I'm trying to do the patching process in my unreal game for Android platform. For which I need to develop a background downloading service that download the short 1mb chunks in the background and once the all downloads gets completed the engine will use them to build the pak file again that can be patched. What i tried so far is created a background downloading service in android and added that code to the engine BuildPatchServices module. But I'm not able to figure out how I can divert the flow of BuildPatchServices that downloads the chunk files to my android download service and get the data back to the engine.
If anyone can help me with this i will be really thankful
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I have an educational mobile App written in Cordova that has a large repository of Audio files. Users are allowed to share audios thru WhatsApp and other Apps. Since WhatsApp has 25 MB restriction on Audio files (and I think 75 MB if they are shared a docs) I am trying to find a way whereby the user could split the file into 2 or more before sharing, preferably based on duration (for example 00:03:25 to 00:20:59). I have searched by I could find any plug-in so far.
Obviously there are independent apps available to do this, but I want this to be done within my App.
I am new to Android development and want to download multiple (infact too many) chunks of a file but downloading all those with code written with my bare hands are not good way.
Is there any good Downloading library for Android Studio ?
The downloading links are not different for chunks.
Such as
https://link.com/path/download_1.chunk
https://link.com/path/download_2.chunk
Any code direction too would be great.
I would use a web browser to download files that are chunked as opposed to Android Studio.
If the question is how to download these files in your app, then I would use either the DownloadManager for downloading large files or use Retrofit for all networking requests.
I am using retrofit library in my android app. I read multiple tutorial about upload and download files and working with json data. most of these tutorial have worked with image for simplicity and there is some API for working with that like imagur, but I want to work with audio files in my app and I don not know any server or API for testing upload and download mp3 files. can anybody introduce me some of that?
update :
How can I make my own computer for testing? is this possible?
There are so many Linux servers and which are free. Try https://www.hostinger.in/
for free domains and 1gb disk size.
Furthermore, if you want to test on your own computer try wamp,xampp or IIS (for .NET) and publish your code over there.
I have packaged my AngularJS/javascript application with phonegap/Cordova for Android, and later plan to do this for iOS/BlackBerry. In this project, I implemented the FileTransfer.download function from the phonegap API to download a file from the server. The function is working successfully, but it blocks me from navigating to other pages within the app until the download is complete.
Maybe I'm missing something in the documentation: what's the best way to get FileTransfer.download to work in the background so that I can freely navigate page to page? Is it possible without resorting to device-specific code?
Using FileTransfer plugin is not really necessary to download files in phonegap. You can do it directly in javascript, and it shouldn't block your UI (despite JS is mono-thread, the thread shouldn't be collapsed by an async download).
I suggest you using downgularJS - https://github.com/kaikcreator/downgularJS
This AngularJS module can be easily integrated with ionic, it uses cordova file API and don't require file-transfer plugin. You can create several queues to download files, and perform any operation after file downloads, and it's pretty well documented.
I'm working on the UI for an Android and iOS app. It will likely be built with PhoneGap (or the like) meaning the UI will be an HTML5 implementation.
For most of the images, we've decided to go with SVG files as they scale well across the various Android screens and are great for Retina on iOS.
So far, using .svg files is working fine for us and thanks to Safari and Chrome support, easy to test locally in a standard browser.
The catch is that these .svg files are going to get rather large as we turn them into sprites. As such, I'm looking into using GZIPped svg files (.svgz).
A quick test shows that a 50k SVG we are using compresses down to 8k via Gzip.
The catch, however, is that it appears that there needs to be a client/server relationship going on to decompress the SVGZ file. I can't get Safari to render the linked .svgz file when run locally (as I assume it will be when via a webview in a PhoneGap compiled app). Chrome appears to be able to render the svgz, though.
So, my questions:
Is there any way to use .svgz files locally on iOS via a PhoneGap app (I haven't gotten to the point where we're compiling via PhoneGap yet so can't test that part at this time)?
Any known issues with .svgz on Android (given it seems OK on desktop Chrome)?
Should I even be bothering with .svgz in this situation where there aren't actual download speed concerns (outside the initial app download)?
I don't know much about issues with svgz on either iOS or Android, but you definetely shoudln't worry about the size of the .svg files compared to .svgz, not even for the initial download. All the files in an Android and iOS packages are compressed anyway, so zipping those files yourself won't bring you any gain. It might actually be better for your app performance-wise to keep them un-compressed.