Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. Ask Question. Asked 9 years, 6 months ago. Active 1 year ago. Viewed 15k times. Can I access it without root access? What is the full path? Matt Matt 19k 11 11 gold badges 73 73 silver badges bronze badges. What is this folder used for? I've never heard of it before? I'm not sure if it's even a physical location or a dynamic one that is app specific, but I'm trying to change the page that is opened when I open a new tab in Dolphin HD.
I'd rather it open to my homepage, and since there's no setting to do this I figured I'd edit this file and make it exactly what I want. Ah, it sounds like the assets folder of an APK.
How To Get Real File Path From Android Uri
You may not be able to alter it since APKs are signed by the developer.When using Xamarin. Forms and Xamarin.
Android, chances are that you had at one point of time to access a local file. Whether it is an image or a text file or even a local sqlite database, accessing a file from a Xamarin. Android project can be confusing. Today I will show you how you can get the absolute path of the different folders available in Xamarin. Android and we will see how we can get the paths from Xamarin. The internal folder is a folder specific to your application. It can only be access within your application and no other applications can touch the files within that folder.
Use this storage to store document specific to your application which will not be accessible from else where. Another important point is that when the user uninstall the application, all the data within that folder will be removed.
The external folder is a folder accessible by anyone. It can be mounted on a computer and any files is publicly available. There are two type of external folders, public and private. The difference beeing that private files will get deleted when your app is uninstall.
To access folder paths from Xamarin. Forms we will need to create a service and get it through the dependency service. And in the Android project we can add the implementation and add the dependency on the assembly level. Today we learnt the different type of folder available in Android. Internal vs external and public external vs private external. Use internal folder if you want everything to be only contained in your app and prevent other apps from messing with your content.
Use external to save file which are not application lifecycle threatening, photos taken from your app our good example. Bear in mind that any content stored in external folders can be removed by the user, even the external storage might not be always available. I hope this clear up the differences! See you next time! Differences between Internal and External Folders in Xamarin.
November 26, Android and Xamarin. Forms When using Xamarin. This post is composed 3 parts: 1. Internal folder 2. Public and private external folders 3. Access folder paths from Xamarin.Android Studio includes a tool called Image Asset Studio that helps you generate your own app icons from material iconscustom images, and text strings.
It generates a set of icons at the appropriate resolution for each pixel density that your app supports. At runtime, Android uses the appropriate resource based on the screen density of the device your app is running on. Image Asset Studio helps you create various types of icons at different densities and shows you exactly where they'll be placed in your project. The following sections describe the icon types that you can create and the image and text inputs that you can use. A launcher icon is a graphic that represents your app to users.
It can: Appear in the list of apps installed on a device and on the Home screen. Represent shortcuts into your app for example, a contact shortcut icon that opens detail information for a contact. Be used by launcher apps. Help users find your app on Google Play. Adaptive launcher icons can display as a variety of shapes across different device models and are available in Android 8.
Android Studio 3. Image Asset Studio generates previews of an adaptive icon in circle, squircle, rounded square, and square shapes, as well as a full bleed preview of the icon. A legacy launcher icon is a graphic that represents your app on a device's home screen and in the launcher window.
Legacy launcher icons are intended for use on devices running Android 7. It also creates a x pixel image that's appropriate for the Google Play store. We recommend that you use the material design style for launcher icons, even if you support older Android versions. Action bar icons are graphical elements placed in the action bar and that represent individual action items. Tab icons are graphical elements used to represent individual tabs in a multi-tab interface.
Each tab icon has two states: unselected and selected. We recommend that you use the material design style for action bar and tab icons, even if you support older Android versions.
Use appcompat and other support libraries to deliver your material design UI to older platform versions. Vector drawables are appropriate for simple icons and can reduce the size of your APK. A notification is a message that you can display to the user outside of the normal UI of your app. If your app supports Android 2. Later Android versions use the white icon that Image Asset Studio generates.
For more information, see Material Icons. You can import your own images and adjust them for the icon type. Image Asset Studio lets you type a text string in a variety of fonts, and places it on an icon. It converts the text-based icon into PNG files for different densities. You can use the fonts that are installed on your computer. Note: If your app supports versions no higher than Android 7. After you open Image Asset Studioyou can add adaptive and legacy icons by following these steps:.
