How-To Guides. Advanced Concepts. Threading in WorkManager. App entry points. App shortcuts. App navigation. Navigation component. App links. Dependency injection. Core topics. App compatibility. Interact with other apps. Package visibility. Intents and intent filters. User interface. Add motion to your layout with MotionLayout.
MotionLayout XML reference. Improving layout performance. Custom view components. Look and feel. Splash screens. Add the app bar. Control the system UI visibility. Supporting swipe-to-refresh. Pop-up messages overview. Adding search functionality.
Creating backward-compatible UIs. Home channels for mobile apps. App widgets. Media app architecture. Building an audio app. Building a video app. The Google Assistant. Routing between devices. Background tasks. Manage device awake state. Save to shared storage. Save data in a local database. Sharing simple data. Sharing files. Sharing files with NFC. Printing files. Content providers. Autofill framework.
Contacts provider. Data backup. Remember and authenticate users. User location. Using touch gestures. Handling keyboard input.
Supporting game controllers. Input method editors. Performing network operations. Transmit network data using Volley. Perform network operations using Cronet. Transferring data without draining the battery. Reduce network battery drain.
Transfer data using Sync Adapters. Bluetooth Low Energy. Wi-Fi infrastructure. Discover and connect. Runtime API reference. Web-based content. Android App Bundles. Google Play. Play Asset Delivery. Play Feature Delivery. In-app reviews. In-app updates. Google Play Instant. Get started with instant apps. Get started with instant games. Integrate with Firebase. Play Install Referrer. Play Install Referrer Library.
Application Licensing. Android GPU Inspector. System profiling. Analyze a system profile. GPU performance counters. Frame profiling. Analyze a frame profile. Eventually you need to import some classes from the original package android.
Then register your implementation as a service. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Collectives on Stack Overflow. Learn more. DownloadManager downloading files over 2. Asked 7 years, 9 months ago. Active 7 years, 9 months ago. Viewed 5k times. Improve this question. I mean if the user rotates the device, exits from app and then re-enters, will the download continue and be consistent with the whole UI?
I can't confirm, but it is supposed to — josebama. Well, 2. I can guess why — user Show 7 more comments. Active Oldest Votes. Once all pieces downloaded and MD5 works, you can put the pieces back together as single file. Improve this answer. Ajay S Ajay S You have summarized what all the others said so far : But I don't think you have provided something new.
This is only way you can go through it, I did not read other answers yet so far. I don't think I copied them, simply whatever possible I have simply wrote those and I don't know why it seemed to you I have not provided something new. Drag and drop the video file to Pavtube Video Converter Ultimate. The lower part displays the file information. File size depends on the bitrate you use. By setting higher video bitrate the video quality and file size get increased.
If I set video bitrate to kbps, the final file will be 2. If I want smaller file size, I can still set video bit rate down. The GPU acceleration saves users lots of time when using H. Pavtube Video Converter Ultimate encodes files to. All of these tools can reduce PNG file size while preserving the perceptive image quality. The pngcrush tool is particularly effective: This tool iterates over PNG filters and zlib Deflate parameters, using each combination of filters and parameters to compress the image.
It then chooses the configuration that yields the smallest compressed output. You can use vector graphics to create resolution-independent icons and other scalable media. Using these graphics can greatly reduce your APK footprint.
Vector images are represented in Android as VectorDrawable objects. With a VectorDrawable object, a byte file can generate a sharp image the size of the screen. However, it takes a significant amount of time for the system to render each VectorDrawable object, and larger images take even longer to appear on the screen. Therefore, consider using these vector graphics only when displaying small images. For more information on working with VectorDrawable objects, see Working with Drawables.
Do not use AnimationDrawable to create frame-by-frame animations because doing so requires that you include a separate bitmap file for each frame of the animation, which drastically increase the size of your APK. Instead, you should use AnimatedVectorDrawableCompat to create animated vector drawables.
Reduce native and Java code There are several methods you can use to reduce the size of the Java and native codebase in your app. Make sure to understand the footprint of any code which is automatically generated. For example, many protocol buffer tools generate an excessive number of methods and classes, which can double or triple the size of your app. A single enum can add about 1. These additions can quickly accumulate for complex systems or shared libraries.
If possible, consider using the IntDef annotation and code shrinking to strip enumerations out and convert them to integers. This type conversion preserves all of the type safety benefits of enums. If your app uses native code and the Android NDK, you can also reduce the size of the release version of your app by optimizing your code. Two useful techniques are removing debug symbols and not extracting native libraries.
Using debug symbols makes sense if your application is in development and still requires debugging. Use the arm-eabi-strip tool, provided in the Android NDK, to remove unnecessary debug symbols from native libraries. After that, you can compile your release build.
When building the release version of your app, package uncompressed. Disabling this flag prevents PackageManager from copying. When building your app using Android Gradle plugin 3. Your APK might contain content that users download but never use, like additional language or per-screen-density resources. To ensure a minimal download for your users, you should upload your app to Google Play using Android App Bundles.
If you're not publishing your app to Google Play, you can segment your app into several APKs, differentiated by factors such as screen size or GPU texture support. When a user downloads your app, their device receives the correct APK based on the device's features and settings. This way, devices don't receive assets for features that the devices don't have.
Content and code samples on this page are subject to the licenses described in the Content License. App Basics. Build your first app.
App resources. Resource types. App manifest file. Device compatibility. Multiple APK support. Tablets, large screens, and foldables. Build responsive UIs. Build for foldables. Getting started. Handling data. User input. Watch Face Studio. Health services. Creating watch faces. Android TV. Build TV Apps. Build TV playback apps. Help users find content on TV. Recommend TV content. Watch Next. Build TV games. Build TV input services. TV Accessibility. Android for Cars. Build media apps for cars.
Build navigation, parking, and charging apps for cars. Android Things. Supported hardware. Advanced setup. Build apps. Create a Things app. Communicate with wireless devices. Configure devices.
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