Where are 'Saved Game Files' kept? Internal memory or SD Card? Whats the best way to save 'saved games files'? for when I have to do a factory restore or Rom upgrades. For instance Robo Defence which is going to take me years to play and get to level 2000, will still be playing this in my grave, lol. What I was thinking is that I would backup my SD card to my PC, reinstall the game then copy files back from my SD Card or do I have to install a backup App like 'mybackuppro' to specifically back these type of things up?
Is it possible to transfer Android tapfish saved game data to an iphone4?I just bought an iphone4 for my daughter cause it has more games then droid but shes really far in tapfish and doesnt wanna lose her data. Is it possible to get the saved data from the samsung galaxy s 2 into an iphone 4???
I wanted to be able to use my Google bookmarks on my Droid. I found a program that imports them to the phone, but it replaces everything and I didn't want all those bookmarks in my browser. I exported my Google bookmarks to a HTML file and stored it on my SD card in the download folder and named it bookmarks.htm. I then went into the Droid browser and typed the following URL: content://com.android.htmlfileprovider/sdcard/download/bookmarks.htm
I then created a bookmark of the link.
Now, I open my browser, click on the bookmark, and all my Google Bookmark sites are displayed as links in order listed under their categories.
when i receive mms and i save the voiceclip or video, im not too sure where they seem to go? Is there a way of finding out? And I've also noticed that my mms voiceclips dont fully play? Its set to a certain amount of time then cuts off.how can i change it?
I tried to download a different swype version and it said my memory is full! How can this be? even if it's only trying to save on the 2gb micro sd card.I'm pretty sure there's no way I have 2 gigs of stuff on it. I have NO music on my phone and maybe 2 minutes of video 1-2 pics.
I'm new to the Droid world, formerly a blackberry queen, and my oh my do I have a lot to learn.My question is simple, I had some audio files sent to me, and I saved them, but now I can't find them anywhere.Also, is there a way to set my ringtone (for incoming calls and texts) as one of my saved audio files that was sent to me?
I am creating a game using the irrlicht c++ 3D graphics engine port to android platform. The graphics engine is written in c++. I need to be able to load meshes and textures etc from c++ code. My current plan is to place all the game asset files in either the res/raw directory or the assets directory then on start-up copy these files to the sdcard so they are accessible from the irrlicht c++ code.Is this the best way to make the game media files accessible from c++?
How do you block Android game files from adding themselves to your media players? For example, if you're using Moboplayer to view the pics and vids you've shot with your camera, and you have a game like Dragon's Lair that has hundreds of mini 3 mB vid clips on your device to play the game, when I try to view my personal videos, I have to filter through the 800 some odd game vid clips just to look at my home videos. To add insult to injury, if you use a backup like Verizon that backs up only your newest movies and pics, it also downloads these hundreds of vid clips as well as photos of the uniforms on a game like Home Run Battle.
I have a square grid, for a turn based game ( grid is similar to the chess board ), but the moves in the games are different based on whether you have lapped your opponent pawn at least once or not.i.e if you have not lapped (beaten any of the opponents pawns) in the outer most grid as below.if you have lapped your opponent pawn once at least, then you get to reach home,this way.Any player having all his pawns reaching "home" first wins.The ones in yellow are safe-houses, i.e both the opponent pawn and the player's pawn get to stay in the same grid, this is not considered to be lapping ( the opponent ).The lapped pawn will return to its start point.Now the question is, what is the effective way to store the paths for the all the pawns.we will have 4 pawns for the player and 4 opponent pawns.Is there any pattern to store such static information, in a elegant way?
I have a puzzle game with a 7x7 grid of graphics, and a timer, its just about ready to go. But I am stuck on how to go about saving/continuing game. For example when someone exits I want them to be able to save and exit, then come back and click continue to pick up where they left off with all of the graphics in the right place, timer and score. I looked at onSaveInstanceState android examples, but not sure if this is what I need or how to implement it in my case.
