[android-developers] Re: Managing Large Graphic Set
I have taken a look at the google video about game programming for android, although I haven't had the time to watch it all of the way through yet, it seems like a great start. A big part of why i'm trying to do it, the way that i'm trying to do it, is because i'm trying to prevent the manipulation of the graphics from the client-side of the application (this is supposed to be a client/server type of game, although it is still pretty basic). Again, I would like some kind of package that included these for the most part, so I can do a simple md5/sha-1 checksum on 1 file, instead of each file, everytime the client loads. I appreciate all of the feedback thus far, as well. On Sep 14, 7:56 pm, Carmen Delessio carmendeles...@gmail.com wrote: That solves a few problems for me. Thanks. I know there is no hard fast answer, but are there any guidelines for what the right amount of data to store in files using a method like this? What would be too big? Carmen On Mon, Sep 14, 2009 at 8:38 PM, Mark Murphy mmur...@commonsware.comwrote: Orion2569 wrote: I would like to use a single file (like zip) to hold all of the files for several reasons. 1., i'm trying to use a file container so i can simply update graphic 4.png and then push it into the zip file (for example) from a server. It would seem to be even easier just to copy 4.png into position on the SD card, rather than modifying a ZIP file. 2., because android sees all image files on the sdcard when you open the gallery application. Put a leading dot on your directory name (e.g., .MyApp/ rather than MyApp/). The media scanner will not scan inside there. -- Mark Murphy (a Commons Guy) http://commonsware.com|http://twitter.com/commonsguy _Android Programming Tutorials_ Version 1.0 In Print! --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Managing Large Graphic Set
Hello, I'm writing a game for a computer class that I'm currently taking for school. The game has a lot of graphics associated with it (mostly in .png format). There is too much data to simply include it as part of the 'res'. The way i'm currently doing it, is to store all of the graphics in a single zip file, in a folder on the SDCard, e.g., / sdcard/Game/PlayerImages.zip (or whatever). And then i'm using the ZipInputStream to read from those, then using the BitmapFactory to decode the stream and then draw them on the canvas. The problem that I'm having is that this method is terribly slow if I add a lot of images into the zip file. The best way I have found thus far is to name the .png files within the zip numerically, then use a for-loop to jump directly to a specific file, but this is still a very slow way of doing it. I would like to use a single file (like zip) to hold all of the files for several reasons. 1., i'm trying to use a file container so i can simply update graphic 4.png and then push it into the zip file (for example) from a server. 2., because android sees all image files on the sdcard when you open the gallery application. 3., easier to prevent data manipulation by doing an md5/sha-1 checksum on 1 zip file, rather than every time a file is opened if it weren't in a container. If anyone has any advice or suggestions for how to accomplish what I'm looking for, or can at least point me in the correct direction, I would greatly appreciate it. Thanks, Ryan --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] BitmapFactory Image from ZipFile
Ok, basically what i'm attempting to do is place several images into 1 zip file, and then read the images back out of the zip file, and draw them onto a canvas using BitmapFactory. This is what my code looks like, but when i debug i only get a source not found error. Code: try { FileInputStream fis = new FileInputStream(/sdcard/Images/ Images.zip); ZipInputStream zis = new ZipInputStream(fis); ZipEntry ze = null; // Until we find their map, or we run out of options if(zis.getNextEntry()!=null) ze = zis.getNextEntry(); while ((ze.getName() != (Background.png)) zis.getNextEntry() != null){ ze = zis.getNextEntry(); } if (ze.getName() == Background.png){ mBackground = BitmapFactory.decodeStream(zis); } else mBackground = null; } catch (FileNotFoundException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); } Zip File Contents: -Images.zip --Background.png I'm not too familiar with the debugging android apps, or what is causing the file not found. (And the archive is located correctly on my SD card). Any help would be greatly appreciated. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---