android-assets

Android Wear OS Watch Face Support different screen sizes

十年热恋 提交于 2019-12-02 16:00:56
问题 I'm playing around Watch Faces for Wear OS Currently, I have created Background 320x320 Tick Circle 320x320 Hours, Minutes and Seconds Hands 320x40 Everything works fine on round devices with the screen size 320x320 Things are getting complicated when I am using devices with screen sizes 360x360. As you can see from the screenshot below the size of Tick Circle is not automatically adjusted. Question As I am new to developing Watch Faces and there is not much information about that on the

Which methods can be used to manage differing versions of pre-existing databases?

别说谁变了你拦得住时间么 提交于 2019-12-02 13:56:16
Note this is intended to be a Ask and Answer Your Own Questions as per share your knowledge, Q&A-style Often a pre-existing database is provided for an Android App that utilises SQLite. The database is often placed into the assets folder and the App will copy the database if it does not exist. For a newer version of the App changing the database in the assets folder is fine as the changed database will be copied. However, when upgrading an App from a previous version the database will exist and therefore it will not be copied, nor can it easily be seamlessly deleted to enable a copy from the

Pdf File In asset folder not open in thirdparty app

人盡茶涼 提交于 2019-12-02 13:06:58
Hi I am new in android i have some PDF file that exist in this path asset/pdf/example.pdf when i try PDF file with this code Intent intent = new Intent(Intent.ACTION_VIEW); File file = new File("file:///android_asset/pdf/example.pdf"); intent.setDataAndType( Uri.fromFile( file ), "application/pdf" ); startActivity(intent); i get this error & know it's because third party has no access to file what is solution? know it's because third party has no access to file file:///android_asset/ only works for WebView AFAIK. what is solution? You can use my StreamProvider , which offers a ContentProvider

Android Wear OS Watch Face Support different screen sizes

最后都变了- 提交于 2019-12-02 12:53:55
I'm playing around Watch Faces for Wear OS Currently, I have created Background 320x320 Tick Circle 320x320 Hours, Minutes and Seconds Hands 320x40 Everything works fine on round devices with the screen size 320x320 Things are getting complicated when I am using devices with screen sizes 360x360. As you can see from the screenshot below the size of Tick Circle is not automatically adjusted. Question As I am new to developing Watch Faces and there is not much information about that on the Official Documentation Website, I want to understand how I should handle these cases? Should I create for

Android, NanoHttpd and Local jQuery reference

旧巷老猫 提交于 2019-12-02 12:37:34
I am in the early stages of putting together an Android app that will host an assets based "website" using NanoHttpd. The app will rely heavily on the jquery library. I am using this NanoHttpd.java file and have successfully hosted and accessed a html file. My problem is that I cannot seem to be able to include a local copy of the jquery library. If I reference a cdn hosted copy, everything works just as it should. If I place a copy of the library in the assets directory, the html of the page displays correctly in the browser however, I receive the following error in the javascript console of

How to build a ResourceManager in libGDX with AssetManager

白昼怎懂夜的黑 提交于 2019-12-02 10:07:15
I want use non static AssetManager In my android game? I have many levels. How should I use AssetManager? I should create for every level a separate AssetManager? Because if I create one AssetManager, it will load all textures, etc, in first screen. You should create one AssetManager in your main class which load all assets at the startup of the application. Then for each level you should create a different screen or use one screen, depending on your game. Then you pass a reference of the AssetManager to every new screen instance you create (for the screen to access it's assets). For example:

Access assets in Fragment

梦想与她 提交于 2019-12-02 07:30:27
问题 I have a Font in my assets folder and I called it in my fragment like this: Typeface custom_font = Typeface.createFromAsset(getActivity().getAssets(), "fonts/myFont.otf"); But I got a lint warning saying that getAssets() may return null. I did some research and found this question/answer. I'm currently already getting the activities context. What I was thinking of doing is adding the following method in my Activity : public static Typeface getMyFont(Activity context){ return Typeface

Access assets in Fragment

一个人想着一个人 提交于 2019-12-02 05:15:58
I have a Font in my assets folder and I called it in my fragment like this: Typeface custom_font = Typeface.createFromAsset(getActivity().getAssets(), "fonts/myFont.otf"); But I got a lint warning saying that getAssets() may return null. I did some research and found this question/answer. I'm currently already getting the activities context. What I was thinking of doing is adding the following method in my Activity : public static Typeface getMyFont(Activity context){ return Typeface.createFromAsset(context.getAssets(), "fonts/myFont.otf"); } and then calling it from my fragment like this:

Android: Accessing File from Internal Storage Using RandomAccessFile

一个人想着一个人 提交于 2019-12-01 23:17:26
问题 I am creating an app that needs to read data from a file. I was initially reading it from the assets folder using a BufferedReader and an InputStreamReader but I was running into memory issues (see Android: File Reading - OutOfMemory Issue). One suggestion was to copy the data from the assets folder to the internal storage ( not the SD card ) and then access it via RandomAccessFile . So I looked up how to copy files from the assets to internal storage and I found 2 sources: https://groups

Android: Accessing File from Internal Storage Using RandomAccessFile

南楼画角 提交于 2019-12-01 22:00:01
I am creating an app that needs to read data from a file. I was initially reading it from the assets folder using a BufferedReader and an InputStreamReader but I was running into memory issues (see Android: File Reading - OutOfMemory Issue ). One suggestion was to copy the data from the assets folder to the internal storage ( not the SD card ) and then access it via RandomAccessFile . So I looked up how to copy files from the assets to internal storage and I found 2 sources: https://groups.google.com/forum/?fromgroups=#!topic/android-developers/RpXiMYV48Ww http://developergoodies.blogspot.com