When a wallpaper is set (either from the Wallpaper Gallery or from Pictures) where is the wallpaper that is selected saved? Is there a directory where this is saved? Is there a Database where this information is saved? who handles this? Is it the wallpaper service? What if I wanted to have multiple wallpapers and have the service rotate through each of them based on some setting - every 1 hour for example - what do I need to change in order to do that?
I'm having this problem with one of my apps where some people are reporting that their preferences are not being saved when they close and resume the app. The preferences theyre talking about happen to be actual Preferences (i.e. the built-in preferences manager for an activity). They say they're not doing anything special, just exiting the app and going back to it. Does anyone know why the prefs wouldn't be saved for only this select few people? I'm at a complete loss.
I'm trying to use the built in camera to capture a video but when I specify the URI I want the file saved to (using videoCaptureIntent.putExtra (MediaStore.EXTRA_OUTPUT, Uri.fromFile (fileLocation)); ) the 'Retake' and 'Play' buttons crash my app. I am trying to switch and let the Intent store the file where it wants but I can't figure out how to recover the URI where it is saved to. The docs say this:
"The caller may pass in an extra EXTRA_OUTPUT to control where the video is written. If EXTRA_OUTPUT is not present the video will be written to the standard location for videos, and the Uri of that location will be returned in the data field of the Uri." But what is "the data field of the Uri"?
My app launches the camera to allow the user to capture a picture. Sometimes this causes the OS will kill my App to free up memory for the camera. Once the picture is taken, my app starts back up where it left off using the Bundle I saved in onSaveInstanceState(). My app had a bug where in the code that restores the state. Is there anyway that I can simulate or test this case to make sure I am restoring correctly now? It seems I am having trouble making this happen when I want to test it.
In my application I am sending data to server if I had not pressed back button when data is sending to server then data is successfully saved on server and new screen (one created in layout folder) is displayed which says data is stored. But at the time of sending data if i pressed back button then also data successfully saved on server but I can't see that new screen that data is stored on server. How to handle this situation?
In my Project I want to play audio files in mediaplayer and displays progressbar. If I exit the application then also player have to play audio file. If I restart The Activity I have to display progress bar with last activity progress.
Here I tried using onSaveInstanceState() method. But I cant display progress bar with last progress. when I exit the activity player is playing but when I restart activity it stopped and displayed new view without any progress and saved data.
I wrote an app that downloads web sites and all their assets (images/stylesheets) to "disk" and therefore stores lots of small files on the SD card.
Sometimes it fails to delete large amounts of files and afterward the file system is r/o. To analyze that behavior I tried to do the removal of the files by hand and then go from there. But that already failed.
localhost:~ mkamp$ adb -d shell mount [.. some mounts ..] /dev/block/mmcblk0p1 /sdcard vfat rw,dirsync,nosuid,nodev,noexec,uid=1000,gid=1000,fmask=0711,dmask=0700,codepage=cp437,iocharset=iso8859-1,utf8 0 0 --> R/W
Last login: Wed Mar 18 19:41:49 on ttys005 localhost:~ mkamp$ adb -d shell rm /sdcard/newsrob/a* [.. minutes of silent deletes ..] rm failed for /sdcard/newsrob/a2aade03616c28b30_113.png, Read-only file system localhost:~ mkamp$
localhost:~ mkamp$ adb -d shell mount [.. some mounts ..] /dev/block/mmcblk0p1 /sdcard vfat ro,dirsync,nosuid,nodev,noexec,uid=1000,gid=1000,fmask=0711,dmask=0700,codepage=cp437,iocharset=iso8859-1,utf8 0 0 --> R/O now
The log contained nothing but the usual gc output and random WiFi status changed mumbo jumbo.
Anybody else seeing this behavior?
There were 6.500 files in that directory. Might that be the problem? I don't access the files with queries, I always have the exact name.
I am working on an android app. Where i need to parse some plist files from assets folder. I do understand how to use assets in android but now problem is that file sizes are more than 1MB and so android gives error Data Exceeds UNCOMPRESS_DATA_MAX (2183588 vs 1048576). how to access such larger files from assets? Also I cant reduce a file into small buffers because i am just sending it to "DocumentBuilder.parse(in)" as a whole so can not use buffer. The error is on line: Document doc = db.parse(in).