Note: If your app supports Android 8. After you open Image Asset Studioyou can add a launcher icon by following these steps:. In the Select Icon dialog, select a material icon and then click OK. The icon appears in the Source Asset area on the right side, and in the preview area at the bottom of the wizard. Image Asset Studio places the icon within a transparent square so there's some padding on the edges. The padding provides adequate space for the standard drop-shadow icon effect.The Context in Android is actually the context of what we are talking about and where we are currently present.
This will become more clear as we go along with this. Context is almost everywhere in Android Development and it is the most important thing in Android Development, so we must understand to use it correctly. Wrong use of Context can easily lead to memory leaks in an android application. As there are different types of context in Android, we as an Android Developer often get confused about which context to use at which place. It is an instance that is the singleton and can be accessed in activity via getApplicationContext.
This context is tied to the lifecycle of an application. The application context can be used where you need a context whose lifecycle is separate from the current context or when you are passing a context beyond the scope of activity. Example Use: If you have to create a singleton object for your application and that object needs a context, always pass the application context.
If you pass the activity context here, it will lead to the memory leak as it will keep the reference to the activity and activity will not be garbage collected. In case, when you have to initialize a library in an activity, always pass the application context, not the activity context.
You only use getApplicationContext when you know you need a Context for something that may live longer than any other likely Context you have at your disposal. This context is available in an activity. This context is tied to the lifecycle of an activity. The activity context should be used when you are passing the context in the scope of an activity or you need the context whose lifecycle is attached to the current context.
Example Use: If you have to create an object whose lifecycle is attached to an activity, you can use the activity context. This context is the application context and can be used as the application context. You can get it using the getContext method. Suppose we have our class MyApplication which extends the Application class. And, another class MyDB which is Singleton.
And MyDB which is Singleton needs context. Which context will we be passing? The answer is Application Context because if we pass the Activity Context for example MainActivity1even if MainActivity1 is not in use, the MyDB will be keeping the reference unnecessary which will lead to the memory leaks.
So always remember, in case of Singleton lifecycle is attached to the application lifecyclealways use the Application Context. So, now when to use the Activity Context. Whenever you are in Activity, for any UI operations like showing toast, dialogs, and etc, use the Activity Context. Always try to use the nearest context which is available to you. When you are in Activity, the nearest context is Activity context. When you are in Application, the nearest context is the Application context. If Singleton, use the Application Context.
Reference: Stackoverflow. Thanks to the Stackoverflow community. Amit Shekhar. Understanding Context In Android Application. Share this blog to spread the knowledge.
Share on Facebook. Share on Twitter. Share on Google Plus.Android runs on many devices in many regions. To reach the most users, your app should handle text, audio files, numbers, currency, and graphics in ways appropriate to the locales where your app is used. You should already have a working knowledge of the Java programming language and be familiar with Android resource loadingthe declaration of user interface elements in XMLdevelopment considerations such as activity lifecycleand general principles of internationalization and localization.
It is good practice to use the Android resource framework to separate the localized aspects of your app as much as possible from the core Java-based functionality:.
For a short guide to localizing strings in your app, see the training lesson, Supporting Different Languages. Resources are text strings, layouts, sounds, graphics, and any other static data that your Android app needs. An app can include multiple sets of resources, each customized for a different device configuration.
When a user runs the app, Android automatically selects and loads the resources that best match the device. This document focuses on localization and locale. For a complete description of resource-switching and all the types of configurations that you can specify — screen orientation, touchscreen type, and so on — see Providing Alternative Resources. When you write your app, you create default and alternative resources for your app to use. When users run your app, the Android system selects which resources to load, based upon the device's locale.
If this default file is absent, or if it's missing a string that your app needs, then your app doesn't run and shows an error. The example below illustrates what can happen when the default text file is incomplete.
However, the user sees an error message and a Force Close button when this app is launched on a device set to a language other than English. The app doesn't load.
The situation applies to all types of resources, not just strings: You need to create a set of default resource files containing all the resources that your app calls upon —layouts, drawables, animations, etc.
