I am making some Landing Pages and I need original images from mobile games applications.
I have iOS but no problem if you have solution with Android.
I just want to get like images, sounds from some game like “Clash Royae”, “Clash of Clans” something like that.
I can’t find anything usefull on Google...
Looking for fast responde,
Have a nice day!
The request you are making is probably takes long to get the images and sounds. You need to install emulator and get the file from application like .apk and have an application to uncompressed it. Then you will see all the files used in the application.
Related
I'm trying very hard to understand how should i store and load some images in my Unity app for Android platform.
From what i understood, i should store them in the Application.streamingAssetsPath.
However i don't know how to access them.
Note: My images are in sub-folders within the streaming assets folder.
Here a some pages that I think might help you:
The docs:
https://docs.unity3d.com/Manual/StreamingAssets.html
Others:
https://answers.unity.com/questions/210909/android-streamingassets-file-access.html
https://forum.unity.com/threads/solved-loading-image-from-streamingassets.717869/
Personally, I do not develop on android so I can’t help you more unfortunately but I am hopping this can help a bit.
I am new to this. I have the Android SDK installed with Eclipse. I can work with basic activities and layouts.
I am looking to write this Android application that will;
1) Allow users to sign-in using a pre-allocated password.
2) Login and change the password.
3) Every time the user opens the app, he downloads a CSV file from a server to the SD card.
4) The app parses from the file and displays them on several activities and small frames inside the app.
Think of it as an informational application. But, I'd like to add some intelligence on top of it after I get this done.
I have read many articles and topics but none of them give me a specific approach to do this faster. I have very little time for development.
If there's a similar application that you're familiar with, I'd like to take a look at the code.
I want to know exactly (the code) on how the communication between the app and a linux based server on the web needs to be established. Right now, there's only a CSV file (or an EXCEL file - which one's better to parse? How to decide?) there.
Also, when the CSV file is up to date, I wouldn't want it to download the file again. How to prevent it?
As I said, I am new - so please be patient.
Thanks
If you are new to this and want to develop something fast, why do it the hardest way, in java? There are so many easy toolkits out there, e.g. RFO.Basic, you will be amazed how much you can achieve, fast, that way.
(You asked several questions) Easiest to parse? If you don't have Excel installed on your Android device, the CSV is of course easier to parse, needing only text tools. However, if you have a choice of formats, why not use XML? If you have never worked with XML, there is a little learning curve, but there are lots of tutorials on the web. After that, you'll never want to go back to CSV.
Your last question: how to prevent download of unchanged file? Is this about a big file? In that case start with quickly downloading the hash (checksum) of the file, so that the client can decide if the file has changed.
I am trying to create an Android app where people can read short stories. The stories will be in the form of images since it will include some arts to accompany the text. That is the reason of why I decided to use Google App Engine. I want to store the images in the App Engine then let the client device retrieve all the stories(or images). I can then somehow organise the images into the proper sequence (which I have not an idea on how to do).
I am completely new to Cloud computing or doing backend stuff so there is a lot of stuff that I am not wrapping my head around.
I did a tutorial on creating a mobile assistant app. In the end I got it working and deployed to App Engine. Whenever I upload the files I did it through the command line using "appcfg.py" however after looking at Blobstorage it seems to work a bit differently.
How exactly do you upload images to Blobstore? So far all the thing I've read is on uploading data from the client device/web application and I can't seem to find anything that is very detailed on using Blobstore and Android together. What I am trying to ask is, is there a way to upload the images to the Blobstore directly from the command line (if that is possible)? And how to handle those images once it's up in Blobstore?
Can someone give me some advice please?
As far as I know, swf's and gif's inside WebViews are not officially supported by Android, eventhough they work in my HTC Desire Device.
I'm building an app that it's all based in a WebView. What i did is code the 'app' as HTML, put it into the 'raw' folder and once the app starts, it puts all the htmls and images into a folder on the SD (if they're not there yet).
Now I need display some animations in there. I made them with Actionscript and I was glad that it seemed to work (Animations were 25KB each), but after a while publishing it, i got reports from people that coulnd't see the animation.
Then I patched them into a GIF (raised memory to 400KB-1MB each). At this point, I decided to take the gifs out of the raw folder, and download them from one server in the web the first time the app runs, so my apk doesn't get too big. But I get complaints again that people can't see it (then I found that GIF is also unsupported)
Google-ing and stackoverflow-ing I found that the only solution is to split those GIFs into separate images and show them with javascript one by one to create the animation. I guess this method is OK for small animations (like some face saying hello or something like that), but for whole animations.... It weights about 3MB per animation (when the swf was 25KB...). And I think taking 30MB (possibly more in the future for new animations) from user's data quota is not nice.
So:
Is there any other solution?
Are there lots and lots of phones that don't support SWF? and GIF? If they're not too many, I would consider putting on my app's description that the animations won't work if the phone has low memory (animations are not very important into my app)
Thank you very much,
Víctor
edit: Additional information: Animations are like this one.
So... I found the only way was to use HTML5 canvas animation, since surprisingly it is supported by many devices.
The animation is not as smooth as in a GIF-compatible device, but I rather make it accessible for everyone.
So, CommonsWare answered my 2nd question, but I will answer my 1st one: Yes, use HTML5. It didn't take a huge work, since JS can be Object-Oriented as well, and syntax is fairly similar to AS3.
And the best part is that the base code only weights 34KB (let's say the engine plus all the images), and each animation (in a separate file) weights between 1 and 2KB. That was awesome, I can put them all into my Android's raw folder.
Thank you very much CommonsWare for your comment.
Good day, I have a requirement to create a kind of book app with pdfs, images and videos worth up to 10gb and more on a tablet locally. Now there is no intention to sell it on the android market or any other store, its completely in house, so i think issue with apk size has been clarified. What am asking is, where is the best place to put all this contents so that i can readily load them up and use them accordingly?
Should i be using the raw folder and create sub-folders for each images, videos and pdfs?
Should i create folders on an sdcard(assuming there is one in place)? or
Please if you have any other solution or ideas on how to implement this, I would gladly like to hear this. Thanks for your responses in advance.
P.S by the way, since its a tablet specific app, is there any need to have a multi-pane layout fragment or ii can just use all the space. thank you
I suppose you can use a RAW folder, but it would also make the APK size huge from what I understand because all the files in the RAW folder need to be packaged with the application.
From what I've seen in the past, most applications, actually most games, that have lots of extra data will download the additional data on first launch. Basically:
The application launches
It checks whether or not you have all the additional data (Books, pdfs, images)
If not, it starts downloading that data to the SDCARD.
It may not make sense in your situation, but doing it this way gives you more finite control over how much data needs to be downloaded. If function A only requires package A of additional data, then you only need to download package A, you don't need to download everything. Or perhaps you could let the user choose what packages of additional data they want to download, which would also save bandwidth, time and resources.