Free album art API for android? [closed] - android

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I'm creating a music player for Android. In that I want to give the feature of downloading album arts for songs.
I'm looking for an API that provides images of sizes appropriate for android devices, so that they do not take much space.
Till now I've stumbled upon Discogs but they seems to lack in documentation.
Please suggest.
Thanks

Discogs works fine. There are rate limits, but these aren't too low.
Also look at the combination of MusicBrainz and the Cover Art Archive, which has been growing steadily (about 34% of MusicBrainz releases, at the time of writing, have got CAA artwork). This tends to be higher quality than Discogs' art.
Finally you can use Wikipedia via DBpedia.

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How are built in Android applications so small? [closed]

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I've been working on a relatively small Android game app recently and after much optimization I can only get it down to use 20-30mb of ram. I was curious as to how some Google or Android apps can use so little ram. For example, on my S4 the music app rarely, if ever, uses more than 6mb of ram, even though it plays music and displays many album artworks.
The android developers website has a dedicated page for this issue. For memory optimizations I can think of the following points:
Re-use objects
Avoid static variables as easy work around as they cannot be garbage collected
Optimize your Bitmaps images contribute to a lot of RAM usage
Dont hold on to objects after they are not needed

Performs array calculations using the GPU android [closed]

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I need to process elements in large array and due to performance issues i need to do this in GPU of android device. please give a idea to implement this.
Please take a look at http://developer.android.com/guide/topics/renderscript/compute.html. There are also some other examples and sample projects using RenderScript online. Note that there is no way to reliably access the GPU on Android, because not all Android devices have GPUs capable of doing compute workloads. RS is the preferred method for accelerating parallel work.

Is there a free API to retrieve artist images for applications [closed]

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I was hoping to use Google Custom Search but they limit you to 100 queries per day...and that is per API key so the total queries per day for ALL users of my app would be 100. That is pretty sad honestly.
LastFM won't allow you to use artist images in a commercial application and MusicBrainz only offers album images, not artist images. Does anyone know another source?
Thanks
you can check Echo Nest Api for artists. see link here
I would look into Freebase. Just doing a few quick searches there, it seems like they have images for artists, though it will vary a bit based on what was uploaded (could be an image of them at a concert, for instance).
That being said, if Freebase works for you they have very lenient API Requests, and offer a lot of control over what is being requested if you familiarize yourself with the queries.

What physical characteristics would be suited for android's OS to run smoothly? [closed]

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Do you think a smartphone with this characteristics will be able to stand android OS?
- 100 MB Storage
- -64 MB RAM
- Processor PNX-4910
////Edit--_
old version/ stable version??
At most barely and unpleasently, based on limited ram if nothing else.
Android 2.1+ requires at least 92MB of RAM.
See: http://static.googleusercontent.com/external_content/untrusted_dlcp/source.android.com/en/us/compatibility/2.1/android-2.1-cdd.pdf
So your only hope would be a pre 2.1 version.
Theoretically, you might be able to get 1.6 or earlier to work on it, but the arm926 chip inside the PNX-4910 is not going to withstand a whole lot of load.

Replica island only has one set of images, why? [closed]

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When I looked at:
http://replicaisland.googlecode.com/svn/trunk/res/drawable/
and found it only had one set of images, I wondered why this was. Obviously I missed something because I thought everyone needed three sets of images so that you could support all android devices. (Phones) I have not looked through all the code yet, but does Chris just resize the images or not support other devices?
Obviously I missed something because I thought everyone needed three sets of images so that you could support all android devices.
Having four sets of images (-ldpi, -mdpi, -hdpi, -xhdpi) is generally a good idea... if you are using the widget-based framework, and for images used by the OS (e.g., launcher icons).
If you are writing a game -- particularly one like Replica Island, which uses OpenGL -- you are probably going to use different techniques. In Replica Island's case, it appears that DrawableBitmap handles scaling "between the bitmap resolution and the display resolution".

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