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Many heavy games have a loading splash screen before the game starts. I wonder, what does a load page actually load (so maybe I can use such an optimization in my app)? Are they loading images? If they are then memory will run out quickly.
Thank you
Loading pics, deserializing data, requesting data from db... it depends on what app actually do.
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I'd like to make my own loading screen for android applications, probably to show it in a splash screen or during GUI updates.
I followed some tutorials and i was able to create a loading animation in AfterEffect. Than i can export it in any format with Adobe MediaEncoder.
I already tried to export it in a collection of Png files which i can show with android FrameAnimation, but i always get a Memory Error.
Which format should i use and how i can implement it in the android app?
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I am not very good at Android development and need some help here.
My application uses listview in which each row contains an image which is to be loaded from the server. What I want is:
The images should be loaded in the order of their position on the listview.
The images should be cached until the user closes the application.
Until the image is not loaded, a default image should be used.
All of this should be Asynchronous.
Is there a library which could help me with this ?
Any help would be appreciated. Thanks.
Here's a very easy and straight forward tutorial for your problem.
Using UIL Library to handle your images
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Making an app that loads images from server. The image is just like an achievement badge that gets unlocked (i.e) loaded from the server. Am not sure on how to handle this scenario if there is no internet connection, as the image won't be available. Is that a good practice to store all the badge images in the assets. Will that make the app size big. Or is there any good way for compressing them.
Ship them with your app. Badges only need small images, that can be compressed fairly efficient.
This reduces the overall complexcity and reliabilty of your application. Plus you save your servers and the enduser some overhead/traffic.
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Should i use AsyncTask to load and scale photos from external storage? or there is easier way to do it? Main reason why im trying to do this is becouse im getting lag when scrolling my listview. Im displaying and scaling photos using its path.
Yes.
It can be a long running task if the photo has a lot of detail. Be careful when dealing with detailed photos on Android, you can run out of memory.
Use the Async Task or Thread to process the photos, but keep the user notified at all times, with a progress bar or notification.
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I'm doing a little game and i want to load Bitmaps,What is a good way to load the pictures without knowing how frequently a player may use them?
I think you should take a look at this. Don't forget to check out the other chapers.