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 <[email protected]> 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 <[email protected]>wrote:
>
>
>
>
>
> > 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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