i'm writing a simple application. i need to handle around 100 images having size dimension 1000*740. images are fixed no need to change. user will see this images like gallery view.
Problem
1.Large number of Images increases .apk filesize .It crosses memory limit(Given by Android market).
2.I placed these images in Drawable folder.Is there any other way to keep this images?
Any Idea?
YOu can host them on a separate site, but you do not have to download them every time. You can download them to an external directory (sd card) and just check if you've got everything you want when starting the app: If you do, you obviously don't have to re-download the shots again.
Is there a reason your images are of that size? If you compress them a bit you should be able to fit a photo in less then half an MB, and I think that the limit is 50mb on the market: You might be able to just squeeze it in.
Upload all the images to a link. Do parsing by using that link.
That's a pretty tough dilemma. Perhaps the user can download the images instead. You could use flickr to host the images.
I would suggest hosting them somewhere and download as "citizen conn" suggested.
Another possibility would be to separate in different sets and have different apk with those (maybe some of them would only have a content provider with some of those pictures). But that's kind of ugly...
Other than that, I don't think there is any way to get around the limit from Android market...
Related
I got an app which is loaded with many image files which takes much place. The app can also download more pictures from different sources. Is there a way to compress their size?
I remember there was maybe some sort of library created by Google specifically for this issue?
Lets consider the following, I have an app with several dozen photos I want to show the user at any given time.
Right now I'm creating multiple files for each image, sizing them for different screen sizes and storing them in their respective drawable folders.
It's increasing the size of my app dramatically.
So here is my question: Is it possible to store the images on a server and use an image library like Picasso, Fresco or something else (open to anything) to fetch that image and scale it down for the device it's running on without risking running out of memory?
I'm worried that fetching a large image, loading it into memory and then resizing it will cause the same problem as trying to display it on older devices with little memory available to them.
You can write methods to request different images sizes from your server based on client info. Just write a method to measure the screen size and then request the appropriate image based on a URL endpoint (like http://myimageserver.com/images/ldpi/image1.png).
You can do optimization post-download, such as scaling, before saving the image to a local file store.
Using a reputable image loading library is a valid method (my own favourite is Glide).
The answer to your question really depends on the number of images you want to show! If there are lots, then yes storing them on a server is probably best, but also the most time-consuming and expensive (both in time and money).
Your other (easier) option is to keep the originals in the assets folder, and use your image loader to scale and load them for you. The correct path for an image in your assets folder is file:///android_asset/your_image_here.jpg. This way, you're only keeping one version of each photo in your apk and they'll load much faster.
I am beginner in Android development. I need to show 400+ images in my android app. Right now I am putting all of them in my drawable folder, but this doesn't seem good, as my apk becomes too large in size. What should I do? Can I play with images' resolution and all? Please help.
best solution will be to put them in web and then displaying it through lazy list, But if thats not an option then only thing you can do is to compress your image to a extent it is acceptable, that will check you problem of large apk size.
try PNGOUT , a great tool for compressing images.
Put them all in a extension-obb-File:
http://developer.android.com/google/play/expansion-files.html
So I handled it with videos.
I'm making an android app, here the images are getting from Cloud, is it good idea to download images and save it & use it further. Or download images every-time user uses the app, what idea you prefer is the best?
Because downloading images always is slow & its bad i know but at some point if the images are updated then how to get to know about it?
You should definitely cache your downloaded files!
Do it in your internal app directory where only you do have access to (or otherwise external storage, thats still ok).
Bandwidth and connections are always expensive and should kept low as much as possible.
So your user can see images fast even on a bad connection and your app doesn't waste his valuable bandwidth of a users data plan.
Maybe this could also help you:
https://github.com/novoda/ImageLoader
http://www.androidhive.info/2012/07/android-loading-image-from-url-http/
Make it easy on yourself and use something like Android Smart Image View. It takes care of loading and caching, and it's just about a drop-in replacement for Android's ImageView. Universal Image Loader is another alternative, more configurable, but not as quick to implement.
I used https://github.com/nostra13/Android-Universal-Image-Loader
but I think you not want only download and cache.
these no trick ,if you want check weather the image update or not, you can add metadata for image, just like md5 .
in html and browser, you can set expires header for a image:
enter link description here
but in android app, you control all yourself.
Downloading images and saving them is probably the best way to do it because you don't want to download the same images over and over. If the images are updated you can delete the older one and download the new ones. Just make sure you don't download/save a million images. Take a look at this library. It has a built-in cache on sdcard/external sd.
Downloading images from the net for display, with possible requirement of caching is a very common problem that many people have solved, you can try these solutions to see which fits you:
Ion (https://github.com/koush/ion) - very flexible and feature complete, plus it can download more than images but JSON, Strings, Files, and Java types as well. The part that I really like about this is that it can automatically cancel operations when the calling Activity finishes, so users don't waste time & bandwidth downloading images that will no longer be displayed
Universal Image Loader (https://github.com/nostra13/Android-Universal-Image-Loader) - equally capable for most use cases but for downloading/caching images only
I never saw an app that is 273MB, I have to be doing something wrong; I have 75 pngs for an animation. An app is not supposed to be that big, right?
Your app can definitely be that size. Many games are huge in size. You'll have to use the APK expansion files method provided by google for this. See here:
https://developer.android.com/guide/google/play/expansion-files.html
You'll have to store them on the SD card as they'll be too big for internal memory.
Also consider compression or smaller file sizes as alternatives although this depends highly on what you plan to do with your images (if it's very important that the images be high-res, then don't compress).
From the Google Play website the maximum allowed size for the APK on Google Play is 50 MB but you can use expansion files mechanism if you need more data (2GB per file)
I'd suggest you though to find a way to use fewer PNG images or optimize it somehow...
You can put your images on a server and first time entering your app download them on the sdcard. You'll know better if this fits your application :)