-[Overview](../../overview/index.html), may offer you a greater range of 
development options than
-the cross-platform CLI tool described in [The Command-Line 
Interface](../../cli/index.html).
-For example, you need to use shell tools when deploying a custom
-Cordova WebView alongside native components.  Before using either
-development path, you must first configure the Android SDK environment
-as described in the [Android Platform Guide](index.html).
-
-To enable shell tools for Android, download Cordova from
-[cordova.apache.org](http://cordova.apache.org). The download contains
-separate archives for each platform. Expand each you wish to target,
-`android` in this case. The relevant tools are typically available in
-the top-level `bin` directory, otherwise consult the __README__ file
-for more detailed directions.
-
-These tools allow you to create, build, and run Android apps.  For
-information on the additional command-line interface that enables
-plugin features across all platforms, see Using Plugman to Manage
-Plugins. See Application Plugins for details on how to develop
-plugins.
-
-## Create a Project
-
-Run the `create` command, specifying the existing path to the project,
-the reverse-domain-style package identifier, and the app's display
-name.  Here is the syntax for both Mac/Linux and Windows:
-
-        $ /path/to/cordova-android/bin/create /path/to/project 
com.example.project_name ProjectName
-
-        C:\>\path\to\cordova-android\bin\create.bat \path\to\project 
com.example.project_name ProjectName
-
-## Build
-
-This cleans then builds a project.
-
-Debug, on Mac/Linux or Windows:
-
-        $ /path/to/project/cordova/build --debug
-
-        C:\>\path\to\project\cordova\build.bat --debug
-
-Release, on Mac/Linux or Windows:
-
-        $ /path/to/project/cordova/build --release
-
-        C:\>\path\to\project\cordova\build.bat --release
-
-## Run the App
-
-The `run` command accepts the following _optional_ parameters:
-
-  * Target specification. This includes `--emulator`, `--device`, or 
`--target=<targetID>`.
-
-  * Build specification. This includes `--debug`, `--release`, or `--nobuild`.
-
-        $ /path/to/project/cordova/run [Target] [Build]
-
-        C:\>\path\to\project\cordova\run.bat [Target] [Build]
-
-Make sure you create at least one Android Virtual Device, otherwise
-you're prompted to do so with the `android` command.  If more than one
-AVD is available as a target, you're prompted to select one. By
-default the `run` command detects a connected device, or a currently
-running emulator if no device is found.
-
-## Signing the App
-
-You can review Android app signing requirements here: 
http://developer.android.com/tools/publishing/app-signing.html
-
-To sign an app, you need the following parameters:
-
-  * Keystore (`--keystore`): Path to a binary file which can hold a set of 
keys.
-  
-  * Keystore password (`--storePassword`): Password to the keystore
-  
-  * Alias (`--alias`): The id specifying the private key used for singing.
-  
-  * Password (`--password`): Password for the private key specified.
-  
-  * Type of the keystore (`--keystoreType`): pkcs12, jks (Default: auto-detect 
based on file extension)
-
-These parameters can be specified using the command line arguments above to 
`build` or `run` scripts.
-
-Alternatively, you could specify them in a build configuration file 
(build.json) using (`--buildConfig`) argument. Here's a sample of a build 
configuration file:
-
-    {
-         "android": {
-             "debug": {
-                 "keystore": "..\android.keystore",
-                 "storePassword": "android",
-                 "alias": "mykey1",
-                 "password" : "password",
-                 "keystoreType": ""
-             },
-             "release": {
-                 "keystore": "..\android.keystore",
-                 "storePassword": "",
-                 "alias": "mykey2",
-                 "password" : "password",
-                 "keystoreType": ""
-             }
-         }
-     }
-
-For release signing, passwords can be excluded and the build system will issue 
a prompt asking for the password.
-
-There is also support to mix and match command line arguments and parameters 
in build.json file. Values from the command line arguments will get precedence. 
This can be useful for specifying passwords on the command line. 
-
-## Logging
-
-        $ /path/to/project/cordova/log
-
-        C:\>\path\to\project\cordova\log.bat
-
-## Cleaning
-
-        $ /path/to/project/cordova/clean
-
-        C:\>\path\to\project\cordova\clean.bat
-
-## Building with Gradle
-
-As of cordova-android@4.0.0, project build using 
[Gradle](http://www.gradle.org/).
-For instructions on building with ANT, refer to older versions of 
documentation.
-
-### Gradle Properties
-
-These 
[properties](http://www.gradle.org/docs/current/userguide/tutorial_this_and_that.html)
-can be set to customize the build:
-
-  * **cdvBuildMultipleApks** (default: false)
-
-  If this is set, then multiple APK files will be generated: One per native
-  platform supported by library projects (x86, ARM, etc). This can be important
-  if your project uses large native libraries, which can drastically increase
-  the size of the generated APK.
-
-  If not set, then a single APK will be generated which can be used on all 
devices.
-
-  * **cdvVersionCode**
-
-  Overrides the versionCode set in `AndroidManifest.xml`
-
-  * **cdvReleaseSigningPropertiesFile** (default: release-signing.properties)
-
-  Path to a .properties file that contains signing information for release 
builds.
-  The file should look like:
-  ```
-  storeFile=relative/path/to/keystore.p12
-  storePassword=SECRET1
-  storeType=pkcs12
-  keyAlias=DebugSigningKey
-  keyPassword=SECRET2
-  ```
-
-  `storePassword` and `keyPassword` are optional, and will be prompted for if 
omitted.
-
-  * **cdvDebugSigningPropertiesFile** (default: debug-signing.properties)
-
-  Same as cdvReleaseSigningPropertiesFile, but for debug builds. Useful when 
you need
-  to share a signing key with other developers.
-
-  * **cdvMinSdkVersion**
-
-  Overrides the value of `minSdkVersion` set in `AndroidManifest.xml`. Useful 
when
-  creating multiple APKs based on SDK version.
-
-  * **cdvBuildToolsVersion**
-
-  Override the automatically detected `android.buildToolsVersion` value.
-
-  * **cdvCompileSdkVersion**
-
-  Override the automatically detected `android.compileSdkVersion` value.
-
-
-### Extending build.gradle
-
-If you need to customize `build.gradle`, rather than edit directly, you should 
create
-a sibling file named `build-extras.gradle`. This file will be included by the 
main
-`build.gradle` when present. Here's an example:
-
-    # Example build-extras.gradle
-    # This file is included at the beginning of `build.gradle`
-    ext.cdvDebugSigningPropertiesFile = '../../android-debug-keys.properties'
-    # When set, this function allows code to run at the end of `build.gradle`
-    ext.postBuildExtras = {
-        android.buildTypes.debug.applicationIdSuffix = '.debug'
-    }
-
-Note that plugins can also include `build-extras.gradle` files via:
-
-    <framework src="some.gradle" custom="true" type="gradleReference" />
-
-### Example Build
-
-    export ORG_GRADLE_PROJECT_cdvMinSdkVersion=14
-    cordova build android -- --gradleArg=-PcdvBuildMultipleApks=true
-


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