For information about testing, see Testing for Default Resources. The default resource set must also include any default drawables and layouts, and can include other types of resources such as animations:.
Tip: In your code, examine each reference to an Android resource. Make sure that a default resource is defined for each one. Also make sure that the default string file is complete: A localized string file can contain a subset of the strings, but the default string file must contain them all. A large part of localizing an app is providing alternative text for different languages. In some cases you also provide alternative graphics, sounds, layouts, and other locale-specific resources.
To create an alternative resource for a different locale, you use a qualifier that specifies a language or a language-region combination. The name of a resource directory must conform to the naming scheme described in Providing Alternative Resourcesor else your app cannot compile.
Suppose that your app's default language is English. Suppose also that you want to localize all the text in your app to French, and most of the text in your app everything except the app's title to Japanese.Today we will look into android internal storage.
Android offers a few structured ways to store data. These include. In this tutorial we are going to look into the saving and reading data into files using Android Internal Storage. Android Internal storage is the storage of the private data on the device memory. By default, saving and loading files to the internal storage are private to the application and other applications will not have access to these files. When the user uninstalls the applications the internal stored files associated with the application are also removed.
However, note that some users root their Android phones, gaining superuser access. These users will be able to read and write whatever files they wish. After that we can call write method to write data on the file. Its syntax is given below:.
Android Get Application Context
After that, we call read method to read one character at a time from the file and then print it. In the above code, string temp contains all the data of the file. Note that these methods do not accept file paths e. Android Internal Storage Project Structure. Note that the onClick methods are defined in the xml file only as shown below:. The MainActivity contains the implementation of the reading and writing to files as it was explained above. Here, a toast is displayed when data is successfully written into the internal storage and the data is displayed in the EditText itself on reading the data from the file.
The image shown below is the output of the project.
The image depicts text being written to the internal storage and on clicking Read it displays back the text in the same EditText. Download the final project for android internal storage example from below link. Is it possible to access the file location by the app itself.?
I want to write some info in the file and upload that file to server.
Android Internal Storage Example Tutorial
Thanks for the tutorial. I have tried your project on my emulator in Android Studio and on my smartphone but no file is written at all.
Do you have any idea about the reason of this behavior? I cannot find it. Hi, The onClick methods for each of the buttons are defined in the xml itself. This example helped me a lot more I was left with a doubt, I need to take a photo to the profile of the user perfil. If I am saving a profile image of the user and when I start the activity I need to read the profile.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.
If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. An Android helper class to manage database creation and version management using an application's raw asset files.
This class provides developers with a simple way to ship their Android app with an existing SQLite database which may be pre-populated with data and to manage its initial creation and any upgrades required with subsequent version releases. It is implemented as an extension to SQLiteOpenHelperproviding an efficient way for ContentProvider implementations to defer opening and upgrading the database until first use. Rather than implementing the onCreate and onUpgrade methods to execute a bunch of SQL statements, developers simply include appropriately named file assets in their project's assets directory.
If you are using the Gradle build system, simply add the following dependency in your build. If you are using the old build system, download the latest library JAR and put it in your project's libs folder. Please familiarize yourself with the behaviour and lifecycle of that class. SQLiteAssetHelper relies upon asset file and folder naming conventions.
At minimum, you must provide the following:. Earlier versions of this library required the database asset to be compressed within a ZIP archive. This is no longer a requirement, but is still supported. Applications still targeting Gingerbread API 10 or lower should continue to provide a compressed archive to ensure large database files are not corrupted during the packaging process.
The naming conventions using the above example are as follows:. The database will be extracted from the assets and copied into place within your application's private data directory. If you prefer to store the database file somewhere else such as external storage you can use the alternate constructor to specify a storage path.
You must ensure that this path is available and writable whenever your application needs to access the database. The database is made available for use the first time either getReadableDatabase or getWritableDatabase is called. The samples:database-v1 project demonstrates a simple database creation and usage example using the classic Northwind database.
At a certain point in your application's lifecycle you will need to alter it's database structure to support additional features. You must ensure users who have installed your app prior to this can safely upgrade their local databases without the loss of any locally held data.
To facilitate a database upgrade, increment the version number that you pass to your SQLiteAssetHelper constructor:.