Android best practices download many images






















Create a build. Push an update. Chrome OS devices. App architecture. Architecture Components. UI layer libraries.

View binding. Data binding library. Lifecycle-aware components. Paging Library. Paging 2. Data layer libraries. 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. I don't need code or stuff, so don't waste your precious time on that, just some general hints where and how you would store the pictures online, and how android can download the pictures easily.

Take a look at the Glide or Picasso libraries. Those are super easy to use for thread-safe downloading of images. If you want to upload a dedicated databse, you'll have to set one up. Some common ones are Amazon, Google, etc. There are tons. Have a look at this answer. In this answer Picasso library is used to handle image download. Picasso gets rid of a lot of coding and testing to handle image download. In a project that I am working on, we use Amazon S3 to store our pictures, it's very reliable and is one of the goto solutions right now.

From what I heard Snapchat and some other big firms use S3 to store their picture! It's also very cheap, plus I believe they have free hosting to a certain degree.

This is their API guide for android. We use a service called File Picker to handle upload and download from amazonS3, it reduces a lot of work, but I don't think it's a free service. You can use Picasso for downloading images from network in Android.

For storing images Amazon S3 or Google cloud storage can be your options. Not sure if downloading packages is better than downloading individual pictures archiving won't save you much space.

As for your question, you can make some kind of API you will query from your app, even a flat file hosted somewhere with changing content would work. Find success on Google Play Stay on top of the features and best practices you can use to grow your app or game business on Google Play. Academy for App Success Free training for Android developers. Learn how to succeed on Google Play. Learn more. Google Play Programs. 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. Frame Profiler UI.

Customize or port game engines. Process input events. Support game controllers. Achieve proper frame pacing. Frame pacing in Vulkan. Integrate Android Performance Tuner.

Output audio. Manage memory. Use prebuilt or turnkey game engines. Develop with Defold. Develop with Godot. Develop with Unity. Use Android Performance Tuner. Game best practices. Maximize device availability. Art assets. OpenGL and Vulkan. Game Mode. Best practices. Building effective unit tests.

Automating UI tests. Testing app component integrations. Android Vitals. Optimizing for Battery Life. System tracing. Build and test apps for accessibility. Advanced topics. Protecting against security threats with SafetyNet. Build for Billions. Build for Enterprise. App feedback. Device management. Dedicated devices. Android versions. Android Developers. Handle media files This section describes some of the common use cases for handling media files video, image, and audio files and explains the high-level approach that your app can use.

Use case Summary Show all image or video files Use the same approach for all versions of Android. Show images or videos from a particular folder Use the same approach for all versions of Android.



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