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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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I'm about to make an android app something like "fun places to visit in my city" where u can see photos and description of the place.
I thought something like store all images in drawable folder, and create list of data class.
But the app will be very heavy?
I dont know which is the best way to store data and images locally. Any suggestion?
If you wish to keep app light maybe the better approach would be to store them somewhere on cloud and load them using library like picasso.
Storing them directly in the app truly can increase apk size a lot because you also should store different sizes of every images if you are following guidelines.
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I'm a beginner in android atudio, I recently make my first app, I put in many raw resources file(txt,mp3) that is why it's size is big (~200Mo).
I want to allow user to download what he need in order to benefit my service like listen to mp3 read text.
You should carefully consider why you need this much data in your app, remove all unnecessary parts and put everything you really need into the .apk as resource.
If I find some app is downloading 200MB to my phone, I'll uninstall that immediately.
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I am making an app in which i need to show all duplicate photos and delete them .I want to know which is the best way to identify duplicate images from device.Please help me.
As in the comments mentioned, there is different ways to compare images, such as if both images have same file, id, size, resolution or more advanced through openCV, which has numerous image manipulation functions and you can easily integrate it with android.
Otherwise, you could also look at Bitmap class has method "sameAs" you can use that method to compare two bitmaps. But you need to convert the image to bitmap.
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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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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.