[android-developers] Re: Managing Large Graphic Set

2009-09-15 Thread Orion2569

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!
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[android-developers] Re: Managing Large Graphic Set

2009-09-15 Thread Michael

You can accelerate access to zip files by specifying a lower
compression rate or no compression at all during creation of the
archive. Keep in mind that you can also specify the compression rate
for each file individually (See ZipOutputStream.setLevel()).
It may also be interesting to compare the size and performance impact
of the lowest- and highest compression rate.

Just an idea,
Michael.
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[android-developers] Re: Managing Large Graphic Set

2009-09-14 Thread Mark Murphy

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!

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[android-developers] Re: Managing Large Graphic Set

2009-09-14 Thread Photics

For mobile, a 320x480 screen, why are the images so large?

Perhaps you can optimize your graphics? PNG is a lossless format...
great quality and transparany support... but do you need that?

I don't know what you're developing for, but would another format work
better?

JPEG - smaller file size, but lossy compression
GIF - lossless compression but only 256 colors

Are the graphics resized properly? I remember when I was learning how
to use Quark in school. Heh... large images with lots of extra white
space. It made the printer angry. HEH... but then we got a new
printer. Ah, the memories... anyway...

There's a wonderful video that talks about graphics and games.
http://www.youtube.com/watch?v=U4Bk5rmIpic
I watched the whole thing... over an hour long... even replaying many
parts because he talks so fast... excellent. Have you seen it?

Heh... I wonder if he ever released the code for that game.
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[android-developers] Re: Managing Large Graphic Set

2009-09-14 Thread Carmen Delessio
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!

 


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