How to handle large number of vector drawables in Android - android

I am building an Android app in which I have many vector drawble in XML format (around 10000 files). Currently, I put them in the resource folder and it takes very long time to build the app.
Is there any better way to handle this?

Have you tried moving them into a separate module? By the way, maybe you can try putting them on the server and downloading them just on demand, and just having the really main ones in your APK.

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Multiple APK Support

I am working on application with multiple types choices and every type has different UI, content and operations.
If i packaged all activities, xml and drawables files inside same .apk file for all users with showing and hiding methodology it's an inefficient way as it waste user space and download time.
Are there another ways to upload activities,xml and drawables files to external servers and download them based on user selected choice?
appreciated any help.
thanks.
You may download the Activities and other Java classes from the server and load them up, perhaps even Drawables, but XML part would be a tricky one.
If you can manage to avoid XMLs by creating layouts with Java if Layout is what you meant by XML, the answer is yes, it is possible.
You will need to explore how to load Java classes at runtime.
the answer is here
Multiple APK Support
-----> The build system enables you to automatically build different APKs
that each contain only the code and resources needed for a specific
screen density or Application Binary Interface (ABI). For more
information see Build Multiple APKs.

Does adding drawables add space? Android

In android project there are multiple folders, I know you can simply override these with one 'Drawable' folder.
My question is: When people download my app, will it take up more room if I have manually catered to all the different Drawable folders instead of just overriding them with one?
yea, but your app will be slightly slower, cause android has to re-size the images (whereas if you have different folders it uses the respective images)
Yes, different Drawable is for different dpi based device screen and its part of APK.
When you download APK then even drawable is also part of it and it gets stored on device and it does take space.
Different Drawable folders in android directory is for supporting different screen sizes. for better UI experience you should put drawables in appropriate folders.I think you should have look into it before proceeding further Know android project directories

Changing drawable (PNG) in android application

I have a standard aplication. It uses resources - PNGs that are when programming in the DRAWABLE folder. They build up menus, buttons etc etc. ... Classic application nothing special.
And what I need to have is - "theme" support. Lets say I use this PNGs in my app:
menubutton.png
scrollbotton.png
arrwo.png
and these are in the DRAWABLE folder.
And I would like to be able to change the THEME of the app by changing this PNGs for different ones. Lets say I have PNG's with same names, but under a different url:
.../template1/menubutton.png
.../template1/scrollbotton.png
.../template1/arrwo.png
and than I have a another "template"
.../template2/menubutton.png
.../template2/scrollbotton.png
.../template2/arrwo.png
IMPORTANT: Of course all the PNGs have exactly same size, and name
So and the app shall have the functionality to download this PNGs and replace the ones that are currently in use. The important point is that the additonal PNGs from different templates HAVE to be availiable online - I dont want to ship the app with many templates that would not be used.
Can you please confirm this can be done and that it should not be a problem?
The Drawable resources are packaged in to the application and cannot be modified. You idea of using an SD card will work (or you can use the applications sandboxed directory), you just need to manually load the png resources (ex. myImageView.setBackgroundBitmap(...); [pseudo-code]).
As a note: If I ever open an application that immediately tells me to wait since it is downloading resources, I will force-close it and uninstall. Applications on Android, iOS, Windows, etc. should work right away without the need to download more resources. If you want a default "theme" then package it with the app, don't make the user download it (which will cause problems if the user is on mobile networks or doesn't have an internet connection when they open the app)

Is it possible to divide an Android application into two APK files?

I have android application (single apk file) with code and ga lot of graphics, It takes a lot of space. I want to devide my huge application into two parts. The first is a source code and minor graphice (takes low space), the second part includes all other graphic. When user launches first application, it uses graphic from another application.
1) Is solution it possible?
2) If it is possible, how can I access from first apk to a resource file at SD card, whick stores in another zip/archive/jar/or apk?
Maybe you can provide your graphic as a Content Provider in one application and then read them in another application.
You can use Library Projects to achieve this.
There are a number of ways to do this. One of the more popular is to require the application to download the large graphics on "first-run". This is done by most large game apps.

How to upload XML file data in android emulator of more than 1.2Mb

I want to load a single XML file of 1.2Mb in android through assets folder as raw file. I heard that there is a limitation in android of 1Mb for a single xml file. How can I get rid of it? Is there any option to overcome this issue?
First, don't use assets/ for XML, if your intention is to use it in your application. Use res/xml/, as parsing will be about ten times faster, and will also take up less space.
Then, I would simply try it with your file and see if it blows up. I know there is a limit, but I do not know what the threshold size is.
If it blows up, you will either need to split it into multiple files (each with a subset of your data), or not package it with the application, instead downloading it from a server on first run of your appl.

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