Android game download statistics






















Based on our scan system, we have determined that these flags are possibly false positives. It means a benign program is wrongfully flagged as malicious due to an overly broad detection signature or algorithm used in an antivirus program. Softonic review. Jeremy Milliner Updated 12 days ago. More Close. FotMob Futbol24 soccer live scores results 2. Football Live Streaming 2. BeSoccer - Soccer Live Score 3. Figure 2. Systrace report for a multi-threaded game. When creating a feature-rich game, it's tempting to show many different options and actions to the player at the same time.

To maintain a consistent framerate, however, it's important to consider the relatively small size of mobile displays and keep your UI as simple as possible. The Systrace report shown in Figure 3 is an example of a UI frame that's attempting to render too many elements relative to a mobile device's capabilities. A good goal is to reduce the UI update time to milliseconds.

You can achieve such quick updates by performing optimizations similar to the following:. Even after making the optimizations discussed in the previous section, you might find that your game's framerate deteriorates within the first minutes of gameplay.

Furthermore, the device might begin to heat up and consume more battery over time. In many cases, this undesirable set of thermals and power consumption is related to how your game's workload is distributed across a device's CPUs. To increase your game's power consumption efficiency, apply the best practices shown in the following sections. To maximize L1 cache hits, it's generally best to keep your game's main thread, along with any other memory-heavy threads, running on a single CPU.

Most game engines, including Unity, know to defer worker thread operations onto a different CPU relative to your game's main thread. However, the engine isn't aware of a device's specific architecture and cannot anticipate your game's workload as well as you can.

Most system-on-a-chip devices have at least 2 shared clocks, one for the device's fast CPUs and one for the device's slow CPUs. A consequence of this architecture is that, if one fast CPU needs to operate at maximum speed, all the other fast CPUs also operate at maximum speed.

The example report shown in Figure 4 shows a game that takes advantage of fast CPUs. However, this high activity level generates a great deal of power and heat quickly. Figure 4. Systrace report showing a suboptimal assignment of threads to the device's CPUs. To reduce overall power usage, it's best to suggest to the scheduler that shorter-duration work—such as loading audio, running worker threads, and executing the choreographer—be deferred to the set of slow CPUs on a device.

Transfer as much of this work onto the slow CPUs as you can while maintaining a desired framerate. After you know which CPUs are the slow CPUs on your device, you can declare affinities for your short-duration threads, which the device's scheduler follows.

To do so, add the following code within each thread:. Games that incorporate complex graphics, heavy computation, or sustained network activity are more likely to encounter issues. Use the thermal API to monitor temperature changes on the device and take action to maintain lower power usage and cooler device temperature. When the device reports thermal stress, back off ongoing activities to reduce power usage. For example, reduce the frame rate or polygon tessellation.

First, declare the PowerManager object and initialize it in the onCreate method. Add a thermal status listener to the object. Define the actions to take when the listener detects a status change. The market for these apps is about as big as they come. It is estimated that the global number of smartphone users will rise to 3. If we looked at it in terms of devices, there are more connected mobile devices in the world 7. Emerging economies are catching up. Make data driven decisions and optimize your app strategy.

In this example, the WebAppInterface class allows the web page to create a Toast message, using the showToast method. At this point, your web application has access to the WebAppInterface class. For example, here's some HTML and JavaScript that creates a toast message using the new interface when the user clicks a button:. There's no need to initialize the Android interface from JavaScript. The WebView automatically makes it available to your web page.

So, when a user clicks the button, the showAndroidToast function uses the Android interface to call the WebAppInterface.

Note: The object that is bound to your JavaScript runs in another thread and not in the thread in which it was constructed. This can be a very useful feature or a dangerous security issue. You should also not allow the user to navigate to other web pages that are not your own, within your WebView.

Instead, allow the user's default browser application to open foreign links—by default, the user's web browser opens all URL links, so be careful only if you handle page navigation as described in the following section. When the user clicks a link from a web page in your WebView , the default behavior is for Android to launch an app that handles URLs. Usually, the default web browser opens and loads the destination URL. However, you can override this behavior for your WebView , so links open within your WebView.

You can then allow the user to navigate backward and forward through their web page history that's maintained by your WebView. If you want more control over where a clicked link loads, create your own WebViewClient that overrides the shouldOverrideUrlLoading method. Now when the user clicks a link, the system calls shouldOverrideUrlLoading , which checks whether the URL host matches a specific domain as defined above.

If the URL host does not match, then an Intent is created to launch the default Activity for handling URLs which resolves to the user's default web browser. When your WebView overrides URL loading, it automatically accumulates a history of visited web pages. You can navigate backward and forward through the history with goBack and goForward. For example, the following shows how your Activity can use the device Back button to navigate backward:. The canGoBack method returns true if there is actually web page history for the user to visit.

Likewise, you can use canGoForward to check whether there is a forward history. If you don't perform this check, then once the user reaches the end of the history, goBack or goForward does nothing. These changes cause a WebView object's activity to be destroyed and a new activity to be created, which also creates a new WebView object that loads the destroyed object's URL.

To learn more about handling configuration changes during runtime, read Handling configuration changes. By default, requests to open new windows are ignored. This is true whether they are opened by JavaScript or by the target attribute in a link. You can customize your WebChromeClient to provide your own behavior for opening multiple windows. Caution: To keep your app more secure, it's best to prevent popups and new windows from opening. The safest way to implement this behavior is to pass "true" into setSupportMultipleWindows but not override the onCreateWindow method, which setSupportMultipleWindows depends on.

Content and code samples on this page are subject to the licenses described in the Content License. App Basics. Build your first app. App resources.

Resource types. App manifest file. Device compatibility. Multiple APK support. Tablets, large screens, and foldables. Build responsive UIs. Build for foldables. Getting started. Handling data.

User input. Watch Face Studio. Connect and share knowledge within a single location that is structured and easy to search. In my app I am downloading a kml file from a webserver. I have set the permission for external storage and internet in my android manifest file. I am new to Android, your help is greatly appreciated. NetworkOnMainThreadException at android. DownloadFiles MainActivity.

When I run this code in the emulator the code still does not work - the file is not getting downloaded. Using Async task. I would recommend using Android DownloadManager. It is bad practice to perform network operations on the main thread, which is why you are seeing the NetworkOnMainThreadException.

It is prevented by the policy. If you really must do it for testing, put the following in your OnCreate:. Please remember that is is very bad practice to do this, and should ideally move your network code to an AsyncTask or a Thread. More info about AsyncTask on Android documentation. Run these codes in thread or AsyncTask. Here is the code help you to download file from server at the same time you can see the progress of downloading on your status bar.

Here i create an asynchronous task to download file. Note: If you want code with import package then Click Here. Now Step 2: You need to call above ayncronous task on your click event. To call AsyncTask use below code:. Note: Here You can see filename variable in file parameter. This is the name which i use to save my downloaded file in local device. When you click on download button, first you have to create local storage path where you want to save it, we should put download file functionality into ExecutorService that is used instead of AsyncTask because AsyncTask is deprecated.

Starting from api level 11 or Honeycomb doing network operations on main thread is forbidden.



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