On Apr 29, 2013, at 8:50 AM, Francesco Colombo
wrote:
> your solution seems to work fine! Now I can read my binary files inside the
> apk directly. I didn't knew but, Android when installs applications, do not
> uncompress the apk file. Do you think there is any performance loss between
> read
Thanks Jon,
your solution seems to work fine! Now I can read my binary files inside the
apk directly. I didn't knew but, Android when installs applications, do not
uncompress the apk file. Do you think there is any performance loss between
reading the assets via the AssetsManager or directly into
Ok
FileMode.Open and FileAccess.Read did the trick. Going further with this
experiment!
On Sun, Apr 28, 2013 at 6:32 PM, Francesco Colombo <
francesco.colo...@gmail.com> wrote:
> It seems that trying to read the apk itself from the app is not possible?
> It gives to me "Unathorized exception".
It seems that trying to read the apk itself from the app is not possible?
It gives to me "Unathorized exception".
string apkPath = this.Application.Info.SourceDir;
using(Stream stream = System.IO.File.Open(apkPath))
{
}
On Sun, Apr 28, 2013 at 6:11 PM, Jonathan Pryor wrote:
> On Apr 28, 2013,
On Apr 28, 2013, at 11:43 AM, Francesco Colombo
wrote:
> What I meant was if there were any other way to read assets from the Assets
> folder bypassing the AssetsManager.
That should be possible. Assets are stored in the `.apk`, so you just need to
bundle a .zip parser in your app (e.g. Ionic
My bad.
It is clear to me it's a OS bug. What I meant was if there were any other
way to read assets from the Assets folder bypassing the AssetsManager. I
cannot chose the path of having the binary not compressed. They are many
and too many.
On Sun, Apr 28, 2013 at 4:57 PM, Jonathan Pryor wrot
On Apr 28, 2013, at 6:45 AM, Francesco Colombo
wrote:
> I've found this.
>
> https://android-review.googlesource.com/#/c/51757/
>
> Is this somehow fixable in Xamarin.Android?
That's a core Android bug. You can work around it in Xamarin.Android (by not
compressing, or using another mechanism
I've found this.
https://android-review.googlesource.com/#/c/51757/
Is this somehow fixable in Xamarin.Android?
On Fri, Apr 26, 2013 at 5:19 PM, Francesco Colombo <
francesco.colo...@gmail.com> wrote:
> Ok Thnaks!
>
>
> On Fri, Apr 26, 2013 at 4:54 PM, Jonathan Pryor wrote:
>
>> On Apr 26, 20
Ok Thnaks!
On Fri, Apr 26, 2013 at 4:54 PM, Jonathan Pryor wrote:
> On Apr 26, 2013, at 10:32 AM, Francesco Colombo <
> francesco.colo...@gmail.com> wrote:
> > @Jon: Is there any workaround to test "uncompressed" assets?
>
> The workaround is listed in the bug I mentioned in this thread:
>
>
On Apr 26, 2013, at 10:32 AM, Francesco Colombo
wrote:
> @Jon: Is there any workaround to test "uncompressed" assets?
The workaround is listed in the bug I mentioned in this thread:
WORKAROUND: hand-edit the .csproj and add a
within the first .
is a semicolon-separated list
@Jon: Is there any workaround to test "uncompressed" assets?
On Fri, Apr 26, 2013 at 4:04 PM, Francesco Colombo <
francesco.colo...@gmail.com> wrote:
> Using raw resources drive to the same result: "Error rading asset data" :(
>
>
> On Wed, Apr 24, 2013 at 8:33 PM, Tom Opgenorth wrote:
>
>> Jus
Using raw resources drive to the same result: "Error rading asset data" :(
On Wed, Apr 24, 2013 at 8:33 PM, Tom Opgenorth wrote:
> Just a thought: what happens if you put these binary files into
> Resources/raw instead of the Assets folder? Maybe the Android
> ResourceManager will like these fi
Just a thought: what happens if you put these binary files into
Resources/raw instead of the Assets folder? Maybe the Android
ResourceManager will like these files better than the AssetManager?
On Wed, Apr 24, 2013 at 11:02 AM, Francesco Colombo <
francesco.colo...@gmail.com> wrote:
> Hi,
>
> I'
On Apr 24, 2013, at 1:39 PM, Francesco Colombo
wrote:
> Xamarin Studio!
Thank you. This has been filed as:
https://bugzilla.xamarin.com/show_bug.cgi?id=11943
- Jon
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On Wed, Apr 24, 2013 at 7:33 PM, Jonathan Pryor wrote:
> On Apr 24, 2013, at 1:27 PM, Francesco Colombo <
> francesco.colo...@gmail.com> wrote:
> > I whish also try the "uncompressed" way but I'm unable to achieve this.
> If I open the project properties and insert some values i
On Apr 24, 2013, at 1:27 PM, Francesco Colombo
wrote:
> I whish also try the "uncompressed" way but I'm unable to achieve this. If I
> open the project properties and insert some values inside the textbox which
> expects file types which will be "uncompressed", values are not saved!
Odd; which
:( I'm going to try on another device.
I whish also try the "uncompressed" way but I'm unable to achieve this. If
I open the project properties and insert some values inside the textbox
which expects file types which will be "uncompressed", values are not saved!
On Wed, Apr 24, 2013 at 7:16 PM
On Apr 24, 2013, at 1:02 PM, Francesco Colombo
wrote:
> I'm having a strange issue in android 4.0 wiht Sam G2. I'm trying to read
> some binary files, which are ~2mb, from the Asset folder. Some of these files
> are read without any problems, some others make the app crash with the error:
> "E
Hi,
I'm having a strange issue in android 4.0 wiht Sam G2. I'm trying to read
some binary files, which are ~2mb, from the Asset folder. Some of these
files are read without any problems, some others make the app crash with
the error: "Error reading asset data. Unable to access asset data: -1".
I
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